Tripp (MARS Merc Soldier)

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Heracles
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Tripp (MARS Merc Soldier)

Post by Heracles »

Narrative Hook (if needed): [dice]0[/dice].

MARS
Fortune and Glory 1: [dice]1[/dice].
Fortune and Glory 2: [dice]2[/dice].
Fortune and Glory 3: [dice]3[/dice].

HERO'S JOURNEY
Hero's Journey (Psionics) 1: [dice]5[/dice].
Hero's Journey (Training) 2: [dice]6[/dice].
Hero's Journey (Training) 3: [dice]7[/dice].

STARTING CREDITS (x1000): [dice]4[/dice].
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Tripp (MARS Merc Soldier)

Post by Heracles »

Tripp.jpg
Character Sheet

Player Name: Alan
Google Handle: ignuspyre
Character Name: "Tripp" (Trippani Lurashi)
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Quick-Flex Alien
Iconic Framework: M.A.R.S. Merc Soldier

Attributes: Agility d10; Smarts d8; Spirit d8; Strength d4 (d12+2); Vigor d8
Charisma: +2 (-2 w/Coalition); Pace: 8(10); Parry: 8; Toughness: 17(9)
ISP: 40; PPE: -; Strain: -


Skills:
  • Climbing (Str): d4
  • Driving (Agi): d4
  • Fighting (Agi): d10
  • Intimidation (Spi): d6
  • Investigation (Sma): d4
  • Knowledge - Arcane (Sma): d6 (d6 free)
  • Knowledge - History (Sma): d4
  • Notice (Sma): d8
  • Persuasion (Spi): d4+2
  • Psionics (Sma): d10 (d6 free)
  • Shooting (Agi): d10 (+2 in armor)
  • Stealth (Agi): d6
  • Streetwise (Sma): d6+2 (d6 free)
  • Survival (Sma): d4
  • Throwing (Agi): d4

Hindrances
  • Habit (Major):
    • Alcoholic. A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly, in this case chronic drinking. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter. The first failed roll makes the character Fatigued, then Exhausted. The final result is a bad case of the shakes for things like alcohol. Medical care may ease the symptoms. Otherwise the victim must live with the penalties for 1d6 days. Afterward, the hero must buy off the Hindrance by sacrificing an opportunity to Advance or he eventually falls back into his dependency.
  • Overconfident (Major): (Racial)
    • There’s nothing out there your hero can’t defeat, just like his hero. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Loyal (Minor):
    • Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
  • Vengeful (Minor):
    • Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.

Edges
  • Ambidextrous: (Racial)
    • Your hero is as deft with his left hand as he is with his right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed). With this Edge, your warrior ignores the –2 penalty for using his off-hand.
  • Arcane Background (Psionics): (Hindrances)
    • This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability.
  • Charismatic: (Fortune & Glory)
    • Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts. This adds +2 to his Charisma.
  • Counterattack: (Iconic Framework)
    • Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
  • Elan:
    • When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • I Know A Guy: (Fortune & Glory)
    • Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person - they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Rapid Recharge:
    • This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Major Psionic: (Hindrances)
    • A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    • Major Psionics may also:
      • Can spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
      • Can spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
      • The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
      • While on a ley line, all above bonuses are doubled in effect.
  • Power Points:
    • This Edge grants them an additional 10 Power Points. Power Points may be selected more than once, but only once per Rank.
  • Quick:
    • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
    • Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
  • Rock and Roll!: (Iconic Framework)
    • Some veteran shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on full automatic.
  • Tricky Fighter (Agility): (Hero's Journey)
    • The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks.

Racial Abilities (Quick-Flex Alien)
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Distinctive D-Bee: Unless they hide their non-human appearance, a Quick-Flex faces prejudice from the Coalition. They suffer -4 Charisma with such folks.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Restricted Path: Their natural hyperactivity and lack of focus makes the pursuit of any magical Arcane Backgrounds impossible for them. Quick-Flex cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any Hindrances chosen by the player.

Iconic Framework (M.A.R.S. Merc Soldier)
  • Though they like to be paid, it’s not always about the money. This package also applies to anyone with a strong military or security background.
  • Begin with +5 skill points.
  • Begin with any two Combat Edges, ignoring Rank Requirements.
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons - Personal. If one of the choices is grenades, take an assortment of eight of any type.
  • Begin with any one Body Armor, an NGS2 Survival Pack and 3d6 × 1,000 credits.
Last edited by Heracles on Mon Jun 18, 2018 8:43 pm, edited 2 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Tripp (MARS Merc Soldier)

Post by Heracles »

Powers
  • "Fountain of Youth/Ravages of Time" (Boost/Lower Trait)
    • PPE: 3 (Boost)/2 (Lower)
    • Range: Smarts
    • Duration: 3 (1/Round)
    • Trapping: Time/Age Manipulation (mechanically works like Jazz and Spasms from Electricity respectively)
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • "Blur" (Deflection)
    • PPE: 2
    • Range: Touch
    • Duration: 3 (1/Round)
    • Trapping: Distortion Fields/Afterimages (mechanically works like the Shroud trapping of Darkness)
    • Effect: With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
  • "Haste" (Quickness)
    • PPE: 4
    • Range: Touch
    • Duration: 3 (2/Round)
    • Trapping: Time Slow
    • Effect: This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Tripp (MARS Merc Soldier)

Post by Heracles »

Gear
  • Battle Fury Blade (TW)
    • Damage: Str+1d8.
    • Notes: For 1 PP gain +1d8 damage, AP 4, Enchanted Silver, and Mega Damage for 3 rounds; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
    • Wt 7 lb.
    • Cost: 13,000,000 credits.
  • CP-50 “Dragonfire” Laser Rifle
      • Range: 30/60/120.
      • Damage: 3d6+2.
      • RoF: 3.
      • AP: 2.
      • Shots: 60.
      • Notes: Min Str d6, 3RB. and scope with night vision and laser targeting (offset two points of range and/or darkness penalties).
    • Integrated Grenade Launcher
      • Range: 20/40/80
      • Shots: 12 shots.
      • Damage by grenade type (currently 12 shots of Armor Piercing in it).
        • Currently Damage 3d8 (AP 8, Mega Damage, SBT).
    • Wt: 10 lb.
    • Cost: 50,000 credits.
  • Grenades (other purchased)
    • Fragmentation Grenades (12)
    • Damage: 3d6 (Mega Damage, LBT).
    • Wt: 3 lb.
    • Cost: 6.600 credits.
  • Keg of Whiskey
    • Wt: 25.
    • Cost: 300 credits.
  • NG-S2 Survival Pack
    • One two-person tent, insulated against up to -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
    • Wt: 30 lb.
    • Cost: 3,000 credits.
  • Triax T-11 Enhanced Armor
    • +9 Armor and +2 Toughness.
    • Full Environment Protection.
    • Grants the wearer d12+2 Strength and +2 Pace.
    • The helmet of this armor has exceptional embedded targeting enhancements, granting a +2 on all ranged attacks.
    • Built-in mini-computers for basic functions; a communications system (10 mile range); public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
    • Strength Minimum d4 (ignored while powered except for Arcane skills).
    • Restricted to 96 hours continuous use before needing 2 hours to recharge.
    • Wt: 40 lb.
    • Cost: 200,000 credits.
Credits: 5,400 credits.

Contacts
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Tripp (MARS Merc Soldier)

Post by Heracles »

Advances

Fortune & Glory
  • A Strong Suit of Armor
    • Roll Result: 2.
    • Description: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice.
  • Charming and Well-Traveled
    • Roll Result: 10.
    • Description: Your hero begins with the 'Charismatic' and 'I Know a Guy' Edges.
  • Smart and Learned
    • Roll Result: 12.
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
Hero’s Journey
  • Table: Psionics
    • Roll result: 6.
    • Description: More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
  • Table: Training
    • Roll result: 2.
    • Description: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Table: Training
    • Roll result: 16.
    • Description: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).

Advances
  • Initial Advances: (From Hindrances): Edges (Arcane Background, Major Psionic).
  • Cybernetic Modifications: N/A.
  • Novice 1 Advance: +1 die type to Vigor.
  • Novice 2 Advance: Edge (Power Points).
  • Novice 3 Advance: Edge (Quick).
  • Seasoned 1 Advance: Edge (Elan).
  • Seasoned 2 Advance: Edge (Rapid Recharge).
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • 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 Heracles on Tue Jun 26, 2018 10:44 pm, edited 2 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Tripp (MARS Merc Soldier)

Post by Heracles »

Background
  • I had a life once, a family too. A loving wife, two beautiful children. Narissa was my world - when she agreed to marry me, it was the happiest day of my life, right up until the day our twins were born. Life was good, simple. I served in the military, with honor and duty as my guides. Despite my first love of soldiering, my family did make sure that I had quite a bit of schooling as well - and I learned a lot about not only things in the present but the past as well. As a graduation present, upon becoming an officer after I finished school, my parents commissioned armor from a far-off land with some impressive features and upgrades. It was one of the proudest days of my life. I loved my city, my family, my way of life. I kept our city safe. I hunted bandits and criminals, brought the guilty to justice. I made an honest living. I was a good soldier.
  • I trained under the best Tolkeen had to offer (in my opinion) - Lt. Randall Hardy. He was a psi, just like me, only he'd had years more practice at it. He was assigned as my mentor when my powers first started to emerge. He taught me not only how to control it, how to get rid of the headaches and nausea, how to tap in to deep reserves, but he taught the secrets he had learned once I'd proven myself - how to tap in to the flow of time itself. It was something only a handful of mages and psis in Tolkeen had learned, and they kept it quiet. They didn't want word getting out or people would start flocking to the city for the wrong reasons - or worse, hunting every mage and psi they could from Tolkeen in hopes of getting the information out of them by bribery, seduction, torture or whatever might work.
  • I traveled a lot, with Lt. Hardy and others. We generally patrolled around Tolkeen, but occasionally we would be sent on missions (sometimes long-term) to far-off locales and often undercover as mercenaries. Most of the missions were for the good of all, but some left me disturbed. And long time away from my wife and daughters was a strain. I met many people, learned new things, and ultimately I thought I was helping my people.
  • I was there when Tolkeen died, and my old life along with it. I was there when the skull-painted war machines rolled up to our doorstep and said it was our time to die. I was there when hatred and racism were unleashed in a whirlwind inferno. I heard the screams of the dying and the moans of the wounded. I smelled the acrid tang of lasers and smoke, the stench of burning flesh. I saw the buildings and people crumbling and tumbling all around me. I fought against the Coalition but in the end it didn't matter. Darkness and blood swallowed everything. I lost everything that day.
  • The fighting was brutal, and I was wounded severely. All hope was lost - and even the mages summoning infernal forces, going against everything I believed in, did not save us. I took what I could with me, including a rifle from the Coalition grunt I had to kill to get out of the city alive. I took a vehicle with the bodies of my wife and children so I could give them a proper burial, safe from the hands of the butchers and looters. I still wear the wedding rings on a necklace, along with ribbons from my daughters - not that I need a reminder. Not that I would ever forget. I had lost a lot of blood and my wounds were getting infected, so when I was done with the burial I passed out.
  • I awoke in the care of a group of travelers, kind folk along with a Mystic named Treetopper. They nursed me back to health and we eventually found our way to a new home, Castle Refuge. We were offered shelter and succor, a chance to start over. But I could not sit idle. I could not find a nice, safe job. I could not let go of the past completely. I was a soldier, had been from a young age. I didn't know any other life, and was too old to try and start a new one. So I joined the Tomorrow Legion. Maybe I can do some good before I die assuming the drinking doesn't kill me first - and I drink to forget and to not have nightmares.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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