Hardin - Psi-Slinger (Approved for The 99)

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Hardin - Psi-Slinger (Approved for The 99)

Post by Hardin »

First time attempting to use the built-in dice roller, so here goes nothing:

MARS Fortune and Glory
0

Hero's Journey Rolls
Enchanted Items & Mystic Gadgets: [dice]1[/dice]
Psionics: [dice]2[/dice]
Training: [dice]3[/dice]

Narrative Hook
[dice]4[/dice]

Ok, after consultation with GM, I'm editing for multiple vehicles received above:

MARS Fortune & Glory (replacing result of 3, above): 9

Enchanted Items & Mystical Gadgets (replacing result of 18, above): 9
Last edited by Hardin on Sun Aug 13, 2017 6:39 pm, edited 2 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Hardin - Psi-Slinger

Post by Hardin »

Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Character Name: Hardin Jones
Rank: Veteran Experience: 56 Advances Left: 0
Race: Half-Elf
Iconic Framework: M.A.R.S. Psi-Slinger
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Charisma:-2; Pace:6; Parry:5; Toughness:10(3); Strain: 0
Skills:
  • Fighting d6
  • Shooting d10
  • Stealth d6
  • Riding d6
  • Notice d8
  • Psionics d12
  • Survival d6
  • Intimidate d8
Racial Attributes
  • Heritage: Some half-elves retain the grace of their elven parent. Others gain the adaptability of their human ancestry. A half-elf may either start with a free Edge of his choice (as a human), or a d6 in Agility instead of a d4. Hardin started with a d6 in Agility.
  • Low Light Vision: The character's eyes amplify light like a cat's, allowing him to see in the dark. He ignores attack penalties for Dim and Dark lighting
  • Stealthy: Half-elves inherit their full-blooded cousins' penchant for stealth. He begins with a d6 in the Stealth skill. (Note: added with GM approval).
  • Outsider: Half-elves aren't true outsiders (as per the Hindrance of the same name), but neither are they ever quite comfortable around humans or elves as one of their own, so the effect is the same.
  • Distinctive D-Bee: Half-elves can mostly pass for human, except for their pointy ears. Half-elves suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident (because he can hide his pointy ears, this is worth –1. (Note: added with GM approval).
Hindrances
  • Wanted(Major): Hunted by the Coalition for his crimes
  • Illiterate(Minor): It is a hard word and not every pilgrim can read
  • Delusional (Minor): This is the after effect of his narrative hook, when a rift opened and he saw something Man Was Not Meant to See: a fairy queen, whose beauty and light burned themselves indelibly into his mind. Now, he sees after images of her from time to time, and he believes these images are her way of directing his path from beyond the rifts.
Edges
  • Arcane Background (Psionics)
  • Master Psionic: Doubles ISP reserve and gives certain benefits to activating powers when expending additional ISP
  • Psi-Slinger: May use ranged weapons with the telekinesis power, and certain powers activate as a free action
  • New Power: Telekinesis
  • New Power: Smite
  • New Power: Boost Trait
  • New Power: Deflection
  • Strong Willed: +2 to Intimidate and Taunt (and to resist them)
  • Brawny: +1 Toughness,1.6 x load limit and max weight
  • Nerves of Steel: Ignore one point of Wound penalties
  • Dead Shot: Doubles ranged damage in a round when he draws a joker
  • Marksman: Grants the Aim effect if he doesn't move in the same round he fires
  • Power Points: +10 ISP to base (taken thrice)
  • Quick: Redraw initiative cards of five or lower
  • Quick Draw: Drawing a weapon is a free action. If an Agility roll is needed to draw, he makes it at +2
  • Two-Fisted: Eliminates multi-action penalty when making Shooting rolls with multiple weapons (works with telekinesis)
  • Master Psionic: Gives access to Mega Power versions of known powers
Bennies 2
3 beginning
  • +1 for Q2 post rate
    -1 to unshake from stunner ambush
    -1 for EE on persuasion
ISP 40
Base 50, regenerate 1/30 min
-10 for exalted TK
Ammo Tracker
  • BB6 Big Bore Revolver: 6 rounds chambered, 48 spare
  • Shard Pistol: 36 shots
  • Colt Revolver: 6 silver rounds chambered, 1 speed loader, 50 spare
  • Judgment Day Rifle: 60 shots
  • GAW Throwback: 30 buckshot, 20 slugs loaded, 50 spare of each
  • Plasma Ejector: 20 shots
0 Wounds, 0 Fatigue
Wound/Fatigue tracker.
Adventure Cards
54 - We have the talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

29 - Bullseye - Play after damage is rolled to double the total of a successful ranged attack.

15 - Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Last edited by Hardin on Mon Jul 02, 2018 8:39 am, edited 14 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
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Re: Hardin - Psi-Slinger

Post by Hardin »

Background
  • Even in Rifts Earth, half-elves are treated as outsiders by most; neither wholly human nor entirely dee-bee, very few communities accept or trust them. Hardin felt this mistrust acutely and wandered the New West looking for a sense of community, all the way from the Colorado Baronies south to Arzno, making his way as a hired gun. While serving with the Arzno Mercenary Corps, a rift opened above his unit. Hardin stared through rift into the light beyond, and right into the face of one of the legendary queens of fairy. His mind was forever scarred by the experience. He began seeing after-images of the queen, and they occasionally direct his actions. He believes this queen to be one of his own elven ancestors and that her after images will show him how to carry out her will. He heard of Castle Refuge and headed that way at the behest of one of these delusions, crossing quite a bit of Coalition territory. He had several altercations with CS troops along the way, and eventually earned the Wanted (Major) Hindrance when he killed a Special Forces officer. His own kit was badly damaged in that fight, so he took to wearing around the remains of the officer’s CA-7 armor. He finds this to be a fairly effective deterrent for all but the most determined of bandits.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
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Re: Hardin - Psi-Slinger

Post by Hardin »

Gear
Item
  • TW Shard Pistol: 15/30/60; 2d8+1; ROF 3; AP 1; 36 shots; 4 lbs; 3RB; Lower Trait (Vigor) activated by Shooting; costs 3 ISP to reload; returns to his hand (Minor TW upgrade from Hero’s Journey roll, mimics original-recipe Psi-Slinger ability)
  • TW Wilk’s Remi 157 “Judgment Day” (IN THE SHOP): 40/80/160; 3d6+2; ROF 2; AP 3; 36 shots; 6 lbs; Semi-Auto; 3RB; attached scope negates 1 point of distance penalties to Shooting or Notice; 2 PP to reload
  • Colt Dragoon (.44) Revolver: 12/24/48; 2d6+1; ROF 1; AP ); 6 shots; 4 lbs
  • Silver Bullets: 50 silver .44 rounds for the Colt (+$10/50 to cost, +1/50 to weight); 5 lbs
  • Speed Loader: as in Deadlands, allows a reload of the Colt Dragoon as a free action
  • Triax T-10 Cyclops Armor (IN THE SHOP): This military medium-weight armor boasts a distinctive helmet design featuring a central optics lens. The Cyclops serves as the foundation for other specialized armor versions used in the New German Republic (NGR) military. A combination of lightweight armored plates and padding comprises the armor in layers of fabric, ceramic, metal, and plastic—all bonded on a molecular level. Cyclops body armor provides +6 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision. Cyclops armor has a Strength Minimum of d6. (25 lb, 60,000 credits).
  • Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item) (IN THE SHOP): 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). Hardin's duster offers two sheathes fitted to hold his rifle and shotgun on his back, keeping them constantly close at hand. +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.
  • Bandito BB-6 BigBore Revolver (IN THE SHOP)
    Image
    • Range: 8/16/32
      Damage: 2d6 MD, AP: 0
      ROF: 1 (Revolver)
      Shots: 6 (Hardin has 50 extra rounds)
      Weight: 4 lbs.
      Notes: Uses the BigBore "Revolver" Round, BigBore Knockdown, Intimidating Weapon, Min Str d6
  • Xiticix Hooked Short Sword: Str+d6 MD; AP 1
  • GAW Throwback (Patron Item)
    Image
    • Range: 12/24/48
    • RoF: 5, 3RB
    • Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
    • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" 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.
    • Payload: Expanded internal magazine, 50 round capacity
    • A golden age recoil suppression system negates -2 in penalties to hit from movement or full auto and strength requirements for firing.
    • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown and mega-damage effects are added)
    • No Min Strength; (15 lbs.)
    • GAW Shell Cost: 15 credits per shell or a box of 20 for 250.
    • BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)
  • NG-S2 Survival Pack: See Tomorrow Legion p.105 for contents. 30 lbs
  • Beat-Up Saddle: It doesn’t look like much, but the saddle was a gift from one of the only people Hardin considers a true friend: Molly, the daughter of his mentor and his “adopted” little sister. The saddle has always brought Hardin great luck, and he gets +1 to Riding checks while using it.
  • Ley Line Walker Light Armor (TW): This particular suit is designed to look like western style street clothes, and button up flannel shirt. Provides +3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP). (4 lb, 8,500 credits)
  • NG-E4 Plasma Ejector (carried by Jane)
    • Range: 24/48/96
      Damage: 3d10, AP: 0, Plasma, Mega-Damage
      RoF: 1
      Shots: 12
      Weight: 20 lbs
      Notes: Min Str d10, Mega Damage.
A Spiffy Hat
  • Type of Item: Cowboy hat
  • Enchantments (Two Major, Two Minor): +2 damage with TW weapons/direct damage powers, Rapid Recharge Edge, +1 Intimidation, Always Present
  • P.P.E.: N/A
  • Trait: N/A
  • Trappings: The brim of this hat sits more or less constantly at a menacing eye level, making him seem more intimidating than usual (the enchantment helps, too). And there's just something about this hat: it's either on his head or near at hand no matter what he's up to. He may have just rolled out of bed, or he might be soaking in the tub, but the hat is always right there.
Credits: 9,000 + 450 (weekly pay) + 60,000 for arena fighting +500,000 (loot from Crazy 8s) - 45,000 (keeping a Shadow Cloak from Crazy 8s) + 900 (2 weeks' pay) = 525,350
  • -399,000 for initial round of upgrades at Mac's
    -122,080 for additional upgrades to Big Bore pistol
    New total: 4,270
Contacts: Tolkeen University Refugees
Last edited by Hardin on Mon Jul 02, 2018 8:39 am, edited 22 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Hardin - Psi-Slinger

Post by Hardin »

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

Iconic Framework
  • MARS Package Benefits
    Master Psionic: A Psi-Slinger begins with Psionics d6, 20 ISP and the Arcane Background: Psionics, Major Psionics, and Psi-Slinger Edges (bonus ISP already included). The Psi-Slinger starts with the smite and telekinesis powers and may choose one more from the following list: armor, barrier, blind, bolt, boost trait, confusion, darksight, deflection, disguise, entangle, farsight, fear, illusion, mind read, pummel, quickness, slow, speed, stun, telepathy, warrior's gift.
  • The Psi-Slinger begins with Shooting d8.
  • Starting Gear: TK Revolver, Shard Pistol, Wilk's Remi 157 "Judgement Day" (Wilks-457 Stats in the body of a Winchester 40-82), NG Range Rider Armor (equal to SFD Bushman Full Composite Armor), Bandito Arms Mustang/Pinto Robot Horse (stats forthcoming) or NG-150 Streetrunner Hovercycle, NG-S2 Survival Pack, and 2d6x100 credits.

Hero’s Journey
  • Narrative Hook
    • 12
    • From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren't seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.
  • Enchanted Items and Mystic Gadgets
    • 9
    • Your hero is in good shape with a TW Shard Pistol at her side.
    • For any result that grants a character an item he already has, the player may elect either to re-roll or add a Techno-Wizard Minor Upgrade to that item.
    • Custom upgrade: item returns to his hand at will as a free action without expenditure of ISP. This mimics an ability of the original-recipe Psi-Slinger.
  • Psionics
    • 8
    • Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.
  • Training:
    • 18
    • There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.

MARS Fortune & Glory
  • 6
  • Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • 7
  • Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • 8
  • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.

Advances
  • Initial Advances: (From Hindrances): Marksman Edge, Power Points Edge
  • Cybernetic Modifications: N/A
  • Novice 1 Advance: Increase Vigor
  • Novice 2 Advance: Quick Edge
  • Novice 3 Advance: Quick Draw Edge
  • Seasoned 1 Advance: Two-Fisted Edge
  • Seasoned 2 Advance: Master Psionic Edge
  • Seasoned 3 Advance: Power Points Edge
  • Seasoned 4 Advance: Increase Smarts
  • Veteran 1 Advance: Sidekick (Jane)
  • Veteran 2 Advance: Increase Smarts
  • Veteran 3 Advance: Skill points
  • Veteran 4 Advance: Power Points
  • 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 Hardin on Mon Apr 02, 2018 5:40 pm, edited 4 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
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Re: Hardin - Psi-Slinger

Post by Hardin »

Powers and Trappings

ISP: 50, regenerates 1/30 minutes

“Push” (smite): The mechanics for this trapping are based on the Electricity: Armor Piercing trapping from SWD. Hardin pushes the bolt, blast, blade (or whatever) with his mind, increasing its velocity and punching through armor. Adds 2 AP but costs 1 additional ISP to activate. Hardin may cast this on himself only, but as a free action.
  • Standard: ISP: 3; Range: Self; Duration 3 (1/round); Description: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon's damage is increased by +2 or +4 with a raise.
  • Mega: ISP: 5; Range: Self; Duration: 3 (1/round); Description: This Mega Power version of smite confers two effects: (1) The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage. (2) The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

“‘Kinesis” (telekinesis): Steady Mind trapping: Pistols and rifles can fly through the air but still fire true. Constant practice with telekinesis as an extension of his gunfighting allows Hardin to ignore the “unstable platform” rules for attacks made with weapons wielded by telekinesis any time he gets a raise on his Psionics roll. When this happens, he likes to make his guns spin around him like a tornado while firing precise shots as though they were completely still. It's a mighty impressive sight, to be sure.
  • Standard: ISP: 5; Range: Smarts; Duration 3 (1/round); Description: Telekinesis is the ability to move a single object or creature (including one's self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
    • Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster's skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
    • Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster's arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
    • A caster can use telekinesis to wield a weapon. When this occurs, the weapon's Fighting is equal to his arcane skill, and its damage is based on the caster's Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
    • Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster's Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster's Spirit+d6 as damage. If a caster with a d12, Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
  • Mega: ISP: 10; Range: Smarts x2; Duration 3 (1/round); Description: Using exalted telekinesis is slightly different than normal telekinesis. The caster's telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (The Tomorrow Legion Player's Guide or Super Powers Companion) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.

“Resist Energy” (deflection): Psi-Slingers possess innate defenses against energy attacks. Upon a success, all attackers using purely energy-based weapons, spells or psionics must subtract 4 from any attack made against a Psi-Slinger, or 6 on a raise. Attacks based only partially on energy (for example, a flaming sword, which is a combination of heat (an environmental effect) and magical energy) would suffer half the normal penalty. Non-energy attacks (ballistics, vibro-blades, magical or psionic attacks with appropriate trappings, etc.) suffer no penalty to strike the Psi-Slinger. This mimics the flavor of Palladium Psi-Slingers, which were hell-on-wheels against anyone using energy attacks, but pretty vanilla against rail guns, vibro-blades, and the like. The trapping has no obvious visible effect: the energy of incoming attacks just dissipates when they get within about an inch or so from the Psi-Slinger's body. Hardin may cast this on himself only, but as a free action.
  • Standard: ISP: 2; Range: Self: Duration 3 (1/round); Description: Attackers using energy attacks must subtract 4 from attack rolls directed at the user, or 6 on a raise. Attackers using partially-energy based attacks subtract 2, or 3 with a raise.
  • Mega: ISP: 4; Range: Self; Duration 3 (1/round); Description: As above, but
    with a -6 on a success and a -8 with a raise.

"Clear Mind" (boost Trait): He has five different trappings, one for each Attribute and its linked-skills. All cost 1 more ISP than the standard boost Trait power. Hardin may cast this on himself only, but as a free action.

  • Standard: ISP:3; Range: Self; Duration: 3(1/round); Effect: This power allows a character to increase any of a target's Traits by one die type for a standard success, or by two with a raise.
  • Mega: ISP:5; Range: Self; Duration: 3(1/round); Effect: This Mega Power doubles the power's effect; two die types for a success, four with a raise.
Clear Mind Trappings:
  • Tricky (Agility). Psi-Slingers are a tricky bunch, capable of some flashy feats that most folks wouldn’t attempt. Whenever Hardin boosts Agility or an Agility linked skill, he may ignore one point of penalties related to the boosted Trait. This costs one additional ISP and, on a raise, his Agility die increases a die type.
  • Deep Learnin’ (Smarts). Hardin uses his psionics to unlock his subconscious and get his conscious mind out of the way, which can lead to amazing results. He rolls a d8 wild die for any Trait boosted this way instead of a d6, and gets an increase of one die type to his Smarts with a raise. Costs +1 ISP to activate.
  • Stare Down (Spirit). When boosting Spirit or a Spirit-linked skill, Hardin is fortified against Fear and Intimidation, giving him a +1 bonus to resist either and, on a raise, his Spirit die increases a die type. Costs +1 ISP to activate.
  • Canyon Cross (Strength). Strength: Canyon Cross. Sometimes, you just gotta cross the ravine. When he boosts Strength or a Strength-linked Trait, he gains +1” to leaping and gets an increase to his Strength die type on a raise. Costs +1 ISP to activate.
  • Still Standin’ (Vigor). Staying alive sometimes means taking the hit without taking a fall. Whenever Hardin boosts Vigor, he negates up to 2 points of AP from attacks made against him as his telekinesis wraps him in a paper-thin protective membrane. As with the others, he gains a Vigor die type increase with a raise and it costs +1 ISP to activate.
Last edited by Hardin on Sun Dec 10, 2017 6:41 am, edited 6 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Hardin - Psi-Slinger (Approved for The 99)

Post by Hardin »

Proposed Trappings:

'Kinesis (telekinesis): A Steady Mind. Pistols and rifles can fly through the air but still fire true. Constant practice with telekinesis as an extension of his gunfighting allows Hardin to ignore the “unstable platform” rules for attacks made with weapons wielded by telekinesis any time he gets a raise on his Psionics roll. When this happens, he likes to make his guns spin around him like a tornado while firing precise shots as though they were completely still. It's a mighty impressive sight, to be sure.

Clear Mind (boost Trait): Hardin has one trapping for each attribute and all its linked Traits, as follows:

Agility: Skedaddle. Works like the Jazz trapping from SWD, except the effect is caused by Hardin subconsciously using telekinesis to push himself to go faster. As with Jazz, it costs one additional ISP and, on a raise, his Agility die increases a die type.

Smarts: Deep Learnin’. Hardin uses his psionics to unlock his subconscious and get his conscious mind out of the way, which can lead to amazing results. He rolls a d8 wild die for any Trait boosted this way instead of a d6, and gets an increase of one die type to his Smarts with a raise. As with Jazz, costs +1 ISP to activate.

Spirit: Killer Aura. There's a reason Psi-Slingers have the reputation they do. You can't spend your life engaged in supernatural violence without it affecting your aura, and Hardin’s is as damaged by all the killin’ as any. People can sense when a killer is nearby, and it makes ‘em all kinds of uneasy. When he uses Clear Mind to boost Spirit or a Spirit-linked trait, foes suffer a -1 to resist Fear or Intimidation checks, and he gets an increase to his Spirit die type with a raise. Costs +1 ISP to activate. This is inspired by the Courage Mystic trapping, but adjusted for a Psi-Slinger and blended with the overall theme of these trappings.

Strength: Canyon Cross. Sometimes, you just gotta cross the ravine. When he boosts Strength or a Strength-linked Trait, he gains +1” to leaping and gets an increase to his Strength die type on a raise. Costs +1 ISP to activate.

Vigor: Still Standin’. Staying alive sometimes means taking the hit without taking a fall. Whenever Hardin boosts Vigor, he negates up to 2 points of AP from attacks made against him as his telekinesis wraps him in a paper-thin protective membrane. As with the others, he gains a Vigor die type increase with a raise and it costs +1 ISP to activate.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Hardin - Psi-Slinger (Approved for The 99)

Post by Hardin »

Would any of the following not be approved? I can think of good narrative reasons for all of them, but figured I'd check on the mechanics first.

Shake it Off. +1 to remove Shaken, die type increase on a raise.

More Than Just Luck. +1 to Benny rolls, die type increase on a raise.

Unflappable. +1 to resist Fear or Intimidation, die type increase on a raise

Dig Deep. Gains access to Soul Drain at a -1, die type increase on a raise.

All of these are based roughly on the idea that the Jazz trapping gives half the benefit of a very useful edge (Fleet Footed). I took a look through the edges that I thought could apply thematically and could be tied to Spirit and came up with the above.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
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Jane Character Sheet
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Re: Hardin - Psi-Slinger (Approved for The 99)

Post by Hardin »

Given that we’ve got a couple of folks in the party using the Jazz trapping, I’d like to re-trap boost Trait (Agility and linked skills) for variety’s sake, if that is ok? I was thinking something along the lines of the following (which, like the rest of Hardin’s boost Trait applications, would cost +1 ISP to activate):

Tricky. Psi-Slingers are a tricky bunch, capable of some flashy feats that most folks wouldn’t attempt. Whenever Hardin boosts Agility or an Agility linked skill, he may ignore one point of penalties related to the boosted Trait. For example, Trick Shooting might ignore one point of distance penalties. Trick Riding could allow him to pull off a particularly difficult riding maneuver, such as jumping the APC (or some other large obstacle) with his robot horse at a slighter penalty (say, a -3 instead of a -4). Trick Fighting might let him disarm his opponent a little easier. As with the trapping for Deep Learnin’, only the boosted Trait gains the benefit (as opposed to all Agility linked Traits). On a raise, he gains a die type increase to Agility.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Hardin - Psi-Slinger (Approved for The 99)

Post by Hardin »

Powers and Trappings post updated. Thanks!
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Re: Hardin - Psi-Slinger (Approved for The 99)

Post by Ndreare »

Does Hardin Get a Gun from SUPER SAMAS?
[dice]0[/dice]
  • 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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Re: Hardin - Psi-Slinger (Approved for The 99)

Post by Hardin »

Using Hardin’s Folk Hero adventure card with the Tokeen University Refugees:
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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