Desmond Kane

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Desmond Kane
Posts: 5
Joined: Mon Sep 02, 2019 12:07 pm

Desmond Kane

Post by Desmond Kane »

Roll Sheet for Desmond Kane

Fortune & Glory
1 [dice:21xo7p4o]57859:0[/dice:21xo7p4o] Fortune Favors the Bold
2 [dice:21xo7p4o]57859:1[/dice:21xo7p4o] Choose Your Fate: (5) Smart and Learned
3 [dice:21xo7p4o]57859:2[/dice:21xo7p4o] Choose Your Fate: Two additional rolls on HJ tables of your choice.
  • HJ Cybernetics [dice:21xo7p4o]57859:9[/dice:21xo7p4o]
  • HJ Cybernetics [dice:21xo7p4o]57859:10[/dice:21xo7p4o]
4 [dice:21xo7p4o]57859:7[/dice:21xo7p4o] Vigorous and Tough

HJ Training [dice:21xo7p4o]57859:3[/dice:21xo7p4o] Pick any Wild Card Edge, ignore requirements.
HJ Experience [dice:21xo7p4o]57859:4[/dice:21xo7p4o] Gain Luck Edge.
HJ Underworld = [dice:21xo7p4o]57859:5[/dice:21xo7p4o] Pick any from table.

Narrative Hook
[dice:21xo7p4o]57859:6[/dice:21xo7p4o] Grudging Respect

Credits:
[dice:21xo7p4o]57859:11[/dice:21xo7p4o]x1000



Wrong dice type rolled for Cybernetics HJ [dice:21xo7p4o]57859:8[/dice:21xo7p4o]
Last edited by Desmond Kane on Wed Sep 04, 2019 5:22 am, edited 4 times in total.
Desmond Kane
Posts: 5
Joined: Mon Sep 02, 2019 12:07 pm

Desmond Kane (Character Sheet)

Post by Desmond Kane »

Character Sheet

Player Name: Travis
Google Handle: spaxter
Character Name: Desmond Kane
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: M.A.R.S. Personal Option
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 6; Strain: 2/8
Bennies: 5 per Session Start

Skills:
  • Athletics (Ag) d6
  • Common Knowledge (Sm) d4
  • Notice (Sm) d4
  • Persuasion (Sp) d6
  • Stealth (Ag) d8
  • Battle (Sm) d6 [Smart & Learned]
  • Healing (Sm) d6 [Smart & Learned]
  • Intimidation (Sp) d6
  • Fighting (Ag) d8
  • Shooting (Ag) d10
  • Survival (Sm) d6 [Smart & Learned]
  • Psionics (Sm) d4
  • Piloting (Ag) d10
  • Academics (Sm) d4
  • Investigation (Sm) d4
  • Hacking (Sm) d4
Hindrances
  • Enemy (Major): The character has a recurring nemesis. Older sister blames him for downfall of the family. Will hurt him any way she can, has the resources to do it.
  • Vow(Coalition)Wanted (Minor): The character is wanted by the authorities. AWOL from Coalition.
  • Secret (Minor): The hero has a dark secret of some kind. Participated in Operation Hound (Massacre of several D-Bee and Human villages to manipulate general public towards Coalition viewpoints).
Edges
  • Arcane Background(Psionics): 10 Power Points and 2 Powers. Arcane skill is Psionics (Smarts).
  • Mentalist: +2 to opposed Psionics rolls.
  • Arcane Resistance: +2 to Trait rolls to resist magical effects; magical damage is reduced by 2.
  • Power Armor Jock: Does not suffer -2 Agility penalty when using Power Armor.
  • Master(Smarts): The character’s Wild Die is a d10 with a chosen Trait.
  • Luck: Gain 1 additional Bennie at the start of each session.
  • Jack-Of-All-Trades: Gain d4 (d6 with a raise) in a skill until replaced.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Nerves of Steel: Ignore one level of Wound penalties
  • Improved Arcane Resistance : +4 to Trait rolls to resist magical effects; magical damage is reduced by 4.
  • Martial Artist: Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to Unarmed Fighting attacks (or increase die a step if you already have it).
Cybernetics
Cyber-Wired Reflexes(1) - Strain: 1
  • +1 die to Agility
Optic System(1) - Strain: 1
  • Right eye only.
  • +2 to sight based Notice checks
  • Thermal imaging & Night vision (ignore illumination penalties)
  • 50x magnification for distance
  • 20x macro lens
  • Glare filters (+2 on checks to avoid blinding flashes and related light burst effects)
  • Record still or moving images.
  • Switch modes as a free action.
Powers - Psionics
  • Arcane Protection
  • Rank: Novice
  • Power Points: 1
  • Range: Smarts
  • Duration: 5
  • Trappings: Hero's eyes go completely white, vision is unaffected. Targets have tingling sensation at the back of their skull.
  • Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
  • MODIFIERS - ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Last edited by Desmond Kane on Fri Sep 06, 2019 1:13 am, edited 5 times in total.
Desmond Kane
Posts: 5
Joined: Mon Sep 02, 2019 12:07 pm

Desmond Kane (Background)

Post by Desmond Kane »

Background

Desmond was born in Chi-Town into a military family of moderate prestige. His mother and father were career CS officers who expected their children to continue building on the family legacy and power, and ensured their children were tutored and groomed towards military service and political power from early childhood. He displayed a gifted mind that unfortunately, in the view of his parents, began to develop psionic abilities during early adolescence. Unwilling to let the family name be tarnished by having a psion in the family, and with Desmond too young to have cybernetics implanted, his parents submitted their young son for radical treatments in an attempt to destroy his developing psionic potential.

The treatments only succeeded in crippling Desmond's nervous system and gradually destroying his eyes. He was kept in isolation from strangers “due to his poor health”. His stunted psionic potential redirected itself into an impressive, if mundane, ability to learn at an exceptionally rapid rate. When he was old enough the damage to his body was repaired with cybernetic systems and he resumed his place in the family plan.

With family connections and his own talents he rose solidly through the military academy, pursuing the R.P.A. “Sam” program. He was very good but never quite displayed the abilities needed to be a front line SAMAS pilot. His training shifted to Military Specialist. He finished training just as the Tolkeen conflict erupted into full war.

In the hell that was that warzone he was assigned to a recon unit and tasked with locating targets for full military assault, softening them if possible. His still dormant psionic abilities began to manifest in the form of a resistance to magic and psionics that he was occasionally able to extend to his allies. He became known as a bit of a good luck charm in his unit, and was fairly popular amongst his soldiers.

After the war he was reassigned to Operation Hound, plan dreamed up by the Chi Town brass to build support for Coalition views. In short summary it amounted to massacring human villages and towns in unaligned territories while making it look like the actions of D-Bees. Desmond doesn’t know how many towns he helped destroy, but he remembers the look of fearful hope on the face of the little girl as his commander’s blood splashed across her face.

The fight inside the unit was brief, bloody, and ended with a handful of survivors loyal to the CS fleeing for the nearest outpost to report Desmond’s actions. Knowing his actions mean certain death if he returned to CS controlled lands and unwilling to pledge himself to a cause after having his belief in the CS betrayed; he spent the next year reinventing himself as Devon Kincaid and making a life for himself as a mercenary and gambler. His only loyalty now is to the almighty credit and his own conscience.

His actions reverberated at home as well. Word of his betrayal reached CS Command, and the retribution against his family was swift and brutal. Stripped of rank, political favor, and wealth they were cast into the Burbs. No family rises without enemies, and it didn’t take long for the enemies of the Kane family to take advantage of the fall to eliminate their rivals permanently. Only his older sister remained standing, having married into another family who protected her. Now she will do anything to find her brother and punish him for the downfall of the Kane family. Desmond/Devon remains unaware of this.
Last edited by Desmond Kane on Fri Sep 06, 2019 10:21 pm, edited 6 times in total.
Desmond Kane
Posts: 5
Joined: Mon Sep 02, 2019 12:07 pm

Desmond Kane (Gear)

Post by Desmond Kane »

Gear Merc Soldier Gear Choices
Item
  • CA-1 Armor: +6 Toughness: +2 Weight: 18 / Full Environmental, thermal vision, radio 10 mile range, computer
  • Vibro-Knife AP: 4 DMG: Str+1d6 (M.D.) Weight: 2
  • NG-LG6 Laser Rifle Range: 25/50/100 Damage: 3d6+2 ROF: 1 AP: 2 Shots: 20 Weight: 19
    Notes: Min Str d6, SA. Integral grenade launcher (Range 18/36/72, Damage by grenade, 8 shots). Loaded: Plasma grenades
  • NG-S2 Survival Pack
Credits: 10,000

Contacts
Last edited by Desmond Kane on Fri Sep 06, 2019 8:20 pm, edited 2 times in total.
Desmond Kane
Posts: 5
Joined: Mon Sep 02, 2019 12:07 pm

Desmond Kane (Advances)

Post by Desmond Kane »

Advances

Iconic Framework
M.A.R.S. Personal Option
  • +5 Skill Points
  • Pick any 2 Edges, ignoring Rank requirements
  • Pick starting equipment from any Iconic Framework
  • Make one additional roll on the M.A.R.S. Fortune & Glory Table
  • Make 3 rolls on any of the Hero's Journey Tables.
Hero’s Journey
  • Training
    18
    Pick any Wild Card Edge, ignore requirements. [/i]Master[/i]
  • Experience & Wisdom
    14
    Gain Edge: Luck.
  • Underworld
    20
    Choose any from this table.
  • Cybernetics 1
    10
    Optics Package (does not meet requirements for rolled Ranged Data System)
  • Cybernetics 2
    19
    Choose any Cybernetic system for which character qualifies. [/i]Cyber-Wired Reflexes[/i]
MARS Fortune & Glory
  • 11 Fortune Favors the Bold
    Gain Edge: Brave and gain one additional Bennie at the start of each session.
  • 12 Choose Your Fate. Choose any roll from this table: (5) Smart & Learned
    Add one die type to Smarts. Start with d6 in 3 Smarts linked skills (Survival, Psionics,
  • 12 Choose Your Fate.
    Roll 2 additional times on any Hero's Journey tables. Cybernetics, Cybernetics
  • 8 Vigorous and Tough
    Add one die type to Vigor. Gain Edge: Nerves of Steel.
Advances
  • Initial Advances: (From Hindrances): Edge(Power Armor Jock); +1 die Agility
  • Free Edge (Human): Arcane Resistance
  • Cybernetic Modifications: Cyber-Wired Reflexes, Optics Package
  • Novice 1 Advance: +1 die Spirit
  • Novice 2 Advance: +2 dice of Skills (Shooting, Piloting)
  • Novice 3 Advance: Edge(Improved Arcane Resistance)
  • Seasoned 1 Advance: Edge(Common Bond)
  • Seasoned 2 Advance: +2 dice of Skills (Stealth, Piloting)
  • 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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