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 Re: SnackHappy (Grackletooth RA Pilot) 
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Character Sheet

Player Name:Marc
Google Handle: marc.leasure82@gmail.com
Jacob 'Snack Happy' Grimlock
Rank: Veteran Experience: 50 Advances Left: 2
Race: Grackle Tooth
Iconic Framework: M.A.R.S. Robot Armor Pilot
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
Charisma: 0; Pace: 5(1d4 running); Parry: 6; Toughness: 20(9); Strain: 0
Skills:
  • Notice d8
  • Repair d8 +2
  • Knowledge: Engineering d6
  • Piloting d10+2
  • Driving d6+2
  • Fighting d8
  • Shooting d12+2


Hindrances
  • Overconfident (Major): “Just How I Was Raised”
  • Heroic (Major): “Gotta look out for the little guy.”
  • Obese (Minor): “They don’t call me Snack Happy for nothin’”
  • Loyal (Minor): “I look out for my friends”

Edges
  • Professional: Shooting becomes d12+1
  • Expert: Shooting becomes d12+2
  • Ace: +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
  • Combat Ace: Ignores multi-action penalty for Vehicle check/firing a weapon in round
  • Level Headed: Act on best of two cards in combat
  • Improved Level Headed: Act on best of three cards in combat
  • Quick: Discard draw of 5 or less for new card
  • Robot Armor Jock: Ignore -2 penalty to all skill rolls while piloting robot
  • McGyver: May improvise temporary gadgets
  • Two-Fisted: May attack with a weapon in each hand without multi-action penalty
  • Rock and Roll: Ignore autofire penalty if stationary
  • Ambidextrous: Removes offhand penalty

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers


Last edited by SnackHappy on Mon Jul 02, 2018 9:52 am, edited 14 times in total.



Fri May 26, 2017 5:14 pm
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Background

Jacob Grimlock didn’t get the code name Snack Happy for no reason. He likes to eat almost as much as he loves to pilot his Gunwolf. When he isn’t eating or piloting he is typically repairing, modding, tinkering, or just polishing his Gunwolf to the best of his ability. He grew up on the junkyard of a Northern Gun facility. While growing up he taught himself his mechanical skills which were mainly used in piecing together some robot armor. He used whatever he could get his hands on to make his favorite robot armor the V-61 Gunwolf. Many trials and tribulations later he managed to get her just right. He even modded her internals so that he could pilot her without relying on a copilot. Her name is Sasha.

Once old enough Jacob took Sasha and started doing some mercenary work to help him stay stocked up on ammo and supplies plus enough food for his voracious appetite. One too many jobs begun to wear on him as many of them begun taking a darker turn, asking him to do things his mama would look down on him for. Looking for a better way he heard about a group down south called the Tomorrow Legion. Rumor has it they look out for the little guy. They also do not hate Grackles. Perhaps that will be a place he could call home.

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers


Last edited by SnackHappy on Wed May 31, 2017 2:31 pm, edited 1 time in total.



Fri May 26, 2017 5:15 pm
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Gear
Item
  • Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness
      Full Environmental; Comms (10 miles); Loudspeakers; laser distancer; night vision mode
      Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage);
      Laser Finger Str+d4 in melee, reach 1 Strength d6 arm; +2 Repair checks
  • Wilk’s 227 Pulse Laser Pistol | (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)
  • NG-S2 Survival Pack
      2 person tent, +20% water supplies
      Sleeping bag
      Flashlight w/knife; solar
      Inertial compass (+2 to Survival to navigate)
      Short range (5 mile) radio
      First aid kit (+1 to healing; 3 uses)
      Hunting/Fishing kit (+1 to Survival to forage)
      Three ‘saw wires’
      Fire starter
      Survival Knife, hatchet, wooden cross
      4 signal flares
      Climbing kit w/30 rope
      Soap and washcloth
      Canteen
      2 weeks rations
NG-V61 Gunwolf: Size 6, Crew 2, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapons:
  • 2 × Dual-linked Medium RailGuns (right forearm) | (Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).

Credits: 145,490

4d6 (6, 2, 6, 4)x100

Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.

NG-B50 Thunderer Combat Hammer Str+d10+3d6 14 17,000
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy
Plasma Cannon 18/36/72 3d10+4 1 — 16 12 42,000
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

Enchanted Tail Cestus made by tribal warriors for when he isn't in his armor.
Base Item: Chain Longsword: Str+2d8, AP4, MD, weight 15 and cost 14k
Minor Enhancements:
+1 Parry
+1 Parry
Major Enhancements:
Sweep
Improved Sweep
Modified per loop to add +2 AP off of hero's journey


Contacts

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers


Last edited by SnackHappy on Sun Jun 03, 2018 11:35 pm, edited 13 times in total.



Fri May 26, 2017 5:42 pm
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Advances
  • +1d Vigor
  • Professional: Shooting becomes d12+1
  • Expert: Shooting becomes d12+2
  • Ace: +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
  • Combat Ace: Ignores multi-action penalty for Vehicle check/firing a weapon in round
  • Level Headed: Act on best of two cards in combat
  • Improved Level Headed: Act on best of three cards in combat
  • Quick: Discard draw of 5 or less for new card
  • Robot Armor Jock: Ignore -2 penalty to all skill rolls while piloting robot armor
  • McGyver: May improvise temporary gadgets
  • Rock and Roll: Ignore autofire penalty if stationary


Iconic Framework
  • Begin with Piloting d6 and the Robot Armor Jock Edge.
  • Select one suit of available Robot Armor.
  • Gain one less roll on both the Hero’s Journey and the M.A.R.S. Fortune & Glory Table.
  • Begin with the Glitter Boy’s starting gear.


Hero’s Journey
  • Training
    • 15
    • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; Level Headed
  • Training
    • 17
    • Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge, as well as a one die type increase in Piloting.


MARS Fortune & Glory
Fortune and Glory
  • 2: A Strong Suit of Armor : T-13 Field Mech w/ 2 mods (+3 Armor and +1 Toughness)
  • 12: Choose your Fate: Option 5: Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills (Knowledge: Electronics, Notice, Repair)


Advances
  • Initial Advances: (From Hindrances): Professional & Expert
  • Novice 1 Advance: Quick
  • Novice 2 Advance: McGyver
  • Novice 3 Advance: +1d Vigor
  • Seasoned 1 Advance: Combat Ace
  • Seasoned 2 Advance: Improved Level Headed
  • Seasoned 3 Advance: Two-Fisted
  • Seasoned 4 Advance: Rock and Roll
  • Veteran 1 Advance: Ambidextrous
  • 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:

Fortune and Glory rolls
1d12 = 2 (2) [Make removable]
1d12 = 12 (12) [Make removable] Chose 5 Smart and Learned

Hero's Journey
Training 1d20 = 15 (15) [Make removable]
Training 1d20 = 17 (17) [Make removable]

Narrative Hook
1d20 = 4 (4) [Make removable]
1d20 = 4 (4) [Make removable]

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    59 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2/3

Currently playing in: 7th Set Joker's Jokers


Last edited by SnackHappy on Sat May 27, 2017 3:18 am, edited 1 time in total.



Fri May 26, 2017 5:43 pm
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