Azreal "Visionary" Thayne

GM: Stoic
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Azrael
Posts: 15
Joined: Mon Jan 07, 2019 10:00 pm

Azreal "Visionary" Thayne

Post by Azrael »

Azreal "Visionary" Thayne
Player Name: Marc
Google Handle: marc.leasure82
Azreal Thayne
Rank: Seasoned Experience: 30 Advances Left:
Race: Human
Background: Special Forces (Seal Team)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Pace: 6; Parry: 7; Toughness: 10(4)
Skills:
  • Athletics d8
  • Common Knowledge d4
  • Fighting d8
  • Notice d6
  • Shooting d6
  • Stealth d8 +2(Stealth Suit)
  • Thievery d8
  • Tradecraft d6
  • Survival d4

Languages: English, Braille, Japanese
Hindrances
  • Blind (Major):: Although blind, he has a natural radar ability extending 400 feet (67”) which compensates for the penalties. He cannot read, see colors, or otherwise detect purely visual information.
  • Heroic (Major): Always helps those in need.
  • Ugly (Major): His last mission left him terribly scarred. He subtracts 2 from his Persuasion rolls. (From Old Timer)

Edges
  • Arcane Background Super Powers: 10 Power Points (ESP?)
  • Old Timer: Gain 20 experience points.
  • Ambidextrous: Ignore –2 penalty when making Trait rolls with off-hand.
  • Two Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
  • Alertness: +2 to Notice rolls
  • Frenzy: Roll a second Fighting die with one melee attack per turn.
  • Block: 1 Parry, ignore 1 point of Gang Up bonus.
  • Power Points x2: 10 additional PP
Powers
Arcane Background: Super Powers 20/20

Bad Ass [Attack, Melee] (6) [Rank: 1]
  • Duration:Always on
  • Trapping: Secret Martial Arts Training
  • Effect: Multiple Attacks (+2), Stackable, 1d6 Damage

Awareness [Awareness] (4)
  • Trapping: Heightened senses radar
  • Effect: Ignores obscurement penalties and Gang Up bonus.
  • Limitation: (–1), requires a Notice roll at –4 to work against creatures with no heartbeat for the remainder of the scene

Danger Sense [Danger Sense] (1)
  • Trapping: Heightened senses radar
  • Effect: The character detects and senses danger. He gets a Notice roll to detect hidden dangers,and on a success starts the combat on Hold.
  • Limitation: (–1), "When facing an ambusher that has no heartbeat, the roll is at -4." You don't have two separate rolls to use the Power, here, just the one, but there's a killer penalty because of the power trappings.

Heightened Senses [Super Senses] (5) [Rank: 5]
  • Trapping: Heightened senses radar
  • Effect: Hearing, Smell, Taste, Touch, Tracking(+2 Survival), Spatial Sense
  • Limitation: (–2), if this power is negated, all non-Device powers are negated as well.

Uncanny Reflexes [Uncanny Reflexes] (4) [Rank: 1]
  • Trapping: Heightened senses and enhanced balance.
  • Effect: –2 to be hit


Background
“I have been in this a while now. Silly bastards in my unit thought it would be funny to call me the Visionary. Most of my missions have been routine it seemed. We were saving people, doing good things. This last mission has me on edge. I hear everything. Sometimes I can feel the air against my skin when things barely change in the room. Something I was unable to sense got me. Messed up my face real good. I was the lucky one. The rest of my unit didn’t make it. Somehow or through sheer luck I did. Maybe I didn’t know enough to matter to whatever or whomever it was, but I made it. Tomorrow I ship out with a new crew and from the sound of it they are a bunch of old timers like me.”

Gear
Equipment Points: 15/15
  • Encrypted smartphone (free)
  • Subvocal commlink (free)
  • P226 pistol (free) + silencer (1 EP)
    • SIG Sauer P226 Range:12/24/48 Damage: 2d6 ROF: 1 Weight: 2 Shots: 15
    • Notes: AP 1, Semi-Auto
  • Concealable Holster(½ EP)
  • Advanced Infiltration kit (2 EP)
    • Contains electronic bypass, glass cutter, lock picks, etc. (+1 Thievery)
  • TAR-21 assault rifle (3 EP) + suppressor (1 EP)
    • Tavor TAR-21 Range: 24/48/96 Damage: 2d8 ROF: 3 Weight:7 Shots:30
    • Notes: AP 2, Semi-Auto, Auto
  • 2 Extendable Batons(1/2 EP) Damage: Str + 1d4, Concealable
  • Tactical Sling(¼ EP)
  • Sleeping gas grenade x2 (2/4 EP)
  • Restraints (10) (½ EP)
  • Tactical webbing (1 EP)
  • Smoke Grenades x3 (3/4 EP)
  • Armored Stealth suit (4 EP)
    • +4 armor, covers torso, legs and arms, +2 to Stealth rolls involving visual and sound, see notes

Advances
  • Free Setting Edge: Arcane Background Super Powers (10 build points)
  • Initial Advances: (From Hindrances):+1d Agility, Power Points
  • Free Edge (Human): Old Timer
  • Novice 1 Advance: Ambidextrous
  • Novice 2 Advance: Two-Fisted
  • Novice 3 Advance: Alertness
  • Seasoned 1 Advance: Frenzy
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: Block
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Azreal "Visionary" Thayne

Post by Freemage »

Freemage's Audit:

(This can be deleted once you guys have finalized the character; Mike just asked me to go over the SPC power-sets.)
Danger Sense [Danger Sense] (1)

Trapping: Heightened senses radar
Effect: The character detects and senses danger. He gets a Notice roll to detect hidden dangers,and on a raise starts the first round of an ambush or surprise attack on Hold.
Limitation: (–1), requires a Notice roll at –4 to work against creatures with no heartbeat for the remainder of the scene
Two things:

First off, there's an OA on the PEG forum that states that the text has an error. It's a very important piece of errata, because without that, the Danger Sense Edge would be BETTER than the Danger Sense Power. Basically, you roll straight Notice, and if you get a success, you start the combat On Hold.

Second, the Limitation should then read, "When facing an ambusher that has no heartbeat, the roll is at -4." You don't have two separate rolls to use the Power, here, just the one, but there's a killer penalty because of the power trappings.

********************
Extendable Batons [Attack, Melee] (4) [Rank: 2]

Duration:Always on
Trapping: Extendable Batons
Effect: Multiple Attacks (+2), 2d6 Damage
Limitation: (–2) Device Pair of Extendable Batons
Okay, so this is street-legal, but it does have some strange effects. Most notably, the power only works with these specific weapons--give him two lead pipes, or a sword, and his damage output drops. And his punches only do Strength damage, since he lacks any of the Martial Arts Edges. (In a way, he more resembles Mockingbird in this regard, than Daredevil.) It also limits later development in terms of damage-dealing. Again, this is rules-legal, it's just kind of odd.

There is another way to do this--but it makes the Power itself more expensive, meaning you may need to trim back elsewhere.

Step 1: The batons are now just normal gear, purchasable and replaceable. They do Str + 1d6 Damage, like most other nasty bits of weighted metal you can pick up. See what your GM wants to charge in terms of Equipment Points for them.

Now, the Power is:

Bad-Ass [Attack, Melee I] (6)
  • Trapping: Secret Martial Arts Training
    Modifiers: Multiple Attacks (+2), Stackable (+2)
    Effect: Adds +1d6 to melee attacks; applies to all melee attacks made in a round, and applies to both armed and unarmed combat.
So, as I said, initially, this costs an extra 2 Power Points, which you'll have to squeeze from someplace. However, as a payoff, you're vastly more versatile--any weapon you pick up is dangerous to your enemies, and you can punch people in the face even if you're disarmed. And your baton attacks have a max damage value of Str + 6d6 (Str + 1d6 from baton, +5d6 from Power, if you keep increasing it), whereas the original build caps out at Str + 5d6, unless you also take Martial Arts Edges.

To get the 2 Power Points, I'd suggest dropping Super Edge: Imp. Frenzy. You can always acquire it later via normal Advancement (or by taking Power Points Edge to buy the Super Edge again).

*************

Everything else looks totally solid.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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