Vampire Hunter for CS 17th= Jeffery Wurst

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Pender Lumkiss
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Vampire Hunter for CS 17th= Jeffery Wurst

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Just looking at him you would never think he has been hunting vampires (and other things that go bump in the dark) for the last five years. He seems of normal build, and height. He is neither ugly nor attractive. His brown hair and eyes do not standout in a crowd. No Jeffery is someone you have over Saturday night to watch the Chi-Town volleyball regional match on the holo. He is the guy you introduce as uncle to your kids and cook RB steaks in the back yard on a lazy Thursday because he is just nice. Well if you asked him to unzip his familiar brown leather jacket and you would get a glimpse of who he really is... But be warned if you do you are probably a bad person.

Who are the Wurst's? Oh just your wealthy CS upper crust family dedicated to preserving the Coalition against vampires and other monsters that would threaten its very destruction. Jeffery has been put the most rigorous of training regimen both within the CS military and through his family's own special upbringing. He is driven to prove he is worthy of his family name, and is hounded by the ghosts of a time when he failed spectacularly.
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Re: Vampire Hunter for CS 17th= Jeffery Wurst

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Rolls, FG and HJ, as well as Rich
FG Table: [dice:3f1e1tha]63780:1[/dice:3f1e1tha]
  • Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast
    Master Edge twice and increase the default Size of companion animals to 3.
  • Wealthy and Connected: Begins with the Rich and Connections Edges.
    • Rich Body Armor roll: [dice:3f1e1tha]63780:2[/dice:3f1e1tha]
    , taking the  CA-6ex. Multi-Optics Helmet, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light. While powered (96 hour battery) +2 Die Types to Strength, +1 Pace, no Min Str, 9 armor +3 toughness
    Common/uncommon items: [dice:3f1e1tha]63780:3[/dice:3f1e1tha]
1-Agile and Dexterous: Your hero adds one die type to Agility and begins with either
the Ambidextrous or Quick Edge.
2-Smart and Learned: Your hero adds one die type to Smarts and two die types to any
three Smarts-linked skills
3-Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
4-Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
5-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.
6-Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal
Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
7-Wealthy and Connected: Begins with the Rich and Connections Edges.
8-Shiny and Chrome: Your hero is harder, better, faster, and stronger. Choose up to 2
Strain of Cybernetic Systems, and add two points to maximum Strain
9- Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast
Master Edge twice and increase the default Size of companion animals to 3.
10- Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s
Journey tables of your choice
HJ Rolls: 5
[dice:3f1e1tha]63780:0[/dice:3f1e1tha]
  • 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.
  • Training 18: There are moments when everything comes together and an opportunity presents
    itself. Your hero knows how to make the most of just such a moment; gain the Elan
    Edge, Luck if you already have it, or Great Luck if you have Luck.
  • Underworld Blackops 5: She’s traveled far and wide, and she always seems to know someone, somewhere,
    she can call on for information or aid. Your hero has the I Know a Guy Edge and
    gains +2 on all Networking rolls to contact and gain assistance.
  • Training 6: Your character has extensively trained in a professional area of expertise, and has
    a trick or two up her sleeve. You may give her one Professional Edge, ignoring
    requirements, subject to the GM’s approval.
  • Training 8: While the cities of Savage Rifts ® are deadly in their own right, your hero understands
    the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge
    and gains a one die type increase in Survival
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Re: Vampire Hunter for CS 17th= Jeffery Wurst

Post by Pender Lumkiss »

Vampire Hunter Mars package
  • Begin with Fighting d6, Notice d6,
    Occult d6, and Driving or Riding d4
  • Begin with the Brave, Champion,
    Streetwise, and Vampire Killer
    Edges .
  • Begin with either the Reid’s Ranger
    or Elite Vampire Killer Edge .
  • Begin with a Desert Eagle or
    equivalent Semi-Auto Pistol and
    three magazines of silver-coated
    ammo, a Wilk’s 237 laser pistol, a
    wooden billy club/baton (or similar
    weapon such as a baseball bat or
    nunchaku), and a water rifle with a
    five-gallon backpack tank.
  • Begin with standard Starting Gear
    substituting a set of either Branaghan
    Armor or Bushman EBA, plus a silver
    holy symbol, three wooden javelins,
    and a colt peacemaker with 18 rounds
    of silver-coated ammunition .
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Re: Vampire Hunter for CS 17th= Jeffery Wurst

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Jeffery Wurst
Rank: Seasoned 3 Advances Gained: 6 Advances Unspent: 0
Race: Human
Iconic Framework: Vampire Hunter
Attributes: Agility d8(2), Smarts d6(1), Spirit d8(2), Strength d6(1 adv), Vigor d6(1 adv)
Pace: 7(d6); Parry: 6; Toughness: 17(9); Strain: 0
Skills: 15 pts, +3 combat(shooting d8)
  • *Athletics d8(2)
  • *Common Knowledge d6(1)
  • Fighting d8(1)
  • Occult d8(2)
  • *Notice d8(2)
  • Shooting d12(4)
  • *Stealth d6(1)
  • *Persuasion d8(2)
  • Riding d4
  • *Survival d8(2)
Hindrances
  • Driven (Major): He is constantly up against his family name or a Wurst who has done it better than he.
  • Shamed (Minor): The sleepy town of Pinnacle Valley was his greatest failure. Single handedly he allowed a master vampire to take control of the town at the edge of the southern CS Lone Star boarder. The CS cleansed the town but he never forgot or forgave himself for the lives lost.
  • Mild Mannered( minor): Not your average brooding vampire hunter. Jeffery has a kind face and is easy going. He is just one of the guys about as non threatening as they come.
Edges
  • Brave: Those with this Edge have learned to master their fear, or have dealt with so many horrors they've become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results (see page 124).
  • Champion: Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they're evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
  • Streetwise: Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
  • Vampire Killer: Vampire Killers are +2 on Occult, Notice, and Survival checks regarding vampires.
  • Elite Vampire Killer: An Elite Vampire Killer gains +2 on rolls to resist fear or mind-control effects from vampires and +2 on Networking and Research rolls to investigate and uncover the activities of vampires, their allies, and their nests.
  • Beast Master x2 (size 3)
  • Rich (extra commn/uncommon items) plus a C16A and CA-6ex body armor.
  • Connections: CS monster hunters “Wurst family business”: Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. The favor depends on the nature of the contact (GM's call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn't have, like a hacker or scholar.
  • Elan: When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn't apply to damage rolls (since they're not Trait rolls), nor does it apply to Soak rolls unless you're using another Benny to reroll the Vigor check.
  • I know a guy +2 to gain assistance. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session's use of the Edge. If successful, the favor depends on the nature of the contact (GM's call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn't have, like a hacker, occultist, or scholar.
  • Monster Slayer: When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. If successful, the Monster Slayer has identified the foe, the GM reveals the being's weaknesses (if any) and the Monster Slayer's advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target's special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
  • Woodsman: Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
  • Close Quarters Battle: Skilled at maneuvering the long barrel of your weapon, you can fire into melee combat with a submachine gun, rifle, or shotgun. Otherwise, this follows the rules for using Ranged Weapons in Melee and Firing into Melee (see Situational Rules in Savage Worlds).
  • Improved Close Quarter’s battle: The Innocent Bystander rule only applies if the character rolls a critical failure when Firing into Melee (see Savage Worlds). He also gets a +1 to Shooting when engaged in CQB.
  • Take e’m down: Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
  • Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.
  • Improved Arcane Resistance: As above, but the penalty to the arcane skill roll and damage are increased to 4.
  • Soldier: Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM's call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
  • Scholar (occult): Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they're used.
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Re: Vampire Hunter for CS 17th= Jeffery Wurst

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Advances
  • Initial Advances: (From Hindrances): Close Quarters Battle, Improved Close Quarters battle
  • Human: take’m down
  • Novice 1 Advance: Vigor Increase
  • Novice 2 Advance: Arcane resistance
  • Novice 3 Advance: Improved arcane resistance
  • Seasoned 1 Advance:Str Increase
  • Seasoned 2 Advance:Soldier
  • Seasoned 3 Advance: Scholar (occult)
  • 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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Re: Vampire Hunter for CS 17th= Jeffery Wurst

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Gear:

Armor:
  • CA-6EX Standard “Dead Boy” Body Armor:
    Image
    • • Armor: +9 Toughness: +3
      • Weight: 60 lbs (Min Str: d10)
      • Notes: Multi-Optic Helmet, EBA, Public-address loudspeakers, Communications system with a 10 mile range, Built-in mini-computers for basic functions, The light areas of the skeleton portions of armor are light sensitive and darken 20% in low light. 96 hour battery (for exoskeleton). Full Body Strength Boosting Exoskeleton: +2d to Strength and +1 to Pace.
      • Rarity: -4; (Very Rare), Cost: N/A
Weapon:
  • Coalition Arms C-16A Close Combat Pump Rifle with collapsing butt stock and sling
    Image
    • • Range: 24/48/96 for Triax micro-grenades; 12/24/48 for shotgun rounds
      • Damage: By Ammunition
      • • 18.5mm pump cartridge: 4d4+4, AP 6
      • • Shotgun (12g Slug): 2d10 (can be silver or normal)
      • • Shotgun (12g Shot): 1-3d6; Wide Spread
      • • Shotgun (12g MPAS Shot): These Multi-Purpose Anti-Supernatural Shot shells do their normal damage (as above) against beings harmed by wood, silver, salt, or cold iron; Wide Spread
      • • Shotgun (12g Beanbag): Only effective to short range increment. Targets hit are Distracted and then roll Strength (–2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect.
      • ROF: 1
      • Shots: 16, loaded one at a time, or 8 at a time with speed loader
      • Weight: 21 lbs. (Min Str: d8)
      • Notes: Multi-Round Chambered
      • Rarity: -2 (Rare) Cost: 40,000
    • Wilde Spread: Gain +2 to hit, but lose one damage die at Medium Range, two at Long, similar to shotguns using buckshot.
  • Vibro-Vambraces
    Image
    • • Damage: Str+2d4, AP 8
      • Weight: 2 (Min Str d6)
      • Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Harmonic Blades, MD, Powered Weapons
      • Rarity: -2 Cost: 11,000
  • Grenade, Plasma Range: 5/10/20, Damage: 3d12 MD SBT, Notes: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
Other Gear:
  • IRMSS—Internal Robot Medical Surgeon System (Uncommon; TLPG 88)
  • Language Translator (Common; TLPG 88)
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