Seswarik, Lyn-Srial Zapper

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Seswarik, Lyn-Srial Zapper

Post by Seswarick »

Player Name: Jason
Google Handle: Jason Bahr
Character Name: Seswarik
Rank: Novice Experience: 29 Advances Left:
Race: Lyn_Srial
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 4/12(ground/air); Parry: 5; Toughness: 5; Strain: 0

Skills:
Psionics d12
Shooting d6
Fighting: d6
Tracking d4
Survival d6
Persuasion d6
Notice d6

Hindrances
Wanted CS: (Major)
Heroic (Major)
Enemy: (Major) A mid level Black Market slaver whose minions Ses defeated
Vow: (Minor) Serve and protect the Lyn-Srial home and interested
All thumbs: (Minor) –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix.
Phobia (Minor), Claustrophobia: Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance.

Edges
AB: Psionics
Major Psionic: Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
Lightning Blast: For a single ISP, the Zapper’s Lightning Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Zapper can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect).
Improved Lightning Bolt: This Edge improves the Zapper’s Lightning Bolt damage to 6d6.
Rapid Recharge: Increase ISP recovery to 1/30 mins
Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
More Power Points: Gain 5 (10) ISP
Master Psionic: Gain Mega versions of powers
Last edited by Seswarick on Tue Jul 02, 2019 6:35 pm, edited 28 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Seswarik, Lyn-Syral Zapper (under construction)

Post by Seswarick »

Powers
Arcane Background: Psionics
ISP: 40 - Recovery: 1/half hour

Telekinesis PP:5 Range: smarts Duration:3 (1/round) The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.

Barrier PP:2 Range: Smarts Duration:3 (1/round) Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Trappings; Electric Aura: On a raise the wall gains a damage field. Melee attackers and those trying to climb the wall suffer 2d4 damage.

Deflection PP:2 Range:Touch Duration:3 (1/round) With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.


Entangle PP:2-4 Range: Smarts Duration: 3(1/round) The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template. Trappings; Shock Exhaustion: A raise forces the victim to make a Vigor roll or suffer Fatigue. Electrified metal coils appear and ensnare the target(s).

Stun PP: 2 Range: 12/24/48 Duration: Instant Trappings: Bolts of energy. Spasms: Harmful powers cause temporary muscle contraction if cast with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action. Description Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like. If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.
Last edited by Seswarick on Sun Jan 27, 2019 10:14 pm, edited 10 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Seswarik, Lyn-Syral Zapper (under construction)

Post by Seswarick »

Gear
NG-33 Laser Pistol
Image
[list][*]Range: 15/30/60
[*]Damage: 2d4+1, AP 2
[*]RoF: 1
[*]Shots: 20
[*]Weight: 4 lbs
[*]Notes: Semi-Auto[/list]


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Time Twister Belt
  • Base Item: Belt with bizarre alien tech built into it.
  • Modifier: E-clip powered 2 point limitation
  • Modifier: Requires activation 1 point linitation
  • Speed level 2 Cost 5 4x Pace
  • Parry level 2 Cost 2 +2 parry
  • Deflection level 2 Cost 2 Ranged attacks suffer -2 penalty
  • Cost 30,000 credits 9d12 hours
Stromheart Signature Item
Base Item:CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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:
Minor Upgrades
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
  • +2 armor to Electric Aura when it is activated. [+5,000 credits +2d6 hours]
Major Upgrades
  • +1 die-type to Vigor when Electric Aura is activated. [+10,000, +2d6 days] (based on +1d to a trait)
  • +1 die-type to Vigor when Electric Aura is activated. [+10,000, +2d6 days] (based on +1d to a trait)
  • Add Armor Power [20,000, +3d6 days]
  • Add Dodge to device and +1 Power Point to activate cost [+40,000 +5d6 days].
Activation Cost: 2 PPE/hr
Total Value (for repair purposes): 91,100 Credits

Communications Band (TW): With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)

Magic Optic System (TW): Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)

TW Magma Blaster, Muggle Edition
When something needs blasted with the fires of Hades, the Red River Combine's patented Founder's Edition Magma Blaster does the trick with gusto! Whether in single-shot, three-round burst or full-auto, this beauty will fill the air with super-heated balls of tungsten alloy angrier than a menopausal Mt. St. Helens! Capable of firing the RRC's Low-Flo Solidifier rounds to hold your target in place with hardened steel, it comes pre-equipped with an independent energy supply. You'll be able to reach out and touch your enemies, even if you don't have a touch of magical ability!

TW Magma Blaster: Range 12/24/48; Damage 1-3d8+2; ROF 3; AP 2; Shots 50; Weight 7; SA, 3RB, +2 to hit; Trapping-Fire (magma); entangle (activated on attack); 10 PPE reservoir, usable without an AB; costs 4 PPE to load.

[dice:18p021j2]41857:0[/dice:18p021j2] x100 credits.


Credits:37,400

Contacts
Last edited by Seswarick on Thu Aug 15, 2019 6:35 pm, edited 9 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Seswarik, Lyn-Syral Zapper (under construction)

Post by Seswarick »

Background
Skyborn, as Lyn-Srial call their zappers, are very rare and celebrated. Much is expected of young skyborn and Seswarick did not disappoint, excelling at psionic disciplines and the arts of war and peace. He was also very intrigued by the stories that trade caravans brought and he dreamed of being a wandering hero like those in some of the tales. Despite this he stayed home and served in a scout patrol after finishing his training. While on patrol, not far from home his squad encountered a caravan having mechanical trouble and moved to investigate. Despite their precautions the squad fell right into a slaver trap. With the element of surprise the slavers magic and stun weapons quickly incapacitated the Lyn-Srial.
On waking Seswarick found himself and his companions in a cargo hold, bound in mystic shackles the block the wearer from using magic. It seams the slavers were ready for the bird mens magic skills but had not considered they may have a psychic. Waiting until the middle of the night wasn't easy for the young Skyborn, the cyborg guard was a sadistic brute. Freezing up hit's systems then disposing of it with it's own blade was worth it tho. The battle after he freed his fellows was brief and brutal, the karmic reflection of the previous days fight. In the aftermath a surviving merc revealed that they had indeed been hunting Lyn-Srial. Some had hired a powerful black market slaver, Mr. Gone, to do so. And Mr. Gone was not going to be happy about how it went.
Months later his patrol encountered a pair of very wounded travelers, a human his unit actually met once before and a blue woman. The man, Duncan, was hanging on to consciousness by a thread. Just before fading out he insisted the warriors send aid to Marron. Arrlon, the unit leader, couldn't leave the two wounded to die and would need most of the squad to move them to safety. So he sent his best to help the town. And if possible accompany the Legionnaires afterwards to assess their motives, intentions, and methods.
Last edited by Seswarick on Tue Dec 18, 2018 10:45 pm, edited 11 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
User avatar
Seswarick
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Posts: 156
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Re: Seswarik, Lyn-Syral Zapper (under construction)

Post by Seswarick »

Advances

Heroic Journey Rolls

Psionics [dice:2ljozm9i]41859:0[/dice:2ljozm9i] one power of any Rank from her own list or one Novice power normally unavailable.
Psionics [dice:2ljozm9i]41859:1[/dice:2ljozm9i] spend a Benny to use her Spirit in place of any other Trait roll for a round.
Psionics [dice:2ljozm9i]41859:2[/dice:2ljozm9i] Mentalist Edge.
Enchanted Items and Mystic Gadgets [dice:2ljozm9i]41859:3[/dice:2ljozm9i]
Drop 3rd and 4th rolls for Psionics 4 +10 ISP

Attributes
Agility:
Smarts:
Spirit: +1d
Strength:
Vigor:

Skills:

Advances
Initial Advances:

+1 die type to spirit
Lightning Blast

Novice 1 Advance: Improved Lightning Bolt
Novice 2 Advance: New Power: Stun
Novice 3 Advance: New Edge: Elan When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Seasoned 1 Advance: +1 Smarts die type
Seasoned 2 Advance: Master Psionic
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 Seswarick on Mon Apr 01, 2019 7:08 pm, edited 16 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Seswarik, Lyn-Syral Zapper (under construction)

Post by Seswarick »

Iconic Framework Bonuses
Arcane Background (Psionics): A Zapper begins with three powers from the list above (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
Electrical Aura: At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
Electrical Mastery: Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
EMP: Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
Lightning Bolt: The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
Major Psionics: Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
Stormwalker: The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.

ICONIC FRAMEWORK COMPLICATIONS
Cybernetics: Simply not a good option for a Zapper, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
Enemies: The Coalition considers Zappers a dire threat to their forces (being almost entirely a technological-based military), as well as (much like Dog Boys) to be proprietary to them, and thus they are to be destroyed on sight.
Static Charge: Zappers always have a slight static charge. People who touch them might get a slight shock. Small metal objects and paperclips cling to them.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: Seswarik, Lyn-Syral Zapper (Awaiting approval)

Post by Tribe of One »

Ses looks good. Just a couple of notes:
  • I think your Parry is too high. It should be 2 + 1/2 Fighting, which would put it at 5, unless there's a bonus I'm not seeing.
  • I think you've got 1 too many points in skills. Psionics is the likely offender -- it's a Smarts skill, not Spirit (a little counter-intuitive), so it would be 4 pts to take it from the d8 you get free to d12.
  • Knowledge: New West isn't a standard skill, and might be kind of a waste of points as you can get most general info with a Common Knowledge check (a Smarts roll, no skill points needed). You could cut the needed point here, and add a point to Survival (which would let you ID New West creatures) or d4 in Kn: Politics (if you want to know more than usual about New West factions).

Also, you may have an avatar picture already picked out, but I know Lyn-srial pics are hard to come by, even more so for a zapper. Here are a couple I found and cropped that might work:
thunderbird1.jpg
thunderbird1.jpg (20.82 KiB) Viewed 7770 times
thunderbird2.jpg
thunderbird2.jpg (23.04 KiB) Viewed 7770 times
GM Bennies: 7/7
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Seswarick
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Re: Seswarik, Lyn-Syral Zapper

Post by Seswarick »

Fixed the errors.

I will be expanding on his backstory some if that's ok. In particular the idea of the stormborn, I wasn't familiar with their old school lore when I first thought of the idea. With their preference for non lethality something like a zapper is not too thematic for the Lyn-Srial culturally but I've some idea on how to make it work.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Seswarik, Lyn-Srial Zapper

Post by Seswarick »

Rewards Tracker

+1 xp for battle of Marron Interlude.

+2 xp For Q3 2018
Roll on HJ table for Battle of Marron [dice:1p9cebnj]42224:0[/dice:1p9cebnj] Psionics, Rapid Recharge edge.

+1 xp for Wishing Well Interlude
+1 red bennie for same

+5 xp For Q4 2018

+1xp for Pyramid of Eb Interlude
Reward for Pyramid of Eb, Extra Power Points Edge and respec Farsight for Barrier, and Speed for Entangle

+1 xp for Keep the Forge Fire Burning Interlude

+1 xp for Safeway interlude

+4 xp For Q1 2019

+1 for Secrets seen in the smoke interlude

Reward for Running the Gauntlet battle Experience and wisdom table [dice:1p9cebnj]42224:1[/dice:1p9cebnj] [dice:1p9cebnj]42224:2[/dice:1p9cebnj] [dice:1p9cebnj]42224:3[/dice:1p9cebnj] Quick (rerolled for duplication)

+3 xp for Q2 2019

+3 xp for Q3 2019

Bonus advance Q3 2019- Extra Power Points
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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