Markus Berger Character Sheet

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Markus Berger
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Markus Berger Character Sheet

Post by Markus Berger »

Character Sheet

Player Name: David J. Sol (Corsario)
Google Handle: soldavid@gmail.com

Markus “Mark” Berger
Rank: Veteran Experience: 51 Advances Left: 0
Race: Human
Iconic Framework: M.A.R.S.
M.A.R.S. Package: Cybernetic Techno-Warrior

Attributes:
  • Agility d10 (3 creation)
  • Smarts d8 (1 Smart and Learned, 1 hindrance)
  • Spirit d8 (1 creation, advancement)
  • Strength d6 (1 creation) (d12+2 w/Armor)
  • Vigor d6 (advancement)
Charisma: 0; Pace: 6 (+2 w/Armor); Parry: 5; Toughness: 14 (7)
Strain: 12/12
Skills:
  • Boating d4+2 (1 Creation +2 Ace Edge)
  • Driving d4+2 (1 Creation +2 Ace Edge)
  • Fighting d8 (2 creation 1 advancement)
  • Language (Euro) 1d12+2 (Mother's Language)
  • Language (American/English) 1d12+2
  • Language (Spanish) 1d12+2
  • Language (Dragonese/Elven) 1d12+2
  • Language (Chinese) 1d12+2
  • Language (Gobbley) 1d12+2
  • Language (Japanese) 1d12+2
  • Language (Faerie-Speak) 1d12+2
  • Knowledge (Common) +2 (-2 Hindrance +4 Cybernetics)
  • Knowledge (Electronics) d6+1 (d6 Smart and Learned, +1 Hero’s Journey)
  • Knowledge (Engineering) d6+1 (d6 Smart and Learned, +1 Hero’s Journey)
  • Notice d8+2 (+2) (d6 Smart and Learned, 1 advancement, +2 EDSP) +2 Sight and Hearing based (Cybernetics)
  • Persuasion d6 (1 creation, 1 advancement)
  • Piloting d10+4 (d6 A way to get around, 2 advancement +2 Ace Edge +2 Cybernetics)
  • Repair d6+4 (1 Hero’s Journey, 1 creation +4 Cybernetics)
  • Shooting d10 (+2+2) (3 creation, 1 advacement) +2 if weapon calibrated +2 with armor Offsets up to 2 points of penalty
  • Stealth d8 (3 creation)
  • Streetwise d8 (1 creation, 2 advancement)
  • Survival (Untrained) -2 (+2 Cybernetics if trying to pinpoint his location and navigate)
  • Throwing d6 (+2) (2 creation) +2 with armor
Hindrances
  • Hindrance (Major): Clueless: -2 to Common Knowledge Rolls
  • Hindrance (Minor): Quirk: Does not socialize or trust non-humans
  • Hindrance (Minor): Cautious: Never makes rash decisions and likes to plot things out in detail before taking any actions.
Last edited by Markus Berger on Thu Jan 04, 2018 9:25 pm, edited 20 times in total.
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Markus Berger
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Edges

Post by Markus Berger »

Edges
  • Edge: Filthy Rich: This character made some major scores before the current adventure. She’s got 20,000 credits saved up and gets three additional rolls (total of five) on the Rich tables. (Human Extra Edge)
  • Edge: Upgradeable: Increases his Maximum Strain by +6 (M.A.R.S Cybernetic Cyber-Warrior Package)
  • Edge: Rich: Begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. (Fortune and Glory)
  • Edge: Connection: Triax / New German Republic (Fortune and Glory)
  • Edge: Connection: New Quebec (Fortune and Glory)
  • Edge: Elan: (Requirements: Novice, Spirit d8+) When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total. (Hero's Journey)
  • Edge: I know a guy: (Novice, Persuasion d6+, Streetwise d6+, Charismatic) Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person — they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge. (Hero's Journey)
  • Edge: Marksman: (Seasoned) The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. Marksman works with both Shooting and Throwing. (Hindrances)
  • Edge: Danger Sense: (Novice) Your hero can sense when something bad is about to happen. 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. (Expanded Detection and Security Array Cybernetics)
  • Edge: Scrounger: (Requirements: Novice, Smarts d6+, Streetwise d8+) Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can make a Streetwise check, once per session, in any city or large town (-2 in smaller urban areas) to accomplish one of the following: (Advance)
    • Gain 1d6+2 fully charged e-clips for the firearms she and her teammates use.
    • Acquire a complete reload for one Mega Damage weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
    • Procure food for 2d6 people for a week.
    • Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2 Survival Pack).
    • Obtain a non-secured cred-card with 2d10 × 2,000 credits on it.
    • Find some rare (not necessarily valuable) and needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks and treats, etc.).
  • Edge: Ace: (Novice, Agility d8+) Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it. (Advance)
  • Edge: Combat Ace: (Seasoned, Ace) With this Edge, the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon. (Advance)
  • Edge: Upgrade - Vehicle Interface Package (Seasoned, Combat Cyborg, M.A.R.S.) For those who embrace cybernetics as a part of their being (by choice or necessity), the desire to upgrade is often an all-encompassing goal on its own. Taking this Edge - which may only be selected once per Rank - means the cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed, or have one upgraded to a higher degree. Though the GM has final say on what is and is not appropriate, anything in the Cybernetics section is fair game otherwise. (Advance)
Last edited by Markus Berger on Wed Jan 03, 2018 3:21 pm, edited 6 times in total.
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Markus Berger
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Cybernetics

Post by Markus Berger »

Cybernetics 12/12
Audio Package (1) - Strain: 1
  • Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options - +2 to hearing-based Notice checks; hyper-sonic and sub-sonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects. Finally, the audio package allows sounds and conversations to be recorded and played back later.
Language Translator (1) - Strain: 1
  • Providing translation of known languages at a d12+2 skill level, the system can also learn new languages over time. Each day, roll a d6; on a 4+, the language is acquired at a d4 and can be further improved over time.
Optics Package (1) - Strain: 1
  • One or both of the 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.
Secret Compartment (1) - Strain: 1
  • Useful for hiding tools, weapons, and contraband, a cyborg can have one or more compartments for carrying things. Each such compartment can hold three grenades or a decent-sized pistol. Notice checks are made at −4 to find such a compartment, unless the searcher is very familiar with cyborgs, in which case there is no penalty.
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.
Range Data System (1) - Strain: 1
  • 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.
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. (Strain 2; 33,000 credits)
Booster Jets (1) - Strain: 1
  • Miniature rocket systems provide the character with the ability to add +4 to jumping distances, and even leap straight up 2".
    (Strain 1; 20,000 credits, won here)
Vehicle Interface Package (3) - Strain 1
  • Various hardware and software upgrades enhance the cyborg’s capabilities with various modes of transport. This upgrade, which grants a +2 to related checks, can be taken once each for Boating, Driving, and Piloting. (Strain 1, 45,000 credits) Edge
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. (Strain 1; 22,000 credits) Bought
Signal Booster (1) - Strain 1
  • Communication range is extended to 500 miles, which also enables the cyborg to gain a +2 on any Survival rolls when attempting to pinpoint his location and navigate. (Strain 1; 4,000 credits) Bought
Last edited by Markus Berger on Wed Jan 03, 2018 3:27 pm, edited 4 times in total.
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Markus Berger
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Background

Post by Markus Berger »

Background

Narrative Hook - Roll 15: Nearly Done For: Your character was nearly dead, or staring down the barrel of an impossibly large gun, or otherwise facing the end of his journey when the tide suddenly turned and his fat was pulled out of the fire. Someone from the Tomorrow Legion rescued him, which not only leaves him with a debt, but an interesting story to tell.

Markus, or Mark how he is known in America, is a NGR Ranger, far away from home.
He participated in several theaters of war in the frontiers of the NGR, becoming a ranger with them, an explorer that could go with a unit into enemy territory to make reconnaissance and surprise attacks behind the lines against the enemy.

On one of his missions his unit happen upon a rift, where he fell and appeared on New Quebec. Luckily we was able to contact the NGR government, and instead of being shipped home he was tasked with exploring and obtain as much information possible about America, the Coalition States, The Federation of Magic, any large D-Bees groups or possible threats there.

He moved south, together with a Mercenary company where he employed himself, when disaster struck.

As many other companies, they were payed by Tolkeen to fight the Coalition troops. When the end came, they were overrun by the defeat, dispersed, and murdered as many others, not knowing what had happened. He was left for dead in a small town in the outskirts of a small defense post.

And luck, as always, smiled on him. The Tomorrow Legion arrived, extracted him from below the ruins of the fortification he was trapped in, nursed back to help.

Now his mission has changed. He wants to learn as much as able from the Tomorrow Legion. Learn if they are, with they acceptance of D-Bees and strange creatures another enemy for the humans of Rifts Earth, even if disguised as champions of tolerance and justice, or a new way, a new road the NGR has overlooked, where using this D-Bees to win the earth back is a way to fight fire with fire. A way to use this intruders to recover earth, the humans promised land.

Because, even in the middle of the Tomorrow Legion, even accepting to live and fight alongside those creatures, he stands firm in the NGR principles. Earth for Humans. All D-Bess, eventually, have to leave, going back to whatever hell they came from. Maybe they can be used, or even tolerated, for now. But they are invaders, and will have to leave in the future.

But he is not dumb. We will hide his sentiments from the others, especially the D-Bees, keep his cybernetics eyes and ears open, his mouth shut, and learn all he can for the survival of the New German Republic, far away, but always in his heart. Even so, his distrust for D-Bees is very noticeable, making him look as a Coalition simpatizer more than once. But he thinks the Coalition doesn’t match the might and power of the NGR, or the standard of life of its citizens.

He always takes his time to plan ahead, not liking to go into a fight without knowing where he will stand, who is he fighting, where he will shoot and the best way to retreat and fight another day. He is still a fish out of the water, not knowing many things his companions take for granted, being in a different continent and culture, speaking a language he barely knows, and facing threats he knows very little about for the most part.

His cybernetics are Triax-made NGR army issue, so they look human, not like the “substandard” items you find in America. He brags a lot about the capabilities and advances of the NGR and the NGR army, and is deeply sadden for the loss of his NGR issued weapons, except for his Rocket Launcher.
Image | Image
Last edited by Markus Berger on Sun Jan 08, 2017 9:09 pm, edited 1 time in total.
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Markus Berger
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Gear

Post by Markus Berger »

  • NG-357 Magnum-Turbo Hovercycle (A way to get around)
    Size 2, Acc/TS 15/70, Toughness 17 (8), Crew 1+1, Remaining Mods 1
    Notes: Exposed Crew, Handling 1, Hover, M.D.C. Armor
    The electric engine provides a maximum range of 500 miles, with a maximum altitude of 100 feet, before a night’s recharge is required. The powerful engines are distributed in a way that enables the cycle to handle drops from up to 400 feet. (1.3 million credits for a nuclear engine)
    Mini railgun 75/150/300 damage 2d8+4 ROF:4 Ap:6 shots:32 mod cost 2 cost 45,000 Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty. 8 ammo used.
  • Triax T-11 Enhanced
    A bulkier version of Triax’s T-10, this armor has an exoskeleton to augment the wearer’s strength and speed. It’s not quite as powerful as true power armor, but the T-11’s enhancements increase the wearer’s strength and improve his speed. The T-11 armor provides +7 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has built-in mini-computers for basic functions; a communications system with a 10-mile range; public-address loudspeakers; a laser distancer; and a night vision mode for vision. The T-11 grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (40 lb, 200,000 credits)
    Filthy Rich Roll: +2 to ranged attacks
  • Triax R44 Prototype Pistol(Not site approved) - Calibrated +1 Shooting
    German engineering at its best. This pistol packs a punch similar to a railgun in a single shot. Some call it the eliminator, others call it the terminator, even some dwarves call it Dwalin's bane. With a well-timed shot, you can take off someone's head, or rip their vitals apart pretty much guaranteeing a quick death.
    • Type of Item: A sleek pistol, with an oversized chamber fitted with unique railgun rounds. Base item is a tx-50 light rail gun, 30/60/120, 2d8+2, 35lbs to 9lbs, d8 str min to no str min, ap 4, rate of fire 1, autofire "kickback". ( 1/2 range for 1/2 weight, rate of fire 1)
    • Augmentations (Minor, Minor, Major):
      • Weight reduction x2( 2 minors): German parts, and superior engineering, have taken a gun far too heavy for a normal person to use have crafted a true thing of beauty- 9lbs, no str min.
      • Deaths Head(1-3 Major): Ahead or vital shot with this gun in which a shaken or better occurs, requires a vigor roll, and on a failure it deals a mortal blow that will kill in 2d6 rounds(Healing roll minus wound modifiers to stanch the mortal wound), on a success 1 wound and exhaustion, a raise on the vigor roll is just exhaustion. Note this will kill an extra unless they get a raise, but anyone immune to called shots, or has no added effect for head or vital shots is immune.
    • P.P.E.: none, clip of 20 shots
    • Trait: Shooting
    • Complications: Tech difficulties, and Prototype: -4 streetwise to find the right ammo, or -4 repair to convert railgun ammo for use.
    • Trappings: A sweet looking gun, that kicks just like a rail gun, and meant to end someone.
      Image
  • Wilk’s 237 Laser Pistol - Hidden in cybernetic secret compartment
    R 15/30/60, Dam 2d6+1, ROF 1, AP 4, Shots 16, Weight 3, 24,000 credits, Semi-Auto
  • 3 Short eClip
    5,000 credits, 1,500 to recharge
  • Wilk’s 447 Laser Rifle
    R 40/80/120, Dam 3d6, ROF 1, AP 2, Shots 20, Weight 5, 18,000 credits, Semi-Auto
  • 3 Long eClip
    8,000 credits, 2,500 to recharge
    8 shots fired
  • Vibro-Sword
    Dam Str+d10, Weight 9, 11,000 Credits, AP4, Mega Damage
  • Vibro-Knife
    Dam Str+d?, Weight ?, ? Credits, AP?, Mega Damage
  • NG-S2 Survival Pack
    Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits).
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five mile range.
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar-powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • Portable Rocket Launcher (+1 to Shooting, Filthy Rich Edge)
    R 50/100/200, ROF 1, Shots 1, Weight 8, 18,000 credits, Mega Damage, SBT, Snapfire
    • Anti-personal: Dam 5d6, AP 6
    • Anti-vehicle: Dam 4d6, AP 11
  • 5 Anti-personal Rocket
    1,000 credits
  • 5 Anti-vehicle Rockets
    1,000 credits
  • 5 Armor Piercing Grenade
    R 5/10/20, Dam 3d8, ROF 1, AP 8, Shots 1, Weight .25, 700 credits
    Handheld grenades usually have either the impact option (exploding on contact after being activated and thrown) or a timer option (anywhere from one to five seconds, selected by the thrower). Those launched as rounds from a weapon system are almost always impact driven. The Range provided on the table is for throwing. The listed grenades do Mega Damage.
  • 5 Fragmentation Grenade
    R 5/10/20, Dam 3d6, ROF 1, AP 0, Shots 1, Weight .25, 550 credits
  • 40 Plasma Grenade
    R 5/10/20, Dam 3d10, ROF 1, AP 0, Shots 1, Weight .25, 1,800 credits. Notes: Mega Damage, SBT
    Plasma hits a target all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. Second, plasma tends to ignite targets (usually 1 in 6 chance), doing 1d10 continuous damage until it’s doused.
  • Super Soaker
    R 3/6/9, Dam 2d10 water damage, ROF 1, AP 0, Shots 15 shots
  • 2 Wooden Stakes
  • WI-GL20 Automatic Grenade Launcher
    Range 60/120/240 Damage and AP by Grenade ROF 3 (one grenade per shot) 40 grenades capacity Weight 75 150,000 Credits. Snapfire.
    Throwing grenades is fine, but shooting them in rapid succession is better. Your hero loves his WI-GL20 Automatic Grenade Launcher, which comes with a full load of his choice of grenades.
    For big, hard targets or large numbers of opponents, grenade launchers—especially those manufactured by Wellington Industries—are a popular option. Excessive use of them, however, leaves enough property damage to discourage many folks from wanting to hire a unit prone to such practices. Users can load any of the listed grenades into such launchers, in whatever order they like (though it’s a good idea for them to remember that order).
    Snapfire quality (-2 if the firer moves on the same round).
Credits: 2d6 × 100 credits + 5,000 (Rich Edge) + 20,000 (Filthy Rich Edge) = 25,600
Spent: 24,500 (Rocket Launcher and Grenades)
Remaining: 1,100
Salary 2018-01-01: 60,000 - 26,000 Cybernetics (Core Electronics Package and Signal Booster) - 9,000 (9 missiles) - 2,100 (3 Armor Piercing Grenades) - 1,650 (3 Fragmentation Grenades) = 21,250[/b]
New total: 22,350
Last edited by Markus Berger on Sun Jan 14, 2018 5:37 pm, edited 21 times in total.
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Markus Berger
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Contacts

Post by Markus Berger »

  • New German Republic
  • New Quebec
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Markus Berger
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Advances

Post by Markus Berger »

Advances:
Please list all Edges and Advances taken for your character here

Iconic Framework
  • M.A.R.S.
  • Package: Cybernetic Techno-Warrior
  • 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.
Hero’s Journey
  • Experience and Wisdom
  • 1 - Elan
  • Your hero knows how to make the most of second chances. He has Elan.
  • Training
  • 11 - Repair
  • Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
  • Underworld and Black Ops
  • 7 - I know a guy
  • She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
MARS Fortune & Glory
Fortune and Glory
  • 9
  • Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
Fortune and Glory
  • 3
  • A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
Fortune and Glory
  • 5
  • Smart and Learned: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
Rich Edge Rolls:
Cybernetics 9: Booster Jets: Miniature rocket systems provide the character with the ability to add +4 to Jumping distances, and even leap straight up 2". (Strain 1, 20,000 credits)
Cybernetics 2: Reinforced Frame: 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. (Strain 1; 150,000 credits)
Changed for:
Expanded Detection and Security Array: 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. (Strain 2; 33,000 credits)

Filthy Rich Edge Rolls:
Body Armor 1: Choose Armor: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. Triax T-11 Enhanced
Body Armor 17: Targeting: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks. Triax T-11 Enhanced
Ranged Weapons 6: Shooting: Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This result may be applied a maximum of two times.

Advances
  • Initial Advances: (From Hindrances): Smarts d8; Marksman Edge
  • Free Edge (Human): Filthy Rich Edge
  • Cybernetic Modifications: 8
  • Novice 1 Advance: Scrounger Edge
  • Novice 2 Advance: Skills Notice d8 and Streetwise d6
  • Novice 3 Advance: Skills Persuasion d6 and Streetwise d8
  • Seasoned 1 Advance: Vigor d6
  • Seasoned 2 Advance: Ace Edge
  • Seasoned 3 Advance: Combat Ace Edge
  • Seasoned 4 Advance: Skill Piloting d8 and Shooting d10
  • Veteran 1 Advance: Skill Piloting d10 and Fighting d8
  • Veteran 2 Advance: Upgrade Edge (Vehicle Interface package - Piloting)
  • Veteran 3 Advance: Spirit d8
  • 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:
Last edited by Markus Berger on Mon Jan 02, 2017 9:27 pm, edited 1 time in total.
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