Herra (SWADE)

GM: Freemage
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Peta Chante
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Herra (SWADE)

Post by Peta Chante »

HJ
Psionics [dice:3m68u5m1]61428:0[/dice:3m68u5m1]
Psionics [dice:3m68u5m1]61428:1[/dice:3m68u5m1]

Tattoos
Seasoned (HJ Psionics) [dice:3m68u5m1]61428:2[/dice:3m68u5m1]
Veteran (HJ Psionics) [dice:3m68u5m1]61428:3[/dice:3m68u5m1]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (SWADE)

Post by Peta Chante »

Herra
Rank: Veteran Advances Left: 0
Race: Serran
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 8; Toughness: 14 (6); Strain: 0
Skills:
  • Athletics d8
  • Common Knowledge d4
  • Notice d8
  • Persuasion d6+1
  • Stealth d6
  • Fighting d8
  • Psionics d12
  • Intimidation d6+1
  • Driving d8
  • Survival d8
Hindrances
  • Heroic (Major): Loves to stick up for the underdog
  • Phobia (Minor): Being penned up as a slave has made her claustrophobic, -2 to Trait rolls in confined spaces
  • Low Tech (Minor): -2 when using computers or high tech devices
  • Boarding House Rules (Minor Quirk): Coming to Rifts Earth as a child refugee and raised as a slave, Herra eats food as fast as possible, and usually takes more than her fair share hoarding it for later. (IF)
  • Cybernetics: -1 to the Psionics skill for each point of Strain (IF)
  • Enemy (Coalition): Shoot on sight (IF)
  • Feared: -2 Persuasion when dealing with those who fear her - meaning everyone! (IF)
  • Wanted (Minor): Little Pocahontas Mission 1
  • Overconfident (Major): Has absolute confidence in her powers (Shard).
Racial Abilities
  • Weak (-2): Serrans are weak compared to most other races. They suffer a –1 penalty to all Strength rolls.
  • Danger Sense Edge (+2): Serrans have either extremely developed intuition or perhaps limited extra-sensory perception, giving them the Danger Sense Edge.
  • Parry (+2): Serran ESP increases their Parry by +2.
Edges and Iconic Abilities
  • Danger Sense (Racial): Notice roll at +2 to sense ambushes or similar events.
  • Alter Aura (IF): Use conceal aracana (self only) as an Innate Ability (can use power modifiers). Can also mimic the supernatural "signature" of any being desired
  • Arcane Background (Psionics): Choose 5 powers and start with 30 I.S.P.
  • Power Points (IF): +10 I.S.P.
  • Major Psionics (IF): May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Major Psionics (IF): Access Mega power modifiers and increased trappings.
  • Expanded Awareness (IF): Use detect arcana (self only, detect only) as an Innate Ability and may sense supernatural beings within line of sight with a Notice check.
  • Master of Psionics (IF): Free reroll on all Trait rolls when using psychic abilities and their Psionics skill. Cannot re-roll Critical Failures.
  • Moon Hunter (GM): Shooting, and Shooting and Survival are always considered to be below the associated Attributes (up to d12) and, once per new Rank, can travel back to the tribe to get an additional star tattoo, granting her an additional HJ-Psionics roll. This is not an Advance, it's a freebie for being a member of the Tribe.
  • Psi-Blade (hind): Summon blade by activating smite. Strength + Smarts damage, with AP 24 plus smite bonus.
  • Sixth Sense (hind): With a success begins the round on Hold. With a raise, she can take a single immediate action. Eliminates the −2 to Notice checks in other situations covered by Danger Sense.
  • Powerful Presence (Tribal): Your hero gains +1 on all social skill checks. If he has empathy or fear, he gains a free reroll when using those powers.
  • Auto-Raise (Tribal): When she successfully activates “x”, she gains the raise effect automatically.
  • Strong Willed (N2): +2 to resist Smarts or Spirit-based Tests.
  • Mentalist (S1): +2 to opposed Psionics rolls.
  • Adept (V1): Once per rank, choose one power to become an Innate Ability with the Range (self) limitation.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (SWADE)

Post by Peta Chante »

Powers
Arcane Background: Psionics
PPE/ISP: 40 - Recovery: 5/hour
  • Alter Aura (conceal arcana) [innate, self only]
  • See Aura (detect arcana) [innate, self only]
  • Summon Inner Strength (boost Trait)
  • Telekinetic Field (deflection) [innate, self only]
  • Bio-Regeneration (healing)
  • Radiate Horror Factor (fear)
  • Mind Control (puppet)
  • Telekinetic Attack (smite) [innate, self only]
  • Bio-Manipulation - Paralysis (stun)
  • Super Telekinesis (telekinesis)
  • Intuitive Combat (warrior’s gift) [innate, self only]
The Shard
Arcane Background: Gifted
PPE/ISP: 15 - Recovery: 5/hour
  • resurrection
  • Can trade ISP 2 for 1 to activate power.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (SWADE)

Post by Peta Chante »

Background
Slavers. Sometimes she still dreams about them. Floating across the surface of her homeworld, snatching up her friends and family. Evil creatures on floating barges with female minions casting out nets and stunning people to the ground. Her village fought bravely, but in vain. The beings, she later found out were minions of the Splugorth, took them in cramped pens to a great market on another world. She, and a group of other children, were deemed too small and weak but their psychic abilities attracted some attention. Thus, she was bought and sold a dozen times before arriving on Rifts Earth to train as a fighter in the slave pits of Splynn where her psionics powers flourished in the magic rich environment.

Training was rigorous and brutal, usually done under the instruction of bitter tattooed warriors. One of her trainers, Spider, was a long time veteran and took Herra under his wing. When Spider's family was killed Herra secretly helped him to escape. Later, as she neared the age of 16 and was prepared for battle in the fighting pits Herra was purchased by mercenaries to fulfil a contract in North America during the Juicer Uprisings. Her group took heavy losses and Herra used the chaos and confusion of the Uprisings to make good her escape. Knowing Spider had escaped to North America she began to look for him. Only to find him in a CS prison! Once again the plucky psychic helped her former trainer to escape.

Fleeing the CS and seeing war and devastation everywhere they went, Herra and Spider travelled through the wilderness stopping to help anyone who needed it (Spider usually reluctantly). Eventually, the pair came across some members of the Tomorrow Legion and Herra immediately attracted to their cause while Spider came along for the ride.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (SWADE)

Post by Peta Chante »

Gear

Velociraptor Skull
Image
Velociraptors are canny and dangerous predators (their name translates to "swift seizer") that use speed and initiative to subdue and consume their prey. The enchanted raptor skull is worn like a helmet or headdress and gives the wearer predator like instincts, able to track prey and to see and react in battle with ferocity and clarity. This is a mystical heirloom of the Moon Hunter Tribe in the dinosaur swamps, only a few are known to exist and are usually given to elder warriors and heroes of the tribe.
Breakdown
Base Item: Velociraptor Skull (Cost: Potentially your life!)
Minor: +1 Survival(Cost: 5,000)
Minor: +1 Survival (Cost: 5,000)
Major: Level headed (Cost: 40,000)
Major: Improved Level Headed (Cost: 40,000)
Total Cost: 90,000
Moon Hunter Tribal Armor (Combat Mage Armor)
  • +6 Armor, +3 Toughness
  • Strength Minimum: d10 (ignores min strength when powered)
  • Environment Protection: Full
  • Weight: 36 lb
  • Powers: darksight, farsight
  • Note: Requires 1 Power Point per hour to function. Adds +2 die types to Strength when powered and ignores min Str.
NG-33 Laser Pistol Block II
Image
Damage: 3d6
ROF: 1
Range: 12/24/48
Payload: 20 shot E-Clip
Weight: 4
Min Str: d4
Cost: 6500
Notes: AP 2


NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
Contents
  • 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.
Xiticix TK Rifle (surrendered to Kingsdale Guard)
Damage: 3d6 MD
ROF: 1
Range: 40/80/160
Payload: --
Weight: --
Min Str: -
Mods: +2 Shooting, +2 Die Types to Shooting


Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
Credits: 152,005
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Re: Herra (SWADE)

Post by Peta Chante »

Advances

Hero’s Journey
  • Psionics 9 - New Powers
  • Psionics 9 - New Powers
  • Seasoned (Psionics) 17 - Your hero gains +1 on all social skill checks. If he has empathy or fear, he gains a free reroll when using those powers.
  • Veteran (Psionics) 12 - Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.
Advances
  • Initial Advances: (Bonus from Hindrances): Psi-Blade, Sixth Sense
  • Edge(s) granted by Racial Features: Danger Sense
  • Edges(s) from Hero’s Journey Rolls: New Powers, New Powers
  • Novice 1 Advance: +1 Spirit
  • Novice 2 Advance: Strong Willed
  • Novice 3 Advance: +1 Intimidation, +1 Persuasion
  • Seasoned 1 Advance: Mentalist
  • Seasoned 2 Advance: +1 Agility
  • Seasoned 3 Advance: +1 Fighting, +1 Driving
  • Seasoned 4 Advance: Power Points
  • Veteran 1 Advance: Adept
  • Veteran 2 Advance: +1 Strength
  • Veteran 3 Advance: +1 Athletics, +1 Survival
  • 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 Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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