Sara Turner, TW Construct Psi-Operator

They are lead by Osanna "Joker" Wilde, a real wild card.
GM: Freemage
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Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Sara Turner, TW Construct Psi-Operator

Post by Sara Turner » Fri Oct 19, 2018 5:58 am

Fortune & Glory
1d12 = 11: 11 - Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins
each session with one additional Benny.
1d12 = 9: 9 - Wealthy and Connected: You hero begins with the Rich Edge and the
Connections Edge with two factions.
1d12 = 8: 8 - Vigorous and Tough: You hero adds one die type to Vigor and begins with the
Nerves of Steel Edge.

Hero's Journey
Psionics: 1d20 = 13: 13 - Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
Training: 1d20 = 7: 7 - Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Major Psionic)
Training 1d20 = 20: 20 - Choose any: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Master Psionic)

Credits
4d6 = 12: 2, 2, 6, 2 x 100 = 1200
Last edited by Sara Turner on Tue Feb 12, 2019 6:35 am, edited 1 time in total.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Sara Turner, TW Construct Psi-Operator Character Sheet

Post by Sara Turner » Sat Oct 20, 2018 1:21 am

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Sara Elisabeth Turner
Rank: Seasoned Experience: 30 Advances Left:
Race: Techno-Wizard Construct
Iconic Framework: Psi-Operator
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d8, Vigor d10
Charisma: -2; Pace: 4 (Run d4); Parry 4; Toughness: 18 (7); Strain: 8/8
Skills:
  • Fighting d8
  • Healing d4-2
    • +1 first aid kit
  • K. Arcana d6
  • K. Computers d6
  • K. Electronics d8
  • Notice d4
  • Persuasion d4
  • Repair d8+2
    • Half time with Raise
  • Psionics d12
    • Mentalist: +2 opposed rolls
  • Shooting d8
  • Streetwise d4
  • Survival d4-2
    • +2 land navigation, compass
    • +1 food gathering, hunter/fisher kit

Hindrances
  • Powered (Racial): Like any TW item, you require 1 PPE/hr to remain active. During 'sleep mode', you do not have to pay this price. It is possible for mods to increase this cost, so care is advised in selecting mods, especially if you do not have Rapid Recharge Edges. If at some point you cannot pay this price, you will go into 'sleep mode' until you have regenerated at least enough PPE to pay your activation cost in your personal supply.
  • Magical Entity (Racial): You are a magic construct inhabited by a non-native soul, and arcane background magic casters can determine this with a raise using detect arcana, or a normal success with exalted detect arcana. Certain other Powers affect you in unusual ways:
    • Banish/greater banish treat you as an any other Wild Card entity--you must resist or suffer a Wound. If you are Incapacitated by this, however, you can be killed (using the normal Incapacitation/Death & Defeat rules) rather than simply being sent to your home plane.
    • Dispel has no special effect on you (although it can affect Powers from mods normally), but exalted dispel that catches you in its area of effect must be resisted by your Spirit, or you will shut down for 1d6 minutes, and must then repay your activation cost to begin moving again, as if coming out of 'sleep mode'. Your resistance roll is at +2 if the person using exalted dispel is not a TW or Weird Scientist.
    • Drain Point Points/PPE thief can be used to either target you in the normal fashion, OR can be used against your internal supply. This can leave you without enough PPE to pay your next activation cost, forcing you into 'sleep mode' to recharge.
  • Disconnected (Racial): Dead and raised, now housed inside of metal and wires, constructs are somewhat out of touch with the human condition and can seem cold and unemotional at times, suffering -2 Charisma when interacting with flesh and blood beings.
  • Delicate Parts (Racial): The inner workings of the construct are sturdier than a wristwatch, but they are a bit less resilient than flesh and blood; the construct suffers -1 Toughness.
  • Out of Synch (Racial): The new body doesn’t respond quite like the original and is -1 to Parry and has a base Pace of 4 and a d4 running die
  • Wanted (Racial): The CS wants to kill them, Splugorth want to enslave them, and the Federation of Magic want to dissect them. Never a good idea to come back from the dead.
  • Curious (Major)(Selected)
  • Loyal (Minor)(Selected)
  • Stubborn (Minor)(Selected)

Edges
  • Mystical Construct (Racial)
    • +2 to recover from being Shaken
    • Ignore one level of wound modifiers
    • Don’t breathe
    • Immune to disease and poison
    • Cannot heal naturally, but must be Repaired (and ignore the “Golden Hour”). Repairs cannot be done by mundane means and must use the Techno-wizardry (or Psionics) skill.
  • TW Modification (Racial): As a TW construct the construct can take TW modifications the way a regular human can use cybernetics. Each major modification is 2 strain and minor mods are 1 strain. These mods do not require PPE to remain charged. The construct cannot use normal cybernetics at all. You have an internal Power Point supply of 5 points that can only be used for powering yourself and your mods (see Powered, below) and which can be added to with TW mods, as normal. This supply regenerates 1 point/hour, whether or not you are on a ley line; if you have an AB, you can also roll your Arcane Skill to refresh this supply from your own Power Points with your Arcane Skill. An ally with an AB can also refresh your supply in the same fashion, provided they make direct contact. This does not impose negatives on Arcane Background casting like reguler cybernetics strain.
  • Equipped (Racial): Techno-Wizardry Constructs start out with the Rich Edge. In place of the normal HJ rolls or vehicle, they receive either 1 Major or 2 Minor TW mods of their choice. In addition, any starting funds may be spent purchasing additional mods at their base price. If you take the Filthy Rich Edge, you may also use the HJ rolls from that in a similar manner. If a mod would require an additional PPE cost to remain active, you must pay that cost normally. Likewise, if you take a MARS package that starts with cybernetics, you can replace them with equivalent Strain of TW Mods
  • Arcane Background (Psionics)
  • Mr. Fix It : +2 to Repair rolls, half Repair time with raise
  • Gadgeteer: Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Psionics device, and uses any power available to Psi-Operators in that setting (though this is still subject to Rank restrictions). It uses the Psi-Operator’s ISP. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.
  • Brave: +2 Fear tests
  • Filthy Rich: More TW mods
  • Connected: Red River Combine
  • Connected: Black Market
  • Nerves of Steel: Ignore 1 (total 2, from Construct) points of Wound penalties.
  • Mentalist: +2 to opposed Psionics rolls
  • Major Psionic (HJ): Double base ISP, gain +10 ISP with Power Points Edge
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
    • Double these effects on ley lines
  • Master Psionic (HJ): Mega powers
  • Power Points (Novice 1): +10 ISP
  • Telemechanics (Seasoned 1): When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.

TW Modifications

Agility +1 die type (Major) (1) - Strain: 2
  • Agility to d8
Strength +1 die type (Major)(1) - Strain: 2
  • Strength to d8
+1 Vigor (Minor)(1) - Strain: 1
  • Vigor +1
Vigor +1 Die type (Major)(1) - Strain: 2
  • Vigor to d10
+1 Spirit (Minor)(1) - Strain: 1
  • Agility +1
Last edited by Sara Turner on Tue Feb 12, 2019 6:35 am, edited 2 times in total.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Sara Turner, TW Construct Psi-Operator Powers

Post by Sara Turner » Sat Oct 20, 2018 1:22 am

Powers
PPE: 5 ISP: 40

Smite
  • Cost: 2 ISP
  • Range: Touch
  • Duration: 3 (1/r)
  • Trapping: Weapon crackles with psychic energy, enhancing damage.
  • +2 damage; +4 with Raise; may affect up to 5 targets for 2 ISP each
Greater Smite
  • Cost: 4
  • Range: Smarts x 3
  • Duration: 3 (1/r)
  • Trappings: Any, conferred at time of casting
  • +4 damage; +8 with Raise; damage is mega damage

Telekinesis
  • Cost: 5 ISP
  • Range: Smarts
  • Duration: 3 (1/r)
  • Trappings: Pure psionics
  • The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
    • Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
    • Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength.
    • Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage.
Exalted Telekinesis
  • Cost: 10 ISP
  • Range: Smarts x 2
  • Duration: 3 (1/r)
  • Trappings: Pure psionics
  • The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Consult the Super Strength Table ( page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.

Telepathy
  • Cost: 2 ISP
  • Range: 1 mile
  • Duration: 3 (1/r)
  • Trappings: Pure psionics
  • If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading. If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
  • Telemechanics: When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
Exalted Telepathy
  • Cost: 4 ISP
  • Range: Special
  • Duration: 3 (1/r)
  • Trappings: Pure psionics
  • Allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4. Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
Last edited by Sara Turner on Wed Jul 03, 2019 11:29 pm, edited 1 time in total.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Sara Turner, TW Construct Psi-Operator Gear

Post by Sara Turner » Sat Oct 20, 2018 1:24 am

Gear

NEMA Liberator Multi-Rifle (Patron Item)
  • Range: (Particle Beam): 35/70/140 (Exotic Particle Launcher): 12/24/48
  • Damage (by mode): 3RB
    • Particle Beam: 2d8+4 (MD) AP 6, Snapfire
      • This powerful blast requires 10 charges from the Canister E-Clip.
    • Exotic Freezing Pellet: On impact a gel-like pellet ruptures to spread a plasma-like freezing substance that covers a SBT and does 3d10 cold damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. Any target hit must make a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
    • Exotic Burning Pellet: On impact a gel-like pellet ruptures to spread a plasma-like flaming substance that covers a SBT and does 3d8 fire damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. One the shooter's next action, unless counteracted in some way (taking an action to strip off the plasma-covered item), the attack does 2d8 damage (plus any other bonuses such as a raise from damage or power bonuses) to each affected target. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
  • Shots: 30 (Canister E-Clip); The gel pellets are made from a separate canister which has 20 gel-pellets worth of the substance. Most chemists and operators can make it with a sample of the substance. Costs 1000 credits per canister.
  • Min Str d8

Impact Hammer
  • Damage: Str+2d6, Raise damage 1d10, Mega Damage
  • 11 lbs

Frag Grenades x18
  • Damage 3d6, LBT, Mega Damage
  • Range 5/10/20

C-20 Laser Pistol
  • Damage: 2d6+1, AP 2, Semi-Auto
  • Range: 15/30/60
  • Shots: 21
    • Reloads: 2 x 21 shots
  • Weight: 3 lb

Bandito Arms Branaghan Armored Overcoat (Patron Item)
  • +1 Toughness (stacks)
  • Increase Load Limit to Strength x 7
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade
  • Attachment: Frag grenade

CA-4 Standard “Dead Boy” Body Armor
  • +7 Armor
  • +2 Toughness
  • FEP
  • Mini-computer
  • Public address system
  • 10 mile comms
  • Night and thermal vision
  • 20 lb

NG-2 Survival Pack
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • 30 lbs

Credits: 100,190

Contacts
  • Reginald Turner (Red River Combine) - uncle and mentor
  • Big Mikey (Black Market)
Last edited by Sara Turner on Tue Feb 19, 2019 2:19 am, edited 3 times in total.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Sara Turner, TW Construct Psi-Operator Background

Post by Sara Turner » Sat Oct 20, 2018 1:25 am

Background

Sara and Tara Turner were born fraternal twins to a family in the Red River Combine in the New West, a group of mercenary techno-wizard dealers. Their mother died when they were young and left them to be raised by their strict father.

Their father was a master techno-wizard, and Tara took to techno-wizardry quite well. However, Sara had less of a knack, and when she developed psionic powers she was turned over to the tutelage of her uncle instead, who was a much less harsh man.

When the girls turned eighteen their father sought to arrange a marriage for Tara to another techno-wizard in the Combine. But the fiancee grew jealous and abusive at Tara’s superior skill. On her wedding day, Tara and Sara left the Combine and headed east.

The sisters settled in Kingsdale and opened up a shop. In Kingsdale Tara met and married an exile from the Federation of Magic named Caleb Black. They had a daughter named Kim.

Shortly after, Tara and Sara discovered an old NEMA bunker north of Kingsdale. They managed to gain access, but Sara was a bit too quick and curious and was caught by the automated anti-intrusion countermeasures. Dying in her sister’s arms, she used her last bit of mental power to telemechanically upload herself into the bunker’s mainframe, taking over the computer sytem and becoming the bunker’s artificial intelligence. Tara made the bunker her secret workshop as she puzzled out the secrets of NEMA technology and spent time with her lost sister.

Six years later Caleb Black’s past caught up with him and an old enemy, an evil shifter named Count Atrocles, infiltrated the bunker, threatening Tara and Kim. Caleb showed up and fought the man, but he was unable to stop Atrocles from throwing his wife through a rift into a hell dimension. He did manage to save his daughter. At the last moment, Sara downloaded her consciousness into Tara’s wrist mounted field computer and made the journey through the hells with her.

Twelve years later Tara made her way back to Rifts Earth a hardened and determined woman with only one thing on her mind, to find her family. While making her way around the heartland of North American and even out west, she finally returned to her bunker in Kingsdale to start a special project. She used the secrets she had learned in rifting through the worlds to build a techno-wizardry powered construct body and downloaded Sara’s consciousness into it. It would let them both continue the search.

Sara has since made her way out into the world, seeking to help and do good while also searching for Caleb and Kim Black on behalf of her sister.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Sara Turner, TW Construct Psi-Operator Advances

Post by Sara Turner » Sat Oct 20, 2018 1:25 am

Advances

Iconic Framework
  • Begin with Psionics d6, 10 ISP, and Arcane Background (Psionics). Select three powers from the Mind Melter’s list.
  • Begin with Repair d8 and the Mr. Fix It Edge (substituting Psionics for Weird Science).
  • Begin with the Gadgeteer Edge (substituting Psionics for Weird Science). Created gadgets use the Psi-Operator’s ISP.
  • Begin with the Mind Melter’s starting gear.

Hero’s Journey
  • Psionics
    • Overcoming the will of others is something many psionics strive to perfect. Your hero is a master of such techniques, granting her the Mentalist Edge.
  • Training
    • Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Major Psionic)
    • Choose any: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Master Psionic)

MARS Fortune & Glory
Fortune and Glory
  • Fortune Favors the Bold: Brave Edge and +1 Benny/session
  • Wealthy and Connected: Rich Edge and Connections Edge with 2 factions
    • Red River Combine
    • Black Market
  • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.

Advances
  • Initial Advances (From Hindrances): Spirit d8, Smarts d8
  • TW Modifications: Strength, Agility, and Vigor +1 die type; Spirit and Vigor +1
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Smarts d10
  • Novice 3 Advance: Psionics d10, Shooting d8
  • Seasoned 1 Advance: Telemechanics
  • Seasoned 2 Advance: Smarts d12
  • Seasoned 3 Advance: Fighting d8, K. Electronics d8
  • Seasoned 4 Advance: Power Points
  • Veteran 1 Advance: Power Points: +5 ISP
  • 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:
Last edited by Sara Turner on Wed Jul 03, 2019 11:30 pm, edited 2 times in total.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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RFT
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Re: Sara Turner, TW Construct Psi-Operator (Ready for Review)

Post by RFT » Sat Oct 20, 2018 7:43 am

Is her name a nod towards Pirates of the Caribbean?
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*]Quick rerolls 20 or less
[*]Quickness with a Raise rerolls 28 or less
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]
Dynamic Backlash Table
  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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KahlessNestor
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Re: Sara Turner, TW Construct Psi-Operator (Ready for Review)

Post by KahlessNestor » Mon Oct 22, 2018 12:28 am

RFT wrote:
Sat Oct 20, 2018 7:43 am
Is her name a nod towards Pirates of the Caribbean?
If it is, it wasn't intentional LOL I haven't seen that in a long time. It was a riff off of Kim's mother's name Tara (Tara and Sara, for fraternal twins). I just tossed in Turner when I needed Tara's maiden name recently in New West.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Freemage
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Re: Sara Turner, TW Construct Psi-Operator (Ready for Review)

Post by Freemage » Mon Oct 22, 2018 2:06 pm

Okay.... Attributes:

Assuming all stats started at a d6:
Agility +1 DT (Mod); +1 (Minor Mod)
Smarts +1 DT (N2 Advance); +1 DT (S2 Advance)
Spirit +1 DT (Hind)
Strength +1 DT (Mod)
Vigor +1 DT (Hind); +1 DT (Mod); +1 DT (F&G); +1 (Minor Mod)

By my tally, that should be:
Agility d8+1; Smarts d10; Spirit d8; Strength d8; Vigor d12+1

You have:
Agility d8+1, Smarts d12, Spirit d8, Strength d8, Vigor d10+1
It's an easy enough fix--Swap out the Hindrance Vigor bump for a Smarts bump, OR adjust the Attributes--either one is good; you're covered on Edge qualifications, regardless, so whichever you prefer is up to you.

Note that TW Minor Mods are to rolls, not to the base attribute--so getting to a d12+2 Vigor with two minor Mods, for instance, does NOT give you a base Toughness of 7. (Die-type increases DO affect the base stat, so you would have a d12 Vigor for Toughness calculations.) (You hadn't done any of this so far, was just noting it for future reference, since you're well on your way to d12 Vigor.)

********

If you're open to suggestions--the Minor Mod to Agility? In my experience, you'll roll Spirit about three times as often as Agility--spell/intimidation resistance, fear checks and unshaking, vs. pretty much just spell resistance for Agility. And usually the results of failing those rolls are at least as bad, if not worse, than failing an Agility roll (that just gets damage, which can be soaked, most of the time--vs. rolling on the Fear table, or being puppeted, or just standing around doing nothing because you failed to Unshake). So a +1 to Spirit rolls will pay off in the long run, much more than a similar bonus to Agility.

Skills, Hindrances and Edges are all good.

Powers look solid.

Background is as awesome as I'd expect.

What book is the Red River Combine talked about in? I'll need to dig up some details on it for it to be a useful Contact. Also, I usually prefer a Name/Org combo for Contacts, but you can hold off and plug the names in later; even if you aren't in a place where that exact person is available, making the Connection work is a matter of dropping their name to the local organization members.

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Sara Turner
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Re: Sara Turner, TW Construct Psi-Operator (Ready for Review)

Post by Sara Turner » Tue Oct 23, 2018 1:21 am

I will go with the d12 Smarts, and will adjust the +1 Agility to Spirit. Much of my thinking there was that enhancing "physical" was kind of what was being done to the Construct frame. But I guess it is magic, so enhancing Spirit works too.

I don't know much of anything about the Red River Combine other than it's a TW outfit (arms dealers?) and I think it's evil. It was Tribe's idea to connect Kim and her mother there and I ran with it. My guess is it would be in the New West book. Otherwise check with Tribe.

For contacts, I was thinking of using her uncle/mentor for the RRC. I'll think of someone for Black Market. Maybe Big Mikey. Or maybe not someone that high up.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Re: Sara Turner, TW Construct Psi-Operator (Ready for Review)

Post by Sara Turner » Fri Jan 11, 2019 1:33 am

Q4 2018 Advance: Fighting d8, K. Electronics d8
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Re: Sara Turner, TW Construct Psi-Operator

Post by Sara Turner » Wed Apr 03, 2019 3:22 am

Q1 2019 Advance: +5 ISP
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

User avatar
Sara Turner
Posts: 78
Joined: Sat Oct 20, 2018 2:46 am

Re: Sara Turner, TW Construct Psi-Operator

Post by Sara Turner » Wed Jul 03, 2019 11:29 pm

Q2 2019 Advance: +5 ISP
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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