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Whisper - Silhouette Mage

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Whisper
Posts: 96
Joined: Sat Oct 07, 2017 12:00 pm

Whisper - Silhouette Mage

Post by Whisper »

Player Name: SalmonMax
Google Handle: samminmax@gmail.com

Character Name: Whisper
Rank: Seasoned Experience: 34 Advances Left: 0 (1/1/2019)
Race: Silhouette
Iconic Framework: ARES Experimental Mage
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6
Charisma: +2; Pace: 6; Parry: 4; Toughness: 14 (8)
PPE: 30
Racial Abilities and Complications:
Arcane Background (Magic): All silhouettes begin with Arcane Background Magic and three spells. The silhouette’s spells must include the following two spells. If the silhouette selects an arcane framework that include magic they instead gain an additional power, but must include Shadow Meld and Absorb Light in their selection. (+2)
Absorb Light: Absorb Light is Obscure with the Darkness-Stealth trapping, the character does not know the Light portion of this power instead the the duration of the spell is increased to 1 minutes (1/minute).
Shadow Meld: Shadow Meld is Invisibility with the Darkness-Stealth trapping.
Powers from birth: All silhouettes have spellcasting d6. (+1)
Darkvision: Silhouette ignore all lighting penalties even from greater obscure. (+3)
Powerful Reserve: Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar feature in the ARES Iconic Frameworks. (+2)
Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers). (-1)
Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalities they suffer -2 to sight based notice in normal and bright light or -4 in direct sun light unless their eyes are protected. (-1)
Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with Coalition. (-2)
Skills: 23
Spellcasting d12 (2)
Fighting d4
Shooting d4
Notice d8 (3)
Persuasion 1d8 (3)
Intimidation 1d6+2 (2)
Streetwise 1d10 (4)
Knowledge: Arcane d10 (4)
Investigation d8 (2)
Lockpicking 1d4 (1)
Stealth 1d6 (2)

Hindrances
Curious
Greedy (minor)
Vengeful (minor)
Paranoid (minor)
Hunted (Minor - Federation of Magic)
Dependency (Sunlight)

Edges
Race: Arcane Background: Magic
IF: Master of Magic
IF: Improved Rapid Recharge
IF: Extra Power
IF: Strong Willed
Hind: +1d Smarts
Hind: Attractive
HJ: Thief
MARS: Extraordinary Rapid Recharge
MARS: Improved Shadow Meld
MARS: Perfected Shadow Meld
Novice 5xp: Extra Power (Illusion)
Novice 10xp: Power Points
Novice 15xp: Elan
Seasoned 20xp: Power Points
Seasoned 25xp: +1d Smarts
Seasoned 30xp: +1d Spellcasting, +1d Investigation

Powers:
- Shapechange (3 tiny 4 small 5 medium 6 large 7 huge 10 gigantic PPE, 1 min dur
- Greater Shapechange (can become humanoids, magic beasts, gain abilities, use own powers; 6 small 7 medium 8 large 9 huge PPE)

- Slumber (2 PPE, smarts x2", 1 min dur, MBA, spirit check to resist, -2 on raise)
- Greater Slumber (4 PPE, smarts x3", 1min dur, MBA, -2/-4 to resist, full round action to awaken)

- Bolt
* - 2d6 MD; 1PPE (Necromancy/Fear)
* - 2x 2d6 MD; 2PPE (Necromancy/Fear)
* - 3x 2d6 MD; 3PPE (Necromancy/Fear)

- Onslaught
* - 3d6 MD, AP 5; 2PPE (Cold/Slow; on raise target treats all moves as Difficult Terrain)
* - 2x 3d6 MD, AP 5; 4PPE (Fire/Fatigue; vigor check on hit or suffer fatigue level)
* - 3x 3d6 MD, AP 5; 6PPE (Darkness/Shroud; targets suffer -1 to vision Trait rolls on hit)
* - 4x 3d6 MD, AP 7; 9PPE (Electrical/Armor Piercing; +2 AP, +1 PPE to use)
* - 6d6 MD, AP 5; 4 PPE (Acid/Corrosion; on Shaken or Wound roll 1d6 - on 6 armor is reduced 1 or object is ruined)


- Illusion (3PPE, smarts", 3rnd dur, vs Spirit, can Shake but not Wound, action to maintain active illusions; raises on any success)
- Deadly Illusion (6PPE, smarts x2", 3rnd dur, causes Wounds on raise; raises on any success)

- Obscure (Absorb Light; 2PPE 3rnd dur, LBT, -6 obscurement penalty) - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)
- Greater Obscure (Absorb Light; 4PPE 3rnd dur, radius = smarts, smarts x2") - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)

- Invisibility (Shadow Meld; special: 0 PPE; free action) - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)
- Greater Invisibility (Shadow Meld; special 6 PPE 0 maint; free action) - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)

- Detect/Conceal Arcana (special: 0 PPE; free action) - Trapping: Necromantic/Feign Undead (Undead at -1 to hit)
- Exalted Detect/Conceal Arcana (2PPE 3rnd dur, free action, gives more info) - Trapping: Necromantic/Feign Undead (Undead at -1 to hit)

From Equipment
Communications Band
- Speak Language (1PPE, 10min dur, speak/read/understand any one language)
- Mass Understanding (2PPE, 10min dur, everyone, selectively, within Spiritx2 can understand one another)

Blackmail
- Disguise (4 PPE, dur 10min) - Trapping: Jazz (+2 Pace, +1d Agility on raise)
- Darksight (exalted 2 PPE, dur 1 hour) - Trapping: Sound/Absorbtion (+1d stealth; difficulty making self heard)
- Teleport (10" per 3PPE (15" on raise) or 20/30 per 5 for Greater Teleport) - Trapping: Darkness/Darkening (apply darkness penalty as bonus, light causes -2 penalty)

Special
- Illusion/Deadly Illusion counts as a raise on a normal success
- All damaging magic is mega-damage; spells that normally do mega-damage have AP 5
- Can use Detect Arcana as a free action for no cost at will. Exalted Detect Arcana costs 2 PPE.
- Shadow Meld spell can be cast as a free action for no cost at will. Greater Invisibility is 1/2 cost to cast and 0 to maintain.

Iconic Framework: ARES
Origin: Laboratory Manipulation
- +1d Spirit, and Strong Willed
- Instinctive Fighter: 1d4 Fighting and Shooting
- Dependency: Sunlight (Whisper must voluntarily weaken her own powers by exposing herself to sunlight, or risk being drawn into Shadow permanently)
- Lab Rat (-2 Charisma)
- Paranoid (quirk)
- Hunted (minor)

P&G 1: Superior Arcane Power - True Prodigy
- Master of Magic, Extra Power, Improved Rapid Recharge
- Expanded Awareness Ley Line Walker ability

P&G 2: Vagabond Extraordinaire - Personal MARS Concept
- +5 skill points to be spent on Streetwise, Investigation or Persuasion
- 2 edges of choice, ignoring rank (Extraordinary Rapid Recharge, Improved Shadow Meld)
- 1 Edge of choice, ignoring rank (Perfect Shadow Meld)
- Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits.

Hero’s Journey
Narrative Hook
Roll result 4
Description: Hidden Away

HJ: 1D20 = [19] = 19
1D20 = [7] = 7
1D20 = [13] = 13

Hj: 1D20 = [17] = 17

- Enchanted Items (7): Communications Band (Speak Language, +1 Persuasion/Streetwise, also gives +2 Charisma when using voice)
- Magic (19): Pick any result - Choose one power that is considered a Raise even on a normal successful roll (Illusion/Deadly Illusion)
- Magic (17): Any damaging spell does Mega-damage, spells that normally do Mega-damage gain 5 AP
- Black Ops (13): Gain Thief edge, and 3 skill points for Climbing, Stealth, and Lockpicking

Advances
Initial Advances: (From Hindrances): +1d Smarts, Attractive
Novice 5xp Advance: Extra Power (Illusion)
Novice 10xp Advance: Power Points
Novice 15xp Advance: Power Points
Last edited by Whisper on Sat Jan 19, 2019 12:16 am, edited 31 times in total.
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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Whisper - Silhouette Mage

Post by Icosa »

Background

Whisper's not from around town, at least not originally. Her parents were refugees...fleeing a tyrannical magical empire in another dimension; one that ruled entire planets and treated their kind as expendable tools in games of intrigue. They found in Earth a dangerous world where they were still forced to ply that trade, but at least here they were free to choose their masters. In the end though they were betrayed and captured. Their fate remains unknown, but their firstborn child was abducted when they were set up, and raised not by parents but by scientists and thaumaturges, seeking to study the magical power seething in the silhouette race, and their strange. unique ties to shadow.

In time the focus of the experiments turned from discovery towards practicality. Enhancing Whisper's natural abilities. Training her to become an asset for themselves. Their procedures did indeed unlock layers of potential within the young silhouette...but they did not win her loyalty. She never forgot the ghostly memories of what they'd taken from her, nor forgave the horrors inflicted upon her.

Her captors, aware that the conditioning wasn't working as planned, moved her to secure containment as they deliberated her fate. They had invested a great deal of time and resources into her...and she had developed into a being they wanted to use, not throw away. But how to assure her loyalty? And as they grappled with the conundrum, Whisper waited for her chance...
Last edited by Icosa on Thu Oct 05, 2017 6:17 am, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Icosa
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Posts: 669
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Whisper - Silhouette Mage

Post by Icosa »

Gear
Credits: 1900
TK Sub-machine Gun (15/30/60, 2d6+2, ROF3, AP 2, 40 shots (3ppe recharge), 6lbs, 3 rnd bursts)
L-20 Pulse Rifle (25/50/100, 3d6+1, ROF4, AP 2, 40 shots, 7lbs, semi-auto or 3 rnd bursts)
Communications Band (Speak Language power, +1 Persuasion/Streetwise, also gives +2 Charisma when using voice)
Jammer Pistol (uses Shooting or Spellcasting, -4 to hit handheld item, tech items disabled 1 round/3 on raise; 12/24/48", 10 shots, 2PPE rech)
Light Blade, Str+1d6+2 AP 3, Creates sunlight in SBT centered on blade, 20,000
Neural Mace, touch attack, Str+1d6, Vigor roll on hit or Incapacitated, 8000
Armor-Piercing Grenade, 3d8 MD SBT, AP 8, 700

Blackmail - Armor +8, Toughness +1, full environment, no min str, Strx8 carrying capacity, 2ppe/hour charge, 13lbs
Power - Disguise (3 PPE, dur 10min)
Power - Darksight (exalted 2 PPE, dur 1 hour)
Power - Teleport (10" per 3PPE (15" on raise) or 20/30 per 5 for Greater Teleport)


NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations


Wing Board (Size 0, Acc/TS 10/80, Toughness 10(1), Crew 1; 1 PPE to lift off, only flies on ley line) Exposed Crew, Handling 3, LL, VTOL
IR Distancing Binoculars, 1200
Dosimeter, 200
Really, really good chocolate bar, -50
Medi-gel tube (as Sci Fi Companion p15, at 10x cost), -200
Last edited by Icosa on Wed Feb 20, 2019 4:26 pm, edited 13 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 669
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Whisper - Silhouette Mage

Post by Icosa »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
Master of Magic
Improved Rapid Recharge
Extraordinary Rapid Recharge
Extra Power
Strong Willed
Improved Shadow Meld
Perfected Shadow Meld

Hero’s Journey
Thief

Advances
Race: Arcane Background: Magic
Hind: +1d Smarts
Hind: Attractive
Novice 5xp: Extra Power (Illusion)
Novice 10xp: Power Points
Novice 15xp: Elan
Seasoned 20xp: Power Points
Seasoned 25xp: +1d Smarts
Seasoned 30xp: +1d Spellcasting, +1d Investigation
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 Icosa on Wed Feb 20, 2019 4:21 pm, edited 4 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Silver Patron
Silver Patron
Posts: 669
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Whisper - Silhouette Mage

Post by Icosa »

Special: Customizing a MARS package for Whisper

Backbuilding: Personal Concept MARS consists of:
5 skill points
2 edges
An F&G roll which is valued at 2 edges
Any IF starting gear

Mystic Operative MARS Package
Arcane Endurance: Gain Power Points and Improved Rapid Recharge (or Extraordinary Rapid Recharge if you already have it)
Flexible Training: Gain 2 Edges, ignoring rank requirements
Intelligence Gathering: Gain 5 skill points to be spent on Streetwise, Investigation, or Persuasion
Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Whisper
Posts: 96
Joined: Sat Oct 07, 2017 12:00 pm

Re: Whisper - Silhouette Mage

Post by Whisper »

Doom. DOOM!

Cool, I can post.
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