SWADE Dwarf Operator

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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SWADE Dwarf Operator

Post by Sparky »

For reference rolls were done here: https://www.savagerifts.com/sr/viewtopi ... 292#p57998

F&G Roll 1d12 = 6: 6
F&G Roll 1d12 = 4: 4

Training HJ Roll 1d20 = 1: 1
Body Armor HJ Roll 1d20 = 2: 2
Underworld & Black-Ops HJ Roll 1d20 = 4: 4

Gear Credits 2d4*500 = 3000: 4, 2
Starting Credits 4d6*100 = 1400: 1, 4, 5, 4

Rich
Cybernetics HJ Roll 1d20 = 6: 6
Cybernetics HJ Roll 1d20 = 6: 6

Filthy Rich
Cybernetics HJ Roll 1d20 = 11: 11
Cybernetics HJ Roll 1d20 = 20: 20

Hook [dice:1rle9qzg]58006:0[/dice:1rle9qzg] Blood is Thicker
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Re: SWADE Dwarf Operator

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Character Sheet
Dorn Forgehammer
Rank: Veteran Advances Left: 0
Race: Dwarf
Iconic Framework: MARS Operator
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d10, Vigor d10
Pace: 5 Parry: 6 Toughness: 18(8) Strain: 6/8

Skills:
  • Athletics d6
  • Common Knowledge d6
  • Notice d6
  • Persuasion d4
  • Stealth d4
  • Science d8
  • Electronics d8
  • Repair d8+2
  • Boating d4+2
  • Driving d8+2
  • Piloting d4+2
  • Weird Science d8
  • Hacking d8
  • Fighting d8
  • Shooting d8
Starting Attribute Points
Racial: Strength 1, Vigor 1
F&G: Agility 1, Spirit 1
Starting: Smarts 3, Strength 1, Vigor 1
Cybernetics: Agility 1, Strength 1, Vigor 1
Starting Skills (15): Athletics 1, Common Knowledge 1, Notice 1, Science 2, Electronics 1, Driving 2, Wierd Science 3, Hacking 1, Fighting 3
HJ Roll: 3 points to Fighting/Shooting/Athletics: Shooting 3
HJ Roll: d6 in Hacking
Hindrances
  • Curious (Major) - You don’t mind if I take this apart to see how it works do you?
  • Quirk (Minor) - Talks to his vehicle like it’s a person.
  • Habit (Minor) - Likes to smoke cigars
Edges
  • [IF] McGyver - improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
  • [IF] Ace - ignore two points of penalties to any Boating, Driving, or Piloting roll. May spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
  • [F&G] Ambidextrous - He ignores the Off-Hand penalty. If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
  • [F&G] Strong Willed - adds +2 to total when resisting Tests with Smarts or Spirit.
  • [H1] AB (Weird Science) - 15 PP, Protection, Teleport
  • [N1] Rich - +15,000 credits, +2 HJ Rolls on Equipment tables
  • [N2] Filthy Rich - +10,000 credits, +2 HJ Rolls on Equipment tables
  • [N3] Mr. Fix It - adds +2 to Repair rolls. With a raise, halve time required to fix something.
  • [S1] Combat Ace - ignore the MAP for making a Boating/Driving/Piloting check and firing a weapon on the same round.
  • [S2] Gageteer: Spend 3 power points to create a device that replicates another power
  • [S3] New Powers - Healing, Speed/Sloth
  • [S4] Upgrade - Vehicle Interface Package
  • [V1] Power Points - +5 PP

Cybernetics
Bionic Strength Augmentation* (U) - Strain: 1
  • Add one die type to Strength
Core Electronics Package** (1) - Strain: 1
  • Core Electronics Package (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.
Cyber-Wired Reflexes* (U) - Strain: 1
  • Add one die type to Agility
Sythetic Organ Replacement** (U) - Strain: 1
  • Add one die type to Vigor
Optics Package** (1) - Strain: 1
  • Ignore Illumination Penalties, grants +2 to all sightbased Notice checks and versus blinding flashes and effects.
Vehicle Interface Package*** (1) - Strain: 1
  • Grants +2 to related Boating, Driving, Piloting, and Electronics checks.
Cybernetics Funding
*Paid for from starting funds
**Aquired by via Rich/Filthy Rich HJ Rolls
***Via Upgrade Edge
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Re: SWADE Dwarf Operator

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Powers
Arcane Background: Weird Science
PPE/ISP: 20 - Recovery: 5/hr

Personal Force Field [Protection] (1) [Novice]
  • Range: Self: -1 PP limitation
  • Duration: 5
  • Trapping: Force Field Belt with concentric dials on the buckle to adjust settings.
  • Effect: +2 Armor / +4 on a raise
  • Modifiers: [More Armor](+1); [Toughness](+1)
Portable Tesseract [Teleport] (2) [Seasoned]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Worn as bracer, controls field strength and locus.
  • Effect: Teleport allows a character to disappear and instantly reappear up to 12? distant, or x2 with a raise. Teleporting to an unseen location incurs a -2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don’t get a free attack. If casting teleport on a willing subject, the caster decides where they move to, not the target.
  • Modifiers: [Additional Recipients](+1); [Teleport Foe](+2)
Nanite Repair System [Healing] (2) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: Similar in appearance to the IRMSS but much more more advanced. Can anaylze alien biology and repair wounds, disease, poisons in seconds instead of minutes.
  • Effect: Removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
  • Modifiers: [Greater Healing](+10); [Crippling Injuries](+20); [Neutralize Poison or Disease](+1)
Bio Electric Field Manipulator [Speed/Sloth] (2) [Seasoned]
  • Range: Smarts
  • Speed Duration: 5
  • Sloth Duration: Instant
  • Trapping: Handheld device that can lock onto specific bio-electric fields or target all fields in a specified area.
  • Speed Effect: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the -2 running penalty.
  • Sloth Effect: Sloth halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
  • Speed Modifiers: [Additional Recipients](+1); [Quickness](+2)
  • Sloth Modifiers: [AoE: MBT/LBT](+2/+3); [Strong](+1)
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Re: SWADE Dwarf Operator

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Re: SWADE Dwarf Operator

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Gear
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. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits).
Mountaineer Mk2
  • Size: 7 (Large), Handling: +1, Top Speed: 120 MPH, Toughness: 33(16), Crew: 2+8, Mods: 6, 750,000 credits
  • Notes: ATV, ECC, MDC Armor, STS, Nuclear Powered, Tabletop Pace 18 + d10.
  • Nuclear Option: 750,000 credits for the Nuclear Powered model
NG-33 Laser Pistol
  • Range 12/24/48 | Damage 2d6+1 | RoF 1 | AP 3 | Shots 20 | Min Strength d4 | 4 lbs | 6,500 credits
  • E-Clips x 2
Crusader Heavy EBA
  • Armor +8 | Toughness +3 | Min Strength d8 | 24 lbs | 55,000 Credits
NG-LG6 Laser Rifle & Launcher
  • Rifle - Range 24/48/96 | Damage 1-3d8 | RoF 1 | AP 4 | Shots 30
  • Launcher - Range 18/36/72 | Damage by grenade | RoF 1 | AP by grenade | Shots 5 | Reload 2
  • Min Strength d6 | 7 lbs | 20,000 credits
  • Multi-Optics Scope - offset 2 pts of range penalties, ignore Illumination penalties, add +1 Shooting
  • E-Clips x 2 | 16,000
  • 10 AP Grenades
  • 10 Frag Grenades
Sawed-Off DB Shotgun (x2)
  • Range 5/10/20 | Damage 1-3d6 | RoF 1 | AP - | Shots 2 | Min Strength d4 | 6 lbs | 150 credits
  • Ammo: 25 Shells, 25 Slugs, 30 Silver Coated Shells
Wilk’s Laser Knife
  • Damage 3d4+3 | AP 6 | Min Strength d4 | 1 lbs | 18,000 credits
  • Notes: Parry –1 (unless otherwise considered armed), Strength does not affect damage, Incapacitated targets are +2 Vigor vs Bleeding Out. Mega Damage
Silver Plated Warhammer
  • Damage Str + d6 | AP 1 | Min Strength d6 | 2 lbs | 2,500 credits
  • Notes: Spiked, AP 1
Credits: 3,065
  • Ledger
    • Starting Credits +1,400
    • General Starting Credits (for Gear) +3,000
    • Rich/Filthy Rich +25,000
    • Get Bionic Strength Augmentation (-9,000)
    • Get Cyber-Wired Reflexes (-12,000)
    • Advanced Pay +60,000
    • Get 2 Sawed Off Double Barreled Shotguns (-300)
    • Get 25 Shotgun Shells (-15)
    • Get 25 Shotgun Slugs (-20)
    • Get 25 Sliver Coated Shotgun Shells (-6,000)
    • Get NG-LG6 (-20,000)
    • Get Multi-Optics Scope (-3,000)
    • Get 2 E-Clips (-16,000)
    • Get 10 AP Grenades (-7,000)
    • Get 10 Frag Grenades (-5,500)
    • Get Silver Plated Warhammer (-2,500)
    • Get 5,000 credits in spare parts for use with Gadgeteer and McGyver Edges (-5,000)
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Re: SWADE Dwarf Operator

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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, Repair d8, and the McGyver Edge.
  • Begin with Boating d4, Driving d4, Piloting d4, and the Ace Edge.
  • Begin with standard Starting Gear plus a Wilk’s Laser Knife and Field Repair Kit.
  • Select one non-robot vehicle of choice (with the GM's approval).

Hero’s Journey
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Body Armor (2): You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.
    • Crusader EBA
  • Underworld & Black Ops (4): Your character’s innate understanding of computers makes him one of the most valuable people in the world. He gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.

Rich
  • Cybernetics (6, 6 => 15): Whoever put your hero back together didn’t want her checking out any time soon. She has a level of Synthetic Organ Replacement.

Filthy Rich
  • Cybernetics (11): Nothing like a Range Data System to make hitting all those pesky enemy targets diving for cover that much easier.
    • Replace with missing pre-requisite: Optics Package
  • Cybernetics (20): Choose any single cybernetic upgrade you wish and qualify for.
    • Take Core Electronic Package

MARS Fortune & Glory
Fortune and Glory
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (6): Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

Advances
  • Initial Advances: (From Hindrances): Wierd Science, +1 Spirit
  • Cybernetic Modifications: +1 Vigor, +1 Strength, +1 Agility
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Filthy Rich
  • Novice 3 Advance: Mr. Fix It
  • Seasoned 1 Advance: Combat Ace
  • Seasoned 2 Advance: Gageteer
  • Seasoned 3 Advance: New Powers: Healing, Speed/Sloth
  • Seasoned 4 Advance: Upgrade - Vehicle Interface Package
  • Veteran 1 Advance: Power Points: +5
  • 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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