Private Daryl Grimes

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Grimes
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Private Daryl Grimes

Post by Grimes »

Character Sheet

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Daryl Grimes
Rank: Novice Experience: 13 Advances Left: 1 (HC 6/1/18)
Race:human
Iconic Framework: MARS (Modified)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 5/6
Skills:
  • Piloting d8( 1 Basic, 1 pt, 2 pts MOS)
  • Fighting d4 ( 1 Basic)
  • Intimidation d4 ( 1 Basic)
  • Kn Computers d4 (1 Basic)
  • Kn Electronics d8 ( 1 Basic, 2 MOS)
  • Notice d8 (1 Basic, 2 MOS)
  • Shooting d6 ( 1 Basic, 1 pt)
  • Survival d4 ( 1 Basic)
  • Persuasion d6 ( 2 pts)
  • Streetwise d6( 2 pts)
  • Kn demolitions d4 (5xp)
  • Repair d4( F and G)
  • Lockpicking d4(F snd G)
  • Stealth d6 (F and G)
Hindrances
  • Hindrance (Major): Pacifist Major ( Grimes might be the blacksheep in the family, he tends to have a live and let live carefree attitude). Not overly heroic or honorable but he has tended to let the D-bee pass unmolested as long as it promises to buy a pastry on its rift home. Not one to start fights and seeks to solve them amicably. What it comes down to is Grimes has never liked harming someone. He would tell you to take a life is to remove a strand in the universal tapestry whose wayward cross stitch might have intersected in a positive way. Needless to say he got a busted lip in boot-camp for his "thoughts". Does this extend to true evils like demons, should he come face to face with them I suppose he will find out.
  • Hindrance (Minor): Loyal, family is everything. Once your family he will give his life to save yours.
  • Hindrance (Minor): registered psychic. No two ways about it, his papers say psychic even though there is not a lick of potential within the boy. Either someone is playing a game or the verse has a twisted sense of humor.

Edges
  • Attractive: Boyish Charm
  • Coalition Identity: Quiet life Your composure grants a +2 bonus to trait rolls to resist fear, intimidation, and arcane powers that do either of these things.
  • Brave: despite his misgivings for violence he has a grim determination that cuts through things that make lesser men quake.
  • Scrounger (HJ): a knack at finding what is needed at just the right moment.
  • Connections Black Market (HJ): an alternative distribution chain for baked goods.
  • Elan (HJ, 1st interlude): He found that when he pushes himself he can give his all.
  • Power Armor Jock (MOS)
  • Rock and Roll(MOS)
  • Theif: Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
  • Mcgyver
  • Commando: Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls. All of these bonuses are cumulative with those derived from other Edges.
Cybernetics:
Helpful AI [Core Electronics Package]: This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls (especially as it applies to the CS military); a radio with a 20-mile range. (Strain 1)
  • Installed by a friend in high places, Grimes didn't even know he HAD this until recently. What do they want from him??
Contacts:
Lt. Colonel Thaddeus Lyboc: Better known to a young Grimes as Mr. Thaddeus, Colonel Lyboc took an interest in Grimes and continues to look into his future. [EP]
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
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Grimes
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Posts: 35
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Gear

Post by Grimes »

3 Bennies
Beginning 3
+-0 Event
+-0 Event
+-0 Event
+-0 Event


Assigned PA

Assigned FS

Given this for out of armor assignments:
CA-4 Standard “Dead Boy” Body Armor:
Image
Private
  • +7 Armor and +2 Toughness
    Full Environmental Protection
    Built-in mini-computers for basic functions
    Communications system with a 10 mile range
    Public-address loudspeakers
    Night and thermal vision mode for vision
    No Strength Minimum. (20 lb)
Utility Belt: (4 lb)
  • Canteen (half gallon).
    Communicator (5 mile range).
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Grenade Pouch
    • AP Grenade: 1/1
      • Damage: 3d8, AP8, MD, SBT
        Rate of Fire: 1
        Range: 5/10/20
      Plasma Grenade: 1/1
      • Damage: 3d10, MD, SBT
        Rate of Fire: 1
        Range: 5/10/20
      Knife Sheath Containing:
      • Vibro-Knife
        • Damage: Str+d6, AP 4, MD
      Chest Holster containing:
      • CP-30 Laser Pulse Pistol
        • Range: 12/24/48
          Damage: 2d6+1, AP 2
          Rate of Fire: 3, 3RB
          Payload: 30 (72 with Optional hip/backpack energy pack)
          Weight: 4
      Ammo Pouch: 2/2 Pistol E-Clips
      Pouch Containing:
      • 3/3 Rifle E-Clips
    Assigned Longarm
    CP-40 Pulse Laser Rifle
    Image
    • Range: 30/60/120
      Damage: 3d6+2, AP 2
      Rate of Fire: 3, 3RB
      Payload: 60
      Weight: 9
    OOC Comments
    color=#4000FF]KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)[/color]
    Image
    The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
    • Range: 125/250/500
    • Damage: 3d10+5
    • • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
    • AP: 15 (Goes through up to 12" of heavy steel plate)
    • Rate of Fire: 1; Shooting is a full round action.
    • Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
    Features:
    • • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
    • Modifiers: Double the benefits of the Aim action.
    • Weight: 20 lbs.
    Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
    APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
    C-5 Pump Pistol
    Image
    • Damage: 18mm Pump Round: 2d6+1, M.D.
      Range: 15/30/60
      ROF: 1
      Shots: 5/5 (Internal magazine)
    CS-S2 Survival Pack
    • Extra Uniform x2, underclothes x4, and boots
      2 person tent, +20% water supplies
      Sleeping bag
      Flashlight w/knife; solar
      Inertial compass (+2 to Survival to navigate)
      Short range (5 mile) radio
      First aid kit (+1 to healing; 3 uses)
      Hunting/Fishing kit (+1 to Survival to forage)
      Three ‘saw wires’
      Fire starter
      Survival Knife, hatchet, wooden cross
      4 signal flares
      Climbing kit w/30 rope
      Soap and washcloth
      Canteen
      2 weeks rations
Credits: 5660 (4/24/18 HC)
Payrate: 1700 (1955 in Old Chicago)
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
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Grimes
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Posts: 35
Joined: Fri Jan 19, 2018 10:40 pm

Background

Post by Grimes »

Background
Grimes comes from the coastal city of Sault Ste Marie in Iron Heart. It is a big sprawling lakeside town where the wind whips your hair and the sunshine put a smile on your face. The town stretches far and wide, huts and easy going folk pepper the lake shore. The main drag is a throwback to simpler times. Pop and Oneil’s are commonplace items to see drunk or worn. But the jewel of Sault Ste Marie is the Creme De La Creme bakery. Known far and wide for its well manicured delights that harken back to a time before magic and D-bees walked the land. Legend has it Josephine herself orders ten boxes weekly that are delivered by armored car and escort to her residence! Puff pastry, flaky crust, and sweet tastes waft out its doors on a regular basis. Some say that if the coalition military might cannot get rid of every D-bee then surely a pastry from Creme De La Creme will be enough to tempt them back home. Some experts say that anyone that is anyone has ventured out to the bakery and sampled its goods. The youngest of the Grime family, that is ever recognized by their lion headed necklace, is Daryl. An entrepreneur of sorts and certainly willing to help his family in their distribution of their baked goods. Quick to locate the ever missing spatula and with good connections to alternate distribution methods his boyish face and good looks have gotten many lakeside girl to swoon. His strong family ties have given him the wherewithal to never let his family down or behind.
His father has been a PA pilot during the war with Tolkeen. He lost the use of his arms thanks to the untimely shelling from a glitter boy. The Grimes have always had one of their clan in the military doing their part. Daryl was hesitant to enlist at first even though it was expected that he do so. One evening a man rolled through town and had diner alone with Daryl… A note goodbye, breaking the heart of women everywhere in Ironheart, was all Daryl left and he went with the man to Chi-Town and enlisted the very next day.
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
User avatar
Grimes
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Diamond Patron
Posts: 35
Joined: Fri Jan 19, 2018 10:40 pm

Re: Private Daryl Grimes

Post by Grimes »

Iconic Framework
  • Pilot/Aircrew (Air Corps of Army)
      • Piloting +1 SP, Fighting +1 SP, Intimidation +1 SP, Knowledge (Computers) +1 SP, Knowledge (Electronics) +1 SP, Notice +1 SP, Shooting +1 SP, Survival +1 SP plus 6 more skill points.
  • CS Armored Corp: CS Ground Support Power Armor Pilot M.O.S.[/size]: While the SAMAS is the face of the Coalition, it is armor like the TIMAS, the Mauler, and later the Terror Trooper that infantry see more often. Pilots of this caliber are used to augment infantry platoons with the enhanced firepower power armor can bring to the table.
  • Begin with Piloting +2 skill points, Knowledge (Electronics) +2 skill points, and Notice +2 skill points.
  • Begin with the Power Armor Jock Edge and the Rock and Roll Edge.


Hero’s Journey
  • Undercover Ops/Black market (16): Scrounger and Connections black market.
    (First interlude): Experience and Wisdom: (1) Elan!
    (Garrison Interlude) Training:20: Players choice: Professional edge of choice: Commando


MARS Fortune & Glory
Fortune and Glory


Advances
  • Initial Advances: (From Hindrances): Brave, Attractive
  • Free Edge (Human): CS Identity
  • Cybernetic Modifications:
  • Novice 1 Advance: kn demolitions d4
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • 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:


As characters advance, they will be gaining Experience, Explorer Points, and rolls on the Hero's Journey Tables and the CS Modified Fortune and Glory Tables.
Quarter XP and EP will be handled as normal for the site. Interludes are awarded 1-3 XP each.

Creation: Roll 1 HJ roll
1st Quarter: Get XP and EP
1st Interlude: Get XP and 1 HJ roll
2nd Quarter: Get XP and EP
2nd Interlude: Get XP and 1 F&G roll
3rd Quarter: Get XP and EP <=== we are here
3rd Interlude: Get XP and 1 HJ roll
4th Quarter: Get XP and EP
4th Interlude: Get XP and 1 F&G roll
5th Quarter: Get XP and EP
5th Interlude: Get XP and 1 HJ roll
6th Quarter: Get XP and EP
6th Interlude: Get XP and 1 F&G roll
7th Quarter: Get XP and EP
7th Interlude: Get XP and 1 F&G roll
8th Quarter: Full fledged MARS character
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
User avatar
Grimes
Diamond Patron
Diamond Patron
Posts: 35
Joined: Fri Jan 19, 2018 10:40 pm

Re: Private Daryl Grimes

Post by Grimes »

As characters advance, they will be gaining Experience, Explorer Points, and rolls on the Hero's Journey Tables and the CS Modified Fortune and Glory Tables.
Quarter XP and EP will be handled as normal for the site. Interludes are awarded 1-3 XP each.

Creation: Roll 1 HJ roll
1st Quarter: Get XP and EP
1st Interlude: Get XP and 1 HJ roll
2nd Quarter: Get XP and EP
2nd Interlude: Get XP and 1 F&G roll (still due)
3rd Quarter: Get XP and EP <=== we are here
3rd Interlude: Get XP and 1 HJ roll
4th Quarter: Get XP and EP
4th Interlude: Get XP and 1 F&G roll
5th Quarter: Get XP and EP
5th Interlude: Get XP and 1 HJ roll
6th Quarter: Get XP and EP
6th Interlude: Get XP and 1 F&G roll
7th Quarter: Get XP and EP
7th Interlude: Get XP and 1 F&G roll
8th Quarter: Full fledged MARS character

New characters will have to write the following interludes
1st Quarter: Orientation Interlude here: http://savagerifts.com/sr/viewtopic.php ... 861#p13858
1st Interlude: Roll HJ and tell me how you got that result here: http://savagerifts.com/sr/viewtopic.php ... 861#p13858
2nd Quarter: Done
2nd Interlude: How did the experiences in the first mission translate into your F&G roll? - Still to do (for everyone)
3rd Quarter: Played through
3rd Interlude: What was the aftermath of that first mission out? - Still to do (for everyone)
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
User avatar
Grimes
Diamond Patron
Diamond Patron
Posts: 35
Joined: Fri Jan 19, 2018 10:40 pm

Re: Private Daryl Grimes

Post by Grimes »

Interludes:
Got to have heart
Called into the principles office on the first day of school. Only this wasn't the principles office, and this is definately not school. Grimes is lookimg at a plackard on a door that reads Captian "Meat Stick" Harlick. What a mouthful. Standing next to Grimes is a scrawny pencil neck steely eyed missile man, Private Bloomer by his uniform. He looks just as nerveous as I am, what did he do? The two share a breif who are you moment and then walk into the office.

Captain Harlick has been expounding on all the reasons why Private Daryl Grimes and Bloomer are just not cut out for the military." Gentleman... Look there are medical reasons, socioeconomic reasons, reasons that I could give a fucks sake for. But really the one reason we cannot have you in the military is because of heart. My job here is to determine if in the face of overwhelming odds, terrifyimg fear that will have you run back to your mommies, and an enemy so devious you will be lucky if you survive enough for partial reconstruction... My job is to determine if you can cut it gentleman. One glance at you and I know you need to go home... Go back to Sault Ste Marie." The captian looks pointedly at Grimes. " Or head packimg back to the sweet saftey of the gleamimg walls of Chi-town. He glances at Bloomer. The captain clasps his hands behind his back, " Well gentleman, thats it. You do not have heart."

Outside the basic training camp Grimes and Bloomer were millimg arround the transport pick up area with a dozen or so folks waiting to move on. A few parked hover bikes were to their left and the base's main entrance was to the right. Up the road was a large abandoned watch tower on stilts, an homage to the the last stand of heroes of humanity. They did not make it, castout and rejected. Thats when the screaming transport came careening arround the corner at the same time alpha company came out of the base for their nightly jog. Its comimg in too fast, does it even see those soldiers!!? Shit no! Spurned on by fellow country men in danger Grimes lepped onto one of the hover bikes, and Bloomer followed suit. Grimes gunned it and headed right for the transport...

It was only later during an inquiry it was revealed that the transport was piloted by a Tolkeen sympathizer and had been planning on taking out alpha company, a group of new recruits being sent to the front. Grimes and Bloomer's actions, ramimg the hover bike into the derilict watch tower had crushed the transport under its mass saving the CS's best and brightest from harm. Upon reviewing the case, Captian "Meat Stick" Harlick marked both applicants as approved, as far as anyone knows it was the only time he change his mind.

Watching the two unconscious and in traction Harlick smiles and whispers to his aide, " Who knows, maybe they do have heart."
Grimes at a Glance
Charisma: 2; Pace: 6; Parry:5; Toughness: 5; Strain: 0

Combat edges:
Elan:+2 when spending a benny to reroll a trait
Rock and roll: when you do not move ignore autofire penalties
Bennies
5/3
+1 good plan
+1 for RP
+1 benny Bonanza
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