Private Hunter (SWADE)

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Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Hunter - CS Dog Boy Gunslinger

Post by Hunter »

Private Hunter
Rank: Seasoned Advances Left: 0
Race: Dogboy
Iconic Framework: MARS Gunslinger
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12+1(d6), Vigor d6
Running: d8;Pace: 10(8); Parry: 5; Toughness: 16(10) / Base 5 ; Strain: 0

Skills:
  • Athletics (Agility): d6
  • Common Knowledge (Smarts): d4
  • Notice (Smarts): d8
  • Persuasion (Spirit): d4
  • Stealth (Agility): d12
  • Shooting (Agility) d12
  • Fighting (Agility) d6
  • Survival (Smarts) d6
  • Thievery (Agility) d6
Edges
  • Assassin: Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is Vulnerable or they have The Drop.
  • Alertness: Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
  • Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
  • Breed Advantage (Tracking Breed): The Dog Boy gains an additional +2 on all Tracking rolls.
  • Breed Advantage (Fast Breed): The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type.
  • Connections: Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers. Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.
  • Danger Sense: Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
  • Dead Shot: When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.
  • Dirty Fighter: This Edge is favored by those who fight to win at any cost. A fighter with this Edge gets a +2 when making Tests against a foe if his next action is a Fighting attack against that same target.
  • Double Tap: Experienced firearms experts fire two shots in rapid succession without spoiling their aim. Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three-Round Burst (see page 67), it adds +2 to Shooting and damage instead of +1 and expends six bullets.
  • Free Runner: Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot Chases (see Chases & Vehicles page 113).
  • Fast Healer: Those with this blessing add +2 to Vigor rolls for natural healing, and check every three days instead of five (see Healing, page 96).
  • Keen Sense of Smell: Dog Boys have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
  • Keen Sense of Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
  • Low Light Vision: Dog Boys ignore Dim and Dark Illumination penalties.
  • Live, Die, Live Again: Fast Healer + Free Reroll on Death and Defeat, 1/2 all recovery times from table.
  • Marksman: The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
  • Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
  • Quick: 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.
  • Quick Draw: When on Hold the character adds +2 to Agility checks to interrupt an opponent’s action if drawing a weapon, and when rolling for Surprise may check Agility instead of Notice to act first in the round. If the hero has the Danger Sense Edge (including Sixth Sense) it is unchanged, simply substitute Agility rolls for Notice
    rolls with the listed bonuses. Important: MARS Gunslingers automatically gain this Edge, and the Agility check bonus is added when using The Quick and the Dead.
  • Quick and the Dead: In the first round of combat, immediately after Action Cards are dealt for initiative, a Gunslinger may spenda Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted with no effect. The Gunslinger still acts on his Action Card as normal.
  • Rich: Unless the hero is planning to remain in one location for a serious length of time, annual salary isn’t part of the wealth equation. She’s managed to accumulate a bit of money, but more importantly, extra gear. She begins with 15,000 credits and gets two rolls on theBody Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.
  • Sharpshooting: Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed. Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running). Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
  • Soldier: Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • Two-Gun Kid: Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty. If the character has Two-Fisted, the second action may also be a melee attack.
Hindrances
  • Coalition Fanatical Patriot [Major]: You don't ask how high or think twice about jumping off the ledge if so ordered. There must be a good reason and you do not need to know it. Heck if ordered to shoot a compatriot you are most likely on board even if it is your brother. You have made a vow to protect and serve, that is all you ever need to know.
  • Death Wish (Minor): Having a death wish doesn’t mean your adventurer is suicidal—he might just think his life is worth less than some noble but clearly deadly goal. Those with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything—and take any risk—to achieve it.
  • Illiterate (Minor): Though literacy is the default for heroes, the practice of learning to read and write is greatly diminished. The Coalition actively discourages literacy in its population, while those in other parts regions are too busy with daily survival to bother with it. The Illiterate Hindrance is very common, but in Rifts® has no effect on the ability with basic math, which is applied in everyday life.
  • Loyal [Minor]: Encouraged by the C.S. in training, your character would give her life for her friends. This character can never leave another soldier behind if there’s any chance at all she could help.
  • Mutant: Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
  • Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Overconfident (Major): The hero believes she can do anything.
  • Oddly Built: The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option.
  • Restricted Paths: Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background).
Last edited by Hunter on Sun Apr 12, 2020 12:25 pm, edited 12 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Re: Private Hunter (SWADE)

Post by Hunter »

Background

Personnel Record
Name: Hunter EX3381A
Service Branch: Army
Service Number: LSC1-904-103-0D0A-F38C
Pay Grade: Basic
Pay Rate: 1700
Rank: Private
Date of Birth: September 04 103PA
Primary Specialty: Marksman
Military Education:
  • Psi-Hound Orientation and Obedience Course, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Basic Training, Army, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Psionic Orientation and Sensitivity Course, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Heavy and Emplaced Weapons I Training Course, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Heavy and Emplaced Weapons II Training Course, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Close Quarters Combat School, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Reconnaissance Awareness Training Course, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Target Acquisition Marksmanship School, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Tracking and Counter-tracking Training Course, Lone Star Genetic Center, CS Security Training Facility (STF)
  • Trap and Mine Detection Training Course,Lone Star Genetic Center, CS Security Training Facility (STF)
Decorations, Medals, Badges, Citations, and Campaign:
  • Marksmanship
  • PSI
Disciplinary data and court martial record:


Action Reports:
Hunter EX3381A; 0105103 - Police Action, Hostage Rescue: All hostages killed
While responding to a hostage situation in a protected community near Lone Star, Private Hunter engaged several hostiles along with his team in an attempt to rescue civilians. Unfortunately previously undetected explosive ordinance was deployed by one of hostage takers, resulting in destruction of the building and termination of all hostiles and hostages. Dispatched police team unharmed due to protective armour. Blast was caused civilian grade explosives.

Hunter EX3381A; 0120103
Following review of hostage incident, Private hunter and his team were reassigned to garrison duty. Term was served without incident.

Hunter EX3381A; 0619104
Private Hunter was severely wounded in combat after engaging a superior sized enemy force. All hostiles were neutralized with minimal friendly casualties. Due to current shortages of available dog boys, Private Hunter was assessed as recoverable and sent to field hospital for treatment. Current prognosis indicates Hunter will require a full rebuild of his vocal cords due to shrapnel injury. Extended care and rehabilitation advised.

Hunter EX3381A; 1119104
Private Hunter has successfully recovered 98% of functionality of his vocal cords. Some distortion of voice and loss of certain tones is noted. Recommending rehabilitation for field deployment.

Hunter EX3381A; 0312105
Private Hunter injured in lengthy combat with Pecos Bandit force during long range patrol. Medical prognosis is good. Fracture of ribs is minimal and recovery is expected within a short period of time. Due to his habit of taking unusual risks, recommending Private Hunter's standard armour be replaced with newer issue Dogboy EBA. Reason for upgrade request: Private Hunter's skill with weapons is notable and he has been known to engage enhanced hostiles without question. Heavier armour should assist in suitability.

Hunter EX3381A; 0721105
Private Hunter has recovered from injuries and has been reassigned to active duty.

Hunter EX3381A; 1225106
During a police action raid on bandits celebrating local festivities, Private hunter engaged a Juicer in single combat. Despite being stabbed in the throat with a vibro blade, Private Hunter continued to fight and managed to terminate the Juicer. While Hunter's injury was deemed serious, field medics were able to prevent further trauma and prognosis for recover is good. Private Hunter was selected to receive a recovered Marksman's Rifle as a reward for service and has been issued special exemption for it's use despite being non standard equipment.

Hunter EX3381A; 0205107
Private Hunter has been noted to have developed a potential addiction to issued painkillers for his injury. Reassigned to light duties and rehabilitation.

Hunter EX3381A; 0412108
Private Hunter reassigned to garrison duty. Rehabilitation appears successful. No further details of note.
Last edited by Hunter on Fri Mar 06, 2020 9:43 pm, edited 8 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
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Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Re: Private Hunter (SWADE)

Post by Hunter »

Gear
Credits: 15,155

NG-S2 Survival Pack (20 lb):
  • 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.
Coalition Arms C-16A Close Combat Pump Rifle with collapsing butt stock and sling
Image
  • • Range: 24/48/96 for Triax micro-grenades; 12/24/48 for shotgun rounds
    • Damage: By Ammunition
    • • 18.5mm pump cartridge: 4d4+4, AP 6
    • • Shotgun (12g Slug): 2d10 (can be silver or normal)
    • • Shotgun (12g Shot): 1-3d6; Wide Spread
    • • Shotgun (12g MPAS Shot): These Multi-Purpose Anti-Supernatural Shot shells do their normal damage (as above) against beings harmed by wood, silver, salt, or cold iron; Wide Spread
    • • Shotgun (12g Beanbag): Only effective to short range increment. Targets hit are Distracted and then roll Strength (–2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect.
    • ROF: 1
    • Shots: 16, loaded one at a time, or 8 at a time with speed loader
    • Weight: 21 lbs. (Min Str: d8)
    • Notes: Multi-Round Chambered
    • Rarity: -2 Cost: 40,000
2x: NG-45LP Long Pistol
  • • Range: 15/30/60
    • Damage 3d8, AP 3
    • ROF 1
    • Shots 8
    • Weight 5lbs (Min Str d6)
    • Red Dot Sight (+1 to Shooting at Short and Medium Range. 1lb)
    • Notes: Disintegration, Atomic Annihilation, No Recoil.
Custom NG-P7 Particle Beam Rifle (EP Signature Item)
  • • Range: 18/36/72
    • Damage 4d8, AP 8
    • ROF 1
    • Shots 8
    • Weight 17lbs (Min Str d8)
    • Multi-Optics Scope: An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1 lb)
    • Notes: Snapfire, Disintegration, Atomic Annihilation, No Recoil, Exceptional Crafting: +1 Shooting, Superior Balance: Ignore 2 points of Shooting Penalty Rolls, Trademark Weapon, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
Modified NG-EX10 Gladius Exoskeleton EBA
  • • Armor +6
    • Toughness +5
    • Min Str d12
    • Weight: 80
    • Notes: Notes: MDC Armor; while powered (96 hour battery) grants Strength d12+1, +2 Pace, no Min Str. Enhanced Toughness +1
High-Tech Bow
  • • Range: 15/30/60
    • Damage Str+d8 (Or as per arrow)
    • Weight 5lbs (Min Str d6)
    • Notes: Two hands
Infrared Distancing Binoculars: High powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. (2lb)

VIbro-Bayonet: Damage Str+d6, AP 6, Min Str d4, Weight 2. Notes: Mega Damage, Harmonic Blades, Powered Weapons. When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.

Backpack: A rucksack with frame and harness, increase Str by one die type for Encumbrance purposes. (5 lbs)

Utility Belt: Survival rolls do not take a penalty for being attempted without basic tools (3 lb).
  • • First aid kit (+1 Healing roll, 1 use).
    • Canteen (half gallon).
    • Communicator (5-mile range).
    • Compass/inertial mapper.
    • Flint & steel, whetstone, multi-tool.
    • Flashlight/signal light (two modes, LED, and IR).
    • Magazine/E-Clip storage slots (4).
    • Meal Ready to Eat (1 use, can sustain a normal human for one day).
    • Survival knife (Str+d4).
Quiver: Holds 20 Arrows (2lbs)
• 20 Polymer Arrows (Str+d10, AP3)

4x MD Plastique
  • • Damage: 6d6
    • ROF: 1
    • Weight 0.5
    • Notes: SBT, Mega Damage, +6 damage per extra .5 lb.
32 18.5mm Pump Rounds
20 Shotgun Slugs
20 Shotgun Shellls
2 E-Clips
2 Short E-Clips
Survival Knife
Wooden Cross
Wooden Stakes
Goggles
Last edited by Hunter on Mon Apr 13, 2020 10:32 pm, edited 28 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
User avatar
Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Re: Private Hunter (SWADE)

Post by Hunter »

Advances
Iconic Framework
  • Begin with +2 Agility die types, adjust Trait maximums accordingly.
  • Begin with Shooting d8 and the Marksman and Sharpshooting Edges.
  • Begin with the Danger Sense, Dead Shot, and Quick Edges.
  • The Quick and the Dead
  • Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
  • Begin with standard Starting Gear substituting two ranged weapons of your choice and NG Maverick body armor.
Hero’s Journey
  • Training #7: Professional Edge (Soldier)
  • Underworld & Black Ops: Pick any result (Selected #18)
  • Training #14: Dirty Fighter
Fortune and Glory
  • Live, Die, Live Again
  • Wealthy & Connected
Advances
  • Initial Advances: (Bonus from Hindrances): Free Runner, Two-Gun Kid
  • Edge(s) granted by Racial Features: Bite, Breed Advantage: Tracking, Keen sense of smell, Keen sense of hearing, Low light vision, psychich sense.
  • Cybernetic Modifications: None.
  • Novice 1 Advance: +1 Spirit
  • Novice 2 Advance: +1 Notice & Occult
  • Novice 3 Advance: +1 Athletics & Occult
  • Seasoned 1 Advance: Breed Advantage (Fast Breed)
  • Seasoned 2 Advance: Alertness
  • Seasoned 3 Advance: Double Tap
  • 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:
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
User avatar
Hunter
Posts: 60
Joined: Tue Apr 04, 2017 12:29 am

Private Hunter (SWADE)

Post by Hunter »

New Rolls for Disavowed
MARS Gunslinger
Setting Rules: +2 Advances (Standard PBP +1 from Setting, +1 HJ roll)

Fortune & Glory: 2 Rolls
[dice:uy8t6day]63296:37[/dice:uy8t6day] Live, Die, Live Again: Fast Healer + Free Reroll on Death and Defeat, 1/2 all recovery times from table.

[dice:uy8t6day]63296:38[/dice:uy8t6day] Wealthy and Connected: Rich & Connections Edges

Hero's Journey: 3 Rolls (Just realized that these didn't actually change from the previous so ignore the H&J Rolls)
[dice:uy8t6day]63296:39[/dice:uy8t6day]
[dice:uy8t6day]63296:40[/dice:uy8t6day]
[dice:uy8t6day]63296:41[/dice:uy8t6day]

Advances: 6
Same number as previous, no need to change these.

Starting Funds X3 (Rich)
Money & Common Goods: [dice:uy8t6day]63296:42[/dice:uy8t6day] X3 Credits, [dice:uy8t6day]63296:43[/dice:uy8t6day] X3 Gear or Valuables

DERP, ignore above rolls, that was based on the trait in the base SWADE, missed that there's a modified version of it in the player's guide:

Rich: Begins with 15,000 credits +2 Rolls on Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.

Gear Table Rolls:
Armor:
[dice:uy8t6day]63296:44[/dice:uy8t6day] Good for all situations, this armor suit has +1 Embedded Toughness to handle the sharpest blades and most piercing lasers. This result may only be applied once.
[dice:uy8t6day]63296:45[/dice:uy8t6day] Choose 1 Result on table *PIcking #1 You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other
results from rolling on this table to your newly chosen body armor.

MARS: Begin with standard Starting Gear substituting two ranged weapons of your choice and NG Maverick body
armor.

Old Rolls
MARS Gunslinger
Setting Rules: Big Damn Heroes (+2 Heroes' Journey rolls, +2 Advances)

Fortune & Glory (modified table as per CS Command)

[dice:uy8t6day]63296:0[/dice:uy8t6day]
[dice:uy8t6day]63296:1[/dice:uy8t6day]

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: Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
4: Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
5: Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
6: Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
7: 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.
8: 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.


Hero’s Journey

Base HJ rolls from Framework
1: Training [dice:uy8t6day]63296:2[/dice:uy8t6day]
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: Underworld & Black Ops [dice:uy8t6day]63296:3[/dice:uy8t6day]
You may choose any one of the results on this table. (Picked #18 for assassin's edge)

3: Training [dice:uy8t6day]63296:4[/dice:uy8t6day]
When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.

Advances (6)
Novice 1: Increase Spirit from d4 to d6
Novice 2: Notice d6 to d8 & Shooting d10 to D12
Novice 3: Increase Athletics d6 to D8 & Stealth D10 to D12
Seasoned 1: Breed Advantage (Fast Breed): The Dog Boy’s Pace is increased by +2 and his Running die goes up a die type. This may only be taken once.
Seasoned 2: Alertness
Seasoned 3: Double Tap

Hindrance points: 4
Free Runner
Two-Gun Kid

[dice:uy8t6day]63296:5[/dice:uy8t6day] × 100 Universal Credits, and [dice:uy8t6day]63296:6[/dice:uy8t6day] pieces of gear of Common rarity


The Fifth digit: Birth Month.
Roll [dice:uy8t6day]63296:7[/dice:uy8t6day] to randomly determine
1-9 January through September
A-C October through December

The Sixth and Seventh digits: Birth Day.
Roll [dice:uy8t6day]63296:8[/dice:uy8t6day], 1D31, or 1D28 (for pesky February)

Tours of Duty Rolls: [dice:uy8t6day]63296:9[/dice:uy8t6day]

Occupation/Police Action [dice:uy8t6day]63296:10[/dice:uy8t6day]
Hostage Rescue [dice:uy8t6day]63296:16[/dice:uy8t6day]
Psychological Effect [dice:uy8t6day]63296:34[/dice:uy8t6day] NOne

Garrison Duty [dice:uy8t6day]63296:11[/dice:uy8t6day]
Combat Zone [dice:uy8t6day]63296:12[/dice:uy8t6day]
Wounded chance: [dice:uy8t6day]63296:17[/dice:uy8t6day]
Wounded in Combat Table [dice:uy8t6day]63296:18[/dice:uy8t6day]
Vocal Cord Injury Chance: [dice:uy8t6day]63296:19[/dice:uy8t6day], Recovery time [dice:uy8t6day]63296:20[/dice:uy8t6day]
Psychological Effect [dice:uy8t6day]63296:35[/dice:uy8t6day] None

Long Range Patrol [dice:uy8t6day]63296:13[/dice:uy8t6day]
Supporting Combat Zone: [dice:uy8t6day]63296:21[/dice:uy8t6day]
Combat Zone: [dice:uy8t6day]63296:22[/dice:uy8t6day]
Large Battle: [dice:uy8t6day]63296:24[/dice:uy8t6day] hours. There is a 20% chance you were wounded [dice:uy8t6day]63296:25[/dice:uy8t6day]
Roll [dice:uy8t6day]63296:26[/dice:uy8t6day] to determine if your actions earned you a medal

Combat Zone: [dice:uy8t6day]63296:23[/dice:uy8t6day]
Wounded in Combat Table [dice:uy8t6day]63296:27[/dice:uy8t6day]
Broken bones, you suffer [dice:uy8t6day]63296:28[/dice:uy8t6day] clean breaks, and recuperate within [dice:uy8t6day]63296:29[/dice:uy8t6day] months

Occupation/Police Action [dice:uy8t6day]63296:14[/dice:uy8t6day]
Combat Zone [dice:uy8t6day]63296:30[/dice:uy8t6day]
Wounded in Combat Table [dice:uy8t6day]63296:31[/dice:uy8t6day]
Vocal Cord injury Chance: [dice:uy8t6day]63296:32[/dice:uy8t6day], Recovery time [dice:uy8t6day]63296:33[/dice:uy8t6day]
Psychological Effect [dice:uy8t6day]63296:36[/dice:uy8t6day] Addiction

Garrison Duty [dice:uy8t6day]63296:15[/dice:uy8t6day]
Last edited by Hunter on Sun Apr 12, 2020 11:52 am, edited 36 times in total.
Goodwill Hunting
Bennies:
Agility: d10, Smarts: d8, Spirit: d6, Strength: d12+1(d6), Vigor:
Running: d8, Pace: 8, Parry: 5, Toughness: 7(13)
Hindrances: Coalition Fanatical Patriot [Major], Death Wish (Minor), Illiterate (Minor), Loyal [Minor], Mutant, Near-Human Physiology, Overconfident (Major), Oddly Built, Weakness (Ley Line Hypersensitivity)
Edges: Assassin, Ambidextrous, Alertness, Bite, Breed Advantage (Tracking, Fast), Danger Sense, Dead Shot, Dirty Fighter, Double Tap, Free Runner, Keen Sense of Smell/Hearing, Low Light Vision, Nerves of Steel, Marksman, Psychic Sense, Quick, Quick Draw, Quick and the Dead, Sharpshooting, Soldier, Two-Gun Kid, Live, Die, Live Again, Rich, Connected.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Private Hunter (SWADE)

Post by Daniel »

As you said elsewhere, Sig. Otherwise looks like you are ready to report for duty at your new assignment with the CS Wayfarer Program. Welcome aboard and hope you have fun - Lars
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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