Rena Brooks, Quick-Flex Psi Operator

The least Legionaires get their chance to shine
GM: Pender Lumiss
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Rena Brooks
Posts: 9
Joined: Sun Sep 29, 2019 11:04 pm

Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

F&G Table
  • (01) 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.
  • (02) A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
  • (03) A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
  • (04) Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (05) Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • (06) Spiritual and Determined: Add one die to Spirit and begin with Strong Willed.
  • (07) Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
  • (08) Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  • (09) Wealthy and Connected: Begins with the Rich and Connections Edges.
  • (10) Shiny and Chrome: Your hero is harder, better, faster, and stronger. Choose up to 2 Strain of Cybernetic Systems, and add two points to maximum Strain.
  • (11) My Young Apprentice: Gain the Sidekick Edge. The sidekick is a Wild Card character with his or her own Iconic Framework. Additionally, roll once on the Experience & Wisdom, Training, or Underworld & Black Ops table; your hero and sidekick both gain the result, reflecting a notable shared experience.
  • (12) Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
  • [dice:3jeuxw6x]58681:1[/dice:3jeuxw6x]
  • [dice:3jeuxw6x]58681:0[/dice:3jeuxw6x]
HJ Table
  • (01) Cybernetics (07): Your cyborg is one with the machine when jacking in using his Vehicle Interface Package, see page 116.
  • (02-03) Education (13-14): Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
  • (04-05) Education (17-18): Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
  • (06) Experience & Wisdom (05): 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.
  • (07) Experience & Wisdom (09): A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
  • (08-09) Experience & Wisdom (10-11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  • (10-11) Experience & Wisdom (15-16): 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, so long as it makes sense and the GM agrees with it.
  • (12-13) Psionics (08-11): Your psionicist gains either the New Powers Edge or any one power chosen from the Mind Melter's list.
  • (14-15) Training (01-03): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • (16-17) Training (10-11): Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
  • (18) Training (17): Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge, or Combat Ace, if she already has Ace, as well as a one die type increase in her choice of Boating, Driving, or Piloting.
  • (19-20): You may choose any one of the results on this table.
  • [dice:3jeuxw6x]58681:3[/dice:3jeuxw6x]
  • [dice:3jeuxw6x]58681:4[/dice:3jeuxw6x]
  • [dice:3jeuxw6x]58681:2[/dice:3jeuxw6x]
Credits
Universal Credits: [dice:3jeuxw6x]58681:5[/dice:3jeuxw6x] × 100 = 1700
Gear and Valuables: [dice:3jeuxw6x]58681:6[/dice:3jeuxw6x] × 500 = 2500
Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
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Rena Brooks
Posts: 9
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Re: Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

Character Sheet

Player Name: Derrick S.
Google Handle: dsmith8807

Renna Brooks
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: Quick-Flex
Iconic Framework: Psi-Operator
Attributes: Agility d10, Smarts d8-1, Spirit d10, Strength d6, Vigor d6
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: 2 (-1 Psionics)
Skills:
  • Athletics d6
  • Common Knowledge d4
    • +2 CEP
    • (+2 Telemechanics)
  • Electronics d8
    • +2 CEP
    • +2 VIP
    • (+2 Telemechanics)
  • Fighting d8
  • Hacking d4
    • +2 CEP
    • (+2 Telemechanics)
  • Notice d8
  • Persuasion d8
  • Piloting d8
    • +2 VIP
  • Psionics d8
  • Repair d8
    • +2 CEP
    • (+1 Field Repair Kit)
    • (+2 Telemechanics)
  • Research d4
    • +2 CEP
    • (+2 Telemechanics)
  • Shooting d8
  • Stealth d4
  • Thievery d4
    • (+4 Lock Pick Release Gun [mechanical locks])
    • (+2 Telemechanics)
Hindrances
  • Big Mouth (Minor): Unable to keep secrets and constantly gives away private information.
  • Driven (Major): The hero’s actions are driven by some important goal or belief.
    • Rena wants to be the best pilot that ever got into the cockpit of any cycle, and she wants people to tell stories of the big nasty bad guys she’s taken down.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Overconfident (Major): The hero believes she can do anything.
Edges
  • AB (Psionics): Psionics d6, 20 ISP, Major Psionic, Mind Link, and two powers of choice
  • Ace, Combat: Ignore two points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
    Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Ambidextrous: Ignore –2 penalty when making Trait rolls with off-hand. (Parry Bonus from each hand stacks together.)
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling the type of vehicle listed above, the hero is instead only hit on Called Shots (instead of 50% chance for Exposed Crew) and may, if he moves at least 6”, deal +4 damage with successful Fighting attacks.
  • Brawny: Toughness +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Connections (TBD): Contacts provide aid or other favors once per session.
  • Cyber-Psychic Alignment: The character’s mind and body are aligned strongly enough to offset one level of Strain penalty when using powers.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Luck: +1 Benny at the start of each session.
  • 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
  • Rich: She’s managed to accumulate a bit of money, but more importantly, extra gear. She begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice. (Core Electronics Package)
  • Telemechanics: This peculiar yet powerful ability allows the Master Psionic to directly interface with machines, including vehicles, weapons, computers, electronic devices, and robots. It reveals complete, expert knowledge of how the machine operates; a schematic diagram and perfect operational readouts are seen in the mind’s eye.
    When activating mind link the psionic can telepathically connect to a machine instead of an individual. They gain a +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks.
    Though it can boost the hero’s understanding of machines, Telemechanics does not allow the Master Psionic to telepathically control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.
    Telemechanics is completely ineffective on arcane items or constructions (including Techno-Wizardry devices).
Cybernetics
Core Electronics Package (1/1) - Strain: 1
  • A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
  • Radio (20-mile range), gyro-compass, clock-calendar.
Vehicle Interface Package (1/1) - Strain: 1
  • Grants +2 to related Boating, Driving, Piloting, and Electronics checks.
Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
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Rena Brooks
Posts: 9
Joined: Sun Sep 29, 2019 11:04 pm

Re: Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

Powers
Arcane Background: Psionics
ISP: 20/20 - Recovery: 5/hour

Mind Over Matter [Boost Trait] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Psionically enhanced perception, expanded knowledge, and/or increased ability.
    OOC Comments
    • Effect: This power allows the character to increase her Trait (attribute or skill).
      Boosting a Trait increases the selected Trait one die type, or two with a raise, for five Rounds.
      Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
    • Limitations: Self (-1), Aspect (-1)
Instant Transmission / Technomancy [Mind Link] (1 ISP) [Power Rank]
  • Range: 8” (Smarts)
  • Duration: 30 minutes
  • Trapping: Minds are linked together and communication becomes instantaneous between the affected / Gain knowledge and increased control over machinery.
    OOC Comments
    • Effect: Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
      Once activated, the Range between all linked minds is one mile, or five with a raise.
      If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
      The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
Reach out and Touch Some-body/thing [Telekinesis] (5 ISP) [Seasoned]
  • Range: 16” (Smarts x2)
  • Duration: 5
  • Trapping: Manipulates things with her mind.
    OOC Comments
    • Effect: 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 damage 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)..
Last edited by Rena Brooks on Mon Sep 30, 2019 8:26 am, edited 1 time in total.
Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
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Rena Brooks
Posts: 9
Joined: Sun Sep 29, 2019 11:04 pm

Re: Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

Background
Rena was chased out of CS Missouri when she was a teen for being a little too good with machines. She made her way to Castle Refuge which she heard was a fair place which had honest work for DBees. It didn't take long for Rena to get put on maintenance duty.

She harbored hopes of training to become Mind Melter and making a difference, but her power never developed in a way that made her stand out. Instead, Rena's mind connected to machinery in strange ways. She could manipulate them with her mind and even create one-off gadgets.

None of this helped fulfill Rena's burning desire to get out there and make a difference, however. Using her abilities to their fullest, she began training as a pilot after hours. She became good, but never excellent. So, Rena made the drastic decision to take on implants.

At first, it was bad. Her psionics would go haywire or be completely inaccessible. Rena's performance at work and during training suffered. She never stopped trying, though, and within months of receiving her implants she got her Psionics back under control. Then, Rena excelled.

With her mental connection to machinery, work ethic, skill plus her new implants, Rena became one of the Tomorrow Legion's star mechanics. Her vehicle interface helped her score top marks in training, too. Yet still no assignment came. It seemed that hard work just wasn't enough, and that Rena might just be stuck in maintenance for good...
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Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
Adventure Cards
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Rena Brooks
Posts: 9
Joined: Sun Sep 29, 2019 11:04 pm

Re: Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

Gear
Vibro-Longsword
Vibro-Blades combine high-frequency vibrations with an invisible, powerful energy field that enables them to do Mega Damage.
  • Str+d10 Mega Damage, AP 10
  • Min Str: d8
  • Notes: While powered, ignore the minimum Strength requirement of the Vibro-Blade as these weapons do their full damage and provide all noted bonuses. Vibro-Blades lose Mega Damage and other special abilities if unpowered.
  • Weight: 4
  • Cost: 11000

NG RA15 Cannonball Ride Armor
“Street Legal” light armor designed for hover-cycle riders.
  • +3 Armor, +2 Toughness
  • Min Str: d6
  • Notes: Counts as Safety Harness (Take half damage from collisions [round down]).
  • Weight: 13
  • Cost: 22500 (Rarity +1)

Lock Pick Release Gun
This automatic system handles just about every form of purely mechanical lock.
  • +4 to any Thievery (Lockpicking) skill check with mechanical locks.
  • Weight: 2
  • Cost: 1800
Field Repair Kit
Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items.
  • +1 to all Repair rolls
  • Min Repair: d4
  • Notes: Frequent use necessitates replenishing the supplies, per the GM
  • Weight: 10
  • Cost: 4000
NG-S2 Survival Pack
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.
  • Weight: 20
  • Cost: 3000
Contents
  • 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.

Credits: 1400
4200 + 15000 (Rich) + 12000 (Huntsman Starter) + 5500 (Wilks Starter) = 36700
36700 - 22500 (NG RA15 Cannonball Ride Armor) = 14200
14200 - 11000 (Vibro-Longsword) = 3200
3200 - 1800 (Lock Pick Release Gun) = 1400

Contacts
Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
Adventure Cards
Edit Signature
User avatar
Rena Brooks
Posts: 9
Joined: Sun Sep 29, 2019 11:04 pm

Re: Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

Advances
Please list all Edges and Advances taken for your character here

Attributes (5/5)
Agility: d10 (Race + N2)
Smarts: d8 (2)
Spirit: d10 (2 + Initial)
Strength: d6 (FG)
Vigor: d6 (1)

Skills (15/15; 3/3 Athletics, Fighting and/or Shooting):
  • *Athletics d6 (Ag/St; Core + 1 HJ)
  • *Common Knowledge d4 (Sm; Core)
  • +Electronics d8 (Sm; IF)
  • Fighting d8 (Ag; 2 + 1 HJ)
  • Hacking d4 (Sm; 1)
  • *Notice d8 (Sm; Core + 2)
  • *Persuasion d8(Sp; Core + 2)
  • Piloting d8 (Ag; 3)
  • +Psionics d8 (Sm; IF + 1)
  • +Repair d8 (Sm; IF)
  • Research d4 (Sm; 1)
  • Shooting d8 (Ag; 2 + 1 HJ)
  • *Stealth d4 (Ag; Core)
  • Thievery d4 (Ag; 1)
Quick-Flex Racial Abilities
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost double the listed price.
  • D-Bee (Major): The initial Reactions to Quick Flex typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Quick: Quick Flex begin play with the Quick Edge.
  • Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.
M.A.R.S. Psi-Operator
  • Roll on the MARS Fortune & Glory two times.
  • Begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • Begin with Psionics d6, Major Psionic, Arcane Background (Psionics), mind link and two other powers, see page 122.
  • Begin with Electronics d8, Repair d8, and the Telemechanics Edge.
  • Begin with the Gadgeteer Edge—use the Psionics skill and the Psi-Operator’s ISP to create devices.
  • Begin with standard Starting Gear plus a Field Repair Kit.
  • Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
Table Rolls
Hero’s Journey
  • Experience & Wisdom (15-16): 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, so long as it makes sense and the GM agrees with it. (Ace)
  • Training (01-03): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Custom (19-20): You may choose any one of the results on this table.
    • Cybernetics (07): Your cyborg is one with the machine when jacking in using his Vehicle Interface Package, see page 116.
M.A.R.S. Fortune & Glory
  • (07): Strong and Powerful - Add one die to Strength and begin with the Brawny Edge.
  • (09): Wealthy and Connected - Begin with the Rich and Connections Edges.
Advances
  • Initial Advances: (From Hindrances): Cyber-Psychic Alignment, Spirit d10
  • Cybernetic Modifications: Core Electronics Package, Vehicular Interface Package
  • Novice 1 Advance: Luck
  • Novice 2 Advance: Agility d10
  • Novice 3 Advance: Born to Ride
  • Seasoned 1 Advance: Live to Ride
  • Seasoned 2 Advance: Combat Ace
  • Seasoned 3 Advance: Vigor d8
  • Seasoned 4 Advance: Take ‘Em Down
  • Veteran 1 Advance: Vigor d10
  • Veteran 2 Advance: Cyber-Psychic Realignment
  • Veteran 3 Advance: Giant Killer
  • Veteran 4 Advance: Great Luck
  • Heroic 1 Advance: Improved Take ‘Em Down
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
Adventure Cards
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Ndreare
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Re: Rena Brooks, Quick-Flex Psi Operator

Post by Ndreare »

I assume the bold advancements are the ones already selected?
The rest are planned advancements?
  • 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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Rena Brooks
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Re: Rena Brooks, Quick-Flex Psi Operator

Post by Rena Brooks »

Yeah, that’s right. It was pretty tight getting her what I think she needed, so I went a little deep on her build to see if I could finagle it. I whole sale copy pasted my google doc here and forgot to cut it back to Seasoned 2.

Bold = what she has, not bold = what she will probably advance into.
Rena Brooks, Quick-Flex Psi-Operator
Rena Brooks, Quick-Flex Psi-Operator
Pace: 8(d8); Parry: 6; Toughness: 11(3); Strain: -1 Psionics
Combat-Relevant Edges & Abilities
  • Ace, Combat: Ignore -2 in penalties to Boating/Driving/Piloting; Soak for any controlled vehicle using appropriate maneuvering skill instead of Vigor. Ignore MAP for Boating/Driving/Piloting check + another action in the same round.
  • Ambidextrous: Ignore Off-hand penalty; Parry bonuses stack.
  • Born to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
    • Live to Ride: When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability—or Uncanny Reflexes if it already has Nimble—and make a free reroll on checks to avoid going Out of Control.
  • Gadgeteer: A Gadgeteer can spend up to three ISP to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Psionics of her Rank or lower in her particular setting, with an ISP cost of 3 or lower.
    The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.
    This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
    The inventor uses ISP directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces.
  • Major Psionic: 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.
  • Quick: The hero may discard and redraw Action Cards of 5 or lower.
Wounds: 0/3; Fatigue: 0/2 ISP: 20/20
Bennies: 5/4
Adventure Cards
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