MARS Super Scientist

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Venatus Vinco
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MARS Super Scientist

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MARS Personal Concept
Begin with +5 skill points.
Begin with two Edges of your choice, ignoring Rank requirements.
Make one additional roll on the M.A.R.S. Fortune & Glory Table.
Begin with the starting gear of any one Iconic Framework of your choosing.

FG
[dice]0[/dice] - Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
[dice]1[/dice] - Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
[dice]2[/dice] - Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
[dice]6[/dice]

HJ
[dice]3[/dice] - Training: 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.
[dice]4[/dice] - Training: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval (Tinkerer)
[dice]5[/dice] - Education: 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.

Rich
Body Armor [dice]7[/dice] - Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
Body Armor [dice]8[/dice] - Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.

Notes: That Smart and Learned result would have been helpful.
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Re: MARS Super Scientist

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Character Sheet

Dr. Finegan Coleman
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: MARS - Personal Concept (Super Scientist)
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
  • Knowledge (Engineering) d12+3 (3)
  • Repair d12 (3)+1
  • Knowledge (Computers) d12+2 (+2 with security systems) (3)
  • Notice d8 (free)
  • Driving d6 (2)
  • Knowledge (Electronics) d12 (5)
  • Streetwise d8 (2)
  • Persuasion d6 (2)
  • Fighting d6 (Free)
  • Shooting d6 (Free)
  • Throwing d4 (Free)
Hindrances
  • Monologuer (Major): Makes lengthy scientific observations rather than running for his life
  • Quirk (Minor): Tends to speak in computer code instead of American
  • Stubborn (Minor): Never lets go of a problem until its solved
Edges
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist Tests of Will (FG)
  • Nerves of Steel: Ignore 1 point of wound penalties (FG)
  • Connections (Northern Gun): Can call on associates at the Northern Gun R&D department once per session (FG)
  • Connections (Wellington Industries): Can call on colleagues from Wellington Industries once per session (FG)
  • Tinkerer: Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules (HJ)
  • Super Scientist: The limits of technology are simply problems to overcome for you. You may make use of the SuperTech construction rules (Human)
  • Scholar: +2 to two different Knowledge skills (N3)
  • Elan: +2 when spending a Benny on a Trait roll (including Soak rolls) (S1)
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Re: MARS Super Scientist

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Gear
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Re: MARS Super Scientist

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Background
Former Northern Gun weapons developer turned adventurer.
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Re: MARS Super Scientist

Post by Venatus Vinco »

Advances

MARS Personal Concept
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements.
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Begin with the starting gear of any one Iconic Framework of your choosing.
FG
  • 1d12 (6) - Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • 1d12 (8) - Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • 1d12 (9) - Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  • 1d12 (5) - Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
HJ
  • 1d20 (3) - Training: 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.
  • 1d20 (6) - Training: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval (Tinkerer)
  • 1d20 (13) - Education: 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.
Advances
  • Initial Advances: (From Hindrances): Professional (Engineering), Professional (Repair)
  • Free Edge (Human): Super Scientist
  • Cybernetic Modifications:
  • Novice 1 Advance: +1 Spirit
  • Novice 2 Advance: +1 Streetwise & Notice
  • Novice 3 Advance: Scholar (Engineering, Computers)
  • Seasoned 1 Advance: Elan
  • Seasoned 2 Advance: +1 Spirit
  • 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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