Fiona Gladbrooke SWADE

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Fiona Gladbrooke
Posts: 98
Joined: Mon Mar 11, 2019 8:51 pm

Fiona Gladbrooke SWADE

Post by Fiona Gladbrooke »

Player Name: Jason
Google Handle: Jason Bahr
Character Name: Fiona Gladbrooke
Rank: Seasoned Advances Earned: Advances Left:
Race: "Pleasurer" (Human for rules purposes)
Iconic Framework: Rising Star
Attributes: Agility d6 (d8), Smarts d6 (d12), Spirit d6 (d10), Strength d6, Vigor d6
Pace: 6; Parry: 6 (8 in combat mode); Toughness: 10
Skills: (15 initial, 5 core, 11 from HJ)
  • Fighting d8 (d12 in fight mode) (2 HJ, 2 initial)
  • Shooting d8 (d12 in fight mode) (1HJ, 1 initial)
  • Persuasion d8 (d12 in social mode)+2 if target finds her attractive (1 core, 2 initial)
  • Intimidate 6 (d10 in social mode) (2 initial)
  • Research d8 +2 (3 HJ) (+2 from investigator edge)
  • Academics d6 (2 HJ)
  • Hacking d8 (d12 in infiltration mode) (2 HJ)
  • Medicine d4 (1 HJ)
  • Notice d6 (d10) +2 to sight and hearing based tests, +2 to find clues (1 core, 1 initial)
  • Stealth d8 (d12 in infiltration mode) (1 core, 1 initial, 1 advance)
  • Thievery d6 (d10 in infiltration mode) (2 initial)
  • Common Knowledge d8 (1 core, 2 initial)
  • Athletics: d6 (d10 in combat mode) (1 core, 1 initial)
  • Perform: d6 (d10 in social mode) +2 if target finds her attractive (1 initial, 1 advance)
Hindrances
  • Enemy (Major):: TGE spy master
  • Vengeful (Minor): Payback is…well…bad news for someone, and this adventurer is going to get it. As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results
  • Wanted (Minor): In the TGE for espionage
  • Dependency (Major), Strong Emotions: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Attribute Penalty Strength -1: One attribute suffers a –1 penalty to all rolls (including damage for Strength).
  • Monologuer: Any time the character’s Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.
Edges
  • I know a Guy:(HJ) Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at –2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
  • Attractive:("Race") Adds +1 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).
  • Power points:(Initial) Gain 5 PP
  • Charismatic:(Initial) One free reroll on Persuasion rolls.
  • Very Attractive:(Adv) Adds +2 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).
  • Investigator:(Adv) Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
  • Power points:(Adv) Gain 5 PP
  • Streetwise:(Adv) Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Strong Willed: Self-confidence is strong armor against those who would belittle this individual. He adds +2 to his total when resisting any opposed Smarts or Spirit-based rolls, including Tests and arcane skills.
  • Killer Instinct: She gains a free reroll in any opposed test she initiates.
Last edited by Fiona Gladbrooke on Wed Oct 02, 2019 7:02 pm, edited 9 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Fiona Gladbrooke
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Re: Fiona Gladbrooke SWADE

Post by Fiona Gladbrooke »

Background
Fiona was born to a small family group of pleasurers who were once slaves in a small "empire" that is now a part of the TGE. In exchange for freeing them from their oppressors the Empire took young Fiona, then named Alorra Fenik, to be trained for service in the Imperial Intelligence Service. She excelled at the work and when her superiors decided she was loyal enough to undergo a process similar to the one that produces Elite Guardsman. It was a success and her natural abilities were greatly enhanced. She spent some time doing missions outside the Empire and her love for the danger and excitement of the work blossomed. Then it grew into a love of adventure in general. She eventually decided to pursue a life where she was free to follow her own whims instead of those of her handlers. She fled the Empire and reinvented herself as an independent operator. Travelling the three galaxies she worked jobs as a spy and thief and between them sought out unique and exciting experiences.

It was on one of these that she met and befriended Ramson Gordaine. On a gourmet adventure safari where the participants hunted and prepared their own meal things went awry. By the time the rescue team got to the planet they were the only two left of the party. While they parted ways afterwards the two kept in touch and when She learned of her friends new endeavor as a mercenary Captain she decided to look them up and see if her skills would be of use.

Contacts
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Fiona Gladbrooke
Posts: 98
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke SWADE

Post by Fiona Gladbrooke »

Gear (post gear as a reply to character sheet)
Item
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness, +2 Armor
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


NG Equalizer (Patron Item)
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: Mega Damage, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
  • • Min Str d8
    • Adaptive Engineering: Can use Bandito BigBore Pistol Rounds or "Medium" or Naruni Pistol Plasma Rounds. Can also use standard 12 gauge Shotgun buckshot and slug rounds (including silver). Because of the variable nature of the cylinder, malfunctions and jams are common. This gun is +1 on the Technical Difficulties table.
    • Steady Shot Aim Assist: A miniature Sensor Targeting Suite in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. This system can negate up to 2 points of Range, Multi-Action, and other penalties when Shooting. The system also acts an Improved Stabilizer, reduce the shooting penalty from Unstable Platform or Running by 1
    • Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
    • Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you. (Acts as a Quirk Minor Hindrance)
    • Cannot make use of a "Speed Loader" due to the adaptive design that allows for multi-munitions use. Must be loaded one at a time.
    • Unique Ammo: Big Bore Rounds may be purchased at most Northern Gun Stores, or Bandito Arms stores for 100 credits each (Rarity -1); For those with the weapon and authorization, Northern Gun stores that have them will sell any Naruni Pistol Plasma rounds to the tester for 50 credits (Rarity -2).
    • Northern Gun Quality: Uses the Northern Gun Manufacturer Quality (Empires of Humanity, page 38)
Soul of Grace and Charm

Enchanted jewelry that shift form to match the wearers desires/outfit and enhances their social skills.
Adds a +2 to persuasion rolls and +1 to perform as well as being morphic.
costs
Fine piece of jewelry as base 5000
Prep to enchant 5k
+2 to persuasion 10k
+1 die type to perform 10k
Morphic, changes shape to match wearers desire 20,000
Value 45,000
Mark-up of 22,500, total cost: 67,500
cost: 67,500


Skin of the Chameleon
Armored Clothing (retrapped Body Armor): 10 outfits of various sizes and gender types. This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee).
Armor 4 (8) negates up to 4 points of AP from ballistic attacks (but not energy or melee).
Enchantments:
+4 to Armor (Minor)
+1d Vigor (Minor)
Morphic (Major)
costs
Armored clothing as base 2000
Prep to enchant 5k
+4 armor 10k
+1 die type to vigor rolls 10k
Morphic, changes shape to match wearers desire 20,000
Value 42,000
Mark up 21,000, total cost 61,000
Cost, 61,000


SFD Huntsman Lightweight Personal Armor
  • +5 (+9) Armor
  • +2 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs
  • Enchantments:
    • Preparation 2,400
    • Minor: +2 Armor (Cost 5000)
    • Minor: +2 Armor (Cost 5000)
    • Major: Morphic-alters form to match users desire. (Cost 20,000)
    • Notes: Helmet Multi-Optics Suite: Includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system. (cost 25,500)
Laser Pulse Rifle
  • Range 24/48/96
  • Damage 4d6+1
  • RoF 3
  • AP 5
  • Shots 30
  • Strength d6
  • Weight 6
  • Rarity –2
  • Cost 40,000
  • Notes: Heavy Pulse.
Wilk’s 237 Backup Laser Pistol
Image
  • Range: 10/20/40
    Damage: 2d6+4, AP 5
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Wilk’s 447
Image
  • Range: 24/48/96
    Damage: 3d6, AP 4
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto


Vibro-Sword, Short
Image
  • [*]Damage: Str+d8
    [*]Weight 9 lbs
    [*]Notes AP 6, MD
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)
[list]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[/list]
Field Computer 2: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 10,000 credits for Grade I, 20,000 credits for Grade II)

Sensor Suite: Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to Notice rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Small sets are handheld and have a range of 50 yards. (2 lb, $5000)

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 3,500 )

Infared Distancing Binoculars: Highpowered, with a two-mile range, these digitally enhanced binoculars provide infared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)

Armored Clothing (retrapped Body Armor): 10 outfits of various sizes and gender types. This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee). (4 lb, $2000)


Credits: 356,000
Last edited by Fiona Gladbrooke on Wed Oct 02, 2019 7:24 pm, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Fiona Gladbrooke
Posts: 98
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke SWADE

Post by Fiona Gladbrooke »

AB:Superpowers. Rising Star Starts with 40 PP, +5, +5. 1 available
  • Telepathy 2pts, Switchboard 2pts, 4 pts. The character can communicate with friends and allies via mental contact. This is a free action, has a range of one mile, and she can contact as many minds at once as her Smarts die. Switchboard: The telepath can link a number of minds equal to her Smarts to each other. All of the “guests” can hear each other, however. Only the telepath can send or receive private messages.
  • Mindreading 3 pts. Mind reading allows a character to read another’s thoughts. This is an opposed Smarts roll with a range of 12”. Failure results in a level of Fatigue for the mind reader that requires an hour to recover. Success detects the target’s surface thoughts, and a raise reveals a single short memory (no more than 5 minutes) or known facts about one specific subject in the same amount of time. Regardless of the result, the target is aware that someone is in his head. Reading a person’s mind without being noticed applies a –4 penalty to the roll, but the target is only aware if the mind reader rolls a 1 on his Smarts die.
  • Mind Control 5 pts. the mentalist can contact and control another mind within 12” by making an opposed Smarts roll as an action. With success, the target becomes a puppet under the character’s control. This requires intense concentration, so the controller suffers –1 to all other actions. If she is Shaken or wounded, she must make a Spirit roll or lose control (automatic if she’s Incapacitated, sleeps, rendered unconscious, etc). Controlled victims may make another contested Smarts roll to resist any time he’s forced to do something anathema to his personality, such as walk off a cliff or attack a loved one (Game Master’s call). Success means the character resists for the round and performs no action, while a raise allows him to break free of the controller’s grip entirely. (Of course the controller can use the power on this victim again on his next action.) If a controller also has telepathy, he has a mental link of infinite distance with his victim. The subject may now venture outside the controller’s range of 12” and can mentally relay any information the controller requires.
  • Chameleon 3 pts, Voice 2 pts
  • Speak Languages 1pt, Read Languages 1pt, 2 pts
  • Super Smarts 3 lvls 6 pts
  • Super Spirit 2 lvls 4 pts
  • Super Agility 1 lvl 2 pts
  • Toughness 5 lvls 5 pts
  • Immunity to Poison and Disease 1pt each, 2 pts
  • Heightened Senses, Low Light Vison 1 pt, Perception 1, Super hearing 1, Super Sight 1, 4 pts
  • Super Skill 8 lvls 8 pts, Switchable x2 4pts, 12pts
    • Skill Set 1: Persuasion 2, Intimidation 2, Notice 2, Perform 2
    • Skill Set 2: Stealth 2, Notice 2, Thievery 2, Hacking 2
    • Skill Set 3: Fighting 2, Shooting 2, Notice 2, Athletics 2
Last edited by Fiona Gladbrooke on Tue Aug 13, 2019 9:13 pm, edited 3 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Fiona Gladbrooke
Posts: 98
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke SWADE

Post by Fiona Gladbrooke »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • HERO’S JOURNEY (Two ROLLS)
    Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics.
  • HEROES WITHOUT EQUAL
    One of only two ways of bringing the pure fury and power of Superheroes into your Savage Rifts game, the Savage Rifts Superhero is a powerhouse on par with any character in the Tomorrow Legion.
  • WITH POWER, LIMITS
    Due to the incredible power, Savage Rifts Superheroes limitations based on them by karma, happenstance, and the circumstances of their empowerment. These characters will choose from the options in Complications to define precisely what it is about them that complicates their lives.
  • SUPERHERO ABILITIES AND BONUSES
    Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character is a Heavy Hitter Rising Star, and starts with 40 Power Points with a power limit of 30 points in any single power, after any modifiers.
    Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or purchase new ones (there is no New Power Edge) These points may be saved, but must be recorded clearly on the advancement record.
  • SUPERHERO COMPLICATIONS
    Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. The character however does not receive any points for these additional Hindrances or Negative Racial Traits.
    The player must chose 6 points of Hindrances or Negative Racial Traits.
    • Dependency (Major), Strong Emotions: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Attribute Penalty Strength -1: One attribute suffers a –1 penalty to all rolls (including damage for Strength).
    • Monologuer: Any time the character’s Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
  • Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
Hero’s Journey
  • Training: 1, 3 dice in combat skills
  • Education: 11, d6 in Academics and +1 to persuasion and perform checks
  • Education: 15, d8 research
  • Education: 17, 3 dice in smarts based skills
  • Underworld and Black Ops: 5, I Know a Guy edge and +2 on all Networking rolls to contact and gain assistance.

Advances
  • Initial Advances: (From Hindrances):Charismatic, Power Points
  • Free Edge (Human): Attractive
  • Novice 1 Advance: Very Attractive
  • Novice 2 Advance: Skill Points; Stealth and Perform +1 die type
  • Novice 3 Advance: Investigator edge
  • Seasoned 1 Advance: Power points: Heightened Senses: Super Sense Sight and Hearing. 1 point each, two total. Super Agility 1 2 pts. 1 unspent.
  • Seasoned 2 Advance: Edge Streetwise
  • Seasoned 3 Advance: Edge Strong Willed
  • Seasoned 4 Advance: Skill Points: Shooting and Hacking +1 DT
  • Veteran 1 Advance: Power Points: Mind control 5pts
  • Veteran 2 Advance: Edge Killer Instinct
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Fiona Gladbrooke on Wed Oct 02, 2019 7:02 pm, edited 4 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Ndreare
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Re: Fiona Gladbrooke SWADE

Post by Ndreare »

With the change in skill balance between SWD powers and SWADE powers I think we need to limit skill enhancements to +2.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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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Fiona Gladbrooke
Posts: 98
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke SWADE

Post by Fiona Gladbrooke »

RFT wrote:
Tue Aug 13, 2019 8:24 pm
With the change in skill balance between SWD powers and SWADE powers I think we need to limit skill enhancements to +2.
Gotcha, made the changes.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Imperator
Posts: 114
Joined: Tue May 28, 2019 6:42 pm

Re: Fiona Gladbrooke SWADE

Post by Imperator »

Advancement/Rewards tacking:
Advance from Q4 2019
Advance from Q1 2020- V1
Advance from Q2 2020- V2
GM of 21st SET
GM bennies


Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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