Leethe

Put old stuff here
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Leethe
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Joined: Mon Dec 04, 2017 8:29 pm

Leethe

Post by Leethe »

nothing
[dice:2bx17p8o]24809:0[/dice:2bx17p8o]
[dice:2bx17p8o]24809:1[/dice:2bx17p8o]
[dice:2bx17p8o]24809:2[/dice:2bx17p8o]
[dice:2bx17p8o]24809:3[/dice:2bx17p8o]
[dice:2bx17p8o]24809:4[/dice:2bx17p8o]
[dice:2bx17p8o]24809:5[/dice:2bx17p8o]
[dice:2bx17p8o]24809:6[/dice:2bx17p8o]
[dice:2bx17p8o]24809:7[/dice:2bx17p8o]
[dice:2bx17p8o]24809:8[/dice:2bx17p8o]
[dice:2bx17p8o]24809:9[/dice:2bx17p8o]
[dice:2bx17p8o]24809:10[/dice:2bx17p8o]
[dice:2bx17p8o]24809:11[/dice:2bx17p8o]
[dice:2bx17p8o]24809:12[/dice:2bx17p8o]
Last edited by Leethe on Mon Dec 17, 2018 10:07 am, edited 27 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
Leethe
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Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Amnesia character

Post by Leethe »

Character Sheet

Player Name: Michael
Google Handle: Michael Nolen
Character Name: Leethe
Rank: Heroic Experience: 71 (20 from MARS) Advances Left: 3
Race: Antiverse Human
Iconic Framework: MARS Psi Operator
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d8
Charisma: 0; Pace: 6 Parry: 6; Toughness: 7; Toughness with Armor: 13(7); Strain: 0 
Skills:
  • Driving(Agility): d8 +2
  • Fighting(Agility): d8
  • Investigation(Smarts): d6
  • Knowledge: Common(Smarts): d10
  • Knowledge: Battle(Smarts):d8
  • Knowledge: Computers(Smarts): d6
  • Knowledge: Electronics(Smarts): d8
  • Knowledge: Language(Smarts): d8 (American)
  • Notice(Smarts): d6
  • Persuasion(Spirit): d10
  • Piloting(Agility): d6 +2
  • Psionics(Smarts): d10
  • Repair(Smarts): d10 +2 (additional +1 for electronics)
  • Shooting(Agility): d4
  • Streetwise(Smarts): d6
  • Survival(Smarts): d4
Edges
  • Edge(Racial): Adaptable: Ace: +2 to Boating, Driving, Piloting; may make Soak rolls for vehicles at -2
  • Edge(Racial): Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Edge(Iconic Framework): Arcane Background (Psionics)
  • Edge(Iconic Framework): Mr. Fix It (Psionics): Trappings listed under Psionic Powers
  • Edge(Iconic Framework): Gadgeteer (Psionics): Trappings listed under Psionic Powers
  • Edge(Hero's Journey): Major Psionic: Greater control over psionics, doubling base ISP from Iconic Framework. Also will double ISP from Power Point Edge. Also see Psionic Powers
  • Edge(Hero's Journey): Command: +1 to troops recovering from being Shaken.
  • Edge(Fortune & Glory):Brawny Edge: Toughness +1; load limit is 8 x STR
  • Edge(Advance): Master Psionic: Upon taking this Edge, the character gains the Mega Power options for all the powers she knows. Each time she takes a New Power Edge, she gains both the power and its Mega Power version.
  • Edge(Advance): Telemechanics: This master psionic ability permits the psi to directly connect to and interface with machines. vehicle, computers and electronic devices.
  • Edge(Advance): Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Edge(Advance): Fervor: Can inspire her men to bloody fervor by yelling a motto, slogan or other inspirational words. Those in command radius add +1 to their fighting Damage Rolls.
Hindrances
  • Hindrance (Racial): Distinctive D-Bee: -4 to dealings with people belonging to Coalition.
  • Hindrance (Major): Amnesia: -4 to common knowledge checks and the RP of not knowing who you are
  • Hindrance (Major): Schizophrenia: She hears the voice of her former self talking to her.
  • Hindrance (Minor): Phobia(Flying): Due to her phobia whenever she is flying, she is -2 to all her Trait tests.
  • Hindrance (Minor): Wanted(Federation of Magic): She is wanted by the Federation of Magic for parking her ship in their territory. Well crashing her ship is more like it.
Last edited by Leethe on Tue Jul 02, 2019 12:42 pm, edited 81 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
Leethe
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Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Amnesia character

Post by Leethe »

Golden Bennies: 0/1
+1 Lose of Loved one, November 23, 2017
+1 Christmas 2017
+1 Birthday, Feb 3, 2018
-2 Q1 end
-1 used on 6/19/18 for persuasion roll at Macs.
notes from Rob: For the golden Benny I would reimburse the bennies used and give not only the maximum value for whichever vehicle sold. But I would add a +2 Charisma for all future 99 deals with Mac.
+1 for Q2 2018 post counts
-1 to rerolled improved frenzy attack with +2 bonus.
+1 for something (need to look this up)
-1 for something (need to look this up)
+1 for something (need to look this up)
+1 Christmas 2018, allowed to have 2 until the end of January
Bennies: 1/3
OLD
Q1 2019
  • Smarts Benny for Extra Effort
  • Notice Quzzrt Benny for Extra Effort
ISP: 40 cap, see status tracker for current.
Recover: 1 ISP per hour
Adventure Card:


Trappings:
Her psionics appear as a Lime Green Energy. As if they are inverted to the purple color that psionics normally appear as.
Magical Girl Form: physical objects, such as armor worn are temporary transformed to be fantasy armor. The form is based on the ideals the character views themselves as a hero. It is gender appropriate in form.

Brainburn[Power Drawback]
Effect: When a psionic character rolls a 1 on his psionics die (regardless of his Wild Die). he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that cause him to be shaken along with all allies in a Large Burst Template who fail a spirit roll. This can cause a wound.
Mr. Fix it(Mr. Fix It; 0 I.S.P.)[Novice]
Range: Touch
Duration: Special
Effect: The psionic adds +2 to repair rolls, with a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
Gadgeteer(Gadgeteer; 20 I.S.P.)[Novice]
Range: Touch
Duration: Until Device ISP is used up.
Trappings:
Effect: Once per session, she is able to create a jury-rigged device that has one of her powers. It uses half of her ISP which becomes invested into the device for it's use. The device burns out when it's pool of ISP is gone or the session ends. The Psi Operator most have access to parts and a reasonable amount of time (GM's call, but at least 1d20 minutes) to create the device. These devices use the Psionics skill to active unless there is a specific skill associated with the device, such as Driving, Fighting, or Shooting. She can share the device but if a skill test is required, they must have the skill required by the device or make a Spirit Roll with a -2 modifier.
Enhance Psionic Skill(Enhance Psionic Skill; 2 or 4 I.S.P.)[Seasoned]
Range: Self
Duration: Instant
Trappings:
Effect: Spend 2 ISP when rolling her Psionics Skill to gain +1 to the roll, or 4 ISP for +2. 
While on a ley line, all these bonus are doubled in effect.
This ability does not require a Trait test to use.
Enhance Psionic Range(Enhance Psionic Range; 1 or 2 I.S.P.)[Seasoned]
Range: Self
Duration: Instant
Trappings:
Effect: Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range x10. This ability does not affect powers that have Range of Self or Touch. 
While on a ley line, all these bonus are doubled in effect.
This ability does not require a Trait test to use.
Armor(Armor; 2 I.S.P.)[Novice]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: Armor creates a field of psionic protection around a character effectively giving the target Armor. Success grants 4 points of Armor.
Magical Girl Armor(Greater Armor; 5 I.S.P.)[Mega]
Range: Touch
Duration: 3 (1/round)
Trappings: Magical Girl Form
Description: When the power is used, the character goes through a transformation. During which their armor worn is transformed into a highly stylized form determined by the wearer ideals. The armor power provide additional armor protection above the worn armor.
Effect: Success grants +5 M.D.C. Armor, a raise grants +10 M.D.C. Armor.
Blast(Blast; 2 - 6 I.S.P.)[Seasoned]
Range: 24/48/96
Duration: Instant
Trappings:
Effect: Blast is an area effect power tat can put down many opponents at once. The caster first picks where she wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. 
Targets within the blast suffer 2d6 damage. Blast inflicts Mega Damage..
Additional Effects: For douple the Power Points, the blast does 3D6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
Omega Alpha Revelation(Greater Blast; +4 I.S.P.)[Mega]
Range: 32/72/144
Duration: Instant
Trappings: Using a staff, polearm or weapon, she calls out the attack name as a ball of lime green energy forms at the tip of the weapon. She then points the weapon at the location she wants it to go and the ball of energy shoot towards it.
Effect: By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.
Detect/Conceal Arcana(Detect/Conceal Arcana; 2 I.S.P.)[Novice]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings:
Effect: Detect/Conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer. 1 hour with a maintenance cost of 1 per hour. When used this way, those who wish to see through the ruse with detect arcana use their arcana skill roll as an opposed roll against the concealer's skill. (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Exalted Detect/Conceal Arcana(Exalted Detect/Conceal Arcana; 4 I.S.P.)[Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings:
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcana skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work.
Currently active powers.
General type of supernatural creature (vampire, werework, dragon, ect.)
Any enchantments present on an item.
How much PPE or ISP a target possesses.
Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcana skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerablity. The power might reveal a ghost must be laid to rest by find an object important to it in life but not exactly what that objest is or where it is located.
There is a drawback, however. Using exalted conceal arcana means the caster is -2(or -4 with a raise) to be seen or found with clairvoyance or divination.
Telemachanics(Telepathy for Machines; 2 I.S.P.)[Seasoned]
Range: One mile
Duration: 3 (1/round)
Trappings:
Effect: When activating Telepathy, instead of using the normal power effects, she can choose to gain +4 to all checks involving computers and electronics. including Investigation check to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. 
The psi also has the benefit of the Ace Edge wen interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Telepathy(Telepathy; 2 I.S.P.)[Novice]
Range: One Mile
Duration: 3 (1/round)
Trappings:
Effect: Telepath is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target's Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion their roll suffers a -4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
Exalted Telepathy(Exalted Telepathy; 4 I.S.P.)[Mega]
Range: Special
Duration: 3 (1/round)
Trappings:
Effect: This Mega Power version of telepathy allows the user to reach any ally's mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at -2, while other rolls are at -4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind with a mile radius. Alternately, she can connect up to her smarts die, currently 10, in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a -2 penalty on any other Trait rolls while she maintains it.
Smite(Smite; 2 I.S.P.)[Novice]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazie, 20 bolts, shells, or arrows. Or one full “load” of aamunition. While the spell is in effect, the weapon's damage is increased by +2 or +4 with a raise.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Greater Smite(Greater Smite; 4 I.S.P.)[Mega]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: This Mega Power of smite confers two effects:
The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, ect.
Magical Girl's Skillz(Warrior's Gift; 4 I.S.P.)[Seasoned]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: Ever wonder why magical girls just seem to be better at combat suddenly when normally they are a clutz. Two words, Magic Powers. This is the power that gives them the skills.
With a successful Psionics skill roll. the recipient gains the benefit of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher then the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the power, the recipient gains all the benefits of the Edge.
Mega Skillz(Greater Warrior's Gift; 8 I.S.P.)[Mega]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: Mega Skillz allows the target to select two combat edges at once, and those Edges may be up to the target's current Rank.
Last edited by Leethe on Thu Mar 28, 2019 12:52 pm, edited 50 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
Leethe
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Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Amnesia character

Post by Leethe »

Gear
Huntsman Lightweight Personal Armor
  • Toughness: +1
  • Armor: +5
  • Environmental: No
  • Strength minimum: d6
Vibro-Knife
  • Range: Melee
  • Damage: STR+d6
  • Mega Damage
  • AP: 4
  • Weight: 2
Vibro-Glaive
  • Range: Melee with Reach 1
  • DMG: STR+d12+1
  • Mega Damage
  • AP: 4
  • Notes: Reach 1, Requires 2 Hands, (full Cost: 18,000 credits)
  • Weight: 20
NG-S2 Survival Pack
  • two person tent, insulated
  • sleeping bag, insulated
  • flashlight with concealed pocket knife. Solar recharged built-in
  • Biometric compass/inertial mapper, mirrored back.
  • short-range radio, 5 mile range
  • first aid kit, 3/3 uses (+1 to healing)
  • hunter kit (+1 to survival for gathering food)
  • 3 saw wires
  • Solar-powered fire starter with 7 flints
  • Survival Knife
  • Small Hatchet
  • Wooden Cross
  • 4 Signal Flares
  • Climbing Kit
  • 30 feet of lightweight code
  • climbing gloves
  • 4 ceramic spikes
  • small mallet
  • Bar of Soap
  • sterilized cloth
  • canteen
  • 14 days of survival rations in sealed pouches.
Altess Eviscerator (Patron Item)
http://explorersunlimited.com/images/up ... 140f64.png
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
  • Damage: Str+2d10+2, AP 2, MD
  • Artificial Intelligence
    • The A.I. built into the weapon acts as a grade IV field computer (TLPG p. 104), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
    • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
    • Communicates through nano-telepathy. Nano-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
    • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
  • Electrical Discharge:
    • Range: 10/20/40
    • Damage: 1–3d6, AP 0
    • ROF: 1
    • Payload: 4; regenerates 4 charges per hour
    • This is a shooting attack: A raise on shooting creates a 2d4 Electrical Damage Field that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
  • Modifiers: Two-handed weapon
  • Weight: 7 lbs.
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
http://explorersunlimited.com/images/up ... b298b3.png
Features:
• 12 attachment points
• 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.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Credits: 5,600

Contacts
Last edited by Leethe on Thu Jun 06, 2019 8:19 am, edited 17 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
Leethe
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Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: Amnesia character

Post by Leethe »

Advances

Please list all Edges and Advances taken for your character here
Racial
Adaptable: As humans from another reality, they still have great variation among their people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge's Requirements).(+2)
Low Light Vision: The being ignores penalties for bad lighting in all but pitch darkness. (+1)
Distinctive D-Bee: Anti Universe humans eyes have black sclera and appear abnormal, the whites of their eyes are black. Due to their inhuman look, they are an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a -4 Charisma when dealing with Coalition soldiers, officials, and most citizens. This can be hidden by sunglasses (-1)
Iconic Framework
Arcane Background(Psionics)
Psionics Skill (d6)
Telepathy
Blast
Armor
Repair (d8)
Mr Fix it
Gadgeteer
Hero’s Journey
Psionic Table
Roll result: 5
+10 ISP
Education Table
Roll result: 8
d8 in Knownledge (Electronics) and +1 to Repair skill rolls dealing with Electronic Machinery
Psionic Table
Roll result: 5
+10 ISP

MARS Fortune & Glory 
Fortune and Glory
1st Roll
Roll result: 5
Description: Smart and Learned: Add one die type to Smarts and begins with a d6 in any three Smarts-Linked Skills.
Investigation
Notice
Streetwise
2nd Roll
Roll result: 7
Description: Strong and Powerful: Add one die type to Strength and begins with the Brawny Edge.
3rd Roll
Roll result: 12
Description: Choose your fate: Select any other result on the this table, or gain two rolls on the Hero's Journey tables of your choice.
Hero's Journey Roll: Training Table #7: Professional Edge: Major Psionic
Hero's Journey Roll: Education Table #12: War, war never changes. d8 in Knowledge(Battle) and Command Edge
Attributes
Agility: Initial:d4 +2 die type (d8)
Smarts: Initial: d6 + 2 die type (d10)
Spirit: Initial: d4 + 1 die type (d6)
Strength: Initial: d6
Vigor: Initial:d4
Initial Skills
Boating(Agility):
Climbing(Strength):
Driving(Agility): +3 die type (d8)
Fighting(Agility): + 2 die type (d6)
Gambling(Smarts):
Healing(Smarts):
Intimidation(Spirit):
Investigation(Smarts): initial: d6
Knowledge: Arcana(Smarts):
Knowledge: Astrogation(Smarts):
Knowledge: Battle(Smarts): initial: d8
Knowledge: Computers(Smarts): +2 die type (d6)
Knowledge: Cybernetics(Smarts):
Knowledge: Electronics(Smarts): initial: d8
Knowledge: Engineering(Smarts):
Knowledge: History(Smarts):
Knowledge: Medicine(Smarts):
Knowledge: Politics(Smarts):
Knowledge: Science(Smarts):
Knowledge: Language(Smarts): d8
Lock picking(Agility):
Notice(Smarts): initial: d6
Persuasion(Spirit): +3 die type (d8)
Piloting(Agility): +2 die type (d6)
Psionics(Spirit): initial: d6 +1 die type (d8)
Repair(Smarts): initial: d8 +1 die type (d10)
Riding(Agility):
Shooting(Agility):
Stealth(Agility):
Streetwise(Smarts): initial: d6
Survival(Smarts): + 1 die type (d4)
Swimming(Agility):
Taunt(Smarts):
Throwing(Agility):
Tracking(Smarts):
Hindrances
Major: Amnesia[replaced]
Major: Room for Two schizophrenia
Minor: Phobia: Flying
Minor: Wanted: Group that captured the ship.
Advances
Racial Edges: Adaptable granting Ace Edge
  • (0 XP) Initial Advances: (From Hindrances): Spirit +1 die type, New Power Edge: Smite
  • (5 XP) Novice 1 Advance: Spirit +1 die type
  • (10XP) Novice 2 Advance: New Power Edge: Detect/Conceal Arcana
  • (15XP) Novice 3 Advance: Psionic Skill +1 die type, Persuasion Skill + 1 die type.
  • (20XP) Seasoned 1 Advance: Master Psionic
  • (25XP) Seasoned 2 Advance: Telemechanics
  • (30XP) Seasoned 3 Advance: New Skill: Shooting (Training Opportunity:http://savagerifts.com/sr/viewtopic.php ... 637#p38637) and Fighting +1 die type
  • (35XP) Seasoned 4 Advance: Vigor +1 die type.
  • (40XP) Veteran 1 Advance: Elan edge
  • (45XP) Veteran 2 Advance: Warrior's Gift
  • (50XP) Veteran 3 Advance: Fervor Edge
  • (55XP) Veteran 4 Advance: Vigor +1 Die type.
  • (60XP) Heroic 1 Advance: Command Presence
  • (65XP) Heroic 2 Advance: Hold the Line!
  • (70XP) Heroic 3 Advance: Inspire
  • (75XP) Heroic 4 Advance:
  • (80XP) Legendary 1 Advance:
  • (85XP) Legendary 2 Advance:
  • (90XP) Legendary 3 Advance:
  • (95XP) Legendary 4 Advance:
Starting NG-33 and 500 credits exchanged for Vibro-Knife
Last edited by Leethe on Sun Jul 28, 2019 4:45 am, edited 48 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
Leethe
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Re: Amnesia character

Post by Leethe »

Background

The universe was an alternate reality to our own. In this reality, the nothingness was filled with light and stars radiate darkness. This universe is the antiverse. In the Sol system, civilization had developed on all the planets and the moon. The planets were known by their greek named. Collectively they were known as the Celestial Kingdoms. These kingdoms were ruled by princesses who were possessed by divine spirits. The divine spirits would select a youth from their planet and merge with them, granting them great powers. But remember, this is an antiverse, so these divine spirits were evil. The princesses of the Celestial Kingdom become family and take on a family name, Tsukikageno, or Moonlight. They bond as sisters. Each of the princesses had an artifact that allowed them to change into a battle form of great power. The people of Terra, however, did not like the rule of the Evil Celestial Kingdom and a great war was started that lasted for a millennium. 

During the war, a new princess was needed on the planet Kronos. A young girl was selected and the ceremony was held for her merging. The girl's name was Seiko. She became Tsukikageno Seiko, with her name meaning Force of the Moonlight. The divine spirit of Kronos was not evil like the others and she did not want to do evil acts like the other princesses. She let Seiko's personality remain, normally it is altered to the liking of the possessing spirt. She however had to fall in line and follow the orders she was given.

Seiko became very interested in technology and advanced the development of her world greatly in this regard. She created a means to travel to other realities. She kept this secret at first as she journeyed to other worlds. However, the divine spirit of Kronos could not go with her, yet it was still linked to her. Traversing through the gate altered those who go through it so they will not cause harm to the other reality, because antimatter and matter mix together so well in an explosion. She learned a great many things during these adventures and on return found that it was like as if time had not passed in her home reality.

On her last adventure, she went to a world that was a prison dimension. When she arrived on this world, she was found by a group known as The Black Company. The black company was a group of black mercenaries that fought in the wars(1). They rescued her and brought her to the main city. She joined a group of newly arrived adventures and they spent quite a bit of time exploring and adventuring in this world. There was no way to open a gate back. At some point, she revealed her powers as a magical girl to fend off an attack from the undead at a remote base. They had found a mysterious girl at the remote base and brought her back to the main city. She became a friend to the girl. Later after they had returned to the main city, there was a massive attack by the Undead King on the city. During this attack, she was killed. The mysterious girl turned out to be a great being on that world that had power to control the seal gateways. The girl saw that Seiko's spirit was connected to the outside and longed to return there. The girl opened up the gates briefly to let her spirit return to her true self. Another spirit was also taken with her to her home reality. However her artifact was lost to that world. On return to her reality, she was again with physical form. She devised a plan to free her sisters of the evil spirits within them. She altered her gate so it would extract the divine spirit essence when they went through it. She invited them to go on an adventure to see other realities. As each went through, the gate extracted the essence from them and they were no longer connected to the spirits. They did not know what had been done.

In this new world however, being free of the influences of the evil divine spirits, things did not go as expected. They still had power using their artifacts to transform themselves. Many of them started developing weird quirks(2). They found that their alternate versions of themselves also existed in this reality they went to. They were vastly different in personality then their normal universe selves. Seiko started developing psionic abilities here. A handful of powers and the ability to use her psionics to enhance repairs and build gadgets. She worked on building a massive complex spaceship so they could travel to other realities and explore them. The ship also was designed to break into many smaller ships so each of her sisters could go where they wanted too. The smaller ships were capable of transferring to other realities but would have to recharge for a long time to do it again. 

Meanwhile in the home reality. With the Princesses gone, the war was not fairing well. In fact the Celestial Kingdoms were outright losing. The spirit that returned with her from the prison world had also reincarnated. He joined forces with the Terra Kingdom and helped them in their war against the Celestial Kingdom. He knew there was an exit portal and he wanted to escape this reality. Kronos needed to act. She came up with a plan that Seiko didn't know of. She used the extracted essence of the divine spirts to advance herself to a higher level of power. Seiko immediately felt the change as Kronos became a goddess. But Seiko's connection with her did not make her an avatar of Kronos. Perhaps if she were to return to the anti universe, she would become fully empowered. 

Unfortunately, at this point, it was far too late. The Terra Kingdom was making their final assault. The new goddess tried to defend herself and made a mistake that killed most of the people in the universe. The assault team escaped through her gate. The gate lead to another gate on the ship Seiko had built. This was quite a shock as their enemies showed up on the ship. Some of Seiko's sisters were already off exploring on their own but the rest were on the ship. Those that were left split up and fled in their personal ships. With her sisters escape, Seiko set the main ship to self destruct and escaped in a her personal ship, engaging the drive to travel to another universes. A few of the attackers managed to secured some of the personal ships that were left and went after the princesses. Those that remained on the main ship died when it exploded. 

Due to the devastation she unleased, Kronos was the only one left in the antiverse. She had made the mistake of killing everything in the antiverse in her awakening to power. In order to restore the anti universe, she needed her lost artifact. Using her new found powers, she created many avatars to go out to other worlds and find the world the artifact was lost in.

Seiko with her space ship transferred to another universe. But that did not go so well as she arrived in the universe of Rifts Earth. The automated defense around earth knocked her ship out of the sky and she crash landed. Not taking the crash well, she has lost her memories and gained amnesia. The ship crashed in what was northwest Tennessee, inside the magic zone. The Federation of Magic were the first to arrive on the scene and secured the area. Capturing both the ship and Seiko. Seiko didn't know who she was and was resisting them. The ships AI put itself in lock down as well, preventing access to it. The second group to arrive on the scene however was The Black Company.(3) They rescued Seiko and returned her to Castle Refuge. 

While at Castle Refuge, she was given a list of names to pick from. The list was on a computer and she discovered her telemechinics ability while looking at it. She realized the names were synonyms of amnesia and looked through the computer data to find other. She found and picked Lethe [ˈlēTHē] because its meaning the Lethe flowed around the cave of Hypnos and through the Underworld, where all those who drank from it experienced complete forgetfulness. Lethe was also the name of the Greek spirit of forgetfulness and oblivion, with whom the river was often identified. However, to make sure it is pronounced correctly, she spells it as Leethe, which would also allow it to be shorted to Lee.

EDIT (12/7/2017) Additional post approval information as established in her first post.

based on her introduction, she has been at Castle Refuge for some time and there is need to establish her known starting point as of now. 
I am thinking that due to her amnesia, the Tomorrow Legion has put her through some evaluation testing to probe out what she can do. 

The Tomorrow Legion did physical, magical and psyche examination on her. They also preformed skill and ability evaluation based on those examinations.

Physical Examination
The legion knows that her reaction abilities during the night or darkness seem to not be as impaired as other people.
Magical Examination
The legion knows she is a powerful psionic, as part of her physical and magical examinations would have included someone probing out these things with exalted detect arcana.
Psyche Examination
She has been given a full psyche evaluation to make sure she won't crack under pressure or in battle. In fact they found she seems to be good at persuasion and has a commanding presence about her. She seems to be instinctively familiar with battle.
Her phobia of flying is as yet unknown, and is related to the crash.
Skill Evaluation
She has proven to be a skilled pilot and driver due her skills and ace edge.
Skill evaluation has also shown she has skills to fix things, it is also noted that her psionics come into play in this area.
She has zero training with guns and seems to oppose them.
Melee weapons on the other hand, she did show some talent with. Her preferred weapon seems to be polearms. Or more specifically she seems drawn to Glaives. She has jury rigged a Vibro Knife into a halberd.
Power Evaluation
Her first discovered psionic ability was her telemechanics power. To note, her spaceship was controlled via this power.
Quickly afterwards she discovered her telepathy power, due to the fact that the telemechanics is actually telepathy used to talk to machine.
Through power evaluations, she has also discovered her detect arcana abilities. With the discovery that power, they have also worked to train her in the conceal side of the power as well.
Knowing that she is master psionic, due to her telemechanics ability, they have worked to train her with her abilities to enhance her psionics.
She has not discovered her gadgeteer ability but it will likely quickly come into play when she needs to jury-rig a device.
Her armor power has not been discovered yet. This power is related to her battle form and may have a weird trapping.
Her blast power has not been discovered yet. This power is related to her battle form.
Her smite power has not been discovered yet. This power is partially related to her battle form.
Note: Need to explore a trapping for her magical girl form. perhaps retrapping Holy Presence from Mystic to be a magical girl transformation. on her armor power. 

Update from 12/27/2018 The Nightmare
Leethe is in a deep sleep and having a nightmare. She is speaking out in her sleep.

The girl is looking around for a place to hide. They will catch up to her soon but there are no places to hide on this alien crystalline like world. She hears a load shriek and looks towards the direction for a second. They are coming.

She starts running away from the noise as fast as she can. Everything will be lost if the catch her. They already got all the others. She sees a flash of light ahead of her. Leethe calls out in her sleep, "Not good, not good." The girl thinks this as she changes her heading. One if them is in front of her. She hopes that one doesn't know about her yet. She might still have a chance. If only she can get back to the ship.

Unfortunately the heading change was a bad call as she runs into one of her former companions. The girl she runs into has been turned into a machine, their skin turned into metal, like a skin tight outfit. Their hair is also metal fibers, a material matching the color their hair used to be. She spots the girl and holds up her hand. A sliver tear dropped shaped device appears in it.

Leethe called out in her sleep, "Oh shoot, not good at all. I may be done for now." as the girl thinks this.

The machine girl points the tear at the girl and it shoots at her. The girl does her best to evade it but as it closes, a wire shoots out of it, striking her.

The point of the wire striking the girl in the dream combine with yelling and fighting going on in the real world, Leethe wakes up in sweats and is currently shaken. Left confused from both the nightmare and the events in the real world.
Update from March 28th, 2018 "The Voice"
Leethe sits back in the APC, for the purpose of keeping it ready if it needs to move in. However something has distracted her greatly.

Leethe hears a voice whisper to her. "You should shoot something with those powerful vehicle weapons. Maybe that giant fuel truck?"

Leethe responds, "What? There are hostages...."

The voice continues to whisper to her, "No need to sort the hostages from the bandits if they are all corpses."

Leethe says, "But we're here to save them not kill them." Leethe looks around her for where the voice is coming from but sees nothing.

The voice, "You're not going to find me there."

Leethe, "Where are you? Who are you?"

The voice just laughs and fades away.

Footnotes
(1) I believe the GM of this adventure had pulled some of the world out of The Black Company novels by Glen Cook. But it was also an original world as well.
(2) I'm not going to go into detail of what those quirks are. 
(3) There has to be some level of cosmic irony going on here.

Race
Antiverse Human

This race are humans from an alternate reality. A universe made of anti-matter, they are the opposite of our understanding. In order to come to the normal universe, they passed through a gate that converted them be compatible with the normal universe. So no, they won't explode by touching something. The process however still left them with a distinctive trait. That being the sclera or whites of their eyes are black in color. This makes them noticeably a d-bee and as such are an enemy to the Coalition. But it can also be easily hidden with sunglasses, a visor and helmet. This trait to their eyes allows them to see in low light conditions. They people and cultures of the antiverse humans are still greatly varied and as such they are adaptable.

Description
Her name is Seiko. She appears to be a 17 year old human female. She stands around the height of 5 foot, 4 inches tall with a petite build. Her eyes are the color of amethyst but also appear odd due to her irises being black in color. Her hair is the color of silver, cut just above the shoulders as it hangs evenly. Shadows appear oddly as they cast about her, the nature of her being altering the light. She appear lighter then they should be. Her race can not die of old age due to a regenerative ability granted to them by the gate when they left their universe. Due to the fact that in her universe, there was light everywhere and the stars emitted darkness, her race can see in darkness and has some trouble seeing in bright light. bright light would be like total darkness to them.

The following was the outfit she was wearing when she arrived.

She wears an outfit that appears to be made of silver. She wears mismatched tall boots, the right extends to her upper thigh and the left only extends to just above her knee. She wears a form fitting dress. The dress didn't cover her shoulders and the skirt was angled, hanging lower on the left side. She wears long gloves that extend to her upper arm. She wears a belt of many discs that are connected to each other, with a larger disc as the buckle, engraved with a moon on it. On her left arm, she wears a gladiator bracer and a heavy armor plate is attached to the glove at top as well. She wears a long wrapped scarf around her neck.

Spaceship
Include for Plot Purposes only
She was on a space ship that teleported from another reality into earth orbit. The killer satellite screen around earth engaged and assault the ship. The ship crash landed on earth. It landed in the pre-rifts area known as North West Tennessee. The ship was captured by the Federation of Magic as was the pilot. The ship is not usable currently and needs repaired. It may not be repairable with the technology level on earth.

Type: Small Starship
Size: 6
ACC/TS: 35/550
Climb: 3
Toughness: 20(5)
Mods: 20+9 (1 point left)
Crew: 1+8
Hanger: 8 points of vehicles
Energy: 25

Modifications
Speed Reduction: 3 (0)
Artificial Intelligence: 1 (0)
Atmospheric: 1 (3)
Crew Space: 2 (2)
Dimension Drive: 1 (6)
Deflector Screens: 1 (2)
FTL Drive: 1 (3)
Hanger: 1 (4)
Passenger Pod: 3 (3)
Sensor Suite, Galactic: 1 (2)
Sensor Suite, Planetary: 1 (1)
Shields: 1 (3)
Targeting System: 1 (1)
Dual Linked Fixed Light Lasers: 2 (1)
Last edited by Leethe on Tue Jan 22, 2019 2:25 pm, edited 10 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Ndreare
Savage Siri
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Re: Leethe (Ready for Review)

Post by Ndreare »

Approved

Legendary Table: Badass Clothing Proposal
Pendant: Badass Clothing, 4 TW upgrades
Proposed item
Crystal Star Pendant
Activation Cost: 2 PP
Stores: 20 PP
  • Power: Armor
  • +10 Stored PPE
  • +10 Stored PPE
  • Edge: Champion
  • 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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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Leethe

Post by Ndreare »

We need a SWADE version of this character so I can archive this version.
  • 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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