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Jane - A Very Good Horse

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Hardin
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Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Jane - A Very Good Horse

Post by Hardin »

886ED494-95A9-475D-A272-7C0C4E2CC78F.jpeg
Character Name: Jane
Race: Bandito Arms Mustang Robot Horse
Iconic Framework: Very Good Horse
Rank: Novice Experience: 5 Advances Left: 0
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Charisma: 0 Pace: 12 (Acc/TS 10/50); Parry: 6; Toughness: 20 (10) MDC Strain: 6
Skills:
  • Fighting d8
    Shooting d4 (1, subroutine for future embedded weapons)
    Stealth d8 (3, “silent mode”)
    Swimming d6 (2, “aquatic mode”)
    Notice d8
    Survival d6

Special Abilities:
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    Armor +10: High strength alloy, M.D.C.
    Handling: Riders gain +2 on all Riding checks.
    Kick: Str+d6, Mega Damage.
    Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks.
    Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Hindrances/Drawbacks:
  • Non-Standard Physiology: She's built like a horse because, well, she's a horse. It's hard for her to fit places, and any gear has to be specially made to her measurements. Obviously, power armor, etc. are not options for her. Opening doors is tough, too, without opposable thumbs.
  • Robotic Nature: Jane is a robot horse and does not make natural healing rolls, nor is she affected by healing spells or powers designed to target living beings.
  • Artificial Intelligence: She's sentient but subservient. This is a variation on the Vow (Major) Hindrance. She can take initiative within her programming parameters, but she's Hardin's helper and she has to follow his orders.
  • Curious: She's just come online, and there is so much to learn! Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Loyal: She won't leave a friend behind if there's any way she can help.
  • Quirk: Franklin the Psi-Operator's voice will come over Jane's speakers every now and again to razz Hardin. Jane finds this amusing and chooses not to suppress it.


Edges:
  • Brave: It's hard to scare someone with a synthetic amygdala. She adds +2 to rolls to resist Fear.
  • Fearless (limited): Not only is Jane brave, but her programming allows her to completely ignore fear and nausea checks based on fleshly concerns. (Can still be affected by techno or hacking trappings.)
  • Extraction: Her job is sometimes to get Hardin out of trouble as fast as he likes to get into it. When breaking off from melee, she may make an Agility roll and, if successful, one opponent does not get to make a free attack against her (or her rider) as she retreats.
  • Increased Notice: Additional +2 to Notice checks from her Expanded Detection and Security array. She has radar, sonar and motion detectors built right in, which makes her hard to sneak up on.
  • Danger Sense: She makes a Notice roll at -2 to detect ambushes and other dangerous surprises. Again, hard to sneak up on her.
  • Nano-Repair System: One wound is healed (repaired) per day, and she gains a +4 to resist Bleeding Out (if applicable). She also gets a 50% chance to reject any poison or disease in the system (though such poison or disease would need to be capable of harming her in the first place, likey via a tech trapping or hack).


Hero’s Journey-Cybernetics:
  • [dice]0[/dice] Nano-Repair System
  • [dice]1[/dice] Detection and Security Array


Advances
  • Novice 1 Advance: Upgradable
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • 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:

2 Bennies
Begin with 2
0 Wounds, 0 Fatigue
Wound tracker.
Last edited by Hardin on Mon Apr 09, 2018 5:55 am, edited 7 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Ndreare
Savage Siri
Posts: 4072
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Jane - A Very Good Horse

Post by Ndreare »

Added limited fearless, robotic nature and not so sure about death-wish for a sidekick. But not unsure enough to veto it.'

Go ahead and "roll" two HJ results for her.

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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