One Shot: Savage Tales of the ‘Burbs

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Venatus Vinco
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One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

Savage Tales of the ‘Burbs
A Roll20 One Shot for Savage Rifts
The fortress city of Chi-Town is a bastion of humanity, capital of the mighty Coalition States. Humanity’s safest and most secure city. People sacrifice their lives so their families can be embraced by its walls. Outside these mega-steel walls, the unfortunate masses eke out a life in the ‘Burbs waiting and hoping to earn a spot on a waiting list. Even these communities are stratified societies like the arcology they surround. Old Towns, rich human dominated centres loyal to the Coalition. New Towns, upstart communities layered on in recent years as humans flock to the Coalition for safety or mercenaries seek a low profile place to retire. Shanty Towns, transient communities that are more wild than the New West - and where opportunity knocks the loudest.

Mayhem is the shantytown that never sleeps. Noisy clubs and casinos ply their trade twenty four hours a day. Disputes are settled in the streets and gunplay is commonplace. The fact it has managed to exist for three years and not be razed by the ISS tells you something about who runs the place. The Chicago Network has deep pockets and is heavily connected in the Chi-Town government. Mayhem is their own little free enterprise zone where the ISS is on the take - and where the Network takes a piece of everything. Your crew of freelancers does the occasional gig for the Network so it isn’t unusual when you get the call to meet at the Syndrome nightclub for a job.

Take on the role of a crew of freelancers and get ready to meet the people and see the places you never hear about in Coalition travel ads. This game will blend the fantastical elements of Rifts Earth with some gritter noir cyberpunk. Your crew takes a job, and of course everything will go sideways, and you’ll need to work together to survive.

Reply or hit me up on Discord if interested and let me know if you have a preferred day/time.

Character Creation
As usual for Savage Rifts with the following limitations.
  • All players use the MARS Iconic Framework including all Fortune & Glory and Hero’s Journey rolls.
  • No Racial Restrictions (Mayhem is 65% Human, 35% D-bees & Mutants)
  • Everyone gains the Connection edge with a single faction for free.
  • Pre-gens available
Roll20 Info
Game Master: Venatus Vinco
Date: TBD (Thursday or Saturday nights work best)
Audio: Discord, https://discord.gg/jnsBsRT
Roll20: https://app.roll20.net/campaigns/detail ... /the-burbs

Setting Rule: Dog Pack!
The streets of the ‘Burbs are regularly patrolled by Coalition Dog packs on the lookout for unregistered psychics, magic users, and supernatural threats. Rolling a 1 on the arcane skill die when using arcane powers (magic, psionics, etc.) means your hero has been sniffed out by a CS Dog Pack Patrol. A team of armed dog boys lead by a psi-stalker is now on the way and will join the fray within 1d4 rounds! Using conceal arcana prior to arcane use negates the Dog Pack rule.
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Ndreare »

Nice, very much looks fun.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

Scarlette (PRE-GEN)

Seasoned Female Human, Grifter

Iconic Framework: MARS Vagabond

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d10, Common Knowledge d6, Fighting d6, Intimidation d6, Language (Native) d8, Notice d6, Performance d8+2, Persuasion d8+2, Shooting d6, Stealth d8, Taunt d8
Pace: 6; Parry: 5; Toughness: 5
Strain: 6/6
Hindrances: Ruthless (major), Secret (minor, Her estranged father is a high level CS officer), Wanted (minor, At least one of her aliases is wanted by the ISS)
Edges: Acrobat, Assassin, Attractive, Charismatic, Connections (Black Market), Elan, Genius (custom), Hard to Kill, Luck, Rabble-Rouser, Strong Willed, Work the Room
Armor: Huntsman Medium Personal Armor
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stake (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack
Language: Native (native, d8)
Current Wealth: $0

Special Abilities
  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Begin with +4 skill points.:
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
  • Vagabond: Begin with Elan, Luck, Hard to Kill, and one more Edge of choice
  • North American Scholar (Hero's Journey): North American Scholar:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
  • Infiltration Specialist (Hero's Journey): +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role
Starting Bennies: 5
Advances
  • Edge: Assassin
  • Raise Attribute: Agility
  • Raise Skills: Athletics/Performance
  • Edge: Rabble-Rouser
Current Load (normal/combat): 39.25 / 19.25 (20)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal

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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

Mandy Lo'Rian (PRE-GEN)
still rethinking MDC armor for this one

Seasoned Female Human, Bounty Hunter

Iconic Framework: MARS Merc Soldier

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12+2, Vigor d8
Skills: Athletics d8, Common Knowledge d8, Fighting d10, Intimidation d4, Language (Native) d8, Notice d8, Persuasion d4, Piloting d6, Shooting d10, Stealth d4, Survival d8
Pace: 14; Running Die: d8; Parry: 9; Toughness: 17 (6 M.D.C.)
Strain: 6/6
Hindrances: Driven (major, Always gets her man), Illiterate, Vow (minor, Serve the Guild)
Edges: Block, Connections (Bounty Hunter's Guild), Counterattack, Dodge, Fleet-Footed, Iron Jaw, Marksman, Soldier, Streetwise
Armor: NG-EX10 Gladius Exoskeleton EBA
Weapons: Unarmed (Range Melee, Damage Str), JA-11 Juicer Assassin Energy Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 4), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Wooden Stake (Range Melee, Damage Str+d4)
Gear: Falcon 300 Jet Pack (Nuclear), Multi-Optics Scope
Language: Native (native, d8)
Current Wealth: $0

Special Abilities
  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Merc Soldier Edges: Begin with Soldier
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • 4 Leadership or Combat Edges: Block, Dodge, Marksman, Iron Jaw
  • +3 skill points:

Advances
  • Edge: Fleet-Footed
  • Raise Attribute: Vigor
  • Raise Skills: Fighting/Shooting
  • Edge: Counterattack
Current Load: 128.25 (1000)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal

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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

Thomas Walsh (PRE-GEN)

Seasoned Male Human, Revolutionary!

Iconic Framework: MARS Rogue Scholar

Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
Skills: Academics d12+1+2, Athletics d6, Common Knowledge d6+2, Driving d4, Electronics d10+2, Fighting d6, Hacking d12+4, Language (Native) d8, Notice d10, Persuasion d8+1, Research d6+2, Shooting d6+1, Stealth d4, Taunt d12, Thievery d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Strain: 6/8
Hindrances: Heroic, Impulsive, Wanted (Major)
Edges: Bolster, Connections (Hacktivists), Fame, Investigator, Provoke, Retort, Scholar, Scholar
Armor: Plastic-Man Light EBA
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stake (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack
Language: Native (native, d8)
Current Wealth: $0

Special Abilities
  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
  • Begin with +6 skill points:
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Researcher: Begin with Research d6 and the Investigator Edge.
  • Scholar: Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8.
  • Hacker (Hero's Journey): +1 when dealing with electronic security using Thievery
Background
“We have too many high sounding words, and too few actions that correspond with them.” - Abigail Adams

For two months the young man tapped networks, took pictures, wrote articles, and produced all manner of anti-Coalition material. His most notable was producing images of Emperor Prosek and a drooling demon side-by-side on the main video screen in Chi-Town’s public square. A voice over the loud speaker repeated again and again “I can’t see the difference, can you see the difference?” Other famous works included photographs of Dead Boys hugging d-bee children and journalistic articles published and electronically distributed to literate CS officers. For four weeks the man was an annoyance. By five weeks he was an urban legend. The notoriety gave rise to all manner of copycat crimes. Graffiti, spam, pictures and taunts that echoed through the Burbs. By the sixth week the Internal Security Service had found him. Breaking into his computer infested sanctuary on the lowest level of Chi-Town a wicked gunfight ensued. Thomas escaped with his life but not before losing his arm to an errant laser blast.

Cyberware
  • Bionic Strength Augmentation (1 strain, Rifts® TLPG p113): Raise Strength one die step
  • Core Electronics Package (1 strain, Rifts® TLPG p113): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.

Advances
  • Edge: Fame
  • Raise Attribute: Smarts
  • Raise Skills: Taunt/Electronics
  • Edge: Bolster
Current Load (normal/combat): 36.25 / 16.25 (40)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal

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Re: One Shot: Savage Tales of the ‘Burbs

Post by Pursuit »

Lys and I are interested. She’d like reprise her role as a City Rat from her first one shot (as you suggested), and I’d like to play the grifter (if she’s not already taken). This depends on timing and availability of slots, of course.
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Re: One Shot: Savage Tales of the ‘Burbs

Post by John Smith »

Haha I totally read the grifter and thought of it as a Tim character".

I'm interested in the revolutionary. Saturday evenings will be tough for me, as I've already essentially missed 2 of our regular Saturday night group games.
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Stoic »

I'll take the bounty hunter if no one else has called it. I might make a couple of tweaks though.
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

1) Pursuit - Scarlette
2) Lys - Hamilia Cortez
3) Stoic - Mandy Lo'Rian
4) John Smith - Thomas Walsh
5) Lars - Dan Nightwalker

Thinking maybe a Wednesday night, June 3rd...I could maybe be ready by this Wednesday - May 20th - if that's not too short notice.

VV
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

June 3rd?

Works for Lars, Timmy, Mike...John?
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

Dan Nightwalker

Seasoned Male Psi-Stalker, Street Sweeper/Monster Hunter

Iconic Framework: MARS Merc Soldier

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d12, Intimidation d4, Language (Native) d8, Notice d6, Occult d6, Persuasion d4, Psionics d8, Riding d6, Shooting d6, Stealth d8, Survival d6
Pace: 8; Running Die: d8; Parry: 10; Toughness: 16 (6)
Strain: 6/6
Hindrances: Bloodthirsty, Illiterate, Wanted (minor, Dishonorable discharge from NTSET)
Edges: Ambidextrous, Arcane Background (Psionics), Block, Brawler, Brawny, Connections (Law Enforcement), Hunter, Martial Artist, Martial Warrior, Power Points, Quick, Soldier, Trademark Weapon
Armor: Combat Mage Heavy EBA (TW), Huntsman Medium Personal Armor
Weapons: Unarmed (Range Melee, Damage Str+d8), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Vibro-Blade Vambraces (Range Melee, Damage Str+2d10, AP 8, +1 to Hit, M.D.C., +1 Parry), Wooden Stake (Range Melee, Damage Str+d4)
Language: Native (native, d8)
Current Wealth: $0
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 15
  • Powers: Darksight (SWADE pp157; Limitations: One Aspect), Farsight (SWADE pp161; Limitations: One Aspect), Intuitive Combat (Intuitive Combat (Warrior's Gift); SWADE pp169-170; Limitations: Self), Resist Magic (Resist Magic (Arcane Protection); SWADE pp148), Smite (SWADE pp168; Limitations: One Aspect), Summon Inner Strength (Summon Inner Strength (Boost Trait); SWADE pp156; Limitations: One Aspect, Self)
Special Abilities
  • Ambidexterity: Psi- Stalkers start with the Ambidextrous Edge.
  • Animal Empathy: Psi-Stalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial predators.
  • Fast: Increase Pace by +2 and Running die by a die type.
  • Mutant (Minor): Psi-Stalkers can be creepy and off-putting , especially to magic users and psionics. Not fully accepted in Coalition high society and despised by the Federation of Magic, initial Reactions often start off Uncooperative.
  • Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, this is an extra sense which is always active. They use the Notice skill to detect the presence and location of anything psychic, magic, or supernatural including invisible or astral beings, and arcane items. They can track specific beings and items using the Survival skill. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty.
  • Psychic Vampire: See p64
  • Racial Enemy: Psi-Stalker and Simvan tribes (see page 66) have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
  • Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.
  • Merc Soldier Edges: Begin with Soldier
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • 4 Leadership or Combat Edges: Block, Martial Artist, Brawler, Martial Warrior
  • +3 skill points:
  • Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list

Advances
  • Edge: Brawny
  • Raise Attribute: Spirit
  • Raise Skill: Psionics
  • Edge: Hunter
Current Load: 62.25 (250)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthExtra Perk Points: 2Validity: Character appears valid and optimal

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Re: One Shot: Savage Tales of the ‘Burbs

Post by Daniel »

Thank you Venatus Vinco for setting up Nightwalker. I’m looking forward to playing him in your game. !!
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Stoic »

@Venatus Vinco That time/date works for me.
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Re: One Shot: Savage Tales of the ‘Burbs

Post by High Command »

Is this okay? I sold his starting weapons at 25% and bought his custom gun using the optional rule for adding HJ options to purchased weapons.
https://savaged.us/s/vkcufelc

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Bartholomew Black (Black Bart)

Seasoned Male Mutant Rat, Mercenary

Iconic Framework: MARS Psi-Slinger

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Gambling d4, Intimidation d6, Language (American) d8, Notice d8, Occult d6, Persuasion d4, Psionics d8, Shooting d8+1, Stealth d8, Survival d8
Pace: 6; Parry: 6; Toughness: 19 (7)
Strain: 6/6
Hindrances: Arrogant, Driven (minor, To become a respected mercenary operative), Heroic, Jealous (minor, Wants all the credit for anything good he's involved in), Loyal, Wanted (major, Exterminated by Coalition and non-Coalition alike)
Edges: Acrobat, Ambidextrous, Brawny, Breed Advantage (Tough), Danger Sense, Free Runner, Major Psionic, Marksman, Quick, Rapid Recharge, Rich, Steady Hands
Armor: Armored Cloak, Huntsman Medium Personal Armor, Multi-Optics Helmet
Weapons: Unarmed (Range Melee, Damage Str), Bite/Claws (Range Melee, Damage Str+d4), BigBore BB-6 Revolver (Range 6/12/24, Damage 1-3d6+1, ROF 1, AP 3), Custom GAW Predator (.50) with Silencer (Range 15/30/60, Damage 2d8, ROF 1, AP 4), Survival Knife (Range Melee, Damage Str+d4)
Gear: Bandoleer and Belt (Contains: 2x Fragmentation Grenade, Wooden Stake, 2x Armor Piercing Grenade), Camera (disposable), Cellular Phone, GAW Predator (7 round) Magazine (Contains: 7x Bullet, Large), GAW Predator (7 round) Magazine (Contains: 7x Bullet, Large), GAW Predator (7 round) Magazine (Silver) (Contains: 7x Silver Bullet, Large), GAW Predator (7 round) Magazine (Silver) (Contains: 7x Silver Bullet, Large), NG-S2 Survival Pack (Contains: 2x Clothing, Casual, 28x Bullet, Large, 30x Shotgun shell, 30x Shotgun slug), Silencer
Language: American (native, d8)
Current Wealth: 240 Credits
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 20
  • Powers: Bolt (SWADE pp156; Limitations: One Aspect), Protection (SWADE pp165-166; Limitations: One Aspect, Self), See and Alter Aura (See and Alter Aura (Detect/Conceal Arcana); SWADE pp158; Limitations: Self), Smite (SWADE pp168; Limitations: One Aspect, Self), Telekinesis (SWADE pp169; Limitations: One Aspect)
Special Abilities
  • Acrobats: They begin with the Acrobat Edge.
  • Agile: Mutant rats start with Agility d8, adjust Trait maximum to d12+2.
  • Bite/Claws: Mutant rats have claws and teeth dealing Str+d4 damage.
  • Jealous (Minor): Inherently jealous opportunists even when getting the largest share.
  • Keen Sense of Smell: +2 bonus to Notice checks based on smell, and +2 on Survival (tracking) rolls.
  • Mutant Vermin: Initial Reactions typically start at Hostile, or possibly Unfriendly with other GED mutants or repulsive D-Bees and monsters. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Natural Athletes: Begin with d6 Athletics.
  • Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
  • Restricted Path: Cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Small: Reduce Size and Toughness by 1.
  • Wanted (Major): Even CS and non-CS factions have taken to exterminating them.
  • Multi-Optics Helmet: The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • MARS Advances: Psi-Slingers begin as Seasoned heroes.
  • Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
  • Psi-Slinger Skills & Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
  • Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
  • Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.

Advances
  • Edge: Breed Advantage (Tough)
  • Edge: Free Runner
  • Raise Skills: Occult/Intimidation
  • Edge: Major Psionic
Current Load (normal/combat): 92.15 / 56.15 (80)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Venatus Vinco
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Venatus Vinco »

Sure!

Thought you were going with the Elf lady.

But, this is cool.

VV
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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High Command
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Re: One Shot: Savage Tales of the ‘Burbs

Post by High Command »

I'll offer her up in case we need another pregen

Sheet on Savaged.us
Serena Firemane

Seasoned Female Elf, Veteran Headhunter

Iconic Framework: MARS Headhunter Techno-Warrior
Background
Serena was not born in the burbs. On her home world, magic is relatively new, but also quite accepted. As such she grew up wanting to be one of the magically adept who use magic to fight. But as it turns out she has zero magical talent. But she didn't let that stop her. So she began utilizing bioware and covert cyberware to build up her abilities. She would bill herself as a magical adept, and who could argue the results. Never mind that she went to the cyberdoc as opposed to the healing shamans or talismongers.

She is still not sure how she ended up on Rifts Earth - something involving a conflict involving an insect spirit. Regardless, by the time she knew where she was, being magical was not the best option, and the canine metahumans called Dog Boys took a dim view of those who claimed it. Still, it brings in a certain clientele. And as her home, in the shadows only your rep and your work matter.


Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d10
Skills: Athletics d8, Common Knowledge d6+2, Fighting d8, Language (Elven) d8, Language (English) d8, Notice d8, Occult d6, Persuasion d4+1, Shooting d8, Stealth d8, Survival d6
Pace: 8; Parry: 6; Toughness: 20 (8)
Strain: 5/20
Hindrances: Driven (minor, Driven to be the best Headhunter in the business), Heroic, Impulsive, Quirk (Acts like her abilities are "elven magic.")
Edges: Champion, Dodge, Iron Jaw, Rich, Soldier, Upgradeable
Armor: Armored Overcoat, Bushman Medium EBA
Weapons: Unarmed (Range Melee, Damage Str), Implanted Neural Fist Cyberweapon (Range Melee, Damage Str+d6, M.D.C.), NG-LG6 Laser Rifle & Launcher (Range 24/48/96, Damage 4d6, ROF 1, AP 2), Pump Action Shotgun (Range 12/24/48, Damage 1-3d6, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear: Multi-Optics Scope, NG-S2 Survival Pack (Contains: Wooden Stake, 3x Pump Shotgun (6 round) Speed Loader, 50x Shotgun shell, 50x Shotgun slug)
Languages: Elven (native, d8), English (d8)
Current Wealth: 135 Credits

Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
  • Headhunter Techno-Warrior Edges: Begin with the Iron Jaw, Soldier, and Upgradeable Edges.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned

Cyberware
  • Cyber-Disguise, Basic (1) (1 strain, Rifts® EoH p50): Change facial features
  • Cyber-Disguise, Improved (1) (1 strain, Rifts® EoH p50): Look and sound like another
  • Core Electronics Package (1 strain, Rifts® TLPG p113): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Expanded Detection and Security Array (2 strain, Rifts® TLPG p114): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • Cyber-Wired Reflexes (1 strain, Rifts® TLPG p113): Raise Agility one die step
  • Built-In Close Combat Weapons (1 strain, Rifts® TLPG p114): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25 lb, increase weapon cost by 50%.
  • 3x Bionic Strength Augmentation (3 strain, Rifts® TLPG p113): Raise Strength one die step
  • 2x Reinforced Frame (2 strain, Rifts® TLPG p113): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Internal Life Support (2 strain, Rifts® TLPG p113): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Leg Upgrades (1 strain, Rifts® TLPG p114): Each upgrade grants +2 Pace and +1" Jumping distances.

Advances
  • Raise Skills: Survival/Occult
  • Edge: Champion
  • Raise Attribute: Spirit
  • Raise Attribute: Vigor
Current Load: 81.25 (100)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Sir Ndreare
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Re: One Shot: Savage Tales of the ‘Burbs

Post by Sir Ndreare »

Ndreare - M.A.R.S. Combat Mage


Coming soon. I will get his converted to SWADE, but figured to post this so others knew he was coming.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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