Jarle Vargr - Phase World Wolfen Quatoria

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Jarle Vargr
Posts: 14
Joined: Thu Oct 11, 2018 9:05 am

Jarle Vargr - Phase World Wolfen Quatoria

Post by Jarle Vargr »

Player Name: Mike
Google Handle: mjhusband

Image

Character Name: Jarle ‘the hammer’ Vargr
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Wolfen
Iconic Framework: Techno-Warrior
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d8
Charisma: 0; Pace: 8 d8; Parry: 6; Toughness: 21 (8); Strain: 19/20
Bennies: 4 1 spent 11/17/2018

Skills:
  • Fighting d8+2
  • Investigation d6+2
  • Intimidation: d6
  • Notice d6+2
  • Knowledge Engineering d6
  • Knowledge Electronics d6
  • Persuasion d4
  • Piloting: d6
  • Repair: 1d6+4
  • Shooting: d8+2
  • Stealth: d6
  • Streetwise: d6+2
  • Throwing: d4
  • Tracking d6
Situational Modifiers:
  • Racial: +2 to Smell based Notice Checks
  • Optics Package: +2 to Visual Notice checks
  • Audio Packagel: +2 to Hearing based Notice Checks
  • Hero’s Journey: +2 to all Connections Rolls
  • Investigator Edge: +2 Notice to search through evidence
  • Core Data Package: +4 to Common Knowledge
  • Adrenal System: +2 to recover from being Shaken
  • Nerves of Steel: Ignore one level of Wound penalties
Complications and Hindrances
  • Code of Honor: Star Marshals uphold the law
  • Distinctive D-Bee: While Wolfen are generally humanoid in form they share a great many features with that of wolves and could never pass for human and therefore are subject to extreme prejudice in any CS Territory. They suffer a -4 Charisma with CS citizens.
  • Non-Standard Physiology: Due to their size and partial canine physiology, Wolfen find it difficult for him to find armor he can use. Purchases and repairs are at least doubled in cost, and there’s no way he can manage a Glitter Boy suit or other power armor built for a typical humanoid frame.
    He also suffers −2 to checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
  • Psyche Degradation (Major) Overconfident: Efficient in accomplishing the goal. All. The. Time.
  • Ruthless (Major): Will do what it takes to bring someone in. Even if it means bending the law for the greater goal.
  • Hindrance (Minor) Stubborn: Needs to see the plan through.
  • Hindrance (Minor) Loyal: To the cause, and the group
Edges
  • Edge: Upgrade (Hindrance)
  • Edge: Beyond the Limit (Hindrance)
  • Edge: Nerves of Steel (Fortune and Glory)
  • Edge: I Know a Guy (Hero’s Journey)
  • Edge: Rich (Hero’s Journey)
  • Edge: Tinkerer (Hero’s Journey)
  • Edge: Investigator (Hero’s Journey)
  • Edge: Danger Sense (Cybernetics)
  • Edge: Filthy Rich (Advance 1)
  • Edge: Upgrade (Advance 3)
  • Edge: Upgrade (Advance 5)
Wolfen Racial Traits
  • Natural Weaponry: Wolfen possess sharp teeth and claws which do Strength + d6 damage.
  • Size +1: Wolfen typically range between 7 and 9 feet in height and can weigh up to 500 lbs.
Fortune and Glory
  • Vigorous and Tough
  • Smart and Learned
  • Choose your Fate: 2 extra HJ rolls
Hero’s Journey
  • He’s done more and traveled more than anyone, and she always seems to know
    someone, somewhere, she can call on for information or aid. Your hero has the I Know
    a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
  • Some experiences take a person back to the beginning, reconnecting her to him
    foundations. Select one Background Edge, regardless of requirements, so long as
    it makes sense and the GM agrees with it. (Rich)
  • 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.
  • Part of your character’s extensive training including full understanding of a
    particular occupation or area of focus. You may give him one Professional Edge,
    ignoring requirements, subject to the GM’s approval. (Tinkerer)
  • Born with a natural inquisitiveness, your hero has a gift for research and finding
    things out. He has the Investigator Edge and the Investigation skill at d6.
Cybernetics
Core Electronics Package (MARS)(1/1) - Strain: 1
  • [*]Gain a mini-computer.
    [*]Computer interface jack for direct linking to other sytems.
    [*]Interface jack grants +4 to appropriate Repair cehcks and Common Knowledge rolls.
    [*]Gain a radio with a 20-mile range.
Cyber-Wired Reflexes (MARS) (1/U) - Strain: 1
  • [*]Each level increases Agility die type by 1.
    [*]Each step past d12 adds a +1.
Optics Package (MARS) (1/1) - Strain: 1
  • [*]+2 to all sight-based Notice checks.
    [*]Thermal imaging and night vision (ignore illumination penalties).
    [*]50x magnification for distance.
    [*]20x macro lens for up-close detail.
    [*]+2 on checks to avoid blinding flashes and related light burst effects.
    [*]Gain the ability to record still/moving images and store them for later viewing or display. Switching modes is a free action.
Reinforced Frame (MARS)(1/3) - Strain: 1
  • [*]Each level increases Toughness by +2.
Audio Package (MARS) (1/1) - Strain:1
  • [*]+2 to hearing-based Notice Checks.
    [*]Adds hyper-sonic and sub-sonic ranges to hearing.
    [*]Loudspeaker capable of projecting audio over a 100-yyard radius.
    [*]+2 to resist any audio-based attacks or deafening effects.
    [*]Allows sounds and conversations to be recorded and played back later.
Synthetic Organ Replacement (MARS) (1/U) - Strain: 1
  • [*]Each level increases Vigor die type by 1.
    [*]Each step past d12 adds a +1.
Nano-Repair System (Rich) (1/1) - Strain: 2
  • [*]Heals biological damage and repair synthetic systems.
    [*]One wound is healed per day (works for Cyborgs).
    [*]+4 to resist Bleeding Out.
    [*]50% to reject any poison or diesease (Internal Life Support negates the need for this).
Expanded Detection and Security Array (Filthy Rich) (1/1) - Strain: 2
  • [*]Grants 360 degree awareness of surroundings.
    [*]+2 to Notice checks.
    [*]Gain the Danger Sense Edge.
Internal Life Support System (Filthy Rich) (1/1) - Strain: 2
  • [*]Internal air supply & other systems: Immune to suffocation, toxins, and diseases.
    [*]+4 to resist the effects of radiation, intense environmental temperatures (but not direct damage), and other dangerous environmental effects.
    [*]Only requires a fifth of the nutrition of a full organic person.
Adrenal System (Filthy Rich) (1/1) - Strain: 2
  • [*]+2 to recover from Shaken (Stacks with Combat Reflexes).
    [*]Doesn't work for Full Conversion Cyborgs.
Ranged Data System x2 (Upgrade Edge) (1/2) - Strain: 2
  • [*]Requires the Optics Package.
    [*]Each level offsets two points of penalties for Shooting.
Hand-to-Hand Reaction Wiring (Upgrade Edge) (1/1) - Strain: 1
  • [*]Requires at least one leve of Cyber-Wired Reflexes.
    [*]+2 to all Fighting checks.
Targeting Eye (Purchased) (1/1) - Strain: 1
  • [*]Requires the Optics Package.
    [*]+2 to all Shooting rolls for weapons the character spends at least a full round calibrating.
Bionic Strength Augmentation (Purchased) (1/U) - Strain: 1
  • [*]Each level increases Strength die type by 1.
    [*]Each step past d12 adds a +1.
Jarle Vargr
Posts: 14
Joined: Thu Oct 11, 2018 9:05 am

Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by Jarle Vargr »

Gear
Credits:
2000
29000-13200 (Targeting Eye and surgery) - 9900 (Bionic Strength Augmentation and surgery) + .25*18500 (Selling of Chain Greatsword) -6000 (Tinkerer upgrades to rail gun) - 25 (tinkerer upgrade to Hammer) - 2000 (utility belt)
GR-15AR Assault Rifle
Re-trapped and Tinkerer modified Mini Rail Gun to be a Gravitronic Rifle from Phase World. Incorporates Weapon Gimble and Basic Scope. Since we are not rolling, assume additional minor upgrades of reduced weight with each major upgrade. Total additional cost is 1.5*(3000+1000)=6000 credits
2d8+4 Mega Damage, 75/150/300, ROF 4, AP 6, 32 bursts, 44 lbs. No snapfire or autofire penalty.

NE-C50 Immolater Combat Hammer (Rich)
Re-trapped and Tinkerer modified NG-B50 Combat Hammer. Modified to accept medium Naruni Plasma Cartridges. 1.5*15=~25 credits. Not sure if this is legit and really fair, but since we are not rolling it assumes an extra Minor Upgrade of +1 to Fighting. If its a trapping then the cost is 5000 credits and I’d need to drop the utility belt and sell the ion pistol.
St+d10+3d8 Mega Damage, +1 to Fighting

NG NE-Equalizer
Plasma Cartridges used currently

NE-56 Light Ion Pistol
1-3d6, 12/24/48, ROF 1, 12 Shots, Weight 2, Ion weapons act as a shotgun

Branaghan Duster

Hard Armor SWD, Completely for show.

NE-RV01 Ripper Vibro-Knife
Damage: Str + 2d6, AP 2
Weight: 1 lb (0.45 kg)
Cost: 10,000 credits
Notes: Mega-Damage, Ripper Blades
Reference: Rifts® Naruni Wave 2, pg. 24, obtained from Heist Job.


Quatoria Armor Plating


CAF Utility Belt
Equivalent to the Coalition Utility Belt
Last edited by Jarle Vargr on Sun Nov 11, 2018 7:33 am, edited 1 time in total.
Jarle Vargr
Posts: 14
Joined: Thu Oct 11, 2018 9:05 am

Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by Jarle Vargr »

Background

Jarle is a Wolfen Quatoria, an archaic Wolfen term meaning "officer of the Law." In the pre-industrial days of the Wolfen Empire, Quatoria were law enforcement officers. In remote areas, a Quatoria often acted as marshal , judge, jury, executioner and grave digger. When the Wolfen Empire expanded to the stars, the Quatoria became special law enforcers sent to the most remote and unruly areas of the known universe where they would be the only symbols of the law.

To ensure the Quatoria survived their hazardous duties, they were altered through cybernetics and bionics. Bone implants, artificial muscles and wired reflexes transformed them into super-powerful creatures. The Quatoria retain their Wolfen appearance, but much of their internal organs and bones have been replaced by powerful machines. A number of cybernetic implants make Quatoria perfect spies and detectives, but the hardware is secondary to the extensive training and indoctrination they receive.

Jarle is a dedicated law enforcement officer with little sympathy for the criminal element. But he has spent a great deal of time undercover and hs done and seen things that are criminal in their own right. Jarle operates in the more lawless comers of the Three Galaxies, so such abuses often go unreported or unnoticed. Jarle is a Bonded Deputy with authority to enforce the CCW's Law throughout all the planets. However, the is well outside the borders of the Consortium's control and is usually undercover, pretending to be a pirate, smuggler or bounty hunter. He has developed extensive contacts with the underworld,and has made a number of allies and friends among his current crew.
Jarle Vargr
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Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by Jarle Vargr »

Advances
  • Initial Advances: (From Hindrances and MARS framework): Beyond the Limit, Upgradeable, Upgrade
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance: Upgrade
  • Novice 3 Advance: Strength +1 die
  • Seasoned 1 Advance: Upgrade
  • Seasoned 2 Advance: Strength +1 die
  • 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:
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Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by Ndreare »

Looks good, and looks finished. Are you ready for review?
  • 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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Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by MJH »

Yes, I am ready for review.
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Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by Ndreare »

Okay,
I think you initial Edge should be Beyond the Limit and Upgradable not Upgrade. Otherwise you are 5 Strain over allowance. With both however you are at 19 of 20 Strain. That said I think that means you would be 1 device to many from what is purchased by RAW. But honestly I am okay with that.


IS the Quatoria Plate Armor meant to be a signature item?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by High Command »

As a suggestion, you might try using the Naruni Camo Armor as a basis.
Image
NE-C20 Camouflage Variable Armor: This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal systems and even then the reading/image will seem unusual. The fiber-optic covering copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2. This feature has made the armor extremely popular. The NE-C20 provides +7 Armor and +1 Toughness, as well as providing Full Environment Protection. NE-CW20 armor has a Strength Minimum of d8. (13 lb, 75,000 credits)
Copy this to use this

Code: Select all

[img]http://explorersunlimited.com/images/upload/2017/07/03/20170703083954-db0dcff4.png[/img]
[b]NE-C20 Camouflage Variable Armor[/b]: This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal systems and even then the reading/image will seem unusual. The fiber-optic covering copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2. This feature has made the armor extremely popular. The NE-C20 provides +7 Armor and +1 Toughness, as well as providing Full Environment Protection. NE-CW20 armor has a Strength Minimum of d8. (13 lb, 75,000 credits)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by MJH »

Yes, the plate armor is a proposed sig. I'll post for review if you are okay with it. I can re-design based on what HC posted (thanks!) as well.

The starting edges should be beyond the limit, upgradeable, and upgrade. I forgot upgradeable because it is free with the MARS package. Fixed now.
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Re: Jarle Vargr - Phase World Wolfen Quatoria

Post by Ndreare »

Muskrat Jack wrote: Wed Oct 10, 2018 6:27 am Yes, the plate armor is a proposed sig. I'll post for review if you are okay with it. I can re-design based on what HC posted (thanks!) as well.

The starting edges should be beyond the limit, upgradeable, and upgrade. I forgot upgradeable because it is free with the MARS package. Fixed now.
Yeah,
Signature items (even the obvious ones) should go through Item validation for consistency
  • 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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