Fiona Gladbrooke Rising Star Face/Spy for the Remorseless

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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Fiona Gladbrooke Rising Star Face/Spy for the Remorseless

Post by Fiona Gladbrooke »

Fiona Gladbrooke.jpg
Player Name: Jason
Google Handle: Jason Bahr
Character Name: Fiona Gladbrooke
Rank: Novice Experience: 16 Advances Left: 0
Race: Pleasurer (Rising Star Framework not an actual race build)
Iconic Framework:
Attributes: Agility d6, Smarts d6 (d12), Spirit d6 (d10), Strength d6, Vigor d6
Charisma: +6; Pace: 6 ; Parry: 6(8 in combat set); Toughness: 10;

Skills:
  • Fighting d8 (+2 die types in combat set) (4 HJ)
  • Shooting d4 (+3 die types in combat set) (1 HJ)
  • Persuasion d8+8 (+2 die types in social set) ( she gains +2 on all Connections rolls to contact and gain assistance.)
  • Intimidate d6 (+2 die in social set)
  • Streetwise d8+8 (+2 die in social set)
  • Investigate d8+2 +2 to find clues (3 HJ)
  • Knowledge: Politics d8 (HJ)
  • Knowledge: History d6
  • Knowledge: Computer d8 (+2 Die types in covert set) (2 HJ)
  • Medicine d8 (2 HJ, 1 initial)
  • Notice d8 (D12), +2 to notice clues and details
  • Stealth d6 (+2 die types in covert set)
  • Lockpicking d6 (+2 die types in covert set)
Hindrances
  • Enemy (Major):: TGE spy master
  • Greedy (Minor): Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.
  • Wanted (Minor): In the TGE for espionage
  • Dependency (Major), Strong Emotions: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Attribute Penalty Strength -1: One attribute suffers a –1 penalty to all rolls (including damage for Strength).
  • Monologuer: 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.
Edges
  • I know a Guy:(HJ) Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person— they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Investigator:(HJ) Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
  • Attractive:("Race") +2 Charisma
  • Power points: Gain 5 PP
  • Charismatic: +2 Charisma
  • Very Attractive: +2 Charisma
Last edited by Fiona Gladbrooke on Mon Apr 01, 2019 6:06 pm, edited 13 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke

Post by Fiona Gladbrooke »

Background (post background as a reply to character sheet)
Fiona was born to a small family group of pleasurers who were once slaves in a small "empire" that is now a part of the TGE. In exchange for freeing them from their oppressors the Empire took young Fiona, then named Alorra Fenik, to be trained for service in the Imperial Intelligence Service. She excelled at the work and when her superiors decided she was loyal enough to undergo a process similar to the one that produces Elite Guardsman. It was a success and her natural abilities were greatly enhanced. She spent some time doing missions outside the Empire and her love for the danger and excitement of the work blossomed. Then it grew into a love of adventure in general. She eventually decided to pursue a life where she was free to follow her own whims instead of those of her handlers. She fled the Empire and reinvented herself as an independent operator. Travelling the three galaxies she worked jobs as a spy and thief and between them sought out unique and exciting experiences.

It was on one of these that she met and befriended Ramson Gordaine. On a gourmet adventure safari where the participants hunted and prepared their own meal things went awry. By the time the rescue team got to the planet they were the only two left of the party. While they parted ways afterwards the two kept in touch and when She learned of her friends new endeavor as a mercenary Captain she decided to look them up and see if her skills would be of use.

Contacts
Last edited by Fiona Gladbrooke on Thu Mar 14, 2019 4:09 pm, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke

Post by Fiona Gladbrooke »

Gear

Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


NE Equalizer (Patron Item)
Image
[list][*] Range: 10/20/40
[*] Damage: 3d6
[*] 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.
[*] RoF: 1
[*] AP: 0
[*] Shots: 6 [/list]
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 Naruni Enterprises outlets: 200 credits per round[/list]


SFD Huntsman Lightweight Personal Armor
  • +5 (+9) Armor
  • +1 Toughness
  • Strength Minimum: d6
  • Environmental Protection: No
  • Weight: 16 lbs
  • Enchantments:
    • Preparation 2,400
    • Minor: +2 Armor (Cost 5000)
    • Minor: +2 Armor (Cost 5000)
    • Major: Morphic-alters form to match users desire. (Cost 20,000)
Wilk’s 237 Backup Laser Pistol
Image
  • Range: 15/30/60
    Damage: 2d6+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Wilk’s 447
Image
  • Range: 40/80/160
    Damage: 3d6, AP 2
    RoF: 1
    Shots: 20
    Weight: 5 lbs
    Notes: Semi-Auto


Vibro-Sword
Image
  • [*]Damage: Str+d10
    [*]Weight 9 lbs
    [*]Notes AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]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[/list]
Field Computer 4: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lbs 28,000)

Sensor Suite: Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to Notice rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc. The targets do not have to be visible, though dense materials may cause inaccurate or false readings at the GM’s discretion. Small sets are handheld and have a range of 50 yards. (2 lb, $5000)

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 3,500 )

Infared Distancing Binoculars: Highpowered, with a two-mile range, these digitally enhanced binoculars provide infared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb, 1,200 credits)

Armored Clothing (retrapped Body Armor): 10 outfits of various sizes and gender types. This lightweight material can be worn under normal clothing with little inconvenience. It adds +4 Armor and negates up to 4 points of AP from ballistic attacks (but not energy or melee). (4 lb, $2000)
Credits:
Staring credits 2d6x100 [dice:1ezq5g5s]50111:0[/dice:1ezq5g5s]
6,700 credits
Last edited by Fiona Gladbrooke on Thu Mar 14, 2019 3:38 pm, edited 11 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke

Post by Fiona Gladbrooke »

AB:Superpowers. Rising Star Starts with 40 PP, +5
  • Telepathy 2pts, Switchboard 2pts, 4 pts
  • Mindreading 3 pts
  • Chameleon 3 pts, Voice 2 pts
  • Speak Languages 1pt, Read Languages 1pt, 2 pts
  • Super Smarts 3 lvls 6 pts
  • Super Spirit 2 lvls 4 pts
  • Toughness 5 lvls 5 pts
  • Immunity to Poison and Disease 1pt each, 2 pts
  • Heightened Senses, Low Light Vison 1 pt, Perception 1, 2 pts
  • Super Skill 8 lvls 8 pts, Switchable x2 4pts, 12pts
    • Skill Set 1: Persuasion 2, Intimidation 2, Streetwise 2, Notice 2
    • Skill Set 2: Stealth 2, Notice 2, Lockpicking 2 Computer 2
    • Skill Set 3: Fighting 2, Shooting 3, Notice 2, Throwing 1
Last edited by Fiona Gladbrooke on Mon Jun 24, 2019 8:02 pm, edited 1 time in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke

Post by Fiona Gladbrooke »

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

Iconic Framework
  • HERO’S JOURNEY (FIVE ROLLS)
    Savage Rifts Superheroes gain three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Cybernetics, Magic and Psionics.
  • HEROES WITHOUT EQUAL
    One of only two ways of bringing the pure fury and power of Superheroes into your Savage Rifts game, the Savage Rifts Superhero is a powerhouse on par with any character in the Tomorrow Legion.
  • WITH POWER, LIMITS
    Due to the incredible power, Savage Rifts Superheroes limitations based on them by karma, happenstance, and the circumstances of their empowerment. These characters will choose from the options in Complications to define precisely what it is about them that complicates their lives.
  • SUPERHERO ABILITIES AND BONUSES
    Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character is a Heavy Hitter Rising Star, and starts with 40 Power Points with a power limit of 30 points in any single power, after any modifiers.
    Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or purchase new ones (there is no New Power Edge) These points may be saved, but must be recorded clearly on the advancement record.
  • SUPERHERO COMPLICATIONS
    Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. The character however does not receive any points for these additional Hindrances or Negative Racial Traits.
    The player must chose 6 points of Hindrances or Negative Racial Traits.
    • Dependency (Major), Strong Emotions: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
    • Attribute Penalty Strength -1: One attribute suffers a –1 penalty to all rolls (including damage for Strength).
    • Monologuer: 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.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
  • Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
Hero’s Journey
  • Training: 1, 5 dice in combat skills
  • Education: 11, d8 in K:Politics and +2 to persuasion
  • Education: 15, d6 Investigate and Investigator edge
  • Education: 17, 5 dice in medicine, Investigate, or knowledge skills
  • Underworld and Black Ops: 5, I Know a Guy edge and +2 on all Connections rolls to contact and gain assistance.

Advances
  • Initial Advances: (From Hindrances):Charismatic, Power Points
  • Free Edge (Human): Attractive
  • Novice 1 Advance: Very Attractive
  • Novice 2 Advance: Skill Points; Knowledge Computers and Notice +1 die type
  • Novice 3 Advance: Skill Points; Persuasion and Streetwise +1 die type
  • 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:
Last edited by Fiona Gladbrooke on Mon Apr 01, 2019 6:06 pm, edited 3 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke Rising Star Face/Spy for the Remourseless

Post by Fiona Gladbrooke »

Rewards:
100,000 Credits to start
+5 xp Q1 2019
+6 xp Q2 2019





Spending:
Pre play spending. Field Computer 28,000, Sensor Suite 5,000, Enchanting armor 38,000, Communicator (MD) 3,500, IR distancing Binoculars 1,200, Armored Clothing (retrapped Body Armor SFC 16) 10 outfits 20,000, Total 95,700
Last edited by Fiona Gladbrooke on Mon Apr 01, 2019 5:54 pm, edited 3 times in total.
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Fiona Gladbrooke
Posts: 103
Joined: Mon Mar 11, 2019 8:51 pm

Re: Fiona Gladbrooke Rising Star Face/Spy for the Remourseless

Post by Fiona Gladbrooke »

Enchanted Elite Guardsman Light Armor
Base item SFD Huntsman Lightweight Personal Armor

  • [*]+5 Armor
    [*]+1 Toughness
    [*]Strength Minimum: d6
    [*]Environmental Protection: No
    [*]Weight: 16 lbs
    [*]Cost: 24,000


Enchantments:
  • Minor: +2 Armor (Cost 5000)
  • Minor: +2 Armor (Cost 5000)
  • Major: Morphic-alters form to match users desire. (Cost ??)

    Or thru supertech
    Chameleon 3 pts, -1 Contingent on wearing also having Chameleon themselves to activate (Cost 10,000)
    Armor 2 lvls 2pts (Cost 10,000)
Fiona Quick stats
[https://savagerifts.com/sr/viewtopic.php?f=209&t=4214]Fiona Gladbrooke[/url]
Pace: 6; Parry: 6/8 Toughness: 10 base, 24 (11) in full kit
Combat-Relevant Edges & Abilities:
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 3/3
Edit Signature
Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Fiona Gladbrooke Rising Star Face/Spy for the Remourseless

Post by Ndreare »

For changes shape with wearer lets go 20,000 credits. I have the same thing on Kidemonas.

For Super tech, lets avoid that. The cost system is broken (way cheaper than a simulir ability on enchanted or TW) and I would simply arbitrarily apply a value.

Total should look like this...
Enchanted Elite Guardsman Light Armor
Base item SFD Huntsman Lightweight Personal Armor

  • [*]+5 Armor
    [*]+1 Toughness
    [*]Strength Minimum: d6
    [*]Environmental Protection: No
    [*]Weight: 16 lbs
    [*]Cost: 24,000


Enchantments:
  • Preparation 2,400
  • Minor: +2 Armor (Cost 5000)
  • Minor: +2 Armor (Cost 5000)
  • Major: Morphic-alters form to match users desire. (Cost 20,000)
Sub-Total Cost: 56,400
Labor mark up 5,640
Total: 62,000 credits
This lets the armor protect you while it is worn/visible. Chameleon does not let the gear disappear normally, but this gear can also change its appearance which is good.
Could look like CAF armor, or UWW armor as you will it, for whatever size you are.
  • 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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