Sig (Grackletooth MARS Mercenary, SWADE)

Adventures in and around Kingsdale
GM: Stoic
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Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Sig (Grackletooth MARS Mercenary, SWADE)

Post by Sig »

Credits
[dice:1sjx3w3j]30615:0[/dice:1sjx3w3j] x 1000

Fortune & Glory
[dice:1sjx3w3j]30615:1[/dice:1sjx3w3j] - Charming and Well-Traveled: Charismatic Edge, I Know a Guy Edge
[dice:1sjx3w3j]30615:2[/dice:1sjx3w3j] - Smart and Learned: +1 die type Smarts, d6 in 3 Smarts skills
[dice:1sjx3w3j]30615:3[/dice:1sjx3w3j] - Fortune Favors the Bold: Brave Edge, +1 Benny

Hero's Journey
Training
[dice:1sjx3w3j]30615:4[/dice:1sjx3w3j] - Professional Edge (Assassin)
[dice:1sjx3w3j]30615:5[/dice:1sjx3w3j] - +5 Skill Points for Fighting, Shooting, Throwing
[dice:1sjx3w3j]30615:6[/dice:1sjx3w3j] - +1 die type Repair, +1 Knowledge (Electronics) and Knowledge (Engineering)

NOT APPLICABLE BECAUSE OF SWADE CONVERSION.
Last edited by Sig on Tue Sep 10, 2019 4:58 am, edited 4 times in total.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Sig (Grackletooth MARS Mercenary) Character Sheet

Post by Sig »

Character Name: Sig
Rank: Heroic
Race: Grackletooth
Iconic Framework: MARS Mercenary Soldier
Attributes: Agility d12, Smarts d6, Spirit d8 (+2 Fear), Strength d8 (Armor d12+2)(Max d12+2), Vigor d12 (Max d12+1)(+2 with tent vs heat/cold)
Pace: 8; Parry:9 (-1 cover); Toughness: Melee: 22 (9)/Ranged: 24 (11); Strain: 0
Skills:
  • Athletics d10
    • +1 climbing (Thief)
    • +1 climbing (climbing kit)
  • Common Knowledge d4
    • +2 for geography, people, places in North America
  • Driving d10
    • -2 for unconverted vehicles
  • Electronics d6
  • Engineering d6
  • Fighting d10
    • Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
    • Take ‘Em Down: +4 AP if enemy is 1 or more sizes larger than you
  • Hacking d6
    • +2 Field computer
  • Healing d6
    • Trauma kit: +1, and offset -2 penalties
    • First aid kit: +1
  • Intimidation d4
    • +2 Networking in North America
  • Notice d6
  • Persuasion d4
    • -2 with most Humans
    • +2 Networking in North America
  • Piloting d6
    • +1 Jet Pack
  • Repair d8+2
    • Half time required with raise.
  • Research 1d4-2
    • +2 Field computer
  • Shooting d10
    • +2 from armor
    • -2 for unconverted vehicle weapons
    • +2 ion
    • Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
    • Take ‘Em Down: +4 AP if enemy is 1 or more sizes larger than you
  • Stealth d6
    • +1 urban
  • Survival d6
    • +2 in North America
    • +1 navigation
    • +1 food gathering
  • Thievery d6+1
    • +1 electronic security
    • +2 Field computer

Hindrances
  • Heroic (Major):Helps those in need.
  • Greedy (Minor): Obsessed with money
  • Loyal (Minor): Tries never to betray or disappoint friends
  • Bizarre Physiology: Grackle physiology is quite bizarre, those unfamiliar with their biology suffer a –4 to penalty to Healing checks, and compatible Rifts Earth medical supplies/services require quadruple the listed price.
  • Cyber Resistant: Cannot use cybernetics, juicer, or crazy enhancements.
  • D-Bee (Major): Initial Reactions typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Issues with Cold (Racial): -4 to resist cold environment effects and +4 damage from cold-based attacks.
  • Overconfident (Racial)
  • Restricted Paths (Racial): Can’t take Arcane Backgrounds
  • Non-Standard Build: Grackles have unique proportions which make commonly available equipment problematic. Subtract 2 from Trait rolls when using equipment not designed for Grackles (including weapons and vehicles). They cannot wear commonly available armor or clothing, it must be custom-designed and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom-built for the character.

Edges
  • Soldier: Strength 1 die type higher for encumbrance and minimum strength
    • Free reroll on Vigor vs. environmental hazards
  • Block/Improved: +2 Parry, ignore 2 points of Gang Up bonuses.
  • Dodge/Improved: Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover. +2 when Evading area effect attacks.
  • Brawny: Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Brave: +2 Fear tests, -2 to rolls on Fear table
  • Assassin: +2 to damage foes when Vulnerable or assassin has The Drop.
  • Prehensile Tail: A Grackle's tail can hold most weapons, he ignores 2 points of Multi-Action penalties each round.
  • Regeneration: Natural healing roll every day for Wounds and Injuries.
  • Size +2: +2 Toughness
  • Mr. Fix It: +2 to Repair rolls, half the time required with a raise.
  • Arcane Resistance/Improved: Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
  • Nerves of Steel/Improved: Ignore 2 Wound penalties
  • Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
  • Thief: +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
  • Combat Reflexes: +2 Spirit to recover from being Shaken or Stunned.
  • First Strike/Improved: Three times per round, free Fighting attack against an opponent when they move within reach.
  • Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
  • GM reward: Rich: 2 rolls on the HJ gear tables
    • +1 Damage on Winter’s Heart
    • TX-26 Particle Beam Pistol

Gear

Winter’s Heart (Intelligent Rune Hammer)
  • Damage: Str+2d6+3 MD
    • HJ Mod: +1 damage (added in)
  • Attributes: Smarts d6, Spirit d6, Spellcasting d8, 10 PPE to cast smite and sloth independent of the user.
  • Powers
    • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
      • Halves the target’s total movement each round (round up). Target cannot run. With a raise, movement is also an action and the target is Vulnerable. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
      • Modifiers
        • Area of Effect (+2 or +3): MBT or LBT
        • Strong (+1): Spirit roll to shake the effect is at -2.
        • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
    • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
      • Increase damage +2, raise +4
      • Additional Recipients (+1 per target)
      • Greater Smite (+2): Damage +4 MD, Raise +6 MD
NG-E15 Pulse Plasma Ejector
  • Damage: 3d12, ROF 3, MD
  • Range: 24/48/96
  • 3RB: +1 Shooting, +3 Damage
  • Snapfire (-2 if move)
  • Shots: 48
    • 2 reloads x 48 shots
  • Min Str d12+1 (70 lb)
TX-26 Particle Beam Pistol 1
  • Damage: 3d8 AP 4 MD Raise: +2d4 damage
  • Atomic Annihilation: If a target without MDC armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
  • Range: 12/24/48
  • ROF 1
  • Shots: 15
  • No Recoil: Particle beams ignore the Recoil penalty.
Titan Belt (Super Science)
  • This belt injection system merges juicer bio-comp and IRMSS technology with an exotic particle generator developed on an alternate Earth filled with superheroes that draws mass from an alternate dimension to increase the size of the wearer.
  • Base item: IRMSS
  • Trapping: Belt that produces and injects exotic particles into the body, causing it to grow larger, stronger, and tougher. As supertech, it has a -2 modifier on Repair.
  • Activation: Electronics
  • Upgrades
    • Growth (2 levels): +2 Size, +2 Toughness, +2 die types Strength
      • Fast Growth: Activation is a free action.
      • Contingent (Toughness): Can only Grow after activating Toughness Power
    • Toughness (2 levels): +2 Toughness
      • Requires Activation: Activating Toughness Power is a Free Action
Titan Deflector Screen (Super Science, activated by electronics)
  • Major: Deflection (self only)
    • Cost: 2 PP
    • Duration: 5
    • -2 from attack rolls against you. Raise -4.
  • Major: Protection (self only)
    • Cost: 1
    • Duration: 5
    • +2 Armor; Raise +4
    • More Armor (+1): +4 Armor; Raise +6
  • Minor: +5 PP
  • Minor: +5 PP
Falcon 300 Jet Pack (+1 Handling; Top speed 120 MPH, Pace 18 +d10)
NG-B50 Thunderer Combat Hammer
  • Damage: Str+d8 AP 1
  • Raise Damage: Str+d8+3d6 AP 1 MD
    • Big Bore Shells provide +3d6; 8 hits, 125 cr each (1000 cr full reload)
  • Parry -1
  • 2 Big Bore reloads: 8 hits
  • 12 lbs
NG-LG6 Laser Rifle & Launcher
  • Damage: 3d6, AP4
  • Range: 24/48/96
  • Shots: 20
  • Min Str d6
  • 15 lb
  • Integrated Grenade Launcher
    • Range: 18/36/72
    • Shots: 5
    • Reload: 2
NG-59 Ion Pistol & Launcher
  • Damage: 1-3d6+2
  • Range: 10/20/40
  • Shots: 20
    • 2 reloads x 20 shots
  • Min Str d6
  • Integral Grenade Launcher
    • Range: 12/24/48
    • Shots: 1
  • 4 lb
CR-1 Rocket Launcher
  • Damage: 5d6, AP 6, SBT, MD
    • Mini-Missiles: 4
    • Snapfire (-2 if move)
  • Shots: 1
  • Min Str d6
  • 14 lb
Long Vibro-Sword
  • Damage: Str+d10, AP 6, MD
  • Min Str d8
  • 8 lb
Vibro-Knife
  • Damage: Str+d6, AP 6, MD
  • Min Str d4
  • 2 lb
Plasma Grenades (8)
  • Damage: 3d10 MD, SBT
    • Armor protects normally, but on a raise targets catch fire dealing 2d6 damage until doused.
  • Range: 5/10/20
  • Weight: 0.25
High Explosive Grenades (3)
  • Damage: 3d8 MD, MBT
  • Range: 5/10/20
  • Weight: 0.25
Armor Piercing Grenades (3)
  • Damage: 3d8, AP 8, MD, SBT
  • Range: 5/10/20
  • Weight: 0.25
Fragmentation Grenades (4)
  • Damage: 3d6 MD, LBT
  • Range: 5/10/20
  • Weight: 0.25
Natural Weapons
  • Bite: Str+d4
  • Claws: Str+d6.
Trauma Kit
  • +1 on all Healing rolls
  • Offsets -2 penalties to Healing
  • Requires Healing d4 to use
  • 3 lb
KLS Triarius Heavy Armor (Patron Item)
  • +8 Armor
  • HJ: +1 Armor
  • +3 Toughness
  • FEP
  • Str Min d8 (unpowered)(25 lb)
    • HJ Str Min d6
  • Grants the wearer d12+2 Strength and +2 Pace
  • The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source)
  • Built-in mini-computers for basic functions
    • Kingsdale wireless access card
  • Communications system with a 10 mile range
  • Public-address loudspeakers
  • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
  • Voice-controlled Computer Integrated Management & Security System (CIMSS): CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems, allowing them to be controlled as a free action.
  • Arm shield is modular; can be equipped on either upper arm.
    • It adds +2 Armor and +2 toughness vs ranged attacks instead of +2 Armor.
    • The shield's large size effectively gives a -1 to be hit ( as if from light cover and this stacks with other cover bonuses). Positioning the shield in this manner is a free action due to the Voice-controlled Computer Integrated Management & Security System (CIMSS).
Kingsdale security badge and wi-fi access chip.
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
  • 12 attachment points
  • 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.
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    • Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2.
    • Once in the system, the nanorobots provide a +2 to any following Healing checks for one day.
    • 4/4 charges
  • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
    • Attachment: Plasma grenade
    • Attachment: Plasma grenade
    • Attachment: Plasma grenade
    • Attachment: HE grenade
    • Attachment: HE grenade
    • Attachment: HE grenade
    • Attachment: AP grenade
    • Attachment: AP grenade
    • Attachment: AP grenade
    • Attachment: Frag grenade
    • Attachment: Frag grenade
    • Attachment: Lockpicks
NG-S2 Survival Pack
  • Weight: 20
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Field Computer Grade II

Credits: 1,151,990

Contacts


Background

Narrative Hook (11): From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.

What didn’t come out of the rift that day?

Sig was a simple tech in the mining facility of the Arcane Company in Gloom.

Okay, so maybe not so simple. He was also a volunteer in the Gloom Defense Forces under Jack Marshall, where he proved adept at combat. When Gloom was attacked by Geist, Sig’s family was killed by the Annihilation missiles. He vowed vengeance, and was inspired by the sacrifice of the Black Company grackle operator Thrudh. He proved himself during the Battle of Gloom against the forces of Geist, and salvaged some good gear from the aftermath. After a little fixing and adjusting, he had armor and weapons for his new life as a mercenary, vowing never to let someone like Geist be unopposed. At the urging of the heroes of Gloom like Jude Maverick, he joined the Tomorrow Legion and was assigned to the 24th COT.


Advances

Iconic Framework
  • +3 skill points
  • 4 Combat Edges, ignoring rank (Block, Improved Block, Dodge, Improved Dodge)
  • Any 2 weapons
  • Any body armor
  • NG-S2 Survival Pack

Hero’s Journey
  • Training
    • Professional Edge (Assassin)
    • +3 Skill Points for Athletics, Fighting, or Shooting
    • +1 die type Repair skill, and the Mr. Fix It Edge.
  • Underworld & Black Ops
    • Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses.
  • Education
    • Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
  • Body Armor
    • +1 Embedded Toughness (only 1 allowed)
    • +1 Armor and reduce min strength requirement by 1 die type (only 2 allowed)
  • Experience & Wisdom
    • He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

MARS Fortune & Glory
Fortune and Glory
  • Smart and Learned: +1 die type Smarts, d6 in 3 Smarts skills (Electronics, Engineering, Repair)
  • Fortune Favors the Bold: Brave Edge, +1 Benny

Advances
  • Initial Advances: (From Hindrances): Arcane Resistance, Improved Arcane Resistance
  • Novice 1 Advance: Vigor d10
  • Novice 2 Advance: Nerves of Steel
  • Novice 3 Advance: Improved Nerves of Steel
  • Seasoned 1 Advance: Vigor d12
  • Seasoned 2 Advance: Iron Jaw
  • Seasoned 3 Advance: Survival d8
  • Seasoned 4 Advance: Brawny
  • Veteran 1 Advance: Combat Reflexes
  • Veteran 2 Advance: Agility d10
  • Veteran 3 Advance: Driving d10, Piloting d4
  • Veteran 4 Advance: First Strike
  • Heroic 1 Advance: Improved First Strike
  • Heroic 2 Advance: Agility d12
  • Heroic 3 Advance: Piloting d6, Thievery d6
  • Heroic 4 Advance: Take ‘Em Down
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Sig on Thu May 13, 2021 1:16 am, edited 21 times in total.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Sig (Grackletooth MARS Mercenary) Gear

Post by Sig »

Gear

Winter’s Heart (Intelligent Rune Hammer)
  • Damage: Str+2d6+2 MD
  • Attributes: Smarts d6, Spirit d6, Spellcasting d8, 10 PPE to cast smite and sloth independent of the user.
  • Powers
    • Sloth (2 PPE, Range Smarts d6, 5r): frost condenses around the target, slowing the target)
      • Halves the target’s total movement each round (round up). Target cannot run. With a raise, movement is also an action and the target is Vulnerable. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
      • Modifiers
        • Area of Effect (+2 or +3): MBT or LBT
        • Strong (+1): Spirit roll to shake the effect is at -2.
        • Greater Sloth (+2): The target cannot run, and with a raise is Vulnerable.
    • Smite (2 PPE, Range Smarts d6, 5r): Weapon grows cold and glows an icy blue)
      • Increase damage +2, raise +4
      • Additional Recipients (+1 per target)
      • Greater Smite (+2): Damage +4 MD, Raise +6 MD

Falcon 300 Jet Pack (+1 Handling; Top speed 120 MPH, Pace 18 +d10)

Titan Belt
  • This belt injection system merges juicer bio-comp and IRMSS technology with an exotic particle generator developed on an alternate Earth filled with superheroes that draws mass from an alternate dimension to increase the size of the wearer.
  • Base item: IRMSS
  • Trapping: Belt that produces and injects exotic particles into the body, causing it to grow larger, stronger, and tougher. As supertech, it has a -2 modifier on Repair.
  • Activation: K. Electronics
  • Upgrades
    • Growth (2 levels): +2 Size, +2 Toughness, +2 die types Strength
      • Fast Growth: Activation is a free action.
      • Contingent (Toughness): Can only Grow after activating Toughness Power
    • Toughness (2 levels): +2 Toughness
      • Requires Activation: Activating Toughness Power is a Free Action

Kingsdale security badge and wi-fi access chip.

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
  • 12 attachment points
  • 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.
  • Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
    • Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2.
    • Once in the system, the nanorobots provide a +2 to any following Healing checks for one day.
    • 4/4 charges
  • Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
    • Attachment: Plasma grenade
    • Attachment: Plasma grenade
    • Attachment: Plasma grenade
    • Attachment: HE grenade
    • Attachment: HE grenade
    • Attachment: HE grenade
    • Attachment: AP grenade
    • Attachment: AP grenade
    • Attachment: AP grenade
    • Attachment: Frag grenade
    • Attachment: Frag grenade
    • Attachment: Lockpicks
NG-B50 Thunderer Combat Hammer (Main)
  • Damage: Str+d8 AP 1
  • Raise Damage: Str+d8+3d6 AP 1 MD
    • Big Bore Shells provide +3d6; 8 hits, 125 cr each (1000 cr full reload)
  • Parry -1
  • 2 Big Bore reloads: 8 hits
  • 12 lbs
NG-E15 Pulse Plasma Ejector
  • Damage: 3d12, ROF 3, MD
  • Range: 24/48/96
  • 3RB: +1 Shooting, +3 Damage
  • Snapfire (-2 if move)
  • Shots: 48
    • 2 reloads x 48 shots
  • Min Str d12+1 (70 lb)
NG-LG6 Laser Rifle & Launcher
  • Damage: 3d6, AP4
  • Range: 24/48/96
  • Shots: 20
  • Min Str d6
  • 15 lb
  • Integrated Grenade Launcher
    • Range: 18/36/72
    • Shots: 5
    • Reload: 2
NG-59 Ion Pistol & Launcher
  • Damage: 1-3d6+2
  • Range: 10/20/40
  • Shots: 20
    • 2 reloads x 20 shots
  • Min Str d6
  • Integral Grenade Launcher
    • Range: 12/24/48
    • Shots: 1
  • 4 lb
CR-1 Rocket Launcher
  • Damage: 5d6, AP 6, SBT, MD
    • Mini-Missiles: 4
    • Snapfire (-2 if move)
  • Shots: 1
  • Min Str d6
  • 14 lb
Long Vibro-Sword
  • Damage: Str+d10, AP 6, MD
  • Min Str d8
  • 8 lb
Vibro-Knife
  • Damage: Str+d6, AP 6, MD
  • Min Str d4
  • 2 lb
Plasma Grenades (8)
  • Damage: 3d10 MD, SBT
    • Armor protects normally, but on a raise targets catch fire dealing 2d6 damage until doused.
  • Range: 5/10/20
  • Weight: 0.25
High Explosive Grenades (3)
  • Damage: 3d8 MD, MBT
  • Range: 5/10/20
  • Weight: 0.25
Armor Piercing Grenades (3)
  • Damage: 3d8, AP 8, MD, SBT
  • Range: 5/10/20
  • Weight: 0.25
Fragmentation Grenades (4)
  • Damage: 3d6 MD, LBT
  • Range: 5/10/20
  • Weight: 0.25
Natural Weapons
  • Bite: Str+d4
  • Claws: Str+d6.
Trauma Kit
  • +1 on all Healing rolls
  • Offsets -2 penalties to Healing
  • Requires Healing d4 to use
  • 3 lb
KLS Triarius Heavy Armor (Patron Item)
  • +8 Armor
  • +3 Toughness
  • FEP
  • Str Min d8 (unpowered)(25 lb)
  • Grants the wearer d12+2 Strength and +2 Pace
  • The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source)
  • Built-in mini-computers for basic functions
    • Kingsdale wireless access card
  • Communications system with a 10 mile range
  • Public-address loudspeakers
  • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
  • Voice-controlled Computer Integrated Management & Security System (CIMSS): CIMSS is a simple AI which obeys and responds to all user requests and controls the suit's various systems, allowing them to be controlled as a free action.
  • Arm shield is modular; can be equipped on either upper arm.
    • It adds +2 Armor and +2 toughness vs ranged attacks instead of +2 Armor.
    • The shield's large size effectively gives a -1 to be hit ( as if from light cover and this stacks with other cover bonuses). Positioning the shield in this manner is a free action due to the Voice-controlled Computer Integrated Management & Security System (CIMSS).
NG-S2 Survival Pack
  • Weight: 20
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Credits: 1,140,290

Contacts
Last edited by Sig on Fri Oct 04, 2019 5:25 am, edited 14 times in total.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Sig (Grackletooth MARS Mercenary) Background

Post by Sig »

Background

Narrative Hook (11): From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.

What didn’t come out of the rift that day?

Sig was a simple tech in the mining facility of the Arcane Company in Gloom.

Okay, so maybe not so simple. He was also a volunteer in the Gloom Defense Forces under Jack Marshall, where he proved adept at combat. When Gloom was attacked by Geist, Sig’s family was killed by the Annihilation missiles. He vowed vengeance, and was inspired by the sacrifice of the Black Company grackle operator Thrudh. He proved himself during the Battle of Gloom against the forces of Geist, and salvaged some good gear from the aftermath. After a little fixing and adjusting, he had armor and weapons for his new life as a mercenary, vowing never to let someone like Geist be unopposed. At the urging of the heroes of Gloom like Jude Maverick, he joined the Tomorrow Legion and was assigned to the 24th COT.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Grackletooth MARS Mercenary Tough Concept Advances

Post by Sig »

Advances

Iconic Framework
  • +3 skill points
  • 4 Combat Edges, ignoring rank (Block, Improved Block, Dodge, Improved Dodge)
  • Any 2 weapons
  • Any body armor
  • NG-S2 Survival Pack

Hero’s Journey
  • Training
    • Professional Edge (Assassin)
    • +3 Skill Points for Athletics, Fighting, or Shooting
    • +1 die type Repair skill, and the Mr. Fix It Edge.
  • Underworld & Black Ops
    • Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses.
  • Education
    • Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
  • Body Armor
    • +1 Embedded Toughness (only 1 allowed)

MARS Fortune & Glory
Fortune and Glory
  • Smart and Learned: +1 die type Smarts, d6 in 3 Smarts skills (Electronics, Engineering, Repair)
  • Fortune Favors the Bold: Brave Edge, +1 Benny

Advances
  • Initial Advances: (From Hindrances): Arcane Resistance, Improved Arcane Resistance
  • Novice 1 Advance: Vigor d10
  • Novice 2 Advance: Nerves of Steel
  • Novice 3 Advance: Improved Nerves of Steel
  • Seasoned 1 Advance: Vigor d12
  • Seasoned 2 Advance: Iron Jaw
  • Seasoned 3 Advance: Survival d8
  • Seasoned 4 Advance: Brawny
  • Veteran 1 Advance: Combat Reflexes
  • Veteran 2 Advance: Agility d10
  • Veteran 3 Advance: Driving d10, Piloting d4
  • 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:
Last edited by Sig on Fri Oct 11, 2019 2:49 am, edited 9 times in total.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

Q3 2018 Advance: Survival and Tracking to d6.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

Interlude
+1 XP
HJ Black Ops roll: 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.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

Q4 2018 Advance: Brawny
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

Q1 2019 Advance: Combat Reflexes
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

+1 XP for interlude
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

GM Grant: Education HJ roll: Your character’s innate understanding of computers makes her one of the most
valuable people in the world, whether most folks understand that or not. She gains
Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary)

Post by Sig »

Converted to SWADE.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary, SWADE)

Post by Sig »

Advance: Driving d10, Piloting d4
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary, SWADE)

Post by Sig »

Bonus Advance: Improved First Strike
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary, SWADE)

Post by Sig »

Q1 2021 Advance: Take 'Em Down
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
User avatar
Sig
Posts: 148
Joined: Mon May 28, 2018 5:41 am

Re: Sig (Grackletooth MARS Mercenary, SWADE)

Post by Sig »

GM Grant: Rich Edge. 2 rolls on the HJ gear tables.

+1 Damage on Winter's Heart
TX-26 Particle Beam Pistol
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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