Death Otter

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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Death Otter

Post by Death Otter »

D3@tH 0tT3R
Rank: Veteran Advances: 11 (7/1/22)
Race: Human
Iconic Framework: Super Power
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d4, Vigor d6
Pace: 6; Parry: 8 (½ Fighting +2); Toughness: 22 (10) (½ Vigor+2 plus armor)

Skills (15)
Athletics 1d6
Common Knowledge 1d6
Notice 1d8 (1)
Persuasion 1d4
Stealth 1d8 (1)
Electronics 1d12 (3)
Hacking 1d12 (2)
Research 1d6 (2)
Fighting 1d4 (1)
Shooting 1d8 (2)
Piloting 1d6 (1)
Thievery 1d8 (2)
Taunt 1d4

Language:
American (Native)
Techno-can 1d6
Spanish 1d6
Trade 4 1d6
Trade 6 1d6
Trade 1 1d6

Edges
Human - Rich
Bonus - Linguist
Hind - +1d Smarts
Hind - Arcane Resistance
HJ - Streetwise
HJ - Ace
HJ - Thief
HJ - Level-Headed
Nov1 - Filthy Rich
Nov2 - +1d Agility
Nov3 - +1d Shooting, +1d Stealth
Sea1 - +1d Smarts
Sea2 - +1d Notice, +1d Common Knowledge
Sea3 - +1d Hacking, +1d Thievery
Sea4 - Dodge
Vet1: +1d Spirit
Vet2: +1d Electronics, +1d Athletics
Vet3: +1d Electronics, +1d Taunt
Vet4: Danger Sense (Predictive Modeling)

Hindrances
- Greedy (Major)
- Mania (Minor)
- Quirk: Hates TW items (Minor)
IF - Enemy (Doctor Nereese & Allies/Creditors) (Major)
IF - Vulnerability (Intense EM fields/EMP) (Minor)
IF - Power Negation (Intense EM fields/EMP) (Minor)

Hero's Journey
- Black Ops - Streetwise + Forgery (Common Knowledge at +2)
- Black Ops - Hacking 1d6, +1 to Thievery vs electronic security
- Training: Gain Ace and 1d4 Pilot
- Body Armor - +1 Toughness
- Black Ops - Gain Thief edge and 1 skill point to use on Stealth, Athletics or Thievery
- Training - Any Combat (Level-Headed)

Rich
- Body Armor - +2 Armor
- Body Armor - Special: Glide wing system as per Sci Fi Companion
Filthy Rich
- Ranged Weapon - Ranged Weapon: K-4 Laser Pulse Rifle
- Ranged Weapon - Ranged Weapon: +2 AP
Last edited by Death Otter on Fri Jul 22, 2022 12:02 pm, edited 16 times in total.
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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Death Otter

Post by Death Otter »

Powers 60/60
Synapse Enhancing Electronic Dendritic (SEED) Implant Infokinesis
Interface 2 (10)
Your hero can interface with electronic gadgets, giving him much greater access to their inner workings than others. He gains +2 to Electronics and Hacking rolls.
- Contingent Skill Bonus - Research+2 +4
- Codebreaker: The super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. Thievery gains the +2 bonus for interface so long as electronics are involved in some way. +1
- Fast - Can perform any skill function that normally takes 10 minutes or less in a single action. +2
- Ranged - Can be used at up to 12" +1

Malfunction 3 (11)
The character can cause technological devices and machines to fail by picking a target within 24" and making a Focus roll. If successful, the device malfunctions in some way. With a raise, anyone using the device is Distracted. Most devices just stop functioning until the bearer uses an action to make a Repair roll. Large or complex devices with Wounds like vehicles take a Critical Hit (see Savage Worlds).
- Alternate Trait: Electronics skill +1
- Selective +1
- Area (LBT) +4
- Range x2 +2

Machine Control 12 (13)
The super can control a single electronic or computerized machines within 12" (24 yards) by making a Focus roll, at -2 if the machine is of particularly alien, shielded or high-tech design. If successful, a machine controlled by an AI must make a Spirit or Smarts roll to resist (at –2 with a raise on the Focus roll) or be controlled for as long as the attacker cares to maintain the power. No further rolls or actions are required to control automatic functions, such as movement for vehicles, and Focus rolls can substitute for other skill rolls normally required to take action with the machine (such as weapons fire).
- Alternate Trait: Hacking skill +1

Mind Reading 3 (9)
To read someone's mind, the super chooses a target within 12" (24 yards) and makes a Focus roll. If he's successful, the target makes a Smarts roll to resist (at –2 with a raise on the Focus roll).
- Alternate Trait: Hacking skill +1
- Memory Mastery: The mind reader can alter and repair memories. The super must first successfully read the target's mind with a raise. If so, he can remove a short memory as an action. He might make a target forget an encounter, that she ever met an acquaintance, and so on. Given a longer amount of time (GM's call but at least ten minutes), she can remove any number of memories. With 5 points in the power and the process outlined above, she can implant new memories or restore those that were altered by this power, a traumatic event, or other means. +5
- Robots/Computers/Cyborgs Only -2
- Range x2 +2

SEED SuperCognition (17)
Extra Action (5)
Fearless (2)
Genius (2)
Parry 2 (2)
Dodge 2 (2)
Short-Term Skill Downloads (2 point base power + 2 Switchable) (4)
- Tactical Package: +1d Fighting, +1d Shooting
- Intrusion Package: +1d Stealth, +1d Athletics
- Liar's Dice Package: +2d Persuasion
Last edited by Death Otter on Sat Apr 02, 2022 2:11 pm, edited 16 times in total.
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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Death Otter

Post by Death Otter »

Gear
Cash: 10,450

Equipment:
Field Computer MkII, 20000
Wall Walker System, 3000
Grapnel and Launcher, 2500
Lockpick Release Gun, 1800
IRMSS (4 uses), 42000
HoverSMASH Hoverboard (accel 5, speed 20), 33000
Projected Light Device (generates holograms up to 10 cuft large), 10000
NG-S2 Survival Pack

'Pond Hopper'
Phase Jump armband - complex-looking electronic box with a strap that can be fitted to wearer's upper arm; must have opposite hand free to operate. Wearer rolls Smarts +2 to teleport 12" (24" on raise) to a point they can see, or at no bonus to reach a point they cannot see, drawing 1pp from its reservoir of 10 power points for each jump. It recharges when connected to an external energy supply (as per e-clips). Cannot use power modifiers.

Weapons
Customized K-4 Laser Pulse Rifle -
- 4d6+1 laser, RoF 3, AP 5, 30 rnds, 36/72/144, 4lbs, 75k; Heavy Pulse adds MD and Snapfire, +1 Shooting
- Enchanted Rifle Scope equipped

Tefnut Armory 'Noisy Cricket' Microgrenade Launcher (customized TX-5 Pump Pistol)
- 4d4+2 projectile, RoF 1, AP 6, 5 rnds (reload 2), 12/24/48, 5lbs, 39k; Concealable (-2 Notice)
Ammo is 200cr each or 600 for U-rounds
- 10 U-ammo, 6000

Negaton Collapsible Shield Bands - A pair of armbands that utilize memory materials and nanotechnology to rapidly deploy a vibro-blade edged shield for paired defense and attack (retrapped, customized vibroblade vambraces)
- Str +2d4 MD, AP 8; +2 Parry, Min Str 1d4, 1lb, 33k

Armor
NX-012 Stealth Recon Interference Suit
(based on ATEA-50 Supai Stealth EBA patron item)
• +8 Armor and +3 Toughness, Minimum Strength: d4 (13 lbs)
• Low Light Vision and EBA Armor
• The armor grants a +2 bonus to stealth in any setting due to a computer controlled fiber-optic covering, and padded boots and joints.
• This suit is customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2. Note that if anything is covering the armor (loose clothes, coats, cloaks, ponchos, etc), neither the Cloaking technology nor fiber optics work correctly.
• Integrated Omniscience Multi-optic system
• Experimental Cloaking Technology powered by an experimental self charging battery.
- • Functional equivalent of the Invisibility power, activated using the Electronics skill, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
- •The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 5 PP per hour instead, but must remain immobile.

Naruni N-F20A Medium Force Field, +3 toughness, integrated with stealth suit, uses e-clip for 10 hrs, 125,000cr

Special Armored Overcoat (patron item)
• +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.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Field Computer MkII
• Pocket: Grapnel and Launcher
• Pocket: Lockpick Release Gun
• Pocket: Projected Light Device
• Pocket: NG-S2 Survival Pack
• Pocket:
• Pocket:
• Pocket:

=========
Modified Gear
Tefnut Armory 'Noisy Cricket' Microgrenade Launcher
- Base Item: TX-5 Pump Pistol (13k)
- HJ - +2 AP (13k)
- HJ - Concealable (13k)

Enchanted Rifle Scope, 106k (100% markup)
- Base Item; Multi-Optic scope (3k)
- Minor - 5pt point reserve (10k)
- Major - Smite power (only weapon it's mounted to) (40k)

Vibroblade Vambraces, 11k
- HJ - +1 Parry - 11k
- HJ - -1d Str requirement, -1/3rd weight - 11k

SUPER SCIENCE
Omniscience Multioptic System -
Total Cost: 68,250 credits (50% markup)
Multi-Optics Helmet (integrated with existing armor suit, 25,500)
Minor - +1 Notice - 10,000
Minor - +1 Notice - 10,000

'Pond Hopper', Signature Item
Phase Jump armband - complex-looking electronic box with a strap that can be fitted to wearer's upper arm; must have opposite hand free to operate. Wearer rolls Smarts +2 to teleport 12" (24" on raise) to a point they can see, or at no bonus to reach a point they cannot see, drawing 1pp from its reservoir of 10 power points for each jump. It recharges when connected to an external energy supply (as per e-clips). Cannot use power modifiers.
Construction
- Base Item; cool and fancy armband
- Minor: +1 activation roll (10k)
- Minor: +1 activation roll (10k)
- Major: Teleport Power (Self Only) 40k
- Major: Point reserve: 10, 60k

HoverSmash Hoverboard, 33,000 (50% markup)
Base Item - Hoverboard, 2000
Minor - +1 Piloting - 10,000
Minor - +1 Piloting - 10,000
Last edited by Death Otter on Sat Apr 02, 2022 2:16 pm, edited 15 times in total.
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Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Death Otter

Post by Death Otter »

Death Otter came out of seemingly nowhere in Center's undercity, and there's a good reason for that. It's exactly what happened, at least as far as the Three Galaxies are concerned. A minor, but unscheduled and uncontrolled dimensional rift event took place, depositing a young Death Otter and an older gentleman unceremoniously in one of the more dangerous parts of the downlevels. Fortunately they weren't altogether unprepared for unpleasantries, and managed to get off the streets before things got too hot.

Accounts, sparse to begin with, diverge here. You might hear that the two were separated by force, the girl kidnapped and recruited into one of the many gangs that ran rampant down in the levels below the security nets. Others insist that the girl gave the old man the slip, leaving on her own terms. Still others would claim the man managed to cobble together passage through a rift back home, but the girl decided to stay behind. There's few enough witnesses, and fewer still that cared enough to recall, so the only owner of the real story is Otter herself, and she's never told the same version twice.

In the end what's important is that Otter did finally find herself on her own, more or less, in Center. She made her way in a gang for a time, even young she had some wicked tech skills. Not so much for building and repairing, but for breaking down and subverting, and that suited the criminal lifestyle just fine. In time, a friend...or maybe a friend of a friend...got the girl connected to someone who was promising something of great interest. A complete mental 'upgrade,' through technology.

A disgraced cyberdoctor and neural engineer named Dr Nereese who had, back in the day, pioneered groundbreaking improvements to the M.O.M implant systems one can find here and there in the Three Galaxies. These systems, while not illegal to possess, were outlawed for installation throughout the CCF and several other intergalactic states as their side effects became clear. That caused the utter financial collapse of many people's fortunes, Nereese's included.

He was back though, moving quietly in the undercity, finding people desperate enough to risk unproven implants in exchange for what meager financial reward the doctor could muster (more than one might think, with the tacit support of the Black Market) or the promise of vastly expanded mental capacities that were just around the corner.

Surprising no one, the vast majority of implantees suffered severe, often crippling side effects. Even those that managed to retain some semblance of functionality were forever transformed by the process, and rarely for the better. Death Otter benefited from two factors though. First, she was among the very last of the program's subjects before Nereese was discovered by Central security officers and shut down. This mean the version of the SEED implants she got had benefited from some hard lessons learned in earlier versions. Second, she herself was different than most. Like her sister, now universes away, she had inherited some of her father's supernatural 'touch' with machinery. She could think in machine language, feel the pulse of electricity thrumming in the wires.

As a result, instead of fighting the SEED and breaking...or being overwritten and replaced by something else...Death Otter was able to integrate with the system. The process left its mark on her, but she was still herself in a way that no other test subjects had been. And because of that, she was in a position to use the SEED system in a way no one else had been able to, harnessing its full potential. It was a shame that Doctor Nereese had been discovered and arrested before he had a chance to find the escaped Otter and discover how to replicate that one in a billion success story. Almost as big a shame as how many suffering test subjects were mysteriously released by a system glitch around the same time. A real shame.

From there Death Otter returned to her old life for a little while. She found however that huddling in the shadows doing drek work for pond scum didn't do it for her anymore. The SEED had opened new horizons. There was no such thing as a secure system anymore. Firewalls and software security protocols were often simply...irrelevant, as she connected to computers without the need for software interfaces at all. She could simply alter the processor and memory states at will, causing the system to do as she wished without interference from pesky programs.

But if she wanted to go big time, she needed a wardrobe change. And a chance to put her new skills to the test. Otter got both in spades with a series of high profile heists of some very cutting edge prototype gear. While at first she thought she'd gotten away scot free, she was quickly disabused of that notion. The official, and unofficial, responses to her activities were way past what she'd been expecting. It was no longer safe for her on Central.

So Death Otter left. She threw a butt-ton of money at the problem, and got the heck out of there. For awhile longer she bounced around the Three Galaxies, getting into trouble, getting back out of trouble, and leaving a whole lot of scorched earth in her wake. Eventually that scorched earth led her to a little ship who's name really summed up her life's ethos.

Remorseless.
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Death Otter

Post by Ndreare »

looks good
  • 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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