Ryder (SWADE-Compliant Trimadore Operator)

The heroes of Fort Hope
GM: KahlessNestor
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Ryder
Posts: 102
Joined: Wed Aug 29, 2018 4:46 am

Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Sun Dec 08, 2019 6:38 pm

Rolls
Retained from original character sheet:

Narrative Hook 1d20 = 5: 5[Make removable] 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 = 11: 11[Make removable] Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
1d12 = 7: 7[Make removable] Duplicate Re-Roll 1d12 = 9: 9[Make removable] Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions (Black Market, Pirate Kingdoms).

Hero's Journey:
Underworld & Black Ops: 1d20 = 13: 13[Make removable] 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[Make removable] 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.
Third Roll is a 15, changed from Training to Experience & Wisdom:
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, so long as it makes sense and the GM agrees with it. (Field Intel)

Starting Cash: 1d4 = 4: 4[Make removable] x 1000 (+Filthy Rich, 25K) = 29,000

New Rolls:

Filthy Rich Bonus HJ Rolls (4 rolls, Cybernetics): 4d20 = 38: 11, 9, 16, 2
Exchange 2-for-1 to get two 19s (choose any cybernetic system), get:
Vehicle Interface Array
Expanded Detection & Security Array




Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Ryder
Posts: 102
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Re: Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Sun Dec 08, 2019 7:57 pm

Player Name: Freemage
Google Handle: Soren
Ryder
Rank: Vet3
Race: Trimadore
Iconic Framework: MARS Operator
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 8; Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 6
Skills:
  • Athletics (Ag): d4 (+1 Urban Climbing)
  • Boating (Ag): d4
  • Driving (Ag): d12 (+2 with Vehicle Interface, ignore 2 points penalty)
  • Fighting (Ag): d6
  • Electronics (Sm) d8 (Free Reroll)
  • Hacking (Sm) d6
  • Thievery (Ag): d8+1
  • Notice (Sm): d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps)
  • Piloting (Ag): d4
  • Repair (Sm) d8+2 (Free Reroll, +2)
  • Shooting (Ag): d8 (+1 w/ Calibrated weapons)
  • Stealth (Ag): d6 (+1 Urban)
  • Persuasion (Sm): d4
Hindrances/Drawbacks
  • Alien Physiology (Race): -2 Mundane Healing/Cybernetics checks; Medical and Cybernetics Equipment/Service cost doubles
  • Big Boned (Race): Armor/worn gear/vehicles costs x3, -2 to use gear not fitted
  • Major D-Bee (Race): Initial Reactions Unfriendly (Hostile for human supremacist), Unfriendly or lower will refuse to deal with
  • 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
  • Rich (F&G): +2 HJ Rolls (Gear tables only), +5K Starting Credits
  • Bold (F&G): +1 Benny at start of session
  • Connections (F&G): Black Market
  • Thief (HJ): +1 Urban Stealth, Athletics/Climbing, Thievery
  • Field Intel (HJ): Free Reroll vs. Surprise, +2 Notice/Electronics/Survival to spot ambush/enemy forces, gather intel in field, or set ambushes/conceal location
  • Mr. Fix-it (Race): +2 Repair; Raise = 1/2 Time
  • Ace (IF): Ignore 2 points of Penalties for Piloting, Boating, Driving; May spend Bennies to Soak Vehicle Wounds
  • McGyver (IF): Roll Repair to jury-rig one-shot devices/explosives/weapons
  • Gearhead (IF): Free Re-roll for Repair/Electronics
  • Danger Sense (Cyber): Notice +2 vs. Surprise, Raise = On Hold; vs. non-Surprise dangers (poison, traps, snipers) roll Notice -2 to be aware, or +2 if Notice allowed--success voids The Drop
  • Brawny (Gear): +1 Toughness, +1 DT Strength for Encumbrance Only
  • Luck (Hind): +1 Benny at start of session
  • Great Luck (Hind): +1 Benny at start of session
  • Combat Ace (N2): No MAP for Driving/Piloting/Boating + Firing Vehicular Weapons
  • Filthy Rich (N3) (N3): +20K Credits, +2 HJ Rolls (Gear tables only)
  • Steady Hands (S2): No Unstable Platform penalty; Running Penalty is -1
  • Alertness (S3): Notice +2
  • Elan (S4): +2 on rolls when spending a Benny to reroll
  • Demolitionist (V1): Ignore 2 points of penalties when handling explosives; Set explosives w/ +1 Die of Damage on Raise (in addition to normal +d6) on a Raise; Dufuse w/ recovery on success, 1/2-time on Raise; +2 Stealth/Notice to place/spot explosive traps.
  • Reliable (V2): Free Reroll when rolling Support
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Ryder
Posts: 102
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Sun Dec 08, 2019 8:20 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
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Ryder
Posts: 102
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Sun Dec 08, 2019 8:31 pm

Cybernetics
Core Electronics Package (1) - Strain: 1
  • Grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls when dealing with a computer system
  • Radio: 20 Mile Range
  • Gyro-Compass/Clock-Calendar
Expanded Detection & Security Array (1) - Strain: 2
  • +2 Notice Checks
  • Danger Sense Edge
Vehicle Interface Array (1) - Strain: 1
  • Grants +2 to Boating/Piloting/Driving Checks, or Electronics checks when using vehicle's sensors
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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Ryder
Posts: 102
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Sun Dec 08, 2019 8:37 pm

Gear

NG-EX10 Gladius Exoskeleton
  • EBA +6A/+4T MDC
    Unpowered: d12 MinStr
    Powered: Grants Strength d12+1, +2 Pace, no Min Str.
    EBA: Immune to Poison/Disease/Drowning; +4 vs. Environmental Hazards
    Radio: Ten Mile Range
    Air Filtration System: 5 hours emergency air supply
    Integrated Multi-Optics Helmet: IR/UV, Magnification, Night Optics, Thermal
    Ignores Illumination Penalties, +2 Visual Notice checks, Offset 2 points Range Penalty
    +1 Shooting if Calibrated
    Mega-phone/Voice Projection
    80 lbs
Solar Wyrm Rifle (WS Upgraded CP-50 Dragonfire, base stats from Empires of Humanity Page 182)
  • Range 24/48/96; Shots 60
    Damage 4d6 AP 4; RoF 3 (Shots: 1/5/10)
    Heavy Pulse: RoF 1, +1 Shooting/+3 Damage, MD, Snapfire, 3 Shots
    Weird Science Upgrades:
    Solar Trapping (acts as Sunlight)
    Minor x2: +2 Shooting Rolls
    Major: Rapid Fire (may fire 1 action/round as if RoF 4, uses 20 shots)
    Major: +1 DT Shooting
    Integrated Grenade Launcher (Upgrades do not apply to GL)
    Range: 18/36/72, Shots 12
    Damage By Grenade Type
Grenade Stash (23 Each, counting the 2 spares of each currently on his Harness; Total Value: 95,000)
All Grenades are Mega-Damage, and have a throwing range of 5/10/20.
Armor Piercing (3d8, AP 16, SBT)
Fragmentation (6d6, LBT)
High Explosive (3d10, AP 4, MBT)
Plasma (3d12, SBT, Ignition: On Raise, targets are alight, 3d6 Damage + Distracted until doused)

Impact Maul
  • Damage: Str+2d8+4
    Two hands, +4 damage to break objects.
    18 lbs
Explosives:
MD Dynamite (10 Sticks)
Damage: 3d8 MD LBT, +1" & +3 Damage per extra stick used

MD Plastique (20 1/2-lb blocks)
Damage: 6d6 MD SBT, +6 Damage/extra 1/2-lb block used

Type 1 Fusion Blocks (3)
Damage: 1d20+5 MD SBT, AP 10
Disintegration: Does +2d4 on a Raise when setting;
Atomic Annihilation: Wound after Soak = Injury + Vigor roll; fail Vigor = Limb Loss or Death & Defeat

Type 2 Fusion Blocks (3)
Damage: 2d20+10 MD MBT, AP 20
Disintegration: Does +2d4 on a Raise when setting;
Atomic Annihilation: Wound after Soak = Injury + Vigor roll; fail Vigor = Limb Loss or Death & Defeat

Type 3 Fusion Blocks (1)
Damage: 3d20+15 MD LBT, AP 30
Disintegration: Does +2d4 on a Raise when setting;
Atomic Annihilation: Wound after Soak = Injury + Vigor roll; fail Vigor = Limb Loss or Death & Defeat


NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment Points:
• Attachment: Long E-clip
• Attachment: Bag of Holding
• Attachment: Frag Grenade
• Attachment: Plasma Grenade
• Attachment: AP Grenade
• Attachment: High Explosive Grenade
• Attachment: Stick of Dynamite
• Attachment: Flare
• Attachment: Frag Grenade
• Attachment: AP Grenade
• Attachment: Plasma Grenade
• Attachment: High Explosive Grenade

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)
  • 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 provides one day of food--Trimadore-specific).
Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains
• Type 1 Fusion Block
• Bundle of 9 Sticks of Dynamite
• 5-lb hunk of Plastique (scored in half-pound increments, with a blasting cap at each end)
• Bandolier with 8 Grenades (2 of each type)
Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• Detect Arcana Success will register it as magic, but will not reveal its purpose. Raise reveals Dimensional and Temporal magic, but not function.
• Exalted Detect Arcana Power Modifier Success will act as a Raise, and a Raise will reveal its function.
• A Shifter using Detect Arcana is treated as if using Exalted Detect Arcana.
• A Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.

"Aeon Cassowary" Mountaineer Mk2, Nuclear Powered Model
  • Size: 7 (Large)
    Handling: +1
    Top Speed: 120 MPH
    Toughness: 40 (20) MDC
    Crew: 2+8
    Mods; 5
    ATV (Difficult Terrain = 1.5", ignore 2 points penalty),
    ECC: Hazard Immunity: Cold, Heat, Disease, Poison, Drowning, Electricity, and Radiation. Includes seven days of emergency supplies and air for crew.
    STS: Radio (20 Miles), HUD (360 Radar, Chemical/Thermal sensors, Night Vision, x50 Magnification, Whisper Audio), Ignore Illumination Penalties, +2 Notice using Sensors
    Targeting System: Ignore 2 points Range/MAP, Improved Stabilizer eliminates Unstable Platform for Helios Cannon
    Max Range Unlimited
Cassowary Weapons:

Mini Rail Gun
  • Range: 50/100/200
    Damage: 2d10+2 MD AP 6
    RoF: 4 (1/5/10/20); Shots: 30
    Mods 1
    Notes: Anti-Personnel (treat vehicle as Size [Normal] when using this weapon), Reaction Fire (Free retaliation in Chases).
"Helios" Solar Cannon (WS Upgraded Medium Vehicular Laser Cannon)
Range: 150/300/600
RoF: 4/3/3 (Rapid Fire Edge); Shots: N/A
Damage: 3d10 MD, AP 20, Solar Trapping
Mod Slots: 2
Weird Science Upgrades:
Solar Energy Trapping
Minor x2: Shooting +2
Major: Rapid Fire
Major: +1 DT Shooting





Remaining Cash: 6,500 Cr
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Ryder
Posts: 102
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Sun Dec 08, 2019 9:49 pm

Advances


Attributes
Agility: d8 (2 Creation)
Smarts: d8 (2 Creation)
Spirit: d8 (1 Creation, 1 Advance)
Strength: d4
Vigor: d6 (1 Advance)

Skills: (4 HJ, 8 IF, 6 Racial, 5 Core, 15 Skill Points; 38 Total points)
  • Athletics (Ag): d4 (1 Core)
  • Boating (Ag): d4 (1IF)
  • Common Knowledge (Sm): d6 (1 Core, 1 SP)
  • Driving (Ag): d12 (1 IF, 6 SP)
  • Fighting (Ag): d6 (2 SP)
  • Electronics (Sm) d10 (2 IF, 2 Race. 1 SP)
  • Hacking (Sm) d6 (2 Race)
  • Thievery (Ag): d8 (1 HJ, 2 SP)
  • Notice (Sm): d8 (1 Core, 2 SP)
  • Piloting (Ag): d4 (1 IF)
  • Repair (Sm) d10 (3 IF, 2 Race)
  • Shooting (Ag): d8 (3 HJ)
  • Stealth (Ag): d6 (1 Core, 1 SP)
  • Persuasion (Sm): d4 (1 Core)
Iconic Framework
  • Electronics d6, Repair d8, McGyver
  • Boating d4, Piloting d4, Driving d4, Ace
  • Gearhead
  • 3 HJ Rolls
  • 2 F&G Rolls
Racial Traits
  • Alien Physiology
  • Big Boned
  • Obvious D-Bee (Major)
  • Long Arms (Reach 1)
  • Mechanical Savant (Mr. Fix-It)
  • Technically Savvy
Hero’s Journey
  • Training (2): +3 Combat Skill Points
  • Experience & Wisdom (15): Professional Edge: Field Intel
  • Underworld & Black Ops (13): Thief Edge, +1 Sneaky Skill Points
  • Cybernetics (19): Choice: Vehicle Package
  • Cybernetics (19): Choice: Expanded Detection & Sensory Array
MARS Fortune & Glory
Fortune and Glory
  • (11): Fortune Favors the Bold (Brave)
  • (9): Wealthy & Connected

Advances
  • Initial Advances: (From Hindrances): Luck, Great Luck
  • Novice 1 Advance: Vigor d6
  • Novice 2 Advance: Combat Ace
  • Novice 3 Advance: Filthy Rich
  • Seasoned 1 Advance: Spirit d8
  • Seasoned 2 Advance: Steady Hands
  • Seasoned 3 Advance: Alertness
  • Seasoned 4 Advance: Elan
  • Veteran 1 Advance: Demolitionist
  • Veteran 2 Advance: Reliable
  • 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:
OOC Comments
Wants:
Streetwise
Scrounger
Vigor d8
Piloting d6
Boating d6
Fighting d8
Stealth d8

Cyber:
Lockpick Tools
Toolkit
Psi-Damper
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Ryder
Posts: 102
Joined: Wed Aug 29, 2018 4:46 am

Re: Ryder (SWADE-Compliant Trimadore Operator)

Post by Ryder » Thu Jan 02, 2020 3:09 am

Below image is a list of SWD Maneuvers--while not SWADE-canon, these may be useful for GM judging maneuvers when using a Vehicle in Tabletop:
SWD Driving Maneuvers.jpg
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

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