LuLu Borland: Medic for Field Team Six

The least Legionaires get their chance to shine
GM: Pender Lumiss
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LuLu
Posts: 35
Joined: Sun Oct 20, 2019 7:14 pm

LuLu Borland: Medic for Field Team Six

Post by LuLu »

Lulu's Custom F&G Table
  1. Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon.
  2. Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
  3. A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
  4. Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  5. Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  6. Spiritual and Determined: Add one die to Spirit and begin with Strong Willed.
  7. Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
  8. Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  9. Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.
  10. Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
  11. Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast Master Edge twice and increase the default Size of companion animals to 3.
  12. Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
F & G roll #1 [dice:2y7e8e3m]59781:0[/dice:2y7e8e3m] Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
F & G roll #2 [dice:2y7e8e3m]59781:1[/dice:2y7e8e3m] A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.

Lulu's Custom HJ Table
  1. Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
  2. While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
  3. Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
  4. There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
  5. Same as Above
  6. She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
  7. Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  8. There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards may reroll this result.
  9. Some battles are lengthy affairs, and the magic user playing the long game will win in the end. Begin with the Concentration Edge.
  10. Same as Above
  11. Magic users benefit from a variety of spells. Your hero gains either the New Powers Edge or any one power normally unavailable (except resurrection).
  12. Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has Rapid Recharge.
  13. Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
  14. Same as Above
  15. Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
  16. This cunning pair of goggles speaks of a fashion that never goes out of style. But this eyewear is no mere adornment: your character’s Magic Optic System is a magical blend of form and function and a favorite accessory, see page 88.
  17. 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.
  18. You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle).
  19. Micro exoskeleton enhancements in the upper torso and arms give your hero a Strength die increase. This result may be applied up to two times.
  20. Pick Your Choice
HJ roll #1 [dice:2y7e8e3m]59781:2[/dice:2y7e8e3m] Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
HJ roll #2 [dice:2y7e8e3m]59781:3[/dice:2y7e8e3m] Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.

Advances
  • Initial Advances: +1 die type to Spirit & Luck Edge
  • Edge for being Human: Arcane Background Miracles
  • Novice 1 Advance: New Powers (Boost/Lower Trait, Speak Languages)
  • Novice 2 Advance: Power Points Edge
  • Novice 3 Advance: New Skills (Faith & Science)
  • Seasoned 1 Advance: New Powers (Slumber, Dispel)
  • Seasoned 2 Advance: Combat Lifesaver Edge
  • 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:
Last edited by LuLu on Mon Dec 02, 2019 9:04 am, edited 4 times in total.
Lulu Borland__
Lulu Borland - Human Medic for Field Team Six

Pace: 6 Parry:5 Toughness: 5 (7 in Armor) Armor: 13/6
Wounds: None
PP: 0/15
Constant Effects:
Combat Edges: Luck, Quick, Combat Lifesaver
Bennies: 1/3
Adventure Cards:
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LuLu
Posts: 35
Joined: Sun Oct 20, 2019 7:14 pm

LuLu Borland: Medic for Field Team Six

Post by LuLu »

Player Name: Lea
Google Handle: Lea Stewart
Character Name: Lucinda “LuLu” Borland
Rank: Seasoned Experience: Advances Left: 0
Race: Human
MARS Framework: Body Fixer
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Pace: 6; Parry: 5 (½ Fighting +2); Toughness: 5 Toughness in Armor: 7 Armor: 13(6)
Skills: (Electronics d8, Healing d8, Repair d6, Science d6 from MARS Framework.)
  • Athletics d4
  • Common Knowledge d6
  • Electronics d8
  • Faith(Spirit) d10
  • Fighting d6
  • Healing d8
  • Notice d6
  • Occult d6
  • Persuasion d8
  • Repair d6
  • Science d8
  • Shooting d6
  • Stealth d4
  • Survival d6
Hindrances
  • Clumsy (Major): She is an uncoordinated klutz who trips over air and is always the last one picked for sports. She subtracts 2 from Athletics and Stealth rolls.
  • Mild Mannered (Minor): Your milquetoast just isn’t threatening. She has a kind face and a soft voice. She has a hard time looking tough. She subtracts 2 when making Intimidation rolls.
  • Vow (Minor): Hippocratic Oath
Edges
  • Arcane Background (Miracles):
    ARCANE SKILL: Faith (Spirit) STARTING POWERS: 3 POWER POINTS: 10
    Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals. Those who cast miracles are champions of their particular religions. They typically have Hindrances that pertain to their service, such as Vow or Obligation. They might also have Connections to others of their religion who can help them out when their divine energies wane.
    Activation: Blessed champions must be able to speak and gesture (they cannot be Bound) to invoke miracles.
  • Luck: The adventurer seems to be blessed by fate,karma, the gods, or whatever external forces he believes in (or believe in him!). He draws one extra Benny at the beginning
    of each game session, allowing him to succeed at important tasks more often than most, and
    survive incredible dangers.
  • Quick: (F&G) Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five. Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may
    be used to draw a replacement until it’s Six or higher.
  • Healer: Add +2 to all Healing rolls, whether natural or magical in nature.
  • Combat Lifesaver: The hero ignores 1 point of Wound penalties when Healing or stabilizing a character (including himself). In addition, he may make a Support roll and affect up to Smarts in Extras under his supervision when they check Vigor to recover per the Aftermath & Extras rules (see Savage Worlds).
  • Power Points: +5 Power Points
  • Automatic Raise with Success on Heal (HJ):.
  • Automatic Raise with Success on Boost/Lower Trait (HJ):
  • :
  • :
  • :
Last edited by LuLu on Mon Dec 16, 2019 10:00 am, edited 2 times in total.
Lulu Borland__
Lulu Borland - Human Medic for Field Team Six

Pace: 6 Parry:5 Toughness: 5 (7 in Armor) Armor: 13/6
Wounds: None
PP: 0/15
Constant Effects:
Combat Edges: Luck, Quick, Combat Lifesaver
Bennies: 1/3
Adventure Cards:
Edit Signature

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LuLu
Posts: 35
Joined: Sun Oct 20, 2019 7:14 pm

Re: LuLu Borland: Medic for Field Team Six

Post by LuLu »

Gear
Tirax T12 Field Medic Light EBA - with Multi Optics Helmet
  • Armor: +6
  • Tough: +2
  • Min Str: d4
  • Rarity: -2
  • Weight: 17lbs + 5lbs=22lbs
  • Cost: 65,000 + 28,050
  • Notes: Infravision, medical suite grants +2 to Healing rolls for first aid.
  • Helmet includes: Targeting sight,magnification, thermal, infrared, ultraviolet,and night optics.
  • The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons.
  • The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • It provides +4 Armor and +2 Toughness to the head only
Vibro-Knife
  • Damage: Str+d6
  • AP: 6
  • Min Str: d4
  • Weight: 2
  • Cost: 7,000
  • Notes: Harmonic Blades:While powered, ignore the minimum Strength requirement of the Vibro-Blade as these weapons do their full damage and provide all noted bonuses. Mega Damage:All Vibro-Blades deal Mega Damage. Powered Weapons:Unless noted otherwise, Vibro-Blades lose Mega Damage and other special abilities if unpowered.
Wilk's 320 Laser Pistol
  • Range: 15/30/60
  • Damage: 3d6
  • RoF: 1
  • AP: 2
  • Shots: 20
  • Min Str: d4
  • Cost: 11,000
  • Notes: The "Classic" is Shooting +1, Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.
NG-S2 Survival Pack:
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • 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
Took Kit

Gear:([dice:3ti7eu87]61014:0[/dice:3ti7eu87] ) x 500 credits =2500
Cedits: ([dice:3ti7eu87]61014:1[/dice:3ti7eu87]) x 1000 = 12000

Universal Credits: 29,450
12/31/19 + 50,000 credits.
1/2/20 -28,050 credits

Spending Record
2500 credits of trade goods and 4500 credit for Vibro-knife.
28,050 credits for Multi Optics Helmet integrated into Tirax T12 Armor.
Last edited by LuLu on Thu Jan 02, 2020 8:17 pm, edited 7 times in total.
Lulu Borland__
Lulu Borland - Human Medic for Field Team Six

Pace: 6 Parry:5 Toughness: 5 (7 in Armor) Armor: 13/6
Wounds: None
PP: 0/15
Constant Effects:
Combat Edges: Luck, Quick, Combat Lifesaver
Bennies: 1/3
Adventure Cards:
Edit Signature

User avatar
LuLu
Posts: 35
Joined: Sun Oct 20, 2019 7:14 pm

Re: LuLu Borland: Medic for Field Team Six

Post by LuLu »

Race: Human

MARS Framework Body Fixer
  • Bonus
  • Body Fixer: Gain a free reroll on all Healing and Science (biology) checks.
-----------


Powers: AB Miracles
PP: 15/15
  • Healing
    Automatic raise with success. (HJ)
    Power Points: 3, Duration: Instant, Range: Touch, Rank: Novice
    Trappings: Hands and speaking "Fi Vindecat"
    Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
    For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
    MODIFIERS
    *GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
    *CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see
    Incapacitation, page 95). This requires an hour of preparation and only one casting is
    permitted per injury. If it fails, this caster cannot heal that particular injury (but
    someone else may try). If successful, the subject is Exhausted for 24 hours.
    *NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well. Trapping: +"si bine"
  • Environmental Protection
    Power Points: 2, Duration: One Hour, Range: Smarts, Rank: Novice
    Trappings: A mark on the forehead & "Evo-praesidium"+type. ie "Tempestate"
    Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
    Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
    Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
    MODIFIERS
    * ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
  • Relief
    Power Points: 1 Range: Smarts Duration: Instant Rank: Novice Trappings: Prayer "Relevium"
    Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
    MODIFIERS
    *ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
  • Boost/Lower Trait
    Automatic raise with success. (HJ)
    Power Points: 2 Range: Smarts Duration: 5 (Boost); Instant (Lower) Rank: Novice Trappings: Glowing aura
    This power allows a character to increase or decrease a target’s Trait (attribute or skill).
    Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five
    rounds.Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
    Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
    MODIFIERS
    *ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
    * STRONG (+1): Lower Trait only. The Spirit
    roll to shake off the effect is made at −2.
  • Speak Languages
    Power Points: 1 Range: Smartsl Duration: 10 Minutes Rank: Novice
    Trappings: Hand motions and "Vorbi"
    This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
    MODIFIERS
    * ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
  • Dispel
    Power Points: 1 Range: Smarts Duration: Instant Rank: Seasoned Trappings: Whispered words
    Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a
    banshee’s scream. Dispel affects arcane devices normally (see Arcane Devices, page 153). Dispel can be used on a power already in
    effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action In either case, dispelling an opponent’s power is an opposed roll of arcane skills (with a −2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.). If the dispelling character wins, the targeted power ends immediately (or fails if it was
    countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
    MODIFIERS
    * POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
  • Slumber
    Power Points: 2 Range: Smarts Duration: One Hour Rank: Seasoned Trappings: Murmured lullaby
    Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.
    Anyone affected by slumber must make a Spirit roll (at −2 if the caster got a raise on her arcane skill roll). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another Spirit roll.
    MODIFIERS
    * AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Last edited by LuLu on Tue Mar 03, 2020 7:40 pm, edited 7 times in total.
Lulu Borland__
Lulu Borland - Human Medic for Field Team Six

Pace: 6 Parry:5 Toughness: 5 (7 in Armor) Armor: 13/6
Wounds: None
PP: 0/15
Constant Effects:
Combat Edges: Luck, Quick, Combat Lifesaver
Bennies: 1/3
Adventure Cards:
Edit Signature

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Pender Lumkiss
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Posts: 3453
Joined: Thu Mar 09, 2017 9:00 pm

Re: LuLu Borland: Medic for Field Team Six

Post by Pender Lumkiss »

I count 8 points in attributes, but can account for only 7.

Can you give a break down on your skills and where they come from. I counted 16 of 17 spent.
Field Team Six Bennies
3/6

User avatar
LuLu
Posts: 35
Joined: Sun Oct 20, 2019 7:14 pm

Re: LuLu Borland: Medic for Field Team Six

Post by LuLu »

Attributes:
Body Fixer gives +1d smarts
F&G roll gave +1d Agility
2nd advance was +1d spirit
Initial 5 Attribute points were +1d Strength, Vigor & Smarts, +2d Spirit

Skills: 17pts
1 pt Common Knowledge, 1pt Notice, 1 pt science, 2pts persuasion, 2 pts survival, 2pts Knowledge Occult, 2pts fighting, 2pts shooting, 4pts Faith.
Lulu Borland__
Lulu Borland - Human Medic for Field Team Six

Pace: 6 Parry:5 Toughness: 5 (7 in Armor) Armor: 13/6
Wounds: None
PP: 0/15
Constant Effects:
Combat Edges: Luck, Quick, Combat Lifesaver
Bennies: 1/3
Adventure Cards:
Edit Signature

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