Zume (Super Soldier MARS)

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Heracles
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Zume (Super Soldier MARS)

Post by Heracles » Thu Oct 04, 2018 4:31 pm

Fortune & Glory
  • Roll 1: 1d12 = 9: 9
  • Roll 2: 1d12 = 5: 5
  • Roll 3: 1d12 = 1: 1
Hero's Journey (Training)
  • Roll 1: 1d20 = 8: 8
  • Roll 2: 1d20 = 19: 19
  • Roll 3: 1d20 = 6: 6
Rich (Body Armor)
  • Roll 1: 1d20 = 9: 9
  • Roll 1: 1d20 = 11: 11
Filthy Rich
  • Close Combat Weapons: 1d20 = 18: 18
  • Close Combat Weapons: 1d20 = 14: 14
  • Body Armor: 1d20 = 13: 13

    Starting credits (x100): 4d6 = 10: 1, 2, 6, 1.
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: 1

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Flesh Wound (Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Wounds:

Currently playing in: 3rd Set The Losers

User avatar
Heracles
Diamond Patron
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Posts: 327
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Zume (Super Soldier MARS)

Post by Heracles » Wed Oct 10, 2018 7:58 pm

Cheetah2.jpg
Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Zume
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Battle Cat (Cheetah)
Iconic Framework: MARS Super Soldier

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6 (d12+2), Vigor d8
Charisma: +0 (+2 with mutant cats); Pace: 50; Parry: 7; Toughness: 15(8); Strain: 0

Skills
  • Climbing (Str): d4+2
  • Fighting (Agi): d10
  • Intimidation (Spi): d4
  • Language - American (Sma): Native.
  • Language - Spanish (Sma): d6 (d6 free)
  • Lockpicking (Agi): d6+2
  • Notice (Sma): d6 (d6 free) (+2 for smell)
  • Persuasion (Spi): d4
  • Shooting (Agi): d6
  • Stealth (Agi): d6+2
  • Streetwise (Sma): d6 (d6 free)
  • Survival (Sma): d6+2 (d4 free)
  • Throwing (Agi): d4
  • Tracking (Sma): d4+4 (d4 free)

Hindrances
  • Dependency (Major): (Mutation) Must consume triple to quadruple the calorie intake of a normal person per day.
  • Outsider (Minor): (Racial) See Racial Features below.
  • Small (Major): Your character is either very skinny, very short, or both relative to his particular race. Subtract 1 from his Toughness for his reduced stature.
  • Quirk (Minor): He's more than a little bit of an adrenaline junkie and thrill seeker, but also suffers from a bit of a short temper.
  • Phobia (Minor): Claustrophobia (Needs room to run and move around, doesn't like confined spaces).
  • Wanted (Minor): (Racial) Coalition. See Racial Features below.

Edges
  • Arcane Background (Super Powers - SPC): (MARS Framework) Gain 12pts of superpowers. No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. Cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a -1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation.
  • Attractive: Pretty kitty. +2 to Charisma.
  • Connections: (Mutant Animal Underground/Railroad) Whether it’s to the Feds, the cops, the Mob, or some big corporation, your heroine knows someone on the inside - someone who is willing to lend her a hand on occasion (usually once per game session).
  • Counterattack: (Hero's Journey) 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 you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Filthy Rich: 20,000 credits saved up and gets three additional rolls (total of five) on the above listed tables.
  • Growth Potential: One per rank (one per 20 xp after Legendary), the hero may select the Growth Potential edge adding 2 Power Points.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Quick Draw: (Super-Powers)This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 74), he adds +2 to the roll.
  • Rich: 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables.
  • Thief: (Hero's Journey) +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness
    environment—only in urban areas.
  • Woodsman: (Hero's Journey) +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).

Racial Features: Battle Cat (Cheetah)
  • Breed Advantage (Agile and Fast): 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.
  • Keen 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.

Iconic Framework: Super Soldier MARS Package
  • Unlike the Superhero IF, the player may choose any race when creating a Super Soldier MARS Hero. The GM may have campaign based restrictions.
  • Gain Arcane Background (Super Powers - SPC) from the Super Powers Companion. Gain 12 Power Points. No more than 10 Power Points can be spent on any one power.
  • Mutation: For the price of One Major Hindrance, two Minor Hindrances, or two points of negative racial traits (TLPG p. 50), the character may add another 2 to their total available Power Points. This replaces the normal Super Karma option and the GM may limit it to only races from the core Savage Worlds Deluxe book or other races with no more than 4 points of Negative Racial Abilities
  • Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.

Super Powers
  • Extra Actions (Level 1). (2pts)
    • Contingent (only while using Speed at top speed) (-1).
  • Regeneration (Level 1). Recovery (+1). (3pts)
  • Speed (Level 3). Pace 48 (120 mph) and –2 to be hit. Blinding Reflexes (+2). (7pts)
    • Limitation: Can move at half-speed indefinitely, but can only maintain top speed for 3 rounds before having to make a vigor roll every round thereafter (with a cumulative -1 penalty for every Vigor roll after the 1st) or gain a level of fatigue and be unable to move at top speed again until the fatigue is recovered (-2).
  • Super-Attribute (Vigor) (Level 1) (2pts).
  • Super-Edge (Quick Draw) (2pts).

Gear

Item
  • Food
    • Various long-lasting Foodstuffs, MREs, Rations, Jerky, Power/Nutrient Bars, etc.
    • Weight: 40.
    • Cost: 500 credits.
  • Infrared Distancing Binoculars
    • Wt: 2. Cost: 1,200.
  • Lone Star 'Catsuit' (re-trapped Triax T-11 Enhanced Armor)
    • LSEA-6, Lone Star Experimental Armor 6, derogatorily called the "Catsuit" by the human technicians and soldiers, was specifically designed for the Cheetah Battle Cats for their more lithe forms and speed than dog boys and human soldiers, and to give them more combat effectiveness in addition to the normal Coalition armor features.
    • Armor +8, Toughness +2. Full Environment Protection. Grants the wearer d12+2 Strength and +2 Pace.
    • Has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; light-sensitive visor (offset illumination penalties by 2 and provide +2 to resist blinding attacks).and a nightvision mode for vision.
    • Strength Minimum D6 (lowered from D8 by HJ roll). The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls.
    • The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source).
    • Notes: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
    • Wt: 40.
    • Cost: 200,000.
  • Neural Mace
    • Damage: Str+d6. Wt: 9. Cost: 8,000.
    • Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
  • NG-B50 Thunderer Combat Hammer
    • Damage: Str+d10+3d6. Wt: 14. Cost: 17,000.
    • Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes. BigBore shells cost 125 credits each (1,000 credits for a full reload).
    • Notes: Exceptional crafting and balance grants your hero a +1 Fighting with this weapon.
    • Ammunition: 5 full reloads (5,000 credits).
  • NG-S2 Survival Pack
    • Wt: 30 lb. Cost: 3,000 credits.
  • Vibro-Sword
    • Damage: Str+d10, AP 4, Mega Damage. Wt: 9. Cost: 11,000.
  • Wilk’s 320 Laser Pistol
    • Range: 18/36/72. Damage: 2d6, AP 2. RoF: 1. Shots: 20. Wt: 2. Cost: 11,000.
    • Notes: Semi-Auto.
  • JA-9 Variable Laser Rifle
    • Range: 40/80/160. Damage: 3d6+1, AP 3. RoF: 1. Shots: 30. Wt: 6. Cost: 20,000.
    • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
Credits: 6,300.

Contacts

Advances

Hero’s Journey
  • Training
    • Roll result: 6
    • Description: Part of your character’s extensive training including full understanding of a
      particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
  • Training
    • Roll result: 8
    • Description: 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
    • Roll result: 19
    • 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).

MARS Fortune & Glory
  • A Mighty Weapon
    • Roll result: 1
    • Description: Your hero may choose any single weapon from the Close Combat or Ranged Weapons—Personal sections. Alternately, you gain the Trademark Weapon Edge for one of your starting weapons.
  • Smart and Learned
    • Roll result: 5
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Wealthy and Connected
    • Roll result: 9
    • Description: You hero begins with the Rich Edge and the Connections Edge with two factions.

Rich and Filthy Rich
  • 2 rolls on Body Armor Table (9 and 11) traded in for result 1: 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.
  • Body Armor (13): Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
  • 2 rolls on Close Combat Table (14 and 18) traded in for result 7: Exceptional crafting and balance grants your hero a +1 Fighting with this weapon.

Attributes
Agility: d4>d8 (2)>d10 (Breed)
Smarts: d4>d6 (FG)
Spirit: d4>d6 (1)
Strength: d4>d6 (1)
Vigor: d4>d6 (1)>d8 (Super)


Advances
  • Initial Advances: (From Hindrances): Edge (Attractive); Edge (Filthy Rich).
  • Initial Breed Edge: Agile.
  • Novice 1 Advance: Edge (Quick).
  • Novice 2 Advance: +1 die type to Spirit.
  • Novice 3 Advance: Edge (Growth Potential).
  • Seasoned 1 Advance: Edge (Elan).
  • Seasoned 2 Advance: +1 die type to Smarts.
  • 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:

Background

Zume was created in a laboratory in Lone Star, under the indirect supervision of Dr. Bradford. They had made Battle Cats before, of course, but they were attempting something new. They wanted to make an even faster and more agile version, while adding some durability as well. They took DNA from several species and tailored them in to the mix, including Tasmanian Devils, Weasels, and possibly something not of this world. Further, they designed suits of armor to help the super-fast Battle Cats in and out of battle to make them more effective.

Zume was raised by specifically-chosen nannies and tutors, among a litter of his own kind in isolation - and he was the runt of his litter. They were not the first batch, as there had been many failed attempts prior. The Cheetahs were found to be wildly energetic, easily distracted, and had a penchant for getting bored and getting in to trouble. They didn't learn well in many cases either, a kind of Attention Deficit Disorder. They were, to put it mildly, a bunch of little headaches.

So while the staff kept trying to educate the cats, they focused their efforts - and the boundless energies of their young pupils - on physical and combat training. This the cats excelled at, learning much faster than other Battle Cat species, though it might simply be due to their enhanced speed and reactions, so it seemed that they learned quicker. Being given time to go for a quick run was used as incentive for studying and good grades on tests. Failure, cheating, disruptions, pranks, disobedience - all these were punished with time in very small and cramped cells - something the Cheetahs absolutely abhorred!

During their first excursion on a test mission, things went disastrously. The Cheetahs all tried to compete against one another and show off their speed and prowess to the point that they were uncoordinated and had difficulty completing their objective - a couple ran miles and miles away and had to be coerced back or tracked down and brought back. The team re-evaluated the use of the Cheetahs and decided they would need to be used alone or in pairs at most - anything more was too difficult to control and track.

The Cheetahs had less feelings of loyalty than even other Battle Cat species, and Zume was unusual among his litter for being both disillusioned with his captors and good at hiding it for the most part. On his first real mission, as a scout, his handler was killed by enforcers of the black marketeers they were spying on, and Zume was barely able to escape. He found a doctor willing to remove his tracking chip in Northern Gun. He kept the 'catsuit' and Coalition-issued weaponry, but changed the markings and configurations a bit. His favorite piece of gear, however, is the hammer he wields. He got it from a mercenary he ran afoul of named Krieger - the merc started a fight with the cat as he hated all things Coalition as unwilling to listen to Zume when he tried to explain he was FORMER Coalition. Krieger also had a pretty nice hoverbike that Zume took and sold to get his start (and funds for removing his tracking chip, changing his gear up, etc). Of course, the humiliated mercenary may want revenge at some point.
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: 1

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Flesh Wound (Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Wounds:

Currently playing in: 3rd Set The Losers

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