Sa'Maku (SWADE Wilderness Scout)

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Axel Krowe
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Joined: Fri Oct 12, 2018 4:44 pm

Sa'Maku (SWADE Wilderness Scout)

Post by Axel Krowe »

Sa'Maku
Rank: Seasoned Advances Left: 0
Race: Seljuk (Grackletooth)
Iconic Framework: MARS Wilderness Scout
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 8 (d8 run); Parry: 8; Toughness: 11; Strain: 0
In Armor - Strength d12+4, Pace: 9 (d8 Run), Fly: 22 (d12), Toughness: 22 (7), +2 Climbing pace

Skills:
  • Athletics d10
  • Common Knowledge d6
  • Notice d8
  • Persuasion d4
  • Stealth d6
  • Survival d8
  • Fighting d12
  • Shooting d12
  • Piloting d6
  • Electronics d6
  • Intimidation d10
Hindrances:
  • Code of Honor (Major): The Seljuk culture is chivalric. Honor and courage are respected above all else. Renegades who break the code are exiled, or even executed, depending on the severity of the crime. A person who stands up for what he believes in is a hero in the eyes of the Seljuk.
  • Wanted (Major): Wanted on Gemini 1 for a violation of the code, that is punishable by death. Falsely accused.
  • Loyal (Minor): Despite his situation he sticks by worthy comrades and still believes in his people.
  • Death Wish (Minor): Will stop at nothing to clear his name and restore his honor.
Edges:
  • Brawny (IF): Size +1 (Size 3 total). Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Quick (IF): The hero may discard and redraw Action Cards of 5 or lower.
  • Fleet Footed (IF): Pace +2, increase running die one step
  • Woodsman (IF): +2 to Survival and Stealth in the wilds.
  • Dirty Fighter (HJ): Free reroll when making Tests against a foe if next action is a Fighting attack against that same target.
  • Tricky Fighter (HJ): Ignores Multi-Action penalty when making a Test against a foe when the next action is a Fighting attack against that target. Additionally, with a raise on a Test attempt, may spend a Benny to gain The Drop on opponent for that round.
  • Brute (Hind): Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
  • Improved Arcane Resistance (HJ): Arcane skills targeting the hero suffer a −4 penalty (even if cast by allies!); magical damage is reduced by 4.
  • Soldier (N1): Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
  • Sweep & Improved Sweep (Hind): Fighting roll at to hit all targets in weapon’s Reach, no more than once per turn.
  • Rock and Roll (S1): Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move.
  • Counterattack (S4): Free attack against one foe per turn who failed a Fighting roll.
  • Rabble-Rouser (V1): Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.
  • Improved Counterattack (V4): As Counterattack, but against three failed attacks per turn.
  • Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
Racial Abilities:
  • Bizarre Physiology: –4 to penalty to Healing checks, and compatible medical supplies/services require quadruple the listed price
  • Cyber Resistant: Cybernetics are incompatible with Seljuk physiology.
  • Distinctive D-Bee: The imposing monstrous appearance of Seljuk leads to prejudiced reactions from some species, incurring a –2 Persuasion penalty.
  • Jungle Natives: −4 to resist Cold Hazards, and suffer +4 damage from cold-based attacks.
  • Chivalry Culture: Seljuk start with either the Heroic or Code of Honor Hindrance for no added benefit.
  • Regeneration: May make a natural healing roll daily to recover Wounds, or Injuries once all Wounds have been healed.
  • Natural Weapons: Bite for Str+d4 damage and claw for Str+d6 damage
  • Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for Seljuk (including weapons and vehicles). Cannot wear commonly available armor or clothing, it must be custom-designed and fitted—tripling purchase and repair costs.
  • Powerful: Start with Strength d8 and Vigor d6, raise Trait maximums accordingly.
  • Lightning Reflexes: Ignores 2 points of Multi-Action penalties each round.
  • Restricted Paths: Cannot take any Arcane Background or framework using PPE or ISP.
  • Size 2 (Normal): Seljuk run 8'–10' tall and weigh from 600–800 lbs. Their Size grants them +2 Toughness.
Axel Krowe, BAMF
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Axel Krowe
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Re: Sa'Maku (SWADE Redux)

Post by Axel Krowe »

Background
Sa’Maku was bred for fighting. He proved his mettle in numerous anti-supernatural operations on Gemini 2, a savage world of incredible Rift activity. He was eventually tasked to joint service in the Consortium Armed Forces during a particularly aggressive police action in the Pirate Expanse. During one raid against an asteroid base, the entire pirate force was wiped out and their stolen cargo - some seriously high value goods - went missing. The Consortium officers accused the Seljuk of working with pirates and absconding the cargo! Light years from his homeworld he faced a tribunal aboard ship and was dishonorably discharged and sent back to his homeworld. The penalty for such violation of honor would most certainly be his death.

Rather than die in dishonor, Sa’Maku orchestrated his escape from the transfer ship and fled to the Thundercloud Galaxy, determined to prove his innocence. Unfortunately, he has no idea who betrayed him or why and so he bides his time with mercenary work, keeping his past a secret and avoiding Consortium authorities.
Axel Krowe, BAMF
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Axel Krowe
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Re: Sa'Maku (SWADE Redux)

Post by Axel Krowe »

Gear

Power Halberd (Vibro-Sword, Giant)
  • Damage: Str+2d8, AP 16
  • Min. Str: d12+2
  • Weight: 16
  • Cost: 50,000
  • Notes: Notes: Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger..

Gravity Rail Gun (Medium Railgun)
  • Range: 100/200/400
  • Damage: 3d12+3 , AP 14
  • ROF: 3
  • Payload: 60
  • Mod Slots: 3 = Weight: 400
  • Cost: 250,000

HI-30 Laser Pistol (Will's 227 Pulse Pistol)
  • Range: 15/30/60
  • Damage: 3d6, AP 2
  • ROF: 3
  • Payload 24
  • Min. STR: d6
  • Weight: 3
  • Cost: 18,000
  • Notes: Three-Round Burst.

CAF Marine Battle Armor (T-11 Enhanced EBA)
  • Armor +7, Toughness +3
  • Min Str d8
  • Weight: 40
  • Cost: 100,000
  • Notes: Low Light Vision; while powered (96 hour battery) +2 Strength, +1 Pace, no Min Str.
Attachments
  • Grav Pack (T-100 Jetpack) +1 Handling with a top speed of 200 MPH, Pace 22 +d12
  • Wall Walker System (SFC): With these gloves, kneepads, and shoe-tips, a user can climb any sort of sheer surface—from smooth glass to rough stone. The character makes Athletics (Climbing) rolls as usual but ignores penalties for the surface. The system also adds +2 to the user’s climbing Pace.
  • IRMSS: 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, after which they are flushed from the body. 4 charges

Splugorth Slaver’s Net Gun (Major Enchanted Item)
  • Type of Item: A bulky alien looking rifle
  • Enchantments (Two Major, Two Minor): Entangle, +10 PPE, Allow Power Modifiers
  • P.P.E.: 10
  • Activation Skill: Shooting
  • Trappings: Throws a glowing blue mystical net over a subject or area. The user can flip a selector switch to choose between single, medium or large group capture, and extra strength.

CAF Survival Pack (NG-S2 Survival Kit)
This Consortium Armed Forces classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
Details
  • 2 person tent +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
Images
Hiding these to see if I like the clean look better.
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Axel Krowe, BAMF
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Axel Krowe
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Re: Sa'Maku (SWADE Redux)

Post by Axel Krowe »

Advances
Iconic Framework: MARS Wilderness Scout
  • Add one die type to Vigor.
  • Begin with Athletics d6, Common Knowledge d6, Notice d8, Stealth d6, 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.
Hero’s Journey
  • Underworld & Black Ops 8
  • Experience & Wisdom 14: Dirty Fighter
  • Training 1: +3 skill points for Athletics, Fighting, Shooting
  • Experience & Wisdom 10: Free Background Edge (Arcane Resistance)
  • Experience & Wisdom 10: Free Background Edge (Improved Arcane Resistance)
  • Experience & Wisdom 10: Free Background Edge (Brute)
MARS Fortune & Glory
  • Strong, 7: +1 Strength, Brawny
  • Agile, 4: +1 Agility, Quick
Advances
  • Initial Advances: (From Hindrances): Sweep, Improved Sweep
  • Novice 1 Advance: Soldier
  • Novice 2 Advance: +1 Strength
  • Novice 3 Advance: +1 Fighting
  • Seasoned 1 Advance: Rock & Roll
  • Seasoned 2 Advance: +1 Strength
  • Seasoned 3 Advance: +1 Shooting
  • Seasoned 4 Advance: Counterattack
  • Veteran 1 Advance: Rabble-Rouser
  • Veteran 2 Advance: +1 Vigor
  • Veteran 3 Advance: +1 Intimidation
  • Veteran 4 Advance: Improved Counterattack
  • Heroic 1 Advance: Iron Jaw
  • Heroic 2 Advance: +1 Vigor
  • Heroic 3 Advance: +1 Atheltics
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Ndreare
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Re: Sa'Maku (SWADE Wilderness Scout)

Post by Ndreare »

Looks pretty good. Just putting it here in case it comes up later but by GM fiat Brawny works as per SWADE.

Also as a note, GM Fiat you qualify for Supernatural Strength if you ever wanted it.

You will need to remind me a lot about the Counterstrike. I tend to forget that edge.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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