Karsk - Simvan Survivalist

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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Karsk - Simvan Survivalist

Post by Karsk »

[dice]0[/dice] choice Agile
[dice]1[/dice] Brave
[dice]2[/dice] choice Spiritual

HJ
Psionics [dice]3[/dice] Soul drain
Psionics [dice]4[/dice] Rapid Recharge
Training [dice]5[/dice] Militia training

NH [dice]6[/dice] old acquaintance
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Karsk - Simvan Survivalist

Post by Karsk »

Player Name: Alex
Google Handle: taggartfnh
Character Name Karsk
Rank: Seasoned Experience: 29 Advances Left: 0
Race: Simvan
Iconic Framework: MARS wilderness scout
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 0/-4; Pace: 8+1d8; Parry: 6 (½ Fighting +2); Toughness: 11(5) (½ Vigor+2 plus armor); ISP: 35
Skills:
  • Riding d8 (Simvan and 1)
    Notice d8 (MARS and advance)
    Tracking d10+2 (MARS)
    Survival d10+2 (MARS)
    Fighting d8 (3 Militia)
    Shooting d6 (2 Militia)
    Knowledge (Area) d8 (2) (within 100 miles of Fort Hope, -2 in CS Iowa)
    Intimidation d6+2 (2)
    Stealth d6 (2)
    Psionics d10 (5)
    Climbing d4 (1)
    Taunt d6+2 (2)


Hindrances
  • Hindrance (Major): Bloodthirsty brief description
  • Hindrance (Major): Curious brief description
  • Hindrance (Minor): Loyal brief description
  • Hindrance (Minor): Quirk brief description

Distinctive Dbee -4 charisma with CS Citizens
Racial Enemy - Psi Stalkers

Edges
  • Edge: brief description
  • Soul Drain:
  • Fleet Footed: (MARS)
  • Woodsman: (MARS)
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist tests of will. (F&G)
  • Beast Master
  • Quick: Discard draw of 5 or less for new card. (F&G)
  • Rapid Recharge:
  • Brave: (F&G)
  • Major Psionic:
  • Master Psionic:
    Low Light Vision - ignore dim and dark conditions (Simvan)
    AB Psionics (Simvan)



Psionic Powers
Beast Friend
Bolt
Armour
Telekinesis
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Karsk - Simvan Survivalist

Post by Karsk »

Background

Karsk is a Simvan native to the area

As a hunter and scout for his tribe, he would regularly move ahead of his tribe. During one such sojourn, he encountered a Tolkeen Commando out in the field, trying to evade a CS patrol. Between the two of them, they were able to guide them away from Karsk's tribe, in the process finding the remains of an old fort.

Karsk and his tribe joined the war effort at Tolkeen and took part in the Sorcerers' Revenge, but left soon after believing that their work was done.

After Tolkeen fell, the increased CS and 1st Apoc. Cavalry presence forced his tribe to relocate West several months later, but Karsk met the commando before they left. The Commando now served the Tomorrow Legion and asked Karsk for help

Willing to help a friend and to stick it to the Coalition, Karsk agreed.
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Karsk - Simvan Survivalist

Post by Karsk »

Gear

Code: Select all

[b]SFD Huntsman Lightweight Personal Armor[/b]
[size=85][list]
Armor Value: +5 Armor
Strength Minimum: d6
Environmental Protection: No
Basic (five mile range) communications and lightsensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
Weight: 16 lbs
Cost: 24,000
[/list][/size]

[b]Wilk’s 237 Backup Laser Pistol[/b]
[img]http://explorersunlimited.com/images/upload/2017/11/24/20171124091856-f814e1b5.png[/img]
[size=85][list]Range: 15/30/60
Damage: 26d+1, AP 4
RoF: 1
Shots: 16
Weight: 3 lbs
Notes: Semi-Auto
[/list][/size]

[b]Wilk’s 447[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715092706-5a9f6012.png[/img]
[size=85][list]Range: 40/80/160
Damage: 3d6, AP 2
RoF: 1
Shots: 20
Weight: 5 lbs
Notes: Semi-Auto
[/list][/size]

[b]Vibro-Spear[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/12/20170712160022-ac48923f.png[/img]
[list][size=85]Damage: Str+d8, AP 4, MD, two handed, reach+1, parry +1
[/size][/list]

[OOC=NG-S2 Survival Pack]
[size=85]This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list][/size]
GAW Throwback (Patron Item)
Image
This Pre-Rifts shotgun design is being tested by Golden Age Weaponsmiths, using mercs like you!
• Range: 12/24/48
• RoF: 3, 3RB
• Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
• • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
• Features:
• • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
• • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
• Min Strength d6; (15 lbs.)


magic amulet (Armor +4)

[dice:vuzz2hgf]31681:0[/dice:vuzz2hgf] credits. (as moving it lost the original roll)


[*]Info[/list]

Credits:

Contacts

Atributes: Agility d8, Smarts d4 (A), Spirit
d8, Strength d12+6, Vigor d12
Skills: Climbing d8, Fighting d8, Notice d8,
Tracking d6
Pace: 12; Parry: 6; Toughness: 35 (18)
Edges: Charge, Fleet-Footed, Frenzy, Sweep
Special Abilities:
„„Armored Hide: These beasts have +18
Armor and +3 Toughness.
„„Claws/Bite: Str+2d6, AP 12, Mega
Damage. A Rhino-Buffalo can gut a
giant robot.
„„Gore: When Rhino-Buffalos move at
least 6” before atacking, they add +4 to
their damage.
„„Hardy: Some believe these beasts are
too ornery to know when to quit; they
don’t suffer additional wounds from
being Shaken more than once.
„„Large: Rhino-Buffalos make big targets
and are +2 to be hit.
„„Leap: Their powerful legs allow RhinoBuffalos to leap up to 6”!
„„Size +6: Rhino-Buffalos are large
enough to treat dinosaurs as their
favored prey
User avatar
Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Karsk - Simvan Survivalist

Post by Karsk »

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): Major Psionics, Master Psionics
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: New Power (Telekinesis)
  • Novice 3 Advance: Smarts D8
  • Seasoned 1 Advance: Notice D8, Area Knowledge d8
  • Seasoned 2 Advance: Edge: Energy Control (water)
  • Seasoned 3 Advance: Smarts d10
  • Seasoned 4 Advance: Survival D10, tracking d10
  • 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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