Mane, Mutant Battle Cat Gunfighter

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High Command
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Mane, Mutant Battle Cat Gunfighter

Post by High Command »

Using the new MARS Super Soldier to recreate an EU character

If Mane hadn't rejoined the Coalition:

HJ (Experience & Wisdom): [dice:2sy06qtp]43301:0[/dice:2sy06qtp]: 1-2: Your hero knows how to make the most of second chances. He has Elan.
HJ (Training): [dice:2sy06qtp]43301:1[/dice:2sy06qtp]: 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 and Tracking.
HJ (Training): [dice:2sy06qtp]43301:2[/dice:2sy06qtp]: When it gets up-close and ugly, your hero knows how to set up her opponents for
a nasty fall, while protecting herself. He has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). He also gains +1 to Parry.

F&G: [dice:2sy06qtp]43301:3[/dice:2sy06qtp]: Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
Rich - Ranged Weapons [dice:2sy06qtp]43301:8[/dice:2sy06qtp]: The NG-LG6 Laser Rifle combines exceptional firearm capabilities with a handy grenade launcher, making your character a favored squad support member as well as a favored target for enemy shooters.
Rich - Body Armor [dice:2sy06qtp]43301:9[/dice:2sy06qtp]: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
F&G: [dice:2sy06qtp]43301:4[/dice:2sy06qtp]:
  • 12: Training [dice:2sy06qtp]43301:6[/dice:2sy06qtp]: When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Tricky Fighter edge. He also gains +1 to Parry.
    Training [dice:2sy06qtp]43301:7[/dice:2sy06qtp]: 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.
F&G: [dice:2sy06qtp]43301:5[/dice:2sy06qtp]: Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
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Re: Mane, Mutant Battle Cat Gunfighter

Post by High Command »

Player Name: Matt
Google Handle:

Mane
Rank: Seasoned 2 Experience: 25 Advances Left: 0
Race: Battlecat
Iconic Framework: MARS: Super Soldier
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Charisma: 0/-4; Pace: 12; Parry: 9; Toughness: see below; Size: 1
Base Toughness: 10
T-11 Armor 19 (7)
Bennies: 4/4

Skills:
  • Driving (Ag) d6
  • Fighting (Ag) d8
  • Notice (Sm) d8
  • Persuasion (Sp) d6
  • Shooting (Ag) d8
  • Stealth (Ag) d6
  • Survival (Sm) d8
  • Tracking (Sm) d8
Hindrances
  • Mania (Major): Your obsession with Death and all its many forms drives you to many lengths.
  • Loyal (Minor): You don’t leave friends or companions behind. You just don’t. Kill any mother fracker that tries to make you!
  • Vengeful (Minor): Your character always attempts to right a wrong he feels was done to him or his. Killing them is usually not the best option, but a little maiming has a lasting reminder of what bad behavior brings. You also don’t mind using the system against them either.
  • Hippy Love Child of Death: You have competing compulsions. Whenever you would become Manic about Death, if you resist it, you instead become Delusional and break out into Hippy Love and Song. This tends to creep people out and you suffer a -2 to your Charisma because of it.
  • Outsider: Battle Cats are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified with that regime. They have the Outsider Hindrance and a −2 Charisma with everyone except other Battle Cats.
Edges
  • Ambidextrous: You ignore the –2 penalty for using a weapon in your off-hand (see SWD page 85).
  • Brave: You are resistant to fear.
  • Brawny: He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength and has +1 Toughness.
  • Breed Advantage (Lion): You are very strong.
  • Connections (Bandito Arms): Call upon powerful friends at Bandito Arms with Persuasion.
  • Connections (Pecos Raiders): Call upon powerful friends with the Pecos Raiders with Persuasion.
  • Dirty Fighter: You gain +2 to Trick Maneuvers.
  • Elan: You gain +2 to trait rolls when you spend a Benny.
  • Good Sense of Smell: Battle Cats have a sense of smell similar to their canine counterparts. They gain a +1 bonus on Notice checks based on smell as well as +1 on all Tracking rolls.
  • Natural Weapons: Battle Cats bite and claw for Str+d6 damage.
  • Psychic Sense: Battle Cats have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Battle Cats uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty).
  • Tricky Fighter: You suffer no MAP for Agility Tricks.
  • Rich: You are very well equipped.
  • Woodsman: You gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness
Powers: Arcane Background (Superpowers-SPC)
Superior Strength and Size: In addition to having Super Strength, you also are large, tough, and have incredible endurance. Your Strength increases 3 die types, your size is 1, your Vigor increases by 2 die types, and your Toughness increases by 3.
Superior Agility and Speed: Your agility is above average and you have incredible reflexes and speed. Your base pace is doubles to 12, your agility is increased by 1 die step, and you have one extra action per round (you can take two actions without suffering MAP).
”Accounting”
Super Strength: +2 Die Steps to Strength (4 pts)
Super Agility: +1 Die Step to Agility (2 pts)
Growth: +1 Size (+1 Toughness and +1 Str Die Step) (3 pts)
Super Vigor: +2 Die Steps to Vigor (4 pts)
Toughness: +3 (3 pts)
Extra Action: +1 (3 pt)
Speed: Pace x2 (2 pt)

PP: 12 (Initial) + 5 (Super Karma) + 2 (Growth Potential: Creation) + 2 (Growth Potential: Seasoned) = 21 PP
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
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Re: Mane, Mutant Battle Cat Gunfighter

Post by High Command »

Gear
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
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Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Mane, Mutant Battle Cat Gunfighter

Post by High Command »

Background
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
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Re: Mane, Mutant Battle Cat Gunfighter

Post by High Command »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here
Battle Cat
  • Breed Advantage: A Battle Cats begins with the Breed Advantage Edge (see sidebar). The player decides what breed (or breeds) the character is influenced by. After creation, the Battle Cats may take the Edge again at Novice Rank.
  • Good Sense of Smell: Battle Cats have a sense of smell similar to their canine counterparts. They gain a +2 bonus on Notice checks based on smell as well as +2 on all Tracking rolls.
  • Natural Weapons: Battle Cats bite and claw for Str+d6 damage.
  • Outsider: Battle Cats are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified with that regime. They have the Outsider Hindrance and a −2 Charisma with everyone except other Battle Cats.
  • Psychic Sense: Battle Cats have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a −1 penalty when the Battle Cats uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty). See sidebar on page 60.
  • Restricted Paths: Inherent psionic limitations make arcane magic impossible. Battle Cats cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Wanted Hindrance (Minor): Battle Cats operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
  • 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), but their Fatigue requires an hour to recover after the storm ends.

Attributes
Agility: d4 -> d8 (2) -> d10 (Super Agility 1)
Smarts: d4 -> d6 (1)
Spirit: d4 -> d8 (2)
Strength: d4 -> d10 (Growth 1 & Super Strength 2) -> d12 (F&G) -> d12+1 (Breed)
Vigor: d4 -> d8 (Super Vigor 2) - Vigor d10 (Seasoned 2 Advance)

Skills:
  • Boating (Ag)
  • Climbing (St)
  • Empathy (Sp)
  • Driving (Ag) d6 (2 SP) -> d8 (Novice 1 Advance)
  • Fighting (Ag) d8 (3 HJ SP) -> d10 (Novice 3 Advance)
  • Gambling (Sm)
  • Healing (Sm)
  • Intimidation (Sp)
  • Investigation (Sm)
  • K/Arcana (Sm)
  • K/Computers (Sm)
  • K/Cybernetics (Sm)
  • K/Demolitions (Sm)
  • K/Electronics (Sm)
  • K/Engineering (Sm)
  • K/History (Sm)
  • K/Law (Sm)
  • K/Medicine (Sm)
  • K/Politics (Sm)
  • K/Science (Sm)
  • Lockpicking (Ag)
  • Notice (Sm) d6 (2 SP) -> d8 (2 SP)
  • Persuasion (Sp) d6 (2 SP)
  • Psionics (Sm)
  • Repair (Sm)
  • Riding (Ag)
  • Shooting (Ag) d6 (2 HJ SP) -> d8 (Novice 2 Advance) -> d10 (Novice 3 Advance)
  • Stealth (Ag) d6 (2 SP) -> d8 (Novice 1 Advance)
  • Streetwise (Sm) d4 (1 SP) -> d6 (Novice 2 Advance)
  • Survival (Sm) d4 -> d8 (3 SP)
  • Swimming (St)
  • Taunt (Sp)
  • Throwing (Ag)
  • Tracking (Sm) d4 -> d8 (3 SP)

Iconic Framework
  • Arcane Background (Super Powers - SPC)
  • Super Karma: Hippy Love Child of Death

Hero’s Journey
  • Experience & Wisdom: (20 - 1-2): Your hero knows how to make the most of second chances. He has Elan.
  • Training: (9): 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 and Tracking.
  • Training: (14): When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. He has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). He also gains +1 to Parry.

MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • (9) Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
    • Rich: NG-LG6 Laser Rifle
    • Rich: T-11 Armor (Trapped as Thunderhound Light Power Armor)
  • (12) Choose your Fate: Roll twice on HJ
    • Training (14): When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. He has the Tricky Fighter edge. He also gains +1 to Parry.
    • Training (2): 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.
  • (11) Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.

Advances
  • Initial Advances: (From Hindrances): Ambidextrous, Growth Potential, Super Karma
  • Novice 1 Advance: +1 DS to Drive and Stealth
  • Novice 2 Advance: +1 DS to Streetwise and Shooting
  • Novice 3 Advance: +1 DS to Fighting and Shooting
  • Seasoned 1 Advance: Growth Potential
  • Seasoned 2 Advance: Vigor d8 -> d10
  • 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:
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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