Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue Scho

A Savage Rifts game based in England.
GM: Sgt86Delta
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Peace
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Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue Scho

Post by Peace » Mon Nov 06, 2017 5:29 am

Character Sheet
Image
Player Name: Justin
Google Handle: jwlyon1
Peace “Evidence” Kim-Washington
Rank: Seasoned Experience: 32 Advances Left: 0
Race: Human
Iconic Framework: MARS: Rogue Scholar (with a Cyclone)
Attributes: Agility d6, Smarts d8, Spirit d8 (+1 Advance), Strength d8, Vigor d6 (F&G)
Charisma: 0; Pace: 0; Parry: 5; Toughness: see below; Strain: 0
Toughness:
  • Normal: 6
    CVR-3: 13(6)
    Battler Cyclone: 21(12)
Skills: 15+5
  • Knowledge: Xenobiology d8 (MARS)
  • Knowledge: Biology d8 (MARS)
  • Investigation d8 (MARS)
  • Streetwise d8 (MARS)
  • Driving d8 (F&G) (+1 Advance)
  • Shooting d6 (+2)
  • Throwing d6 (+2)
  • Fighting d6 (+2)
  • Notice d8 (+3)
  • Survival d4 (+1)
  • Climbing d4 (+1)
  • Swimming d4 (+1)
  • Knowledge: Battle d6 (+2)
  • Knowledge: Physics d6 (+2)
  • Knowledge: General Science d6 (+2)
  • Knowledge: Computers d6 (+2)

Hindrances
  • Delusional: is constantly worried that either the Zentraedi fleet, the Invids or the Haydonites are invading. Takes precautions to protect himself and his comrades. Constantly talks about giant blue space aliens, weird armored space bugs, or mysterious floating robot monsters.
  • Outsider: –2 Charisma, treated badly by those of dominant society
  • Loyal: The hero tries to never betray or disappoint his friends

Edges
  • Power Armor Jock: Power armor requires a basic level of training and experience to operate effectively. (HJ)
  • Dead Shot: Double ranged damage when dealt Joker. (HJ)
  • Scholar: +2 to two different Knowledge skills, Biology, Xenobiology. (MARS)
  • Investigator: +2 Investigation and Streetwise (MARS)
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Brave: +2 to Fear tests
  • +1 Bennie per Session
  • Ace:+2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
    • Combat Ace: Integrating vehicle operation with weapons control in one uid moment of expertise, the pilot with this Edge ignores the multi-action penalty for making a Boating, Driving, or Piloting check and ring a weapon on the same round.
  • Tough as Nails: Toughness +1
  • Command: +1 to troops recovering from being Shaken
    • Tactician: Make a Knowledge (Battle) roll at the beginning of a ght to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle.
  • Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1
  • Common Bond: May give Bennies to companions


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses


Background
Technical Officer wrote: The marine officers are the leaders of the Expeditionary Force Marine Corps, and are highly trained and educated soldiers. Ma- rine Technical Officers either rise through the ranks of the enlisted or are graduates of Officer Candidate School. The latter should be the case with new player characters.

The high amount of the front-line combat action seen by the Expeditionary Force Marines weeds out bad officers very quick- ly. They are either forced into a rear echelon position or quickly meet their end on the battleneld. The victims of their own poor decisions and strategies. Anu officers who uselessly or callously throw away the Jives of the soldiers in their command tend to suf- fer a very high rate of dangerous and sometimes fatal accidents. That sald, most officers in the UEEF Marine Corps take their re· sponsibilitics and duties very seriously and care about the troops under their charge.
First glance
Height: 5'8"
Hair: Black, wavy
Eyes: Brown
Build: Compact, Fit
Other features of note: squirly mustache

Robotech Shadow Chronicles Era (post movie) sucked through Neutron-S missile explosion vortex while fighting the Haydonites. His ship was just about to spacefold when the missile struck. Their destination was Earth. Evidence woke up on something like Earth…

Parents named him Peace, hoping that on Mars Base I they would find it. Evidence became his nickname, because who wants to go by Peace? As a child, he was always interested in the sciences--looking for evidence. He was born on Mars and never set foot on Earth. His concept of Earth is a devastated wasteland ruled by humanity's enemies. He has been to many different worlds and seen many alien life forms, so he’s not easily spooked by strange new things. Heck, he’s even seen those weird Perytonians do their “magic” or the mind powers of the Garudan. So, all in all, he might be pretty prepared for Rifts Earth.

Peace is a scientist but also an Expeditionary Force Marine Corps Officer, and he takes both roles very seriously. He would drop with the first wave of STORM commandos on a new world and analyze the environment and provide the data to command to formulate battle plans appropriate to the world. That normally meant all sorts of horrible fighting before he could even pull out the science kit. He wasn’t a first contact specialist, but he has seen his share of strange aliens.

The small cruiser his STORM Team was stationed on was transiting back to a rendezvous with the main fleet around Earth, prior to another search attempt for the SDF-3. The Haydonites ambushed them, launching a Neutron-S type missile just as the cruiser folded. The Team, including Peace, had just returned to the ship and were still suited up when the missile hit. And the next thing he knew, was face down on a planet that very much resembled the Earth he’d always heard about...but it was even weirder the strangest planet he’d ever been on before.


Gear (post gear as a reply to character sheet)
Item
  • Info

Credits:

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework: MARS: Rogue Scholar
  • +5 Skill Points
  • 2 Knowledge Skills at d8
  • Scholar Edge
  • Investigation d8
  • Streetwise d8
  • Investigator Edge

Hero’s Journey
  • Experience & Wisdom
    • Roll 1: 15
      • Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
  • Training
    • Roll 1:18
      • 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.
  • Ranged Weapons
    • Roll 1: 20
      • Your hero came across a cache of grenades, and she knows those can come in handy! She’s got Invalid dice code! armor piercing, Invalid dice code! fragmentation, Invalid dice code! high explosive, and Invalid dice code! plasma grenades. Even after these are gone, she always seems to nd more, beginning each session with 1d4 fragmentation grenades.


MARS Fortune & Glory
  • Roll 1: 3
    • A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
  • Roll 2: 8
    • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • Roll 3: 11
    • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.

Advances
  • Attributes: +1 Agility, +2 Smarts, +1 Spirit, +1 Strength
  • Initial Advances:
    • Ace
    • Tough as Nails
  • Free Edge (Human): Combat Ace
  • Cybernetic Modifications:
  • Novice 1 Advance: Command
  • Novice 2 Advance: +1 Agility
  • Novice 3 Advance: Steady Hands
  • Seasoned 1 Advance: Tactician
  • Seasoned 2 Advance: Strength d8 (Free SR Advance)
  • Seasoned 3 Advance: Common Bond
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

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Hobo Joe
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Re: Peace "Evidence" Kim-Washington (WIP)

Post by Hobo Joe » Mon Nov 06, 2017 10:12 pm

Hero’s Journey
  • Experience & Wisdom
    • Roll 1: 1d20 = 15: 15
      • Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
  • Training
    • Roll 1: 1d20 = 18: 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.
  • Ranged Weapons
    • Roll 1: 1d20 = 20: 20
      • Your hero came across a cache of grenades, and she knows those can come in handy! She’s got 1d6 = 2: 2 armor piercing, 1d8 = 7: 7 fragmentation, 1d6 = 3: 3 high explosive, and 1d4 = 2: 2 plasma grenades. Even after these are gone, she always seems to nd more, beginning each session with 1d4 fragmentation grenades.

MARS Fortune & Glory
  • Roll 1: 1d12 = 3: 3 result
    • A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
  • Roll 2: 1d12 = 8: 8 result
    • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • Roll 3: 1d12 = 11: 11 result
    • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
Why does everybody forget about Hobo Joe? - Hobo Joe


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


Murder Hobos:

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Hobo Joe
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Re: Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue

Post by Hobo Joe » Sat Nov 18, 2017 6:10 pm

Gear
Item
  • CVR-3 Body Armor (+1 toughness and +6 armor)
  • H-90 Gallant
    • Pistol mode: Range: 15/30/60 Damage: 2d4+1 ROF: 2 AP: 2 Shots: 830
    • Rifle mode: Range: 25/50/100 Damage: 3d6+1 ROF: 4 AP: 2 Shots: 415
    • Note: PE-clip* is used twice as much energy in Rifle mode (*PE is for Protoculture Energy)
  • 2 extra PE-clips
  • 2 smoke grenades
  • UEEF Survival Pack
  • Cyclone Storage Box filled with 6 protoculture cells - One cell can recharge a PE-Clip 20 times. Note: Box Falls off when transforming to Battloid. Must be manually reattached after transforming back to bike mode. Can be carried in hand while in battloid mode. They have straps.
  • Cyclone Storage Box filled with 3 protoculture cells and the survival pack when not worn - One cell can recharge a PE-Clip 20 times. Note: Box Falls off when transforming to Battloid. Must be manually reattached after transforming back to bike mode. Can be carried in hand while in battloid mode. They have straps.
  • survival knife
  • Scientific equipment suite sim to Bio Analysis Kit (7,200 cr TLPG 103)
  • Computer, Field: Grade III (12,000 cr TLPG pg 104)
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.


Grenades:
  • 2 armor piercing
  • 7 fragmentation
  • 3 high explosive
  • 2 plasma grenades
VR-052 Battler Cyclone
Note: Frequent use of battloid mode will drain a protoculture cell every 30 days. This means assuming battloid mode every battle. Or for extended periods of time. Cutting this time in half will double the effective life of the power cell.
Bike mode
  • Size: 2
  • Crew: 1+1 passenger
  • Toughness: 13(6)
  • ACC/TS: 16/42
  • MODS remaining(cargo): 1
  • Equipped with: Targeting System, Sensor Suite, Boosters, and 3 fixed weapon mounts (2 on front wheel and on on the right side of the front fairing.)
  • Hinderance: Exposed Crew
  • Use the transform maneuver to go from vehicle to battloid. (uses an action per maneuver rules)
Power Armor Mode
  • Size: 2
  • Crew: 1
  • Toughness: +2 toughness and +6 armor
  • Note: With CVR-3 Combat armor, total toughness is +3 toughness, and +12 armor
  • Pace: 8
  • Strength: +1 die type
  • MODS remaining(cargo): 0 (any cargo carried in bike mode is dropped)
  • Equipped with: Targeting System, Jump Jets and has 3 fixed weapon mounts (Right forearm, Left forearm)
  • As an action it can transform into a motor cycle mode.
Transform maneuver
No piloting roll required at a speed of 15 or less. Speeds above 15 vehicle speed penalties to piloting apply and a piloting roll must be made.
Weapons
  • TX-50 Light Rail Gun Range: 75/150/300 Damage: 2d8+2 ROF: 3 AP: 4 Shots: 20 (bursts) Weight: 70 Notes: Min Str d10, Mega Damage, no Snapfire penalty (50,000cr TLPG pg 95). Must remove 1 GR-97 to use in vehicle mode.
  • Left mount (wheel/forearm): GR-97 Mini-Missile Delivery System (SBT, Mega Damage Range: 100/200/400 Damage: 5d6 ROF: 1,2 AP 6 SHOTS: 2)
Why does everybody forget about Hobo Joe? - Hobo Joe


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


Murder Hobos:

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Hobo Joe
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Posts: 380
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Re: Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue

Post by Hobo Joe » Sun Dec 03, 2017 1:12 am

Random Notes:
There was a commune near me and all the kids were named after virtues: Peace, Clean, Hope, etc. They were the most normal kids, football team, cheerleaders, etc. I had class at college with Clean. So that's where the inspiration for the name comes from.

Voice:
Peace speaks like Rod Serling. He has very precise diction and enunciation and tends to string adjectives together in lofty ways. He certainly can be terse when barking out orders on the battlefield or making rapid scientific observations.

Goals:
Short Term:
  • Get a Bigger Gun (the gallant is great, but with no hope of resupply...)
    • TX-50 Light Rail Gun Range: 75/150/300 Damage: 2d8+2 ROF: 3 AP: 4 Shots: 20 (bursts) Weight: 70 Notes: Min Str d10, Mega Damage, no Snapfire penalty (50,000cr TLPG pg 95). Must remove 1 GR-97 to use in vehicle mode.
    Get a scientific equipment suite.
    Get a computer.
    • Computer, Field: Grade III (12,000 cr TLPG pg 104)
Long Term:
  • Cybernetic enhancements
    Modify GR-97 to something more sustainable.
    Convert protoculture engine to local fuel
Why does everybody forget about Hobo Joe? - Hobo Joe


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


Murder Hobos:

User avatar
Hobo Joe
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Posts: 380
Joined: Thu May 11, 2017 8:25 pm
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Re: Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue

Post by Hobo Joe » Thu Dec 21, 2017 12:14 am

Rod Serling wrote:From Twilight Zone:
There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man’s fears, and the summit of his knowledge. This is the dimension of imagination. It is an area which we call ... The Twilight Zone.

https://www.youtube.com/watch?v=NIsm97HL0EU

https://www.youtube.com/watch?v=cxf_Dvy0VLs

https://www.youtube.com/watch?v=TfE5DpzLWJA

https://www.youtube.com/watch?v=ZpKkHCVbSyw
Why does everybody forget about Hobo Joe? - Hobo Joe


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


Murder Hobos:

User avatar
Hobo Joe
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Posts: 380
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue

Post by Hobo Joe » Sun Dec 31, 2017 2:12 am

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


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


Murder Hobos:

User avatar
Hobo Joe
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Diamond Patron
Posts: 380
Joined: Thu May 11, 2017 8:25 pm
Location: Riding the Rails to Stardom

Re: Peace "Evidence" Kim-Washington - Bike Mecha MARS Rogue

Post by Hobo Joe » Thu May 10, 2018 12:58 am

Peace may look like Neil Degrasse Tyson...
He may talk like Rod Serling...

But this is who he really is:
Image
Why does everybody forget about Hobo Joe? - Hobo Joe


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


Murder Hobos:

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