Finky Snipcord (Gremlin) EOD Specialist

RST! Savage Rifts: opens in 68 P.A. (42 years before canon time line) and located in the badlands of the old Texas frontier. Players are Independent Mercenary Bikers (tread and hover) not affiliated with the Legion, who race across the Freelands and are part of the history of the region, known as the Pecos Empire.
GM: Lars
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Finky Snipcord
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Finky Snipcord (Gremlin) EOD Specialist

Post by Finky Snipcord »

Gremlin racial stats
POSITIVE CHARACTERISTICS - 7
Increase Attribute - Smarts (2): Gremlins are more cunning than most goblinoids. They begin with a d6 in Smarts, increasing the Trait maximum accordingly.
Increase Attribute - Agility (2): Gremlins are deft creatures. They begin with a d6 in Agility, increasing the Trait maximum accordingly.
Low Light Vision (1): Gremlins are accustomed to working in the dark, whether in caves or at night. They ignore penalties for Dim or Dark illumination.
Skill - Repair (1): Gremlins are mechanically inclined. Begin with d4 in Repair, increasing the skill maximum accordingly.
Skill - Stealth (1): Gremlins are adept at hiding. Begin with d6 in Stealth, increasing the skill maximum to d12+1.

NEGATIVE CHARACTERISTICS - -5
D-Bee (-2): Gremlins are very clearly not human, and have trouble hiding it. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence.
Inhuman Physiology (-1): Gremlins have unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 1 point the race has Near-Human Physiology giving a −1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification.
Size -1 (-1): Gremlins are smaller than average, reducing Size and Toughness by 1.
Ugly (-1): Gremlins are not an attractive species. They suffer -1 to all Persuasion rolls.
Fortune, Glory, and Heroes Journey Rolls
F&G 1: Smart and Learned - +1 die type Smarts, 2 die types to any 3 Smarts-linked skills.
F&G 2: Choose Your Fate - 2 rolls on Heroes Journey tables
HJ1: Underworld & Black Ops - McGyver Edge and +1 die type in Repair
HJ2: Training - +1 die type Repair, Mr. Fix It Edge
HJ3: Training - Gains Ace (or Combat Ace) and 1 die type increase in Piloting
HJ4: Education - +3 Skill points on Smarts-linked skills
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
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Re: Finky Snipcord

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Finky Snipcord

Rank: Seasoned
Advances Left: 0
Race: Gremlin
Iconic Framework: MARS EOD Specialist
Attributes:
  • Agility d8 (1)
  • Smarts d10 (1+FG)
  • Spirit d8 (2)
  • Strength d6 (+1adv)
  • Vigor d6 (+1adv)
Pace: 6; Parry: 5; Toughness: 12 (5); Strain: 0

Skills: (15 + 3 Smarts HJ + 2 die x 3 Smarts FG)
  • Athletics d8 (2)
  • Common Knowledge d4
  • Electronics d8 (IF+1HJ)
  • Fighting d6 (1)
  • Language: Goblin (native)
  • Language: American d8 (2FG +1HJ)
  • Notice d8 (2FG)
  • Persuasion d4-1
  • Piloting d8 (HJ)
  • Repair d12+3 (HJ+IF) - with tool kit
  • Science d10 (IF+2FG)
  • Shooting d8 (3)
  • Stealth d8 (1)
  • Survival d6 (1)
  • Taunt d8 (2+1HJ)
  • Thievery d6 (1)
  • Weird Science d8 (3)
Hindrances
  • Wanted (Major): Finky destroyed something valuable belonging to someone important - and bloodthirsty. Hence his move to the new frontier of Lone Star. They can't catch him here...can they?
  • Greedy (Minor): Finky is in it for the money. Don't cut him out of his share unless you plan to sleep with one eye open.
  • Quirk (Minor): Finky is a practical joker. Shoelaces tied together, hotfoot, greasing the handlebars on a hovercycle, superglue on the inside of armor. All riotously funny!
Edges and Iconic Abilities
  • Ace: (Setting Edge) - Ignore 2 points of penalties to Piloting roll, and may spend Bennies to soak damage for any vehicle they control using Piloting instead of Vigor.
  • Combat Ace: (HJ) - Ignores MAP for Piloting and another action in the same round.
  • Demolitionist: (IF) - Ignore up to 2 points of penalties when handling explosives. Only detonates on Crit Fail.
    A raise when setting a booby trap adds an extra die of damage (in addition to the usual +1d6)
    Success allows the explosive and components to be recovered and reused. With a raise, the work is done in half the time.
    +2 bonus on Stealth rolls to conceal booby traps, and +2 on Notice rolls to detect them.
  • Expert Demolitionist: (IF) - Ignores up to 4 points of penalties when handling explosives, and may spend a Benny to reroll Crit Fails.
  • Take 'Em Down: (IF) - When attacking MDC with MDC, add +4 AP to the attack.
  • Improved Take 'Em Down: (Hindrance) - When attacking MDC with MDC, may reroll damage once without spending a Benny.
  • AB: Weird Science: (Hindrance) - May access AB: Weird Science powers (2) and begins with 15 PPE
  • Conditioned: (IF) - +2 to resist interrogation, and ignores 1 point of Fatigue penalties.
  • Elan: (N1) - +2 when spending a Benny to reroll a Trait.
  • New Powers: (N3) Adds 2 Weird Science powers
  • Gadgeteer: (S1) - May spend up to three Power Points to jury rig a device to use any power available to Weird Scientists of his rank or lower, with a PP cost of 3 or less.
  • McGyver: (HJ) - Can improvise weapons, explosives, or tools that last until the end of the encounter. Repair roll with appropriate materials.
  • Mr. Fix It: (HJ) - Adds +2 to Repair rolls. With a raise, half time required to fix the object.
  • Artificer: (S3) - Finky can create Arcane Devices to give to his allies.
    Creating a device takes one hour per power that can be activated through it. Must allocate power points to it. PP invested are lost until used or recovered with Tinkering. Devices may not be Shorted. The creator uses his arcane skill to activate; others use the appropriate skill. If no appropriate skill, use the creator's arcane skill with no Edges or other abilities. Failure to activate costs 1 PP, and a Crit Fail causes the user Fatigue.
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
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Re: Finky Snipcord

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Powers

Arcane Background: Weird Science
PPE/ISP: 15 - Recovery: 5/hour

Flex-Strip Field [Barrier] (2) [Seasoned]
  • Range: Smarts
  • Duration: 5
  • Trapping: An expandable device, similar to a spike strip, that projects a superelectromagnetic field, deflecting any object that attempts to pass through it.
  • Effect: Creates a straight wall 5" (10 yards) long and 1" (2 yards) tall of immobile force, conforming to the surface it's laid on.
  • Modifiers
    [Damage](1) The Barrier causes 2d4 damage to anyone who contacts it
    [Hardened](1) The Barrier is Hardness 12
    [Shaped](2) The Barrier forms a circle, square, or other basic shape
    [Size](1) The length and height of the Barrier doubles
Super Juiced Taser [Boost/Lower Trait] (2) [Novice]
  • Range: Smarts
  • Duration: Boost: 5 / Lower: Instant
  • Trapping: Boost: The Super Juiced Tazer is a multi-broadhead, monomolecular, electrified attribute amplification system contained in a handy dandy X26 Tazer shell. A dial is twisted, accessing several program modes of physical and mental stimulation. The recipient is jolted as if hit by a cattle prod, but as a result, moves faster, swings harder, thinks sharper. A fine benefit at the minor cost of a little scorch mark on armor and skin.
    Lower Twist the dial the other way on the Super Juiced Tazer and it drains the target of some of their gusto by way of severe electro-shock.
  • Effect: Boosts or Lowers a target's chosen Attribute or Skill. Boost: Increases the Trait by 1 die type on success, 2 on a Raise. Lower: Reduces the Trait by 1 die type on a success, 2 on a Raise. Target of Lower Trait gets free Spirit roll to shake off the effects at the end of their following turns. Successful resist reduces the effect by 1 die type, Raise eliminates it completely.
  • Modifiers
    [Additional Recipients](1/per) May affect additional targets at 1 PPE per additional target
    [Strong](1) Lower only, Spirit roll to shake off is made at -2
    [Fatigue](2) Lower Trait also causes Fatigue, but cannot Incapacitate
    [Hinder/Hurry](1) Lower Trait also slows the target, reducing Pace by 2; Boost Trait hurries the target, adding +2 Pace
    [Range](1/2) Double range for 1, triple range for 2
Chronotron Particle Phase Cloak [Intangibility] (5) [Heroic]
  • Range: Smarts
  • Duration: 5
  • Trapping: A cloak woven with a palladium filament and flexible chronotron particle conduit. Activating a sewn-in anti-matter battery causes the cloak to adhere to the wearer, jolting them out of phase when fully charged.
  • Effect: The recipient becomes incorporeal, unable to affect or be affected by the physical world. He can travel through walls, and non-magical weapons pass through him. Any items carried at the time of the casting are also intangible. While incorporeal, he may affect and be affected by other intangible beings and supernatural attacks, including powers and enchanted items. If the power ends while he is within an occupied space, he is shunted to the nearest open space and Stunned. An unwilling target resists with Spirit.
  • Modifiers
    [Hurry](1) While Intangible, the target is quickened, adding +2 Pace
    [Shroud](1) Shroud dims and obscures the target so attacks against suffer -1 penalty and adds +1 to Stealth rolls
Broadcast Lullaby [Slumber] (2) [Seasoned]
  • Range: Smarts
  • Duration: 1 hour
  • Trapping: An electronic wireless speaker that broadcasts sub-aural beta waves within an audible lullaby
  • Effect: Anyone affected by the device makes a Spirit roll (at -2 with a raise on the activation). Those who fail fall asleep for the duration. Loud noises or attempts to physically wake the sleeper grant another Spirit roll.
  • Modifiers
    [Area Effect](2/3) For 2 points, affects an MBT. For 3 points, affects an LBT.
    [Fatigue](2) Anyone affected also suffers Fatigue, but cannot be Incapacitated further.
    [Selective](1) By activating a particular frequency on the speaker, the Weird Scientist may choose not to affect any or all individual targets within the area of effect.
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
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Re: Finky Snipcord

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Gear

Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
Image
  • • 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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Urban Warrior Tactical Medium EBA
  • • Armor: +5 Toughness: +2
    • Weight: 11 lbs (Min Str: d4)
    • Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
    • Rarity: +0; Cost: 35,000
NG Super Laser Pistol
  • • Range: 12/24/48
    • Dmg: 3d6+1, AP: 2
    • ROF: 1
    • Shots: 20
    • Weight: 13 lbs. (Min Str: d6)
    • Rarity: -2 Cost: 21,000
    • Notes: Integral grenade launcher (12/24/48), damage by grenade, 6 shots, Reload 2
Repair Kit, Field
  • • Contains quick-weld patches, backup laser torch, scanner, extra wires, circuits, and miscellaneous items
    • Notes: Grants +1 to all Repair rolls
    • Weight: 10 lbs (Min Str: d4)
    • Cost: 4,000
Vibro-Knife
Image
  • • Str+d6, AP 6
    • Weight: 2 (Min Str d4)
    • Notes: Harmonic Blades, MD, Powered Weapons; As an attached Bayonet to a long arm: Str+d8, AP 8, Parry +1, Reach 1, Two Hands
    • Rarity: +2 Cost: 7,000
Two E-clips or magazines for each weapon

Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains
• Anti-Personnel Mine



Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
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: plasma grenade
• Attachment: plasma grenade
• Attachment: HE grenade
• Attachment: HE grenade
• Attachment: frag grenade
• Attachment: AP grenade
• Attachment: AP grenade
• Attachment: spare e-clip
• Attachment: spare e-clip
• Attachment: NG Super Laser pistol
• Attachment:
• Attachment:

GRENADES AND EXPLOSIVES
  • Armor Piercing (2)
    OOC Comments
    • • Range: 5/10/20
      • Dmg: 3d8, AP: 16
      • ROF: 1
      • Shots: 1
      • Weight: .25 lbs
      • Notes: SBT
      • Rarity: -1 Cost: 700
    Fragmentation (1)
    OOC Comments
    • • Range: 5/10/20
      • Dmg: 5d6, AP: 0
      • ROF: 1
      • Shots: 1
      • Weight: .25 lbs
      • Notes: LBT
      • Rarity: +1 Cost: 550
    High Explosive (2)
    OOC Comments
    • • Range: 5/10/20
      • Dmg: 3d10, AP: 4
      • ROF: 1
      • Shots: 1
      • Weight: .25 lbs
      • Notes: MBT
      • Rarity: +0 Cost: 750
    Plasma (2)
    OOC Comments
    • • Range: 5/10/20
      • Dmg: 3d12, AP: 0
      • ROF: 1
      • Shots: 1
      • Weight: .25 lbs
      • Notes: SBT; on a raise, targets catch fire and take 3d6 damage each round and are Distracted until doused
      • Rarity: -2 Cost: 1,800
    MD Plastique (2 lb)
    OOC Comments
    • • Range: --
      • Dmg: 6d6, AP: 0
      • ROF: 1
      • Shots: .5
      • Weight: .5 lbs
      • Notes: SBT, MD, +6 damage per extra .5 lb
      • Rarity: -3 Cost: 250
    MD Dynamite (9)
    OOC Comments
    • • Range: --
      • Dmg: 3d8, AP: 0
      • ROF: 1
      • Shots: 1
      • Weight: .5 lbs
      • Notes: LBT, MD, +1" blast radius and +3 damage per extra stick
      • Rarity: -1 Cost: 100
    Anti-Personnel Mine, Fragmentation (1)
    OOC Comments
    • • Range: --
      • Dmg: 6d6, AP: 0
      • ROF: 1
      • Shots: 1
      • Weight: 5 lbs
      • Notes: LBT, MD, see Minefields in SWADE
      • Rarity: -3 Cost: 1,000


Credits:
Credits rolls
4d6 × 100
4d6: [2, 4, 6, 5] = 17
Universal Credits, and 2d4 × 500
2d4: [1, 1] = 2
credits worth of gear or valuables
Credits: 50 (spent 1000 on AP mine, 900 on MD dynamite)
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
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Re: Finky Snipcord

Post by Finky Snipcord »

Advances

Advances
  • Initial Advances: (Bonus from Hindrances): AB: Weird Science; Improved Take 'Em Down
  • Edge(s) granted by Iconic Framework: Ace (setting); Demolitionist; Expert Demolitionist; Conditioned
  • Edges(s) from Hero’s Journey Rolls: Combat Ace; McGyver; Mr. Fix It
  • Novice 1 Advance (PbP): Elan
  • Novice 2 Advance: +1 Vigor (d6)
  • Novice 3 Advance: New Powers
  • Seasoned 1 Advance: Gadgeteer
  • Seasoned 2 Advance: +1 Strength
  • Seasoned 3 Advance: Artificer
  • Seasoned 4 Advance: +1 Weird Science, +1 Electronics
  • Veteran 1 Advance: Giant Killer
  • Veteran 2 Advance: +1 Agility
  • Veteran 3 Advance: +1 Shooting, +1 Driving
  • Veteran 4 Advance: Power Points
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
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Re: Finky Snipcord

Post by Finky Snipcord »

Background

Short narrative
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
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Re: Finky Snipcord

Post by Finky Snipcord »

Finky Snipcord's Over-Engineered Psycho Cycle
NG-357 Magnum-Turbo
goblin sapper 06.jpg
  • • Size: 3, Crew: 1+1, Toughness: 20 (10), Pace 315 MPH, Mods 3, Handling +1
    • Notes: MDC Armor, Nimble, Exposed Crew, Hovercycle; Tweaked Supercharger adds 110 MPH to top speed (one WS success adds additional 10 MPH to the maximum)
    • Weapons
    • •
    • • Range: 40/80/160
      • Dmg: 4d8+4, AP: 16
      • ROF: 1
      • Shots: --
      • Mods: 2
      • Notes: Adds 2d6 on a raise; Atomic Annihilation
      • Rarity: -5 Cost: 650,000

    • •
    • • Range: 100/200/400
      • Dmg: 7d6, AP: 0
      • ROF: 1
      • Shots: 12
      • Mods: 1
      • Notes: SBT, Full reload 12,000 credits (1,000 / missile). On a raise, targets catch fire and take 3d6 damage per round and are Distracted until doused.
      • Rarity: -2 Cost: 100,000

    Nuclear Option
    • Cost: 800,000
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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Finky Snipcord
Posts: 24
Joined: Wed Jun 10, 2020 10:49 am

Re: Finky Snipcord (Gremlin) EOD Specialist

Post by Finky Snipcord »

Current Status Post, 8/11/2020:
Bennies: 4 (+1 interlude, +1 joker, -1 RR WS)
Wounds / Fatigue: 0 / 1
Active Status: None
Active Powers: None
Equipped: N/A
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
Current Status Post
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Finky Snipcord
Posts: 24
Joined: Wed Jun 10, 2020 10:49 am

Re: Finky Snipcord (Gremlin) EOD Specialist

Post by Finky Snipcord »

7/1/2020: Added Artificer Edge
Finky Snipcord
Finky Snipcord
Pace: 6; Parry: 5
Toughness: 12 (5)
Armor: Urban Warrior Tactical Medium EBA
Pertinent Edges: Ace/Combat Ace, Improved Take 'Em Down, Elan, Conditioned
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