Alexis nightshade (wip)

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Alexia Nightshade
Posts: 9
Joined: Sun Oct 14, 2018 7:18 pm

Alexis nightshade (wip)

Post by Alexia Nightshade » Sun Oct 14, 2018 9:41 pm

Operator for the 77th

Mars fortune and glory rolls
1d12 = 6: 6 +1die type spirit strong will edge
1d12 = 4: 4 +1 die to agility ambidextrous
1d12 = 4: 4+1 DIE to agility quick edge

Heroic journey rolls
Training 1d20 = 18: 18 wild card edge
Training 1d20 = 3: 3 +5 skill points combat skills
Training 1d20 = 7: 7 combat ace
77 cit campaign rolls
Underworld and black ops 1d20 = 2: 2
Underworld and black ops reroll 1d20 = 7: 7
I know a guy +2 on all connection rolls to contact and gain assistance
Legendary journey table 1d12 = 8: 8 fate worse than death shooting
D6 in computer
Last edited by Alexia Nightshade on Tue Oct 16, 2018 12:31 am, edited 1 time in total.
Character Name
Character Name
Pace: 5; Parry: 5 Toughness:5/11 (5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
    improved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
    quick: discard initiate draw of 5 or less for new card

Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 2/2
Adventure Cards
  • #: Card - Effect

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Alexia Nightshade
Posts: 9
Joined: Sun Oct 14, 2018 7:18 pm

Re: Alexia Nightshade

Post by Alexia Nightshade » Mon Oct 15, 2018 10:31 pm

Player Name: tony
Google Handle: Tgray1942@gmail.com
Character Name (Alexis nightshade )
seasoned: Experience25: Advances Left0:
Race dwarf:
Iconic Framework MARS operator :
Attributes: Agility d8(2d fg, Smarts d8 (2d b, Spirit d8 (1d fg 1d b, Strength d6 1db, Vigor d8 1d b 1dr
Charisma: +2; Pace5: 5; Parry:5 (½ Fighting +2); Toughness: 5 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Driving d8(2d if) (1d hj)
  • Boating d4(1d if)
  • Pilot d4 (1d if)
  • Repair d8 (3d if)
  • knowledge
    computer d6 (2d set)
  • science d8 (3db)
  • electronics d8 (3db)
  • Elvin d4 (1db)
  • dwarvin d4 (1db)
  • shooting d8 (3dhj)
  • fighting d6 (2d hj)
  • intimidate d8 (2db)
  • streetwise d6 (1db 2d adv)
  • persuasion d6 (2db)
  • notice d6 (2db)
Hindrances
  • bad luck(Major): begin session w -1 bennie
  • delusion (Minor): believes semi racist weird "facts"about different species
  • loyal(Minor): won't leave friend behind
  • slow (minor racial)base pace 5


Edges
  • ace: +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2 if).
  • MacGyver /b]: This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. (If)
  • ambidextrous (fg): eliminates offhand penalty
  • quick: discard initiate draw of 5 or less for new card (fg)
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist tests of will.(fg)
  • combat ace : the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.(hj)
  • dead shot: The character doubles his total damage when making a successful Shooting or Throwing attack this round.(hj)
  • i know a guy ;Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group.
  • dodge: attackers must subtract 1 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well
  • improved dodge:As above but bonuses are -2 +2
  • tinker:Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules.
  • attractive: +2 charisma
  • marksman :if character does not move inna turn they shoot gain the aim bonus +2
  • rock-n-roll: in a turn character fires and does not move may ignore autofire penalty


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Last edited by Alexia Nightshade on Thu Nov 01, 2018 7:43 pm, edited 4 times in total.
Character Name
Character Name
Pace: 5; Parry: 5 Toughness:5/11 (5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
    improved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
    quick: discard initiate draw of 5 or less for new card

Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 2/2
Adventure Cards
  • #: Card - Effect

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Alexia Nightshade
Posts: 9
Joined: Sun Oct 14, 2018 7:18 pm

Re: Alexis nightshade (wip)

Post by Alexia Nightshade » Tue Oct 16, 2018 10:52 pm

background
Character Name
Character Name
Pace: 5; Parry: 5 Toughness:5/11 (5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
    improved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
    quick: discard initiate draw of 5 or less for new card

Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 2/2
Adventure Cards
  • #: Card - Effect

Edit Signature

User avatar
Alexia Nightshade
Posts: 9
Joined: Sun Oct 14, 2018 7:18 pm

Re: Alexis nightshade (wip)

Post by Alexia Nightshade » Tue Oct 16, 2018 10:56 pm

Gear (post gear as a reply to character sheet)
Item
  • SFD Huntsman Lightweight Personal Armor
    • +5 Armor
    • +1 Toughness
    • Strength Minimum: d6
    • Environmental Protection: No
    • Weight: 16 lbs


    Wilk’s 227 Pulse Pistol
    Image
    • Range: 18/36/72
      Damage: 2d6+1, AP 2
      RoF: 2
      Shots: 24
      Weight: 3 lbs
      Notes: Semi-Auto, 3RB

    NG-S2 Survival Pack
    This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
    • 2 person tent, +20% water supplies
      Sleeping bag
      Flashlight w/knife; solar
      Inertial compass (+2 to Survival to navigate)
      Short range (5 mile) radio
      First aid kit (+1 to healing; 3 uses)
      Hunting/Fishing kit (+1 to Survival to forage)
      Three ‘saw wires’
      Fire starter
      Survival Knife, hatchet, wooden cross
      4 signal flares
      Climbing kit w/30 rope
      Soap and washcloth
      Canteen
      2 weeks rations
    [*Mountaineer ATV: Size 5, Acc/TS 10/50 (Maximum speed 120 mph), Toughness 25 (14), Crew 1+5, Remaining Mods 5 Notes: All-Terrain, Handling 1, Environmental Systems, M.D.C. Armor, Sensor Suite Mini-Missile 100/200/400 5d6 1 6 12 1 36,000 Notes: SBT. Full reload $12,000 (1,000/missile).
    Medium Laser 150/300/600 3d10 1 10 — 2 500,000
    [/color][/size]
Credits: 4d6 = 14: 3, 3, 5, 3

Contacts
34d6 = 128: 1, 5, 4, 6, 4, 4, 1, 2, 3, 3, 6, 6, 2, 1, 6, 5, 2, 3, 5, 1, 5, 6, 5, 4, 6, 4, 3, 4, 3, 4, 3, 1, 6, 4 (opps i messed up my bad)
Last edited by Alexia Nightshade on Sat Oct 20, 2018 9:18 pm, edited 11 times in total.
Character Name
Character Name
Pace: 5; Parry: 5 Toughness:5/11 (5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
    improved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
    quick: discard initiate draw of 5 or less for new card

Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 2/2
Adventure Cards
  • #: Card - Effect

Edit Signature

User avatar
Alexia Nightshade
Posts: 9
Joined: Sun Oct 14, 2018 7:18 pm

Re: Alexis nightshade (wip)

Post by Alexia Nightshade » Tue Oct 16, 2018 10:58 pm

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

race dwarf:
Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.

Iconic Framework
  • Driving d6, Boating d4, Repair d8, and Piloting d4.
  • Ace and McGyver Edges
    Mountaineer ATV: nuclear engine (All 5 Mods worth of weapons mounted, select any from the Vehicular and Heavy
  • Begin with the Glitter Boy’s starting gear.
  • Benefits, table rolls, etc
Hero’s Journey
  • Heroic journey rolls
    Training 1d20 = 18: 18 wild card edge
    Training 1d20 = 3: 3 +5 skill points combat skills
    Training 1d20 = 7: 7 combat ace
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Mars fortune and glory rolls
    1d12 = 6: 6 +1die type spirit strong will edge
    1d12 = 4: 4 +1 die to agility ambidextrous
    1d12 = 4: 4+1 DIE to agility quick edge
Advances
  • Initial Advances: (From Hindrances):dodge and improved dodge
  • Novice 1 Advance: tinker
  • Novice 2 Advance: attractive
  • Novice 3 Advance: plus 2 d to streetwise
  • Seasoned 1 Advance: marksman
  • Seasoned 2 Advance:rock and roll
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • 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:
Character Name
Character Name
Pace: 5; Parry: 5 Toughness:5/11 (5)
Combat-Relevant Edges & Abilities:
  • List of Abilities
    improved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
    quick: discard initiate draw of 5 or less for new card

Wounds: 0/3; Fatigue: 0/2; ISP/PPE: XX/XX
Bennies: 2/2
Adventure Cards
  • #: Card - Effect

Edit Signature

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Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 2601
Joined: Thu Mar 09, 2017 9:00 pm

Re: Alexis nightshade (wip)

Post by Pender Lumkiss » Sun Oct 28, 2018 1:18 pm

Only thing out of place is the two die type increase in streetwise. Per the advancement rules, Increase two skills that are lower than their linked attributes by one die type each. Not 1 skill two times.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2

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