Forty Two - Arcane Golem

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Ndreare
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Forty Two - Arcane Golem

Post by Ndreare »

Forty Two (click link for Savaged.us)

Novice It/That Intelligent Construct, Intelligent Construct

Iconic Framework: Intelligent Construct
Background

Forty Two was created by an Ancient dragon who realized after over 10,000 years of life he was not ready to die.

With the realization the ancient dragon began building test bodies for transferring his full consciousnesses into. After hundreds of years of this exercise their was a rebellion and he was forced to kill most of Forty Two's predecessors. From then on he designed into them the need to help others and follow his orders.

When his master finally created his masterpiece, the body known as Seventy Two, he transferred all of his power and psyche into the thing. Now truly immortal his master has moved on to continue exploring the universe. Telling the surviving golems he had created including Forty Two they are now free willed and need to build their own lives.

What Forty Two does not know or understand is the process that created his sentience also linked him to his first master. Now his master receives all of Forty Two's experiences and continues to explore the universe not just in his own new body, but also the experiences of the two score surviving golems.


Interlude 00
Once his father had perfected his final form and transferred into his new immortal state he told the 27 surviving homunculi that they were free to do as they will and then he left to continue learning and exploring the multi-verse.

At first he and his brother just continued doing whatever task they were assigned. But even that soon ran out. With a compulsion to help others and do arcane wonders the score of remaining homunculi needed something to do. Within a couple year they started fading away, each moving into the world at large to explore and learn more. 42 did not know how long he and 63 waited, but it must have been at least a dozen years. Doing the same thing repeatedly before finally 63 convinced him to go.

Once out in the world 42 soon found people would simply panic, sometimes even going so far as to attack him as soon as they realized he was not a simple statue. For a while he did what he could for the people he found, sneaking in while they slept and repairing things, or layering minor enchantments on gear to help the people. But eventually the lack of recognition and loneliness grew to be too much. 42 had to find a way to reach out to other beings. That was when he began really noticing. The humanoids liked other humanoids, big or tall, skinny or fat, if they where shaped like humanoids they where well received.

So it was that 42 decided to take a chance. As he traveled 42 come to some humans traveling, they where all huge and powerful looking warriors. When 42 approached them he came in the form of a elven warrior. Even smaller than his own normal form to put their guards down and wearing the mage-cloak and armor humans expected. A few words exchanged and in no time the strange giants accepted him. After the line walker explained to the others I must be a sprite who wondered away from the magic zone, they told him of the tomorrow legion and let him travel with them.

Upon coming to the castle 42 was excited. For while he was forced to reveal his nature to the leaders who cleared him to work in the Legion, they still accepted him as a member. They found some work he could do and some people he could work with. No part of a community he would be able to once again participate.

But then 42 began to want more. Sure they had libraries and plenty of work to do, but 42 wanted to explore, to see the world. He put in for a field mission several times. But none of the commanders would take him.

So it was now, two years later than 42 was working in his shop with Tyler. Doing the best work they could and only occasionally being distracted as a COT or a SET cam and went from the castle. 42 was in the window writing down on his mobile the adventures of the 13th, the legions least lucky SET when the alert sounded and Tyler was pointing the messenger in his direction.

Messages never came for 42! Heck, most people only remember him long enough to share their tale and then move on with their lives. Ever since Tyler left he had been working in the shop on enchanted trinkets for the real legionaries and dreaming about maybe getting to learn more about what else is gong on. His high pitched voice bursts out. "Awesome, an invite for me? I will get ready right away." The messenger who delivered the note however seemed more stunned by the nature of the little guy bursting with excitement, than he did concerned with its response.

Getting ready as fast as he could 42 sets about gathering his gear up, and taking on the knightly form he liked to use to keep from scaring people. These humanoids often seems stunned into total silence when they realized he was not a statue, but by using his knightly form he could interact with them without too much stress. Plus it was much smaller, and less which is always a plus.
42's Sprite Warrior Form
Hardly able to contain himself 42 was distracted for the rest of the day as he waited for his chance to see this Pender guys, or maybe this Dhara lady. He had seen them around, heck he had watched the legionaries come and go in awe many times. But this time they will be hanging out with him and he will get a chance to help.
Dhara Hammerheart wrote: ↑Sat Oct 19, 2019 9:40 am
A dwarf with fiery red hair, a sunny smile, and a warrior's heft to her broad shoulders stands before you. This is Dhara Hammerheart, one of the leaders of the Tomorrow Legion. Her short arms and hands are balanced on a wooden desk. She motions for you to sit in the single worn chair opposite her. “Greetings, Legionnaire, forty two. I knew your father, and think it is time for you to spread your wings so to speak.”
Surprised 42 asks in a voice so high pitched as to sound as if from a child. But the words themselves spoken with the clearness of an adult. "You knew Abraxidone? I did not realize any mortal races knew of my master. How did you know him, did you meet him before he grew to old, did you know him as a great warrior dragon?"
Dhara Hammerheart wrote: ↑Sat Oct 19, 2019 9:40 am
She hands you what looks like a flyer advertising some sort of sporting event. “Something is going on out near Kingsdale; a Juicer sports competition called a murderthon, and they've specifically invited a representative of the Tomorrow Legion to attend.” Dhara's expression is thoughtful. “Juicer sports in general are bloody, savage competitions and nothing we truly want to be involved in. However, I hear this particular murderthon is going to be more restrained.” Dhara laughs.
42's face looks a little off put at the sound of a murder thon. "Why would they celebrate being able to kill each other? It does no seem like a rational past time when their lives are so short anyways."
Dhara Hammerheart wrote: ↑Sat Oct 19, 2019 9:40 am
“I have my doubts, but the fact remains that this an unprecedented opportunity for the legion to reach out and build relationships with nearby realms. Kingsdale is a very prosperous and influential city-state. We need a closer relationship with them. This region has a history with Juicers ever since the Juicer Uprising.” The dwarf nods towards you. ”Therefore, I am requesting that you attend the murderthon. If I can I will make the request to others within these castle walls. So far I have yet to find any takers. If you agree keep your eyes open and remember you represent all of us. Go show them who we are.”She paused and slid a paper form towards you across the desk. A pen rolled after it. A simple Legionnaire contract for field duty. A quick glance at it beyond the standard legalize was that the job paid 10,000 credits, and an experience of a life time. With some amount of gravitas she solemnly says, “I know you might have had other plans for this afternoon and week, but what say you?”
Spinning as he sprung in the air and zipped around the room what must have been a half dozen times in excitement before coming to rest only a couple feet in from of Hammerheart and snapping off a sharp solute the little Sprite says. "I would lot this mission. Specialist Forty-Two reporting for duty" Then his face grew a little sullen as he asked. "Does the commander know I need psychic energy energy? If we leave the castle I won't be able to feed off the ley line and will need someone willing to volunteer letting me link with them. I cannot live on my own, after the rebellion and my father had to put down my older brothers he decided to make us with more empathy and well, without it I will cease."[/b] The excitement of being able to go on a mission, mixed in his heart with the potential the team would not accept someone who needed some of their life energy to go in the field.


Description

Forty Two's natural state is as a 3' long (size -2) draconic statue like being with metallic looking skin.
however he loves to shape change constantly and most commonly Forty two goes around in the form of a 6" (Size -3) Armored pixie in order to make humans feel more comfortable and not threatened by him. This allows him to scout and fight with the least amount of risk.



Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Academics d10, Athletics d6, Common Knowledge d4, Fighting d4, Language (Dragonese/ Elven) d8, Notice d10+4, Occult d10, Persuasion d6, Psionics d10, Repair d10, Research d10, Spellcasting d10, Stealth d6
Pace: 6; Flying Pace: 24; Parry: 4; Toughness: 3; Size: Small (-2, Size mod -2)
Strain: 6/6
Hindrances: Big Mouth, Curious, Loyal, Outsider (major, ), Quirk (Forty Two chatters a lot and tends to reason out loud.), Quirk (Forty Two is constantly messing with things. Trying to learn or enchant, Forty Two has trouble doing nothing for long.), Vow (major, Forty Two was designed to learn, so that the information can be transmitted to his master. This is effectively a the Major version of Vow of Fealty and Service to his Master. Forty Two does not know that his master receives all the knowledge he gains and learns as soon as he recharges at a Ley Line. Nor does he know he is physically incapable or betraying or working against his master (Abraxlidone) in any way.), Wanted (major, )
Edges: Adept (Magic), Arcane Background (Magic), Arcane Background (Psionics), Artificer, Channeling, Conjurer, Improved Arcane Resistance, Major Item Creation, Master of Magic, Minor Item Creation, New Powers (Deflection, Dispel), New Powers (Invisibility, Teleport), One With Magic (Novice), Power Points, Reliable
Weapons: Unarmed (Range Melee, Damage Str)
Languages: Dragonese/ Elven, Dragonese/ Elven (native, d8)
Current Wealth: 50,000 cr
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 20
  • Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Dragon Walk (Teleport; Savage Worlds: Adventure Edition p169-170), Illusion Mastery (Illusion; Savage Worlds: Adventure Edition p163), Reality Blending (Boost/Lower Trait; Savage Worlds: Adventure Edition p156), Unravelling (Dispel; Savage Worlds: Adventure Edition p158-159), Ward of Protection (Deflection; Savage Worlds: Adventure Edition p157-158)
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Psychic Wave (Havoc; Savage Worlds: Adventure Edition p162), Telekinetic Bolt (Bolt; Savage Worlds: Adventure Edition p156), Telekinetic Grasp (Entangle; Savage Worlds: Adventure Edition p161)
Special Abilities
  • A splinter of Abraxlidone's soul.: Is alive, can take Arcane Backgrounds
  • Designed using a hybrid of mechanical knowledge, runes and arcane spells.: Must consume 5 Power Points from ley lines or other sources. Use lower of Occult or Spellcasting to fix.
  • Natural state is 3' long metal dragon: About 2' in height or length.
  • While he rarely uses them, Forty Two does have legs.: Construct has Pace 6 and d6 running die
  • Designed to gather information that his master may learn from. Forty Two has incredibly powerful senses.: In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
  • Designed with enhancements mimicking the Abraxlidone's own shape changing appearance Forty Two can take on any form.: The Construct is designed to morph and change its features. Whether the result of arcane forces, hightech materials, or holograms it may take on the appearance of a target of roughly similar Size (up to one Size larger or smaller without penalty). This takes an action and a Smarts or Performance roll. Opponents motivated to question the guise are −4 on Notice checks (−6 on a raise). The Construct gains +2 on rolls to impersonate specific individuals (must have observed target’s appearance).
  • Able to impersonate nearly any being.: The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations).
  • Designed with wards and runes so advanced even techno-wizards struggle to understand them.: Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
  • Forty Two was designed to perform arcane works, and is ill suited to other tasks.: Designed to accomplish a specific set of tasks as efficiently as possible to the exclusion of all others, the Construct’s systems were not engineered for general use. Consider its Core Directive and choose a primary function (e.g. assault, repair, labor, piloting, medical, etc.). For −6 points the Construct subtracts 2 on Agility, Smarts, and all skill rolls not directly related to its primary function.
  • Forty Two's metal body heats quickly from Electrical or Lightening attacks.: The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Weakness: The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Forty Two's body is designed to repair itself if harmed.: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Forty Two was built with an internal PPE harnessing system drawing power from the world around him to keep him functional.: The Construct powers itself through an advanced, closed loop system such as dark matter, demon’s souls, nuclear energy, phase crystals, etc. Regardless of the Construct’s tech base, it will not Fatigue from physical exertion and no longer needs to recharge.
  • The spells built into forty two have the ability to move him through the air with remarkable speed and agility.: Hover and fly at Pace 24 (60 mph).
  • A splinter of Abraxlidone's soul granted a touch of his magical talent. - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • A splinter of Abraxlidone's soul granted a touch of his psionic might. - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • A splinter of Abraxlidone's soul granted a touch of his magical talent. - Master of Magic: Gain one Edge, ignoring all Rank requirements.
  • A splinter of Abraxlidone's soul granted a touch of his magical talent. - One With Magic: Gain one Edge, ignoring all Rank requirements.
  • Designed to work magic. - Artificer: Gain one Edge, ignoring all Rank requirements.
  • Designed to work magic. - Minor Item Creation: Gain one Edge, ignoring all Rank requirements.
  • Designed to work magic. - Major Item Creation: Gain one Edge, ignoring all Rank requirements.
  • Designed to work magic. - Conjurer: Gain one Edge, ignoring all Rank requirements.
  • Designed to work magic. - Channeling: Gain one Edge, ignoring all Rank requirements.
  • A splinter of Abraxlidone's soul granted a touch of his magical talent. - Power Points: Gain one Edge, ignoring all Rank requirements.
  • Skill Bonus - Occult: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Psionics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Spellcasting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus - Repair: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Created to create.: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Attribute: Increase an Attribute by one die type.
  • Attribute: Increase an Attribute by one die type.
  • Magic: Power Points: 20; Powers: Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Dragon Walk (Teleport; Savage Worlds: Adventure Edition p169-170), Illusion Mastery (Illusion; Savage Worlds: Adventure Edition p163), Reality Blending (Boost/Lower Trait; Savage Worlds: Adventure Edition p156), Unravelling (Dispel; Savage Worlds: Adventure Edition p158-159), Ward of Protection (Deflection; Savage Worlds: Adventure Edition p157-158)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Psionics: Power Points: 10; Powers: Psychic Wave (Havoc; Savage Worlds: Adventure Edition p162), Telekinetic Bolt (Bolt; Savage Worlds: Adventure Edition p156), Telekinetic Grasp (Entangle; Savage Worlds: Adventure Edition p161)
  • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted: Once its true natureis discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).



Advances
Novice Advances
  • Edge: Arcane Resistance
  • Edge: Improved Arcane Resistance
Current Load: 0 (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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

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

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Forty Two - Arcane Golem

Post by Ndreare »

GEAR

Work in progress...
Patreon toy coming soon,
Signature item coming soon,
50,000 credit bonus from GM coming soon
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

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

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

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

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

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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