Robert - Headhunter Anti-Robot Specialist

The heroes of Fort Hope - 5/8 Players
GM: KahlessNestor
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Robert
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Robert - Headhunter Anti-Robot Specialist

Post by Robert »

FG 2d20: [8, 20] = 28
HJ 3d20: [10, 17, 5] = 32

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Robert
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Robert - Headhunter Anti-Robot Specialist

Post by Robert »

Robert

Seasoned Male Human, MARS Merc Soldier, and Robot Killer

Iconic Framework: MARS Merc Soldier

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12+1, Vigor d8
Skills: Athletics d10, Battle d4, Common Knowledge d6, Fighting d8, Intimidation d6, Language (American) d8, Notice d8, Persuasion d6, Piloting d6, Repair d8+2, Shooting d10, Stealth d4, Survival d6
Pace: 8; Parry: 6; Toughness: 17 (6 M.D.C.)
Strain: 6/6
Hindrances: Arrogant, Death Wish, Vengeful (minor)
Edges: Ace, Brawny, Conditioned, Demolitionist, Giant Killer, I Know a Guy, Improved Take 'Em Down, Level Headed, Marksman, Dead Shot, Mr. Fix It, Soldier, Trademark Weapon (WI-23 Mini-Missile Launcher)
Armor: Huntsman Medium Personal Armor (Armor 5), NG-EX10 Gladius Exoskeleton EBA (Armor 6)
Weapons: Unarmed (Range Melee, Damage Str), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), NG-IP7 Ion Pulse Rifle (Range 20/40/80, Damage 1-3d10, ROF 3, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), WI-23 Mini-Missile Launcher (Range 100/200/400, Damage 4d6, ROF 1, AP 20, +1 to Hit, +1 Parry), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: American (native, d8)
Current Wealth: 0 cr

Special Abilities
  • Merc Soldier Edges: Begin with Soldier
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • 4 Leadership or Combat Edges: Take 'Em Down, Improved Take 'Em Down, Giant Killer, Marksman
  • +3 skill points:
  • Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance

Advances
Novice Advances
  • Edge: Dead Shot
  • Raise Attribute: Smarts
  • Raise Skills: Notice/Repair
Seasoned Advances
  • Edge: Level Headed
  • Raise Attribute: Vigor
Current Load (normal/combat): 155.25 / 135.25 (501)
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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us

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Ndreare
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Location: Skagit County, Washington
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Re: Matthew Moldanado (Robot Hater)

Post by Ndreare »

I like what you did here. Most of the edges I thought you needed I saw as I skimmed through it.


PS: But I would replace Mr. Fix It with Improved Level Headed. It would increase the power of Mighty Blow by 50%.



PPS: I may be super biased by my love of initiative edges.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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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KahlessNestor
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Re: Robert - Headhunter Anti-Robot Specialist

Post by KahlessNestor »

Looks good to me. I'll move it over to the 101st and give you access. Feel free to jump into the fight as you come across it.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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