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Arthur Bishop - Zapper (deceased)

Posted: Mon Jan 29, 2018 7:10 pm
by Arthur_Bishop
(Please note I am awful at using this format. I've attempted to make a character on here before but gave up due to frustration at my ineptitude. Please forgive formatting errors in advance)

Narrative Hook roll [dice]0[/dice]
HJ Psionics [dice]1[/dice]
HJ Psionics [dice]2[/dice]
HJ Experience and Wisdom [dice]3[/dice]
HJ Training [dice]4[/dice]


THIS CHARACTER WENT OUT IF A BLAZE OF GLORY in Re: 13 A Race for Safety

Re: Human Zapper

Posted: Mon Jan 29, 2018 8:54 pm
by Arthur_Bishop
Player Name: Mike Morrison
Google Handle: mike.e.morrison
Arthur Bishop
Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
  • Psionics d10 (2)(From IF)
  • Fighting d6 (2 free points from HJ Roll)
  • Gambling d6 (2)
  • Intimidation d8 (3)
  • Investigation d6 (2)
  • Knowledge (Politics) d4 (1)
  • Notice d6 (2)
  • Shooting d6 (2 from HJ Roll)
  • Stealth d4 (1)
  • Streetwise d4 (1)
  • Survival d4 (1)
  • Throwing d4 (1 from HJ Roll)

Hindrances
  • Heroic (Major): Must respond to those who ask for help.
  • Compulsion (Minor): Gambling
  • Vow (Minor): Defend the weak

Edges
  • Improved Electrical Aura (from being human): Complex See TLPG
  • Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
  • Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
  • Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
  • Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
  • Charismatic (From advance): The character gains +2 Charisma

Re: Human Zapper

Posted: Mon Jan 29, 2018 9:06 pm
by Arthur_Bishop
Background
Arthur grew up in a medium sized farming community. The fourth of eight children, he had no aspirations to take over the family general store so decided to make his way into the world. He had a lust for adventure so he took up with a group of mercenaries that provided protection for travelling groups, He did a decent job, but didn’t quite find the adventure he was seeking. That all changed when his group took on a contract protecting a facility in the city of Newtown. It quickly became evident why the extra security was hired when the facility he was protecting started to announce a way to extend the life of Juicers. Arthur was protecting the facility when the juicers became violent and a riot occured. What exactly transpired isn’t 100 percent clear to Arthur as the stress of teh event caused his latent psionic abilities to emerge. He remembers the violence and chaos, and most of all he remembers the innocents trapped between the warring parties. After coming to his senses he took to the road again, plying his abilities as a protector, eventually coming to join the Tomorrow Legion in order to do as much good as he could in the world.

Re: Human Zapper

Posted: Mon Jan 29, 2018 9:10 pm
by Arthur_Bishop
Gear

NG-33 Laser Pistol
Image
  • Range: 15/30/60
  • Damage: 2d4+1, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 4 lbs
  • Notes: Semi-Auto


Neural Mace
  • Range: Melee
  • Damage: Strength +1D6
  • Weight: 9 lbs
  • Notes: Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken



NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
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.
Use the same process as for the cybernetic
Language Translator to teach the system
new languages. (1 lb)

[dice]0[/dice] credits to start with, plus 2400 left over from initial equipment selection for a total of 4100.

Contacts

Re: Human Zapper

Posted: Tue Jan 30, 2018 6:12 am
by Arthur_Bishop
Advances
Please list all Edges and Advances taken for your character here
Edges
Edge: Improved Electrical Aura (from being human)
Edge: Rapid Lightning Bolt (From Major Hindrance)
Edge: Scrounger (From HJ Roll)
Edge: Connections: Black Market (From HJ Roll)
Edge: Major Psionic (From IF)
Edge: Charismatic (From advance)


Iconic Framework Abilities and bonuses Psionics: I.S.P. 20
Powers: Telekinesis, Armor, Boost/Lower Trait, Mind Reading (From HJ Roll)
  • Arcane Background (Psionics): A Zapper begins with three powers from the list above (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
  • Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
  • Electrical Aura: At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
  • Electrical Mastery: Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • EMP: Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
  • Lightning Bolt: The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics : Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • Stormwalker: The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.


Hero’s Journey
  • Table Psionics
    • (9) Variety of techniques is a power all its own;your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.
  • Table Psionics
    • (19) Picked (16) Many psionics strive for a level of enlightenment that transcends matters physical, focusing ever more energy and effort via their will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
  • Table Experience and Wisdom
    • (5)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)
  • Table Training
    • (1) 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 Fighting, Shooting, or Throwing in any combination.




Advances
  • Iconic Framework: see above
  • Hero’s Journey Roll: Scrounger
  • Hero’s Journey Roll: Connections
  • Hero’s Journey Roll: Free Power
  • Initial Advances: (From Hindrances): Rapid Lightning Bolt
  • Free Edge (Human): Improved Electrical Aura
  • Novice 1 Advance: Edge: Charismatic
  • 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:

Re: Human Zapper

Posted: Wed Jan 31, 2018 9:39 am
by Arthur_Bishop
Psionics & Trappings

Telekinesis
Trapping: Electromagnetic force. When a person or object is grabbed with telekinesis it is surrounded by crackling energy.
Power Points: 5
Range: Smarts
Duration: 3 (1/round)

Armor
Trapping: Electromagnetism. An aura of crackling energy surrounds his body.
Power Points: 2
Range: Touch
Duration: 3 (1/round)


Boost/Lower Trait
Trapping: Electricity. When using this for a benefit the body of the target is charged up with electrical energy. When used to lower a trait, the target suffers from muscle spasms on a raise (target makes a vigor roll or be at a -2 parry for their next action)
Points: 2
Range: Smarts
Duration: 3 (1/round)

Mind Reading
Trapping: Electromagnetism. Arthur uses his command over the electromagnetic spectrum to read the target's thoughts, which are electrical impulses. This process is very exhausting for the target, and they must make a vigor roll (at -2 on a raise) or suffer fatigue.
Power Points: 3
Range: Half of Smarts
Duration: 1

Re: Arthur Bishop - Zapper (Ready for review)

Posted: Fri Feb 02, 2018 9:50 am
by Ndreare
Okay, I updated the post with your character and changed all the post to your account so you can edit them.

You should be good for finishing off trappings and getting lined up with a GM.

Look in the current groups and see if there is a game you would like to jump in or just ask and a GM will say hey we would like you.

Re: Arthur Bishop - Zapper (Ready for review)

Posted: Fri Feb 09, 2018 11:33 am
by Ndreare
If you separate boost rate from lower trait you may add another trapping. That would let you put a beneficial trapping like jazz on your boost straight.

I asked the other GM's and that's the only feedback given so far. I'll help get you set up for the 99 later when I get back from Hawaii.

Re: Arthur Bishop - Zapper (Ready for review)

Posted: Fri Feb 09, 2018 9:22 pm
by Maximilian
Character looks good! Welcome to the fold!

Re: Arthur Bishop - Zapper (Ready for review)

Posted: Sat Feb 10, 2018 5:17 am
by Venatus Vinco
Welcome,

Everything looks good, work with your GM to get started in game play!

VV

Re: Arthur Bishop - Zapper (Ready for review)

Posted: Sat Feb 10, 2018 10:55 am
by High Command
If you need assistance with an avatar, let us know and we can help.

Re: Arthur Bishop - Zapper (Ready for review)

Posted: Sun Feb 11, 2018 4:21 pm
by Ndreare
Move to The 99's ( http://savagerifts.com/sr/viewforum.php?f=81 ) and made sticky.