Gravely - Mortal Champion (Spook Squad)

Against The Dark

GMs: RFT
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Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Mortal Champion (Spook Squad)

Post by Gravely » Thu Dec 05, 2019 9:38 am

Gravely - Mortal Champion (SWADE)

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Gravely
Rank: 7 (Seasoned) Advances Left: 0
Race: Human
Iconic Framework: Mortal Champion
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6 (d6); Parry: 5 (½ Fighting +2); Toughness: 5 (½ Vigor+2 plus armor); Strain: 0

Skills:
  • CORE
    • Athletics (Ag) d6
      Common Knowledge (Sm) d8
      Notice (Sm) d8
      Persuassion (Sp) d6
      Stealth (Ag) d4
    STANDARD
    • Academics (Sm) d6
      Battle (Sm) d6
      Fighting (Ag) d6
      Occult: Demons & Monsters (Sm) d4
      Occult: Nightlands/The Dark (Sm) d6
      Occult: Vampires (Sm) d4
      Research (Sm) d6
      Shooting (Ag) d8
      Survival (Sm) d6
    • Skill d4

Hindrances
  • Savior of Humanity: (Vow-M)
    Just the Facts: (Cautious-m)
    Seen from Every Angle (Hesitant-m)
  • Hindrance (Minor/Major): brief description
Edges
  • Danger Sense (FHE)
  • Luck (IF)
    Great Luck (IF)
    Soldier (IF)
  • Spooky Bastard
    Spook Squad
    Spooky Bastard - Spook Squad
    Requirements : Novice, Faction, Human or Doppleganger, Cannot have Arcane Background
    Your character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your
    character may spend a Benny to remember training in resisting the enemy and receive +1 to Trait rolls versus any effect
    from a supernatural enemy, including soak rolls, for the remainder of the encounter.
  • Alertness (IA)
    Calculating (IA)
  • Marksman (2N)
    Streetwise (3N)
    Command (5S)
    Natural Leader (6S)
    Inspire (7S)
  • New Edge: brief description
Last edited by Gravely on Sun Dec 08, 2019 2:57 pm, edited 2 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Mortal Champion (SWADE) - Background

Post by Gravely » Thu Dec 05, 2019 9:39 am

Background
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Mortal Champion (SWADE) - Gear

Post by Gravely » Thu Dec 05, 2019 9:44 am

Gear

Weapons
M4 Carbine (5.56)
  • Range: 24/48/96 || Damage: 2d8 || RoF: 3
  • Weight: 8 || Cost: 400
  • Shots/Clip: 20
  • Notes: AP 2, Auto, 3RB (when selected, use rules, SWD 81), 2 Clips
  • Silvered Rounds: AP 1, Auto, 3RB (when selected, use rules, SWD 81), 2 Clips
    Collapsable Stock, Harness/Sling, Generally worn under the Pocketed Reinforced Trenchcoat. Strapped to the interior of the coat on the left side during travel.
Glock 19 (9mm)
  • Range: 12/24/48 || Damage: 2d6 || RoF: 1
  • Weight: 3 || Cost: 200
  • Shots/Clip: 17
  • Notes: AP 1, Semi Auto (when selected, use double-tap rules, SWD 81), 2 Clips
  • Silvered Rounds: AP 0, Semi Auto (when selected, use double-tap rules, SWD 81), 2 Clips
    Right Leg Holster, accessible through Pocketed Reinforced Trenchcoat exterior pocket.
Brass Knuckles
  • Damage: Str+d4 || Weight: 1 || Cost: 20
  • Notes: When worn, considered an Unarmed Attacker
    Stored in accessible pocket of the Trenchcoat.
Switchblade
  • Damage: Str+d4 || Weight: 0.5 || Cost: 10
  • Notes: -2 to be noticed if hidden
    Stored in accessible pocket of the Trenchcoat.
Fragmentation Grenade (Mk67)
  • Range: 5/10/20 || Damage: 3d6 || Blast: MBT
  • Weight: 1 (3) || Cost: 50
  • Notes: -2 to be noticed if hidden, Own (3) Three
    Requires a Smarts roll to Cook of the Grenade
    Stored in accessible pocket of the Trenchcoat.
Stun Grenade
  • Range: 5/10/20 || Damage: -- || Blast: LBT
  • Weight: 1 (2) || Cost: 50
  • Notes: Targets must make a Vigor roll (at -2 with a raise) or be Stunned (see page 106).
    -2 to be noticed if hidden, Own (2) Two
    Requires a Smarts roll to Cook of the Grenade
    Stored in accessible pocket of the Trenchcoat.
Smoke Grenade
  • Range: 5/10/20 || Damage: -- || Blast: LBT
  • Weight: 1 || Cost: 50
  • Notes: Creates an area of smoke in a LBT that obscures vision (-4).
    -2 to be noticed if hidden, Own (1) One
    Requires a Smarts roll to Cook of the Grenade
    Stored in accessible pocket of the Trenchcoat.
Wooden Stake
Melee weapons ready for paralyzing the monsters. Can be used in conjunction with a called shot to the heart (-4). Str+d4, weight 2 lbs, Str min d4. Cost: $5
Quantity: 1

Armor
Kevlar Riding Jacket
  • Armor: +2 || Weight: 8 || Cost: 350
  • Notes: (combination Camouflage Fatigues, Leather Armor, Backpack) Covers torso, arms, legs
    Has pockets for small storage. Pouches for extra ammunition as well as lockpicks and handheld computer.
Kevlar Riding Jeans
  • Armor: +2 || Weight: 5 || Cost: 175
  • Notes: (combination Camouflage Fatigues, Leather Armor, Backpack) Covers torso, arms, legs
    Has pockets for small storage. Pouches for extra ammunition as well as lockpicks and handheld computer.
Hiking Boots
  • Weight: 2 || Cost: 100
  • Notes: None Info
Camouflage Fatigues
  • Weight: 3 || Cost: 20
  • Notes: None Info

Equipment
Handheld Computer
  • Weight: 1 || Cost: 250
  • Notes: something along the lines of a tablet or maybe a Raspberry Pie
    Stored in a pocket in Pocketed Reinforced Trenchcoat
Lockpicks
  • Weight: 1 || Cost: 200
  • Notes: mostly for mechanical locks. combined with Gravely's Handheld Computer can tackle simple digital/electronic locks
    Stored in a pocket in Pocketed Reinforced Trenchcoat
Item
  • Info
Credits:

Contacts
Last edited by Gravely on Tue Mar 24, 2020 10:30 am, edited 2 times in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Mortal Champion (SWADE) - Advances

Post by Gravely » Thu Dec 05, 2019 9:47 am

Advances - Start with 8

Attributes
  • Agility d4 --> d8 (2) (chargen)
  • Smarts d4 --> d8 (2) (chargen)
  • Spirit d4 --> d8 (2) (chargen)
  • Strength d4 --> d6 (1) (chargen)
  • Vigor d4 --> d6 (1) (chargen)
Skills - Start with 15 + Sharp Minds 4
  • Academics (Sm) --> d6 (2) (chargen)--> d8 ( )
    *Athletics (Ag) d4 --> d6 (1) (chargen)
    Battle (Sm) --> d6 (2) (chargen) --> d8 ( )
    Boating (Ag)
    *Common Knowledge (Sm) d4 --> d8 (2) (chargen)
    Driving (Ag)
    Electronics (Sm) (used for sensors and such)
    Faith (Sp)
    Fighting (Ag) --> d6 (2) (chargen)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm)
    Healing (Sm)
    Intimidation (Sp)
    Language (Sm)
    *Notice (Sm) d4 --> d8 (2) (chargen)
    Occult (Sm) --> d6 ( )
    • Demon & Monsters (Sm) --> d4 (4S)
      Nightlands/The Dark (Sm) --> d4 (1N) --> d6 (4S)
      Vampires (Sm) --> d4 (1N)
    Performance (Sp)
    *Persuasion (Sp) d4 --> d6 (1) (chargen)
    Piloting (Ag)
    Psionics (Sm)
    Repair (Sm)
    Research (Sm) --> d6 (2) (chargen) --> d8 ( )
    Riding (Ag)
    Science (Sm)
    Shooting (Ag) --> d8 (3) (chargen)
    Spellcasting (Sm)
    *Stealth (Ag) d4 --> d6 ( )
    Survival (Sm) --> d6 (2) (chargen)
    Taunt (Sp)
    Thievery (Ag) --> d4 ( )
    Weird Science (Sm)
Racial Package

Iconic Framework
  • Human Champion: Free Human Edge: Danger Sense
    Heroic Nature: Start with 8 Attribute Points
    Protected by Fate: Luck Edge & Great Luck Edge
    Sharp Minds: Professional Edge: Soldier& 4 additioanl Skill Points
    Legendary Potential: Ignore Rank Restrictions for Edges and Powers
    Arcane Diversity: May select AB (Psionics) at creation
    Faction: Spook Squad
Advances
  • Initial Advances: (From Hindrances):
    • Alertness
      Calculating
  • Free Edge (Human): Danger Sense
  • Novice 1st Advance : TRAIN Vampires (d4)/Nightlands/The Dark (d4)
  • Novice 2nd Advance: Marksman
  • Novice 3rd Advance: Streetwise
  • Seasoned 4th Advance: TRAIN Demons & Monsters (d4)/INC Nightlands/The Dark (d6)
  • Seasoned 5th Advance: Command
  • Seasoned 6th Advance: Natural Leader
  • Seasoned 7th Advance: Inspire

  • Veteran 8th Advance:
  • Veteran 9th Advance:
  • Veteran 10 Advance:
  • Veteran 11th Advance:
  • Heroic 12th Advance:
  • Heroic 13th Advance:
  • Heroic 14th Advance:
  • Heroic 15th Advance:
  • Legendary 16th Advance:
  • Legendary 17th Advance:
  • Legendary 18th Advance:
  • Legendary 19th Advance:
OOC Comments
Alertness --> Danger Sense --> Calcuating
OOC Comments
Soldier + Streetwise
OOC Comments
Marksman --> Rapid Fire --> Double Tap --> Dead Shot
OOC Comments
Command --> Tactician --> Natural Leader --> Inspire
OOC Comments
Reliable --> Work the Room
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Mortal Champion (SWADE) - Signature

Post by Gravely » Sun Dec 08, 2019 11:42 pm

Signature

Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade
Last edited by Gravely on Mon Jan 06, 2020 8:32 pm, edited 1 time in total.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Gravely - Mortal Champion (SWADE)

Post by Ndreare » Mon Dec 09, 2019 8:26 am

Looks good.
I will edit in approved.
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sgt 86Delta
Game Master
Posts: 801
Joined: Sun Oct 15, 2017 4:47 pm

Re: Gravely - Mortal Champion (SWADE) - Approved

Post by Sgt 86Delta » Wed Dec 25, 2019 7:16 pm

25DEC2019 - Golden Benny (aquired)
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

User avatar
Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Bennies

Post by Gravely » Tue Mar 24, 2020 10:59 pm

Standard 3
Luck +1
Greater Luck +1

3/24/2020 - Golden Benny Spent (0 remaining)
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Gravely
Posts: 141
Joined: Tue Jul 24, 2018 12:37 pm

Gravely - Heirloom Weapon

Post by Gravely » Thu Apr 09, 2020 11:20 am

Heirloom Weapon

Al Capone's Gun

+1 to shooting
Half the weight

While reported to have been lost in a government vault of reported criminal evidence, Al Capone's Thompson subamachine gun somehow resurfaced in Seattle Washington in the months and weeks prior to the Dark Day. The stylized silver plated forward grip has engraved the letters AC. The weapon was reported to have been a gift from one of Al's lieutenats to Capone himself.

The history behind the weapon states that Capone himself used this particular weapon in years to come, to kill or execute his rivals mobsters and even govenerment officials. Though the blood that was spilled was great, the weapon never killed an innocent.

Gravely came across the gun in a raid he was apart of as a member of the Spook Squad. Having been given the assignment to gather information on a prominent politician, Gravely and his team had not only entered the person's home but also found a hidden display/showroom where Gravely had acquired Al Capon'es Tommy Gun.
Gravely
Quick Stat _
Rank 7 Seasoned Human Mortal Champion
Pace: 6 / 1d6 || Parry: 5 || Toughness: 5 [0 /4] ||
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Danger Sense
    Alertness
    Calculating
    Marksman
Relevant Edges:
  • Command
    Natural Leader
    Inspire
Bennies: 5/5
Weapons
Weapons On Hand _
  • M4
    Glock
    Brass Knuckles
    Switchblade

User avatar
Ndreare
Savage Siri
Posts: 3643
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Gravely - Mortal Champion (Spook Squad)

Post by Ndreare » Thu Apr 09, 2020 12:45 pm

That sounds super cool.

Are you using xp or paying the 5/10 EP?
Benny Counter
Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok


The 99's Game Master Bennies 1, Mission: Investigate Corruption at Refuge Demon Prince of Corruption
Wounds: 5/8 (sorry was failing to update, until I just noticed while working on Nightbane)
Bennies: 0
Parry 11*[15 deflection] Toughness 39 (20) [45 (20) Protection]
Currently Active: Arcane Protection +4, Arcane Resistance +/-4, Greater deflection -4, Protection +6, Speed (Greater Quickness).

Nightbane Game Master Bennies 8, Murder a man at his place of business]

Init Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]

Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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