Luke - ARES Super Tech Scientist

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Luke
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Luke - ARES Super Tech Scientist

Post by Luke »

Dice and Stuff
  • Fated by Chance
  • Race:
  • Origin: [dice]0[/dice] - Mysterious Origin
  • Powers & Greatness 1: [dice]3[/dice] - Vagabond Extraordinaire
  • Powers & Greatness 2: [dice]2[/dice] - Very Individual
    • Hero's Journey (4 rolls)
    • Roll 1: [dice]4[/dice]: Ranged Weapons Table
    • Roll 2: [dice]5[/dice]: Ranged Weapons Table
    • Roll 3: [dice]6[/dice]: (20/15) Underworld & Black Ops Table
    • Roll 4: [dice]7[/dice]: Training Table
  • Rich
    Body Armor, Close Combat Weapons, Cybernetics, Ranged Combat Weapons
  • Roll 1: [dice]1[/dice]: Body Armor Table
  • Roll 2: [dice]8[/dice]: Body Armor Table
  • Filthy Rich
    Body Armor, Close Combat Weapons, Cybernetics, Ranged Combat Weapons
  • 20000 credits
  • Roll 1: [dice]9[/dice]: Body Armor Table
  • Roll 2: [dice]10[/dice]: Body Armor Table
  • Roll 3: [dice]11[/dice]: Body Armor Table Trade in NG-EX10 "Gladius" for NG-MRU886 "Grease Monkey"
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Luke
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Re: ARES Super Tech Scientist

Post by Luke »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
"Luke", (Original Name Forgotten)
Rank: Experience: Advances Left:
Race: In'Valian "Robo-Jockey"
Iconic Framework: ARES (Rogue Scholar) Super Scientist
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Charisma: 0; Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0

Notice: K/Common:

Skills:
  • Skill d4
  • Skill d4
  • Skill d4
  • Skill d4
  • Skill d4
  • Skill d4
Hindrances
  • Hindrance (Major): Mystery Hindrance
  • Hindrance (Minor): Mystery Hindrance
  • Hindrance (Minor): Mystery Hindrance
  • Arrogant (Major): Machines. Super Tech. Engineering. Electronics. Repair. Luke knows he is good.
  • Bad Eyes (Minor): -2 penalty to any Trait roll made to Shoot or Notice something.
  • Hard of Hearing (Minor): -2 penalty to hearing Notice checks.
Edges
  • Ace: +2 to Piloting, Bennies to Soak. (Fated by Chance)
  • Combat Ace: Ignore MAP for Piloting and Weapon Use in same round. (Vagabond Extraordinaire)
  • Power Armor Jock: Negate -2 Agility and ALL skill rolls while wearing power armor. (Very Individual)
  • McGyver: Special. (Very Individual)
  • Combat Sense: Opponents halve Gang Up bonuses. (Very Individual)
  • Extraction: Make Agility roll to avoid 1 attacker from getting 1 free attack when disengaging. (Very Individual)
  • Rich: 2 HJ Rolls on Body Armor Table. (Race)
  • Filthy Rich: 20000 cr; 3 HJ Rolls on Body Armor Table. (Race)
  • Mr. Fix-It: +2 Repair rolls. Raise to halve the time. (Race)
  • Exoskeleton (Gladius): The In'Valian character starts with their choice of a Gladius or Triax T-11 Enhanced suit of Body Armor. If they are a MARS Power Armor Pilot, they may, instead, apply any rolls they choose to make on the Body Armor Table apply to their Power Armor unit. (Race)
  • Elan: Spend Benny for a Trait roll +2. (Race)
  • Danger Sense: Sense something bad. Notice -2. (Race)
  • Scholar Edge:+2 for K/Electronics and K/Engineering. (IF)
  • Investigation Edge: +2 Investigation and Streetwise. +2 Notice for searching for clues. (IF)
  • Scrounger Edge: Details (Origin HJ)
  • Connections (Black Market): Details (Origin HJ)
  • Edge: Details (Rank)
  • Edge: Details (Rank)
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
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Luke
Posts: 249
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Luke - ARES Cybernetic Techno-Warrior

Post by Luke »

Background

Luke is one of the younger generation of In'Valian and suffers from the Wasting Disease like the rest. To survive he has had to resort to living inside an exoskeleton. Being a gifted engineer and electrician, he has been able to improve his exoskeleton through the use of Super Tech. Others have benefited from his talents and skills which has made him a bit arrogant.

The Wasting Disease has effected his sight and his hearing making it necessary for Luke to depend heavily on his machines (drones) to provide sight and sound that he might interact with the world around him. Some of his drones also operate as his "hands" for delicate and technical work.

In'Valian

ARES Iconic Framework

Super Tech Item Creation
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Luke
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Re: ARES Super Tech Scientist

Post by Luke »

Gear

NG-MRU886 "Grease Monkey":
  • OOC Comments
    This power armor is specifically designed as a mobile support and repair unit for armored vehicles on the battlefield. Affectionately
    referred to as the “Grease Monkey,” this power armor is perfectly suited to enacting quick repairs while under fire or handling any other repair job—none too large and none too small—in a variety of environments, including underwater.

    Equipped with a vast array of tools, the Grease Monkey possesses:
    • a trio of tanks (containing lubricant, liquid sealer, and industrial sealant),
    • containers for spare parts on both legs and in an oversized hardshell backpack,
    • a sophisticateddiagnostic computer,
    • a vast array of tools (including
      • jumper cables,
      • impact drills,
      • hammers,
      • drills,
      • vibro-cutters, and more)
      ,
    • plus special optics,
    • lights, and
    • sensors.
    Movement
    The Grease Monkey has hover-lift thrusters and the capability for catlike landings from falls; it can safely land
    from a drop of up to 60 feet.
    NG-MRU886 GREASE MONKEY


    The armor’s systems grant a +2 bonus to
    Repair rolls and a +1 bonus to any other
    skill roll involving electronic or mechanical
    technology. Any repair operations using
    this power armor cut the normal time for
    completion in half, and this bonus stacks
    with the Mr. Fix It Edge. In addition, all
    repair operations using this armor count
    as if being performed in a fully equipped
    repair shop. (356 lb, 1.3 million credits)
    NG-MRU886 Grease Monkey: Size 1, +8
    M.D.C. Armor, +3 Toughness, Strength
    d12+1, Pace 7, Flight Pace 3, Climb 0
    Notes: Amphibious; swim Pace 6.

    Weapons:
  • Multi-Tool.
    Melee
    Consisting of a vast array of various hammers, drills, grinders, and vibro-cutters, the multi-tool can
    be used as a melee weapon
    • Range: nil || Damage: STR+d6 || RoF: nil
    • Weight: 3 || Cost: 200
    • AP 2 || Mega Damage
  • Laser Torch (shoulder).
    Range
    Designed for cutting through heavy metal, it suffices as ranged weapon
    • Range: 4/8/16 || Damage: 3d6+1 || RoF: 1
    • Weight: 3 || Cost: 200
    • AP 5 || Mega Damage
      Notes: Extremely Deadly (Damage +1); Advanced Tech (AP +2); Embedded Targeting Enhancements (+2 Shooting).

Item
  • Info
Credits:

Contacts
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Luke
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Re: ARES Super Tech Scientist

Post by Luke »

Advances
  • Attributes
  • Agility d4 --> d8 (2),
  • Smarts d4 --> d10 (3) --> d12 (Advance),
  • Spirit d4, --> d6 (Advance)
  • Strength d4 (Hindrance),
  • Vigor d4 --> d8 (Origin x 2) --> d6 (Hindrance)
  • Skills
    Complete Skill List:
    • Boating (Ag)
      Climbing (St)
      Empathy (Sp)
      Driving (Ag)
      Fighting (Ag) -->
      Gambling (Sm)
      Healing (Sm)
      Intimidation (Sp)
      Investigation (Sm) --> d8 (ARES)
      K/Arcana (Sm)
      K/Computers (Sm) --> d6 (Race)
      K/Cybernetics (Sm)
      K/Demolitions (Sm)
      K/Electronics (Sm) (used for sensors and such) --> d8 (P&G) --> d10 (Race) --> +2 (Scholar) --> +1 (HJ - Training)
      K/Engineering (Sm) --> d8 (P&G) --> d10 (Race) --> +2 (Scholar) --> +1 (HJ - Training)
      K/History (Sm)
      K/Law (Sm)
      K/Medicine (Sm)
      K/Politics (Sm)
      K/Science (Sm) --> d6 (Racial)
      Lockpicking (Ag)
      Mysticism (Sp)
      Notice (Sm) --> d6 (Race)
      Persuasion (Sp)
      Piloting (Ag) --> d8 (P&G)
      Psionics (Sm)
      Repair (Sm) --> d6 (Race) --> d8 (HJ - Training) --> d10 (Race)
      Riding (Ag)
      Shooting (Ag) -->
      Spellcasting (Sm)
      Stealth (Ag)
      Streetwise (Sm) --> d8 (ARES)
      Survival (Sm)
      Swimming (St)
      Taunt (Sp)
      Throwing (Ag)
      Tracking (Sm)
    ARES Framework
    ORIGIN
    • Mysterious
    • 4. A true mystery, you don't really talk about what happened. (In'Valian Race)
      Mysterious Origins Abilities:
    • Choose two Background Edges or Attribute Advances (Vigor x 2)
    • You have a pair of Major Mystery Hindrances. (GM Discretion)
    • Fated by Chance: Additional Edge: Ace (meeting all requirements except rank)
    • Four (4) Hero's Journey Rolls.
    POWER & GREATNESS
    • Vagabond Extraordinaire (Rogue Scholar)
    • Begin with +5 skill points.
    • Begin with any two Knowledge skills (Electronics, Engineering) at d8 and the Scholar Edge.
    • Begin with Investigation d8, Streetwise d8, and the Investigator Edge.
    • Begin with the following starting gear: Huntsman Lightweight Personal Armor, Wilk’s 320 Laser Pistol, NG-S2 Survival Pack, 5d8 × 100 credits.
    • Additional Edge: Combat Ace
    • Very Individual
      • Choose any combination of 4 edges (meeting prerequisites, except for rank).
      • Power Armor Jock
      • McGyver
      • Combat Sense
      • Extraction
    • Also gain a d8 in the skill of your choosing (Piloting)
    Racial Framework
    • Elderly (Wasting Disease) (-2): Through a mishandled cosmic encounter, the entire race has been stricken by a disease that saps the In'Valians' health and strength. Curiously it also gives a longer life. Pace is reduced by 1, and an In'Valian's Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts [K/Electronic d10 (1), K/Engineering d10 (1), Notice d6 (2), Repair d8(1)].
    • Dependency (Exoskeleton) (-2): If In'Valian are outside of their Exoskeleton, due to it being destroyed or suffering from Technical Difficulties, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent inside of their Exoskeleton recovering, restores a level of Fatigue.
    • Cyborg Loss of Dexterity (-4): Their physically weak stature really hampers their fine motor skills giving −2 to all Agility rolls and linked skills not directly related to combat. ,
    • Obvious D-Bee (-1 if not obvious when in their exoskeleton),
    • Neural Interface (-1): In'Valians are Cyber Resitant. Any and all available Strain is tied up in the Neural Circuitry which is the In'Valian's means for interfacing with their exoskeletons/power armor.
    • No ABs (-2).
      That would be 12 points, allowing for 14 Advantages.
    • Survivor Acquisitions (4): Being one of a few million In'Valians currently surviving, he is extremely wealthy. Each survivor acquired a share of a mostly-empty planet, and was able to sell it for millions of credits. In'Valian start with the Rich Edge and the Filthy Rich Edge.
    • Exoskeleton (2): The In'Valian character starts with their choice of a Gladius or Triax T-11 Enhanced suit of Body Armor. If they are a MARS Power Armor Pilot, they may, instead, apply any rolls they choose to make on the Body Armor Table apply to their Power Armor unit.,
    • Adaptable II (to represent their advanced age) (4): The In'Valian has great variation among its people and cultures. Characters start with two (2) free Novice Edges of their choice (and must meet all the Edges' Requirements) (Elan, Danger Sense).
    • Technically Savvy (2): In'Valian are expressly adapt at science and technology, studying all they can about such things from birth. In'Valian start with Repair d6 and their choice of one of the following at d6: Knowledge (Computers), Knowledge (Cybernetics), Knowledge (Electronics), Knowledge (Engineering), or Knowledge (Science). ,
    • Mechanical Savant (2): In'Valian are born with an innate capacity for working with and repairing machines. They begin with the Mr. Fix It Edge, ignoring any requirements..
    • Hero’s Journey - ARES Origin
    • Ranged Weapons Table
    • Roll result [10]
    • Description: This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied a maximum of three times.
    • Hero’s Journey - ARES Origin
    • Ranged Weapons Table
    • Roll result [15]
    • Description: Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
    • Hero’s Journey - ARES Origin
    • Training Table
    • Roll result [11]
    • Description: 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.
    • Hero’s Journey - ARES Origin
    • Underworld & Black Ops Table
    • Roll result [20/15]
    • Description: With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market).
    • Hero’s Journey - ARES Origin/Rich
    • Body Armor Table
    • Roll result [15]
    • Description: Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in urban settings. If the suit also has woodland patterns, your hero can switch between the two as an action.
    • Hero’s Journey - ARES Origin/Rich
    • Body Armor Table
    • Roll result [6]
    • Description: Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
    • Hero’s Journey - ARES Origin/Filthy Rich
    • Body Armor Table
    • Roll result [10]
    • Description: 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.
    • Hero’s Journey - ARES Origin/Filthy Rich
    • Body Armor Table
    • Roll result [16]
    • Description: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • Hero’s Journey - ARES Origin/Filthy Rich
    • Body Armor Table
    • Roll result [4]
    • Description: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. Trade in NG-EX10 "Gladius" for NG-MRU886 "Grease Monkey"


    Advances
      • Initial Advances: (From Hindrances):
      • INC Smarts, Spirit 1 die
    • Cybernetic Modifications: None
      • Novice 1 Advance:
      • 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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