Conrad

Adventures in the Dinosaur Swamp. Rawr!
GM: Pursuit
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Conrad
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Conrad

Post by Conrad » Thu Nov 24, 2016 5:44 am

Grackletooth Operator

Narrative hook 1d20 = 10: 10
MARS 1d12 = 12: 12
1d12 = 2: 2
1d12 = 1: 1

HJ
Ranged weapon 1d20 = 11: 11
Training 1d20 = 10: 10
Education 1d20 = 6: 6
1d20 = 6: 6
1d20 = 10: 10
1d20 = 11: 11
1d12 = 1: 1
1d12 = 2: 2
1d12 = 12: 12
1d20 = 10: 10
Last edited by Conrad on Sun Mar 12, 2017 9:49 am, edited 2 times in total.

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Re: Konrad (In progress)

Post by Conrad » Mon Nov 28, 2016 5:46 am

Player Name: Alex
Google Handle: taggartfnh@yahoo.co.uk

Conrad
Rank: Seasoned Experience: 44 (10/1/2017) Advances Left: 1 (TDF 10/1/2017)
Race: Grackletooth
Iconic Framework: MARS - Operator
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d10, Vigor d8
Charisma: +1 (50% of time); Pace: 6; Parry: 5; Toughness: 16(6); Strain: 0

Skills:
•Driving d8+2
Boating D4+2
Piloting D4+2
•Fighting d6
•Persuasion d6
•Knowledge (Electronics) d8+1
•Knowledge (Engineering) d8+1
•Notice d8
•Shooting d8+2 sometimes
•Survival d4
•Knowledge (History) d8
•Stealth d6
•Repair d10+2
•Intimidation d4
Streetwise D4
Common Knowledge d8 +2 on all Common Knowledge checks


Hindrances
•Heroic (Major)
•Curious (Major)
•Quirk (Minor): Obsessed with vampires.
•Wanted (Minor): Coalition

Racial Hindrances
Cyber Resistant: Can't have cybernetics
Distinctive D-Bee: With their monstrous appearance and powerful frames, Grackles face prejudice. They suffer −4 Charisma with CS citizens.
Issues With Cold: Grackles don’t enjoy the cold. They suffer −4 to resist cold environment effects and take +4 damage from cold-based attacks.
Restricted Paths: A Grackle Tooth has no capacity for magic or psionics. They cannot take any Arcane Background using PPE or ISP, nor any Iconic Framework that includes it.
“Stuff Ain’t Built for Me”: A Grackle Tooth’s unique physiology and proportions make it difficult for him to find armor he can use. Purchases and repairs are at least tripled in cost, and there’s no way he can manage a GlitterBoy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.


Edges
•Ace
•McGyver
•Nerves of Steel
•Rich
Tinkerer
Battle Hardened
Sidekick
Danger Sense

Racial Edges
Natural Weapons: Grackles do Str+d6 damage with their bite, claws, or tail slap.
Prehensile Tail: A Grackle’s tail can hold most melee weapons and pistols, granting an extra non-movement action per round at no multi-action penalty.
Size +2: Grackles run eight to 10 feet tall and weigh from 600 – 800 lbs. Their size grants them +2 Toughness.
Last edited by Conrad on Sun Mar 12, 2017 9:54 am, edited 5 times in total.

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Re: Konrad (In progress)

Post by Conrad » Mon Nov 28, 2016 5:46 am

Background

Konrad was born and raised in Tolkeen, a city of magic. A voracious reader from a young age, he was always taking in any talks that Erin Tarn held and learning as much as possible about a wide variety of topics, but demonstrated a keen ability for mechanical items. If he could have learned magic, he would have become a techno wizard, but instead he apprenticed as an operator.

In the years before the war, he opened up an operator shop in the North of the city, helping to maintain the non-magical portions of the city’s infrastructure.

When the time came, he enlisted in the Tolkeen military, ready to serve the city that he loved. However, he was disappointed in Lazlo and the other nation states that refused to side with Tolkeen. He couldn’t understand why they wouldn’t help and somewhat oblivious to the change in attitudes of the Tolkeen elite.

He spent a lot of the war in the repair workshops, fixing the non-magical equipment being used mostly by the mercenaries and assorted groups that had sided with Tolkeen. He held the rank of sergeant, though it mostly did not matter.

During the initial exchanges, he went out to one of battlegrounds to provide emergency repairs, when the defensive position he was at was attacked by Coalition forces mostly to prevent them from interfering with a convoy. The commander of the Platoon attacking was Lieutenant Gonzalez and things got tense as the fighting ended up in close quarters combat. Konrad discovered he had a bit of a flair for violence.

When the Coalition forces were beaten back, he had impressed Lieutenant Gonzalez as they had to negotiate a ceasefire as most of the Tolkeen officers had been injured and somehow he was the ranking person still standing. So weakened were both groups and because it was night, they were beset by a band of vampires, which did manage to take a few people on both sides, but by combining their efforts, they were able to survive the night. The Coalition forces withdrew, their mission complete and Lieutenant Gonzalez saluted them before leaving.

For everything he had done, the Tolkeen survivors gave him the equipment that had belonged to their dead mechanic. He spent a lot of his spare time refitting the Triax armour to fit him, even allowing for his tail to operate normally, whilst also trying to learn more about vampires.

Then came the Sorcerer’s Revenge, a sudden blitzkrieg designed to break the Coalition forces.
Konrad barely survived the Blitzkreig, mostly due to the bloodthirsty behaviour of some of his side. He now understood why Lazlo and the others had not joined with Tolkeen, especially having seen the Daemonix in action.

In the chaos that followed, he was assigned to a strike team to provide technical support against one of General Drogue’s camps. Most of the team was captured by now promoted Captain Gonzalez who was based at the camp. He was able to convince the Captain that was going on at the camp was wrong and he assisted in enabling the escape of most of the camp inhabitants, whilst Captain Gonzalez disappeared into the wilderness.

When he returned to Tolkeen, he insisted that his family flee and head somewhere safe. With Free Quebec no longer fighting the Coalition, he knew that Tolkeen would be hard hit, but he resolved to help protect the people of Tolkeen as best he could.

When the hammer came down on Tolkeen and the Coalition attacked from the North, his command structure disintegrated and chaos reigned in the streets, especially when the Dragons fled. Gathering up panicking civilians, he was trying to get people to safety when a rift gathered up and deposited them on the edge of Tolkeen territory and two days in the future. Konrad had the only vehicle and very few of the 50 or so people with him were combat capable. They would not be able to return to Tolkeen for help, so they set out away from the fighting hoping to find some help.

By luck and happenstance, a few days later and running low on food and water, they would encounter the first scouts from Castle Refuge and be escorted to safety.

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Re: Konrad (In progress)

Post by Conrad » Mon Nov 28, 2016 5:47 am

Gear

Huntsman Lightweight Personal Armor
Armor Value: +5 Armor
Strength Minimum: d6
Environmental Protection: No
Weight: 16 lbs
Cost: 24,000

Wilk’s 227 Pulse Laser Pistol
Range: 18/36/72
Damage: 2d6+1
RoF: 2
AP: 2
Shots: 24
Weight: 3 lbs
Cost: 18,000
Notes: Semi-Auto, 3RB

NG-S2 Survival Pack

TX-5 Pump Pistol
Range: 15/30/60
Damage: 2d6+1
RoF: 1
AP: —
Shots: 5
Weight: 5 lbs
Cost: 10,000
Notes: Mega Damage.

NG-E4 Plasma Ejector
Range: 24/48/96
Damage: 3d10
RoF: 1
AP: —
Shots: 120
Weight: 20 lbs
Cost: 30,000
Notes: Min Str d10, Mega Damage.

Triax T-13 Field Mechanic
Armor Value: +6 Armor and +2 Toughness
Strength Minimum: NA
Environmental Protection: Full
Weight: 18 lbs
Cost: 75,000
Note: Grants the wearer +2 on Repair checks.

C-12 Heavy Laser Rifle

Mountaineer ATV
•5 weapon mods (medium rail gun mounted on roof as a turret and light missile launcher)

Chain longsword (from rich)


Modified crossbow (from rich)


Credits: 6,000


Weapons
Chain Longsword AP2 1d10+2d8 MD
NG-E4 Plasma Ejector 3d10, ROF 1 120 capacity - 2 spare E-Clips
Wilks 227 Pulse Pistol 2d6+1 3rb, semi auto, 24 capacity – 2 spare E-Clips
Pistol with silver bullets
Modified Crossbow with wooden stakes 2d6+2 12/24/48 5 shots - 2 spare reloads
Tx-5 Pump Pistol 15/30/60 2d6+1MD, 5 shots – 2 spare reloads

Vehicle
Mountaineer ATV
Size 5, Acc/TS 10/50 (Max Speed 120MPH)
Toughness 25 (14) crew 1+5 passengers
Medium Rail Gun 3d10+4 AP14
Light Missile Launcher 6d6 AP8 MBT (Upgraded after adventure 1)

Armour
Huntsman Armour +1 toughness, +5 armour (worn generally)

Triax T-13 Field Mechanic armour +2 toughness (enhanced from HJ), +6 armour, +2 to repairs
Laser Torch 4/8/16 3D6 AP3, MDC
Robotic arm- reach 1, str d6
Laser Finger str +d4
Portable tool kit
Pair of directional lights, optic enhancement, 10x magnification, thermal vision, spectrographic scanner, targeting systems (enhanced from HJ +2 to ranged attacks), Full environmental protection, communications – 10 mile range, loudspeakers, laser distance, nightvision

Anti-vampire kit
Silver cross, 10 wooden stakes, quarterstaff, 2 wooden clubs
NG-S2 Survival Kit
Dosimeter

T4-2044 Flexible Armored Suit (Patron Item)
Image
Created by Claude Pedrovski AKA The Fabricator himself, this suit of light armor was built to assist the Fabricators Inc. Elimination Teams in their wetwork. One non-powered operative on the team wore the armor and with the razor deployed, blocked any transmissions from leaving the site. With no way to call for back up, their targets were easily captured, or worse.
  • • +3 Armor and +2 Toughness
    • Gain an additional +4 to resist electricity, radiation, and ion attacks. Alternately, the wearer gains +4 armor versus these effects.
    • No Environmental Protection
    • No Strength Minimum. (8 lb)
    Features:
    • Built-in mini-computers for basic functions
    • Communications system with a 10 mile range; 20 mile range with Razor deployed.
    • Public-address loudspeakers
    • Thermal vision mode for vision
    • Integrated frequency absorption razor
    • • Razor is collapsible, so this light suit may be used as any normal light suit, which is to say it can be worn under clothes or even in power armor, though it does not stack with the power armor's toughness or armor. Razor must be deployed to be used. Cannot deploy if in a confined space like a PA suit or under cramped conditions.
    • • Create radio interference at will; this imposes a -4 to any check to communicate with radios. Communication done without a check automatically fails.
    • • Dampen electrical energy, causing attacks of that type to do only half damage within the area.
    • • • Both effects occur within a Medium Burst Template.
    • • You gain +2 to Notice and Survival checks to navigate.
    • • You also gain +2 to Notice and Knowledge (Electronics) checks to locate the source of signals.



e:
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• 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.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment:
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Last edited by Conrad on Sun Dec 11, 2016 11:03 am, edited 3 times in total.

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Re: Konrad (In progress)

Post by Conrad » Mon Nov 28, 2016 5:49 am

Advances

Hero’s Journey
•Roll 1 (Training): 10: Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.
•Roll 2 (Ranged Weapon): 11 – TX5 Pump Pistol
•Roll 3 (Education): 6 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 Knowledge (History) at d8 and +2 on all Common Knowledge checks

MARS Fortune & Glory
Fortune and Glory
•F&G 1: 1, Weapon of Choice: Plasma Ejector
•F&G 2: 12, Choice – vigorous and tough
•F&G 3: 2, strong suit of armour

Advances
•Initial Advances: (From Hindrances):
•Major: +1 step to agility
•Minor (2): Rich
•Racial Edges (e.g. Free Edge for Human): N/A
•MOS: Ace
•MOS: McGyver
•Konrad’s Story: +1 die repair
•F&G: Vigorous & Tough: Nerves of Steel
•Cybernetic Modifications: N/A
•Novice 1 Advance: Strength +1 die
•Novice 2 Advance: Advance 2 skills: Driving & Shooting
•Novice 3 Advance: Advance 2 skills: Knowledge Engineering & Persuasion
•Seasoned 1 Advance: Spirit +1 die
•Seasoned 2 Advance: Edge Battle Hardened
•Seasoned 3 Advance: Stealth D6, Notice D8
•Seasoned 4 Advance: Streetwise D4
•Veteran 1 Advance: Tinkerer
•Veteran 2 Advance: Sidekick
•Veteran 3 Advance: Smarts d10
•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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Conrad
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Re: Konrad

Post by Conrad » Mon Dec 12, 2016 1:39 am

silver survival knife,
axe
desert eagle
99 silver bullets
hand flamer (from sci-fi companion) - range cone, 2d12, rof 1, shots 10, heavy weapon, may set targets on fire
cost 5000 - savage rifts says x10 all prices in there. heavy pistol sized weapon with jar sized fuel tank
Last edited by Conrad on Mon Dec 12, 2016 12:22 pm, edited 1 time in total.

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Re: Conrad

Post by Capt. Murdok » Thu Mar 30, 2017 6:29 pm

Adventure Card Deck: Villanious Verbosity

"Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan."

Spill the Beans

"The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force."

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Conrad
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Re: Conrad

Post by Conrad » Thu Mar 30, 2017 10:28 pm

damn, that might have been handy last scene :)

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Re: Conrad

Post by Corrigon » Sat Jan 06, 2018 11:32 am

Future current intended advances

Advance veteran 3 Vigour D10
Advance veteran 4 Scrounger
Advance heroic 1 Knowledge Demolitions D4
Advance heroic 2 Knowledge Demolitions D6, Fighting D8
Heroic 3 Smarts D10
Heroic 4 ?
GM bennies 6/8

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Re: Conrad

Post by Corrigon » Fri Apr 20, 2018 5:00 am

Playing adventure card
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)."
GM bennies 6/8

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