Daniel T. Striker

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Pender Lumkiss
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Daniel T. Striker

Post by Pender Lumkiss »

ROGUE SCHOLAR
Dedicated to uncovering the mysteries and truths of the past, Rogue Scholars risk worse than censure at the hands of the Coalition and others who refuse to see things beyond their view. For Rogue Scientist concepts, simply select the appropriate skills.
  • Begin with +6 skill points.
  • Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8.
  • Begin with Research d6 and the Investigator Edge.
  • Begin with standard Starting Gear and an extra 4d10 × 1000 credits in gear or valuables.
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.
  • Leaper: Grackles can jump twice as far as normal and add +4 to damage when leaping as part of a Wild Attack.
  • 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.
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Pender Lumkiss
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Re: Daniel T. Striker

Post by Pender Lumkiss »

Fortune and Glory: [dice:19yn5xke]58464:0[/dice:19yn5xke]
  • Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
Fortune and Glory: [dice:19yn5xke]58464:1[/dice:19yn5xke]
  • Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
Training: [dice:19yn5xke]58464:2[/dice:19yn5xke]
  • While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
Experience and Wisdom: [dice:19yn5xke]58464:3[/dice:19yn5xke]
  • Your character doesn't take kindly to threats, and no one messes with her head. She is Strong Willed.
Experience and Wisdom: [dice:19yn5xke]58464:4[/dice:19yn5xke]
  • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
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: Daniel T. Striker

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 d8(2), Smarts d6(1), Spirit d8(2), Strength d8(2 race), Vigor d8(1 Race, 1FG)
Pace: 8 d10; Parry:5; Toughness; Strain: 0
Skills: 15 skills, +2 die shooting, +1 die repair, +1 die survival, +6 skills
  • Notice d8(3)
  • Survival d8(2+1 die type)
  • stealth d8(2)
  • Athletics d6(2)
  • Kn: Occult d8 (free, scholar)
  • Kn: Science d8 (free, scholar)
  • Shooting d12(3+2die types)
  • Fighting d6(2)
  • perform d8(3)
  • Intimidate d4(1)
  • Persuasion d8(2)
  • Repair d6(1+1 die type)
  • Research d6 (free)
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:
  • Nerves of Steel
  • Woodsman
  • Fame
  • Strong Willed
  • Mcgyver
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Re: Daniel T. Striker

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances): Professional shooting, expert shooting
  • Cybernetic Modifications:
  • Novice 1 Advance: +1 Vigor
  • Novice 2 Advance: Soldier
  • Novice 3 Advance: level headed
  • Seasoned 1 Advance:Improved level headed
  • Seasoned 2 Advance: Deadshot
  • Seasoned 3 Advance: Marksman
  • Seasoned 4 Advance: +1 Spirit
  • Veteran 1 Advance:Champion
  • Veteran 2 Advance: danger sense
  • Veteran 3 Advance:(Reliable)
  • Veteran 4 Advance:(Work the Room)
  • 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: Daniel T. Striker

Post by Pender Lumkiss »

Gear:
Weapons!
Provider Single-Shot Breech Loading Rifle
Range 50/100/200
damage 2d12+1
RoF:1
AP: 5
Shots:1
Weight:25
Cost:16,000(32,000)
Notes: Mega Damage, Snapfire, trademark weapons
Armor!
Sig Item Enchanted T-13 Field Mechanic Light EBA , “Armor of Arcane Protection”
Armor/Toughness:6/2
Str min: d4
Weight: 18
Rarity: –2
Cost: 75,000 (+15,000 enchanted)... 480,000 cost
Notes: Infravision, mechanic suite grants +2 to Repair rolls—Heavy Improvised Weapon.
Enchantments: Detect (Exalted)(40k), Arcane Protection (20k), +10 ppts(2 minors, 10k)
Enchanted Armored Cloak “Ghost” 234400 cost
Armor: +2 armor +1 toughness (Enchanted(1.2k), Invisibility (40k), True Invisibility (20k), +10 PPE (30k), Leyline Powered(10k), +2 stealth (10k)
Supplemental armors made from high-tech fibers or the hides of supernatural creatures, armored cloaks come in a wide variety of forms including dusters, ponchos, surcoats, leather jackets, long coats, and the ubiquitous cloaks. Though comfortable, they offer none of the environmental or other systems common to body armor but do provide +2 Armor, +1 Toughness, and have Min Str d4. Their protection can stack with other non-MDC body armor (but not MDC armor, they have no effect) increase the Strength Minimum required to wear the base armor by one die type, to a minimum of d6 (5 lb., 6000 credits)
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