Kincaid (MARS Technowarrior)

Post Reply
User avatar
Kincaid
Posts: 20
Joined: Sat Oct 27, 2018 10:54 pm

Kincaid (MARS Technowarrior)

Post by Kincaid » Fri Oct 26, 2018 9:46 am

Fortune & Glory, Kid.
#1 1d12: 12
#2 1d12: 11
#3 1d12: 9

Hero's Journey
#1 1d20: 16
#2 1d20: 7
#3 1d20: 3

Rich/Filthy Rich
#1 1d20: 18
#2 1d20: 18
#3 1d20: 20
#4 1d20: 3
#5 1d20: 17

Starting Credits: 2d6: 6, 6 x 100.
Last edited by Heracles on Sun Oct 28, 2018 9:08 am, edited 1 time in total.
Kincaid
Character Summary
Cybernetic Techno-Warrior

Active effects:

Parry: 6; Toughness: 15(4)
Weapon in hand: NG Equalizer and TX-26 Particle Beam Pistol; Vibro-Blade Vambraces

Edges: Ambidextrous, Brave, Danger Sense, Elan, Quick, Thief, Two-Fisted.

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Expanded Detection and Security Array, Lockpick Fingers, Nano-Repair System, Optics Package, Range Data System, Reinforced Frame (2), Targeting Eye.

Charisma: 0
Bennies: 0

Wounds:

Currently playing in: Shattered Dreams

User avatar
Kincaid
Posts: 20
Joined: Sat Oct 27, 2018 10:54 pm

Re: Kincaid (Headhunter)

Post by Kincaid » Fri Oct 26, 2018 9:59 pm

TwoGunMojo3.jpg
Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Kincaid (Kenneth N. Kincaid)
Rank: Novice Experience: 8 Advances Left: 0
Race: Human
Iconic Framework: MARS Cybernetic Techno-Warrior

Attributes: Agility d8(d10), Smarts d6, Spirit d6, Strength d6, Vigor d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 15(4)
Strain: 0 (remaining of 12); Bennies: 4

Skills
  • Climbing (Str): d4+2
  • Fighting (Agi): d6
  • Intimidation (Spi): d4
  • Knowledge - Computers (Sma): d6
  • Lockpicking (Agi): d6+4
  • Notice (Sma): d8+2 (d6 free)
  • Persuasion (Spi): d6
  • Shooting (Agi): d10+4
  • Stealth (Agi): d8 (+2 urban)
  • Streetwise (Sma): d6 (d6 free)
  • Throwing (Agi): d4
  • Tracking (Sma): d6 (d6 free)

Hindrances
  • Code of Honor (Major): His word is his bond. Won't hurt kids. Has a soft spot for abused women/kids.
  • Enemy (Minor): Carver (Ellison Carver), a wannabe street samurai and assassin, blames Kincaid for the death of his little brother.
  • Vengeful (Minor): Don't cross me. I have good aim.

Edges
  • Ambidextrous: (Hindrances) With this Edge, your warrior ignores the –2 penalty for using his off-hand.
  • Brave: (Fortune & Glory) Your hero adds +2 to Fear tests.
  • Connections: (Fortune & Glory) Coalition States Military. As a former Deadboy himself, though discharged, he still has friends and contacts within the military structure.
  • Connections: (Fortune & Glory) "The Rooks" (Chi-Town Level 4 Crime-Gang) The gang started out like most others, violent and bloody, called "The Murder of Crows". However, once they had a turf to call their own and a new leader rose to power, the gang's structure changed and they slowly got their hands in to a lot of pies across Level 4, regardless of turf, becoming less of a gang and more of an organized crime syndicate. Most members have a raven or crow tattoo somewhere and often wearing feathers (they prefer real) of some sort on their person.
  • Danger Sense: (Cybernetics) Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable.
  • Elan: (Hero's Journey) When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Quick: (Hindrances) Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Rich: (Fortune & Glory) 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables.
    • Filthy Rich: (Human) 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables.
  • Thief: (Hero's Journey) +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment - only in urban areas.
  • Two-Fisted: When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty.
  • Upgradeable: (MARS Framework) This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6.

Racial Features: (Human)
  • Free Edge.

Iconic Framework: Cybernetic Techno-Warrior MARS Package
  • Also called a Headhunter and usually operating as a mercenary, heavily focused on improving his value via cybernetics.
  • Begin with the Upgradable Edge.
  • Select cybernetic systems up to 6 total Strain.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer.

Contacts
Last edited by Kincaid on Wed Jan 02, 2019 8:54 pm, edited 2 times in total.
Kincaid
Character Summary
Cybernetic Techno-Warrior

Active effects:

Parry: 6; Toughness: 15(4)
Weapon in hand: NG Equalizer and TX-26 Particle Beam Pistol; Vibro-Blade Vambraces

Edges: Ambidextrous, Brave, Danger Sense, Elan, Quick, Thief, Two-Fisted.

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Expanded Detection and Security Array, Lockpick Fingers, Nano-Repair System, Optics Package, Range Data System, Reinforced Frame (2), Targeting Eye.

Charisma: 0
Bennies: 0

Wounds:

Currently playing in: Shattered Dreams

User avatar
Kincaid
Posts: 20
Joined: Sat Oct 27, 2018 10:54 pm

Re: Kincaid (Headhunter) <Ready for Review>

Post by Kincaid » Sun Oct 28, 2018 9:11 am

Cybernetics
  • Core Electronics Package: (1) - Strain 1.
    • This set of electronic and data systems grants the following - a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
  • Cyber-Wired Reflexes: (1) - Strain 1.
    • The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems.
  • Expanded Detection and Security Array (1) - Strain 2.
    • This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
  • Lockpick Fingers (1) - Strain 1.
    • Various tools and gizmos support breaking-and-entering efforts, granting a +2 to all Lockpicking checks.
    • Cost: 7,500 credits (purchased).
  • Nano-Repair System (1) - Strain 2.
    • This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system
  • Optics Package (1) - Strain 1.
    • Both cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action
  • Range Data System
    • Requiring the Optics Package, this system coordinates various data and integrated systems to help the cyborg compensate for multiple actions, movement, autofire, range, and other factors. Each application of this upgrade offsets two points of penalties for Shooting.
  • Reinforced Frame (2) - Strain: 2.
    • Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness.
  • Targeting Eye (1) - Strain 1.
    • Requiring the Optics Package, this enhancement grants a +2 to all Shooting rolls for weapons the character spends at least a full round calibrating.
    • Cost: 12,000 credits (purchased).

Gear
  • Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
    Image
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
    • +1 Toughness
    • 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.
    • No Minimum Strength Requirement (10 lbs.)
    • Features:
      • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
  • NG Equalizer (Patron Item)
    Image
    • Range: 10/20/40
    • Damage: 3d6
      • Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
    • RoF: 1
    • AP: 0
    • Shots: 6
    • Features:
      • Min Str d6
      • Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
        • Damage: 3d8
        • AP: 0
        • Notes: Mega Damage, Plasma
      • Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
      • Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
      • Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls.
      • Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
      • Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round.
        • 6 rounds of each type of ammo.
  • NG RA15 Cannonball Armor
    • Armor +4, Toughness +1.
    • Notes:
      • Bags, pouches, shoulder pad compartment; Flashlight on left shoulder; Fittings for packs.
      • Has a communications system with a 10 mile range; light-sensitive visor (offset illumination penalties by 2 and provide +2 to resist blinding attacks).and a nightvision mode for vision.
      • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • Strength Minimum d6.
    • Wt: 13.
    • Cost: 22,500.
  • NG-S2 Survival Pack (not usually carried)
    • Wt: 30 lb. Cost: 3,000 credits.
  • TX-26 Particle Beam Pistol
    • Range: 10/20/40. Damage: 2d8+3, AP 2. RoF: 1. Shots: 15. Wt: 5. Cost: 35,000.
    • Notes: Semi-Auto.
  • Vibro-Blade Vambraces
    • Damage: Str+d8 MD, AP 4. Wt: 8. Cost: 11,000.
    • Notes: Parry +1. Requires Agility d8, worn as a pair.
  • Wilk’s 237 Laser Pistol
    • Range: 15/30/60. Damage: 2d6+1, AP 4. RoF: 1. Shots: 16. Wt: 3. Cost: 24,000.
    • Notes: Semi-Auto.
  • Wilk’s 447 Laser Rifle (not usually carried)
    • Range: 40/80/160. Damage: 3d6, AP 2. RoF: 1. Shots: 20. Wt: 5. Cost: 18,000.
    • Notes: Semi-Auto.

Credits: 1,700.
Kincaid
Character Summary
Cybernetic Techno-Warrior

Active effects:

Parry: 6; Toughness: 15(4)
Weapon in hand: NG Equalizer and TX-26 Particle Beam Pistol; Vibro-Blade Vambraces

Edges: Ambidextrous, Brave, Danger Sense, Elan, Quick, Thief, Two-Fisted.

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Expanded Detection and Security Array, Lockpick Fingers, Nano-Repair System, Optics Package, Range Data System, Reinforced Frame (2), Targeting Eye.

Charisma: 0
Bennies: 0

Wounds:

Currently playing in: Shattered Dreams

User avatar
Kincaid
Posts: 20
Joined: Sat Oct 27, 2018 10:54 pm

Re: Kincaid (Headhunter) <Ready for Review>

Post by Kincaid » Sun Oct 28, 2018 9:12 am

Advances

Hero’s Journey
  • Training
    • Roll result: 3.
    • Description: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training
    • Roll result: 7.
    • Description: 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.
  • Training
    • Roll result: 16.
    • Description: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).


MARS Fortune & Glory
  • Fortune Favors the Bold
    • Roll result: 11
    • Description: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • Smart and Learned:
    • Roll result: 12
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Wealthy and Connected
    • Roll result: 9
    • Description: You hero begins with the Rich Edge and the Connections Edge with two factions.


Rich and Filthy Rich
  • Body Armor
    • Roll result: 17.
    • Description: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Cybernetics
    • Roll result: 18 and 18 (traded for 6).
    • Description: Your cyborg is the one everyone wants on watch since she has the Expanded Detection and Security Array.
  • Cybernetics
    • Roll result: 20.
    • Description: Whoever put your hero back together didn’t want him checking out any time soon. He has the Nano-Repair System.
  • Ranged Weapons
    • Roll result: 3.
    • Description: Add any Personal Ranged Weapon listed in this book to your character’s gear list.

Attributes
Agility: d4 >d8 (2) <d10 (Cyberware)
Smarts: d4 >d6 (FG)
Spirit: d4 >d6 (1)
Strength: d4 >d6 (1)
Vigor: d4 >d6 (1)


Advances
  • Initial Advances: (From Hindrances): Edge (Ambidextrous); Edge (Quick)
  • Human Racial Edge: Edge (Filthy Rich)
  • Novice 1 Advance: Edge (Two-Fisted)
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Kincaid
Character Summary
Cybernetic Techno-Warrior

Active effects:

Parry: 6; Toughness: 15(4)
Weapon in hand: NG Equalizer and TX-26 Particle Beam Pistol; Vibro-Blade Vambraces

Edges: Ambidextrous, Brave, Danger Sense, Elan, Quick, Thief, Two-Fisted.

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Expanded Detection and Security Array, Lockpick Fingers, Nano-Repair System, Optics Package, Range Data System, Reinforced Frame (2), Targeting Eye.

Charisma: 0
Bennies: 0

Wounds:

Currently playing in: Shattered Dreams

User avatar
Kincaid
Posts: 20
Joined: Sat Oct 27, 2018 10:54 pm

Re: Kincaid (Headhunter) <Ready for Review>

Post by Kincaid » Sun Oct 28, 2018 9:12 am

Background

Officer: "ID designation IL10-215-078-8EF9-B01B. Please state your name and rank for the record."

Me: "PFC Kincaid."

Officer: "Please state your FULL name and rank for the record."

Me: "Kenneth Nathaniel Kincaid, Private First Class, Coalition States Military."

Officer: "This is your final formal follow-up to the charges brought forth for your actions in the field March 8th through 10th. Please state what occurred in your own words."

Me: "My commanding officer and I had a....disagreement...on how to carry out our orders."

Officer: "This 'disagreement', as you put it, ended in a violent physical altercation, is that correct?"

Me: "Yes sir. I protested verbally first, several times. The officer disregarded those. The next day things escalated."

Officer: "You still adhere to the list of 'crimes' you reported the officer committed?"

Me: "I do."

Officer: "You are aware that the officer in question denies these allegations and claims you attacked him without provocation - claims that are backed up by several members of the squad you were a part of?"

Me: <teeth grind> "I am. But what he did t'those women an' childre-"

Officer: "THE D-BEES IN QUESTION WERE ILLEGAL IMMIGRANTS SQUATTING ON COALITION STATES PROPERTY AND REFUSED RELOCATION!" <pause> "They were removed from the location, and some that resisted were harmed or killed in the process. We will, at this time, give you one last chance to revise your testimony and fall in line with the official reported events. Do you wish to do so?"

Me: "I do not."

Officer: "Very well. If you are unwilling to recant your statements, then we have no choice to proceed. You are hereby honorably discharged and relieved of your rank and duties in the Coalition States military forces. You will sign here and then you will be escorted off the premises."

Me: "Fine."

Officer: "Take care, MISTER Kincaid. We will be watching you."



And they did watch me, for bout a year. I kept my nose clean. Since then it's been a bumpy road. Most o'the Deadboys don't look beyond 'honorable discharge' luckily so I don't get harassed too much. I managed t'shake off the yoke of suspicion surroundin' a former Deadboy - enough t'find some work, start buildin' a small rep. Worked with the Rooks gang several times an' worked escort for a few Black Market smugglers.

Unfortunately, I ran afoul of a local. His little brother and I were part of a team the Rooks put together for a job. Wendell Carver was a temperamental asshole, didn't want to take orders or stick to the plan. Maybe he just didn't like me or former Deadboys, I dunno. But he didn't want t'listen an' he blew the job an' got himself killed. His brother, though, don't care 'bout those details. He blames me as I was ostensibly in charge. He just wants t'put me in the ground. I understand revenge, vengeance, don't get me wrong. But it ain't always deserved. Some people, you just can't reach.

I was born in Chi-Town. I been outside of it. I've seen some things, had my fair share of action. This is my home, though. Probably where I'll die too. My death'll probably be like the rest of my life, full of messy violence and ugliness. But them's the breaks. Til then, I keep workin', keep livin', only way I know how.
Kincaid
Character Summary
Cybernetic Techno-Warrior

Active effects:

Parry: 6; Toughness: 15(4)
Weapon in hand: NG Equalizer and TX-26 Particle Beam Pistol; Vibro-Blade Vambraces

Edges: Ambidextrous, Brave, Danger Sense, Elan, Quick, Thief, Two-Fisted.

Cybernetics: Core Electronics Package, Cyber-Wired Reflexes, Expanded Detection and Security Array, Lockpick Fingers, Nano-Repair System, Optics Package, Range Data System, Reinforced Frame (2), Targeting Eye.

Charisma: 0
Bennies: 0

Wounds:

Currently playing in: Shattered Dreams

Post Reply

Return to “Archive”