Difference between revisions of "Trey Copperhead"

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(Weapons)
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===Weapons===
 
===Weapons===
*Flame Bolt: 12/24/48; 4d6 MD
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*Flame Bolt: 12/24/48; 4d6 MD; RoF 3
  
 
===Gear===
 
===Gear===

Revision as of 17:14, 1 August 2019

A character in What Was Once Lost.

Trey Copperhead.jpg


Background

Trey was born in the New Colfax 'Burb, a youth who was told by his parents the Coalition way was the best way and that the wait to get into Chi-Town was worth it. Any belief Trey may have had in that died with them that night. Trey doesn't know why the purge was launched, only that it was, and Dead Boys smashed through his neighborhood with no restraint. Seeing his parents gunned down awoke the raging flames, and Trey incinerated a whole squad before getting his senses and fleeing for the New Town 'Burbs.

With nothing more than the clothes on his back and literal firepower, Trey built himself a career as a merc. He learned to quickly ingratiate himself with Black Marketeers, often his earliest employers before he began to travel up and down North America. It has paid off, giving him favors with members of separate Black Market factions, while retaining the independence of a free agent.

It was one of those associates who brought him word of a Techno-Wizard looking for muscle for his expeditions...

Stats

Attributes

  • Agility d6
  • Smarts d6
  • Spirit d6
  • Strength d6
  • Vigor d6

Skills

  • Athletics d6
  • Common Knowledge d6
  • Fighting d6
  • Intimidation d6
  • Notice d6
  • Persuasion d6
  • Psionics d10
  • Shooting d6
  • Stealth d6
  • Taunt d6

Derived Stats

  • Pace 6" (Run d6)
  • Toughness: 11 (6)
  • Parry: 5

Edges

  • Arcane Background (Psionics)
  • Connections (Black Market)
  • Major Psionic
  • Mentalist
  • Power Surge
  • Rapid Fire Bolt
  • Scrounger
  • Streetwise

Hinderances

  • Cybernetics: Bursters suffer −1 to Psionics per point of Strain.
  • Enemy - The Coalition.
  • Overconfident
  • Quirk - Pyromaniac

Psionics

ISPs: 20

  • Deflection [Range – Self, X ISP]
  • Protection [Range – Self, X ISP]
  • Relief [Range – Self, X ISP]

Special Abilities

  • Fiery Aura: Bursters can surround themselves with a fiery aura at will, no roll required. The aura grants them +6 Armor (which stacks with the protection power, but not worn armor) and causes 3d6 damage to anyone who touches them (includes melee or touch attacks). They can add this damage to any Fighting attack they make as well. Both remain active for as long as the Burster wishes, or until they are Incapacitated or otherwise unconscious. If they spend 3 ISP when activating the field, the armor is M.D.C. capacity, and the field does Mega Damage.
  • Fire Mastery: The Burster can pick a spot within 12” and place a Large Burst Template, where she can create, control, or extinguish flames as a free action, no roll required. As an action, she can roll her Psionics skill to impose −2 to Trait rolls over the area (−4 with a raise) due to heat, smoke, and other conditions. Non-arcane environmental protection has no effect against this ability.
  • Firewalker: Bursters are completely immune to fire, plasma, and heat effects. They suffer only half-damage from lightning, electricity, and lasers.
  • Flame Bolt: The Burster can hurl forth a flaming bolt of 4d6 Mega Damage with a Range of Smarts×2; costs no ISP. If the Burster uses the Armor Piercing Power Modifier, double the bonuses when on a ley line. Bursters may spend Bennies to reroll Critical Failures when using their Flame Bolt ability.
  • A level of enlightenment that transcends matters physical, focusing ever more energy and effort via will. Your hero is able to spend a Benny to use her Spirit in place of any other Trait roll for a round.

Hero's Journey

  • 1x Experience & Wisdom table rolls: 17
  • 2x Psionics table rolls: 16, 13
  • 1x Underworld & Black Ops: swapped to 15-16 with permission.

Weapons

  • Flame Bolt: 12/24/48; 4d6 MD; RoF 3

Gear

  • NG-33 Laser Pistol (unused)
  • NG-S2 Survival Pack
  • 900 credits