Nomed Dercas (May Return in January)

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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Nomed Dercas (May Return in January)

Post by Nomed Dercas »

Hero's Journey rolls

Training [dice]0[/dice]
Training [dice]1[/dice]
Training [dice]2[/dice]
Training [dice]7[/dice] (Reroll for doubles)
Underworld & Black Ops [dice]3[/dice]
Underworld & Black Ops [dice]4[/dice]

Narrative Hook [dice]5[/dice]

Credits [dice]6[/dice]

Rich Rolls
Body Armor [dice]8[/dice]
Body Armor [dice]9[/dice]

Filthy Rich Rolls
Ranged Weapons [dice]10[/dice]
Ranged Weapons [dice]11[/dice]
Ranged Weapons [dice]12[/dice]
Last edited by Nomed Dercas on Sat Aug 12, 2017 8:27 pm, edited 9 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Nomed Dercas - Human Juicer

Post by Nomed Dercas »

Character Sheet

Player Name: Tim
Google Handle: ticarpen@vt.edu
Character Name: Nomed Dercas
Rank: Novice Experience: 15 Advances Left: 1
Race: Human
Iconic Framework: Juicer
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10
Charisma: 0; Pace: 16(d10); Parry: 7; Toughness: 14(6); Burn: 10(d10)
Skills:
  • Shooting d10
  • Fighting d8
  • Notice d6
  • Stealth d6
  • Tracking d8
  • Survival d8
  • Persuasion d6
  • Piloting d4
  • Throwing d6
  • Streetwise d8
  • Forgery (Common Knowledge) d6+2
Hindrances
  • Curious (Major): It killed the cat, and it might kill Nomed as well. Easily dragged into any adventure, Nomed has to check out everything and always wants to know what’s behind a potential mystery.
  • Loyal (Minor): Nomed was not born a hero, but he’d give his life for his friends. He will never leave a man behind if there’s any chance at all he could help.
  • Vow (Minor): Nomed can’t just sit back and do nothing while others suffer. It was time to stand up for the refugees and survivors of Earth. He took a Vow to serve Castle Refuge, put the group before the individual, and protect those that can't protect themselves. The 99 welcomed him into their ranks. From Hope to Action!
  • Death Wish (Minor): Nomed embraced the Juicer conversion in order to aid in the fight against the oppression and outright evil of both the Federation of Magic and the Coalition States. He will die one day, sooner now than ever, but he will spend the rest of his days fighting for justice, equality and freedom on Earth.
Edges
  • Freshly Juiced: Nomed discovered an automated Juicer conversion facility in a safehouse in the hills outside Castle Refuge. There were enough materials on site for a single conversion and he willingly underwent the procedure. He returned to Castle Refuge now ready and able to join The 99 and aid those fighting to make their way to safe havens throughout the midwest. (Starting Burn +2)
  • Rich: The stash of weapons and armor located in the previously unknown safehouse provided Nomed with an improved set of Juicer Assassin Plate Armor. (The helmet of the armor has exceptional embedded targeting enhancements, granting +2 to all ranged attacks.)
  • Split the Seconds: "Living between the ticks of a clock" was a saying Nomed had heard before, but actually watching a hummingbird's wings flap or having time to comb his hair before stepping out of the way of a bullet brings a whole new meaning to the phrase. (Grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword. It cannot, however, be used for movement, such as Running.)
  • Filthy Rich: Nomed returned once to the safehouse. The room where he was changed forever had been stripped clean by scavengers. He turned to leave when an old security system activated and scanned the facility. Not sure what to do Nomed froze and waited with ever more anxiety as the scan completed. A sterile voice sounded over an antique loudspeaker system, “JUICER IDENTITY CONFIRMED… PLEASE STANDBY.. ACCESSING SAFEHOUSE SUPPORT PACKAGE.” With a loud hiss and a scrape of metal on stone the central conversion chamber shifted to the side and a ramp opened to a lower sub-level. Amazed Nomed approached the cache and found an exquisite, and deadly, JA-11 Energy Rifle. (Advanced technology makes this weapon extra effective against armor, giving it +2 AP.) Just as astonishing as the rifle was a brand new, flawless, NG-357 Magnum-Turbo Hovercycle with a nuclear engine. This hovercycle will allow Nomed to travel swiftly across CS territory and Federation controlled lands to seek out those in need of guidance and protection.
  • Woodsman: Growing up in Castle Refuge was hard for Nomed. With combat cyborgs lifting entire sections of a building and glitter boys decimating any possible threat, Nomed turned to the woods to help scavenge and scout.(+2 to Tracking, Stealth and Survival in the wilderness)
  • Scrounger: Nomed was not born a fighter, that was something he learned later. His true talent lay in managing to find just what other people needed when they needed it most. Legionnaires headed out on a long range recon? Nomed just happened to have a stash of coffee and chocolate they could take with them to ease the journey. Xiticix scouting patrol sighted north of Fort Prospect? Nomed might have a few spare e-clips or an extra reload for a rail gun or grenade launcher. (May make a streetwise check once per session in any city or large town, -2 in smaller urban areas, to accomplish one of the following:
    • Gain 1d6+2 fully charged e-clips for the firearms he and his teammates use.
    • Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    • Procure food for 2d6 people for a week
    • Fully restock one Trauma Kit, or find 1d4+1 first aid kits(as found in the NG-S2 survival pack)
    • Obtain a non-secured credit-card with 2d10x2000 credits on it.
    • Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or a vehicle, snacks and treats, etc.)
  • Connections (Black Market): Being able to scrounge up useful items attracted all sorts of attention in Castle Refuge. Nomed is not one to break the law set forth by High Defender Hammerheart, but getting your hands on e-clips, rations and spare engine parts is not easy and requires him to occasionally bend it or to deal with those not as loyal and idealistic as himself, specifically, the Black Market. (To use Connections Nomed must make a streetwise roll. Failure means they were unavailable at this time. Once in contact a persuasion roll is needed. Success means the contact might share information or resources. A raise and the contact is willing to leak sensitive information or procure exotic equipment. Two or more raises and the Connection will risk serious consequences, significant financial assistance or even providing needed hired muscle or an expert.)
  • Dirty Fighter: Fighting all his life, Nomed learned early you fight to win or you don’t fight at all. (+2 with all Trick maneuvers)
  • Uncanny Reflexes: The Juicer conversion process sped up Nomed’s reflexes to superhuman levels. (-2 to be hit as long as he is aware of the attack)
  • Quick: Nomed’s drug enhanced lightning fast reflexes help him react to all manner of situations. (Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.)
  • Brawny: The chemical enhancements swelled Nomed’s physical strength and size. (+1 to his toughness and he can carry 8 times his strength instead of the normal 5.
  • Fleet Footed: The Juicer conversion makes the rest of the world seem to act in slow motion. Nomed can move across a room faster than he used to blink. (+2 pace and increase running die by one type.)
  • Slow Regeneration: The cocktail of chemicals coursing throughout Nomed’s body not only make him faster, stronger and tougher, they also heal him constantly. (A natural healing roll once per day)
  • Emergency Repairs: Nomed can cause the restorative chemicals in his body to surge and help him shrug off even the most grievous injury. (As an action, make a natural healing roll at +2 to heal wounds, this costs one charge. The system holds a maximum of 3 charges and recharges an expended charge once every 8 hours.)
  • Super Endurance: The conversion given Nomed the stamina of a Rhino-Buffalo. (Requires only half the normal amount of sleep and +2 to resist fatigue.)
  • Super Speed: The Juicer conversion changed Nomed’s life irrevocably. He now moves so fast he can outrun most vehicles, a good thing to remember weather getting into combat, or trying to run away from it. (Base pase is doubled.)
Complications
  • Cybernetics: Cybernetics and Juicer’s don’t mix well. At least that’s what the manual said. (Every point of strain removes a point of burn.)
  • Drug Induced Tranquility: The whole juicer process is an unimaginably agonizingly painful process. The bio-comp system constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep the user happy and calm. Yeeeahhh...(-1 to all Smarts and Smarts-linked skill rolls in non-combat/low stress situations. On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes or Quick)
  • Psionics and Magic: The Juicer conversion makes it impossible to use magic or psionics in any way. Verbatim out of the manual.
Last edited by Nomed Dercas on Thu Oct 05, 2017 6:20 am, edited 36 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Nomed Dercas - Human Juicer

Post by Nomed Dercas »

Background

Growing up in a post-apocalyptic mystical wasteland has its advantages. You either adapt or you die, quickly if you’re lucky. Nomed refused to rely on luck. The other survivors pouring into Castle Refuge refused to settle for luck either. They fought to better themselves and those around them through hard training and backbreaking work. Every day in the castle the occupants were performing combat drills and grueling exercises. Nomed didn’t show a natural gift for psionics and was left out of the Cyber Knight training. He never was quite brave enough, or crazy enough as some would say, to try getting nano-implants or go “full cyber”. As the seasons passed Nomed trained as hard as he could, but day after day he watched Legionnaires head out on special missions or scouting patrols seeking adventure and helping those still struggling out in the wasteland. Nomed made a fair scout, but never got the hang of power armor and all that stuff about engines and mechanical equipment was always a bit too boring.

One thing Nomed was able to do, and do well, was see how people worked. He watched and listened and knew how to read the crowd and get people just what they needed. Living on the streets of a town as bustling as Castle Refuge was no easy feat. No matter how many e-clips he scrounged up, or how much chocolate he gave to the Glitter Boy pilots, everyone told him he was safer in Castle Refuge. They wouldn’t bring him out on any patrols or missions, they said he’d only be a liability. Nomed was placed on the Castle Homeguard, tasked with the defense and support of Castle Refuge. He listened every night to an old beat up radio hoping to hear The Beacon of Hope broadcasting throughout the land. He knew there were people out there that needed help. He swore he would find a way to help them one day…

That day came when he was out scouting, some would say scavenging, the local wilderness and stumbled upon an old ruined facility. It was getting dark, but this place looked untouched. Thinking that this would be a prime opportunity to scrounge up something someone else might find useful, Nomed pulled his flashlight out of his NG-S2 survival pack and slipped into a small crack that led to a sealed mechanical door. Amazed that something like this was just out in the wilderness, he tried to open the door. At first it wouldn’t budge. He looked around and found what looked like an old ID access panel. When he placed his hand on the panel next to the door, he could feel it scan his hand. There was a loud beep, a long hissss and the doors parted.

Inside, the cramped room was full of tubes and wires hanging all over the place. The door sliding shut behind him made him jump. In the center of the single room there was a large cylinder, large enough for an entire man to stand inside. The door to the cylinder was ajar, just enough to fit inside if he wanted to. A lot of the tubes and wires ran across the ceiling, the floor, and even the walls as they made their way into the central cylinder. The inside of the cylinder was a full body harness. It was a bit bigger than he was, but he thought it was about the right height for a full grown human. He stepped back and saw there was a large book open on a desk crammed into the corner of the room. Nomed flipped through it and realized this machine just might be exactly what he had been looking for. As he read, the book told him that this was an emergency safehouse for a something called The Juicer Army of Liberation. The amount of dust on everything was a clear indication that whoever had originally set this place up hadn’t been around for years. The book went on to give some instructions about how the cylinder in the center of the room was called a Juicer Conversion Chamber. It could be used to either repair a badly damaged Juicer or possibly create a whole new one. Nomed had heard the stories. Juicers were insane. They burned away their lives for euphoric highs hopped up on drugs and who knows what. To become a Juicer was to put a timestamp on the end of your life. Nomed put the book down and turned to leave. He didn’t have a death wish.

That’s when he saw the armor. Standing on a rack next to the exit was a full suit of Juicer Assassin Plate armor. I looked brand new. Jet black with a glossy finish. He walked over to it and ran his hand along the large shoulder pads. He thought about trying to put it on, but the armor was too big and way too heavy for him. There was no way he could carry that much weight around…or was there. Before he could talk himself out of it Nomed made the decision that would change his life forever. The people of Earth needed saviors. People needed help and there was nothing that would stop him from getting out there and doing his part. Stepping into the chamber he slammed the procedure button and stood there as the cylinder closed around him. The tubes hissed and gas flowed all over him. There were lights flashing, but Nomed had no clue what anything was trying to tell him. He turned around and backed himself into the harness in the center of the cylinder. The last thing he remembered seeing was the suit of Juicer armor by the exit as the cylinder hissed shut, and the room was pitch black. Then everything was pain.

Pain and colors. Colors and pain. Sometimes the pain was orange, then it would go hazy gray and suddenly spike to red. Eventually, everything faded to a bright all-encompassing white, that’s when Nomed passed out completely. Is this what it feels like to die? Slowly a buzzing noise repeating over and over and over and over pulled at Nomed. Struggling to open his eyes Nomed forced himself back into the land of the living. Waking up was like stepping out into the world for the first time. The harness was now forever attached to his entire body. Everything was hazy and slow. He could feel the earth rotate under his feet. He could count the dust particles moving through the streams of light coming in through a high window he never noticed before. How long was he in that thing? Moving like a newborn gazelle Nomed relearned how to walk with his new legs. The bio-comp system pumped away and circulating the juices coursing throughout his body. Donning the Juicer armor was no harder than putting on a new change of clothes. Everything fit and locked together as if it was made for him specifically. Eager to head back to Castle Refuge and show everyone what he did, Nomed grabbed his pack, then left the room and headed for the entrance to the facility. Nomed realized that he would never fit through the small hole he had crawled through to get inside the safehouse. Reaching back without thinking Nomed drew a large Vibro-Sword. Where the hell did that come from? Not about to question his good fortune he used his new-found strength and easily cut through the pile of rubble from the collapsed building. Finally free, Nomed reattached his sword to the back plate of his armor and started to run home.

WHAM. That tree was not supposed to run at him that quick. Shaking himself off he tried the whole running thing a second time. Nomed took some time to adjust but found that he was a quick study at learning the new advantages and limitations of the transformation. Dashing through the woods Nomed made it back to Castle Refuge in record time. It took three days to get from the castle to the facility on the way out. He made it back to Castle Refuge in eighteen hours, sprinting the entire way. It took some convincing, but he finally persuaded the gate guards that he was a member of Castle Refuge. His mom was in tears when he made it back to his house. Celest wasn’t his real mom, but she did a great job taking care of the orphans that survived the trek to the Castle. He told his story several times over. And then several more times as everyone wanted to know how the scrawny kid from the Castle Homeguard ran off into the woods and came home a Juicer.

The next day Nomed led two scholars and a real live Cyber Knight back to the facility that he had found. I took the party a little longer to get there as they told him they couldn’t all run for 18 hours straight without stopping. As soon as he saw the crumbled facility he knew something was wrong and instinctually drew his Vibro-Sword. The Cyber Knight sensed it too as her mystical blade and shield sprang into existence. The two scholars drew their laser pistols as Nomed dashed into the facility.
If the place had been a wreck before, now it was a disaster. Someone, or something, had come in through the hole Nomed had made to get out. The cylinder was mostly intact but had been knocked over completely. The cords and tubes running throughout the room were shredded. Even the desk in the back had been crushed, burned and chewed on, not necessarily in that order. The book that had explained the machine was missing. The danger having passed, the rest of the party decided to head back to Castle Refuge. Whatever had been at this safehouse was no longer of any use to anyone. Nomed said he was going to remain a bit longer and he’d catch up to them anyway. Not sure what to make of everything Nomed found himself juggling his Vibro-Sword when he heard a faint *bzzzzt*.

*bzzzzt*

He caught his sword and froze. After a full minute of silence, forever to his heightened senses, he heard it again, *bzzzzt* Nomed thought the sound was coming from back inside the facility. *bzzzzt* Moving back inside it sounded like the noise was coming from under the cylinder that was knocked over. Picking up the entire cylinder and placing it back on its base was something he was going to have to get used to being able to do now. Once the cylinder was back in place he heard a sharp click and another *bzzzzt* He was just turning to leave when an old security system activated and scanned the facility. Not sure what to do Nomed froze and waited with ever more anxiety as the scan completed. A sterile voice sounded over an antique loudspeaker system, “JUICER IDENTITY CONFIRMED… PLEASE STANDBY.. ACCESSING SAFEHOUSE SUPPORT PACKAGE.” With a loud hiss and a scrape of metal on stone the central conversion chamber shifted to the side and a ramp opened to a lower sub-level. Amazed Nomed approached the cache and found an exquisite, and deadly, JA-11 Energy Rifle. Just as astonishing as the rifle was a brand new, flawless, NG-357 Magnum-Turbo Hovercycle with a nuclear engine.

The two scholars and the Cyber Knight were astounded to see Nomed zoom up on a hovercycle. He again was the subject of numerous questions about what happened and where all the gear he acquired came from. He wasn’t in town for long when a new Beacon of Hope broadcast hit the airwaves. There was a call to form The 99. A new message is going out to all the survivors and refugees still making their way across the lands. From Hope to Action. Look for The 99, they will guide you and protect you along your journey to the nearest safehold. Stay safe, move surely and look out for your fellow refugees. Do not lose hope, the time for action is now.
Last edited by Nomed Dercas on Sat Aug 12, 2017 8:12 pm, edited 2 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Nomed Dercas - Human Juicer

Post by Nomed Dercas »

Weapons
  • JA-11 Energy Rifle
    • Range 30/60/120
    • Damage 3d6
    • RoF: 1
    • AP: 4
    • Shots: 60
    • Weight: 7
    • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
    • Ion Beam
      • Range: 12/24/48
      • Damage: 1-3d6+1
      • RoF: 1
      • AP: 2
      • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
    • Long E-Clips: 2
    Wilks 320 Laser Pistol
    • Range: 18/36/72
    • Damage: 2d6
    • RoF: 1
    • AP: 2
    • Shots: 20
    • Weight: 2
    • Notes: Semi-Auto
    • Short E-Clips: 2
    Silvered Vibro-Sword
    • Damage: Str+1d10
    • Weight: 9
    • AP: 4
    • Notes: Mega Damage
Grenades
  • Armor Piercing (4)
    • Range: 5/10/20
    • Damage: 3d8
    • RoF: 1
    • AP: 8
    • Weight: 0.25 (1)
    • Notes: Mega Damage, SBT
    Fragmentation (4)
    • Range: 5/10/20
    • Damage: 3d6
    • RoF: 1
    • AP: -
    • Weight: 0.25 (1)
    • Notes: Mega Damage, LBT
    High Explosive (4)
    • Range: 5/10/20
    • Damage: 3d8
    • RoF: 1
    • AP: -
    • Weight: 0.25 (1)
    • Notes: Mega Damage, MBT
Armor
  • Juicer Assassin Plate Armor
    • Armor: +6
    • Toughness: +1
    • Min Str: d10 except for Juicers
    • Notes: The helmet of the armor has exceptional embedded targeting enhancements granting +2 to all ranged attacks.
Equipment
  • NG-S2 Survival Pack
    • One two person tent, insulated up to -40 degrees Fahrenheit. It has water collection capabilities and extends water supplies by 20%
    • One sleeping bag
    • One flashlight, with concealed pocket knife.
    • One biometric compass/inertial mapper. (+2 to survival rolls related to land navigation)
    • One short range radio, 5 mile range
    • One first aid kid (+1 to healing checks, 3 uses)
    • One hunter/fisher kit (+1 to Survival when gathering food)
    • Three saw wires
    • One fire starter
    • One survival knife
    • One small hatchet
    • One wooden cross
    • Four signal flares
    • One climbing kit
    • One bar of soap
    • One canteen
    • Two weeks of minimal sustenance survival rations
    • Weight: 30
    Infrared Distancing Binoculars
    • High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations.
    • Weight: 2
    Translator
    • Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Each day exposed to a new language, roll a d6, on a 4+, the language is acquired at a d4 and can be further improved over time.
    • Weight: 1
    Wodden Stakes (6)
    • Weight: 6
Vehicles
  • NG-357 Magnum-Turbo Hovercycle
    • Size: 2
    • Acc/TS: 15/70
    • Toughness: 17(8)
    • Crew: 1+1
    • Remaining Mods 3
    • Notes: Exposed Crew, Handling 1, Hover, M.D.C Armor, max altitude 100 feet, can fall 400 feet w/o incident, nuclear engine
Credits: 12,200

Contacts
Last edited by Nomed Dercas on Tue Aug 22, 2017 6:54 pm, edited 34 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Nomed Dercas - Human Juicer

Post by Nomed Dercas »

Advances

Iconic Framework

Benifits
  • Internal Repair System - The bio-comp system managing the drugs and chemical processes of the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration( a natural healing roll once per day). As well, there’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs” As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
  • Super Endurance - Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes - Juicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them -2 to be hit by all attacks. Finally, they begin with the Quick Edge.
  • Super Speed - Juicers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16” with a d10 running die).
  • Super Strength - Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.

Complications
  • Cybernetics - Although it’s possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
  • Death Wish - The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish Hindrance (Minor).
  • Drug-induced Euphoria/Tranquility - In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep the subject happy and calm. This results in a Juicer living in a constant state somewhere between mildly ecstatic and stoned, which causes -1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of any combat, he doesn’t gain the benefits of Uncanny Reflexes of Quick
  • Psionics and Magic - The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.

Hero’s Journey
  • Training (3 rolls)
    • (14) When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge. She also gains +1 Parry.
    • (8) While the cities of Savage Rifts are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the woodsman Edge and gains one die type increase in Survival and Tracking.
    • (2) After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fightings, Shooting or Throwing in any combination.
  • Underworld & Black Ops (2 rolls)
    • (9) Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understand the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
    • (16) With a nose for opportunities, horse-trading, and five fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market).

Rich Rolls (2 rolls)
  • Body Armor (2 rolls)
    • (15) 1 of 2 rolls traded in for a vehicle, NG-357 Magnum-Turbo Hovercycle
    • (16) The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.

Filthy Rich Rolls (3 rolls)
  • Ranged Weapons (3 rolls)
    • (12) The JA-11 Energy Rifle is a marvel of design and effectiveness. Most Juicers give any non-Juicer the side-eye if they’re carrying one.
    • (15) Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
    • (9) 2 of 2 rolls traded in for a vehicle, NG-357 Magnum-Turbo Hovercycle



Advances
  • Initial Advances: Rich, Split the Seconds
  • Free Edge (Human): Freshly Juiced
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Nomed Dercas (Approved)

Post by Nomed Dercas »

Juicer Burn Results (Quarterly) roll burn die d10 and get less than current burn to not lose more burn....
How Burn works
Initial Burn Roll (Burn balance is 10): [dice]0[/dice]
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Nomed Dercas (Approved)

Post by Ndreare »

I will count this burn roll for Q4 of 2017 as it would be unfair to roll a burn for only 1 month of play.
  • 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: Nomed Dercas (May Return in January)

Post by Ndreare »

I am moving this character to supporting Cast. I believe the player plans to move it to Cryo-Freeze so he can start again when he has time (maybe even with the 99s again).

XP Record, 13 Experience total. 5 Base for the Forums and; If started up again will have 2 unspent advances the player can use here or transfer to a new character.
  • 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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