Mr. Grey, Commando (a future Game)

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Pender Lumkiss
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Mr. Grey, Commando (a future Game)

Post by Pender Lumkiss »

F and G: [dice:2pdqsktf]60591:0[/dice:2pdqsktf] Drop 5 EP for robbed! Smart and learned +1 smarts die, three smarts skills +2 die types(psionics, Battle, Notice)
  • Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.

F and G: [dice:2pdqsktf]60591:1[/dice:2pdqsktf]
  • A Merry Band: Your hero has proven himself as a leader of the downtrodden, earning the Command and Followers Edges. Your followers roll for Allied Personalities and use the Experienced Soldier profile, see Allies in Savage Worlds.
HJ: Underworld and Black Ops [dice:2pdqsktf]60591:2[/dice:2pdqsktf] reroll [dice:2pdqsktf]60591:3[/dice:2pdqsktf] choice...
  • Your character's innate understanding of computers makes him one of the most valuable people in the world. He gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
IF: Commando
  • Begin with +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
  • Begin with Athletics d6, Fighting d4, Shooting d4, and Survival d4.
  • Begin with the Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
  • Who Dares, Wins: Commandos can use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. In addition, they gain a +2 bonus to checks involving parachuting, rappelling, and similar daring maneuvers.
  • Make two fewer rolls on the Hero's Journey tables.
  • Begin with either the Loyal or Quirk Hindrance for no added benefit.
  • Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG-57 Heavy Ion Blaster, plus a Vibro-Bayonet and L-20 Pulse Laser Rifle.
Race: Psi X Alien
  • Addictive Personality: Some genetic switch flipped—all Psi-X Aliens suffer from Habit (Major).
  • Dissociative Disorder: Psi-X Aliens instinctively dissociate with humanity, doubting their true origins—they gain the Quirk (Minor) Hindrance.
  • H y p e r - I n t e l l i g e n t : Known to be extremely cunning, Psi-X Aliens start with a Smarts d8, adjust Trait maximum to d12+2.
  • Light Sensitive: Sensi-tive to daylight and bright lighting, Psi-X Aliens must wear goggles or other protective eye wear to avoid a −2 penalty to Notice checks and ranged attacks in bright light conditions.
  • Little Green Men: With their striking appearance and infamous psionic gifts, Psi-X Aliens face prejudice from the Coalition and others—as D-Bees! Initial Reactions to them typically start at Uncooperative.
  • Low Light Vision: Psi-X Aliens ignore Dim and Dark Illumination penalties.
  • Mind Over Matter: The diminutive beings detest physical labor—even walking—and suffer a −1 penalty to all Strength (including damage) and Vigor rolls, and a −1 to Toughness.
  • Natural Psionics: Psi-X Aliens begin with the Arcane Background (Psionics) and Power Points Edges, 15 ISP, a Psionics skill of d6, and start with three powers: mind link, telekinesis, and one other power from the Mind Melter's list of psionics. They naturally telekinetically hover and move a few feet above the ground at their base Pace— at no cost as a free action— and must concentrate to walk on their own two legs. If a Psi-X Alien chooses an Iconic Framework providing A r c a n e B a c k g r o u n d (Psionics), he follows all the normal rules for the Framework except three of his starting powers are those listed above (even if not normally allowed by that Framework) and he gains two additional powers to his starting total (e.g., a Psi-X Burster starts with five powers, etc.).
  • Obsessive Interest: Psi-X Aliens begin play with one Smarts based skill of their choice at d4 and gain +2 when using that skill.
  • Out of It: The Psi-X Aliens suffer from a developmental disorder leaving them struggling to understand societal interactions and norms. They suffer a −2 to all Common Knowledge rolls.
  • Owl-Eyed: Keen vision comes with the bug-eyes, Psi-X Aliens gain +2 on sight-based Notice checks.
  • Psychic Sight: Psi-X Aliens can see electromagnetic energy and auras, giving them Expanded Awareness per the Mind Melter ability, see The Tomorrow Legion Player's Guide. If they also choose a Framework with that ability, they gain +2 on all associated rolls.
  • Restricted Path: Psi-X Aliens, because of their peculiar genetic makeup, cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Touch of Madness: The Psi-X's manipulated DNA creates a chemical imbalance in the mind that causes them to roll once on the Crazy's Psyche Degradation table
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Re: Mr. Grey, Commando (a future Game)

Post by Pender Lumkiss »

Mr. Grey, not to be confused with Mr. Zapper of the same batch of psi x aliens, was not one of Dr. Bradford’s best clones. He was a distant third to be sure. Trained in a black ops when most clones were a developing their psi powers Mr. Grey was merely an experiment in physical potential of the Roswell alien experiments. But Mr. Grey made it through basic training and even gained a commendation from Major Wolfe whom was his CO during special force training. In the major’s words, For refusing to leave his team behind when he had all the right to do so. He has the ability to inspire his men, and the uncanny ability to hack any electronic system.

But Mr. Grey was less malleable than the other clones. He had a drive about him that pushed him further than most. Despite his physical weakness Mr. Grey adapted and Dr. Bradford’s sense of secrecy for his experiments overrode whatever pride he may have held for the d-bee clone. He sent a kill squad after him while he was on assignment in Fort Durango. On the night they went in everyone at that little fort disappeared, kill squad, and Mr. Grey included.

This was during the waning of the war with Tolkein and it was not uncommon for forward outposts to go dark in the tolkienites last bids for failed victory. Months went by and the war ended. Mr. Grey and a group of purported ex cs soldiers found there way to Castle Refuge along with some refugees. These soldiers accompanying Mr. Grey were the same members of the kill squad sent to terminate him. Now, they were little more that Mr. Grey’s body guards and mind slaves.
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Re: Mr. Grey, Commando (a future Game)

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Wants: rock and roll, take e’m down, improved take’m down, Inspire, Tactician, possession, field intel. Major, Master, Inspire
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Re: Mr. Grey, Commando (a future Game)

Post by Pender Lumkiss »

Player Name: Jon
Google Handle: jonneeper@gmail.com
Mr. Grey
Rank: Seasoned 2 Experience: Advances Left:
Race: Psi X alien
Iconic Framework: Commando
Attributes: Agility d8(2), Smarts d10(2race, 1 Fand G), Spirit d8(1IF, 1), Strength d6(1) Vigor d8(1IF,1)
Charisma: 0; Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Athletics d6(IF)
  • Persuasion d4
  • Stealth d6(1)
  • Notice d8 (+2 die types FG)
  • Common Kn d4
  • Fighting d8(1 IF, 2)
  • Shooting d8(1 IF, 2)
  • Survival d4(IF)
  • Battle d8+2(Race, +2 Die types FG)
  • Psionics d10 (d6 Race, +2 die types FG)
  • Intimidate d6(2)
  • Theivery d8(3)
  • Kn Electronics d8(3)
  • Hacking d10 (d6 HJ, 2)


Hindrances
  • Hindrance (IF, minor): Loyal
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Minor):
  • Hindrance (Major): Driven (Major): To prove his worth.
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description


Edges
  • Edge(F and G): Command
  • Edge(F and G): Followers
  • Edge(IF): Assassin
  • Edge(IF): Brawler
  • Edge(IF): Conditioned
  • Edge(IF): Dodge
  • Edge(IF): Marksman
  • Edge(IF): Soldier
  • Edge:
  • Edge:
  • Edge: brief description
  • Edge: brief description


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses





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

Iconic Framework
  • Benefits, table rolls, etc


Hero’s Journey
  • Table
  • Roll result
  • Description


MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll result
  • Description


Advances
  • Initial Advances: (From Hindrances): Major Psionics, Master Psionics
  • Novice 1 Advance: new power (Entangle, Boost Trait)
  • Novice 2 Advance: More Power Points (+10 ISP)
  • Novice 3 Advance: Smarts to d12!
  • Seasoned 1 Advance: Inspire
  • Seasoned 2 Advance: Telemechanics
  • 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:
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