Luke - In'Valian "Scientist"

GM: The One and Only Pender Lumkiss!
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Luke
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Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian "Scientist"

Post by Luke »

Character Sheet

Character Name Luke


Rank: Novice 2
Experience: Advances Left:
Race: In'Valian
Iconic Framework: Inter Galactic Scientist (Bio-Borg)

Attributes:
Agility d10,
Smarts d12,
Spirit d12,
Strength d12,
Vigor d12

Pace: 6"; Parry: 4 (½ Fighting +2); Toughness: 24 (8) (½ Vigor+2 plus armor); Strain: n/a

Skills:
ATHLETICS (Ag) - d4
COMMON KNOWLEDGE (Sm) - d4
NOTICE (Sm) - d4 +2 (Hearing)
PERSUASION (Sp) - d4-2
STEALTH (Ag) - d4

Electronics (Sm) - d10
Fighting (Ag) - d4
Focus (Sp) - d6
Repair (Sm) - d12+2
Research (Sm) - d8
Science (Sm) - d6
Shooting (Ag) - d4
Weird Science (Sm) - d12

Hindrances
They Have The Answers [Vow (Major)]:
OOC Comments
The surviving In'Valians believe that the Splugoth have the answer and means to restoring In'Valia.

Luke has sworn an oath to discover a means for reversing the psychotic attack brought about by the Splugoth.

The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance. A Major Vow makes long-term and frequent
demands on the servant’s time and results in great risks to his life.

Luke constistently seeks out known Splugoth activity, where captures and interrogates any and everyone associated or affiliated with Splugoth and their plans. (Death Dealer Parsons)
Situational Analysis [Cautious (Minor)]:
OOC Comments
This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
"I Am Black. I Will Go Last" [Hesitant (Minor)]:
OOC Comments
Your hero hesitates in stressful situations. Draw two Action Cards in combat and act on the lowest. If you draw a Joker, use it normally and ignore the Hindrance for the round (hence this being a Minor Hindrance, it actually increases your chances of drawing a Joker!)

Hesitant characters cannot take the Quick or Level Headed Edges.
Edges

Danger Sense:
OOC Comments
Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.

In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe
doesn’t get The Drop against him. (Xander)
Jack-Of-All-Trades:
OOC Comments
Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck.

The character makes a Smarts roll after an hour of study or immersion on a particular skill. With success, she gains a d4 in the skill, or d6 with a raise. She may spend another hour studying to try again if she fails or wants to try for a raise.

This lasts until the character studies a different subject. The Edge may not be used to increase a skill she actually has points in.
McGyver
OOC Comments
- A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.

Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.

A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.

The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
(HJ)
Mr. Fix It:
OOC Comments
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise. (HJ)
Elan:
OOC Comments
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise. (Advance 17APR2022)
Master of Magic:
OOC Comments
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise. (Advance 17APR2022)
Edge: brief description
Edge: brief description
Last edited by Luke on Sun Apr 17, 2022 11:43 am, edited 14 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
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Luke - In'Valian "Scientist" - Bio-Borg

Post by Luke »

BIO-BORG SPECIAL ENHANCEMENTS
  • „ Physical Enhancement:
    • Regeneration (1): Make a natural healing roll daily to recover Wounds, or weekly for Injuries once all Wounds are healed. Gain the Cyber Resistant negative racial ability, see The Tomorrow Legion Player's Guide.
    • Resistance (U): Gain a +8 bonus to resist a single negative environmental Hazard or effect such as Heat, Cold, Electricity, Disease, Poison, Radiation, etc. Damage from that source is also reduced by 8.
    „ Symbiote Enhancement:
    • Absurr Life Node: [Location: Base of the neck]
      • Abilities: Triples the partner's lifespan. The host gains a die type in Spirit and Vigor, +4 Toughness, ignores Gritty Damage, and can't be mind controlled (includes empathy, puppet). [SPIRIT D6; VIGOR D6]
      • Notes: A tiny creature that only bonds with agreeable hosts, it empathically shares in positive emotions. Once joined it can't be removed. If separated or one dies, both die.
    „ Gifted Enhancement: The Bio-Borg has uncanny abilities.
    • Gain Arcane Background (Gifted),
    • a die type in Focus, [FOCUS D4]
    • and one starting power from the following list (ignore Rank requirements): [DETECT/CONCEAL ARCANA]



BIO-BORG ABILITIES AND BONUSES
  • „ Bio-Wizard Transmutation:
    • Strength +4 DT [STRENGTH D12]
    • Agility +3 DT [AGILITY D10]
    • Vigor +3 DT [VIGOR D12]
    „ Extra Abilities and Senses:
    • Armored Hide (2): Thick plates of hide or lobster-like shell cover the body. Gain +8 MDC Armor. Doesn't stack with worn armor, even MDC armor.
    • Beast Ears (1): Hear hyper-sonic and subsonic sounds, +2 Notice (hearing).
    • Sensitive Antennae (1): Sense motion and heat. Gain the Danger Sense Edge.
    „ Extra Appendages:
    • Extra Pair of Arms (1): Ignore 2 points of Multi-Action penalties each turn; doesn't stack with the Additional Action ability.
    • Prehensile Tail (1): Acts as an extra limb able to hold items, push buttons, etc. Gain a +2 on climbing and swimming related Athletics checks.
    • Spider Legs (1): Replace the lower torso with an insectoid segment and eight legs. May walk on vertical surfaces normally or inverted surfaces at half Pace.
    • Winged Flight (1): Can fly at personal Pace and "run" for extra movement
    „ Fear: Bio-Borgs are terrifying creatures—the first time anyone sees them they must make a Fear check.
    „ Supernatural Transformation: Bio-Borgs have become supernatural creatures, gaining +4 Toughness and immunity to Gritty Damage. They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa.
    „ Unarmed Combat: Bio-Borgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.



BIO-BORG COMPLICATIONS
  • „ Bio-Borg Insanity:
    • Attack of the Mother Purrgil [POST-TRAUMATIC STRESS DISORDER (MAJOR)]
      Luke remembers well the psychotic attack of the Mother Purrgil. Yes, in his time away from In'Valia, Luke had found the species of psychic "whales". There are nights when the scene plays out in his mind and he wakes up hoarse an unable to speak due to him silently screaming in his sleep.

      At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny. Major PTSD sufferers failing this roll also gain a level of Sleep-based Fatigue, which can be recovered normally.
    • Energy Dependant [HABIT (MAJOR)]
      Xander requires a suitable energy charge.

      A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly.

      If Xander doesn’t get his fix, Xander powers down and Luke must make a Vigor roll, every 24 hours Xander goes without or take a level of Fatigue (see page 100).

      A power re-supply in the form of a
      Pistols and powered melee weapons use short E-clips which cost 5,000 credits to buy and 1,500 to recharge. Anything larger, such as rifles, use long E-clips costing 8,000 credits to buy and 2,500 to recharge. Integral vehicular weapons are powered by a nuclear power system when available, or power packs costing 30,000 credits to buy and 10,000 to recharge (20 lb).

      An Operator or someone with the right skills (Electronics and Repair) and access to an industrial energy source or power grid, working a back-alley operation, can do it for half price (or free for a friend) in an hour’s time. Characters far from such facilities can attempt to tap into a tactical nuclear reactor (found in power armor, vehicles, etc.) but this is dangerous. Roll the lowest of Electronics, Repair, and Science. A failure results in Technical Difficulties (page 117) for the target machine and destroys one E-clip; on a Critical Failure the vicinity is also flooded with highly radioactive waste (see Radiation in Savage Worlds). A success recharges one E-clip per the Size of the target machine, double that with a raise.

      To replenish rail gun ammo canisters and drums costs 500 credits per 10 Shots, with Vehicle Rail Guns multiplying that cost by their number of Mods; Glitter Boy Boom Gun feeds cost 3,000 credits per 100-round belt or 1,500 credits per 40-round sealed drum (Hardness 18).

      Intending to take Drain Power Points at Veteran to convert ISP/PPE into IG Energy
      is sufficient to re-charge Xander. When this happens, Luke may make a Healing roll that removes
      one level of Fatigue for a success, or two levels of Fatigue with a raise.
    „ Dark Hybrid:
    • Attribute +1 DT [SMARTS D6]
    • Arcane Background (Weird Science) Edge
    „ Full Transmutation:
    Becoming a Bio-Borg uses all of a character’s personal Strain ever. They can only gain more Strain from the Upgradeable or the Beyond the Limit Edge, and can never take another Bio-Wizard Physical Transformation—it would kill them.
    „ Bio-Morphic Power Suit (Strange Build):
    Xander is a unique specimen of Artificial Intelligence. He occupies a bio-morphic power suit designed around the Dominator Auto-Armor.
    Each Bio-Borg has unique proportions which make common equipment problematic. They can't wear most armor or clothing, it must be customdesigned—tripling costs. Likewise, the majority of power armor is not an option. Subtract 2 from Trait rolls when using gear not designed for them (including weapons and vehicles). Equipment and food costs triple the listed price.

    „ "You Aren't From Around Here, Are You?" [OUTSIDER (MAJOR)] :
    Though Luke appears human, his blue skin and taller stature, easily give him away as a non-Earth being.

    When luke is fully enclosed in Xander, the Outsider trait still applies as Xanders Bio-Morphic capabilities look more human than machine and could even be interpreted as being grotesque; subtract 2 from all Persuasion rolls.

    „ Wanted (Major):
    Luke is one of only a few In'Valian who have left their homeworld of In'Valia. Splugorth and their allies will attempt to capture or kill In'Valians found away from In'Valia. Other factions are likely to assume they're Splugorth agents or attempt to catch them for study.
    „ Weird Physiology:
    Between Luke's alien anatomy and Xander's Bio-Morphic design all checks to either Heal Luke or Repair Xander suffer a penalty of −2. Compatible medical supplies, services, and cybernetics are −2 Availability—if they can be found at all.
Last edited by Luke on Wed Oct 13, 2021 5:39 am, edited 3 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
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Posts: 249
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Luke - In'Valian "Scientist" - POWERS

Post by Luke »

Powers
Arcane Background: GIFTED
Focus (Spirit)
Standard: 15 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes


Trapped Power Name [DETECT ARCANA] (1 Standard) [NOVICE]
Range: Smarts
Duration: 5
Trapping: Chosen Trapping
Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well — harmful, obscurement, magic, miracles, etc.

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect for 1 additional Power Point each.
EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • Active powers and arcane abilities.
  • Type of supernatural creature (vampire, werewolf, dragon, etc.).
  • Enchantments present on an item.
  • Amount of PPE or ISP possessed by a target.
  • Other information the GM allows.
When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.




Trapped Power Name [CONCEAL ARCANA] (1 Standard) [NOVICE]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale (see the Size Table page 179).

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for conceal for 1 additional Power Point each.
AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.



Arcane Background: WEIRD SCIENCE
Weird Science (Smarts)
Power Points Edge (Hindrance) [+5; 20]
: 20 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes



Trapped Power Name [BOOST/LOWER TRAIT] (2 Standard) [NOVICE]
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trapping: Chosen Trapping
Effect: This power allows a character to increase or decrease a target’s Trait (attribute or skill).

Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.

Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.

MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.




Trapped Power Name [BURST] (2 Standard) [NOVICE]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect: Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).

MODIFIERS
DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise.




Trapped Power Name [HEALING] (3 Standard) [NOVICE]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect: Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll is the victim’s Wounds, if any (to a maximum of −3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds.

For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)

MODIFIERS
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.




Trapped Power Name [PROTECTION] (1 Standard) [NOVICE]
Range: Smarts
Duration: 5
Trapping: Chosen Trapping
Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.

Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.

Protection doesn’t normally stack with other armor, but see the Toughness modifier.

MODIFIERS
ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
TOUGHNESS (+2): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise). This means it stacks with natural or worn armor.




Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Last edited by Luke on Sat Oct 16, 2021 4:33 pm, edited 8 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
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Luke - In'Valian "Scientist" - BACKGROUND

Post by Luke »

Background
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
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Luke - In'Valian "Scientist" - GEAR

Post by Luke »

Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • 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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
]Two E-clips or magazines for each weapon
Two E-clips or magazines for each weapon
Credits:
4d6 × 100
Wealth 4d6 * 200: [3, 4, 5, 5] = 17 * 200 = 3400


Item
Info

Credits:

Contacts
Last edited by Luke on Wed Oct 13, 2021 5:28 am, edited 3 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian "Scientist" - ADVANCES

Post by Luke »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4 --> d10 (Xander)
Smarts: d4 --> d6 (In'Valian) --> d12 (2; CharGen)
Spirit: d4 --> d6 (Absurr Life Node) --> d10 (2; CharGen) --> d12 (Rank 1)
Strength: d4 --> d12 (Xander)
Vigor: d4 --> d6 (Absurr Life Node) --> d12 (Xander)

Skills:

ATHLETICS (Ag) d4 (+ 2)
COMMON KNOWLEDGE (Sm) d4
NOTICE (Sm) d4 (+ 2)
PERSUASION (Sp) d4 - 2
STEALTH (Ag) d4

Academics (Sm)
Battle (Sm)
Boating (Ag)
Driving (Ag)
Electronics (Sm) --> d10 (4; CharGen)
Faith (Sp)
Fighting (Ag) --> d4 (1; CharGen)
Focus (Sp) --> d4 (1; Gifted Enhancement) --> d6 (1; CharGen)
Gambling (Sm)
Hacking (Sm)
Healing (Sm)
Intimidation (Sp)
Language (Sm)
Occult (Sm)
Performance (Sp)
Piloting (Ag)
Psionics (Sm)
Repair (Sm) --> d4 (HJ) --> d6 (HJ) --> d10 (2; CharGen) --> d12 (Rank 2) --> + 2 (Mr. Fix It)
Research (Sm) --> d8 (HJ)
Science (Sm) --> d6 (2; CharGen)
Riding (Ag)
Shooting (Ag) --> d4 (1; CharGen)
Spellcasting (Sm)
Survival (Sm)
Taunt (Sp)
Thievery (Ag)
Weird Science (Sm) --> d10 (4; CharGen) --> d12 (Rank 2)


Hero’s Journey
Education, Experience & Wisdom, Psionics, Training, or Underworld & Black Ops.
Education Table (1): Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.
Education Table (15): Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8. [RESEARCH d8]
(Big Damn Hero) Training Table (10): Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge. [REPAIR +1 DT]
(Big Damn Hero) Underworld & Black Ops (1): When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair. [REPAIR +1 DT]


Advances
Initial Advances: (From Hindrances):
(Edge) Power Points Edge (Weird Science) [+5; 20]
(Edge) New Powers Edge (Weird Science) [HEALING; BURST]
Novice 1 Advance: (Big Damn Hero) (Abilityl) Spirit +1 DT [SPIRIT D12]
Novice 2 Advance: (SR Site Advance) (Skill) Weird Science +1 DT; Repair +1 DT [WEIRD SCIENCE D12; REPAIR D12]
Novice 3 Advance: (Edge) (17APR2022) Elan Edge
Seasoned 1 Advance: (Edge) (17APR2022) Master of Magic Edge




Seasoned 2 Advance: (Ability) Agility +1 DT
Seasoned 3 Advance: (Skill) Athletics +1 DT; Fighting +1 DT
Seasoned 4 Advance: (Edge) Gadgeteer
Veteran 1 Advance: (Edge) Power Points Edge (Weird Science)
Veteran 2 Advance: (Ability) Agility +1 DT
Veteran 3 Advance: (Skill) Athletics +1 DT; Fighting +1 DT
Veteran 4 Advance: (Edge) New Powers Edge (Weird Science)
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian "Scientist" - BENNIES

Post by Luke »

Bennies
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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