SWADE Robot Vehicle Ace

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Sparky
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SWADE Robot Vehicle Ace

Post by Sparky »

F&G Roll [dice:20dti4wk]57254:0[/dice:20dti4wk]
F&G Roll [dice:20dti4wk]57254:1[/dice:20dti4wk] (Robot Armor does NOT need a way to get around!)
F&G Roll [dice:20dti4wk]57254:4[/dice:20dti4wk]

Experience and Wisdom HJ Roll [dice:20dti4wk]57254:2[/dice:20dti4wk]
Experience and Wisdom HJ Roll [dice:20dti4wk]57254:3[/dice:20dti4wk]

Rich
HJ Roll [dice:20dti4wk]57254:5[/dice:20dti4wk]
HJ Roll [dice:20dti4wk]57254:6[/dice:20dti4wk]
Trading rolls for Core Electronics Package

Filthy Rich
HJ Roll [dice:20dti4wk]57254:7[/dice:20dti4wk]
HJ Roll [dice:20dti4wk]57254:8[/dice:20dti4wk]
Trading rolls for Vehicle Interface Package

Credits: [dice:20dti4wk]57254:9[/dice:20dti4wk]
Gear Credits: [dice:20dti4wk]57254:10[/dice:20dti4wk]
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Re: SWADE Robot Vehicle Ace

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Ragnar Thunderaxe
Rank: Seasoned Advances Left: 0
Race: Dwarf
Iconic Framework: MARS - Robot Vehicle Ace
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Pace: 5 Parry: 6 Toughness: 15(5) Strain: 3 Size: 1

Skills:
  • Athletics d4
  • Common Knowledge d6
  • Notice d6
  • Persuasion d8
  • Stealth d4
  • Science d6
  • Electronics d8
  • Piloting d8
  • Fighting d8
  • Repair d8*
  • Research d6*
  • Hacking d8*
  • Shooting d8
Skill Points
*F&G add two die types to any three Smarts-linked skills.
Starting Skills: Common Knowledge 1, Notice 1, Persuasion 2, Science 1, Electronics 1, Piloting 1, Fighting 3, Repair 1, Hacking 1, Shooting 3
Hindrances
  • Overconfident (Major)
  • Stubborn (Minor)
  • Habit (Minor) - Enjoys smoking a foul smelling stogie
Edges
[IF] Robot Vehicle Jock
[IF] Ace - Ignore two points of penalties to any Piloting roll, may spend Bennies to Soak damage for vehicle they control or command, using Piloting skill instead of Vigor. Each success and raise negates a Wound.
[F&G] Brawny - Size (and Toughness) +1, treats Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty
[HJ] Strong Willed - adds +2 to total when resisting Tests with Smarts or Spirit.
[H] Rich/Filthy Rich - +25,000 credits, +4 HJ rolls on equipment tables.
[N2] Brave - add +2 to Fear checks and subtract 2 from Fear Table results.
[N3] Mr. Fix It - add +2 to Repair rolls. With a raise, halve the time normally required to fix something.
[S1] Combat Ace - Pilot of vehicle ignores the MAP for making a Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the Multi-Action penalty for firing a second weapon.
[S2] Streetwise - add +2 to Intimidation or Persuasion rolls made to Network with shady or criminal elements. Also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.

Cybernetics
Core Electronic Package (1) - Strain: 1
  • A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Vehicle Interface Package (1) - Strain: 1
  • Grants a +2 to related Boating, Driving, Piloting, and Electronics checks.
Cyber Wired Reflexes* (U) - Strain: 1
  • Raise Agility one die Step
*Paid for out of starting funds
Last edited by Sparky on Mon Aug 19, 2019 10:31 am, edited 1 time in total.
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Re: SWADE Robot Vehicle Ace

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Re: SWADE Robot Vehicle Ace

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Gear
TRIAX X-1000 ULTI-MAX
So small that many consider it power armor, the Ulti-Max's is packed with cutting edge tech, including a force field. The Coalition field-tested a brigade for Triax. It performed impeccably.
Size 4 (Large) | Armor 32 (16) | Strength d12+5 | Pace 11 + d8 (45 MPH) | Crew 1 | Cost 22 million
Notes: MDC Armor, Propulsion Jets (water or vacuum Pace 6), Force Field (+8 Armor, stops working if Wounded, 24 hours to recharge, energy weapons can't fire out)
Weapons:
  • VX-180 Heavy Rail Gun (Handheld, Two Hands, RoF 2, Reaction Fire, +1 Shooting)
  • Anti-Personnel Laser (mounted in the Rail Gun)
  • 2 × Mini-Missile Launchers (Shoulders, Forward, RoF 4, 15 Shots each)
NG-S2 Survival Pack
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus Cold or Heat environmental Hazards. Paired with an insulated sleeping bag
Field Repair Kit*
  • Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls, and offsets up to 2 points of penalties.
Huntsman Medium Personal Body Armor
  • Armor/Toughness 5/2 | Min Strength d6 | 16 lbs | 24,000 credits
Wilk’s 320 “Classic” Laser Pistol
  • Range 15/30/60 | Damage 2d6+1 | RoF 1 | AP 3 | Shots 20 | Min Strength d4 | 2 lbs | 11,000 credits
Vibro-Sword, Short*
  • Damage Str+d8 | AP 6 | Min Strength d6 | 4 lbs | 9,000 credits
Ammo: two E-clips or magazines for each weapon

*Paid for out of starting funds

Credits: 4,300
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Re: SWADE Robot Vehicle Ace

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Racial Features
  • D-Bee: Dwarves tend to most freely associate with their own kind, and often face prejudice from outsiders and the Coalition. Their human-like appearance helps to mitigate the most extreme xenophobic reactions, though their legal standing is still often questionable. They suffer −1 Persuasion when dealing with the CS and other prejudiced groups.
  • Low Light Vision: Ignore penalties for Dim and Dark Illumination.
  • Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
  • Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increasing Trait maximums accordingly.
  • Racial Enemy: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
  • Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type.
  • Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Science.

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with Electronics d6, Piloting d6, plus the Ace and Robot Vehicle Jock Edges.
  • Select one available Robot Vehicle (per GM’s review).
  • Make one less roll on the Hero’s Journey tables.
  • Begin with standard Starting Gear and a tool kit

Hero’s Journey
  • Experience & Wisdom (3): Your character doesn’t take kindly to threats, and no one messes with his head. He is Strong Willed
  • Experience & Wisdom (12): He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Rich
  • Cybernetics (6,18): Trade rolls for Core Electronic Package
Filthy Rich
  • Cybernetics (4,5): Trade rolls for Vehicle Interface Package

MARS Fortune & Glory
Fortune and Glory
  • (7): Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
  • (12): Choose any result => 5: 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): Rich, Filthy Rich
  • Cybernetic Modifications: See above
  • Novice 1 Advance: +1 Spirit
  • Novice 2 Advance: Brave
  • Novice 3 Advance: Mr. Fix It
  • Seasoned 1 Advance: Combat Ace
  • Seasoned 2 Advance: Streetwise
  • 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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