Sara Turner - SWADE

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Sara Turner
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Sara Turner - SWADE

Post by Sara Turner »

Character Name: Sara Elisabeth Turner
Rank: Seasoned
Race: TW Construct (Human)
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Pace: 6; Parry: 5; Toughness: 20 (10)
Skills:
  • Athletics d6
    • +1 Climbing
  • Common Knowledge d4
    • Telemechanics +2
  • Electronics d8
    • Telemechanics +2
  • Fighting d6
  • Hacking d10
    • Telemechanics +2
  • Healing d4-2
    • +1 first aid kit
  • Notice d6
    • +2 Multi Optic Helmet: Ignore illumination penalties
  • Occult d6
  • Persuasion d6
    • -2 if person knows her construct nature.
  • Psionics d12
    • Major Psionic: spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
    • Mentalist: +2 opposed rolls
  • Research d4
    • Telemechanics +2
  • Repair d12+4
    • Telemechanics +2
    • Mr. Fix It: half time
    • +2 UEMC and half time
  • Shooting d6
    • +1 Multi-Optic Helmet
    • Multi Optic Helmet: ignore illumination penalties
    • Multi Optic Helmet: Offset 2 range penalties
  • Stealth d4
  • Survival d4-2
    • +1 navigation
    • +1 food gathering
  • Thievery d4
    • Telemechanics +2

Race (24/24)
  • Construct: +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: No cybernetics.
  • 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): Find and reunite the Black family (Tara, Caleb, Kim).
  • Wanted (Major): Once its true nature is 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).
  • Transferred Intelligence (+0)
  • Techno-Wizard System (−3): Must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources every 24 hours. Consumed Power Points cannot be used to fuel powers. Techno-Wizardry is used to fix these constructs instead of Repair.
  • Medium Frame (+0): At Size 0, the being is about the size of the average human.
  • Legs (+0): The Construct has Pace 6 and d6 running die.
  • Basic Senses (−1): The Construct has audio, visual, and other sensory abilities roughly comparable to the average human—though it cannot truly experience the flavor of food or the caress of a loved one in the traditional biological sense.
  • Lifelike Android (+0): Without careful and detailed examination by a skilled investigator with advanced equipment, it is impossible to determine the Construct is not an organic creature.
  • Standard Vocal Unit (+0): The Construct can fully communicate through the sounds made by most other races and can do so with a booming voice if it chooses.
  • +1 Modular Design (Cannot have Form-Locked Physiology): Some rare Intelligent Constructs were designed to be modified over time. While the total number of points must remain the same, the Intelligent Construct can swap out some Features for others. Doing so requires assistance from a Gadgeteer (Technological System), Techno-Wizard (TW System) or Spellcaster with Major Item Creation (Arcane System). Modification requires two steps:
    • First, the new mod must be built. This requires parts equal to 20,000 Credits x the point-cost of the new Feature. It also requires a Build Roll, as follows:
      • Tech System: Lowest of Engineering and Repair
      • TW System: Lowest of TW, Occult and Repair
      • Arcane System: Lowest of Occult and Spellcasting
      • This roll is at a penalty equal to the point cost of the Feature, and takes 1d6 days +2 days/point. It is further penalized by Obscure Construction. Failure means the time is lost, as are half the materials. A Critical Failure destroys all of the materials.
    • Second, the item needs to be installed. This takes 1d6 hours, +1 hour/point, and requires an installation roll. This roll is identical to the Build Roll. A failure wastes the time in the attempt, while a Critical Failure also destroys the built mod. During Installation, the Construct is completely shut down (treat as Incapacitated by Fatigue).
    • When a new Feature is installed, old Features of equal point-cost must be removed. These removed features are then considered 'built' for purposes of re-installation at a later time; thus, over time, the Construct can have a selection of options available for being able to adapt to specific situations.
  • +4 Power Plant (1): The Construct powers itself through an advanced, closed loop system feeding on demon’s souls. It will not Fatigue from physical exertion and no longer needs to recharge.
  • +2 Automated Repair Unit (2): 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”.
  • +1 Edge: AB Psionics
  • +1 Edge: Synthetic Immortality
  • +1 Edge: Telemechanics
  • +1 Edge: Artificer
  • +2 Edge: Improved Nerves of Steel
  • +1 Edge: New Powers: Arcane Protection, Detect/Conceal Arcana
  • +1 Edge: New Powers: Bolt, Boost Trait
  • +1 Edge: New Powers: Fly, Havoc
  • +2 Edge: Power Points (+20)
  • +2 Edge: Major and Master Psionic
  • +1 Skill Bonus: +2 Repair, always have the necessary equipment.
  • +2 Smarts (2): to d12
  • +1 Vigor (1): to d8
  • +2 Hardwired Repair and Psionics: +2 die type
  • +1 Hardwired Repair and Electronics: +1 die type
  • +1 Hardwired Electronics and Electronics: +2 die types

Hindrances
  • Curious (Major)
  • Loyal (Minor)
  • Stubborn (Minor)

Edges
  • Synthetic Immortality: The character’s construct body contains redundant backup systems to safeguard their consciousness in even the most dire circumstances. If Incapacitated from Bleeding Out or “death,” it can still be repaired if these core structures are intact (GM’s call, but they are generally well-protected from everything except a complete meltdown, being sunk in magma, ground zero of a nuclear detonation, or other such catastrophe). This Edge does not allow the being’s consciousness to be implanted into a different frame or body.
  • AB Psionics
  • Major Psionics: May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2; doubles ISP gained from Edges
  • Mr. Fix It: +2 Repair; Raise fixes in half time.
  • Artificer: May create psionic items (p. 153 SWADE)
    • Arcane protection, barrier, blind, bolt, boost/lower Trait, confusion, damage field*, darksight*, deflection*, disguise, divination, elemental manipulation, empathy, entangle, elemental manipulation, environmental protection*, farsight*, fear, fly*, havoc, healing, illusion, intangibility*, invisibility*, mind reading, mind link, mind wipe, object reading, protection*, puppet, relief, sloth/speed, slumber, smite*, sound/silence, speak language*, stun, telekinesis, warrior’s gift*.
  • Mentalist: +2 opposed Psionics rolls
  • Master Psionic: Mega powers
  • Improved Nerves of Steel: Ignore 2 level of Wound penalties
  • Channeling: Raise on arcane skill roll (or roll to activate or use an arcane device), reduces its Power Point cost by 1. This can take it to 0.
  • Concentration: Base duration and maintaining of powers is doubled.

Powers
ISP: 40

Arcane Protection
  • Cost: 1
  • Range: Self
  • Duration: 10
  • Trapping: Concentration, mental interference
  • Hostile powers are -2; Raise -4. Damage reduced by the same.
  • Hurry (+1): Pace +2
  • Exalted (+2): -4/-6

Bolt
  • Cost: 1
  • Range: Smarts x 2
  • Trapping: Bolt of telekinetic force
  • 2d6 damage; Raise 3d6
  • Damage (+2): 3d6/4d6
  • Armor Piercing (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
  • Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
  • Greater Bolt (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
  • Onslaught (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty) and may be used for Suppressive Fire (see Savage Worlds).

Boost Trait
  • Cost: 1
  • Range: Self
  • Duration: 10
  • Trapping: Increased arcane neural net crystal activity.
  • Increase by 1 die type/Raise 2)
  • Greater Boost (+2): With success, the selected Trait gains a free reroll once per round, or once per action with a raise.

Detect/Conceal Arcana
  • Cost: 2
  • Range: Self
  • Duration: 10 (detect); 2 hours (conceal)
  • Trappings: Psychic
  • Detect supernatural person, objects, or effects. Includes invisible. Raise: general type of enchantment. Ignore 4 points of penalties when attacking foes hidden by magical darkness or invisibility. Ignore all penalties on raise.
  • Conceal one item or individual of Normal Scale
  • Strong Conceal (+1): Rolls to see through made at -2.
  • Exalted Detect (+2): Detect
    • Active powers and arcane abilities.
    • Type of supernatural creature (vampire, werewolf, dragon, etc.).
    • Enchantments present on an item.
    • Amount of PPE or ISP possessed by a target.
    • Other information the GM allows.
    • When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
  • Exalted Conceal (+2): -2/-4 to see through. Doesn’t stack with Strong.
  • Presence Sense (+1): Sense location and exact location of living beings within range. Do not need line of sight to locate living beings.

Entangle
  • Cost: 2
  • Range: Smarts
  • Trapping: Telekinetic bands of force
  • Success: Entangled; Raise: Bound. Victims may break free on their turn.
  • Area of Effect (+2/+3): MBT/LBT
  • Strong (+2): Rolls to break free at -2.


Fly
  • Cost: 2
  • Range: Self
  • Duration: 10
  • Trapping: Telekinetic flight
  • Fly Pace 12”/Raise 24”
  • Swift Flight (+5): 24” (60 MPH)/48” (120 MPH)

Havoc
  • Cost: 2
  • Range: Smarts
  • Trapping: Telekinetic force
  • MBT or Cone. Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
  • Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
  • Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
  • Area of Effect (+1): LBT
  • Strong (+1): Strength rolls made at -2.
  • Selective (+1)
  • Greater Havoc (+2): 3d6” and 2d6 damage

Healing (UEMC)(10 PP/E-clip)
  • Cost: 3
  • Range: Touch
  • Trappings: Super-Tech (UEMC)
  • Removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.

Mind Link
  • Cost: 1 ISP
  • Range: Smarts, then 1 mile/Raise 5 miles
  • Duration: 60 minutes
  • Trappings: Pure psionics
  • Willing targets only. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
  • Additional Recipients (+1)
  • Telemechanics
  • Exalted Mind Link (+2): The caster can broadcast a short telepathic message to every sentient mind within a mile radius (five miles with a raise). The caster can only broadcast, she does not receive their responses.
  • Telepathic Switchboard (+5): This modifier allows the caster to connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. The minds must be willing individuals within one mile (five miles with a raise).

Telekinesis
  • Cost: 5 ISP
  • Range: Smarts x 2
  • Duration: 10
  • Trappings: Pure psionics
  • It has a Strength of d10, or d12 with a raise. (80/100 lb)
    • Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage.
    • Dropped creatures suffer falling damage as usual.
    • Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
    • Exalted Telekinesis (+3): The Strength of telekinesis is d12 (100 lb), +2 Strength for each raise. Consult the Super Strength Table (on page 69) to determine how much the caster can lift and manipulate. Note that objects weighing 1,000 pounds or more automatically deal Mega Damage when used as weapons.

Gear

Universal Energy to Matter Converter (UEMC) (Patron Item)
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5’ or direct application
  • Repair: The UEMC can effect repairs as if the mechanic has an excellent or dedicated facility. This adds +2 tool bonus to any repair attempts, but uses 1 charge per 30 minutes of use. Otherwise this uses the standard repair rules. It can also be used to repair a Technical Difficulties Glitch (1 charge), Serious Problem (2 charges per hour), or Severe Failure (2 E-Clips per day). The +2 tool bonus still applies.
  • Faster Repairs: Because of the very targeted nature of the repairs, repairs take half as long.
  • Regeneration: For every three charges used, the UEMC uses the Healing Power (SWD 133).
  • Payload: 10 charges per E-clip
    • 1 spare E-clip

Vibro-Longsword
  • Damage: Str+1d10 AP10, Mega Damage (Powered)
    • +2 damage to break objects
  • 4 lbs; Min Str d8 (ignored when powered)

Frag Grenades x18
  • Damage 5d6, LBT, Mega Damage
  • Range 5/10/20

C-20 Laser Pistol
  • Damage: 3d6+1, AP 2
  • Range: 12/24/48
  • Shots: 21
    • Reloads: 2 x 21 shots
  • Weight: 3 lb

Bandito Arms Branaghan Armored Overcoat (Patron Item)
  • +2 Armor, +1 Toughness (stacks)
  • Increase Load Limit to Strength x 7
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • 5 lb

CA-4 Standard “Dead Boy” Body Armor
  • +8 Armor
  • +3 Toughness
  • FEP
  • Mini-computer
  • Multi Optic Helmet
    • Ignore illumination penalties
    • +2 Notice
    • Offset 2 range penalties
    • +1 Shooting
    • Radio (10 miles)
    • Public address system
  • 20 lb

NG-2 Survival Pack
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • 20 lbs

Credits: 122,500

Contacts
  • Coalition Corporal Peter Fellman - Tolkeen burnout, works river barge guard duty on the Missouri River

Background

Sara and Tara Turner were born fraternal twins to a family in the Red River Combine in the New West, a group of mercenary techno-wizard dealers. Their mother died when they were young and left them to be raised by their strict father.

Their father was a master techno-wizard, and Tara took to techno-wizardry quite well. However, Sara had less of a knack, and when she developed psionic powers she was turned over to the tutelage of her uncle instead, who was a much less harsh man.

When the girls turned eighteen their father sought to arrange a marriage for Tara to another techno-wizard in the Combine. But the fiancee grew jealous and abusive at Tara’s superior skill. On her wedding day, Tara and Sara left the Combine and headed east.

The sisters settled in Kingsdale and opened up a shop. In Kingsdale Tara met and married an exile from the Federation of Magic named Caleb Black. They had a daughter named Kim.

Shortly after, Tara and Sara discovered an old NEMA bunker north of Kingsdale. They managed to gain access, but Sara was a bit too quick and curious and was caught by the automated anti-intrusion countermeasures. Dying in her sister’s arms, she used her last bit of mental power to telemechanically upload herself into the bunker’s mainframe, taking over the computer system and becoming the bunker’s artificial intelligence. Tara made the bunker her secret workshop as she puzzled out the secrets of NEMA technology and spent time with her lost sister.

Six years later Caleb Black’s past caught up with him and an old enemy, an evil shifter named Count Atrocles, infiltrated the bunker, threatening Tara and Kim. Caleb showed up and fought the man, but he was unable to stop Atrocles from throwing his wife through a rift into a hell dimension. He did manage to save his daughter. At the last moment, Sara downloaded her consciousness into Tara’s wrist mounted field computer and made the journey through the hells with her.

Twelve years later Tara made her way back to Rifts Earth a hardened and determined woman with only one thing on her mind, to find her family. While making her way around the heartland of North American and even out west, she finally returned to her bunker in Kingsdale to start a special project. She used the secrets she had learned in rifting through the worlds to build a techno-wizardry powered construct body and downloaded Sara’s consciousness into it. It would let them both continue the search.

Sara has since made her way out into the world, seeking to help and do good while also searching for Caleb and Kim Black on behalf of her sister.

Advances

Advances
  • Initial Advances: (From Hindrances): Agility d8, Smarts d8
  • Novice 1 Advance: Mr. Fix It
  • Novice 2 Advance: Channeling
  • Novice 3 Advance: Fighting d6, Occult d6
  • Seasoned 1 Advance: Channeling
  • Seasoned 2 Advance: Mentalist
  • Seasoned 3 Advance: Concentration
  • Seasoned 4 Advance: Agility d10
  • 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 Sara Turner on Tue Apr 07, 2020 1:33 am, edited 3 times in total.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Sara Turner - SWADE

Post by Ndreare »

Generally looks good.

But as a note the +4 Advance from MARS Operator would typically not carry over now that you are not an operator.


As a design note, +3 for extra action is really over priced IMNSHO. that is basically 3 edges or 6 skill points. So may want to think about just taking Sloth/Speed instead. You would still have a -2 on the first action of the first round. But way more efficient.
If you did that, you could actually take "Weird Science" and 4 skill points, because you are close already to the ridiculous skill requirements for Weird Science. It could be how you do extra unexpected awesomeness.


Also on notice these two penalties are basically the same. I would not think they stack, instead benefiting only from the higher bonus more likely (that is how Jon ruled).
+4 Advanced Senses, ignore illumination penalties
+2 Multi Optic Helmet: Ignore illumination penalties
  • 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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