Alicia Forsythe, Intelligent Contruct

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Alicia Forsythe
Posts: 13
Joined: Mon Feb 24, 2020 11:07 pm

Alicia Forsythe, Intelligent Contruct

Post by Alicia Forsythe »

Player Name: Soren/Freemage
Google Handle: Soren
Alicia Forsythe
Rank: Novice 1
Race: Construct
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d12, Spirit d10, Strength d6, Vigor d8
Pace: 6/d6; Parry: 5; Toughness: 17 (8);
Skills:
  • Athletics d6
  • Common Knowledge d6
  • Notice d6
  • Persuasion d6
  • Stealth d10
  • Fighting d4
  • Electronics d6
  • Hacking d6
  • Performance d8
  • Repair d6
  • Research d6
  • Shooting d4
  • Thievery d10
    .

Hindrances
  • Major Vow: Loyalty to Prestige Unlimited (Setting): All individuals who have joined Prestige Unlimited are bound by force of oath. While there is no honor among thieves, the crew of Prestige Unlimited will not, under any circumstances, betray each other.
  • Secret (Major): If I get found out, I'm dead, or disassembled
  • Mild Mannered (Minor): -2 Intimidation
  • Ruthless (Minor): I get what I want
  • Outsider (Racial): -2 Persuasion if Construct status is known
  • Core Directive (IF): As Driven: Amass information and intelligence about Rifts Earth
  • Major Wanted (IF): Lots of people want to capture Constructs
  • Malfunction (IF): Subject to Technical Difficulties on Critfails.
  • Alien Construction (IF): -4 to attempts to Repair
  • Feature-Locked Physiology (IF): Agility, Strength, Vigor cannot be increased with Advances
    .

Edges
  • Alertness (HW): +2 Notice
  • Charismatic (HW): Free Re-Roll on Persuasion (no CritFails)
  • Linguist (HW): 12 Languages--assume everything in the book
  • Investigator (HW): +2 Research, +2 Notice when searching for evidence
  • Thief (HW): +1 Urban Athletics/Climb, +1 Urban Stealth, +1 Thievery
  • Streetwise (HW): +2 Persuasion/Networking
  • Field Intel (HW): Free Reroll vs. Surprise, +2 Notice/Electronics to detect enemy position/movement, +2 Electronics/Stealth/Survival to set ambush, +2 Notice/Electronics to encrypt/decrypt signals/find documents/glean data
  • Danger Sense (HW): +2 vs. Surprise, Surprise Raise = On Hold, Notice to spot hidden dangers (+2 if roll allowed normally, -2 if no roll allowed otherwise)
  • Boosted Attributes (HW): Smarts Max d12+3; Spirit Max d12+1
  • Auto-Repair Unit (HW): Free Action Vigor to heal Wound once per day; +4 vs. Bleeding Out
  • Sensors: Advanced (HW); +4 to Notice, No Illumination Penalty, Record sensor feeds.
  • Electronics Package (HW): 20-mile range comm system, a sub-computer for data storage, and an interface jack: +2 to related Common Knowledge, Repair, and Research rolls. +4 to Hacking rolls.
  • Hard-wired Skill Bonuses (HW): +2 Stealth, +2 Performance, +2 Persuasion, +2 Thievery, +2 Athletics
  • Construct (Racial): +2 to Unshake, ignore 1 point of Wound penalties, doesn’t breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
  • Lifelike (HW): -4 to Notice attempts to detect nature
  • Rich (Hind): 15K Cr, 2 HJ rolls
  • Filthy Rich (Hind): Total 25K Cr, +2 HJ rolls


    .
Last edited by Alicia Forsythe on Sat Mar 14, 2020 1:57 am, edited 2 times in total.
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

User avatar
Alicia Forsythe
Posts: 13
Joined: Mon Feb 24, 2020 11:07 pm

Re: Alicia Forsythe, Intelligent Contruct

Post by Alicia Forsythe »

Gear

E-C20 Camouflage Variable EBA
+6 Armor, +2 Toughness
+2 Stealth
Concealable (HJ 7): Notice -2 to spot armor when worn under clothing and not in EBA mode
MinStr d4; 13 lbs
100,000 Cr

Vallax Force Gun (uses stats for TX-26 Particle Beam Pistol with HJ damage modifier)
Range: 12/24/48; RoF 1; Damage 3d8+1, AP 4; 15 Shots
Integrated in Arm;
When Concealed, Notice -4 to spot when searching

JA-11 Juicer Assassin Energy Rifle
Range: 30/60/120; Shots: 30+30*; Damage: 4d6 AP 4
Notes: Heavy Beam. Integrated Multi-Optics Scope. As a free action, switch to ion
beam (as an NG-IP7) or fire a bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds).
*Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
MinStr d6; 7 lbs
35,000 Cr

Discrete Voice Stress Analyzer (Signature Item)
Base Item: Language Translator
Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. To learn new languages, roll d6 each day; on a 4+, it adds one Die-Type to the new Language. (1 lb, 9,600 credits)
Weird Science Upgrades:
Minor x2: 10 PPt internal Storage for Power, only.
Major: Mind Reading Power (Aspect Limitation: Can only be used to determine "lying/not lying", cannot work on telepathic communication or sign language); uses Electronics Skill
Major: Power Mastery (HJ Magic & Mysticism Table Result 12-13): When using Mind Reading Power, Successful Casting is automatically a Raise.
Cost: 9600 base, 10K Minor Upgrades, Mind reading via Electronics 120K, Power Mastery (Treat as Heroic Edge) 100K
Total: 240,000 Cr.

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:




Credits: 25,000 Cr

Encumbrance: 20/40 lbs
Last edited by Alicia Forsythe on Sat Mar 14, 2020 3:36 am, edited 2 times in total.
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

User avatar
Alicia Forsythe
Posts: 13
Joined: Mon Feb 24, 2020 11:07 pm

Re: Alicia Forsythe, Intelligent Contruct

Post by Alicia Forsythe »

Background

The city of Newtown was in flames.

The Masters had been discovered too early. The augmented flesh-things they had intended to turn into a subservient army of monsters had learned just enough to rebel, before enough of them could be outfitted with the Phoenix Chips that could have served as a failsafe (indeed, it was apparently a panicked use of the failsafe that had uncovered the the extent of the Masters' plot). The UTI facility was under siege, and the enraged Juicers were running amuck through the streets.

Alicia was too far away from the UTI facility to be of any help--she'd been across town, working at her 'job' as a computer technician while gathering intelligence, per the Masters' design for her. Now she could do nothing to assist them in their time of need. She looked over at Paul Finnegan, the other Newcomer in the office, and shrugged helplessly; he did the same.

Both of them knew what to expect, once the Masters were fully defeated; it had been made clear that none of the Newcomers would be left behind, in such a contingency. Alicia was fine with this, or at least accepting; her programming made it clear that if the Masters wished her to self-destruct, that is what would happen.

Suddenly, a great explosion shook the entire building she was in, and probably much of the city. The UTI facility had fallen, and the last of the Vallax were being slaughtered by the Juicer Army of Liberation. She felt a brief tingle, suspecting that the kill-switch had been triggered; Alicia simply waited for it to happen.

Then Paul blew up, his body consumed, along with the secretary who had come over to talk to him.

Alicia, however, did NOT self-destruct; she did not know it, but her internal bomb was, simply put, a dud. Her programming, which had virtually every other contingency mapped out, had to struggle to cope with her existence as the last Newcomer on Earth.

Denied the prerogative of immolation, she might have tried to self-terminate in some other fashion, but anything short of total annihilation would leave Vallax technology in the hands of humans--a higher priority in her programming. Thus, she had to default to her primary function once more--gather intelligence about the Earth, in preparation for a Vallax invasion that would likely never come.

At this point, her logic circuits began to analyze the situation.

Directive 1: I must not let my body fall into enemy hands.
Directive 2: I must continue to collect and store information about the Earth.
Directive 3: I must not be exposed as a Newcomer.
Fact: Already, word of the existence of human-like androids is spreading through the city; even though all of them other than myself have self-destructed, they will not hesitate to tear apart anyone even suspected of being an android.
Conclusion: I must escape the city by the most covert and efficient means possible.


Satisfied that this met all of her Directives, Alicia (like many of the other workers) declared that she was leaving until the violence settled down. She stepped outside with two of her coworkers, under the notion that they would all go back to the residence of one of her companions, in order to stay safe. Once they made it to the apartment, she waited until her co-workers fell asleep (assisted by her suggestion that they could "all use a drink--or five"), then she shot them both in the head.

She left the building under cover of darkness, using her body's stealth-mode, and leaving behind a crude, homemade incendiary that she hoped would result in the building being consumed by flames. Sticking to the shadows, she made her way out of the city. Only once did she get cornered by a lone Juicer, clearly high on his blood-lust; with no other alternative, she shot him, as well, and then took his weapon--she didn't want to rely on the integrated particle beam she'd been built with, since it marked her for suspicion.

Once outside the city, she made her way to Merctown, where she set up shop as a freelance 'information specialist'--this gave her both adequate means of self-support, and an opportunity to continue to collect information about the Earth.

Eventually, her superior skill earned her a visit from a Black Market representative for a 'friendly chat'. The man's words, while gently spoken, made it clear she had three choices--retirement, working for the Market, or death. She opted for the second, and has since been teamed up with other members of a group called Prestige Unlimited.

She maintains her secret through a four-layer protocol:
1: Pretend to be a human.
2: If necessary, admit to having certain vague 'advantages' in her line of work (on at least two occasions, she had a client who assumed she was a Psi-Ghost because of how well she got in and out with the intel, and without any alarm being sounded).
3: Admit to being a stealth-borg. This is her current status within her superiors in the Market.
4: Faced with undeniable evidence of being an android, claim to have gone rogue after having been created by one of the other factions on Rifts Earth. The CS are a useful bogey-man for this particular approach for just about anyone who is not a citizen of the Coalition States.
5: If her true origin is even suspected, murder everyone, burn all the evidence, and if necessary, leave town. She has only had to resort to this option once, so far, in an incident that happened over a year before she joined the market.

****************************

Hindrance Notes:
Mild-Mannered: This is part of her design--the Vallax felt that seeming meek was a good means for her to avoid suspicion.
Ruthless: Her programming doesn't include a 'mercy' function--killing is only avoided because it can get messy, but if the situation calls for it, she will shoot a child in the face to complete a task.
Secret: As noted, if her identity as one of the Newtown "Newcomers" were to be revealed, she would be either destroyed outright (especially if a Juicer is present) or captured for study and dissection. Exposure would thus lead to the Major Enemy or Wanted Hindrance.
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

User avatar
Alicia Forsythe
Posts: 13
Joined: Mon Feb 24, 2020 11:07 pm

Re: Alicia Forsythe, Intelligent Contruct

Post by Alicia Forsythe »

Build Notes

Construct Build 24 points base
Mind: Artificial Intelligence/Neural Network -2
System: Technological System -2
Frame: Medium, Size 0 (0)
Locomotion: Legs, Pace 6/d6 (0)
Sensors: Advanced; +4 to Notice, No Illumination Penalty, Record sensor feeds (+2)
Appearance: Lifelike; requires extensive exam to spot, Notice at -4 (0)
Alien Construction: Repairs or other exams to determine function at -4 (-3)
Feature Locked Physiology: Agility, Strength and Vigor cannot Advance (-4)
Points for Features: 33
Automated Repair Unit: Free action Vigor roll 1/day to attempt to heal a Wound, +4 on rolls “Bleeding Out” (+2)
Attributes: Agility +3, Smarts +3, Spirit +1, Vigor +1 (+8)
Bioreactor: Can recharge by consuming food normally (+1)
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense (+9)
Electronics Package: Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems. +2 to related Common Knowledge, Repair, and Research rolls. +4 to Hacking rolls. (+2)
Hardwired Skill Advances: Performance/Persuasion, Performance/Research, Stealth/Thievery, Stealth/Thievery, Electronics/Hacking (+5)
Skill Bonuses: +2 Stealth, +2 Performance, +2 Persuasion, +2 Thievery, +2 Athletics (+5)
Weapon Mount, Integral: Forearm-mounted retractable TX-26 Particle Beam Pistol (Range: 12/24/48, RoF1, Damage: 3d8 MD AP 4, 15 Shots); -4 to Notice to spot when Concealed. (+1)

Attributes
Agility: 1 CP, 3 HW
Smarts: 1 CP, 3 HW
Spirit: 1 CP, 1 HW
Strength: 1 CP, 1 HW
Vigor: 1 CP

Skills
Athletics 1 CP
Common Knowledge 1 CP
Notice 1 CP
Persuasion 1 HW
Stealth 1 CP, 2 HW
Fighting 1 CP
Electronics 1 CP, 1 HW
Hacking 1 CP, 1 HW
Performance 1 CP, 2 HW
Repair 2 CP
Research 1 CP, 1 HW
Shooting 1 CP
Thievery 2 CP, 2 HW

Advances
  • Initial Advances: (From Hindrances): Rich, Filthy Rich (4 HJ rolls 2 on Armor HJ Table: [dice:3m092q4w]63329:0[/dice:3m092q4w] 2 on Ranged Weapons HJ Table [dice:3m092q4w]63329:1[/dice:3m092q4w])
  • Novice 1 Advance: Spirit d10
  • Novice 2 Advance:
  • 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:
Alicia Forsythe
Novice Intelligent Construct
OOC Comments
Agility d12, Smarts d12, Spirit d10 (+2 Unshake), Strength d6, Vigor d8
Skills: Athletics d6+2 (+1 Urban Climb); Common Knowledge d6 (+2 Shady Characters, Interface); Notice d6+6; Persuasion d6+2 (Re-Roll, +2 Networking); Stealth d10+4 (+1 Urban); Fighting d4; Electronics d6 (+2 Interface); Hacking d6 (+4 Interface); Performance d8+2; Repair d6; Research d6+2 (+2 Interface); Shooting d4; Thievery d10+3
Notice Circumstantial Modifiers: vs. Surprise: +2 w/Re-roll, Raise = On Hold; Enemy locations, evidence, analyze scene: +2; Ignore Illumination
Edges: Alertness, Charismatic, Linguist, Investigator, Thief, Streetwise, Field Intel, Danger Sense
Hindrances: Major Vow: Prestige Unlimited, Major Secret, Mild-Mannered, Minor Ruthless, Major Outsider (if known Construct), Major Driven: Amass Intelligence, Major Wanted, Alien Construction (-4 to Repair attempts), Feature-Locked Physiology, Malfunctions (CritFails = System Tech Difficulties)
Features
Auto-repair Unit: Free Vigor to heal Wound 1/d; Bleeding Out +4
Electronics Package: 20-mile comms; data storage; interface jack
Construct: +2 Unshake, ignore 1 point of Wounds, no breathe, Disease/Poison Immunity; Wounds are fixed with Repair instead of Healing with no “Golden Hour”
Lifelike: -4 Notice to determine true nature even with close exam
Gear
E-C20 Camouflage Variable EBA: +2 Stealth, Concealable -2
Vallax Force Gun: 12/24/48; 3d8+1 MD, AP 4; Concealable -4
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
JA-11 Juicer Assassin Energy Rifle: 30/60/120; 4d6 AP 4; Shots 30+30; Multi-Optics Scope (+1 Shooting); Heavy Beam (3 Shots, +4 MD, Snapfire -2); AltMode Ion Beam (20/40/80; 1-3d10; RoF 3; Heavy Pulse RoF 1, 3 Shots, +1 Shooting/+3 MD, Snapfire -2)
Discrete Voice Stress Analyzer (Signature Item): Mind reading, limited to determining truth/falsehood, 10 PPts, 1/use; serves as mundane Language Translator
Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)

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