Roll/Scrap Sheet for Rogue Scholar
Roll on the M.A.R.S. Fortune & Glory Table (page 30) three times possibly modified by package.
[dice]0[/dice] A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
[dice]1[/dice] Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
[dice]2[/dice] A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
M.A.R.S. heroes begin with three rolls on any Hero’s Journey tables you like (though some make less sense than others).
Education: [dice]3[/dice] He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
Experience & Wisdom: [dice]4[/dice] Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (LINGUIST)
Training: [dice]5[/dice] After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Build your character as normal, and when finished, give your character 20 Experience Points and the four Advances that come with them.
This means she begins play as a Seasoned Rank character.
Begin with +5 skill points.
Begin with any two Knowledge skills at d8 and the Scholar Edge.
Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
Starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8×100 credits.
+1 Free starting Edge as a human.
Starting credits: 1,100 credits
[dice]6[/dice]
Tancred Hesh (practice)
Re: Tancred Hesh (practice)
Player Name: Lloyd
Google Handle: lloyd.ritchey
Tancred Hesh
Rank: Seasoned Experience: 20 Advances Left: 0
Race: Human
Iconic Framework: Rogue Scholar
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5+Armor; Strain: 0
Skills:
Hindrances
Edges
Google Handle: lloyd.ritchey
Tancred Hesh
Rank: Seasoned Experience: 20 Advances Left: 0
Race: Human
Iconic Framework: Rogue Scholar
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5+Armor; Strain: 0
Skills:
- Climbing (Strength) d6
- Driving (Agility) d8
- Fighting (Agility) d8
- Healing (Smarts) d4
- Investigation (Smarts) d10*
- Knowledge: History (Smarts) d6
- Knowledge: Science (Smarts) d4
- Knowledge: Arcana (Smarts) d4
- Knowledge: Politics (Smarts) d8+2
- Knowledge: Medicine (Smarts) d8+2
- Knowledge: American (Smarts) d4^
- Knowledge: Spanish (Smarts) d4
- Knowledge: Dragonese (Smarts) d4
- Knowledge: Chinese (Smarts) d4
- Knowledge: Gobblely (Smarts) d4
- Knowledge: Japanese (Smarts) d4
- Knowledge: Euro (Smarts) d4
- Knowledge: Techno-Can (Smarts) d4
- Knowledge: Faerie Speak (Smarts) d4
- Notice (Smarts) d10
- Persuasion (Spirit) d6
- Repair (Smarts) d4
- Shooting (Agility) d8
- Stealth (Agility) d6
- Streetwise (Smarts) d8*
- Survival (Smarts) d4
Hindrances
- Hindrance (Major): Curious
- Hindrance (Minor): Pacifist
- Hindrance (Minor): Aquaphobia
Edges
- Edge: Scholar
- Pick any two Knowledge skills the Scholar has a d8 or better in. Add +2 to your total whenever these skills are used.
- Edge: Investigator
- +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
- Edge: Charismatic
- +2 to Charisma
- Edge: I Know A Guy
- Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group.
- Edge: Linguist
- Smarts –2 to be understood in any language heard for a week
- Edge: Jack of All Trades
- Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
- Edge: Tricky Fighter (Smarts)
- The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack.
Re: Tancred Hesh (practice)
Background
Re: Tancred Hesh (practice)
Gear
Huntsman Lightweight Personal Armor
Wilk’s 320 Laser Pistol
NG-S2 Survival Pack
Mountaineer Mk 2
Item
Credits: 1100 credits
Contacts
Huntsman Lightweight Personal Armor
Wilk’s 320 Laser Pistol
NG-S2 Survival Pack
Mountaineer Mk 2
- Size 6
- Acc/TS 10/50 (Maximum speed 120 mph)
- Toughness 31 (16)
- Crew 2+8
- Remaining Mods 6
- +2 bonus to all Healing rolls for first aid
- +9 Armor
- +1 Toughness
- Full Environmental Protection.
- Same electronic and communications systems of the T-10
- Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
- Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings.
Item
- Info
Credits: 1100 credits
Contacts
Re: Tancred Hesh (practice)
Advances
Iconic Framework: Rogue Scholar
Hero’s Journey
MARS Fortune & Glory
Advances
Iconic Framework: Rogue Scholar
- Begin with +5 skill points.
- Begin with any two Knowledge skills at d8 and the Scholar Edge.
- Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
- Starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8×100 credits.
Hero’s Journey
- Education: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
- Experience & Wisdom: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge (Linguist Edge), regardless of requirements, so long as it makes sense and the GM agrees with it.
- Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
MARS Fortune & Glory
- A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
- Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
- A Way to Get Around: Your hero begins with a d6 in Driving or Piloting. She also starts with any one vehicle of her choice.
Advances
- Initial Advances: (From Hindrances): +1d to Smarts & Agility
- Free Edge (Human): Jack of All Trades
- Cybernetic Modifications: None
- Novice 1 Advance: +1d type to Strength
- Novice 2 Advance: +1d type to Notice & Investigation
- Novice 3 Advance: +1d type to Climbing & Driving
- Seasoned 1 Advance: Edge: Tricky Fighter (Smarts)
- 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:
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Tancred Hesh (practice)
Any suggestions, critiques, etc. regarding this character build O wise and savage community?
- Sayeen Gabbersleaf
- Posts: 218
- Joined: Sat Sep 24, 2016 10:20 pm
Re: Tancred Hesh (practice)
Hey Augur,
Looks like you forgot the 5xp for pbp. You should have 1 more advance. I am wondering why you chose the armor t-12, vs the T-11. Was it for the healing bonus? I would almost ditch healing, if it is not a focus.
Maybe you could walk us through your skills a bit let us know which ones are free, so we can see where you spent the points.
I also noticed you did not take advantage of the born a hero setting rule. If there is a high rank edge you really like, character creation (before you apply Mars advances) is a good time to take it.
Looks like you forgot the 5xp for pbp. You should have 1 more advance. I am wondering why you chose the armor t-12, vs the T-11. Was it for the healing bonus? I would almost ditch healing, if it is not a focus.
Maybe you could walk us through your skills a bit let us know which ones are free, so we can see where you spent the points.
I also noticed you did not take advantage of the born a hero setting rule. If there is a high rank edge you really like, character creation (before you apply Mars advances) is a good time to take it.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
Worn Armor:
Combat Abilities
ISP :30/2
Active Psionic Powers: None
Worn Armor:
- Cyber Knight medium armor(TW): +6Armor, +1 toughness
- Cyber Armor: +2 toughness
Combat Abilities
- improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
- Cyberkenetic Combat: -2 to hit if attack is purely technology based
- Champion: +2 damage & toughness vs supernatural evil
- Giant Killer: +1d6 damage vs creatures size 3 and larger
OOC Comments