GM: Freemage
They are lead by Osanna "Joker" Wilde, a real wild card.
The 7th SET is the premiere special exploration team comprised of some of the most amazing and unique characters.
There had been a time when Commander Fox had been at the top of his class. Some say it was genetic coding and manipulation that occured during the Clone Trooper Genome Project, but Fox believed it was his natural abilities and talents that got him his command. Either way it was a position that he cherished and he enjoyed working with his brethren in arms. He had been about 20 when he took command of the Coruscant Guard.
In the few years he had been in command of the Coruscant Guard, he had hunted down rogue Jedi, fended off attacks of bounty hunters, defended the senators of the Galactic Senate, and even faced off against a Zillo Beast. All this had occured prior to his leaving of Coruscant and ending up on Earth.
Now Fox was certain of the places he had been and things that he had done. On Earth though, when he described his past, he drew some really strange looks. Needing the structure and ordered life, he sought out the nearest military unit, Chi-Town Coalition Forces.
He had no background or references and the military took him in. Training among the grunts he would always find a way to take charge of a situation and then see a successful completion. When questioned about his expertise, he would bring up about Coruscant and his time commanding the Coruscant Guard. The psychics were brought in and evaluations given. Even though delusional, it does not inhibit his military prowess.
After being evaluated several times over the course of a few years, he was reassigned to Lone Star. Figuring that the research labs in Lone Star could pry the delusional streak from Fox, he began training again as a grunt. Fox continued to exhibit the same leadership and tactical skills. The missions he was assigned to would have the lowest casualty rates and the highest successes.
It was around the time he had been there a year, that a new technique was being tested out in the Lone Star labs. Psychic ID Recoding. Researchers figured that Fox would be the ideal canidate, due to his delusional statements about being from another planet and his pre CS grunt activities. There was a Private Simmons who was an up and coming SAMAS pilot who was the proto type for the "PsyID Rec". Numerous soldiers were being Recoded and then being evaluated for progress.
Fox's recoding had him even listed as Private First Class (PFC) Simmons. The Recoding seemed to work on other grunts who excelled at the trainings for SAMAS pilots. They of course were given different names. Fox's coding was like a skill set boost but he knew he was still Fox and that he had been the Commander of the Coruscant Guard, of course he had stopped telling anyone about it. One thing was different about Fox though, he really disliked the CS military now.
His dislike for the CS, did not show. He trained hard and was still the best that he could be. But every free moment was spent looking for a way to detach himself from the CS. Security was tight and regulations gave no furloughs or vacations. So he found himself on desert patrol the night his unit was ported to the ice and cold.
Last edited by PFC Fox Simmons on Sun Jun 03, 2018 1:02 pm, edited 2 times in total.
The SAMAS is classified as Power Armor, but with the flight systems (max altitude 500 feet), any serious high-speed or tricky maneuvers still require a Piloting check. With the recent spate of upgrades, a few of these have found their way into the Black Market. Even for the prices they go for, they get snatched up fast. (1.6 million credits) PA-06A Coalition SAMAS: Size 2, + 10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 10 (Run d8).
Notes: Flight System (Pace 25, Climb 2) Weapons:
Light Rail Gun (handheld)
100/200/400 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
Rocket Launcher
100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
2 spare missiles in camp
Command: Allies: +1 Spirit to recover from Shaken.
Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
Natural Leader: Share Bennies with Troops under his command.
SAMAS/Pilot
Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
Ace: +2 to Piloting PAs, May spend Bennies to Soak.
Combat Ace: Ignore MAP for Piloting and Shooting in same round.
Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
Adventure Cards: Q3-2018
(33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
(35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
(16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
[OOC=Rail Gun Single Shot][list][list] Edges
[*][b]Ace[/b]: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
[*][b]Combat Ace[/b]: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
[*][b]Power Armor Jock[/b]: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
[/list]
[list] Shot Fired
[*] Shooting [Dice]1d10[/Dice]
[*] Wild Shooting [Dice]1d6[/Dice][/list]
[list] Damage Done
[*] Damage [Dice]2d10+4[/Dice] (AP 10)
[/list][/OOC]
[OOC=Rail Gun Auto Fire 3 Round Burst][list][list] Edges
[*][b]Ace[/b]: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
[*][b]Combat Ace[/b]: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
[*][b]Power Armor Jock[/b]: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
[*][b]Rock and Roll![/b]: No Move during Round, May ignore penalty for firing Full Auto. [Seasoned 2][/list]
[list] Shots Fired
[*] Shooting 1 [Dice]1d10[/Dice]
[*] Shooting 2 [Dice]1d10[/Dice]
[*] Shooting 3 [Dice]1d10[/Dice]
[*] Wild Auto Fire [Dice]1d6[/Dice][/list]
[list] Damage Done
[*] Damage 1 [Dice]2d10+4[/Dice] (AP 10)
[*] Damage 2 [Dice]2d10+4[/Dice] (AP 10)
[*] Damage 3 [Dice]2d10+4[/Dice] (AP 10)
[/list][list][/OOC]
Um... I didn't see clones. That page has Genetically Engineered Humans (Humans 2.0), and Genetic Hybrids. Assuming you mean the Engineered Humans, there's a couple issues:
Human 2.0 would be what I thought of as a Clone
1: Replace the "Free Edge" with Adaptable--so it's a Novice Edge only.
2: The Genetic Abnormality is based on out-of-date character creation rules: the new rules call for a penalty to rolls with the trait, rather than just a higher cost.
3: +4 to resist disease becomes straight Immune to Disease--it's still only a 1-point ability. So at that point, the positives are +6, so the negatives need to be -4. With the Arrogant Hindrance, you only need the 2-point version of Bad Attribute (-1 to rolls with that Attribute).
ok.
As it is, you end up slightly to the good over baseline race-creation rules, since both the Attribute and Skill adds are open-choice, but I figure that's reasonable for the origin.
Sgt: Fox needs some editing on his sheet and signature, still:
1: Remove the Color/Size tags that make that tiny, hard-to-read red type. You can also eliminate any text that was 'instructional', like the Parry/Toughness calculation.
2: Speaking of Toughness, you should have an in Armor and out-of-armor rating, so it's easy enough to check. Make sure you include the effects of the Brawny Edges.
3: Your sig isn't quite finished--that all-caps text should be replaced with the Edges you've got that I might need to know about (Command and Tactician, for instance). You can, but don't have to, include Edges that you want to keep in mind for your personal benefit (like Rock'n'Roll).
Last edited by PFC Fox Simmons on Sun Jun 03, 2018 9:17 pm, edited 2 times in total.
Command: Allies: +1 Spirit to recover from Shaken.
Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
Natural Leader: Share Bennies with Troops under his command.
SAMAS/Pilot
Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
Ace: +2 to Piloting PAs, May spend Bennies to Soak.
Combat Ace: Ignore MAP for Piloting and Shooting in same round.
Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
Adventure Cards: Q3-2018
(33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
(35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
(16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
Xavier must have seen through Fox's disguise. New Maneuver: Venting Jet Thrusters.
While hovering, a SAMAS pilot can turn and throttle up his thrusters doing Burster Immolate damage in a cone template to the rear.
What do you think. Catch sneaky stinky and his three goons in jet fuel?
SGT: That would be a good SuperTech mod to the thrusters.
Well adding it to the MODIFICATION tab on Fox's sheet.
ust need to get to a SuperTech guy. Hm... Attack, Ranged, Level 2 (so 2d6) (4 points), Cone (+0), Enhanced Damage (+4). Doable as a Heroic Item, so you could just drop the EP for a Signature Item and get 2d10 Cone Damage from the thrusters.
Agility roll vs your Piloting (instead of Shooting) to evade.
Command: Allies: +1 Spirit to recover from Shaken.
Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
Natural Leader: Share Bennies with Troops under his command.
SAMAS/Pilot
Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
Ace: +2 to Piloting PAs, May spend Bennies to Soak.
Combat Ace: Ignore MAP for Piloting and Shooting in same round.
Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
Adventure Cards: Q3-2018
(33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
(35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
(16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
I would buy into this being a signature item level upgrade.
But would want to point out it is not MD. Are you okay with that?
PS: I know the science says not going to happen, but this idea and trapping is really cool.
PPS: This stuff normally goes under item validation
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
It's true that right now it isn't MDC. To get there, you'd need to come up with a 1-point Limitation on it. Maybe not being able to Fly while using this option, since the wide-jet isn't focused enough to get thrust? This would be 'at all during the turn', so you'd need to start the turn on the ground, not fly, and then fire the blast.
The SAMAS would hover and narrow the vents, essentially powering up the thrusters. Movement would be limited to a quarter turn at most. No weapons firing and no other actions for the turn.
Command: Allies: +1 Spirit to recover from Shaken.
Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
Natural Leader: Share Bennies with Troops under his command.
SAMAS/Pilot
Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
Ace: +2 to Piloting PAs, May spend Bennies to Soak.
Combat Ace: Ignore MAP for Piloting and Shooting in same round.
Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
Adventure Cards: Q3-2018
(33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
(35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
(16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
You get AB: SWD SuperPowers, and 20 ISP with which to use your Power, and a d4 in the Skill for it (sadly, yes, this does suffer from Strain penalties). This does 'unlock' the ability to take other Super Powers using the SWD rules for them, if you wish; arguably more importantly, it also means that you can use TW gear.
Command: Allies: +1 Spirit to recover from Shaken.
Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
Natural Leader: Share Bennies with Troops under his command.
SAMAS/Pilot
Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
Ace: +2 to Piloting PAs, May spend Bennies to Soak.
Combat Ace: Ignore MAP for Piloting and Shooting in same round.
Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
Adventure Cards: Q3-2018
(33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
(35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
(16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |