Grackletooth MARS Weird Scientist SWADE

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Venatus Vinco
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Grackletooth MARS Weird Scientist SWADE

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HJ
Education [dice:1zhzzthu]55119:0[/dice:1zhzzthu]
Experience [dice:1zhzzthu]55119:1[/dice:1zhzzthu]
Education [dice:1zhzzthu]55119:2[/dice:1zhzzthu]

FG (choice)
Smart & Learned - Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
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Re: Grackletooth MARS Weird Scientist SWADE

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Sang Buaya
Rank: Seasoned Advances: 4
Race: Grackletooth
Iconic Framework: MARS PCO
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 5; Toughness: 7; Strain: 0

Skills:
  • Athletics d4
  • Common Knowledge d8 (2)
  • Notice d8 (2)
  • Persuasion d4
  • Stealth d4
  • Hacking d6
  • Repair d12 (2)
  • Weird Science d12 (2)
  • Science d12 (2)
  • Electronics d8 (2)
  • Research d6 (2)
  • Driving d6 (2)
  • Fighting d6 (2)
  • Shooting d6 (2)
Hindrances
  • Heroic (Race): Always the big damn hero.
  • Curious (Major): Can never leave well enough alone.
  • Overconfident (Major): Thinks his smarts and gizmos can overcome any obstacle.
Edges
  • Jack of All Trades (HJ):
  • Power Surge (HJ): +10 PP when dealt a Joker.
  • Arcane Background (Weird Science - Non Magic): 15 Power Points, 2 powers
  • Artificer: Allows user to create Arcane Devices
  • Improved Artificer: Arcane Devices use “Power Packs” that continually recharge 1 power point per hour using a combination of kinetic motion, ambient radiation, and even body heat, but can burn out. On a 1 on the Activation die, the power pack burns out and the device has no power until it is replaced by the Weird Scientist.
  • Mr. Fix It (N1): +2 to Repair rolls, half the time required with a raise.
  • Gadgeteer (S1): Spend 3 Power Points to create a device that replicates another power
Racial Abilities & Complications
  • Bizarre Physiology: Suffer a –4 to penalty to Healing checks, and compatible Rifts® Earth medical supplies/services require quadruple the listed price
  • Cyber Resistant: Cybernetics are incompatible with Grackle physiology.
  • Distinctive D-Bee: Incurs a –2 Persuasion penalty.
  • Issues With Cold: -4 to resist Cold Hazards, and suffer +4 damage from cold-based attacks.
  • “Just How I Was Raised”: Heroic hindrance
  • Leaper: Can jump twice as far as normal and add +4 to damage when leaping as part of a Wild Attack.
  • Natural Weapons: Bite for Str+d4 damage and claw for Str+d6 damage
  • Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for Grackles (including weapons and vehicles)
  • Powerful: Grackles start with Strength d8 and Vigor d6, raise Trait maximums accordingly.
  • Prehensile Tail: Ignores 2 points of Multi-Action penalties each round.
  • Restricted Paths: A Grackle Tooth has no capacity for magic or psionics. They cannot take any Arcane Background or framework using PPE or ISP.
  • Size 2 (Normal): Their Size grants them +2 Toughness.
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Re: Grackletooth MARS Weird Scientist SWADE

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Devices
Quantum Energy Wave (burst)
Stuff
Quantum Field Generator (deflection)
Stuff
Power Points: 15/15
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Re: Grackletooth MARS Weird Scientist SWADE

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Background
Gearhead from Pecos Badlands.
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Re: Grackletooth MARS Weird Scientist SWADE

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Gear
  • NG-S2 Survival Pack
  • Body Armor of Choice
  • Wilk’s 320 “Classic” Laser Pistol with 2 e-clips
Credits: [dice:2tnonsr1]55123:0[/dice:2tnonsr1] Universal Credits, and [dice:2tnonsr1]55123:1[/dice:2tnonsr1] credits worth of gear or valuables, [dice:2tnonsr1]55123:2[/dice:2tnonsr1] credits in gear.
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Re: Grackletooth MARS Weird Scientist SWADE

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Advances
Iconic Framework: MARS PCO
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements.
  • Choose your M.A.R.S. Fortune & Glory Table result.
  • Begin with standard Starting Gear plus any one Body Armor and an extra 6d6 × 1000 credits in gear or valuables.
Hero’s Journey
  • Education 13 - Gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery
  • Experience 17 - Wild Card Edge
  • Education 1 - Jack of All Trades
Fortune & Glory
  • Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.

Advances
  • Initial Advances: (From Hindrances): Gadgeteer, Improved Artificer
  • Novice 1 Advance: Mr. Fix It
  • Novice 2 Advance: +1 Electronics, +1 Science
  • Novice 3 Advance: +1 Weird Science, +1 Repair
  • Seasoned 1 Advance: Gadgeteer
  • Seasoned 2 Advance:
  • 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:
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