Luke - In'Valian Scientist - Character Sheet

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Luke
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Luke - In'Valian Scientist - Character Sheet

Post by Luke »

Character Sheet

Character Name Luke


Rank: Novice 2
Experience: Advances Left:
Race: In'Valian (Re-Trapped Kittani)
Iconic Framework: Inter Galactic Scientist (Bio-Borg)

Attributes:
Agility d10,
Smarts d12+2,
Spirit d10,
Strength d12+1,
Vigor d12

Pace: 6"; Parry: 4 (½ Fighting +2); Toughness: 14 (8 MDC) (½ Vigor+2 plus armor); Strain: n/a

Skills:
ATHLETICS (Ag) - d4
COMMON KNOWLEDGE (Sm) - d4
NOTICE (Sm) - d4 +2 (Hearing)
PERSUASION (Sp) - d4-2
STEALTH (Ag) - d4

Electronics (Sm) - d10
Fighting (Ag) - d4
Focus (Sp) - d6
Hacking (Sm) - d4
Healing (Sm) - d6
Psionics (Sm) - d6
Repair (Sm) - d10+2
Research (Sm) - d10
Science (Sm) - d8
Shooting (Ag) - d4

Hindrances
Ugly (Major): Bio-Borgs are grotesque misshapen hybrids often mistaken for demons; subtract 2 from all Persuasion rolls.
Wanted (Minor): Minions of Splugorth and their allies will attempt to capture or kill rogue Bio-Borgs to claim the Atlantean bounty on escaped slaves. Other factions are likely to assume they're Splugorth agents or attempt to catch them for study.
Weird Physiology: Regardless what race they started life as, due to hybrid anatomy all checks to heal a Bio-Borg use the lower of Healing and Occult. Compatible medical supplies, services, and cybernetics are –2 Availability—if they can be found at all.
Alien Physiology: The physiology of Kittani is quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks.
Juicer and Crazy a u g m e n t a t i o n s don’t work for this race. Compatible medical supplies/ services and cybernetics cost double the listed price.
D-Bee (Major): The initial reactions to Kittani typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
Wanted (Major): Any Kittani not serving the Splugorth are hunted down as traitors.
If captured they are used as gladiators and slaves. Those discovered to have been dabbling in magic are terminated—the Splugorth don't want them to learn t ho s e s e c r e t s.
Other factions who discover a Kittani's origins will treat them as spies of Atlantis and seek to imprison and interrogate them for the rest of their life.
Cyber Resistant:
Habit: Can only be away from Xander/Bio Suit for a short periods of time
Phobia: Large Psychic Momma Whale
Post-Traumatic Stress Disorder (Major): brief description [EoH 29]
Cautious (Minor): This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Hesitant (Minor): Your hero hesitates in stressful situations. Draw two Action Cards in combat and act on the lowest. If you draw a Joker, use it normally and ignore the Hindrance for the round (hence this being a Minor Hindrance, it actually increases your chances of drawing a Joker!)

Hesitant characters cannot take the Quick or Level Headed Edges.

Edges
Arcane Background (Gifted) (Gifted Enhancement)
Arcane Background (Psionics) (InValian Trait)
New Power: Relief (HJ)
McGyver: A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.

Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.

A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.

The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations. (HJ)
Calculating: A few seconds to study your foe’s actions gives your hero a major advantage. When his Action Card is a Five or less, he ignores up to 2 points of penalties on one action that turn, which can include Multi-Action, cover, Range, and even Wound penalties. (Hindrance)
Mr. Fix It: The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular
Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise. (Novice 2)
Danger Sense: Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.

In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe
doesn’t get The Drop against him. (Xander)
Edge: brief description
Edge: brief description

In'Valian (Kittani) Traits
Intelligent: Kittani are staggeringly intelligent, begin with a d8 Smarts. This makes their natural Trait maximum d12+2.
Natural Psionics: Kittani begin with Arcane Background (Psionics) and the following three powers: arcane protection, mind link, and object reading.
If a Kittani chooses a framework providing Arcane Background (Psionics) he follows all the normal rules except three of his starting powers are the ones listed above (even if not normally allowed), and gains two additional power to his starting total (e.g. a Kittani Burster starts with five powers).
Strong: Kittani start with d6 Strength, adjust the Trait maximum accordingly.

Bio-Borg Special Enhancements
Physical Enhancements:
Regeneration: Make a natural healing roll daily to recover Wounds, or weekly for Injuries once all Wounds are healed. Gain the Cyber Resistant negative racial ability,
Resistence: Gain a +8 bonus to resist a single negative environmental Hazard or effect such as Heat, Cold, Electricity, Disease, Poison, Radiation, etc.
Damage from that source is also reduced by 8.

Symbiote Enhancement:
Absurr Life Node
Triples the partner's lifespan. The host gains a die type in Spirit and Vigor, +4 Toughness, ignores Gritty Damage, and can't be mind controlled (includes empathy, puppet).
Notes: A tiny creature that only bonds with agreeable hosts, it empathically shares in positive emotions. Once joined it can't be removed. If separated or one dies, both die

Gifted Enhancement:
Arcane Background (Gifted), a die type in Focus, and one starting power [HEALING]

Fear:
Bio-Borgs are terrifying creatures—the first time anyone sees them they must make a Fear check.

Supernatural Transformation:
Bio-Borgs have become supernatural creatures, gaining +4 Toughness and immunity to Gritty Damage. They radiate a supernatural aura and abilities affecting such targets effect them, and vice versa.

BIO-BORG COMPLICATIONS
Bio-Borg Insanity:
Habit: dependent on Xander for lifesupport, cannot be without Xander
Phobia: Mother Psychic Phenomena

Compatible Stock:

Full Transmutation:
Becoming a Bio-Borg uses all of a character’s personal Strain ever. They can only gain more Strain from the Upgradeable or the Beyond the Limit Edge, and can never take another Bio-Wizardry Physical Transformation—it would kill them.

Strange Build:
Luke requires Xander (power suit) for his life support. He cannot wear other armors or power suits because of the life support that Xander provides.


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
Abilities and bonuses
Last edited by Luke on Sun Sep 19, 2021 10:26 pm, edited 34 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian Scientist - Powers

Post by Luke »

Powers

Arcane Background: GIFTED
Focus (Spirit)
ISP: 15 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Trapped Power Name [Healing] (3 ISP) [NOVICE]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect: Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll is the victim’s Wounds, if any (to a maximum of −3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds.

For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)

MODIFIERS
GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty ssociated with it, the modifier applies to the arcane skill roll as well.
MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.


Arcane Background: PSIONICS
Psionics (Smarts)
ISP: 10 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Trapped Power Name [Arcane Protection] (1 ISP) [NOVICE]
Range: Smarts
Duration: 5
Trapping: Chosen Trapping
Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm,
damage is also reduced a like amount.

Arcane protection stacks with Arcane Resistance should the recipient have both!

MODI FIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Trapped Power Name [Mind Link] (1 ISP) [NOVICE]
Range: Smarts
Duration: 30 minutes
Trapping: Chosen Trapping
Effect: Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.

Once activated, the Range between all linked minds is one mile, or five with a raise.

If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).

The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.

MODI FIERS
ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.

Trapped Power Name [Object Reading] (2 ISP) [SEASONED]
Range: Touch
Duration: Special
Trapping: Chosen Trapping
Effect: Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.

Success allows the character to see events that occurred within 10 yards up to about five years past. A raise increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time. When watching an actual event, it occurs in real time, just as if watching a digital tape.

MODI FIERS
AUDIBLE HISTORY (+2): The caster can now hear sounds and conversations as well.

Trapped Power Name [Relief] (1 ISP) [NOVICE]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.

MODI FIERS
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.

Trapped Power Name [Base Power Name] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Last edited by Luke on Sun Sep 19, 2021 3:05 pm, edited 15 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian Scientist - Background

Post by Luke »

Background
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian Scientist - Gear

Post by Luke »

Gear
Item
Info

Credits:

Contacts

BIO-BORG ABILITIES AND BONUSES (Xander)
Bio-Wizardry Transmutation:
Bio-Borgs begin with an extra four die types in Strength,
three die types in Agility,
and three die types in Vigor.
These traits don't have an attribute maximum.

Extra Abilities and Senses:
Roll a d12 four times (there are 12 total special abilities and senses) or choose four Bio-Wizardry Special Abilities or Bio-Wizardry Senses, see the tables on page 69. Those with an Eye of Eylor gain the Major version of the Wanted Hindrance listed below.
Armored Hide (2): Thick plates of hide or lobster-like shell cover the body. Gain +8 MDC Armor. Doesn't stack with worn armor, even MDC armor.
Beast Ears (1): Hear hyper-sonic and subsonic sounds, +2 Notice (hearing).
Sensitive Antennae (1): Sense motion and heat. Gain the Danger Sense Edge.

Extra Appendages:
Roll a d10 four times or choose four Bio-Wizardry Appendages, see the table on page 69.
Extra Pair of Arms (1): Ignore 2 points of Multi-Action penalties each turn; doesn't stack with the Additional Action ability.
Prehensile Tail (1): Acts as an extra limb able to hold items, push buttons, etc. Gain a +2 on climbing and swimming related Athletics checks.
Spider Legs (1): Replace the lower torso with an insectoid segment and eight legs. May walk on vertical surfaces normally or inverted surfaces at half Pace.
Winged Flight (1): Can fly at personal Pace and "run" for extra movement

Unarmed Combat:
Bio-Borgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
Last edited by Luke on Sun Sep 19, 2021 9:06 am, edited 4 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian Scientist - Advances

Post by Luke »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4 --> d10 (Xander)
Smarts: d4 --> d8 (In'Valian) --> d12+2 (CharGen)
Spirit: d4 --> d6 (Absurr Life Node) --> d8 (CharGen) --> d10 (Hindrance)
Strength: d4 --> d6 (In'Valian) --> d12+1 (Xander)
Vigor: d4 --> d6 (Absurr Life Node) --> d12 (Xander)

Skills:

ATHLETICS (Ag) d4
COMMON KNOWLEDGE (Sm) d4
NOTICE (Sm) d4
PERSUASION (Sp) d4 --> -2 (Hindrance)
STEALTH (Ag) d4

Academics (Sm)
Battle (Sm)
Boating (Ag)
Driving (Ag)
Electronics (Sm) --> d8 (3; CharGen) --> d10 (1; HJ)
Faith (Sp)
Fighting (Ag) --> d4 (1; CharGen)
Focus (Sp) --> d4 (1; CharGen) --> d6 (1; Gifted Enhancement)
Gambling (Sm)
Hacking (Sm) --> d4 (Novice 1)
Healing (Sm) --> d4 (1; CharGen) --> d6 (1; HJ)
Intimidation (Sp)
Language (Sm)
Occult (Sm)
Performance (Sp)
Piloting (Ag)
Psionics (Sm) --> d4 (1; CharGen) --> d6 (1; HJ)
Repair (Sm) --> d8 (3; CharGen) --> d10 (HJ) --> +2 (Edge)
Research (Sm) --> d8 (HJ) --> d10 (1; CharGen)
Science (Sm) --> d8 (3; CharGen)
Riding (Ag)
Shooting (Ag) --> d4 (1; CharGen)
Spellcasting (Sm)
Survival (Sm)
Taunt (Sp)
Thievery (Ag)
Weird Science (Sm)

Iconic Framework
Benefits, table rolls, etc
Drawbacks, etc

Hero’s Journey
Education, Experience & Wisdom, Psionics, Training, or Underworld & Black Ops.
Psionics Table (11): New Power Edge: Relief
Education Table (17): (3) additional skill points for Smart-based skills
(Big Damn Hero) Education Table (15): Research d8
(Big Damn Hero) Underworld & Black Ops (1): McGyver Edge; Repair +1DT


Advances
Initial Advances: (From Hindrances):
(Edge) Calculating
(Ability) Spirit +1DT
Novice 1 Advance: (Big Damn Hero) (Skill) Hacking +1DT
Novice 2 Advance: (SR Site Advance) (Edge) Mr. Fix It

Novice 3 Advance: (Skill) Weird Science (Sm) +1DT
Seasoned 1 Advance: (Edge) Arcane Background (Weird Science)
Seasoned 2 Advance: (Ability) Vigor +1DT
Seasoned 3 Advance: (Skill) Weird Science (Sm) +1DT
Seasoned 4 Advance: (Edge) Gadgeteer
Veteran 1 Advance: (Edge) Scholar (Science)
Veteran 2 Advance: (Ability) Vigor +1DT
Veteran 3 Advance: (Skill) Weird Science (Sm) +1DT
Veteran 4 Advance: (Edge) Scholar (Electronics)
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 Luke on Sun Oct 03, 2021 6:43 pm, edited 12 times in total.
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

SWADE Skill List Reference

Post by Luke »

Skills:

ATHLETICS (Ag) d4
COMMON KNOWLEDGE (Sm) d4
NOTICE (Sm) d4
PERSUASION (Sp) d4
STEALTH (Ag) d4

Academics (Sm)
Battle (Sm)
Boating (Ag)
Driving (Ag)
Electronics (Sm)
Faith (Sp)
Fighting (Ag)
Focus (Sp)
Gambling (Sm)
Hacking (Sm)
Healing (Sm)
Intimidation (Sp)
Language (Sm)
Occult (Sm)
Performance (Sp)
Piloting (Ag)
Psionics (Sm)
Repair (Sm)
Research (Sm)
Riding (Ag)
Shooting (Ag)
Spellcasting (Sm)
Survival (Sm)
Taunt (Sp)
Thievery (Ag)
Weird Science (Sm)
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Luke
Posts: 249
Joined: Wed Oct 03, 2018 11:06 am

Luke - In'Valian Scientist - MISC

Post by Luke »

Benny: 4

3OCT2021 - +1 Benny
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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Pender Lumkiss
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Re: Luke - In'Valian Scientist - MISC

Post by Pender Lumkiss »

Luke wrote: Sun Oct 03, 2021 6:01 pm Benny: 4

3OCT2021 - +1 Benny
Please review the latest version of bio borg in rifts atlantis. Bio borgs are more like cyborgs and do not get all the racial abilities of the race they were.
Field Team Six Bennies
3/6
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Luke
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Re: Luke - In'Valian Scientist - Character Sheet

Post by Luke »

@Pender Lumkiss

I reviewed it.

I am putting the revision of Luke into the Mercy Six forum
Luke _
Luke
Pace: d4 [d8]; Parry: 5 Toughness: 6 (0) [18 (3)]
Combat-Relevant Edges & Abilities:
  • List of Abilities
  • Elan & Brave
Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISP/PPE: N/A
Bennies: 4 / 4
Adventure Cards:
  • [2] Peace:
    Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • [25] Hidden Stash:
    Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Luke
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