HJ
Education [dice:1zhzzthu]55119:0[/dice:1zhzzthu]
Experience [dice:1zhzzthu]55119:1[/dice:1zhzzthu]
Education [dice:1zhzzthu]55119:2[/dice:1zhzzthu]
FG (choice)
Smart & Learned - Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Grackletooth MARS Weird Scientist SWADE
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Grackletooth MARS Weird Scientist SWADE
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Grackletooth MARS Weird Scientist SWADE
Sang Buaya
Rank: Seasoned Advances: 4
Race: Grackletooth
Iconic Framework: MARS PCO
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 5; Toughness: 7; Strain: 0
Skills:
Rank: Seasoned Advances: 4
Race: Grackletooth
Iconic Framework: MARS PCO
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 5; Toughness: 7; Strain: 0
Skills:
- Athletics d4
- Common Knowledge d8 (2)
- Notice d8 (2)
- Persuasion d4
- Stealth d4
- Hacking d6
- Repair d12 (2)
- Weird Science d12 (2)
- Science d12 (2)
- Electronics d8 (2)
- Research d6 (2)
- Driving d6 (2)
- Fighting d6 (2)
- Shooting d6 (2)
- Heroic (Race): Always the big damn hero.
- Curious (Major): Can never leave well enough alone.
- Overconfident (Major): Thinks his smarts and gizmos can overcome any obstacle.
- Jack of All Trades (HJ):
- Power Surge (HJ): +10 PP when dealt a Joker.
- Arcane Background (Weird Science - Non Magic): 15 Power Points, 2 powers
- Artificer: Allows user to create Arcane Devices
- Improved Artificer: Arcane Devices use “Power Packs” that continually recharge 1 power point per hour using a combination of kinetic motion, ambient radiation, and even body heat, but can burn out. On a 1 on the Activation die, the power pack burns out and the device has no power until it is replaced by the Weird Scientist.
- Mr. Fix It (N1): +2 to Repair rolls, half the time required with a raise.
- Gadgeteer (S1): Spend 3 Power Points to create a device that replicates another power
- Bizarre Physiology: Suffer a –4 to penalty to Healing checks, and compatible Rifts® Earth medical supplies/services require quadruple the listed price
- Cyber Resistant: Cybernetics are incompatible with Grackle physiology.
- Distinctive D-Bee: Incurs a –2 Persuasion penalty.
- Issues With Cold: -4 to resist Cold Hazards, and suffer +4 damage from cold-based attacks.
- “Just How I Was Raised”: Heroic hindrance
- Leaper: Can jump twice as far as normal and add +4 to damage when leaping as part of a Wild Attack.
- Natural Weapons: Bite for Str+d4 damage and claw for Str+d6 damage
- Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for Grackles (including weapons and vehicles)
- Powerful: Grackles start with Strength d8 and Vigor d6, raise Trait maximums accordingly.
- Prehensile Tail: Ignores 2 points of Multi-Action penalties each round.
- Restricted Paths: A Grackle Tooth has no capacity for magic or psionics. They cannot take any Arcane Background or framework using PPE or ISP.
- Size 2 (Normal): Their Size grants them +2 Toughness.
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Grackletooth MARS Weird Scientist SWADE
Devices
Quantum Energy Wave (burst)
Quantum Field Generator (deflection)
Power Points: 15/15Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Grackletooth MARS Weird Scientist SWADE
Gear
- NG-S2 Survival Pack
- Body Armor of Choice
- Wilk’s 320 “Classic” Laser Pistol with 2 e-clips
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Grackletooth MARS Weird Scientist SWADE
Advances
Iconic Framework: MARS PCO
Advances
Iconic Framework: MARS PCO
- Begin with +5 skill points.
- Begin with two Edges of your choice, ignoring Rank requirements.
- Choose your M.A.R.S. Fortune & Glory Table result.
- Begin with standard Starting Gear plus any one Body Armor and an extra 6d6 × 1000 credits in gear or valuables.
- Education 13 - Gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery
- Experience 17 - Wild Card Edge
- Education 1 - Jack of All Trades
- Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Advances
- Initial Advances: (From Hindrances): Gadgeteer, Improved Artificer
- Novice 1 Advance: Mr. Fix It
- Novice 2 Advance: +1 Electronics, +1 Science
- Novice 3 Advance: +1 Weird Science, +1 Repair
- Seasoned 1 Advance: Gadgeteer
- 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:
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