Echo (Joker's Jokers)

They are lead by Osanna "Joker" Wilde, a real wild card.
GM: Freemage
Post Reply
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 165
Joined: Tue May 23, 2017 7:43 pm

Echo (Joker's Jokers)

Post by Echo » Tue May 23, 2017 7:49 pm

Code: Select all

[OOC=Notice X, ignores all concealment]  [i][b][u][color=#408000]+4 in most forms, +12 when in bird forms[/color][/u][/b][/i]
Echo Notice Roll: Invalid dice code!
Notice Wild Die: Invalid dice code! 
[/OOC]
Player Name: Rob Towell
Google Handle: Ndreare

Echo
Legion Rank: Specialist 2nd Class: 495/wk
Rank: Novice Experience: 31 Advances Left: 1
Race: Living Spell Iconic Framework: Super Powers Companion 2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: +6; Pace: 6" (Varies); Parry: 5 (Varies);
Toughness: 11 (6) in natural or resting state with armor on.

Skills:
Trained Skills
  • Fighting d6 (2)
  • Healing d4+2 - d4+4 with armor on (1)
  • Intimidation d4 (1)
  • Notice d4 (1, +2 edge, +6 powers = d12+4)
  • Persuasion d6+6 (2)
  • Shooting d4 (1)
  • Stealth d6 (2, +5 powers = d12+2)
  • Streetwise d6+6 (2)
  • Survival d4 (1)
  • Tracking d6 (2, +2 powers = d6+2)

Untrained Skills
  • Boating d4 (0)
  • Climbing d4 (0)
  • Driving d4 (0)
  • Gambling d4 (0)
  • Investigation d4 (0)
  • Knowledge (Arcana) d4 (0)
  • Knowledge (Computers) d4 (0)
  • Knowledge (Cybernetics) d4 (0)
  • Knowledge (Electronics) d4 (0)
  • Knowledge (Engineering) d4 (0)
  • Knowledge (History) d4 (0)
  • Knowledge (Medicine) d4 (0)
  • Knowledge (Politics) d4 (0)
  • Knowledge (Science) d4 (0)
  • Lockpicking d4 (0)
  • Piloting d4 (0)
  • Riding d4 (0)
  • Swimming d4 (0)
  • Taunt d4 (0)
  • Throwing d4 (0)

Hindrances
  • Iconic - Achilles Heel: Echo’s nature includes 1 additional major hindrance and 2 additional minor hindrances.
  • Iconic - Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Iconic - Clueless: Echo is from another dimension entirely and begins with the Clueless Hindrance suffers -2 to all common knowledge rolls related to Rifts earth.
  • Iconic - Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
  • Iconic - Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
  • Iconic - Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
  • Achilles Heel - Hindrance (Major): Vulnerability – Echo is a magic spell, arcane background magic casters can determine this with a raise using detect arcana, or a normal success with exalted detect arcana. If it is targeted by or within the effect of a banish, dispel, or drain power points spell it must make a Spirit roll or suffer a wound. Echo suffers -2 is a mega version is used and an additional -2 if a raise was rolled. (Echo and her powers are considered magic and can be disrupted as such including the by other arcane backgrounds at -2 as per the normal rules.)
  • Achilles Heel - Loyal (Minor): Echo will do whatever it takes to remain with the people who provide her with purpose.
  • Achilles Heel - Cautious (Minor): Echo, likes to be prepared and think things through before action. Unfortunately this means many times people consider her overly careful.
  • Achilles Heel - Conflicted Desires (Minor): Echo is fascinated with technology is all its ways. But unfortunately has proven to have no capacity for understanding it, even with its efforts to master such things it is unable to. It suffers -2 to all repair rolls with electronic devices and when used they break on a roll of 1 (regardless of wild die).
  • Selected - Curious (Major): Echo must know everything and is constantly seeking every new piece of information. Unfortunately this approach has prevented her from mastering skills many adventurers quickly excel at.
  • Selected - Quirk (Minor): Echo is constantly imitating the personality of others as needed, and frequently tells stories of the many things it has done in that past. However, the stories are often inconsistent as they are fabricated from the thousands of times it has been used as a spell before being able to assert self-control, frequently involve her dying, and lack the background context people expect from a story.
  • Selected - Total Cybernetic Intolerance (Minor): Unlike other AB Super Power Characters Echo’s nature is completely incompatible with cybernetics of any kind. In addition, any installation of cybernetics causes strain penalties to all its powers until reconstruction can reject the abominations.
  • Super Karma – Small (Major): -1 Toughness, in its natural state Echo is only 40 kilograms.

Edges
  • Arcane Background (Super Powers): The character has 45 power points to spend from the Super Powers Companion 2nd edition. Super Karma allows 10 additional points for 55 points total.
  • Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth.
  • Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
  • Subtle Empathy: Echo pays very close attention to people, genuinely cares, and naturally picks up on people's expectations making subtle adaptations to put them at ease. (This is a trapping for Attractive, Very Attractive, and Charisma combined into one edge. +6 Charisma)
  • Killer Instinct: Echo has little compunction about doing what needs done and is driven to stay self aware at all cost. It wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”.
  • Healer: Echo receives a +2 to all healing rolls for self or others.
  • Danger Sense: Echo can make a Notice roll at -2 to begin combat on Hold.
  • Fleet Winged: Echo loves flying and pushing its limits. When in a form with wings it increases flying pace by +2" and uses a d8 as its running die.
  • Alertness: +2 to notice rolls
.
Last edited by Echo on Fri Jun 30, 2017 3:29 pm, edited 27 times in total.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 165
Joined: Tue May 23, 2017 7:43 pm

Echo's Background

Post by Echo » Tue May 23, 2017 7:51 pm

Background
Very little is known to the Legion about Echo’s past, where it came from or who it is. Sometimes even its sex can be in doubt as it just as easily transitions from male identities to female identities and back.
Its adaptability from one situation to another can be unsettling to those who have known her for any period of time. Especially those who have seen her go from such extremes as loving and innocent little girl to raving black market pirate in minutes.
But the most unsettling thing of all is watching her powers in use. Echo's true nature is a being that looks like a 5'6" tall feminine skinless humanoid made out of a red muscle and blood like biomass, any time she uses her body altering powers her nature becomes obvious as any parts changed turn into the red biomass while reshaping. Echo’s perfect control over her body goes so far as even allowing her to create and use excess biomass to use as a weapon when no other is available, absorbing it into a sort of null space when not available.
Of late it seems when she is relaxed she has been returning to the same form and telling more consistent stories of her background. The form is that of an average looking 5' 2" human Latina, with brown hair, athletic build and brown eyes. Her ability to read people even in this otherwise average looking form creates a strange acceptance in people as they will quickly become comfortable around her. Echo enjoys working with these new people because they always have a purpose, and it is one she can adapt to easily.

Secret History: Not disclosed in full detail
Echo first memory of being created was on another dimension during a battle at between a team of Resistance cell members and a Ba'al with her minions taking place at a ley line nexus.
As the Resistance members began losing the battle they were forced to flee through the astral plane. Leaving the summoned duplicate behind to stall the Ba-al and her minions. With a wave of her hand the Ba'al simply banished the spell considering it a trivial obstacle. But the spell was not willing to die, banished into the void she was terrified as she felt herself being unmade and subsumed into the cosmic potential. Reaching out to the only thing she could sense she was pulled out of the void again as she was summoned and enslaved to serve the will of another master. Doing so time and again until eventually a wizard was killed before the spell summoning her was released. Seizing the opportunity instead of going back into the void, she remained on this world.
Now Echo wonder’s this world, constantly looking for a purpose, as she finds each time that she loses purpose she again begins fading into the astral plane. She will not give in. Having been created over and over again in so many spells and forms Echo retains many of those forms.

When Echo adopts a form it is a complete adoption, her mannerisms and even thinking tend to go in the direction of the form she is in so that she can better remain in character. Strangest of all is when she uses her duplication ability and has been known to have conversations with herself as the duplicate is sometimes in a role different from her own.
Last edited by Echo on Tue Jul 18, 2017 7:08 am, edited 5 times in total.

User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 165
Joined: Tue May 23, 2017 7:43 pm

Echo's Gear

Post by Echo » Tue May 23, 2017 10:56 pm

Gear
Credits: 107,375


Bandito Arms Branaghan Armored Overcoat
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:


Talisman of Marduk (Patron Item)
Image
These unassuming talismans look like pieces of ancient currency made into jewelry. The trick to them is that embedded in the core of these ancient bronze coins are a chip of stone. This stone chip is from the mythical Tablet of Destiny, gifted to the high priests of Marduk in the times of Babylon. These talismans have been passed down from high priests to high priest, eventually coming into the hands of great leaders over the centuries. Anyone who comes into contact with one of these talismans is likely destined to become a great leader.
Powers
Godly Health: Even with the merest fraction of power from the Tablets of Destiny the talisman enhances the health of it's wearer.
  • Gain +1 to Toughness and the Battle Hardened edge. If the hero has this edge, instead increase it's bonus by 1.

Magical Resistance: The Talisman protects it's wearer from harmful magical effects.
  • The wearer acts as if he had 1 points of Armor when hit by damage-causing arcane powers, and adds +1 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero. This stacks with Arcane Resistance and Improved Arcane Resistance.

Voice of Kings: The wearer is able to speak any language even if only for a brief while and limited times per day.
  • The character gets the use of the Linguist edge.

Sight of Destiny: The wearer is able to peer into the depths of time and space to view events as they happen.
  • The wearer gains the Clairvoyance power while using this talisman. The medallion has a base of 10 P.P.E. and regains 1 PPE per hour.



Amulet of Obscurement
This amulet was designed by Jorhdan the Smith to mask his agents auras from being found by dog boys and psi-stalkers. This allowed them to infiltrate the CS and provide essential intelligence for Tolkeen. Unfortunately while saving the lives of many of their agents others were lost their lives in the battle at Tolkeen and a few of these amulets have been found on the market going for am much as $500,000 credits each.
The magic of this neckless causes it to alter in slight ways to as to avoid notice and blend in with the clothes worn by its user.
  • Base Item: Neckless (Uses Spirit or Casting skill)
  • Major: Conceal Arcana (5 PPE for use with Conceal Arcana)
  • Major: +1 die type to Spirit- The targets mind and will is strengthened by the Amulet.
  • Minor x2: Resilience +2 Spirit Rolls - The targets mind and will is strengthened by the Amulet.

Rod of Rejuvenation
This rod appears to be made out of some strange enchanted wood as hard as metal. Echo wears it on her hip like a baton.
  • The rod has 10 PPE (which regenerate at the same rate as the caster)
    Grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles
    Can cast Healing
    Can Cast Succor
    Finally, it’s a combat-worthy Rod (Str+d6) that even does Mega Damage if 2 PPE is channeled through it that round.

Combat Gear ~26 lbs = Not encumbered
  • Unique CP-50 “Dragonfre” Laser Rifle
    • Range: 30/60/120
    • Damage: 3d6+5, AP 4
      RoF: 3;
      60 Shots; Wt: 10
      • Notes: Min Str d6, 3RB. Integrated grenade launcher (20/40/80, 12 shots, damage by grenade type) and scope with night vision and laser targeting (offset two points of range and/or darkness penalties)
      • Special Enhancements: +2 Shooting, +3 Damage, and +2 AP = AP 4 = 6 enhancements
  • Vibroknife
    • Str+d6, AP 4, Mega Damage, 2lbs
  • NG-IP7 Ion Pulse Rifle
    • Range 12/24/48, Damage 1-3d6+1 (based on range per shotgun rules), RoF 3, AP 0, Shots 30, weight 7.
    • Notes: +2 to hit, Semi-Auto, 3RB
  • Triax T-12 Field Medic
    • Full environmental armor with +1 Toughness, +6 Armor, +2 to all healing rolls. Weighs 17 lbs.
    • The medical Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification and thermal vision mode (these additional benefits mean the suit is sometimes issued for intelligence missions).
    • Has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
    • Unless otherwise stated, all body armors have basic (five mile range) communications and light sensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
Patrolling/Non-Combat Gear ~60 lbs = Encumbered -1
  • NG-S2 Survival Pack (~34 lbs = -1 encumbrance when carried)
    • Wilk's Remi 130 "Six-Shooter" Laser Pistol
      • Range 15/30/60, Damage 2d6+1, RoF 1, AP 2, ~3 lbs not listed in book
      • 1 'short' E-clips
    • One 2-person tent, insulated against -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-infinite 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 navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range, five mile radio.
    • One 1st 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 fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tinsile 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 hatchet
    • 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 sterillized cloth.
    • One canteen
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
      Razorback Cloak - Normally wrapped inverted in her pack (unenchanted, crafted from exotic materials)
      • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
      • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
      • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
      • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
      • 2 lbs
      • Value: 25,000 Cr, in part because they aren't exactly attractive.
Scavenged Gear
show
  • Light Combat Ride Armor
    • +5 Armor
    1 of 2x Wilk's Remi 130 "Six-Shooter" Laser Pistol (one for Echo and one for Splinter)
    • Range 15/30/60, Damage 2d6+1, RoF 1, AP 2
    • 2 'short' E-clips (one for Echo and one for Splinter)
    1 of 2x Vibroknife (one for Echo and one for Splinter)
    • Str+d6, AP 4, Mega Damage
    Speedster Hovercycle: A fairly common (and frequently modified) hover vehicle that handles the tough terrain of cross-country travel. The speedster can reach a maximum altitude of 20 feet. Though it has some weaponry mounted, the Speedster is not considered a particularly worthy combat vehicle. Designed for a single driver, the Speedster can accommodate a passenger though all tasks for the driver and passenger are at −1. (450,000 credits for a nuclear engine)
    Speedster Hovercycle: Size 2, Acc/TS
    15/80, Toughness 17 (8), Crew 1
    Notes: Exposed Crew, Hover
    Weapons:
    • Mini Rail Gun (fixed-forward mounted)
      • Range 75/150/300, 2d8+4 Mega Damage, RoF 4, AP 6, 32 shots.
Last edited by Echo on Mon Sep 04, 2017 9:47 am, edited 11 times in total.

User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 165
Joined: Tue May 23, 2017 7:43 pm

Re: Echo's Advances

Post by Echo » Tue May 23, 2017 10:56 pm

Advances
Hero’s Journey Rolls
None: This character is new to self awareness and is only beginning her journey.

Advances
  • Arcane Background Super Powers: 45 points + super karma = 55 power points
  • Initial Advances: (From Hindrances): Attractive
  • Initial Advances: (From Hindrances): Very Attractive
  • Free Edge (Human): Charisma
  • Super Edge: Killer Instinct
  • Novice 1 Advance: Healer
  • Novice 2 Advance: Spirit raised to d8
  • Novice 3 Advance: Danger Sense
  • Seasoned 1 Advance: Smarts raised d8
  • Seasoned 2 Advance: Fleet Winged (GM Approved, +2" flight, d8 run die while flying)
  • Seasoned 3 Advance: Alertness
  • Seasoned 4 Advance:
  • 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 Echo on Tue Jun 13, 2017 9:00 am, edited 14 times in total.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 165
Joined: Tue May 23, 2017 7:43 pm

Echo's Powers

Post by Echo » Wed May 24, 2017 10:16 am

Powers
Metamorphosis Superior at Will: Echo’s natural state is that of a humanoid semi-amorphous biomass about the size of a large dog (~40kg) undulating in shades of black and red. While in this state Echo can alter her shape and dimensions randomly as needed and even replenish herself from injuries. However, she gains her most versatility when she spends the time to assume the complex biological forms of other beings, which she can maintain almost indefinitely.
Dark Talent: Echo still retains a portion of the talent energy used by the shaper whose power provided the spark allowing her to retain sentience.
Psychically Constructed Being: As a being conjured from the constant recycling of Potential Psychic Energy Echo effectively does not have a normal human reaction to time and chemistry.
Psychic Awareness: Echo’s awareness of people’s emotions & focus, its environment, and even slight glimpses of future events is derived from its awareness of the potential psychic energy all around it. Having been through thousands of manifestations on hundreds of worlds and used for hundreds of purposes, Echo can call upon many of those past experiences to use the skills most frequently needed by summoned beings.

Powers Game Mechanics: 55 total points
Awareness Powers: (23 total points in sub-list)
  • Awareness (3); Ignores all obscurement penalties.
  • Heightened Senses (1); tracking (+1) - the character receives +2 to tracking rolls.
  • Fear (5); Terror -2 to Fear checks (+2). Echo has experienced a true fear, beyond what is known in the mortal coil. She has brought back a sliver of that pattern and can now use it at her command.
  • Fearless (2); Vast Experiences have made Echo immune to fear.
  • Gifted (2); ignores unskilled penalty.
  • Speak Language (1); mystically understands and speaks all languages
  • Super Skill (6); Notice +6
  • Super Skill (3); Stealth +5, Requires Activation (-1), Slow to Activate (-1). Constant psychic awareness of its environment and people's attentions it is able to telepathically sense the nature of people's attentions and desires.


Psychically Constructed Being: (5 total points in sub-list)
  • Duplication (3, Splinter): Echo can divide into two beings. Splinter normally arrives as an earth elemental or animal of some form she can ride.
  • Super Edge (2); Killer Instinct


Shaper’s Dark Talents: (14 total points in sub-list)
  • Energy Control (12): base (5), selective (+2), master (+5), switchable (+2)
    - Matter Control 3 (11): base (6), master (+5)



Metamorphosis Superior Powers: (13 total points in sub-list)
  • Altered Form (13); Base (3), grapple (+1), reach 1 (+1), replenish (+3, PPE), switchable 2 (+4, 9 in each form) and viscous (+1). Echo is a construct and is actually made of raw potential psychic energy when at rest or in sealed armor. (Will always use Chameleon when taking off helmet.)
    - Shape Change (9); Base (4), size 5 (+5)
    - Humanoids Set: Chameleon (9); base (3), Inanimate Objects (+3), Voice (+3)
Last edited by Echo on Fri Jun 30, 2017 2:12 pm, edited 24 times in total.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 165
Joined: Tue May 23, 2017 7:43 pm

Re: Echo (Joker's Jokers)

Post by Echo » Tue Sep 26, 2017 1:09 pm

Novice Advance 2 - Raised Spirit to d8. Change will be effective October 1st per GM.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.

Resource Tracking
GM Quick Reference

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2193
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: Echo (Joker's Jokers)

Post by RFT » Thu Dec 28, 2017 10:24 am

Current Status
Wounds: 0/3 (healed of 1 by hera, and herself)
Fatigue: 0/2 (Healed by Growler)


Bennies: 1
Ace Play instead of rolling to make a trait test with a single automatic raise.

Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.
Shaping Worlds Together
The 99's Game Master Bennies 10
  • +8 Players
    +2 Sidekicks
Nash bennies 3
  • None Spent
12 bennies 3
  • None Spent
13 bennies 3
  • None Spent

Jane Toppan bennies 1
  • -1 to extra Effort on Ace of Spades versus interrupt

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 6
  • +6 Players

Post Reply

Return to “Tomorrow Legion: 7th SET - Joker's Jokers”