Flint [Zapper]

They're silent but deadly...
GM: Pender Lumkiss
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper]

Post by Jackal »


ImageImage
Rolls and details
  • Narrative Hook
    [dice]1[/dice] The Coalition (Prior Service, Retired)

    Hero’s Journey Rolls
    [dice]5[/dice] Experience & Wisdom: Danger Sense
    [dice]13[/dice] Training: +5 Skill Points into Fighting (Prior CS)
    [dice]14[/dice] (15) Experience & Wisdom: Pro Edge, Master Psionics (Mega)
    [dice]17[/dice] (17) Psionics: +2 to Intimidation / +2 to Persuasion
Transfer XP from Fell>>Drake>>Flint.
  • -13 EP (3x5EP/Used25%Coupon) for three rolls on EP Table (item/armor) used on Flint Character.

    [dice]0[/dice] Special Camo +2 Stealth woodland/urban.
    [dice]6[/dice] Helmet has +2 to Ranged Attacks
    [dice]2[/dice] (Picked 1) TW Cyber Knight Light Armor
Patron Sig Item: (CS Psi-Tek Experimental Implant) see below.

Eased your Burden reward (Gain an extra benny per session that can only be used to soak) from Scara's Tower Adventure (Queen of Promises).
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] IF Details

Post by Jackal »


Zapper I.F. Details
Some just want to watch the world fry. Some can’t help but start the fireworks. Zappers are highly passionate people, given to extreme emotions and expressions, and this dramatically affects the way their powerful psionic energies manifest.

First and foremost, Zappers are electrokinetics—they can continuously absorb, store and discharge electricity. Their capabilities extend far beyond that foundation, however, in that they can also affect existing electricity around them, slowing it down or even stopping it entirely. Electricity is theirs to create, command, and cancel as they see fit.

As Major Psionics, Zappers also have access to other psionic abilities, making them formidable in more than open combat. Still, there’s no denying their primarily combative role in most groups, and when town leaders determine a Zapper is among a group, there’s at least one conversation to be had about property damage.

LIVE UP A STORM

The most dangerous and rare of the physical psychics are those whose powers manifest in the form of kinetic energy. Just as the Burster controls fire, the Zapper commands kinetic energy at a frightening magnitude. All Zappers enjoy total mastery over electricity and all forms of Telekinesis! According to witnesses, the power of the Zapper is even more sensational to behold than the pyrokinetic displays of the Burster. Just by concentrating, the Zapper character can surround himself with rippling electricity, shoot mega-damage lightning bolts, and drain energy from electronic devices.

Very few of these Zapper psychics exist, with no more than a few thousand throughout North America, probably less. For some reason, they seem most common in the regions once known as the Canadian Empire and the northeastern portions of the American Empire.

The Coalition Military and Psi-Battalion includes a surprisingly large number of Zappers among them; so does Free Quebec. There are currently 92 on active duty at Chi-Town, 40 others scattered throughout the CS and another two dozen undergoing training. In fact, while many people have never encountered a Zapper outside of the Coalition, CS forces are trained to recognize them and how to deal with them.

Those Zappers that are not a part of the Coalition Military and Psi-Battalion forces often feel the need to hide their powers for several reasons. The first and most important reason is to avoid being hunted and killed by the Coalition. Secondly, however, ordinary folk often see Zappers as frightening figures, both for their destructive potential as well as for superstitions and primal fears surrounding lightning and electricity.

HERO’S JOURNEY (4 ROLLS)
  • Zappers gain three rolls on the Experience & Wisdom Table or the Psionics Table.
  • Zappers gain one additional roll on any table except Cybernetics or anything to do with magic.
DANCING WITH LIGHTNING

Zappers have a personal, emotional, almost poetic relationship with electricity and storms that extends beyond the physical facts of their powers. Scholars speculate this relationship—which sometimes manifests as anthropomorphizing and speaking to clouds and machines—is a mechanism of focus, helping the psionic control an otherwise highly volatile process.

Intertwining mind and spirit with the lightning creates a feedback loop that further enhances the Zapper’s abilities. In addition to flinging powerful bolts of electricity and manipulating electromagnetic processes over an area, Zappers are able to read and understand everything there is to know about a particular storm or electrical current. A Zapper can also study a machine powered by electricity, sifting through the ebb and flow of current and observing the purpose and patterns, and even trace the current back to its source.

Unsurprisingly, Zappers are utterly impervious to electricity in any form. Laser, fire, and plasma have limited effects on them as well.

A SHOCKING SPIRIT

Though electrokinesis is the mainstay of a Zapper, she also has access to a strong array of other psionic powers. Most of them relate to manipulation of psionic energy in a physical way, and this almost always has some kind of electricity or storm-related Trapping. Some, however, are more traditional psionics in nature and use, granting the Zapper utility and value in situations beyond the battlefield.

A Zapper’s list of available powers is fairly limited compared to most psionics, and they typically stick to the Electricity Trappings found in Savage Worlds but aren’t required to use them. Zappers choose from the following list: armor, barrier, blind, boost/lower Trait, burst, darksight, deflection, detect/conceal arcana, farsight, fly, light/obscure, smite, stun, telekinesis, telepathy.

ICONIC FRAMEWORK ABILITIES AND BONUSES
  • Arcane Background (Psionics): A Zapper begins with three powers from the list above (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
  • Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
  • Electrical Aura: At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
  • Electrical Mastery: Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
  • EMP: Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
  • Lightning Bolt: The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
  • Major Psionics : Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
  • Stormwalker: The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.
ICONIC FRAMEWORK COMPLICATIONS
  • Cybernetics: Simply not a good option for a Zapper, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
  • Enemies: The Coalition considers Zappers a dire threat to their forces (being almost entirely a technological-based military), as well as (much like Dog Boys) to be proprietary to them, and thus they are to be destroyed on sight.
  • Static Charge: Zappers always have a slight static charge. People who touch them might get a slight shock. Small metal objects and paperclips cling to them.
ICONIC FRAMEWORK STARTING GEAR
  • NG-33 Laser Pistol.
  • NG-S2 Survival Pack.
  • 4d6 × 100 credits.
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
  • Advice: Your hero is an electrical super-being; less variety of abilities, more raw power. Embrace that and run (or fly) with it.
  • Advice: Don’t forget the Iconic Edges that greatly enhance his power.
  • Advice: At the same time, don’t ignore his potential in other areas, including rescue and investigations (the latter if you take the Read the Current Edge).

ZAPPER ICONIC EDGES (re-trapped Burster Edges)

IMPROVED ELECTRICAL AURA
Requirements: Seasoned, Zapper
The Zapper’s Electrical Aura damage increases to 3d8, and he may choose to affect a Medium Burst Template centered on himself (everyone in the area takes damage at the end of the Zapper’s turn).

IMPROVED ELECTRICAL MASTERY
Requirements: Seasoned, Zapper
Many Zappers grow in their absolute control over electricity and magnetism, improving their natural Electrical Mastery in a number of ways. A Zapper with this Edge increases the Range of his Electrical Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.

IMPROVED LIGHTNING BOLT
Requirements: Novice, Zapper, Spirit d10+
For some Zappers, more destructive power is the summation of their true self. This Edge improves the Zapper’s Lightning Bolt damage to 6d6.

GREATER LIGHTNING BOLT
Requirements: Veteran, Improved Lightning Bolt
The next evolution of the Zapper’s raw attack force, this Edge brings the damage up to 6d8. It also enhances the Range categories to 15/30/60.

LIGHTNING BLAST
Requirements: Seasoned, Zapper
For a single ISP, the Zapper’s Lightning Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Zapper can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges apply to this use of this Edge as well.

RAPID LIGHTNING BOLT
Requirements: Veteran, Zapper
The Zapper can use his Lightning Bolt power (along with any enhancements from other Edges) with a Rate of Fire of 3.

READ THE CURRENT
Requirements: Novice, Zapper, Notice d6
Zappers with this Edge can make a Notice check to read and understand storms, or a machine that is currently powered by electricity. With a success, she can tell when the storm started and direction of where it came from and is headed; alternatively, she can tell if a machine is currently powered and active and if so which direction the electricity powering it is coming from (if another power source other than electricity, the attempt fails). With a raise, she can sense what kind of being, if any, started the storm, as well as other interesting details the GM might be wish to share, such as the storm’s purpose, if any; alternatively, she can sense what the purpose of the machine being powered by electricity is, if it is connected to any other machines nearby and possibly more definitively where the power source for the machine is.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] Background

Post by Jackal »


Major René Cote
Aka Flint
  • Born in the burbs of Iron Heart to human parents who were employed as factory workers in the City of Iron. At age ten he was enlisted into a PSI class and trained in his abilities by the CS and raised by the state. At 17 he started his CS career with the CS Military. At 25 he joined the CS ISS Peacekeepers and finally retired as a Major in ISS at 60 years of age. Not only is he tired, he is tired of the Coalitions Bull.

    Now two years later, he has been Adventuring across N. America and after a chance meeting with Lord Coake (teamed up and helped a small town) he has joined the Legion. His gruff demeanor and often blunt attitude are tapered by his disinterest in putting up with the BS of the CS anymore. Flint is loyal to the Legion and glad to be a part of it. Although he is older and has some learned wisdom with age, the majority of his life was in or around Iron Heart. The vast expanse of adventure out in the world has given him a renewed interest on life.

    Flint was one of the first CS known Zappers. Additionally about a decade ago he volunteered to undergo a CS Psi Implant program that altered / enhanced his abilities. (See CS Psi-Tek Experimental Implant below).
48 PA born
65 PA join CS military
73 PA ISS CS Peacekeeper
100 PA receives Implant
108 PA retired
110 PA now
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] Character Sheet

Post by Jackal »


Player Name: Dan
Character Name: Flint

Rank: Veteran Experience: 55 (April 2018) Advances Left: 0
Race: Human
Iconic Framework: Zapper

Attributes: Agility d4, Smarts d10, Spirit d10+1, Strength d6+1, Vigor d6
Charisma: 0; Pace: 6; Parry: 7; Toughness: 8 varies see below *; Strain: 0; Age: 62
*
  • Note: http://savagerifts.com/sr/viewtopic.php ... 127#p35000 makes Toughness a 8 not 5.
    Base Toughness (1/2 Vigor +2) = 5
    Toughness in Body Armor = 9 (4) = 12 (4)
    Toughness out of Body Armor with Active Implant = 9 (4) = 12 (4)
    Toughness in Body Armor and Active Implant = 9 (4) they don't stack. = 12 (4)
    Toughness from Electric Aura adds +6 Armor
    Toughness from Spell Armor adds +5 or +10 Armor
    On a Raise Max possible Toughness using all above is 25 (20).
    Electric Aura and Spell Armor do stack with Implant, however do not with worn armor.
BURN DIE (from the Ring): 9/10
Starting [dice]0[/dice]: lost 1 = 9 now.
  • The One Ring to Rule Them All - Major: 10 pts of Burn use juicer rules including the lowering of it. Once you get to 0 burn you become a NPC of the GM.
  • In The Darkness of a Shadow World - Major: Invisibility using AB or Spirit. 5 PP to spend on the power.
  • Lasting Shadow - Major: 1 pt of Burn can be used to make the invisibility power last over the course of a scene or combat.
  • Great Terrible Power - Major: Spend a pt of burn and cast any power on the Ley Line Walker list as a free action. Multiple points of burn can be spent. Use Spirit or AB.
  • Perceptive: +2 on all notice checks
  • Complications:
    1.) Irresistible: It requires a full round to take the ring off and to remove it from your person a spirit roll minus any burn spent so far ( freeing you of its impending destructive power).
    2.) Seeks to return to its master: Effectively the monologue hindrance, except for it is more like you think you dropped it or maybe you did, and you are scrambling to recover it or find it.
Skills:
  • Psionics d12 (2) (d8 from IF)
  • Stealth d6 (2) (+2 from worn Armor)
  • Fighting d10 (4 free points from HJ Roll)
  • Intimidation d6 (2) (+2 from HJ)
  • Investigation d6 (2) (+2 from Edge)
  • Notice d10 (4) +2 from Ring
  • Shooting d4 (1 from HJ Roll)
  • Streetwise d4 (1)
  • Survival d6 (2)
Hindrances
  • Hindrance (Major): Overconfident
  • Hindrance (Minor): Loyal
  • Hindrance (Minor): Anemic
Edges
  • Improved Bolt
  • Greater Bolt
  • Rapid Bolt
  • Read the Current
  • Power Points
  • Investigator
  • Danger Sense
Sig Item (CS Psi-Tek Experimental Implant)

CS Psi-Tek Experimental Implant
  • Major Upgrade: Lightning Blast Edge, Cost 1 PP or 2 PP depending on size of burst Template. Duration 3 rounds.
  • Major Upgrade: Rapid Recharge Edge
  • Major Upgrade: Energy Control (FIRE) Edge, Cost 1 PP and TK must be activated too. Duration 3 rounds.
  • Major Upgrade: Sixth Sense Edge (Already has Danger Sense Edge), Cost 1 PP and maintained the entire day due to rapid recharge.
  • Minor Upgrade: +5 PP (Recharges at 1:30 per Rapid Recharge or on a Ley Line)
  • Minor Upgrade: +5 PP (Recharges at 1:30 per Rapid Recharge or on a Ley Line)
LIGHTNING BLAST
Requirements: Seasoned, Zapper
For a single ISP, the Zapper’s Lightning Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Zapper can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges apply to this use of this Edge as well.
Last edited by Jackal on Tue Apr 03, 2018 10:22 am, edited 11 times in total.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] Equiptment

Post by Jackal »


Gear Weapons Armor
Light Cyber Knight Armor (Wall Walker Power)
The armor was given to Flint by Lord Coake (Notes Here).
In addition to Wall Walker Power:
Major: Burrow (Mega)
Major: Speak Languages (Mega)
Major: Detect / Hide Arcana (Mega)
Major: Psi Blade Edge
Major: Light / Obscure Object (Mega)

Image
Vanguard Medallion: long ago the CS employed Magic Users. This but if knowledge is well hidden now. Flint is old enough to have heard the original rumors. He sees the medallion and knows it is: The Karl Prosek the First Award of Valor to a Vanguard member.

Techno-Wizard Modifications: (Notes Here)

Minor Upgrades
+1 to Spirit rolls
+1 to Strength rolls
Major Upgrades
Major: Telepathy Power (Mega)
Major: Telemechanics Edge
Major: Shape Change Power (Mega)
10 PPE Available to Wearing Party (Flint)


Also has:
Old Style C-18 Energy Pistol (Reskin NG-33)
Vibro Knife
NG-S2 Survival Pack

Credits:
Looted 50k in credits in salvage & sold in Gloom.
WI-GL20 Grenade Launcher (150,000 value new) = Sell in Gloom for 37,500 credits.
Dev Black paid us each 25,000 creds.

Total Credits: 112,500
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] Psi Powers

Post by Jackal »


Power Points (30 +10 from Implant & +10 from Vanguard Medallion, Regen PP at 1:30 rate)
Powers (Mega Known)
Starting Powers
  • Darksight
  • Smite
  • Telekinesis
New Powers
  • Armor
  • Boost/Lower Trait
  • Blind
  • Fly
  • Barrier
Powers from Equipment
  • Wall Walker
  • Burrow
  • Speak Languages
  • Detect / Hide Arcana
  • Light / Obscure Object
  • Shape Change
  • Telepathy
Last edited by Jackal on Sun Feb 18, 2018 10:44 am, edited 1 time in total.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] Advances

Post by Jackal »


Advances
  • Initial Advances: (From Hindrances): Imp Bolt, Greater Bolt
  • Free Edge (Human): Rapid Bolt
  • PbP: Attribute
  • Novice 1 Advance: NP
  • Novice 2 Advance: Read Currant
  • Novice 3 Advance: Investigator
  • Seasoned 1 Advance: Attribute
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: NP
  • Seasoned 4 Advance: NP
  • Veteran 1 Advance: Attribute
  • Veteran 2 Advance: NP Barrier
  • Veteran 3 Advance: NP Fly
    --
  • 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:
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Flint [Zapper] Log

Post by Jackal »


13th SET XP Log (Fell --> Flint) :
  • April 2018, gain 5 XP = 55 XP earned total.
Adventure Cards Q218
  • 19: Teamwork - Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
  • 35: Seize the Day - The character acts as if he had drawn a Joker this combat round.
  • 53: Riled Up - Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Bennies Log 1Q18 = 7 and Eased your Burden reward 1/1 (Gain an extra benny per session that can only be used to soak) Unused this Quarter.
  • Starter 3
  • +1 from picture of Hera Kara (Queen)
  • -1 to re-roll during that same post
  • +1 from The Stacks Post
  • +1 from Pender (Cade pics)
  • +1 from Red Robin
  • +1 for RP prior to Release the Pillars o' War
  • -1 to add EF to a roll in Release the Pillars o' War Play Instruments
  • +1 for pic in Release the Pillars o' War 1st post.
  • +1 for Final Battle vs Giest, used it in same post.
  • Quarter Ends
Bennies Log 2Q18 = 4 and Eased your Burden reward 1/1 (Gain an extra benny per session that can only be used to soak) Unused this Quarter.
Last edited by Jackal on Tue Apr 03, 2018 10:16 am, edited 5 times in total.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Flint [Zapper]

Post by Jackal »


List of all Powers / Edges:
From all sources, Ring, Armor, Medallion, and self.
  • Broadcast
  • Electrical Aura
  • Electrical Mastery
  • EMP
  • Stormwalker
  • Improved Bolt
  • Greater Bolt
  • Rapid Bolt
  • Read the Current
  • Power Points
  • Investigator
  • Danger Sense
  • Lightning Blast Edge
  • Rapid Recharge Edge
  • Energy Control (FIRE)
  • Sixth Sense Edge
  • Invisibility
  • Master Psionics
  • Telepathy
  • Telemechanics
  • Shape Change
  • Wall Walker
  • Burrow
  • Speak Languages
  • Detect / Hide Arcana
  • Psi Blade
  • Light / Obscure Object
  • Darksight
  • Smite
  • Telekinesis
  • Armor
  • Boost/Lower Trait
  • Blind
  • Fly
  • Barrier
  • Spend a pt of burn and cast any power on the Ley Line Walker list.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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