Rinoa Crescent (SWD)

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Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Rinoa Crescent (SWD)

Post by Rinoa Crescent »

Put in OOC Box for ease on GMs eyes
concept: newtype robot armor pilot in the three galaxies built for the phase world campaigns

IF: MARS
Race: Human
  • Adaptable: Professional (Pilot)
Package: Robot Pilot
  • d6 Piloting
  • Robot Armor Jock Edge
  • One Suit of available Robot Armor
  • One less roll on F&G and HJ
  • Glittery Boy's Starting Gear
Fortune and Glory
  • Two HJ
  • Two HJ
HJ
  • Training 17: Ace and Pilot +1 die
  • Training 17: Combat Ace and Pilot +1 die
  • Experience and Wisdom 11: Arcane Background Psionics
    • Telepathy
    • Quickness
    • Boost Trait
  • Experience and Wisdom 15: Major Psionic
  • Experience and Wisdom 16: Master Psionic
  • Experience and Wisdom 7: Danger Sense
Attributes: Spend 5 AP
  • Agility - base d4 > 2AP > d8
  • Smarts - base d4 > 1AP > d6
  • Spirit - base d4
  • Strength - base d4
  • Vigor - base d4 > 1AP > d6


Skills: 20
Fighting: 3SP > d8
Knowledge Computers: 2 SP > d6
Knowledge Electronics: 2 SP > d6
Notice: 2 SP > d6
Pilot: base d10 > 2 SP > d12
Psionics: 2 SP > d6 > 2SP > d8
Shooting: 3SP > d8 > 2SP > d10

Hinderance
  • Major: Impulsive
  • Minor: Outsider (Newtype)
  • Minor: Driven (Best pilot in the three galaxies)
Initial Traits:
  • Expert (Pilot)
  • Master (Pilot)
Last edited by Rinoa Crescent on Tue Aug 13, 2019 5:29 am, edited 3 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Character Sheet

Player Name: Michael
Google Handle: firesped18215@gmail.com
Character Name: Rinoa Crescent
Rank: Seasoned Experience: 30 Advances Left: 0
Race: Human
Iconic Framework: Mars Robot Pilot
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 8 ; Toughness: 5/Armor 9(4); Strain: 0

Skills:
  • Boating(Agility)[unskilled]: d4-2*
  • Drive(Agility)[unskilled]: d4-2*
  • Fighting(Agility): d12
  • Investigation(Smarts): d4
  • Knowledge: Electronics(Smarts): d4
  • Knowledge: Language(Smarts):
    • Trade 6(Native): d8
  • Notice(Smarts): d6
  • Piloting(Agility): d12*
  • Psionics(Smarts): d10
  • Shooting(Agility): d12+2 (Wild Die: d10)
* Notes on Boating, Driving, and Piloting
  • Ace adds +2
Hindrances
  • Impulsive (Major): The daredevil almost always leaps before she looks. She rarely thinks things through before taking action.
  • Driven (Minor): She is driven to be the best pilot in the three galaxies. This goal shapes the character and pushes her decisions but either happens rarely or is fairly harmless.
  • Enemy (Minor): She has a rival in the Trans Galactic Empire.
Edges
  • Robot Armor Jock: Robot armor suits are highly complex vehicles which require a great deal of training to operate. Without this Edge, the operator suffers a -2 penalty to all skill rolls while piloting robot armor.
  • Ace: adds +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting Roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that wold have resulted from it.
  • Combat Ace: Integrating vehicle operation with weapon control in one fluid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing weapons on the same round.
  • Arcane Background (Psionics):
    • Boost Trait
    • Clairvoyance
    • Telepathy
  • Major Psionic: Double Base ISP, allows for ISP to gain skill buff, allows for ISP to gain range buff.
  • Master Psionic: Acess to Mega Psionic for known powers
  • Adaptable [Professional (Shooting)]: Shooting Skill is +1
  • Initial Trait [Expert (Shooting)]: Shooting Skill is now +2, replaces Professional bonus.
  • Initial Trait [Master (Shooting)]: Wild Die for Shooting Skill rolls are now d10.
  • Rapid Recharge: Regain 1 ISP every 30 minutes.
  • Elan: +2 when using a benny.
Last edited by Rinoa Crescent on Sun Jul 14, 2019 3:50 pm, edited 37 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Powers

Brainburn[Power Drawback]
  • Effect: When a psionic character rolls a 1 on his psionics die (regardless of his Wild Die). he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that cause him to be shaken along with all allies in a Large Burst Template who fail a spirit roll. This can cause a wound.
Enhance Psionic Skill(Enhance Psionic Skill; 2 or 4 I.S.P.)[Seasoned]
  • Range: Self
  • Duration: Instant
  • Trappings:
  • Effect: Spend 2 ISP when rolling her Psionics Skill to gain +1 to the roll, or 4 ISP for +2. 
    While on a ley line, all these bonus are doubled in effect.
    This ability does not require a Trait test to use.
Enhance Psionic Range(Enhance Psionic Range; 1 or 2 I.S.P.)[Seasoned]
  • Range: Self
  • Duration: Instant
  • Trappings:
  • Effect: Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range x10. This ability does not affect powers that have Range of Self or Touch. 
    While on a ley line, all these bonus are doubled in effect.
    This ability does not require a Trait test to use.
Boost Trait(Boost/Lower Trait; 2 I.S.P.)[Novice]
  • Range: Smarts
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: This power allows a character to increase any of a target's Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
    Additional Targets: This power may affect an additional target for every additional ISP spent, up to a maxiumum of five targets. All targets share the same effect and Trait affected.
Greater Boost Trait(Greater Boost/Lower Trait; 4 I.S.P.)[Mega]
  • Range: Smarts x 2
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: This Mega power doubles the power's effect; two die for a success, four with a raise.
Clairvoryance(Clairvoryance; 3+ I.S.P.)[Seasoned]
  • Range: Varies
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
    When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
Space Scry(World Scry; 6+ I.S.P.)[Mega]
  • Range: Varies
  • Duration: 3 (1/round)
  • Trappings:
  • Effect:The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles.
    A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
Telepathy(Telepathy; 2 I.S.P.)[Novice]
  • Range: One Mile
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: Telepath is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target's Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
    If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion their roll suffers a -4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
    Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
Exalted Telepathy(Exalted Telepathy; 4 I.S.P.)[Mega]
  • Range: Special
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: This Mega Power version of telepathy allows the user to reach any ally's mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at -2, while other rolls are at -4.
    Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind with a mile radius. Alternately, she can connect up to her smarts die, currently 10, in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a -2 penalty on any other Trait rolls while she maintains it.

Telemachanics(Telepathy for Machines; 2 I.S.P.)[Seasoned]
  • Range: One mile
  • Duration: 3 (1/round)
  • Trappings:
  • Effect: When activating Telepathy, instead of using the normal power effects, she can choose to gain +4 to all checks involving computers and electronics. including Investigation check to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. 
    The psi also has the benefit of the Ace Edge wen interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Last edited by Rinoa Crescent on Mon Apr 29, 2019 1:41 pm, edited 9 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Robot Armor Rules

Robot armor takes the concept of power armor to another level, where the suit becomes a vehicle, following all of the relevant rules for Vehicles in Savage Worlds, with a few modifications. This includes rolling Critical Hits for each wound suffered, and destroying the robot armor on a Wrecked result.

Operating a walking tank requires specialized training, the Robot Armor Jock Edge, to be proficient. Without that Edge, the operator suffers a −2 penalty to all skill rolls while in a armor.



If a suit of robot armor suffers a wound, the operator must make a roll or the vehicle falls; this replaces the Out of Control rules. If that happens, roll a d12 and read it like a clock to determine the direction of the fall; the suit (and anything caught beneath it, unless an Agility, Piloting, or Driving roll is made at −2 to get out of the way) suffers Xd6 damage, where X is the Size of the vehicle. A Piloting roll is necessary to stand up from such a fall, as well.

The Critical Hits Table (next page) applies to robot armor combat.

All power armor basic systems are found in robot armor—the communications, sensors, and targeting systems. Robot armor runs off of a miniature nuclear plant, giving it effectively unlimited power and range. Most units have enough supplies to handle up to five days of travel for the operator and passengers.
  • Advanced Communications, 20 mile range
  • Sensor Suite
    • +2 on all Notice Checks,
    • 360 radar
      thermal imaging
      night vision
      optic enhancement with 50x magnification
      audio pickup that can catch whispers at 100 yards
    onboard combat computer and targeting system
    • offset -2 shooting penalties
Though treated as Vehicles, robot armors do not have Acceleration or Top Speed nor do they inflict Unstable Platform penalties on crew. Instead, they have a listed Pace and roll 2d6 for running (suffering a multi action penalty). All armor is M.D.C. and blocks up to 6 AP from ballistic weapons (except rail guns).
  • Running 2d6 and suffers from MAP
  • 6 AP from ballistic weapons except rail guns are negated.
Robot Armor allows the unique opportunity to make melee attacks with a vehicle. To do so, the pilot uses the lower of his Piloting or Fighting skill to attack. Robot Armor has a Parry equal to Piloting ÷ 2 + 2 and even without another weapon is always considered armed with their Str+d6 Mega Damage metal fists or claws (the same formula can be used for other vehicles but without limbs they are considered Unarmed Defenders). Any Fighting-based maneuvers can be used with the robot but Edges cannot as Robot Armor doesn’t have the fine control necessary.
  • Melee is lower of piloting or fighting skill to attack
  • Parry is Piloting / 2 + 2
  • Always considered armed with their STR+d6 mega damage metal fists
  • Cannot use Combat Edges as Robot Armor
Robot Armor can also stomp or crush smaller enemies no greater than half their height as an action. The pilot makes an opposed Piloting roll versus the target’s Agility, Piloting for a smaller Robot Armor, or Driving for a vehicle. If the pilot wins, the target takes the Robot Armor’s Str+2d6, Mega Damage. If a Titan TR-001 successfully stomps a Coalition s oldier, for example, it causes d12+6+2d6 damage.
  • Stomp or Crush smaller enemies no greater then half their height as an action.
    • pilot makes an opposed piloting roll versus target's agility. Piloting for smaller robot armor or Driving for a vehicle.
    • If Pilot wins, the target takes the Robot Armor's STR + 2d6 Mega Damage.
Regardless of training, Stealth is impossible in robot armor, and any task requiring social interaction, fine motor work, unhindered movement, or attention to details is at −6 (see Power Armor on page 81 for examples).

A Matter of Size
Size: Attackers add +2 if the target is at least two points of Size greater than the attacker, and subtract 2 if the target is 2 points smaller or more. These modifiers apply to anyone attacking or attacking from vehicles, robot armor, or power armor.

Fire-Linking
One major advantage to robot armor is the capacity to fire multiple weapon systems at a time. This is treated just like any other multi-action attack, with the attack rolls for each system suffering a −2 for every additional action declared by the pilot. The Combat Ace Edge removes one level of multi-action penalty when firing multiple weapons.
  • Fire multiple weapon system
    • Each Additional Weapon System past the first adds -2 for each system fired.
      • Combat Ace allows a second to be fired without MAP.
Last edited by Rinoa Crescent on Tue Apr 16, 2019 8:47 pm, edited 14 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Gear

Kittani Transformable Robot-Fighter
Humanoid Form
Image
Fighter Form
Image
The Splugoth space fleets rely on this transformable robot to cover the needs of both space fighters and war robots. The designs for the Robot-Fighter are similar to the Kittani Land Skimmer, only much larger, heavily armored and with an assortment of weapon systems. as well as the ability to fly in and out of an atmoshpere. Typically, the Robot-Fighter is deplyed from Dragon Dreadnoughts, or large Kittani spaceships. These cost 15,172,000 credits.
  • Nickname: Angelo
  • Model Type: K-TRF-M
  • Class Robot-Fighter Vehicle
  • Size: 4
  • Crew: 1
  • Strength: d12+3
  • Toughness: 21 (8)
  • Humanoid Form
    • Pace: 20
  • Fighter Form
    • Flight Acc/TS: 50/600
    • Climb: 2
    • Atomospheric
  • Mods Remaining: 1 (cargo space)
  • Systems: Sensors Suite, Targeting System, Transformation System
  • Weapons:
    • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
      • Range: 40/80/160
      • Damage: 4d8
      • ROF: 1
      • AP: 4
      • Shots: Unlimited
      • Note: MBT
    • 2 x Mini-Missile Launchers
      • Range: 100/200/400
      • Damage: 5d6
      • ROF: 1
      • AP: 6
      • Shots: 12
    • Dual Linked Light Laser Turret (head mounted)
      • Range: 150/300/600
      • Damage: 2d10+2
      • ROF: 1
      • AP: 5
      • Shots: unlimited
      • Notes: +1 to Hit due to Linked
    • Forearm Energy Blade (2)
      • Range: Melee
      • Damage: STR + d12+1
      • AP: 4
      • Notes: Mega Damage, Built into each forearm.
NG “Plastic-Man” Light Security Armor
  • +4 Armor
  • Strength Minimum: N/A
  • Environment Protection: Full
  • Weight: 13 lb
Wilk’s 227 Pulse Pistol
Image
  • Range: 18/36/72
  • Damage: 2d6+1, AP 2
  • RoF: 2
  • Shots: 24
  • Weight: 3 lbs
  • Notes: Semi-Auto, 3RB
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
  • Sleeping bag
  • Flashlight w/knife; solar
  • Inertial compass (+2 to Survival to navigate)
  • Short range (5 mile) radio
  • First aid kit (+1 to healing; 3 uses)
  • Hunting/Fishing kit (+1 to Survival to forage)
  • Three ‘saw wires’
  • Fire starter
  • Survival Knife, hatchet, wooden cross
  • 4 signal flares
  • Climbing kit w/30 rope
  • Soap and washcloth
  • Canteen
  • 2 weeks rations
3900 credits.
Last edited by Rinoa Crescent on Tue Apr 16, 2019 8:48 pm, edited 6 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Background

Rinoa Crescent was born into the Trans Galactic Empire sphere of influence. A human in the space colonies, these humans were known to be called spacenoids. Her father was a ship pilot, working salvage operations in space. At a young age, her father took her out in his ship and let her fly it for a bit. The mistake that was. Rinoa had an impulsive nature about her, always leaping into action and she loved the thrill of flying and took the opportunities to fly ships when ever she could. Did I mention that she was impulsive? Yeah, some of those opportunities were not sanctioned, getting her into trouble.

Eventually she got as she got older, she learned to pilot robot armor. As they had started to use them for salvage operations. She excelled at being a pilot. Going into the salvage work herself. While piloting the robots in space, she started to devolop her psychic powers. Others spacenoids that devoloped these powers became known as Newtypes, as they were seen as a new evolution of humans in space. Oldtypes, feared the new types and never put them in positions of power, showed prejudice against them and used them as tools for their wars.

As a newtype, she was drafted into fighting, learning to use weapon system and shoot guns. She became driven to be the best at the roles she takes on. Eventually she got involved with the freedom fighter movement and while there received a Kittani Transformable Robot Fighter the movement had acquired from Splugorth sources. She named her Robot Armor, Angelo.

Rinoa became a very distinguish pilot. This however started causing problems for the movement, as the Trans Galactic Empire started sending bigger and stronger forces their way. After a sound defeat, the movement went into hiding. Rinoa and her Angelo survived as well. She also went into hiding but has since parted ways with the movement for the time being.

Interlude

Rinoa had a boyfriend, by the name of Squall. They had been partners during their time in the freedom fighter movement. After the cell from the movement she was involved with disbanded, The two of them went out into the universe to find something else to do. Squall was no slouch himself and they both became mercenaries.

Rinoa and Squall eventually landed themselves a ship, the Ragnarok. They managed for gather a small crew, Quitis, Zell, Selphie, and Irvine. The six of them start working taking on mercenary contracts and eventually land themselves a contract with the Mekakur, to guard one of their ships.
Last edited by Rinoa Crescent on Tue Apr 16, 2019 8:50 pm, edited 14 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Advances

Race
Type: Human
  • Adaptable: One Free Edge of Choice at Initial Trait step
Iconic Framework
Mars Robot Armor Pilot
  • Begin with d6 in Piloting
  • Begins with Robot Armor Jock Edge
  • Make one less roll on the MARS Fortune and Glory Table.
  • Make one less roll on Hero's Journey Table.
  • Begin with starting gear of Glittery Boy.
MARS Fortune and Glory
  • Roll result: 12
  • Description: Choose your fate; Gain two rolls on the Hero's Journey Table.
  • Roll result: 12
  • Description: Choose your fate; Gain two rolls on the Hero's Journey Table.
Hero’s Journey
  • Training Table
  • Roll result: 17
  • Description: Gain Ace Edge and +1 die in Pilot Trait
  • Training Table
  • Roll result: 17
  • Description: Gain Combat Ace Edge and +1 die in Pilot Trait
  • Experience and Wisdom Table
  • Roll result: 11
  • Description: Select one Background Trait
  • Selection: Arcane Background (Psionics)
  • Experience and Wisdom Table
  • Roll result: 15
  • Description: One Professional Edge, ignoring requirements.
  • Selection: Major Psionic
  • Training
  • Roll result: 6
  • Description: One Professional Edge, ignoring requirements.
  • Selection: Master Psionic
  • Training
  • Roll result: 1
  • Description: +5 Skill points spent on Fighting, Shooting or Throwing
Equipment changes
  • replace SFD Huntsman Lightweight Personal Armor[24k CR] for NG “Plastic-Man” Light Security Armor [18k CR]
  • new armor is 6k CR cheaper
  • character didn't have Strength requirement of original armor
Attributes 5 AP
  • Agility: d4 > 2 AP > d8
  • Smarts: d4 > 2 AP > d8
  • Spirit: d4 > 1 Novice > d6 > 1 Seasoned > d8
  • Strength: d4
  • Vigor: d4 > 1 AP > d6
Initial Skills 15 SP
  • Arcane(Smarts):
  • Boating(Agility):
  • Climbing(Strength):
  • Driving(Agility):
  • Faith(Spirit):
  • Fighting(Agility): 3 sp > d8 > 4 SP > d12
  • Gambling(Smarts):
  • Healing(Smarts):
  • Intimidation(Spirit):
  • Investigation(Smarts):
  • Knowledge: Arcana(Smarts):
  • Knowledge: Astrogation(Smarts):
  • Knowledge: Battle(Smarts):
  • Knowledge: Computers(Smarts):
  • Knowledge: Cybernetics(Smarts):
  • Knowledge: Electronics(Smarts): 1 SP > d4
  • Knowledge: Engineering(Smarts):
  • Knowledge: History(Smarts):
  • Knowledge: Medicine(Smarts):
  • Knowledge: Politics(Smarts):
  • Knowledge: Science(Smarts):
  • Knowledge: Language(Smarts):
  • Lock picking(Agility):
  • Notice(Smarts): 1 SP > d4 > 1 novice > d6
  • Persuasion(Spirit):
  • Piloting(Agility): base d6 > 2 x die increase from HJ > d10 > 2 SP d12
  • Psionics(Smarts): 2 SP > d6 > 1 novice > d8 > 1 Seasoned > d10
  • Repair(Smarts):
  • Riding(Agility):
  • Shooting(Agility): 3 HJ-SP > d8 > 2 HJ-SP d10 > 2 SP > d12
  • Stealth(Agility):
  • Streetwise(Smarts):
  • Survival(Smarts):
  • Swimming(Agility):
  • Taunt(Smarts):
  • Throwing(Agility):
  • Tracking(Smarts):
Hindrances
  • Major: Impulsive
  • Minor: Driven (best pilot)
  • Minor: Enemy
Advances
  • Racial Edges: Adaptable (Professional[shooting])
  • IF Edges: Robot Armor Jock
  • HJ Edges: Ace, Combat Ace, Arcane Background (Psionic), Major Psionic, Master Psionic
  • (0 XP) Initial Advances: (From Hindrances): Expert [shooting], master[shooting]
  • (5 XP) Novice 1 Advance: Spirit + 1 die
  • (10XP) Novice 2 Advance: Skills: Psionics +1 die, Notice +1 die
  • (15XP) Novice 3 Advance: Rapid Recharge
  • (20XP) Seasoned 1 Advance: Spirit +1 die
  • (25XP) Seasoned 2 Advance: Elan
  • (30XP) Seasoned 3 Advance: Skills: Psionics +1 die
  • (40XP) Veteran 1 Advance:
  • (45XP) Veteran 2 Advance:
  • (50XP) Veteran 3 Advance:
  • (55XP) Veteran 4 Advance:
  • (60XP) Heroic 1 Advance:
  • (65XP) Heroic 2 Advance:
  • (70XP) Heroic 3 Advance:
  • (75XP) Heroic 4 Advance:
  • (80XP) Legendary 1 Advance:
  • (85XP) Legendary 2 Advance:
  • (90XP) Legendary 3 Advance:
  • (95XP) Legendary 4 Advance:
Noted Advancement Plans (so I don't freaking forget them)
  • Raise Psionics to d10
  • Telemachanics
  • +1 die in Spirit (bring it to d10)
  • cyber-psychic alignment
    • note: get wired skill port, 1 strain
    • note: character won't be able to get met the vigor requirements for the upgrade of this edge.
Last edited by Rinoa Crescent on Sun Jul 14, 2019 3:50 pm, edited 11 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Rinoa Crescent

Post by Rinoa Crescent »

Energy Log

Benny 2/3
I.S.P.: 20/20

Mission Log
  • 00 - THE PURSUIT - Interlude Opportunity
    • Golden Benny
    • 1 XP for them getting the upper hand.
  • 04.0 A Royal Wreck
    • Q3 2019: Benny for Extra Effort with Elan
  • Q2 2019 - 4 XP
Last edited by Rinoa Crescent on Sun Jul 14, 2019 3:32 pm, edited 4 times in total.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Newtype Robot Armor Pilot

Post by Ndreare »

Couple notes
  1. I think the character overall works.
  2. The robot and fighter will need cleaned up. It is pretty maxed out and transforming should at a minimum take a couple mod slots.
    I will get some more feedback on it from others more skilled in such.
    Also, I will need a cost for the machine for Maintenance and repair cost.
  3. Improved Rapid Recharge is not a valid selection at seasoned.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Newtype Robot Armor Pilot

Post by Ndreare »

Okay,
So turns out Clint has ruled on this as Transforming takes Size/2 mod slots.

I am going to post and beg some GM's to come look over the robot. One thing I know for certain is the walker form will not have an acceleration but instead only have one pace mode.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Newtype Robot Armor Pilot

Post by Rinoa Crescent »

I posted my initial build in the comunity. it is by far not final. tried to look at it from the prospect of the savaging rift ideas pdf. so I used simular existing robots of the same size to build it and added the features it should have. There are build notes on it there as well.

post is here: viewtopic.php?f=9&t=3735

I removed the Improved Rapid Recharge. I thought it was available but that is fine. What is not available is quickness as a psionic, that would need to be replaced or I'd have to pay for a power unlock on it.

transformation unfortunetly has not been detailed in the rules yet and it is likely coming with Savage Robotech. This is somewhat problematic as well. Due to getting no preview of the rules for review, we are stuck with whatever gets determined by them. This is because only a preorder was allowed with the current licensing of Robotech. They are not allowed to run kickstarters.

Who knows if we will even get build rules or just stats.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Newtype Robot Armor Pilot

Post by Rinoa Crescent »

Switched out the armor for a lesser armor that didn't incurr a strength penalty.

After reviewing the Robot Armor rules, writing them into the character sheet. I made some changes to HJ, switching out one HJ from Danger Sense to the 5 SP to Fighting/Shooting/Throwing one.

Reworked skills. Changed the born a hero legendary skills to point at shooting instead of piloting.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Newtype Robot Armor Pilot

Post by Rinoa Crescent »

just working on background but I think i am ready otherwise.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
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Ndreare
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Re: Newtype Robot Armor Pilot

Post by Ndreare »

Mica Nowel wrote: Mon Apr 08, 2019 7:28 pm Switched out the armor for a lesser armor that didn't incurr a strength penalty.

After reviewing the Robot Armor rules, writing them into the character sheet. I made some changes to HJ, switching out one HJ from Danger Sense to the 5 SP to Fighting/Shooting/Throwing one.

Reworked skills. Changed the born a hero legendary skills to point at shooting instead of piloting.
What was the price delta between the two armors?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Newtype Robot Armor Pilot

Post by Pender Lumkiss »

Agility d8 with 5 HJ pts on shooting will get you tops d10. I am almost positive those legendary profession master and expert edges require a d12 in shooting.
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Re: Newtype Robot Armor Pilot

Post by Pursuit »

Parry looks like it should be 8

Toughness out of armor should be 5 (unless I’m missing a thing, which is possible)

Shooting looks like it has 5 skill points in it, which at d8 Agility should be at d10 (looks like @Pender Lumkiss already caught this one).

Looks like you’ve spent 27 skill points, but I’m having some trouble following them. 15 from character generation, 5 from the HJ roll on the experience table, and 2 from an Advance. I’m sure this makes sense and I’m missing something, but I’m missing something.
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Venatus Vinco
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Re: Newtype Robot Armor Pilot

Post by Venatus Vinco »

Since others have pointed out the Shooting die and associated master edges as well as telemechanics needing pre-requisites I will comment on formatting.

There is an open bold tag somewhere in the sheet.

We usually erase any red text from the character template.

Listing unskilled skills to reflect Ace seems somewhat cumbersome versus just saying it adds +2 to Piloting, Boating Driving under the edge description.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Re: Newtype Robot Armor Pilot

Post by Pursuit »

RFT wrote: Tue Apr 09, 2019 1:29 pm
What was the price delta between the two armors?
Looks like the one he went with is 6,000 credits cheaper.
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Re: Newtype Robot Armor Pilot

Post by Ndreare »

Pursuit wrote: Tue Apr 09, 2019 4:24 pm
RFT wrote: Tue Apr 09, 2019 1:29 pm
What was the price delta between the two armors?
Looks like the one he went with is 6,000 credits cheaper.
Cool, lets add 25% of that to starting credits so 1,500
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Seswarick
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Re: Newtype Robot Armor Pilot

Post by Seswarick »

I'm not seeing anything not already mentioned.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
Rinoa Crescent
Posts: 49
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Re: Newtype Robot Armor Pilot

Post by Rinoa Crescent »

all the psionic edges are from HJ that ignore requirements except for telemechanics, which I have the pre-reqs for. seasoned, master psionics, and telepathy

readjusted skill allocation and noted that some of the HJ bonus were actual die size increase,

Piloting notes, base d6, HJ +1 die size increase, HJ +1 die size increase.

I'll have to adjust out the skill points, I thought it was 20 with MARS, guess only certain MARS get that.

the d8 in trade 6 language is because that is my native language, and d8 is fluent ability level. I believe everyone is fluent in their native language for free.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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Re: Newtype Robot Armor Pilot

Post by Pursuit »

Mica Nowel wrote: Tue Apr 09, 2019 11:04 pm all the psionic edges are from HJ that ignore requirements except for telemechanics, which I have the pre-reqs for. seasoned, master psionics, and telepathy
I know this is odd, but if an Edge lists another Edge as a prerequisite, you have to fulfill all the requirements of the prerequisite Edge in addition to actually having the prerequisite Edge. So, in order to get Telemechanics, you’d need Spirit at a d8 or better, Smarts at d8 or better, and Psionics at d10 or better (which are the requirements for Master and Major Psionic) in addition to actually having Major Psionic and Master Psionic. You were able to get the prerequisite Edges without meeting the requirements (which is the great thing about HJ tables!), but in order to build on those Edges for Telemechanics, you have to go back and meet the Trait prerequisites. Looks like you’re good on Smarts and Spirit, so you just need to boost your Psionics.
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Re: Newtype Robot Armor Pilot

Post by Ndreare »

Mica Nowel wrote: Tue Apr 09, 2019 11:04 pm the d8 in trade 6 language is because that is my native language, and d8 is fluent ability level. I believe everyone is fluent in their native language for free.
Everyone gets Native language at Smarts free.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Newtype Robot Armor Pilot

Post by Rinoa Crescent »

did some other updates to not have anything I shouldn't yet without totally gutting options. so I put telemechanics on hold, moved spirit increase up and took elan, which was planned for the next advance. then I can increase psionics and take telemechanics on the next two advances when i get them.
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
Edit Signature
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Death Otter
Posts: 155
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Re: Newtype Robot Armor Pilot

Post by Death Otter »

Hm. Remorseless DOES have a big old hangar bay, and I think all it has in it is a shuttle or something? Should be plenty of room for a fighter too.

Thumbs up.
Rinoa Crescent
Posts: 49
Joined: Tue Apr 09, 2019 7:47 am

Re: Newtype Robot Armor Pilot

Post by Rinoa Crescent »

Can someone transfer all the Mica posts over to this account?
Status Tracker
Rinoa Cresent

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP: 20 / 10
Bennies: 2 / 3
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: d6 ; Parry: 8 ; Toughness: 9 (4)

Skill of Note: Shooting d12+2 (Wild Die d10)
  • Ace: Add +2 to Pilot, Drive and Boating Skills
  • Combat Ace: May use 1 extra weapon system before MAP penalties.
  • AB: Psionic (with Master and Major Psionic)
  • Elan: +2 when using a benny
    • Boost/Lower Trait (PPE: 2)
    • Clairvoyance
    • Telepathy
    • Professional, Expert, Master in Shooting.
Angelo (Kittani Transformable Robot Fighter)
Robot Armor Notes
  • (*): Numbers in () are while telemechanics is active, these are replacement, not additive.
  • (**): 6 AP from ballistic weapons except rail guns are negated.
Attributes: Strength d12+3
Pace: 20(2d6 MAP) ; Parry: 9(10*) ; Toughness: 21 (8**)
Melee Skill: Fighting d12
Soak Skill: Piloting d12+2(4*)
Weapon System skill: Shooting d12+2 (Wild Die d10)
Other Bonuses
  • Sensors: +2 on Notice Checks
    Targeting System: offset -2 shooting penalties
  • Always considered armed
  • Cannot use Combat Edges in Robot Armor
Weapon Systems
  • 2 x Pulse Cannons (Fixed Vehicle Medium Ion Weapon)
    • Range: 40/80/160
    • Damage: 4d8
    • ROF: 1
    • AP: 4
    • Shots: Unlimited
    • Note: MBT
  • 2 x Mini-Missile Launchers
    • Range: 100/200/400
    • Damage: 5d6
    • ROF: 1
    • AP: 6
    • Shots: 12
  • Dual Linked Light Laser Turret (head mounted)
    • Range: 150/300/600
    • Damage: 2d10+2
    • ROF: 1
    • AP: 5
    • Shots: unlimited
    • Notes: +1 to Hit due to Linked
  • Forearm Energy Blade (2)
    • Range: Melee
    • Damage: STR + d12+1
    • AP: 4
    • Notes: Mega Damage, Built into each forearm.
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