A.R.E.S. IF (Random): Hi-Tech Alien Bounty Hunter/Explorer

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Firehawk
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A.R.E.S. IF (Random): Hi-Tech Alien Bounty Hunter/Explorer

Post by Firehawk »

Character Sheet

Player Name: Robert
Google Handle: Conan Cimmerian
A.R.E.S. (IF) Random
Rank: Novice Experience: 5 Advances Left: 0
Race: Custom (Claven Collective)
Iconic Framework: A.R.E.S. Origin and P&G: Mysterious Origin; Resistance and Regeneration, Super Shooter
Advanced Alien Body Armor
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8(d6 for extended arm), Vigor d6
Charisma: -2 (-4 w/ CS); Pace: 8 d8 running, Flying: +8(16); Parry: 6; Toughness: 5 18(9) [22(13) and +4 to resist effects vs electricity/ion, heat/fire, kinetic/ballistic, light/lasers]; Strain: 0
Skills: (15 pts)
  • –2 to Common Knowledge rolls (Hindrance: Clueless)
  • K-Science (Smarts) d6.........................................................start d6-race
  • K-Engineering (Smarts) d6..................................................start d6-race
  • K-Electronics (Smarts) d6....................................................start d6-race
  • K-Computers (Smarts) d6....................................................start d6-race
  • Shooting (Agility) d10 (+2)....................................................start d8-P&G (1 pt)
  • Fighting (Agility) d8...........................................................................(3 pts)
  • Repair (Smarts) d6 (+2)......................................................................(2 pts)
  • Notice (Smarts) d8............................................................................(3 pts)
  • Stealth (Agility) d4............................................................................(1 pt)
  • Tracking (Smarts) d6..........................................................................(2 pts)
  • Streetwise (Smarts) d6-2.......................................................................(2 pts)
  • Investigation (Smarts) d4...................................................................(1 pt)
Hindrances
  • Hindrance (ARES-Mysterious Origins): Clueless (unfamiliar w/ Earth, -2 Common Knowledge rolls)
  • Hindrance (ARES-Mysterious Origins): Vow (Bounty Hunter assigned to Rifts earth to collect bounties for mysterious trans-dimensional organization)
  • Hindrance (Major): Enemy (His advanced armor and weapons sometimes attracts unwanted attention from thieves, bandits, corporate research interests, etc.)
  • Hindrance (Minor): Ugly (-2 CHA)
  • Hindrance (Minor): Loyal
Negative Racial Characteristics
  • Dependency (Advanced Armor - Life Support/FEP - Earth atmosphere is toxic to him)
  • Distinctive D-Bee (-4 CHA when dealing w/ CS)
  • Cyber Resistant (no cybernetics)
  • Restricted Path (no magic or psionics)
  • Hindrance: Code of Honor (Keeps his word, honorable toward people who deserve it, fulfills contracts to the best of his ability)
  • Hindrance: Overconfident (Sometimes overestimates his tech advantage)
Edges
  • Edge (ARES-P&G): Sniper (use d10 for Wild Dye when making ranged attack w/ The Drop)
  • Edge (ARES-P&G): Trademark Weapon (+1 Shooting and 2AP w/ weapon of choice - C-29 'Hellfire' Hvy Plasma Cannon)
  • Edge (ARES-P&G): Fast Healer (+2 to Vigor rolls when checking for natural healing)
  • Edge (ARES-P&G): Slow Regeneration (natural heal roll every day), +2 Toughness
  • Edge (ARES-Mysterious Origin): Luck (+1 benny)
  • Edge (ARES-Mysterious Origin): Agility -> d10
  • Edge (Hindrances): McGyver, Scavenger (Once per session the hero may “suddenly remember” that he has a much-needed piece of equipment on his person)
  • Edge (Novice Advance): Extraction (Flight)
Positive Racial Characteristics
  • +2d Agility, +1d Vigor
  • Pace +2 Run+1d, Flight (Custom Armor - Anti-Grav)
  • Starting d6 for K-Electronics, K-Eng, K-Sci, K-Comp skills
Last edited by Firehawk on Thu Nov 30, 2017 7:53 am, edited 80 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Re: A.R.E.S. (IF) Random

Post by Firehawk »

Background
Last edited by Firehawk on Thu Nov 23, 2017 10:43 am, edited 1 time in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Re: A.R.E.S. (IF) Random

Post by Firehawk »

Gear
Image
Item: Advanced Alien Body Armor (retrapped Triax T-13 Field Mechanic w/ HJ and ARES P&G mods/trappings)
  • Weight: 18 lbs.
  • Right Arm: laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage)
  • Left Arm: extendable robot arm, fully articulated, Reach 1, Strength d6, laser finger which inflicts Str+d4 damage in melee.
  • Helmet Bubble HUD: equipped with a pair of directional lights, additional optics enhancement with 10× magnification, thermal vision mode, nightvision, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage; light sensitive visors or eye lenses
    • +2 on Repair rolls
    • +2 to resist blinding attacks, offset illumination penalties by 2
  • Built-in mini-computers for basic functions; communications system with a 10 mile range; public-address loudspeakers; laser range finder; portable tool kit
  • Full Environmental Protection/Life Support System/Utility Compartments/Advanced Survival&Repair Systems (retrapped NG-S2 Survival Pack items and benefits)
    • Edge (ARES-P&G): Fast Healer (+2 to Vigor rolls when checking for natural healing)
    • Edge (ARES-P&G): Slow Regeneration (natural heal roll every day)
  • Anti-Grav Flight
  • +9 Armor and +4 Toughness (6A 2T base, +3A from HJ; +2T and additional +4 to Armor and resist vs. effects from electricity/ion, heat/fire, kinetic/ballistic, light/lasers from P&G)
    • +2 to all ranged attacks from targeting HUD (HJ)
    • Edge (ARES-P&G): Sniper (use d10 for Wild Dye when making ranged attack w/ The Drop)
Image
Item: Trademark Alien Plasma Rifle (ARES P&G:retrapped C-29 'Hellfire' Hvy Plasma Cannon w/ Trademark Weapon Edge and +2 AP)
  • Weight: 12 lbs
  • +1 Shooting (Trademark Weapon)
  • Range: 18/36/72
  • Damage: 3d10+4 Mega Damage
  • ROF: 1
  • Payload: 16
  • AP: 2
  • Notes: Min Str d8, Snapfire, Plasma hits all of a target at once, ignoring Armor unless it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.
Image
Item: Alien Laser Pistol (retrapped NG Super Laser Pistol)
  • Weight: 8 lbs
  • Range: 15/30/60
    • 12/24/48 for grenades
  • Damage: 2d6+2
    • grenades: (3 Armor Piercing, 3 LBT Fragmentation)
  • ROF: 1
  • Payload: 20
    • 6 grenades
  • AP: 2
  • Notes: Semi-Auto. Integrated grenade launcher (Range 12/24/48, Damage by grenade, 6 shots).
Image
Item: Alien Zero Point Sword (retrapped Chain Longsword)
  • Weight: 15
  • Damage: Str+2d8
  • AP: 2
Item: 4 e-clips



Credits: 2000

Contacts






ROLLS

Iconic Framework: A.R.E.S.
  • Origin (1d8): [dice]0[/dice]: Mysterious Origins
    • Abilities: Choose two Background Edges or Attribute Advances. Also choose two major Hindrances (this option only available with GM involvement in the process)
  • Powers and Greatness (2d12): [dice]1[/dice]
    • 11: Resistance and Regeneration: You receive a +4 bonus to resist four negative environmental/damage effects, chosen from the following list. Each may only be chosen once. This also counts as Armor against attacks based on that element. You also gain the the Fast Healer Edge, +2 Toughness, and the Slow Regeneration ability, or upgrade an existing Slow Regeneration Ability to Fast Regeneration. You cannot override a racial weakness or vulnerability with this feature. Cold/Ice, Darkness, Earth/Stone, Electricity/Lightning/Ion, Fire/Heat, Force, Kinetic Energy (including bullets, explosions, and rail guns), Light (including daylight and lasers), Magnetism, Necromantic, Poisons/Diseases, Radiation, Sound, Specific Metals (Silver, Cold Iron, etc), Water, Wind & Air, and others as appropriate. Note you can trade two resistance choices to include all Magical Sources OR all Psionics sources of damage. But even friendly arcane powers of the chosen type must subtract this modifier to affect the resistant hero. This does not combine with similar abilities, such as the Arcane Resistance Edge.
    • 12: Choice: --> Super Shooter (7): Trademark Weapon, Sniper Edge (below), Shooting d8, Choose any ranged weapon (C-29 'Hellfire' Hvy Plasma Cannon), d10 roll for weapon mod: [dice]6[/dice]: +2 AP
      Edge: Sniper
      Prerequisite: Shooting d8, Agility d8, Notice d6
      You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.

Hero’s Journey: (FOUR ROLLS) A.R.E.S. Heroes begin with four rolls on any Hero’s Journey tables except Cybernetics. Cybernetics may be chosen if the character lacks an Arcane background or any powers.
  • Table: Body Armor
  • Roll result: [dice]2[/dice]
  • Description: -1 Strength min, +1 Armor (TRADE for 16-17 +2 Ranged attacks)
  • Table: Body Armor
  • Roll result: [dice]3[/dice]
  • Description: +3 Armor
  • Table: Body Armor
  • Roll result: [dice]4[/dice]
  • Description: +1 Toughness (TRADE for 16-17 +2 Ranged attacks)
  • Table: Body Armor
  • Roll result: [dice]5[/dice]
  • Description: Choose any body armor - (Triax T-13 Field Mechanic)

Starting Credits: [dice]7[/dice] x1000 = 2000
Last edited by Firehawk on Fri Dec 01, 2017 6:17 am, edited 70 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Firehawk
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Re: A.R.E.S. (IF) Random

Post by Firehawk »

Advances
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): McGyver, Scavenger
  • Initial Advances: (From Custom Race): +2 Agility dye, +1 Vigor dye; Repair, K-Eng, K-Sci, K-Comp start at d6; Pace +2 Run +1 dye; Fly @ Pace, Climb 0
  • Initial Advances: (A.R.E.S. IF Origin): +1 Agility dye, Luck
  • Initial Advances: (A.R.E.S. IF P&G): Sniper, Trademark Weapon, Fast Healer, Slow Regeneration
  • Novice 1 Advance: Extraction
  • 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:
Last edited by Firehawk on Thu Nov 30, 2017 7:54 am, edited 5 times in total.
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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Firehawk
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Re: A.R.E.S. (IF) Random

Post by Firehawk »

Custom Race Data

Positive Abilities (11+2 free pts)
  • (2) Fly @ Pace, Climb 0
  • (1) +2 Pace, +1 Run dye
  • (6) Attribute Bonuses (+2 Agility dye, +1 Vigor dye)
  • (4) Skills at d6 (K-Electronics, K-Engineer, K-Science, K-Computers)
Negative Abilities (11 pts)
  • (-2) Distinctive D-Bee (-4 CHA when dealing w/ CS)
  • (-1) Cyber Resistant (no cybernetics)
  • (-2) Dependency (Custom Armor)
  • (-4) Hindrances (2 Major): Overconfident, Code of Honor
  • (-2) Restricted Path (no magic or psionics)
FIREHAWK
FIREHAWK
-Burster-
1 wound - burned feet
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5; Toughness: 6
Four Arms: One additional non-movement action with no MAP
Improved Flame Bolt: 6d6 damage (12/24/48)
Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
Mentalist: +2 on any opposed Psionics roll, attacking or defending
-Once per round as an action can give an ally an immediate attempt to break out of illusion / puppet / mind walk at +2
-Impervious to all plasma, fire and heat damage; Electricity, lightning and lasers do half damage
-Roll a d10 (instead of the usual d6) when causing damage with fire:
  • Highly flammable targets ignite on a 3 –10
  • Anything flammable catches fire on a 6 –10
  • Things that normally don’t catch fire (metal, ceramics, stone) ignite from a Burster’s flames on a 10, or at least begin to melt
  • Water super-heats and evaporates nigh-instantly on a 10 as well, and boils away over 2d6 rounds on an 8 or 9.


CP-30 Laser Pulse Pistol shots: 30/30
ISP: 0/30
Powers Active

Fiery Aura: 6 MDC Armor, +3d6 to melee damage and damage shield

Adventure card: Turncoat : Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.
BENNIES: 2/3
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