Mind Melter

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Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Mind Melter

Post by Xavier Crow »

Please dis regard and delete this thread if needed. I decided to go with a different character
Dice rolls
Hero's journey psionics table 1d20: [13] = 13
Another roll on psionics 1d20: [16] = 16
Last edited by Xavier Crow on Sun Sep 13, 2020 11:04 am, edited 1 time in total.
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

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Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: Mulch the mind melter

Post by Xavier Crow »

Money money money
Dice rolls
Universal credits 4d6: [5, 6, 6, 2] = 19
Gear and valuables 2d4: [3, 3] = 6
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

User avatar
Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: Mulch the mind melter

Post by Xavier Crow »

Mulch

Novice Male Myconid, Mind Melter

Iconic Framework: Mind Melter
Description
A short mushroom that looks like it sprouted legs, arms and grew some eye


Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d4, Common Knowledge d4, Fighting d10, Language (Myconese) d8, Notice d10, Persuasion d4, Psionics d12, Stealth d4, Survival d4
Pace: 6; Parry: 7; Toughness: 8 (4)
Strain: 4/4
Hindrances: All Thumbs, Curious, Quirk (Has nice long conversations with plants, especially fungi. Will encourage others to respect plants and their feelings. Also when he gets nervous he sprinkles spores.), Small
Edges: Major Psionic, Master Psionic, New Powers (Illusion, Mind Link), Power Points, Psi-Blade
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Psi-Blade (Range Melee, Damage Str+d10, AP 24, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: Crystals, NG-S2 Survival Pack
Language: Myconese (native, d8)
Current Wealth: 1,900 cr
Arcane Background: Psionics (Rifts® TLPG, p120)
  • I.S.P.: 30
  • Powers: Bolt (SWADE p156), Conceal Arcana (SWADE p158; Limitations: One Aspect, Self (limited)), Detect Arcana (SWADE p158; Limitations: One Aspect, Self (limited)), Illusion (SWADE p163), Mind Link (SWADE p164-165), Mind Wipe (SWADE p165), Protection (SWADE p165-166; Limitations: Self (limited)), Smite (SWADE p168; Limitations: Self (limited)), Stun (SWADE p168-169)
Special Abilities
  • Poisonous Touch (Fatal, Lethal, or Paralyzing): With a successful Touch Attack (page 108), bite, or claw, the victim must roll Vigor or suffer the effects of Fatal, Lethal, or Paralyzing, but each use causes the hero Fatigue. The character may always choose whether or not to use her poison touch. See page 128 for Poison and its effects.
  • Hardy: A second Shaken result in combat does not cause a Wound.
  • No Vital Organs: These species have hidden, extremely tough, or redundant vital organs. Called Shots do no extra damage against them.
  • Low Light Vision: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
  • Infravision: The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking targets that radiate heat.
  • Immune to Poison: The species is immune to poison.
  • Regeneration (3): Makes a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (the being may try once per week).
  • Inhuman Physiology (-3): The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 3 points the race has Bizarre Physiology increasing the penalties to a −4. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
  • Non-Standard Build (-2): For 2 points, the race is −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Custom armor, clothing, and equipment costs triple the listed price.
  • D-Bee (-2): For 2 points, the D-Bees are quite inhuman. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence.
  • Environmental Weakness: Fire/heat
  • Dependency: Dip his toes in soil
  • Alter Aura: Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
  • Arcane Background (Psionics): Begins with Arcane Background (Psionics) choosing five powers, the Power Points, Major Psionic, and Master Psionic Edges as well as a d6 Psionics skill. Mind Melters begin with 30 ISP (10 ISP base plus 5 ISP from the Power Points Edge, both of which are doubled by Major Psionic).
  • Expanded Awareness: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
  • Master of Psionics: Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill.
  • Mental Resistance: Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
  • A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.
  • Cybernetics: Mind Melters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: The Coalition and True Federation consider Mind Melters allied with enemy factions to be a dire threat, treating them with caution bordering on paranoia. They prioritize attacking them and hunt them with extreme prejudice.
  • Feared: Mind Melters suffer a −2 Persuasion when dealing with those who know what they are and fear them.
  • Powerful Influence (Hero's Journey): Powerful Influence:Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion or puppet at +2, and he can do this once per round until they break free. This benefit also aids anyone under the effects of the mind walk Mega Power Modifier.
  • Mind over matter (Hero's Journey): Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.

Advances
Novice Advances
  • Edge: New Powers (Illusion, Mind Link)
Current Load: 34.25 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Xavier Crow on Mon Sep 07, 2020 2:16 pm, edited 1 time in total.
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

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Ndreare
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Re: Mulch the mind melter

Post by Ndreare »

If you chose the Savage Rifts export it will generate the code to make this formatted nicely.

See here:
Suggestion.JPG
  • 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
Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: Mulch the mind melter

Post by Xavier Crow »

Thank you that is much better!
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Mulch the mind melter

Post by Ndreare »

No problem. Have you contacted a GM or asked on Discord for an opening so you have a place to play this character?
  • 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
Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: Mulch the mind melter

Post by Xavier Crow »

I have not yet. Life got a bit busy and distracting. Plus I saw the open games listed in the forum for open games looked like they were old games
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

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