Jim Cannon, MSG (ret), US Army

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Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Jim Cannon, MSG (ret), US Army

Post by Jim Cannon »

MSG (Ret) Jim Cannon

Seasoned Male Human

Iconic Framework: MARS Psi-Slinger

Attributes: Agility d8-1, Smarts d8, Spirit d8, Strength d8-1, Vigor d10-1
Pace: 5; Parry: 6; Toughness: 15 (5)

Languages: American, American (native, d8), Spanish (d6)
Current Wealth: $1,048.40

Bennies 2 of 3


Jim may be a bit past his prime but is still well built for his age (6' 2", 220 lbs.) Hair is still a dark brown though liberally salted with grey. When on patrol he wears some body armor he salvaged from one of the more high tech raiders that learned that harassing this town doesn't pay. The rest of the time he just feels naked without at least a kevlar vest. His most distinctive feature, however, is the jagged scar running from his hairline to his jaw. While Jim is generally a good natured person the scar tends to give him a permanent scowl. Something he puts to good effect when it's time to not be nice.



Jim spent 30 years in the US Army as infantryman, Ranger, sniper and instructor. He had seen action in hot spots all over the world though he spent most of his time in the Southern Command putting out the fires no one wanted to admit existed.

By the summer of 1998, however, Jim's time with the military came to an end. They thanked him for his service but now it was time for him to retire. Suddenly left without a purpose for the first time in his life he packed his truck and began to wander from town to town across the US, working the odd job for a while but never staying in one place for too long.

Jim would still be living the itinerant lifestyle except that one day the strangest thing happened to him. His truck had broke down in the middle of nowhere and he ended up spending the night sleeping in the cab. What he woke up to the next morning is something he never would have expected.

One minute he's sleeping on the side of the road in the middle of Kansas and the next he's waking up in the middle of the street of a town that's definitely NOT in Kansas.

He never considered himself what the so called "survivalist" types would have called a "prepper" but that didn't mean that he didn't believe in being prepared. He'd spent most of his life preparing for contingencies that he didn't think would happen mostly due to his utmost respect for Murphy and how much damage he could do if he showed up and you weren't ready for him.

Over the next several months Jim worked with the town's sheriff and other town leaders organizing all the able bodied adults in town into some kind of militia that could put up some kind, any kind, of defense against the people and <i>things</i> that suddenly started showing up from seemingly nowhere looking to raid, kill or rampage through the town for no apparent reason.

He also began to notice he was getting way more stopping power from his firearms than he should be. It wasn't long before he realized that by concentrating hard enough he could supercharge them to the point that for a short time they were the equivalent of a light artillery piece! Soon enough he learned other tricks like projecting his own personal force field and moving things with his mind among other things.

Of course, the second strangest thing that happened to him was when he discovered Sgt Misane, her family and her entire farm had been dropped?, moved? teleported? to wherever here was. Having at least one familiar face is a big relief not that Jim would ever admit it to anyone.

Jim continues to lend his expertise and experience to help defend the town, train the militia and generally keep the newcomers from cocking things up too badly.


Skills:
Agility
Athletics d8
Fighting d8
Shooting d10
Stealth d8

Smarts
Battle d6
Common Knowledge d4
Notice d8
Psionics d8
Repair d8
Survival d8+2

Spirit
Intimidation d8
Persuasion d4-1

Hindrances: Elderly, Heroic, Loyal, Ugly (minor)
Edges: Brave, Brawny, Command, Danger Sense, Level Headed, Major Psionic, Marksman, Quick, Sharpshooting, Soldier, Steady Hands, Woodsman

  • Psionics: Power Points: 20; Powers: Bolt (Savage Worlds: Adventure Edition p156), Night Vision (Darksight; Savage Worlds: Adventure Edition p157; Limitations: Self (limited); Skill Bonus: +2), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Smite (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
  • MARS Advances: Psi-Slingers begin as Seasoned heroes.
  • Psi-Slinger Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Choose one other power.
  • Psi-Slinger Skills &amp; Edges: Shooting d6 plus the Marksman, Steady Hands, Danger Sense, and Quick Edges.
  • Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement: When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage
  • Psi-Slinger Hindrance: Begin with either the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
  • Psi-Slinger Journey: Psi-Slingers make one less roll on the Hero's Journey tables.


Advances
Novice Advances
  • Raise Attribute: Strength
  • Edge: Woodsman
  • Edge: Command
Seasoned Advances
  • Edge: Sharpshooting
  • Edge: Major Psionic
  • Edge: Soldier
  • Raise Attribute: Vigor
Veteran Advances
Current Load (normal/combat): 111.03 / 46.83 (81)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Super Strength

Validity: Character appears valid and optimal

Created with Savaged.us
Last edited by Jim Cannon on Wed Jul 20, 2022 6:17 pm, edited 17 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

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Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Powers

Post by Jim Cannon »


Rank: Novice
Power Points: 1*
Bonus: +1 to activation roll*
Range: Self*
Duration: 5
Weapon’s damage is increased by +2, or +4 with a raise.
Modifiers
Heavy Weapon (+2): Attack counts as Mega Damage
Armor Piercing (+1 to +3): +2 AP per +1 ISP (6 AP MAX)
* Limited


Rank: Novice
Power Points: 1
Range: Smarts ×2
Duration: Instant
Damage: 2d6, or 3d6 with a raise.
Modifiers
Damage (+2): The bolt causes 3d6 damage (4d6 with a raise).
Heavy Weapon (+2): Attack counts as Mega Damage
Armor Piercing (+1 to +3): +2 AP per +1 ISP (6 AP MAX)



Rank: Seasoned
Power Points: 5
Range: Smarts ×2
Duration: 5



Rank: Novice
Power Points: 1*
Bonus: +1 to activation roll*
Range: Self*
Duration: 5
+2 Armor, or +4 with a raise.
Energetic Diminishment: While protection is activated, the Psi-Slinger takes −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
Modifiers
More Armor (+1): Success grants 4 points of Armor (+6 with a raise).
Toughness (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
* Limited



Rank: Novice
Power Points: 1
Bonus: +1 to activation roll*
Range: Self*
Duration: One hour
* Limited
Last edited by Jim Cannon on Wed Sep 22, 2021 4:29 pm, edited 2 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

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Jim Cannon
Posts: 28
Joined: Fri Sep 17, 2021 1:45 pm

Gear

Post by Jim Cannon »


Huntsman Medium Personal Armor
  • • Armor: +5 Toughness: +2
    • Weight: 16 lbs (Min Str: d6)
    • Rarity: +1; Cost: 24,000
Kevlar Vest
  • • Armor: +2
    • Weight: 5 lbs (Min Str: d6)
    • Rarity: 0; Cost: 200



Unarmed
  • • Range: Melee
    • Dmg: Str, AP: 0
Desert Eagle (.50)
  • • Range: 15/30/60
    • Dmg: 2d8, AP: 2
    • ROF: 1
    • Shots: 8
    • Weight: 8 lbs. (Min Str: d6)
    • Rarity: +0 Cost: 300
Tactical Shotgun
  • • Range: 12/24/48
    • Dmg (shot): 1-3d6, AP: 0
    • Dmg (slug): 2d10, AP: 0
    • ROF: 1
    • Shots: 9
    • Weight: 8.5 lbs. (Min Str: d6)
    • Rarity: +0 Cost: 475 w/ bayonet
    • Notes: Fixed bayonet
    • • Range: Melee
      • Dmg: Str +d6, AP: 0, Parry +1, Reach +1
Barret (.50) Sniper Rifle
  • • Range: 50/100/200
    • Dmg: 2d10, AP: 4
    • ROF: 1
    • Shots: 10
    • Weight: 40 lbs. (Min Str: d8)
    • Rarity: +0 Cost: 1450 w/ bipod, scope, silencer
    • Notes: Silencer: This attachment suppresses the sound and muzzle flash emitted when a semi-auto pistol or submachine gun is discharged, providing a penalty of −1 to Notice rolls at up to 5”, −2 up to 10”, −4 up to 20”, and making the flash unnoticeable at longer ranges. The shooter may make a Stealth roll, at the normal Multi-Action penalty, to hide use of the suppressed firearm (opposed by Notice)



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
    • 60x Pistol Bullet, Large
    • 60x Rifle Bullet, Large
    • 60x Shotgun shell
    • 60x Shotgun slug
Utility Belt
  • • First aid kit (+1 Healing roll, 1 use)
    • Canteen (1/2 gallon)
    • Communicator (5-mile range)
    • Compass/inertial mapper.
    • Flint & Steel, whetstone, multi-tool.
    • Flashlight/signal light (two modes, LED and IR)
    • 2x Magazine, Desert Eagle
    • 2x Magazine Barrett Sniper Rifle
    • 9x Shotgun shell
    • 9x Shotgun slug
    • Meal Ready to Eat (1 use, can sustain a normal human for one day).
    • Survival Knife
Tool Kit
Last edited by Jim Cannon on Wed Sep 22, 2021 3:53 pm, edited 4 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Jim Cannon, MSG (ret), US Army

Post by Ndreare »

Looks good, I like that you and Athena are tied together.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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