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Power Dump, Gun Brother

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Power Dump
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Power Dump, Gun Brother

Post by Power Dump »

Gunbrother Race
Pg 106 Biowizardry world book 2 atlantis, Dimention Book 3 pg pg 25-26
I know you can choose a race for the gunbrother, but man the grackle seemed like such a sweet way to build some biowizard borg without worrying about strain. Special thanks to freemage for looking it over.
  • Cyber Resistant: Gun Brothers cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
  • Distinctive D-Bee: With their monstrous appearance and powerful frames, Gun Brothers face prejudice. They suffer −4 Charisma with CS citizens.
  • Wanted by other Gunbrothers or the CCW (Minor)
    „
  • “Living weapon for hire”: Gunbrothers have the Heroic or Overconfident Hindrance for no additional points (the other may be chosen as normal).
  • Bioborg weapons: spikes, claws, and or retractable blades: Gun brothers do Str+d6 damage with their embedded bioborg weapons.
  • Bioborg Conversion: Gun Brothers start with Strength d8 (Trait maximum d12+2) and agility d6 (Trait maximum d12+1).
  • ”Biowizard Gift” A Gun Brother is given a few biowizardry replacements. Maybe an eye or some armor grafted over the skin. Could even be a whole extra appendage. You can select 3pts of benificial racial modifiers to reflect these so called gifts.
  • Gene spliced and Kreeghor genetics diced: All the tampering with your genetic structure unlocked something pretty amazing: AB SuperPowers ( one power of choice).
  • Outsider: Gun Brother’s that have escaped the clutches of their evil brother hood are still looked at with fear and loathing.
  • Quirk: In love with tatoos. For Gun Brothers rocking tatoos mundane or magical are part of who you are.
  • Really Fast:+4 Pace and +2 die type increase on the run die. If the Gunbrother had Fleet Footed his place is +6 and his run die becomes d12+1.
    „
  • “Bio-Wizard Transformation and mutation”: A Gun Brothers deformed physiology and proportions make it difficult for him to find armor he can use. Purchases and repairs are at least tripled in cost, and there's no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
  • ”Victim of Dark magic” Truth is the your heroes doomed to fall prey to the insanities brought on by the biowizardry conversion. Each Rank roll on the psyche degredation table.


    Basically Grackletooth Retrapped with the below mods...
    Took out issues with the cold ( Replaced with wanted minor)
    Added outsider & quirk and offset with really fast.
    Removed Size and added ab supers.
    Removed restricted paths and offset it with a roll on the psyche degredation table each rank.
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Re: Ex Gun Brother, “Bio Bog Assasin”

Post by Pender Lumkiss »

Rolls are picked in the phase world game.
MARS Merc:
2 combat edge of choice ignoring rank
2 personal weapons of choice
1 armor of choice
+5 skill pts
F and G rolls: three
Smart And learned: +1 die type smarts and 3 smart skills at d6
Smart And learned: +1 die type smarts and 3 smart skills at d6
Fortune Favors the Bold: brave edge and +1 benny

3 HJ rolls:
Training: 17: ace and die type in piloting
Training: 1: +5 combat skill pts
Training: 15, Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first). Elan edge
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Re: Ex Gun Brother, “Bio Bog Assasin”

Post by Pender Lumkiss »

Player Name: jon neeper
Google Handle: jonneeper@gmail.com
Character Name Power Dump
Rank:seasoned Experience: 25 Advances Left: 0
Race: gunbrother (grackletooth reimagined)
Iconic Framework: Mars merc
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d10 (2, 1advance)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 14(7); Strain: 0 ; PPE: 25
Skills: 15, +5, +5 combat, six smart based skills at d6
[list]
[*]Survival d8(1)
[*]Kn electronics d6
[*]kn: astrogation d6
[*]Notice d8(1)
[*]Kn arcana d6
[*]Tracking d6
[*]Fighting d12(5)
[*]Shooting d8(3)
[*]intangible d6(2)
[*]smite d12(4, 1 advance)
[*]piloting d12+3(5, 1 HJ)
[*]stealth d12(4,1 advance)
[/list]

Hindrances
[list]
[*]Hindrance (Major): Code of honor. ”I, Power Dump, choose the Old Code as my own. I am hereby sworn to valour, to speak only the truth, to use arms to defend the helpless, to use might to uphold the weak. My heart knows only virtue. My wrath will undo the wicked."
[*]Hindrance (Minor): Habit: Frequent restroom breaks. -1 CHA
[*]Hindrance (Minor): loyal: never gonna leave a brother behind.
[*]Cyber Resistant: Gun Brothers cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
[*]Distinctive D-Bee: With their monstrous appearance and powerful frames, Gun Brothers face prejudice. They suffer −4 Charisma with CS citizens.
[*]Wanted by other Gunbrothers or the CCW (Minor)
[*]Living Weapon for Hire: Overconfident
[*]Outsider: Gun Brother’s that have escaped the clutches of their evil brother hood are still looked at with fear and loathing.
[*]Quirk: In love with tatoos. For Gun Brothers rocking tatoos mundane or magical are part of who you are.
[*]“Bio-Wizard Transformation and mutation”: A Gun Brothers deformed physiology and proportions make it difficult for him to find armor he can use. Purchases and repairs are at least tripled in cost, and there's no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
[*]”Victim of Dark magic” Truth is the your heroes doomed to fall prey to the insanities brought on by the biowizardry conversion. Each Rank roll on the psyche degredation table.
[list][*]Novice: Bloodthirsty [dice:2lq90chc]43233:0[/dice:2lq90chc]
[*]Seasoned: Mania, Excessive involvement in pleasurable activities that have a high potential for painful consequences( the thing is chatty). -2 CHA to those that know...[dice:2lq90chc]43233:1[/dice:2lq90chc][/list]
[*]Monologeur(parasite): Any time the character's Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.
[*]Limitation(parasite): No One Wants to See That: -2 Charisma unless the symbiote is concealed)[/list]

Edges
[list]
[*]Edge(Hindrence): Sidekick TW Altara named Plumber.
[*]Edge(Hindrence): Killer InstinctThis hero hates losing. If he ties on an opposed roll of any sort, he wins. In addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must keep the second result, even if it's another 1).
[*]Edge(MARS): Level Headed A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
[*]Edge(MARS): Improved Level Headed 3 card draws
[*]Edge(F&G): Braveyour hero adds +2 to Fear tests.
[*]Edge(HJ): ElanWhen you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
[*]Edge(HJ): AceAces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
[*]Edge(Race): Bio-Wizard Gift Biowizard Arm (extra non movement action)
[*]Edge(Race): AB Super Powers Intangibility (Stealth: For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise.)
[*]Edge(5xp): Smite, Assasin’s blade. A hold over from his dark days as an assasin for a D-team. He is able to channel the negative energy of the megaverse into his blade. His blow leaves a lasting effect and those killed find themselves nigh impossible to be resurected. The fighting attack that killed his foe serves as a dispel against the resurection power
[*]Edge(10x): Quick Draw
[*]Edge (15): More power points
[*]Edge (20): Combat Ace
[*]Edge (25): Master of Magic
[*]Edge: [/list]

Advances
[list]
[*]Initial Advances: (From Hindrances): Side Kick, Killer Instinct
[*] Novice 1 Advance: new power: smite
[*] Novice 2 Advance: Quick Draw
[*] Novice 3 Advance: More Power Points
[*] Seasoned 1 Advance: combat ace
[*] Seasoned 2 Advance: master of magic
[*] Seasoned 3 Advance: Vigor die type increase
[*] Seasoned 4 Advance: 1 die step smite, 1 die type stealth
[*] 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:
[/list]
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Re: Ex Gun Brother, “Bio Bog Assasin”

Post by Pender Lumkiss »

His assassin name was the ghost (intangible and smite), but he found a book about dragons and knights. There was the “old code” printed on the back of it. Stopped his assassin ways, adopted the code. Some folks don’t like him because of his frequent bathroom breaks and he got assigned the Moniker Power Dump. Use affectionally by those that know him because they know he is first in and last out.

Connections:

Nimbus: Called...
—-"He sunk the blade into the gun brothers guts, slicing them open. He pulled his sidearm and was about to finish the job, but after a moment reholstered it. "Today is not your day." He said, before disappearing into the crowd.[/OOC]

Death Otter: Called Miss Otter.
—-Shortly after his stabbing in the crowded Market a pink haired woman flips him the peace sign taking pitty on the bio borg gifts him a book that will hopefully forever change his outlook on life. Within the pages of the book was a new identity, and his key to freedom.

Malcom: Called Pathwalker.
—- After his recovery from being almost killed by a BFB he was assigned to kitchen gaurd duty at the Everything Buffett. A being in a constant state of flux came in and it took the head chef a few days to figure out how to stop the intangible shinnanagins... Just before they were going to fry up some Malcom, Power Dump heard a voice recite the old code, and he did like wise! Feeling fully inspired and ready to adopt a new code, the Oldest of Codes he leaped into action freeing Malcom.
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Re: Ex Gun Brother, “Bio Bog Assasin”

Post by Power Dump »

Gear:
  • Sig Item: Chest Amalgate, A.K.A. The thing!!
    Base item is Exoskeleton: This device can be worn beneath loose clothing and enhances an individual's core Strength by +2 steps. (5 lb, $10,000x10=100k). General thinking that retrapp the exoskeleton into a parasite mouth thing that can be worn undearneath loose clothing and enhances the individuals core str by +2.
    • Bio-wizardry, using Super tech Rules, so 8 pts of Super Tech.
    • Hyper Reaction 3pt: Extra action 1lvl (-1 limitation: not active until after first round of combat), (-1 Power Source: Must be fed 1 lb. of organic matter - prefers raw meat - each day or ceases to function; can starve) = 1pt
    • Speed 1lvl: 2 pt (-1 Contingent on Extra Action) =1pt
    • Leap 2lvl: 2pt (-1 Contingent on Extra Action) =1pt
    • Impervious to Poison: 1 pt (No mod actually needed here)= 1pt
    • Impervious to Disease 1pt (No mod actually needed here)= 1pt
    • Danger Sense: 2pt (-1 Limitation: Likes to Talk and has the Monologuer Hindrance)= 1pt
    • Does not Sleep: 2pt (-1 Limitation: No One Wants to See That: -2 Charisma unless the symbiote is concealed)= 1pt
    • Regeneration: 2pts (-1 Limitation: Burrowed Deep - If removed, host takes 4 Wounds and rolls on the Death & Defeat table)= 1pt

    So, end result is you've got to feed the thing or it's most active powers -- Extra Action, Speed and Leap -- cease to function, and eventually the whole thing could die. It's passive powers work even if it isn't fed, though they bring a host of constant drawbacks: It's a chatty little parasite, makes it really hard to find someone to go to bed with (not that you need to sleep) and will probably rip out your guts if its ever removed.
  • Battle Fury Blade: str +2d8, weight 7, 13million creds
    • Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8
    • Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
  • Photon Sword: Str+d6+8, 5lbs, AP12(10k)
  • TW D-Team Armor: Given special to members of the Splyn Market’s security force. Capable of aiding their team members in their relentless persuit against temporal raiders.
    • The wearer gains +7 Armor. He also gains the same Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn't necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to the darksight power, the gauntlets are capable of projecting a dispeling power geared to freeze T-raiders in their tracks, and the armor is lined with onyx crystals allowing the user to teleport and even have a slim chance in following a T-raider. The armor does not require charging when on a ley line. Outside of a ley line, D-Team Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 280,000 credits)
OOC Comments
Attributes: Agility d12(1R, 3) Smarts d8(2FG), Spirit d4, Strength d8(2R)[d12], Vigor d8 (2)
Charisma: -5 or -9; Pace: 20, leap 4”x 8”; Parry: 8 ; Toughness: 13(7); Strain: 0 ; PPE: 25
Edges of Note: Brave, Elan, Ace
Skills of Note: Fighting d12, Piloting d12+3, Notice d8, Stealth d10, Smite d10
Combat Edges:
  • Killer Instinct, Improved Level Headed, Combat Ace, Quick Draw
Combat Abilities:
  • Danger Sense Super Power
  • 2 Extra Actions (Third Arm, and Fast Reflexes)
Weapon of Note
  • BFB: str +2d8, Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
  • Draining Blade: str +1d8, Notes: Costs 3 Power Points to charge for +2 damage. If spend 3 Power Points before making an attack with the blade, then on a successful hit, the target makes an opposed Spirit roll against the wielder's Fighting result to resist both lower Trait (Vigor) and slow.
Powers: PPE 25/20
Active: d12 spirit(1round), exalted detect arcana(2 rounds)
Self: Intangibility( 6 PEE, Stealth increase) Smite (2, Resurrection Dispel)
Armor: Teleport (3+, Dimensional Follow), Darksight (1, Enhanced Vision), Dispel(3, Temporal Lockdown)
Jacket: Q4 Talisman creation( arcane machinist)
  • Boost/Lower “Quantum Box Talisman” 10/2 PPE
  • Invisibility “ Vanishing Talisman” 15/15 PPE
  • detect/conceal “Arcane Talisman” 15/13 PPE
  • Eviormental Protection “Adaptive Climate Control Talisman” 15/15 PPE
  • Bolt, “God Gun” 15/11 PPE
Bennies
0 Golden
5/3
+1 Hi post rate
+1 F and G
+1 honor hindrance
+1 debatchery Hindrance
+1 benny for catching Hiesh
-1 Agility catch the slip
-1 Agility to find Heish
-1 Tracking Sovereign
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Re: Ex Gun Brother, “Bio Bog Assasin”

Post by Pender Lumkiss »

Ready for review.
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Re: Ex Gun Brother, “Bio Bog Assasin”

Post by Ndreare »

Approved.


I like the write up for this character and think he will be great on the ship. I look forward to reading the interlude.

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."
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Re: Power Dump, Gun Brother

Post by Pender Lumkiss »

Going to raise stealth and smite by a die type each
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