Salmon Max's Character Emporium! A Vast Warehouse of Characters!

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
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Icosa
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Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

All the characters I have not currently in a game; either because the game ended or I withdrew, or because I made them and they've not been submitted yet.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Icosa
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Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Character Name: Mei Ying
Rank: Novice; Advances: 3/3
Race: Human
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8 (d4 out of armor), Vigor d6
Pace: 6; Parry: 6; Toughness: 16 (8); PPE: 30

Skills: (16 + core)
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Common Knowledge 1d4
Notice 1d4
Spellcasting d6


IF Abilities
Arcane Academic - 2x PPE from Power Points edge, gain 3 powers of Rank+1 from New Powers (or 1 from any list and any rank)
AB: Magic (20 PPE, d6 spellcasting and 5 powers)
Rapid Recharge + Power Points + Master of Magic
Detect Arcana at will, free action, has Self Only and Aspect limits, sense supernatural beings in line of sight with Notice
Add 2 dice to pool when rolling for available PPE from ley lines
1 heal roll/day while near ley line
Ley Line Sense: Detect lots of things about ley lines
Ley Line Transmission: Send messages along ley lines
Fly at 2x Pace up to 1000' high, on ley lines
Need to use hands and speak to use powers

Hindrances
Major - Heroic
Minor - ?
Minor - Fear of Failure (subtract 2 from Trait tests if the character has failed a significant task within the past day)

Edges
Race: Exceptional Rapid Recharge
IF: AB: Magic
IF: Rapid Recharge
IF: Power Points
IF: Master of Magic
HJ: Improved Rapid Recharge
Hind: Channelling
Hind: +1d Smarts
Novice 5xp: Rich
Novice 10xp: Power Points
Novice 15xp: New Power: Boost/Lower Trait, Arcane Protection, ?

Powers:
-
-
-
-
-
-
-
-

From Items
- Darksight
- Farsight
- Disguise
- Speak Language

Cash 8700 credits

Gear
Communicator, 1500
Silver Cross, 200
Dosimeter, 200
Medigel (10 doses), 200
IR Distancing Binoculars, 1200
Water Purification Filter, 1000
NG-33 Laser Pistol
- 1 E-clip
Survival Pack (as NG)

Special Gear
Wayfarer's Staff
- Str+1d6 dmg (MD with 2 PPE), Parry 1, Reach 1
- +1 Spellcasting
- 10 PPE (uses owner's recharge rate)

Combat Mage Armor
- +6 armor +3 toughness, full environment, +2d Str, 36lbs, no min Str while powered (Str d10 when not)
- Darksight
- Farsight
- Needs 1 PPE/hr when not on ley line

"Peace of Zolo" - Signature Item, TW Mask
Base item - a mask, no special qualities

The designer of this mask, though their identity is shrouded by accident or design, was a cunning one, for this mask has two faces. It is an instrument of diplomacy, that brings the disparate together and lets them find common ground...and it is also an instrument of espionage. The wearer can change their appearance, which also hides the presence of the mask itself, as it assumes the shape of the desired face, fitting tightly over the wearer's own. Clever use of illusion magic then can change the appearance of their body and clothing...assuming fantastical and beautiful forms, or forms suited to appeal to the subject of diplomacy, or forms intended to deceive and conceal. The power to magically speak and understand languages is invaluable to reach out to others, and can be used to eavesdrop on conversations conducted even in esoteric tongues. Beyond that, the device fills its wearer with confidence and serenity...qualities that make them easier to trust, for better or for worse...while subtly amplifying their voice and damping down any 'unwanted' noises they might otherwise make.

Minor: +1 Persuasion
Minor: +1 Stealth
Minor: +2 Armor
Major: Add a Power (Disguise)
Major: Add a Power (Speak Language)
Major: 10 PPE reservoir

Hero's Journey
1d20 = 13: 13 Improved Rapid Recharge
1d20 = 11: 11 Automatic raise on a power

Rich
1d20 = 4: 4 - Any Body armor replaces IF armor
1d20 = 2: 2 - Enchanted Items; bump table (EP cost paid pre-SWADE) - Magic Staff
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Icosa
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Location: 1st SET

Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Character Name: Vela
Rank: Novice; Advances: 16
Race: Human (mutant)
Iconic Framework: Werejaguar
Attributes: Agility d8/d12, Smarts d8, Spirit d8, Strength d8/d12, Vigor d8
Pace: 6; Parry: 8; Toughness: 8 (0); PPE: 15; ISP: 10

Skills: (15 + core)
Athletics 1d8 (2)
Persuasion 1d4
Stealth 1d8 (2)
Common Knowledge 1d4
Notice 1d6 (1)
Spellcasting d6 (1)
Psionics 1d6 (1)
Fighting 1d8+2 (3)
Survival 1d8 (3)
Shooting 1d6 (1)
Occult 1d4 (1)

Werecat IF
- Invulnerable - Damage from any source other than magic, psionic, silver or a supernatural creature's natural attacks can only Shake, not wound.
- Keen Senses - +2 Notice in Cat or Hybrid forms
- Low Light Vision (no penalties due to illumination)
- Man/Monster (+2 dice to Str and Agi when in cat or hybrid forms)
- Natural Magic and Natural Psionics
- Claws (Str+2d10, AP 10 (Agi dice), +2 Climbing; cat or hybrid forms only)
- Regeneration: natural healing roll 1/day
- Change Shape - Can transform into large Cat (as Lion) or hybrid cat-person as an action, costing no power points. Psionics and communication work in any form, but magic requires human or hybrid forms. Skill use may be limited in Cat form, as common sense dictates.
- Werejaguar - +1d Str

- Werecats not in human form cause humans to react at -2 persuasion unless they have experience dealing with them, most humans start with Unfriendly attitudes
- Coalition and supernatural evil creatures react with deadly force on sight
- Habit (minor) of hunting, fighting, protecting territory and 'cat stuff'
- Vow (major) of eliminating supernatural evil; their preferred prey
- Werewolves and werecats haaaate each other, -2 Persuasion between them
- Garlic and Wolfsbane Shake on contact unless Spirit check made; -2 to attack someone wearing them
- +4 damage from silver weapons
- -2 to Trait rolls if spent more than 1 day in city or similar 'unnatural' environment
- Werejaguar - Arrogant

Hindrances
Major - ?
Minor - ?
Minor - ?

Edges
Race: Martial Warrior
IF: Acrobat
IF: AB: Magic
IF: AB: Psionics
Hero's Journey: Block
Hind: Martial Artist
Hind: +1d Vigor
Nov 1: Brawler
Nov 2: +1d Str
Nov 3:
Sea 1: +1d Sma
Sea 2: Combat Acrobat
Sea 3: Dodge
Sea 4: +1d Spellcasting, +1d Psionics
Vet 1: +1d Spi
Vet 2: Power Points (PPE)
Vet 3: Improved Block
Vet 4: Combat Reflexes
Her 1: Bruiser
Her 2: Brave
Her 3: Sweep
Her 4: Improved Sweep
Leg 1:

Powers:
Magic
- Light/Darkness
- Boost/Lower Trait
- Invisibility
Psionic
- Arcane Protection
- Empathy
- Detect/Conceal Arcana

Cash: 300,000

Gear


Jaguar Stats
Agi d12, Str d12+2, Vigor d8
Size 1
Athletics d10, Fighting d8+2, Notice d8+2, Stealth d10
Pace 8, Parry 7, Toughness 8
Edge: Improved Frenzy
Claws (Str+2d12, AP 12 (Agi dice), +2 Climbing
Pounce: if jaguar can leap 1" or more and makes a wild attack, gain +4 damage instead of +2

Hero's Journey
2 rolls on any table
Hero's Journey 1 1d20: [17] = 17
Hero's Journey 2 1d20: [16] = 16
Last edited by Icosa on Mon Jun 08, 2020 11:24 am, edited 5 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Character Name: Sulannus Phaedran
Rank: Novice; Advances: 5/5
Race: Elf
Iconic Framework: MARS
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6); PPE: 20

Skills: (15+3 + core)
Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d8 (2)
Common Knowledge 1d4
Notice 1d8 (2)
Occult 1d8 (1)
Spellcasting 1d8 (1)
Fighting 1d8 (3)
Shooting 1d12 (3)
Survival 1d8 (2)
Pilot or Drive 1d8 (1)

Racial Abilities: Elf
Beautiful +1 Performance and Persuasion unless vs human supremacist
Low Light Vision: Ignore Dim and Dark lighting penalties
+1d Agility and Smarts

Driven (Minor)
Quirk (Minor) Culturally Superior
Near Human: -1 to Heal rolls and Cybernetics checks unless doctor is familiar
Racial Animosity: -2 Persuasion when dealing with dwarves

IF Abilities
2 F&G rolls
3 Hero's Journey Rolls
Begin at Seasoned (+4 advances)
Package: Combat Mage
- Start with Occult d6, Spellcasting d6, Arcane Background (Magic), 10 PPE, 3 powers from ley line walker list
- Channeling and Master of Magic edges
- Any 3 Combat or Power edges ignoring rank requirements

Hindrances
Major - Heroic
Minor - Cautious
Minor - Loyal

Edges
IF: Arcane Background (Magic)
IF: Channeling
IF: Master of Magic
IF: Rapid Recharge
IF: Dodge
IF: Marksman
Hero: Woodsman
Camp: Ace
F&G: Trademark Weapon (sig item bow)
F&G: Strong Willed
Hind: Power Points
Hind: Sharpshooter
Nov1: Adept (Smite (self only), Speed (self only))
Nov2: Power Points
Nov3: One with Magic (detect/conceal arcana as innate power; sense supernatural beings w/notice, conceal works while asleep)
Sea1: One with Magic (Ley Line Rejuvenation, Ley Line Sense)
Sea2: Combat Ace

Powers:
- Smite
- Sloth/Speed
- Protection

Cash 700cr + 1500 equip/saleable
Cash 4d6 x100: [2, 1, 1, 3] = 7 + Equipment/Saleables 2d4 x500: [2, 1] = 3
Gear
- TW Katana (Str+1d8+4 AP 8, Min Str 1d6, wgt 3)
- TW Combat Mage Armor (+6 armor, +3 toughness, minStr d10 (ignore while powered), +2d Str, farsight/darksight, full EBA)
- NG-S2 Survival Pack

Siloin - The Daughterbow signature item
30/60/120, 4d6 MD AP 6, RoF 1 - 5d6 MD AP 12 vs target of Oath
Flavor Text
Her name is Siloin. In the elven language, this means 'Relentless.'

She is a hunter, and when her target is pointed out to her she wishes to stay on it until the kill is made. Only then will she be satisfied.

As one of seven Daughterbows, Siloin (SIL-oh-ween) is a slightly lesser copy of one of the great ancestral longbows of the elven people, crafted by Aliyas One-Arrow from the wood of the fallen Memory Tree. The original long since lost, each Daughterbow is itself a sacred relic of the elven people on the world Sulannus is originally from. Like all the Daughterbows, and the original Oathbow, Siloin is magically alive, and capable of stringing herself (or not) and assisting her user (or refusing to) as she sees fit.

Though the magical arrows she creates fly far and hit with magically-enhanced force, the true power of Siloin is not evident until her wielder pronounces an Oath to slay a target. The specific wording of this Oath is not important, other than it clearly and honestly conveys the wielder's intent to kill. When that happens carved runes and images all over the bow's surface shine with a silver-white light and the string shines similarly. Each arrow bursts into lambent silver flames as it flies, and it strikes with dramatically increased power.

These enhanced arrows only work against the target of the Oath though, and should the wielder wish to break that Oath...if the quarry eludes them, perhaps, or they change their mind...Siloin resists this. The struggle can be won, but at the cost of a soul-deep fatigue that can only be wiped away with rest and sleep.

Siloin the Daughterbow is mechanically a Spirit Bow that does not have any bonuses against supernatural evil. Instead it conveys the same bonus against the target of its Oath. Only one creature of any kind can be targeted by an Oath at any one time, and if the holder decides they cannot or do not wish to fulfill the Oath they take a level of fatigue that cannot be restored through any kind of magic or psionic power. Once the target dies, the Oath is fulfilled and another Oath can be made without penalty.
Asfaloth
Custom NG-357 Magnum Turbo Hovercycle
Flavor Text
Asfaloth is what Sulannus has named her hovercycle, captured when she sniped its old pilot straight off of it when bandits were trying to attack shortly after she arrived. She managed to get its hover systems working, but had to drag it into the nearest town on a rope. From there she practiced piloting it, but ultimately worked extensively with a local mechanic to radically revise the machine's control scheme. Many of the controls as a result are duplicated to allow hands-free operation. Pressure with knees and feet, along with shifting the body's center of gravity, can steer, speed or slow the craft down...a system modeled after how the rider of a horse can command a trained animal without the use of bit or bridle. This allows Sulannus to fire her bow from the hovercycle with some semblance of safety...though making a shot at racing hovercycle speeds is a challenge even for her! It has the side effect of making the bike almost impossible to steal, since a rider who doesn't know how the controls work finds it nearly impossible to use.
Size 3, Handling +1, 225mph, 22 (12) toughness, 1+1 crew, 3 mods
- Nimble, Exposed Crew, MDC Armor, Max Range 500 miles
Mods
- Armor +2 MDC
- Speed +10%
-

Hero's Journey
Hero's Journey 1 1d20: [12] = 12 Magic/Mysticism: Autoraise on a power
Hero's Journey 2 1d20: [2] = 2 Training: +3 skill points to be spent on Shooting, Fighting or Athletics
Hero's Journey 3 1d20: [12] = 12 Allowed to choose! +1d Survival and Woodsman edge

Fortune and Glory
Fortune and Glory 1 1d20: [13] = 13 Allowed to choose! Spiritual and Determined: +1d Spirit and Strong Willed
Fortune and Glory 2 1d20: [2] = 2 +2d Shooting, personal weapon of choice, or Trademark Weapon on existing weapon
Last edited by Icosa on Wed Jun 10, 2020 12:02 am, edited 25 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Character Name: Juno Reyes
Rank: Seasoned; Advances: 5
Race: Human
Iconic Framework: MARS Commando
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (1d12+1), Vigor d10
Pace: 6 (8); Parry: 7; Toughness: 18 (6)

Skills: (14/15 + IF + core)
Athletics 1d8 (1)
Persuasion 1d6 (1)
Stealth 1d8 (2)
Common Knowledge 1d6 (1)
Notice 1d8 (2)
Fighting 1d10 (3)
Shooting 1d10 (3)
Survival 1d6 (1)

IF Abilities
- Who Dares Wins: Use Battle, Boating, Driving, Electronics, Healing, Puloting and Riding with no untrained penalty. Gain +2 to checks for parachuting, rappelling, and similar activities
- Gain +1d Spirit and +1d Vigor
- Start with Athletics 1d6, Fighting 1d4, Shooting 1d4, Survival 1d4
- Start with Assassin, Brawler, Conditioned, Dodge, Marksman and Soldier
- Make 2 fewer HJ rolls
- Start with Loyal or Quirk
- Start with Urban Warrior Medium EBA (replaced by HJ roll), an NG-57 Heavy Ion Blaster, an L-20 Pulse Laser Rifle and Vibro-bayonet

Hindrances
IF: Loyal
Major - Code of Honor
Minor - Thin-Skinned
Minor - Secret: Is actually not from Rifts Earth

Edges
Racial: Attractive
IF: Assassin
IF: Brawler
IF: Conditioned
IF: Dodge
IF: Marksman
IF: Soldier
Hind: +1d Agility
Hind: Rapid Fire
Nov1: Martial Artist
Nov2: +1d Strength
Nov3: Iron Jaw
Sea1: +1d Smarts
Sea2: Martial Warrior

Cash 4000
Gear
NG-57 Hvy Ion Blaster, 1-3d8+2 dmg, Rof 1, 10 shots, 12/24/48, 5lbs, +2 Shooting
L-20 Pulse Laser Rifle, 4d6 AP 2, Rof 3, 40 shots, 24/48/96, 7lbs, Heavy Pulse
- Vibro-Bayonet, Str+1d8 AP 8 MD, Parry +1, Reach 1
NG-P7 Particle Beam Rifle, 4d8 AP 8 MD, RoF1, 8 shots, 18/36/72, 17lbs, Snapfire, Disintegration, Atomic Annihilation

NG-EX10 Gladius Exoskeleton Armor w/Multi-optics

NG-S2 Survival Kit
Temperature Cloak (+4 vs environmental heat or cold), 2000

Augmentations (3/10 strain)
- Cybernetic arm + reinforcements (1d Strength increase), 1 strain, 9000cr
- Cyber-wired Reflexes (1d Agility increase), 1 strain, FJ roll
- Synthetic Organ Replacement (1d Vigor increase), 1 strain, FJ roll

Hero's Journey
[dice:h0n3cdtr]65509:10[/dice:h0n3cdtr] - Any Armor: NG-EX10 Gladius
[dice:h0n3cdtr]65509:11[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:12[/dice:h0n3cdtr] oops, forgot they get less HJ; disregard this result.

Fortune and Glory
[dice:h0n3cdtr]65509:13[/dice:h0n3cdtr] - Rich and Connections
Rich Rolls
- - [dice:h0n3cdtr]65509:17[/dice:h0n3cdtr] - Multi-Optics Helmet integrated into armor
- - [dice:h0n3cdtr]65509:18[/dice:h0n3cdtr] - Any personal ranged weapon: NG-P7 Particle Beam Rifle
[dice:h0n3cdtr]65509:14[/dice:h0n3cdtr] - Choose any - Shiny and Chrome, 2 strain of free cybernetics, increase max strain by 2

The HJ and F&G rolls from the builds I didn't use
[dice:h0n3cdtr]65509:0[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:1[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:2[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:3[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:4[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:5[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:6[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:7[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:8[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:9[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:15[/dice:h0n3cdtr]
[dice:h0n3cdtr]65509:16[/dice:h0n3cdtr]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Character Name: Whisper
Rank: Legendary; Advances: 16/16
Race: Silhouette
Iconic Framework: Ley Line Walker
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d8
Pace: 6; Parry: 5; Toughness: 9 (4) MDC; PPE: 30

Skills: (15 + core)
Athletics 1d6 (1)
Persuasion 1d6 (1)
Stealth 1d6 (1)
Common Knowledge 1d6 (1)
Notice 1d8 (2)
Occult 1d10 (3)
Spellcasting 1d12 (2)
Fighting 1d6 (2)
Shooting 1d6 (2)

Racial Abilities: Silhouette
Arcane Background: Magic (2)
New Powers: Invisibility and Darkness (2)
Darksight (not subject to Notice modifiers due to lack of Illumination) (2)

D-bee: Near human (-1)
Inhuman Physiology (near human): -1 to Heal rolls and Cybernetics checks unless doctor is familiar (-1)
Environmental Weakness (bright light) (-1)
Bad Reputation (sinister shadows) (-1)

IF Abilities
Arcane Academic - double PPE from Power Points, gain 3 powers of up to 1 rank higher or 1 of any rank per New Power edge
Arcane Background (Magic) Start with this edge, 5 powers, Master of Magic, Power Points and Rapid Recharge as well as 1d6 in Spellcasting and 20 ppe
Expanded Awareness: Detect Arcana as innate ability with Self and Aspect cost reductions. Sense supernatural beings on sight with Notice.
Ley Line Mastery: Roll 2 dice when drawing power from ley lines
Ley Line Rejuvenation: Natural healing 1/day while on ley line
Ley Line Sense: Sense location and power of rifts and leylines within 10 miles, as well as direction and nexi along it, and any aspects it has
Ley Line Transmission: Send spoken messages along ley lines any distance; can be specific or broadcast
Ley Line Walking: Fly at 2x Pace up to 1000 feet high while on ley line
Disconnected: -1 Persuasion with those who are not 'immersed' in the occult

Hindrances
Major - ?
Minor - ?
Minor - ?

Edges
IF: Arcane Background (Magic)
IF: Power Points
IF: Master of Magic
IF: Rapid Recharge
Hind: +1d Smarts
Hind: Wizard
Nov1: One with Magic
Nov2: +1d Smarts
Nov3:
Sea1: One with Magic
Sea2: Power Points
Sea3: +1d Spellcasting, +1d Occult
Sea4:
Vet1: One with Magic
Vet2: Ley Line Phasing
Vet3: Spirit +1d
Vet4:
Her1: One with Magic
Her2:
Her3: Vigor +1d
Her4:
Leg1: One with Magic

Powers:
-
-
-
-
-

Cash 4d6x100 + 2d4x500
Gear
-
-
- NG-S2 Survival Pack

Hero's Journey
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 757
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Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Legendary Deezy!

Character Name: Dorothy Zane “DZ” Klatta
Rank:Legendary Advances: 16
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 17 (8); PPE: 30

Skills:
Athletics 1d4
Persuasion 1d4
Stealth 1d4
Notice 1d8 (1)
Common Knowledge 1d6 (1)
Occult d12 (2)
Science d10 (2)
Electronics d10+1 (2)
Repair d12 (+2 Edge, +2 armor) (2)
Techno-Wizardry d12 (2)
Fighting 1d6 (1)
Shooting 1d8 (2)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!
Quirk (TW):Workaholic

Advances
Free Edge (Human): Master of Magic
Hindrance: +1d Smarts
Hindrance: Rapid Recharge
HJ: Mr Fixit
Novice 1 Advance: +1d Smarts
Novice 2 Advance: Power Points
Novice 3 Advance: Rich
Seasoned 1 Advance: +1d Str
Seasoned 2 Advance: Power Points
Seasoned 3 Advance: +1d Tech-Wizard skill, +1d Notice skill
Seasoned 4 Advance: Concentration? Channeling?
Veteran 1 Advance: Improved Rapid Recharge
Veteran 2 Advance: Filthy Rich
Veteran 3 Advance: +1d Occult, +1d Repair
Veteran 4 Advance: Elementalist
Heroic 1 Advance: Exceptional Rapid Recharge
Heroic 2 Advance: +1d Agility
Heroic 3 Advance: +1d Shooting, +1d Fighting
Heroic 4 Advance: New Powers
Legendary 1 Advance: Sidekick

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System) -
- Protection

??
- Smite

Hose of Nose Blows (automatic raise)
- Entangle

Instant Robots -
- Summon Ally

Rocket Boots
- Fly

Utility Belt
- Boost/Lower Trait

Powers from TW Items:
Armor
- Environmental Protection (2ppe/hour)
TIAMAT
- Detect/Conceal ARcana

Gadgets
-

Iconic Framework
Arcane Background (Techno-Wizard): Begin with AB, Artificer, TW skill of d6 and 15 PPE.
Arcane Machinist: Create Gadget up to 1/2 Smarts per quarter as action using any power/modifier on TW list.
Machine Maestro: +1 Common Knowledge, Electronics, Hacking, Research, Repair and Thievery when using machines, +2 with TW machines
Required Knowledge (Electronics, Occult, Science, Repair start at d6)
Complication: Device Dependent
Complication: Enemies
Complication: Gearhead Geek (Quirk hindrance regarding eccentricities with devices)

Hero’s Journey
Magic & Mysticism
Description: Learn 1 new power of any rank from your list, or of Novice rank from any list (Summon Ally)
Magic & Mysticism
Description: Pick one (Automatic raise on success with Entangle)
Training
Description: +1 dice type to Repair, Mr Fixit Edge
Body Armor
Description (Choose any body armor from the book; Triax Mechanic Armor)

RICH
Ranged Weapon - Reduced weight/min str
Ranged Weapon - Increased sturdiness
FILTHY RICH
Body Armor - Built-in Multioptics helmet
Close Combat - +1 Parry

Cash: 0

High Threat Utility Environment Suit
Base Item: Triax T-13 Field Mechanic Armor (+8 armor, +4 toughness, min Str d4, wgt 9, infravision +2 Repair, hvy improvised weapon) 55,000
Minor: +2 Armor
Minor: +1 toughness
Minor: +1 toughness
Minor: 1/2 weight
Major: Power - Environmental Protection
Cost Breakdown
Armor Cost: 75000 (gained via HJ roll)
Hero's Journey Upgrade - Built in Multi-Optics Helmet (see TIAMAT)
Conversion: 1/5 list cost: 15000
5000x4 Minor upgrades: 20000
20000 Environmental Protection power
Omniblaster
Base Item: NG-P7 Particle Beam Rifle (4d8 MD AP 12, RoF 1, 18/36/72 rng, 8 shots/charge, 11lbs, min Str d6; +2d4 dmg on raise, Snapfire) 71,400cr
Major: Wizard Edge (changes weapon trapping only)
Minor: +2 AP
Minor: +2 AP
Minor: +1 Shooting
Minor: +1 Shooting
Cost Breakdown
Weapon Cost: 22000
Hero's Journey Upgrade - Reduce weight and min Str
Hero's Journey Upgrade - Sturdily built; spend benny to avoid Technical difficulties, +2 Hardiness if attacked
Conversion 1/5 list cost: 4400
5000x Minor upgrades: 20000
25000 Edge
TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Base Item: Multi-Optics Goggles, 75,000
Minor: 5 PPE for charging or using power
MInor: +1 Notice
Major: Power - Detect/Conceal Arcana
Major: Power Modifier - Exalted Detect Arcana
Major: Power Modifier - Presence Sense
Cost Breakdown
Item Cost (Gained via HJ roll)
Conversion 1/5 list cost: 5000
5000 Minor upgrade x2: 10000
20000 Detect/Conceal Arcana power
20000 Power Modifier
20000 Power Modifier
Defense Network
Base Item: Vibroblade Vambraces (Str+2d4 MD, AP 8, Min Str d6, +1 Parry) 23200cr
Minor: +2 AP
Minor: +1 Parry
Cost Breakdown
Weapon Cost: 11000
Hero's Journey Upgrade - +1 Parry
Conversion 1/5 list cost: 2200
5000x Minor upgrades: 10000
Last edited by Icosa on Wed Jul 01, 2020 8:19 pm, edited 24 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

SIDEKICK ROBOT???!!

It's more likely than you think!!

Character Name: ROBOT
Rank: Novice; Advances: 0
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+6, Vigor d12
Pace: 6 / Fly 12; Parry: 7; Toughness: 35 (20) MD

Intelligent Construct IF
- Construct trait: +2 to recover from Shaken, ignore 1 Wound Penalty, doesn't breathe, immune to disease/poison, wounds healed via Repair, no GH
- Inorganic: Cannot use cyberware
- Outsider (Major): A construct that is recognized as such is generally viewed as property, with no legal protections or rights in most communities. -2 Persuasion
- Core Directive: A Major psychological hindrance that reflects the intended purpose of the machine.
- Wanted: Many powerful factions will hunt for a known intelligent construct in their territory, either to eliminate or to capture and reverse-engineer
- Malfunctions: Constructs are subject to Technical Difficulties

Construct Package (24/24 pts)
- Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
- Tech Base: TechnoWizard System (-3): Uses 5 PPE per day to stay powered
- Superheavy frame: 12' high, Size 3; cannot use armor/worn gear designed for human sized beings. Sized gear costs x4
- Locomotion: Legs; Pace 6, Running d6
- Advanced Senses (2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
- Obvious Construct (-2): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being; can alter appearance within 1 Size with Smarts or Performance check, +2 to imitate individuals, opponents are at -4 (-6 on raise)
- Standard vocal unit (0): The construct can communicate via normal vocalizations
- Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
- Attribute Boosts: +9 Str, +3 Agi, +3 Vig (15)
- Armor +20 MDC (5), Automated Repair (2), Expanded Power Storage (1), Reinforced Chassis +4 (2)
- Flight Pace 12 (4)
- External Weapon: Starfire Pulse Cannon (3)
- Integral Weaponry: Giant Vibrosword (1)
Skills: (15 + core)
Athletics 1d8 (2)
Persuasion 1d6 (1)
Stealth 1d4
Common Knowledge 1d4
Intimidation 1d6 (2)
Notice 1d6+4 (1)
Fighting 1d10 (4)
Shooting 1d12 (5)

Hindrances
Core Directive - Represent the Interests of Klattatech Heavy Industries
Major - Heroic
Minor - Loyal
Minor - Jealous (openly critical of the products of competing products)

Edges
Hind: Brave
Hind: Synthetic Immortality
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Player Name: Salmon Max

Character Name: Keiko "Kitsune" Ichimura
Rank: Seasoned
Background: Criminal (+1 common knowledge regarding criminal activities)
Race: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 7 (5) / 9 (4) vs ballistic

Skills: (14)
Athletics 1d8 (2) +1 in urban
Common Knowledge 1d4
Electronics 1d4 (1)
Hacking 1d4 (1)
Fighting 1d6 (1)
Notice 1d6 (1)
Shooting 1d4
Stealth 1d6 (1) +1 in urban
Thievery 1d8+1 (3)
Persuasion 1d6 (2)
Performance 1d6 (2)

Languages
English 1d8
Japanese 1d6
Spanish 1d6
Chinese 1d6

Hindrances
Major: Overconfidence
Minor: Secret (family doesn't know about her powers or employment)
Minor: Habit (Practical Joker)

Advances
Setting: AB: Super Powers
Race: Attractive
Hind: +1d Agility
Hind: Power Points
Nov 1: Acrobat (reroll Athletics checks that involve balance, tumbling, evasion or opposed rolls involving flexibility and nimbleness like grappling)
Nov 2: Thief
Nov 3: +1d Spirit
Sea 1: Power Points

Powers
Illusion (Film Quality 1, Obscurement 2) 5
Chameleon (Voice, Switchable) 7
- Invisibility 4
Heightened Senses (Low Light, Infra) 2
Resistance (Light-based attacks) 1
Force Control (lvl 2; Str 1d12) 4
Wall Walker 1

Equipment (15)
Maxim 9, 2d6 AP 1, 12/24/48, RoF 1, semi-auto;suppressed, 12 shot clip (2)
- Reflex Sight, +1 Shooting at short range (1)
- Concealable Holster (.5)
- 2 clips ammo (1)
NRS- Knife, Str+1d4 / Single shot silent round 2d6 (1)

Armored Stealth Suit, +4 Armor, +2 stealth (4)
Ballistic Helmet, +4 armor (head only) (1)
- Gas Mask (1)

Gear
Encrypted Smartphone (0)
- Detection Upgrade (1)
Subvocal commlink (0)
GPS Trackers: 2 bullets, 2 placeable (.5)
2 Audio/Visual Bugs (.5)
Concealable Holster (.5)
Infiltration Kit (1)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Chi-Town Rising Stars

Annika Aire
Novice Female Human

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d6, Fighting d4, Hacking d6, Language (Native) d8, Notice d6, Persuasion d4, Psionics d6, Repair d8+2, Shooting d4, Stealth d4, Thievery d6
Pace: 6; Parry: 4; Toughness: 8 (2)
Strain: 6/6
Hindrances: Curious, Illiterate, Loyal
Edges: Arcane Background (Psionics), Mr. Fix It, Streetwise, Power Points
Language: Native (native, d8)

Equipment
Cash: 6350cr
Armor: Armored Cloak (Armor 2)
Weapons: Unarmed (Range Melee, Damage Str), Stun Gun (Range 5/10/20, Damage 2d4, ROF 1), Survival Knife (Range Melee, Damage Str+d4)
Gear:
- NG-S2 Survival Pack - Misc Gear
- Backpack
- Dosimeter
- Medic Kit (5 doses)
- Tool Kit

Arcane Background: Psionics (SWADE, p148)
Power Points: 15
Powers: Detect/Conceal Arcana (SWADE p158), Instinctive Mastery (Boost Trait; SWADE p156; Limitations: One Aspect, Self (limited)), Mind Link (SWADE p164-165)

Current Load: 8 (21)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C.
Validity: Character appears valid and optimal

The Evil That Men Do. Being a part of the Chicago Network, the Gangs, or even joining the ISS is a thing people do to survive. Whatever the case, you are no longer affiliated with them. Robbing, hurting, and exploiting others is the life you led, and you’re done with that.

Beginning Hero's Journey Roll
D20 Result - 1d20: [11] = 11
1st Earned HJ roll: 1d20: [6] = 6
  • 1-3: Result - Rapid Recharge
    4-6: Result - Power Points
    7-9: Result - Channeling or Concentration (if already has Channeling)
    10-11: Result - Background Edge, ignore prereqs with GM approval
    12-14: Result - Automatic raise on success on a power
    15-16: Result - One Combat Edge (ignore prereqs except other edges)
    17-18: Result - Gain Ace, or Combat Ace if Ace already possessed
    19-20: You may choose any one of the results on this table.
Annika's father is named Terrance Aire, and he runs a streetside vehicle and mechanical appliance repair shop called 'Nothing But Aire.'
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Player Name: Me
Google Handle: samminmax@gmail.com
Character Name: Buffy
Rank:Novice
Race: True Atlantean
Iconic Framework: Undead Slayer
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d8
Pace: 6; Parry: 8; Toughness: 24; PPE: 24, Strain 3

True Atlantean Package
- Attributes all 1d6 except one is 1d8; trait maximums 1d12+1, or 1d12+2 Strength and Spirit
- Common Knowledge to use pyramids, know vampire lore, speak Dragonese/elven or ancient Greek
- Ley Line Sense and Phasing, as Ley Line Walker
- Marks of Heritage tattoos (Aura weapon that is +1 hit/parry on raise to manifest, heart with stake)
- Arcane Affinity - Gain 5 PPE, in addition to bonus from Marks, and can use TW items
- Cannot be transformed
- Notice any vampires in line of sight on successful roll
- Gain +2 skill points or Novice edge of choice
- Heroic or Overconfident
- Cybernetics are very limited
- Hunted by splugorth and vampire intelligences
- Duty to clan (Vow)
- -2 to Persuasion vs evil beings

Undead Slayer Package
- 2 HJ rolls on CC weapons, education, enchanted items, exp/wisdom, training, underworld
- Reroll to operate pyramids
- +1d athletics, +1d fighting, martial artist, free combat or professional edge
- Connections to Undead Slayer faction, +1 social with many people and Reactions start 1 level higher
- 16 more tattoos; 23 PPE, rapid recharge edge
- Supernatural transformation; immune to gritty damage and +2d strength with no maximum
- Upgradeable
- Reroll on Notice checks to sense vampires and sense vampire presence within 25" regardless of line of sight
- Reroll on ANY trait roll made against or relating to vampires
- Only has 4 strain after starting tattoos
- Touch tattoos to activate them
- No AB that uses PPE
- Vow to eradicate vampires
- Vow of poverty

Skills: 15/15
Athletics 1d8
Notice 1d8
Persuasion 1d8
Stealth 1d8
Common Knowledge 1d6
Fighting 1d12
Shooting 1d10
Survival 1d6
Language: Atlantean (Native) 1d8
Language: American 1d4

Hindrances
Race: Heroic
Race: Wanted - Splugorth and Vampire Intelligences
Race: Vow - Duty to Clan
IF: Vow - Eradicate Vampires
IF: Vow - Poverty
Major: Overconfident
Minor: Vengeful
Minor: Loyal

Edges
IF: Martial Artist
IF: Trademark Weapon (heritage sword)
IF: Rapid Recharge
IF: Upgradeable
Special: Connected - Reid's Rangers
Race: Attractive
Hind: +1d Agility
Hind: +1d Spirit
HJ: Brave
HJ: Danger Sense
Nov 1: New Ink (Broken Chain)
Nov 2: +1d Agility
Nov 3: +1d Fighting, +1d Athletics
Sea 1: +1d Smarts
Sea 2: Tattoo Harmony
Sea 3: Marksman
Sea 4: +1d Notice, +1d Fighting
Vet 1: +1d Spirit
Vet 2: Tattoo Unity
Vet 3: Improved Trademark Weapon (heritage sword)
Vet 4: Frenzy
Her 1: +1d Vigor
Her 2: Dodge

Tattoos (19)
- Mark of Heritage: Aura Sword (6ppe)
- Mark of Heritage: Exalted Arcane Protection vs undead only
- Weapon: Winged Simple Bow and Arrow (1ppe)
- Weapon: Winged Aura Bow and Arrow (7ppe)
- Weapon: Skull Piercing Winged Javelin (6ppe)
- Weapon: Simple Spear (1ppe)
- Weapon: Large Shield (Parry +3, Cover 4, 2ppe)
- Power: Banish (3ppe)
- Power: Greater Stun (4ppe)
- Power: Greater Protection w/Toughness (4ppe)
- Power: Greater Havoc, Strong (5ppe)
- Power: Greater Speed w/Quickness (5ppe)
- Power: Boost Strength 2d or 3 on raise (3pe)
- Power: Greater Healing w/Neutralize Poison & Disease (10ppe)
- Power: Exalted Darksight+Greater Farsight (4ppe)
- Power: Speak Language (1ppe)
- Animal: Great White Shark (4ppe)
- Animal: Warhorse (3ppe)
- Monster: Devil Unicorn (8ppe)

Credits: 1300
Weapon
- Aura Bow, 15/30/60, silver trapping
- - Normal Arrow, 4d6+smite AP 7 MD, infinite
- - Polymer Arrow, Str+2d10+smite AP 13 MD, 25 x20
- - Explosive Arrow, Str+6d6+smite AP 12, 500 x5
- - Neural Disruptor, Vigor -2 (-4 w/raise) or Stun; must be recharged, 400 x2

- Clan Heritage Sword, Str+2d8+smite AP 8 MD, silver trapping

- TW Water Rifle, 2d10 water dmg, 6/12/24, RoF 1, 40 shots
- TW Snaregun, Entangle (Strong) or flares, 8/16/32m RoF 1, 2 shots
- TW Globe of Daylight Flares, 2d10 sunlight dmg, 12/24/48 in flaregun, 2000 x2

Armor


Gear
Backpack, 250
Dosimeter, 200
Silver Holy Symbol (stake), 200
Temperature Cloak, 2000
MDC Handcuffs, 750
Grapnel and Launcher, 2500
NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

Wings of Pronbida[/b] (Patron Item)
Image
A pair of polished bronze wings immune to the ravages of time and of the finest craftsmanship.
Unique Enchanted Item
Dimensions: ten foot wingspan, but a mere two feet when folded
• The wearer gains the Fly power while using this talisman. The wings have a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
• Indestructible: Cannot be destroyed by any means, save alchemy. Cannot be used defensively or offensively (provide no protection at all)
• Protection from Spell Magic: The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance, Arcane Protection, and other such abilities.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Salmon Max's Character Emporium! A Vast Warehouse of Characters!

Post by Icosa »

Player Name: Me
Google Handle: samminmax@gmail.com

Character Name: Lyceus Kellimar, the Knight of Thorns
Rank: Heroic
Race: Elf
Iconic Framework: MARS Combat Mage
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8 (d12+1), Vigor d8
Pace: 10; Parry: 13; Toughness: 21 (10 M.D.C.); 20 PPE

Elf Package
Enchantingly Beautiful
Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Driven
Elves have the Driven (Minor) Hindrance.
Impudent
All elves have the Quirk (Minor—Culturally Superior) Hindrance.
Low Light Vision
Elves ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology
Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Physical and Mental Prowess
Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
Racial Animosity
Elves suffer −2 on Persuasion checks when dealing with dwarves.

Skills: 15/15
Academics d6
Athletics d8
Battle d6
Common Knowledge d8
Fighting d12
Language (Dragonese/ Elven) d8
Language (Trade 6) d6
Notice d8
Occult d8
Performance d6+1
Persuasion d8+1
Shooting d10
Spellcasting d12
Stealth d8

Hindrances
Race: Driven - Perfect my craft
Race: Quirk - Snooty
Major: Code of Honor
Minor: Vengeful
Minor: Thin Skinned

Edges
IF: Master of Magic
IF: Channeling
IF: Power Points
IF: Trademark Weapon (Mourning)
IF: Frenzy
Hind: +1d Agility
Hind: Power Points edge
F&G: Quick edge)
HJ: Rapid Recharge
HJ: Rich
HJ: Adept
HJ: Block
Nov 1: +1d Smarts
Nov 2: +1d Spellcasting, +1d Notice
Nov 3: One with Magic
Sea 1: New Powers (Arcane Protection, Sloth/Speed)
Sea 2: Filthy Rich
Sea 3: +1d Spirit
Sea 4: +1d Persuasion, +1d Shooting
Vet 1: Improved Block
Vet 2: Power Points
Vet 3: Improved Trademark Weapon
Vet 4: +1d Vigor
Her 1: Counterattack
Her 2: Sweep
Her 3: +1d Str

Powers
Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power)
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Touch (limited))
Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power)
Entangle (Savage Worlds: Adventure Edition p161)
Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: Touch (limited))
Smite (Savage Worlds: Adventure Edition p168; Innate Power)

Credits: 750cr
Weapon
- Mourning (Deathbringer Sword), 1d12+2 attack (reduce penalties by 2), 3d12+5 AP 16 damage, +3 Parry, silvered, 10 PPE to gain Greater Protection and Greater Damage Field, or 5 PPE for Greater Bolt
- Firebolt Pistol, 1d12 attack, 3d6 AP 6 damage, 15/30/60 range, 12 shots, It Burns
- Nova Rifle, 1d12 attack, 4d8 AP 8 MBT damage, 30/60/120 range, 8 shots, It Burns
- Hi-Tech Bow/X-Bow, 1d12 attack, 1d12+1d8+1 AP 1 damage, Range 15/30/60))
- - Neural Disruptor Arrows, no damage, Vigor -2 (-4 on raise) or be Stunned, x5
- - Tracking Arrows, normal damage and head breaks off; can be tracked, x3
- Flash-Bang Bomb (TW) (Range 5/10/20, Damage 1d10 to vampires, ROF 1) x2

Armor
Talon Infighting Suit (TW - based on Gladius exoskeleton armor), +10 MDC Armor, +5 Toughness, 10 PPE; Environmental Protection, Flight
- Integrated Multioptics Helmet

Gear
Communications Band
Grapnel Launcher
Holodisplay Communicator
Temperature Cloak

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

Fortune and Glory
Smart and Learned
Up Close and Personal (Deathbringer Sword)

Hero's Journey
Education - +3 smarts skill points
Training - +3 combat related skill points
Magic & Mysticism - Spellslinger (Entangle)
Magic & Mysticism - Rapid Recharge
Experience & Wisdom - Any Background Edge: Rich
Training - Any Professional Edge: Adept
Training - Any Combat Edge: Block

Rich
- Close Combat Weapon: Silvered (Mourning)
- Close Combat Weapon: Accurate (reduce penalties for Fighting by 2 when using Mourning)
Filthy Rich
- Body Armor: Exokeleton (+2 Pace, +1 Jump distance with Talon)
- Body Armor: +1 Toughness (Talon)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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