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 Kutter 
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Joined: Mon Dec 11, 2017 11:46 pm
Posts: 28
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Kutter Table Rolls/Scratch Area for Character Generation, Completed/Approved

MARS Fortune and Glory:
1d12 (7)
1d12 (11)
1d12 (12)


Heroes Journey:

Experience & Wisdom - 1d20 (18)
Training - 1d20 (6)
Underworld/Black Ops - 1d20 (15)

Credits - 4d6*100 = 1200 (1, 3, 4, 4)

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Last edited by Kutter on Wed Jan 03, 2018 10:17 pm, edited 4 times in total.



Wed Dec 13, 2017 3:56 am
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Joined: Mon Dec 11, 2017 11:46 pm
Posts: 28
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Character Sheet

Player Name: Tim S
Google Handle: tf smart
Character Name: Rex Cornelius aka “Kutter”
Rank: Seasoned Experience: 28 Advances Left: 0
Race: Dog Boy
Iconic Framework: MARS Operator
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 0(-2); Pace: 4, Run d4; Parry: 5 Toughness: 15(5); Strain: 0
Skills:
  • Driving d10
  • Fighting d6
  • Boating d4
  • Notice d8
  • Repair d8
  • Persuasion d4
  • Piloting d8
  • Shooting d8
  • Taunt d4
  • Throwing d4



Hindrances
  • Hindrance (Major): Lame - The result of a motorcycle accident.
  • Hindrance (Minor): Loyal - The result of his breed, he is a pack animal by nature.
  • Hindrance (Minor): Hard of Hearing - All those loud engines….
  • Hindrance (Racial)(Minor): Outsider
  • Hindrance (Racial)(Minor): Wanted(Coalition)


Edges
  • Edge: Breed Advantage(Agile Breed)
    • Agility Increase
  • Edge: Ace
    • +2 to Boating, Drive, and Piloting, and May spend Bennies to Soak Vehicle Wounds with a successful Boating/Driving/Piloting Roll at -2.
  • Edge: McGyver
    • Suffers no penalties for lack of proper tools/equipment, Ability to Jury Rig
  • Edge: Brawny
    • +1 Toughness, and can carry Str x 8 in pounds (48 lbs)
  • Edge: Brave
    • +2 to Fear Checks
  • Edge: Quick
    • Redraw 5 or lower cards in Initative
  • Edge: Deadshot
    • Double damage on Shooting/Throwing attacks in rounds when dealt a Joker in combat.
  • Edge: Scrounger
    • Make streetwise check to find one of the following:
      • 1d6+2 Fully Charged E-Clips
      • Reload One Mega Damage Weapon
      • Restock One Trauma Kit, or find 1d4+1 first aid packs
      • Non Secure Cred Stick with 2d10 x 2,000 credits
      • Find a rare and needed valuable items
  • Edge: Connections(Black Market)
    • Streetwise to get Information and Possible Help
  • Edge: Combat Ace
    • Ignore MAP for making a Boating/Driving/Piloting roll and firing a weapon in same round.
  • Edge: Breed Advantage(Rugged Breed)
    • Vigor Increase
  • Edge: Jack of All Trades
    • Unskilled rolls for Smarts at d4.
  • Edge: Breed Advantage(Tough Breed)
    • +2 Toughness
  • Edge: Marksman
    • May Shoot as if Aiming if not moving on turn

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Last edited by Kutter on Tue Jan 02, 2018 2:29 pm, edited 8 times in total.



Wed Dec 13, 2017 5:16 am
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Joined: Mon Dec 11, 2017 11:46 pm
Posts: 28
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Kutter was born free on the plains of Oklahoma, to a “tribe” of escaped and free born dog boys who roamed up and down the Red River Valley, nothing more than bandits and smugglers. Kutter grew up on the “wheel” and was driving before the age of 5. He had a knack for mechanical things, but lacked book smarts. He was good a figuring things out his way, and seemed to have the “Good Ole Boy” luck, where things inexplicably turn out for the best, despite all manner of obstacles. His luck ran out as a teenager, when he got his leg run over by a Pecos Bandit motorcycle. His tribe routinely worked with the Pecos to smuggle and steal Coalition gas and oil and sell it to the Black Market, the deal went bad and ended in a fight. The Red River Dogs won the day, but Kutter’s leg was mangled, and lack of proper medicine made it more permanent than he would have liked. His life in the tribe came to an end after he turned 22, when the Coalition finally raided them, and captured or wiped out almost the whole tribe. Kutter managed to escape with the bulk of the remaining wealth and high tail it to Kingsdale. He was almost caught by another Coalition patrol out of Arkansas, but was timely rescued by a Tomorrow Legion cyber knight named Waller Moreland. He agreed to travel to Castle Refuge, and when he arrived, was absolutely stunned by the unity and common bond of the Legion. He bought a Mountaineer in Kingsdale and signed up with the Legion as a “Transport Specialist and Mechanic.” He quickly gained a reputation as a good natured soul who might not have the first clue what it is or how is works, but he can fix it...somehow...

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Last edited by Kutter on Wed Dec 13, 2017 5:38 am, edited 2 times in total.



Wed Dec 13, 2017 5:17 am
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Joined: Mon Dec 11, 2017 11:46 pm
Posts: 28
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Item
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides)
  • Huntsman Light Personal Armor
  • Wilk’s 227 Pulse Laser Pistol
  • NG-S2 Survival Pack

Credits: 1200

Contacts: Black Market Smugglers

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Last edited by Kutter on Wed Dec 27, 2017 2:00 am, edited 3 times in total.



Wed Dec 13, 2017 5:18 am
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Joined: Mon Dec 11, 2017 11:46 pm
Posts: 28
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Advances

Attribute and Skill Increases Breakdown

Character Creation Attributes - Agility x2, Smarts x1, Spirit x1, Vigor x1
Character Creation Skill - Driving x2, Fighting x2, Notice x3, Persuasion x1, Piloting x2, Shooting x3, Taunt x1, Throwing x1
Hindrances - Smarts x1, Spirit x1
Edges - Agility x1, Vigor x1
Advances - Smarts x1



Iconic Framework - MARS Operator-
  • Driving d6, Boating d4, Repair d8, Piloting d4
  • Ace Edge, McGyver Edge


Racial Traits:
  • Breed Advantage - Agile Breed
  • Keen Sense of Smell - + 2 Scent Based Notice
  • Natural Weapons - Str + d6
  • Outsider Hindrance
  • Psychic Sense - Detect Arcana using Scent Based Notice
  • Restricted Path PPE
  • Wanted(Minor)(Coalition) Hindrance



Hero’s Journey
  • Experience and Wisdom - 18
    • One Wild Card Edge - Dead Shot
  • Training - 6
    • One Professional Edge, ignoring requirements - Combat Ace
  • Underworld and Black Ops - 15
    • Scrounger Edge, Connections(Black Market) Edge





MARS Fortune & Glory
Fortune and Glory
  • 7 - Strong and Powerful
    • Strength Increase, Brawny Edge
  • 11 - Fortune Favors the Bold
    • Brave Edge and One Extra Benny Per Session
  • 12 - Choose Your Fate - Agile and Dexterous -
    • Agility Increase and Quick Edge


Advances
  • Initial Advances: (From Hindrances): Smarts Increase, Spirit Increase
  • Cybernetic Modifications: None
  • Novice 1 Advance: Smarts Increase
  • Novice 2 Advance: Breed Advantage(Rugged Breed) Edge
  • Novice 3 Advance: Jack of All Trade Edge
  • Seasoned 1 Advance: Breed Advantage(Tough Breed)
  • Seasoned 2 Advance: Marksman Edge
  • 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:

_________________
Kutter
Wounds: 0/4
Bennies: 2/4
Active Effects: None
Parry: 5
Toughness: 6+3 = 9 PLUS Armor 6(5) = 15 (5)
Pace: 4, Run d4

Common Skills: Notice d8,

Encumbrance: Str * 8 (Brawny)

Abilities: Detect Arcana with Notice Check using Sense of Smell

Edge Effects: +2 Boating, Driving, Piloting, May Soak Vehicle Wounds at -2. Ignore MAP for making Boating/Driving/Piloting roll and firing a weapon. Suffer no penalty to Repair for lack of proper tools. McGyver Jury Rig. +2 Fear Checks. Unskilled Smarts Linked Skill Rolls ad d4. Aim if doesn't move in a round.
Redraw 5 Value or less for Initiative. Double Damage on Shooting attacks in round when dealt a Joker. Scrounger. Connection(Black Market).
Bennies 4/4

ACTION CARDS HELD:

Mechanical Malfunction - A device malfunctions in some way; guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current
“scene” (typically a combat or immediately thereafter).

Armor Worn: SFD Hutnsman
Weapons On Person: Wilk's 227 Laser Pulse Pistol


Vehicle
  • Mountaineer ATV - “Sweet Sally”
    • Size 5, Acc/Ts 10/50, Toughness 25(14) MDC Armor, Crew 1+5, All Terrain, Handling 1, Environmental Systems, Sensor Suite, Amphibious
    • Weapon Systems
      • Heavy Laser (Top Mounted)
      • Mini Missile Launcher (Rear Sides) Shots : 11/12


Last edited by Kutter on Wed Dec 13, 2017 9:20 pm, edited 3 times in total.



Wed Dec 13, 2017 5:21 am
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