Jane - A Very Good Horse

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Jane - A Very Good Horse

Post by Hardin » Mon Apr 02, 2018 5:48 pm

Character Name: Jane
Race: Bandito Arms Mustang Robot Horse
Iconic Framework: Very Good Horse
Rank: Novice Experience: 5 Advances Left: 0
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Charisma: 0 Pace: 12 (Acc/TS 10/50); Parry: 6; Toughness: 20 (10) MDC Strain: 6
  • Fighting d8
    Shooting d4 (1, subroutine for future embedded weapons)
    Stealth d8 (3, “silent mode”)
    Swimming d6 (2, “aquatic mode”)
    Notice d8
    Survival d6

Special Abilities:
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    Armor +10: High strength alloy, M.D.C.
    Handling: Riders gain +2 on all Riding checks.
    Kick: Str+d6, Mega Damage.
    Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks.
    Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    Travel Speed: Use the Acc/TS for overland speeds; use pace for combat

  • Non-Standard Physiology: She's built like a horse because, well, she's a horse. It's hard for her to fit places, and any gear has to be specially made to her measurements. Obviously, power armor, etc. are not options for her. Opening doors is tough, too, without opposable thumbs.
  • Robotic Nature: Jane is a robot horse and does not make natural healing rolls, nor is she affected by healing spells or powers designed to target living beings.
  • Artificial Intelligence: She's sentient but subservient. This is a variation on the Vow (Major) Hindrance. She can take initiative within her programming parameters, but she's Hardin's helper and she has to follow his orders.
  • Curious: She's just come online, and there is so much to learn! Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
  • Loyal: She won't leave a friend behind if there's any way she can help.
  • Quirk: Franklin the Psi-Operator's voice will come over Jane's speakers every now and again to razz Hardin. Jane finds this amusing and chooses not to suppress it.

  • Brave: It's hard to scare someone with a synthetic amygdala. She adds +2 to rolls to resist Fear.
  • Fearless (limited): Not only is Jane brave, but her programming allows her to completely ignore fear and nausea checks based on fleshly concerns. (Can still be affected by techno or hacking trappings.)
  • Extraction: Her job is sometimes to get Hardin out of trouble as fast as he likes to get into it. When breaking off from melee, she may make an Agility roll and, if successful, one opponent does not get to make a free attack against her (or her rider) as she retreats.
  • Increased Notice: Additional +2 to Notice checks from her Expanded Detection and Security array. She has radar, sonar and motion detectors built right in, which makes her hard to sneak up on.
  • Danger Sense: She makes a Notice roll at -2 to detect ambushes and other dangerous surprises. Again, hard to sneak up on her.
  • Nano-Repair System: One wound is healed (repaired) per day, and she gains a +4 to resist Bleeding Out (if applicable). She also gets a 50% chance to reject any poison or disease in the system (though such poison or disease would need to be capable of harming her in the first place, likey via a tech trapping or hack).

Hero’s Journey-Cybernetics:
  • 1d20 = 20: 20 Nano-Repair System
  • 1d20 = 6: 6 Detection and Security Array

  • Novice 1 Advance: Upgradable
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

2 Bennies
Begin with 2
0 Wounds, 0 Fatigue
Wound tracker.
Last edited by Hardin on Mon Apr 09, 2018 5:55 am, edited 7 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: Jane - A Very Good Horse

Post by RFT » Wed Apr 04, 2018 7:14 pm

Added limited fearless, robotic nature and not so sure about death-wish for a sidekick. But not unsure enough to veto it.'

Go ahead and "roll" two HJ results for her.
Shaping Worlds Together
The 99's Game Master Bennies 6
  • +6 Players
Nightbane Game Master Bennies 5 +1 Golden Benny
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0
Phase World - The Remorseless Game Master Bennies 4
  • +7 Players
    +2 Sidekicks
    +1 Joker for Grudge
    -1 For Grudge Match Reroll Damage
    -1 For Grudge Match to EE Agility
    -1 Extra Effort dramatic Task to stop hackers
    +1 Joker for Grudge Match
    -1 Grudge Match - that little bastard was fast
    -1 Grudge Soak fom Sam
    -1 Grudge Match - perhaps unfairly fast
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky -1 for Grudge Match Extra Effort
  • +/-1 Joke Dealt, then used for Soak in same round
    +/-1 Joke Dealt, then used for Soak in same round
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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