NGR Intelligence Agent

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High Command
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NGR Intelligence Agent

Post by High Command »

HJ (Experience and Wisdom): [dice]0[/dice]: Your hero knows how to make the most of second chances. He has Elan.
HJ (Training): [dice]4[/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.
HJ (Underworld and Black Ops): [dice]5[/dice]: (Choice - 14): Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages on top of what she already knows.

F&G: [dice]1[/dice]: A Mighty Weapon: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
F&G: [dice]2[/dice]: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in Notice, Psionics, and Investigation
F&G: [dice]3[/dice]: Strong Suit of Armor: NG-EX10 “Gladius” Light Exoskeleton Battle Armor: Northern Gun’s attempt
at blurring the line between body armor and power armor, the Gladius runs on an integrated rechargeable battery (instead of the miniature nuclear plants of most powered suits). It provides +7 M.D.C. Armor and +2 Toughness with Full Environment Protection and grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (80 lb, 150,000 credits).
  • Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings. If the suit also has woodland patterns, your hero can switch between the two as an action.
  • Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in woodland settings. If the suit also has the urban patterns, your hero can switch between the two as an action.
MARS PCO: Psychic Sensitive - Danger sense, AB Psionics, Major Psionics, Sixth Sense, Psionics +2SP, Notice +1SP

Doc Link
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
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Joined: Sun Jun 12, 2016 6:10 am

Re: NGR Intelligence Agent

Post by High Command »

Rich and Credit Rolls
Rich: (Body Armor) [dice]0[/dice]
Get Triax T-11 Enhanced Body Armor
Rich: (Body Armor) [dice]1[/dice]
Rich: (Ranged Weapon) [dice]2[/dice]:
Traded two for one for: 13-14: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.

[dice]3[/dice]
Juicer Assassin Plate Armor = exchanged for money value (32K)
Wilk’s 320 Laser Pistol
JA-9 Variable Laser Rifle (combined with Ion Rifle to make PA rifle)
Vibro-Sword = Exchanged for Vibro Vambraces (equal cost)
NG-S2 Survival Pack
38800 credits.
-28000 (Grade 4 Computer)
-200 (Silver Cross)
-2500 (Utility Belt)
=7100 credits
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Sable, Freelance Intelligence Agent/Commando

Post by High Command »

Player Name: Patrick
Google Handle: mikelamroni or payoung95
Image
Sable
Rank: Seasoned 2 Experience: 25 Advances Left: 0
Race: Human Concept: Undercover NGR Intelligence Agent/Commando
Iconic Framework: MARS (PCO: Psychic Sensitive)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6 (d12+2), Vigor d6
Charisma: 0; Pace: 6 (8); Parry: 6 (7); Toughness: (see Below); Strain: 0
  • Toughness (Base): 5
    Toughness (in Armor): 15 (8) MDC
Skills:
  • Fighting d8
    Investigation d6
    K/Arcana d6
    K/Computers d6
    K/Electronics d4
    K/Politics d4
    Language (German/Euro) - Native
    Language (American) - Native
    Language (Dragonese/Elven) - Native
    Notice d8
    Persuasion d6
    Piloting d6
    Psionics d10
    Shooting d8
    Stealth d6
    Streetwise d4
    Survival d6
Hindrances
  • Heroic (Major): She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story. She buys into the NGR’s rhetoric about being the thin line between anarchy and civilization.
  • Loyal (Minor): No man or woman left behind.
  • Quirk (Minor): Believes in the superiority of humanity. It's not that the other races are inferior, they just cannot match the sheer audacity and variety of humanity. That said, she sees this as a call to greater service, not a vehicle to demean the other races. She can’t stand human bandits (filth) or traitors.
Edges
  • Master Sensitive Psychic: (Arcane Background Psionics, Major Psionics, Master Psionic) The Psychic Sensitive can spend 2 ISP to gain a +1 with any Psionic skill roll, or 4 ISP for a +2 (paid before the roll is made). These effects are doubled when on a ley line.
  • Precognitive Abilities: (Danger Sense & Sixth Sense) A psionic can develop extraordinary extrasensory perception and awareness of potential danger. Anytime she’s about to be the victim of a surprise attack, ambush, or other nasty surprise, she gets a Notice roll just before the attack or event occurs. If successful, the hero knows something is about to happen and may take appropriate action against it. With success she begins the round on Hold. With a raise, she can take a single immediate action (such as run to cover, activate a defensive power, or draw a weapon). This Edge works even when the character is in power armor or robot armor. Should the hero fail her roll, she still follows the normal Surprise rules, if applicable (see SWD page 73).
  • Telemechanics: When activating telepathy, instead of using the normal power effects, he can choose to gain +4 to all checks involving computers and electronics, including Investigation checks to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks. The psi also has the benefits of the Ace Edge when interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
  • Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Infiltration Specialist: Your hero is skilled at blending into a culture or group for undercover work. She gains a +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages (English and Dragonese) on top of what she already knows.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Sable Powers Sheet

Post by High Command »

3 Bennies
Beginning 3
others
ISP: 30/30
Recovery: 1 per hour
Adventure Card:

See Aura (Detect Arcana; 2 I.S.P.) [Novice]
Range: Sight
Duration: 3 (0/round)
Trappings: As he intuitively interprets the readings of a target’s psyche, he learns a great deal about influencing the target and those around him. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
Effect: Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.

Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.) [Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.

Charismatic Mental Contact (Telepathy; 4 I.S.P.) [Novice]
Range: One mile
Duration: 3 (1/round)
Trapping: While in telepathic contact, the psychic is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion.
Effect: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed.
Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.

Soothing Mass Mental Contact (Exalted Telepathy; 4 I.S.P.) [Mega]
Range: Special
Duration: 3 (1/round)
Trapping: While in telepathic contact, the psychic is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion.
Effect: This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psychic can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, he can connect up to his Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while he maintains it.

Battlecry (Boost/Lower Trait 2 I.S.P. and Greater Boost/Lower Trait 4 I.S.P.) [Novice]
  • Range: Smarts
    Duration: 3 (1/round)
    Trapping: All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use. (see Below)
    Effect: This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
Greater Battlecry (Greater Boost/Lower Trait 4 I.S.P.) [Mega]
  • Range: Smarts x2
    Duration: 3 (1/round)
    Trapping: All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use. (see Below)
    Effect: This power allows a character to increase any of a target’s Traits by two die types for a standard success, or by four with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
    • Agility:
      • [Boost Trait] The battle cry encourages the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
      • [Lower Trait] The battle cry demoralizes the enemy so much, they must make a Vigor roll (at –2 on a raise) to avoid morale-based Fatigue, but the power’s range is reduced to half its normal range.
    • Smarts:
      • [Boost Trait] Trivia Master: The target gains +2 to common Knowledge checks for the duration of the power.
      • [Lower Trait] Dazed and Confused: A raise with Lower Trait results in the target’s movement counting as Difficult Ground while the power is active due to a thick mental fog.
    • Spirit:
      • [Boost Trait] The target gains +1 to Fear checks for the duration of the power.
      • [Lower Trait] The target takes a -1 to Fear checks for the duration of the power.
    • Strength:
      • [Boost Trait] The battle cry encourages the target. They cost +1 PPE to cast, but on a success add +1 to toughness and on a raise increase Strength one die type for the duration of the power.
        [Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength trait (including damage) rolls while the power is active.
    • Vigor:
      • [Boost Trait] The target gains +1 to soak checks for the duration of the power.
      • [Lower Trait] The target takes a -1 to soak checks for the duration of the power.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Sable Gear Sheet

Post by High Command »

NG-X32 “Coyote” Light Special Operations Power Armor
Image
One of the most appealing aspects of the Coyote power armor is that it is thin enough that jumpsuits, fatigues, long coats and other clothing (albeit, a few sizes larger) can be worn over it. Spies and special operatives love this, because they can conceal the power armor under clothing to appear to be ordinary troops or workers.
  • +8 MDC Armor and +2 Toughness
  • Strength Minimum: d6 (for arcane background use)
  • Electronics and Computer Functions: A communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
  • Environmental Protection: Full
  • Weight: 142 lbs.
  • Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum.
  • Integrated Vibro-Blade Vambraces
    Image
    • Damage: Str (d12+2) + d8, AP 4, MD
      Notes: Parry +1. Requires Agility d8, worn as a pair.
  • NG-AJ20 Attack Jet Pack:
    • Flight Pace 30, Climb 1. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours.
  • 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).
      Credits: 7,100
NG-X132 “Deathmark” Dual Sniper/Pulse Rifle
  • Variable Laser Sniper Rifle
    • Range: 40/80/160
    • Damage:3d6+1, AP 3
    • RoF: 1
    • Shots: 30
    • Weight: 6 lbs
  • Ion Pulse Rifle
    • Range: 12/24/48
    • Damage: 1–3d8, AP 0
    • RoF: 3
    • Shots: 50
    • Weight: 7 lbs
    • Notes: Semi-Auto, 3RB
  • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
Wilk’s 320 Laser Pistol (in holster on utility belt)
Image
  • Range: 18/36/72
  • Damage: 2d6, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 2 lbs
  • Notes: Semi-Auto
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 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
Grade IV Field Computer (in waterproof pouch on outside of NG-S2)
Image
  • A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. The grade (4) represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research. (2 lb)
Spring Loaded Silver Cross Blade (stored in sheath/hanger on utility belt)
Image
  • Uses an action to deploy blades without quick draw (Str+4 damage, silver)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Sable Background Sheet

Post by High Command »

Background: Sable grew up in Frankfurt, and found she was psychic by age 10. Her family put her in a government run boarding school almost immediately, though they did visit her a few times a year and talked to her often. So it was that she grew into her power not regretting or hating it, but rather feeling accepted and wanted. The boarding school groomed all of its students, all psychics, into military or corporate service and it was no different for Sable or her school-sister, Mink. By age 14 both girls had already begun the underlying scholastic training they would later master as intelligence agents working for the Federal Intelligence Service (BND) - Bundesnacbrichtendienst. They spent much of their early careers working the back end of other agent's cases at their offices in Berlin. Two years later, they were assigned to back up on long term surveillance of a terrorist group in the Black Forest, based out of Frankfurt. Intel on the ground said they were working cross purposes to the gargoyles, but working with a group of French Blood Druids intent on opening a series of rifts inside Berlin itself so that minions of Hell itself could invade and catch the tech nation by surprise. It took a year for the team to find and eliminate the cult. The lead investigators set up a series of raids that saw the mutual destruction the task force and the cult. In the end only three people survived more or less intact. One of the cultists (a witch to God knows what) and Sable. She recovered the dead, policed the dead, gathered intel and waited for a pickup.

While Mink worked the case, Sable was a good girl, and did as she was told. She would go on to work a variety of other cases. But when Mink finally broke through on her leads and got the higher ups to back her play, she requested Sable as a partner. Her request was denied, but Sable was assigned to a different angle on the op. Where Mink would search through the CS and the mercenary circuit, Sable would approach the Tomorrow Legion and conduct the same search there. She would also report back on the activities of the Tomorrow Legion. Unlike Mink, who is working under many disguises, Sable came to the Tomorrow Legion with a letter of introduction from her bosses and a full accounting of her mission. While it was requested she not be compromised, there was a definite push that the intelligence aparati cooperate. Until her mission is complete, she will work with whatever team the Tomorrow Legion assigns her to. Her cover is that she is a former NGR soldier turned crusader. A simple cover with a grain of truth.
Image
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Sable Advancement Sheet

Post by High Command »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • MARS PCO: Psychic Sensitive - Danger sense, AB Psionics, Major Psionics, Sixth Sense, Psionics +3SP

Hero’s Journey
  • HJ (Experience and Wisdom): (1): Your hero knows how to make the most of second chances. He has Elan.
  • HJ (Training): (1): 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.
  • HJ (Underworld and Black Ops): (20): (Choice - 14): Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Investigation, Persuasion, Stealth, and Streetwise rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role. She also gains two additional languages on top of what she already knows.

MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • F&G: 1: A Mighty Weapon: Gain a TX-30 Ion Pulse Rifle
  • F&G: 5: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in Notice, Psionics, and Investigation
  • F&G: 12 - 3: A Way to Get Around: Your hero begins with a d6 in Piloting. She also starts with the Triax T-100 Eagle Jet Pack Accessory:: Specifically designed for military use, this Triax jet pack is made to fit onto the hardpoints of any suit of NGR military armor. Advanced propulsion and supercooling systems provide the jet pack with impressive speed and lift. The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours. The stats for the flight system are Flight Pace 30, Climb 1.

Rich
  • Body Armor (2) and (14 via 2 for 1): Triax T-11 Enhanced Body Armor: A bulkier version of Triax’s T-10, this armor has an exo-skeleton to augment the wearer’s strength and speed. It’s not quite as powerful as true power armor, but the T-11’s enhancements increase the wearer’s strength and improve his speed. The T-11 armor provides +7(8) Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. The T-11 grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 (d6) Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (40 lb, 200,000 credits)
    • Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.
Rich and Credit Rolls
Rich: (Body Armor) [dice]33733:0[/dice]
Get Triax T-11 Enhanced Body Armor
Rich: (Body Armor) [dice]33733:1[/dice]
Rich: (Ranged Weapon) [dice]33733:2[/dice]:
Traded two for one for: 13-14: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.

[dice]33733:3[/dice]
Juicer Assassin Plate Armor = exchanged for money value (32K)
Wilk’s 320 Laser Pistol
JA-9 Variable Laser Rifle (combined with Ion Rifle to make PA rifle)
Vibro-Sword = Exchanged for Vibro Vambraces (equal cost)
NG-S2 Survival Pack
38800 credits.
-28000 (Grade 4 Computer)
-200 (Silver Cross)
-2500 (Utility Belt)
=7100 credits

Ag: d6 (initial) -> d8 (Hind)
Sm: d6 (initial) -> d8 (F&G)
St: d4 (initial) -> d6 (N2 Advance)
Sp: d8 (initial) ->
Vi: d6 (initial) ->

Edges: Danger Sense (MARS PCO), AB Psionics (MARS PCO), Major Psionics (MARS PCO), Sixth Sense (MARS PCO), Elan (HJ), Master Psionic (Human), Telemechanics (Hind)

Empathy (Sp) d6 (2 SP)
Fighting (Ag) d8 (3 SP HJ)
Investigation (Sm) d6 (F&G)
K/Arcana (Sm) d6 (2 SP)
K/Computers (Sm) d4 (1 SP) -> d6 (S2 Advance)
K/Electronics (Sm) d4 (1 SP)
K/Engineering (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm) d4 (1 SP)
K/Science (Sm)
Lockpicking (Ag)
Notice (Sm) d6 (F&G) -> d8 (1 SP)
Persuasion (Sp) d4 (1 SP) -> d6 (S2 Advance)
Psionics (Sm) d6 (F&G) -> d10 (+3 SP from MARS PCO)
Repair (Sm)
Riding (Ag)
Shooting (Ag) d6 (2 SP HJ) -> d8 (N1 Advance)
Stealth (Ag) d6 (2 SP)
Streetwise (Sm) d4 (1 SP)
Survival (Sm) d4 (1 SP) -> d6 (N1 Advance)
Swimming (St)
Taunt (Sp)
Throwing (Ag) d4 (1 SP HJ)
Tracking (Sm)


Advances
  • Initial Advances: (From Hindrances): Telemechanics, Agility d6-d8
  • Free Edge (Human): Master Psionic
  • Novice 1 Advance: Shooting d6->d8; Survival d4->d6
  • Novice 2 Advance: Str d4->d6
  • Novice 3 Advance: Extra Power Points
  • Seasoned 1 Advance: Rich
  • Seasoned 2 Advance: K/Computers d4->d6, Persuasion d4->d6
  • 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:
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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