Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

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Sgt 86Delta
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Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Sgt 86Delta » Sun Oct 20, 2019 3:27 pm

Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Character Name
Rank: Legendary (3) Total Advances: 18
Race: Human
Iconic Framework: RCGS Scientist
Attributes: Agility d10, Smarts d12, Spirit d12, Strength d10, Vigor d12
Pace: 10 (d6) ; Parry: 7 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 19 of 20


Skills:
  • Academics (Sm) d10
  • * Athletics (Ag) d12 +2 (cond.)
  • * Common Knowledge (Sm) d8
  • Electronics (Sm) (used for sensors and such) d8
  • Fighting (Ag) d10
  • Hacking (Sm) d6
  • Healing (Sm) d10
  • * Notice (Sm) d6
  • Occult (Sm) d12
  • * Persuasion (Sp) d4
  • Repair (Sm) d8
  • Research (Sm) d8
  • Science (Sm) d12
  • Shooting (Ag) d10
  • * Stealth (Ag) d4
  • Survival (Sm) d6
Hindrances
  • Arrogant (Major):
    Arrogant (Major)
    Your hero doesn’t think he’s the best—he knows he is. Whether it’s swordsmanship, kung fu, or painting, few compare to his skills and he flaunts it every chance he gets.

    Winning isn’t enough for this champion. He wants to dominate his opponent and prove there’s no one better. He’s the kind of fighter who disarms an opponent in a duel just to pick the sword up and hand it back with a smirk. Arrogant individuals look for the greatest threat in battle, hacking their way through lesser minions only because they’re in the way.
  • Can't Swim (Minor):
    Can’t Swim (Minor)
    Most people in the 21st century can swim thanks to swimming pools, easy travel to lakes and beaches, or educational efforts. Historically, however, those who weren’t raised around a temperate body of water could not.

    Characters with this Hindrance suffer a −2 penalty to the Athletics skill when swimming and each inch moved in water costs 3″ of Pace. See Movement (page 92) for more details and Drowning (page 126).
  • Coalition Exile (Minor):
    COALITION EXILE (MINOR)
    The human hero was a member of Coalition society but has left the States on poor terms—and she is on the Internal Security Service’s wanted list. Additionally, if any D-Bees or magic users learn of the character’s past they instinctively distrust her, incurring a −1 Persuasion check modifier. On the plus side, she gains a +1 bonus to Taunt or Intimidate D-Bees and mages familiar with the Coalition.
Edges
  • Healer: Add +2 to all Healing rolls, whether natural or magical in nature. (Human Free Edge)
  • Scholar: Add +2 to the total whenever Occult is used. (IF)
  • Scholar: Add +2 to the total whenever Science is used. (IF)
  • Monster Slayer: (IF)
    MONSTER SLAYER
    Requirements: Seasoned, Smarts d6+, Occult d8+, Notice d6+

    The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings.

    If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the
    Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Combat Lifesaver (Seasoned, Healing d4, Smarts d6) (Professional Edge) [Initial Advances from Hindrances]
    COMBAT LIFESAVER
    Requirements: Seasoned, Healing d4+, Smarts d6+
    The hero ignores 1 point of Wound penalties when Healing or stabilizing a character (including himself). In addition, he may make a Support roll and affect up to Smarts in Extras under his supervision when they check Vigor to recover per the Aftermath & Extras rules (see Savage Worlds).
  • Improved Combat Lifesaver (Veteran, Combat Lifesaver, Healing d6) [Initial Advances from Hindrances]
    IMPROVED COMBAT LIFESAVER
    Requirements: Veteran, Combat Lifesaver, Healing d6+
    The hero ignores 2 points of Wound penalties when Healing or stabilizing a character (including himself). In addition, when an allied Wild Card under his care rolls on the Death & Defeat Table (see The Tomorrow Legion Player's Guide), the hero may first make a Healing Support roll. The ally then adds that bonus (if any) to the result of their roll on the table.
  • Take'em Down (Seasoned) (Combat) [GM Award Hero's Journey]
    TAKE ‘EM DOWN
    Requirements: Seasoned
    Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
  • Improved Take 'Em Down (Veteran, Take ‘Em Down) (Combat) [GM Award Hero's Journey]
    IMPROVED TAKE ‘EM DOWN
    Requirements: Veteran, Take ‘Em Down
    When attacking targets 1 or more Sizes larger than the hero, he may reroll damage once without spending a Benny.
  • Upgradeable (Novice, M.A.R.S.) (Iconic Edge) [Novice 2]
  • Rich (Novice) (Core Edge) [Seasoned 2]
  • Upgrade (Seasoned, M.A.R.S.) (Iconic Edge) [Seasoned 3]
  • Filthy Rich (Novice) (Core Edge) [Veteran 2]
  • Upgrade (Veteran, M.A.R.S.) (Iconic Edge) [Veteran 3]
  • Upgrade (Heroic,M.A.R.S.) (Iconic Edge) [Heroic 2]
  • Upgrade (Legendary, M.A.R.S.) (Iconic Edge) [Legendary 2]
  • Soldier (Novice, Strength d6, Vigor d6) (Professional) [Legendary 3]
    Soldier
    REQUIREMENTS: Novice, Strength d6, Vigor d6
    Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.)

    They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • New Edge: brief description
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Fritz Schumacher - Background

Post by Sgt 86Delta » Sun Oct 20, 2019 3:29 pm

Background

In his career with the Coalition States, Fritz Schumacher has had many assignments.

When he first enlisted, he was assigned as a Combat Medic. He lacked the Strength and Agility to wear the fancy Power Armors or hold the Big Guns of the CS Infantry. His mind made up for the things he physically lacked. He was known for quick reactions and effective applications on and off the battle field.

His physical limitations brought him into a conflict that he could not escape from. Struggling to run from a clan of Simvan when his platoon was overwhelmed, he lost a foot race to an ostrasaurus mount. The dino tapped poor Fritz beneath one of its clawed feet. The sheer weight of the dino nearly crushed him. He blacked out at that point and woke to find himself in a surgical and trauma ward.

His injuries had been so severe, that to save the life of the medic who saved numerous others, the Coalition had granted Fritz cybernetics. His cybernetic rebuild included Reinforced Framing, Bionic Strength Augmentations, and Cyber Wired Reflexes. His internal organs had miracously survived and the months of skin grafts soon had Fritz looking like his old self, sort of.

The CS figuring to follow on a hunch, figured that Fritz would hold some hatred for D-Bees. They reclassed him from Comabt Medic to RCGS Scientist.

Using his new cybernetics and his previous medical skills, Fritz began a grueling war against anything non-human. His personal war and the small victories never really brought him any peace or closure. He was developing a reputation both in and out of the CS.

Both refered to him as "The Spider". Outside of the CS he was rumored to climbwalls and hang from ceilings because of his extra appendages. Within the CS he was appluaded for his killing effeciency and near erradication of several D-Bee species. Fritz had little thought or concern for the lives, homes, and communities he was systematically tearing apart.

On deployment from Lone Star he was assigned to a detachment assigned to hit Black Mesa. The town was caught completely by surprise and those that held out were around the Sidewinder saloon. When Fritz arrived on scene, he was assigned to scour the outskirts for Black Market operatives and operations. In the hunt, he was suddenly called to the saloon for support and backup as the assessment had changed. There were monsters involved and Frit's skills were needed.

Fritz knew there was magic and psionics when he got closer to the Sidewinder. The forces outside were strong but the power eminating from inside the saloon was so much stronger. Fritz was certain he had a whopper of a magical entity on his hands. Excited he approached cautiously and paid little attention to the forces engaged around the saloon. He was drawn to the power of the being known as Stella.

Inside the saloon, Fritz realized he was suddenly closed off from the outside. His attempts to leave were thwarted by a magical barrier. It left him his only option, to move further into the saloon.
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Fritz Schumacher - Gear

Post by Sgt 86Delta » Sun Oct 20, 2019 3:29 pm

Gear

T-12 Field Medic Light EBA
  • +6 Armor
    +2 Toughness
    Strength Minimum d4
    Weight: 17
    Rarity: −2
    Cost: 65,000
    Notes: Infravision, medical suite grants +2 to Healing rolls for first aid.
    EBA
    • Fully enclosed and covers all locations.
      It provides immunity to disease, poison, or drowning.
      +4 to resist cold, heat, electricity, and radiation—see Hazards in Savage Worlds. All EBA have
      Basic communications (radio range five miles),
      Air filtration systems,
      Five hours of emergency air.
„„Body Armor: Huntsman Medium Personal Armor or Plastic Man Light EBA

„„Sidearm: NG-33 Laser Pistol or Wilk’s
320 “Classic” Laser Pistol

„„Ammo: two E-clips or magazines for
each weapon

NG-S2 Survival Pack _
:
NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • Survival Knife,
  • Wooden cross,
  • Wooden stakes
Trauma Kit (x2) _
: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM (3 lb, 2,600 credits).
Bio-Analysis Kit (x2) _
: Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine
and a miniature “lab” that can be used to quickly concoct antidotes and treatments.

It requires a Healing skill of at least d4 to use.
Anyone with Science gains a +1 using this system, or a +2 if they also have Electronics.
(5 lb, 7,200 credits)





Item
  • Info
Credits:
  • T-12 Field Medic Light EBA [65,000] = (175,200 cr)
  • Huntsman Medium Personal Armor [24,000/2 = 12,000] = (240,200 cr)
  • Trauma Kit (2 x 2,600) [5,200] = (228,200 cr)
  • Bioanaysis Kit (2 x 7,200)[14,400] = (233,400 cr)
  • Climbing Package [5000] = (247,400 cr)
  • Language Translator [16,000] = (252,400)
  • Cyber Wired Reflexes (3 x 12,000) [36,000] = (268,400 cr)
  • Bionic Strength Augmentation (3 x 9000)[27,000] = (304,400 cr)
  • 99th SWADE Character Credits [300,000] = (331,400 cr)
  • Rich/Filthy Rich [25,000] = (31,400 cr)
  • Gear Credits [4,000] = (6,400 cr)
  • Universal Credits [2,400] = (2400 cr)

Contacts
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Fritz Schumacher - Cybernetics

Post by Sgt 86Delta » Sun Oct 20, 2019 3:35 pm

Cybernetics

BIO ENHANCEMENTS AND REPLACEMENTS
  • Bionice Strength Augmentation - (3/U) - Strain: 3
    • Raise Strength one die step
    • Purchase (3)

      Cost per Application: 9,000 cr
      Strain per Application: 1
  • Cyber-Wired Reflexes - (3/U) - Strain: 3
    • Raise Agility one die step
    • Purchase (3)

      Cost per Application: 12,000 cr
      Strain per Application: 1
  • Internal Life Support Upgrade - (1/1) - Strain: 2
    • Immune to disease, drowning, and poison
    • +2 to resist cold, heat, and radiation
    • Rich (Cybernetics)

      Cost per Application: 150,000 cr
      Strain per Application: 2
  • Reinforced Frame - (3/3) - Strain: 3
    • Gain +1 Toughness (+3 total)
    • Shiny & Chrome (2)
    • Rich (Cybernetics) (1)

      Cost per Application: 150,000 cr
      Strain per Application: 1

COMBAT ENHANCEMENTS


COMMUNICATION, DATA, AND SENSORY SYSTEMS
  • Core Electronic Package - (1/1) - Strain: 1
    • +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
    • Radio w/ 20 mile radius.
    • Gyro-Compass
    • Clock-Calendar
    • Filthy Rich Edge (Cybernetics)

      Cost per Application: 22,000 cr
      Strain per Application: 1
  • Audio Package - (1/1) - Strain: 1
    • +2 hearing-based Notice checks
    • Can hear hyper-sonic and sub-sonic ranges
    • Automatic sound dampners,+2 to resist audio-based attacks
    • Upgrade - Legendary

      Cost per Application: 40,000 cr
      Strain per Application: 1
  • Environmental Sensors - (1/1) - Strain: 1
    • Detect disease, poison, and radiation
    • Roll Notice w/i 24", +2 to Notice w/i 12"
    • Upgrade - Veteran

      Cost per Application: 50,000 cr
      Strain per Application: 1
  • Language Translator - (1/1) - Strain: 1
    • Translates known languages at d12+2
    • Can learn new languages - each day roll a d6, on a 4+ gain a ons skill die step.
    • Purchase

      Cost per Application: 16,000 cr
      Strain per Application: 1
  • Optics Package - (1/1) - Strain: 1
    • +2 sight based Notice checks
    • Ignore Illumination penalties (therrmal & night)
    • +2 to resist blinding
    • Upgrade - Heroic

      Cost per Application: 60,000 cr
      Strain per Application: 1

MOBILITY
  • Climbing Package - (1/1) - Strain: 1
    • Grapnels and spikes
    • +2 to Athletics (climbing) rolls
    • Purchase

      Cost per Application: 5,000 cr
      Strain per Application: 1
  • Leg Upgrades - (2/U) - Strain: 2
    • +2 Pace and +1" Jumping distances
    • Filthy Rich Edge (Cybernetics) (1)
    • Upgrade - Seasoned (1)

      Cost per Application: 30,000 cr
      Strain per Application: 1

WEAPONS AND TOOLS

Code: Select all

[*] [b]Name [/b] - ([size=85][color=#ff0000]how many times selected, i.e. 1[/color][/size]) - [b]Strain[/b]: 0
[list]
[*][size=85][color=#ff0000]Abilities and bonuses[/color][/size]

[u]Cost per Application:[/u] 9,000 cr
[u]Strain per Application:[/u] 
[/list]
(Iconic Framework/Rich/Filthy Rich/Uprade/Purchase)
CYBERNETIC SYSTEMS
The number after the name indicates how many times a system may be acquired. A U
indicates there is no limit, beyond Strain. Combat Cyborgs already have many of the listed
systems. Systems marked with an asterisk (*) require the Core Electronics Package.

BIO ENHANCEMENTS AND REPLACEMENTS
SYSTEM STRAIN CREDITS
Adrenal System (1): +2 to recover from Shaken or Stunned, Edges stack. 2 30,000
Armor Plating (3): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor 1 40,000
Bionic Strength Augmentation (U): Raise Strength one die step. 1 9,000
Cyber-Wired Reflexes (U): Raise Agility one die step. 1 12,000
Extra Set of Arms (1): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (Minor). 2 250,000
Internal Life Support (1): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation. 2 150,000
Nuclear Power Cell (1): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips. 1 120,000
Nano-Repair System (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. 2 250,000
Reinforced Frame (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. 1 150,000
Secret Compartment (U): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs. 1 2500
Synthetic Organ Replacement (U): Raise Vigor one die step. 1 100,000

COMBAT ENHANCEMENTS
Embedded Combat Coding (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. 2 50,000
Hand-to-Hand Reaction Wiring (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. 1 30,000
Range Data System (1): Ignore t wo points of penalties to all Shooting checks, requires the Optics Package 1 20,000
Targeting Eye (1): G rants + 2 to all S hooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package. 1 12,000

COMMUNICATION, DATA, AND SENSORY SYSTEMS
Core Electronics Package (1): 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. 1 22,000
Audio Package* (1): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges. 1 40,000
Environmental Sensors* (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". 1 50,000
Expanded Detection and Security Array* (1): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge. 2 33,000
Language Translator* (1): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step. 1 16,000
Optics Package* (1): Ignore Illumination Penalties, grants +2 to all sightbased Notice checks and versus blinding flashes and effects. 1 60,000
Signal Booster* (1): 100-mile range radio, +2 Survival (navigation) rolls. 1 4,000
Vehicle Interface Package* (1): Grants +2 to related Boating, Driving, Piloting, and Electronics checks. 1 45,000
Wilderness Scout Package* (1): Grants +2 to all Survival rolls. 1 35,000

MOBILITY
Aquatic Mode Upgrade (1): Move at full Pace when swimming, can breathe underwater, and suffer no submerged penalties to actions. 1 23,000
Booster Jets (1): Miniature rockets—Jump +4” horizontal, +2” vertical. 1 20,000
Climbing Package (1): Grapnels and spikes, +2 to Athletics (climbing) rolls. 1 5,000
Leg Upgrades (U): Each upgrade grants +2 Pace and +1" Jumping distances. 1 30,000

WEAPONS AND TOOLS
Built-In Close Combat Weapons (U): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25 lb, increase weapon cost by 50%. 1+ varies
Built-In Ranged Weapon (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 100 lb, increase weapon cost by 50%. 1+ varies
Lockpick Fingers (1): Grants +2 to all Thievery (lockpicking) checks. 1 7,500
Ultimate Walking Tool Kit Package (1): The ’Borg is a walking multitool—grants +1 to Repair, Electronics, and associated Thievery rolls. 1 18,000
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Fritz Schumacher - Advances

Post by Sgt 86Delta » Sun Oct 20, 2019 3:40 pm

Advances

Attributes
  • Agility d4 --> +3 DT (d10) (Cyber),
  • Smarts d4 --> +1 DT (d6) (IF) --> +1 DT (d8) (F&G) --> d10 (S1) --> d12 (H1),
  • Spirit d4 --> d10 (3) (CharGen) --> d12 (V1),
  • Strength d4 --> +3 DT (d10) (Cyber),
  • Vigor d4 --> d8 (2) (CharGen) --> d10 (N1) --> d12 (L1)
Skills
  • Academics (Sm) --> d8 (3) --> d10 (H4)
    Athletics (Ag) d4 --> +1 DT (d6) (HJ) --> +2 (cond (HJ)) --> +3 SP (d12) (HJ)
    Battle (Sm)
    Boating (Ag)
    Common Knowledge (Sm) d4 --> d8 (2)
    Driving (Ag)
    Electronics (Sm) (used for sensors and such) --> +2 DT (d6) (F&G) --> d8 (1)
    Faith (Sp)
    Fighting (Ag) --> d6 (2) --> d8 (N3) --> d10 (V4)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm) --> d6 (2)
    Healing (Sm) --> +2 DT (d6) (F&G) --> d8 (1) --> d10 (H4)
    Intimidation (Sp)
    Language (Sm)
    Notice (Sm) d4 --> d6 (IF)
    Occult (Sm) --> d8 (IF) --> d10 (S4) --> d12 (H3)
    Performance (Sp)
    Persuasion (Sp) d4
    Piloting (Ag)
    Psionics (Sm)
    Repair (Sm) --> +2 DT (d6) (F&G) --> d8 (1)
    Research (Sm) --> d6 (IF) --> d8 (1)
    Riding (Ag)
    Science (Sm) --> d8 (IF) --> d10 (S4) --> d12 (H3)
    Shooting (Ag) --> d6 (2) --> d8 (N3) --> d10 (V4)
    Spellcasting (Sm)
    Stealth (Ag) d4
    Survival (Sm) --> d6 (IF)
    Taunt (Sp)
    Thievery (Ag)
    Weird Science (Sm)


Iconic Framework
MARS
  • Select a M.A.R.S. Package
  • 2 rolls on M.A.R.S. Fortune & Glory Table
  • 3 rolls on any Hero's Journey Tables
  • 5 Attribute Points; 15 Skill Points; 20 Experience Points/4 Advances
RCGS Scientist
  • Add 1DT to Smarts, adjust Trait maximums accordingly.
  • Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
  • Begin with Notice d6, Research d6, Survival d6, and the Monster Slayer Edge.
  • Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility.
  • Make one less roll on the Hero’s Journey tables.
  • Cannot take the Doubting Thomas or Illiterate Hindrances.
  • Begin with the standard Starting Gear
Hero’s Journey
    • - RCGS Scientist
    • Training Table
    • Roll result (1d20) 1d20 = 20: 20 [20:1]
    • Description:
      After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
    • - RCGS Scientist
    • Training Table
    • Roll result (1d20) 1d20 = 19: 19 [19:13]
    • Description:
      There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb.
    • - GM Award
    • Training Table
    • Roll result (1d20) 1d20 = 19: 19 [19:15]
    • Description:
      Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; Take 'Em Down you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
    • - GM Award
    • Training Table
    • Roll result (1d20) 1d20 = 19: 19 [19:15]
    • Description:
      Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; Improved Take' Em Down you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
MARS Fortune & Glory
    • Roll result (1d20) 1d20 = 20: 20 [20:7]
    • Description: Smart and Learned:
      Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills. [Electronics, Healing, and Repair]
    • Roll result (1d20) 1d20 = 20: 20 [20:14]
    • Description: Shiny and Chrome:
      Your hero is harder, better, faster, and stronger. Choose up to 2 Strain of Cybernetic Systems, and add two points to maximum Strain. [Reinforced Frame (2 of 3)]
Advances
  • Initial Advances: (From Hindrances):
    • Combat Lifesaver
    • Improved Combat Lifesaver
  • Free Edge (Human): Healer Edge
  • Cybernetic Modifications: See Above
  • Novice 1 Advance: ATTRIBUTE INC Vigor (d10)
  • Novice 2 Advance: Upgradeable Edge
  • Novice 3 Advance: SKILL INC Fighting/Shooting (d8/d8)
  • Seasoned 1 Advance: ATTRIBUTE INC Smarts (d10)
  • Seasoned 2 Advance: Rich Edge
  • Seasoned 3 Advance: Upgrade Edge - Leg Upgrade
  • Seasoned 4 Advance: SKILL INC Occult/Science (d10/d10)
  • Veteran 1 Advance: ATTRIBUTE INC Spirit (d12)
  • Veteran 2 Advance: Filthy Rich Edge
  • Veteran 3 Advance: Upgrade Edge - Environmental Sensors
  • Veteran 4 Advance: SKILL INC Fighting/Shooting (d10/d10)
  • Heroic 1 Advance: ATTRIBUTE INC Smarts (d12)
  • Heroic 2 Advance: Upgrade Edge - Optics Package
  • Heroic 3 Advance: SKILL INC Occult/Science (d12/d12)
  • Heroic 4 Advance: SKILL INC Academics/Healing (d10/d10)
  • Legendary 1 Advance: ATTRIBUTE INC Vigor (d12)
  • Legendary 2 Advance: Upgrade Edge - Audio Package
  • Legendary 3 Advance: Soldier Edge

  • Legendary 4 Advance:
  • Legendary 5 Advance:
  • Legendary 6 Advance:
  • Legendary 7 Advance:
  • Legendary 8 Advance:
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Fritz Schumacher - Signature

Post by Sgt 86Delta » Sun Oct 20, 2019 3:45 pm

Signature

Fritz Schumacher
Quick Stat _
Legendary Human MARS RCGS Scientist
Pace: 6 [8] / 1d6 || Parry: 4 || Toughness: 6 [8 /15] || Strain: 5 / 8
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • Wilk’s 237 Backup Laser Pistol
  • Wilk’s 447 Laser Rifle
  • Vibro-Sword
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Fritz Schumacher - Character Concept

Post by Sgt 86Delta » Sun Oct 20, 2019 3:50 pm

Character Concept
NOTES ON CHARACTER CONCEPT:
RCGS Scientist w/ Cyber Conversion.


M.A.R.S.
The Package

Code: Select all

[list]
[*] Select a M.A.R.S. Package
[*] 2 rolls on M.A.R.S. Fortune & Glory Table
[*] 3 rolls on any Hero's Journey Tables
[*] 5 Attribute Points; 15 Skill Points; 20 Experience Points/4 Advances
[/list]
RCSG Scientist _
  • RCSG SCIENTIST
    Trained by the Rifts Control Study Group, this subject matter expert has dedicated themselves to researching the Rifts, Ley Lines, magic, the supernatural, how they function in a scientific sense, and how to control them through technology. The RCSG also catalogs supernatural beings, pioneering their containment, capture, and study (vivisections are common). RCSG Scientists are often assigned to special operations teams to give expert analysis in the field.
  • Add 1DT to Smarts, adjust Trait maximums accordingly.
  • Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
  • Begin with Notice d6, Research d6, Survival d6, and the Monster Slayer Edge.
  • Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding arcane, psychic, and supernatural phenomena. Their trained eyes detect arcana per the base power (no modifiers, costing no Power Points) with a Notice check. They do not ignore penalties for foes hidden by supernatural abilities like invisibility.
  • Make one less roll on the Hero’s Journey tables.
  • Cannot take the Doubting Thomas or Illiterate Hindrances.
  • Begin with the standard Starting Gear

Edges
Development
  • Healer (Novice, Spirit d8+) (Weird Edge) [Human Free Edge]
  • Scholar (Novice, Occult d8) (Professional Edge) [IF - RCGS Scientist]
  • Scholar (Novice, Science d8) (Professional Edge) [IF - RCGS Scientist]
  • Monster Slayer (Seasoned, Smarts d6, Occult d8, Notice d6) (Professional Edge) [IF - RCGS Scientist]
  • Combat Lifesaver (Seasoned, Healing d4, Smarts d6) (Professional Edge) [Initial Advances from Hindrances]
    COMBAT LIFESAVER
    Requirements: Seasoned, Healing d4+, Smarts d6+
    The hero ignores 1 point of Wound penalties when Healing or stabilizing a character (including himself). In
    addition, he may make a Support roll and affect up to Smarts in Extras under his supervision when they check Vigor to recover per the Aftermath & Extras rules (see Savage Worlds).
  • Improved Combat Lifesaver (Veteran, Combat Lifesaver, Healing d6) [Initial Advances from Hindrances]
    IMPROVED COMBAT LIFESAVER
    Requirements: Veteran, Combat Lifesaver, Healing d6+
    The hero ignores 2 points of Wound penalties when Healing or stabilizing a character (including himself). In
    addition, when an allied Wild Card under his care rolls on the Death & Defeat Table (see The Tomorrow Legion
    Player's Guide), the hero may first make a Healing Support roll. The ally then adds that bonus (if any) to the result of their roll on the table.
  • Take'em Down (Seasoned) (Combat) [GM Award Hero's Journey]
    TAKE ‘EM DOWN
    Requirements: Seasoned
    Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
  • Improved Take 'Em Down (Veteran, Take ‘Em Down) (Combat) [GM Award Hero's Journey]
    IMPROVED TAKE ‘EM DOWN
    Requirements: Veteran, Take ‘Em Down
    When attacking targets 1 or more Sizes larger than the hero, he may reroll damage once without spending a Benny.
  • Soldier (Novice, Strength d6, Vigor d6) (Professional) [Novice 2]
    Soldier
    REQUIREMENTS: Novice, Strength d6, Vigor d6
    Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.)

    They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • Rich (Novice) (Core Edge) [Seasoned 2]
  • Upgrade (Seasoned, M.A.R.S.) (Iconic Edge) [Seasoned 3]
  • Filthy Rich (Novice) (Core Edge) [Veteran 2]
  • Upgrade (Veteran, M.A.R.S.) (Iconic Edge) [Veteran 3]
  • Upgrade (Heroic,M.A.R.S.) (Iconic Edge) [Heroic 2]
  • Upgrade (Legendary, M.A.R.S.) (Iconic Edge) [Legendary 2]
  • Upgradeable (Novice, M.A.R.S.) (Iconic Edge) [Legendary 3]
Future
  • Linguist (Novice, Smarts d6) (Background Edge)
  • Investigator (Novice, Smarts d8, Research d8) (Professional Edge)
  • Free Runner (Novice, Agility d8, Athletics d6) (Combat Edge)
  • Beyond the Limit (Veteran, M.A.R.S.) (Iconic Edge) []
Skills
  • (15 Standard)
    CORE
    • Athletics (Ag) d4
    • Common Knowledge (Sm) d4
    • Notice (Sm) d4
    • Persuassion (Sp) d4
    • Stealth (Ag) d4
    PRIMARY
    • Academics (Sm) --> d8 (3) --> d10 (H4)
    • * Common Knowledge (Sm) d4 --> d8 (2)
    • Electronics (Sm) --> +2 DT (d6) (F&G) --> d8 (1)
    • Healing (Sm) --> +2 DT (d6) (F&G) --> d8 (1) --> d10 (H4)
    • Language (Sm)
    • * Notice (Sm) d4 --> d6 (IF)
    • Occult (Sm) --> d8 (IF) --> d10 (S4) --> d12 (H3)
    • Repair (Sm) --> +2 DT (d6) (F&G) --> d8 (1)
    • Research (Sm) --> d6 (IF) --> d8 (1)
    • Science (Sm) --> d8 (IF) --> d10 (S4) --> d12 (H3)
    • Survival (Sm)--> d6 (IF)
    SECONDARY
    • * Athletics (Ag) d4 --> +1 DT (d6) (HJ) --> +3 SP (d12) --> +2 (cond (HJ))
    • Fighting (Ag) --> d6 (2) --> d8 (N3) --> d10 (V4)
    • Hacking (Sm) --> d6 (2)
    • Intimidation (Sp)
    • Shooting (Ag) --> d6 (2) --> d8 (N3) --> d10 (V4)
    • * Stealth (Ag) d4
    • Taunt (Sp)
    • Thievery (Ag)
Human Free Edge
  • Healer

Attributes
  • (5 Standard)
  • Agility d4 --> +3 DT (d10) (Cyber),
  • Smarts d4 --> +1 DT (d6) (IF) --> +1 DT (d8) (F&G) --> d10 (S1) --> d12 (H1),
  • Spirit d4 --> d10 (3) (CharGen) --> d12 (V1),
  • Strength d4 --> +3 DT (d10) (Cyber),
  • Vigor d4 --> d8 (2) (CharGen) --> d10 (N1) --> d12 (L1)
Cyber, Strain 20 of 20
Shiny & Chrome - F&G Result - Increase Strain by 2 [Cybernetics]
  • Reinforced Frame [2/3] [2 Strain] [0 Cost]
Rich Edge [Cybernetics]
  • [2-3] Reinforced Frame [1/3] [1 Strain] [0 Cost]
  • [12] Internal Life Support Upgrade [1/1] [2 Strain] [0 Cost]
Filthy Rich Edge [Cybernetics]
  • [1] Leg Upgrades [1/U] [1 Strain] [0 Cost]
  • [19 - 20] Core Electronics Packagel [1/1] [1 Strain] [0 Cost]
[*] Audio Package [1/1] [1 Strain] [40,000] [Upgrade - Legendary]
[*] Environmental Sensors [1/1] [1 Strain] [50,000] [Upgrade - Veteran]
[*] Language Translator [1/1] [1 Strain] [16,000]
[*] Optics Package [1/1] [1 Strain] [60,000] [Upgrade - Heroic]
[*] Climbing Package [1/1] [1 Strain] [5,000]

[*] Bionic Strength Augmentation [3/U] [3 Strain] [9,000]
[*] Cyber Wired Reflexes [3/U] [3 Strain] [12,000]
[*] Leg Upgrades [1/U] [1 Strain] [30,000] [Upgrade - Seasoned]

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
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Posts: 3267
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Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Ndreare » Wed Oct 30, 2019 4:03 pm

Need to review later in more detail, but off hand the upgradable edge would need to come from your first 4 advances as part of your MARS or you would have died any time before selecting it.

Also looks like you have 21 strain worth of stuff, but off hand a 20 strain limit (12 Attributes +2 MARS, +6 Upgradable).

Otherwise you would be killed from the initial strain.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
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[/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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Ndreare
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Location: Mount Vernon, Washington
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Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Ndreare » Wed Oct 30, 2019 4:07 pm

Ndreare wrote:
Wed Oct 30, 2019 4:03 pm
Need to review later in more detail, but off hand the upgradable edge would need to come from your first 4 advances as part of your MARS or you would have died any time before selecting it.

Also looks like you have 21 strain worth of stuff, but off hand a 20 strain limit (12 Attributes +2 MARS, +6 Upgradable).

Otherwise you would be killed from the initial strain.
Looks like you can switch the Soldier edge with Upgradable and would be great.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
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[/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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Pender Lumkiss
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Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Pender Lumkiss » Wed Oct 30, 2019 4:48 pm

Take another look at your agility based skills. Since your agility is d4 for character creation (looks like maybe you bought the agility increase) agility skills like fighting and shooting cost a bit more.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Ndreare » Wed Oct 30, 2019 7:16 pm

Pender Lumkiss wrote:
Wed Oct 30, 2019 4:48 pm
Take another look at your agility based skills. Since your agility is d4 for character creation (looks like maybe you bought the agility increase) agility skills like fighting and shooting cost a bit more.
Good catch as Rich and Filthy rich came at Seasoned and Veteran, his Agility would be base before buying those enhancements and initial skills are purchased at 0 Advance.

Stuff like this can be hard to notice when making experienced characters.
Benny Counter
The 99's Game Master Bennies 3, Mission: Investigate Corruption at Refuge
  • +8 Players
    +2 Sidekicks
    -1 Reroll Queens Psionics
    -2 Extra ISP for massive puppets
    -2 Reroll Puppet
    -2 Extra Effort to resist Dispel

Nightbane Game Master Bennies 0, Mission None
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
    +1 Triessa fire bolt at hound
    +1 Signal damage on big AOE return
    +1 Peter Grenade Damage 2
    +1 Triessa blast at hound masters
    -4 Soak rolls versus Hound Masters and Great Hound
    +2 Peter to Disarm Hound Master
    -4 Failed to Resist Test from Triessa
    -1 Soak hit from Peter, i guess not using Bennies was not attractive to players
    -3 Failed Soak rolls versus 4 wounds from Triessa's lucky blast.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0


Phase World - The Remorseless Game Master Bennies 9; Mission: Get Revenge on Durrack
  • +8 Players
    +1 Sidekicks
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the in the same order with NPCs.
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[/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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Sgt 86Delta
Game Master
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Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Sgt 86Delta » Wed Oct 30, 2019 7:53 pm

Ndreare wrote:
Wed Oct 30, 2019 7:16 pm
Pender Lumkiss wrote:
Wed Oct 30, 2019 4:48 pm
Take another look at your agility based skills. Since your agility is d4 for character creation (looks like maybe you bought the agility increase) agility skills like fighting and shooting cost a bit more.
Good catch as Rich and Filthy rich came at Seasoned and Veteran, his Agility would be base before buying those enhancements and initial skills are purchased at 0 Advance.

Stuff like this can be hard to notice when making experienced characters.
First, I believe that the Bio Enhancements and Replacements Cyber, specifically The Bionic Strength Augmentation and Cyber Wired Reflexes, require the Reinforced Frame.

Second, based on the first statement, I skipped the Agility upgrades to ensure I had the necessary strain to afford it later.

Last, I am going back to the drawing board with this character again.
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
[*]

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Pender Lumkiss
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Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Pender Lumkiss » Wed Oct 30, 2019 9:43 pm

Sgt, what was Fritz pre swade?
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Sgt 86Delta
Game Master
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Joined: Sun Oct 15, 2017 4:47 pm

Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Sgt 86Delta » Wed Oct 30, 2019 9:59 pm

Pender Lumkiss wrote:
Wed Oct 30, 2019 9:43 pm
Sgt, what was Fritz pre swade?
Body Fixer.

85% Utility. 15% Combat.
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
Sgt 86Delta
Game Master
Posts: 759
Joined: Sun Oct 15, 2017 4:47 pm

Re: Fritz Schumacher - Human RCGS Scientist (SWADE Reboot)

Post by Sgt 86Delta » Thu Oct 31, 2019 6:15 am

Agility d4 --> d6 (1) (CharGen) --> +2 DT (d10) (Cyber),
Smarts d4 --> +1 DT (d6) (IF) --> +1 DT (d8) (F&G) --> d10 (S1) --> d12 (H1),
Spirit d4 --> d8 (2) (CharGen) --> d10 (V1) --> d12 (L3),
Strength d4 --> +3 DT (d10) (Cyber),
Vigor d4 --> d8 (2) (CharGen) --> d10 (N1) --> d12 (L1)
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
[*]

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