Aggelos Nemein, Psi slinger for Field Team Six

The least Legionaires get their chance to shine
GM: Pender Lumiss
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Aggelos
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Joined: Wed Oct 02, 2019 7:33 pm

Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

FG custom table
1: Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon.
2:Reach Out and Touch Someone: Your hero adds two die types to Shooting. He may also choose any Personal Ranged weapon or gain the Trademark Weapon Edge for one of his starting ranged weapons.
3:A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add one of the modifiers listed under Body Armor in the Hero’s Journey section.
4: Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge.
5:Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
6:Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills
7:Spiritual and Determined: Your hero adds one type to Spirit and begins with the Strong Willed Edge.
8:Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
9:Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
10:Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
12: Choose one or two HJ rolls
[dice:467svnqk]58547:0[/dice:467svnqk]
Custom HJ table
1-2: Training 1-3, +3 DT for combat skills
3-4: Training 4-6, professional edge
5-6: Training 15-16, Combat edge
7: Ranged 17, trademark weapon and +2 to rerolls
8-9: Psionic 11, Auto raise with one power
10: Training 8-9, woodsman and +1 dt survival
11-12: Education 6-7, Academics d6 and +1 DT to CK
13: Education 5, Linguist and d8 in a language
14: Experience and Wisdom 10-11, background edge
15-16: Education 17-18, 3 skill points for smarts skills
17: Training 18, Gain Elan edge
18: Experience and Wisdom 14, Gain Luck edge
19-20 choice
[dice:467svnqk]58547:1[/dice:467svnqk]

Clanless Atlantean.
Benefits:
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles. (2 BP)
  • LEY LINE PHASING Requirements: Veteran, Ley Line Walker Some Walkers become so intricately tied to the lines that they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye. Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others. (2 BP)
  • Mental resilience +1DT Spirit
  • VAMPIRE KILLER Vampire Killers dedicate their lives to understanding their quarry. They know the difference between the facts about vampire weaknesses and the myths and legends about the undead. They know vampire tactics and how to undermine them. Vampire Killers learn how to see through the webs of deceit vampires weave to protect themselves. Vampire Killers gain +2 on Occult and Notice rolls dealing with vampires.
Complications:
  • May not be transformed. (-1 BP)
  • Cyber resistant. (-1 BP)
  • History writ in blood: Not being in a clan does not protect the clan less from the enmity bred from millennia of warfare. The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction. (-2 BP)
  • Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Heroic, Code of Honor, Driven (fight evil or serve some similar cause) or Overconfident major hindrances.
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Aggelos
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Re: Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

Player Name: Jason
Google Handle: Jason Bahr
Character Name: Aggelos Nem
Rank: Seasoned 5 Advances Left:
Race: Clanless Atlantean
Iconic Framework: MARS Psi-Slinger
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Pace: 6, d6 run; Parry:5; Toughness: 7/ 14 (5) in Armor
Skills:
  • Athletics d8
  • Common Knowledge d4
  • Notice d6
  • Persuasion d4
  • Stealth d6
  • Shooting d8
  • Psionics d8
  • Fighting d6
  • Electronics d6
  • Intimidation d6
  • Survival d6
  • Thievery d6
  • Drive d6
  • Language (Atlantean) d6
  • Language (Elven/Draconic) d6
  • Language (Spanish) d6


Hindrances
  • Heroic (Major): (Race) This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Overconfident: (IF) There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Enemy (Major): Daxon Fell, a mid level slaver in El Occulta who's operation was damaged and he was maimed when Aggy arrived in this time.
  • Secret (Minor): Her real name is Angel Komnenoes and she has come from the future to save her family.
  • Ruthless (Minor): The fanatic will do most anything to accomplish her goals. As a Minor Hindrance, she stops short of true harm to anyone except those who directly oppose her.


Edges
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles.
  • Ley Line Phasing: lines that they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye. Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others.
  • Vampire Killer: Vampire Killers dedicate their lives to understanding their quarry. They know the difference between the facts about vampire weaknesses and the myths and legends about the undead. They know vampire tactics and how to undermine them. Vampire Killers learn how to see through the webs of deceit vampires weave to protect themselves. Vampire Killers gain +2 on Occult and Notice rolls dealing with vampires.
  • Ambidexterity: Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104). If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
  • Two Gun Kid: Allows her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
  • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Arcane Background: Psionics:
  • Steady Hands: She ignores the Unstable Platform penalty (see page 109). This also helps when running, reducing the usual penalty from −2 to −1
  • Brawny: Her Size increases by +1 (and therefore Toughness by 1) and she treats her Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66).
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
  • Marksman: If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn.
  • Sharpshooter (ballistic Pistols):
  • Acrobat: The Acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.
  • Linguist: Gain 1/2 smarts die type in languages at d6
  • Major Psionic: Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Scrounger: A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
    • Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her teammates use.
    • Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    • Procure food for 2d6 people for a week.
    • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
    • Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.).
  • Jack of All Trades: The character makes a Smarts roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
  • Combat Acrobat: Attacks against her are made at −1 as long as she’s aware of the attack, can reasonably move about, and isn’t suffering any Encumbrance or Minimum Strength
    penalties.
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Aggelos
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Re: Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

Gear (post gear as a reply to character sheet)

Backpack: A rucksack with frame and harness, increase Str by one die type for Encumbrance purposes. (5 lb., 250 credits

NG-S2.5 Ultralight Survival Gear: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (10 lb, 6000 credits)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Huntsman Medium Personal Armor (Cost 24,000)
  • Armor +5
  • Toughness +2
  • Min Strength d6
  • Weight 16
  • Rarity +1
  • Multi-Optics Helmet: This helmet includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sightbased Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voiceprojection system. It provides +4 Armor and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,500 credits).
Colt Peacemaker (.45)
  • Range 12/24/48
  • Damage 2d6+1
  • Rate of Fire 1
  • AP 1
  • Shots 6
  • Min Strength d4
  • Weight 4
  • Cost 200
Colt Peacemaker (.45)
  • Range 12/24/48
  • Damage 2d6+1
  • AP 1
  • Rate of Fire 1
  • Shots 6
  • Min Strength d4
  • Weight 4
  • Cost 200
Desert Eagle (.50)
  • Range 15/30/60
  • Damage 2d8
  • AP 2
  • Rate of Fire 1
  • Shots 7
  • Min Strength d6
  • Weight 8
  • Cost 300
  • Notes: HJ mod: This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
Desert Eagle (.50)
  • Range 15/30/60
  • Damage 2d8
  • AP 2
  • Rate of Fire 1
  • Shots 7
  • Min Strength d6
  • Weight 8
  • Cost 300
  • Notes: HJ mod: This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
Son of a Gun(TW)
Made by Dorian Fallstaff for the best of the best of Psi-slingers. Handed down from slinger to slinger at a time chosen by the forge. Upon receiving it for the first time the slinger is treated to the vision of the place and whom they will have to give up the gun too. The gun itself deals more damage than a normal Desert Eagle and can fire quicker than most. The weapon has the rapid fire edge.

Desert Eagle (.50)
Range 15/30/60
Damage: 2d10
Packs a Punch: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect.
AP 4
Rate of Fire 1
Shots 7
Min Strength d6
Weight 8
Cost 300


JA-9 Variable Laser Rifle
  • Range 30/60/120
  • Damage 4d6
  • RoF 1
  • AP 3
  • Shots 30
  • Min Strength d4
  • Weight 3
  • Rarity −4
  • Cost 25,000
  • Notes: Heavy Beam. Ignores laser resistance. Integrated Multi-Optics Scope.
Vibro-Longsword
  • Damage Str+d10
  • AP 10
  • Min Strength d8
  • Weight 4
  • Rarity +0
  • Cost 11,000
Survival Knife
  • Damage Str+d4
  • Min Strength d4
  • Weight 1
  • Cost 50
  • Notes: Basic tools in handle add +1 to Survival rolls
Grenades: 3 armor piercing, 3 High Explosive
  • Armor Piercing: range 5/10/20; damage 3d8; AP 16; area SBT; weight 0.25; rarity −1; cost 700
  • High Explosive; range 5/10/20; damage 3d10; AP 4; area MBT; weight 0.25; rarity +0; cost 750

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits

Wooden Cross
Several wooden stakes
14 MREs

2 Speed Loader cylinders for Peacemakers
4 spare DE clips, 2 with 6 ramjet rounds each, 2 with regular rounds

Ammo:
  • .45 74 rounds. weight 3
  • Enhanced .45 rounds +1 hit +2 Damage. 25 rounds
  • 76 .50 rounds. Weight 22
  • 12 .50 Ramjet rounds. Ramjet rounds increase the damage die a type, +4 AP, and all attacks deal Mega Damage. The ammo does take a toll, firearms using Ramjet rounds are subject to Technical Difficulties and +1 on the table.
Credits: 31,989
Starting funds are 1500 cash and 3500 in gear/trade goods
[dice:zkpcg3ct]58602:0[/dice:zkpcg3ct] [dice:zkpcg3ct]58602:1[/dice:zkpcg3ct]
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Aggelos
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Re: Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

AB:Psionics
ISP: 30/30
Powers:

Bolt
  • Power Points: 1
  • Range: Smarts ×2
  • Duration: Instant
  • Trappings: Translucent slug of TK energy. Innate, self
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise.
Modifiers:
  • DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
  • ARMOR PIERCING (+1 to +3) The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.
  • HEAVY WEAPON (+2) The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.
  • RANGE (+1/+2) Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template

Protection
  • Power Points: 1
  • Range: Self Only
  • Duration: 5
  • Trappings: A shimmering telekinetic haze settles over her armor or skin, reinforcing it. Innate, Self
Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
Modifiers:
  • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
  • TOUGHNESS (+2): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor.
  • SHROUD (+1) Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.

Smite
  • Power Points: 2
  • Range: Self Only
  • Duration: 5
  • Trappings:

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Modifiers:
  • ARMOR PIERCING (+1 to +3) The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.
  • HEAVY WEAPON (+2) The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.

Telekinesis
  • Power Points: 5
  • Range: Smarts ×2
  • Duration: 5
  • Trappings: A shimmering heat haze like effect around the target. Innate, Self
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling dam age as usual. Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).


Boost Trait
  • Power Points: 2
  • Range: Self only
  • Duration: 5
  • Trappings:
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
Modifiers:
  • HURRY (+1) A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2.
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Aggelos
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Joined: Wed Oct 02, 2019 7:33 pm

Re: Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

Background (post background as a reply to character sheet)




Contacts
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Aggelos
Posts: 66
Joined: Wed Oct 02, 2019 7:33 pm

Re: Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities with the Range (Self) limitation. Choose one other power from the standard Psionics list.
  • Begin with Shooting d6 plus the Marksman and Steady Hands.
  • Begin with the Danger Sense and Quick Edges.
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes –4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement: When imbuing a firearm with smite, the weapon does one additional die of damage. E.g, a Colt Peacemaker empowered with base smite by a PsiSlinger does 3d6+3 damage.
  • Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
  • Make one less roll on the Hero’s Journey tables.
  • Begin with standard Starting Gear, substituting two Colt Peacemakers.
Race: Clanless True Atlantean
Benefits:
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles. (2 BP)
  • LEY LINE PHASING Requirements: Veteran, Ley Line Walker Some Walkers become so intricately tied to the lines that they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye. Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others. (2 BP)
  • Mental resilience +1DT Spirit
  • VAMPIRE KILLER Vampire Killers dedicate their lives to understanding their quarry. They know the difference between the facts about vampire weaknesses and the myths and legends about the undead. They know vampire tactics and how to undermine them. Vampire Killers learn how to see through the webs of deceit vampires weave to protect themselves. Vampire Killers gain +2 on Occult and Notice rolls dealing with vampires.
Complications:
  • May not be transformed. (-1 BP)
  • Cyber resistant. (-1 BP)
  • History writ in blood: Not being in a clan does not protect the clan less from the enmity bred from millennia of warfare. The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction. (-2 BP)
  • Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Heroic, Code of Honor, Driven (fight evil or serve some similar cause) or Overconfident major hindrances.
Hero’s Journey
Custom Table
  • 2: +2 dice to spend on combat skills
  • 10: Woodsman edge and +1 DT survival
  • Description
MARS Fortune & Glory
Fortune and Glory
  • 5 Agile and Dexterous: +1 DT Agility and Ambidextrous edge
  • 8 Strong and Powerful: +1 DT Strength and Brawny edge
Advances
  • Initial Advances: (From Hindrances):Two-gun Kid, Sharpshooter
  • Novice 1 Advance: Acrobat Edge
  • Novice 2 Advance: Linguist
  • Novice 3 Advance: +1 DT Vigor
  • Seasoned 1 Advance: Major Psionic
  • Seasoned 2 Advance: +1 Dt to Agility
  • Seasoned 3 Advance: Power Points
  • Seasoned 4 Advance: Brave Edge
  • Veteran 1 Advance: Combat Acrobat
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Aggelos
Posts: 66
Joined: Wed Oct 02, 2019 7:33 pm

Re: Aggelos Nemein, Psi slinger for Field Team Six

Post by Aggelos »

Build worksheet

Attributes:
Agility d8 (1 FG, 1 Build), Smarts d6 (1 Build), Spirit d8 (1 Race, 1 Build), Strength d8 (1 FG, 1 Build) Vigor d6 (1 Build)

Skills: 4 core, d6 Psionics, d6 Shooting. 3 DT to combat skills, 1 DT to survival, 15 Build
Athletics d8 (1 Core 2 build)
Common Knowledge d4
Notice d6 (1 core, 1 Build)
Persuasion d4
Stealth d6 (1 Core, 1 Build)
Shooting d8 (2 IF, 1 HJ)
Psionics d8 (2 IF, 2 build)
Fighting d6 (2 HJ)
Electronics d6 (2 Build)
Intimidation d6 (2 Build)
Survival d6 (1 HJ, 1 Build)
Thievery d6 (2 Build)
Drive d6 (2 Build)
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Aggelos
Posts: 66
Joined: Wed Oct 02, 2019 7:33 pm

Re: Aggelos Nem, Psi slinger for Field Team Six

Post by Aggelos »

Rewards and Spending:
Rewards Record:
10,000 credits for Preadventure pay
40,000 credits for winning the murderthon

Q4 2019 HJ roll: Experience and Wisdom 5 Scrounger
Q1 2020 advance to Seasoned 3
Q2 2020 advance to S4
Q3 2020 advance to V1
20,000 credits and 6 grenades Welcome to the world
HJ roll for Chapter 4 misc reward Psionics 1d20: [18] = 18 Education 2: Jack of All Trades

Spending Record:
3000 in trade goods for Desert Eagle .50
500 in trade goods for 50 .50 rounds
200 in cash for 50 .45 rounds
Post Creation spending
3300 on a Desert Eagle
3300 on HJ ranged mod adding trademark weapon and elan effect to new Desert Eagle
3300 on HJ ranged mod adding trademark weapon and elan effect to old Desert Eagle
28,050 Add multi optics helm to armor
1,650 Communicator
500 on .50 rounds
275 Backpack
1540 14 MREs
1,320 4 spare DE clips
Last edited by Aggelos on Wed Dec 25, 2019 9:51 pm, edited 1 time in total.
Character Name
Aggelos Nem
Pace: 6; Parry: 5 Toughness: 7/ 14(5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 30/30
Bennies: 3/3

Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Aggelos Nem, Psi slinger for Field Team Six

Post by Pender Lumkiss »

Looks,good ready?
Field Team Six Bennies
3/6
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