Shelia Fallen CK (Rob’s Legends Game)

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Shelia
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Shelia Fallen CK (Rob’s Legends Game)

Post by Shelia »

Hooking up with the 99th on a lark and the promise of pay she and her husband found themselves inexplicably drawn by the enigmatic ratling tw Sal. Sadly both Mike and Sal both gave their lives to stoping a greater demon from destroying Castle Refuge. In the after math she punched Lord Coake for being a douche, stole a powerful PA, and some beer. Then left to find someplace to hide and nurse her emotional wounds. Sadly, like for every hero, she was tested at each turn unable to find the peace she was desperately looking for. In her deepest of despair and only then only she found herself once again thrust into the path of the 99th.
  • POWER ARMOR ACE This power armor jock is highly skilled and ready for action. 
  • Begin with Electronics d6, Piloting d6, plus the Combat Ace and Power Armor Jock Edges. 
  • Evasive Maneuvers: While piloting power armor the ace gains the Nimble ability, or Uncanny Reflexes if the armor is already Nimble.
  • Select any one suit of Power Armor, excepting the USA G-10 Glitter Boy. 
  • Begin with standard Starting Gear, a tool kit, and one weapon of choice from Close Combat Weapons or Personal Ranged Weapons.
Wants AB: Psionics, Major Psi, Master Psi, Psi Sword, champion, adept, brave, strong willed, iron will, elan, dodge, block, sweep, improved sweep, charismatic,
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Shelia
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Re: Shelia Fallen CK (Rob’s Legends Game)

Post by Shelia »

F and G: 2 rolls
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • Spiritual and Determined: Add one die to Spirit and begin with Strong Willed.
HJ rolls: 5 rolls
  • Psionic: Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting). Smite
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval. Adept Edge
  • Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge, or Combat Ace, if she already has Ace, as well as a one die type increase in her choice of Boating, Driving, or Piloting.
  • Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. Boost Trait

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Shelia
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Re: Shelia Fallen CK (Rob’s Legends Game)

Post by Shelia »

Character Sheet

Player Name: Jon Neeper
Google Handle: Jonneeper
Character Name Shelia
Rank: Legendary Advances Left: 0
Race: Human
Iconic Framework: MARS PA Pilot
Attributes: Agility d8(2), Smarts d12(1 FG, 2, 1 advance), Spirit d8(1FG,1), Strength d4, Vigor d10(3 advances)
Pace: 0; Parry: 9 ; Toughness: 25 MDC(12); Strain: 0

UNCANNY REFLEXES An upgrade to Nimble with increased effects. The vehicle, creature, or individual is −2 to be hit by any attack it is aware of and gains +2 on Evasion rolls. This stacks with all other penalties such as the Dodge Edge, powers that deflect attacks, or the relative Speed penalty listed in Savage Worlds.

Skills: +3 Fighting, 3 smarts skills 2 die types, 15
  • CORE
    • Persuasion d8(2)
    • Notice d8
    • Stealth d4
    • Common kn d6(1)
    • Athletics d6(1)
    STANDARD
    • Psionics d12+2(2, 1 advance, professional, expert)
    • Survival d8(1)
    • Fighting d12+2(4)
    • Shooting d8(2, 1 advance)
    • Electronics d8(1)
    • Piloting d10(1)

Hindrances
  • General Thoughts: She is on the road to redemption and while she may slip off it from time to time she is at her core still a good person. Having broke away from the CKs during the war for Tolkien she saw and did many things in the name of victory. She often will throw herself into dangerous situations in an attempt to one up Lord Coake, the renowned leader of the Cyber Knights.
  • Hindrance (Major): Driven: While she can never be a cyber knight again she is constantly striving for this unattainable goal.
  • Hindrance (Minor): Death Wish: Any task that Lord could not do she will jump at the chance to prove she is better. Usually these are suicide missions or death defying acts of compassion.
  • Hindrance (Minor): Shame: While her exploits were not well known perse during the Tolkien War, she still bares the self incrimination of being an Oath Breaker. The things she did, and people she hurt weigh heavily on her soul.

    Edges
    • AB Psionic
    • Ace
    • Combat Ace
    • PAJock
    • Ambedexterity
    • Two Fisted
    • Adept (boost, smite, warriors gift, arcane protection)
    • Champion
    • Brave
    • Elan
    • Major Psi
    • Master Psi
    • Psi blade
    • More PPTs
    • More PPTs
    • Strong Willed
    • Iron Willed
    • First Strike
    • Improved first strike
    • Professional Psionic
    • Expert Psionic
    • Professional fighting
    • Expert fighting

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Shelia
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Re: Shelia Fallen CK (Rob’s Legends Game)

Post by Shelia »

Advances
  • Initial Advances: (From Hindrances):
    • Ambidexterity
      Two weapon fighting melee
    Human Edge: AB Psionics(Boost (Self, Psychic Acumen), Arcane Protection (Force of Will), Warriors Gift (Combat Sense)
      Advance 1 Novice: Vigor-d6
      Advance 2 Novice: Champion
      Advance 3 Novice: Charasmatic
      Advance 4 Seasoned: Vigor-d8
      Advance 5 Seasoned: Elan
      Advance 6 Seasoned: Major Psi
      Advance 7 Seasoned: BRAVE
      Advance 8 Veteran: Int d12
      Advance 9 Veteran: Master Psi
      Advance 10 Veteran: Psi-blade
      Advance 11 Veteran: More ppts
      Heroic 12 Advance: Vigor-d10
      Heroic 13 Advance:More PPTs
      Heroic 14 Advance: Iron Will
      Heroic 15 Advance: Psionics to d12, Shooting d10
      Legendary 16 Advance:Professional Psionic to d12+1
      Legendary 17 Advance:Expert Psionic to d12+2
      Legendary 18 Advance: professional fighting 1d12+1
      Legendary 19 Advance:expert fighting 1d12+2
      Legendary 20 Advance: First Strike
      Legendary 21 Advance:Improved First strike

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    Ndreare
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    Re: Shelia Fallen CK (Rob’s Legends Game)

    Post by Ndreare »

    Moved to new forum, please reply here to confirm permissions.

    Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
    • +6 Players
      +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
      -2 Benny for Special Ritual & Extra Effect
      +2 Jokers in turn 1 of Big Battle
      +1 Joker again
      -1 reroll not to fly away
      -1 Reroll to hit Sa'Maku in vengeance
      -1 Reroll to damage Sa'Maku in vengeance
      -1 New Card for Debrek to go before Thissok

    Nightbane Game Master Bennies 4, Murder a man at his place of business]




    Code: Select all

    [b][color=#BF0000]Initiative without rerolls.
    I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
    [list][*][b]Quick rerolls 16 or less[/b]
    [*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
    [*]53, 54, 55, 56 are considered Jokers
    [*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
    




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

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

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

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

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

      11 Fatigue: The character suffers Fatigue.

      12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
    "Possible and practical are two comrades who rarely see eye to eye."
    Rob Towell

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    Pender Lumkiss
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    Re: Shelia Fallen CK (Rob’s Legends Game)

    Post by Pender Lumkiss »

    Gear:

    Armor:
    NARUNI MK-PA12 MECHA-KNIGHT
    • Size 3
    • 12 MDC (+6 toughness)
    • str: d12+4
    • Pace: 11+d8 run(45mph)
    • Weight:2000
    • 25 million creds
      • Notes: Nimble, Flight System (VTOL, Handling +1, 300 MPH)
      • Weapons:
      • Particle Beam Cannon (Handheld): 40/80/160, AP16 4d8+4, +2d6 on raise, Atomic Annihilation
      • Energy Sword (Str+3d4 Mega Damage, AP 16, Reach 1, Cauterize).
      • Dual-Linked Anti-Personnel Laser (Right Shoulder, Front).
    Grenade(50k)
    10 Globe of Day Light
    10 Flash Bang bombs
    10 steam grenades

    Slivered Vibro Longsword (ignores 2 pts of called shot pen, silvered) 108k

    NE-4 plasma cartridge pistol 10/20/40, 3d10+3 shots 10.
    Field Team Six Bennies
    3/6

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