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<blockquote data-quote="GreenKarl" data-source="post: 7139857" data-attributes="member: 6801242"><p>[gm]The ceiling is around 40ft high so just over 12 yards or 6" game wise. Reading over the Mega version of Telepathy it says you can reach any ALLY mind within a mile and you penalty to try and go for another. This seems to suggest that you hostile minds you can only contact one but now at no penalty. Now it seems reasonable that you should be able to 'contact' more so I am going to say whatever PP/ISP you invest in the power is the number of 'minds' you can contact.</p><p>Still waiting a bit for Dawn's action but going to move forward and for the next round she has some extra stuff she can do...[/gm]</p><p></p><p>James acted quickly and pulled out his laser rifle and shot and staggered one of the advancing robots while Squidge reached out and by-passed the firewalls of five of the skelebots. Alenys changed into her dragon form and lept to shield the DBees from the advancing Coalition forces. The DBees of course screamed in fear, most falling to the ground and covering their eyes at the sight of the dragon hatchling. The young dragon also reach out with her mind to help hardened the skin of Spuidge. </p><p></p><p>The Skelebots raced forward and unload a huge barrage of laser fire at Alenys. Most miss and of the two that do strike the dragon only one causes her a slight bump that she feels through her scaled hide... </p><p></p><p>[gm][sblock=Rolls & Results]James shots and hits Skelebot #1 and shakes it.</p><p>Squidge reaches out to try and grab 6 of their 'minds', they resist with their Spirits; <a href="http://roll.coyotecode.net/lookup.php?rollid=167279" target="_blank">Spirits to resist: 1D6.OPEN(6) = [3] = 3; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2</a>, one resisted, the other 5 did not. So next round, as an Action you can start re-programming them. Basically Puppet power by issuing them orders on what to do, BUT again you need a new Computers roll to get them to go against their programming, resisted by their Smarts this time (same die HAHA). You will not need a new roll after that but you will be in affect maintaining the power with the normal PP/ISP cost. </p><p>Alenys casts Armor on Squidge to give her +2 AP</p><p>Dawn still has an action</p><p></p><p>The Skelebots take the Run action, adding <a href="http://roll.coyotecode.net/lookup.php?rollid=167281" target="_blank">Run die: 1D10 = [8] = 8</a> so they move 16" closer (they are now 84" away).</p><p>Coalition Grunts move up to being 100" away and take cover thats all they do this round.[/sblock]<strong>Initiative Cards</strong></p><p>Alenys - 7 of Diamonds</p><p>Dawn - 2 of Diamonds</p><p>James - 3 of Spades</p><p>Squidge - 6 of Diamonds</p><p></p><p>Skelebots - Jack of Spades</p><p>Grunts - 4 of Spades</p><p>Lowel - King of Diamonds</p><p> </p><p>Villains go first. </p><p>[sblock=Rolls & Results]Skelebots moves 8" close (base move they are now 76" away) and #2-12 fire at Alenys as she is the big target. They are going to each fire 3 attacks (ROF) at -2 (as they moved). Alenys is large for +2 due to size but they are still at long range so -4 to hit so all attacks are at -4 each. </p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">Attack rolls: 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [3]-4 = -1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [6]-4 = 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [8, 5]-4 = 9</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1; 1D8.OPEN(8)-4 = [3]-4 = -1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [6]-4 = 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167283" target="_blank">1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0</a>, one hit and one hit with a raise. WOW <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> These are AP-2 Mega Damage Attacks so Alenys has a Toughness of 32 vs. them; <a href="http://roll.coyotecode.net/lookup.php?rollid=167284" target="_blank">Damage from attack: 3D6.OPEN(6) = [5, 1, 1] = 7</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167284" target="_blank">4D6.OPEN(6) = [5, 6, 6, 2, 6, 2, 1] = 28</a>, oh close with the second one but no cigar. No damage. </p><p>Skelebot #1 makes his roll to recover from <a href="http://roll.coyotecode.net/lookup.php?rollid=167282" target="_blank">Shaken: 1D6.OPEN(6)+2 = [3]+2 = 5</a>, he made it but that's his action this round.</p><p>Coalition grunts and Lowel move 6" closer and take light cover (-2 to be hit from ranged attacks, +2 to AP vs. area damage), they are now 94" away.[/sblock] </p><p>Heroes Actions!!! </p><p>[sblock=Coalition Forces]<strong>Skelebots</strong> - 'Brutes' (the Skelebots must suffer a second Wounds before being destroyed).</p><p><strong>Attributes</strong>: Agility d4, Smarts d6, Spirit d6, Strength d12+1, Vigor d10</p><p><strong>Skills</strong>: Fighting d8, Notice d6, Shooting d8</p><p><strong>Cha</strong>: −2; <strong>Pace</strong>: 8; <strong>Parry</strong>: 6; <strong>Toughness</strong>: 13 (4)</p><p><strong>Hindrances</strong>: Ugly, Vow (Major—Obey programming and Coalition commands)</p><p><strong>Edges</strong>: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands</p><p><strong>Gear</strong>: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP-2, Mega Damage).</p><p><strong>Special Abilities</strong>:</p><p>*<strong>Armor +4</strong>: Advanced alloy structure. </p><p>*<strong>Construct</strong>: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.</p><p>*<strong>Fearless</strong>: Skeloboths are programmed without fear. </p><p>*<strong>Sensor Suite</strong>: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.</p><p>*<strong>Toughness +2</strong>: Hardened interal structures adds +2 to their Toughness scores. </p><p>*<strong>Weapon Mount</strong>: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)</p><p>*<strong>Weapon Mount</strong>: Retractable vibroblade (Str+d10, AP-4, Mega Damage)</p><p></p><p><strong>Coalition Grunts</strong> – Extras</p><p><strong>Attributes</strong>: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6</p><p><strong>Skills</strong>: Driving d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Survival d4, Throwing d6</p><p><strong>Cha</strong>: 0; <strong>Pace</strong>: 6; <strong>Parry</strong>: 5; <strong>Toughness</strong>: 13 (6)</p><p><strong>Hindrances</strong>: Loyal, Vow (Minor—Serve the Coalition)</p><p><strong>Edges</strong>: Connected (Coalition Military)</p><p><strong>Gear</strong>: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-12 Heavy Assault Laser Rifle (Range 30/60/120, Damage 3d6+1, RoF 3, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 2× frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm.</p><p>One is instead of carrying the C-12 laser rifle is carrying a C-27 Heavy Plasma Cannon (Range 18/36/72, Damage 2d10+2, RoF 1, AP*, Mega Damage, Snapfire. Ignores non-sealed armor. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused)</p><p></p><p><strong>Lieutenant Lowel</strong> - Coalition Military Specialist (Wild Card, 1 extra Benny) </p><p><strong>Attributes</strong>: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8</p><p><strong>Skills</strong>: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6</p><p><strong>Cha</strong>: 0; <strong>Pace</strong>: 6; <strong>Parry</strong>: 6; <strong>Toughness</strong>: 14 (6)</p><p><strong>Hindrances</strong>: Loyal, Vow (Minor—Serve the Coalition)</p><p><strong>Edges</strong>: Brave, Combat Reflexes, Connected (Coalition Military), Marksman </p><p><strong>Cybernetics</strong>: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness Scout Package (+2 Survival and Tracking).</p><p><strong>Gear</strong>: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 4× high explosive grenades (Range 5/10/20, Damage 3d8, MBT, Mega Damage), 4 extra clips each firearm.[/sblock][/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7139857, member: 6801242"] [gm]The ceiling is around 40ft high so just over 12 yards or 6" game wise. Reading over the Mega version of Telepathy it says you can reach any ALLY mind within a mile and you penalty to try and go for another. This seems to suggest that you hostile minds you can only contact one but now at no penalty. Now it seems reasonable that you should be able to 'contact' more so I am going to say whatever PP/ISP you invest in the power is the number of 'minds' you can contact. Still waiting a bit for Dawn's action but going to move forward and for the next round she has some extra stuff she can do...[/gm] James acted quickly and pulled out his laser rifle and shot and staggered one of the advancing robots while Squidge reached out and by-passed the firewalls of five of the skelebots. Alenys changed into her dragon form and lept to shield the DBees from the advancing Coalition forces. The DBees of course screamed in fear, most falling to the ground and covering their eyes at the sight of the dragon hatchling. The young dragon also reach out with her mind to help hardened the skin of Spuidge. The Skelebots raced forward and unload a huge barrage of laser fire at Alenys. Most miss and of the two that do strike the dragon only one causes her a slight bump that she feels through her scaled hide... [gm][sblock=Rolls & Results]James shots and hits Skelebot #1 and shakes it. Squidge reaches out to try and grab 6 of their 'minds', they resist with their Spirits; [URL="http://roll.coyotecode.net/lookup.php?rollid=167279"]Spirits to resist: 1D6.OPEN(6) = [3] = 3; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [1] = 1; 1D6.OPEN(6) = [2] = 2; 1D6.OPEN(6) = [5] = 5; 1D6.OPEN(6) = [2] = 2[/URL], one resisted, the other 5 did not. So next round, as an Action you can start re-programming them. Basically Puppet power by issuing them orders on what to do, BUT again you need a new Computers roll to get them to go against their programming, resisted by their Smarts this time (same die HAHA). You will not need a new roll after that but you will be in affect maintaining the power with the normal PP/ISP cost. Alenys casts Armor on Squidge to give her +2 AP Dawn still has an action The Skelebots take the Run action, adding [URL="http://roll.coyotecode.net/lookup.php?rollid=167281"]Run die: 1D10 = [8] = 8[/URL] so they move 16" closer (they are now 84" away). Coalition Grunts move up to being 100" away and take cover thats all they do this round.[/sblock][B]Initiative Cards[/B] Alenys - 7 of Diamonds Dawn - 2 of Diamonds James - 3 of Spades Squidge - 6 of Diamonds Skelebots - Jack of Spades Grunts - 4 of Spades Lowel - King of Diamonds Villains go first. [sblock=Rolls & Results]Skelebots moves 8" close (base move they are now 76" away) and #2-12 fire at Alenys as she is the big target. They are going to each fire 3 attacks (ROF) at -2 (as they moved). Alenys is large for +2 due to size but they are still at long range so -4 to hit so all attacks are at -4 each. [URL="http://roll.coyotecode.net/lookup.php?rollid=167283"]Attack rolls: 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [3]-4 = -1 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [6]-4 = 2 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [6]-4 = 2; 1D8.OPEN(8)-4 = [6]-4 = 2 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [1]-4 = -3; 1D8.OPEN(8)-4 = [1]-4 = -3 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [8, 5]-4 = 9 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [5]-4 = 1; 1D8.OPEN(8)-4 = [3]-4 = -1 1D8.OPEN(8)-4 = [4]-4 = 0; 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [6]-4 = 2 1D8.OPEN(8)-4 = [2]-4 = -2; 1D8.OPEN(8)-4 = [7]-4 = 3; 1D8.OPEN(8)-4 = [4]-4 = 0[/URL], one hit and one hit with a raise. WOW ;) These are AP-2 Mega Damage Attacks so Alenys has a Toughness of 32 vs. them; [URL="http://roll.coyotecode.net/lookup.php?rollid=167284"]Damage from attack: 3D6.OPEN(6) = [5, 1, 1] = 7 4D6.OPEN(6) = [5, 6, 6, 2, 6, 2, 1] = 28[/URL], oh close with the second one but no cigar. No damage. Skelebot #1 makes his roll to recover from [URL="http://roll.coyotecode.net/lookup.php?rollid=167282"]Shaken: 1D6.OPEN(6)+2 = [3]+2 = 5[/URL], he made it but that's his action this round. Coalition grunts and Lowel move 6" closer and take light cover (-2 to be hit from ranged attacks, +2 to AP vs. area damage), they are now 94" away.[/sblock] Heroes Actions!!! [sblock=Coalition Forces][B]Skelebots[/B] - 'Brutes' (the Skelebots must suffer a second Wounds before being destroyed). [B]Attributes[/B]: Agility d4, Smarts d6, Spirit d6, Strength d12+1, Vigor d10 [B]Skills[/B]: Fighting d8, Notice d6, Shooting d8 [B]Cha[/B]: −2; [B]Pace[/B]: 8; [B]Parry[/B]: 6; [B]Toughness[/B]: 13 (4) [B]Hindrances[/B]: Ugly, Vow (Major—Obey programming and Coalition commands) [B]Edges[/B]: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands [B]Gear[/B]: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP-2, Mega Damage). [B]Special Abilities[/B]: *[B]Armor +4[/B]: Advanced alloy structure. *[B]Construct[/B]: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties. *[B]Fearless[/B]: Skeloboths are programmed without fear. *[B]Sensor Suite[/B]: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet. *[B]Toughness +2[/B]: Hardened interal structures adds +2 to their Toughness scores. *[B]Weapon Mount[/B]: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT) *[B]Weapon Mount[/B]: Retractable vibroblade (Str+d10, AP-4, Mega Damage) [B]Coalition Grunts[/B] – Extras [B]Attributes[/B]: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 [B]Skills[/B]: Driving d4, Fighting d6, Intimidation d6, Notice d6, Shooting d8, Survival d4, Throwing d6 [B]Cha[/B]: 0; [B]Pace[/B]: 6; [B]Parry[/B]: 5; [B]Toughness[/B]: 13 (6) [B]Hindrances[/B]: Loyal, Vow (Minor—Serve the Coalition) [B]Edges[/B]: Connected (Coalition Military) [B]Gear[/B]: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-12 Heavy Assault Laser Rifle (Range 30/60/120, Damage 3d6+1, RoF 3, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 2× frag grenades (Range 5/10/20, Damage 3d6, LBT, Mega Damage), 4 extra clips each firearm. One is instead of carrying the C-12 laser rifle is carrying a C-27 Heavy Plasma Cannon (Range 18/36/72, Damage 2d10+2, RoF 1, AP*, Mega Damage, Snapfire. Ignores non-sealed armor. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused) [B]Lieutenant Lowel[/B] - Coalition Military Specialist (Wild Card, 1 extra Benny) [B]Attributes[/B]: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8 [B]Skills[/B]: Climbing d6, Driving d6, Fighting d8, Healing d4, Intimidation d8, Knowledge (Battle) d4, Notice d6, Persuasion d6, Shooting d10, Stealth d6, Survival d6, Throwing d6, Tracking d6 [B]Cha[/B]: 0; [B]Pace[/B]: 6; [B]Parry[/B]: 6; [B]Toughness[/B]: 14 (6) [B]Hindrances[/B]: Loyal, Vow (Minor—Serve the Coalition) [B]Edges[/B]: Brave, Combat Reflexes, Connected (Coalition Military), Marksman [B]Cybernetics[/B]: Core Electronics Package, Cyber-Wired Reflexes, Environmental Sensors, Optics Package (+2 sight-based Notice), Range Data System (reduce Shooting penalties by two), Wilderness Scout Package (+2 Survival and Tracking). [B]Gear[/B]: CA-1 Heavy Body Armor (+6 Armor, +2 Toughness, Full Environmental), C-14 “Fire Breather” Laser Rifle (Range 30/60/120, Damage 3d6, RoF 1, AP-2), C-18 Laser Pistol (Range 15/30/60, Damage 2d6, RoF 1, AP-2), vibro-knife (Str+d6, AP-4, Mega Damage), 4× high explosive grenades (Range 5/10/20, Damage 3d8, MBT, Mega Damage), 4 extra clips each firearm.[/sblock][/gm] [/QUOTE]
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