Fields

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Fields
Posts: 15
Joined: Thu Mar 03, 2022 9:36 am

Fields

Post by Fields »

Fields.jpg

Eddy “Fields”
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 16 (8)
Skills:
  • Athletics d6
  • Battle d12+1
  • Common Knowledge d6
  • Focus d12+2/d12+4 when healing
  • Fighting d6
  • Notice d6
  • Occult d6
  • Persuasion d8
  • Shooting d6
  • Stealth d6
Hindrances:
  • Cautious (minor) - Fields does not like to take chances or take risks. He tends to hedge his bets as much as possible.
  • Loyal (minor) - Forms bonds with those around him.
  • Ruthless (major) - Fields has no interest in being captured or tortured again. While he enjoys being able to help people, he will not endanger himself to do it even if it means letting innocents die.
    -Iconic-
  • Environmental Weakness (minor) - Takes +4 damage and is -4 to resist cold.
  • Inhuman Physiology (minor) - The alterations made to Fields' anatomy make it exceedingly difficult to work on him. Healing (including arcane) rolls on him suffer -2.
  • Wanted (major) - Those who learn of Fields' nature want him. CS efforts to clone him have failed in the past. However, that does not mean they would pass up the opportunity to imprison him again and continue the work.
Powers:
  • Accelerated Mind - Super Attribute (4): Smarts and Spirit +1 die type and maximum d12+1 each.
  • I can help - Healing (15): Cure, Fatigue, Range 12”, Refresh, Restoration, Resurrection
  • Inspirational - Super Edge (20): Command, Command Presence, Common Bond, Fervor, Hold The Line, Inspire, Natural Leader, Tactician, Tactician (Master), Team Leader
  • Practiced and on Task - Super Skill (6): Battle +3, Focus +3
Advancements & Edges:
  • Hindrance: New Powers Cellular Adaption (boost Trait, boost only), Reverse Healing (bolt, only verse living things -1)
  • Hindrance: Reliable (May reroll support rolls.)
  • Human Free: Mutant - Arcane Background (Gifted) - Healing
  • Hero's Journey: Jack of All Trades (temporarily gain a skill)
  • Hero's Journey: Charismatic (Free reroll when using Persuasion)
  • Hero's Journey: Healer (+2 to healing rolls, arcane and mundane)
  • N1: Focused to Do it - Elan (+2 to rerolls when spending a benny)
  • N2: This is What I do Focus raised d8, Persuasion d8
This may come up and be needed for reference.
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Fields
Posts: 15
Joined: Thu Mar 03, 2022 9:36 am

Re: Fields

Post by Fields »

ATEA-50 Supai Stealth EBA (Patron Item) (SWADE)
Image
Northern Gun, Triax, and the Coalition may all disparage Naruni, but never let it be said they are above a little repurposing and backwards engineering. Based on captured NE-C20, this medium armor practically makes its wearer invisible. The issue is that the armor proved cost inefficient and was shelved with only a small batch of prototypes being produced as a joint effort. All three nations have the plans and a few prototypes.
• +6 Armor and +2 Toughness
• Low Light Vision and EBA Armor
• The armor grants a +2 bonus to stealth in any setting due to a computer controlled fiber-optic covering, and padded boots and joints.
• This suit is customized for concealment, and can be worn under loose clothing without attracting attention. Detecting the armor requires a Notice roll at –2. Note that if anything is covering the armor (loose clothes, coats, cloaks, ponchos, etc), neither the Cloaking technology nor fiber optics work correctly.
• Experimental Cloaking Technology powered by an experimental self charging battery.
• • Functional equivalent of the Invisibility power, activated using the Electronics skill, but it is only effective against any technological sensor (including cybernetics, body armor optics, power armor, vehicle, and robot sensors).
• •The battery holds the equivalent of 10 PP, and recharges at a rate of 1 PP per hour. If plugged into a major energy source (generator, city power grid, etc) it can recharge 5 PP per hour instead, but must remain immobile.
• Minimum Strength: d4 (13 lbs.)
Notes: Technology Base is one of Coalition, Northern Gun, or Triax (pick). This determines how you got it. Cost for Repair Purposes: 230,000



Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
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• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:



Standard Adventurer Gear Package
NG-S2 Survival Pack (20 lb)
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  • • 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



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



Wilk’s 320 Laser Pistol
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  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon
Two E-clips or magazines for each weapon


Lots of Grenades

1 armor piercing
6 fragmentation
5 high explosive
4 plasma


Credits:
1,800 Universal Credits
3,500 Credits worth of gear or valuables
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Fields
Posts: 15
Joined: Thu Mar 03, 2022 9:36 am

Re: Fields

Post by Fields »

Background
Still needs developed but something like this
  • Had a remarkable ability to heal people. (AB Gifted with a body manipulation theme)
  • Was discovered by a Genesplicer that decided to play with the ability and see what more could be brought out of him.
  • When the experiment was done he tossed him out in a garbage chute, but Fields was saved.
  • Now he is scarred not only physically, but also mentally.
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Fields
Posts: 15
Joined: Thu Mar 03, 2022 9:36 am

Re: Fields

Post by Fields »

Some dice rolls.

Hero's Journey 1d20: [1] = 1 : Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.

Hero's Journey 1d20: [11] = 11 : Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Chose Charismatic)

Universal Credits 4d6*100: [3, 6, 6, 3]*10 = 180
Goods 2d4*500: [3, 4]*50 = 350

Hum, code maxes out at double digits so
1,800 Credits
3,500 in Goods for Trade


Setting Bonus per GM: Training - 7
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.
Chose Healing edge


Stylish Adventurer - Grenades for Fields
Ranged Table 4
Your hero came across a cache of grenades! She’s got 1d6 armor piercing, 1d8 fragmentation, 1d6 high explosive, and 1d4 plasma grenades, see page 99. Even after these run out, she always seems to find more, beginning each session with 1d4 fragmentation grenades (unless the GM feels circumstances prevent it).

1d6 armor piercing, 1d8 fragmentation, 1d6 high explosive, and 1d4 plasma grenades: [1]+[6]+[5]+[4] = 16

Link to spent EP: viewtopic.php?f=259&t=6831
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Fields

Post by Daniel »


Approved for Savage Rifts: Machinations.

Welcome to the party.

Reminder —> Hindrance: TBD Something awesome that makes him better at support
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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Fields
Posts: 15
Joined: Thu Mar 03, 2022 9:36 am

Re: Fields

Post by Fields »

Resources
Parry 5
Toughness 16 (8)
Fatigue: 0
Wounds: 0
Armor Power supply: 10/10
Jack of All Trades: Electronics d4

Bennies 1
  • +3 Quarterly Reset
    -2 for Reroll traps
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