One Shot: The Pain of Peace

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Which Fridays Work Best?

Poll ended at Sun Jun 14, 2020 7:12 pm

June 12th
1
14%
June 19th
5
71%
June 26th
1
14%
 
Total votes: 7

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Venatus Vinco
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One Shot: The Pain of Peace

Post by Venatus Vinco »

The Pain of Peace
Ten years ago Hope City, once home to a prosperous economy, nearly went bankrupt after a truncated dispute with its southern neighbour the town of Benton. Since then times have not been good as El Dorado and other CS allied communities cut off trade ties with the “d-bee city”. In the meantime, Benton has seen a revival. The human supremacist community has strengthened ties with El Dorado and is on the verge of formally becoming a part of the fledgling CS State.

Now, old grudges are beginning to heat back up and Benton, propped up by Coalition forces, is looking to settle the simmering feud. Those with long memories, especially in Hope City which has one of the largest elven communities in North America, remember that the last conflict nearly unleashed an unspeakable evil on the world. Yet, their cries for peace are going unheard.

As Benton and their CS allies prepare for conquest, Hope City has reached out to the Tomorrow Legion for help. In response the Legion has dispatched a Special Exploratory Group to Hope City to investigate the situation and attempt to defuse the crisis.

Prepping a Roll20 one shot, most likely on a Friday evening this month, will feature full bore Legendary heroes! Character creation is simple, make what you want and give them 16 Advances (that means 20 for MARS Heroes!). For gear just do your best to spend 300,000 credits - or ask for one really amazing thing instead. Book stuff only, no custom made TW or Magic Items.

That’s it: any Race, any Iconic Framework, any book.

Do your worst, and read up on the Blaze of Glory rules.

Check out #legendary-one-shot channel on Discord: https://discord.gg/fYm5Nj7
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Re: One Shot: The Pain of Peace

Post by Ndreare »

12th would be super awesome. I will be starting up a new game soon and this could go before that.
  • 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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Re: One Shot: The Pain of Peace

Post by Pender Lumkiss »

19th works pretty good for me. Thinking mega juicer. Maybe a cyber knight.
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Re: One Shot: The Pain of Peace

Post by Daniel »

Just re read Mercenaries a week ago! Such a good book. I voted same as Jon, but only because I’m praying to have days off again by then. Normally any Friday would work for me.

I’m thinking of a gunslinger I play in Deadlands here, Sergio, Rifted to Rifts Earth and leveled up to legendary. But. I’ll also think on it.

@Venatus Vinco whats the link to your blog again? Thank you.
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Re: One Shot: The Pain of Peace

Post by Pursuit »

Draft character.

Juicy

Legendary Human, Juicer

Iconic Framework: Juicer

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Common Knowledge d6, Electronics d6, Fighting d12, Language (Native) d8, Notice d8, Performance d6, Persuasion d8, Piloting d6, Shooting d12, Stealth d6, Survival d4
Pace: 20; Running Die: d8; Parry: 8; Toughness: 22 (9)
Strain: 8/8; Burn:
Hindrances: Big Mouth, Death Wish, Illiterate, Impulsive
Edges: Brawny, Burn Brighter, Burn for Glory, Fame, Fleet-Footed, Frenzy, Hyperion Treatment, Marksman, Quick, Sharpshooting, Split the Seconds, Supernatural Strength, Supernatural Strength, Take 'Em Down
Armor: Armored Cloaks, Juicer Man-Killer Heavy EBA
Weapons: Unarmed (Range Melee, Damage Str), 3x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.), Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2), 3x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1-3d8+2, ROF 1), NG-E12 Heavy Ejector (Range 24/48/96, Damage 3d12+6, ROF 1, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Vibro-Greatsword (Range Melee, Damage Str+d12, AP 12, M.D.C., Reach 1), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), Wooden Stake (Range Melee, Damage Str+d4)
Gear: Falcon 300 Jet Pack (Electric), Holy Symbol (Silver), Language Translator, NG-S2 Survival Pack, 3x Rifle E-Clip, 50x Silver Bullet, Large
Language: Native (native, d8)
Current Wealth: $5,750

Special Abilities
  • Juicer Man-Killer Heavy EBA: +1d4 damage on unarmed attacks and grapples.
  • Internal Repair System: The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
  • Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
  • Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
  • Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
  • Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.

Advances
  • Raise Attribute: Spirit
  • Edge: Supernatural Strength
  • Raise Skills: Piloting/Athletics
  • Raise Attribute: Smarts
  • Edge: Supernatural Strength
  • Edge: Marksman
  • Raise Skills: Electronics/Notice
  • Edge: Sharpshooting
  • Raise Attribute: Vigor
  • Raise Skills: Shooting/Fighting
  • Edge: Split the Seconds
  • Raise Attribute: Vigor
  • Raise Skills: Piloting/Persuasion
  • Edge: Frenzy
  • Edge: Take 'Em Down
  • Edge: Burn for Glory
Current Load (normal/combat): 183.75 / 163.75 (250)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Original
Juicy
Legendary Human, Juicer

Iconic Framework: Juicer

Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Common Knowledge d6, Electronics d6, Fighting d12, Language (Native) d8, Notice d8, Performance d6, Persuasion d8, Piloting d6, Shooting d12, Stealth d6, Survival d4
Pace: 20; Running Die: d8; Parry: 8; Toughness: 22 (9)
Strain: 8/8; Burn:
Hindrances: Big Mouth, Death Wish, Illiterate, Impulsive
Edges: Brawny, Burn Brighter, Burn for Glory, Fame, Fleet-Footed, Frenzy, Hyperion Treatment, Marksman, Quick, Sharpshooting, Split the Seconds, Supernatural Strength, Supernatural Strength, Take 'Em Down
Armor: Armored Cloaks, Juicer Man-Killer Heavy EBA
Weapons: Unarmed (Range Melee, Damage Str), 3x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.), Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2), 3x High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1-3d8+2, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Bayonet (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry), Vibro-Greatsword (Range Melee, Damage Str+d12, AP 12, M.D.C., Reach 1), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.), Wooden Stake (Range Melee, Damage Str+d4)
Gear: Falcon 300 Jet Pack (Electric), Holy Symbol (Silver), Language Translator, NG-S2 Survival Pack, 3x Rifle E-Clip, 50x Silver Bullet, Large
Language: Native (native, d8)
Current Wealth: $63,750
Special Abilities
Juicer Man-Killer Heavy EBA: +1d4 damage on unarmed attacks and grapples.
Internal Repair System: The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.


Advances

Raise Attribute: SpiritEdge: Supernatural StrengthRaise Skills: Piloting/AthleticsRaise Attribute: SmartsEdge: Supernatural StrengthEdge: MarksmanRaise Skills: Electronics/NoticeEdge: SharpshootingRaise Attribute: VigorRaise Skills: Shooting/FightingEdge: Split the SecondsRaise Attribute: VigorRaise Skills: Piloting/PersuasionEdge: FrenzyEdge: Take 'Em DownEdge: Burn for Glory
------------------

Current Load (normal/combat): 183.75 / 163.75 (250)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
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Dark Frontier GM Bennies: 6/6
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Venatus Vinco
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Re: One Shot: The Pain of Peace

Post by Venatus Vinco »

Lars wrote: Mon Jun 08, 2020 7:14 am @Venatus Vinco whats the link to your blog again? Thank you.
Lars, Deadlands import could work use MARS. Blog is http://www.savagerifts.com/blog

VV
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Re: One Shot: The Pain of Peace

Post by Ndreare »

Ndreare wrote: Sun Jun 07, 2020 7:15 pm 12th would be super awesome. I will be starting up a new game soon and this could go before that.
Changed my vote because I am an idiot who forgot Friday the 12th is my wife's birthday and party.

Dice rolls are needed? I always forget those.

MARS 2d20: [16, 16] = 32
HJ 3d20: [16, 15, 9] = 40

GM Fiat to reroll double Sidekicks
MARS Reroll 1d20: [2] = 2
MARS Reroll 1d20: [4] = 4
  • 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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Re: One Shot: The Pain of Peace

Post by BleysIngram »

fortune glory 1d20: [14] = 14 FortuneGlory 1d20: [7] = 7
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Re: One Shot: The Pain of Peace

Post by BleysIngram »

HJ rolls HJ psionics 1d20: [19] = 19
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Re: One Shot: The Pain of Peace

Post by BleysIngram »

PSIONICS 1d20: [16] = 16 psionics PSIONICS 1d20: [16] = 16 psionicshj 1d20: [12] = 12
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Re: One Shot: The Pain of Peace

Post by BleysIngram »

BLEYS has a mostly done character

F8L_Error
Legendary Psi-Ghost, Republican Hactavist and Hijacker

Iconic Framework: MARS Psi-Operator

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+1, Vigor d6
Skills: Athletics d6, Common Knowledge d4+2, Driving d4, Electronics d8+2, Fighting d8, Hacking d8+2, Intimidation d8, Language (Linguist #1) d6, Language (Linguist #2) d6, Language (Linguist #3) d6, Language (Linguist #4) d6, Language (Linguist #5) d6, Language (Native) d8, Notice d6, Occult d8, Persuasion d4, Piloting d6, Psionics d10, Repair d8+2, Stealth d8
Pace: 8; Parry: 6; Toughness: 15 (6 M.D.C.)
Strain: 4/6
Hindrances: Overconfident, Secret (major, Republican Ties)
Edges: Adept (Boost), Connections (Hereditary Republican), Field Intel, Gadgeteer, Improved Cyber-Psychic Alignment, Level Headed, Linguist, Major Psionic, Master Psionic, New Powers, Power Points, Power Points, Psi-Blade, Robot Vehicle Jock, Sidekick, Streetwise, Telemechanics
Armor: NG-EX10 Gladius Exoskeleton EBA
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.), Wooden Stake (Range Melee, Damage Str+d4)
Gear: N-F20A Medium Force Field, NG-S2 Survival Pack, Repair Kit, Field
Languages: Native (native, d8), Linguist #1 (d6), Linguist #2 (d6), Linguist #3 (d6), Linguist #4 (d6), Linguist #5 (d6)
Current Wealth: 177,000$
Arcane Background: Psionics (Rifts® TLPG, p120)I.S.P.: 40Powers: AKASHIC RECORD: Black Level Access (Object Reading; SWADE pp165), Arcane Protection (SWADE pp148; Limitations: Self), Detect/Conceal Arcana (SWADE pp158; Limitations: Self), Empathy (SWADE pp160), Interface Overclock (Boost Trait; SWADE pp156; Innate Power; Limitations: One Aspect, Self), Mind Link (SWADE pp164-165; Limitations: One Aspect), Smite (SWADE pp168; Innate Power; Limitations: One Aspect)Arcane Items: Psycho-Cyber Nanosurgeons (3 PP; Healing, SWADE p162)
Special Abilities
Ghosting: Gain the effect of intangibility, or reappear as an Innate Ability with no roll or ISP cost and can't use Power modifiers. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks.
Mutant (Minor): Whether their identity is revealed or not, initial Reactions often start off Uncooperative.
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), he 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 the she gains two additional power to her starting total (e.g., a Psi-Ghost Burster get 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): The Coalition States and True Federation seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
Psionicist: Begin with Electronics d6, Repair d8, and the McGyver Edge.
Telemechanic:
4 Advances: MARS Packages start with 4 advances at Seasoned
Gadgeteer: use the Psionics skill and the Psi-Operator’s ISP to create devices.
Mind over matter (Hero's Journey): Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.
Unbound Power: Boost (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list


Cyberware
Core Electronics Package (1 strain, Rifts® TLPG p113): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.Vehicle Interface Package* (1 strain, Rifts® TLPG p114): Grants +2 to related Boating, Driving, Piloting, and Electronics checks

Advances

Edge: StreetwiseRaise Attribute: SpiritRaise Skills: Stealth/IntimidationRaise Attribute: SmartsRaise Skills: Psionics/IntimidationEdge: Robot Vehicle JockEdge: LinguistRaise Attribute: SpiritEdge: Master PsionicRaise Skills: Notice/AthleticsEdge: Adept (Boost)Raise Attribute: VigorEdge: Cyber-Psychic AlignmentEdge: Field IntelEdge: Improved Cyber-Psychic AlignmentEdge: Psi-BladeEdge: Level HeadedEdge: Power PointsEdge: New PowersEdge: Power Points
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Current Load: 123.25 (125)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
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Venatus Vinco
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Joined: Sat Jun 11, 2016 3:30 pm

Re: One Shot: The Pain of Peace

Post by Venatus Vinco »

Date: June 19, 2020
Time: 8:00 PM Eastern
Roll20 Link: https://app.roll20.net/join/7692039/P3EaCw
Characters: There are blank sheets in Roll20 you can fill out. If you are a savaged.us Wild Card export the sheet to json and send it to me so I can import it into Roll20.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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