Ryder (Trimadore MARS PCO Han Solo)

The heroes of Fort Hope
GM: KahlessNestor
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Ryder
Posts: 59
Joined: Wed Aug 29, 2018 4:46 am

Ryder (Trimadore MARS PCO Han Solo)

Post by Ryder » Tue Aug 28, 2018 6:30 pm

Narrative Hook 1d20 = 5: 5 Alistair Dunscon’s “True Federation.” In the wake of the fall of Tolkeen, Alistair Dunscon’s psychotic madness is only exceeded by his obsession with forcing all of those who practice magic to fall under his rule in the Magic Zone. To this end, he’s dispatched terrible forces to strike against Coalition troops and raid the ruins of Tolkeen for ancient artifacts, magic weaponry, and anything else that can be salvaged. He’s also engaged in a dual campaign of social negotiations (coupled with intense political pressure) and outright terror campaigns against recalcitrant smaller factions. Your hero may have suffered at the hands of Dunscon’s agents or forces in one of these operations, or he might have served with Federation forces until he determined he was working for a diabolically evil madman.

Fortune & Glory
1d12 = 7: 7 Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
1d12 = 2: 2 A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice. (Triax T-11 Enhanced w/ +3 Armor (5-6) & +2 Ranged Attacks (17))
1d12 = 11: 11 Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
1d12 = 7: 7 Duplicate Re-Roll 1d12 = 9: 9 Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions (Black Market, Pirate Kingdoms).

Hero's Journey:
Training: 1d20 = 15: 15 15: Constant batle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy frst). (Level-Headed)
Underworld & Black Ops: 1d20 = 13: 13 13: 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
Training: 1d20 = 2: 2 2: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Filthy Rich Bonus HJ Rolls (3 + Vehicle):
Body Armor: 1d20 = 9: 9: 9: Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.
Body Armor: 1d20 = 8: 8: 8: Micro exoskeleton enhancements in the upper torso and arms give your hero a +1 to all Strength checks and fighting damage rolls.
Cybernetics: 1d20 = 5: 5: 5: Your cyborg is the one everyone wants on watch since she has the Expanded Detection and Security Array.

Starting Cash: 1d4 = 4: 4 x 1000 (+Filthy Rich, 25K) = 29,000
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Ryder
Posts: 59
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (Trimadore MARS PCO Han Solo)

Post by Ryder » Tue Aug 28, 2018 9:18 pm

Player Name: Freemage
Google Handle: Soren
Ryder
Rank: Seasoned Experience: 37
Race: Trimadore
Iconic Framework: MARS PCO
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 4; Toughness: 20 (10); Strain: 5; Reach: 1; Starting Bennies: 6
Skills:
  • Boating (Ag): d6+2
  • Climbing (St): d4+2
  • Driving (Ag): d12+2
  • Fighting (Ag): d6
  • K/Electronics (Sm) d6
  • K/Engineering (Sm) d6
  • Lockpicking (Ag): d8+2
  • Notice (Sm): d8+2 (+2 in Mountaineer, or for Traps)
  • Piloting (Ag): d6+2
  • Repair (Sm) d8+2 (+2 for Traps)
  • Shooting (Ag): d12
  • Stealth (Ag): d6 (+2 Urban)
  • Streetwise (Sm): d4
Hindrances
  • Wanted: Federation of Magic (Major): Bounty hunters on my tail
  • Quirk (Minor): The deal is the deal; never open the package
  • Stubborn (Minor): My way or the highway
Edges
  • Brave (F&G): +2 vs. Fear and Intimidation
  • Brawny (F&G): +1 Toughness, Carrying Capacity Str Die x8
  • Rich (F&G): Starting Vehicle, +5K Starting Credits
  • Connections (F&G): Black Market; Pirate Kingdoms
  • Thief (HJ): +2 Urban Stealth, Climbing, Lockpick, or Notice/Repair vs. traps
  • Level-Headed (HJ): 2 Initiative Cards
  • Mr. Fix-it (Race): +2 Repair; Raise = 1/2 Time
  • Ace (IF): +2 Piloting, Boating, Driving; May spend Bennies to Soak Vehicle Wounds
  • Combat Ace (IF): No MAP for Driving/Piloting/Boating + Firing Vehicular Weapons
  • Danger Sense (Cyber): Roll Notice to start Ambush On Hold
  • Rock’n’Roll (Hind): No Recoil Penalty
  • Luck (Hind): +1 Benny at start of session
  • Steady Hands (N2): No unstable platform penalty
  • Filthy Rich (N3): +20K Credits, +3 HJ Rolls (Gear tables only)
  • Great Luck (S1): +1 Benny at start of session
  • Elan (S2): +2 on rolls when spending a Benny
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Ryder
Posts: 59
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (Trimadore MARS PCO Han Solo)

Post by Ryder » Tue Aug 28, 2018 9:19 pm

Background

If it's too good to be true, it ain't.

The Mountaineer nearly left the ground as it came over the hillcrest, before slamming down on the far side, just before a bolt of supernatural lightning arced overhead. Shoulda known this was a set-up. Ryder spun the wheel hard to the left, hitting the controls to spin the minigun around on top of the Aeon Cassowary, and letting loose with a burst of gunfire. He was rewarded with the death-cry of a Hangdog, which was immediately countered by the click-click sound of the minigun's drum being empty. Least that's the last of the mounts. Hopefully, I can get enough room between me an' them to throw 'em off the trail. Better avoid the Ley Lines. He looked over at Gus. "Don't worry, man, we'll get out of here; you just keep your eyes on the controls."

His partner, looking a little green around the gills (rather than the usual yellowish hue his gills normally sported), nodded and gave him a thumbs-up, but clearly was considering a new line of work. Ryder couldn't blame him, really.

The Trimadore gunned the engine, smiling at the soft purr he got in response, then cut through a gully to get to more open terrain. As he drove, Ryder ran through the mess in his mind. Dunscon's goon squad had been waiting for him at the drop point--if it hadn't been for the EDSA, he probably would've been out of the Cassowary before he twigged to the fact that he'd been boned. Given the package was supposed to be a passel of violet-skinned D-Bee kids (Farin, Faylin, something like that) scheduled for mass sacrifice, the complete absence of any such load meant the whole deal was a set-up. Dunscon's security forces hadn't tracked down the meeting point--they'd arranged the meet. Who do you think it was? Louie Gomez or Charl? My money's on Charl--that damned reptile'd sell out his own mother for a pack of smokes, if he knew who she was." (Not a slam against orphans, there--Charl's people apparently raised their kids communally after they hatched, no parental bonding. Go figure.)

Gus shrugged, thinking about it, his thick dark goggles making the amphibian's face even harder to read than normal. "Probably Charl, yeah. Sumbitch probably got a pretty penny for your head, Boss. You know the bounty's been getting high lately. Not just the general one for smugglers bringing in holy weapons and escaped resistance fighters--you got 6 figures on your head, personally. I'm just lucky they think I'm the plucky comic relief, yeah?"

Regardless, the deal had been about three times Ryder's normal rate. Normally, that would've set off all sorts of alarm bells--he'd been running goods and people through Federation territory to know when something seemed off. But since the kids were supposedly of 'personal value' to Dunscon, it made sense that the offer for transporting them to the relative safety of a Pecos orphanage would be steep. Still, he should've known something was off when Louie didn't even try to haggle. Normally, she'd demand a larger cut of the action. If she didn't set him up, she was probably feeling it was hinky, herself.

He drove through the night and the next day, getting to one of his better hide-outs (an old cave system big enough to hide the Cassowary). He and Gus settled down in the back of the mountaineer, bone-tired from 20 hours of driving.

He sat up suddenly, when the EDSA woke him, just in time to hear the vibro-blade strike his bed. It was pitch-black, but that didn't seem to bother his attacker any. Rolling to the far side of the cot, he dropped into a crouch, cursing his armor for being too uncomfortable to sleep in. Some days I wish I could be a Glitterboy. Trying fruitlessly to peer through the inky darkness, he tried to stall for time. "Looks like I owe Churl an apology. What brought this on, Gus?"

A bitter laugh was his first answer. "You kidding? I could retire on what Dunscon's security service goons were willing to pay me for bringing you to them, head on a platter. 'Course, you twigged to it, just like you got out of the way of this blade."

Forget the eyes. Listen to the blade, and his voice. Keep him talking. The amphibian had the advantage, here--his eyes were built for seeing in the depths of the waters of his homeworld. "What, didn't I pay you enough? We were making good scratch."

"Were is the important word, there, Ryder. Then you started getting noble--turning down good paying gigs just because you didn't like the clients, or working pro bono to help out resistance fighters. We haven't had a great score in months, man. I got debts, and your head's gonna pay 'em."

"Well, I suppose you got a point, there. This aint' what it was when you signed on. Heck, I never even managed to get that Throwback of yours modded to fit your fin hands--suppose that's why you had to use the blade. So, I'm sorry about that--but gotta admit, it's kinda handy right now." He brought the signal flare up, brilliantly bright in the darkness, and Gus stumbled backwards, covering his eyes in shock. That was all the time Ryder needed--he brought his Ion Pistol up and gutted Gus with a single blast.

Dumping his erstwhile partner's body in the cave, Ryder sighed and shrugged into his armor, then got the Aeon Cassowary moving again. Bastard probably signaled them as soon as I was asleep. Best not to be here when they arrive. With one last glance at the gutshot corpse, he pulled out of the cave and began driving, roughly west and north. Time to clear out. Got too hot there at the end. Gus was right about that, at least. Anton owes me a favor--should be able to get a ferry ride up the Mighty Mississip from him, at least.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Ryder
Posts: 59
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (Trimadore MARS PCO Han Solo)

Post by Ryder » Tue Aug 28, 2018 9:20 pm

Cybernetics
Expanded Detection & Security Array (1) - Strain: 2
  • +2 Notice Checks
  • Danger Sense Edge
Cyber-Wired Reflexes (1) - Strain: 1
  • +1 Die-type Agility
Subject Matter Port (1) - Strain: 1
  • May use Chips to enhance Non-Arcane Smarts Skills
Wired Skill Port (1) - Strain: 1
  • May use Chips to enhance Agility Skills
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Ryder
Posts: 59
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (Trimadore MARS PCO Han Solo)

Post by Ryder » Tue Aug 28, 2018 9:20 pm

Gear (Combat Cyborg Starting Gear)
Triax T-11 Enhanced
[list][*]+10 Armor and +3 Toughness
[*]Strength Minimum: d8
[*]Environmental Protection: Full
[*]Weight: 40 lbs
[*]Note: T-11 grants the wearer d12+3 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum, though putting on the armor takes twice as long.
[*]Built-in mini-computers
[*]Communications system with a 10-mile range
[*]Public-address loudspeakers
[*]Laser distancer
[*]Nightvision mode
[*]HJ Table Mods (effects included above where appropriate)
[list][*]+3 Armor
[*]Helmet grants +2 Ranged Attacks
[*]+1 Embedded Toughness
[*]+1 Strength Checks and Fighting Damage rolls[/list][/list]


Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment: Ion Pistol
• Attachment: Standard E-Clip
• Attachment: Standard E-Clip
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


NG-56 Light Ion Pistol
Image
[list][*]Range: 10/20/40, RoF: 1, Shots: 12
[*]Damage: 1–3d6, AP —
[*]Weight: 2 lbs[/list]


Mini Railgun (Mounted on Mountaineer)

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.)
• BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)
• • Default loadout: 2 rows Big Bore, 2 rows Buckshot, 1 row Slugs.


Chain Greatsword
[list]
[*]Damage: Str+2d10 (Total Damage: d12+2d10+3, AP 2 MD)
[*]Weight: 22 lbs
[*]Notes: AP 2, Parry −1, 2 hands.[/list]


Aeon Cassowary (Mountaineer ATV Mark II)
[list]
[*]Size 6, Acc/TS 10/50 (Maximum speed 120 mph)
[*]Toughness 31 (16) MDC
[*]Crew 2+8
[*]Remaining Mods 0
[*]Handling 1
[*]All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
[*]Weapons
[list][*]Mini Railgun
[list][*]Range: 75/150/300, RoF: 4, Shots: 25
[*]Damage: 2d8+4 AP: 6 M.D.
[*]Mods: 2[/list][/list]
[list]Solar Laser Cannon (Medium Vehicular Laser)
[list] [*]Range: 150/300/600; RoF: 3; Shots: N/A
[*]Damage: 3d10 MD, AP 12, Solar Trapping
[*]Mod Slots: 2; Repair Value: 1.3 M Cr
[*]Super-Tech Mods (factored into above)
[list][*]Energy Control (Solar) (Limitation -2, can only affect weapon target) (3 Pts)
[*]Rate of Fire +2 (6 pts)
[*]AP +2 (1 pt)[/list][/list]
[/list][/list]


Utility Belt:
Standard issue for all field personnel, the Coalition Utility Belt has numerous pouches and containment options, carrying a number of very useful items. While not as all-purpose as the CS-S2 Basic Survival Pack, the belt does aid in survival and other operations in many ways. (4 lb, 2,500 credits)
[list][*]Pouch: Canteen (half gallon).
[*]Pouch: Communicator (5 mile range).
[*]Pouch: Compass/inertial mapper.
[*]Pouch: Firestarter kit (solar-powered lighter and flint & steel).
[*]Pouch: Flashlight/signal light (with bright halogen and infrared options).
[*]Pouch: Mini first aid kit (+1 Healing check, only one use).
[*]Pouch: Power bars (three, each can sustain a normal human for a day).[/list]


Credits: 6,500

Contacts: Black Market, Pirate Kingdoms
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

User avatar
Ryder
Posts: 59
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (Trimadore MARS PCO Han Solo)

Post by Ryder » Tue Aug 28, 2018 9:21 pm

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d8 (2 Creation, 1 Cyber)
Smarts: d6 (1 Creation)
Spirit: d8 (1 Creation, N1 Advance)
Strength: d6 (+1 F&G)
Vigor: d6 (1 Creation)

Skills: (3 “Thief” Bonus [HJ], 5 Combat Bonus [HJ], 5 IF Bonus, 15 Creation; 28 Total points)
  • Boating (Ag) 1 Bonus, 1 Creation
  • Climbing (St) 1 Bonus
  • Driving (Ag) 3 Bonus, 3 Creation
  • Fighting (Ag) 2 Bonus
  • K/Electronics (Sm) d6 Racial
  • Lockpicking (Ag) 1 Bonus, 3 Creation
  • Notice (Sm) 2 Creation
  • Piloting (Ag) 1 Bonus, 1 Creation
  • Repair (Sm) d6 Racial,
  • Shooting (Ag) 3 Bonus, 3 Creation
  • Stealth (Ag) 1 Bonus, 1 Creation
  • Streetwise (Sm) 1 Creation

Iconic Framework
  • Select 2 Edges
  • +5 Skill Points
  • 3 HJ Rolls
  • 4 F&G Rolls
Racial Traits
  • Distinctive D-Bee (-4 Cha w/ Coalition States)
  • Long Arms (Reach 1)
  • Mechanical Savant (Mr Fix-It Edge)
  • Non-standard Physiology (x2 Buy/Repair costs for armor, vehicles, etc)
  • Technically Savvy: d6 Repair, d6 Knowledge: Electronics
Hero’s Journey
  • Training (2): +5 Combat Skill Points
  • Training (15): Combat Edge: Level-Headed
  • Underworld & Black Ops (13): Thief Edge, +3 Sneaky Skill Points
  • Body Armor (8): +1 Toughness
  • Body Armor (9): +1 Strength & Fighting Damage
  • Cybernetics (6): Expanded Detection & Sensory Array

MARS Fortune & Glory
Fortune and Glory
  • (7): Strong & Powerful
  • (2): Strong Suit of Armor
  • (11): Fortune Favors the Bold
  • (9): Wealthy & Connected

Advances
  • Initial Advances: (From Hindrances): Rock’n’Roll, Luck
  • Novice 1 Advance: Spirit d8
  • Novice 2 Advance: Steady Hands
  • Novice 3 Advance: Filthy Rich
  • Seasoned 1 Advance: Great Luck
  • Seasoned 2 Advance: Elan
  • Seasoned 3 Advance: Smarts d8
  • Seasoned 4 Advance: Knowledge: Engineering d6/Repair d8
  • 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:
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+3 Armor), Vigor d6
Skills: Boating d6+2; Climbing d4+2; Driving d12+2; Fighting d6; Know: Electronics d6; Know: Engineering d6; Lockpicking d8+2; Notice d6+2 (+2 w/Traps); Piloting d6+2; Repair d8+2 (+2 for Traps); Shooting d12 (+2 Armor); Stealth d6 (+2 Urban); Streetwise: d4
Pace: 8/d6; Parry: 5; Toughness: 20 (10); Strain: 5; Reach: 1
Edges: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense, Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms, Thief, Brawny
Hindrances: Major Wanted: Federation of Magic, Quirk: Personal Coda, Stubborn
  • Cybernetics:
    Subject Matter Port, Wired Skill Port (No chips), EDSA, Cy-Wi Reflexes
Bennies: 10/6
  • Q1/19 Adventure Cards:
    Last Stand - Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
    Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Aeon Cassowary (Mountaineer Mk II)
Size 6, Acc/TS 10/50 (Maximum speed 120 mph), Handling +1
Toughness 31 (16) MDC; Crew 2+8
All-Terrain (2 squares Difficult Terrain = 3" movement), Environmental Systems (FEP for occupants), Sensor Suite (+2 to Notice rolls)
Weapons: Mini Railgun, Solar Laser Cannon (Medium)

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Freemage
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Re: Ryder (Trimadore MARS PCO Han Solo)

Post by Freemage » Mon Dec 31, 2018 7:40 am

Changelog
1/1/2019: Sheet-Change w/ GM Approval: Lockpicking down to d10, K/Engineering up to d4; Smarts d8 (S3 Advance)
4/1/2019: K: Engineering to d6 and Repair to d8 (S4 Advance)

OOC Comments
Plotting:

Smarts d8
K: Engineer d6/Repair d8
Smarts d10
K:Engineer d8/K: Electronics d10
Tinkerer
Repair d10/K: Engineer d10
Super-Scientist


DreamChip (Base Item: Knowledge Chip: Survival IV):
Gifted: 2
Speak Language (Written Word +1): 2
Doesn't Sleep II: 2
Broadcast: 2


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