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 Headhunter vs Merc Soldier vs A.R.E.S. 
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Joined: Sat May 05, 2018 3:14 pm
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Location: Texas
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I was going to try to recreate my IZ char in SR, but after discussing it decided to just do the concept: The race was Combat Simulacra (Vat-Grown Human Soldier basically), and he was very tanky while still being able to lay some damage down with a gun. Personality wise he was the dumb silent type who followed orders.

This was several weeks ago, but during the MARS vs ARES conversation, Tribe said Merc Soldier could do anything Headhunter could do, probably better. So for the hell of it, I decided to do all three. Here is the link to the A.R.E.S version, which is the one I'll probably use because I like how he turned out. Everett Jackson

_________________
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
    Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature


Fri Jun 22, 2018 1:51 am
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Joined: Sat May 05, 2018 3:14 pm
Posts: 145
Location: Texas
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M.A.R.S. Headhunter

F&G Table
    1d12 = 11 (11)
    1d12 = 11 (11)
      Reroll: 1d12 = 2 (2)
    1d12 = 11 (11)
      Reroll: 1d12 = 9 (9)
Trade 2+11 for 12

HJ Tables
    Cybernetics 1d20 = 1 (1)
    Cybernetics 1d20 = 9 (9)
    Cybernetics 1d20 = 15 (15)
    Cybernetics 1d20 = 18 (18)
    Cybernetics 1d20 = 20 (20)
    Training 1d20 = 1 (1)
    Training 1d20 = 4 (4)
    Training 1d20 = 6 (6)
    Training 1d20 = 7 (7)
    Training 1d20 = 13 (13)

      Trade Cybernetics 9 + Training 4 for Cybernetics 7
      Trade Training 7 + Training 13 for Training 15-16

Narrative Hook
    1d20 = 15 (15)

Credits
    ( 1d4 = 3 (3)*1000)=3000



Vat-Grown Human Racial Statistics
Before the Rifts, Vat-grown humans were the go-to option for personal protective services, mercenary companies, some militaries, underground bosses needing a strong arm, or anyone else who could afford the ultimate hired gun who (probably) wouldn't talk back.
Vat-grown humans are either bleeding-edge laboratory creations, throwbacks from the pre-Rifts era discovered in a sealed bunker/laboratory/warehouse, or fresh out of a Rift. Should the wrong person discover the origins of a Vat-grown human, they would be very valuable to study for reverse engineering.

  • Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
  • Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
  • Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
  • Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
  • Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]



Player Name: Derrick
Google Handle: DSmith8807
Everett Jackson
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Vat-Grown Human
Iconic Framework: M.A.R.S. Headhunter
Attributes: Agility d8, Smarts d6-1, Spirit d8-1, Strength d12+2, Vigor d8
Charisma: 0(-2); Pace: 6; Parry: 6(5); Toughness: 25(12) M.D.C.; Strain: 19/20
Skills (15 + 5 Fighting/Shooting/Throwing)
  • Fighting d8
  • Knowledge (Battle) d4
  • Notice d6
  • Persuasion d8
  • Shooting d12+2
  • Stealth d6
  • Streetwise d8
  • Survival d4
  • Throwing d4

Hindrances
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Delusional (Major): Believes all Combat Cyborgs hate him because he is better constructed
  • Hindrance (Minor): brief description

Edges
  • Acrobat (HJ): +2 to Agility rolls to perform acrobatic maneuvers (including Tricks); +1 Parry unencumbered
  • Battle Hardened (S2): +2 to all Soak rolls.
  • Beyond the Limit (I2): +6 Strain; Select one Unstable Psyche Hindrance
  • Connections (FG): Black Market + 1; Streetwise to contact; Persuasion to get what's needed.
  • Filthy Rich (FG, N1): +5 Rolls on Cybernetics + 20000 credits
  • Killer Instinct (HJ): Wins opposed roll ties; Rerolls first result of 1 on skill die for opposed rolls
  • Scrounger (N3): Streetwise 1/Session in city or large town (-2 if smaller) to accomplish the following:
    • 1d6+2 fully charged e-clips for the team’s firearms
    • Complete reload for one Mega Damage weapon
    • Food for 1d6 people for a week
    • Fully restock 1 Trauma Kit or find 1d4+1 first aid kits (as found in NG-S2 Survival Pack)
    • Obtain a non-secured cred-card with 2d10*2000 credits on it
    • Other rare (not necessarily valuable) and needed item
  • Upgradable (IF): +6 Strain
  • Upgrade (I1): Internal Life Support
  • Upgrade (S1): Reinforced Frame

Cybernetics
(1 HJ, 2 IF)Armor Plating (3/3) - Strain: 3
  • +12 M.D.C. Armor (does not stack with worn armor)
(1 IF, 1 Creds)Bionic Strength Augmentation (2/U) - Strain: 2
  • +2 die types to Strength
(1 IF, 1 Creds)Cyber-Wired Reflexes (2/U) - Strain: 2
  • +2 die types to Agility
(HJ)Extra Set of Arms (1/1) - Strain: 3
  • +1 non-movement action w/ no MAP
(U)Internal Life Support (1/1) - Strain: 2
  • Internal air supply and other systems that make him Immune to suffocation, toxins and disease
  • +4 to resist radiation, intense environmental temperatures (but not damage) and other dangerous environmental effects
  • Only requires ⅕ of the nutrition of a fully organic person
(HJ)Nano-Repair System (1/1) - Strain: 2
  • Heal one wound per day
  • +4 to resist Bleeding Out
(IF)Optics Package (1/1) - Strain: 1
  • +2 to all sight-based Notice checks
  • Thermal imaging and night vision (ignore illumination penalties)
  • 50x magnification for distance & 20x macro lens for up-close detail
  • +2 vs blinding flashes and related light burst effects
  • Record still or moving images and store them for later viewing or display. Switch modes as free action.
(1 HJ, 1 IF, U)Reinforced Frame (3/3) - Strain: 3
  • +6 Toughness
(HJ)Wired Skill Port (1/U) - Strain: 1
  • +4 die types to Shooting



Background



Gear

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


NG-56 Light Ion Pistol
Image
    Range: 10/20/40
    Damage: 1–3d6, AP —
    RoF: 1
    Shots: 12
    Weight: 2 lbs


Mini Railgun
Image
    Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Shots: 25
    Mods: 2
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.


KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Credits: 23000 - 9000 (Bionic Strength Augmentation) - 12000 (Cyber-Wired Reflexes) = 2000

Contacts
Black Market
TBD



Advances
Attributes
Agility: d8 (2 Cyber)
Smarts: d6-1 (1)
Spirit: d8-1 (2)
Strength: d12+2 (1, 2 Racial, 2 Cyber, 1 Advance)
Vigor: d8 (1, 1 Racial)

Skills
  • d8 Fighting (3; Ag)
  • d4 K/Battle (1; Sm)
  • d6 Notice (2; Sm)
  • d8 Persuasion (3; Sp)
  • d12+2 Shooting (3, 4 Skill Chip; Ag)
  • d6 Stealth (2; Ag)
  • d8 Streetwise (4; Sm)
  • d4 Survival (1; Sm)
  • d4 Throwing (1; Agi)

Vat-Grown Human Racial Statistics
  • Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
  • Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
  • Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
  • Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
  • Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]

M.A.R.S. Headhunter
  • 3 FG Rolls, 3 HJ Rolls, +20 XP
  • Upgradable Edge
  • Starting gear allotment for the Combat Cyborg

Hero’s Journey
  • Cybernetics (1): Your hero wanted maximum capabilities, never mind others seeing her as a freak. She got an Extra Set of Arms installed.
  • Cybernetics (7): Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
  • Cybernetics (15): Whoever put your hero back together didn’t want her checking out any time soon. She has the Nano-Repair System.
  • Cybernetics (18): Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.
  • Cybernetics (20): Choose any single cybernetic upgrade you wish and qualify for.
    • Cybernetics (2-3): When the armor piercing lasers and flechettes fly, your cyborg’s level of Reinforced Frame is the best.
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training (6): Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
  • Training (15-16): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).

MARS Fortune & Glory
  • (9): Wealthy and Connected - You hero begins with the Rich Edge and the Connections Edge with two factions.
  • (12): Choose Your Fate - Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.

Advances
  • Initial Advances 1: (From Hindrances): Upgrade
  • Initial Advances 2: (From Hindrances): Beyond the Limit
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance: Strength d12+2
  • Novice 3 Advance: Scrounger
  • Seasoned 1 Advance: Upgrade
  • 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:

_________________
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
    Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature


Last edited by Krozog on Mon Jun 25, 2018 10:36 am, edited 32 times in total.



Fri Jun 22, 2018 1:51 am
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Joined: Sat May 05, 2018 3:14 pm
Posts: 145
Location: Texas
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M.A.R.S. Merc Soldier

F&G Table
    1d12 = 4 (4)
    1d12 = 4 (4)
      Reroll: 1d12 = 10 (10)
    1d12 = 12 (12)

HJ Tables
    Cybernetics 1d20 = 7 (7)
    Cybernetics 1d20 = 7 (7)
    Cybernetics 1d20 = 8 (8)
    Cybernetics 1d20 = 16 (16)
    Cybernetics 1d20 = 20 (20)
    Training 1d20 = 14 (14)
    Training 1d20 = 14 (14)
    Training 1d20 = 18 (18)

Narrative Hook
    1d20 = 13 (13)

Credits
    ( 3d6 = 13 (6, 3, 4)*1000)=13000



Vat-Grown Human Racial Statistics
Before the Rifts, Vat-grown humans were the go-to option for personal protective services, mercenary companies, some militarizes, underground bosses needing a strong arm, or anyone else who could afford the ultimate hired gun who (probably) wouldn't talk back.
Vat-grown humans are either bleeding-edge laboratory creations, throwbacks from the pre-Rifts era discovered in a sealed bunker/laboratory/warehouse, or fresh out of a Rift. Should the wrong person discover the origins of a Vat-grown human, they would be very valuable to study for reverse engineering.

  • Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
  • Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
  • Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
  • Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
  • Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]



Player Name: Derrick
Google Handle: DSmith8807
Everett Jackson
Rank: Seasoned Experience: 25 Advances Left: 1
Race: Vat-Grown Human
Iconic Framework: M.A.R.S. Merc Soldier
Attributes: Agility d8, Smarts d6-1, Spirit d8-1, Strength d8, Vigor d10
Charisma: 2; Pace: 6; Parry: 10(11?); Toughness: 17(7); Strain: 10/14
Skills (20)
  • Fighting d12+2
  • Intimidation d4
  • Investigation d4
  • Knowledge Battle d4
  • Notice d6
  • Persuasion d8
  • Shooting d12+2
  • Stealth d6
  • Streetwise d12+1
  • Survival d4
  • Throwing d4

Hindrances
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description

Edges
  • (IF)Battle Hardened: +2 to all Soak rolls
  • (FG)Charismatic: +2 Charisma
  • (FG)Connections: Black Market + 1; Streetwise to contact; Persuasion to get what's needed.
  • (HJ)Dead Shot: When dealt a joker, double total damage from successful Shooting/Throwing roll this round.
  • (HJ)Dirty Fighter: +2 to Trick maneuvers
  • (IF)Elan: When you spend a Benny on a Traitroll (including Soak rolls and Extra Effort), add +2 to the final total.
  • (FG, N1)Filthy Rich: +5 Rolls on Cybernetics + 20000 credits
  • (I2)Giant Killer: +1d6 damage when attacking creatures three or more sizes larger than himself (Size 4+)
  • (FG)I Know a Guy: 1/Session have Connections with any person or group. Uses Connections Edge rules.
  • (HJ,Cy)Improved Level Headed: Draw three Action Cards in combat and act on the best draw.
  • (S1)Marksman: If no movement during a turn, Shoot/Throw as if took the Aim maneuver. Only works at RoF 1.
  • (FG)Quick: When dealt less than a 5 or lower in combat, discard and redraw until higher than 5. Works w/ ILH.
  • (S2)Scounger: Streetwise 1/Session in city or large town (-2 if smaller) to accomplish the following:
    • 1d6+2 fully charged e-clips for the team’s firearms
    • Complete reload for one Mega Damage weapon
    • Food for 1d6 people for a week
    • Fully restock 1 Trauma Kit or find 1d4+1 first aid kits (as found in NG-S2 Survival Pack)
    • Obtain a non-secured cred-card with 2d10*2000 credits on it
    • Other rare (not necessarily valuable) and needed item
  • (HJ)Tricky fighter: May use Agility Trick in the same round as a Fighting attack with no MAP.
  • (N2)Upgradable: +6 Strain
  • (I1)Upgrade: Optics Package

Cybernetics
(1 Creds)Cyber-Wired Reflexes (1/U) - Strain: 1
  • +1 die type to Agility
(1 HJ, 1 Creds)Embedded Combat Coding (2/U) - Strain: 4
  • Level Headed
  • Improved Level Headed
(HJ)Nano-Repair System (1/1) - Strain: 2
  • Heal one wound per day
  • +4 to resist Bleeding Out
(U)Optics Package (1/1) - Strain: 1
  • +2 to all sight-based Notice checks
  • Thermal imaging and night vision (ignore illumination penalties)
  • 50x magnification for distance & 20x macro lens for up-close detail
  • +2 vs blinding flashes and related light burst effects
  • Record still or moving images and store them for later viewing or display. Switch modes as free action.
(HJ)Subject Matter Expert Port (1/U) - Strain: 1
  • +4 die types to 1 non-Arcane Smarts-linked skill
(2 HJ)Wired Skill Port (2/U) - Strain: 2
  • +4 die types to 1 Agility-linked skill
  • +4 die types to 1 Agility-linked skill



Background



Gear

NG-B50 Thunderer Combat Hammer
Image
    Damage: Str+d10+3d6
    Weight: 14 lbs
    Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.

TX-50 Light Rail Gun
Image
    Damage: 2d8+2; AP 4
    RoF: 3
    Range: 75/150/300
    Payload: 20 shot Drum
    Weight: 70 lbs
    Min Str: d10
    Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.

KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.


NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • +7 MDC Armor and +2 Toughness
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 80 lbs
  • Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum. A wearer suffers a −2 to Stealth checks and any tasks requiring subtle or delicate movement.

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features
  • 12 attachment points
  • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
      Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
      Attachments
      • Attachment: NG-B50 Thunderer Combat Hammer
      • Attachment: TX-50 Ammo Canister
      • Attachment: TX-50 Ammo Canister
      • Attachment: Manpack Helical Magazine
      • Attachment: Manpack Helical Magazine
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment:
      • Attachment: Inertial Compass (+2 to Survival to navigate)
      • Attachment: Flashlight w/knife; solar
      • Attachment: Canteen

NG-S2 Survival Pack (30 lb)
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival.
Contents
    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
[/list][/list]


Credits: 33000 - 12000 (Cyber-Wired Reflexes) - 20000 Embedded Combat Coding= 1000

Contacts
Black Market
TBD



Advances
Attributes
Agility: d8 (1 FG, 1 Cyber)
Smarts: d6-1 (1)
Spirit: d8-1 (2)
Strength: d12+2 (2 Racial, d12+2 in Armor)
Vigor: d10 (2, 1 Racial)

Skills
  • d12+2 Fighting (3, +4 Skill Chip; Ag)
  • d4 Intimidation (1; Sp)
  • d4 Investigation (1; Sm)
  • d4 K/Battle (1; Sm)
  • d6 Notice (2; Sm)
  • d8 Persuasion (3; Sp)
  • d12+2 Shooting (3, +4 Skill Chip; Ag)
  • d6 Stealth (2; Ag)
  • d12+1 Streetwise (2, +4 Skill Chip; Sm)
  • d4 Survival (1; Sm)
  • d4 Throwing (1; Ag)


Vat-Grown Human Racial Statistics
  • Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
  • Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
  • Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
  • Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
  • Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]


M.A.R.S. Merc Soldier
  • 3 FG Rolls, 3 HJ Rolls, +20 XP
  • +5 Skill Points
  • +2 Combat Edges ignoring Rank Requirements
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons-Personal
  • Begin with any one Body Armor; an NG-S2 Survival Pack and 3d6*1000 credits


Hero’s Journey
  • Cybernetics (7): Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
  • Cybernetics (7): Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
  • Cybernetics (8): Who has time to actually train? Not your character, which is why he has a level of Embedded Combat Coding.
  • Cybernetics (15): Whoever put your hero back together didn’t want her checking out any time soon. She has the Nano-Repair System.
  • Cybernetics (16): It’s not all about combat efficiency for your cyborg. He has a Subject Matter Expert Port and a four die type skill chip on hand.
  • 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.
  • 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.
  • Training (18): There are moments when everything comes together and an opportunity presents itself. You’re hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.


MARS Fortune & Glory
  • (4): Agile and Dexterous - Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (9): Wealthy and Connected - You hero begins with the Rich Edge and the Connections Edge with two factions.
  • (10): Charming and Well-Traveled - Your hero begins with the Charismatic and I Know a Guy Edges.

Advances
  • Initial Advances 1: Upgrade
  • Initial Advances 2: Giant Killer
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance: Upgradable
  • Novice 3 Advance: Trademark Weapon (Not Spent)
  • Seasoned 1 Advance: Marksman
  • Seasoned 2 Advance: Scrounger
  • 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:

_________________
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
    Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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Fri Jun 22, 2018 1:52 am
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Combat Cyborg

HJ Tables
    Cybernetics 1d20 = 11 (11)
    Ranged Weapons - Personal 1d20 = 1 (1)
    Training 1d20 = 4 (4)

    Narrative Hook
      1d20 = 14 (14)

    Credits
      ( 1d4 = 3 (3)*1000)=3000




Player Name: Derrick
Google Handle: DSmith8807
Everett Jackson
Rank: Novice Experience: 5 Advances Left: 0
Race: “Human”
Iconic Framework: Combat Cyborg
Attributes: Agility d10-2, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Charisma: -2; Pace: 8 (d10); Parry: 0; Toughness: 20(8) M.D.C.; Strain: 2/6
Skills (15)
  • Fighting d6
  • Knowledge (Cybernetics) d4
  • Notice d6
  • Repair d12+2
  • Shooting d10
  • Survival d6


Hindrances
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description


Edges
  • (HJ)Brawler: +2 damage with bare-handed Fighting attacks
  • (N1)Elan: When spending a Benny on a Trait roll (including Soak rolls and EE), add +2 to the final total.
  • (IF)Fleet-Footed: +2 Pace; d10 Running
  • (Cyborg)Improved Trademark Weapon: If allowed, +2 to Shooting Rolls w/ Mini Railgun
  • (I2)Marksman: If haven't moved in a turn, +2 to Shooting/Throwing as if benefiting from Aim.
  • (HJ)Martial Artist: Never Unarmed Defender; Str+d4 damage unarmed (NA for Combat Cyborg)
  • (IF)Upgradable: +6 Srain
  • (I1)Upgrade: Subject Matter Expert Port


Cybernetics
Armor Plating (1/3) - Strain: NA
  • +4 Armor

Audio Package (1/1) - Strain: NA
  • +2 to hearing-based Notice checks
  • Hypersonic and subsonic ranges of hearing
  • Loudspeaker capable of projecting audio over a 100-yard radius
  • +2 vs any audio-based attacks or deafening effects
  • Allows sounds and conversations to be recorded and played back later

Bionic Strength Augmentation (1/U) - Strain: NA
  • +1 die type to Strength

Core Electronics Package (1/1) - Strain: NA
  • Mini-computer
  • Computer interface jack for linking to other systems that grants +4 to appropriate Repair/Common Knowledge rolls
  • Radio w/ 20 mi range

Cyber-Wired Reflexes (1/U) - Strain: NA
  • +1 die type to Agility

Optics Package (1/1) - Strain: NA
  • +2 to all sight-based Notice checks
  • Thermal imaging and night vision (ignore illumination penalties)
  • 50x magnification for distance; 20x macro lens for up-close detail
  • Glare filters grant +2 vs blinding flashes and related light burst effects
  • Record still or moving images and store them for later viewing or display (Switching modes is a free action)

Ranged Data System (1/2) - Strain: 1
  • Each application offsets two points of penalties for Shooting

Reinforced Frame (1/3) - Strain: NA
  • +2 Toughness

Subject Matter Expert Pot (1/U) - Strain: 1
  • +4 die types to Repair

Synthetic Organ Replacement (1/U) - Strain: NA
  • +1 die type to Vigor



Background



Gear

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


NG-56 Light Ion Pistol
Image
    Range: 10/20/40
    Damage: 1–3d6, AP —
    RoF: 1
    Shots: 12
    Weight: 2 lbs


Mini Railgun
Image
    Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Shots: 25
    Mods: 2
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.


KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
• Attachment:
• Attachment:
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Credits: 3000

Contacts



Advances
Attributes
Agility: d10 (0)
Smarts: d6 (1)
Spirit: d6 (1)
Strength: d12+2 (0)
Vigor: d12 (0)

Skills
  • d6 Fighting (2; Ag)
  • d4 K/Cybernetics (1; Sm)
  • d6 Notice (2; Sm)
  • d12+2 Repair (4, +4 Skill Chip; Sm)
  • d10 Shooting (4; Ag)
  • d6 Survival (2; Sm)


Combat Cyborg
  • Hero’s Journey (Three Rolls)
    • Borgs gain two rolls on any of the following tables: Cybernetics, Close Combat Weapons, Ranged Weapons, and Training.
    • They gain a third roll on any table except those dealing with magic, psionics, or Body Armor.
  • Abilities and Bonuses
    • Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.
    • Cybernetic Enhancements: ‘Borgs have these cybernetic systems (already factored into starting stats): Armor Plating (1), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
    • High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.
    • M.D.C. Armor: Cyborg construction provides +8 M.D.C. Armor and +3 Toughness, which can be improved with additional cybernetics but does not stack with worn armor, use the higher value.
    • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease.
    • Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size.
    • Upgradable: ‘Borgs start with the Upgradable Edge.
    • Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
  • Complications
    • All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
    • Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
    • Heavy: Combat cyborgs are extra-heavy making it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
    • Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.
    • Loss of Dexterity: A Combat Cyborg’s systems are designed for combat excellence, not delicate work or even common use. A ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
    • Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
    • Shadow of Themselves: ‘Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
    • Spiritually Numb: Combat Cyborgs can’t take Arcane Background.
    • Total Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
  • Starting Gear
    • NG-56 Light Ion Pistol, Mini Rail Gun,
    • Chain Greatsword, 1d4 × 1,000 credits.


Hero’s Journey
  • Cybernetics (11): Nothing like a Range Data System to make hitting all those pesky enemy targets diving for cover that much easier.
  • Ranged Weapons (1): Add any Personal Ranged Weapon listed in this book to your character’s gear list. Apply all other results from rolling on this table to your new weapon as you wish. (Improved Trademark on Mini rail gun if allowed; Apply table options to Minigun as desired instead of choosing a new weapon if allowed, trade Ranged Weapons 1 + Training 4 for Cybernetics 1 otherwise)
  • Training (4): Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.


Advances
  • Initial Advances 1: Upgrade
  • Initial Advances 2: Marksman
  • Free Edge (Combat Cyborg): Improved Trademark Weapon
  • Novice 1 Advance: Elan
  • 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:

_________________
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
    Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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Fri Jun 22, 2018 7:06 pm
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