Player Name: Sgt 86Delta Google Handle: Sgt 86Delta Asher Black Rank: Novice 1 Experience: 5 Advances Left: 0 Race: Human Iconic Framework: MARS PCO (Information Broker) Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Charisma: 0; Pace: 6 (d6) Parry: 2 Toughness: 5 Strain: 0
Notice: d6 K/Common: d8
Skills:
Fighting (Ag) d4
Gambling (Sm) d6
Intimidation (Sp) d6
Investigation (Sm) d6
K/Computers (Sm) d8
K/Electronics (Sm) (used for sensors and such) d8 + 2
Lockpicking (Ag) d6
Notice (Sm) d6
Persuasion (Sp) d4
Piloting (Ag) d6
Psionics (Sm) d10
Shooting (Ag) d4
Stealth (Ag) d6
Streetwise (Sm) d6
Hindrances
Driven (Minor): Asher is driven to hide his past. Besides, information is leverage and brokering that information has provided him with a reputation and credits.
Curious (Major): Asher's curiosity is what led him away from the battle, that killed his squadron. It has put him in just as much danger as it has pulled him out of.
Edges
Arcane Background (Psionics): Starting Power Points: 10; (3) Starting Powers: Bolt, Mind Reading, Telepathy (TLPG 109).
Major Psionic: Double starting ISP (20); Range and Power modifiers available (TLPG 73).
Master Psionic: Mega Damage Powers available for each Basic Power (TLPG 73) [(Bolt - Onslaught TLPG 111) (Clairvoyance - World Scry TLPG 111) (Mind Reading - Mind Walk TLPG 115-6) (Telepathy - Exalted Telepathy TLPG 118)].
Telemechanics: Mechanical and Electrical interfacing utilizing telepathy (TLPG 73)
I Know A Guy: Asher seems to know someone everywhere they go. Once per session, Asher may invoke this Edge to effectively have the Connections Edge with any person or group. (TLPG 74).
Rich: One Vehicle of Choice (NG-357 Magnum-Turbo Hovercycle) (TLPG 67).
Connections: Streetwise to Contact; Persuassion to request assistance (Northern Gun; Black Market)
Filthy Rich: Starting 20,000 cr; Equipment equal to three (3) pieces of cyber (cr value) (TLPG 67).
Connections: Streetwise to Contact; Persuassion to request assistance (OPAC; Street Level)
Strong Willed: +2 to Intimidation/Taunt rolls; +2 tp Smarts/Spirit rolls to resist Tests of Will.
Luck: +1 Benny per session
Edge: brief description
No Cyber _
Cybernetics Name (how many times selected, i.e. 1) - Strain: 0
Alpha Bravo 733 Tango has always been Curious. While a cat has nine lives and would have certainly died more times from the situations Asher has been involved with, Asher's Curiousity has gotten him out of situations just as much. Because he loves details, Asher hoards information and is always looking for more. (Curious)
Asher Black was once a part of Psi-Bat, a psychic prodigy with in the ranks of the CS Hunter Squadron. His role was communications between the various members of The Hunter Squadron. In a mass broadcast message, he alerted the entire level 4 of Chi-Town to Hunter Squadron's pressence. The Squadron was surrounded, executed, field stripped, and bodies disposed of in an unretrievable fashion. Alpha Bravo 733 Tango, disappeared into the world of Shattered Dreams (Secret).
Asher Black has made a name for himself in the under levels. He transports data, collects information, and spies on anyone and everyone. Very discreet he shares only the pertinent details and keeps all the rest to be leveraged and brokered at his discretion (Driven).
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations[/list]
2d6 × 100 credits.
COMBAT LOADOUT
Red Cannonball - "Customized" CA-3 Light “Dead Boy” Body Armor:
Helmet Here
Body Armor _
Cannonball Armor.jpg (34.49 KiB) Viewed 5678 times
+6 Armor and +1 Toughness - Toughness 6 (12)
Full Environmental Protection
Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
Built-in mini-computer for basic functions
Communications system with a 10 mile range
Public-address loudspeakers [removed]
Night and thermal vision mode for vision
Flashlight/signal light (with bright halogen and infrared options) [Mounted - Left Shoulder] Leg Storage Compartments [Built-In]
Left: Advanced Lockpicking Toolkit.
Notes: This Toolkit adds 1 to Lockpicking attempts.
Right: Fragmentation Grenade: 2/2
Damage: 3d6, MD, LBT
Rate of Fire: 1
Range: 5/10/20
Knife Sheath Containing:
Vibro-Knife
Damage: Str+d6, AP 4, MD
Oversized Shoulder Pads w/ Storage for Ammo, Flares, Grenades [Built-In]
Left: 2/2 Pistol E-Clips
Right: 3/3 Rifle E-Clips
IRMSS - Internal Robot Medical Surgeon System (42,000cr ) No Strength Minimum. (14 lb) Notes: Customization gives it the appearance of an NG RA 15 Cannonball Body Armor. An appropriate Stealth check would be needed to uncover the original suit.
The suit is Black and Red and meshes color wise with the Fire Baby Hovercycle.
Chest Holster containing:
"Customized" CP-30 Laser Pulse Pistol
Range: 12/24/48
Damage: 2d6+1, AP 2
Rate of Fire: 3, 3RB
Payload: 30 (72 with Optional hip/backpack energy pack)
Weight: 4 Notes: Customization gives it the appearance of a Wilk's 227 Pulse Lasor Pistol. An appropriate Stealth check would be needed to uncover the original pistol.
Slung On the Back
"Customized" CV-212 Variable Light Frequency Rifle on Shoulder Sling
Range: 30/60/120
Damage: 3d6+2, AP 2, MD (uses 10 shots), Ignores any laser resistance.
Rate of Fire: 3, 3RB, Snapfire
Payload: 30
Weight: 8 Notes: Integrated scope with night vision/laser targeting (offset 2 points of range and/or darkness penalties).
Customization gives it the appearance of a Wilk's 457 Pulse Laser Rifle. An appropriate Stealth check would be needed to uncover the original rifle.
Fire Baby - NG-357 Magnum-Turbo Hovercycle
Size: 2
Acc/TS: 15/70
Toughness: 17 (8)
Crew: 1 + 1
Remaining Mod: 3
Mod 1
Mod 2
Mod 3
Notes:
Exposed Crew, Handling 1, Hover, MDC Armor, Electric Model
In Storage Compartment:
CS-S2 Survival Pack _
Extra Uniform x2, underclothes x4, and boots
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Pics _
SCOUT LOADOUT
Large Frame Glasses/Visor
Visor _
These advanced viewing devices provide magnification up to 500×,
Digital readout of distance and compass direction.
Compass/Inertaial Mapper
Low Light or Infravision (eliminating illumination penalties)w/ a button press
Add +2 to vision-based Notice rolls to see things at a distance.
Can see through 6” of anything but solid stone, metal, or other dense materials.
Digital Camera
Notes: These lenses are attached to Asher's Snapback Hat
(.25 lb, 22,500 cr)
Headphones
Noise Canceling
Snap Back Hat
Neon Light Rim
Neon Marque Front
"Customized" Utility Belt: (4 lb)
Flashlight/signal light (with bright halogen and infrared options).
Mini first aid kit (+1 Healing check, only one use).
Power bars (three, each can sustain a normal human for a day).
Grenade Pouch - PDD
Knife Sheath Containing:
Vibro-Knife
Damage: Str+d6, AP 4, MD
Personal Data Device (PDD)
A personal computer with 100 TB of storage
Connections to beamed data and update services.
Field Computer - Grade 2
K/Computers & Lockpicking (Electronic) +2
Add +4 to Knowledge (Electronics) rolls made for Common Knowledge checks.
The Tablet and CPU is normally in the Grenade Pouch.
Audio control device that he wears on his belt that connects to his headphones and the visor.
Communicator (5 mi range) [Built-In]
(1 lb, 20000 cr)
Item
Info
Item
Info
Psi-Bat Scout Gear _
CA-3 Light “Dead Boy” Body Armor:
Helmet Here
Psi-Bat Helmet.png (28.63 KiB) Viewed 5681 times
+6 Armor and +1 Toughness
Full Environmental Protection
Light sensitive coating on the highlights to ensure night maneuvers don’t suffer.
Built-in mini-computers for basic functions
Communications system with a 10 mile range
Public-address loudspeakers
Night and thermal vision mode for vision
No Strength Minimum. (12 lb)
Utility Belt: (4 lb)
Canteen (half gallon).
Communicator (5 mile range).
Compass/inertial mapper.
Firestarter kit (solar-powered lighter and flint & steel).
Flashlight/signal light (with bright halogen and infrared options).
Mini first aid kit (+1 Healing check, only one use).
Power bars (three, each can sustain a normal human for a day).
Grenade Pouch
Fragmentation Grenade: 2/2
Damage: 3d6, MD, LBT
Rate of Fire: 1
Range: 5/10/20
[/list]Knife Sheath Containing:
Vibro-Knife
Damage: Str+d6, AP 4, MD
Chest Holster containing:
CP-30 Laser Pulse Pistol
Range: 12/24/48
Damage: 2d6+1, AP 2
Rate of Fire: 3, 3RB
Payload: 30 (72 with Optional hip/backpack energy pack)
Weight: 4
Ammo Pouch: 2/2 Pistol E-Clips
Pouch Containing:
3/3 Rifle E-Clips
[/list] CV-212 Variable Light Frequency Rifle on Shoulder Sling
Range: 30/60/120
Damage: 3d6+2, AP 2, MD (uses 10 shots), Ignores any laser resistance.
Rate of Fire: 3, 3RB, Snapfire
Payload: 30
Weight: 8
Notes: Integrated scope with night vision/laser targeting (offset 2 points of range and/or darkness penalties).
CS-S2 Survival Pack
Extra Uniform x2, underclothes x4, and boots
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Credits:
Contacts: Connection Name - Sales Rep for Northern Gun
Qualities _
Personality Type: Crude
Skills: Moderate
Availability: Great
Information: Fair
Loyalty: Good
Connection Name - Black Marketeer
Qualities _
Personality Type: Happy
Skills: Moderate
Availability: Fair
Information: Fair
Loyalty: Absolute
Connection Name - Sales Rep for (OPAC) Omni Present Alarm Consortium
K/Electronics (Sm) (used for sensors and such) d6 (FG) --> d8 (1) +2 (HJ)
K/Engineering (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm)
K/Science (Sm)
Lockpicking (Ag) d4 (1) --> d6 (Hindrance)
Mysticism (Sp)
Notice (Sm) d4 (1) --> d6 (N1)
Persuasion (Sp) d4 (1)
Piloting (Ag) d6 (2)
Psionics (Sm) d10 (5)
Repair (Sm)
Riding (Ag)
Shooting (Ag) d4 (1)
Spellcasting (Sm)
Stealth (Ag) d4 (1) --> d6 (Hindrance)
Streetwise (Sm) d4 (1) --> d6 (N1)
Survival (Sm)
Swimming (St)
Taunt (Sp)
Throwing (Ag)
Tracking (Sm)
Iconic Framework
MARS Fortune & Glory (3 rolls)
Hero's Journey (3 rolls)
Starting 5 XP (modified for setting)
MARS PCO
+5 Skill Points
2 Edges of Choice (Master Psionic, Telemechanics)
MARS Fortune & Glory (1 roll)
Starting Gear of any IF (Crazy/Psi-Bat)
Hero’s Journey
Psionics Table
Roll result [20/9]
Description: Asher knows one Power (Seasoned:Clairvoyance TLPG 109) of any Rank from his own list (Mind Melter).
Underworld & Black Ops Table
Roll result [5]
Description: I Know A Guy Edge; +2 to any Connection
Training Table
Roll result [19/7]
Description: Asher has one Professional Edge (Major Psionics), ignoring requirements, subject to GM approval.
MARS Fortune & Glory Fortune and Glory
Roll result [5]
Description: Smart and Learned: Asher adds one die type to Smarts and begins with a d6 in any three (3) Smarts-linked skills. (Computers, Electronics, Investigation)
Roll result [6]
Description: Spiritual and Determined: Asher adds one die type to Spirit and begins with the Strong Willed Edge
Roll result [9]
Description: Wealthy and Connected: Asher begins with the Rich Edge and the Connection Edge with two factions.
Roll result [9]
Description: Wealthy and Connected: Because Asher already has the Rich Edge, the second roll on this F&G, he receives the Filthy Rich Edge. He also gains the Connection Edge again with two additional factions.
Advances
Initial Advances: (From Hindrances):
Arcane Background (Psionics)
INC 1 die step Stealth / Lockpicking
Free Edge (Human): Luck Edge
Cybernetic Modifications:
Novice 1 Advance: INC 1 die step Notice / Streetwise
Face to Face (Telepathy; 2 ISP) [Novice] Mega/Temporal: NO Range: One Mile Duration: 3 (1/round) Trapping: Holovid Screen with a Rotating Brain. A hand witha Datajack Slides the Datajack between the Two Lobes.
Effect _
Effect
with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
(TLPG 109-10)
All-Points Bulletin (Exalted Telepathy; 4 ISP) [Novice] Mega/Temporal: Mega Range: Special Duration: 3 (1/round) Trapping: A Digital Switchboard appears and Asher begins plugging in Callers.
Effect _
Effect:
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
(TLPG 118)
Data Spike (Bolt; 1 ISP per Bolt) [Novice] Mega/Temporal: NO Range: 12/24/48 Duration: Instant Trapping:
Effect _
Effect:
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
►►Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
►►Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
(SWDEx 126-7)
Power Surge (Onslaught; 2 - 8 or 4 ISP) [Novice] Mega/Temporal: ga Range: 18/36/72 Duration: Instant Trapping:
Effect _
Effect:
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
(TLPG 111)
What Happens in Vegas (Mind Reading; 3 ISP) [Novice] Mega/Temporal: NO Range: Smarts Duration: 1 Trapping: A Billboard from the 190's appears with "Welcome to Vegas" in flashing neon lights.
Effect _
Effect:
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
(SWDEx 133-4)
Is My Business (Mind Walk; 6 ISP) [Novice] Mega/Temporal: Mega Range: Smarts x2 Duration: 5 minutes (1/minute) Trapping:
Effect _
Effect: Mind walk allows the caster to walk through the mind and memories of the subject. While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional
contested roll may be called for.
(TLPG 115-6)
Snoop Onto Them (Clairvoyance; 3+ ISP) [Seasoned] Mega/Temporal: NO Range: Varies Duration: 3 (1/round) Trapping:
Effect _
Effect:
Clairvoyance a llows t he c aster t o s ense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
(TLPG 109)
Reach Out and Touch Someone (World Scry; 6+ ISP) [Seasoned] Mega/Temporal: Mega Range: Varies Duration: 3 (1/round) Trapping: A Digital map appears and scales in size based on the destination to the receiver.
Effect _
Effect:
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
(TLPG 111)
Spell Tag _
Flavor Text Here (Power Name; PPE) [Rank] Mega/Temporal: Range: Duration: Trapping: Effect:
CV-212 is not a viable substitute for the crazy's wilks 447 starting gear. It grants MD capability, a ROF bump to 3 from 1, an extra +2 damage, offsets 2 range or lighting penalties, and ignores laser resistance. That is just way to big of a step up in my opinion.
Where did your armor get an IRMSS system from? That's not standard in the armory section of the site.
Where did the Visor and the PDD come from. Both are expensive pieces of hardware as you have them listed (which I am not sure where those numbers come from, but I am assuming you've got a book)
At best you've got about 25,000 creds to spend depending on the starting credits roll you made.
John Smith wrote: ↑Thu Mar 21, 2019 9:36 am
Couple of concerns on the gear:
CV-212 is not a viable substitute for the crazy's wilks 447 starting gear. It grants MD capability, a ROF bump to 3 from 1, an extra +2 damage, offsets 2 range or lighting penalties, and ignores laser resistance. That is just way to big of a step up in my opinion.
John Smith wrote: ↑Thu Mar 21, 2019 9:36 am
Where did the Visor and the PDD come from. Both are expensive pieces of hardware as you have them listed (which I am not sure where those numbers come from, but I am assuming you've got a book)
Adventuring Gear, TLPG 103 _
Much of the gear from the Personal
Equipment section of the Science Fiction
Companion is also available; add a zero
to the dollar amount listed for the cost
to determine how many credits the item
should cost in Savage Rifts®. Where there
is overlap between what’s listed in that
book and what’s found below, go with the
item in this book.
Binoulars, SFC 15 _
Binoculars: These advanced viewing
devices provide magnification up to 500×,
including a digital readout of distance
and compass direction. A button press
also provides Low Light or Infravision
(eliminating illumination penalties).
Binoculars add +2 to vision-based Notice
rolls to see things at a distance. For an
additional $2,000, the binoculars can see
through up to 6” of anything but solid stone,
metal, or other dense materials. (2 lb, $250)
Personal Data Device (PDD), SFC 16 _
Personal Data Device (PDD): A personal
computer with 100 TB of storage plus
connections to beamed data and update
services. They come in a wide variety of
sizes and shapes, from armbands to tablets.
In addition to normal app functions it adds
+4 to Knowledge (Electronics) rolls made for
Common Knowledge checks. (1 lb, $500)
John Smith wrote: ↑Thu Mar 21, 2019 9:36 am
At best you've got about 25,000 creds to spend depending on the starting credits roll you made.
Trade in three pieces of Cyber for the above equipment, including the IRMSS
Core Electronics Package - 22,000 cr
Audio Package - 40,000 cr
Optics Package - 60,000 cr
plus the 25,000 cr from Rich/Filthy Rich and whatever from starting credits.
To clarify I traded in my two rolls for Rich for a Vehicle. I installed my three Cyber upgrades into Asher's equipment.
I'll talk to VV. That CS MOS options was not built for our game, that was for the CS Fighting Joes. Our game had the specific rules of using MARS PCO rule creations without the advances. I'd be cool with a appropriately CS weapon similar to the Wilks 447 that you would start with with the crazy's loadout, but that rifle is powerful for the beginning of a low powered game.
I have some hesitation about letting the binocular become a visor, because it takes something that would require hands to use and makes it hands free (which I feel people always under estimate the impact of). But I'll defer to VV's GM wisdom.
Where did your 3 very specific cybernetic items come from. You've got 2 rolls on tables that could include cybernetics, but you haven't rolled them up yet. I'm ok with you taking the credit value of those cybernetics like any other "starting gear", but you'd still need to roll them. And there is only 2. The other 1 got you your armor.