"Sammy" (MARS PCO)

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Heracles
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"Sammy" (MARS PCO)

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Fortune & Glory
#1 [dice:8ydavor5]44796:0[/dice:8ydavor5]
#2 [dice:8ydavor5]44796:1[/dice:8ydavor5]
#3 [dice:8ydavor5]44796:2[/dice:8ydavor5]
#4 [dice:8ydavor5]44796:8[/dice:8ydavor5]

Hero's Journey
#1 [dice:8ydavor5]44796:3[/dice:8ydavor5]
#2 [dice:8ydavor5]44796:4[/dice:8ydavor5]
#3 [dice:8ydavor5]44796:5[/dice:8ydavor5]

Rich/Filthy Rich
#1 [dice:8ydavor5]44796:6[/dice:8ydavor5]
#2 [dice:8ydavor5]44796:7[/dice:8ydavor5]
#3 [dice:8ydavor5]44796:10[/dice:8ydavor5]
#4 [dice:8ydavor5]44796:11[/dice:8ydavor5]
#5 [dice:8ydavor5]44796:12[/dice:8ydavor5]

Starting Cash: [dice:8ydavor5]44796:9[/dice:8ydavor5] x100 = credits.
Last edited by Heracles on Thu Oct 25, 2018 4:59 pm, edited 2 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: "Sammy" (MARS PCO)

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Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: "Sammy" (Samir Kaul)
Rank: Novice Experience: 5 Advances Left: 0
Race: Human (Psi-Ghost)
Iconic Framework: MARS PCO (Psi-Thief)

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: +2 (-2 if species known); Street Cred: 2; Strain: 0
Pace: 6; Parry: 7; Toughness: 17(9)

Skills
  • Climbing (Str): d4+2
  • Fighting (Agi): d8
  • Knowledge (Computers) (Sma): d6
  • Lockpicking (Agi): d8+2
  • Notice (Sma): d8
  • Persuasion (Spi): d6+2
  • Psionics (Sma): d8
  • Shooting (Agi): d8 (+2 in armor)
  • Stealth (Agi): d8+4
  • Streetwise (Sma): d6+2

Hindrances
  • Arrogant (Major): He comes from a long line of the best thieves.
  • Greedy (Minor): He wouldn't be a thief if he didn't want money and treasure.
  • Loyal (Minor): He won't leave his brother behind. Others? Well, only if they've proved their worth.

Edges
  • Arcane Background: (MARS Framework) Psionics.
  • Brave: (Fortune & Glory) Your hero adds +2 to Fear tests.
  • Charismatic: (Fortune & Glory) +2 to Charisma.
  • Connections: (Fortune & Glory) (Black Market) Whether it’s to the Feds, the cops, the Mob, or some big corporation, your hero knows someone on the inside - someone who is willing to lend her a hand on occasion (usually once per game session).
  • Connections: (Fortune & Glory) "The Rooks" (Chi-Town Level 4 Crime-Gang) The gang started out like most others, violent and bloody, called "The Murder of Crows". However, once they had a turf to call their own and a new leader rose to power, the gang's structure changed and they slowly got their hands in to a lot of pies across Level 4, regardless of turf, becoming less of a gang and more of an organized crime syndicate. Most members have a raven or crow tattoo somewhere and often wearing feathers (they prefer real) of some sort on their person.
  • I Know a Guy: (Fortune & Glory) Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group.
  • Major Psionics: (Iconic Framework) +!0 ISP, and can spend ISP for boosts to psionics.
  • Nerves of Steel: (Fortune & Glory) Ignore 1 point of wound penalties.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Rich: (Fortune & Glory) 5,000 credits and get two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables (or 2 rolls for a vehicle).
    • Filthy Rich: 20,000 credits and 3 more rolls (or 2 rolls for a vehicle).
  • Thief: (Hero's Journey) +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness
    environment—only in urban areas.

Racial Features: (Psi-Ghost)
  • Ghosting: As an action at will (no roll required), a Psi-Ghost may turn intangible, mimicking the effects of the intangibility power. This costs no ISP. If the Psi-Ghost gains the Master Psionic Edge, she does not gain access to astral form unless she has access to the intangibility power via some other means (i.e., as a power she has learned or has access to via gear). Note that while most mundane attacks cannot hurt a Psi-Ghost while ghosting, gas attacks are particularly effective against them, as the gaseous substance passes right through and into the blood stream and does +4 damage/is -4 to resist.
  • Best of the Best: Psi-Ghosts have earned their reputation as the best, and no one can match a Psi-Ghost when it comes to sneaking around. All Psi-Ghosts add +2 to Stealth rolls.
  • Inherently Gifted: Psi-Ghosts have a natural predilection toward psionics, and begin with +5 ISP, whether they pursue an Arcane Background or not.
  • Bad Reputation: The downside to having a reputation as the best spies and thieves alive is that most normal people are predisposed to distrust Psi-Ghosts. Psi-Ghosts suffer -2 Charisma when dealing with the average person in most towns and cities if their true nature is known.
  • Cyber Resistant: Cyberware interferes with a Psi-Ghost’s ability to ghost. A Psi-Ghost may not take any Iconic Framework that includes cybernetics (including the bio-comp system needed for a Juicer), nor may she roll on the Cybernetics Hero’s Journey table.
  • Binding Word: A Psi-Ghost who takes a contract will fulfill it at all costs. Even a partial success will generally result in the refund of any fees paid for the job. This is a Major Vow.
  • Restricted Path: Psi-Ghosts have no affinity for magic. They cannot take any Iconic Framework that features PPE, nor any Arcane Background that uses it.
  • Racial Loyalty: A Psi-Ghost would never betray one of her own to an outsider. Psi-Ghosts have a complicated system of loyalty and feel compelled to resolve any disputes "in house," as it were. It is not uncommon for rival Psi-Ghosts to fight each other to the death, but it would be unthinkable to turn a rival in to the law. A Psi-Ghost may use outsiders to foil a rival Psi-Ghost's plans, but she will always ensure her rival has plenty of time to escape capture beforehand. She begins with the Loyal Hindrance at character creation for no added benefit.

Iconic Framework: (Psi-Thief MARS PCO Package)
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table.
  • Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.
Contacts
Last edited by Heracles on Sat Oct 27, 2018 1:01 pm, edited 2 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Re: "Sammy" (MARS PCO)

Post by Heracles »

Powers

ISP: 25
  • "The Body Electric" (Boost/Lower Trait)
    • Power Points: 3/2
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Electricity (Jazz)/Electricity (Spasms)
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • "Now You See It, Now You Don't" (Detect/Conceal Arcana)
    • Power Points: 2
    • Range: Sight
    • Duration: 3 (1/round) or 1 hour (1/hour)
    • Trapping:
    • Effect:
      • Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
      • The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer - 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s
        skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
  • "Magician's Trick" (Invisibility)
    • Power Points: 5
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Darkness (Shroud)
    • Effect:
      • With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
      • In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
      • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
  • "You're Getting Sleepy" (Slumber)
    • Power Points: 2
    • Range: Smarts x 2
    • Duration: 1 minute (1/minute)
    • Trapping: Heat (Fatigue)
    • Effect:
      • The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
      • Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: "Sammy" (MARS PCO)

Post by Heracles »

Gear

Item
  • Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
    Image
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
    • +1 Toughness
    • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Features:
      • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
        • Attachment:
  • Dosimeter
    • It can accurately detect the presence and amount of radiation with a Range category band of 5/10/20.
    • Weight: 1.
    • Cost: 200 credits.
  • Infrared Distancing Binoculars
    • Wt: 2.
    • Cost: 1,200 credits.
  • Neural Mace (not usually carried)
    • Damage: Str+d6 MD. Wt: 9. Cost: 8,000.
    • Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
  • NG-S2 Survival Pack (not usually carried)
    • Wt: 30 lb. Cost: 3,000 credits.
  • SFD Huntsman Lightweight Personal Armor:
    • Armor +9, Toughness +2.
    • Features:
      • Basic (five mile range) communications and light-sensitive visors or eye lenses (offset illumination penalties by 2 and provide +2 to resist blinding attacks).
      • Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
      • Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor (already included above).
      • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers (already included above).
      • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • Strength Minimum d4.
    • Wt: 16.
    • Cost: 24,000 credits.
  • Vibro-Blade Vambraces
    • Damage: Str+d8 MD, AP 4. Wt: 8. Cost: 11,000.
    • Notes: Parry +1. Requires Agility d8, worn as a pair.
  • Wilk’s 237 Laser Pistol
    • Range: 15/30/60. Damage: 2d6+1, AP 4. RoF: 1. Shots: 16. Wt: 3. Cost: 24,000.
    • Notes: Semi-Auto.
  • Wilk’s 447 Laser Rifle (not usually carried)
    • Range: 40/80/160. Damage: 3d6, AP 2. RoF: 1. Shots: 20. Wt: 5. Cost: 18,000.
    • Notes: Semi-Auto.

Credits: 11,000.
Last edited by Heracles on Sat Oct 27, 2018 1:06 pm, edited 2 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: "Sammy" (MARS PCO)

Post by Heracles »

Advances

Hero’s Journey
  • Psionics
    • Roll result: 8.
    • Description: Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.
  • Training
    • Roll result: 2.
    • Description: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training
    • Roll result: 6.
    • Description: Part of your character’s extensive training including full understanding of a
      particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.

MARS Fortune & Glory
  • Charming and Well-Traveled
    • Roll result: 10.
    • Description: Your hero begins with the Charismatic and I Know a Guy Edges.
  • Fortune Favors the Bold
    • Roll result: 11.
    • Description: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
  • Vigorous and Tough
    • Roll result: 8.
    • Description: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • Wealthy and Connected
    • Roll result: 9
    • Description: You hero begins with the Rich Edge and the Connections Edge with two factions.

Rich/Filthy Rich
  • Body Armor
    • Roll result: 2 and 3 (Traded for 5)
    • Description: Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
  • Body Armor
    • Roll result: 9.
    • Description: Your Body Armor gains +1 embedded Toughness.
  • Body Armor
    • Roll result: 14.
    • Description: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
  • Body Armor
    • Roll result: 19 (Chose 16).
    • Description: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.

Attributes
Agility: d4>d8 (2)
Smarts: d4>d8 (2)
Spirit: d4>d6 (1)
Strength: d4
Vigor: d4>d6 (FG)


Advances
  • Initial Advances: (From Hindrances): Edge (Filthy Rich); +1 Strength die type.
  • Novice 1 Advance: Edge (Quick).
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • 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:
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
User avatar
Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
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Re: "Sammy" (MARS PCO)

Post by Heracles »

Background
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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