Erin Sol Altara Technowizard Juicer Wannabe

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Erin Sol
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Erin Sol Altara Technowizard Juicer Wannabe

Post by Erin Sol »

Character Sheet

Player Name: David
Google Handle: david.stjohn@gmail.com
Character Name: Erin Sol
Rank: Novice Experience: 9 Advances Left: 0
Race: Altara
Iconic Framework: Techno-Wizard
Attributes: Agility d8 (d10)*, Smarts d8-2, Spirit d6, Strength d8(d10)*, Vigor d6(d8)*
Charisma: 2/-2; Pace: 6 (8 Ar) d6 ; Parry: 6(8)*; Toughness: 13(7)[14(7)]*; Strain: 0
* Increased attributes & parry from TW Quicksilver device
15 PPE
STD PPE usage
Activate armor on the hour (1PPE) and Quicksilver harness(3PPE) 5 minutes later
Skills:
  • Techno-Wizardry d8
  • Knowledge (Arcana) d8
  • Knowledge (Engineering) d8
  • Knowledge (Science) d6
  • Repair d8
  • Healing d6
  • Knowledge (Medicine) d6
  • Knowledge (Cybernetics) d4
  • Knowledge (Electronics) d8
  • Knowledge (Computer) d6
  • Stealth d4
  • Notice d4 +2
  • Fighting d8
  • Shooting d6

Erin Sol Powers
  • Quickness Gizmo: (4 8), Touch, 3 (2/round), Trapping Blurred motion (reskinned shroud)
  • Dispel Gizmo: (3 7), Smarts, Instant, Trapping Energy Conversion (reskinned jolt and jazz) .
  • Warrior’s Gift Gizmo: (5 9), Touch, 3 (1/round), Trapping (reskinned Jazz and +1 gang up offset) +1 PPE, +1 Parry & +1D Fighting on raise. Combat simulation Glasses with neural path/HUD.
  • Speed Gizmo : (2 3), Touch, 3 (1/round), Trapping Jazz. Electromotive motion motivating electric rod.
  • Wall Walker (armor): (2 4), Touch, 3 (1/round), Trapping Sound absorption.


Racial Characteristics
  • Attractive: Gain the Attractive Edge
  • Bad Reputation: -4 Charisma with most folk due to association with the Splugorth
  • Blind: Cannot read, see colors, or detect purely visual information, but does posses 1,200 ft radius natural radar
  • Genetic Engineering: Agility, Strength and Vigor start at d6 and have a maximum of d12+1
  • Instilled Ignorance: -2 to Smarts rolls
  • Storm Fouled Senses: -2 to Notice, Fighting, Shooting and Throwing in strong inclement weather.
  • Superior Senses: Gain the Alertness Edge
  • Wanted (Minor): Wanted by Splugorth minions


Hindrances
  • Heroic (Major): She was not grown as a hero but when freed from the Splugorth Erin found her true heroic self and now is the first to run headlong into danger to help the weaker or punish the wicked.
  • Loyal (Minor): Erin has lost those close to her in the past and will give her life to prevent it from happening again.
  • Death Wish (Minor): Despite the outward shell of a hero, Erin’s failure to save Sasha during the Juicer Uprising continues to plague her. Admitting it would be difficult but, she secretly wishes for the release of death after those responsible for the Prometheus betrayal have been punished.
  • Bad Reputation (Racial): -4 Charisma with most folk due to association with the Splugorth
  • Blind (Racial):Cannot read, see colors, or detect purely visual information, but does posses 1,200 ft radius natural radar
  • Wanted (Minor, Racial): Wanted by Splugorth minions
  • Quirk (Minor, IF): Erin believes that souls may bond to items at death and so she sometimes continues to talk to the dosimeter of friends that have passed past or to rehabilitate the rifle of a fallen CS grunt.
  • Enemies (IF): Considered outlaws by the CS and enemies of the state by the Federation of Magic



Edges
  • Attractive: +2 Charisma
  • Alertness: +2 Notice
  • AB Weird Science (Techno-Wizardry): 15 PPE and 3 starting powers (Quickness, Dispel & Warriors Gift)
  • Arcane Machinist (Gadgeteer variant): As Gadgeteer but only requires 1 action to create and may be used ½ smarts times per session.
  • Master of Magic: Gain Mega power version of all powers.
  • Rich and Filthy Rich: + 25,000 Credits and 5 HJ rolls from Close Weapons, Ranged Weapons and Body Armor
  • Rapid Recharge, Improved RR & Exceptional RR: Gain 1 PPE every 5 minutes
  • Quick: Discard draw of 5 or less for new cards (from Quicksilver TW device not active on 1st round)
  • Contacts: Tolkeen University Refugees, & +2 on her rolls to contact Ignacio Maddry
Last edited by Erin Sol on Tue Nov 14, 2017 5:15 pm, edited 8 times in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



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Erin Sol
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Joined: Sun Aug 13, 2017 12:11 pm

Erin Sol Background

Post by Erin Sol »

Erin’s early life was was that of a typical Altaran she served on a slaver’s barge and helped abduct sentient beings for her Splugorth masters. The fact that she never questioned her actions during this time now shames her deeply Only after being freed did she consider her actions and their effect on those she helped enslave. Her savior was a former barge mate who had escaped and undergone Juicer conversion to gain the power necessary to free her sisters and their victims. Her sister’s willingness to trade some of her new free life so that others would have the same freedom touched Erin.

Once free to chose her own path Erin took advantage of her natural affinity with technology and became her Techno-wizard with the dream of saving her sister from burning out. Their study led them to Newtown and Erin convinced Sasha to take the Prometheus cure. When Sasha rose as a Phoenix Juicer, Erin ended her life with her own weapon.

Believing the rumors that the Coalition was totally to blame for the events at Newtown, Erin fell in with Dunscon’s True Federation. Her past as a slaver, experience as a Techno-Wizard and Sasha’s chainsword made her a valued member on strike teams. Regaining a sense of community was what she was seeking and for a while it was easy to fall into old habits and ignore the suffering she was causing. This changed when her team didn’t attack a CS outpost but a peaceful village of DBs that she had encountered before. As a servant of the Splugorth she had abducted member of this town multiple times in the past and when Sasha freed her, the barge was transporting slaves from this village. Realizing what she had become again Erin took up the mantle of hero and was able to drive off the attack.

In the time between Erin’s most recent encounters with the village it had become associated with the Tomorrow Legion and they got Erin in touch with Castle Refuge.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



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Erin Sol
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Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Erin Sol Gear

Post by Erin Sol »

Weapon: TW Laser Revolver
  • Range 12/24/48
    Damage 2d4+2
    ROF 1 (Revolver; can use Fan the Hammer)
    AP 8
    Shots 6
    Weight 4
    Minor TW upgrade Light Beam trapping
Weapon: TW WI CL8 (Chain Long Sword with embedded laser) from Juicer Uprising pg75
Chain Long Sword
  • Damage Str+2d8
    AP 2
    Minor TW upgrade Reach 1 (the links on the blade extends like Ivy from soul caliber)
    Embedded Laser
    • Range 15/30/60
      Damage 2d6
      Rof 1
      AP 2
      Shots 16
    Weight 16
Weapon: XITICIX Resin spike gun
  • Range 20/40/80
    Damage 2d6+1 MD
    ROF 3
    AP 3
    Shots 10
    Weight ?

    Armor: Cyber-Knight Light Armor (TW)
    +7 Armor, +1 Toughness
    +2 Pace and +1” Jumping *
    Wallwalker Power *
    Full Environmental Protection *
    Slightly concealable
    Weight reduction*
    1 PPE per hour to power, Traits with * are unuseable without power
    Weight 2 lb or 9lb without power

    Items

    TW Quicksilver Juicer device
    TW Quicksilver device Full Description
    This device was made from the centerpiece of a juicer Bio-Comp harness t taken from a fallen ally who had undergone the Prometheus treatment and became a Phoenix juicer. Wanting to honor her fallen sister and connect with her in a metaphysical way Erin was able to utilize the residual enchantments to somehow create this TW masterpiece beyond her actual ability.

    The tubes have been removed and the only the central housing remains. The device has been covered in alien writing and etchings of runes for speed and health. The reservoir has been drained and filed with alchemically treated quicksilver to act as a suspension for the nannites which become active during healing, mimicking actions they would have made in the body. Before use the user’s skin must be permanently marked with luminescent metallic tattoos (resembling a Tron suit) tracing chakras and other mystical energy lines. The device does not inject chemicals nannites, or mercury into the user; it is instead placed over the glyph of the heart chakra where many of these lines intersect and transfers magical energy through these paths.

    Base Item
    Former Partial Juicer Bio Comp harness (IRMSS to model) 42,000 + 4,200
    As an action the user can make a natural healing roll at +2. This uses 1 nannite charge.
    5PPE fills the nanite housing (holds 3 charges) and it regenerates 1 charge per 8 hrs of continuous use.
    If the harness is already active then Quick does not apply on the 1st round. If activated after initiative draws it works on the next round normally.

    3PPE per hour to use

    Minor 10,000
    +1 Parry X2

    Major
    +1d Vigor 10,000
    +1d Agility 10,000
    +1d Strength 10,000
    Edge: Quick 20,000

    Total 106,200
    • 3PPE/Hr
      +2 Parry
      +1d Vigor, Agility and Strength
      Quick edge*
      as action natural healing roll at +2
      * Quck Edge is nofunctional on first round of combat if the device was active prior to combat.

    Tool Kit
    • Base Tool Kit included in IF

    TW Tool Kit
    Minor TW upgrade +1 Repair
    • This simple cylinder resembles a heavy duty flash light capped at both ends with crystals and covered in ever changing schematics and Techno-Wizard gibberish. The single tool can produce most of the components of a standard tool kit to cover jobs ranging from soldering to arc welding or leather punching (for google bands) to pinpoint plasma drilling.
      Utilizing flat space and singularity storage containment modules this style of TW multi tool is very popular in Stormspire. For unknown reasons some scholars of pre rifts media call it a “sonic screwdriver” despite not being acoustically derived technology.

    NG S2 Survival Kit
    • 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
    TW Field Computer II
    • A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. +2 bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research.
      Optimized for a Altaran TW: the keyboard has been replaced with two gloves for data entry and the screen has been positioned facing up for displaying data to others. The underside of the computer has hollow area from which various connection cables that extend like tentacles to connect to a variety of systems or placed over another system's keypads to enter commands.
1 Spare short eclip

Credits: 1,800 left
Last edited by Erin Sol on Tue Oct 31, 2017 1:04 pm, edited 4 times in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



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Erin Sol
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Erin Sol Powers

Post by Erin Sol »

  • Quantum Untangled Induced Cyber Kinesis (Quickness and Exalted Quickness)
    • PPE: 4 8
    • Range: Touch both
    • Duration: 3 (2/round) both
    • Trapping: Blurred motion (reskinned shroud)
The charged particles in this small canister are sprayed on the target increasing the speed of their actions. The target’s speed causes some particles to drift off leaving a blurred after image making the target more difficult to hit at range.
  • Arcano Liberation Converter (Dispel and Exalted Dispel)
    • PPE: 3 7
    • Range: Smarts Smarts x2
    • Duration: Instant Instant (1d6 minutes)
    • Trapping: Energy Conversion (Reskinned Jolt and reskinned Jazz)
This Atrarian wrist blaster has been converted to drain the power from arcane effects and convert the energies into a cleansing, liberating effects. On the standard setting (Drain) a bright violet beam shoots out to briefly envelop the target. When a harmful power is dispelled the dispelled power’s target receives a boost of refreshing energy and on a raise, the target may make an immediate roll to recover from shaken.

On the area effect setting (Exalted Dispel) the dispelled arcane energy is converted into swirling balls of glowing white light that zip around the area in random directions cleaning and ionizing the air. This clears the area of particulates, smoke, and other interference which aids Altarian and normal vision and eases breathing. Those in the area gain +1 to Vigor checks related to smoke, gasses, breathing or choking, and on a raise increases Vigor by one die type. These benefits cease for a person as soon as they leave the area of the spell.
  • Combat Analysis & Simulation Enhancement (CASE) (Warrior’s Gift and Greater Warrior’s Gift)
    • PPE: 5 9
    • Range: Touch both
    • Duration: 3 (1/round) both
    • Trapping (reskinned Jazz and +1 gang up offset with drawbacks) both
+1 PPE, +1 Parry & +1D Fighting on raise, +1 when two users active
The CASE is made from the standard visor commonly worn by Altarian warriors. The most visible modification is the addition of four small (approximately 3 inch) antenna; one angled at the midpoint of each side piece and a coiled one where the side pieces meet the lens area. The majority of Erin’s modifications may only be seen when the device is removed, the inside of the lens area has been refitted with dozens of small view screens, most smaller than a thumbnail, all displaying different constantly changing variables, calculations, and images. When the gizmo is active advanced combat techniques are downloaded through the optic nerve and the small techno-magical computers evaluate all aspects of the combat enabling the user to have a greater defense (+1 parry) and possibly offense (+1D Fighting on raise). The light produced by these actions can be seen flashing from along the frame with a notice check (-2 in normal or brighter light).

To use the power on someone else Erin may give the visor to them or pull on one of the coiled antennae to peel off a semi-rigid mylar like layer of the visor containing only the one antenna and no separate screens. The original produces the calculations and transmits the data to any other visors. This means the power may only be active on three characters at one time and that the power may be dispelled for all users by targeting the original visor. This enhanced connection does benefit the users by increasing gang up bonuses by +1 total if two active users are attacking the same target.

Because of the visual overstimulation sighted users are -2 to visual notice rolls while wearing the visor when the power is active. The power may not be used on blind character unless they have the Machine Maestro ability or the Telemechanics edge. Anyone with either of these two traits may use the power without penalty even if sighted.

  • Electromotive Motion Motivating Electric Rod (EMMER) (Speed and Greater Speed)
    • PPE: 2 3
    • Range: Touch both
    • Duration 3 (1/round) both
    • Trapping: Jazz both
Erin typically wears the EMMER hanging from her belt on a loop of finely braided copper wire it resembles an 8-inch black and yellow striped neural mace that occasionally emits small showers of sparks in a rainbow of colors.When the device is used the electrical jolt causes an even greater increase in speed than normal and increases Agility by one die on a raise. When the subject moves multi-colored sparks of energy are visible traveling along their body and becoming energetic enough to arc to the surroundings when running.
  • Sonic Trajectory Independent Clinging Kilohertz Interface (STICKI) (Wall Walker and Greater Wall Walker) From Armor
    • PPE: 2 4
    • Range: Touch both
    • Duration: 3 (1/round) both
    • Trapping: Sound absorption both
When STICKI is activated all sounds made by the subject are dampened as the armor causes the subject to subtly vibrate at frequencies that resonate with the larger surrounding surfaces creating traction on the atomic level. When the power is used on another the vibrations build up in Erin’s before being transferred to the target.
Last edited by Erin Sol on Thu Aug 24, 2017 8:15 pm, edited 2 times in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
Erin Sol
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Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: Erin Sol Altara Technowizard Juicer Wannabe Ready 4 Revi

Post by Erin Sol »

Erin Sol Advances
Edges from
Race: Attractive, Alertness
IF: AB Weird Science (Techno-Wizardry), Arcane Machinist (Gadgeteer variant)
Hindrances advances: Rapid Recharge, Improved Rapid Recharge
HJ: Master of Magic, Rich, Exceptional Rapid Recharge
Free: Contacts http://savagerifts.com/sr/viewtopic.php ... 601#p23729
Advances: Filthy Rich

Iconic Framework
Techno-Wizard
Techno-Wizard Abilities and Bonuses
  • AB Techno-Wizardry, 15 PPE, Techno-Wizardry d8 & 3 powers from weird science list
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above
    her own. The device has its own pool of PPE equal to half the Techno-Wizard’s
    normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Required Knowledge: Kn (Arcana), Kn (Engineering), Kn (Science) and Repair at d6

Techno-Wizard complications
  • Cybernetics: Techno-Wizards suffer standard Arcane Background penalties for cybernetics
  • Device Dependant: All of the TW powers are stored in gizmos
  • Enemies: Outlaws in the CS and deemed enemies of the state by Lord Dunscon
  • Gearhead Geek: Quirk related to their unique outlook on technology


Hero’s Journey
  • Magic and Mysticism 11: Rapid Recharge ->Exceptional Rapid Recharge
  • Education 18: 5 SP for Healing, Investigation and Knowledges
  • Magic and Mysticism 10: New Power = Speed
  • Exp & Wisdom 15: Professional edge= Master of Magic
  • Exp & Wisdom 20: Choice from table 10, Rich

5 rolls from Rich & Filthy Rich
  • Body Armor 9: +1 Toughness
  • Body Armor 11: Enhanced Comms Systems Trade for Close Combat 18 embedded laser
  • Body Armor 19: Choice from table 5, +3 Ar
  • Body Armor 2: Trade starting armor for Cyber Knight Light
  • Body Armor 16: +2 to all ranged attacks Trade for Close Combat 18 embedded laser



Advances
  • Initial Advances: (From Hindrances): Rapid recharge & Improved Rapid Recharge
  • Novice 1 Advance: Very 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:
Last edited by Erin Sol on Tue Nov 14, 2017 5:19 pm, edited 2 times in total.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
Erin Sol
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Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: Erin Sol Altara Technowizard Juicer Wannabe Ready 4 Revi

Post by Erin Sol »

Proposed edit:

Change
Exp & Wisdom 20: Choice from table 1, Elan
&
Initial Advances: (From Hindrances): Rapid recharge & Rich

To
Exp & Wisdom 20: Choice from table 10, Rich
&
Initial Advances: (From Hindrances): Rapid recharge & Improved Rapid Recharge

Which also changes

Magic and Mysticism 11: Rapid Recharge -> Improved Rapid Recharge
to
Magic and Mysticism 11: Rapid Recharge -> Improved Rapid Recharge -> Exceptional Rapid Recharge


Also change
Bar Reputation: -4 Charisma with most folk due to association with the Splugorth

to
Bad Reputation: -4 Charisma with most folk due to association with the Splugorth

Since my drinking problem isn't that bad. :D
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Ndreare
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Re: Erin Sol Altara Technowizard Juicer Wannabe Ready 4 Revi

Post by Ndreare »

Sounds good.
  • 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."
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Ndreare
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Re: Erin Sol Altara Technowizard Juicer Wannabe

Post by Ndreare »

Moved to fallen until player returns.
  • 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
Locked

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