Danny Grackletooth Wilderness Scout SWADE

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Pender Lumkiss
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Danny Grackletooth Wilderness Scout SWADE

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WILDERNESS SCOUT A post-apocalyptic ranger/scout who is an expert in traveling and living in the places between the civilizations of Rifts® Earth.
„
  • Add one die type to Vigor.
  • Begin with Athletics d6, Common Knowledge d6, Notice d8, Stealth d6, and Survival d8.
  • Begin with the Fleet-Footed and Woodsman Edges.
  • Begin with standard Starting Gear plus a Vibro-Shortsword and a JA-11 Energy Rifle.
Grackletooth Race
  • 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: Cybernetics are incompatible with Grackle physiology.
  • D-Bee (Major): A Grackle's imposing monstrous appearance leads to prejudiced reactions from most humans, incurring a –2 Persuasion penalty.
  • Issues With Cold: Grackles are −4 to resist cold Hazards, and suffer +4 damage from cold-based attacks.
  • “Just How I Was Raised”: Grackles start with either the Heroic or Overconfident Hindrance for no added benefit.
  • „ „Regeneration : Grackles may make a natural healing roll daily to recover Wounds, or Injuries once all Wou nd s h ave been healed.
  • Natural Weapons: Grackles bite for Str+d4 damage and claw for Str+d6 damage, see Natural Weapons in Savage Worlds.
  • 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.
  • Powerful: Grackles start with Strength d8 and Vigor d6, raise Trait maximums accordingly.
  • Prehensile Tail: A Grackle's tail can hold most weapons, he ignores 2 points of Multi-Action penalties each round.
  • Restricted Paths: A Grackle Tooth has no capacity for magic or psionics. They cannot take any Arcane Background or framework using PPE or ISP.
  • Size 2 (Normal): Grackles run 8'–10' tall and weigh from 600–800 lbs. Their Size grants them +2 Toughness.
F and G roll:
  • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
HJ rolls:
  • Experience and Wisdom: 9
    • A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.
  • Experience and Wisdom: 1
    • Your hero knows how to make the most of second chances. He has Elan.
  • Training: 6
    • Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval. Would Like Soldier!
  • Bonus story reward: When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
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Re: Danny Grackletooth Wilderness Scout SWADE

Post by Pender Lumkiss »

Player Name: Jon Neeper
Google Handle: jneeper@gmail.com
Dr. Danlack “Danny”
Rank:Vet Experience: 46 Advances Left: 0
Race: Grackletooth
Iconic Framework: Wilderness Scout

Attributes: Agility d12(4), Smarts d6(1 FG), Spirit d8(1, advance), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Pace: 8 d10; Parry:5; Toughness:20(8); Strain: 0
Skills: 15 skills, +3 smart skills get a 2 die type increase
  • Common Kn: d6
  • Notice d8 (d8 free)
  • Survival d12 (d8 free, +2 die types)
  • stealth d8 (d6 free, 1)
  • Athletics d6 (d6 free)
  • Kn: Occult d8 (1, +2 die types)
  • Kn: Science d8 (1, +2 die types)
  • Shooting d12 (5)
  • Fighting d4(1)
  • perform d6 (2)
  • Intimidate d4 (1)
  • Persuasion d6(1)
  • Repair d6 (1, 1 HJ roll)
  • Heal d4(1)
Hindrances
  • Shamed (Minor): A photo shoot one Wednesday afternoon in Tolkien changed his life and fortune.
  • PSTD(minor): Your hero is haunted by an experience, often one dealing with the loss of loved ones or comrades. This traumatic experience intrudes on their sleep and thoughts. At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny.
  • Curious (Major): If there is one grackle who needs to find out the meaning behind everything it is Danny. A magic stone with a reputed sword stuck in it, he is on the first train to see it and he just needs to be the first to probe it.
  • Heroic! Danny is in it to win it.
Edges
  • Woodman (framework): Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
  • fleetfooted (framework):The hero's Pace is increased by +2 and his running die increases one step (from d6 to d8, for example).
  • Nerves of Steel(FG):He may ignore 1 point of Wound penalties.
  • Quick(HJ):Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Elan(HJ):When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling.
  • Soldier(HJ):After a few days getting used to their gear (GM's call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • Fame:Double wages(perform), +1 Persuasion vs folks that know you, downside folks follow you and ask you for things.
  • lvl Headed: A hero with this Edge draws an additional Action Card in combat and chooses which to use.
  • Improved lvl Headed:hero draws two additional cards and chooses which to keep.
  • Marksman:If she doesn't move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn't apply to additional attacks after the first.
  • Dead shot: When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.
  • Champion: Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they're evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
  • Danger Sense: When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn't get The Drop against him.
  • Mcgyver: A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM's call). This takes one entire turn, and he can't move or take any other actions while constructing the device. Failure means the device isn't ready. A Critical Failure means he doesn't have the right materials and can't create the device this encounter. Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc. A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc. The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
  • Reliable: People know they can depend on your hero when they need assistance. He gets a free reroll on any Support roll.
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Re: Danny Grackletooth Wilderness Scout SWADE

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances): Professional shooting, expert shooting
  • Cybernetic Modifications:
  • Novice 1 Advance: +1 Vigor
  • Novice 2 Advance: fame
  • Novice 3 Advance: level headed
  • Seasoned 1 Advance:Improved level headed
  • Seasoned 2 Advance: Deadshot
  • Seasoned 3 Advance: Marksman
  • Seasoned 4 Advance: +1 die spirit
  • Veteran 1 Advance:Champion
  • Veteran 2 Advance: danger sense
  • Veteran 3 Advance:Reliable
  • Veteran 4 Advance:Sharp Shooter
  • Heroic 1 Advance:(Trademark weapon)
  • Heroic 2 Advance:(Improved Trademark Weapon)
  • Heroic 3 Advance:(Work the room)
  • Heroic 4 Advance:(Vigor die increase)
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Danny Grackletooth Wilderness Scout SWADE

Post by Pender Lumkiss »

Lost items
NG-P7 Particle Beam Rifle: 146k for technical difficulty (+2 shooting, ignore 2 pts of range or illumination, spend a benny to avoid TD roll)
  • Range:18/36/72
    Damage:3d8+4, RoF:1 AP8(normally 6), raise is +2d4.
    Shots: 8
    Str min d6
    Weight: 17
    Cost: 44,000 (normally 22,000)
    Notes: Snapfire, +2 when you spend a benny to reroll a trait roll with it and Trade mark weapon(+1 parry, +1 shooting) with the weapon(+44k), +2AP(+44k).
    Bonus roll: [dice:156oyh1t]57299:7[/dice:156oyh1t] This weapon is especially sturdy and well-made. You may spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked.
    Multioptic scope: +1 shooting for NGP7, ignore 2 pts of illumination or range (+6k).
Neural Mace, 48k: +1 fighting option purchased, purchased concealable notice -2
Mace
Mace
Pump pistol, 2 purchases, 3d4+2 AP 6, concealable notice -2, 78k
Purchase: +2 AP
Purchase: concealable
Pump pistol
Pump pistol
Armor of Arcane Protection, with 4 rolls, Detect arcane, Arcane Protection, 10ppe, +2 notice, 8 armor, 2 toughness, +2 stealth, +2 survival and electronics radio rolls, +2 repair, customized for concealment -2 notice check to see that he is wearing it. +2 pace +1 jumping. 225k for tech difficulties
Armor Roll [dice:156oyh1t]57299:0[/dice:156oyh1t]
  • Covered in a fiber-optic material, this armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
Armor Roll [dice:156oyh1t]57299:1[/dice:156oyh1t]
  • Extra high-density plating and other design factors grant +2 Armor to your hero's Body Armor. This result may only be applied once.
Armor Roll [dice:156oyh1t]57299:2[/dice:156oyh1t] reroll: [dice:156oyh1t]57299:4[/dice:156oyh1t] reroll [dice:156oyh1t]57299:5[/dice:156oyh1t] reroll [dice:156oyh1t]57299:6[/dice:156oyh1t]
  • Your suit has an advanced communications system, providing a 20-mile range. Add +2 on Survival rolls to navigate by pinpointing location, Electronics rolls to jam transmissions, radio direction find, intercept comms, etc.
Armor Roll [dice:156oyh1t]57299:3[/dice:156oyh1t]
  • This suit was customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll made at –2, or –4 if it already provides this bonus. Cannot be applied to Heavy suits of armor.
Bonus roll: [dice:156oyh1t]57299:8[/dice:156oyh1t] Micro exoskeleton enhancements in the legs give your hero +2 to Pace and +1" Jumping distance when wearing this suit; may be applied up to two times.
Enchanted Armor:
10 PPE
Detect Arcana (self, and aspect)
Arcane Protection (self)
+2 Notice
Ethereal blue arcane sigils.

Armor
Armor
Banisher Rifle
An item of demonic scourge to say the least. Sun light fires out of its barrel much like an ion rifle. Demons hate it because it can send them home with one blast. The rifle is a simple looking flint lock rifle that has arcane sigils etched into its wood frame.
Total cost for grackle: 620k
Base item, TX 30 ion pulse rifle (25,000) +5k for enchanting
Range: 24/48/96
Damage:1–3d8+1
Rof 3
Shots50
Str min d6
Weight 7
Wide Spread: Ion guns follow the same rules as Shotguns in Savage Worlds; they grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long Range.
Notes: Three-Round Burst (applies Snapfire, Mega Damage, +1 Shooting +2 Damage).
2 minor and 3 major
- Rock and Roll 40k
- Banish using shooting 200k
-+10 PPE 30k
-+2 shooting (10k)
Arcane sun light trapping.
Field Bag 61k:
OOC Comments
  • Bio-Analysis Kit: Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments. It requires a Healing skill of at least d4 to use. Anyone with Science gains a +1 using this system, or a +2 if they specialize in Chemistry or Biology. (5 lb, 7,200 credits)
  • Holo-Display Communicator: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300-mile range (2 lb, 10,000 credits).
  • NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival pack is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
    • 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.
  • Translator: Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator (see page 115) to teach the system new languages (1 lb, 9,600 credits).
  • Metal Water Rifle
Compound Bow
Cost-400
Rage 12/24/48
Damage Str+d6
Roofs
Shots 1
Str min d6
Weight 3
-10 wooden arrow
-10 silver plated arrows (4000)
Super laser pistol 6 frag grenades 42k
6 plasma grenades 21.6k
Long vibro sword 22k


Credits: 15k
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Pender Lumkiss
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Re: Danny Grackletooth Wilderness Scout SWADE

Post by Pender Lumkiss »

Ok, ready for review @Stoic
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Re: Danny Grackletooth Wilderness Scout SWADE

Post by Pender Lumkiss »

Took reliable
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Re: Danny Grackletooth Wilderness Scout SWADE

Post by Pender Lumkiss »

Took sharp shooter
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