Weeds - MARS Trooper

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Pursuit
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Joined: Thu Jan 04, 2018 9:21 am

Weeds - MARS Trooper

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Character Sheet
Weeds
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Merc Soldier
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Pace: 6; Parry: 6; Toughness: 18 (7); Strain: 1
Skills:
  • Athletics d8 (2)
  • Battle d8 (1)
  • Common Knowledge d6 (1)
  • Electronics d8 (3)
  • Fighting d8 (3)
  • Notice d8 (2)
  • Persuasion d6 (1)
  • Shooting d10 (4)
  • Stealth d10 +2 in Wild (2)
  • Survival d8 +2 in Wild (3)

Hindrances
  • PTSD (Major): At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny. Major PTSD sufferers failing this roll also gain a level of Sleep-based Fatigue, which can be recovered normally.
  • Loyal (Minor): The hero is loyal to his friends and allies.
  • Quirk (Minor): Being a clone from a galaxy far, far away can give a fellow a unique outlook on life. Weeds occasionally acts a little odd, thanks to his unusual origin.

Edges and Iconic Abilities
  • Soldier: Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Sharpshooter: When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed. Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to all Shooting or Athletics (throwing) actions in a turn, and may be used while moving up to the hero's Pace in a round (but not running). Sharpshooting attacks may be used in combination with the Double Tap Edge and firing modes like Three-Round Burst, but not Rapid Fire or other Edges which include attacking at a Rate of Fire above 1.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Tactician: Draw an extra Action Card each turn that may be assigned to any allied Extra in Command Range.
  • Brawny: Toughness +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • +1 Benny: From F&G.
  • Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
  • Jack of all Trades: Gain d4 in a skill (or d6 with a raise) until replaced.
  • Command: +1 to Extras' Shaken recovery rolls in Command Range.
  • Woodsman: +2 to Survival and Stealth in the wilds.
  • Strong Willed: +2 to resist Smarts or Spirit-based Tests.
  • Iron Will: The bonus now applies to resisting and recovery from powers.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: Weeds - MARS Trooper

Post by Pursuit »

Cybernetics
Cyber-Wired Reflexes (1) - Strain: 1
  • +1 die type to Agility
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: Weeds - MARS Trooper

Post by Pursuit »

Background
Weeds was a sergeant in the 327th, serving under Commander Bly in General Secura‘s army. He’d seen a lifetime of action (so much that he kept seeing action, even in his dreams) for his relative youth, and was a standout clone trooper. He got pulled through a rift mid-battle and found himself suddenly in a new world without a way home. He naturally gravitated towards the Cyber-Knights once he heard of them - for somewhat obvious reasons - and followed one to Castle Refuge, where the Tomorrow Legion was only too happy to put him to work.
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: Weeds - MARS Trooper

Post by Pursuit »

Gear
NG-S2 Survival Pack (20 lbs.)
• 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).
• 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.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

Gen 1 Republic Clone Trooper Scout Armor (retrapped Triax T-10)
• +5 Armor
• +3 Toughness
• Weight 25 lbs. (Min Str: d6)
• Rarity: -1 Cost: 60,000
• Notes: Low Light Vision, and mini-computer. High-end German engineering makes Triax equipment similar to Republic gear and therefore interchangeable, which makes them easier to repair and maintain—if you can get your hands on the expensive, imported replacement parts. Gain a +2 on Repair rolls using genuine Triax parts but suffer a −2 on Availability rolls to find Triax products or parts in North America—and the price can easily be double or triple listed amounts.

Scout Cloak (re-trapped duster)
• Armor: +2
• Toughness: +1
• Weight: 5 lbs. (Min Str: d4)
• Notes: This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect) without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.

Huntsman Medium Personal Armor (spare)
• Armor: +5 Toughness: +2
• Weight: 16 lbs (Min Str: d6)
• Rarity: +1; Cost: 24,000

NG-33 Laser Pistol
• Range: 12/24/48
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20 (2 e-clips)
• Weight: 4 lbs. (Min Str: d4)
• Rarity: +1 Cost: 6,500
• Notes: A Critical Failure when using NG or WI manufactured gear allows the user to make an immediate Common Knowledge roll as a free action. A success avoids any Technical Difficulty.

Modified DC-15A Blaster Rifle (retrapped JA-9)
• Range: 30/60/120
• Dmg: 4d6, AP: 3
• ROF: 1
• Shots: 30 (2 e-clips)
• Weight: 3 lbs. (Min Str: d4)
• Rarity: -4 Cost: 25,000
• Notes: Heavy Beam. Ignores laser resistance. Integrated Multi-Optics Scope.

WI-23 Mini-Missile Launcher
• Range: 100/200/400
• Dmg (plasma): 7d6 MD, AP: 0
• ROF: 1
• Shots: 6 (2 full loads)
• Weight: 26 lbs. (Min Str: d8)
• Rarity: -2 Cost: 30,000
• Notes: SBT, Full reload 6,000 credits (1,000/missile, rarity -2). On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds). The Upper Peninsula's manufacturers are known for producing durable, reliable equipment. A Critical Failure when using NG or WI manufactured gear allows the user to make an immediate Common Knowledge roll as a free action. A success avoids any Technical Difficulty

Fragmentation Grenades (x5)
• Range: 5/10/20
• Dmg: 5d6 MD
• LBT
• Shots: 30 (2 spare e-clips)
• Weight: 0.25lbs. (Min Str: d4)
• Rarity: +1 Cost: 550 each
• Notes: Grenades may be Evaded (SWADE p.100). Because of the delay in the grenade's detonation, one character (and one only) in the blast radius can attempt to pick up and throw the grenade before it goes off. This is an Athletics roll at −4 as a free action (or −2 if he was on Hold, but it consumes his held action). Failure means it goes off before he can throw it, causing damage as if thrown with a raise (if it wasn't already). A character can “cook” a grenade by pulling its pin and counting off a few seconds so that it can't be thrown back. To do so, the attacker first makes a Smarts roll as a free action. With success, he times the detonation correctly and it can't be hurled back or Evaded (page 100). Failure means it can be thrown back or Evaded, and a Critical Failure on the Smarts roll means it detonates in the attacker's hand! Roll damage as if thrown with a raise. A character may also throw himself on a grenade. He takes double the normal dice of damage for his heroic act, but his total Toughness is subtracted from the damage inflicted on other characters in the blast radius.

Contacts: N/A

Credits: 17,600 (starting) - 12,000 (cyber) - 2,750 (grenades) = 2,850
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Weeds - MARS Trooper

Post by Pursuit »

Advances
Iconic Framework
  • Begin with +3 skill points.
  • Begin with Soldier and any four other Combat or Leadership Edges.
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type.
  • Begin with standard Starting Gear plus any one Body Armor and an extra 5d6 × 1000 credits in gear or valuables.
F&G:
  • [dice:35zwu053]61744:0[/dice:35zwu053]- Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
  • [dice:35zwu053]61744:1[/dice:35zwu053]- Note: using "the Rob" option or GM permission to select a replacement result (I don't want to have to deal with two characters from an admin standpoint, so the sidekick edge isn't attractive). For this, I'm going to say he gets result 12: Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.
HJ:
  • [dice:35zwu053]61744:2[/dice:35zwu053] Education: Your hero’s voracious appetite for knowledge led to her picking up a little something about pretty much everything. She has the Jack-of-All-Trades Edge.
  • [dice:35zwu053]61744:3[/dice:35zwu053] Training: 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.
  • [dice:35zwu053]61744:4[/dice:35zwu053] Education: The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d6 in Battle to prove it. He also has the Command Edge (or one Leadership Edge of her choice if he already has Command).
Starting Gear:
  • Credits [dice:35zwu053]61744:5[/dice:35zwu053]
  • Gear [dice:35zwu053]61744:6[/dice:35zwu053]
  • Additional gear from IF [dice:35zwu053]61744:7[/dice:35zwu053]
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Initial Advances: (Bonus from Hindrances): Raise 2 Attributes
  • Edge(s) granted by Racial Features: Woodsman
  • Cybernetic Modifications: Cyber-Wired Reflexes
  • Novice 1 Advance: Raise Attribute
  • Novice 2 Advance: Skill Points
  • Novice 3 Advance: Strong Willed
  • Seasoned 1 Advance: Raise Attribute
  • Seasoned 2 Advance: Iron Will
  • 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:
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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