On Scene Extras Controlled by Players

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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On Scene Extras Controlled by Players

Post by Ndreare »

The following extras are on scene and controlled by the players.
They will earn experience based on how/if you post for them. If you include them in your RP then they will get XP and grow, if not, they will not.
Renee Harris Private Second Class Juicer
Ready to die, but only if something awesome or glorious can be accomplished in the moment, Juicers are powerful allies and dangerous foes. Juicers are popular as mercenaries, especially if a particular job is dangerous and holds a high likelihood of combat.
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d12
Skills: Climbing d4, Fighting d12, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Quick
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
  • Burn (8): Juicers can spend 1 Burn to add a d10 to any Trait or damage roll.
    Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Reflexes ability on the first round of combat.
    Internal Repair System: Juicers have Slow Regeneration. As well, three times a day, they can roll a Vigor check at +2 to give themselves a healing check.
    Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue.
    Super Speed: Juicers double their Pace, and have a d10 run die.
    Uncanny Reflexes: − 2 to be hit by all attacks.
KIA - Matthew Locke Private Second Class Juicer
Ready to die, but only if something awesome or glorious can be accomplished in the moment, Juicers are powerful allies and dangerous foes. Juicers are popular as mercenaries, especially if a particular job is dangerous and holds a high likelihood of combat.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Climbing d4, Fighting d10, Intimidation d6, Notice d6, Shooting d10, Stealth d8, Streetwise d6, Survival d4
Cha: 0; Pace: 16; Parry: 7; Toughness: 15 (6)
Hindrances: Death Wish, Overconfident
Edges: Brawny, Burn Brighter, Burn Past the Pain, Combat Reflexes, First Strike, Fleet-Footed, Improved Frenzy, Quick
Gear: Juicer Plate (+6), JA-9 Laser Rifle (Range 40/80/160, Damage 3d6+1, RoF 1, AP 3), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP 2), chain long sword (Str+2d8, AP 2, Mega Damage), 2 extra clips each firearm.
Special Abilities:
  • Burn (8): Juicers can spend 1 Burn to add a d10 to any Trait or damage roll.
    Drug-induced Euphoria/Tranquility: Juicers do not gain the benefits of the Quick Edge or the Uncanny Reflexes ability on the first round of combat.
    Internal Repair System: Juicers have Slow Regeneration. As well, three times a day, they can roll a Vigor check at +2 to give themselves a healing check.
    Super Endurance: Juicers only need 4 hours of sleep and gain +2 on all checks against Fatigue.
    Super Speed: Juicers double their Pace, and have a d10 run die.
    Uncanny Reflexes: − 2 to be hit by all attacks.
Ruben Guilong Mystic
Most Mystics are generally good and decent folk, interested in aiding those in need and defending the weak from danger. Some Mystics, however, ally with evil forces, making them terrifying enemies. A few follow spiritual paths guiding them to self-interest, more than willing to sell their services as mercenaries.
The combination of psionics and arcane powers makes the Mystic a formidable ally or terrible foe. Combining raw power with subtle manipulations, Mystics are often true wild cards in any encounter, and they excel in supporting their teammates in combat and against various dangers. Finally, a Mystic’s ability to call upon his spiritual connections for information and guidance often helps weight the dice to his favor.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d6, Healing d8, Knowledge (Arcana) d8, Mysticism d10, Notice d8, Psionics d10, Shooting d6, Stealth d6, Survival d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 8 (3)
Hindrances: Pacifist (major, will only fight supernatural evil), Heroic, Quirk
Edges: Alertness, Arcane Background (Miracles), Arcane Background (Psionics), Danger Sense, Healer, Holy/Unholy Warrior, Master of Magic, Rapid Recharge
Powers (Miracles; all holy trapping, and celestial silver for attacks): Armor, bolt, boost/lower Trait, dispel, entangle, healing. PPE: 20
Powers (Psionics: No special trapping): Mind reading, puppet, speak language, telepathy. ISP: 15
Gear: Ley Line Walker Light Armor (+3 Armor, +4 Vigor checks vs. toxins and disease), NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2).
Special Abilities:
  • Cosmic Confluence: Exchange ISP for PPE, and vice-versa, at a 2-for-1 rate.
    Mystic Awareness: Mystics can use detect/conceal arcana at will as a free action, at no PPE or ISP cost. They can also sense supernatural beings with a Notice check within line of sight.
    Spiritual Channel: Mystics have a connection to the divine or spiritual, allowing them to use the divination power at will, costing no PPE or ISP.
    However, each time the power is used, a Vigor check is rolled to resist Fatigue, and a cumulative −1 penalty is applied for each added use over a day. The penalties are removed after a full night’s rest, which also gets rid of any Fatigue accumulated this way.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: On Scene Extras Controlled by Players

Post by Ndreare »

Sal's followers Mike - Fallen Cyber-knights (veterans = stats as per Savage Foes of north America)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Healing d6, Intimidation d6, Notice d6, Persuasion d8, Psionics d8, Shooting d8, Survival d4
Cha: +2; Pace: 10; Parry: 7; Toughness: 15 (6)
Hindrances: Code of Honor, Heroic
Edges: Ambidextrous, Elan, Fleet-Footed, Improved Sweep, Two-Fisted
Powers: Deflection, smite, speak language, speed.
ISP: 15
Gear:
  • Medium Cyber-Knight Armor (+6)
  • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6+2, RoF 1, AP 2)
  • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
  • 2 extra clips each firearm.
Special Abilities:
  • Cyber-Armor: Cyber-Knights have +2 Toughness from their embedded techno-magic nanotech.
  • Cyberkinetic Combat: Cyber-Knights are −2 to be hit by technology-based attacks, such as laser rifles and vibro-blades.
  • First Into Battle: A Cyber-Knight has +2 Pace and a d10 run die. If she has Fleet-Footed, this stacks, giving her another +2 Pace and a d12 Run Die.
  • Mind and Body: The Cyber-Knight can use deflection, smite, and speed on herself as a free action, but she cannot use these abilities on anyone else.
  • Psi-Sword: The Cyber-Knight can summon a single blade doing Str + Spirit ×2 damage—in this case 3d8—AP 6, or two blades doing the same damage, but only AP 2. This is a free action.
Sal's followers Sheela – Fallen Cyber-knights (veterans = stats as per Savage Foes of north America)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Healing d6, Intimidation d6, Notice d6, Persuasion d8, Psionics d8, Shooting d8, Survival d4
Cha: +2; Pace: 10; Parry: 7; Toughness: 15 (6)
Hindrances: Code of Honor, Heroic
Edges: Ambidextrous, Elan, Fleet-Footed, Improved Sweep, Two-Fisted
Powers: Deflection, smite, speak language, speed.
ISP: 15
Gear:
  • Medium Cyber-Knight Armor (+6)
  • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6+2, RoF 1, AP 2)
  • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
  • 2 extra clips each firearm.
Special Abilities:
  • Cyber-Armor: Cyber-Knights have +2 Toughness from their embedded techno-magic nanotech.
  • Cyberkinetic Combat: Cyber-Knights are −2 to be hit by technology-based attacks, such as laser rifles and vibro-blades.
  • First Into Battle: A Cyber-Knight has +2 Pace and a d10 run die. If she has Fleet-Footed, this stacks, giving her another +2 Pace and a d12 Run Die.
  • Mind and Body: The Cyber-Knight can use deflection, smite, and speed on herself as a free action, but she cannot use these abilities on anyone else.
  • Psi-Sword: The Cyber-Knight can summon a single blade doing Str + Spirit ×2 damage—in this case 3d8—AP 6, or two blades doing the same damage, but only AP 2. This is a free action.
Sal's followers Ramon - Ratling mage
Ramon Parmino
Ratling Battle Wizard
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d8, Healing d4, Notice d6, Persuasion d6, Shooting d8, spellcasting d6, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (6)
Hindrances: Greedy for magic, Illiterate, Habit (smokes cigars constantly), hates the taste of cheese
Edges: Soldier, Arcane Background (Magic)
Gear: Bushman Medium EBA (+6 Armor, +2 Toughness), TW Converted L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse), Vibro-Knife (Str+d6 Mega Damage, AP 6), 2 × frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT).
Powers (10 PPE): Arcane Resistance, Deflection, Entangle


Cody Fillmore – Combat Cybrog (veterans = stats as per Savage Foes of north America)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Skills: Driving d6, Fighting d10, Intimidation d6, Notice d6, Repair d6, Shooting d10, Streetwise d6, Throwing d8
Cha: −2; Pace: 8; Parry: 7; Toughness: 24 (12)
Hindrances: Greedy (Minor), Overconfident, Stubborn
Edges: Improved Frenzy, Rock and Roll!, Steady Hands, Sweep
Gear:
  • Mini rail gun (Range 75/150/300, Damage 2d8+4, RoF 4, AP 6, Mega Damage)
  • NG-57 Heavy Duty Ion Blaster (Range 12/24/48, RoF 1, Damage 1– 3d6+1)
  • chain greatsword (Str+2d10, AP 2, Mega Damage)
  • 2 × high explosive grenades (Range 5/10/20, Damage 3d8, Mega Damage, MBT)
  • 2 extra clips/belts each firearm.
Cybernetics:
  • Armor (+4 M.D.C.)
  • Audio Package (+2 hearing-based Notice)
  • Core Electronics Package (+4 Repair and Common Knowledge)
  • Embedded Combat Coding
  • Optics Package (+2 sight-based Notice, thermal, and night vision)
Special Abilities:
  • Improved Movement: Cyborgs have +2 Pace and d10 run die.
  • Inhuman Appearance: Cyborgs suffer −2 to their Charisma.
  • Loss of Dexterity: Cyborgs excel at combat tasks, but their systems aren’t designed for delicate or even common use. All non-combat Agility checks are at −2.
  • Malfunctions: Cyborgs are subject to the Technical Difficulties rules (Tomorrow Legion Player’s Guide).
  • M.D.C. Armor: Cyborgs have +8 M.D.C. armor and +3 Toughness.
  • More Machine: +2 to recover from Shaken; Ignore one wound level; self-contained breathing; immune to diseases and poisons.
  • Size +1: Cyborgs are large and heavy.
  • Unarmed Damage : St r +d6, Mega Damage.

Col hawk – Squad of 4 veteran soldiers (veterans = stats as per bandits in Savage Foes of north America, but die type raised to d8 for combat)
Unnamed Bandit #1
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 11 (5)
Hindrances: Greedy, Mean
Edges: —
Gear:
  • Huntsman Armor (+5, +1 Toughness)
  • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
  • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
  • vibro-knife (Str+d6, AP 4, Mega Damage)
  • 2 × frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT)
  • 1 extra clip each firearm.
Unnamed Bandit #2
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 11 (5)
Hindrances: Greedy, Mean
Edges: —
Gear:
  • Huntsman Armor (+5, +1 Toughness)
  • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
  • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
  • vibro-knife (Str+d6, AP 4, Mega Damage)
  • 2 × frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT)
  • 1 extra clip each firearm.
Unnamed Bandit #3
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 11 (5)
Hindrances: Greedy, Mean
Edges: —
Gear:
  • Huntsman Armor (+5, +1 Toughness)
  • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
  • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
  • vibro-knife (Str+d6, AP 4, Mega Damage)
  • 2 × frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT)
  • 1 extra clip each firearm.
Unnamed Bandit #4
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d8, Intimidation d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 6; Toughness: 11 (5)
Hindrances: Greedy, Mean
Edges: —
Gear:
  • Huntsman Armor (+5, +1 Toughness)
  • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
  • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
  • vibro-knife (Str+d6, AP 4, Mega Damage)
  • 2 × frag grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT)
  • 1 extra clip each firearm.
  • 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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