Tadashi Nakamura (MARS Power Armor Soldier)

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Heracles
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Tadashi Nakamura (MARS Power Armor Soldier)

Post by Heracles »

FORTUNE & GLORY (3 rolls on this table)
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

HERO'S JOURNEY (3 rolls on any tables)
Experience & Wisdom: [dice]3[/dice]
Education: [dice]4[/dice]
Education: [dice]5[/dice]

RICH
Cybernetics: [dice]6[/dice]: Range Data System (requires Optics Package which requires Core Electronics Package).
Cybernetics: [dice]7[/dice]: Reinforced Frame.

FILTHY RICH
Cybernetics: [dice]8[/dice]: Reinforced Frame (trade-in for Cyber-Wired Reflexes).
Cybernetics: [dice]9[/dice]: Aquatic Mode Upgrade (trade-in for Cyber-Wired Reflexes).
Cybernetics: [dice]10[/dice]: Wired Skill Port and four die type skill chip.

STARTING CREDITS: [dice]11[/dice] × 100 credits.
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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Heracles
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Re: Tadashi Nakamura (MARS Power Armor Soldier)

Post by Heracles »

OldSamurai5.jpg
Character Sheet

Player Name:: Alan
Google Handle: Ignuspyre
Character Name: Tadashi Nakamura
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: M.A.R.S. Power Armor Soldier
Attributes: Agility d8(d10), Smarts d8, Spirit d8, Strength d4, Vigor d6
Charisma: +2; Pace: 5 (Pace 30, Climb 2); Parry: 6; Strain: 5 of 12 remaining
Toughness (outside of armor): 13(5); Toughness (inside of armor): 22(12 MDC)

Skills
  • Fighting (Agi): d8+2
  • Intimidation (Spi): d4
  • Investigation (Sma): d6
  • Knowledge - Arcana (Sma): d4
  • Knowledge - Computers (Sma): d6
  • Knowledge - Cybernetics (Sma): d4
  • Knowledge - Electronics (Sma): d4
  • Knowledge - Philosophy (Sma): d8 (d8 free)
  • Language - American (Sma): d8 (d6 free)
  • Language - Japanese (Sma): Native
  • Notice (Sma): d8 (d6 free) (+2 in armor)
  • Persuasion (Spi): d6+2
  • Piloting (Agi): d8
  • Repair (Sma): d4
  • Shooting (Agi): d8 (d12+2 with chip) (Armor can negate up to 2 points of penalties)
  • Stealth (Agi): d6
  • Streetwise (Sma): d6+2 (d6 free)
  • Survival (Sma): d6 (d6 free)
  • Throwing (Agi): d4
Hindrances
  • Ailin' (Minor):
    • He always subtracts 1 from Fatigue rolls made to resist physical exertion (but not Agility rolls to avoid suffering bumps and bruises). He’s in the earliest stages of the disease and may not be diagnosed yet.
    • At the end of every game session he must make a Vigor roll. On a failure, the disease gets worse. The Minor version of this Hindrance becomes the Major version. If the hero already has the Major Hindrance, he dies at the end of the next session in which he fails a Fatigue check (or at an appropriate time chosen by the Marshal).
    • Not subject to Nano-Repair System or Internal Life Support cybernetics.
  • Death Wish (Minor):
    • Having a death wish doesn’t mean your adventurer is suicidal - but he does want to die after completing some important goal. Maybe he wants revenge for the murder of his family, or maybe he’s dying from disease and wants to go out in a blaze of glory. He won’t throw his life away for no reason, but when there’s a chance to complete his goal, he’ll do anything - and take any risk - to achieve it.
  • Elderly (Major):
    • Your adventurer is getting on in years, but he’s not quite ready for the nursing home. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter.
    • On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.
Edges
  • Charismatic: This adds +2 to his Charisma.
  • Connections: (Fortune & Glory) Black Market.
  • Connections: (Fortune & Glory) The Republic of Japan Military.
  • Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Luck: (Hero's Journey) +1 Benny per session.
  • Power Armor Jock: (Iconic Framework) Pilot Power Armor without -2 penalty.
  • Quick: (Fortune & Glory) Discard initiative draws of 5 or less for new card.
  • Rich: (Fortune & Glory) 2 rolls on Hero's Journey (or vehicle) and 5,000 credits.
  • Filthy Rich: (Racial) 3 more roll on Hero's Journey and 20,000 credits.
  • Rock and Roll!: Ignore the recoil penalty for firing a weapon on full automatic.
  • Upgrade: (Hindrances) Gain a new piece of cyberware.
  • Upgradeable: Increase Maximum Strain by +6.
M.A.R.S. Power Armor Soldier
  • This combat specialist wears a suit of exceptionally powerful combat armor.
  • Begin with the Power Armor Jock Edge.
  • Select any one suit of Power Armor.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer.
  • Select any one additional weapon from the Ranged Personal Weapons section.
Last edited by Heracles on Thu Oct 18, 2018 2:01 pm, edited 2 times in total.
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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Heracles
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Re: Tadashi Nakamura (MARS Power Armor Soldier)

Post by Heracles »

Cybernetics
  • Core Electronics Package: (1) - (Strain 1; 22,000 credits)
    • 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. (Strain 1; 22,000 credits).
  • Cyber-Wired Reflexes: (1) - (Strain 1; 12,000 credits)
    • 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. This particular enhancement is a requirement for many other upgrades.
  • Hand-to-Hand Reaction Wiring: (1) - (Strain 1; 30,000 credits)
    • Requiring at least one level of Cyber-Wired Reflexes, this upgrade grants a +2 to all Fighting checks.
  • Nano-Repair System: (1) - (Strain 2; 250,000 credits)
    • 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 (though Internal Life Support negates the need for this).
  • Reinforced Frame: (1) - (Strain 1; 150,000 credits)
    • 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.
  • Wired Skill Port: (1) - (Strain 1, 5,000 credits for port)
    • If a character has Cyber-Wired Reflexes, he can get a port which accepts a single chip granting or improving an Agility-linked skill. It’s a free action to change a chip in a port but requires a full round before the new information is available. A chip adds or increases one specific Agility-linked skill up to four die types. The Strain refers to the embedded port itself, chips cause no Strain on their own.
Last edited by Heracles on Sun Jun 17, 2018 10:43 pm, edited 1 time in total.
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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Heracles
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Re: Tadashi Nakamura (MARS Power Armor Soldier)

Post by Heracles »

Gear
SamuraiSAMAS.jpg
  • ArmaTech "Samurai Class" SAMAS Power Armor
    • Size 3, +12 M.D.C. Armor, +3 Toughness, Strength d12+5, Pace 7
      • Notes: Flight System (Pace 30, Climb 2)
    • Weapons:
      • Handheld Weapon
        • CTT-P40 Particle Beam Cannon (3d8+5 (AP: 6, MD), 30/60/120, ROF: 1, Shots: 40/Unlimited when hooked to the Power Armor)
        • C-40R Rail Gun (handheld; 2d10+4 (AP: 10, MD), 100/200/400, ROF: 3, Shots 50)
      • 2× Grenade Launchers (forearm mounted; by Grenade, 24/48/96, ROF: 1, 40 each)
        • Armor Piercing (3d8, AP: 8, MD, SBT)
        • Fragmentation (3d6, AP: 0, MD, LBT)
        • High Explosive (3d8, AP: 0, MD, MBT)
        • Plasma (3d10, AP: 0, MD; Plasma; Burn on 6 of d6, SBT)
      • 2x Plasma and Laser Weapon System (shoulder-mounted; each system fires one of the two following modes).
        • Plasma Ejectors (3d10 (AP: —, MD; Plasma; Burn on 6 of d6), 24/48/96, RoF: 1)
        • Lasers (3d6, 30/60/120, RoF: 1)
      • 2 ×Vibro-Blades (forearm-mounted; Str+d10, AP 4, Mega Damage)
    • Full Environmental Protection.
    • Provides advanced communications (20-mile range; 500 miles with access to a dedicated relay system); a full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360 degree radar, thermal imaging, and night vision; optics enhancement with 50× magnification and audio pickups that can catch whispers at 100 yards; and onboard combat computers and targeting systems that offset up to −2 Shooting penalties and can be calibrated to prevent friendly fire.
    • Ht/Wt: 8 feet tall; 340 lb.
  • 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.
    • Wt: 30 lb.
    • Cost: 3,000 credits.
  • SFD Huntsman Lightweight Personal Armor
    • +5 Armor and +1 Toughness.
    • Strength Minimum: d6.
    • Wt: 16 lb.
    • Cost: 24,000 credits.
  • Wilk’s 237 Laser Pistol
    • Range: 15/30/60.
    • Damage: 2d6+1, AP 4.
    • RoF: 1
    • Shots: 16.
    • Notes: Semi-Auto.
    • Wt: 3 lb.
    • Cost: 24,000 credits.
  • Wilk’s 447 Laser Rifle
    • Range: 40/80/160.
    • Damage: 3d6, AP 2.
    • RoF: 1.
    • Shots: 20.
    • Notes: Semi-Auto.
    • Wt: 5 lb.
    • Cost: 18,000 credits.
  • Vibro-Sword (Katana)
    • Damage: Str+d10 MD, AP 4.
    • Wt: 9 lb.
    • Cost: 11,000 credits.
Last edited by Heracles on Thu Oct 18, 2018 2:01 pm, edited 1 time in total.
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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Heracles
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Re: Tadashi Nakamura (MARS Power Armor Soldier)

Post by Heracles »

Advances

Hero’s Journey
  • Experience & Wisdom
    • Roll result: 14.
    • Description: There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side. Take Great Luck instead if she already has Luck.
  • Education
    • Roll result: 13.
    • Description: Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
  • Education
    • Roll result: 17.
    • Description: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

MARS Fortune & Glory
  • Agile and Dexterous
    • Roll result: 12.
    • Description: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • Smart and Learned
    • Roll result: 6.
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Wealthy and Connected
    • Roll result: 9.
    • Description:You hero begins with the Rich Edge and the Connections Edge with two factions.
Advances
  • Initial Advances: (From Hindrances): Rock and Roll!; Upgradeable.
  • Free Edge (Human): Filthy Rich.
  • Cybernetic Modifications: Core Electronics Package; Cyber-Wired Reflexes; Hand-to-Hand Reaction Wiring; Nano-Repair System; Reinforced Frame; Wired Skill Port.
  • Novice 1 Advance: Upgrade (Hand-to-Hand Reaction Wiring).
  • Novice 2 Advance: +1 to Spirit.
  • Novice 3 Advance: Elan.
  • Seasoned 1 Advance: Upgrade (Nano Repair System).
  • Seasoned 2 Advance: Charismatic.
  • 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:
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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Heracles
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Re: Tadashi Nakamura (MARS Power Armor Soldier)

Post by Heracles »

Background
  • Tadashi Nakamura was born in the Republic of Japan, before the Great Cataclysm. His family had a long tradition of serving in various branches of the military, several even volunteering to become cyborgs after injuries or before death could claim them of old age so they could continue to serve the country they loved - heck, his grandfather was still walking around as a cyborg! Tadashi was taught from a young age duty and honor, the Code of Bushido (or at least a version of it) along with Shintoism.
  • He joined the military once he was of age and out of school. His aptitude tests and proclivities lead to him being trained as a pilot. His father and grandfather were proud of him when he graduated, but even more so the day he became one of the elite pilots assigned to fly a SAMAS. He was married for many years, but his wife Akiko died during the transition to the pocket dimension when the Great Cataclysm happened, accidentally killed by a vehicle that went out of control. He didn't have much time to mourn her, at first, since just a few 'days' after they rifted in to a weird limbo they were back on earth but everything had changed.
  • Attacks and raids by demons, monsters and even humans were commonplace and at a frenetic pace during the first couple of months after the return to Rifts Earth. Tadashi got little downtime or even sleep, the entire "country" being on high alert and the SAMAS pilots being one of the good defenses and early warnings for things coming. Tadashi was bone-tired and grief-stricken when he was finally rotated out for bereavement leave. They'd already had a funeral previously, but he needed time to process and work through things.
  • It has been almost two decades since then. Tadashi has been a life-long soldier, but has started to get older. Unlike his grandfather, but like his father, he didn't want to become a cyborg - that would mean he would potentially never get to see his wife again, would not become an ancestor spirit for his family. Even though he and his wife had no children, he had nephews, nieces, cousins and more still coming.
  • He began to grow tired of life, of the daily routine. Things had been mostly peaceful and the defenses of the Republic were good. He was also getting old - worse than that, though, for his military career he was diagnosed with a rare and incurable disease which meant a long, slow, painful wasting death. He was forced in to taking retirement, publicly on the grounds of old age. However, that long decay, especially losing his mobility and faculties later on, sounded horrific to Tadashi.
  • As the day of his retirement grew closer, a rift opened not too far away and was being studied. It was also being guarded against incursions. He decided to act. On the day of his retirement, once it was official but before the ceremony, he stole his SAMAS and flew in to the rift, desiring to have one last great adventure before he was killed by the incurable disease that was slowly overtaking his body. He got a bit more than he bargained for, however. He flew out in to the middle of a Coalition group studied the rift on their side (and possibly secretly in communication with the Republic of Japan). They opened fire on him when he didn't respond (he was very badly disoriented from traveling through the rift) and accidentally clipped one of their SAMAS causing it to crash.
  • The Tomorrow Legion had a reconnaissance team in the area checking on what the Coalition was up to. When Tadashi regained his senses, he opened up communications across all bands, claiming that the collision was an accident and he wasn't a hostile. The Coalition at that point had noticed that he was flying what they assumed was a stolen and modified SAMAS, so they didn't listen to him. The Tomorrow Legion stepped in and helped Tadashi escape. On the long journey to Castle Refuge, he found out more about them and their mission. He decided to join up. One last great adventure.
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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