Savant

This team is part of the Special Units arm of the Tomorrow Legion.
GM: Corrigon
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Savant
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Savant

Post by Savant » Tue Apr 04, 2017 9:05 pm

(Libertas' player making a second character for when openings happen.)

Dramatic Hook:
1d6 = 5: 5
Siege of Tolkeen
  • Hero's Journey Rolls:
    Training: 1d20 = 14: 14
  • Dirty Fighter Edge, +1 to Parry
    Training: 1d20 = 1: 1
  • +5 Combat Skill Points
    Training: 1d20 = 4: 4
  • Brawler & Martial Artist Edges
    Experience & Wisdom: 1d20 = 18: 18
  • Wild Card Edge: Mighty Blow
    Experience & Wisdom: 1d20 = 18: 18
    Re-Roll for repeated Roll: 1d20 = 12: 12
  • +2 Common Knowledge, Streetwise and Survival Checks in North America
Crazy Degradation Roll: 1d6 = 6: 6
Major Phobia: Birds


Starting Funds (1/2 for Poor): 2d6*50 = 200: 2, 2
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Savant
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Re: Savant

Post by Savant » Tue Apr 04, 2017 11:15 pm

Player Name: Soren
Google Handle: Soren
Character Name: Savant
Rank: Seasoned Experience: 44
Race: Altara Warrior Woman
Iconic Framework: Crazy
Attributes: Agility d12 (+4 TW), Smarts d8, Spirit d8, Strength d12, Vigor d12
Charisma: Ranges from +2 to -6; Pace: 12/d6; Parry: 10 (-2 to be hit) Toughness: 16 (6) Strain: 0
Skills:
  • Psionics d12 (d6 from IF; 6 Creation)
  • Shooting d10 (4 HJ)
  • Fighting d12 (1 HJ, 4 Creation)
  • Notice d4+4 (1 Creation, Edge, IF Bonus)
  • Tracking d4+2 (1 Creation, IF Bonus)
  • Survival d4+2 (1 Creation, HJ Bonus)
  • Streetwise d4+2 (1 Creation, HJ Bonus)
  • Climbing d4 (1 Creation)
  • Common Knowledge d6 (Racial Penalty, HJ Bonus)
  • Agility Tricks d12+8 (Edges)
Hindrances
  • Blind (Racial): Compensated with Radar Sense; cannot see colors/read flat surfaces
  • Minor Wanted: Splurgoth Empire (Racial): Rogue slave
  • Quirk: Distinctive Appearance (IF): (Mohawk, piercings, tattoos, painted face, no visor)
  • Curious (Major): Gets into trouble
  • Poverty (Minor): Half of funds dispersed at end of session
  • Stubborn (Minor): Hard to detract from course of action or sway opinion
  • Major Phobia: Birds (IF): -4 to rolls if in presence of birds
  • Bloodthirsty (IF): Take no prisoners, enemies are for killing; -4 to Charisma if known,
Edges
  • Quick (IF): Re-draw Initiative cards lower than 6
  • Alertness (Racial): +2 Notice checks
  • Brawler (HJ): Never Unarmed Defender
  • Martial Artist (HJ): Unarmed Attacks do Str+d4+2 Damage
  • Dirty Fighter (HJ): +2 Trick Maneuvers
  • Mighty Blow (HJ): Double Fighting Damage on Joker
  • Tricky Fighter: Agility (Hindrance): Agility Tricks as a Free Action
  • Split the Seconds (Hindrance): Extra non-Movement Action per round, no MAP
  • Off the Handle (N1 Advance): Lose It as Free Action; No penalty to Smarts roll
  • Acrobat (N2 Advance): +2 Agility rolls, +1 Parry if not Encumbered
  • Gymnastic Mastery (Armor, when charged): +2 Jumping & Climbing rolls, Climb at 12", Ignore Difficult Ground, Additional +2 Parry with Defend Maneuver, Falling = Agility roll, Success = -10' fallen, Raise = -20' (if over 60', -2 to Agility roll)
  • Major Psionic (S1 Advance): Extra ISP, spend ISP to boost Psionics Skill
  • Quick Draw (S2 Advance): Can draw weapon as a free action; swap weapons with an Agility +2 roll.
  • Gun Nut (S3 Advance): Shooting gains Losing It bonus (but not damage)
  • Counterattack (V1 Advance): First person to miss in melee combat provokes a free strike
Last edited by Savant on Fri Oct 05, 2018 7:54 pm, edited 12 times in total.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Savant
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Re: Savant

Post by Savant » Tue Apr 04, 2017 11:17 pm

Background:
Savant was ‘lost’ by her Splurgoth master in a gambling den in Tolkeen, before the war. It was part of a typically Byzantine plot by the fiend to place an agent inside the city who was loyal to him. Her new owner, however, suspected the treachery, and had a scheme of his own. As soon as the Splurgoth had left, Savant was installed with a M.O.M. unit, meant to force her loyalties to shift from the alien fiend to the human one.
It didn’t work quite that way.
Instead, the M.O.M. offered Savant insights, not only into her situation, but also to herself. It also taught her harsh lessons on how to survive. It also warned her: “The Grackles Know Your Name”. She’s not sure what that entails, but she knows that birds are to be avoided at all costs.
Ornithophobia aside, she became more cunning, more savage, adapting the lessons it gave her in unarmed combat to her new personality.. Initially, her owner was pleased--he used her in an underground fighting ring to make a considerable amount of credits. But all the time, she was watching, waiting….
When the CS began the final siege, her owner finally was distracted enough to strike; he never saw the first blow coming, nor the second. She then made her way out of the city, on foot, crawling in the mud to avoid the besiegers and defenders alike. This was not her war, and she had no intention of dying on behalf of anyone there.
Eventually, she made her way out, and started wandering the Midwest for the last several months. She eventually landed at Castle Refuge; she decided to enlist--though she nearly panicked the first time she met Elle of Owls. Since then, the SET Master Chief has given her a wide berth.

Description:
Savant stands out from most Altaran Warrior Women. Sure, the baseline is the same as the rest of her ‘sisters’, but brightly dyed mohawks and facial piercings aren’t common for AWWs. Furthermore, she is a rarity in that she wears no visor or other mask, boldly and shamelessly making her race immediately apparent (and triggering others to react accordingly). She often paints crude eyes in the blank spaces; these in no way look real, varying instead from the grotesque to the comical (the former being far more likely if she was still Getting It Together when she woke up in the morning). As a final touch, her clothing tends to clash garishly; it's uncertain to most observers if this is a result of her not knowing what color her clothing is, or a deliberate fashion statement.
Last edited by Savant on Tue Apr 04, 2017 11:29 pm, edited 1 time in total.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Savant
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Re: Savant

Post by Savant » Tue Apr 04, 2017 11:18 pm

Gear
Showboat (Patron Item)
A suit of armor empowered to provide enhanced mobility and grace on the battlefield, designed specifically for a pit-fighting Crazy.
Base Item: C&S "Gladiator" Medium Combat Armor
  • Stats: +6 Armor, +1 Toughness, Full Environmental Protection (+3/+0 when unpowered), 21 lbs
  • Charge: 2 ISP/hour
  • Minor Upgrades (2): +2 Agility rolls
  • Major Upgrades (2): +2 die-types to Agility
  • Major Upgrade: Gymnastics Mastery Edge
  • Major Upgrade: +10 Internal PPE supply, used only for charging the armor; recharges at 1 PP/15 mins on Ley Line
  • Total Value: 161,800 Credits
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Wilk’s 237 Laser Pistol (3)
  • 15/30/60 (-0/-0/-2); 2d6+1 AP 4; RoF 1; 16 Shots
  • Semi-Auto: Double-tap for 2 Shots; +1 Shooting/Damage
  • 2 Spare E-Clips
C-12 Heavy Assault Rifle (7)
  • 30/60/120 (-0/-0/-0); 3d6+1, AP 2; RoF 3; 60 Shots
  • Semi-Auto: Double-tap for 2 Shots; +1 Shooting/Damage; 3RB: Three Shots for +2 Shooting/Damage
  • Integrated Night Scope: Eliminates 2 points of Illumination/Range Penalties
  • 2 Spare E-Clips
Vibro-Sword (9)
  • Strength + d10 MD AP 4
Vibro-Vambraces (8)
  • Strength +d8 MD AP 4
  • +1 Parry, Worn as Pair
NG-S2 Survival Pack (30)
  • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infnite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, fvemile range.
  • One frst aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fshing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Encumbrance: 42/72
Max Weight: 60
Agility Penalty: -1 with Pack, 0 without Pack

Spare Gear:
SFD Huntsman Lightweight Personal Armor (16)
  • Armor +5; Toughness +1
Credits: 13860

Contacts
Last edited by Savant on Tue May 16, 2017 10:01 am, edited 1 time in total.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Savant
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Posts: 290
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Re: Savant

Post by Savant » Tue Apr 04, 2017 11:19 pm

Powers
Major Psionic
ISP: 20
For all Powers:
  • Spend 2 ISP for +1 Psionics; spend 4 ISP for +2. Double effectiveness on Ley Line.
  • Spend 1 ISP to double non-touch/self Range; Spend 2 ISP for x10 Range. Double effect on Ley Line.
  • Clairvoyance
    • 3 ISP, Range 60 miles (Raise 600 miles), 1 Sense (usually Radar Sense)
    • +1 PPE per additional sense
    • May shift viewpoint to new location in range as free action
  • Divination
    • 5 ISP, Duration 1 minute
    • During casting, cannot move; Shaken = Spirit Roll to not disrupt
    • Success = 1 Yes/No question; Raise = 1 short answer (5 words or less)
    • Living target may resist with Spirit; Conceal Arcana also resists normally
  • Mind Reading
    • 3 ISP, 6” Range
    • Resisted with Smarts
    • Success = 1 truthful answer
    • Raise = No awareness of intrusion
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Savant
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Posts: 290
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Re: Savant

Post by Savant » Tue Apr 04, 2017 11:21 pm

Advances


Iconic Framework
  • Bio-Regeneration: Natural Healing once per day
  • Enhanced Attributes: +2 Die-types/No Max Agil, Strg, Vigr
  • Double Base Pace
  • +2 Notice/Tracking
  • Ignore two points of Range Penalties
  • +4 vs. Fatigue; 1/2 normal sleep
  • -2 to be hit if aware of attack
  • Minor Psionics
  • Distinctive Appearance
  • Needs Action: Roll Spirit if bored
    • Fail = -2 Cha, -1 all Traits until fighting starts
  • Unstable Psyche: Add one Mental Degradation per Rank:
    • Novice: Ornithophobia (Major Phobia of Birds; -4 all Trait Rolls around birds)
    • Seasoned: Bloodthirsty (No mercy to prisoners if not under strict watch by commander; -4 to Charisma if known)
    • Veteran:
    • Heroic:
    • Legendary:
  • Losing It: Free Action
    • Berserk: +2 Fight/Strength/Melee Damage/Shooting
    • Ignore Wound Penalties
  • Getting It Together: -2 all Traits until done
    • Smarts -2 to determine how long
    • CritFail/Fail/Success/Raise
    • 24 hrs/d6 hrs/d6x10 mins/d6 rounds
Racial Advantages/Disadvantages
  • -4 Charisma with anyone who knows of the Altara Women and fears them
  • Instilled Ignorance (-2 Smarts)
  • Wanted (Minor): Splurgoth: Will be captured or killed on sight
  • Storm-Fouled Senses
    • Heavy rain, smoke, sandstorms
    • -2 Shoot/Fight/Throw/Notice
  • Attractive & Alertness
  • Genetically Engineered (+1 Die-type to Strength, Vigor and Agility)
  • Blind
    • Cannot see colors, flat text or purely visual information
  • Radar Sense
    • 1200’/200”; cancels out most effects of Blind other than the listed one
Hero’s Journey
  • Dramatic Hook
    • 3
    • Siege of Tolkeen
  • Training
    • 14
    • Dirty Fighter Edge, +1 Parry
  • Training
    • 1
    • +5 Combat Skill Points
  • Training
    • 4
    • Brawler & Martial Artist Edges
  • Experience & Wisdom
    • 18
    • Wild Card Edge (Mighty Blow)
  • Experience & Wisdom
    • 12
    • +2 Common Knowledge, Streetwise and Survival Checks in North America
  • Psyche Degradation
    • 6
    • Ornithophobia (Major Phobia: Birds)
    Advances
    • Initial Advances: (From Hindrances): Tricky Fighter, Split the Seconds
    • Novice 1 Advance: Off the Handle
    • Novice 2 Advance: Acrobat
    • Novice 3 Advance: Spirit d8
    • Seasoned 1 Advance: Major Psionic
    • Seasoned 2 Advance: Quick Draw
    • Seasoned 3 Advance: Gun Nut
    • Seasoned 4 Advance: Smarts d8
    • Veteran 1 Advance:
    • Veteran 2 Advance:
    • Veteran 3 Advance:
    • Veteran 4 Advance:
    • Heroic 1 Advance:
    • Heroic 2 Advance:
    • Heroic 3 Advance:
    • Heroic 4 Advance:
    • Legendary 1 Advance:
    • Legendary 2 Advance:
    • Legendary 3 Advance:
    • Legendary 4 Advance:
Last edited by Savant on Fri Oct 05, 2018 7:54 pm, edited 2 times in total.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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Savant
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Posts: 290
Joined: Tue Apr 04, 2017 8:45 pm

Re: Savant

Post by Savant » Tue May 16, 2017 9:59 am

Swapped Wilk's 447 laser rifle for NG-L5 laser rifle; noted above.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

User avatar
Savant
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Posts: 290
Joined: Tue Apr 04, 2017 8:45 pm

Re: Savant

Post by Savant » Wed Jul 05, 2017 8:44 am

7/5/2017: Spent XP to Advance to N2: Acrobat Edge
10/2/2017: Advance to N3: Quick-Draw Edge Changed to Spirit d8 w/ permission, 12/9/17
12/6/2017: 27320 Cr received, halved for Poor--13660 Cr added to sheet
1/1/2018: Advance to S1: Major Psionic
Seasoned Degradation Roll: 1d6 = 1: 1: Bloodthirsty
4/1/2018: Added Quick Draw (S2 Advance)
7/1/2018: Added Gun Nut Edge (S3 Advance)
8/1/2018: Bumped Smarts to d8 (S4 Advance)
1/1/2019: Added Counterstrike Edge (V1 Advance)
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q4/18 Adventure Cards:
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

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