Fritz Schumacher - Human Body Fixer - Recruit for the 99th

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Fritz
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Fritz Schumacher - Human Body Fixer - Ready for Review

Post by Fritz » Thu May 09, 2019 7:19 pm

GM EDIT, hd all those die rolls
Dice and Stuff

MARS BODY FIXER
  • Fortune & Glory (3 rolls)
  • Roll 1: 1d12 = 12: 12: [12] Two (2) Hero's Journey Rolls [Education Table]
  • Roll 2: 1d12 = 5: 5: [5] Smart & Learned: Smarts +1 DS; D6 in three (3) Smarts Skills: K/Science, Survival, Tracking
  • Roll 3: 1d12 = 7: 7: [7] Strong & Powerful: Strength +1 DS; Brawny Edge
FORTUNE & GLORY
  • Hero's Journey (2 rolls)
  • Roll 1: 1d20 = 19: 19: Education Table [19/17] +5 SP (Healing, Investigation, Knowledge Skills)
  • Roll 2: 1d20 = 15: 15: Education Table [15] Investigator Edge; Investigation d6
MARS BODY FIXER
  • Hero's Journey (3 rolls)
  • Roll 1: 1d20 = 20: 20: Training Table [20/11] Repair +1DS,+1 K/Electronics & K/Engineering
  • Roll 2: 1d20 = 20: 20: Underworld & Black Ops Table [20/3] K/Computers d8; +2 (elec security)
  • Roll 3: 1d20 = 8: 8: Education Table [8] K/Electronics d8, +1 Repair (elec machinery)
RICH EDGE
  • Hero's Journey (2 rolls)
  • Body Armor, Close Combat Weapons, Cybernetics, or Ranged Weapons
  • Roll 1: 1d20 = 2: 2: Cybernetics Table [2] Reinforced Frame (1/3)
  • Roll 2: 1d20 = 2: 2: Cybernetics Table [2] Reinforced Frame (2/3)
FILTHY RICH EDGE
  • Hero's Journey (3 rolls)
  • Body Armor, Close Combat Weapons, Cybernetics, or Ranged Weapons
  • Roll 1: 1d20 = 20: 20: Cybernetics Table [20] Load Bearing REinforcement (1/1)
  • Roll 2: 1d20 = 1: 1: Cybernetics Table [1] Extra Set of Arms (1/1)
  • Roll 3: 1d20 = 15: 15: Cybernetics Table [15] Nano-Repair System (1/1)

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Fritz
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Re: Fritz Schumacher - Recruit for the 99th

Post by Fritz » Thu May 09, 2019 7:22 pm

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Fritz Schumacher
Rank: Veteran 1 Experience: 40 Advances Left: 0
Race: Human
Iconic Framework: MARS Body Fixer
Attributes:
  • Agility d12+1,
    Smarts d12,
    Spirit d8,
    Strength d12+1,
    Vigor d10
Charisma: 0; Pace: 6 [d6]; Parry: 8 (½ Fighting +2); Toughness: 7 [ 18 (5) ] (½ Vigor+2 plus armor); Strain: 8/8 [6/6 U] [5/6 BtL]

Notice: d10 K/Common: d12+1

Skills:
  • Fighting (Ag) d12
  • Healing (Sm) d12+4
  • Investigation (Sm) d8/d8+2
  • K/Common (Sm) d12+1
  • K/Computers (Sm) d8
  • K/Cybernetics (Sm) d10
  • K/Electronics (Sm) d8+1/d8+3
  • K/Engineering (Sm) d4 - 1
  • K/Medicine (Sm) d10+2
  • K/Science (Sm) d12
  • Notice (Sm) d10/d10+2
  • Repair (Sm) d4 +1
  • Shooting (Ag) d8
  • Streetwise (Sm) d4-2/d4
  • Survival (Sm) d8
  • Tracking (Sm) d8
Hindrances
  • Overconfident (Major):
    Cyberpsychosis
    - The recent upgrades have created a near Jekyl/Hyde situation.

    There’s nothing out there that Fritz can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.

    Once Fritz overcomes his Pacifist Hindrance in battle, he becomes agressively commited. It would almost seem like someone combined the Juicer's adrenals to Fritz's Strength and Agility Cyberentics.
  • Pacifist (Major):
    Pacified
    Major Pacifists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures.

    Fritz never cared much for fighting. Those who installed his cyber thought that they could cure him of that by installing combat grade augmentations for Strength, Agility, Fighting, and Shooting.
  • Cautious (Minor):
    Full Inspection
    Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.

  • Vow (Minor):
    Hippocratic Oath
    it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.

Edges
  • Healers: +2 to all Healing rolls
  • Brawny: +1 Toughness; Carry 8 times Strength
  • Investigator: +2 to Investigation/Streetwise; Notice for evidence searching.
  • Hard to Kill: Ignore 1 point of Wound penalties.
  • Nerves of Steel: Ignore Wound penalties for Incapacitation or death.
  • Upgradeable: 6 add'l Strain worth of Cybernetics
  • Beyond the Limit: 6 add'l Strain worth of Cybernetics; Cyberpsychosis (Hindrance)
  • New Edge: brief description
Cybernetics
[*]Reinforced Frame - (2/3) - Strain: 2
OOC Comments
2 of 6 Strain from Upgradeable
Each application is +2 Toughness. (Strain 1; 150,000 credits; [Hero's Journey x2])
[*]Load Bearing Reinforcement - (1/1) - Strain: 1
OOC Comments
1 of 6 Strain from Upgradeable
Fritz's overall frame is enhanced to permit a much higher (Strength ×8) Load Limit. He already has Brawny, and his limit is Strength ×10. (Strain 1; 120,000 credits; [Hero's Journey])
[*]Extra Set of Arms - (1/1) - Strain: 3
OOC Comments
3 of 6 Strain from Upgradeable
The Extra Set of Arms upgrade gives Fritz one additional non-movement
action, with no multi-action penalty. (Strain 3; 250,000 credits; [Hero's Journey])
[*]Nano-Repair System - (1/1) - Strain: 2
OOC Comments
2 of 6 Strain from Beyond the Limit
This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out.
They also grant a 50% chance to reject any poison or disease in the system (though
Internal Life Support negates the need for this). (Strain 2; 250,000 credits; [Hero's Journey])
[*]Core Electronics Package - (1/1) - Strain: 1
OOC Comments
1 of 6 Strain from Beyond the Limit
This set of electronic and data systems grants the following—
a mini-computer;
a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls;
a radio with a 20-mile range. (Strain 1; 22,000 credits; [22,000 cr])
[*]Secret Thigh Compartments - (2/U) - Strain: 2
OOC Comments
2 of 6 Strain from Beyond the Limit
Each such compartment can hold three grenades or a decent-sized pistol. Notice checks are made at −4 to find such a compartment, unless the searcher is very familiar with cyborgs, in which case there is no penalty. (Strain 1; 2,500 credits; [5,000 cr])
[*]Bionic Strength Augmentation - (4/U) - Strain: 1
OOC Comments
4 of 8 of Fritz's Strain
Raise Fritz's Strength +1 DS for each application. Each step past d12 adds a +1. (Strain 1; 9,000 cr; [36,000 cr])
[*]Cyber Wired Reflexes - (4/U) - Strain: 1
OOC Comments
4 of 8 of Fritz's Strain
Raise Fritz's Agility +1 DS for each application. Each step past d12 adds a +1. (Strain 1; 12,000 cr; [48,000 cr])

[*]Name - (how many times selected, i.e. 1) - Strain: 0
OOC Comments
[*] Abilities and bonuses

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Fritz
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Re: Fritz Schumacher - Recruit for the 99th

Post by Fritz » Thu May 09, 2019 7:23 pm

Background

One of the CS Lone Star's premier specialists in Cybernetics, Doctor Fritz Schumacher had a very solid reputation for fine and flawless work. CS soldiers would come from conflict and confrontation, maimed, dismembered, and in discouragement and dispair. Fritz did his duty getting men and women back into the field. Cybernetics and Bionics were the means for preserving humanity and his pacificist way of life.

Then the inevitable happened. Fritz was assigned to be the attending surgeon on a mission away from the CS Lone Star base. Fritz did everything he possibly could to trade out or get reassigned before departure. It was not where he belonged, on the front lines, and he knew it. Seems that CS command had other thoughts on the matter or was testing his commitment to the cause.

Damnit he was a Doctor not some Wilderness Scout. Fritz had no idea where they were. He remembered the mission briefing about vampires and so such, which probably mean they were in the southwest somewhere, but pinpointing that location after the event, next to impossible.


What Was In the Past _
Born into a long lineage of drivers and pilots, Fritz never really had the aptitude to handle the family business. He however was incredibly smart and worked his way into being a top doctor in cybernetics and medicine. Having mastered medicine and cybernetics, he began studying the emergent species of North America.

As part of a Legion sponsored RET (Research and Exploration Team) he was out in a rural part of the country when he suffered an accident, that nearly ended his life. The other team members were busy collecting and gathering and Fritz decided to move their mobile command center a couple hundred meters north. The location had been already scouted out and the relocation should have been very routine and uneventful.

Fritz and operating vehicles do not mix. Later reports on the incident would question how the RET's command and research lab ended up in a ravine over two kilometers away. The only person in the vehicle was Fritz and he was so banged up from the ordeal of rolling down the river and into a canyon, that the RET called into Legion HQ and requested an immediate Evaq via Ley Lines.

Not many options were available, but thanks to Fritz's previous work in medicine and cybernetics, Fritz Schumacher was able to join the living, in his own bionic suit. Loss of tissue and bone and the reconstructive process meant that it was easier for the Legion medical staff to put the surviving organs in a bionic body and wire the good doctor in.

Schumacher's situation has made it a permenant requirement for assignments, that there be designated operators and drivers for any vehicle he might be in. Even with skill softs and extensive training, Fritz cannot manage to even ride a tricycle by himself.
OOC Comments
So he was assigned to the 14th and was subsequently tbelieved lost when the unit failed to make contact with Castle Refuge.

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Fritz
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Re: Fritz Schumacher - Recruit for the 99th

Post by Fritz » Thu May 09, 2019 7:23 pm

Gear

SFD Huntsman Lightweight Personal Armor
  • +5 Armor
    +1 Toughness
    Strength Minimum: d6
    Environmental Protection: No
    Weight: 16 lbs
Wilk’s 227 Pulse Pistol
Image
  • Range: 18/36/72
    Damage: 2d6+1, AP 2
    RoF: 2
    Shots: 24
    Weight: 3 lbs
    Notes: Semi-Auto, 3RB

NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    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
Bio-Analysis Kit
Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use; anyone with Knowledge (Science) gains a +1 using this system, or a +2 if they specialize in Chemistry or Biology. (5 lb)
Dosimeter
Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. As well, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range category band of 5/10/20. (1 lb)
Trauma Kit
A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. (3 lb)

Item
  • Info
Credits:
  • Cyber Wired Reflexes (3 x 12,000) [36,,000] = (15,000 cr)
  • Bionic Strength Augmentation (3 x 9000)[27,000] = (51,000 cr)
  • Secret Compartments (2 x 2500) [5000] = (78,000 cr)
  • Core Electronics Package [22,000] = (83,000)
  • 99th New Character Credits [100,000] = (105,000 cr)
  • Cyber Wired Reflexes (1 x 12,000) [12,000] = (5,000 cr)
  • Bionic Strength Augmentation (1 x 9000)[9000] = (17,000 cr)
  • Rich/Filthy Rich [25,000] = (26,000 cr)
  • Starting Credits 4d6 = 10: 3, 3, 1, 3 | [10] x 100 [1000] = (1000 cr)
Contacts

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Fritz
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Re: Fritz Schumacher - Recruit for the 99th

Post by Fritz » Thu May 09, 2019 7:24 pm

Advances
  • Agility d4 --> +1 DS (N1) d6 --> +4 DS (Cyber) d12+1
  • Smarts d4 --> d8 (2) --> +1 DS (MARS) d10 --> +1 DS (F&G) d12
  • Spirit d4 --> d6 (1) --> +1 DS (S1) d8
  • Strength d4 --> +1 DS (F&G) d6 --> +4 DS (Cyber) d12+1
  • Vigor d4 --> d8 (2) --> +1 DS (V1) d10
  • Skills
    Complete Skill List:
    • Fighting (Ag) --> d12 (4)
    • Healing (Sm) d8 (MARS) --> +2 SP (HJ) d12 --> +2 (Scholar) d12+2 --> +2 (Healers Edge) d12+4
    • Investigation (Sm) d6 (HJ) --> +1 SP (HJ) d8 --> +2 (Investigator)
    • K/Common (Sm)
    • K/Computers (Sm) d8 (HJ)
    • K/Cybernetics (Sm) d6 (MARS) --> +1 SP (HJ) d8 --> +1 DS (1) d10
    • K/Electronics (Sm) d8 (HJ) --> +1 (HJ) d8+1 --> +2 (Sit HJ) d8 +1/+3
    • K/Engineering (Sm) +1 (HJ) --> d4 - 1
    • K/Medicine (Sm) d6 (MARS) --> +1 SP (HJ) d8 --> +1 DS (1) d10 --> +2 (Scholar) d10+2
    • K/Science (Sm) d6 (F&G) --> +3 DS (3) d12
    • Notice (Sm) --> d10 (4)
    • Repair (Sm) --> +1 DS (HJ) d4 --> +1 (HJ) d4 +1
    • Shooting (Ag) --> d8 (3)
    • Streetwise (Sm) -->+2 (Investigator) d4
    • Survival (Sm) d6 (F&G) --> +1 DS (S4) d8
    • Tracking (Sm) d6 (F&G) --> +1 DS (S4) d8
    SWADE Skills List
    • Academics (Sm)
      Athletics (Ag) d4
      Battle (Sm)
      Boating (Ag)
      Common Knowledge (Sm) d4
      Driving (Ag)
      Electronics (Sm) (used for sensors and such)
      Faith (Sp)
      Fighting (Ag)
      Focus (Sp)
      Gambling (Sm)
      Hacking (Sm)
      Healing (Sm)
      Intimidation (Sp)
      Language (Sm)
      Notice (Sm) d4
      Occult (Sm)
      Performance (Sp)
      Persuasion (Sp) d4
      Piloting (Ag)
      Psionics (Sm)
      Repair (Sm)
      Research (Sm)
      Riding (Ag)
      Science (Sm)
      Shooting (Ag)
      Spellcasting (Sm)
      Stealth (Ag) d4
      Survival (Sm)
      Taunt (Sp)
      Thievery (Ag)
      Wierd Science (Sm)
    OOC Comments
    K/Arcana (Sm)
    K/Computers (Sm)
    K/Cybernetics (Sm)
    K/Demolitions (Sm)
    K/Engineering (Sm)
    K/History (Sm)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    Mysticism (Sp)

Iconic Framework MARS Body Fixer
  • Select a M.A.R.S. Package
  • 3 rolls on M.A.R.S. Fortune & Glory Table
  • 3 rolls on any Hero's Journey Tables
  • 5 Attribute Points; 15 Skill Points; 20 Experience Points/4 Advances
  • Add 1DT to Smarts
  • Healing d8, K/Cybernetics d6, and K/Medicine d6
  • Healers Edge
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll Result [7]
  • Description: Strong & Powerful: Strength +1 DS; Brawny Edge
Fortune and Glory
  • Roll Result [5]
  • Description: Smart & Learned: Smarts +1 DS; D6 in three (3) Smarts Skills: K/Science, Survival, Tracking
Fortune and Glory
  • Roll Result [12]
  • Description: Two (2) Hero's Journey Rolls [Education Table]
    • Education Table [19/17] +5 SP (Healing +2 DS, Investigation +1DS, K/Cybernetics +1DS, K/Medicine +1DS)
    • Education Table [15] Investigator Edge; Investigation d6

Hero’s Journey
    • Training Table
      Roll Result: [20/11]
      Description: Repair +1DS,+1 K/Electronics & K/Engineering
    • Underworld & Black Ops Table
      Roll Result: [20/3]
      Description: K/Computers d8; +2 (elec security)
    • Education Table
      Roll Result: [8]
      Description: K/Electronics d8, +1 Repair (elec machinery)
RICH EDGE
  • Hero's Journey (2 rolls)
  • Body Armor, Close Combat Weapons, Cybernetics, or Ranged Weapons
  • Roll 1: Cybernetics Table [2] Reinforced Frame (1/3)
  • Roll 2: Cybernetics Table [2] Reinforced Frame (2/3)
FILTHY RICH EDGE
  • Hero's Journey (3 rolls)
  • Body Armor, Close Combat Weapons, Cybernetics, or Ranged Weapons
  • Roll 1: Cybernetics Table [20] Load Bearing Reinforcement (1/1)
  • Roll 2: Cybernetics Table [1] Extra Set of Arms (1/1)
  • Roll 3: Cybernetics Table [15] Nano-Repair System (1/1)
  • Table
  • Roll result
  • Description
Advances
  • Initial Advances: (From Hindrances):
    • Upgradeable Edge
    • Rich Edge
  • Free Edge (Human): Beyond the Limit Edge
  • Cybernetic Modifications
  • Novice 1 Advance: INC Agility 1 DS (d6)
  • Novice 2 Advance: Filthy Rich Edge
  • Novice 3 Advance: Scholar Edge (Healing, K/Medicine)
  • Seasoned 1 Advance: INC Spirit 1 DS (d8)
  • Seasoned 2 Advance: Hard to Kill Edge
  • Seasoned 3 Advance: Nerves of Steel Edge
  • Seasoned 4 Advance: INC Survival/Tracking 1DS (d8/d8)
  • Veteran 1 Advance: INC Vigor 1 DS (d8)
  • 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:

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Fritz
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Fritz Schumacher - Concept Worksheet

Post by Fritz » Thu May 09, 2019 7:30 pm

Character Concept
NOTES ON CHARACTER CONCEPT:
Full Conversion Borg: Yes
Combat Cyborg: Partial in Frame but not Combat Abilities.
Get more from MARS skill wise


M.A.R.S.
The Package

Code: Select all

[list]
[*] Select a M.A.R.S. Package
[*] 3 rolls on M.A.R.S. Fortune & Glory Table
[*] 3 rolls on any Hero's Journey Tables
[*] 5 Attribute Points; 15 Skill Points; 20 Experience Points/4 Advances
[/list]
  • Body Fixer
    • Code: Select all

      [*] Add 1DT to Smarts
      [*] Healing d8, K/Cybernetics d6, and K/Medicine d6
      [*] Healers Edge
  • Cybernetic Techno-Warrior
    • Code: Select all

      [*] Upgradeable Edge
      [*] 6 Total Strain
  • Personal Concept Option
    • Code: Select all

      [*] +5 Skill Points
      [*] Two Edges (ignor Rank Requirement)
      [*] 1 add'l roll M.A.R.S. Fortune & Glory Table
  • Rogue Scholar
    • Code: Select all

      [*] +5 Skill Points
      [*] Two Knowledge Skills @ d8; Scholar Edge
      [*] Investigation d8, Streetwise d8, Investigator Edge
Iconic Framework
  • Combat Cyborg
    ATTRIBUTES
    [*] Agility: d10, with no Trait maximum
    [*] Strength: d12+2, with no Trait maximum.
    [*] Vigor: d12, with no Trait maximum.

    EDGES AND ABILITIES
    [*] Bionic Augmentation: Combat Cyborgs have no attribute maximum with Strength, Agility, and Vigor.
    [*] Cybernetic Enhancements: ‘Borgs have these cybernetic systems (already factored into starting stats): Armor Plating (1), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber- Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (TLPG p. 100).
    High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.
    [*] M.D.C. Armor: Cyborg construction provides +8 M.D.C. Armor and +3 Toughness, which can be improved with additional cybernetics but does not stack with worn armor, use the higher value.
    [*] More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease.
    [*] Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size.
    [*] Upgradable: ’Borgs start with the Upgradable Edge.
    [*] Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.

    DRAWBACKS
    [*] All Those Moving Parts: Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
    [*] Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
    [*] Heavy: Combat cyborgs are extra-heavy making it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
    Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.
    [*] Loss of Dexterity: A Combat Cyborg’s systems are designed for combat excellence, not delicate work or even common use. A ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
    [*] Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
    [*] Shadow of Themselves: ‘Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
    [*] Spiritually Numb: Combat Cyborgs can’t take Arcane Background.
    [*] Total Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
Edges
Development
  • Upgradeable (Novice) (Background Edge) [Hindrance Advance]
  • Beyond the Limit (Veteran) (Iconic Edge) [Human Free Edge]
  • Rich (Novice) (Background Edge) [Hindrance Advance]
  • Filthy Rich (Novice) (Background Edge) [Novice 2]
  • Healers (Novice, Spirit d8+) (Weird Edge) [MARS Package]
  • Investigator (Novice, Smarts d8, Investigation d8, Streetwise d8) (Professional Edge) [Hero's Journey]
  • Scholar (Novice, K/Science d8) (Professional Edge)
Future
  • Woodsman
  • Linguist
Skills
  • (15 Standard)
  • Fighting (Ag)
  • Healing (Sm) d8 (MARS) +2 DS (HJ) d12
  • Investigation (Sm) d6 (HJ) +1 DS (HJ) d8
  • K/Common (Sm)
  • K/Cumputers (Sm) d8 (HJ)
  • K/Cybernetics (Sm) d6 (MARS) +1 DS (HJ) d8 +1 DS (1) d10
  • K/Electronics (Sm) d8 (HJ) +1 (HJ) (+1) +2 (Sit HJ) (+1/+3)
  • K/Engineering (Sm) +1 (HJ) (+1)
  • K/Medicine (Sm) d6 (MARS) +1 DS (HJ) d8 +1 DS (1) d10
  • K/Science (Sm) d6 (F&G) +3 DS (3) d12
  • Notice (Sm)
  • Repair (Sm) +1 DS (HJ) +1 (HJ)
  • Shooting (Ag)
  • Survival (Sm) d6 (F&G)
  • Tracking (Sm) d6 (F&G)
Fortune & Glory Table Rolls
  • Two (2) Hero's Journey Rolls
  • Smart & Learned
  • Strong & Powerful
Human Free Edge
  • Beyond the Limit
Attributes
  • (5 Standard)
  • Agility d4 --> +1 DS (N1) d6
  • Smarts d4 --> d10 (3) +1 DS (MARS) d12 +1 DS (F&G) d12+1
  • Spirit d4 --> d6 (1) +1 DS (S1) d8
  • Strength d4
  • Vigor d4 --> d6 (1) +1 DS (V1) d8
Hero's Journey Tables
    • Education [15-16] (Investigator)
    • Education [17-18] Add'l 5 SP (Healing +2 DS, Investigation +1 DS, K/Cybernetics +1 DS, K/Medicine +1 DS)
  • Education [8] (K/Electronics d8, +1 Repair)
  • Training [15-16] (Repair +1 DS, K/Electronics +1, K/Engineering +1)
  • Underworld & Black Ops [3-4] (K/Computers d8, K/Computers +2 - Electronic Security)

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Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Ndreare » Sun May 19, 2019 6:44 pm

Thanks for cleaning him up.

Looks like you missed it in the character creation guidelines for this game. Bloodthirsty is on the banned list of hindrances, the characters are heroes heroes.

I will keep on reading from there, but thought you should be told as soon as I saw it.
A ton of signature information
The 99's Game Master Bennies 10, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks

Nightbane Game Master Bennies 7, Mission to interrupt production of Super Zero
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Ndreare
Savage Siri
Posts: 3181
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Ndreare » Sun May 19, 2019 7:00 pm

Note,
Upgradable and Beyond the Limit increase your maximum strain by 6 each. But they do not actually grant those Cybernetics. For that you would either have to use the starting cash granted, the Rich edge for Cybernetic rolls, or the Upgrade edge which gets you an upgrade of choice without detailing its source.

Your rich edge grants 5 cybernetics. But it looks like you have 16.

What is the source of the other 11 Cybernetic enhancements?
A ton of signature information
The 99's Game Master Bennies 10, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks

Nightbane Game Master Bennies 7, Mission to interrupt production of Super Zero
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Fritz
Posts: 44
Joined: Sat May 18, 2019 3:59 pm

Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Fritz » Sun May 19, 2019 9:09 pm

RFT wrote:
Sun May 19, 2019 6:44 pm
Thanks for cleaning him up.

Looks like you missed it in the character creation guidelines for this game. Bloodthirsty is on the banned list of hindrances, the characters are heroes heroes.

I will keep on reading from there, but thought you should be told as soon as I saw it.
Will change it. Thought I saw something about Bloodthirsty and forgot to ask.

User avatar
Fritz
Posts: 44
Joined: Sat May 18, 2019 3:59 pm

Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Fritz » Sun May 19, 2019 9:18 pm

RFT wrote:
Sun May 19, 2019 7:00 pm
Note,
Upgradable and Beyond the Limit increase your maximum strain by 6 each. But they do not actually grant those Cybernetics. For that you would either have to use the starting cash granted, the Rich edge for Cybernetic rolls, or the Upgrade edge which gets you an upgrade of choice without detailing its source.

Your rich edge grants 5 cybernetics. But it looks like you have 16.

What is the source of the other 11 Cybernetic enhancements?
Right. The Cybernetics are not Granted by the Edges. I noted where the strain for the Cybernetics was being applied (Edges or Personal Strain).

The other 11 Cybernetics were all purchased using credits. See the expense ledger in the Gear section. (100K for Veteran 1 - 25K for Rich/Filthy Rich - 4K for Starting Credits)

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Ndreare
Savage Siri
Posts: 3181
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
Contact:

Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Ndreare » Mon May 20, 2019 9:54 am

Fritz wrote:
Sun May 19, 2019 9:09 pm
Will change it. Thought I saw something about Bloodthirsty and forgot to ask.
Cool, just for reference here is a copy and paste of the restrictions.
OOC Comments
  1. The game will be played with my own table rules.
  2. No die rolls during character creation (pick your HJ and MARS rolls)
  3. No vampire like or psi-stalker characters
  4. No vengeful, bloodthirsty or mean character
  5. Custom races heavily restricted
  6. House rules/edges heavily restricted.
Fritz wrote:
Sun May 19, 2019 9:18 pm
Right. The Cybernetics are not Granted by the Edges. I noted where the strain for the Cybernetics was being applied (Edges or Personal Strain).

The other 11 Cybernetics were all purchased using credits. See the expense ledger in the Gear section. (100K for Veteran 1 - 25K for Rich/Filthy Rich - 4K for Starting Credits)
Great, I totally missed that.



The only other thing I saw was the Smarts d12+1 from MARS F&G
The order of operations in Savage Rifts is as follows in OOC. So your F&G roll would raise you smarts before spending the points. The points then would be spent and they are not able to raise an attribute over d12 for humans. This gives you an additional attribute point (may not be needed, but he has it).

TLPG pg. 11 and 12
  1. Race
  2. Iconic Framework
  3. MARS Rolls & HJ Rolls
  4. Spend 5 Attribute points
  5. Spend Skill points
  6. Hindrances
  7. Spend Hindrance Points
A ton of signature information
The 99's Game Master Bennies 10, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks

Nightbane Game Master Bennies 7, Mission to interrupt production of Super Zero
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Fritz
Posts: 44
Joined: Sat May 18, 2019 3:59 pm

Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Fritz » Mon May 20, 2019 2:12 pm

RFT wrote:
Mon May 20, 2019 9:54 am
Fritz wrote:
Sun May 19, 2019 9:09 pm
Will change it. Thought I saw something about Bloodthirsty and forgot to ask.
Cool, just for reference here is a copy and paste of the restrictions.
OOC Comments
  1. The game will be played with my own table rules.
  2. No die rolls during character creation (pick your HJ and MARS rolls)
  3. No vampire like or psi-stalker characters
  4. No vengeful, bloodthirsty or mean character
  5. Custom races heavily restricted
  6. House rules/edges heavily restricted.
Overconfident (Major):
Cyberpsychosis
- The recent upgrades have created a near Jekyl/Hyde situation.

There’s nothing out there that Fritz can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.

Once Fritz overcomes his Pacifist Hindrance in battle, he becomes agressively commited. It would almost seem like someone combined the Juicer's adrenals to Fritz's Strength and Agility Cyberentics.
RFT wrote:
Mon May 20, 2019 9:54 am
OOC Comments
Fritz wrote:
Sun May 19, 2019 9:18 pm
Right. The Cybernetics are not Granted by the Edges. I noted where the strain for the Cybernetics was being applied (Edges or Personal Strain).

The other 11 Cybernetics were all purchased using credits. See the expense ledger in the Gear section. (100K for Veteran 1 - 25K for Rich/Filthy Rich - 4K for Starting Credits)
Great, I totally missed that.


The only other thing I saw was the Smarts d12+1 from MARS F&G
The order of operations in Savage Rifts is as follows in OOC. So your F&G roll would raise you smarts before spending the points. The points then would be spent and they are not able to raise an attribute over d12 for humans. This gives you an additional attribute point (may not be needed, but he has it).

TLPG pg. 11 and 12
  1. Race
  2. Iconic Framework
  3. MARS Rolls & HJ Rolls
  4. Spend 5 Attribute points
  5. Spend Skill points
  6. Hindrances
  7. Spend Hindrance Points
Noted and will roll the 1 Attribute Point into Vigor

User avatar
Ndreare
Savage Siri
Posts: 3181
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Ndreare » Tue May 21, 2019 7:13 am

Sounds great.

Thanks, for the fast responces.
A ton of signature information
The 99's Game Master Bennies 10, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks

Nightbane Game Master Bennies 7, Mission to interrupt production of Super Zero
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Fritz
Posts: 44
Joined: Sat May 18, 2019 3:59 pm

Re: Fritz Schumacher - Human Body Fixer - Recruit for the 99th

Post by Fritz » Tue May 21, 2019 7:16 am

RFT wrote:
Tue May 21, 2019 7:13 am
Sounds great.

Thanks, for the fast responces.
Thanks for your patience.

User avatar
Fritz
Posts: 44
Joined: Sat May 18, 2019 3:59 pm

Fritz Schumacher - XP & EP

Post by Fritz » Tue Jul 02, 2019 10:03 am

XP & EP Tracker
  • 2019Q2 4 XP (44) | 1.30 PPW | 1 EP

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