Forty-Two (SWADE)

The least Legionaires get their chance to shine
GM: Pender Lumiss
Post Reply
User avatar
Forty-Two
Posts: 64
Joined: Mon Sep 23, 2019 3:00 pm

Forty-Two (SWADE)

Post by Forty-Two »

Default form is as a 3' long (size -2) draconic statue like being with metallic looking skin. Most commonly Forty two goes around in the form of a 6" (Size -3) Armored pixie in order to make humans feel more comfortable and not threatened by him. This allows him to scout and fight with the least risk
Warrior Sprite Image
Forty Two.jpg

Forty Two

Player Name: Rob F Towell
Google Handle: Rob Towell
Rank: Seasoned Advances: 5 Advances Left: 1
Race: Draconic Humunculous
Iconic Framework: Construct (Empires of Humanity)
Attributes: Agility d12*, Smarts d10*, Spirit d8, Strength d6, Vigor d12
Pace: 6 running / 24 While Flying; Parry: 4*; Toughness: 6 [If prepared ahead of time he can put on his warrior armor for 11 (4)]
* = Dodge, Size -3, Combat Acrobat for -6 to be hit by range, -4 to be hit by melee.

Skills
  • * Athletics d12** (+2)
  • * Common Knowledge d4 (very little experience)
  • * Notice d6 (+4)
  • Persuasion d6 (+2) - (-2 Outsider by those who know he is a robot and care)
  • * Stealth** d10
  • * Academics d10 (+2)
  • * American d6
  • * Fighting d4
  • Psionics d6
  • Occult d10 (+2)
  • * Repair d8 (+2)
  • Spellcasting d10 (+2)
* -2 to Agility & Smarts related rolls not related to the arcane
** Affected by Size -2 or -3 in most cases.

Iconic Abilities
Crafted as one of many experiments by an ancient dragon known as Abraxlidone, Forty Two has many features representing the advanced nature of the magic and runes that make up his body. Some restrain him, while others enhance him. The following list is a summary of the abilities granted by those arcane enchantments and wards.
  • Construct
    Forty Two is an intelligent Constructs made of inorganic material. He adds +2 to recover from being Shaken, ignore 1 point of Wound penalties, does not breathe, is immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
    (0)
  • Inorganic
    Normal cyberware does not work on Constructs. It may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
    (0)
  • Outsider (Major)
    Forty Two is tiny and inhuman, many people will see him only as an object to be collected and may not respect that he is indeed alive. He has no protections under the law and suffers a −2 to Persuasion when dealing with those who know of his advanced construction.
    (0)
  • Core Directive (Major)
    Forty Two was designed to learn, so that the information can be transmitted to his master. This is effectively a the Major version of Vow of Fealty and Service to his Master. Forty Two does not know that his master receives all the knowledge he gains and learns as soon as he recharges at a Ley Line. Nor does he know he is physically incapable or betraying or working against his master (Abraxlidone) in any way.
    (0)
  • Wanted (Major)
    Once its true nature is discovered, many powerful factions will seek out the Construct. It will either be hunted down for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
    (0)
  • Transferred Intelligence
    Abraxlidone transfered a small amount of his own psyche into each test subject as he was perfecting his final form. Transferred intelligences are the result of a process or accident that moved the mind (or soul) of a living being into the Construct body. This could involve superscience, Techno-Wizardry, or other supernatural phenomena. The being is indeed alive, may access PPE and ISP, and may take related Arcane Backgrounds. The Construct may or may not have memories of its existence prior to transference and usually, whether intentional or unintentional, is transferred in a “blank slate” condition.
    (0)

    [*]Base Attributes: Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4 | Skills: Academics: d6, Athletics: d6, Common Knowledge: d4, Fighting: d4, Language (America): d4, Notice: d6, Occult: d6, Persuasion: d6, Psionics: d6, Repair: d8, Stealth: d6 | Strong Will, AB Psionics
  • Arcane System
    Abraxlidone designed Forty Two using some of the most advanced runes and wards he knows. The most powerful arcanists know the secrets of imbuing Constructs with drive and purpose through complex enchantments, runes, or by harnessing the energy of souls. The Construct must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources each day (see Ley Lines and Siphoning PPE in the Tomorrow Legion Player’s Guide). Consumed Power Points cannot be used to fuel powers. The lower of Occult or Spellcasting is used to fix these constructs instead of Repair.
    (-4)
  • Small Frame
    Size −2, −2 Toughness. The Construct is about 2’ in length when in his innate draconic form.
    (-2)
  • Legs
    The Forty Two has Pace 6 and d6 running die.
    (0)
  • Advanced Senses Notice +4
    In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
    (+2 = -4)
  • Variable Appearance
    The Construct is designed to morph and change its features. Whether the result of arcane forces, high-tech materials, or holograms it may take on the appearance of a target of roughly similar Size (up to one Size larger or smaller without penalty). This takes an action and a Smarts or Performance roll. Opponents motivated to question the guise are −4 on Notice checks (−6 on a raise). The Construct gains +2 on rolls to impersonate specific individuals (must have observed target’s appearance).
    (+2 = -2)
  • Advanced Vocal Unit
    The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations).
    (+1 = -1)
  • Obscure Construction
    By the time Forty Two was made Abraxlidone was more than half way to perfecting his process. Unfortunately this means 42’s advanced systems are so complicated that any attempt by others to repair him are made at -4! (-3 = -4)
  • Feature Locked Physiology
    Abraxlidone made Forty Two in a physically locked state. While his mind can advance Forty Two will always revert to his original phsyical state when incapacitated. His Agility, Strength and Vigor will never change from Advancement.
    (-4 = -8).
  • Specialized Construction F
    orty Two was built and designed to learn, to harness and manipulate arcane energies. He suffers -2 to all Agility and Smarts rolls (including linked skills) not related to the arcane and acedemics.
    (-6 = -14)
  • Weakness (Cold)
    Forty Two’s metal nature make him vulnerable to water based attacks as they compromise his systems. He taking +4 damage from attacks and rolls at −4 to resist related effects.
    (-1 = -15)
  • Weakness (Electricity)
    Forty Two’s metal nature make him vulnerable to electricity as the ionizing energy directly transforms to heat within. He taking +4 damage from attacks and rolls at −4 to resist related effects.
    (-1 = -16)
  • Automated Repair Unit
    Abraxlidone was not able to fully replicate the Dragons natural bio regeneration by this point while maintaining the full capacity for his arcane might. However he was able to create enough runes to ensure the golem would eventually repair from any injury. Forty Two may make a Vigor roll as a free action twice per day to attempt to heal a Wound, in addition he gains +4 on rolls to resist “Bleeding Out”.
    (+4 = -12)
  • Bioreactor:
    Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid.
    (+1 = -11)
  • Flight 24" (60 MPH)
    Forty Two was designed with wings and enchanted with spells of levitation. Much like a real dragon his flight comes from magic, not from physical laws. He may hover and fly at Pace 24 (60 mph).
    (+6 = -5)
  • Physical Attributes
    Forty Two tiny size and metal construction allows him amazing mobility, relative strength and endurance. Agility is increased 3 die types (d12), Strength is increased 1 die types (d6), Vigor is increased 3 die types (d10).
    (+7 = +2)
  • Designed to Create
    Abraxlidone was not one to waste opportunity, and using his creations to help with successive generations and other enchantments was an expectation. Abraxlidone transferred into him the knowledge of craftsmanship, the arcane Magic and Enchantment granting him +2 to Repair rolls and the following edges; Arcane background (Magic) Allows access to the Arcane Backgrounds, Artificer Allows user to create Arcane Devices, Minor Item Creation Can craft minor items, Major Item Creation Can craft major items, Master of Magic grants access to mega power modifiers, and One With Magic Forty Two is a being of living magic. It can use Detect Arcana as an innate ability and can sense the Supernatural on sight with a notice roll.
    (+7 = 9)
  • Small and Maneuverable
    Abraxidone built Forty Two small and maneuverable, ably to alter his size and shape at will. This adaptability grants Forty Two +2 to Athletics rolls, the Acrobat (Free reroll when making Athletics rolls) and Dodge (Ranged attacks are -2 to hit this character) edges.
    (+3 = 12)
  • Created to Aid:
    Abraxidone included in Forty Two and the others of his kind the inherent desire to aid others as well as the ability to empathize with them. Forty Two begins with +2 to Persuasion rolls, the Reliable (Free reroll when making Support rolls), Work The Room (Once per turn, roll a second die when Supporting via Performance or Persuasion and apply results to additional ally).
    (+3 = 15)
  • Inherited Skills
    Abraxidone imprinted an image of his own psyche into Forty Two in much the same way a mother dragon imparts in her offspring, but with the aid of magic to ensure even more of the relevant knowledge was transferred. Forty Two begins with +1 die type Smarts (1), +2 to Academics rolls (1), +2 to Occult rolls (1), +2 to Spellcasting rolls (1), +2 die types Occult (1), +4 die types spellcasting (2)
    (+6 = 21)
  • Self Altering Nature
    Forty Two’s body altering ability allows him extreme mastery of his body. Granting +4 die type to Athletics, and +2 die type Stealth.
    (+3 = 24)

Hindrances
  • Curious (Major): Forty Two has his master’s obsession with knowledge. He wants to know absolutely everything and will do what he can to learn every secret.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Quirk (Minor): Forty Two is constantly messing with things. Trying to learn or enchant, Forty Two has trouble doing nothing for long.
  • Quirk (Minor): Forty Two chatters a lot and tends to reason out loud.

Edges
  • (Hindrance) Strong Willed +2 to resist Smarts or Spirit-based Tests.
  • (Hindrance) Arcane Background (Psionics) Allows access to the Arcane Backgrounds listed in Chapter Five
  • (Novice 1) Brave +2 to Fear checks and –2 to rolls on the Fear Table.
  • (Special Award) Combat Acrobat: −1 to hit with ranged and melee attacks.
  • (Novice 2) Charisma: The character gains a free reroll on Persuasion rolls.
  • (Special Award) Luck: The character begins each session with an additional benny
  • (Novice 3) Power Points: The Character gains +5 PPE.
  • (Seasoned 1) Killer Instinct: Free Reroll with Tests.
  • (Seasoned 2) New Powers: The character gains two new powers
Last edited by Forty-Two on Tue Nov 12, 2019 11:07 am, edited 3 times in total.

User avatar
Forty-Two
Posts: 64
Joined: Mon Sep 23, 2019 3:00 pm

Forty-Two Background

Post by Forty-Two »

Forty Two was created by an Ancient dragon who realized after over 10,000 years of life he was not ready to die.

With the realization the ancient dragon began building test bodies for transferring his full consciousnesses into. After hundreds of years of this exercise their was a rebellion and he was forced to kill most of Forty Two's predecessors. From then on he designed into them the need to help others and follow his orders.

When his master finally created his masterpiece, the body known as Seventy Two, he transferred all of his power and psyche into the thing. Now truly immortal his master has moved on to continue exploring the universe. Telling the surviving golems he had created including Forty Two they are now free willed and need to build their own lives.

What Forty Two does not know or understand is the process that created his sentience also linked him to his first master. Now his master receives all of Forty Two's experiences and continues to explore the universe not just in his own new body, but also the experiences of the two score surviving golems.


Interlude 00
Once his father had perfected his final form and transferred into his new immortal state he told the 27 surviving homunculi that they were free to do as they will and then he left to continue learning and exploring the multi-verse.

At first he and his brother just continued doing whatever task they were assigned. But even that soon ran out. With a compulsion to help others and do arcane wonders the score of remaining homunculi needed something to do. Within a couple year they started fading away, each moving into the world at large to explore and learn more. 42 did not know how long he and 63 waited, but it must have been at least a dozen years. Doing the same thing repeatedly before finally 63 convinced him to go.

Once out in the world 42 soon found people would simply panic, sometimes even going so far as to attack him as soon as they realized he was not a simple statue. For a while he did what he could for the people he found, sneaking in while they slept and repairing things, or layering minor enchantments on gear to help the people. But eventually the lack of recognition and loneliness grew to be too much. 42 had to find a way to reach out to other beings. That was when he began really noticing. The humanoids liked other humanoids, big or tall, skinny or fat, if they where shaped like humanoids they where well received.

So it was that 42 decided to take a chance. As he traveled 42 come to some humans traveling, they where all huge and powerful looking warriors. When 42 approached them he came in the form of a elven warrior. Even smaller than his own normal form to put their guards down and wearing the mage-cloak and armor humans expected. A few words exchanged and in no time the strange giants accepted him. After the line walker explained to the others I must be a sprite who wondered away from the magic zone, they told him of the tomorrow legion and let him travel with them.

Upon coming to the castle 42 was excited. For while he was forced to reveal his nature to the leaders who cleared him to work in the Legion, they still accepted him as a member. They found some work he could do and some people he could work with. No part of a community he would be able to once again participate.

But then 42 began to want more. Sure they had libraries and plenty of work to do, but 42 wanted to explore, to see the world. He put in for a field mission several times. But none of the commanders would take him.

So it was now, two years later than 42 was working in his shop with Tyler. Doing the best work they could and only occasionally being distracted as a COT or a SET cam and went from the castle. 42 was in the window writing down on his mobile the adventures of the 13th, the legions least lucky SET when the alert sounded and Tyler was pointing the messenger in his direction.

Messages never came for 42! Heck, most people only remember him long enough to share their tale and then move on with their lives. Ever since Tyler left he had been working in the shop on enchanted trinkets for the real legionaries and dreaming about maybe getting to learn more about what else is gong on. His high pitched voice bursts out. "Awesome, an invite for me? I will get ready right away." The messenger who delivered the note however seemed more stunned by the nature of the little guy bursting with excitement, than he did concerned with its response.

Getting ready as fast as he could 42 sets about gathering his gear up, and taking on the knightly form he liked to use to keep from scaring people. These humanoids often seems stunned into total silence when they realized he was not a statue, but by using his knightly form he could interact with them without too much stress. Plus it was much smaller, and less which is always a plus.
42's Sprite Warrior Form
42 Sprite Warrior Form.jpg
Hardly able to contain himself 42 was distracted for the rest of the day as he waited for his chance to see this Pender guys, or maybe this Dhara lady. He had seen them around, heck he had watched the legionaries come and go in awe many times. But this time they will be hanging out with him and he will get a chance to help.
Dhara Hammerheart wrote:
Sat Oct 19, 2019 9:40 am
A dwarf with fiery red hair, a sunny smile, and a warrior's heft to her broad shoulders stands before you. This is Dhara Hammerheart, one of the leaders of the Tomorrow Legion. Her short arms and hands are balanced on a wooden desk. She motions for you to sit in the single worn chair opposite her. “Greetings, Legionnaire, forty two. I knew your father, and think it is time for you to spread your wings so to speak.”
Surprised 42 asks in a voice so high pitched as to sound as if from a child. But the words themselves spoken with the clearness of an adult. "You knew Abraxidone? I did not realize any mortal races knew of my master. How did you know him, did you meet him before he grew to old, did you know him as a great warrior dragon?"
Dhara Hammerheart wrote:
Sat Oct 19, 2019 9:40 am
She hands you what looks like a flyer advertising some sort of sporting event. “Something is going on out near Kingsdale; a Juicer sports competition called a murderthon, and they've specifically invited a representative of the Tomorrow Legion to attend.” Dhara's expression is thoughtful. “Juicer sports in general are bloody, savage competitions and nothing we truly want to be involved in. However, I hear this particular murderthon is going to be more restrained.” Dhara laughs.
42's face looks a little off put at the sound of a murder thon. "Why would they celebrate being able to kill each other? It does no seem like a rational past time when their lives are so short anyways."
Dhara Hammerheart wrote:
Sat Oct 19, 2019 9:40 am
“I have my doubts, but the fact remains that this an unprecedented opportunity for the legion to reach out and build relationships with nearby realms. Kingsdale is a very prosperous and influential city-state. We need a closer relationship with them. This region has a history with Juicers ever since the Juicer Uprising.” The dwarf nods towards you. ”Therefore, I am requesting that you attend the murderthon. If I can I will make the request to others within these castle walls. So far I have yet to find any takers. If you agree keep your eyes open and remember you represent all of us. Go show them who we are.”She paused and slid a paper form towards you across the desk. A pen rolled after it. A simple Legionnaire contract for field duty. A quick glance at it beyond the standard legalize was that the job paid 10,000 credits, and an experience of a life time. With some amount of gravitas she solemnly says, “I know you might have had other plans for this afternoon and week, but what say you?”
Spinning as he sprung in the air and zipped around the room what must have been a half dozen times in excitement before coming to rest only a couple feet in from of Hammerheart and snapping off a sharp solute the little Sprite says. "I would lot this mission. Specialist Forty-Two reporting for duty" Then his face grew a little sullen as he asked. "Does the commander know I need psychic energy energy? If we leave the castle I won't be able to feed off the ley line and will need someone willing to volunteer letting me link with them. I cannot live on my own, after the rebellion and my father had to put down my older brothers he decided to make us with more empathy and well, without it I will cease."[/b] The excitement of being able to go on a mission, mixed in his heart with the potential the team would not accept someone who needed some of their life energy to go in the field.

User avatar
Forty-Two
Posts: 64
Joined: Mon Sep 23, 2019 3:00 pm

Forty-Two Powers

Post by Forty-Two »

SPELLS & POWERS

Arcane Background (Magic): 10 PPE
  • Arcane Awareness (Detect/Conceal Arcana, Innate, Self Only*, from one with magic)
  • Arcane Infusion/Diffusion - (Boost/Lower Trait)
  • Draconic Knowledge - (Teleport)
  • Master of The Arcane - (Elemental Manipulation)
  • Mind Trap - (Entangle)
  • Disharmonize (Stun)

Arcane Background (Psionics): 10 ISP
  • Psychic Surgery - (Healing)
  • Respite - (Relief)
  • Telepathy - (Mind Link)
Last edited by Forty-Two on Sat Oct 19, 2019 11:35 pm, edited 2 times in total.

User avatar
Forty-Two
Posts: 64
Joined: Mon Sep 23, 2019 3:00 pm

Forty-Two Gear

Post by Forty-Two »

GEAR AND STUFF
  • Sidearm: Wilk’s 320 “Classic” Laser Pistol (15/30/60, 3d6, RoF 1, AP 2, Shots 20*3 Eclips) - Used like a Mega Cannon
  • Exquisite Figurine: Exquisite figurine of Ndreare the night elf wizard warrior pre Cosmo Knight. Has 10 PPE, PPE regenerates 5 pts per hour on a ley line: Priceless. For the cost of 1 PPE the figurine comes alive doing a delicate and deadly martial kata with twin silver blades in hand. It is about six inches tall.
Universal Credits = 1600
Artificers Components = 42500



[*]NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes

[*]Body Armor: Plastic Man Light EBA +1/+4 sized for a Size -3 (8" tall) Sprite. Normally not worn as it interfere with shape changing. Stats above do not include this armor.









[dice:33vblot4]59743:0[/dice:33vblot4]
[dice:33vblot4]59743:1[/dice:33vblot4]
Last edited by Forty-Two on Sat Oct 19, 2019 11:17 pm, edited 3 times in total.

User avatar
Forty-Two
Posts: 64
Joined: Mon Sep 23, 2019 3:00 pm

Forty-Two Advancement

Post by Forty-Two »

Advances
Please list all Edges and Advances taken for your character here
Forty Two
Base Character, per Jon must be designed first
  • Rank: Novice (0 advancements)
    Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4
    Skills: Academics: d6, Athletics: d4, Common Knowledge: d4, Fighting: d4, Language (America): d6, Notice: d6, Occult: d6, Persuasion: d6, Psionics: d6, Repair: d8, Stealth: d6
    Pace: 6, Parry: 4, Toughness: 4
    Hindrances: Curious, Quirk, Quirk, Secret (minor)
    Edges: Arcane Background, Strong Willed
    Languages: Native Language (Dragonese), America (d4)
    Arcane Background: Psionics (SWADE p148)

Attributes
  • Agility d6 (1)
  • Smarts d8 (2)
  • Spirit d8 (2)
  • Strength d4 (0)
  • Vigor d4 (0)

Skills (15)
  • Athletics d4 (0, +4 dt iconic)
  • Common Knowledge d4 (very little experience)
  • Notice d6 (1, +4)
  • Persuasion d6 (1)
  • Stealth d6 (1, +2 dt iconic)
  • Academics d6 (2)
  • American d6 (2)
  • Fighting d4 (1)
  • Native Language (Dragonese)
  • Psionics d6 (2)
  • Occult d6 (2, +2 dt iconic)
  • Repair d8 (3)
  • Spellcasting d10 (0, +4 dt iconic)

Advances
  • Iconic Framework: Construct
  • Iconic Framework: Small Frame Size −2
  • Iconic Framework: Advanced Senses
  • Iconic Framework: Variable Appearance
  • Iconic Framework: Advanced Vocal Unit
  • Iconic Framework: Automated Repair Unit x2
  • Iconic Framework: Flight
  • Iconic Framework: Bioreactor
  • Iconic Framework: Arcane background (Magic)
  • Iconic Framework: Artificer
  • Iconic Framework: Minor Item Creation
  • Iconic Framework: Major Item Creation
  • Iconic Framework: Master of Magic
  • Iconic Framework: One With Magic
  • Iconic Framework: Acrobat
  • Iconic Framework: Dodge
  • Iconic Framework: Reliable
  • Iconic Framework: Work The Room
  • Iconic Framework: +2 Academics, Athletics, Occult, Persuasion, Repair & Spellcasting
  • Iconic Framework: +4 die type to Athletics, +2 die types Occult, +4 die types spellcasting, and +2 die type Stealth.
  • Initial Advances: (From Hindrances): Arcane Background (Psionics)
  • Novice 1 Advance: Brave
  • Special Reward for 19 post in Q4 of 2019: Combat Acrobat (Link)
  • Novice 2 Advance: Charisma
  • Special HJ Roll: Luck
  • Novice 3 Advance: Power Points (Magic)
  • Seasoned 1 Advance: Killer Instinct
  • Seasoned 2 Advance: New Powers
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Forty-Two (SWADE)

Post by Ndreare »

Pender Lumkiss wrote:
Wed Oct 30, 2019 11:16 am
Sounds good. This dragon is approved. Stamp it!
Thanks Pender, I will clean up this thread and move him to the proper thread.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Forty-Two (SWADE)

Post by Ndreare »

Advancements and Bonuses
Combat Acrobat from Heroes Journey Roll = https://savagerifts.com/sr/viewtopic.php?f=239&t=4638

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Forty-Two (SWADE)

Post by Ndreare »

The Official Tomorrow Legion Collectable CARDS

15) Hollytulukian (77th CIT)
39) @Thrudh Zebrem (Black Company)
34) Brody (Vampire Hunters)
7) Anon(1st)
40) @Humble (Black Company )
51) Special Edition Famous Quotes (Red checkered Foil): 1) Mrs Dee, Edge of a Knife

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

User avatar
Ndreare
Savage Siri
Posts: 4031
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Forty-Two (SWADE)

Post by Ndreare »

Quazar’s Quill(Enchanted)
An interesting weapon that relies on the wielder’s grasp of academic Pursuits rather than fighting prowess. At first glance a silvery feathered quil, but when held like a sword it elongates to the size of a long sword becoming more ridged than steel. Str+1d8 AP is Academics die type, and it uses academics rather than fighting for Melee attacks, MD. Interestingly this weapon seems to have an intelligence that picks up on people’s emotional states. As an innate action with no ppts you can use the empathy power and on a raise know if the person is lying. This is an enchanted item.
  • Empathy (plus special see above)
  • Uses Academics to attack
  • Dmg: Str+d8 AP 10 MD

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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

User avatar
Forty-Two
Posts: 64
Joined: Mon Sep 23, 2019 3:00 pm

Re: Forty-Two (SWADE)

Post by Forty-Two »

Resource Tracking

PPE: 10 of 15
ISP: 10 of 10
Fatigue: -1

Bennies 4
  • 4 Quarterly Reset

Post Reply

Return to “Tomorrow Legion: Field Team Six”