Tary Jones: Operator

Adventures in Russia
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hobo joe
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Tary Jones: Operator

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"Some see a Mendicant, I see a Mendi-CAN!"

Terrance "Tary" Wallace Jones

Seasoned Male Elf, MARS Operator, and Mechanic/Handyman

Iconic Framework: MARS Operator

Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Boating d4, Common Knowledge d4, Driving d6, Electronics d10, Fighting d4, Hacking d4, Healing d6+4, Language (American) d8, Language (Technocan) d4, Notice d8, Performance d4+1, Persuasion d6+1, Piloting d6, Repair d10, Research d4, Science d6, Shooting d4+1, Stealth d4, Survival d8+4
Pace: 6; Parry: 4; Toughness: 6
Strain: 6/6
Hindrances: Arcane Averse (minor), Code of Honor, Driven (minor, Have people treat him "normal" (as in human not elf)), Quirk (Super self depricating about elves, often verbally critical of the race), Wanted (minor, Wanted by the CS for theft, but the scientists want it kept quiet so they don't get in trouble)
Edges: Ace, Charismatic, Command, Followers, Healer, I Know a Guy, McGyver, Power Armor Jock, Scrounger, Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: 2x Pistol E-Clip, Utility Belt, Wooden Cross
Languages: American (native, d8), American, Technocan (d4)
Current Wealth: 1,000 cr

Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Enchantingly Beautiful: Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves.
  • Repairman: Begin with Electronics d6, Repair d8, and the McGyver Edge.
  • Gearhead: Gain a free reroll on all Electronics and Repair checks.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Ace: Begin with Boating d4, Driving d4, Piloting d4, and the Ace Edge.

Vehicles
  • Mountaineer ATV (Electric) (Size: 6 (Large); Handling: 1; Toughness: 34 (16); Top Speed: 120mph/194kph; Notes: ATV, ECC, MDC Armor, STS, Max Range 600 miles, Rarity –2, )
    • Contains: NG-S2 Survival Pack, Wilk’s Laser Torch, Field Repair Kit

Advances
Novice Advances
  • Raise Attribute: Strength
  • Raise Skills: Piloting/Survival
  • Raise Skills: Healing/Electronics
Seasoned Advances
  • Edge: Power Armor Jock
Current Load: 24.25 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us

Followers (SWADE)
The hero has five followers.
Last edited by hobo joe on Wed Sep 15, 2021 5:50 pm, edited 17 times in total.
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Dice Rolls and Such

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Concept: Operator w/ droid sidekick

Hero's Journey Rolls:

MARS F&G 1: F11d20

MARS F&G 2: F21d20

HJ: Education: Hd1d20

HJ: Experience & Wisdom: Hpd1d20

HJ: Training: H1d20

Cash Money Jools and Wealth

4d6 × 100 Universal Creditsd4d6*100 = 1500

2d4 × 500 credits worth of gear or valuable L2d4*500 = 2000
Last edited by hobo joe on Wed Jul 07, 2021 10:42 pm, edited 6 times in total.
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DB-B1

Post by hobo joe »

DB-B1
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DB-B1

Seasoned N/A Droid, MARS Rogue Scholar, and Droid

Iconic Framework: MARS Rogue Scholar
Background
Tary's sidekick

Description
Small robotic droid


Attributes: Agility d6, Smarts d12, Spirit d4, Strength d4, Vigor d4
Skills: Academics d12+2, Athletics d6, Common Knowledge d10+2, Electronics d10, Fighting d4, Hacking d10, Language (American) d8, Language (Chinese) d6, Language (Dragonese/ Elven) d6, Language (Euro) d6, Language (Faerie Speak) d6, Language (Spanish) d6, Language (Techno-Can) d6, Notice d8+2, Persuasion d4, Piloting d4, Repair d8+4, Research d10, Science d8, Shooting d4, Stealth d4, Survival d4, Thievery d4
Pace: 4; Running Die: d4; Flying Pace: 6; Parry: 4; Toughness: 6 (4)
Strain: 4/4
Hindrances: Cautious, Mild Mannered, Pacifist (major)
Edges: Alertness, Beast Master (Captain Dog (Wolf)), Beast Master (Doggo (Wolf)), Investigator, Linguist, Mr. Fix It, Quick, Scholar, Scholar, Trademark Weapon (Stun Gun)
Armor: Plastic-Man Light EBA (Armor 4)
Weapons: Unarmed (Range Melee, Damage Str), Stun Gun (Range 5/10/20, Damage 2d4, ROF 1, +1 to Hit, +1 Parry)
Gear: 2x Communicator (hardened), Infrared Distancing Binoculars, Multi-Optics Scope, Stun Gun
Languages: American (native, d8), Native, Techno-Can (d6), Spanish (d6), Faerie Speak (d6), Euro (d6), Dragonese/ Elven (d6), Chinese (d6)
Current Wealth: 11,950 cr

Special Abilities
  • Construct: Constructs are artificial beings made of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill (and ignore the “Golden Hour”). Many Constructs have the Dependency Negative Racial Ability as well (reflecting their need for a power source).
  • Flight (Pace 6): The species can fly at a Pace of 6 per round, and “run” for extra movement as usual. Maneuvering uses the Athletics skill. Racial flight presumes some kind of wings which can be targeted or fouled (a Bound or Entangled character cannot fly).
  • Frail: The creature is less durable than most. Reduce its Toughness by 1.
  • Reduced Pace (-2): Reduce Pace by 2, the running die is a d4, and subtract 2 from Athletics and rolls to resist Athletics where movement and mobility are integral to the challenge (GM’s call).
  • Obscure Construction: Artificial beings are often the product of alien design or weird secrets of super science. For −1 point impose a −1 penalty on skill checks related to their construction (such as repairing, modifying, or examining them).
  • Bioreactor: Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid.
  • Small Frame: About 2' in height or length.
  • Poor Parry: The race is slow to react in combat for some reason; –1 Parry.
  • Dependency: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
  • Begin with +6 skill points:
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Researcher: Begin with Research d6 and the Investigator Edge.
  • Scholar: Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8.
  • l33t haxxor (Hero's Journey): Hacker: +1 when dealing with electronic security using Thievery

Vehicles
  • Mountaineer ATV (Electric) (Size: 6 (Large); Handling: 1; Toughness: 34 (16); Top Speed: 120mph/194kph; Notes: ATV, ECC, MDC Armor, STS, Max Range 600 miles, Rarity –2, )
    • Contains: Backpack, Bio-Analysis Kit, Trauma Kit, NG-S2 Survival Pack

Advances
Novice Advances
  • Edge: Alertness
  • ( Unselected )
  • ( Unselected )
Seasoned Advances
  • ( Unselected )
Current Load: 18.5 (21)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid, but not optimal

Created with Savaged.us

NOTE:
  • VEHICLE IS SHARED W/ TARY
  • HAS TWO BEASTS


HJ Rolls:
F&G 1F11d10

F&G 2 F21d20

HJ: EducationH1d20

HJ: WisdomH1d20

HJ: TrainingH1d20

4d6 × 100 Universal Credits d4d6100 1300
2d4 × 500 credits worth of gear or valuableLL2d4500 3500
4d10 x 1000 Rogue Scholar Valuables: LL4d10 = 31000
Last edited by hobo joe on Wed Jul 07, 2021 10:45 pm, edited 7 times in total.
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Background: Tary Jones: Operator

Post by hobo joe »

BACKGROUND

Terrance Wallace Jones was not his real name. Tary also wasn't human. He didn't realize that until the Coalition tried to murder him.

But that was later. He was an orphan, a young farming couple adopted him out of the kindness and the need for farm hands. The Jones' were friendly, affable and very hard working. They were also uneducated. That was they never realized he was actually an elf. They thought he was just a pretty boy with pointy ears.

Time went by, he grew up, his elvish-ness became more obvious.

What had been an independent unincorporated country in America's heartland, providing staple foodstuffs to all the surrounding communities, without prejudice, slowly were absorbed by the Coalition. The expansion was not opposed, it was barely noticed.

Then one day, a roving CS patrol arrived: psi-stalkers, dog boys and hard core indoctrinated Dead Boys. They had enough (albeit twisted) education to see Tary for what he was.

So they tried to kill him.

Obviously he escaped.

An underground railroad type group funneled the teenage elf into a series of safe houses. Ultimately he ended up being settled into a community of d-bees and magic users.

He hated it. He found elves pompous, aloof and nothing like him. He did pick up the bad habit of hating on dwarves though, so he's not totally breaking the ass-hat-elf mold. But, regardless, he hated life in that community.

Knowing the danger, but knowing he had no better place to go, he tried to return home.

A couple years had passed, and his hometown was radically radicalized. His own adoptive parents stopped short of shooting him themselves. He managed to escape again. This time he wound up in the notorious Burbs.

Tary was gregarious, charming and could for the most part could pass for human. His skills in scrounging, repair, improvising and basically being crazy personable, contributed to a relatively comfortable lifestyle. Scrounging ultimately got him in the next batch of trouble that sent him running from for his life.

Digging through junk in the Burbs can be lucrative. Tary kept trying to find the "rich stuff" and persuaded and scammed his way deeper into the CS military's junk pile, finding the very best stuff.

And that's where he found DB-B1.

DB-B1, who self-identified as a droid once it was activated, not a robot. Tary found the tiny humanoid 'bot, er, droid, in the trash, broken. So Tary fixed it. That was no small task, DB-B1 was an extremely complex piece of technology. Tary became pretty attached to the droid. It took over a year before he could finally turn the DB-B1 on, to bring it to life.

Boom! DB-B1 turned on. The little guy looked around, jumped for joy, flew around the room a couple times. Then it said, "Well, thanks, but we better leave the CS, maybe even North America."

After a few "duh" moments, Tary and DB-B1 hauled ass out of the CS to basically anywhere.

Tary and DB-B1 roamed around North America being the technological mendicant duo everyone was happy to see. Again, life wasn't bad for a while.

Weird things came to light too. One, no matter what Tary tried to do, he generally found any number of people following he and DB-B1 around from place to place. Extreme, yes, but Tary's a likeable guy. The really really weird discovery: dogs, especially wolves were attracted like crack to DB-B1 and follow it around, protecting it, snuzzling it, cuddling it. Tary and DB-B1's working theory was that something in the droid buzzed at a frequency that attracted the canines

And of course, nothing good lasts for ever, finally the duo had to make good on the "leaving North America" part of their plan.
Last edited by hobo joe on Wed Jul 07, 2021 10:43 pm, edited 1 time in total.
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Allies

Post by hobo joe »

ALLIES

Followers
2 x Civilian
Attributes: Vigor d6, Smarts d6, Spirit d6, Agility d6, Strength d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Survival d4
Pace: 6; Parry: 4; Toughness: 6 (1)
Edges: Improvisational Fighter
Hindrances: Illiterate, Quirk
Gear: Heavy clothing (+1 Armor), Medium Improvised Weapon (Ra nge 2/4/8, Damage Str+d6).

Militia
Attributes: Vigor d6, Smarts d6, Spirit d6, Agility d6, Strength d6
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Notice d4, Persuasion d4, Shooting d6, Stealth d4, Survival d4
Pace: 6; Parry: 4; Toughness: 10 (4)
Edges: -
Hindrances: Illiterate, Quirk and/or Habit
Gear: Plastic-Man Light EBA (+4 Armor, +1 Toughness), Light Laser Rifle (Range 24/48/96, Damage 4d6, RoF 1, AP 2), survival knife (Str+d4, +1 Survival).

Soldier
Attributes: Vigor d6, Smarts d6, Spirit d6, Agility d6, Strength d6
Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d8, Healing d4, Notice d6, Persuasion d6, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (6)
Edges: Soldier
Hindrances: Driven or Greedy, Illiterate, Quirk or Habit
Gear: Bushman Medium EBA (+6 Armor, +2 Toughness), L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse), Vibro-Knife (Str+d6 Mega Damage, AP 6), 2 × frag grenades (Range 5/10/20, 5d6 Mega Damage, LBT).

Vagabond
Attributes: Vigor d6, Smarts d10, Spirit d8, Agility d6, Strength d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d8, Perform d10, Persuasion d10, Shooting d6, Stealth d6, Taunt d10
Pace: 6; Parry: 5; Toughness: 12 (5)
Edges: Charismatic, Elan, Hard to Kill, Humiliate, Luck, Rabble-Rouser, Retort, Streetwise, Strong Willed
Hindrances: Driven or Greedy, Habit or Loyal, Stubborn.
Gear: Huntsman Medium Armor (+5 Armor, +2 Toughness), Laser Pistol (Range 12/24/48, Damage 3d6, RoF 1, AP 2), Vibro-Blade (Str+d6 Mega Damage, AP 6).


Beasts
Doggo (Wolf)
Large wild canines
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness

Captain Dog (Wolf)
Large wild canines
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness
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