Marcus "Sentinel" Fallen
Veteran Male Human, Special Agent, 34 years old
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Focus d8, Language (American) d8, Language (Arabic) d6, Language (Dari) d6, Language (Pashto) d6, Language (Spanish) d6, Notice d8, Persuasion d4-1, Shooting d8, Stealth d6, Tradecraft d6
Pace: 6; Parry: 7; Toughness: 9 (3) | Absorption Metal
Hindrances: Grim, Habit (minor, Smoker), Loyal, Ruthless (minor), Suspicious (minor), Ugly (minor)
Edges: Arcane Background (Titan Effect Psychokinesis) (30) (setting), Close Quarters Combat, Improved Level Headed, Mind Shield, Old-Timer, Soldier, The Best There is
Languages: Spanish (d6), Pashto (d6), Dari (d6), Arabic (d6), American (native, d8)
Current Wealth: 20 EP load louts
Background: Soldier, +1 to common knowledge related to being a former special forces soldier.
Factions: SPEAR North and Central America
Advances
Initial
Race: Close-Quarter Combat (may use weapons up close and ignores -2 for using rifles as clubs)
Hindrance: Attribute Point
Hindrance: Old-timer (begins with 4 advances and GM determined background)
Novice Advances
Edge: Mind Shield (+2 resist mental powers and +2 protection versus mental)
Raise Attribute: Spirit d8
Raise Skills: Notice d8/Focus d8
Seasoned Advances
Edge: Level Headed (gets two cards)
Edge: Improved Level Headed (gets 3 cards)
Edge: Soldier (gain +1 die type strength for encumbrance and free reroll on environmental vigor checks)
Raise Attribute: Vigor
Veteran Advances
Edge: The Best There is (TK)
------------------
Current Load: 0 (61)
Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021), Super Powers Companion (2014), Titan Effect Setting Rules: Born a Hero, Multiple Languages, Super Hero! Supers Campaign Level: Street Fighters (Rising Stars)Validity: Character appears valid and optimal
Marcus "Sentinel" Fallan
GM: Stoic
Marcus "Sentinel" Fallan
Bennies 2
Quarterly Reset 3
- +1 GM Boon for noticing accounting err
-1 Reroll stealth for submarine
+1 Never mind, that roll was not needed per the GM.
-1 Trying to hit that stupid crocodile
+2 Double Jokers
-3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
Hindrances:
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
- Athletics d10
- Common Knowledge d6
- Fighting d10
- Investigation d6
- Notice d6
- Shooting d10
- Stealth d10
- Trade-craft d6
Hindrances:
- Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
- Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
- Habit (Smoker)
- Arcane Background (Super Powers, free setting rule)
- Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
- Old Timer: The character has seen some stuff. But he has also earned some complications
- Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
- The Best Their Is: The character is allowed to spend 15 points on Matter Control
- Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
- Dodge: −2 to be hit by ranged attacks.
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
- (20 Equipment Points)
TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
Four spare ammo magazines (TAR-21)
10 Throwing knives (Strength+d4)
Body Armor (+4, torso only)
Subvocal Commlink
Encrypted Smartphone
Reinforced tablet
Lighter and cigarettes
Sneaking suit (Stealth +1)
1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
- Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
- Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
- Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
- Setup: Allies get a +2 bonus against the victim until his next action.
- Slow: The target’s Pace is halved on his next action.
Re: Marcus "Sentinel" Fallan
Gear (20 of 20 EP):
- (4) TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, May fire 3rb, Reflex Sight +1 at short and medium range)
- (1) Suppressor on TAR-21
- (2) Four spare ammo magazines (TAR-21)
- (1) NOGs (Infrared optics; reduce lighting penalties by 1/2)
- (2) 8 Combat Knives (Strength+d4)
- (1) Long Sword (Strength+d8)
- (4) Armored Stealth Suit (+1 stealth, +3 Armor)
- (0) Subvocal Commlink
- (1) HE Grenades x4 (3d6 Heavy to a MBT)
- (1) Smoke Grenades x4 (LBT is considered pitch black, no effect on IR, smoke lasts for 1d6 rounds, 2d6 inside)
- (0) Lighter and cigarettes
- (1) Tactical Webbing (encumbrance +1 level, can hold 30 lbs)
- (1) Survival Kit
- (1) 2 sets of restraints (-4 to strength rolls to break out)
- (0) 40 pounds of over the counter steal shot (picture Magneto's escape from prison in x-men 2)
Bennies 2
Quarterly Reset 3
- +1 GM Boon for noticing accounting err
-1 Reroll stealth for submarine
+1 Never mind, that roll was not needed per the GM.
-1 Trying to hit that stupid crocodile
+2 Double Jokers
-3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
Hindrances:
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
- Athletics d10
- Common Knowledge d6
- Fighting d10
- Investigation d6
- Notice d6
- Shooting d10
- Stealth d10
- Trade-craft d6
Hindrances:
- Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
- Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
- Habit (Smoker)
- Arcane Background (Super Powers, free setting rule)
- Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
- Old Timer: The character has seen some stuff. But he has also earned some complications
- Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
- The Best Their Is: The character is allowed to spend 15 points on Matter Control
- Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
- Dodge: −2 to be hit by ranged attacks.
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
- (20 Equipment Points)
TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
Four spare ammo magazines (TAR-21)
10 Throwing knives (Strength+d4)
Body Armor (+4, torso only)
Subvocal Commlink
Encrypted Smartphone
Reinforced tablet
Lighter and cigarettes
Sneaking suit (Stealth +1)
1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
- Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
- Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
- Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
- Setup: Allies get a +2 bonus against the victim until his next action.
- Slow: The target’s Pace is halved on his next action.
Re: Marcus "Sentinel" Fallan
Super Powers
- PK Inertia; Absorption - Metal (Transmute +3) [5]
- Psychokinetic Magnetism; Telekinesis d12+4 (only on metals -2, power 7 +14) [15]
Base Encumbrance 1,000 lbs. Max lift 5,000 lbs. Power Stunt makes 2 tons and 8 tons respectively
Bennies 2
Quarterly Reset 3
- +1 GM Boon for noticing accounting err
-1 Reroll stealth for submarine
+1 Never mind, that roll was not needed per the GM.
-1 Trying to hit that stupid crocodile
+2 Double Jokers
-3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
Hindrances:
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
- Athletics d10
- Common Knowledge d6
- Fighting d10
- Investigation d6
- Notice d6
- Shooting d10
- Stealth d10
- Trade-craft d6
Hindrances:
- Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
- Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
- Habit (Smoker)
- Arcane Background (Super Powers, free setting rule)
- Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
- Old Timer: The character has seen some stuff. But he has also earned some complications
- Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
- The Best Their Is: The character is allowed to spend 15 points on Matter Control
- Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
- Dodge: −2 to be hit by ranged attacks.
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
- (20 Equipment Points)
TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
Four spare ammo magazines (TAR-21)
10 Throwing knives (Strength+d4)
Body Armor (+4, torso only)
Subvocal Commlink
Encrypted Smartphone
Reinforced tablet
Lighter and cigarettes
Sneaking suit (Stealth +1)
1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
- Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
- Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
- Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
- Setup: Allies get a +2 bonus against the victim until his next action.
- Slow: The target’s Pace is halved on his next action.
Re: Marcus "Sentinel" Fallan
Moving to America was hard for the young man and upon doing so he took on an American name like the rest of his family. Now in his current role Marcus does not care what people call him and changes his name often.
Marcus is an Afghan-American whose talent developed early. He worked in his father's restaurant until he was 19. Then joining the marines Marcus was able to secure a position in Marine Raider Battalion. He served with distinction until he was asked to start working with what he thought was agency men. On discharge he was approached and decided to work with them full time. He believed in what they were doing and while his highest loyalty was to America, The actions of SPEAR also helped Americans.
Having been in the game for a while Marcus has been betrayed more than once. While he is loyal to those he works with, he has learned they cannot be trusted and not to lower his guard.
Marcus is an Afghan-American whose talent developed early. He worked in his father's restaurant until he was 19. Then joining the marines Marcus was able to secure a position in Marine Raider Battalion. He served with distinction until he was asked to start working with what he thought was agency men. On discharge he was approached and decided to work with them full time. He believed in what they were doing and while his highest loyalty was to America, The actions of SPEAR also helped Americans.
Having been in the game for a while Marcus has been betrayed more than once. While he is loyal to those he works with, he has learned they cannot be trusted and not to lower his guard.
Bennies 2
Quarterly Reset 3
- +1 GM Boon for noticing accounting err
-1 Reroll stealth for submarine
+1 Never mind, that roll was not needed per the GM.
-1 Trying to hit that stupid crocodile
+2 Double Jokers
-3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
Hindrances:
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
- Athletics d10
- Common Knowledge d6
- Fighting d10
- Investigation d6
- Notice d6
- Shooting d10
- Stealth d10
- Trade-craft d6
Hindrances:
- Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
- Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
- Habit (Smoker)
- Arcane Background (Super Powers, free setting rule)
- Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
- Old Timer: The character has seen some stuff. But he has also earned some complications
- Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
- The Best Their Is: The character is allowed to spend 15 points on Matter Control
- Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
- Dodge: −2 to be hit by ranged attacks.
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
- (20 Equipment Points)
TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
Four spare ammo magazines (TAR-21)
10 Throwing knives (Strength+d4)
Body Armor (+4, torso only)
Subvocal Commlink
Encrypted Smartphone
Reinforced tablet
Lighter and cigarettes
Sneaking suit (Stealth +1)
1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
- Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
- Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
- Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
- Setup: Allies get a +2 bonus against the victim until his next action.
- Slow: The target’s Pace is halved on his next action.
Re: Marcus "Sentinel" Fallan
Old Timer - Debriefing Results: Scarred: Captured and tortured Marcus has burn scars over 20% of his body, including his the bottom left of his face.
Bennies 2
Quarterly Reset 3
- +1 GM Boon for noticing accounting err
-1 Reroll stealth for submarine
+1 Never mind, that roll was not needed per the GM.
-1 Trying to hit that stupid crocodile
+2 Double Jokers
-3 Disarm man of rifle and hit him with it.
Marcus (Rob T)
Code Name: Sentinel
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
Hindrances:
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
Name: Marcus Fallan
Advances: 8 Remaining: 0 Rank: Veteran
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d8
Cha: +0; Pace: 6; Parry: 7; Toughness: 9 (4) [+4 versus metal] | In Bubble he has 25 (16) [+4 versus metal]
Skills:
- Athletics d10
- Common Knowledge d6
- Fighting d10
- Investigation d6
- Notice d6
- Shooting d10
- Stealth d10
- Trade-craft d6
Hindrances:
- Tongue-Tied (The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.)
- Hesitant (Draw two Action Cards and take the lowest, except Jokers, which may be kept)
- Habit (Smoker)
- Arcane Background (Super Powers, free setting rule)
- Calculating: Ignore up to 2 points of penalties on one action with an Action Card of Five or less
- Old Timer: The character has seen some stuff. But he has also earned some complications
- Power Points x3 (The character gains +5 power points, Advance 1, Advance 5, Advance 8)
- The Best Their Is: The character is allowed to spend 15 points on Matter Control
- Master: The character may perform power tricks when he uses his power without the -2 penalty. (Advance 6)
- Dodge: −2 to be hit by ranged attacks.
4 Electromagnetic Awareness (Heightened Senses 3; Infrared Vision, Low Light Vision, Super Sense +2 with Sight, Spacial Awareness +2, Only to sense metals -1)
2 Divided Attention (Extra Action 2, only with Matter Control -1)
1 It Comes Out of Me, and Goes in, No Problem (Resistance to Metal 1)
14 Master of Electromagnetism (Matter Control Metal 7 - d12+5, Toughness 16, 2,500 lbs unencumbered, 5 tons max, Requires Material -2, Range 24")
1 EM Distortion Field (Deflection -2, Requires Activation -1)
3 Ride The Wave (Flight pace x2, Contingent on Master of Metal -1)
Gear
- (20 Equipment Points)
TAR-21 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2, Auto, Laser sight)
Four spare ammo magazines (TAR-21)
10 Throwing knives (Strength+d4)
Body Armor (+4, torso only)
Subvocal Commlink
Encrypted Smartphone
Reinforced tablet
Lighter and cigarettes
Sneaking suit (Stealth +1)
1.5 tons of metal ball bearings
Power Tricks = Free for Marcus
When a power affects a target, either as an attack or a resisted effect, a hero may use any of the Power Tricks below by describing the action and taking a –2 penalty to the active skill (or the victim adds +2 to his resistance roll if there is no active roll on the part of the attacker, like fear). If successful, the power works as usual and the Trick chosen from the list below is triggered as well.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
Any effect may be used at any time with a good rationale and the Game Master’s permission—a character doesn’t have to choose the same effect each time. Exactly how it works is a matter of description. Lower Defenses might mean encircling the target in smoky blackness via energy control (darkness) so that he can’t see incoming attacks. A radiation blast (ranged attack) might cause dizziness (Lower Trait for Agility) or weakness (Vigor). Or an earthquake might setup a villain for a follow-up ranged attack. It’s all in the description.
- Delay: The victim must trade his current Action Card with the next character lower than him (he can’t trade with a character on Hold). If the victim already acted this round, the trade occurs on the following round unless the target gets the Joker (which negates the effect).
- Lower Defenses: The target’s Parry is lowered by 2 until his next action. This is simply a different way to successfully perform the Trick maneuver (see Savage Worlds), so it does not stack with a regular Trick.
- Lower Trait: One of the target’s attributes and all linked skills suffer a –2 penalty on his next action.
- Setup: Allies get a +2 bonus against the victim until his next action.
- Slow: The target’s Pace is halved on his next action.
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