Private Jasper Maddocs (Approved)

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Jasper Maddocs
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Private Jasper Maddocs (Approved)

Post by Jasper Maddocs » Tue Apr 04, 2017 4:27 pm

Player Name: Kevin
Google Handle: WanderinParadox
Private Jasper Maddocs
Rank: Novice Experience: 16 Advances Left: 0 (HC 7/3/18)
Race: Human
Iconic Framework: CS Psychic Soldiers M.O.S.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5; Strain: 0
Skills:
  • Driving: d4
  • Fighting: d4
  • Intimidation: d8
  • Knowledge (Electronics): d4
  • Knowledge (Demolitions) d6
  • Notice: d10
  • Persuasion: d4
  • Psionics: d12
  • Shooting: d6
  • Survival: d4
  • Throwing: d4
Hindrances
  • Hindrance: Supremacist - Human/CS (Major): If you’re not a Human and/or part of the CS(or want to be) then you are less than the mud on the bottom of his boot. -4 to deal with these ‘lesser’ things if he can’t kill them.
  • Hindrance: Registered Psychic (Minor): Being a registered psychic in the CS is a big deal and makes you a second class citizen.
  • Hindrance: Quirk - Pyromaniac (Minor): Loves to start fires just to watch them burn with loving fascination.
Edges
  • Edge: Arcane Background: Psionics - Begins with 3 powers, 20 ISP, and a d8 in psionics
    • Armor
    • Bolt
    • Telekinesis
  • Edge: Major Psionic - When the power point edge is taken gain 10 ISP. Can spend 2 ISP for a +1 to Psionics rolls 4 ISP for a +2. Or +1 ISP for range x2 +2 ISP for range x10.
  • Edge: Master Psionic - Gains the MEGA power for all powers known, and each time a new power is picked.
  • Edge: Danger Sense - When something bad is about to happen to the character he can make a notice roll at -2. Success means the hero is on hold for the first round of combat.
  • Edge: Psi-Battalion Training - You have mastered the trials of Fasting and Denial. You require half the normal amount of sleep and can go without food and water twice as long before testing for Fatigue. You add +2 to all rolls against Fatigue. If you have or gain the Psi-Blade Edge, you count as a Cyber-Knight for the purpose of qualifying for the Psi-Shield Edge.
Powers
  • Flame Brand (Armor) - 2pp - Touch - 3(1/round)
    • Waves of shimmering heat appear around the character, the heat can become hot enough to melt materials and cause flesh to burn.
    • Success = 2 Armor - Raise = 2 Armor & 2d4 Damage field
  • Fire Orb (Bolt) - 1-3pp or 2pp - 12/24/48 - Instant
    • Orbs of fire appear and speed towards their target. Victims hit can have things set on fire (pg101).
    • 1-3 2d6 damage bolts -or- 1 3d6 damage bolt
  • Temperature Spike (Stun) - 2pp - 12/24/48(MBT) - Special
    • The temperature inside the area will spike to very high levels instantly. Those caught inside must make a Vigor roll for fatigue as well as a Vigor roll or be shaken. On a raise victims must make their Vigor rolls at -2.
  • Telekinesis - 5pp - Smarts - 3(1/round)
    • Can lift 10 pounds per spirit die, or 50 pounds/die on a raise.
  • Fiery Charge(Smite) - 3pp - Touch - 3(1/round)
    • Weapon or Clip becomes charged with fiery energy allowing the weapon to pierce deeper into armor on attacks. +2 AP, Weapon damage +2 (+4 on raise).
Mega Powers
  • Hot Blooded Fire Shield (Greater Armor) - 5+1pp - Touch - 3(1/round)
    • Ghostly flames surround the character melting all but the most powerful attacks from getting through to the caster. In addition, warmth flows through the subject getting the blood pumping. Power cost +1pp but on a success add +2 to Pace and on a raise increase agility one die type for the duration.
    • Success = 5 MDC +2 Pace - Raise = 10 MDC +2 Pace +AgilityDT
  • Fireball (Onslaught) - 2-8pp or 4pp - 18/36/72 - Instant
    • Balls of fire appear and speed towards their target, on contact the fire becomes sticky like napalm. Damage drops one die type, but does one die less of damage on the caster’s next action unless somehow removed or put out.
    • 1-4 3d4 MDC bolts(2d4 MDC Dot) -or- 1 6d4 MDC bolt(5d4 MDC Dot)
  • Hot Flash (Greater Stun) - 4pp - 18/36/72(LBT) - Special
    • The temperature inside the area will spike to very high levels instantly. Those caught inside must make a Vigor roll for fatigue as well as a Vigor roll -2 or be shaken. On a raise victims must make their Vigor rolls at -4. Additional a roll of 1 on a Vigor check results in incapacitation, if incapacitated victims also fail their fatigue roll they suffer from heat stroke(pg102).
  • Exalted Telekinesis - 10pp - Smartsx2 - 3(1/round)
    • Consult the Super strength table (pg 65) using spirit die + 4 die steps. Load limit number on a success, Max load on a raise.
  • Greater Smite - 4pp - Touch - 3(1/round)
    • Trapping can be changed at will but normally fire based. Weapon damage is now +4 (+8 on a raise) and is MD.
    Contacts
    -None-
    Last edited by Jasper Maddocs on Tue Apr 10, 2018 5:01 pm, edited 6 times in total.
    Private Jasper Maddocs
    Anthem
    Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 30/30
    Power Point Regeneration: 1/Hour
    Weapon in hand: -Noted by asterisk(*)
    C-20 Laser Pistol - Ammo: 21/21 - 2/2 extra e-clips
    CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
    Vibro-Knife
    Fragmentation Grenade: 2/2
    Bennies: 3/3

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    Jasper Maddocs
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    Posts: 43
    Joined: Tue Apr 04, 2017 11:45 am

    Jasper Maddocs

    Post by Jasper Maddocs » Tue Apr 04, 2017 4:28 pm

    Background
    Jasper loved his Grandpa. It was because of that man that Jasper had grown up inside the safety of the great armored city of Chi-Town. Jasper’s Grandfather was a psychic, a psychic during a time where they were normally killed without thought because they were considered the enemy. Despite this stigma, his grandfather served the Coalition with exceptional valor and grit. He proved over and over and over again that instead of being an enemy he was instead a fanatical and devoted man to the success of humanity over the dangers of the Rifts. Only after Psi-Battalion was established was his grandfather’s accomplishments acknowledged and he was able to bring himself and his family into the armored city.
    Being the middle child of five, Jasper spent a lot of his time with his grandfather and what was left of his squadmates. There he listened with rapt attention to all the stories that the grizzled veterans would tell. It was also where Jasper got his outlook on humanity, D-bees, the Coalition, and took it to heart. As a child Jasper went to school and helped his parents at their small cafe that they owned and ran. He was a popular child, friendly and outgoing. Some people found his ability to catch them in a lie annoying or in some cases downright infuriating. However, they learned to let it go as he was equally able to sense if they were going to try something and capable and willing to stare them down.
    When his powers first started to manifest, Psi-Bat personnel seemed to melt out of the surroundings and he was whisked off to undergo training and testing just like his two older siblings. After the first battery of tests, the doctors and scientist concluded without pause that he would become a erupture or what was more commonly known as a burster. After months and months of testing and training, that prediction did not come true. His tests showed massive potential of psychic power, but it just never catalyzed in that way. Jasper graduated from training and was given his first assignment, a place he had heard in the many stories of his grandfather and his buddies.


    Personnel Record
    Name:
    MADDOCS, Jasper
    Service Branch:
    Army, Chi Town
    Service Number: IL59-728-090-9951-F770
    Pay Grade:
    E-2
    Pay Rate:
    1700
    Rank:
    Private
    Date of Birth:
    7-28-090
    Primary Specialty:
    Psychic Soldier
    Military Education:

    Basic Training, Army, Chi-Town, Psi-Bat Training Facility (PBTF)
    Communications School, Basic, Army, Chi-Town, Psi-Bat Training Facility (PBTF)
    Psionic Combat Course, Army, Chi-Town, Psi-Bat Training Facility (PBTF)
    Psionic Orientation and Sensitivity Course, Army, Chi-Town, Psi-Bat Training Facility (PBTF)
    Master Psychic (Kinetic) Training Course, Army, Chi-Town, Psi-Bat Training Facility (PBTF)
    Reconnaissance Awareness Training Course, Army, Chi-Town, Psi-Bat Training Facility (PBTF)
    Decorations, Medals, Badges, Citations, and Campaign:
    PSI
    Disciplinary data and court martial record:
    Last edited by Jasper Maddocs on Wed Apr 05, 2017 4:44 pm, edited 1 time in total.
    Private Jasper Maddocs
    Anthem
    Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 30/30
    Power Point Regeneration: 1/Hour
    Weapon in hand: -Noted by asterisk(*)
    C-20 Laser Pistol - Ammo: 21/21 - 2/2 extra e-clips
    CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
    Vibro-Knife
    Fragmentation Grenade: 2/2
    Bennies: 3/3

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    Jasper Maddocs
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    Posts: 43
    Joined: Tue Apr 04, 2017 11:45 am

    Jasper Maddocs Gear

    Post by Jasper Maddocs » Tue Apr 04, 2017 4:28 pm

    Gear
    CA-3 Light “Dead Boy” Body Armor:
    Image
    Private/Private First Class (PSI)
    • +6 Armor and +1 Toughness
      Full Environmental Protection
      Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
      Built-in mini-computers for basic functions
      Communications system with a 10 mile range
      Public-address loudspeakers
      Night and thermal vision mode for vision
      No Strength Minimum. (12 lb)
    Utility Belt: (4 lb)
    • Canteen (half gallon).
      Communicator (5 mile range).
      Compass/inertial mapper.
      Firestarter kit (solar-powered lighter and flint & steel).
      Flashlight/signal light (with bright halogen and infrared options).
      Mini first aid kit (+1 Healing check, only one use).
      Power bars (three, each can sustain a normal human for a day).
      Grenade Pouch
      • Fragmentation Grenade: 2/2
        • Damage: 3d6, MD, LBT
          Rate of Fire: 1
          Range: 5/10/20
      Knife Sheath Containing:
      • Vibro-Knife
        • Damage: Str+d6, AP 4, MD
      Chest Holster containing:
      C-5 Pump Pistol
      Image
      • Damage: 18mm Pump Round: 2d6+1, M.D.
        Range: 15/30/60
        ROF: 1
        Shots: 5/5 (Internal magazine)
      Ammo Pouch:
      • 2/2 C-5 Speed Loaders
      Pouch Containing:
      • 3/3 Rifle E-Clips
      CP-40 Pulse Laser Rifle
      Image
      • Range: 30/60/120
        Damage: 3d6+2, AP 2
        Rate of Fire: 3, 3RB
        Payload: 60
        Weight: 9
      Mounted on Bayonet Lug:
      • Vibro-Knife
        • Damage: Str+d6, AP 4, MD
      Drop Leg Hanger/Scabbard/Sheath
      • Neural Mace
        • Damage: Str+d6
          Weight: 9 lbs
          Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.

      CS-S2 Survival Pack
      • Extra Uniform x2, Work Coveralls x2, underclothes x4, and boots x2
        a bright orange greatcoat and a black greatcoat
        Thick chemical resistant work gloves
        pair of light sensitive auto-tinting goggles
        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
    Credits: 5610 (CS HC 4/24/18)
    Payrate: 1700 (1955 in Old Chicago)
    Last edited by Joe Marshal on Tue May 08, 2018 6:19 pm, edited 1 time in total.
    Private Jasper Maddocs
    Anthem
    Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 30/30
    Power Point Regeneration: 1/Hour
    Weapon in hand: -Noted by asterisk(*)
    C-20 Laser Pistol - Ammo: 21/21 - 2/2 extra e-clips
    CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
    Vibro-Knife
    Fragmentation Grenade: 2/2
    Bennies: 3/3

    User avatar
    Jasper Maddocs
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    Posts: 43
    Joined: Tue Apr 04, 2017 11:45 am

    Advancement Log

    Post by Jasper Maddocs » Tue Apr 04, 2017 4:30 pm

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

    Iconic Framework
    • CS Psychic Soldiers M.O.S.
    Skills:
    • Driving d4 (+1 SP)
    • Fighting d4 (+1 SP)
    • Intimidation d8 (+1 SP +2 Pool)
    • Knowledge (Electronics) d4 (+1 SP)
    • Notice d8 (+1 SP +2 MOS)
    • Persuasion: d4 (+1 Pool)
    • Psionic d10 (d8 MOS +2 Pool)
    • Shooting d6 (+1 SP +1 MOS +1 Pool)
    • Survival d4 (+1 SP)
    • Throwing d4 (+1 SP)
    Hero’s Journey
    • Psionic
      • Roll result = 7
      • Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
    • Experience and Wisdom
      • Roll result = 10
      • Some experiences take a person back to the beginning, reconnecting them to their foundations. Select one background edge, regardless of requirements, so long as it makes sense and the GM approves:
      • Psi-Battalion Training:
        You have mastered the trials of Fasting and Denial. You require half the normal amount of sleep and can go without food and water twice as long before testing for Fatigue. You add +2 to all rolls against Fatigue. If you have or gain the Psi-Blade Edge, you count as a Cyber-Knight for the purpose of qualifying for the Psi-Shield Edge.
    • Psionic
      • Roll result = 10
      • Variety is a power all on its own - pick any power from your list -or- any novice power available.
      • Shape change - Greater Shape change
    Advances
    • Initial Advances: (From Hindrances): New Power(Stun), Danger Sense
    • Free Edge (Human): Master Psionic
    • Cybernetic Modifications: -None-
    • Novice 1 Advance: Raise Agility to d6
    • Novice 2 Advance: Extra Power Points (10)
    • Novice 3 Advance: New Power(Smite)
    • 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 Jasper Maddocs on Tue Apr 04, 2017 4:38 pm, edited 1 time in total.
    Private Jasper Maddocs
    Anthem
    Pace: 6; Parry: 4; Toughness:12(5); Strain: 0; Power Points: 30/30
    Power Point Regeneration: 1/Hour
    Weapon in hand: -Noted by asterisk(*)
    C-20 Laser Pistol - Ammo: 21/21 - 2/2 extra e-clips
    CP-40 Pulse Laser Rifle - Ammo: 60/60 - 3/3 extra e-clips
    Vibro-Knife
    Fragmentation Grenade: 2/2
    Bennies: 3/3

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