Toshiro Cybermonk - MARS Personal Concept Option

Adventures in the Dinosaur Swamp. Rawr!
GM: Pursuit
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Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Toshiro Cybermonk - MARS Personal Concept Option

Post by Toshiro 'Cybermonk' » Tue May 01, 2018 6:26 pm

F&G Rolls

1d12 = 12: 12: Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
  • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
1d12 = 7: 7: Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.

1d12 = 4: 4: Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.

1d12 = 10: 10: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
Last edited by Toshiro 'Cybermonk' on Mon May 21, 2018 9:30 am, edited 4 times in total.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

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Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: MARS Personal Concept Option - Mute Character

Post by Toshiro 'Cybermonk' » Wed May 02, 2018 3:01 am

HJ rolls

Narrative Hook
1d20 = 12: 12

Cybernetics:
1d20 = 18: 18: Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.

Experience and Wisdom
1d20 = 11: 11: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (RICH)

Training
1d20 = 9: 9: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.

Rich and Filthy Rich Rolls

Cybernetics
1d20 = 20: 20: Choose any single cybernetic upgrade you wish and qualify for. (Optics Package)

1d20 = 18: 18: Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.

1d20 = 17: 17: Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.

1d20 = 5: 5: Your cyborg is the one everyone wants on watch since she has the Expanded Detection and Security Array.

1d20 = 15: 15: Whoever put your hero back together didn’t want her checking out any time soon. She has the Nano-Repair System.
Last edited by Orrin Truthseeker on Fri May 04, 2018 9:06 am, edited 2 times in total.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: MARS Personal Concept Option - Mute Character

Post by Toshiro 'Cybermonk' » Thu May 03, 2018 9:59 am

Character Sheet

Player Name: John Adams
Google Handle: Jsa34
Toshiro “Cybermonk” Hashada
Rank: Seasoned Experience: 30 Advances Left: 0
Race: Human
Iconic Framework: MARS Personal concept
Attributes: Agility d8 (1HJ) (1 Cyber), Smarts d8 (2), Spirit d10 (2) (1 Adv), Strength d6 (1 HJ), Vigor d10 (1 HJ) (1) (1 adv)
Charisma: 2; Pace: 6; Parry: 5; Toughness: 23 (12 MDC); Strain: 13 (16 Max)
Skills:
  • Repair d8 (3)
  • Shooting d6 (2)
  • Fighting d6 (2)
  • Driving d8+2 (2) (½ adv)
  • Notice d8+2 (3) (+4 on sight)
  • Persuasion d6 (2)
  • Stealth d4 (1) +2 in woods
  • Survival d8+2 (1 DT HJ) (1) (½ adv)
  • Tracking d6+2 (1 DT HJ) (1)
  • Swimming d4 (1)
  • Knowledge (Politics) d6 (2)

Hindrances
  • Vow (Major): He has taken a Vow of Silence. He doesn’t like to talk about it.
  • Phobia (Minor): Fear of Spiders
  • Death Wish (Minor): Revenge is a dish best served cold...and usually eaten as a last meal

Edges
  • Charismatic (F&G): +2 Charisma
  • I Know a Guy (F&G): 1 Connection per session
  • Woodsman (HJ): +2 Tracking, Survival and Stealth
  • Brawny (F&G): +1 Toughness, Load limit is 8 x Str
  • Quick (FG): Discard Draw of 5 or less
  • Rich (HJ): 2 Rolls on HJ tables and 5000 credits
  • Filthy Rich: 3 more rolls and 15000 more credits
  • Nerves of Steel (F&G): Ignore 1 wound penalty
  • Danger Sense (Cybernetics): Notice at -2 to avoid surprises
  • Arcane Resistance: Armor 2 vs magic, +2 to resist powers
    • Improved Arcan Resistance: 4 Armor vs Magic, +4 to resist powers
  • Ace: +2 Boating, Driving and Piloting. May make soak rolls at -2 for Equip
  • Combat Ace: Ignore Multi action Penalty for driving and firing
  • Elan: +2 with a Bennie

Cybernetics Total Strain: 13 (16 Max)

Reinforced Frame (1) - Strain : 1 (Upgrade Adv)
  • Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness. (Strain 1; 150,000 credits)
Cyber Wired Reflexes(1) - Strain: 1 (Upgrade Adv)
  • The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.
Armor Plating (3) - Strain: 3 (HJ and Filthy Rich HJ)
  • Adds +12 MDC Armor
Nano-Repair System (1) - Strain: 2 (Filthy Rich HJ)
  • This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system (though Internal Life Support negates the need for this
Expanded Detection and Security Array (1) - Strain 2 (Filthy Rich HJ)
  • This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
Optics Package – Strain 1 (HJ)
  • One of the Cyborgs eyes are replaced, granting +2 to all sight based notice checks, Thermal imaging and night vision, 50x magnification for distance, 20x macro lens, +2 to avoid blinding flashes and related light burst effects, and the ability to record images and store them for later viewing or display
Wire Skill Port – Strain 1 (Purchased)
  • Can use chips to improve agility linked skill. Changing chips is a free action, but take a full round before new info is available. 3k for 1DT, 7.5K for 2DT, 15K for 3DT, 40K for 4DT
Subject Matter Expert Port – Strain 1 (Purchased)
  • Can use chips to improve smarts linked (non arcane) skill. Changing chips is a free action, but take a full round before new info is available. 2k for 1DT, 5K for 2DT, 10K for 3DT, 25K for 4DT
Core Electronics Package – Strain 1 (Upgrade)
  • This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
Last edited by Toshiro 'Cybermonk' on Thu Oct 18, 2018 7:10 pm, edited 9 times in total.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: MARS Personal Concept Option - Mute Character

Post by Toshiro 'Cybermonk' » Fri May 04, 2018 2:59 am

Background

Toshiro was raised as part of a wealthy travelling merchant family. From a young age he showed an impressive talent for driving vehicles, so his father often employed him as the primary driver of escort vehicles on high risk caravans. In was on one such trip along a trade route that followed a powerful ley line that a rift unexpectedly opened up just a few hundred yards from Toshiro's expeditions camp. Out of the rift came death and destruction for the caravan, in the form of a single powerful psionic.

When a Legion SET encountered the ruined caravan the next day, they found nothing but bloody corpses and Toshiro, curled in a ball and silently weeping. No one knows what happened that night, but those who know him say Toshiro hasn't spoken a word since that night.

After a few months, Toshiro had recovered enough from the experience to be able to function. He signed up with the Legion, much to the disappointment of his father, partially out of gratitude for helping nurse him back to health, and partially out of hope that one day, amongst all of his assignments, he would find a lead on what happened to the psionic being that had ruined his life.

Though it has been years since the incident, Toshiro still refuses to speak. All the doctors who have examined him have confirmed that his body his capable of speech, and the few telepaths who have tried to determine if there is a mental or emotional block in place painfully learned that Toshiro won't stand for another individual touching his mind.

Between his vow of silence, Japanese decent, and a growing arsenal of cybernetic upgrades, Toshiro quickly became known as the 'Cybermonk'.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: MARS Personal Concept Option - Mute Character

Post by Toshiro 'Cybermonk' » Fri May 04, 2018 10:08 am

Gear

Load Limit 60lbs
  • 15 lbs - shotgun
    10 lbs - Overcoat
    22 lbs - Retribution
    2 lbs - Ion Pistol
GAW Throwback (Patron Item)
This Pre-Rifts shotgun design is being tested by Golden Age Weaponsmiths, using mercs like you!
• Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)
• BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)



Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:



Retribution (Sig Item)
Images 1.jpg
Image
A Supertech Sword with a built in, sentient, but severely flawed, AI. The AI focuses on one thing: bringing retribution to those that slight it or the one who wields it. It forms a mental bond (through high tech nanites connected through short range wireless connection to the sword) with its wielder and can speak to the mind of the wielder. It also gains access to the memories and thoughts of the wielder.

While contained in a special high tech sheath that suppresses the power of the sword, the sword grants no effects to the one who carries it. However, when drawn, its powers are unconstrained, as is it will. Upon activation by the user, the sword can build a physical avatar using by combining the nanites in the wielder and rapid prototyping nanintes that build a near replica of the wielder.

Base Item: Chain Greatsword, 18,500 cred.
Damage: Str+2d10, 2 AP
Parry -1, 2 hands

Grants Powers:

Duplication (1 Level): The character can copy himself.
Limitation: When activated, roll a 1d8. on a 1, the will of the sword overcomes the will of the user, and the avatar serves at the mercy of the sword (under the GM's direction)
Trapping: The sword builds physical avatar using by combining the nanites in the wielder and rapid prototyping nanites that build a near replica of the wielder.

Note: All of the below powers required the sword to be drawn from its sheath and in the users hand

Absorption (Metal): Soak metal damage with a free vigor roll
Trapping:The AI uses advanced sonar technology to detect incoming metallic objects that would threaten the user. The swords AI guides the hand of the user, using its nanite connection, to block/deflect incoming metal that it deems could damage it's host.

Absorption (Kinetic): Soak Kinetic damage with a free vigor roll
Trapping: Same as above, but using different sensors for raw kinetic energy.

Super Strength: Grants +2 Die types to the users strength
Trapping: The nanites the sword uses to to bond with its wielder also grants the wielder the strength necessary to properly wield the sword.

Super Fighting: Grants +2 Die types to fighting.
Trapping: The various built in sensors and the bond the sword shares with its wielder allows it enhance the combat abilities of the wielder by guiding his/her actions through the nanite bond.



Chips:
  • Shooting: 1DT
  • Survival: 1DT
  • Boating: 2DT
  • Knowledge (electronics): 2DT
  • Fighting: 3DT
  • Driving: 3DT
Gear
Load Limit: 60 lbs
  • 3 lbs pistol
  • 19lbs rifle
  • 9 lbs sword

Wilks 237
  • Range 15/30/60
  • Damage 2d6+1
  • 16 shots
  • Weight 3lbs

NG-LG6 Laser Rifle
  • 20/50/100
  • Damage 3d6+2
  • ROF 1
  • AP 2
  • 20 shots
  • Weight 19lbs
  • Grenade launcher (range 12/24/48)
  • Armor Piercing Grenades (20) 3d8 AP 8

Vibro sword
  • Damage: Str+d10
  • Weight 9 lbs
  • AP 4
  • Mega Damage

Credits roll 2d6 = 11: 5, 6 x 100 = 1100
Credits: 1900
+1100 credits Roll
+25,000 Filthy Rich
-5000 for Wired Skill Port
-3000 for Subject Matter Expert Port
-12000 for Cyber Wired Reflexes
+38,300 for Aspect fight Loot
-42,500 for Boating, Know (elec), Fighting, and Driving skill chips
Last edited by Toshiro 'Cybermonk' on Thu Oct 18, 2018 2:11 pm, edited 16 times in total.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: MARS Personal Concept Option - Mute Character

Post by Toshiro 'Cybermonk' » Fri May 04, 2018 10:09 am

Advances
  • Initial Advances: (From Hindrances): Core Electronics Package
  • Initial Advances: (From Hindrances): Very Rich
  • Free Edge (Human): Ace
  • MARS Edge: Combat Ace
  • MARS Edge: Upgradeable
  • Cybernetic Modifications:
  • Novice 1 Advance: Increase Spirit
  • Novice 2 Advance: Arcane Resistance
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: Increase Vigor
  • Seasoned 2 Advance: Increase Driving and Survival
  • 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:
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: Toshiro Cybermonk - MARS Personal Concept Option

Post by Toshiro 'Cybermonk' » Thu Jun 07, 2018 9:27 am

Added Improved Arcane Resistance and +1 XP for Surviving the encounter with the T-Rex nest without harming the Rex's
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: Toshiro Cybermonk - MARS Personal Concept Option

Post by Toshiro 'Cybermonk' » Thu Jul 05, 2018 9:48 am

Added 4XP for Q2
Seasoned 2 advance: Driving to d8 and Survival to d8
Last edited by Toshiro 'Cybermonk' on Fri Oct 12, 2018 2:50 pm, edited 2 times in total.
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: Toshiro Cybermonk - MARS Personal Concept Option

Post by Toshiro 'Cybermonk' » Mon Oct 01, 2018 3:04 pm

Added 5xp for Q3
Seasoned 3 Advance: TBD
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

User avatar
Toshiro 'Cybermonk'
Posts: 59
Joined: Fri May 04, 2018 9:19 am

Re: Toshiro Cybermonk - MARS Personal Concept Option

Post by Toshiro 'Cybermonk' » Thu Oct 18, 2018 9:56 am

Added Signature item
Added 38,300 creds of loot for the fight vs the aspect
Purchased Boating, Fighting, Driving, and Knowledge Electronics skill chips for -42,250 creds
OOC Comments
Toshiro's Character Sheet
Wounds: 0/4; Fatigue: 0/3; [/size]

Parry: 5[/size]
Toughness: 23(12 MDC)[/size]
Active Effects Chips: +3DT Driving +2 knowledge(electronics)[/size]

Notable Edges: Woodsman, Quick, Brawny, I know a Guy, Nerves of Steel, Danger Sense, Improved Arcane Resistance, Ace, Combat Ace, Elan[/size]


Bennies: 5/3 [/size]
+1 for Schwarma!
+1 for writting

Aventure Cards:

In the Zone
- Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

Last Stand
- Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.

Edit Signature

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