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Fatimatou DeCruz - Psi-Operator

A team of the Legions rising stars is sent on an odyssey to find the origin of some mysterious technology.
GM: Imperator
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Fahtoo
Posts: 22
Joined: Sun May 03, 2020 6:01 pm

Fatimatou DeCruz - Psi-Operator

Post by Fahtoo »

Fatimatou DeCruz ...but call me Fahtoo ‘cause I am far too much for you!

Player: Lea/Nelle
Aliases: Morgana(Hacker name)/Fahtoo (official nickname)
Rank: Novice
Advances Left: 0
Race: Human
Iconic Framework: MARS - Psi Operator
Attributes:
  • Agility d8
  • Smarts d10
  • Spirit d6
  • Strength d6
  • Vigor d6
Pace: 6; Parry: 4; Toughness: 10 (4)

Skills:
  • Athletics - d6
  • Common Knowledge - d6
  • Electronics - d8
  • Fighting - d4
  • Hacking - d10
  • Notice - d6
  • Persuasion - d4
  • Psionics(Smarts) - d10
  • Repair - d8
  • Research- d8
  • Shooting - d8
  • Stealth - d4
  • Survival - d4
OOC Comments
Points break down:
hacking 3, shooting 3, athletics 1, CKnow 1, Notice 1, psionic 1, fighting 1, survival 1 =12
Research d8 from HJ rolls
Psionics d6, electronics d8, Repair d8 -PsiOperator
Hindrances
  • Enemy (Major): A sector of the black market weapons trade wants her dead.
  • Wanted (Minor): CS authorities want to question her about the jail break of a dangerous bio-weapon engineer.
  • Loyal (Minor): Loyal to the Legion who has given her a home and purpose.

Edges and Iconic Abilities
  • Major Psionic : A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
  • Telemechanics Edge : This allows the Master Psionic to directly interface with machines, including vehicles, weapons, computers, electronic devices, and robots. It reveals complete, expert knowledge of how the machine operates; a schematic diagram and perfect operational readouts are seen in the mind’s eye. They gain a +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks.
  • Gadgeteer Edge : A Gadgeteer can spend up to three power Points to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Weird Scientists of her Rank or lower in her particular setting, with a Power Point cost of 3 or lower. The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so. This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn).
  • Power Points Edge : +5 power points
  • Brave Edge : Add +2 to Fear checks and subtract 2 from Fear Table results.
    F&G Bonus: Begins each session with one additional Benny.
  • Fast Healer Edge : Add +2 to Vigor rolls for natural healing, and check every three days instead of five
    F&G Bonus: Gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
  • Elan Edge: When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.
  • Sharpshooting: Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying
    thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Rapid Fire: The shooter is practiced at taking quick and accurate shots. As long as she’s armed with a fast-firing ranged weapon of some sort (such as a revolver or semi-automatic) and has enough ammunition to do so, she may increase her weapon’s Rate of Fire by 1 for any one of her Shooting attacks that turn.
  • Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities. Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements.
    They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Common Bond: SET 21st: The hero may freely give her Bennies to others.
  • Two-Gun Kid: Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
Last edited by Fahtoo on Thu Oct 15, 2020 10:18 pm, edited 29 times in total.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator - 21st SET - Hot Shots

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:
Edit Signature
Player/Characters: Lea/Cass/Lulu
User avatar
Fahtoo
Posts: 22
Joined: Sun May 03, 2020 6:01 pm

Re: Fatimatou DeCruz - Psi-Operator

Post by Fahtoo »

Custom Fortune and Glory Table
  1. Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon.
  2. Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
  3. A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
  4. A Way to Get Around: Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle or mount of choice (no robot combat vehicles).
  5. Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  6. Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  7. Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  8. Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
  9. Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.
  10. Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
  11. Charmingly Fluent: Begin with the Linguist Edge. Gain +1 Persuasion with native speakers of a language foreign to your hero, and Reactions begin two steps higher.
  12. Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s
F&G Roll 1d12!: [9] = 9 Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.

F&G Roll 1d12: [9] = 9 GM Approved reroll: Reroll 1d12: [10] = 10 Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.

HJ rolls
Exp & Wis Table 1d20: [11] = 11
Result: 11 - Psionics Table - Your psionicist gains either the New Powers Edge orone power chosen from the Mind Melter's list (Rank permitting)

Ranged Weapons Table 1d20: [9] = 9
Result: 9 - Underworld & Black Ops Table - Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks.

Psionics Table 1d20: [4] = 4 More ISP means more power to work with, and your character has it. He gains the Power Points Edge. Psionics who already have this Edge should reroll.

Second Psionics Table Roll 1d20: [16] = 16
Result: 16 - Education Table- Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8.

Second Ranged Weapons Table 1d20: [19] = 19 You may choose any one of the results on this table. Add any Personal Ranged Weapon listed in this book to your character’s gear list. Apply all other results from rolling on this table to your new weapon as you wish.

Underworld Table 1d20: [10] = 10
Result: 10 -Ranged Weapon Table - This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a maximum of two times.
Advances
  • Initial Advances: (Bonus from Hindrances): Raise Vigor to d6
  • Edges(s) from Hero’s Journey Rolls: Mind Melter Power Stun, Brave, Fast Healer, & Power Points
  • Novice 1 Advance (PbP): Raise Strength to d6
  • Novice 2 Advance: Edge -Elan
  • Novice 3 Advance: Edge - Streetwise
  • Seasoned 1 Advance: Raise Smarts to d10
  • Seasoned 2 Advance: Raise Skills Psionics & Hacking to d10
  • Seasoned 3 Advance: Edge- Rapid Fire
  • Seasoned 4 Advance: Edge - Two-Gun Kid (10/1/2020)
  • 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:
personal notes
Things to take for advancement:
Marksman, Steady Hands, Survival d6, Smarts d8 ,Command, Inspire, Reliable,


Last edited by Fahtoo on Thu Oct 15, 2020 10:19 pm, edited 18 times in total.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator - 21st SET - Hot Shots

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:
Edit Signature
Player/Characters: Lea/Cass/Lulu
User avatar
Fahtoo
Posts: 22
Joined: Sun May 03, 2020 6:01 pm

Re: Fatimatou DeCruz - Psi-Operator

Post by Fahtoo »

Powers

Arcane Background: Psionics
PPE/ISP: 30 - Recovery: 5/hour
  • Mind Link (Power Points: 1) [Range:Smarts] Duration:30 minutes
    Creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication — thoughts that aren’t consciously transmitted aren’t relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
    --
  • Object Reading (Power Points: 2) [Range: Touch] Duration: Special
    Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence. Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.
    --
  • Relief (Power Points: 1) [Range: Smarts] Duration: Instant
    Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
    Additional Recipients Modifier (+1):The power may affect more than one target for 1 additional Power Point each
    --
  • Stun (Power Point: 2) [Range: Smarts] Duration: Instant
    Shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned.
    Area of Effect Modifier: (+2/+3):For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is
    increased to a Large Blast Template.
Last edited by Fahtoo on Sun Jun 21, 2020 9:44 am, edited 9 times in total.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator - 21st SET - Hot Shots

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:
Edit Signature
Player/Characters: Lea/Cass/Lulu
User avatar
Fahtoo
Posts: 22
Joined: Sun May 03, 2020 6:01 pm

Re: Fatimatou DeCruz - Psi-Operator

Post by Fahtoo »

Gear

Weapons
  • TX-26 Particle Beam Pistol Range:(12/24/48) Damage: 3d8 RDF:1 AP:4 Shots: 15 MinStr: d6
    HJ Bonus: This weapon is extra deadly, granting a +1 to all damage rolls made with it.
  • Multi-Optics Scope:An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons
  • Wilk’s 320 Laser Pistol Range: (15/30/60) Damage: 3d6 RDF: 1 AP: 2 Shots: 20 MinStr: d4 Notes: The "Classic" is Shooting +1.
Armor
  • Plastic-Man Light EBA Armor: +4 Toughness: +1 MinStr: d4 Weight: 13 Notes: Advanced composite hard plate armor.
    HJ Bonus: Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. +2 to all Stealth rolls.

Field Repair Kit
Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM.

NG-S2 Survival Pack:
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag


Universal Credits: 9600
Universal credits 4d6!! *100: [5, 8!!, 4, 3] = 20 x100 = 2000
-1000 for scope
+8600 from Episode 0, 6/25/2020

Gear Credits
Gear Credits 2d4!! *500: [3, 1] = 4 x500=2000
-2000 for scope = 0
OOC Comments
accidental entered twice Universal credits 4d6!! *100: [2, 2, 1, 1] = 6
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator - 21st SET - Hot Shots

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:
Edit Signature
Player/Characters: Lea/Cass/Lulu
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