Flynn Solo

Post Reply
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Flynn Solo

Post by Technospawn »

Flynn Solo

Heroic Male Trimadore, MARS Vagabond, and Best Pilot in Three Galaxies

Iconic Framework: MARS Vagabond

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d8+2, Electronics d10+4, Fighting d4+2, Hacking d10+2, Language (Native) d8, Notice d10+4, Persuasion d4, Piloting d12+4, Repair d10+4, Shooting d10, Stealth d8
Pace: 6; Parry: 7; Toughness: 14 (5)
Strain: 2/12
Hindrances: Code of Honor, Driven (minor, To be the best pilot in 3 galaxies), Young (minor)

Edges:
Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They ignore two points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
With this Edge, the hero ignores the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
Your hero can sense when something bad is about to happen. 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.
Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.
Includes professional. As the Professional Edge, increasing the Trait and its limit one additional step, total 2 steps.
This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.
When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.
She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
Vagabonds have a reputation for being gifted survivors adept at dabbling in a little bit of everything. The cleverest of them are true Renaissance people and make all unskilled checks at d6 (instead of d4−2).
Includes luck. The player draws two extra Bennies instead of one at the start of each session.
This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95).
Hero draws 2 additional cards and chooses which to keep.
The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +2 to his Athletics (throwing), Fighting, or Shooting rolls, and +2 to Parry when readied (even if it’s a ranged weapon).
A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
The hero is a natural with ranged weapons. 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.
The character’s Wild Die increases to a d10 when rolling the selected Expert Trait.
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one quarter the time with a raise.
Some characters have taken their talent when operating a specific vehicle beyond the limits. Characters with this edge gain a free reroll when making a Piloting roll to Soak damage
Quick characters have lightning-fast reflexes and a cool head. 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.
Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
Unless the hero is planning to remain in one location for a serious length of time, annual salary isn’t part of the wealth equation. She’s managed to accumulate a bit of money, but more importantly, extra gear. She begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.
Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
, Upgradeable

Armor: Huntsman Medium Personal Armor (Armor 5), Multi-Optics Helmet (Armor 4), medium personal Force Field (3 times per day may activate Protection providing +4 Heavy Armor, no roll is needed)

Weapons: Unarmed (Range Melee, Damage Str), Bessie (Wilk’s 457 Pulse Rifle) (Range 24/48/96, Damage 4d6+1, ROF 3, AP 3, +2 to Hit, M.D.C., +2 Parry), JA-12 “One Man Army” Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Sig Item:
Multi-Optics Helm (25,000 credits)
Boost Trait (self only, boost only) (20,000 credits)
10 pp (30,000 credits)
+1 to activate power (5,000 credits)
+1 to activate power (5,000 credits)
Total cost 85,000 and -2 availability

Total effect boost trait 1pp +4 to roll


Language: Native (native, d8)

Current Wealth: 201,000 cr

Special Abilities
  • Alien Physiology: Trimadore are quite alien, giving those unfamiliar wit h t heir biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/ services and cybernetics cost double the listed price.
  • Big Boned: Trimadore have a difficult time finding armor and other gear that fits them. Purchases and repairs cost triple the listed price, and there’s no way they can manage Glitter Boy suits or other common power armor. They suffer −2 to checks made to operate equipment not refitted for their race. Starting Gear is custom-built for the character.
  • D-Bee (Major): The initial Reactions to Trimadore typically start at Unfriendly, or Hostile for human supremacists. Those with a Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Long Arms: The Trimadore have a Reach of 1.
  • Mechanical Savant: Trimadore are born with an innate capacity for working with and repairing machines. They begin with the Mr. Fix It Edge, ignoring any requirements.
  • Technically Savvy: Trimadore love science and technology, studying all they can about such things from birth. Trimadore start with Repair d6 and their choice of two of the following at d6: Electronics, Hacking, or Science.
  • Technically Savvy (second skill): Trimadore love science and technology, studying all they can about such things from birth. Trimadore start with Repair d6 and their choice of two of the following at d6: Electronics, Hacking, or Science.
  • Begin with +4 skill points.:
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4−2).
  • Vagabond: Begin with Elan, Luck, Hard to Kill, and one more Edge of choice

Cyberware
  • Positronic Net (2 strain, Custom): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Hand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Expanded Detection and Security Array (2 strain, Custom): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • Vehicle Interface Package* (1 strain, Custom): Grants +2 to related Boating, Driving, Piloting, and Electronics checks
  • 2x Bionic Strength Augmentation (2 strain, Custom): Raise Strength one die step
Starting Bennies: 6
Advances
Novice Advances
  • Edge: Upgradeable
  • Edge: Rich
  • Raise Attribute: Smarts
Seasoned Advances
  • Raise Skills: Electronics/Repair
  • Edge: Improved Trademark Weapon (Bessie (Wilk’s 457 Pulse Rifle))
  • Raise Attribute: Spirit
  • Raise Skills: Notice/Science
Veteran Advances
  • Edge: No Limits (custom)
  • Edge: Genius
  • Edge: Marksman
  • Edge: Alertness
Heroic Advances
  • Edge: Sharpshooting
  • Edge: Level Headed
  • Edge: Improved Level Headed
  • Raise Attribute: Spirit
Current Load (normal/combat): 70.25 / 50.25 (61)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
Post Reply

Return to “Remorseless Archive”