This is where previously used character sheets are stored.
Resurrecting any character from this forum requires template validation/update, and total equipment restart.
Roll 1: [dice:9b79jy9z]40891:0[/dice:9b79jy9z]: Education Table: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills K/Battle d4 (1), K/Cybernetics d6 (2), and K/Medicine d6 (2).
Roll 2: [[dice:9b79jy9z]40891:1[/dice:9b79jy9z]/11]: Training Table: 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.
Roll 3: [dice:9b79jy9z]40891:2[/dice:9b79jy9z]: Education Table: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
Roll 4: [dice:9b79jy9z]40891:7[/dice:9b79jy9z]: Underworld & Black Ops Table: When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
[*] Education Table [7]: Gain K/History (Sm) at d8; +2 to all Common Knowledge checks
Fortune & Glory (3 rolls)
Roll 1: [[dice:9b79jy9z]40891:3[/dice:9b79jy9z]/9]: Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
Roll 2: [[dice:9b79jy9z]40891:8[/dice:9b79jy9z]/9]: Wealthy and Connected: You hero begins with the Filthy Rich Edge and the Connections Edge with two factions.
Roll 3: [dice:9b79jy9z]40891:4[/dice:9b79jy9z]: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
Rich Edge (2 rolls) Body Armor, Close Combat Weapons, Cybernetics, or Ranged Weapons
Roll 1: [[dice:9b79jy9z]40891:5[/dice:9b79jy9z]/4]: Cybernetics Table: Your hero wants to give that Juicer a run for his money, so he got a level of Cyber-Wired Reflexes installed.
Roll 2: [dice:9b79jy9z]40891:6[/dice:9b79jy9z]: Cybernetics Table: Whoever put your hero back together didn’t want her checking out any time soon. She has the Nano-Repair System.
Filthy Rich Edge (3 rolls) Body Armor, Close Combat Weapons, Cybernetics, or Ranged Weapons
Roll 1: [dice:9b79jy9z]40891:13[/dice:9b79jy9z]: Cybernetics Table: Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
Roll 2: [[dice:9b79jy9z]40891:11[/dice:9b79jy9z]/16]: Cybernetics Table: It’s not all about combat efficiency for your cyborg. He has a Subject Matter Expert Port and a four die type skill chip on hand.
Roll 3: [dice:9b79jy9z]40891:10[/dice:9b79jy9z]: Ranged Weapons Table: Likely taken from a former foe, your hero has a TX-5 Pump Pistol as part of his personal arsenal.
Starting Credits
x1000
Last edited by Doc Olliday on Sat Aug 18, 2018 8:44 pm, edited 3 times in total.
Distinctive D-Bee: Unless they hide their non-human (and devilish) appearance, D’Norr face a certain amount of prejudice from the Coalition. They suffer a −4 Charisma when dealing with such people. (Racial)
Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP. (Racial)
Sensitive: Due to their inherently sensitive and compassionate nature, D’Norr are particularly susceptible to Fear, suffering a −2 whenever making checks against such situations. (Racial)
Monologuer (Major): Anytime Doc uses his Cybernetics he has a moment or longer of Monologue
Vow (Minor): Hippocratic Oath
Cautious (Minor): Easy to study much while everyone is else doing and talking.
Edges
Edge: brief description
Healer Edge: +2 to Healing rolls for himself and traveling companions. (HJ)
MacGyver Edge: The character can improvise something when the need for a tool arises. (HJ)
Rich Edge: Begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. (F&G)
Filthy Rich Edge: 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables. (F&G)
Connections: BM Immortal Hand; BM Chicago Mob (F&G)
Connections: MercTown Medics; Dark Hold TWs (F&G)
Charismatic Edge: +2 to Charisma (F&G)
I Know a Guy Edge: Some people seem to know someone everywhere they go. (F&G)
AB (Weird Science): 10 PPE; 1 Power [Healing] (IF)
Master of Magic: exceptional power [Mass Healing] (IF)
New Power Edge: Detect/Conceal Arcana; Exalted Detect/Conceal Arcana (Hindrance)
New Power Edge: Smite/Greater Smite (Novice 1)
New Power Edge: Succor/Mass Succor (Seasoned 1)
Jack-of-All-Trades: Any time Doc makes an unskilled roll for a Smarts-based skill, he does so at a d4. (Hindrance)
Elan Edge: When spending a Benny on a Trait roll (including Soak rolls), add +2 to the final total.(Seasoned 4)
New Power Edge: Barrier/Exalted Barrier (Veteran 1)
+2 Vigor checks versus environmental conditions
Notes: Covers torso, arms, legs. Fashioned by Dark Hold TWs.
"Thunderer"
TX-5 Pump Pistol
Range: 15/30/60 || Damage: 2d6+1 || RoF: 1
Weight: 5 || Cost: 10,000
Shots/Clip: 5
Notes: Mega Damage. Location
Card Carrying Member
Doc's weapon of choice early in his western career was an 1851 Colt Navy revolver given him by his uncle, one of four. The remaining three pistols were given by Uncle John to his own sons. Later Doc carried a nickel-plated .41 caliber Colt Thunderer or the .38 caliber Colt Lightening, both double action pistols. Never was Holliday's weapon of choice a shotgun, let alone the .10 gauge Meteor "whipit" (a double-barreled shotgun cut down to a mere 20") with which he was often credited. He used a shotgun at the Tombstone gunfight because Virgil handed it to him. Being slightly built and not in robust health, the idea of Holliday's weapon of choice being a shotgun with its wicked kick is ludicrous. In Stuart Lake's Wyatt Earp, Frontier Marshal, Wyatt states, "Doc Holliday never carried a sawed-off shotgun into a fight but once in his life and upon this one occasion (the Tombstone gunfight) he threw the gun down in disgust after firing one shot and jerked the nickel-plated Colt's which was for years his favorite weapon."
TW Minor Upgrade: +1 to Shooting
Notes: Revolver, can “fan the hammer” (Rapid Attack). Location
Card Carrying Member
Doc's weapon of choice early in his western career was an 1851 Colt Navy revolver given him by his uncle, one of four. The remaining three pistols were given by Uncle John to his own sons. Later Doc carried a nickel-plated .41 caliber Colt Thunderer or the .38 caliber Colt Lightening, both double action pistols. Never was Holliday's weapon of choice a shotgun, let alone the .10 gauge Meteor "whipit" (a double-barreled shotgun cut down to a mere 20") with which he was often credited. He used a shotgun at the Tombstone gunfight because Virgil handed it to him. Being slightly built and not in robust health, the idea of Holliday's weapon of choice being a shotgun with its wicked kick is ludicrous. In Stuart Lake's Wyatt Earp, Frontier Marshal, Wyatt states, "Doc Holliday never carried a sawed-off shotgun into a fight but once in his life and upon this one occasion (the Tombstone gunfight) he threw the gun down in disgust after firing one shot and jerked the nickel-plated Colt's which was for years his favorite weapon."
Feature Text Here
GEAR Utility Belt: Standard issue for all field personnel, the Coalition GEAR Utility Belt has numerous pouches and containment options, carrying a number of very useful items. While not as all-purpose as the CS-S2 GEAR Basic Survival Pack, the belt does aid in survival and other operations in many ways. (4 lb, 2,500 credits)
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Feature Text Here
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. Location
Trauma Kit: 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, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. Location
(3 lb, 2,600 credits)
Trauma Kit: 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, and it also offsets up to −2 penalties. Frequent use requires replenishing the supplies, as dictated by the GM. Location
(3 lb, 2,600 credits)
Tool Kit: Location
Computer, Field: A rugged operational version, capable of withstanding the shocks and jarring of running around and trying
not to die in a Mega-Damage world. Decks like this are graded I to IV, and the grade represents a bonus to any Knowledge (Computers) or Lockpicking rolls when in an opposed roll situation. The bonus also applies to any Investigation rolls for recalling history or related research.
(2 lb, credits for Grade III)
[c00olor=#FF00]Location[/color]
Holo-Display Communicator: Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display.
The communication system itself has a 300-mile range.
(2 lb, 10,000 credits)
[c00olor=#FF00]Location[/color]
Begin with two Edges of your choice Arcane Background (Weird Science) and Master of Magic, ignoring Rank requirements.
Make one additional roll on the M.A.R.S. Fortune & Glory Table.
Begin with the starting gear of any one Iconic Framework of your choosing.
Racial Framework - D'Norr
Distinctive D-Bee: Unless they hide their non-human (and devilish) appearance, D’Norr face a certain amount of prejudice from the Coalition. They suffer a −4 Charisma when dealing with such people.
Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1.
Natural Arcane Affinity: The D’Norr have +5 PPE naturally, whether they pursue a magical path or not.
Personable: The D’Norr are highly charming and easy to get along with. They have +1 Charisma.
Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
Sensitive: Due to their inherently sensitive and compassionate nature, D’Norr are particularly susceptible to Fear, suffering a −2 whenever making checks against such situations.
Hero’s Journey
Education Table
Roll result [17]
Description: Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills K/Battle d4 (1), K/Cybernetics d6 (2), and K/Medicine d6 (2)
Education Table
Roll result [4]
Description: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
Training Table
Roll result [19/11]
Description: 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.
Undercover & Black Ops Table
Roll result [1]
Description: When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
HJ Progress Roll- 1NOV2018
Undercover & Black Ops Table
Roll result [6]
Description: He's done more and traveled more than anyone, and he always seems to know someone, somewhere, he can call on for information or aid. Doc Olliday REALLY has the I Know a Guy Edge, and he gains a +2 on all Connection rolls to contact and gain assistance.
MARS Fortune & Glory Fortune and Glory
Roll result [12/9]
Description: Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
Roll result [12/9]
Description: Wealthy and Connected: You hero begins with the Filthy Rich Edge and the Connections Edge with two factions.
Roll result [10]
Description: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
Advances
Initial Advances: (From Hindrances):
Jack-of-All Trades
New Power: Detect/Conceal Arcana; Exalted Detect/Conceal Arcana
Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
[38] FOLK HERO
Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you
can always find aid there.
Flesh Mender (Healing; 3 P.P.E.) [Novice] Range: Touch Duration: Instant Trapping: A clutch of little mechanical spiders weaving and healing with spiders silk. Effect: Each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself).
The Rains of Spain (Mass Healing; 6 P.P.E.) [Novice/Mega] Range: Special - Smarts x2 (24) Duration: Instant Trapping: [SNOW GLOBE] A light but steady rain falls, cooling and refreshing Effect: The healing power can be cast on all allies within Spirit x2 of the caster. Ignore the individual wound penalties of the treated and apply a flat -2 instead. The power is selctive; the caster chooses who is affected. Oakley Flight Deck Prizm Goggles (Detect Arcana; 2 P.P.E.) [Novice] Range: Sight Duration: 3 (1/round) or 1 (1/hour) Trapping: Left side switch activation. Iron fired brick colored lenses in Goggles Effect: Sense supernatural persons, objects, or effects within sight.
Oakley Flight Deck Prizm Goggles Maxed (Exalted Detect Arcana; 4 P.P.E.) [Novice/Mega] Range: Sight Duration: 3 (1/round) or 1 (1/hour) Trapping: Right side switch activation. Iron fired brick colored lenses in Goggles Effect: Expanded details upon sense supernatural persons, objects, or effects within sight. Flavor Text Here (Conceal Arcana; 2 P.P.E.) [Novice] Range: Sight Duration: 3 (1/round) or 1 (1/hour) Trapping: -- Effect: --
Flavor Text Here (Exalted Conceal Arcana; 4 P.P.E.) [Novice/Mega] Range: Touch Duration: 3 (1/round) or 1 (1/hour) Trapping: -- Effect: -- Monster Energy 40 (Succor; 1 P.P.E.) [Seasoned] Range: Touch Duration: Instant Trapping: -- Effect: --
Flavor Text Here (Mass Succor; 2 P.P.E.) [Seasoned/Mega] Range: Special Duration: Instant Trapping: [FLOATING SUN ORB] The beam of sunlight soothe and refresh. Effect: Spirit x 2, Selective Succor Electro-Magnetic Amplifier (Smite; 2 P.P.E.) [Novice] Range: Touch Duration: 3 (1/round) Trapping: -- Effect: INC a weapon's DAM by +2 or +4 for a raise.
Flavor Text Here (Greater Smite; 4 P.P.E.) [Novice/Mega] Range: Touch Duration: 3 (1/round) Trapping: -- Effect: INC a weapon's DAM by +4 or +8 for a raise. Mega Damage. Flavor Text Here (Barrier; 1/Section) [Seasoned] Range: Smarts (12) Duration: 3 (1/section/round) Trapping: Effect:
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage
dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid.
Flavor Text Here (Stalwart Walls; 2/Section) [Seasoned/Mega] Range: Smarts x 2 (24) Duration: 3 (1/section/round) Trapping: Effect:
In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section. Flavor Text Here (Succor; 2 I.S.P.) [Seasoned] Range: 12/24/48 Duration: Instant Trapping: Nuclear weapons detonate with both light and sound. The light is so intense that it causes Flash Blindness. Effect: Target makes Agility -2 to avert gaze. -4 to Agility if Cold Fusion gets a raise. Target fails, he is Shaken and -2 to Parry until their next turn. On a 1 on the Agility roll, target is Shaken and fully blind until fully recovered from being Shaken. Blinded target suffers -6 penalty to all Trait rolls that require vision and Parry reduced to 2.
Flavor Text Here (Mass Succor; 2 I.S.P.) [Seasoned/Mega] Range: Touch Duration: 3 (1/round) Trapping: Again nothing visible, but it will rate on the radiation scale. DANGER, Will Robinson! Effect: INC a weapon's DAM by +2 or +4 for a raise.
Last edited by Doc Olliday on Sun Mar 10, 2019 8:50 pm, edited 6 times in total.
52: Payback
Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
38: Folk Hero
Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
52: Payback
Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
38: Folk Hero
Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.