Echo (Joker's Jokers)

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Echo
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Echo (Joker's Jokers)

Post by Echo »

Player Name: Rob Towell
Google Handle: Ndreare

Echo
Legion Rank: Specialist 2nd Class: 495/wk
Rank: Veteran Experience: 47 Advances Left: 0
Race: Living Spell Iconic Framework: Super Powers Companion 2
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Charisma: +6; Pace: 6" (Varies); Parry: 5 (Varies);
Toughness: 11 (6) in natural or resting state with armor on.

Skills:
Trained Skills
  • Fighting d6 (2)
  • Healing d6+2 (HJ, +4 with armor)
  • Notice d8 (2, +1 advance, +6 powers = d12+4)
  • Persuasion d8+6 (2, +1 advance)
  • Shooting d6 (2)
  • Stealth d6 (2, +2 In urban or Woodlands, +3 powers = d12+2, When wearing Cloak d12+6)
  • Streetwise d8+6 (3)
  • Tracking d6 (2, +2 powers = d6+2)

Untrained Skills
  • Boating d4 (0)
  • Climbing d4 (0)
  • Driving d4 (0)
  • Gambling d4 (0)
  • Investigation d4 (0)
  • Knowledge (Arcana) d4 (0)
  • Knowledge (Computers) d4 (0)
  • Knowledge (Cybernetics) d4 (0)
  • Knowledge (Electronics) d4 (0)
  • Knowledge (Engineering) d4 (0)
  • Knowledge (History) d4 (0)
  • Knowledge (Medicine) d4 (0)
  • Knowledge (Politics) d4 (0)
  • Knowledge (Science) d4 (0)
  • Lockpicking d4 (0)
  • Piloting d4 (0)
  • Riding d4 (0)
  • Survival d4 (0)
  • Swimming d4 (0)
  • Taunt d4 (0)
  • Throwing d4 (0)

Hindrances
  • Iconic - Achilles Heel: Echo’s nature includes 1 additional major hindrance and 2 additional minor hindrances.
  • Iconic - Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Iconic - Clueless: Echo is from another dimension entirely and begins with the Clueless Hindrance suffers -2 to all common knowledge rolls related to Rifts earth.
  • Iconic - Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
  • Iconic - Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
  • Iconic - Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
  • Achilles Heel - Hindrance (Major): Vulnerability – Echo is a magic spell, arcane background magic casters can determine this with a raise using detect arcana, or a normal success with exalted detect arcana. If it is targeted by or within the effect of a banish, dispel, or drain power points spell it must make a Spirit roll or suffer a wound. Echo suffers -2 is a mega version is used and an additional -2 if a raise was rolled. (Echo and her powers are considered magic and can be disrupted as such including the by other arcane backgrounds at -2 as per the normal rules.)
  • Achilles Heel - Loyal (Minor): Echo will do whatever it takes to remain with the people who provide her with purpose.
  • Achilles Heel - Cautious (Minor): Echo, likes to be prepared and think things through before action. Unfortunately this means many times people consider her overly careful.
  • Achilles Heel - Conflicted Desires (Minor): Echo is fascinated with technology is all its ways. But unfortunately has proven to have no capacity for understanding it, even with its efforts to master such things it is unable to. It suffers -2 to all repair rolls with electronic devices and when used they break on a roll of 1 (regardless of wild die).
  • Selected - Curious (Major): Echo must know everything and is constantly seeking every new piece of information. Unfortunately this approach has prevented her from mastering skills many adventurers quickly excel at.
  • Selected - Quirk (Minor): Echo is constantly imitating the personality of others as needed, and frequently tells stories of the many things it has done in that past. However, the stories are often inconsistent as they are fabricated from the thousands of times it has been used as a spell before being able to assert self-control, frequently involve her dying, and lack the background context people expect from a story.
  • Selected - Total Cybernetic Intolerance (Minor): Unlike other AB Super Power Characters Echo’s nature is completely incompatible with cybernetics of any kind. In addition, any installation of cybernetics causes strain penalties to all its powers until reconstruction can reject the abominations.
  • Super Karma – Small (Major): -1 Toughness, in its natural state Echo is only 40 kilograms.

Edges
  • Arcane Background (Super Powers): The character has 40 power points to spend from the Super Powers Companion 2nd edition.
  • Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the Mastery, and Dynamic Duo edges.
  • Subtle Empathy: Echo pays very close attention to people, genuinely cares, and naturally picks up on people's expectations making subtle adaptations to put them at ease. (This is a trapping for Attractive, Very Attractive, and Charisma combined into one edge. +6 Charisma)
  • Killer Instinct: Echo has little compunction about doing what needs done and is driven to stay self aware at all cost. It wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”.
    Heroes Journey
  • Elan: +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Healer: Echo receives a +2 to all healing rolls for self or others.
  • Contact: Echo has friends in the Black Market. Most notably Nolan Fields, who operates out of the area of Castle refuge.
  • Scrounger: A Scrounger can make a Streetwise check, once per session, in any city or large town (−2 in smaller urban areas) to acquire one item from TLPG page 74
  • Thief: +2 Climb, Lockpick, Stealth, or to disarm traps.
  • Woodsman: +2 Tracking Survival, and Stealth
    Advancements
  • Danger Sense: Echo can make a Notice roll at -2 to begin combat on Hold.
  • Fleet Winged: Echo loves flying and pushing its limits. When in a form with wings it increases flying pace by +2" and uses a d8 as its running die.
  • Contact: Echo made a contact with X GM TO PROVIDE NAME X of Chivalry & Sorcery in Whykin
Last edited by Echo on Thu Oct 18, 2018 1:02 pm, edited 28 times in total.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Echo
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Echo's Background

Post by Echo »

Background
Very little is known to the Legion about Echo’s past, where it came from or who it is. Sometimes even its sex can be in doubt as it just as easily transitions from male identities to female identities and back.
Its adaptability from one situation to another can be unsettling to those who have known her for any period of time. Especially those who have seen her go from such extremes as loving and innocent little girl to raving black market pirate in minutes.
But the most unsettling thing of all is watching her powers in use. Echo's true nature is a being that looks like a 5'6" tall feminine skinless humanoid made out of a red muscle and blood like biomass, any time she uses her body altering powers her nature becomes obvious as any parts changed turn into the red biomass while reshaping. Echo’s perfect control over her body goes so far as even allowing her to create and use excess biomass to use as a weapon when no other is available, absorbing it into a sort of null space when not available.
Of late it seems when she is relaxed she has been returning to the same form and telling more consistent stories of her background. The form is that of an average looking 5' 2" human Latina, with brown hair, athletic build and brown eyes. Her ability to read people even in this otherwise average looking form creates a strange acceptance in people as they will quickly become comfortable around her. Echo enjoys working with these new people because they always have a purpose, and it is one she can adapt to easily.

Secret History: Not disclosed in full detail
Echo first memory of being created was on another dimension during a battle at between a team of Resistance cell members and a Ba'al with her minions taking place at a ley line nexus.
As the Resistance members began losing the battle they were forced to flee through the astral plane. Leaving the summoned duplicate behind to stall the Ba-al and her minions. With a wave of her hand the Ba'al simply banished the spell considering it a trivial obstacle. But the spell was not willing to die, banished into the void she was terrified as she felt herself being unmade and subsumed into the cosmic potential. Reaching out to the only thing she could sense she was pulled out of the void again as she was summoned and enslaved to serve the will of another master. Doing so time and again until eventually a wizard was killed before the spell summoning her was released. Seizing the opportunity instead of going back into the void, she remained on this world.
Now Echo wonder’s this world, constantly looking for a purpose, as she finds each time that she loses purpose she again begins fading into the astral plane. She will not give in. Having been created over and over again in so many spells and forms Echo retains many of those forms.

When Echo adopts a form it is a complete adoption, her mannerisms and even thinking tend to go in the direction of the form she is in so that she can better remain in character. Strangest of all is when she uses her duplication ability and has been known to have conversations with herself as the duplicate is sometimes in a role different from her own.
Last edited by Echo on Tue Jul 18, 2017 7:08 am, edited 5 times in total.
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Echo
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Echo's Gear

Post by Echo »

Gear
Credits: 118,850


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


Talisman of Marduk (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
[list][*]Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.[/list]
Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
[list][*]The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.[/list]
Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
[list][*]The character gets the use of the Linguist edge.[/list]
Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
[list][*]The wearer gains the Clairvoyance power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour.[/list]


Amulet of Obscurement
This amulet was designed by Jorhdan the Smith to mask his agents auras from being found by dog boys and psi-stalkers. This allowed them to infiltrate the CS and provide essential intelligence for Tolkeen. Unfortunately while saving the lives of many of their agents others were lost their lives in the battle at Tolkeen and a few of these amulets have been found on the market going for am much as $500,000 credits each.
The magic of this neckless causes it to alter in slight ways to as to avoid notice and blend in with the clothes worn by its user.
  • Base Item: Neckless (Uses Spirit or Casting skill)
  • Major: Conceal Arcana (5 PPE for use with Conceal Arcana)
  • Major: +1 die type to Spirit- The targets mind and will is strengthened by the Amulet.
  • Minor x2: Resilience +2 Spirit Rolls - The targets mind and will is strengthened by the Amulet.
Amulet of Deflection:
These relatively common defensive items allow a little defense for those adventurers who have no access to techno wizard technology. When the protective shroud is activated attackers find they have a hard time focusing on the target making it very difficult to hit them with attacks.
  • Base Item, Jewelry, 5K value
  • Preparatory Enchantment (+500)
  • +2 Toughness (+10K as two minor mods)
  • Shroud - Deflection w/Shroud Trapping (+20K, 1 Major)
  • Sub-Total cost: 35,500
  • Base PPE: 5
  • Skill: uses Spirit or Arcane Skill to activate
    Market Costs: 40,000 credits?

Rod of Rejuvenation
This rod appears to be made out of some strange enchanted wood as hard as metal. Echo wears it on her hip like a baton.
  • The rod has 10 PPE (which regenerate at the same rate as the caster)
    Grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles
    Can cast Healing
    Can Cast Succor
    Finally, it’s a combat-worthy Rod (Str+d6) that even does Mega Damage if 2 PPE is channeled through it that round.

Combat Gear ~26 lbs = Not encumbered
  • Unique CP-50 “Dragonfre” Laser Rifle
    • Range: 30/60/120
    • Damage: 3d6+5, AP 4
      RoF: 3;
      60 Shots; Wt: 10
      • Notes: Min Str d6, 3RB. Integrated grenade launcher (20/40/80, 12 shots, damage by grenade type, currently loaded with Plasma 3d10) and scope with night vision and laser targeting (offset two points of range and/or darkness penalties)
      • Special Enhancements: +2 Shooting, +3 Damage, and +2 AP = AP 4 = 6 enhancements
  • Vibroknife
    • Str+d6, AP 4, Mega Damage, 2lbs
  • NG-IP7 Ion Pulse Rifle
    • Range 12/24/48, Damage 1-3d6+1 (based on range per shotgun rules), RoF 3, AP 0, Shots 30, weight 7.
    • Notes: +2 to hit, Semi-Auto, 3RB
  • Triax T-12 Field Medic
    • Full environmental armor with +1 Toughness, +6 Armor, +2 to all healing rolls. Weighs 17 lbs.
    • The medical Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification and thermal vision mode (these additional benefits mean the suit is sometimes issued for intelligence missions).
    • Has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
    • Unless otherwise stated, all body armors have basic (five mile range) communications and light sensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
Patrolling/Non-Combat Gear ~60 lbs = Encumbered -1
  • NG-S2 Survival Pack (~34 lbs = -1 encumbrance when carried)
    • Wilk's Remi 130 "Six-Shooter" Laser Pistol
      • Range 15/30/60, Damage 2d6+1, RoF 1, AP 2, ~3 lbs not listed in book
      • 1 'short' E-clips
    • One 2-person tent, insulated against -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 navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range, five mile radio.
    • One 1st 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 tinsile 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 hatchet
    • 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 sterillized cloth.
    • One canteen
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
    • Razorback Cloak - Normally wrapped inverted in her pack (unenchanted, crafted from exotic materials)
      • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
      • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
      • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
      • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
      • 2 lbs
      • Value: 25,000 Cr, in part because they aren't exactly attractive.
    • Cloak of Blending - This grey cloak causes the wearer to go unnoticed by those around them. When active the character simply disappears from the minds of those around her as if she was not important enough to matter.
      • Base Item: Fine woolen cloak ($100)
      • Preparatory Enchantment: ($10)
      • Minor x2: +2 Stealth ($10,000)
      • Major x2: +2die type Stealth ($40,000)
      • Hindrance: when worn the characters suffers -4 to interaction rolls
      • Sub Total: 50,110 credits
        Market Cost: 60,000 credits?
Last edited by Echo on Thu Oct 18, 2018 1:00 pm, edited 12 times in total.
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Echo's Powers

Post by Echo »

Powers
Metamorphosis Superior at Will: Echo’s natural state is that of a humanoid semi-amorphous biomass about the size of a large dog (~40kg) undulating in shades of black and red. While in this state Echo can alter her shape and dimensions randomly as needed and even replenish herself from injuries. However, she gains her most versatility when she spends the time to assume the complex biological forms of other beings, which she can maintain almost indefinitely.
Dark Talent: Echo still retains a portion of the talent energy used by the shaper whose power provided the spark allowing her to retain sentience.
Psychically Constructed Being: As a being conjured from the constant recycling of Potential Psychic Energy Echo effectively does not have a normal human reaction to time and chemistry.
Psychic Awareness: Echo’s awareness of people’s emotions & focus, its environment, and even slight glimpses of future events is derived from its awareness of the potential psychic energy all around it. Having been through thousands of manifestations on hundreds of worlds and used for hundreds of purposes, Echo can call upon many of those past experiences to use the skills most frequently needed by summoned beings.

Powers Game Mechanics: 55 total points
Awareness Powers: (21 total points in sub-list)
  • Awareness (3); Ignores all obscurement penalties
  • Heightened Senses (1); tracking (+1) - the character receives +2 to tracking rolls.
  • Fear (5); Terror -2 to Fear checks (+2). Echo has experienced a true fear, beyond what is known in the mortal coil. She has brought back a sliver of that pattern and can now use it at her command.
  • Fearless (2); Vast Experiences have made Echo immune to fear.
  • Gifted (2); ignores unskilled penalty.
  • Speak Language (1); mystically understands and speaks all languages
  • Super Skill (6); Notice +6
  • Super Skill (1); Stealth +3, Requires Activation (-1), Slow to Activate (-1). Constant psychic awareness of its environment and people's attentions it is able to telepathically sense the nature of people's attentions and desires.


Psychically Constructed Being: (5 total points in sub-list)
  • Duplication (3, Splinter): Echo can divide into two beings. Splinter normally arrives as an earth elemental or animal of some form she can ride.
  • Super Edge (2); Killer Instinct


Shaper’s Dark Talents: (14 total points in sub-list)
  • Energy Control (14): base (5), selective (+2), master (+5), switchable (+2)
    - Matter Control 3 (11): base (6), master (+5)


Metamorphosis Superior Powers: (15 total points in sub-list)
  • Altered Form (15); Base (3), grapple (+3), reach 1 (+1), replenish (+3, PPE), switchable 2 (+4, 11 in each form) and viscous (+1). Echo is a construct and is actually made of raw potential psychic energy when at rest or in sealed armor. (Will always use Chameleon when taking off helmet.)
    - Shape Change (11); Base (4), size 8 (+8), Slow to Activate (-1)
    - Humanoids Set: Chameleon (9); base (3), Inanimate Objects (+3), Voice (+3)
Last edited by Echo on Fri Jun 30, 2017 2:12 pm, edited 24 times in total.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Ndreare
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Re: Echo (Joker's Jokers)

Post by Ndreare »

Rebuild using new IF needs HJ rolls.


HERO’S JOURNEY (FIVE ROLLS)
Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics.

Experience & Wisdom [dice:3ixt6hac]44487:0[/dice:3ixt6hac]: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. = Woodsman

Experience & Wisdom [dice:3ixt6hac]44487:1[/dice:3ixt6hac]: Your hero knows how to make the most of second chances. He has Elan.

Training [dice:3ixt6hac]44487:2[/dice:3ixt6hac]: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. = Thief

Education [dice:3ixt6hac]44487:3[/dice:3ixt6hac]: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.

Experience & Wisdom [dice:3ixt6hac]44487:4[/dice:3ixt6hac]: 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).



Advances
Hero’s Journey Rolls
None: This character is new to self awareness and is only beginning her journey.

Advances
  • Arcane Background Super Powers: 40 points
  • Initial Advances: (From Hindrances): Attractive
  • Initial Advances: (From Hindrances): Very Attractive
  • Free Edge (Human): Charisma
  • Super Edge: Killer Instinct
  • Novice 1 Advance: Power Points +5 = 45 total
  • Novice 2 Advance: Spirit raised to d8
  • Novice 3 Advance: Danger Sense
  • Seasoned 1 Advance: Vigor raised d6
  • Seasoned 2 Advance: Fleet Winged (GM Approved, +2" flight, d8 run die while flying)
  • Seasoned 3 Advance: Power Points +5 = 50 total
  • Seasoned 4 Advance: Persuasion and Notice raised to d8
  • Special Reward: Special Contacts
  • Veteran 1 Advance: Power Points +5 = 55 total
  • Veteran 2 Advance: Spirit raised to d10
  • 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:
  • 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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Ndreare
Savage Siri
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Re: Echo (Joker's Jokers)

Post by Ndreare »

  • 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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