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 M.A.R.S. Pirate Captain/ Pilot, 2Fist Amb, Leader 
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F&G Table 4 rolls (3 M.A.R.S. FW, 1 PCO)
HJ table 2 rolls (3 M.A.R.S. -1 Race)

Fortune & Glory
F&G rolls 1d12 (12)
Choose Your Fate: Select a F&G or gain 2 rolls on HJ tables of your choice. I choose Agile and Dexterous: Your hero adds one die type to Agility and begins with the Ambidextrous Edge.
F&G rolls 1d12 (1)
A Mighty Weapon: Choose Close Combat or Ranged Weapon; gain Trademark Weapon Edge for one of your starting weapons
F&G rolls 1d12 (8)
Vigorous & Tough: adds one d type to Vigor and begins with the Nerves of Steel Edge
F&G rolls 1d12 (3)
A Way to Get Around: begins with a d6 in Piloting; also starts with any vehicle of choice.

Heroic Journey
HJ rolls 1d20 (12)
Narrative Hook: From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.

HJ rolls 1d20 (4)
Experience & Wisdom: Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.

HJ rolls 1d20 (11)
Underworld & Black Ops: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.


Last edited by Eris Kuiper on Wed Aug 16, 2017 9:56 pm, edited 12 times in total.



Thu Aug 10, 2017 5:02 pm
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M.A.R.S.

Character Sheet

Player Name: Ken
Google Handle: fkennethvudmaska@gmail.com
Character Name: Malcolm or "Mickey', Briscoe Jr.
Alias: 'Mickey'
Rank: Experience: Advances Left:
Race: True Atlantean
Iconic Framework: M.A.R.S. Personal Concept Option - Pirate Captain
Attributes: 0/5 points
Agility d4, d6 (f&g), d8 (hind), d10 (adv), d10/d10+2 (+2 acrobatic maneuvers & trick rolls, Acrobat Edge)
Smarts d4, d6 (1pt) (+2 test of wills)
Spirit d4, d6 (race) (+2 test of wills)
Strength d4, d6 (hind), d10 (2pt)
Vigor d4, d6 (f&g), d10 (2pt)

Maybe swap Vigor down to d8 and increase agility to d12

Charisma: 0
Pace: 0
Parry: 9 (+1 Acrobat), (+1 Weapon Master Edge) (½ Fighting +2)
Toughness: 8 (+1 race), (½ Vigor+2 plus armor)
Strain: 0

Skill Points: 20 (+15 points, +5 points for M.A.R.S. PCO package)
Skills:
Piloting d6 (F&G) agility
+2 Intimidation & Taunt rolls (Strong Willed)
+2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas. (Thief Edge, HJ) +3 additional points to use on Climbing, Lockpicking & Stealth. (2 stealth/1 climbing)

20
Fighting (4) agility d10, d10+1 (+1 w/ Trademark weapon edge)
Shooting (3) agility d8
Swimming (2) agility d6
Boating (2) agility d6+2 (Ace Edge)
Piloting (1) agility d6 (F&G), d6+2 (Ace Edge), d8+2 (1pt)
Lockpick (1) agility d6+2 (w/+1 die roll from Thief HJ)
Stealth (1) agility d8/d8+2 (w/+2 die rolls from Thief HJ), (+2 in urban environments only)
Climbing (1) Strength d4+2
Intimidation (1) spirit d4+2, (+2 from Strong Willed)
Taunt (1) smarts d4+2, (+2 from Strong Willed)
Notice (3) smarts d8/d8+2 (+2 rolls that only relate to traps and similar devices)
Repair (0) smarts (d4-2)+2 rolls that only relate to traps and similar devices

Hindrances
Racial Hindrance (Major): Must choose one due to race: Duty to the Megaverse (In the Thick of It): This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
Hindrance (Major): Heroic ???
Hindrance (Minor): Loyal (Minor): True to his companions and would never leave one behind.
Hindrance (Minor): Vow (Minor): Has vowed to hunt and kill vampires.


Edges:
Trademark Weapon (F&G) The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.

Nerves of Steel (F&G) Your hero has learned to fight on through the most intense pain. He may ignore 1 point of wound penalties.

Ambidextrous (F&G) Your hero is as deft with his left hand as he is with his right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right handed). With this Edge, your warrior ignores the –2 penalty for using his off-hand (see page 85).

Strong Willed (HJ) Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.

Thief (HJ) Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.

M.A.R.S. Beginning Edge 1 Sidekick or Followers

M.A.R.S. Beginning Edge Weapon Master: Increase your hero's Parry by +1 or Power Armor Jock/Robot Armor Jock

PBP Bonus Advance Edge: Two Fisted; A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty (see page 75 SWDE).

Advance Edge 1: Acrobat; Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.

Advance Edge 2: Ace; +2 Boating, +2 Piloting, Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.

Advance Edge 3 Command; Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them. This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.

------------------------------------------------

Magic Tattoos - Marks of Heritage
Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.

Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.


Last edited by Eris Kuiper on Sat Aug 19, 2017 11:52 am, edited 43 times in total.



Thu Aug 10, 2017 10:04 pm
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Background (post background as a reply to character sheet)

Gear (Crazy Starting Gear)

Item:
Info

Chain Cutlass (Str+2d6, AP 2) ???

SFD Huntsman Lightweight Personal Armor
Wilk’s 237 Laser Pistol
Wilk’s 447 Laser Rifle
Vibro-Sword
NG-S2 Survival Pack
2d6 × 100 credits.

Vehicles: Amphibious Flight/Sea going.

Credits:

Contacts:


Last edited by Eris Kuiper on Thu Aug 17, 2017 10:19 pm, edited 6 times in total.



Thu Aug 10, 2017 10:05 pm
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Background:

Likes Periwinkle Blue.

Leadership


Last edited by Eris Kuiper on Thu Aug 17, 2017 9:27 pm, edited 2 times in total.



Thu Aug 10, 2017 10:06 pm
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Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
Benefits, table rolls, etc

Hero’s Journey
Table
Roll result
Description

MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
Roll result
Description

Advances
Initial Advances: (From Hindrances): Agility d+1, Strength d+1
Cybernetic Modifications: N/A
Novice 1 Advance: Agility d+1
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:


Last edited by Eris Kuiper on Sat Aug 12, 2017 7:46 pm, edited 2 times in total.



Thu Aug 10, 2017 10:07 pm
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True Atlantean
For full history and text on the True Atlanteans, see Rifts World Book 2: Atlantis page 13 to 17.
Language Note: True Atlanteans speak Atlantean (a form of Greek), English (actually Trade 4), and one dictated by their environs (Dragonese is popular, but the Skellian Clan often speak Spanish, Portuguese, or the Creole language of the native populations.

Racial Features:
Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.

Alchemically Tough: Toughness +1

Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos
are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 4 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.

Marks of Heritage - Unique Magical Tattoos
Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.


Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.

Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.

Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.

Spirited: All members of the race start with d6 Spirit Attribute.

Racial Complications:
Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.

Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.

Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).

Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.

Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.

History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.



Racial Edges
Improved Clan Blade
Requirements: Seasoned, True Atlantean Race
Certain True Atlanteans are rewarded as adults with modifications to their Clan Blade Marks of Heritage. True Atlanteans with this edge may apply one weapon modifier tattoo.

Resilient Minds
Requirements: Seasoned, True Atlantean Race, More than 7 strain of Magical Tattoos
After their first brush with the breaking point of tattoos, many True Atlanteans find themselves reverting to techniques first taught to them as children and apply them when getting tattoos. This increases the time to get a tattoo by double (roll, then double), but from the point of gaining this edge going forward, the tattooed warrior only gains a quirk of choice when passing each successive threshold of 6 strain, instead of a roll on the Psyche Degradation table.



True Atlantean Nomad MARS Package
As a True Atlantean, learning to fight using tattoos is a common practice. While not as heavily tattooed as the undead slayer, you are a capable combatant and early on have mastered the art of using a few of your tattoos without touching them.
Requirement: True Atlantean race


Sat Aug 12, 2017 1:30 pm
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Possible Sidekick Rolls

Side Kick:
Narrative Hook 1d20 (20)


Last edited by Eris Kuiper on Wed Aug 16, 2017 9:26 pm, edited 1 time in total.



Wed Aug 16, 2017 2:52 pm
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Eris Kuiper wrote:
Possible Sidekick Rolls

Side Kick:
Narrative Hook [roll]1d20[/roll]


Side Kicks are allies and would be created by the game master. Normally without HJ rolls, however they generally would have an Iconic Framework.

References:
1) https://www.pegforum.com/forum/savage-r ... -sidekicks
2) http://archive.pegforum.com/viewtopic.p ... ck#p445597

_________________
Game Master Bennies 8


Wed Aug 16, 2017 3:16 pm
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RFT wrote:
Eris Kuiper wrote:
Possible Sidekick Rolls

Side Kick:
Narrative Hook [roll]1d20[/roll]


Side Kicks are allies and would be created by the game master. Normally without HJ rolls, however they generally would have an Iconic Framework.

References:
1) https://www.pegforum.com/forum/savage-r ... -sidekicks
2) http://archive.pegforum.com/viewtopic.p ... ck#p445597


I've spoken to VV about this. Nothing is for sure right now.


Thu Aug 17, 2017 8:49 pm
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