MARS Operator Weird Science

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Venatus Vinco
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MARS Operator Weird Science

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FG [dice]0[/dice]
FG [dice]1[/dice]
FG [dice]2[/dice] (vehicle) reroll [dice]6[/dice]

HJ
Cybernetics [dice]3[/dice]
Wisdom [dice]4[/dice]
Training [dice]5[/dice]

Rich
Cybernetics [dice]7[/dice]
Cybernetics [dice]8[/dice]

Begin with Driving d6, Boating d4, Repair d8, and Piloting d4.

Begin with the Ace and McGyver Edges.

Mountaineer ATV: nuclear engine (All 5 Mods worth of weapons mounted, select any from the Vehicular and Heavy Weapons section).

Begin with the Glitter Boy’s starting gear.
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Re: MARS Operator Weird Science

Post by Venatus Vinco »

[size=145]Character Sheet[/size]

[b][size=150]Newt Tron[/b][/size]
[b]Rank[/b]: Seasoned [b]Experience[/b]: 25 [b]Advances Left[/b]: 0
[b]Race[/b]: Human
[b]Iconic Framework[/b]: MARS Operator
[b]Attributes[/b]: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d6
[b]Charisma[/b]: 0; [b]Pace[/b]: 4; [b]Parry[/b]: 5; [b]Toughness[/b]: 4; [b]Strain[/b]: 6
[b]Skills[/b]:
[list]
[*]Driving d6
[*]Boating d4
[*]Repair d12 (2)
[*]Piloting d4
[*]Super Science d12 (2)
[*]Knowledge Engineering d8 (1)
[*]Knowledge Electronics d6
[*]Climbing d6
[*]Knowledge Computers d12+1 (2)
[*]Knowledge Science d6 (2)
[*]Streetwise d6 (2)
[*]Shooting d6 (2)
[*]Fighting d6 (2)[/list]

[b]Hindrances[/b]
[list]
[*]Lame (Major): -2 Pace, d4 running die
[*]Wanted (Minor): ISS suspects him of subversive activities
[*]Quirk (Minor): Perfectionist[/list]

[b]Edges[/b]
[list]
[*]Ace: +2 Boating, piloting, driving. May make soak rolls for vehicles at -2
[*]McGyver: Improvise temporary gadgets
[*]Scrounger: Find supplies once per session
[*]Connections (Black Market): Call on friends in the Black Market
[*]Gadgeteer: May “jury-rig” a device once per game session
[*]Mr. Fix It: +2 to Repair rolls, 1/2 Repair time with raise
[*]Jack of All Trades: Unskilled Smarts rolls at d4
[*]Rich: 2 extra HJ rolls[/list]

[b]Cybernetics[/b]
[list]
[*]Nano Repair System (2 strain): Heal one wound per day. +4 to resist bleeding out. 50% chance of rejecting toxins/poisons
[*]Booster Jets: +4 to Jumping Distances, Jump 2” vertically
[*]Subject Matter Port (1 strain): 4 die type skill chip in K/Computers[/list]
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Re: MARS Operator Weird Science

Post by Venatus Vinco »

Advances
Iconic Framework: MARS Operator
  • Begin with Driving d6, Boating d4, Repair d8, and Piloting d4.
  • Begin with the Ace and McGyver Edges.
  • Mountaineer
  • Begin with the Glitter Boy’s starting gear.

Hero’s Journey
  • Cybernetics (9) - Booster Jets
  • Wisdom (3) - Scrounger, Connections (Black Market)
  • Training (12) - Climbing d6, climbing gear
  • Rich - Cybernetics (15) - Nanorepair System
  • Rich - Cybernetics (16) - Subject Matter Expert Port & 4 die skill chip (Computers)

MARS Fortune & Glory
Fortune and Glory
  • 1 - A Mighty Weapon
  • 7 - +1 strength, Brawny
  • 12 - +1 Smarts, 3 d6 smarts skills

Advances
  • Initial Advances: (From Hindrances): Rich, Jack of All Trades
  • Free Edge (Human): AB Weird Science
  • Cybernetic Modifications: Booster Jets, NanoRepair, Skill Chip
  • Novice 1 Advance: +1 Smarts
  • Novice 2 Advance: Gadgeteer
  • Novice 3 Advance: Mr. Fix It
  • Seasoned 1 Advance: +1 Repair & Super Science d10>d12
  • Seasoned 2 Advance: +1 Engineering d8>d10 & Electronics d6>d8
  • 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:
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Re: MARS Operator Weird Science

Post by Venatus Vinco »

Character Sheet

Newt Tron

Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS Operator
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d6
Charisma: 0; Pace: 4; Parry: 5; Toughness: 5; Strain: 6
Skills:
  • Driving d6
  • Boating d4
  • Repair d12 (2)
  • Piloting d4
  • Super Science d12 (2)
  • Knowledge Engineering d8 (1)
  • Knowledge Electronics d6
  • Climbing d6
  • Knowledge Computers d12+1 (2)
  • Knowledge Science d6 (2)
  • Streetwise d6 (2)
  • Shooting d6 (2)
  • Fighting d6 (2)
Hindrances
  • Lame (Major): -2 Pace, d4 running die
  • Wanted (Minor): ISS suspects him of subversive activities
  • Quirk (Minor): Perfectionist
Edges
  • Ace: +2 Boating, piloting, driving. May make soak rolls for vehicles at -2
  • McGyver: Improvise temporary gadgets
  • Scrounger: Find supplies once per session
  • Connections (Black Market): Call on friends in the Black Market
  • Gadgeteer: May “jury-rig” a device once per game session
  • Mr. Fix It: +2 to Repair rolls, 1/2 Repair time with raise
  • Jack of All Trades: Unskilled Smarts rolls at d4
  • Rich: 2 extra HJ rolls
  • Brawny: +1 Toughness, load limit 8x strength.
  • AB Weird Science: 10 Power Points, 1 Device./list]

    Cybernetics
    • Nano Repair System (2 strain): Heal one wound per day. +4 to resist bleeding out. 50% chance of rejecting toxins/poisons
    • Booster Jets: +4 to Jumping Distances, Jump 2” vertically
    • Subject Matter Port (1 strain): 4 die type skill chip in K/Computers
    Gizmos
    • Robotic Exoskeleton Leg Brace (speed), this brace attaches to the legs almost like an external cybernetic system. When activated the mechancial servos work with the legs to power them at much faster speeds while also reducing fatigue. 10/10 Power Points Remaining.
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