Scheduled Maintenance:
 ! Message from: Tiree
Maintenance has been performed. If you are receiving a submitted form is in error, please delete your cookies for this site.

Nimbus: Human Temporal Wizard

Home to characters who have been put into an official "Inactive Character Slot" for later use.
Locked
User avatar
Nimbus
Posts: 29
Joined: Fri Oct 19, 2018 3:45 pm

Nimbus: Human Temporal Wizard

Post by Nimbus »

Player Name: Mike
Google Handle: mike.e.morrison@gmail.com,
Character Name Nimbus
Rank: Novice Experience: 5
Advances Left:
Race: Human
Iconic Framework: Temporal Wizard
Attributes: Agility d6, Smarts d8 Spirit d8 1 from advance), Strength d4, Vigor d6
Charisma: 0; Pace: 0; Parry: 6 (½ Fighting +2); Toughness: 12(7) (½ Vigor+2 plus armor); Strain: 0

Skills: +3 Skill Points to spend on Climbing, Lockpicking, and Stealth, +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination
  • Fighting (Ag) d8 (1 sp 3 from HJ)
  • K/Arcana (Sm) d8 (3)
  • Notice (Sm) d8 (3)
  • Persuasion (Sp) d6 (2)
  • Shooting (Ag) d8 (2 sp, 2 from HJ)
  • Spellcasting (Sm) d8 (I.F.)
  • Stealth (Ag) d8 (2 sp, 2 from HJ)
  • Streetwise (Sm) d6 (2 sp)
  • Lockpicking d4 (1 from HJ)





Hindrances
  • Hindrance (Major): Overconfident
  • Hindrance (Minor): Greedy
  • Hindrance (Minor): Loyal
  • Hindrance (Major): (I.F.) Enemy: Nemesis

Edges
  • Edge: I know a guy (I.F.)
  • Edge: Scrounger (I.F.)
  • Edge: Master of Magic (I.F.)
  • Edge: Thief (HJ)
User avatar
Nimbus
Posts: 29
Joined: Fri Oct 19, 2018 3:45 pm

Re: Nimbus: Human Temporal Wizard

Post by Nimbus »

Powers (post background as a reply to character sheet)
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 1/30 minutes

Attune Object (Light/Obscure)
  • Power Points: 10
  • Range: Touch
  • Duration: Permanent
  • The master of temporal magic can permanently lock and conceal an object so that only one person may use it. Both the object and the owner must be present for the ritual. The ritual takes 10 minutes. Afterward, the object is only visible by its owner. It can be only detected with Exalted Detect Arcana at -4 or the See Dimensional Anomaly power. Even when seen, anyone attempting to use the object will find it to be inert or inactive (e.g. computer won’t turn on, gun won’t fire, etc.). Weapons like swords can still be wielded as normal but any enchantments or TW modification won’t work.



T-Stop[Stun] (4 PPE) [Novice]
  • Range: 18/36/72
  • Duration: Special
  • Trapping: Temporal Confusion: Harmful powers cause temporary muscle contraction if cast with a raise. The target has to make a Smarts roll or suffer a -2 penalty to all actions until the end of their next turn.
  • Effect: Victims of this power are frozen in time and are considered Incapacitated! They cannot move, speak, or even take free actions. The target makes a Vigor check each following round to recover from Incapacity. All recovery rolls are made at −2, or −4 with a raise.

Trapped Power Name [Quickness] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.

Trapped Power Name [Pummel] (2 PPE/ISP) [Seasoned]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.
Trapped Mega Power Name [Greater Pummel] (4 PPE/ISP)
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and a re automatically Shaken, regardless of hitting an object.
Trapped Power Name [Teleport] (3+ PPE/ISP) [Seasoned]
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
[list][*]Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.[/list]
Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
  • Info

Credits:

Contacts

Advances (post Advances as a reply to character sheet)


Iconic Framework
TEMPORAL WIZARD BONUSES & ABILITIES

  • Master Manipulator of Space & Time: Temporal Wizards gain a +4 on all efforts to open and manipulate Rifts (see Characters, Ley Lines, and Rifts in the Savage Rifts® Game Master’s Handbook). They also gain +2 when using the teleport Power.
  • Friends and Secret Sanctuaries Across the Megaverse™: Having been around the Megaverse™ with their masters, Temporal Wizards have contacts, dimensional pockets, and hidey holes all over the place. They begin with the I Know a Guy and Scrounger Edges but use their Arcane Skill in place of Streetwise to use them.
  • Seen What Should Not Be Seen: Having seen, and participated, in the worst the Megaverse™ has to offer Temporal Wizards are +2 to all Fear checks.
  • Arcane Background (Magic): Temporal Wizards are powerful arcane wielders. They begin with three powers from the standard power list, two powers from the temporal power list (see below), 15 PPE, and a d8 Spellcasting skill.
  • Master of Magic: She has Mega Powers for her standard spells, and A Temporal Wizard begins with the Master of Magic Edge, gaining Mega Powers for all known spells.
  • Temporal Magic: In addition to their regular power list, Temporal Wizards have access to a number of special Temporal Powers. These powers are exclusive to this framework and can be taken with the New Power Edge. These are stand alone powers that offer unique, and game changing, benefits thus they have no “mega” version. A full list of Temporal Powers can be found here.
  • Sense Ley Lines & Rifts: A Temporal Wizard can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Phasing: Temporal Wizards are capable of phasing into ley line energies for an instant, transporting to any other point along the line in the blink of an eye. The wizard must take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Wizard must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others, but Temporal Wizards can take the Ley Line Gate edge.


TEMPORAL WIZARD COMPLICATIONS
Flavour
  • Cruel Master: Temporal Psychosis
  • Pursued: Criminal past means there is at least one bounty on your head or maybe you didn’t leave your old master on good terms.
  • Cybernetics: Such technology creates havoc for the flow of energy a Temporal Wizard relies upon, imposing -1 to the Spellcasting skill for each point of Strain.
  • Enemies: Temporal Wizards are automatically enemies of the Coalition States and shot on sight. Even those CS soldiers who might have less zealous attitudes toward most casters will likely open fire if they know they’re dealing with a Temporal Wizard. As with all arcane wielders, those Temporal Wizards who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.

TEMPORAL WIZARD STARTING GEAR
Ley Line Walker Light Armor, NG-33 Laser Pistol, NG-S2 Survival Pack, Neural Mace (money from prelude) Frag Grenades x4 (from prelude)([dice:2k64lsjc]45021:0[/dice:2k64lsjc] × 1,000 credits -20 for grenades) 1,980 credits.
Shadow Cloak, Shard Pistol. Neural Mace (Rich Roll)
Combat Mage Armor (Rich Roll)

NG Equalizer (Patron Item)
Image
• Range: 10/20/40
• Damage: 3d6
[list]☞ Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
[/list]• RoF: 1
• AP: 0
• Shots: 6
• Features:
[list]☞ Min Str d6
☞ Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
[list]Damage: 3d8
AP: 0
Notes: Mega Damage, Plasma
[/list]☞ Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
☞ Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
☞ Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
☞ Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
☞ Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round[/list]
b]Hero’s Journey[/b]
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination
  • Enchanted Items (4): Shadow Cloak
  • Underworld and Black Ops (13): Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
  • Enchanted Items and Mystic Gadgets (10): Your hero is in good shape with a TW Shard Pistol at her side.
  • Magic & Mysticism (15): Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).

Advances
  • Initial Advances: (From Hindrances): Power Points, Rapid Recharge
  • Free Edge (Human): Raise Spirit
  • Novice 1 Advance: Edge: Summon Object
  • 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:undefined
Last edited by Nimbus on Sat Nov 10, 2018 9:04 pm, edited 4 times in total.
User avatar
Ndreare
Savage Siri
Posts: 4084
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Nimbus: Human Temporal Wizard

Post by Ndreare »

let me know when your powers are finished and we move this guy

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
User avatar
Nimbus
Posts: 29
Joined: Fri Oct 19, 2018 3:45 pm

Re: Nimbus: Human Temporal Wizard

Post by Nimbus »

Should be good, just need to fine tune things.
User avatar
Ndreare
Savage Siri
Posts: 4084
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Nimbus: Human Temporal Wizard

Post by Ndreare »

Sure, looks good to go.

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
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3522
Joined: Thu Mar 09, 2017 9:00 pm

Re: Nimbus: Human Temporal Wizard

Post by Pender Lumkiss »

I love the parry of 0
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3522
Joined: Thu Mar 09, 2017 9:00 pm

Re: Nimbus: Human Temporal Wizard

Post by Pender Lumkiss »

Toughness of 0 takes the cake.
Field Team Six Bennies
3/6
User avatar
Ndreare
Savage Siri
Posts: 4084
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Nimbus: Human Temporal Wizard

Post by Ndreare »

Pender Lumkiss wrote: Tue Oct 30, 2018 11:59 am I love the parry of 0
Pender Lumkiss wrote: Tue Oct 30, 2018 12:01 pm Toughness of 0 takes the cake.

Yep,
I already warned him how dangerous that was. But he says he is good with it, so who and I to judge?

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
User avatar
Nimbus
Posts: 29
Joined: Fri Oct 19, 2018 3:45 pm

Re: Nimbus: Human Temporal Wizard

Post by Nimbus »

DeathDisk.jpg
DeathDisk.jpg (23.79 KiB) Viewed 3167 times
Death Disk Weapon System

Base Item: NG-IP7 Ion Pulse Rifle 12/24/48 1–3d6+1 3 — 30 7 20,000
Notes: Semi-Auto, 3RB.

Super Edge: Quick Draw (2 pts)
Attack, Ranged: 1 level (2 pts)
Armor Piercing Mod, 1 levels (1 pt)
Vibro Blade (1 pt)

Damage is 3-5d6+1 AP 6

Cost: Initial item 150% of value, 30,000
6 SPC Pts: 30,000
Total: 60,000
Locked

Return to “Cryo-Freeze”