Vauxhall Knights - 1st Recon Squad (2 Openings)

Your source for information about the site's Roll20 Games
Post Reply
User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Vauxhall Knights - 1st Recon Squad (2 Openings)

Post by Sgt 86Delta » Fri Nov 03, 2017 11:45 am

Vauxhall Knights

"Leave no stone unturned and every enemy dead at your feet." - Knight Commander Buxley

The 1st Recon Squad, you are a close quarters surgical strike team. Retrievals and Rescues are your primary function. New training in Rift Sealings, yes Rift Sealings, will be forth coming.
  • Details! Details! Details!
  • [This is the official presence of savagerifts.com on the gaming site Roll20.]
  • [Roll20 is a virtual tabletop gaming platform. For some of us, it is as close as we can get to an actual Face to Face game.]
  • [Looking for 3 more players (Total 8).]
[No EP requirements]
  • [Next game date: January 6th, 2018]
  • [7 pm PST/ 10 pm EST]
  • [Session Length 4 to 5 hours]
Last edited by Sgt 86Delta on Sat Nov 04, 2017 4:10 pm, edited 3 times in total.

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 473
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Alecto » Fri Nov 03, 2017 2:49 pm

I'm interested. I'll PM you a character proposal shortly.

Same character generation rules as the site? And are the Vauxhall Knights part of the Tomorrow Legion?
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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

User avatar
Brute
Diamond Patron
Diamond Patron
Posts: 36
Joined: Tue Oct 31, 2017 2:37 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Brute » Fri Nov 03, 2017 3:19 pm

The time says PST/EST but is that accurate? I ask because Daylight Savings Time isn't over till Sunday and since we don't do DST in Arizona in can get a little confusing with the terminology.
Brute IS the brute squad
Brute
Bennies 0 of 3

Player: James
Brute

Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Sparkmort "Sparky" Zipwidget

Agility d8 | Smarts d4 | Spirit d8 | Strength d12+4 | Vigor d10
Charisma: -2* | Pace: 6(12) | Parry: 9 | Toughness: 25(6**);


* from outsider hindrance
**Armor covers the torso location and does not protect against called shots to the legs, arms or head.

Frequently used skills
Notice d6
Fighting d12+3
Throwing d8
Intimidation d6

Edges
  • AB(Superpowers)
  • Brawny - Toughness +1; load limit is 8 x Str
  • Fast Healer - +2 to natural healing rolls


Powers and Abilities
  • Size 1 (Growth, Always On)
  • Danger Sense - Notice roll to detect hidden dangers, start ambushes on Hold with raise.
  • Awareness - Ignore obscurement/Gang Up modifiers.
  • Punch Attack - Str + 4d6 damage, Heavy Weapon, applies to all fighting attacks per round.
  • Regen - Make healing roll once per hour and treats all permanent injuries as temporary ones.


Hindrances
  • Clueless - (-2) to most Common Knowledge rolls
  • Heroic - Character always helps those in need
  • Quirk - Character has some minor but persistent foible. Brute refers to himself in the third person.
  • Outsider - (-2) Charisma, treated badly by those of dominant society

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Fri Nov 03, 2017 4:06 pm

Alecto wrote:I'm interested. I'll PM you a character proposal shortly.

Same character generation rules as the site? And are the Vauxhall Knights part of the Tomorrow Legion?
Vauxhall Knights are NOT part of the Tomorrow Legion.

Use the character creation sheet and guidelines for the site, please.

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Fri Nov 03, 2017 4:09 pm

Brute wrote:The time says PST/EST but is that accurate? I ask because Daylight Savings Time isn't over till Sunday and since we don't do DST in Arizona in can get a little confusing with the terminology.
I listed the times based on West Coast and East Coast. For me I am Mountain Time which would be 8 PM.

User avatar
Brute
Diamond Patron
Diamond Patron
Posts: 36
Joined: Tue Oct 31, 2017 2:37 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Brute » Fri Nov 03, 2017 7:12 pm

Sgt 86Delta wrote:
Brute wrote:The time says PST/EST but is that accurate? I ask because Daylight Savings Time isn't over till Sunday and since we don't do DST in Arizona in can get a little confusing with the terminology.
I listed the times based on West Coast and East Coast. For me I am Mountain Time which would be 8 PM.
Yes, but right now 7 PM PST is 8 PM PDT at least until after this weekend when DST ends which is why I wanted to clarify.
Brute IS the brute squad
Brute
Bennies 0 of 3

Player: James
Brute

Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Sparkmort "Sparky" Zipwidget

Agility d8 | Smarts d4 | Spirit d8 | Strength d12+4 | Vigor d10
Charisma: -2* | Pace: 6(12) | Parry: 9 | Toughness: 25(6**);


* from outsider hindrance
**Armor covers the torso location and does not protect against called shots to the legs, arms or head.

Frequently used skills
Notice d6
Fighting d12+3
Throwing d8
Intimidation d6

Edges
  • AB(Superpowers)
  • Brawny - Toughness +1; load limit is 8 x Str
  • Fast Healer - +2 to natural healing rolls


Powers and Abilities
  • Size 1 (Growth, Always On)
  • Danger Sense - Notice roll to detect hidden dangers, start ambushes on Hold with raise.
  • Awareness - Ignore obscurement/Gang Up modifiers.
  • Punch Attack - Str + 4d6 damage, Heavy Weapon, applies to all fighting attacks per round.
  • Regen - Make healing roll once per hour and treats all permanent injuries as temporary ones.


Hindrances
  • Clueless - (-2) to most Common Knowledge rolls
  • Heroic - Character always helps those in need
  • Quirk - Character has some minor but persistent foible. Brute refers to himself in the third person.
  • Outsider - (-2) Charisma, treated badly by those of dominant society

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Fri Nov 03, 2017 7:41 pm

Brute wrote:
Sgt 86Delta wrote:
Brute wrote:The time says PST/EST but is that accurate? I ask because Daylight Savings Time isn't over till Sunday and since we don't do DST in Arizona in can get a little confusing with the terminology.
I listed the times based on West Coast and East Coast. For me I am Mountain Time which would be 8 PM.
Yes, but right now 7 PM PST is 8 PM PDT at least until after this weekend when DST ends which is why I wanted to clarify.
According to my understanding - this game would be scheduled for 7 pm in Arizona. Then after this week it would change.

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 473
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Alecto » Sat Nov 04, 2017 12:32 pm

Hm. The link to the game site actually doesn't work. I think you need to send invitations before we can access it.

On Roll20 I am Salmon Max.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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

User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 100
Joined: Fri Aug 04, 2017 10:45 am

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Severianna » Sun Nov 05, 2017 9:00 am

Oh no. Savage Rifts and roll 20! What to do.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

Image

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Sun Nov 05, 2017 10:36 am

Severianna wrote:Oh no. Savage Rifts and roll 20! What to do.
Valid question. What is your answer?

User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 351
Joined: Fri Mar 31, 2017 4:18 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Radecliffe » Sun Nov 05, 2017 10:36 am

I hope I can get in on this next month. It kind of snuck up on me and I need to pick up a new headset if I want to be able to communicate.
Ancient wisdom from the Golden Age: Don't Panic.
Professor Adam Radecliffe, Retired

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Sun Nov 05, 2017 10:39 am

Radecliffe wrote:I hope I can get in on this next month. It kind of snuck up on me and I need to pick up a new headset if I want to be able to communicate.
I have a 15 dollar Logitech headset. Best purchase ever from Wal-Mart.

Look ahead on your schedule. Saturdays are the intended day unless the interest goes beyond 4 players.

User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 100
Joined: Fri Aug 04, 2017 10:45 am

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Severianna » Sun Nov 05, 2017 4:17 pm

Sgt 86Delta wrote:
Severianna wrote:Oh no. Savage Rifts and roll 20! What to do.
Valid question. What is your answer?
I was thinking about making a charter on the EU side. I already have 1 Savage character, and play in the Fantasy roll 20 when I can. Not sure I can commit to any more that 1 additional thing that I am doing now.

I'm thinking...
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

Image

User avatar
Hobo Joe
Diamond Patron
Diamond Patron
Posts: 396
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Hobo Joe » Sun Nov 05, 2017 8:03 pm

Hullo!
Character concept: Looking at the Robotech Shadow Chronicles Expeditionary Force Marine Technical Officer, stranded on Rifts Earth. So much is different, so much is the same, so much to learn, so much to teach! So much that will kill me! Oh crap!

(This is like a rogue scholar with a mecha-bike.)

Image
Why does everybody forget about Hobo Joe? - Hobo Joe


Nameless:
  • Adventure Deck (WIP)
    GM Bennies: 4/6


Murder Hobos:

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Sun Nov 05, 2017 8:09 pm

Hobo Joe wrote:Hullo!
Character concept: Looking at the Robotech Shadow Chronicles Expeditionary Force Marine Technical Officer, stranded on Rifts Earth. So much is different, so much is the same, so much to learn, so much to teach! So much that will kill me! Oh crap!

(This is like a rogue scholar with a mecha-bike.)
Welcome, the Vauxhall Knights, 1st Recon Squad will make use of you and your mechanical ... horse. Yeah Mechanical Horse.

User avatar
Alecto
Silver Patron
Silver Patron
Posts: 473
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Alecto » Sun Nov 05, 2017 8:27 pm

And next to Seelia, you can get a sense of how it feels to be Zentradi!
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

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

User avatar
Egil Skallgrim
Gold Patron
Gold Patron
Posts: 126
Joined: Tue Feb 28, 2017 6:12 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Egil Skallgrim » Mon Nov 20, 2017 6:20 pm

Any room for the December game? I have a concept for a gunslinger face or can adapt to what the group needs.
Egil ‘The Edge’ Skallgrim
OOC Comments
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10+2, Smarts d10+1, Spirit d8, Strength d10+3, Vigor d8
Charisma: -2; Pace: 16 d8; Parry: 5; Uncanny Reflexes -2; Toughness:25 (13); Strain: 1 Bennies: 3 Cards: Mechanical Malfunction, Theme Song

ISP: 25/30 and 1/10

Permanent: Quick, Gymnastics Mastery for terrain, +2 to Notice, Uncanny Reflexes (-2)

Temporary: Exalted Darksight, Stealth d8, Losing It (Fearless), Fighting d8+2, Vibro-Sword: 2d10+13 AP 4

http://savagerifts.com/sr/viewtopic.php?f=32&t=252

User avatar
Sgt 86Delta
Game Master
Posts: 287
Joined: Sun Oct 15, 2017 4:47 pm

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Sgt 86Delta » Tue Nov 21, 2017 12:51 pm

Egil Skallgrim wrote:Any room for the December game? I have a concept for a gunslinger face or can adapt to what the group needs.
Sent you a PM.

User avatar
Carlos
Diamond Patron
Diamond Patron
Posts: 113
Joined: Sat May 13, 2017 5:55 am

Re: Roll20 Game: Vauxhall Knights - 1st Recon Squad

Post by Carlos » Sat Dec 02, 2017 10:29 am

Considering the possibility of creating a character, but the game may be too late for me :(
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

User avatar
RFT
Diamond Patron
Diamond Patron
Posts: 2392
Joined: Tue Aug 08, 2017 12:55 pm
Location: Black Company

Re: Vauxhall Knights - 1st Recon Squad (2 Openings)

Post by RFT » Tue Dec 26, 2017 4:07 pm

Which thread do character post in if they are not yet members?
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

User avatar
Deezy Klatta
Silver Patron
Silver Patron
Posts: 251
Joined: Mon Dec 19, 2016 12:40 pm

Re: Vauxhall Knights - 1st Recon Squad (2 Openings)

Post by Deezy Klatta » Sat Mar 03, 2018 6:02 pm

Fortune and Glory for scientist

4d12 = 18: 8, 2, 2, 6

Hero's Journey

3d20 = 17: 6, 3, 8
OOC Comments
Player Name: Salmon Max
Google Handle: samminmax@gmail.com

Character Name: [urk=http://savagerifts.com/sr/viewtopic.php ... =167#p1803]Dorothy Zane “DZ” Klatta[/url]
Rank:Novice Experience: 10 (7/30/17) Advances Left: 0
Race: Human
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Charisma: -1; Pace: 6; Parry: 4; Toughness: 12 (6); PPE: 20
Skills:
Knowledge: Arcana d10
Knowledge: Engineering d10 (+1)
Knowledge: Science d6
Knowledge: Electronics d10 (+1)
Repair d10 (+2 Edge, +4 armor (inc TW bonus))
Investigate d6 (+2)
Techno-Wizardry d10
Fighting
Notice
Shooting d6 (+3 w/revolver)

Hindrances
Overconfident (Major): Never give up...NEVER SURRENDER!
Greedy (Minor): Building something like this is going to take a load of bread to capitalize...where’m I gonna get the money?!
Habit (Minor): Too hyperactive!

Edges
Edge: Master of Magic (mega-magic ENGAGE)
Edge: Extra PPE (+5 PPE)
Edge: Mr Fixit (+2 Repair, halve time required on raise)
Edge: Investigator (+2 to Investigate, Streetwise, and Notice to sort through evidence)
Edge: Improved Recharge (recover 1 PPE/.5 hour)

Gizmos (spells):
AEGIS (Active ElectroGravitational Interception System)
Armor (2PPE, +2 armor/+4 on raise, duration 3 (+1/rnd), touch)
Greater Armor (5PPE, +5 MDC armor/+10 on raise, duration 3 (+1/rnd) touch)

Omniblaster
Bolt (1PPE/2d6 missile (up to 3), 2PPE/3d6 missile, 12/24/48)
Onslaught (2PPE/3d6MD missile (up to 4), 4PPE/6d6MD missile, 18/36/72)

TIAMAT (Thaumic Imaging And Magical Ambiance Testing)
Detect/Conceal Arcana (2PPE, sense supernatural creatures, objects or effects)
Exalted Detect/Conceal Arcana (4PPE, gain more info, 2PPE to analyze creature)

ROCKET BOOTS (No acronym; just rockets in boots)
Flight (3PPE, fly at Pace; 6PPE, 2x Pace, duration 3 (+1/rnd), touch)
Swift Flight (8PPE, 4x Pace and -1 to be hit; 10PPE 8x Pace and -2 to be hit, duration 3 (+1/rnd) touch)

Gear
Triax T-13 Field Mechanic
Armor 6, +1 Toughness, Full environment, 18lbs
Laser Torch, 3d6MD, RoF 1, AP 3, 4/8/16
Extensible Manipulator: Reach 1, Str 1d6, 1d6+1d4 dmg in melee w/laser finger
Optical Enhancements; 10x mag, thermal vision, spectrographic scanner, +2 Repair
10 mile communication, nightvision, loudspeaker, laser rangefinder


TW Revolver
2d6+2 dmg, RoF 1, AP 4, 6 shots, 12/24/48
+1 Shooting skill (Minor TW Augmentation)
2PPE to charge, 2PPE to make Mega-damage


TechnoWizard Specialized Toolkit
I use it for techno things that also involve wizardry.

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


Credits: 2000

Post Reply

Return to “Savage Roll20”