Tahlia of Dis, Earthbound Fury

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Tahlia of Dis
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Joined: Sat Feb 22, 2020 11:41 am

Tahlia of Dis, Earthbound Fury

Post by Tahlia of Dis »

Build Notes
Infernal spirit inhabiting an enhanced "human" vessel. (Intelligent Construct)

Agility d6->d12
Smarts d6 ->d8
Spirit d6 ->d8
Strength d6 ->d8
Vigor d6->d12

Hindrances: Bloodthirsty, Overconfident

Construct
Inorganic
Outsider (M)
Core Directive: Vengeful (M)
Wanted (M)
Malfunctions

Transferred Intelligence (0)
Arcane System (-4)
Medium Frame (0)
Legs (0)
Advanced Senses (2)
Lifelike Appearance, Standard Vocals (0)
Feature-Locked Physiology (-4)
Weakness: Holy (-1)

Additional Action (3)
Automated Repair Unit (2)
Attributes: +3d Agility, +1d Smarts, +1d Spirit, +1d Strength, +3d Vigor (9)
Bio-reactor (1)
Skill Bonuses: +2 Fighting, +2 Inimidation, +2 Shooting (3)
Integral Weapon System: concealed Battle Fury Blade (1)
Hardwired Skills: +2d Fighting, +2 Intimidation, +2d Notice, +2d Shooting (4)
Edges: AB (Magic), Adept, Danger Sense, Dodge, First Strike, Master of Magic, New Powers, Tough as Nails (8)

Skills:
Athletics d8 (2)
Common Knowledge d4 (0)
Fighting d10+2 (2)
Intimidation d8+2 (1)
Notice d8+6 (0)
Occult d8 (3)
Persuasion d4 (0)
Shooting d8 (1)
Spellcasting d8 (3)
Stealth d8 (2)


Advances (from Hindrances): Level-Headed, Rich
N1 advance (from site): Power Points

Powers Known: Disguise, Entangle, Fly, Smite, Speed
PPE: 15

Gear (from Rich): Arzno Exterminator EBA; 15,000 credits (add Light/Darkness to armor); armored cloak (Patron); Auracles of Spineas (Patron)

Signature Item: Heartseeker Bow (TW p-beam rifle retrapped as a bow with flaming arrows): +2 Shooting, +2 AP, Marksman, Sharpshooter, 10 PPE
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 2/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 5/15
Active Effects: fly (with raise), Speed+Quickness, BFB buff (+2 Fighting, Imp. Frenzy, +6 Toughness)
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Tahlia of Dis
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Re: Tahlia of Dis, Fury Made Flesh

Post by Tahlia of Dis »

Character Sheet
Player Name: James
Google Handle: tribeof1
Name: Tahlia of Dis, Fury Made Flesh
Rank: Novice Experience: N2
Bennies: 2/3
Adventure Cards:


Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)

Skills:
  • Athletics d8
  • Common Knowledge d4
  • Fighting d10+2
  • Intimidation d8+2
  • Notice d8+6
  • Occult d8
  • Persuasion d4
  • Shooting d8+2
  • Spellcasting d8
  • Stealth d8
Edges/Abilities
  • Additional Action: Enhanced reactions allow her to ignore 2 points of MAP.
  • Adept: Speed can be activated as an Innate Ability with the (self) limitation.
  • Advanced Senses: +4 Notice; Ignores Illumination penalties; 360-degree awareness including thermal, infrared, radiation, motion, radar, sonar, etc.
  • Arcane Background (Magic): Base PPE 10; Requires Gestures, Speech and Materials.
  • Attribute Bonuses: +3d Agility, +1d Smarts, +1d Spirit, +1d Strength, +3d Vigor.
  • Automated Repair Unit: Make a Vigor roll as a free action once a day to heal 1 Wound; +4 to resist Bleeding Out
  • Bio-Reactor: May consume normal food for energy.
  • Construct: +2 to recover from Shaken; Ignore 1 point of Wound penalties; Doesn't breathe; Immune to Disease and Poison; No natural healing.
  • Danger Sense: +2 to Notice rolls for Surprise, starts on Hold with a Raise; other situations can roll Notice at -2 to detect hazards.
  • Dodge: Unless surprised, foes are -2 to her with ranged attacks; Does not stack with cover.
  • Feature-Locked Physiology: Can't increase Agility, Strength or Vigor.
  • First Strike: Once per round, free Fighting attack on anyone moving into Reach.
  • Hardwired Skills: +2d Fighting, +2d Intimidation, +2d Notice, +2d Shooting.
  • Human Appearance: Medium frame, Legs, Lifelike Appearance and Standard Vocal Unit.
  • Integral Weapon: Summons a Battle Fury Blade
  • Level-Headed: Draw two cards for initiative and take the best.
  • Marksman and Sharpshooting: With ROF 1 weapons, gains +1 Shooting or ignores up to 4 points of penalties; may move but not run.
  • Master of Magic: Got them Mega modifiers.
  • New Powers: +2 known powers.
  • Power Points: +5 PPE.
  • Rich: Gain two Hero's Journey rolls and 15,000 credits.
  • Skill Bonuses: +2 Fighting, +2 Intimidation, +2 Shooting
  • Tough as Nails: Gains an extra Wound.
  • Transferred Intelligence: Soul of a hellbound Fury in a +2 to recover from Shaken; Ignore 1 point of Wound penalties; Doesn't breathe; Immune to Disease and Poison; No natural healing.

Hindrances/Complications:
  • Arcane System: Must consume 5 PPE/day for sustenance. Healed by the lower of Occult or Spellcasting.
  • Bloodthirsty: "There will be blood."
  • Core Directive: Vengeful (Major): "Oathbreakers will be punished."
  • Feature-Locked Physiology: Can't increase Agility, Strength or Vigor.
  • Inorganic: No cyberware. "My body is a temple."
  • Outsider (Major): -2 Persuasion when dealing with those who know of advanced construction.
  • Overconfident (Major): "Even the gods can be brought down."
  • Malfunctions: "I got me them Technical Difficulties."
  • Wanted (Major): "Everybody wants a piece."
  • Weakness: Holy: Takes +4 damage and -4 to resist attacks and effects with Holy trappings.

Powers
Master of Magic
PPE: 5/15

A Swift Death: speed with the Aspect and Range (self) limitations. Power Points: 0* Range: Touch Duration: 5; Effect: Doubles basic Pace and Running die. With a Raise, also ignore the -2 running penalty.
Modifiers:
  • Hurry (+1): +2 Pace
  • Quickness (+2): Reduce total Multi-Action penalty by 2.
  • Greater Speed (+2): Always gain max result from Run die. With a Raise, gain Nimble.
Face of Many: disguise with the Range (self) limitation. Power Points: 1 Range: Self Duration: 10 minutes; Effect: Assume the appearance of another, including clothing. Notice -2 to see through disguise (-4 with a raise).
Modifiers:
  • Size(+1): Assume the shape of someone from Size -2 to 2.
  • Illusory Mask (+2): Look and sound like a specific person.
Fires of Vengeance: smite with the Range (touch) limitation. Power Points: 1 Range: Touch Duration: 5; Effect: Affects one weapon (or magazine), adding +2 damage, +4 with a Raise.
Modifiers:
  • Additional Recipients (+1): Affect extra targets in reach for +1 each.
  • Greater Smite (+2): Damage is increased by +4 (+6 with a Raise) and deals Mega Damage. Cost for Additional Recipients becomes +2.
Fury's Whip: entangle. Power Points: 2 Range: Smarts Duration: Instant; Effect: If successful, target is Entangled by Hardness 5 flaming whip, Bound on a raise.
Modifiers:
  • Area of Effect (+2/+3): Affects everyone in a Medium or Large Blast.
  • Greater Entangle (+4): Rolls to break free are at -4 and Hardness is 10.
  • Strong (+2): Rolls to break free are at -2 and Hardness is 7.
Wings of Flame: fly with the Range (self) limitation. Power Points: 2 Range: Self Duration: 5; Effect: Fly at Pace 12, or 24 with a Raise (may not Run).
Modifiers:
  • Swift Flight (+5): Base flying Pace is 24 (60 MPH) or 48 (120 MPH) with a Raise.
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 2/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 5/15
Active Effects: fly (with raise), Speed+Quickness, BFB buff (+2 Fighting, Imp. Frenzy, +6 Toughness)
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Tahlia of Dis
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Re: Tahlia of Dis, Earthbound Fury

Post by Tahlia of Dis »

Background

"Awake, my Fury, and set your eyes on the mortal realm!"

The robed sorcerer stares down in glee (and a not-insignificant degree of lust), gesturing grandly at the rather cramped and dirty laboratory, which nonetheless is packed with arcane devices and eldritch admixtures worth millions of credits. He claps his hands in excitement as his creation sits up, ivory skin gleaming in the firelight.

"Tahlia of Dis, immortal Fury, the simulacrum I have crafted for you is of the utmost quality and power. With this form, you will be able to hunt down my enemies and punish them for the many slights and betrayals I have suffered in this rat-infested excuse for a city. I've already drafted up a preliminary list, let me go fetch it ..."

As the wizard rummages through piles of parchment on a nearby desk, the construct -- possessed now by a spirit both ancient and yet somehow newborn -- slips off the table, landing lightly on delicate feet, muscles flexing like molten marble. With a hiss, she summons a flaming sword to hand.

"Oh, yes, I created a conduit for you to summon your hellblade -- a variation of the Atlantean tattoo magic -- you'll see the inscription on your wrist there. It should prove handy ... Wait, what are you doing. Stop, now, I command it!"

The indignant scream that follows quickly turns to mewling, accompanied by the steady drip-drip of blood to the stone floor.

"I don't understand ... I bound you with the Ninth Form, inscribed it verbatim from Master Hykael's tome ..."

"The master you betrayed? Whose library you pilfered, in violation of the oaths you swore in blood?" The words emerge from the construct's virgin throat like a ribbon of silk, doused in liquor and set aflame.

"I am bound by no man, oath-breaker. My only master is Vengeance, and she will be served."

IMG_1184.JPG
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 2/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 5/15
Active Effects: fly (with raise), Speed+Quickness, BFB buff (+2 Fighting, Imp. Frenzy, +6 Toughness)
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Tahlia of Dis
Posts: 16
Joined: Sat Feb 22, 2020 11:41 am

Re: Tahlia of Dis, Earthbound Fury

Post by Tahlia of Dis »

Gear

Hell-Forged Armor of Rending (retrapped Arzno Exterminator EBA): +8 MDC Armor, +3 Toughness; d8 Str Min; 18 lbs.; EBA; 1 PP/hour to activate +2d Strength; silver-plated spikes add +1d4 damage; use (all Range: Self) boost trait: Strength, darkness , deflection

Brimstone Leatherworks Armored Overcoat (Patron Armored Coat)
+2 Armor and +1 Toughness, stacks with (non-MDC) worn armor; no change to Str Min; 5 lbs.

Image
Auracles of Spineas (Patron Item-Bronze)
Said to have been crafted by dwarven alchemists, these finely-wrought spectacles are made of ornately embellished brass and said to allow one to possess "wizard's sight."
  • +2 to sight-based Notice checks
  • Wearer gains access to darksight, farsight, and detect arcana
  • When using detect arcana, the exalted detect arcana mega-modifier is added for free
  • 1 lb.


Sword of the Furies (retrapped integrated battle fury blade):
Damage Str+2d6+4 MD; AP 12; Min Str d8; Weight 7; magic item; silver; concealed until summoned; for 6 PPE gains +2 Fighting, Imp. Frenzy and +6 Toughness for 5 rounds.

Heartseeker Bow (Signature Item)
A black bow of twisted bone and demonic sinew, carved with runes of vengeance. The bane of oath-breakers and those who violate divine laws, it fires bolts of baleful hellfire that unerringly find their mark, cleaving limbs and piercing the hearts of the wielder's quarry.
Range 18/36/72; Damage 4d8 MD; ROF 1; AP 10; Shots 8; Min Str d8; Weight 17; +2 Shooting; grants Marksman and Sharpshooter; +2d4 damage on a raise; atomic annihilation; snapfire; costs 2 PPE to load and has a 10 PPE reservoir.
Current shots: 8/8
Current PPE: 10/10


Credits: 5,000 (15,000 from Rich, -10,000 for adding a third power to armor)

Contacts:
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 2/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 5/15
Active Effects: fly (with raise), Speed+Quickness, BFB buff (+2 Fighting, Imp. Frenzy, +6 Toughness)
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Tahlia of Dis
Posts: 16
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Re: Tahlia of Dis, Earthbound Fury

Post by Tahlia of Dis »

Advances

Advances
  • Initial Advances: (From Hindrances): Level-Headed, Rich
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: +1d Spirit
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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:
Tahlia of Dis
Quick Stats
Earthbound Fury (Intelligent Construct)
Bennies: 2/3
Adventure Cards:

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8 (1d12), Vigor d12
Pace: 6 (1d6); Parry: 7; Toughness: 22 (10)
Hindrances: Arcane Construct (needs 5 PPE/day, repaired with Occult/Spellcasting), Bloodthirsty, Vengeful (M), Outsider (M), Overconfident (M), Malfunctions (suffers TD), Wanted (M), Weakness: Holy (+4 damage and -4 to resist attacks/effects)
Common Knowledge d4, Intimidation d8+2, Notice d8+6, Persuasion d4,
Edges and Abilities of Note: Additional Action (ignore 2 MAP), Adept (speed), Advanced Senses (ignores Illumination penalties, senses everything), AB: Magic (subject to Bound, Silenced); Auto-Repair Unit (Vigor 1/day to heal 1 Wound, +4 vs Bleeding Out), Bio-Reactor (can consume food), Construct (+2 vs Shaken, Ignore penalties for 1 Wound, doesn't breathe, immune to disease/poison), Danger Sense (+2 vs Surprise, On Hold with raise; Notice -2 to detect hazards), Dodge (-2 to hit with ranged), First Strike, Level-Headed, Master of Magic, Tough as Nails (Gains extra Wound)
PPE: 5/15
Active Effects: fly (with raise), Speed+Quickness, BFB buff (+2 Fighting, Imp. Frenzy, +6 Toughness)
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Ndreare
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Re: Tahlia of Dis, Earthbound Fury

Post by Ndreare »

Everything looks up and up, but the battle fury blade. As the free item from Integral weapon it seems pretty "gm review needed". The example given are Str+d4 melee weapon

Where did it come from?

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

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

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

Post by Ndreare »

Hum, rereading it the str+d4 is only an example if teeth.

I still think BFB is GM approval range. But it is legit.
  • 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
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Tahlia of Dis, Earthbound Fury

Post by Tribe of One »

The BFB is RAW — I mean, you can integrate vehicle weapons, and there’s no prohibition against magic or TW weapons. If it’s an issue I can pick it up with Rich and snag the armor via the 3 EP HJ option. I just liked the idea of the sword being “summoned” at will, via the integration.
GM Bennies: 7/7
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Ndreare
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Location: Skagit County, Washington
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Re: Tahlia of Dis, Earthbound Fury

Post by Ndreare »

I would allow it, and after checking it is definitely raw.
Just commenting on it.

Made me eye ball the Death Bringer myself after I came to understanding.
  • 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
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Tahlia of Dis, Earthbound Fury

Post by Snake Eyes »

Well, she’s frightening, so...
Approved.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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