LoJack - Battle Cat Bounty Hunter

The Fist of the Coalition (10/8 Players; Full)
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LoJack
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LoJack - Battle Cat Bounty Hunter

Post by LoJack »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Private CA78 - A851 “Lo/Jack 10851”
Advancement (Rank): 6 (Seasoned) Advances Left: 0
Race: Mutant Feline/Battle Cat (Cougar/Mountain Lion)
Iconic Framework: MARS Bounty Hunter
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
Pace: 6 (d6); Parry: 6 (7); Toughness: 19 (8); Strain: 0

Skills:
  • CORE
    • Athletics (Ag) d8 (+4/+5 Climbing)
      Common Knowledge (Sm) d8 (+2 Cond)
      Notice (Sm) d8 (+2/+2 Search/+4 Hearing)
      Persuasion (Sp) d6 (+2 Cond)
      Stealth (Ag) d8 (+2 Cond)
    STANDARD
    • Electronics (Sm) d6
      Fighting (Ag) d8
      Healing (Sm) d6
      Intimidation (Sp) d4-2 (d4 Cond)
      Occult (Sm) d8
      Research (Sm) d8 (+2 Cond)
      Shooting (Ag) d6
      Survival (Sm) d8 (+2 Tracking/Geography/Wilderness)
      Thievery (Ag) d8 +1

Hindrances
Racial
  • Curious (Major): It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
    Mutant:
    Near-Human Physiology: −1 penalty to Healing and cybernetics checks.
    Oddly Built: armor and clothing must be custom-tailored at double normal cost
    Restricted Path: No AB with PPE
    Vow (Minor): CS Mutant animals are bred to be loyal to the CS, CS Handlers, and to recognize and respect CS chain of command.
    Weakness: Ley Line Hyper-sensitivity
MARS Specific
  • Ruthless (Minor): LoJack will do most anything to accomplish his goals. He stops short of true harm to anyone except those who directly oppose him. (Bounty Hunter)
    Driven (Major): Prove his value and his species value in a human society
    Habit (Minor): Plays with his Prey or Quarry
    Loyal (Minor): Even a Loner needs friends and protects them furiously
Edges
Racial
  • Bite/Claws: claws and teeth dealing Str+d4 damage
    Breed Advantage: +2 on all Survival (tracking) rolls
    Keen Sense of Hearing: +2 bonus on hearing-based Notice checks
    Leaper: jump twice as far as normal; add +4 to damage when making a Wild Attack when coupled with a leap
    Low Light Vision: Ignore Dim or Dark Illumination penalties.
    Psychic Sense:
MARS Specific
  • Ambidextrous: Ignore Off-Hand Penalty (F&G)
    Brawny: Toughness +1 (F&G)
    Woodsman: +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground). (HJ)
    I Know a Guy: Have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way.(HJ)
    Thief:
    • +1 to Athletics rolls made to climb in urban areas.
      +1 to Stealth rolls when in an urban environment.
      +1 to Thievery rolls in all circumstances. (HJ)
    Alertness: +2 Notice rolls to hear, see, or otherwise sense the world around him.(Bounty Hunter)
    Free Runner: Moves at his full Pace on Difficult Ground when on foot; Also adds +2 to his Athletics rolls when climbing and in foot Chases (Bounty Hunter)
    Investigator: +2 to Research rolls and Notice rolls made to search (Bounty Hunter)
    Streetwise: +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above. (Bounty Hunter)
    Take 'Em Alive:
    • All Nonlethal Fighting attacks at no penalty.
      +2 bonus to Trait rolls to disarm, grapple, and restrain targets.
      Targets are at an additional −2 to resist a Bounty Hunter’s Knockout Blows. (Bounty Hunter)

    Two Fisted: LoJack makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t
    inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). (IA)
    Brawler:
    • Toughness +1
      increase the damage a die type (Str+d4 --> Str+d6)(2N)
    Martial Artist:
    • Always considered armed.
      +1 when striking with Claws, Fists, or Feet
      increase the damage a die type (Str+d6 --> Str+d8). (5S)
    New Edge: brief description
Last edited by LoJack on Thu Apr 02, 2020 10:53 pm, edited 29 times in total.
Pvt CA78 - A851, "Lo/Jack 10851"
Pace: 6; Parry: 6 (7); Toughness:19 (8); Strain: 0;
Weapons: (* indicates which is presently In Hand)
CP-50 "Dragonfire" Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Neural Mace
Vibro Knife
Bennies: 3/3
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LoJack
Posts: 68
Joined: Wed Jul 04, 2018 5:26 pm

LoJack - Background

Post by LoJack »

Background

Personnel Record
Name: Lo/Jack
Service Branch: Coalition Army
Service Number: LSF1 - 614 - 098 - CA78 - A851
Pay Grade:
Pay Rate:
Rank: Private
Date of Birth: JUNE 14, 098
Primary Specialty: Bounty Hunter
Military Education:
Basic Training, Army, Lone Star, CS Army Training Facility (ATF)
Decorations, Medals, Badges, Citations, and Campaign:
Disciplinary data and court martial record:

-
Rolls & Events
Coalition Military Identification Number
Pre-Determined by Race Selection
  • LS - Lone Star is the primary mutant production facility for the CS
    F - Other, Mutant, Males
    1 - Psychic Sensitive (minor)
Birth Month (1d12) [dice:32c14ah8]63277:0[/dice:32c14ah8] JUNE
Birth Date (1d30) [dice:32c14ah8]63277:1[/dice:32c14ah8]
Age 6 + 6 = 12
Birth Year 110 - 12 = 098

[dice:32c14ah8]63277:2[/dice:32c14ah8]
[dice:32c14ah8]63277:3[/dice:32c14ah8]
YEAR ONE - Life in the Creche
Roll (1d100) [dice:32c14ah8]63277:4[/dice:32c14ah8]
Boundless pride drives you to learn all you can about the C.S.

YEAR TWO & THREE -
Battle Cat Basic Training Course I
Most Psi-Hounds go through this training course. It teaches no Commando skills, but most other MOS options are available. Infantryman, Military Police, Monster Hunter, and Psychic Security are the MOS options taught here.
[71 - 80] You sneak out of camp on occasion.

YEAR FOUR - Made a Friend
  • Roll (1d100) [dice:32c14ah8]63277:5[/dice:32c14ah8] Friend or Enemy
    Roll(1d20) [dice:32c14ah8]63277:6[/dice:32c14ah8] Friend
    Roll (1d20) [dice:32c14ah8]63277:7[/dice:32c14ah8] Male - Met through common interest
    Roll (1d100) [dice:32c14ah8]63277:8[/dice:32c14ah8] Buddies
    Roll (1d100) [dice:32c14ah8]63277:9[/dice:32c14ah8] Buddy is a member of a small mercenary company
YEAR FIVE - Made a Friend
  • Roll (1d100) [dice:32c14ah8]63277:10[/dice:32c14ah8] Friend or Enemy
    Roll (1d20) [dice:32c14ah8]63277:11[/dice:32c14ah8] Friend
    Roll (1d20) [dice:32c14ah8]63277:12[/dice:32c14ah8] Female - Someone LoJack works for or a Commanding Officer
    Roll (1d100) [dice:32c14ah8]63277:13[/dice:32c14ah8] Buddies
    Roll (1d100) [dice:32c14ah8]63277:14[/dice:32c14ah8] Buddy has access to themselves and a few sympathetic friends
YEAR SIX - Made an Enemy
  • Roll (1d100) [dice:32c14ah8]63277:15[/dice:32c14ah8] Friend or Enemy
    Roll(1d20) [dice:32c14ah8]63277:16[/dice:32c14ah8] Enemy
    Who Are They - Roll (1d20) [dice:32c14ah8]63277:17[/dice:32c14ah8] Female - Black Marketeer
    The Cause - Roll (1d20) [dice:32c14ah8]63277:20[/dice:32c14ah8] Turned down BM's offer of romantic involvement
    Who Is Fracked Off - Roll (1d100) [dice:32c14ah8]63277:19[/dice:32c14ah8] They Hate LoJack
    Whatcha' Gonna Do About It? - Roll (1d20) [dice:32c14ah8]63277:21[/dice:32c14ah8] She will backstab him indirectly
    What Can They Throw Against You? - Roll (1d100) [dice:32c14ah8]63277:18[/dice:32c14ah8] You've really screwed up this time. a major black market network - these guys have major pull!
YEAR SEVEN - LONG RANGE PATROL (5 months)
  • Assignment (1d100) [dice:32c14ah8]63277:22[/dice:32c14ah8]
    Reason (1d100) [dice:32c14ah8]63277:23[/dice:32c14ah8]
    Major looting/Rioting - Near CS El Dorado
    Duration (2d3+3) [dice:32c14ah8]63277:24[/dice:32c14ah8]
YEAR EIGHT - COMBAT ZONE - Pecos Empire
  • Assignment (1d100) [dice:32c14ah8]63277:25[/dice:32c14ah8]
    Type of Combat (1d100) [dice:32c14ah8]63277:26[/dice:32c14ah8]
    Sole survivor
    , During heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed.
    Commendation/Medal (1d20) [dice:32c14ah8]63277:27[/dice:32c14ah8] Iron Star
YEAR NINE - GARRISON DUTY
  • Assignment (1d100) [dice:32c14ah8]63277:28[/dice:32c14ah8]
    Event (1d100) [dice:32c14ah8]63277:29[/dice:32c14ah8]
    Got caught leaving his post
    Military Discipline (1d100) [dice:32c14ah8]63277:30[/dice:32c14ah8] Minor NJP
YEAR TEN - GARRISON DUTY
  • Assignment (1d100) [dice:32c14ah8]63277:31[/dice:32c14ah8]
    Event (1d100) [dice:32c14ah8]63277:32[/dice:32c14ah8]
    Base attacked
    , some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once.
    Combat Result (1d100) [dice:32c14ah8]63277:33[/dice:32c14ah8]
    Major combat
    , your unit was involved in a major combat action but there were a few casualties.
    Commendation/Medal (1d20) [dice:32c14ah8]63277:34[/dice:32c14ah8] No Medal
YEAR ELEVEN - COMBAT ZONE
  • Assignment (1d100) [dice:32c14ah8]63277:35[/dice:32c14ah8]
    Type of Combat (1d100) [dice:32c14ah8]63277:36[/dice:32c14ah8]
    Sole survivor
    , During heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed.
    Commendation/Medal (1d20) [dice:32c14ah8]63277:37[/dice:32c14ah8] Joseph Prosek Medal for Valor
YEAR TWELVE- LONG RANGE PATROL (9 months)
  • Assignment (1d100) [dice:32c14ah8]63277:38[/dice:32c14ah8]
    Reason (1d100) [dice:32c14ah8]63277:39[/dice:32c14ah8]
    Breaching action
    , your patrol encountered an enemy fortification and your unit was sent in to clear it of hostiles.
    Roll twice on the combat zone table. The first roll applies to your approach to the fortification, and the second roll applies to the actual clearing of the interior. If the first roll results in something disastrous, then don’t make the second roll.
    Primary Combat Result (1d100) [dice:32c14ah8]63277:41[/dice:32c14ah8]
    Large battle
    , you were involved in a large battle that lasted for 4d6 hours. There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table.
    Combat Duration (4d6) [dice:32c14ah8]63277:42[/dice:32c14ah8]
    Commendation/Medal (1d20) [dice:32c14ah8]63277:43[/dice:32c14ah8] No Medal
    Secondary Combat Result (1d100) [dice:32c14ah8]63277:44[/dice:32c14ah8]
    Minor combat
    , your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties.
    Duration (2d3+3) [dice:32c14ah8]63277:40[/dice:32c14ah8]
LoJack was created in the Genetic Engineering Labs in Lone Star. As a young cub, only a few days old, he took off after a food service cart heading for the upper echelons meal of the day. The techs were quick to secure LoJack and his prize meal. The techs affectionately called him LoJack after some pre-Rifts security system for vehicles.
Last edited by LoJack on Sun Apr 19, 2020 10:46 am, edited 55 times in total.
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LoJack - Mutant Feline/Battle Cat

Post by LoJack »

Mutant Felines
The Fluff
The Coalition finds mutant felines to be quite useful in conducting reconnaissance, seek and destroy, search and rescue, and other espionage missions targeting enemy personnel and materiel. While they do not respond to training as well as Dog Boys, and do not share their pack instinct, Battle Cats enjoy the company of other humanoids and can be surprisingly loyal to masters and companions proving themselves worthy of association.

Loners at heart, mutant felines function best in small groups. The most powerful breed of them, Kill Cats, derive from big cats like lions, tigers, and leopards. Battle Cats and Kill Cats are commonly deployed to Coalition border territories. Kill Cats are assigned “hunting grounds” where they kill all non-CS personnel while Battle Cats can be found on the most daring CS reconnaissance or search missions.
High Command from RPoL wrote:The typical Dog Boy soldier or Police Officer Coalition Dog Packs are a formal part of the CS Armed Forces and receive the same basic military training as the Coalition grunt. However, the Dog Pack also receives special training in honing their tracking abilities and psychic powers. The purpose of the canine mutants is to be sort of low level Special Forces operatives and watchdogs against assaults by psychics, magic, and the supernatural. A typical squad or "pack" is 4-10 canine mutants led by a Psi-Stalker (one in eight are led by a human officer). Larger groups of Dog Boys (platoons, companies, etc.) will have capable human commanders and officers, with Psi-Stalkers and experienced Psi-Hounds holding positions as low ranking noncommissioned officers (Sergeant and lower ranks). Those assigned to the various ISS city defense divisions are typically the most obedient and expert at "sniffing" out the inhuman. ISS teams patrol CS cities, military bases, and entrances to the city or military bases ever vigilant for the distinctive presence of the paranormal (see Rifts® World Book 11: Coalition War Machine for more details about the ISS, PSINET and other posts that utilize Dog Boys).

Individual members of Dog Pack troops are given free rein to wander the city or military base to keep an eye out for, and investigate, any suspicious activity or individuals. To rebuke the inquiries of a Dog Boy will mean a full Dog Pack, led by a Psi-Stalker, arriving moments later to enforce a full (and unpleasant) investigation. A Dog Pack and Psi-Stalker have the authority to enter any civilian establishment or home if they have reasonable cause, and sensing the presence of magic or the supernatural is "probable cause" for these psychic sensitives. Most CS citizens and human soldiers are comfortable with the loyal and courteous Dog Boys, welcome their presence and cooperate with them to the
fullest.

City Dog Packs are used to track criminals, especially magic and psionic criminals, D-bee intruders, and supernatural menaces, as well as used as a general police force. In the military, they serve as guards against supernatural and magical spies, saboteurs and intruders, and as frontline troops used primarily for reconnaissance/exploration, escort, rescue, sabotage, surgical strikes, and seek and destroy missions.

In the wilderness, troops of Dog Pack soldiers (or other mutant animals) may be dispatched into areas of conflict. Like the US Marines of old, the Dog Pack is often the first to be sent into a trouble zone for reconnaissance and/or initial assault. Dog Boys are also sent into the Burbs and wilderness communities as scouts and spies to sniff-out covert operators — translation: find groups and individuals who practice the arts of magic, consort with nonhumans, are inhuman, supernatural, or involved in forbidden activities (i.e.: study ancient books/ruins, education, preaching equality for all life forms, speaking against the CS, enemy sympathizers, etc.). The Dog Boy may be assigned to a human
team or part of as an entirely mutant animal squad, or an individual on a
solo assignment.

Individual Dog Boys are frequently sent into the wilderness to pretend to be runaways or mercenaries. This subterfuge enables them to observe and/or secretly subvert the activities of real mercenaries, adventurers, "feral" mutant animals, and enemies of the Coalition States. Of course, some mutant dogs will forsake the Coalition when they discover the freedom that other societies and groups offer. Or are simply enticed to wander the world to personally explore all its marvels. This too, is anticipated by the Coalition and is part of an exercise to see how many Dog Pack soldiers remain loyal when placed under varying conditions of freedom, stress, or danger (generally under 11% leave).

Since they are seen as specially bred and trained "animals," the mutant dogs are generally considered to be an expendable commodity. A human might feel a bit of a loss over the death of a favorite hunting dog killed by a wild animal, but one simply discards the dead body and goes out to purchase a new dog. This is the general attitude of the Coalition military and most citizens. The mutant canines are just big doggies that walk on two legs, sport arms and hands, and talk instead of bark. If a job is too dangerous for a human, send in a mutant animal. If it dies, a new one can always be purchased, bred, or grown. An attitude that is not shared by the Psi-Stalkers who act as the team leaders of most Dog Packs or squads. As noted previously, most Dog Boys don't see anything wrong with how they are treated, and tend to concur that they are expendable, rather than jeopardize valuable human lives. This also means that they rarely feel cheated or abused, and are happy to be part of the human pack.
BATTLE CATS
Battle Cat Abilities and Bonuses
  • Bite/Claws:
    Battle Cats have claws and teeth dealing Str+d4 damage, see Natural Weapons in Savage Worlds.
  • Breed Advantage:
    As with Dog Boys, various species of cats provide distinct genetic advantages that can express over time, see The Tomorrow Legion Player’s Guide for details.
    • Tracking Breed:
      The Battle Cat gains an additional +2 on all Survival (tracking) rolls. This may only be taken once.
  • Keen Sense of Hearing:
    Mutant felines have incredibly powerful hearing and can directionally home-in on sound emanations and discern minute differences. They gain a +2 bonus on hearing-based Notice checks.
  • Leaper:
    Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs room to leap).
  • Low Light Vision:
    Ignore Dim or Dark Illumination penalties.
  • Psychic Sense:
    Battle Cats have the same psychic sense as Dog Boys. This stacks with the Keen Sense of Hearing bonus (except for tracking purposes)—see The Tomorrow Legion Player’s Guide.
    • Psychic Sense:
      Battle Cats have the inherent ability to detect arcana, interpreting it as a sound. This sense is always active. They use the Notice skill (+2 from Keen Sense of Hearing) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Hearing) 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.
Battle Cat Complications
  • Curious:
    Every mutant feline has the Curious Hindrance which is part of what makes them so great at recon and search missions, though it may raise their mortality rate.
  • Mutant:
    Most mutant animals are uncomfortable around humans, and the feeling is mutual. Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees.
  • Near-Human Physiology:
    Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks.
  • Oddly Built:
    CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
  • Restricted Paths:
    Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Vow (Minor): (Serve the Coalition with Loyalty):
    CS Mutant animals are bred to be loyal to the CS, CS Handlers, and to recognize and respect CS chain of command.
  • Weakness (Ley Line Hyper-sensitivity):
    As with Dog Boy, see The Tomorrow Legion Player’s Guide.
    • Weakness (Ley Line Hypersensitivity):
      Battle Cats 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 LoJack on Fri Apr 03, 2020 8:27 pm, edited 10 times in total.
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LoJack - MARS Bounty Hunter

Post by LoJack »

MARS
Mercenaries, Adventurers, Rogues, and Scholars
—these are people with skills, gear, and guts, facing the untold dangers and horrors of a mad world. They may not have the most powerful armor or biggest guns, nor mighty eldritch or psionic abilities, but experience, talent, and luck put them on equal footing with the lords of war, psionic powerhouses, and masters of magic they journey with.

Instead of an Iconic Framework’s specific set of abilities, bonuses, and complications, MARS frameworks give characters an open-ended package of benefits to craft their own hero. In this way you can either recreate classic concepts from the original Rifts® setting—like City Rats, Operators, and Rogue Scholars—or draft an Iconic Framework for your character from scratch, based on your own ideas.

Follow these steps for MARS characters:
1. Select a MARS Package from the list below. (BOUNTY HUNTER - Field Manual)

2. Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
  • (5) Agile and Dexterous
    (8) Strong and Powerful
3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • Experience & Wisdom (12-13)
    Training ((8-9)
    Underworld & Black Ops (5-7)
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
BOUNTY HUNTER

This package follows the same rules as those in the Tomorrow Legion Player’s Guide, including use of the Fortune & Glory Table found there. GMs may allow certain gear substitutions from the items in this book.

Bounty hunters specialize in bringing desperadoes, fugitives, and wanted men or monsters in dead or alive. Combining the expertise of wilderness scouts, city rats, and merc soldiers, these tireless hunters are hard men and women driven to tackle the toughest prey.
  • Begin with Athletics d6, Notice d6, Occult d6, Research d6, and Survival d6.

    Begin with the Alertness, Free Runner, Investigator, and Streetwise Edges.

    Take ’Em Alive:
    Bounty Hunters are skilled at bringing in their quarry alive; they make all Nonlethal Fighting attacks at no penalty. In addition, they gain a +2 bonus to Trait rolls to disarm, grapple, and restrain targets (includes handcuffing and similar maneuvers). Similarly, targets are at an additional −2 to resist a Bounty Hunter’s Knockout Blows.

    One of the character’s Hero’s Journey table rolls must be from either the Experience & Wisdom table or Underworld & Black Ops table, but the Bounty Hunter chooses the result.
    [EXPERIENCE & WISDOM (12-13)]

    Begin with either the Greedy (Minor), Mean, Ruthless (Minor), or Suspicious (Minor) Hindrance for no added benefit.

    Begin with standard Starting Gear, plus a Neural Mace, Stun Gun, and a pair of silver-plated Mega Damage handcuffs.
Last edited by LoJack on Sun Feb 16, 2020 4:04 pm, edited 6 times in total.
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LoJack - Advances

Post by LoJack »

Advances

Attributes
  • Agility d4 --> d6 (F&G) --> d8 (IA) --> d10 (4S),
    Smarts d4 --> d8 (2),
    Spirit d4 --> d6 (1),
    Strength d4 --> d6 (F&G) --> d8 (1N),
    Vigor d4 --> d8 (2)
Skills
  • Academics (Sm)
    *Athletics (Ag) d4 --> d6 (MARS) --> d8 (HJ) --> +2 (Climb, HJ) --> +1 ( Climb Urban, Edge) --> +2 (Climb, MARS)
    Battle (Sm)
    *Common Knowledge (Sm) d4 --> d8 (2) --> +2 (Cond Geography, HJ) --> +2 (Cond Disreputable, MARS)
    Electronics (Sm) (used for sensors and such) --> d6 (2)
    Fighting (Ag) --> d6 (2) --> d8 (3N)
    Healing (Sm) --> d6 (2)
    Intimidation (Sp) --> +2 (Cond Disreputable, MARS)
    *Notice (Sm) d4 --> d6 (MARS) --> +2 (Hearing, Race) --> d8 (1) --> +2 (MARS) --> +2 (Cond Search, MARS)
    Occult (Sm) --> d6 (MARS) --> d8 (6S)
    *Persuasion (Sp) d4 --> d6 (1) --> +2 (Cond Disreputable, MARS)
    Research (Sm) --> d6 (MARS) --> +2 (Cond Search, MARS) --> d8 (3N)
    Shooting (Ag) --> d6 (2)
    *Stealth (Ag) d4 --> d6 (1) --> d8 (HJ) --> +2 (Cond Wilds, Edge)
    Survival (Sm) --> d6 (MARS) --> +2 (Tracking, Race) --> d8 (HJ) --> +2 (Cond Geography, HJ) --> +2 (Cond Wilds, Edge)
    Taunt (Sp)
    Thievery (Ag) --> d6 (2) --> +1 (Edge) --> d8 (6S)
OOC Comments
Boating (Ag)
Driving (Ag)
Faith (Sp)
Focus (Sp)
Gambling (Sm)
Hacking (Sm)
Language (Sm)
Performance (Sp)
Piloting (Ag)
Psionics (Sm)
Repair (Sm)
Riding (Ag)
Science (Sm)
Spellcasting (Sm)
Weird Science (Sm)

Hero’s Journey
    • Table: Experience & Wisdom
      Roll Result [13]
      Description:
      He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
    • Table: Training
      Roll result [9]
      Description:
      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.
    • Table: Underworld & Black Ops
      Roll result [7]
      Description:
      He’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
    • Table: Training
      Roll result [13]
      Description:
      There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb. (Born A Hero)
    • Table: Underworld & Black Ops
      Roll result [13]
      Description:
      Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses. (Born a Hero)
MARS Fortune & Glory
Fortune and Glory
  • Roll result: [5]
  • Description: Agile and Dexterous:
    Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • Roll result: [8]
  • Description: Strong and Powerful:
    Add one die to Strength and begin with the Brawny Edge.

Advances
  • Initial Advances: (From Hindrances):
    • INC Agility 1DT (d8)
      Two Fisted Edge
  • Cybernetic Modifications: NONE
  • 1 Advance (Novice): INC Strength 1DT (d8)
  • 2 Advance (Novice): Brawler Edge
  • 3 Advance (Novice): INC Skill IDT Fighting (d8)/ Research (d8)
  • 4 Advance (Seasoned): INC Agility 1DT (d10)
  • 5 Advance (Seasoned): Martial Artist Edge
  • 6 Advance (Seasoned): INC Skill IDT Thievery (d8)/ Occult (d8)
  • 7 Advance (Seasoned):
  • 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 LoJack on Thu Apr 02, 2020 9:13 pm, edited 1 time in total.
Pvt CA78 - A851, "Lo/Jack 10851"
Pace: 6; Parry: 6 (7); Toughness:19 (8); Strain: 0;
Weapons: (* indicates which is presently In Hand)
CP-50 "Dragonfire" Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Neural Mace
Vibro Knife
Bennies: 3/3
User avatar
LoJack
Posts: 68
Joined: Wed Jul 04, 2018 5:26 pm

LoJack - Gear

Post by LoJack »

Gear


CA-4 Standard “Dead Boy” Body Armor with Recon Helmet
ImageImage
  • • Armor: +8 Toughness: +3
    • Weight: 20 lbs (Min Str: d6)
    • Notes: Multi-Optic Helmet, EBA, Public-address loudspeakers, Communications system with a 10 mile range, Built-in mini-computers for basic functions, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light.
    • Rarity: -4; (Uncommon) Cost: N/A
Neural Mace
Image
  • • Dmg: Str+d6*, Stun
    • Weight: 6 lbs. (Min Str: d6)
    • Notes: *Does not deal Mega Damage. Touch Attack (see Savage Worlds), the victim must
    check Vigor at –2 (–4 with a raise) or be Stunned, Powered Weapons
    • Rarity: +1; (Common) Cost: 8,000
Stun Gun
Image
  • • Range: 5/10/20
    • Dmg: 2d4, AP: 0
    • ROF: 1
    • Shots: 10
    • Weight: 2 lbs. (Min Str: d4)
    • Notes: Victim rolls Vigor at –2 (on a raise –4) or is Stunned, unless a Called Shot is made the embedded Toughness from Body Armor is added as a bonus to the Victim's check.
    • Rarity: -2 (Common) Cost: 4,000
Silver-Plated Mega Damage Handcuffs (2)
[image]
  • • Weight: 3 lbs.
    • Notes: Designed for military use, they are of bulky, rugged construction and can easily secure targets up to Size 3 without issue; 20 Hardness
    • Rarity: (Uncommon) Cost: 750
Coalition Arms CP-40 Pulse Laser Rifle
Image C-18 Laser Pistol
Image
  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 10
    • Weight: 3 lbs. (Min Str: d4)
    • Notes: Cauterize, No Recoil
    • Rarity: +2 (Common) Cost: 12,000
    • Ammo: 2 e-clips
Utility Belt (3 lb)
  • • Survival rolls do not take a penalty for being attempted without basic tools (3 lb., 2,500 credits).
    • First aid kit (+1 Healing roll, 1 use).
    • Canteen x2(half gallon each).
    • 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)
    • Vibro-Knife
    • Fragmentation Grenades x2
    • Smoke Grenades x2
CS-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.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Common Rarity Gear
2d4 pieces of gear (2d4) [dice:q1koyzp5]64029:0[/dice:q1koyzp5] - 6 pieces
    • Armored Camouflage Cloaks (Reversible: Add +2 to Stealth in Urban/Ruins or Wilderness; Common; EOH p. 38)
      Coalition Munitions Optics Glasses:
      Image
      Popular with scouts, dogboys, psi-stalkers, and others who prefer not to always wear their helmets, these glasses provide all of the optical benefits of a Multi-Optic Helmet without the helmet's protection. Often used with a helmet sans its face pate. (1 lb)
    Camera (digital; Common)
    Silvered - Vibro-Vambraces:
    Image
    • • Damage: Str+2d4, AP 8
      • Weight: 2 (Min Str d6)
      • Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Harmonic Blades, MD, Powered Weapons
      • Rarity: -2 Cost: 11,000
      Common for Dogboys and Psi-stalkers
    • Handcuffs (or manacles; Common) x 2
    • Climbing Harness for Four w/ ropes and clamps.
    • AP Grenade (2)
      [image]
      • Range: 00/00/00
      • Dmg: 0d0, AP: 0
      • ROF: 0
      • Shots: 00
      • Weight: 0 lbs. (Min Str: d4)
      • Notes:
      • Rarity: +0 Cost: 00,000
    • Plasma Grenade (2)
      [image]
      • Range: 00/00/00
      • Dmg: 0d0, AP: 0
      • ROF: 0
      • Shots: 00
      • Weight: 0 lbs. (Min Str: d4)
      • Notes:
      • Rarity: +0 Cost: 00,000

Credits:
4d6 × 100 Universal Credits - (4d6) [dice:q1koyzp5]64029:1[/dice:q1koyzp5] - 1900 UC

Networking (Initial Requisitions)
Mutant : -2
Persuasion (1d6) [dice:q1koyzp5]64029:2[/dice:q1koyzp5]
Aced! Persuasion (1d6+6) [dice:q1koyzp5]64029:3[/dice:q1koyzp5]

Contacts

OOC Comments
Item
  • Info
Item
  • Info
Item
  • Info
Pvt CA78 - A851, "Lo/Jack 10851"
Pace: 6; Parry: 6 (7); Toughness:19 (8); Strain: 0;
Weapons: (* indicates which is presently In Hand)
CP-50 "Dragonfire" Laser Rifle; Ammo: 3/3
C-20 Laser Pistol; Ammo 2/2
Neural Mace
Vibro Knife
Bennies: 3/3
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