White Castle - RCSG Scientist/Legacy Scout

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White Castle
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White Castle - RCSG Scientist/Legacy Scout

Post by White Castle »

Character Sheet

Character Name (Name your character)
Rank: Advances Left:
Race: Human
Iconic Framework: MARS/RCGS Scientist/Legacy Scout
Attributes:
  • • Agility d8,
    • Smarts d12,
    • Spirit d10,
    • Strength d4,
    • Vigor d6
Pace: 6 (d6); Parry: 5 (½ Fighting +2); Toughness: 10 (½ Vigor+2 plus armor); Strain: 0

Skills:
  • • Athletics (Ag) d6
    • Common Knowledge (Sm) d8
    • Notice (Sm) d8
    • Persuasion (Sp) d8
    • Stealth (Ag) d4
  • • Academics (Sm) d12
    • Driving (Ag) d6
    • Fighting (Ag) d6
    • Language (Sm) : American d8
    • Language (Sm): Atlantean --> d6
      Language (Sm): Demongogian --> d6
      Language (Sm): Dragonese/Elven --> d6
      Language (Sm): Gobberlely --> d6
      Language (Sm): Spanish --> d6
      Language (Sm): Techno-Can --> d6
    • Occult (Sm) d12 +2
    • Piloting (Ag) d6
    • Repair (Sm) d6
    • Research (Sm) d10
    • Science (Sm) d12 +2
    • Shooting (Ag) d6
    • Survival (Sm) d10
    • Thievery (Ag) d6
Hindrances
  • Curious (Major):
    Driven (Major):
    Wanted (Minor):
    • Hindrance (Minor): brief description
    • Hindrance (Minor): brief description
Racial Abilities
  • Legacy Scout (Novice, Academics d6, Survival d6) Through applied research and a nose for mysteries, Castle has a knack for digging up relics of the pre-Rifts past. Legacy Scouts gain +2 to all rolls related to Relic Salvage Operations and complete the operations in half the normal time. (Human Free Edge)
Edges and Iconic Abilities
  • Legacy Scout (Novice, Academics d6, Survival d6) Through applied research and a nose for mysteries, Castle has a knack for digging up relics of the pre-Rifts past. Legacy Scouts gain +2 to all rolls related to Relic Salvage Operations and complete the operations in half the normal time. (Human Free Edge)
    • Scholar (Occult): brief description
    • Scholar (Science): brief description
    • Monster Slayer: brief description
    • Recognize the Arcane: brief description
    • Linguist: brief description
    • Luck: brief description
    • Great Luck: brief description
    • Investigator: brief description
    • Edge: brief description
    • Edge: brief description
Last edited by White Castle on Sat Sep 25, 2021 11:19 pm, edited 11 times in total.
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White Castle
Posts: 147
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White Castle - Cybernetics

Post by White Castle »

Cybernetics (post background as a reply to character sheet)
Name
  • • Description
    • Cost:
    • Strain: 0
    • Abilities: .
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White Castle
Posts: 147
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White Castle - Powers

Post by White Castle »

Powers (post background as a reply to character sheet)
Arcane Background: Gifted, Magic, Miracles, Psionics, Weird Science
PPE/ISP: 0 - Recovery: 5/10/20/30/hour

• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
• Trapped Power Name [Base Power Name] (PP Cost) [Power Rank]
  • • Range: Range
    • Duration: Duration
    • Trapping: Chosen Trapping
    • Effect: Summary of power
    • Modifiers: [modifier](cost); [modifier](cost)
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White Castle
Posts: 147
Joined: Sun Apr 07, 2019 10:13 am

White Castle - Background

Post by White Castle »

Background

[Prior to the Tomorrow Legion and the 32nd]

[Prior to New York and White Castle Enterprises]
Recruited at the age of 15 because of his talents with Academics, Occult, and even Science, Dmitri did little to resist entrance and his parents saw it as a way for him to make a name for himself. He did all his training in Chi-Town.

Not the best combatant, Dmitri could hold a gun, use a knife, and throw a punch. He found himself in a squad where he had "body guards". He was the brains and they were the meat shields and the fire power. His job was to locate and then "triage" the salvage. Destroy what you could and secure the rest for someone else to destroy.

His squad out of training got assigned to a platoon under the leadership of a man named @Mercer. They left Chi-Town and joined Mercer's units in the shadows of the Devil's Arch.

[Prior to the CS and being an RCGS Scientist]
Dmitri Rasputin was born to pure-blood Russian imigrant parents. The Rasputins had left Communist Russia prior to the Rifts. Now several generations later, Dmitri was born in a town east of St. Louis and the Devil's Arch.

He was drawn at an early age to arcane and the occult and horded knowledge like a lepruchaun hordes his gold. Just like the lepruchaun's gold, no one saw the books that Dmitri found and read, then destroyed.

Being in a CS controlled territory, it was inevitable that he would find his way into the CS's ranks.
Last edited by White Castle on Fri Sep 24, 2021 5:11 pm, edited 2 times in total.
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White Castle
Posts: 147
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White Castle - Gear

Post by White Castle »

Gear
NG-S2 Survival Pack (20 lb)
  • • 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
    • Mallet and wooden stakes
    • 1 set extra clothes
Body Armor

Plastic-Man Light EBA
  • • Armor: +4 Toughness: +1
    • Weight: 13 lbs (Min Str: d4)
    • Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
    • Rarity: +1; Cost: 18,000
Sidearm

Wilk’s 320 Laser Pistol
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000

Field Computer, Grade II (2 lb)
  • • Opposed Hacking Bonus +2
    • Opposed Thievery Bonus +2
    • Research Bonus +2
    • Rarity: (+1) Cost: 20,000
Multi-Optics Helmet (Integrated) (5 lb)
  • • Targeting Sight
    • Magnification, Thermal, Infrared, Ultraviolet, and Night Optics
    • Ignore Illumination Penalties
    • +2 to Sight-based Notice checks or to offset Range penalties
    • +1 Shooting with calibrated weapons
    • Hands-Free Radio (10-mile range)
    • Megaphone Voice-Projection System
    • +4 Armor and +2 Toughness to the Head Only
    • integrated into Plastic-Man Light EBA helmet for an extra 500 credits
    • Rarity: (?) Cost: 25,500
OOC Comments
NG-S2 Survival Pack (20 lb)
  • • 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
    • Mallet and wooden stakes
    • 1 set extra clothes
NG-S2 Survival Pack (20 lb)
  • • 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
    • Mallet and wooden stakes
    • 1 set extra clothes
Two E-clips or magazines for each weapon
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts
Last edited by White Castle on Fri Sep 24, 2021 4:43 pm, edited 6 times in total.
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White Castle
Posts: 147
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White Castle - Advances

Post by White Castle »

Advances
Listed in Character Creation Order to assist in conflicts.

Choose Race
Racial Abilities - Human
Free Novice Edge
Legacy Scout (Novice, Academics d6, Survival d6) Through applied research and a nose for mysteries, Castle has a knack for digging up relics of the pre-Rifts past. Legacy Scouts gain +2 to all rolls related to Relic Salvage Operations and complete the operations in half the normal time. (Human Free Edge)


Choose Iconic Framework
  • 1. Choose Iconic Framework
    Iconic Framework - RCGS Scientist
    • Begin with +1 Smarts die type, (d6) adjust maximum acordingly (d12+1).
    • Begin with Occult d8, Science d8, and the Scholar Edge for both skills.
    • Begin with Notice d6, Research d6, Survival d6, and Monster Slayer Edge.
    • Recognize the Arcane: RCSG Scientists have an uncanny knack for identifying and understanding the 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 suernatural abilities like invisisbility.
    • Make one less roll on the Hero's Journey tables.
    • Cannot take Doubting Thomas or Illiterate Hindrances.
    • Begin with the standard Starting Gear.
  • 2. Roll on the MARS Fortune & Glory Table (page 45) two times possibly modified by package.
    MARS Fortune & Glory (delete if not applicable)

    Fortune and Glory
    • Roll Result [ 6 ]
    • Description: Smart & Learned
      Your hero adds one die type to Smarts (d8) and two die types to any three Smarts-linked skills [Academics, Occult, Science]
    • Roll Result [19]
    • Description: Charmingly Fluent
      Begin with the Linguist Edge. Gain +1 Persuassion with native speakers of a language foreign to your hero [Demongogian], and Reactions begin two steps higher.
  • 3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
    • Make one less roll on the Hero's Journey tables.

    Hero's Journey
      • Education Table
      • Roll result [ 7 ]
      • Description: Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.
      • Education Table
      • Roll result [ 18 ]
      • 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 three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills. [Academics, Common Knowledge, Notice]
  • 4. Build your character as normal, and when finished, give her four Advances.
    This means she begins play as a Seasoned Rank character.

Hindrances (Select up to 4 points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). For 2 Hindrance points you can raise an attribute one die type or choose an Edge. For 1 Hindrance point you can gain another skill point or gain additional Starting Funds equal to twice your Iconic Framework’s starting amount.)
  • • Hindrance:
  • Curious (Major): Curiosity killed the cat and Castle. Lucky for Castle he has been brought back to life each time he has died. [Edge: Luck]

    • Hindrance:
  • Driven (Major): Castle wants to know. He will go to any length to discover the mysteries, history, and past that define or describe things in the present moment. [Edge: Elan]

    • Hindrance:
  • Wanted (Major): The Coalition States found and trained Castle, before he was Castle. Castle was not much into the proganda of the Coalition. The split between Castle and the Coalition turned into a gulf, when extermination and hiding knowledge & information was the Coalitions infield answer to his discoveries. [Ability: Spirit +1DT (d6)]

Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
  • • Agility: d4 --> d6 (1, CharGen) --> d8 (S2) -->
    • Smarts: d4 --> d6 (IF) --> d8 (F&G) --> d12 (2, CharGen) -->
    • Spirit: d4 --> d6 (Hinderance) --> d8 (1, CharGen) --> d10 (N1) -->
    • Strength: d4 -->
    • Vigor: d4 --> d6 (1, CharGen)

Skills (Athletics, Common Knowledge,Notice, Persuasion, and Stealth are core skills and start at d4 for free—see Expanded Skill Applications starting on page 71. More Skill Points is a Setting Rule, you have 15 points to put into skills. Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.)
Skills:
  • • Academics (Sm) --> d6 (HJ, Ed 7) --> d10 (F&G 6) --> d12 (HJ, Ed 18)
    Athletics (Ag) - d4 (Core) --> d6 (1, CharGen)
    • Battle (Sm)
    • Boating (Ag)
    Common Knowledge (Sm) - d4 (Core) --> d6 (HJ, Ed 7) --> d8 (HJ, Ed 18)
    • Driving (Ag) --> d6 (2, CharGen)
    • Electronics (Sm)
    • Faith (Sp)
    • Fighting (Ag) --> d6 (2, CharGen)
    • Focus (Sp)
    • Gambling (Sm)
    • Hacking (Sm)
    • Healing (Sm)
    • Intimidation (Sp)
    • Language (Sm)
    • Language (Smarts) : American d8 (SWADE 31)
    • Language (Smarts): Atlantean --> d6 (Linguist Edge)
    • Language (Smarts): Demongogian --> d6 (Linguist Edge)
    • Language (Smarts): Dragonese/Elven --> d6 (Linguist Edge)
    • Language (Smarts): Gobberlely --> d6 (Linguist Edge)
    • Language (Smarts): Spanish --> d6 (Linguist Edge)
    • Language (Smarts): Techno-Can --> d6 (Linguist Edge)
    Notice (Sm) - d4 (Core) --> d6 (IF) --> d8 (HJ, Ed 18)
    • Occult (Sm) --> d8 (IF) --> d12 (F&G 6) --> +2 (Scholar)
    Persuasion (Sp) - d4 (Core) --> d8 (2, CharGen) +1 (Demongogian)
    • Piloting (Ag) --> d6 (2, CharGen)
    • Psionics (Sm)
    • Repair (Sm) --> d6 (2, CharGen)
    • Research (Sm) --> d6 (IF) --> d8 (N2) --> d10 (S3)
    • Riding (Ag)
    • Science (Sm) --> d8 (IF) --> d12 (F&G 6) --> +2 (Scholar)
    • Shooting (Ag) --> d6 (2, CharGen)
    • Spellcasting (Sm)
    Stealth (Ag) - d4 (Core)
    • Survival (Sm) --> d6 (IF) --> d8 (N2) --> d10 (S3)
    • Taunt (Sp)
    • Thievery (Ag) --> d6 (2, CharGen)
    • Weird Science (Sm)
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • • Initial Advances: (Bonus from Hindrances):
    • • Curious: Luck Edge
      • Driven: Elan Edge
      • Wanted: Spirit +1DT (d6)
    • Edge(s) granted by Racial Features/Iconic Framework:
    • • (Racial Feature) Legacy Scout
      • (Iconic Framework) Scholar Edge (Occult)
      • (Iconic Framework) Scholar Edge (Science)
      • (Iconic Framework) Monster Slayer
      • (Iconic Framework) Recognize the Arcane
      • (IF, F&G) Linguist Edge
      • (Hindrance) Luck Edge
      • (Hindrance) Elan Edge
      • (Novice 3) Great Luck Edge
      • (Seasoned 1) Investigator Edge
    • Cybernetic Modifications:
    • Novice 1 Advance: Spirit +1DT (d10) (IF)
    • Novice 2 Advance: Research +1DT (d8)/Survival +1DT (d8) (IF)
    • Novice 3 Advance: Great Luck (IF)
    • Seasoned 1 Advance: Investigator Edge (IF)
    • Seasoned 2 Advance: Agility +1DT (d8) (SR)
    • Seasoned 3 Advance: Research +1DT (d10)/Survival +1DT (d10) (Ch 1)
    • Seasoned 4 Advance: Charismatic Edge (3OCT2021)
    • Veteran 1 Advance:
    • Veteran 2 Advance:
    • Veteran 3 Advance:
    • 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 White Castle on Sun Oct 03, 2021 5:58 pm, edited 3 times in total.
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White Castle
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White Castle - RCSG Scientist/Legacy Scout - Bennies

Post by White Castle »

Bennies 7

Starting 3
Luck +1
Great Luck +1
Chapter 2b +1
Chapter 3 +1
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