Ozzati - Trimadore Techno-Wizard

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Ozzati
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Ozzati - Trimadore Techno-Wizard

Post by Ozzati »

Dice and Stuff

Hero's Journey (5 rolls)
  • Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism (3 rolls)
  • Roll 1: [dice:a9xmpo68]50731:4[/dice:a9xmpo68] / 8 : Education Table
  • Roll 2: [dice:a9xmpo68]50731:1[/dice:a9xmpo68] / 16 : Enchanted Items & Mystic Gadgets Table
  • Roll 3: [dice:a9xmpo68]50731:2[/dice:a9xmpo68]: Magic & Mysticism Table
  • Any Table (2 rolls)
  • NO Psionics
  • Roll 4: [dice:a9xmpo68]50731:3[/dice:a9xmpo68]: Education Table
  • Roll 5: [dice:a9xmpo68]50731:7[/dice:a9xmpo68]: Experience & Wisdom Table
Credits: [dice:a9xmpo68]50731:0[/dice:a9xmpo68] x 1000
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Character Sheet

Post by Ozzati »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Ozzati
Rank: Novice 2 _Experience: 10 _Advances Left: 0
Race: Trimadore
Iconic Framework: Techno-Wizard
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6 (d8), Vigor d6
Charisma: 0; Pace: 6 (16); Parry: 6 (½ Fighting +2); Toughness: 5 [5 / 12] (½ Vigor+2 plus armor); Strain: 0

Notice: d8 _K/Common: d8

Skills:
  • Fighting (Ag) d8
  • K/Arcana (Sm) d8
  • K/Computers (Sm) d8
  • K/Cybernetics (Sm) d6
  • K/Electronics (Sm) (used for sensors and such) d8
  • K/Engineering (Sm) d8
  • K/Science (Sm) d6
  • Notice (Sm) d8
  • Repair (Sm) d10
  • Shooting (Ag) d6
  • Streetwise (Sm) d6
  • Techno-Wizardry (Sm) d10
Hindrances
  • Distinctive D-Bee: -4 Charisma w/ Coalition.
  • Non-Standard Physiology: -2 to checks for operating gear not retrofitted for him.
  • Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation - including those serving the Tomorrow Legion - are also deemed enemies of the state there.
  • Gearhead Geek (Quirk - Minor): The Techno-Wizard relationship with technology and machinery results in odd behaviors. Ozzati sings to rocks and stones.
  • Overconfident (Major): Influence of Stone. Ageless. Immovable. Like a Rock.
  • Delusional (Minor): Sure there is magic but the supernatural, yeah right. The only thing super around here is my tech and that's magical as well.
  • Phobia (Minor): [TRYPOPHOBIA] At first believed to be a fear of slugs, Oz is really paranoid about tentacles.
  • Hindrance (Minor): brief description
Edges
  • Mr. Fix It: The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something.
  • Arcane Background (Techno-Wizardry):: 15 PPE, Armor, Smite, Speed
  • Arcane Machinist: Gadegeteer Edge (variant), As an action create a gadget using any powers available to Techno-Wizards, use 1/2 smarts die per session (4)
  • Machine Maestro: Interface w/ any electronic or mechanical device by touch.
  • Master of Magic: ALL powers now have a MEGA variant as well.
  • power Points: +5 PPE
  • New Edge:
  • New Edge:
Cybernetics None _
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Last edited by Ozzati on Mon Apr 08, 2019 12:56 pm, edited 2 times in total.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Trimadore Techno-Wizard

Post by Ozzati »

Background

Ozzati is a Lithomancer. A Stone Shaper. A Rock Singer. He speaks to the stones and the stones respond. Due to much confusion in classification he has been lumped in with the Techno-Wizards.

Old News. Irrelevant
Ozzati is ARCIE-3's attempt at summoning a rift, digitally. Ozzati is originally from a pre-Rifts video game, World of Warcraft, and the land of Azeroth in that game. Amazing what AI can do in their free time.

Regardless, the summoning was a success but ARCHIE has been unable to replicate the process. Must be something in the alogorithms.

Ozzati got bored of hanging around in the bunker that houses ARCHIE. Collecting scrap and spare parts and looking over digital maps, he determined to set out for Castle Refuge and the Tomorrow Legion.
Ozzati's Racial Background
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Trimadore Techno-Wizard

Post by Ozzati »

Gear

Combat Mage Armor (TW)
  • [*]+7 (+3) Armor
    [*]Strength Inc 1 die type
    [*]Environment Protection: Full
    [*]Helmet: darksight & farsight
    [*]1 Power Point per hour to function
    [*]Weight: 9 (36) lb


Adventure Survival Armor (TW)
  • [*]+4 Armor
    [*]Strength Minimum: N/A
    [*]Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
    [*]Weight: 5 lb


TK Revolver
  • Range: 12/24/48
  • Damage: 2d6+2
  • RoF: 1
  • AP: 4
  • Shots: 6
  • Weight: 4 lbs
  • Cost: 10,000
  • Notes: Revolver, can “fan the hammer” (Rapid Attack).
  • Add one TW Minor Upgrade: TRAPPING (Sound)
    • Calving Stone
    • Deafen: A Shaken or better from damage results in a -2 penalty to hearing-based Notice rolls for the target until they recover from being Shaken.
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)
contents _
  • 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.
Took Kit

#Spulgorth Forearm Plasma Blaster (Range 30/60/120, Damage 3d10, RoF 1, Mega Damage, Shots 20, Does not need to be drawn, Requires Size 2+, unique E-Clip means once ammo is spent, must be recharged from a Spulgorth Barge) (4,000 Salvage)

Item (Armor)
  • 2 PPE
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings: (Unyeilding Stone): The crest of the Tomorrow Legion done in a bas relief.
    Castle Refuge Insignia.jpg
    Castle Refuge Insignia.jpg (72.04 KiB) Viewed 7465 times
Item
  • Info
Item
  • Info
Item
  • Info
Item
  • Info
Item
  • Info
Credits:
  • Starting Credits: 6,000 cr (2d4 x 1,000 credits.)
Contacts
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Advances

Post by Ozzati »

Advances

Attributes
  • Agility d4 --> d6 (1) --> d8 (initial advance),
  • Smarts d4 --> d8 (2),
  • Spirit d4 --> d6 (N1),
  • Strength d4 --> d6 (1),
  • Vigor d4 --> d6 (1)
Skills
Complete Skill List:
  • Fighting (Ag) --> d8 (3)
    Gambling (Sm)
    Investigation (Sm)
    K/Arcana (Sm) d6 (IF) --> d8 (1)
    K/Computers (Sm) d8 (HJ)
    K/Cybernetics (Sm) d6 (Race)
    K/Electronics (Sm) (used for sensors and such) d8 (HJ)
    K/Engineering (Sm) d6 (IF) --> d8 (1)
    K/Science (Sm) d6 (IF)
    Notice (Sm) --> d8 (3)
    Piloting (Ag)
    Repair (Sm) d6 (IF) --> d10 (3)
    Shooting (Ag) --> d4 (1) --> d6 (N2)
    Streetwise (Sm) --> d4 (1) --> d6 (N2)
    Survival (Sm)
    Throwing (Ag)
    Tracking (Sm)
    Techno-Wizardry (Sm) d8 (IF) --> d10 (2)
OOC Comments
Boating (Ag)
Climbing (St)
Driving (Ag)
Focus (Sp)
Healing (Sm)
Intimidation (Sp)
K/Demolitions (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm)
Lockpicking (Ag)
Mysticism (Sp)
Persuasion (Sp)
Riding (Ag)
Stealth (Ag)
Taunt (Sm)


Iconic Framework Techno-Wizard (TLPG 42-43)
Abilities and Bonuses
  • Arcane Background (Techno-Wizardry):
    Three (3) Starting Powers, 15 PPE, Techno-Wizardry (Sm) d8
  • Arcane Machinist:
    Gadegeteer Edge (variant), As an action create a gadget using any powers available to Techno-Wizards, use 1/2 smarts die per session (4)
  • Machine Maestro:
    Interface w/ any electronic or mechanical device by touch.
  • Required Knowledge:
    K/Arcana, K/Engineering, K/Science, and Repair - begin at a d6 each
Complications
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 108).
  • Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon’s authority in the True Federation - including those serving the Tomorrow Legion - are also deemed enemies of the state there.
  • Gearhead Geek (Quirk): The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.

Racial Traits Trimadore (TLPG 63)
Abilities and Bonuses
  • Long Arms: Reach of 1.
  • Mechanical Savant: Mr. Fix It Edge.
  • Technically Savvy: Repair d6, K/Cybernetics d6.
Complications
  • Distinctive D-Bee: -4 Charisma w/ Coalition.
  • Non-Standard Physiology: -2 to checks for operating gear not retrofitted for him.

Hero’s Journey
  • Education Table
  • Roll result [19/8]
  • Description:
    The principles of technology are vital to building a future out of thecatastrophes of the past. Ozzati has the ncessary foundation to be a part of that with a d8 in K/Electronics. He aslo gains +1 on any Repair rolls with electronic machinery.
  • Enchanted Items & Mystic Gadgets Table
  • Roll result [20/16]
  • Description:
    Ozzati has a rare and coveted suit of TW Combat Mage Armor, which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic.
  • Magic & Mysticism Table
  • Roll result [17]
  • Description:
    Born to fight the toughest threats, Ozzati's combat spells are inherently potent. All of his damage-dealing spells do Mega-Damage, and ones which normally do Mega-Damage gain +5AP.
  • Education Table
  • Roll result [13]
  • Description:
    Ozzati's innate understanding of computers makes him one of the most valuable people in the world, whether most folks understand that or not. He gains K/Computers at d8, as well as +2 when dealing with electronic security.
  • Experience & Wisdom Table
  • Roll result [15]
  • Description:
    Life on the road, in the wilderness, and wandering the streets of the cities that remain gave [you character] special insight and some key experience with a particular calling. Ozzati has one Professional Edge (Master of Magic), ignoring requirements, [subject to the GMs approval and it making at least some kind of sense.]
Advances
  • Initial Advances: (From Hindrances):
    • Inc Agility 1 die step (d8)
    • Power Points Edge (+5, Total 20 PPE)
  • Novice 1 Advance: Inc Spirit 1 die step (d6)
  • Novice 2 Advance: Inc Shooting/Streetwise 1 die step (d6)
  • Novice 3 Advance: Future Advance - New Power Edge:
  • Seasoned 1 Advance: Future Advance - Power Points Edge (+5, Total 25 PPE)
  • Seasoned 2 Advance: Future Advance - New Power Edge:
  • Seasoned 3 Advance: Future Advance - Inc Smarts 1 die step (d10)
  • Seasoned 4 Advance: Future Advance - Inc K/Science/Shooting 1 die step (d8)
  • 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:
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Ozzati - Powers

Post by Ozzati »

Powers
3 Bennies _
Beginning 3
Track expenditures here
ISP/PPE: 20/20
Recovery: 1 per hour
Adventure Card:

Powers List _
  • Novice: armor, blind, bolt, boost/lower trait, burrow, burst, confusion, darksight, deflection, detect/conceal arcana, entangle, environmental protection, healing, light/obscure, smite, speak language, speed, stun, succor, wall walker
  • Seasoned: barrier, blast, clairvoyance, damage field, dispel, farsight, havoc, invisibility, pummel, quickness, slumber, telekinesis, teleport, warrior's gift
  • Veteran: fly
  • Heroic: drain Power Points, intangibility,


Flavor Text Here (Armor; 2 PPE) [Novice]
Mega/Temporal: NO
Range: Touch
Duration: 3 (1/r)
Trapping:
Effect: Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.

Flavor Text Here (Greater Armor; 5 PPE) [Rank]
Mega/Temporal: Mega
Range: Touch
Duration: 3 (1/r)
Trapping:
Effect: Success grants +5 M.D.C. Armor, a raise grants +10.

Flavor Text Here (Smite; 2 PPE) [Novice]
Mega/Temporal: NO
Range: Touch
Duration: 3 (1/r)
Trapping:
Effect: While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
►►Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

Flavor Text Here (Greater Smite; 4 PPE) [Rank]
Mega/Temporal: Mega
Range: Touch
Duration: 3 (1/r)
Trapping:
Effect:
[*] The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*] The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

Flavor Text Here (Speed; 1 PPE) [Novice]
Mega/Temporal: NO
Range: Touch
Duration: 3 (1/r)
Trapping:
Effect: With a success,
the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.

Flavor Text Here (Greater Speed; 2 PPE) [Rank]
Mega/Temporal: Mega
Range: Touch
Duration: 3 (1/r)
Trapping:
Effect: [*] The recipient’s Pace is tripled, not doubled.
[*] The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
[*] Attacks against the recipient are at −2. This penalty does not stack with similar effects, like deflection; use the higher benefit.


Flavor Text Here (Power Name; PPE) [Rank]
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:

Flavor Text Here (Power Name; PPE) [Rank]
Mega/Temporal:
Range:
Duration:
Trapping:
Effect:
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Roy's Device

Post by Sgt 86Delta »

@Roy - posting this here for reference and working out the details

Ozzati Rank - Novice
Teleport (Seasoned) - Mega Version Available (Master of Magic)
3d12 hours
Quickness (Seasoned) - Mega Version Available (Master of Magic)
3d12 hours
PPE Storage
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Ozzati - Trimadore Techno-Wizard

Post by Ndreare »

Cool,
I do not know how Freemage wants this to happen. Do we need build rolls or other things. I think I have a bunch of money left over from the millions.

@Freemage?
  • 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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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Ozzati - Trimadore Techno-Wizard

Post by Freemage »

Build rolls and such for each step, yes. Like I noted, you've got two days on the road with 8 hours of working time each day. Before you leave, you've got enough time to buy all the parts needed.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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