The plane to Haiti (IC Chat)

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Stoic
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Posts: 485
Joined: Fri May 25, 2018 8:58 am

The plane to Haiti (IC Chat)

Post by Stoic »

The group arrives at the airport and finds their way to the private runway. A sleek looking lear jet rolls up and a staircase descends, an attractive man walking down it. "Ladies and gentlemen, please find a seat."

As the group sits in their respective spots a quick safety lesson is given and menus are handed out. The steward remains out of sight but will respond quickly to the press of a button each of you has on your seats. In the back in a tiny lounge area with a comfortable couch and loveseat. Just big enough to fit the entire group if they care to go there to chat.
GM Bennies 9/9
Wild Card Bennies ?

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Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: The plane to Haiti (IC Chat)

Post by Julie »

The team hasn't had much time to process everything that's gone on. Their last mission was weird, even by SPEAR standards, and losing Trent the way they had does't sit well with Julie.

To the team, she says, "Anyone had experience in Haiti before? The weather should at least be nice."
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

Keiko
Posts: 40
Joined: Fri Dec 21, 2018 8:34 am

Re: The plane to Haiti (IC Chat)

Post by Keiko »

Keiko plopped down unceremoniously and wriggled a little as she found the comfy spot. Then she sighed.

"Sure, if you like 'really hot and super humid.' It's tropical islands. Oh hey!"

Abruptly she sat up straight and wide-eyed. "If we find a cool tropical bird, can we take it back with us? Like a parrot or one of those other really colorful ones? I'm pretty sure it's not technically legal, but we're psychic secret agents so it's okay right? Like we can speed or run red lights and it's fine."

User avatar
Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: The plane to Haiti (IC Chat)

Post by Marcus »

Marcus liked to avoid to much chatter. His speech impediment making it something he only did well while relaxed, however this team was not bad and he had already done a mission with them and returned. Learning to relax around other agents is hard. Too often they turn out to be traitors. However, he did not mind these guys. "It's a swamp." He said keeping the words short. He would like to talk about other missions there, but he was not in the habit of sharing previous mission data, even if it was to say he had never been there professionally. After all his last trip to Haiti was as a thief, and he escaped with what he came for unnoticed, no need to rat himself out, pardon or no.
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:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

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)
Edges:
  • 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.
Powers (25 Power Points)
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.
  • 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.

User avatar
Kelly
Posts: 38
Joined: Tue Jan 15, 2019 7:00 pm

Re: The plane to Haiti (IC Chat)

Post by Kelly »

Julie wrote:
Tue Jul 02, 2019 5:52 pm
To the team, she says, "Anyone had experience in Haiti before? The weather should at least be nice."
Kelly rolls her eyes. "Weather should have been nice in Arizona too..." she says, then realizes she just rolled her eyes and her superior office and blushes. The concept of military authority still doesn't come naturally to Kelly.

"I mean... it would be nice, if we could get some down time there once the mission wraps up... I haven't been to the tropics since I was in the Dominican Republic back in '04, and even that was a 2 week stint with Doctor's without borders. Was a lot more depressing than experience most of the tourists who visit get."
Kelly Robinson
Kelly ‘Quack Robinson

Wounds: 0/4; Fatigue: 0/3
Parry: 4/6
Toughness: 9(4)

Active effects:
Notable Edges: Killer Instinct, Mentalist

Bennies: 3/3
+1 For Keiko Joker
+1 for pointing out card draw discrepancy
-1 for Mind control Re-roll

Adventure Cards:

Edit Signature
Gear
11 EP (factoring in free pistol)
  • (0) Gas Mask
    • 2 lbs
  • (0) Cold Weather Clothes
  • (0) Subvoval Comlink - Speak to the team silently, -4 to notice it
  • (0) Encrypted Smartphone - 24 hour charge, -6 to hack or jam
  • (4) Armored Stealth Suit - +4 armor, +2 to stealth on visual and sound
    • 7lbs
  • (1) Ballistic Helmet - +4 armor on the head
    • 4lbs
  • (¼) Folding Knife - Concealable
    • Str+d4 Damage
    • 1lbs
  • (2) Advanced First Aid Kit
    • 5lbs
    • +1 to healing
  • (1 ¼ ) Incendiary Grenade - Ignores armor, target on fire at 4-6 (separate roll)
    • QTY 5
    • Range 5/10/20
    • MBT
    • 3d6 damage
    • 5lbs
  • (1) Sleeping gas Grenade - Vigor at -4 or knocked out for 2d6 hours, lasts 3 rounds.
    • QTY 4
    • Range 5/10/20
    • MBT
    • 4lbs
  • (½) Tranquilizer Pen - vigor roll at -4 (-6 with raise)
    • Range 3/6/12
    • 1 shot
  • (1) Night vision goggles - eliminates dim and dark penalties
    • 2 lbs

Weight: 23 of 40lbs

User avatar
Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: The plane to Haiti (IC Chat)

Post by Marcus »

Marcus listens to her story and nods. "Those are good covers. Get you in, and people like to help you." Then he realizes she was talking about going as an actual doctor he shakes his head but does not say anything. As a career thief he never considered anything like DWOB, it would be absurd to go work for people and not get paid. That is unless it was a set up for a better job.
OOC Comments
@Stoic

Do we need to post a new load out? Did you consider what the 3,000 lbs of aluminum counts as for Marcus?
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:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

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)
Edges:
  • 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.
Powers (25 Power Points)
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.
  • 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.

User avatar
Julie
Posts: 47
Joined: Wed Dec 19, 2018 8:10 pm

Re: The plane to Haiti (IC Chat)

Post by Julie »

Keiko wrote:
Thu Jul 04, 2019 1:35 pm
Keiko plopped down unceremoniously and wriggled a little as she found the comfy spot. Then she sighed.

"Sure, if you like 'really hot and super humid.' It's tropical islands. Oh hey!"

Abruptly she sat up straight and wide-eyed. "If we find a cool tropical bird, can we take it back with us? Like a parrot or one of those other really colorful ones? I'm pretty sure it's not technically legal, but we're psychic secret agents so it's okay right? Like we can speed or run red lights and it's fine."
Julie cracks a smile. "Well, I could not, of course, technically condone such a thing. Then again, stuff just ends up on the plane sometimes; no helping that. Just as long as your kit is squared away."
Julie
Julie "Thorn" de la Rosa
Parry: 10; Toughness: 11(6)
Relevant Notes for GM: -4 to Ranged attacks against her; Manchurian Candidate; Tactician; Command (+1 to allies Spirit rolls to un-Shake); Jinx; Uncontrollable Precognition
Julie Character Sheet

Keiko
Posts: 40
Joined: Fri Dec 21, 2018 8:34 am

Re: The plane to Haiti (IC Chat)

Post by Keiko »

Keiko pumped a fist and let out an enthused, "Yes!"

"Always wanted one of those. So...do we have a plan for this, or are we just gonna wing it again?"

User avatar
Simon CROSS Harris
Posts: 71
Joined: Thu Jan 03, 2019 2:46 pm

Re: The plane to Haiti (IC Chat)

Post by Simon CROSS Harris »

Cross is deep in thought while he cleans the barrel of his pistol, the handgun full diassembled on a tray sitting in his lap. "Typical Brass. Say just enough to get near mutiny without total chaos."

Looking down the barrel, Cross checks for any sand or water from melting snow he may have missed. One more time cleaning the barrel and Cross reassembled the pistol. Once fully assembled, Cross re-holseters the pistol.

When he look to the standup case near the couch, the flight attendant gives a stern look that gives the image of a mother putting her foot down when a child asks for more cake.

Under his breathe, "Just don't go to the bathroom any time sweetheart. Hate for you to get stuck."

Cross stands up and heads forward to check on the pilots and the plane. The team was rushed rather quickly onto the plane and he had not had enough time to inspect everything. Still a habit, those pre-flight inspections and all.

User avatar
Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: The plane to Haiti (IC Chat)

Post by Marcus »

Julie wrote:
Wed Jul 10, 2019 1:29 pm
Julie cracks a smile. "Well, I could not, of course, technically condone such a thing. Then again, stuff just ends up on the plane sometimes; no helping that. Just as long as your kit is squared away."
Marcus hears the response and laughs a little inside himself, the relaxed nature of the moment allowing him to say his peace in peace. "We get paid to go places we do not belong and kill people. Paint it how you like, but we're not heroes, heroes don't hide from the public, and we break the law by breathing.

"Sure, you can make her follow some law if you makes us feel good. But don't act like anything we do is less than a death sentence if caught."
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:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

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)
Edges:
  • 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.
Powers (25 Power Points)
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.
  • 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.

Keiko
Posts: 40
Joined: Fri Dec 21, 2018 8:34 am

Re: The plane to Haiti (IC Chat)

Post by Keiko »

Keiko rolled her eyes.

"Oh my GOD. Do you guys take courses to be like that? It can't be natural."

Someone took a seat across from Marcus...a big guy in some kind of dark body armor, wearing a cape and a cowl that covered the upper half of his face.

"You're wrong there, tiger," the man said in a raspy, gravelly voice. "Heroes do hide from the public. Sometimes it's to protect the ones they live from reprisals. Sometimes it's because they don't want the spotlight on them...their crusade is personal, not glory hounding. And sometimes it's just to keep the bad guys guessing. Fear of the unknown can be the sharpest knife on the rack."

He leaned back and gazed broodingly off into the middle distance. Dramatic music began to swell softly in the background, just over the plane's engine noise.

"It's a thin line we walk, hero...villain... People have trouble telling us apart. Sometimes so do we. We're fighting ourselves as much as any thug or crook."

User avatar
Marcus
Posts: 61
Joined: Mon Jan 21, 2019 8:44 pm

Re: The plane to Haiti (IC Chat)

Post by Marcus »

Marcus heard the girl talking, but the way she kept looking off to the side was telling him she was not really talking to him any more. "Sure, if you want."

Looking over Marcus started feeling a little off. turning his head he sees Freackin Batman sit next to him and spits a mouth full of coffee out. Gagging a bit,he give Keiko a bit of an eye roll himself. "Do you have a trick to make cleaning this up easier?" The napkins where small and thin, only falling apart when he tried to blot up the coffee from the table and floor.
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:
  • Athletics d10
  • Common Knowledge d6
  • Fighting d10
  • Investigation d6
  • Notice d6
  • Shooting d10
  • Stealth d10
  • Trade-craft d6
Languages: English, Italian, Japanese, Russian, Spanish

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)
Edges:
  • 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.
Powers (25 Power Points)
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.
  • 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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