LC, Psi-Nullifier Commando (the 99)

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Kaja Earthblooded
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LC, Psi-Nullifier Commando (the 99)

Post by Kaja Earthblooded »

Player Name: Patrick
Google Handle: mikelamroni
L.C. (Lawrence Charles)
Rank: Veteran 3 Experience: 52 (1-7-19) Advances Left: 0
Race: Human
Iconic Framework: Mind Melter (Former CS Dominator/Psi-Nullifier)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: 0/-2; Pace: 6; Parry: 5(6 in armor); Toughness: 5; Strain: 0
Toughness (in body armor): 13(6)
Toughness (In Power Armor): 17(10)
Skills:
  • Fighting (Ag) d6
  • Knowledge (Arcana) (Sp) d4
  • Knowledge (Computers) (Sm) d4
  • Knowledge (Electronics) (Sm) d4
  • Notice (Sm) d6
  • Pilot (Ag) d6
  • Psionics (Sm) d10
  • Shooting (Ag) d8
  • Stealth (Ag) d6
  • Streetwise (Sm) d4
Edges
  • Mind Melter: Arcane Background (Psionics), Major Psionic, Master Psionic, Rapid Recharge, Improved Rapid Recharge, and the Mentalist Edge: The Mind Melter gains a +2 on any opposed Psionics roll, whether they are using their powers against a foe or are trying to defend against a rival Psychic. They can also spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line. Additionally the Mind Melter regains 1 ISP per 15 minutes.
  • Psi-Nullifier (Professional): A Psi-Nullifier reduces the cost of the dispel and greater dispel powers by 1 ISP. Further, as an action, a psi-nullifier may call his own force of will to repulse supernatural creatures, such as the undead, demons, dragons, faeries, and the like. It also works on characters with the Arcane Background (Magic) Edge. Repulsing magic costs 1 ISP and works in a medium burst template centered on yourself. Targeted creatures within that range must make a Spirit or Smarts roll (whichever is better). Failure means the creature is Shaken; a 1 means it is destroyed/killed. Wild Cards suffer an automatic Wound instead.
  • Automatic Psi-Nullification: Once per turn the hero (if not Shaken) gets a free action to use dispel (costs I.S.P. to use as normal for a Psi-Nullifier) against a single foe who is using a power that either targets him directly or includes the hero in an area of effect. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round. Note this only dispels the incoming power or spell, not any other effects.
  • Expanded Awareness: Mind Melters can use detect arcana at will, as a free action.
  • Mental Resistance: A Mind Melter has powerful defenses against the psionic powers of others. He has +4 to all checks to resist psionic effects, and +4 armor against psionic damage. This does stack with Arcane Resistance.
  • Rich, Very Rich, & Power Armor Jock: Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
  • Sidekick: Gain Andrew Brison as a Sidekick
  • Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Stray Shots Strike Nothing [Legendary Table]: You have been known to stand in a crowded area and open full auto at a whole mess of bad guys. When the blood spray settles only the bad guys were hit, and hit hard. Innocent bystanders are never hit by your full auto attacks and what's more, every successful hit adds the rate of fire to its damage.
Hindrances
  • Heroic (Major): After a career in search and destroy, LC just wants to make a difference in the lives of normal people.
  • Loyal (Minor): You have to be a world class POS for L.C. to ever begin to think of leaving you behind. And then he’ll think ten times before doing it.
  • Wanted by the C.S. (Minor): A CS deserter with a formerly high security level, L.C. has a few bounties out on his head. But no C.S. death squads are out for his head yet.
  • A Little Odd: Won’t kill CS enlisted soldiers unless given no choice. They are usually just scared idiots doing as they are told. Line officers are a different story.
  • Cybernetics: No remotely sane Mind Melter would allow any cybernetics to ruin their carefully tuned mind or body. Medical necessity might dictate otherwise, but such characters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: Mind Melters are shot on sight by all Coalition troops, then shot again to be certain they’re dead. This goes especially true for a deserter like L.C. True Federation folks also tend to hate him, and the feeling is mutual.
  • Feared: Though it’s possible to hide his true nature, if the general populace discovers the presence of a Mind Melter, they tend to be very nervous—and possibly outright terrified. Mind Melters suffer a −2 Charisma when dealing with those who fear them.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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LC's Powers

Post by Kaja Earthblooded »

0 Bennies and 0 Golden Benny; 40 ISP
Beginning 3
Expenditures
-1 Benny: viewtopic.php?p=55860#p55886
-2 Benny and -1 Golden Benny: viewtopic.php?f=82&t=4096&p=55907#p55907
+1 Benny for Joker
-1 Benny for Fear check: viewtopic.php?f=82&p=56488#p56488)
Wounds: 0/3 (-0 to all rolls)

ISP: 40/40
  • Expenditures
Recovery: 1 per 15 minutes
- (21) Card: "Card text"
- (21) Card: "Card text"
- (21) Card: "Card text"
Remote Viewing (Clairvoyance; 3 I.S.P.) [Seasoned]
Range: Spirit × 10 miles (Spirit × 100 miles with a raise)
Duration: 3 (1/round)
Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
Effect: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within his Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.

Astral Viewing (World Scry; 6+ I.S.P.) [Mega]
Range: Spirit × 1,000 miles (Anywhere on the planet with a raise)
Duration: 3 (1/round)
Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
Effect: When using World Scry, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.

Targeted Psionic Nullification (Dispel; 3 I.S.P.) [Seasoned]
Range: Smarts/2
Duration: Instant
Trappings: As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mind melter to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (psionics vs. miracles, magic, superpowers, or mad science, etc).

Remote Psionic Nullification Field (Exalted Dispel; 6 I.S.P.) [Mega]
Range: Smarts × 2
Duration: Instant (1d6 minutes for dampening enchantments)
Trappings: Electricity and ectoplasm dance in the area of effect, seeking out those with innate power. The display is frightening enough just standing in it, but those with Arcane Background find it terrifying. Anyone without an Arcane Background is considered to have a level of Arcane Resistance versus the power, even if they have something that can be dispelled, and those with one in the area of effect must make Fear checks when hit with it.
Effect: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).

See Aura (Detect Arcana; At-Will) [Novice]
Range: Sight
Duration: 3 (0/round)
Trappings: As he intuitively interprets the readings of a target’s psyche, he learns a great deal about influencing the target and those around him. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
Effect: Detect 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.

Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.) [Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane 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, werewolf, dragon, etc).
  • 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 arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Ectoplasmic Sleeping Gas (Slumber; 2 I.S.P.) [Seasoned]
Range: Smarts x2
Duration: 1 minute (1/minute)
Trapping: Vaporous Ectoplasm seeps into the area and delivers a knockout punch. It also muffles sounds, making it easier to sleep. Targets of this power suffer a –1 penalty to all hearing-based trait rolls while the power is active, including the loud noises that might wake them.
Effect: The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at −2 if the caster scored a raise. Those who fail fall asleep. Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.

Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.) [Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll (at –2 on a raise) to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the character, putting them in alpha state that induces sleep.
Effect: Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.

Telekinetic Lift (Telekinesis; 6 I.S.P.) [Seasoned]
Range: Smarts
Duration: 3 (1/round)
Trappings: Due to the utterly silent and invisible nature of the telekinetic movement, the target increases Stealth by one die type, or two on a raise.
Effect: 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.
►► Lifting Creatures: 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.
►► Telekinetic Weapons: 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.
►► Dropping Things: 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.

Super Telekinesis (Exalted Telekinesis; 11 I.S.P.) [Mega]
Range: Smarts × 2
Duration: 3 (1/round)
Trappings: Because of the ability of the invisible telekinetic force of the power to grab at any optimal point, the power, when used to harm, ignores some armor (AP 2).
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 (TLPG p. 65) 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.

Hydrokinetic Arc - (Bolt; 1 PPE/Bolt; 3 max): The Dominator may throw up to 3 bolts. The damage of each telekinetic/water bolt is 2d6.
  • Range: 12/24/48
  • Duration: Instant
  • Trappings: Water coalesces into telekinetic javelins of water and/or ice shards.
Electrokinetic Hammerstrike - (Bolt; 2 PPE): The Dominator may instead throw a single 3d6 bolt of electrokinetic energy.
  • Range: 12/24/48
  • Duration: Instant
  • Trappings: Electricity dances into a throwing dagger of electricity which is then hurled with great force.
Telekinetic Barrage - (Onslaught; 2 PPE/Bolt; 4 Max): The psychic may throw up to four 3d6 (MD) telekinetic bolts.
  • Range: 18/36/72
  • Duration: Instant
  • Trappings: Electricity dances into a javelin of electricity which is then hurled with great force.
Telekinetic Thunderbolt - (Onslaught; 2 PPE/Bolt; 4 Max): : The psychic may throw a single 6d6 bolt of electricity and telekinetic force.
  • Range: 18/36/72
  • Duration: Instant
  • Trappings: Electricity dances into a telekinetic javelin of electricity which is then hurled with great force.
Soothing Mental Contact (Telepathy; 4 I.S.P.) [Novice]
Range: One mile
Duration: 3 (1/round)
Trapping: While in telepathic contact, the psychic is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion.
Effect: Telepathy 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.

Focused Mental Contact (Exalted Telepathy; 4 I.S.P.) [Mega]
Range: Special
Duration: 3 (1/round)
Trapping: This mental contact focuses the will of those in contact with the psychic. The target is focused past of their distraction on a raise, providing an immediate free roll to recover from being Shaken.
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 psychic can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, he can connect up to his Smarts die 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 he maintains it.
Last edited by Kaja Earthblooded on Thu Jul 18, 2019 8:22 pm, edited 7 times in total.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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LC's Gear

Post by Kaja Earthblooded »

"L.C.'s 99 Special SAMAS" TW Converted PA-06A Coalition SAMAS Power Armor
Power Armor Features
Power armor also imposes a −2 penalty on Stealth checks, and a −1 for any tasks that call for congenial face-to-face interaction (Persuasion, Streetwise), fine motor work (Repair, Lockpicking), unhindered movement (Climbing, Acrobat related Agility checks), or detecting details (Investigation, certain Notice checks, Survival (Tracking) checks, Research, etc).
Environmental Crew Compartment (ECC): Protects the crew with a sealed life support system— provides immunity to the Hazards of Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation. Includes one day of emergency supplies and air for crew per Size of the vehicle.
PPE Battery: The TW vehicle has a PPE storage system, recharged by channeling ISP/PPE into it (or 5 PPE an hour on a ley line). The PPE battery holds 15 PPE.
Sensor Targeting Suite (STS): Provides advanced communication (radio range 20-miles) and a full sensor suite with HUD (Heads Up Display) readouts incorporating chem ica l , 360 degree radar, thermal imaging , active nightvision, 50x magnification optics, and audio pickups that can catch whispers at 100 yards—grants +2 to Notice rolls and ignores Illumination penalties. Onboard targeting systems negate up to 2 points of Range, Multi-Action, and other penalties when Shooting its weapons and can be calibrated to prevent friendly fire.
Improved Stabilizer: A stabilizer reduces the Unstable Platform penalty to 0.
Image
(340 lb without railgun, 621 with it)
PA-06A SAMAS: Size 2, + 10 Armor M.D.C., +5 Toughness, Strength d12+4, Pace 10 + d8 (60 MPH)
Notes: Nimble, Flight (Handling +2, 300 MPH)
Mini-Missile Launcher (arm mounted)
  • Range: 100/200/400
    Damage (HE): 5d6 (AP 8, Mega Damage, SBT)
    Damage (AP): 4d6 (AP 20, Mega Damage)
    ROF: 1, Snap Fire
    Shots: 1 AP, 1 HE
C-40R Light Railgun (magnetically attached to power armor right leg for storage)
  • Range: 100/200/400
    Damage: 2d12+4, AP: 10, Mega-Damage
    RoF: 3
    Shots: 42/45
Technowizard Features: Major Mod (x2; Legendary): Crystal Psionic Reception Upgrade (Remove -4 penalty for using psionics in PA)
Major Mod: PPE Battery (10 PPE)
Minor Mod: PPE Battery (5 PPE)
Minor Mod: Crystal Psionics Amplification Circuit (+1 Psionics)

NG Elite Corps Load-Bearing Rig (Patron Item)
A variation on the Overland Frame Backpack's harness system, the NG Elite is designed with the soldier and explorer in mind equally. Its integrated IRMSS helps prolong how long a body can go without seeing a doctor, and its attachment points can mount a wide variety of pouches and straps for securing gear.
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.

• Medium Magazine Pouch: 6/6 E-Clips
• Medium Magazine Pouch: 2/6 E-Clips
• Medium Belt Pouch: Silver Cross (Str+d4, silver; 1 lb, 200 credits), Compass, Flashlight (Rechargeable & Unbreakable), Gas Mask
• Large fanny pouch that can hold rations, a large first aid kit, personal items, or a complete change of clothes: Infrared Distancing Binoculars
  • High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays , crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2 lb)
• Radio Belt Pouch: Short range (5 mile) radio
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Hip Holster: Empty
• Hip Holster:
  • Empress Heavy Ion Pistol (Patron Item)
    Image
    Atorian ion blasters use accelerated, charged particles in a dense, destructive beam. The Empress model is manufactured exclusively for use by imperial guards of the six princesses of the Empire. None have ever made their way to the galactic black market.
    • Range: 8/16/32
    • Damage: 1– 3d6+2, AP 0 (see also EMP Attack)
    • Rate of Fire: 1
    • Payload: 8 shots per E-clip
    • Features:
    • • Custom Grip and Laser Targeting: The shooter gains +2 to all shooting rolls with this weapon.
    • • EMP Attack: The wielder uses his Shooting skill to target a technological device (−4 Called Shot penalty for any hand-held or small items targeted). On a successful hit, the device won’t work for one round; it fails to operate for three rounds on a raise. This can inflict hindrances on the target. Shoot a cyborg in the arm, he gains the one arm hindrance. Shoot him in the head and he becomes blind or deaf. Shoot a vehicle's weapon and it will not work. Shoot a light and it goes out. This requires 2 shots from the weapon's E-Clip.
    • No Min Str (2 lbs)
NG-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    Field Computer (Grade II) - Grants a +2 bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research.
    2 person tent, +20% water supplies
    Sleeping bag
    100' of rope
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    2 empty Medium Belt Pouches for utility belt
Secured Universal Card Under Assumed name of Elsworth Cruz: 4,101 Credits
ID for Assumed identity: Elsworth Cruz, former Northern Gun mercenary.

Triax T-10 Cyclops
Image
Medium EBA: 5 Armor, 3 Toughness
Targeting Optics: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks and +1 to all Psionics trait checks.
Vibro-Blade Vambraces (Str+2d4, AP 4, Parry +1)
Features: Full Environmental Protection, Built-in mini-computers for basic functions, Communications system with a 10 mile range, Public-address loudspeakers, Laser distancer, Nightvision mode for vision
Strength Minimum: d6; Weight: 25 lbs
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Advancement Tracker

Post by Kaja Earthblooded »

Advances Mind Melter Build
Please list all Edges and Advances taken for your character here

Agility d4 -> d8 (2 Attribute pt)
Smarts d4 -> d6 (1 Attribute pt)
Spirit d4 -> d6 (1 Attribute pt)
Strength d4 -> d6 (1 Attribute pt)
Vigor d4 -> d6 (Novice 1 advance)


Iconic Framework
  • Arcane Background (Psionics): A Mind Melter begins with a great knowledge and understanding of psionics. He begins with five powers from the list above, 20 ISP, and a d8 Psionics skill.
  • Major Psionic: Mind Melters have the Major Psionic Edge and can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line. Each time they take the Power Points Edge, they gain +10 ISP (instead of 5).
  • Master Psionic: A Mind Melter has the Master Psionic Edge, gaining all the Mega Powers associated with his selected powers.
  • Expanded Awareness: Mind Melters can use detect arcana at will, as a free action.
  • Mental Resistance: A Mind Melter has powerful defenses against the psionic powers of others. He has +4 to all checks to resist psionic effects, and +4 armor against psionic damage. This does stack with Arcane Resistance.
  • A Little Odd: Won’t kill CS enlisted soldiers unless given no choice. They are usually just scared idiots doing as they are told. Line officers are a different story.
  • Cybernetics: No remotely sane Mind Melter would allow any cybernetics to ruin their carefully tuned mind or body. Medical necessity might dictate otherwise, but such characters suffer −1 to the Psionics skill for each point of Strain.
  • Enemies: Mind Melters are shot on sight by all Coalition troops, then shot again to be certain they’re dead. True Federation folks also tend to hate them.
  • Feared: Though it’s possible to hide his true nature, if the general populace discovers the presence of a Mind Melter, they tend to be very nervous—and possibly outright terrified. Mind Melters suffer a −2 Charisma when dealing with those who fear them.

Hero’s Journey
  • Experience (11): Rich: Give up both rolls for a Flying Titan Power Armor (counts as Warchief SAMAS)
  • Psionics (14): Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
  • Experience (15-16): Experience (15-16): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Psi-Nullifier
  • Rich: Trade for Flying Titan Power Armor
  • Very Rich - Ranged Weapon (12): The JA-11 Energy Rifle is a marvel of design and effectiveness. Most Juicers give any non-Juicer the side-eye if they’re carrying one.
  • Very Rich - Body Armor (16): The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Very Rich - Ranged Weapon (20; 17): It’s big, it’s bulky, and it’s a pain to fire while on the move. Nonetheless, your hero’s NG-E4 Plasma Ejector is exactly what the team needs when the gates of Hell open or a Coalition Death’s Head transport flies overhead.
Skills
Fighting (Ag) d6 (2 SP Base)
K/Arcana (Sm) d4 (1 SP Base)
K/Computer (Sm) d4 (1 SP Base)
K/Electronics (Sm) d4 (1 SP Base)
Notice (Sm) d6 (2 SP Base)
Pilot (Ag) d6 (2 SP Base)
Psionics (Sm) d8 (MM)
Shooting (Ag) d8 (3 SP Base)
Stealth (Ag) d6 (2 SP Base)
Streetwise (Sm) d4 (1 SP Base)

Advances
  • Initial Advances: (From Hindrances): Automatic Psi-Nullification, Power Armor Jock
  • Free Edge (Human): Very Rich
  • Cybernetic Modifications:
  • Novice 1 Advance: Vigor +1 DS
  • Novice 2 Advance: Sidekick
  • Novice 3 Advance: Extra Power Points
  • Seasoned 1 Advance: Spirit d6 -> d8
  • Seasoned 2 Advance: Elan
  • Seasoned 3 Advance: Extra Power Points
  • Seasoned 4 Advance: Psionics d8-> d10
  • Veteran 1 Advance: Rapid Recharge
  • Veteran 2 Advance: Improved Rapid Recharge
  • Veteran 3 Advance: New Power: Bolt/Onslaught
  • 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:
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LC's Background, Dossier, and Journal

Post by Kaja Earthblooded »

Disposition: LC is heroic, but he is neither a nice, nor friendly person. He was raised with the understanding that he would always be apart and alone from the world. He is the guardian at the gate, not the hero who comes through it. But he ensures others get their walk. His leadership style is efficient and seems permissive, though that is untrue. He is a man who expects everyone to be a professional, ready to do their duty, no matter what. He readily compliments others on what they do right, and just as readily gives them feedback on what they are doing wrong, usually without malice. He has a clear morality drilled into him from the time he walked into the orphanage at a young age. A soldier protects the innocent. Any enemy combatant who does not surrender is a target for elimination. He comes off as either cold or fake, and this puts people on edge, as they are unsure of whether he hates them or not. In truth he doesn't feel attachment like that, though he fosters unit loyalty because of its affect on morale. Every soldier fighting with him deserves to come home. This actually extends to CS troops. He will let them surrender and just execute the officers if given a choice. He is dedicated to the mission of saving refugees, but only engages other forces as to let them get away.

Background:
Lawrence Charles was born in New Chillicothe to a pair of normal farmers, just one more child born in a state where mediocrity was the norm and anything outside it was shunned. When the parents realized their child was telepathic, they panicked and dropped him off at the first state orphanage they could find. LC had been confused. Why would people who loved him leave him, but their fear was palpable. The havoc his thoughts caused among so many young minds had been intense. Fear, anguish, rage, and loss had swept over the orphanage with such speed that many of the children, more than a few having great potential, all manifested a variety of psychic phenomena. The staff took the child, but called the government within the hour once the psychic occurrences started becoming palpable. Agents of the newly formed Psi-Net came and took all of the children to a special facility where the presence of nega-psychics and psi-nullifiers helped calm them down until more permanent facilities could be constructed. Through use of special materials and devices, the Psi-Net set up the first psychic orphanage. Advisers from Lone Star and Chi-Town brought the place up to specs, and before L.C.'s first birthday, it was a psychic child's paradise. Only the older ones had an idea the emergence of their powers was LC's fault, and because of the teaching and propaganda regimen, they decided they liked what they were. After all, they were not just some dirty orphans, they were the future of the Psi-Battalion, and perhaps the CS itself.

Growing up knowing that you were destined for great things put a lot of pressure on the children, and those with only minor powers suffered the worst anxiety. LC was not among them. His parents had not told the workers their last name, and had only told them Lawrence's first and middle names. They had put these two names down on the entrance forms and this became his first and last names instead. The existence of so many psychics meant that certain things others might take for granted, such as privacy and secrets, quickly came out. LC's nullification abilities surfaced out of a need to keep his private thoughts private, as did his automatic mental block against mind reading.

At age 15 LC was sent to basic training and then to a psi-battalion training school. He was 17 before he graduated from it. From there he was sent to special forces training, and eventually he was assigned to Fire team Psi-Kappa. Psi-Kappa was a Search and Destroy team from Psi-Battalion with a specific mission - the retrieval and elimination of rogue psychics within the military. Their targets were always considered armed and extremely dangerous. In addition
to dog-boys and a psi-stalker handler, these teams often include other Psi-bat special operatives from time to time.
Psi-Kappa, on what would be its last mission, Operation Judas, was after a target that was said to be conspiring with D-bee magic users. Due to this it was expected that his talents would be well used. After transferring to a forward base in the Magic Zone, and leaving from there on an extended wasteland patrol on hoverbikes and a Scarab, the team made it to their first stop, a hidden cache where mercenary gear and vehicles were available for them. The team changed out their gear and went on with the mission. Simple disguises, including a few folks taking on elven features, would help disguise their intent. Their intelligence was faulty, or at least what the majority of the squad had been told was anyway. He'll never know what the Lieutenant knew, as he was vaporized by a bevy of plasma fire in the first strike. Nothing had suggested the rogue had fallen in with a group using Naruni tech, but there it was.

The kicker, however was a full on demon summoner with a full complement of demons. There was no way a single Psi-Nullifier could make a difference in the fight, although he did manage to fight them off and escape with the bodies of those who had not been vaporized, as well as one other of his squad mates - one of the only non-psychics assigned to the squad. After photographing their IC bars, and taking their dog-tags, Lawrence gave the dead a plasma grenade burial, obliterating all remains of them, as per protocol. Their armor was near gone, so they made double time back to the cache. There they traded their busted up armor for their standard issue CS Armor, and had just grabbed weapons and equipment, and was starting to grab more when a fenry that had been tracking them since the fight finally caught up with them. Lawrence knew that the cache had an explosive safety built in, and managed to trick the demon into chasing him into a corner, where they locked the demon in and then escaped moments before he set off the explosives.
The two went on a steady retreat, making repairs as they could, and trying to evade enemy death-squads intent on destroying them.

Once they reported in, a full scale search and destroy company was sent, with LC and the other soldier along for the ride. The resulting battle was horrendous, but the presence of much heavier equipment and armaments turned the day. Of the 30 men who went in with the follow up mission, only 18 walked out, while another 3 managed to live through their injuries. The only other surviving member of Psi-Kappa died in the fighting. LC was promoted to Private First Class for his valor, bravery, and adherence to protocol. He expected to go back to hunting psychics, but was instead transferred to the Tolkeen Front. He wasn't sure who he had pissed off, but he knew that was the cause. He figured it was someone's parent blaming LC for the lack of a body to bury. LC dismissed the assignment and did he best to survive it. After six months he was finally given new orders. They did not take him back to Missouri or Chi-Town, as he hoped, but they did reinstate him in the Special Forces. He doesn't know what to think of it, but hopes it turns out better than the last. He has high aspirations for the Psi-Battalion, and getting killed in Minnesota just isn't on his to do list.

LC's disciplinary record is mostly spotless, though there are a few incidents from the front line posting that point to boredom as the root cause. He had received a commendation for his work in Operation Judas, though many details remain sealed to all but a few, as well as a few favorable reports where his nullification abilities single-handedly saved the entire base from infiltration. So it was that he was assigned to a behind the lines infiltration mission with a hard ass Lieutenant intent on destroying and terrorizing the locals. To be honest it turned his stomach what this insane monster of a human was willing to do to d-bee women and children without a shred of powers or offensive capability. So it was that he, the squad’s dominator (mind melter), and their kill hound (ironically enough) ended up defecting. They left their LT to die at the hands of a very pissed off retribution squad and walked away from the whole mess.

And so it was that a super-patriot walked away from the Coalition, forever. He did some mercenary work, of course, but never working against the Coalition unless he had no choice. And even then he’d let them live if at all possible. The Tomorrow Legion caught his eye because of their work in helping refugees from the Tolkeen War. That was a mission he could get behind.






L.C. was cleaning his armor as he looked at the targeting optics Billy and Erin had expertly modified to fit the Triax made helmet he now wore. The optics, though, were actually out of his old CA-7 Special Forces armor. They'd been specially modified by an old squad mate, and she'd hinted that there were other ways to use it. She'd modified her own to give her greater accuracy with her psionics using the same system. L.C. kept practicing with it long after she and the rest of the squad were slaughtered. He kept it and kept practicing even after he made his exit from the Coalition's service. But last week he made a breakthrough. He'd been practicing with Telekinesis and was able to pinpoint pick up something at the point his targeting optics pointed to. He had to aim with his weapon to do it, but that was not too big of a deal. After a while he didn't even need that. It wasn't as efficient as with the pistol, but it helped. And any boost was a help!
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Re: LC, Psi-Nullifier Power Armor Pilot

Post by Kaja Earthblooded »

Mind Melter Build

Experience & Wisdom: [dice:yroec6cn]16859:1[/dice:yroec6cn]: Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. Rich
Psionics: [dice:yroec6cn]16859:2[/dice:yroec6cn]: Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
Trade these two Training: [dice:yroec6cn]16859:3[/dice:yroec6cn]: Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Experience & Wisdom: [dice:yroec6cn]16859:0[/dice:yroec6cn]: With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market)
. for Experience (15-16): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Psi-Nullifier

Initial Advances: (From Hindrances): Automatic Psi-Nullification, Power Armor Jock
Free Edge (Human): Very Rich
Cybernetic Modifications:
Novice 1 Advance: Vigor +1 DS

Ranged Weapon [dice:yroec6cn]16859:4[/dice:yroec6cn]: The JA-11 Energy Rifle is a marvel of design and effectiveness. Most Juicers give any non-Juicer the side-eye if they’re carrying one.
Body Armor [dice:yroec6cn]16859:5[/dice:yroec6cn]: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
Ranged Weapon [dice:yroec6cn]16859:6[/dice:yroec6cn] (17): It’s big, it’s bulky, and it’s a pain to fire while on the move. Nonetheless, your hero’s NG-E4 Plasma Ejector is exactly what the team needs when the gates of Hell open or a Coalition Death’s Head transport flies overhead.

[dice:yroec6cn]16859:7[/dice:yroec6cn]+25,000 = 26,300 Credits

Purchases
5,000 Grade 2 Field Computer
1,200 Infrared Distancing Binoculars
11,000 Vibro Vambraces
400 (all in one utility belt)
200 (silver cross with sharpened point)
65 (100' of rope)
100 (Flashlight, Rechargeable & Unbreakable)
2500 (Gas Mask to filter out smoke, fumes, particles, and a variety of military gases)
20 Compass
1000 - (20) Meal Bars (1 bar - a meal for a day)
--------------
21,485 credits
4,815 Credits
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Andrew Brison, former CS SAMAS Pilot

Post by Kaja Earthblooded »

Character Sheet
Image
1 Benny
Starting: 2 Wounds: 1/3 (-1 to all rolls)
Andrew Brison
Rank:Novice Experience: 10 Advances Left: 0
Race: Human
Iconic Framework: MARS (Novice character with MARS Package)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5; Strain: 0/6
  • Toughness (CA-2 Body Armor): 11 (6)
    Toughness (Power Armor): 16 (8)
Skills:
  • Driving d4
  • Fighting d10
  • Intimidation d6
  • Knowledge (Computers) d6
  • Notice d8
  • Piloting d8
  • Repair d4
  • Shooting d12
  • Streetwise d8
  • Survival d4
  • Throwing d4
Hindrances
  • Vow (Major): Brison, since the earliest days of his service to the Coalition, vowed he would protect the innocent, and now that he has left the Coalition, he intends to do just that.
  • Loyal (Minor): Leave no man behind
  • Haunted (Minor): He failed his duty to the CS; Is LC right? Will serving and protecting innocents be enough?
Edges
  • Ace: Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Combat Ace: With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.
  • Power Armor Jock: Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
  • Rock and Roll!: Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.
  • Steady Hands: Your hero ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 74), his penalty is –1 instead of –2.
  • Elan: gain +2 to total when using a Benny.
  • Forgery Experience: Treat Forgery as Common Knowledge, with a +2 to related checks.







Gear:
War Chief SAMAS Power Armor
Power Armor Features
Power armor also imposes a −6 penalty on Stealth checks, and a −4 for any tasks that call for congenial face-to-face interaction (Persuasion, Streetwise), fine motor work (Repair, Lockpicking), unhindered movement (Climbing, Acrobat related Agility checks), or detecting details (Investigation, certain Notice checks, Tracking). Power Armor negates up to 4 AP from all ballistic weapons (except rail guns). In addition to Full Environment Protection, power armor also provides advanced communications (20-mile range; 500 miles with access to a dedicated relay system); a full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360 degree radar, thermal imaging, and night vision; optics enhancement with 50× magnification and audio pickups that can catch whispers at 100 yards; and onboard combat computers and targeting systems that offset up to −2 Shooting penalties and can be calibrated to prevent friendly fire.
Image
(160 lb)
War Chief: Size 1, + 8 Armor M.D.C., +3 Toughness, Strength d12+2, Pace 8, Flight Pace 24, Climb 2.
Dual Mini-Missile Launchers
2× Mini-Missile Launchers (shoulder mounted)
  • Range: 100/200/400
    Damage (HE): 5d6, AP 6, Mega Damage, SBT
    Damage (AP): 4d6, AP 11, Mega Damage
    ROF: 1, Snap Fire
    Shots: Left: 2 AP, Right: 2 HE
JA-11 Energy Rifle (magnetically attached to power armor right leg for storage, or carried by shoulder strap)
  • Laser
    • Range: 30/60/120
      Damage: 3d6, AP 2 or 3d6, AP 2, Mega-Damage
      RoF: 1
    Ion
    • Range: 12/24/48
      Damage: 1–3d6+1, AP: 0
      RoF: 1
    Weight: 7 lbs
    Shots: 60 (10 shots per Mega Damage blast)
    Notes: Can be adjusted as an action to fire an ion beam (see above) or Mega Damage mode; each shot expends 10 ammo, and is made with the Snapfire penalty. Integrated scope with night vision and laser targeting (offset two points of Range and/or Darkness penalties).
Background:

Credits:

Contacts:

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

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Table
  • Training (2): After serving in the CS military for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. +1 SP Throwing, +2 SP Shooting, +2 SP Fighting
  • Black Ops (10): Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll result
  • Description
Advances
  • Initial Advances: (From Hindrances):
  • Free Edge (Human): Delete if not human
  • Cybernetic Modifications:
  • Novice 1 Advance: Steady Hands
  • Novice 2 Advance: Elan
  • Novice 3 Advance: Smarts d6 -> d8
  • Seasoned 1 Advance: Notice d6 -> d8, K/Computer d4 -> d6
  • 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:
Last edited by Kaja Earthblooded on Thu Jul 18, 2019 8:36 pm, edited 5 times in total.
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Re: LC, Psi-Nullifier Commando (the 99)

Post by Kaja Earthblooded »

If you post a picture to represent Brison for me to reference then go ahead and "roll" two times on the HJ tables.

[dice]0[/dice] Training: After serving in the CS military for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

[dice]1[/dice] Black Ops: Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Re: LC, Psi-Nullifier Commando (the 99)

Post by Kaja Earthblooded »

Debts
Vincent: 120,000
Foxx: 50,000
Hardin: 60,000 in gear or 15K in cash
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Re: LC, Psi-Nullifier Commando (the 99)

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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