Jynx Gamble (M.A.R.S. Headhunter)

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Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Jynx Gamble (M.A.R.S. Headhunter)

Post by Heracles »

M.A.R.S. Fortune & Glory 1: [dice]0[/dice]
M.A.R.S. Fortune & Glory 2: [dice]1[/dice]
M.A.R.S. Fortune & Glory 3: [dice]2[/dice]

Hero's Journey 1 (Experience & Wisdom): [dice]3[/dice]
Hero's Journey 2 (Experience & Wisdom): [dice]4[/dice]
Hero's Journey 3 (Training): [dice]5[/dice]

Starting Credits: [dice]6[/dice] x 100.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
User avatar
Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Jynx Gamble (M.A.R.S. Headhunter)

Post by Heracles »

Character Sheet

Player Name: Alan
Google Handle: ignuspyre
Character Name: Jyn-K'seyan Ga'imbyl
Known Aliases: Jynx Gamble, The Bad Luck Killer
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Quick-Flex Alien
Iconic Framework: M.A.R.S. Cybernetic Techno-Warrior
Attributes: Agility d8 (d10), Smarts d10, Spirit d8, Strength d6 (d12+2), Vigor d6 (d8)
Charisma: 0 (-4 w/Coalition); Pace: 8 (10); Parry: 7; Toughness: 18(8); Strain: 4 (left of 12)

Skills:
  • Climbing (Str): d4
  • Driving (Agi): d4 (+2 from Ace)
  • Fighting (Agi): d8
  • Intimidation (Spi): d4
  • Lockpicking (Agi): d6
  • Notice (Sma): d6 (d6 free)
  • Persuasion (Spi): d4
  • Piloting (Agi): d8 (d6 free, +2 from Ace)
  • Repair (Sma): d8 (d6 free, +1 die from HJ)
  • Shooting (Agi): d10
  • Stealth (Agi): d6
  • Streetwise (Sma): d6 (d6 free, +2 in N. America)
  • Throwing (Agi): d4
  • Survival (Sma) - (+2 in N. America)
Hindrances
  • Enemy (Minor): (The Nightsuns Gang) They mostly are based and operate in the Burbs of Chi-Town, though they do have connections with groups outside.
  • Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Overconfident (Major): (Racial) There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can
    do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Wanted (Major): (Coalition States) He has committed crimes in his past and will be arrested if discovered by the authorities.
Edges
  • Ace: Ace add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Ambidextrous: (Racial) Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed). With this Edge, your warrior ignores the –2 penalty for using his off-hand (see page 85).
  • Elan: (Hindrances) When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Jack-of-All-Trades: (Hindrances) Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
  • Luck: (Hero's Journey) He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
  • Two-Fisted: When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.
  • Upgrade: Taking this Edge - which may only be selected once per Rank - means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree.
  • Upgradeable: (M.A.R.S. Package) This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6.
Racial Abilities (Quick-Flex Alien)
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer -4 Charisma with such folks.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen.
M.A.R.S. Package (Cybernetic Techno-Warrior)
  • Begin with the Upgradable Edge.
  • Select cybernetic systems up to 6 total Strain.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer.

Cybernetics
  • Core Electronics Package
    • Times Taken: 1
    • Strain: 1
    • 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; a radio with a 20-mile range.
  • Cyber-Wired Reflexes
    • Times Taken: 1
    • Strain: 1
    • The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1.
  • Nano-Repair System
    • Times Taken: 1
    • Strain: 2
    • This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system.
  • Optics Package
    • Times Taken: 1
    • Strain: 1
    • One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action.
  • Range Data System
    • Times Taken: 1
    • Strain: 1
    • Requiring the Optics Package, this system coordinates various data and integrated systems to help the cyborg compensate for multiple actions, movement, autofire, range, and other factors. Each application of this upgrade offsets two points of penalties for Shooting.
  • Reinforced Frame
    • Times Taken: 1
    • Strain: 1
    • Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness.
  • Synthetic Organ Replacement
    • Times Taken: 1
    • Strain: 1
    • Getting rid of meat in place of artificial systems dramatically enhances a cyborg’s overall resilience. This raises the character’s Vigor; each step past d12 adds a +1.

Background

He was born in to poverty and lived on the streets growing up - his father was killed in a bar brawl not too long after he was born, and his mother abandoned him when he less than 10 years old. He quickly learned to hide or disguise his face so he could survive in the Burbs outside of Chi-Town without getting noticed as a D-Bee. Eventually he was caught stealing and given a hard choice, so he joined up with a gang called the Nightsuns. They began training him in how to fight and ramping up his thieving abilities as well. He proved himself during a robbery gone bad, and he ended up having to kill a Coalition psi-stalker (there was a lot of luck involved, of course, and the psi-stalker had been wounded already).

The gang had become more of a criminal organization with ties to the Black Market and some anti-Coalition groups, even acting as a go-between for recruiting and purchasing weapons and supplies. They began upgrading the young D-Bee with cybernetics to aid him and his survival, along with their agendas. The young D-Bee didn't like all of what the organization was involved in but he was used to the life and felt he owed a debt to the crime-gang. He was dubbed the Bad Luck Killer (the gang marking a target as "needing bad luck" or "wishing bad luck" on them, and then they would turn up dead soon after) - it was a play off the nickname he had been given early on, Jinx Gamble, since his real name was hard to pronounce.

After several years, a botched assassination due to bad intel (and the client being revealed to be the Federation of Magic), left him severely injured. He made his way back to the safehouse, but the Coalition authorities were told of his whereabouts. The gang cut all ties and even began hunting him themselves to try and avoid the Coalition's wrath. He barely made it out of the Burbs alive with the help of a cyberknight who didn't realize who the young alien was, but just saw he was being hunted by the Coalition and criminals alike.

After the two were safely out of harm's way, the cyberknight Hector Vargas questioned the Quick-Flex Alien thoroughly. Tired of running and living the life he had, Jynx didn't hold back anything. During their travels, Hector talked with Jynx often and tried to put the young D-Bee on a new path, and when they arrived at Castle Refuge sponsored his entry into the Tomorrow Legion.

Gear
  • NG-EX10 “Gladius” Light Exoskeleton Battle Armor
    • +8 M.D.C. Armor and +2 Toughness.
    • Full Environment Protection.
    • Grants the wearer d12+2 Strength and +2 Pace.
    • Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor (included above).
    • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • Strength Minimum D6 (ignored while powered).
    • Restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source).
    • Wt: 80 lb.
    • Cost: 150,000 credits.
  • NG-S2 Survival Pack
    • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • JA-9 Variable Laser Rifle
    • Range: 40/80/160.
    • Damage: 3d6+1.
    • RoF: 1.
    • AP: 3.
    • Shots: 30.
    • Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
    • Wt: 6 lb.
    • Cost: 20,000 credits.
  • Vibro-Sword
    • Damage: Str+d10 MD.
    • AP: 4.
    • Wt 9 lb.
    • Cost: 11,000 credits.
  • Wilk’s 320 Laser Pistol
    • Range: 18/36/72.
    • Damage: 2d6.
    • RoF: 1.
    • AP: 2.
    • Shots: 20.
    • Wt: 2 lb.
    • Cost: 11,000 credits.
Vehicle
  • "Dead Betty" (AFC-023 Coalition Sky Cycle)
    • The former Coalition-owned Sky Cycle was taken off of a permanently-Dead Boy, part of a patrol that Hector and Jynx ran afoul of and took out. Since then, Jynx has modified it, changed the outline of it slightly, changed the decor and re-painted it some. It's still not super-hard to tell it used to be a Coalition Sky Cycle, but it's obvious that it's not one anymore.
    • Size 2, Acc/TS 30/190, Toughness 16 (6), Crew 1.
    • Notes: Exposed Crew, Handling 2, Sensor Suite, VTOL, M.D.C. Armor.
    • Weapon: 2 × Dual-linked Mini-Missile Launchers (Range 100/200/400; Damage 5d6; roF 1; AP 6; Mods 1).
    • Weapon: Heavy Laser (Range 150/300/600; Damage 4d10; roF 1; AP 15; Mods 3).


Credits: 4d6 × 100 credits.

Contacts

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

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Table: Experience & Wisdom
    • Roll result: 11
    • Description: 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.
  • Table: Experience & Wisdom
    • Roll result: 12
    • Description: 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.
  • Table: Training
    • Roll result: 11
    • Description: Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.

MARS Fortune & Glory
  • A Strong Suit of Armor:
    • Roll result: 2
    • Description: 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.
  • A Way to Get Around:
    • Roll result: 3
    • Description: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
  • Choose Your Fate (Smart and Learned):
    • Roll result: 12 (Chose 5)
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
Advances
  • Initial Advances: (From Hindrances): Elan, Jack-of-All-Trades.
  • Cybernetic Modifications: Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Range Data System, Reinforced Frame, Synthetic Organ Replacement (and at Seasoned Nano-Repair System).
  • Novice 1 Advance: +1 die to Strength.
  • Novice 2 Advance: +1 to Fighting and Shooting.
  • Novice 3 Advance: Edge (Two-Fisted).
  • Seasoned 1 Advance: Edge (Ace).
  • Seasoned 2 Advance: Edge (Upgrade) (Nano-Repair System).
  • 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:
[/list][/list]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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