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 Rob Hunter (Ready for review) 
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Joined: Mon Feb 12, 2018 1:28 am
Posts: 8
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Roll sheet for Power Armor Soldier

HJ Experience: 1d20 = 3 (3)
HJ Training: 1d20 = 11 (11)
HJ Training: 1d20 = 14 (14)

Fortune & Glory
1: 1d12 = 6 (6)
2: 1d12 = 2 (2)
3: 1d12 = 11 (11)

Narrative Hook: 1d20 = 15 (15)

Credits: 1d4*1000 = 2000 (2)

Edit: Trading in Fortune & Glory roll (6) Spiritual and Determined for (4) Agile and Dexterous

Edit 2: HJ rolls for power armor:
HJ Armor 1: 1d20 = 1 (1)
HJ Armor 2: 1d20 = 12 (12)
HJ ARmor 1 reroll: 1d20 = 17 (17)


Last edited by Rob_Hunter on Tue Feb 13, 2018 6:50 pm, edited 2 times in total.



Mon Feb 12, 2018 7:55 pm
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Character Sheet

Player Name: Matt
Google Handle: Matt Storm
Rob Hunter
Rank: Seasoned Experience: 20 Advances Left:
Race: Human
Iconic Framework: Power Armor Soldier
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d10
Charisma: 0; Pace: 7; Parry: 8; Toughness: 7 (9+10 MDC); Strain: 0
Skills:
  • Climbing (str) d6
  • Fighting (agi) d10
  • Knowledge (Electronics) (smrt) d4+1
  • Knowledge (Engineering) (smrt) d4+1
  • Lockpicking (agi) d4
  • Repair (smrt) d6
  • Shooting (agi) d10
  • Throwing (agi) d8


Hindrances
  • Overconfident (Major):
  • Delusional (Minor): Often envisions his enemies as robots.
  • Loyal (Minor): Would sacrifice his own life for his only friend.


Edges
  • Power Armor Jock: Avoid -2 penalty to Agility and all skill rolls while wearing power armor.
  • Strong Willed: +2 to Intimidation and Taunt rolls, as well as Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls.


Tue Feb 13, 2018 12:01 am
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Joined: Mon Feb 12, 2018 1:28 am
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Background
When he was younger Rob witnessed the destruction of his entire town along with the murder of all of the residents at the hands of a squad of skelebots. Rob was the sole survivor and would have perished too if it were not for the Tomorrow Legion who responded to the attack in time to save him. He later heard rumors that this sort of thing was simply a training exercise to adapt their programming to combat. Because of this Rob developed a hatred for all things robotic, especially those used by the Coalition, and dedicated his life to destroying them.


Tue Feb 13, 2018 1:45 pm
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Gear
Triax T-31 Super Trooper
  • HJ rolls: +1 Vigor, +2 to all ranged attacks.
  • Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
  • Jet Boosters (Jump 12” horizontal, 6” vertical).
  • 2 × Rocket Launchers (shoulders). They only fre the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
  • 2 × Mounted Rocket Launchers (legs)
  • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
  • Vibro-Sword (right arm)
  • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage)


NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • HJ choices: +3 armor, +2 ranged attacks
  • +10 M.D.C. Armor (total), +2 Toughness, D12+2 Strength, +2 Pace.
  • Full Environment Protection
  • While powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls.
  • Restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source).


Mini Rail Gun
  • Range: 75/150/300
  • Damage: 2d8+4
  • RoF: 4
  • AP: 6
  • Shots: 32
  • Mods: 2
  • Notes: No Snapfre penalty.


WI-GL20 Automatic Grenade Launcher
  • Range: 60/120/240
  • Damage: Grenade
  • RoF: 3
  • AP: —
  • Shots: 40
  • Weight: 75
  • Notes: Snapfre, RoF uses one grenade per shot.


NG-56 Light Ion Pistol
  • Range: 12/24/48
  • Damage: 1–3d6+1
  • RoF: 1
  • AP: —
  • Shots: 10
  • Weight: 5


Chain Greatsword
  • Damage: Str+2d10
  • Weight: 22
  • Notes: AP 2, Mega Damage, Parry −1, 2 hands.


Credits: 2000

Contacts


Tue Feb 13, 2018 7:30 pm
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Joined: Mon Feb 12, 2018 1:28 am
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Advances
Please list all Edges and Advances taken for your character here

M.A.R.S. Framework
  • MARS Package: Power Armor Soldier
  • 3 Rolls on Hero’s Journey Tables
  • +20 XP
  • 3 Rolls on MARS Fortune & Glory


M.A.R.S. Package: Power Armor Soldier
  • 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.


Hero’s Journey
Experience
  • 3
  • Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.


Training
  • 11
  • Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.


Training
  • 14
  • When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.


M.A.R.S. Fortune & Glory
Fortune and Glory
  • 4
  • Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge. (Quick edge taken).


Fortune and Glory
  • 2
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice. (Listed under equipment).


Fortune and Glory
  • 11
  • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny


Advances
  • Initial Advances: (From Hindrances): Agility increase, Vigor increase
  • Free Edge (Human): Giant Killer Edge
  • Cybernetic Modifications: None
  • Novice 1 Advance: Spirit increase
  • Novice 2 Advance: Fighting increase, Throwing increase
  • Novice 3 Advance: Steady Hands Edge
  • Seasoned 1 Advance: Charge Edge
  • Seasoned 2 Advance: Battle Hardened
  • 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:


Tue Feb 13, 2018 9:49 pm
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Diamond Patron
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Joined: Tue Aug 08, 2017 12:55 pm
Posts: 1364
Location: Black Company
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I already set up your introduction scene (fast tracked so you do not have to wait).

We will look over the character in the next couple days then move him to the forums and clean it up.


Approved: Trading in Fortune & Glory roll (6) Spiritual and Determined for (4) Agile and Dexterous.
Approved: Reroll on bonus armor roll.

_________________
Shaping Worlds Together
The 99's Game Master Bennies Baseline 4/7
  • -1 Extra Effort by Gargoylite to break free of Grapple rolled a 10
  • -1 Reroll Mysterious roll for uninvited guests
  • -1 Extra Effort on Notice for Initiative card

Shaintar Game Master Bennies Baseline 3/6
  • -1 For Hamid to Soak attack from That Swinging Cat Tieronar
  • -1 Extra Effort for Gemin to Hit Aronan with Bolts.
  • -1 Extra Effort for Gemin to escape.


Wed Feb 14, 2018 8:45 am
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