Difference between revisions of "Salvage"

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__NOTOC__
 
__NOTOC__
 
{{MCUGenesys-CharSheet
 
{{MCUGenesys-CharSheet
|CharacterName=Gallows
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|CharacterName=Salvage, Dr. Winston Wallace
|Image=[[Image:Gallows-1.jpg|center|350px]]
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|Image=[[Image:???.jpg|center|350px]]
|Archetype=Disciple
+
|Archetype=Intellectual
|Career=Agent
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|Career=Scientist
|PL=3
+
|PL=2
 +
|Motivations=''Knowledge:'' I am driven to understand the various forces that have caused so many changes in the world.  (Desire) <br>''Loss/Failure:'' I am protective of those I am close to our consider to be my people. I am afraid of losing or failing them. (Fear)<br>''Adaptable:'' I am a quick thinker, and am rarely truly caught out by a situation. (Strength)<br>''Pride:'' I am always the smartest one in the room. There is no situation I cannot think my way out of.
 
|Brawn=2
 
|Brawn=2
 
|Agility=3
 
|Agility=3
|Intellect=2
+
|Intellect=5
|Cunning=1
+
|Cunning=2
|Willpower=5
+
|Willpower=2
 
|Presence=2
 
|Presence=2
|Arcana=2*
+
|Arcana=-
|Athletics=2*
+
|Athletics=-
|Computers=*
+
|Computers=3*
|Cool=2*
+
|Cool=1
|Coordination=
+
|Coordination=1
|Discipline=3*
+
|Discipline=1
|Driving=
+
|Driving=1
|Knowledge=
+
|Knowledge=4*
|Mechanics=
+
|Mechanics=4*
|Medicine=
+
|Medicine=2*
|Operating=
+
|Operating=1*
|Perception=1*
+
|Perception=2
|Piloting=
+
|Piloting=2*
 
|Resilience=–
 
|Resilience=–
|Skulduggery=
+
|Skulduggery=2*
|Stealth=3*
+
|Stealth=2*
|Streetwise=
+
|Streetwise=1*
 
|Survival=–
 
|Survival=–
|Vigilance=2*
+
|Vigilance=1
|Brawl=4*
+
|Brawl=-
 
|Gunnery=–
 
|Gunnery=–
 
|Melee=–
 
|Melee=–
|Ranged=
+
|Ranged=3*
|Charm=1
+
|Charm=-
|Coercion=5
+
|Coercion=-
|Deception=*
+
|Deception=1*
 
|Leadership=–
 
|Leadership=–
 
|Negotiation=–
 
|Negotiation=–
  
|Talents=• '''Tier 1:''' Bar Brawler, Fearsome 1, Grit 1, Knack for It (Coercion) 1, Parry 1, Torment, Toughened 1<br>
+
|Talents=
• '''Tier 2:''' Block, Parry 2, Robust Skill Training (Arcana, Coercion, Discipline), Unarmed Parry, Variant Fighting Style (Willpower)<br>
+
• '''Tier 1:''' Talk Shop, Prior Service(SHIELD, Piloting), Prior Service(Damage Control, Perception), COver Specialist<br>
• '''Tier 3:''' Constant Vigilance, Outside the Box (Willpower), Parry 3, Parry (Improved)<br>
+
• '''Tier 2:''' Quick Fix, Know it All, Inventor, Robust Skill Training<br>
• '''Tier 4:''' Circle of Shelter, Parry 4, Variant Fighting Style (Improved) (Willpower)<br>
+
• '''Tier 3:''' Adapted Theory (Knowledge), Dodge<br>
• '''Tier 5:''' Dedication (Willpower), Master (Coercion)
+
• '''Tier 4:''' How Convenient, Adapted Theory (Knowledge) 2<br>
|Powers=• '''Fervent Belief:''' Once per Issue, you character may spend a Story Point to decrease the Difficulty of a Fear check once, to minimum of Simple (–). If the circumstances somehow relate to their beliefs, they may ignore the check entirely.<br>• '''Cosmic:''' Asgardian Resilience (Resistance 4)<br>• '''Mystic:''' Chorus of the Dead (Boosted Intellect 3), Pilgrimage into Shadow (Movement 3), Shadow Boxing (Attack 3)<br>• '''Special Training'''
+
• '''Tier 5:''' Dedication(Intellect), Master Plan <br>
|Soak=6
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|Powers= <br>
|RangedDefense=1
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• '''Brilliant Insight:''' Once per Issue, your character may spend a Story Point when making a check using the skill selected from the Intellectual’s Starting Skills. Double the number of generated by the dice before cancelling results. <br>• '''Technology:''' <br> Modified Chitari Rifle(Attack 3) <br> Jump Harness(Movement 3) <br>  Field Generator(Resistance 3) <br> Alien Tech Utillity Belt (Utility 4)<br> • '''Special Training'''
 +
|Soak=-
 +
|RangedDefense=-
 
|MeleeDefense=3
 
|MeleeDefense=3
|WoundThreshold=12
+
|WoundThreshold=10
|StrainThreshold=16
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|StrainThreshold=14
|Attacks=• '''Unarmed Attack:''' Brawl • Dam Brawn/Willpower • Crit 5 • Knockdown, Stun damage<br>• '''Shadow Boxing:''' Brawl • Dam 7 (Strain, ignore soak) • Crit – • Disorient 3, Immobilize (when Disoriented), Stagger 3; Panic-Inducing<br>• '''Murder of Shadows (Heroic Moment):''' Brawl • Dam 9 (Strain, ignore soak) • Crit – • Blast 3, Disorient 3, Immobilize (when Disoriented), Knockdown, Stagger 3; Panic-Inducing
+
|Attacks=
 +
<br> • '''Unarmed Attack:''' Brawl • Dam Brawn • Crit 5 • Knockdown, Stun damage<br>• '''MCF:''' Ranged • Dam 8 (Wounds) Qualities: Knockdown; Move Targets 1 Range Band away on hit; Range: Extreme(+1)
 
|EarnedXP=xx
 
|EarnedXP=xx
 
|SpentXP=xx
 
|SpentXP=xx
 
|}}
 
|}}
  
==Talents==
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 +
==Talents==  
 
===Combat===
 
===Combat===
 +
* '''Cover Specialist''' Whenever your character is in cover, increase that cover bonus by [[Image:Setback-die.png|12px]].
 +
* '''Dodge 1''' When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.
  
 
===Social===
 
===Social===
 +
* '''Talk Shop ''' Your character may use this talent when making a Charm check targeting an engineer, mechanic, scientist, or similar individual to count their ranks of Charm as equal to their ranks in Knowledge or Mechanics.
 +
* '''Prior Service''' S.H.I.E.L.D, Piloting - When you take this talent, choose an organization your character was a member of. You may select a single skill as a career skill, appropriate for the organization. In addition, once per Issue, your character may collect a small favor from any other member of the organization, even if they do not currently owe your character any favors.
 +
* '''Prior Service''' Damage Control, Perception - When you take this talent, choose an organization your character was a member of. You may select a single skill as a career skill, appropriate for the organization. In addition, once per Issue, your character may collect a small favor from any other member of the organization, even if they do not currently owe your character any favors.
 +
 +
===Knowledge Enhancement===
 +
* '''Know it all ''' Before making a Knowledge skill check, your character may use this talent to add a number of [[Image:Boost-die.png|12px]] no greater than their Intellect. PCs and nemesis-level allies witnessing the check suffer strain equal to the number of [[Image:Boost-die.png|12px]] added.
 +
* '''Adapted Theory (Knowledge) (Rank 2):''' Your character may use this talent before making a check to use the Knowledge skill and Intellect instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research. When your character uses this talent, you should explain how their mastery of knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation.
 +
 +
===Mechanics===
 +
 +
* '''Inventor 1''' When your character makes a check to construct new items or modify existing ones, use this talent to add a number of [[Image:Boost-die.png|12px]] to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
 +
* '''Quick Fix ''' You may spend a Story Point to use this talent to have your character temporarily repair one damaged item they are engaged with. For a number of pages equal to your character's ranks in Mechanics, the item may be used without penalty (see page 89 of the Genesys Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.
 +
* '''How Convenient''' Once per Issue, your character may use this talent to make a Hard ([[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]) Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!
  
 
===Other===
 
===Other===
 +
* '''Dedication ''' Increase Intellect by 1
 +
* '''Master Plan ''' Once per Issue, your character may use this talent to make a Hard ([[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]) Discipline check. If they succeed, they reveal that whatever terrible circumstances they currently find themselves in are all part of a brilliant plan that they established at an earlier point. They then choose one non-nemesis opponent in the encounter and reveal them to be a close friend or ally who has positioned themselves to help your character at this exact moment. The details of which character turns out to be an ally depend on the type of encounter and your GM’s approval. However, the ally could also have done their work beforehand, such as loading a squadron of drones with blank ammunition, shutting down power to a security system, or planting a tracer in an opponent’s vehicle.
 +
* '''Robust Skill Training''': Trained in Deception, Streetwise and Stealth
 +
==Alien Devices==
 +
'''Alien Technology:''' 235/250 xp
 +
* '''Adabtaptable (Edge):''' You can alter the function of your powers through adapting and upgrading your Tech. You may swap Effects on powers with this Source by succeeding at an appropriate Test with a Normal (2) Difficulty, whenever the Story allows.
 +
* '''Tools on Hand (Weakness):''' Technology is almost always one or more pieces of equipment that can become damaged, destroyed, or otherwise unavailable. You gain the Object Limit to powers with this Source. The Storyteller may spend a Story Point at the start of an Issue to render one power gained from this Source unavailable until you spend a Story Point to allow its use.
  
==Alien Devices==
+
===Modified Chitari Rifle===
'''Asgardian Resilience:''' 100 xp
+
* '''Attack:''' Rank 3• ''Cost:'' 55 (5+ 20 + 30)
* '''Powers beyond Imagining (Edge):''' Choose a single Power gained through this Source. You may have one Rank higher in that Power than your Power- Level.
+
Salvage has modified a Chitari staff into a combat rifle.
* '''Unyielding Energy (Weakness):''' You may never spend experience to increase the Rank of Powers gained through this Source. After Character creation, Cosmic Powers are unchanged. That is not, however, to say that the character cannot acquire an entirely new Cosmic Power through some other means (such as, obtaining an Infinity Stone) during play.
+
* Damage 8 (Wounds) '''Qualities:''' Knockdown '''Range:''' Extreme (-1 Difficulty due to range)
===Asgardian Resilience===
+
* Limits
* '''Resistance:''' Rank 4 • ''Cost:'' 100 (10 + 20 + 30 + 40)
+
** '''Object:''' This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
Gallows has the bodily power of an Asgardian of strong years, although his centuries languishing in a prison have diminished that some.
+
** ''' Charges: ''' You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
* Increase Soak by Ranks.
+
* '''Spectacular Attack (Heroic Moment):''' You gain 2 Ranks in your Attack for a single Strip, and may select two additional Effects to apply. You may, instead, use these one or more of these Ranks to temporarily remove one or more Limits applied to this power, but may not ignore the Weakness applied by the power’s Source.
 +
* '''Effects'''
 +
** ''Range:'' You increase the range of Attack by one Range Band per Ranks in Attack. If this would increase the Range of your Attack to beyond Extreme, you instead reduce the Difficulty of your Attack by 1 for each Range Band after Extreme.
 +
** ''Impact:'' Your Attack gains the Knockdown Quality and you may move your opponent one Range Band away from you on a successful hit.
 +
** ''Empowered:'' All Effects and Damage determined by your Rank are increased by +1. In addition, the attack gains the Auto-Fire Quality. If used, increase the Difficulty of the attack by 1, but you may spend [[Image:Advantage-result.png|12px]][[Image:Advantage-result.png|12px]] to generated an additional hit against your primary or another target within Range. The attack must always be made at the most difficult target. If '''Empowered''' is used in this way, it increases '''Limit - Charges''' to '''Limit - Single Charge'''.
 +
 
 +
===Field Generator===
 +
* '''Resistance:''' Rank 3• ''Cost:'' 55 (5+ 20 + 30)
 +
AN alien designed FOrce Field generator that creates a protective Bubble. Salvage has modified it to be able to moderatly change shize and shape.
 +
* Increase your Soak by your Ranks in this power.
 +
* Limits
 +
** '''Object:''' This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
 +
** ''' Charges: ''' You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
 
* '''Unstoppable (Heroic Moment):''' For a single Strip, you double your Ranks in this power, or you may ignore all Limits applied to this power instead. You may not ignore the Weakness applied by your power’s Source.
 
* '''Unstoppable (Heroic Moment):''' For a single Strip, you double your Ranks in this power, or you may ignore all Limits applied to this power instead. You may not ignore the Weakness applied by your power’s Source.
 
* '''Effects'''
 
* '''Effects'''
** ''Armored (3/1):'' For each Rank in this Power you may increase one of your Defense Ratings (either Melee or Ranged) by 1. You may choose which Defense Rating is increased at each Rank.
+
** ''Armored (0 Melee/3 Ranged):'' For each Rank in this Power you may increase one of your Defense Ratings (either Melee or Ranged) by 1. You may choose which Defense Rating is increased at each Rank.
** ''Immunity:'' You may select one of the Effects from the Attack power. You double any Effects gained from this power against attacks with that (or similar) damage. Alternatively, you may select Toxins and Poisons, Vacuum and Suffocation, or Acid and Corrosive Atmospheres and simply ignore any damage or penalties applied in that Environment. This Effect may be selected multiple times, each time choosing a new Attack Effect or another from the list.
+
** ''Shielding:'' You may use one of your Panels to apply the Basic Power and any Effects of Resistance to another character that is Engaged with you.
** ''Regeneration:'' Add [[Image:Success-result.png|15px]] to your End of Conflict recovery roll, and any roll made to recover your Wounds or Treat Critical Injuries, per Rank in this Power.
+
** ''Hardened:'' Your Soak and any Defense Rating gained with this power ignores the effects of the Pierce and Breach Qualities.
** ''Resilience:'' Reduce the rating of any Critical Injury you suffer by 10 for each Rank you have in this power. If this reduces the Critical Injury to 0 or less, you ignore the injury.
 
  
==Mystic Powers==
+
===Jump Harness===
'''Chorus of the Dead:''' 30 xp • '''Pilgrimage into Shadow:''' 30 xp • '''Shadow Boxing:''' 45 xp
+
* '''Movement:''' Rank 2• ''Cost:'' 25 (5 + 20)
* '''Forces of Creation (Edge):''' You gain a new use of Heroic Moment. When you spend a Heroic Moment, instead of the uses provided by your Powers, you may instead manifest an entirely new Power with a Rank equal to the highest Rank of Power with this Source, and may select Effects for this new power as normal. This effect lasts for a single Page.
+
Description
* '''Proper Preparation (Weakness):''' Nearly all mystical powers require some momentary effort to bring them to bare. You gain the Preparation Limit applied to any Power with this Source. In addition, the Storyteller may spend a Story Point at the start of an Issue to introduce circumstances which make your magical powers more difficult to use, inflicting  to all uses of Powers with this Source. This  cannot be negated or removed in anyway.
+
* You ignore the effects of Difficult Terrain as if you had the Swift Talent and cannot be Immobilized unless the net Success’ on the attack or effects check is greater than your Ranks in Movement.
===Chorus of the Dead===
+
* Limits
'''Boosted Characteristic (Intellect):''' Rank 3 • ''Cost:'' 30 (5* + 10* + 15*)<br>
+
** '''Object:''' This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
Gallows can commune with the dead, calling upon them in the form of ravens to come to him and speak their secrets to him. He is exceedingly knowledgeable about all matters of the occult, the sciences, history of the multiverse, and other specialized knowledges thanks to his ability to seek the wisdom of others.
+
** ''' Taxing: ''' Using your power is exhausting. You suffer 1 Strain each time you use a power with this limit.
* When rolling an Intellect-based check, and rolling a [[Image:Triumph-result.png|15px]], may immediately roll an additional [[Image:Proficiency-die.png|15px]] before resolving the Check, in addition to normal [[Image:Triumph-result.png|15px]] effects.
+
* '''Fast Track (Heroic Moment):''' For the rest of the Page, you increase your Ranks in this power by 2 and may select two additional Effects. If this would increase an Effect beyond what is listed, simply describe a reasonable Effect to your Storyteller.
* '''Concentrated Effort (Heroic Moment):''' Reduce the Difficulty of a check using the Characteristic tied to this Power to a Simple (–). This reduction lasts a number of Pages equal to your Ranks, but is also “concentration” based – meaning that if you stop performing the action which triggered that check, and move on to a new action, the reduction ends.
 
 
* '''Effects'''
 
* '''Effects'''
** ''Flexible:'' Before resolving a check using Characteristic associated with this power, you gain a number of Automatic [[Image:Advantage-result.png|15px]] equal to your Ranks.
+
** ''Aerial:'' You may move without touching the ground. This could be a form of levitation, flight, leaping or similar effect. You still cross the distance between points while moving, you just may add any vertical distance into your move. At the end of your move, you return to the ground. If you have at least 3 Ranks in this Power, your vertical movement sustained – at the end of the move you are not forced to return to the ground.
** ''Effective:'' When attempting a check using Characteristic associated with this power, before resolving [[Image:Success-result.png|15px]] and [[Image:Advantage-result.png|15px]] , you may convert [[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] into a [[Image:Triumph-result.png|15px]]. This does not count as being “rolled.” You may use this Effect a number of times equal to your Ranks per Issue.
+
** ''Distance:'' When you move, you increase the distance you move based on your Ranks in this Power. '''Rank 1:''' You move twice as far as you normally would – allowing you to move to Medium Range with a single move or to Long Range with two moves '''Rank 2:''' You now move at Planetary Scale Range Bands. Use your characters normal, unmodified Range Band movement, when moving at Planetary Scale. '''Rank 3:''' During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet. (Note: when combined with the Speed Power – this allows you to instantly move at hundreds, if not thousands of miles per hour).
** ''Amazing:'' Before rolling your Dice Pool during a Non-Conflict check using the Characteristic associated with this power, you may Downgrade the Difficulty a number of times equal to your Ranks in this power. You may use this effect a number of times equal to your Power-Level. (Note: You MAY use this effect during a Conflict, so long as the check is NOT being made for an Attack).
+
 
* '''Limits'''
+
===Alien Tech Utility Belt===
** ''Taxing:'' Use of power causes 1 Strain
+
* '''Utility:''' Rank 4• ''Cost:'' 85 (5+ 10 + 30 + 40)
** ''Debilitating:'' Use of power causes 1 Wound
+
Description
** ''Monstrous:'' Swarm of ravens shows up to call out to him and tell him secrets.
+
* You can perform various, minor, narrative things – up to Short Range, which last for a number of Pages equal to your Ranks in Utility. These can include manipulating objects beyond your reach, summon dim light, creating minor illusions, speaking telepathically, ect. The scope of these minor things is determined by your character concept and power description and can, at most, negate one [[Image:Setback-die.png|12px]] or provide one [[Image:Boost-die.png|12px]] during a Test.
===Pilgrimage into Shadow===
+
* Limits
'''Movement:''' Rank 3 • ''Cost:'' 30 (5* + 10* + 15*)<br>
+
** '''Object:''' This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
He can access the Dark Dimension in this way, and can use it to travel long distances, including interstellar (but not trans-dimensional) distances. These journeys bypass the need for the Bifrost or vehicles, but can be psychologically harrowing for those Galgatyr takes with him.
+
** '''Preparation: ''' You must use a Panel to prepare your power before its use. Once you have prepared the Power for use, you may use it without further preparation, but should you attempt to use a different Power, you must repeat the preparation.
* xx
+
** ''' Charges: ''' You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
* '''Fast Track (Heroic Moment):''' For the rest of the Page, you increase your Ranks in this power by 2 and may select two additional Effects. If this would increase an Effect beyond what is listed, simply describe a reasonable Effect to your Storyteller.
+
* '''Pandemonium (Heroic Moment):''' Until the end of the Page, increase your Ranks in this power by 2 and select two additional Effects.
 
* '''Effects'''
 
* '''Effects'''
** ''Connection:'' When you move, you do not cross the space between – but simply appear at your destination. You must be able to see where you will appear. The distance you travel is limited by your movement, though you may move vertically as well as horizontally (similarly to the Aerial Effect). When combined with the Distance Effect, you no longer need to see your destination, but must have a reasonable idea of where you’re going.
+
** ''Augment(Stealth, Computers):'' On your Strip, you may use a Panel to target an ally (or yourself) when they use Stealth or Computers, you apply a number of  [[Image:Boost-die.png|12px]] equal to your Rank to that ally. This Effect lasts until the end of their next Strip.
** ''Distance:'' During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet.
+
** '' Disruption(Computers, Vigiliance):'' On your Strip, you may use a Panel to target an enemy and when they use Computers or Mechanics, you apply a number of [[Image:Setback-die.png|12px]] to that opponent. This Effect lasts until the end of their next Strip.
** ''Passengers:'' You may bring a number of Engaged Characters equal to your Ranks in this power with you when you move.
+
** ''Sensory Relocation:'' You can cast your perceptions out of your body and perceive as if you were there, but cannot physically interact with anything – though you can move through solid objects. While doing so, your body is incapacitated. If you have the Range Effect, use the Distance Effect from the Movement power to determine how far you can travel instead.
* '''Limits'''
+
** ''Range:'' You increase the Range of this Power by one Range Band. This Effect may be selected multiple times.
** ''Gateway:'' Instead of moving, you open a portal between two locations. You have no control over who enters or exits the portal, though you may close the portal at any time.
+
 
** ''Monstrous:'' Folk who see the effect are panic-inducing.
+
 
** ''Taxing:'' Use of power causes 1 Strain
+
===Liberated Shield Tech===
===Shadow Boxing===
+
* '''Utility:''' Rank 2• ''Cost:'' 85 (5+ 10)
'''Attack:''' Rank 3 • ''Cost:'' 45 (5* + 10* + 30)<br>
+
Description
Gallows' fists strike not the body but the soul of the enemy, actually causing shadow-ravens to fly forth from the enemy's shadow.
+
* You can perform various, minor, narrative things – up to Short Range, which last for a number of Pages equal to your Ranks in Utility. These can include manipulating objects beyond your reach, summon dim light, creating minor illusions, speaking telepathically, ect. The scope of these minor things is determined by your character concept and power description and can, at most, negate one [[Image:Setback-die.png|12px]] or provide one [[Image:Boost-die.png|12px]] during a Test.
* Gain attack at Short Range with a Damage of 4 + Ranks.
+
* Limits
* '''Spectacular Attack (Heroic Moment):''' You gain 2 Ranks in your Attack for a single Strip, and may select two additional Effects to apply. You may, instead, use these one or more of these Ranks to temporarily remove one or more Limits applied to this power, but may not ignore the Weakness applied by the power’s Source. (Blast + Impact)
+
** '''Object:''' This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
 +
** '''Fragile Object:'''
 +
** '''Preparation: ''' You must use a Panel to prepare your power before its use. Once you have prepared the Power for use, you may use it without further preparation, but should you attempt to use a different Power, you must repeat the preparation.
 +
* '''Pandemonium (Heroic Moment):''' Until the end of the Page, increase your Ranks in this power by 2 and select two additional Effects.
 
* '''Effects'''
 
* '''Effects'''
** ''Psychic:'' Gain Disorient (ranks).
+
** ''Augment(Skullduggery, Perception) x2:'' On your Strip, you may use a Panel to target an ally (or yourself) when they use Stealth or Computers, you apply a number of [[Image:Boost-die.png|12px]] equal to your Rank to that ally. This Effect lasts until the end of their next Strip.
** ''Psychic:'' Gain Immobilize for as long as Disoriented.
+
 
** ''Terrorizing:'' Attack inflicts Strain instead of Wounds and ignores Soak. Additionally, spend [[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] to cause your target to become Staggered for a number of Pages equal to your Ranks.
+
== Equipment ==
* '''Limits'''
+
'''Encumbrance:''' 5/11
** ''Close Combat:'' May only attack opponents who are Engaged.
+
* '''Body Armor:''' Riot Armor (Defense 2, Soak +1, Encumbrance 5)
** ''Monstrous:'' Folk who see the effect are panic-inducing.
+
* '''Web Belt and Pouches''' Possibly drawn by Liefeld,  (Backpack, + 4 Encumbrance)
 +
* '''Painkillers''' Use one maneuver to consume a Painkiller. The painkiller is consumed in the process, and the character immediately heals 5 wounds. While a character can use multiple painkillers, this provides diminishing returns. Each painkiller after the first heals one wound fewer. A second painkiller heals 4 wounds, a third heals 3, and so on. Using a sixth painkiller in a day has no further effect.
 +
 
 +
== Background ==
  
 
==Character Creation==
 
==Character Creation==
Brawn 2 • Agility 3 • Intellect 2 • Cunning 1 • Willpower 3 • Presence 2
+
Brawn 2 • Agility 1 • Intellect 3 • Cunning 2 • Willpower 2 • Presence 2
* '''Starting Wound Threshold:''' 10 + Brawn
+
 
* '''Starting Strain Threshold:''' 10 + Willpower
+
Starting Purchases
* '''Starting Skills:''' One rank in either Coercion or Discipline (Coercion 1)
+
* Agility 2 - 20
* '''Fervent Belief:''' Once per Issue, you character may spend a Story Point to decrease the Difficulty of a Fear check once, to minimum of Simple (–). If the circumstances somehow relate to their beliefs, they may ignore the check entirely.
+
* Intellect 4 - 40
* '''Career Skills:''' Athletics 1, Brawl 1, Charm 1, Computers, Cool 1, Deception, Perception 1, Stealth 1
+
* Agility 3 - 30
* '''Starting Experience:''' 250xp
+
* Mechanics 3 - 15
** Characteristics: 70 (Willpower 4, Agility 3)
+
* Mechanics 4 - 20
** Skills: 65 (Arcana 1, Brawl 3, Coercion 3, Discipline 1, Vigilance 2)
+
* Knowledge 3 - 15
** Talents: 105
+
* Knowledge 4 - 20
*** Tier 1 Talents (10 xp): Fearsome 1, Parry 1
+
* Piloting 1 - 5
*** Tier 2 Talents (20 xp): Robust Skill Training (Arcana, Coercion, Discipline), Variant Fighting Style (Willpower)
+
* Ranged 2 - 10
*** Tier 3 Talents (30 xp): Outside the Box (Willpower), Parry (Improved)
+
* Computers 3 - 15
*** Tier 4 Talents (20 xp): Variant Fighting Style (Improved) (Willpower)
+
* Ranged 3 - 15
*** Tier 5 Talents (25 xp): Dedication (Willpower)
+
* Skullduggery 2 - 10 XP
* '''Powered Experience:''' 500xp
+
* Medicine 2 - 10 XP
** Cosmic Powers: 100xp
+
* Talk Shop - 5 XP
** Mystic Powers: 105 xp
+
* Prior Service(SHIELD) - 5 XP
** Special Training: 295 xp
+
* Prior Service(DAMAGE CONTROL) - 5 XP
*** Skills (145 xp): Arcana 2, Athletics 2, Brawl 4, Coercion 5, Cool 2, Discipline 3, Stealth 3
+
* Quick Fix 2 10 XP
*** Tier 1 Talents (10 xp): Bar Brawler, Grit 1, Knack for It (Coercion) 1, Torment, Toughened 1
+
 
*** Tier 2 Talents (20 xp): Block, Parry 2, Unarmed Parry
+
==XP advancement==
*** Tier 3 Talents (30 xp): Constant Vigilance, Parry 3
+
* '''End of Arc 1:''' 30 XP
*** Tier 4 Talents (40 xp): Circle of Shelter, Parry 4
+
** Talent - Robust Skill Training: Deception, Streetwise, Stealth - 10CP
*** Tier 5 Talents (50 xp): Master (Coercion)
+
** Deception 1 - 5 CP
 +
** Streetwise 1 - 5 CP
 +
** Stealth 2 - 10 CP

Latest revision as of 22:36, 31 August 2021

Salvage, Dr. Winston Wallace
Archetype: Intellectual • Career: Scientist • Power Level: 2
Motivations: Knowledge: I am driven to understand the various forces that have caused so many changes in the world. (Desire)
Loss/Failure: I am protective of those I am close to our consider to be my people. I am afraid of losing or failing them. (Fear)
Adaptable: I am a quick thinker, and am rarely truly caught out by a situation. (Strength)
Pride: I am always the smartest one in the room. There is no situation I cannot think my way out of.
Characteristics
Brawn 2 Agility 3 Intellect 5
Cunning 2 Willpower 2 Presence 2
Skills
General Skills
Skill (Char) Rating Spacer2-grey.jpg Skill (Char) Rating
Arcana (Int) - Spacer2.jpg Athletics (Brn) -
Computers (Int) 3* Spacer2-grey.jpg Cool (Prs) 1
Coordination (Agl) 1 Spacer2.jpg Discipline (Wil) 1
Driving (Agl) 1 Spacer2-grey.jpg Knowledge (Int) 4*
Mechanics (Int) 4* Spacer2.jpg Medicine (Int) 2*
Operating (Int) 1* Spacer2-grey.jpg Perception (Cun) 2
Piloting (Agl) 2* Spacer2.jpg Resilience (Brn)
Skulduggery (Cun) 2* Spacer2-grey.jpg Stealth (Agl) 2*
Streetwise (Cun) 1* Spacer2.jpg Survival (Cun)
Vigilance (Wil) 1 Spacer2-grey.jpg
Combat Skills
Skill (Char) Rating Spacer2-grey.jpg Skill (Char) Rating
Brawl (Brn) - Spacer2.jpg Gunnery (Agl)
Melee (Brn) Spacer2-grey.jpg Ranged (Agl) 3*
Social Skills
Skill (Char) Rating Spacer2-grey.jpg Skill (Char) Rating
Charm (Prs) - Spacer2.jpg Coercion (Wil) -
Deception (Cun) 1* Spacer2-grey.jpg Leadership (Prs)
Negotiation (Prs) Spacer2.jpg
Talents
Tier 1: Talk Shop, Prior Service(SHIELD, Piloting), Prior Service(Damage Control, Perception), COver Specialist

Tier 2: Quick Fix, Know it All, Inventor, Robust Skill Training
Tier 3: Adapted Theory (Knowledge), Dodge
Tier 4: How Convenient, Adapted Theory (Knowledge) 2
Tier 5: Dedication(Intellect), Master Plan

Powers
Power Rating: 2

Brilliant Insight: Once per Issue, your character may spend a Story Point when making a check using the skill selected from the Intellectual’s Starting Skills. Double the number of generated by the dice before cancelling results.
Technology:
Modified Chitari Rifle(Attack 3)
Jump Harness(Movement 3)
Field Generator(Resistance 3)
Alien Tech Utillity Belt (Utility 4)
Special Training

Combat
Soak: - • Ranged Defense: - • Melee Defense: 3
Wound Threshold: 10 • Strain Threshold: 14
Attacks

Unarmed Attack: Brawl • Dam Brawn • Crit 5 • Knockdown, Stun damage
MCF: Ranged • Dam 8 (Wounds) Qualities: Knockdown; Move Targets 1 Range Band away on hit; Range: Extreme(+1)
Experience Points
Earned: xx
Spent Experience
xx


Talents

Combat

  • Cover Specialist Whenever your character is in cover, increase that cover bonus by Setback-die.png.
  • Dodge 1 When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.

Social

  • Talk Shop Your character may use this talent when making a Charm check targeting an engineer, mechanic, scientist, or similar individual to count their ranks of Charm as equal to their ranks in Knowledge or Mechanics.
  • Prior Service S.H.I.E.L.D, Piloting - When you take this talent, choose an organization your character was a member of. You may select a single skill as a career skill, appropriate for the organization. In addition, once per Issue, your character may collect a small favor from any other member of the organization, even if they do not currently owe your character any favors.
  • Prior Service Damage Control, Perception - When you take this talent, choose an organization your character was a member of. You may select a single skill as a career skill, appropriate for the organization. In addition, once per Issue, your character may collect a small favor from any other member of the organization, even if they do not currently owe your character any favors.

Knowledge Enhancement

  • Know it all Before making a Knowledge skill check, your character may use this talent to add a number of Boost-die.png no greater than their Intellect. PCs and nemesis-level allies witnessing the check suffer strain equal to the number of Boost-die.png added.
  • Adapted Theory (Knowledge) (Rank 2): Your character may use this talent before making a check to use the Knowledge skill and Intellect instead of the skill and characteristic the check would normally require. Your character may use this talent a number of times per session equal to their ranks in Applied Research. When your character uses this talent, you should explain how their mastery of knowledge lets them accomplish this task. In addition, your GM may rule that a particular knowledge skill makes the most sense in a given situation.

Mechanics

  • Inventor 1 When your character makes a check to construct new items or modify existing ones, use this talent to add a number of Boost-die.png to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
  • Quick Fix You may spend a Story Point to use this talent to have your character temporarily repair one damaged item they are engaged with. For a number of pages equal to your character's ranks in Mechanics, the item may be used without penalty (see page 89 of the Genesys Core Rulebook), even if it is unusable. When the effect ends, the item is damaged one additional step; if it was already suffering from major damage, it is destroyed and cannot be repaired.
  • How Convenient Once per Issue, your character may use this talent to make a Hard (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!

Other

  • Dedication Increase Intellect by 1
  • Master Plan Once per Issue, your character may use this talent to make a Hard (Difficulty-die.pngDifficulty-die.pngDifficulty-die.png) Discipline check. If they succeed, they reveal that whatever terrible circumstances they currently find themselves in are all part of a brilliant plan that they established at an earlier point. They then choose one non-nemesis opponent in the encounter and reveal them to be a close friend or ally who has positioned themselves to help your character at this exact moment. The details of which character turns out to be an ally depend on the type of encounter and your GM’s approval. However, the ally could also have done their work beforehand, such as loading a squadron of drones with blank ammunition, shutting down power to a security system, or planting a tracer in an opponent’s vehicle.
  • Robust Skill Training: Trained in Deception, Streetwise and Stealth

Alien Devices

Alien Technology: 235/250 xp

  • Adabtaptable (Edge): You can alter the function of your powers through adapting and upgrading your Tech. You may swap Effects on powers with this Source by succeeding at an appropriate Test with a Normal (2) Difficulty, whenever the Story allows.
  • Tools on Hand (Weakness): Technology is almost always one or more pieces of equipment that can become damaged, destroyed, or otherwise unavailable. You gain the Object Limit to powers with this Source. The Storyteller may spend a Story Point at the start of an Issue to render one power gained from this Source unavailable until you spend a Story Point to allow its use.

Modified Chitari Rifle

  • Attack: Rank 3• Cost: 55 (5+ 20 + 30)

Salvage has modified a Chitari staff into a combat rifle.

  • Damage 8 (Wounds) Qualities: Knockdown Range: Extreme (-1 Difficulty due to range)
  • Limits
    • Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
    • Charges: You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
  • Spectacular Attack (Heroic Moment): You gain 2 Ranks in your Attack for a single Strip, and may select two additional Effects to apply. You may, instead, use these one or more of these Ranks to temporarily remove one or more Limits applied to this power, but may not ignore the Weakness applied by the power’s Source.
  • Effects
    • Range: You increase the range of Attack by one Range Band per Ranks in Attack. If this would increase the Range of your Attack to beyond Extreme, you instead reduce the Difficulty of your Attack by 1 for each Range Band after Extreme.
    • Impact: Your Attack gains the Knockdown Quality and you may move your opponent one Range Band away from you on a successful hit.
    • Empowered: All Effects and Damage determined by your Rank are increased by +1. In addition, the attack gains the Auto-Fire Quality. If used, increase the Difficulty of the attack by 1, but you may spend Advantage-result.pngAdvantage-result.png to generated an additional hit against your primary or another target within Range. The attack must always be made at the most difficult target. If Empowered is used in this way, it increases Limit - Charges to Limit - Single Charge.

Field Generator

  • Resistance: Rank 3• Cost: 55 (5+ 20 + 30)

AN alien designed FOrce Field generator that creates a protective Bubble. Salvage has modified it to be able to moderatly change shize and shape.

  • Increase your Soak by your Ranks in this power.
  • Limits
    • Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
    • Charges: You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
  • Unstoppable (Heroic Moment): For a single Strip, you double your Ranks in this power, or you may ignore all Limits applied to this power instead. You may not ignore the Weakness applied by your power’s Source.
  • Effects
    • Armored (0 Melee/3 Ranged): For each Rank in this Power you may increase one of your Defense Ratings (either Melee or Ranged) by 1. You may choose which Defense Rating is increased at each Rank.
    • Shielding: You may use one of your Panels to apply the Basic Power and any Effects of Resistance to another character that is Engaged with you.
    • Hardened: Your Soak and any Defense Rating gained with this power ignores the effects of the Pierce and Breach Qualities.

Jump Harness

  • Movement: Rank 2• Cost: 25 (5 + 20)

Description

  • You ignore the effects of Difficult Terrain as if you had the Swift Talent and cannot be Immobilized unless the net Success’ on the attack or effects check is greater than your Ranks in Movement.
  • Limits
    • Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
    • Taxing: Using your power is exhausting. You suffer 1 Strain each time you use a power with this limit.
  • Fast Track (Heroic Moment): For the rest of the Page, you increase your Ranks in this power by 2 and may select two additional Effects. If this would increase an Effect beyond what is listed, simply describe a reasonable Effect to your Storyteller.
  • Effects
    • Aerial: You may move without touching the ground. This could be a form of levitation, flight, leaping or similar effect. You still cross the distance between points while moving, you just may add any vertical distance into your move. At the end of your move, you return to the ground. If you have at least 3 Ranks in this Power, your vertical movement sustained – at the end of the move you are not forced to return to the ground.
    • Distance: When you move, you increase the distance you move based on your Ranks in this Power. Rank 1: You move twice as far as you normally would – allowing you to move to Medium Range with a single move or to Long Range with two moves Rank 2: You now move at Planetary Scale Range Bands. Use your characters normal, unmodified Range Band movement, when moving at Planetary Scale. Rank 3: During Structured Conflicts, you double your movement in Planetary Scale. Outside of Structured Conflict you may move anywhere on your current planet. (Note: when combined with the Speed Power – this allows you to instantly move at hundreds, if not thousands of miles per hour).

Alien Tech Utility Belt

  • Utility: Rank 4• Cost: 85 (5+ 10 + 30 + 40)

Description

  • You can perform various, minor, narrative things – up to Short Range, which last for a number of Pages equal to your Ranks in Utility. These can include manipulating objects beyond your reach, summon dim light, creating minor illusions, speaking telepathically, ect. The scope of these minor things is determined by your character concept and power description and can, at most, negate one Setback-die.png or provide one Boost-die.png during a Test.
  • Limits
    • Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
    • Preparation: You must use a Panel to prepare your power before its use. Once you have prepared the Power for use, you may use it without further preparation, but should you attempt to use a different Power, you must repeat the preparation.
    • Charges: You have a limited number of charges before the power is exhausted and must be replenished. Once exhausted, the power cannot be used again until you can recharge/replenish/ect – usually requiring some small amount of time/effort. This often requires the use of a Panel to change out whatever provided the charge to your power (similarly to reloading a weapon).
  • Pandemonium (Heroic Moment): Until the end of the Page, increase your Ranks in this power by 2 and select two additional Effects.
  • Effects
    • Augment(Stealth, Computers): On your Strip, you may use a Panel to target an ally (or yourself) when they use Stealth or Computers, you apply a number of Boost-die.png equal to your Rank to that ally. This Effect lasts until the end of their next Strip.
    • Disruption(Computers, Vigiliance): On your Strip, you may use a Panel to target an enemy and when they use Computers or Mechanics, you apply a number of Setback-die.png to that opponent. This Effect lasts until the end of their next Strip.
    • Sensory Relocation: You can cast your perceptions out of your body and perceive as if you were there, but cannot physically interact with anything – though you can move through solid objects. While doing so, your body is incapacitated. If you have the Range Effect, use the Distance Effect from the Movement power to determine how far you can travel instead.
    • Range: You increase the Range of this Power by one Range Band. This Effect may be selected multiple times.


Liberated Shield Tech

  • Utility: Rank 2• Cost: 85 (5+ 10)

Description

  • You can perform various, minor, narrative things – up to Short Range, which last for a number of Pages equal to your Ranks in Utility. These can include manipulating objects beyond your reach, summon dim light, creating minor illusions, speaking telepathically, ect. The scope of these minor things is determined by your character concept and power description and can, at most, negate one Setback-die.png or provide one Boost-die.png during a Test.
  • Limits
    • Object: This is an object which can be damaged, destroyed, stolen, or otherwise removed. The object can be damaged in Conflict, especially by the Sunder Quality – and will apply the effects of Gear Damage until repaired.
    • Fragile Object:
    • Preparation: You must use a Panel to prepare your power before its use. Once you have prepared the Power for use, you may use it without further preparation, but should you attempt to use a different Power, you must repeat the preparation.
  • Pandemonium (Heroic Moment): Until the end of the Page, increase your Ranks in this power by 2 and select two additional Effects.
  • Effects
    • Augment(Skullduggery, Perception) x2: On your Strip, you may use a Panel to target an ally (or yourself) when they use Stealth or Computers, you apply a number of Boost-die.png equal to your Rank to that ally. This Effect lasts until the end of their next Strip.

Equipment

Encumbrance: 5/11

  • Body Armor: Riot Armor (Defense 2, Soak +1, Encumbrance 5)
  • Web Belt and Pouches Possibly drawn by Liefeld, (Backpack, + 4 Encumbrance)
  • Painkillers Use one maneuver to consume a Painkiller. The painkiller is consumed in the process, and the character immediately heals 5 wounds. While a character can use multiple painkillers, this provides diminishing returns. Each painkiller after the first heals one wound fewer. A second painkiller heals 4 wounds, a third heals 3, and so on. Using a sixth painkiller in a day has no further effect.

Background

Character Creation

Brawn 2 • Agility 1 • Intellect 3 • Cunning 2 • Willpower 2 • Presence 2

Starting Purchases

  • Agility 2 - 20
  • Intellect 4 - 40
  • Agility 3 - 30
  • Mechanics 3 - 15
  • Mechanics 4 - 20
  • Knowledge 3 - 15
  • Knowledge 4 - 20
  • Piloting 1 - 5
  • Ranged 2 - 10
  • Computers 3 - 15
  • Ranged 3 - 15
  • Skullduggery 2 - 10 XP
  • Medicine 2 - 10 XP
  • Talk Shop - 5 XP
  • Prior Service(SHIELD) - 5 XP
  • Prior Service(DAMAGE CONTROL) - 5 XP
  • Quick Fix 2 10 XP

XP advancement

  • End of Arc 1: 30 XP
    • Talent - Robust Skill Training: Deception, Streetwise, Stealth - 10CP
    • Deception 1 - 5 CP
    • Streetwise 1 - 5 CP
    • Stealth 2 - 10 CP