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Maggie and Steven (Psi-Operator and PA Construct)

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Maggie
Posts: 130
Joined: Tue Apr 23, 2019 8:50 am

Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Maggie
Rank: Friggin Legend
Advances Left: 0
Race: Psi-Ghost
Iconic Framework: Psi-Operator
Attributes: Agility d10 (3), Smarts d10 (2), Spirit d10 (3), Strength d8 (2), Vigor d10 (2)
Pace: 6; Parry: 7; Toughness: 16(7); Strain: As If
Skills:
  • Athletics d10+1 (climbing) (2)
    Common Knowledge d8 (2)
    Electronics d10 (1)
    Fighting d10+2(unarmed) (4)
    Notice d10+2 (1, using F&G result)
    Occult d10 (2, using F&G result)
    Persuasion d6 (1)
    Psionics d12 (0, using F&G result)
    Repair d10+2 (0, HJ result)
    Shooting d10 (Marksman & Sharpshooter) (4)
    Stealth d10+1 (urban) (3)
    Thievery d8+1 (3)
Hindrances
  • • Heroic (Major): At this point, it’s time to face facts: Maggie is a hero, despite her best efforts.
    • Quirk (Minor): Loves kids; is everybody’s cool aunt.
    • Loyal (Minor): Nobody gets left behind
Racial Features
  • • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
    • Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
    • Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always
    activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), she follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and she gains two additional power to her starting total (e.g., a Psi-Ghost Burster gets five).
    • Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
    • The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
    • Wanted (Major): Psi-Ghosts are pursued by many powerful groups—including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
Edges and Iconic Abilities
  • • Arcane Background Psionics (Race and MARS)
    • Major Psionic (MARS): A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
    • Telemechanics (MARS): When activating mind link the psionic can telepathically connect to a machine instead of an individual. They gain a +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. Though it can boost the hero’s understanding of machines, Telemechanics
    does not allow the Master Psionic to telepathically control intelligent machines, cybernetic/bionic systems, vehicles, or weapons. Telemechanics is completely ineffective on arcane items or constructions (including Techno-Wizardry devices).
    • Gadgeteer (MARS): Some mechanical gurus can build incredible devices out of most anything. A Gadgeteer can spend up to three Power Points to “jury rig” a device
    from most any reasonable collection of spare parts. This allows her to use any power normally available to Weird Scientists of her Rank or lower in her particular setting, with
    a Power Point cost of 3 or lower. The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so. This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn). The inventor uses Power Points directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces. The Weird Scientist power list in Rifts is: arcane protection, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/darkness,protection, relief, slumber, smite, sound/silence, speak language, sloth/speed, stun, telekinesis, teleport, wall walker, and warrior’s gift.
    • Nerves of Steel (F&G): Ignore 1 point of Wound penalties.
    • Ms. Fix It (HJ) +2 to Repair, ½ time needed on a raise
    • Martial Artist (HJ): Fists and feet count as Natural Weapons; increase unarmed damage to Str. +1d4; add +1 to unarmed attacks.
    • Thief (HJ): +1 to Thievery and +1 to Athletics (climbing) and Stealth in urban areas.
    • Channeling (HJ): On a raise on the activation roll, her powers cost 1 ISP less.
    • Sidekick (Hindrances): Steven, her mechanical buddy who she rescued from an illegal research lab.
    • Power Points (Multiple Advances): She’s got the power! +10 ISP each time.
    • Marksman (S3 Advance): The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
    • Champion (V2 Advance): +2 damage vs. supernatural evil.
    • Field Intel (V4 Advance): This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to
    detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls. She also gains a +2 on Notice or
    Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
    • Elan (H3 Advance): +2 to rerolls using Bennies
    • Monster Slayer (L2 Advance): The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
    • New Powers (L5 Advance): 2 new powers.
    • Danger Sense (L6 Advance): Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives
    him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and
    take appropriate action. If this was an attack and the hero makes his Notice roll, the foe
    doesn’t get The Drop against him.
    • Scavenger (Sig Item): Once per encounter the hero may find, “suddenly remember,” or dig up some much needed piece of equipment, a handful of ammunition, or some other useful device. The Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found. NOTE: Sig item allows for use twice per encounter.
    • Sharpshooter (L7 Advance): Ignore an additional 2 points of Shooting penalties or add an additional +1 to Shooting, can be used while moving.
    • Major Psi (L8 Advance): Double ISP, spend ISP for neat bonuses.
Last edited by Maggie on Sun Oct 18, 2020 12:44 pm, edited 4 times in total.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 130
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Powers
Arcane Background: Psionics
PPE/ISP: 60 - Recovery: 5/hour
Power List: Detect/conceal Arcana (presence sense modifier free) (Self); mind link; arcane protection*; boost Trait+; confusion; healing; telekinesis; warrior’s gift*
Power Details to Be Filled In
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 130
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Background
Maggie has been through the muck and come out the other side mostly in tact. After losing her partner, Heather, the Glitter Boy Pilot of the now deceased 14th SET, Maggie briefly took up the mantle of Glitter Boy Pilot herself. Unfortunately, the suit took a legendary beating in the catacombs under Castle Refuge and was reduced to scrap.

Now, with Steven essentially trapped in a suit of Jackrabbit PA, Maggie has returned to her roots as a tech-savvy Psi-Ghost. In a stark role-reversal, Steven now plays the part of combat dynamo and Maggie has taken on a support role; it is a testament to their enduring friendship that neither has shown any jealousy towards the other and that they remain happy to work together.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 130
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Gear
NG-S2 Survival Pack (20 lb)
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Wilk’s 320 Laser Pistol
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Arzno TWA-1500 Incursion EBA
071999EE-5DA7-4251-B0C9-90F04F24A966.jpeg
071999EE-5DA7-4251-B0C9-90F04F24A966.jpeg (12.27 KiB) Viewed 2009 times
  • • Bordering on power armor, Incursion armor provides the Arzno Mercenary
    Corps with a stealth suit perfect for black ops and commando missions.
    • Available in a variety of matte, unreflective colors (including black, desert and forest camouflage, and gray), the suit features tarnished silver knuckledusters and spikes (+1d4 damage to unarmed attacks) and a pair of retractable short swords in the forearms (Str+1d6) for defense against vampires and other supernatural beings. The wearer may use her own Power Points to activate the following powers with the Range (Self) limitation: deflection, flight, invisibility, and silence. All can be activated using the
    suit’s Spellcasting of d8.
    • Incursion armor provides +4 Armor and +2 Toughness and requires a minimum Strength of d6 (12 lb, Rarity −4, 195,000 credits).
    • HJ upgrade: +1 Toughness
TX-11 Sniper Laser Rifle
  • • 24/48/96; 4d6+1; ROF 1; AP 6; Shots 20
    • Min Str. d4; Weight: 3; Rarity: −3; Cost: 20,000
    • Notes: Shooting +1, Snapfire, Mega Damage
    • 2 spare e-Clips (16,000 credits)
    • HJ upgrades: Ignore 2 points of Shooting penalties, +2 AP (factored into stats above)
Glock (9mm)
  • • 12/24/48; 2d6; ROF 1; AP 1: Shots 17
    • Min Str d4; Rarity: 3: Cost 200
    • 2 spare clips.
    • Silver-jacketed ammo: 100 credits/round, 100 rounds total (1,000 credits)
Barrett (.50)
  • • 50/100/200; 2d10 MD; AP 4; ROF 1; Shots 10
    • Min Str d8; Weight 35; Cost 750; spare magazines cost 75 each
    • Notes: Heavy Weapon, Snapfire. Barretts use a 10-shot removable magazine that
    weighs 2 lbs when loaded. They are almost always fitted with a scope.
    • Scope eliminates 2 points of penalties when using an Aim maneuver
    • 2 spare magazines
    • HJ upgrades: Trademark Weapon Edge and +2 to Trait rolls when rerolling
    • Silver-jacketed ammo: 200 credits/round, 100 rounds total (2,000 credits)
Field Repair Kit (from MARS)
  • • Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items.
    • It requires a Repair skill of at least d4 to use.
    • The Field Repair Kit grants a +1 to Repair rolls
Lock Pick Release Gun
  • • Provides +4 to Thievery rolls against mechanical locks
MDC Handcuffs
  • • Can easily secure targets up to Size 3 without issue. 20 hardness.
TW Flash-Bang Bombs
  • • 5/10/20; 1d10
    • Notes: Produces a sudden deafening blast and blinding light within a SBT. Targets must check Vigor (-2 on a raise) or be Stunned. Damages vampires.
Armored, Hooded Cloak (retrapped Patron Duster)
  • • +2 Armor and +1 Toughness
    • This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect) without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
    • No Minimum Strength Requirement (5 lbs.)
    • Has many pockets
Dimensional Pocket - Messenger Bag (signature item)
Maggie's Bag.png
  • Looks like a well-worn, brown leather messenger bag, which Maggie wears everywhere.
  • The opening is 1' by 4"
  • Within the bag is a 27 cubic foot area (3' cubed). Note: the weight of items placed in the bag is irrelevant; only their volume matters.
  • Maggie likes to collect curious things, and the bag provides the Scavenger edge (usable twice per session).
  • Maggie has mastered the bag such that drawing any item from the bag only takes 1 action (unless GM says otherwise in any specific case, then roll 1d6 for how many turns it takes to find something in the bag.)
Auracles of Spineas (Patron Item) (Bronze, SWADE)
Image
Very Rare Enchanted Spectacles
Magic Features:
  • • These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
    • Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
    • Weight: 1 lb.
Amulet of Arcane Protection
These amulets were commissioned to help with high risk missions where opponents are known to have access to excessive arcane power. They only work while worn around the neck and in direct contact with your skin. They can be doffed or donned in 1d6 actions if the character is wearing a helmet with their armor, or 1 action without a helmet. A character in power armor would need to exit the armor to doff or don the amulets. Unfortunately the amulets will not work for full conversion borgs, or automatons.
  • •Mechanics: Wearer gains arcane protection (+4 as if cast with a raise) while worn.
Credits: 8,550
Starting Credits Calculations
300,000 for Maggie and Steven’s combined starting credits
+9,000 for selling Maggie's starting armor (Plastic Man) (50% of value, per GM)
+10,500 for selling Steven’s starting armor (Plastic Man) and survival pack (50% of value, per GM)
=319,500
-195,000 for Maggie’s Incursion EBA
=124,500
-20,000 for TX-11
-20,000 for HJ upgrade
-16,000 for spare e-clips
-200 for Glock
-1,000 for Glock ammo
-750 for Barrett
-750 for HJ roll on Barrett
-2,000 for Barrett ammo
-1,800 for Lock Pick Release Gun
-750 for MDC cuffs
-4,000 for 4 flash bang bombs for Maggie
-8,000 for 4 Globe of Daylight Flares for Steven
-22,500 for 3 reloads of anti-vampire wood rail gun rounds for Steven
=28,550
-20,000 for second HJ upgrade on TX-11
=8,550
Contacts Tomorrow Legion
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 130
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Advances
Iconic Framework
  • • Benefits, table rolls, etc
    • Drawbacks, etc
Hero’s Journey
  • Training (10): One die type increase for the Repair skill and the Mr. Fix It Edge.
    Underworld (11): Thief Edge and +1 Skill Point to spend on Athletics, Stealth, or Thievery.
    Training (4) Martial Arts Edge.
    Psionics (6) Channeling Edge.
    Psionics (13) As an action, your character can give an ally an immediate attempt to break out of illusion or puppet at -2, and she can do this once per round until they break free. This benefit also aids anyone under the effects of the mind walk Mega Modifier.
MARS Fortune & Glory
  • Fortune and Glory
    • (Roll): Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
    • (Roll): Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge
Advances
  • • Initial Advances: (Bonus from Hindrances): Raise Attribute, Sidekick
    • Edge(s) granted by Racial Features: Ghosting, AB Psi, Presence Sense
    • Cybernetic Modifications: N/A
    • Novice 1 Advance: Raise Attribute
    • Novice 2 Advance: Power Points
    • Novice 3 Advance: Adept
    • Seasoned 1 Advance: Raise Attribute
    • Seasoned 2 Advance: Skill Points
    • Seasoned 3 Advance: Marksman
    • Seasoned 4 Advance: Power Points
    • Veteran 1 Advance: Raise Attribute
    • Veteran 2 Advance: Champion
    • Veteran 3 Advance: Power Points
    • Veteran 4 Advance: Field Intel
    • Heroic 1 Advance: Raise Attribute
    • Heroic 2 Advance: Skill Points
    • Heroic 3 Advance: Elan
    • Heroic 4 Advance: Power Points
    • Legendary 1 Advance: Raise Attribute
    • Legendary 2 Advance: Monster Slayer
    • Legendary 3 Advance: Skill Points
    • Legendary 4 Advance: Raise Attribute
    • Legendary 5 Advance: New Powers
    • Legendary 6 Advance: Danger Sense
    • Legendary 7 Advance: Sharpshooter
    • Legendary 8 Advance: 2 skill points
Last edited by Maggie on Sun Oct 18, 2020 12:45 pm, edited 3 times in total.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 130
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Steven
Rank: Veteran
Advances Left: 0
Race: AI
Iconic Framework: PA Ace
Attributes: Agility d10 (2), Smarts d10 (3), Spirit d10 (2), Strength d4 (Jackrabbit Strength d12+2), Vigor d12 (4)
Pace: 0; Parry: 8 (including Nimble); Toughness: 19(7) MDC; Size: +1 (Normal)
Skills:
  • Athletics d8 (2)
  • Common Knowledge d8 (2)
  • Electronics d10 (2, applying FG)
  • Fighting d10 (4)
  • Notice d10 +2 (3)
  • Occult d8 (3)
  • Persuasion d4
  • Piloting d10 (2)
  • Shooting d12 (6)
  • Stealth d8 (2)
  • Survival d4 (1)

Hindrances
  • Driven (Major): After his experiences under Castle Refuge, Steven is determined to eradicate demons wherever he can find them.
  • Loyal (Minor): Steven doesn’t leave friends behind. Especially Maggie.
  • Vow (Minor): He keeps his word and fulfills contracts. This is a lesser version of the Psi-Ghost Code, which he picked up from Maggie.

Racial Features
  • Arcane Background (Magic) - The self-generating PPE battery the castle Techno-Wizards rigged up for him in the wake of the battle with Pestilence functions as the AB(Magic) Arcane Background, giving him 10 PPE and (more importantly) allowing him to use TW devices.
  • Construct - Constructs are artificial beings made of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour”.
  • Immobile - Steven’s prior body was almost completely destroyed by the corruption released by the demon prince under the Castle. He was saved as essentially a standalone CPU in a fairly generic housing. But, thanks to the efforts of the techs at the castle (and a hand or two by Maggie), he is able to project a magical “hard light” body that looks more or less like a hologram. He has full range of motion of his extremities, but he cannot actually walk; when he tries, his hologram simply appears to be walking in place. He needs to be plugged into a separate device that has its own power of locomotion in order to move; typically, that’s his Jackrabbit power armor.
  • Weakness (Electricity) - He is vulnerable to power surges, and he suffers -4 to resist electrical effects and electricity based attacks do +4 damage against him.
  • Cyber Resistant - His light-construct body is unable to accept cybernetics of any kind.
  • Secret (Major) - Though there are certainly a handful of people who know about Steven’s true origin, he is also thought to have been destroyed under Refuge. He and Maggie are keeping the fact that he’s an AI under wraps, which means he spends most of his time in his armor. If his identity becomes generally known, this will switch to Wanted (Major).
  • Outsider - AIs don’t have rights, even among most of the more tolerant cities on Rifts Earth. He also subtracts 2 from Persuasion rolls to influence anyone other than other construct-type entities.

Edges and Iconic Abilities
  • Power Armor Jock (MARS): Avoids -2 penalty to Agility and skill rolls when wearing PA.
  • Evasive Maneuvers (MARS): When piloting Power Armor, gain the Nimble ability, or Uncanny Reflexes if the armor is already Nimble.
  • Combat Ace (MARS): Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Quick (F&G): Redraw Action Cards of 5 or below.
  • Jack of All Trades (HJ): With a Smarts roll, gain a d4 in any untrained skill (or a d6 on a raise). This is represented by Steven accessing his memory banks for the needed information, Matrix style.
  • Tough as Nails (Hindrances): He can take 4 Wounds before being Incapacitated (though the maximum Wound penalty is still -3).
  • Elan (N2): +2 when spending a Benny to re-roll a Trait.
  • Reliable (S1): One free reroll when Supporting.
  • Rapid Fire (S3): +1 ROF when attacking with a ROF 2 or higher weapon.
  • Take Em Down (V1): +4 AP when attacking MDC targets with MD attacks.
  • Frenzy (V4): Add a Fighting die to one Fighting attack per round.
  • Nerves of Steel (H1): Ignore 1 point of Wound penalties (ignores 2 points total w/Construct)

Powers
Arcane Background: Magic
PPE/ISP: 10 - Recovery: 5/hour
Power List: entangle, speak language, teleport
Notes: Though Steven knows these spells, he is mostly confined to his Jackrabbit PA and realistically rarely has the opportunity to cast any of them. If he does want to cast, he needs a moment first to even search his memory banks (Jack of All Trades) to pull up the requisite skill to attempt it.


Background
Steven has taken many forms since his first prototype. When Maggie found him and rescued him from a research lab, he was housed in a body that resembled a drone unit with some impressive flight, surveillance, and even hacking capabilities. Unfortunately, when the 99 confronted the Prince of Corruption beneath Castle Refuge, Steven’s physical body was unshielded from the incredible magics released there. Within days following the battle, his body began to fail, and mundane efforts to repair him were ineffective.

Eventually, a Techno-Wizard from Stormspire diagnosed the problem: Steven’s exposure to a confluence of demonic and Techno-Wizard magic had overloaded him and his circuits were fading as a result.

Fortunately, the problem was also the solution. The techs at Refuge installed a Steven’s consciousness into a new casing with a self-generating PPE battery. His new body more or less resembles a little black box, and is incapable of moving on its own. To make up for his lost mobility, they plugged him into a suit of Arzno Jackrabbit armor. Using the power of his built in PPE battery, Steven can project a hard-light body that is capable of operating his armor, but not of walking or running on its own.


Gear
Arzno TWA-1230JR Jackrabbit Power Armor
  • Size 1 (Normal), +7 MDC Armor, +4 Toughness, Strength d12+2, Pace 12+2d6 running, 110 lbs
  • TW, integrated PPE battery stores 25 Power Points
  • Requires 1 PPE/hour to operate
  • Speed and warrior’s gift (Dodge, Extraction, Free Runner, Level Headed) embedded in armor, may be activated with his own PPE or the battery
  • Spellcasting d8
  • Can leap +6” horizontal and +3” vertical
  • When weapons are stowed, can “jackrabbit run” on all fours at 85 MPH
  • Weapons: Mini Rail Gun Rail Gun (Hand-held) and light blade integrated in forearm
  • Environmental Crew Compartment
  • Sensor Targeting Suite: Advanced comms (radio range 20-miles), full sensor suite with HUD readouts incorporating chemical, 360 degree radar, thermal imaging, active night vision, 50x magnification optics, and audio pickups that can catch whispers at 100 yards. Gain +2 to Notice rolls and ignores illumination penalties. Onboard targeting systems negate up to 2 points of penalties on Shooting. System also includes an Improved Stabilizer (reduces penalty for unstable platform to 0).
  • Nimble: -1 to be hit by any attack he is aware of and gains +1 on Evasion (Agility) rolls. Stacks with all other penalties (including Dodge and relative speed).

Mini Rail Gun
  • 50/100/200; 2d10+2 MD; AP 6; ROF 4 (or 5 w/Rapid Fire)
  • Shots 30 (each Action spent firing uses 1 Shot)
  • Notes: Anti-Personnel, Reaction Fire
  • Cost: 75,000 (included w/armor)
  • HJ Upgrade: Ignore 2 points of Shooting penalties
  • 5 reloads (2 of regular rounds and 3 of anti-vamp wood rounds)
  • Anti-vamp rounds: halve range and AP, do 1 less die in damage against non-vamps

Light Blade (embedded in forearm)
  • Strength +d8+2 MD AP 10
  • Costs 1 PPE to activate for 5 rounds
  • Sunlight Trapping damages vampires
  • Cost: 90,000 (included w/armor)
  • HJ Upgrade: +1 Fighting

Wilk’s 320 Laser Pistol
  • Range: 15/30/60
  • Dmg: 3d6, AP: 3
  • ROF: 1
  • Shots: 20
  • Weight: 4 lbs. (Min Str: d4)
  • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
  • Rarity: +1 Cost: 11,000

Globe of Daylight Flares (x4)
  • 12/24/48; 2d10
  • Cost: 2,000 each
  • Notes: Hovers at 20 feet, illuminating a SBT with light for 10 minutes. Damages vampires.

Advances

Iconic Framework
  • Benefits, table rolls, etc
  • Drawbacks, etc

Hero’s Journey
  • Education: Jack of All Trades Edge

MARS Fortune & Glory
Fortune and Glory
  • (Agile and Dexterous): Add one die to Agility and begin with either the Ambidextrous or Quick Edge.
  • (Smart and Learned): Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.

Advances
  • Initial Advances: (Bonus from Hindrances): Raise Vigor, Tough as Nails
  • Edge(s) granted by Racial Features: AB Magic, Construct
  • Novice 1 Advance: Raise Smarts
  • Novice 2 Advance: Elan
  • Novice 3 Advance: Skill Points x2
  • Seasoned 1 Advance: Reliable
  • Seasoned 2 Advance: Raise Vigor
  • Seasoned 3 Advance: Rapid Fire
  • Seasoned 4 Advance: Raise Shooting to d12
  • Veteran 1 Advance: Take Em Down
  • Veteran 2 Advance: Raise Spirit
  • Veteran 3 Advance: Skill Points
  • Veteran 4 Advance: Frenzy
  • Heroic 1 Advance: Nerves of Steel
  • Heroic 2 Advance: Raise Vigor
  • Heroic 3 Advance: 2 Skill Points
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Maggie on Sun Oct 18, 2020 12:40 pm, edited 1 time in total.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Pursuit
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Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Pursuit »

On Maggie's Knuckledusters and Martial Artist
I know that the Official Answer (see the link here) is that damage from knuckledusters does not stack with damage from Edges like Martial Artist, but I submit that answer should be disregarded and the damage should stack.

My reasoning is as follows:

(1) No rationale is given in the OA as to why this damage does not stack, so we are left guessing as to the intent.

(2) Narratively, it makes sense that they would stack. If Bruce Lee punches you with brass knuckles on, you will hurt more than if Bruce Lee punches you with his bare fist. It will be a marginal difference (you are likely to be unconscious or dead either way), but if I had to choose, I'd rather be punched by Bruce Lee without the brass knuckles.

(3) Mechanically, it also makes sense that they would stack. Every weapon in the game gives the mechanical benefit of removing the "Unarmed Defender" status of the user except for knuckledusters. If it does not remove the "Unarmed Defender" status, then it is not a weapon. And if your character has no weapon, she is unarmed. If she has invested in Edges to increase her unarmed damage, she gets the benefit of those edges while unarmed, which is what she is while wearing knuckledusters. The logical application of the rules is to stack the damage.

All of that is to say, the knuckledusters on Maggie's EBA should stack with the damage she does as a Martial Artist. The easiest template to follow is probably what the game does with Claws, where it increases the damage of unarmed strikes by a die type (rather than tacking on an extra 1d4). Personally, I would prefer the extra 1d4, but it probably makes the most sense to follow the example the game has already set with Claws.
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Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Ndreare »

OOC Comments
Pursuit wrote: Sat May 02, 2020 10:32 pm On Maggie's Knuckledusters and Martial Artist
I know that the Official Answer (see the link here) is that damage from knuckledusters does not stack with damage from Edges like Martial Artist, but I submit that answer should be disregarded and the damage should stack.

My reasoning is as follows:

(1) No rationale is given in the OA as to why this damage does not stack, so we are left guessing as to the intent.

(2) Narratively, it makes sense that they would stack. If Bruce Lee punches you with brass knuckles on, you will hurt more than if Bruce Lee punches you with his bare fist. It will be a marginal difference (you are likely to be unconscious or dead either way), but if I had to choose, I'd rather be punched by Bruce Lee without the brass knuckles.

(3) Mechanically, it also makes sense that they would stack. Every weapon in the game gives the mechanical benefit of removing the "Unarmed Defender" status of the user except for knuckledusters. If it does not remove the "Unarmed Defender" status, then it is not a weapon. And if your character has no weapon, she is unarmed. If she has invested in Edges to increase her unarmed damage, she gets the benefit of those edges while unarmed, which is what she is while wearing knuckledusters. The logical application of the rules is to stack the damage.

All of that is to say, the knuckledusters on Maggie's EBA should stack with the damage she does as a Martial Artist. The easiest template to follow is probably what the game does with Claws, where it increases the damage of unarmed strikes by a die type (rather than tacking on an extra 1d4). Personally, I would prefer the extra 1d4, but it probably makes the most sense to follow the example the game has already set with Claws.
I believe the claws model is the logical way. We will use it.

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Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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!
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Maggie
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Re: Maggie and Steven (Psi-Operator and PA Construct)

Post by Maggie »

Resource Tracker

7/6 Bennies
1 Conviction

Maggie Ammo:-12 silver bullets for barret
Maggie ISP: 20/20
Maggie: 0 Wounds, 1 Fatigue

Steven ammo: -8 shots for rail gun
Steven: 1 Wounds, 1 Fatigue (ignores 2 points of wound penalties, may take an extra wound, max penalty is -1 for him)
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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