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Neeto Cogcoil - Gremlin Techno Wizard (inactive)

Home to characters who have been put into an official "Inactive Character Slot" for later use.
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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Neeto Cogcoil - Gremlin Techno Wizard (inactive)

Post by Neeto Cogcoil »

HJ Selections:
Education 13-14: Kn Computers d8, +2 vs electronic security
Education 17-18: +5 SP on Kn skills
M&M: Auto-raise - Boost/Lower
E&W: Elan
UWBO 1: +1 Repair die type, McGyver

Narrative Hook: [dice:x89asnsj]28963:5[/dice:x89asnsj] - From Out of a Rift

Credits: [dice:x89asnsj]28963:6[/dice:x89asnsj] x 1000 = 5000
Last edited by Maximilian on Mon Feb 05, 2018 2:22 pm, edited 1 time in total.
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

Character Name: Neeto Cogcoil
Rank: Seasoned Experience: 36 Advances Left:
Race: Gremlin
Iconic Framework: Techno Wizard
Attributes: Agility d6 (1), Smarts d12 (1 racial, 2, 1 adv), Spirit d8 (1+1 adv), Strength d4-2, Vigor d6 (1)
Charisma: -2/-4; Pace: 6; Parry: 5; Toughness: 8 (4); Strain: 0; PPE: 25
Skills:
  • Driving d4 (1)
  • Fighting d6 (2)
  • Lockpick d6 (2)
  • Notice d6 (2)
  • Piloting d4 (1)
  • Repair d12+4 (IF, 2, 1 HJ, racial +2 bonus & +2 Mr. Fix It)
  • Shooting d6 (2)
  • Stealth d6 (racial)
  • Taunt d4 (1)
  • Techno-Wizardry d12 (IF, 1, 1 adv)
  • Throwing d4 (1)
  • Kn: Arcana d8+2 (IF, 1 HJ, scholar)
  • Kn: Engineering d10+2 (IF, 1 HJ, 1 adv, scholar)
  • Kn: Science d6 (IF)
  • Kn: Electronics d8 (3 HJ)
  • Kn: Computers d8+2 (HJ, +2 vs. electronic security)

Hindrances
  • Curious (Major): Neeto has to know what the button does.
  • Big Mouth (Minor): Neeto can. Not. Shut. Up.
  • Quirk (Minor): Neeto is an incorrigible prankster. Hotfeet, tying shoelaces together, sliming beloved objects. Nothing is off limits.
  • Quirk (Minor): TW quirk: Neeto is a neat freak about his devices, and is always cleaning, polishing or otherwise keeping them in clearly un-goblin-like condition.

Edges
  • AB: Techno Wizardry (IF): access to Techno-Wizard powers
  • Machine Maestro (IF): bonus to repair and TW rolls
  • Arcane Machinist (IF): 5 uses to make a gadget per session
  • Scavenger (Racial): once per session, remembers he has a much-needed piece of equipment on his person
  • Master of Magic (Hindrance 1): Gains access to mega versions of powers
  • Rapid Recharge (Hindrance 2): Recovers PPE 1/30 minutes
  • Elan (HJ): Gains +2 when spending a benny
  • McGyver (HJ): can improvise tools in nearly any situation (he might have keestered something)
  • Mr. Fix It (Novice 1): Adds +2 to Repair rolls. On a raise, takes 1/2 time to repair.
  • Power Points (Novice 3): +5 PPE
  • Power Points (Seasoned 2): +5 PPE
  • Scholar (Seasoned 3): +2 to Kn: Engineering and Kn: Arcana rolls
Powers / Gadgets
Boost/Lower - Auto raise
Barrier
Invisibility
Last edited by Maximilian on Fri May 11, 2018 11:02 pm, edited 4 times in total.
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Gremlin Techno Wizard

Post by Neeto Cogcoil »

Background
WIP
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

Edit Signature
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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Gremlin Techno Wizard

Post by Neeto Cogcoil »

Gear
TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • One Free Minor TW Upgrade: +1 Shooting
TW converted NG Super Laser Pistol & Grenade Launcher
Image
  • Range: 15/30/60
  • Damage: 2d6+2, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 8 lbs
  • Notes: Semi-Auto. Integrated grenade launcher (Range 12/24/48, Damage by grenade, 6 shots).
  • TW minor mod: Gyro Stabilizers (+1 Shooting)
  • TW minor mod: Quicksilver Coolant Coil (Silver Trapping)
  • Cost: 33,100 cr
    • Base pistol: 21,000 cr
      TW conversion: 2,100 cr
      Add trapping: 5,000 cr
      Add +1 Shooting: 5,000 cr


TW converted Neural Mace
  • Damage: Str+d6
  • Weight: 9 lbs
  • Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
  • TW minor mod: Electromagnetorheological Deflectors (+1 Parry)
  • TW minor mod: Gyrojet Strike Acceleration (+1 Fighting)
  • Cost: 18,000
    • Base weapon: 8,000 cr
      TW conversion: 800 cr
      Add +1 Fighting: 5,000 cr
      Add +1 Parry: 5,000 cr
Adventure Survival Armor (TW)
  • Armor Value: +4 Armor
  • Strength Minimum: NA
  • Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
  • Weight: 5 lb
  • Cost: 10,500
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-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 land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range
  • One first 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 tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal ares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Tool Kit

Credits: 9,100

Contacts
Last edited by Maximilian on Wed Feb 07, 2018 1:52 pm, edited 4 times in total.
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Gremlin Techno Wizard

Post by Neeto Cogcoil »

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

Racial Benefits/Drawbacks
  • Begin with d6 Smarts (+2)
  • Begin with d6 Stealth (+1)
  • Goblinoid, -2 Charisma with most races (-1)
  • Low Light Vision (+1)
  • Distinctive D-Bee, -4 Charisma with CS (-2)
  • Repair +2 (+2)
  • Small, -1 Size, -1 Toughness (-1)
  • Ankle Biter, Teeth Str + d6 damage (+1)
  • Weak, -2 Strength rolls (-3)
  • Pack-Rat - Scavenger edge (+2)

Iconic Framework
  • Benefits, table rolls, etc

Hero’s Journey
  • Education
    • 13-14
    • Kn: Computers d8, +2 vs. electronic security
  • Education
    • 17-18
    • +5 SP on Knowledge skills
  • Magic & Mysticism
    • 14
    • Auto-Raise 1 power - Boost/Lower Trait
  • Underworld & Black Ops
    • 1-2
    • McGyver edge, +1 repair die type

Advances
  • Initial Advances: (From Hindrances): Master of Magic, Rapid Recharge
  • Novice 1 Advance: Mr. Fix It
  • Novice 2 Advance: +1 Smarts
  • Novice 3 Advance: +5 PPE
  • Seasoned 1 Advance: +1 Engineering / +1 TW
  • Seasoned 2 Advance: +5 PPE
  • Seasoned 3 Advance: Scholar (Kn: Engineering, Kn: Arcana)
  • Seasoned 4 Advance: +1 Spirit
  • Veteran 1 Advance: +1 Kn: Arcana / +1 Engineering
  • Veteran 2 Advance: Imp RR
  • Veteran 3 Advance: +1 Attribute (Ag, Vig, Str?)
  • Veteran 4 Advance: +5 PPE
  • Heroic 1 Advance: +1 Shooting / +1 Kn: Arcana
  • Heroic 2 Advance: +1 Vigor
  • Heroic 3 Advance: Ex RR
  • Heroic 4 Advance: +5 PPE
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Gremlin Techno Wizard

Post by Neeto Cogcoil »

Powers: PPE: 25
Tazer Tweaker [Boost Trait]; (3 PPE) [Novice] [Auto-raise]
  • Range: Smarts (10”)
  • Duration: 3 (1/round)
    Boost Trait trappings by attribute/linked attribute:
    The Tazer Tweaker is a multi-broadhead, monomolecular, electrified attribute amplification system hooked into Neeto's All-Purpose Techno-Snazzy Gloves. A dial is twisted, accessing several program modes of physical and mental stimulation. The recipient is jolted as if hit by a cattle prod, but as a result, moves faster, swings harder, thinks sharper. A fine benefit at the minor cost of a little scorch mark on armor and skin.
    • Agility: Jazz trapping "Fast Zap" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
    • Strength: modified Jazz "Strong Current" (+1 PPE for: wins all ties on opposed Strength rolls on Success; +1 Strength die-type on Raise)
    • Vigor: modified Jazz "Tight and Tense" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
    • Smarts: modified Jazz "Neuron Juicer" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
    • Spirit: modified Jazz "Electric Courage" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
Zapper Sapper [Lower Trait]; (2 PPE) [Novice] [Auto-raise]
  • Range: Smarts (10”)
  • Duration: 3 (1/round)
    The Zapper Sapper is a separate attachment, but is still hooked into the same program as the Tazer Tweaker. Cranking the dial the other way drains the target of some of their gusto. It also causes the victim's muscles to cramp up, making them easier to hit.
  • Trapping: Electricity / Spasms: Tazer jolt causes muscle spasms, among other effects.
  • Effect: Target rolls opposed Spirit or reduces a chosen Trait by 1 die type, 2 on a raise. In addition, the target must roll Vigor vs. electric shock or be at -2 Parry until their next action.
No-See-Um Net [Invisibility] (5 PPE) [Seasoned]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Sound / Absorption: Sound is absorbed, increasing Stealth 1 die type; speaking becomes a normal action instead of free.
  • Effect: A compartment in Neeto's All-Purpose Techno-Snazzy Gloves spits out an electromagnetic dampening mesh, distorting light waves and muffling sounds, causing the recipient to vanish from sight and sound.
Super Shiny Spray Foam Barrier [Barrier] (1 PPE / section) [Seasoned]
  • Range: Smarts
  • Duration: 3 (1/section/rd)
  • Trapping: A hose, wired through Neeto's All-Purpose Techno-Snazzy Gloves, ejects an earlier formula of his Jello Wall. Once solidified in place, the surface becomes reflective. All laser fire is reflected off of the mirror finish!
  • Effect: Shiny Barrier wall reflects or reduces damage from laser fire. GM input welcome!

Mega Powers:
Double-Jolt Super Duper Mega Tazer Tweaker [Greater Boost Trait]; (5 PPE) [Novice]
  • Range: Smarts x 2 (20”)
  • Duration: 3 (1/round)
    Boost Trait trappings by attribute/linked attribute; all increased PPE costs factored above:
    • Agility: Jazz trapping "Superfast Zap" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
    • Strength: modified Jazz "Superstrong MegaVolt Current" (+1 PPE for: wins all ties on opposed Strength rolls on Success; +1 Strength die-type on Raise)
    • Vigor: modified Jazz "Zapped and Swelled" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
    • Smarts: modified Jazz "En-Lightning-Ment" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
    • Spirit: modified Jazz "Anti-Crash Cart" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
Heat Sinker [Greater Lower Trait]; (3 PPE) [Novice]
  • Range: Smarts x 2 (20”)
  • Duration: 3 (1/round)
  • Trapping: Heat / Fatigue: Target rolls Vigor vs. Heat or suffers a level of fatigue.
  • Effect: Target rolls opposed Spirit or reduces a chosen Trait by 2 die types, 4 on a raise. In addition, the instant heat-up saps their strength, causing them to become fatigued.
Vanishing Cream [True Invisibility] (10 PPE) [Seasoned]
  • Range: Self
  • Duration: 3 (1/rd)
  • Trapping: Electricity / Distortion (modified Blur): -1 to hit with ranged weapons.
  • Effect: The No-See-Um net kicks into overdrive, fusing the mesh into a glob that covers Neeto, and causes light to pass through his body. The interaction of magical energy / PPE with the electromagnetic interference disrupts all methods of detection, including arcane, electronic, and biological. He's hard to find and even harder to hit.
Wonder Jello Steel Wall [Stalwart Walls] (2 PPE / section) [Seasoned]
  • Range: Smarts x 2
  • Duration: 3 (1/section/rd)
  • Trapping: A hose, wired through Neeto's All-Purpose Techno-Snazzy Gloves, ejects a remarkable green gelatin that, when sprayed in place, firms up stronger than steel. Anyone caught in the path of the wall section must roll Agility or be Entangled. He hasn't quite perfected the formula, so it smells vaguely like mold. But he's working on it!
  • Effect: If a Barrier section is placed on top of a targeted individual, the target must roll Agility to avoid an entangle effect.
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

Neeto's current status (11/6/2018)
Bennies: 3 (-1 EE Agility, -1 reroll build, -1 EE TW bolt, +2 EP, -2 reroll damage, +1 Vincent, -1 EE GLT, +1 Joker)
Anniversary Golden Benny! (spent - soaked 2 wounds, +1 joker, +1 Big Damn Hero)
Birthday Golden Benny! (spent - soaked 4-5 wounds-ish)
Wounds / Fatigue: 0 / 0
PPE: 7/15
Gadgets: 1/5 - Bolt, Entangle, Smite, Smite 2
Adventure card: Lucky Break: Negates damage from one attack PLAYED
Cutting in Line: Draw 3 initiative cards and keep the best one - Traded to Vincent Gray
Special Notes: Big Damn Hero adds +2 for every benny spent, cumulative with Elan, and applies to damage as well
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

75k in loot (a late start)

NG Super Laser Pistol - 21,000
  • TW convert - 2,100
    +1 Shooting (gyro balancers) - 5,000
    Add trapping: Silver (quicksilver reservoir coil) - 5,000
Total cost: 33,100

Neural Mace - 8,000
  • TW convert - 800
    +1 Parry (electromagnetorheological deflectors) - 5,000
    +1 Fighting (gyrojet strike accelerators) - 5,000
Total cost: 18,800

Grenades:
AP: 5 - 3,500
HE: 5 - 3,750
Frag: 5 - 2,750
Plasma: 5 - 9,000

left over: 4,100
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Ndreare »

Neeto Cogcoil wrote: Sun Oct 14, 2018 12:50 am 75k in loot (a late start)

NG Super Laser Pistol - 21,000
  • TW convert - 2,100
    +1 Shooting (gyro balancers) - 5,000
    Add trapping: Silver (quicksilver reservoir coil) - 5,000
Total cost: 33,100

Neural Mace - 8,000
  • TW convert - 800
    +1 Parry (electromagnetorheological deflectors) - 5,000
    +1 Fighting (gyrojet strike accelerators) - 5,000
Total cost: 18,800

Grenades:
AP: 5 - 3,500
HE: 5 - 3,750
Frag: 5 - 2,750
Plasma: 5 - 9,000

left over: 4,100
Looks good

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

12/2/2018: Mission reward: Selected Big Damn Hero from Mythic Rifter Legendary Tables. Adds +1 benny per session, adds +2 for every benny spent, cumulative with Elan

12/12/2018: Mission reward and experience adjustment: adjusts to 30 XP (Seasoned 3)
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

Proposed item: Neeto's All-Purpose Techno-Snazzy Gloves
TW Item
These gloves serve as Neeto's multi-purpose focus for most of his durable gadgets. He's been tinkering with the workings for months, and has finally managed to get them fully functional as his original design intended.
Base item: Sci-Fi companion Exoskeleton (pg 14) adding +2 die types to Strength

2 minor mods
1: +1 Techno-Wizardry
2: +1 Techno-Wizardry

4 Major Mods:
1: Slumber power (trapped as enchanted TW fairy dust / sand)
2: Slow power (trapped as a digital chronometer linked to tesla prongs in the fingers of his gloves)
3: +10 PPE for charging the device (activating powers?)
4: Healing?
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

1/5/2019: Seasoned 4 advance, added +1 die type Spirit attribute
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: Neeto Cogcoil - Gremlin Techno Wizard

Post by Neeto Cogcoil »

Neeto's current status, 1/25/2019
Bennies: 4 (+1 Big Damn Hero, -1 reroll QC, +1 2 raises QC)
Wounds / Fatigue: 0 / 0
PPE: 7/15
Gadgets: 6/6 -
Adventure card: Lucky Break: Negates damage from one attack PLAYED
Cutting in Line: Draw 3 initiative cards and keep the best one - Traded to Vincent Gray
Special Notes: Big Damn Hero adds +2 for every benny spent, cumulative with Elan, and applies to damage as well
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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