Ares the Bold

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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hobo joe
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Ares the Bold

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Fated by Chance: You select your race in the normal fashion, and may select your Origin or roll a d8 to pick it. You must also roll 2d12 and take the results generated on the Powers & Greatness table below. This can be a lot of fun and can create interesting compelling characters you did not expect. To spice it up a little further, random creations gain an additional edge at creation (meeting all requirements except rank) to help fine tune their concept.

Origin Story: [dice]0[/dice]
Physical Training
Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
  • Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
  • Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
  • Hypercompetitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.
Powers and Greatness 1: [dice]1[/dice]
Super Shooter:
  • You gain Trademark Weapon, the Sniper Edge (below), a d8 Shooting skill, and a ranged personal weapon of choice, with a roll on the following table to modify it.
    • [dice]3[/dice]
    5-6: Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Sniper
Prerequisite: Shooting d8, Agility d8, Notice d6
You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.[/list]

Powers and Greatness 2:[dice]2[/dice]
Pick-a-Power:
  • Choose Your Fate Before Your Fate Chooses You: Select any other result on this table you have not already chosen or reroll. When random rolling, only legitimate double rolls get the second result (though you could pick on the first roll and double up on the second).
    • 9: Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Vagabond
HERO’S JOURNEY (FOUR ROLLS)
A.R.E.S. Heroes begin with four rolls on any Hero’s Journey tables except Cybernetics. Cybernetics may be chosen if the character lacks an Arcane background or any powers.
  1. [dice]4[/dice] Experience & Wisdom
    There are moments when everything comes together and an opportunity presents
    itself. Your hero knows how to make the most of just such a moment; choose one
    Wild Card Edge, regardless of requirements.
  2. [dice]5[/dice] Experience & Wisdom
    Your character doesn’t take kindly to threats, and no one messes with her head.
    She is Strong Willed
  3. [dice]6[/dice] Underworld & Black Ops
    She’s done more and traveled more than anyone, and she always seems to know
    someone, somewhere, she can call on for information or aid. Your hero has the I Know
    a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
  4. [dice]7[/dice] Underworld & Black Ops
    Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and ow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
ICONIC FRAMEWORK COMPLICATIONS
  • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

    ICONIC FRAMEWORK STARTING GEAR
    • You begin with an NG-59 Ion Pistol, Choice of a Chain Longsword or TW Flaming Sword, NG RA15 Cannonball armor, an NG-S2 Survival Pack, and [dice]8[/dice] credits. Note that all gear may be re-trapped to fit the concept better.
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Re: Ares the Bold

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HERO’S JOURNEY (FOUR ROLLS)
  • A.R.E.S. Heroes begin with four rolls on any Hero’s Journey tables except Cybernetics. Cybernetics may be chosen if the character lacks an Arcane background or any powers.

THE ORIGIN STORY
  • Every hero of power has a story, and your hero is no different. How she came about her powers usually follows an archetypical path, but sometimes it is a mystery even to her. The origin story is an important part of the overall concept.

POWER AND GREATNESS
  • Your hero is destined for greatness! He may be the ultimate warrior, mage, or psychic. Perhaps his discipline is unique, but it is no less dangerous!
ICONIC FRAMEWORK ABILITIES AND BONUSES
  • Origin Story: These heroes gain one of the following options as an origin to your story. Are you a Super Soldier, a surly mutant, or simply a god in waiting? Whatever the case, choose your destiny. If you’d prefer, you may choose or roll 1d8 to choose your Origin.

    6: Physical Training: Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
    • Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
    • Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
    • Hypercompetitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.
    Powers and Greatness: Your abilities are powerful. Your training is excellent. Now to define what you can do. Once you’ve selected one of the origins, roll a d12 two times on the following table to determine what makes your character special. After you have rolled and generated your results, you may trade both rolls in order to select a result of your choice on the table. Part of the fun of A.R.E.S. Hero characters are the unique and atypical combinations possible from the Power & Greatness Table. If a result doesn’t make sense for a character, the player and GM should consider a way to work it in. If the GM feels it still doesn’t work, she may allow the player a reroll.

    7: Super Shooter: You gain Trademark Weapon, the Sniper Edge (below), a d8 Shooting skill, and a ranged personal weapon of choice, with a roll on the following table to modify it.
    5-6: Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
    Sniper
    Prerequisite: Shooting d8, Agility d8, Notice d6
    You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.

    12: Choose Your Fate Before Your Fate Chooses You: Select any other result on this table you have not already chosen or reroll. When random rolling, only legitimate double rolls get the second result (though you could pick on the first roll and double up on the second).
    • 9: Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Vagabond
ICONIC FRAMEWORK COMPLICATIONS
  • Enemies: As with all wielders of magic, enemy psychics, and mutants, A.R.E.S. Heroes are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.

    ICONIC FRAMEWORK STARTING GEAR
    • You begin with an NG-59 Ion Pistol, Choice of a Chain Longsword or TW Flaming Sword, NG RA15 Cannonball armor, an NG-S2 Survival Pack, and 1d4x1000 credits. Note that all gear may be re-trapped to fit the concept better.
    TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
    • One Framework, Many Possibilities: There is a lot going on with this Framework. That is intentional. Use race and origin choices to fill out whatever it is you are looking to do.
      It’s a Trap!: Trappings decide so much of this Iconic Framework. Spend some time with your GM in determining trappings for your powers and abilities.
      Narrow Focus, Greater Capability: Specialize and focus with your abilities. Edges and powers that enhance your abilities are a priority. Aside from a few pieces of gear, it’s quite likely you’ll never need a ton of gear. If you don’t have arcane abilities, consider cybernetics as a means of increasing your capabilities. Just watch out for Technical Difficulties!
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Re: Ares the Bold

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Custom Race: Greater Sessile Ganges Pisater aka Giant Rock Stars (GRS)
  • Negative Racial Abilities (-16):
    • Cannot Speak (-1)
      GRS do not have mouthparts capable of making anything other than a gross sucky noise.
    • Cyber Resistant (-1)
      GRS do not have a biology capable of supporting any cyberware. Their regeneration also reject any implants.
    • Dependency - Salt water, must consume and/or bathe in 1 gallon of salt water a day (-2)
      Ultimately a sea creature, GRS need to maintain a minimum level of salinated water for their vascular system.
    • Distinctive D-Bee (-2)
      They are a giant walking starfish.
    • Hindrance - Curious (-2)
      As aberrant individuals of the GRS species, a rogue GRS is innately curious, to the point it will sacrifice its culture and community for adventure.
    • Hindrance - Bad Eyes (major) (-2)
      Visual light is not the primary sensory mechanism of a GRS. They have primitive vision through the photoreceptors at the end of its arms.
    • Non Standard Physiology (-1)
      Here: https://en.wikipedia.org/wiki/Starfish#Anatomy
    • Slow (-1)
      They walk on things called arms which are not even arms.
    • Aging - every two years loses either -1 agility or - 1 pace. Doesn't die, just becomes sessile. Will live hundreds of years in an ocean environment. Toughness or armor increase proportionately. At 20-25, a large size increase happens, signifying adulthood and ending all mobility. Armor, size and toughness continue to increase over the years. With a lifespan approaching 1000 years, ancient Giant Rock Stars can weigh many tons with vast diameters. (No real game effect)
    • Pariah - can never return home. Young Giant Rock Stars who leave home are forever outcast from the collective. They will live alone on an alien world until they die of regret and longing for their native home. (No real game effect)
  • Positive Racial Abilities (+15):
    • Aquatic (2)
      While a young GRS can survive in many environments, their native habitat is salt water oceans.
    • Armor +1 (1)
      The crusty plates and spines covering half of the GRS’s body provide a degree of protection.
    • Infravision (1)
      Detecting subtle variations in the environment is a primary sense of the GRS. There are pits all over the body that detect heat.
    • Keen Sense (Smell) (1)
      Chemical receptors are all over the GRS body.
    • Keen Sense (Taste) (1)
      GRS explore their world by tasting it.
    • Keen Sense (Hearing) (1)
      Calcium “ear bones” are placed within each of arm, allowing for enhanced aural depth perception.
    • No Vital Organs (1)
      GRS organs are distributed throughout its body.
    • Regeneration (3)
      A GRS can heal and regrow massive damage.
    • Toughness +1 (1)
      The tough skin, redundant systems, and lack of breakable parts make a GRS hard to hurt.
    • Wall Walker (1)
      A GRS can use the sucker tubes on its body to cling to surfaces.
    • Natural Empath
      he same mutation that drives GRS to abandon their collective also makes them capable of reaching out to others telepathically. All GRS have Arcane Background: Psionics, with a d6 in Psionics. One of their starting powers must be telepathy. If they take an IF that provides them with AB: Psionics, they get telepathy as a bonus power, instead, even if it wouldn't have been on their list.
The Giant Rock Stars are a primarily sessile species of sentient sea stars found on a dozen aquatic worlds. As adults the are effectively immobile, moving less than an inch a year. The use hundreds of photoreceptors and bioluminescent patches to communicate with each other. As an adult, the get nutrients from the algae and decaying microorganisms absorbed through their skin. As a youth, they consume just about anything, but must have a constant supply of salt water to survive, their vascular system is water based. The youth are very mobile. They can walk on two appendages, use their sucker tubes as fingers and hands. Most youth are content to stay in the ocean and live with the colony. But a rare few choose to escape that normal life and leave the colony. That break is considered totally reprehensible by the orthodox culture, and those wayward youth are forever cast out, unable to ever rejoin the collective colony.

As travellers, a youthful GRS is insatiably curious and completely naive. They also have a difficult time communicating. Many develop type-to-speech devices that they can manipulate with their sucker tubes.
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Re: Ares the Bold

Post by High Command »

ummm - Justin, can we talk? Cause dude....
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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Re: Ares the Bold

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I knew that was coming. I warned everyone I was making a giant starfish. I'll try and catch you tomorrow. :D

Custom races are WAY harder than the ARES Framework, so good job!
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Re: Ares the Bold

Post by High Command »

I'm okay with a Starfish - I just want one that can actually interact with the normal humanoids. There was a race in the old Spacemaster game that was a three legged, three tentacled plant alien called a Trilopter or something similar. Psionic powerhouses, but weird. Plus plant tentacles. But it was a viable race that could (and did) interact with humans. I can handle weird, just be weird in a way that fits the world. I mean Rifts has the Octupus aliens in Splynn Dimensional Market, and the Snake Alien in D-Bees of NA. Weird is fine. But all can interact. So yeah, consider that a design goal of the race :P

edit: Found it!
Image

This one shows how they run:
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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Re: Ares the Bold

Post by Freemage »

Yeah, pretty much any race with Cannot Speak should probably have a short road to Telepathy, or otherwise have some sort of sign-language capacity (which a starfish would have trouble with).

Also... 16 points is a VERY high race. Most unofficial discussions I've seen cap things out at 14 with a good excuse, or 12 as a base guideline (I believe all the book-standard races fit under the 12-point limit).

Though now, i see you actually have more drawbacks than positive traits. I'd start by ditching "Young"--youth is more than literal age. Sure, they're immature in comparison to their own kind, but that doesn't mean they have to have the trait-kicks that a 12-year-old human gets.

In addition, let's get rid of Ugly. Sure, it's not human attractiveness, but a lot of people actually like the way starfish look--they get featured in art for a reason, after all. They still get the Charisma Penalty with CS folks, of course.

Finally, we're going to be doing something that makes the PPE Restricted Path hindrance moot, so it becomes a no-point element.

Our final total is now -12. Perfect for an extreme race.

Now, for positives, I say ditch the Alertness Edge--you've already got them with three enhanced senses, and one diminished sense. This leaves "Touch" as roughly equal to a baseline humanoid's. Those who want to hedge off the penalty to their vision can take Alertness if they want to, of course, and that'll stack with the sharper senses.

I'd also get rid of Hard to Kill. The Regeneration, Toughness and Armor already mark it as being difficult to inflict lasting harm. Leave HtK for exceptional specimens.

Now we're down to a +11 Race. Since we've got 3 points to play with, let's go Simvan-lite with this:

Natural Empath: The same mutation that drives GRS to abandon their collective also makes them capable of reaching out to others telepathically. All GRS have Arcane Background: Psionics, with a d6 in Psionics. One of their starting powers must be telepathy. If they take an IF that provides them with AB: Psionics, they get telepathy as a bonus power, instead, even if it wouldn't have been on their list.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Ares the Bold

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Player Name: Justin
Google Handle: jwlyon1
Image

Image
(This is its name in its native language which is chemical based)
It could be nothing else...
Image
Terrance
Rank: Novice Experience: 5 Advances Left: 0
Race: Greater Rock Star (Alien starfish)
Iconic Framework: ARES
Attributes: Agility d8 1, Smarts d8 2, Spirit d6 1, Strength d6, Vigor d8 1
Charisma: 0; Pace: 0; Parry: 5 (½ Fighting +2); Toughness: 14 (6) (½ Vigor+2 plus armor); Strain: 0

Skills: (15+5)
  • Shooting d12 (IF) 3
  • Streetwise d8 (HJ)
  • Knowledge: Forgery d4+2 (HJ)
  • Knowledge: Electronics d6 0+2
  • Knowledge: Computer d6 0+2
  • Swimming d6 (Racial)
  • Psionics d8 (Racial) 0+1
  • Notice d8 3
  • Fighting d6 2
  • Intimidation d6 2
  • Throwing d6 2
  • Tracking d8 3
Hindrances
  • Adrenaline Junkie (IF): These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
  • Heroic (IF): Character always helps those in need
  • Overconfident (IF): The hero believes he can do anything
  • Cannot Speak (Racial): GRS do not have mouthparts capable of making anything other than a gross sucky noise.
  • Cyber Resistant (Racial): GRS do not have a biology capable of supporting any cyberware. Their regeneration also reject any implants.
  • Dependency (Racial): Salt water, must consume and/or bathe in 1 gallon of salt water a day (-2). Ultimately a sea creature, GRS need to maintain a minimum level of salinated water for their vascular system.
  • Distinctive Deebee (Racial): A giant walking starfish.
  • Curious (Racial): As aberrant individuals of the GRS species, a rogue GRS is innately curious, to the point it will sacrifice its culture and community for adventure.
  • Bad Eyes (Racial): –2 to attack or notice something more than 5” distant. Visual light is not the primary sensory mechanism of a GRS. They have primitive vision through the photoreceptors at the end of its arms.
  • Non-Standard Physiology (Racial): Here: https://en.wikipedia.org/wiki/Starfish#Anatomy
  • Slow (Racial): They walk on things called arms which are not even arms.
  • Aging (Racial): Every two years loses either -1 agility or - 1 pace. Doesn't die, just becomes sessile. Will live hundreds of years in an ocean environment. Toughness or armor increase proportionately. At 20-25, a large size increase happens, signifying adulthood and ending all mobility. Armor, size and toughness continue to increase over the years. With a lifespan approaching 1000 years, ancient Giant Rock Stars can weigh many tons with vast diameters. (No real game effect)
  • Pariah (Racial): Can never return home. Young Giant Rock Stars who leave home are forever outcast from the collective. They will live alone on an alien world until they die of regret and longing for their native home. (No real game effect)
  • Code of Honor (Major): Character keeps his word and acts like a gentleman
  • Loyal (Minor): The hero tries to never betray or disappoint his friends
  • Big Mouth (Minor): Unable to keep a secret, blabs at the worst time

Edges
  • Trademark Weapon (IF): +1 Shooting with particular weapon, +2 AP (IF)
  • Sniper (IF): You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
  • Gifted (Vagabond) (IF):+1 Shooting with particular weapon, +2 AP (IF)
  • Luck (IF): +1 Benny per session
  • Hard to Kill (IF): Ignore wound penalties for Vigor rolls made on the Injury Table
  • Dead Shot (HJ): Double ranged damage when dealt a Joker
  • Strong Willed (HJ):+2 Intimidation and Taunt, +2 to resist Tests of Will
  • I Know A Guy (HJ): See TLPG pg 74, +2 on all Connections rolls
  • Aquatic (Racial): While a young GRS can survive in many environments, their native habitat is salt water oceans.
  • Armor (Racial): +2 Armor. The crusty plates and spines covering half of the GRS’s body provide a degree of protection.
  • Infravision (Racial): This allows it to halve penalties for bad lighting when a acking creatures that radiate heat. Detecting subtle variations in the environment is a primary sense of the GRS. There are pits all over the body that detect heat.
  • Keen Sense (Smell) (Racial): +2 to Notice rolls for one selected sense. Chemical receptors are all over the GRS body
  • Keen Sense (Hearing) (Racial): +2 to Notice rolls for one selected sense. Calcium “ear bones” are placed within each of arm, allowing for enhanced aural depth perception.
  • No Vital Organs (Racial): These species have hidden, extremely tough, or redundant vital organs. Called shots do no extra damage against them. GRS organs are distributed throughout its body.
  • Regeneration (Racial): The creature regenerates quickly. It may make a natural Healing roll once per day (rather than once per week). For 3 points, whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
  • Toughness (Racial): +1 Toughness. The tough skin, redundant systems, and lack of breakable parts make a GRS hard to hurt.
  • Wall Walker (Racial): The species may walk on vertical surfaces normally, or inverted surfaces at half Pace. A GRS can use the sucker tubes on its body to cling to surfaces.
  • Natural Empath (Racial): The same mutation that drives GRS to abandon their collective also makes them capable of reaching out to others telepathically. All GRS have Arcane Background: Psionics, with a d6 in Psionics. One of their starting powers must be telepathy. If they take an IF that provides them with AB: Psionics, they get telepathy as a bonus power, instead, even if it wouldn't have been on their list.
  • Marksman (H): Aim maneuver (+2 Shooting) if hero does not move
  • Rock and Roll (H): Ignore full-auto penalty if shooter doesn’t move
  • Nerves of Steel (A1): Ignore 1 point of wound penalties
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Re: Ares the Bold

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Powers
Arcane Background: Psionics (Racial)
ISP: 10 - Recovery: 1/hour

Mental Speech [Telepathy] (2 ISP) [Novice]
  • Range: One mile
  • Duration: 3 (1/round)
  • Trapping: None
  • 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.

Telekinesis [Telekinesis] (5 ISP) [Seasoned]
  • Range: Smarts (8)
  • Duration: 3 (1/round)
  • Trapping: None
  • Effect: Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.

Environmental Manipulation [Elemental Manipulation] (1 ISP) [Novice]
  • Range: Smarts x 2 (16)
  • Duration: 3 (1/round)
  • Trapping: None
  • Effect: A character who chooses this power can perform basic “tricks” using the four elements: air, earth, re, and water (these elements may vary depending on the se ing). The GM is the nal arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
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Re: Ares the Bold

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Background (post background as a reply to character sheet)

I have it written down somewhere, I'm looking!


Greater Sessile Ganges Pisater aka Giant Rock Stars (GRS)
The Giant Rock Stars are a primarily sessile species of sentient sea stars found on a dozen aquatic worlds. As adults the are effectively immobile, moving less than an inch a year. The use hundreds of photoreceptors and bioluminescent patches to communicate with each other. As an adult, the get nutrients from the algae and decaying microorganisms absorbed through their skin. As a youth, they consume just about anything, but must have a constant supply of salt water to survive, their vascular system is water based. The youth are very mobile. They can walk on two appendages, use their sucker tubes as fingers and hands. Most youth are content to stay in the ocean and live with the colony. But a rare few choose to escape that normal life and leave the colony. That break is considered totally reprehensible by the orthodox culture, and those wayward youth are forever cast out, unable to ever rejoin the collective colony.

As travellers, a youthful GRS is insatiably curious and completely naive. They also have a difficult time communicating. Many develop type-to-speech devices that they can manipulate with their sucker tubes.
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Re: Ares the Bold

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Gear
NG-RA15 Cannonball Ride Armor
  • Armor +4, Toughness +1 Min Str d6 13lbs
  • Large number of pockets and pouches, shoulder pad has extra storage, flashlight on left shoulder, fittings for backpacks or jet pack
JA-11 Energy Rifle (Trademark Weapon)
  • Range 30/60/120 Damage 3d6 ROF 1 AP 4 Shots 60 Weight 7
  • Notes: As an action, switch to re ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snap re penalty). Integrated scope o sets two points of Range and/or Darkness penalties.
  • Trademark Weapon: +1 Shooting, +2 AP

NG-59 Ion Pistol
  • Ion Pistol: Range 10/20/40 Damage 1-3d6 ROF 1 AP - Shots 20 Weight 4
  • Grenade Launcher: Range 12/24/48 Damage By Grenade ROF 1 Shots 1
  • Notes: Semi-Auto. Integral grenade launcher
  • Grenades: 1 Fragmentation Grenade Damage 3d6, Mega-Damage, LBT

Vibro Sword
  • Damage Str+1d10 Weight 9
  • Notes: AP 4, Mega Damage

NG-S2 Survival Pack
  • Weight 30
  • 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-in nite 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 overtime (+2 to Survival rolls related to land navigation). A mirrored back allows for re reflective signaling to others if the sun is out.
  • One short-range radio
  • 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 int sparker (with six extra ints).
  • 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.

Credits: 1,000cr

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hobo joe
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Joined: Thu May 11, 2017 8:25 pm
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Re: Ares the Bold

Post by hobo joe »

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

Attributes
Agility: d8
Smarts: d8
Spirit: d6
Strength: d6
Vigor: d8

Skills:
  • Boating (Ag)
  • Climbing (St)
  • Empathy (Sp)
  • Driving (Ag)
  • Fighting (Ag)
  • Gambling (Sm)
  • Healing (Sm)
  • Intimidation (Sp)
  • Investigation (Sm)
  • K/Arcana (Sm)
  • K/Computers (Sm)
  • K/Cybernetics (Sm)
  • K/Demolitions (Sm)
  • K/Electronics (Sm)
  • K/Engineering (Sm)
  • K/History (Sm)
  • K/Law (Sm)
  • K/Medicine (Sm)
  • K/Politics (Sm)
  • K/Science (Sm)
  • Lockpicking (Ag)
  • Mysticism (Sp)
  • Notice (Sm)
  • Persuasion (Sp)
  • Psionics (Sm)
  • Repair (Sm)
  • Riding (Ag)
  • Shooting (Ag)
  • Spellcasting (Sm)
  • Stealth (Ag)
  • Streetwise (Sm)
  • Survival (Sm)
  • Swimming (St)
  • Taunt (Sp)
  • Throwing (Ag)
  • Tracking (Sm)

ARES Framework
  • Origin Story: (6) Physical Training
    Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
    • Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
    • Adrenaline Junkie: These athletes and vigilantes live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular low periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
    • Hypercompetitive: Pick two from arrogant, overconfident, and heroic. There’s nothing you can’t do, and won’t if it helps others. And by the stars, you’re going to do it better than anyone else too.
  • Powers and Greatness 1: (7) Super Shooter
    You gain Trademark Weapon, the Sniper Edge (below), a d8 Shooting skill, and a ranged personal weapon of choice, with a roll on the following table to modify it: 1d10 (6)
    • 5-6: Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
    • Sniper Prerequisite: Shooting d8, Agility d8, Notice d6
      You are trained to compensate for gravity, distance, wind, and other factors that might otherwise spoil a well-placed shot. You know how to aim to deal the most damage to your opponent with a ranged weapon. When making a ranged attack against a foe you have The Drop on, use d10 for your Wild Die; or increase it by one step if it is already d10 or higher.
  • Powers and Greatness 2: (12) Pick-a-Power
    Choose Your Fate Before Your Fate Chooses You: Select any other result on this table you have not already chosen or reroll. When random rolling, only legitimate double rolls get the second result (though you could pick on the first roll and double up on the second).
    • Vagabond Extraordinaire: Choose any one MARS Package from the following choices, and one additional edge to support it. Vagabond: +5 skill points, Gifted, Luck, Hard to Kill

Hero’s Journey
  • (18) Experience & Wisdom
    There are moments when everything comes together and an opportunity presents
    itself. Your hero knows how to make the most of just such a moment; choose one
    Wild Card Edge, regardless of requirements.
  • (4) Experience & Wisdom
    Your character doesn’t take kindly to threats, and no one messes with her head.
    She is Strong Willed
  • (5) Underworld & Black Ops
    She’s done more and traveled more than anyone, and she always seems to know
    someone, somewhere, she can call on for information or aid. Your hero has the I Know
    a Guy Edge
    , and she gains +2 on all Connections rolls to contact and gain assistance.
  • (10) Underworld & Black Ops
    Though few and far between, the cities of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.

Advances
  • Initial Advances: (From Hindrances): Marksman, Rock & Roll
  • Novice 1 Advance: Nerves of Steel
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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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