Stoic's Rapid attack machine

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Stoic
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Stoic's Rapid attack machine

Post by Stoic »

Calvin
Rank: 10 Heroic Advances Left: 0
Race: Norro (mechanically human)
Iconic Framework: Psi-Warrior
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6 (d12+2), Vigor d8
Pace: 6; Parry: 10*/13 w/Psi-Shield; Toughness: 18 (7)
* = -1 to all attacks against him, -4 to hit with range while Psi-Shield is active

Skills:
  • Athletics d10 (core, 3)
  • Common Knowledge d4
  • Fighting d12 (Iconic, 4)
  • Notice d8 (core, +2dt MARS)
  • Occult d8 (+2dt MARS, 1)
  • Persuasion d4
  • Psionics d12 (Iconic, +2dt MARS)
  • Shooting d10 (4)
  • Stealth d10 (core, 3)

Hindrances
  • Code of Honor (Iconic): The character keeps his word and acts like a gentleman.
  • Arrogant (Major): Likes to dominate his opponent, challenge the most powerful foe in combat.
  • Suspicious (Major): The individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to Support him.

Racial Abilities
Norro (mechanically human per request)
  • Racial - Major Psionic: May spend ISP for boosting rolls, doubles base ISP and new power edge

Edges and Iconic Abilities
  • MARS - Agile and Dexterous: Your hero adds one die type to Agility and begins with the Ambidextrous Edge.
  • MARS - Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • Iconic - Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers from the following list: arcane protection*, bolt, darksight*, deflection*, detect/conceal arcana*, divination, empathy, environmental protection*, farsight*, havoc, healing, protection*, speed*, and warrior’s gift*.
  • Iconic - Adept (May use Arcane Protection, Deflection and Smite as innate abilities)
  • Iconic - Block (+1 Parry, ignore 1 point of Gang Up bonus.)
  • Iconic - Chi (Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed Fighting attack.)
  • Iconic - Psi-Shield (Hero can summon a Psi-Shield, granting +3 Parry and a −4 Cover penalty to ranged strikes against her)
  • Iconic - Psi-Blade (activating smite summons a blade doing Str+Spirit damage, AP psionics x2, 2d12+2 AP 24)
  • Iconic - Psi-Warriors gain +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
  • Iconic - The Arts of Offense: The Psi-Warrior's Psi-Blade damage dice count as Claws when applying bonuses from Edges.
  • HJ - Martial Arts (Unarmed Fighting +2, increase damage die type a step.)
  • HJ - Martial Warrior (Unarmed Fighting +2, increase damage die type a step.)
  • HJ - Brawler (Toughness +1, add d4 to damage from fists; or increase it a die type if combined with Martial Artist, Claws, or similar abilities.)
  • Hindrance - Vigor d8
  • Hindrance - Agility d10
  • Nov 01 - Power Points
  • Nov 02 - Two Fisted (Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.)
  • Nov 03 - Two Gun Kid (Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.)
  • Seas 01 - Acrobat (Free reroll on acrobatic Athletics attempts.)
  • Seas 02 - Combat Acrobat (-1 to be hit with melee and ranged attacks)
  • Seas 03 - Counter Attack (once per turn make a free attack when an opponent misses in melee)
  • Seas 04 - Power Points (ISP increased to 30)
  • Vet 01 - Frenzy (imp) Roll a second Fighting die with up to two melee attacks per turn.
  • Vet 02 - Rapid Attack (imp) Increase RoF by 1 for up to two Shooting attacks per turn.
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Re: Stoic's Rapid attack machine

Post by Stoic »

Powers
Arcane Background: (Psionics)
PPE/ISP: 30 - Recovery: 5/hour

Combat Adaption [Boost Trait self only] (1 ISP) [Novice]
  • Range: Self Only
  • Duration: 5
  • Effect: This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.

Trapped Power Name [Smite, self only] (1 ISP) [Novice]
  • Range: Range
  • Duration: Duration
  • Trapping: Chosen Trapping
  • Effect: Summary of power
  • Modifiers: Armor Piercing (+1 per 2 AP), Heavy Weapon (+2 ISP), Lingering Damage (+2)

Telekinesis [Telekinesis] (5 ISP) [Seasoned]
  • Range: Smarts x3
  • Duration: 5
  • Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual.
Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).

Deny the Arcane [Arcane Protection, Self only] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Effect: 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: Always uses Hurry for +2 Pace (+1 ISP = free)

TK Reflection [Deflection, Self only] (1 ISP) [Novice]
  • Range: Range
  • Duration: Duration
  • Effect: Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
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Re: Stoic's Rapid attack machine

Post by Stoic »

Gear


NG-S2 Survival Pack (20 lb)
  • 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

Norro AR10 Gladiator Environmental Exoskeleton
  • Armor: +6 Toughness: +4
  • Weight: 80 lbs (Min Str: d12/0)
  • Rarity: -2; Cost: 300,000
  • Notes: MDC Armor; while powered (96 hour battery) grants Strength d12+1, +2 Pace, no
  • Min Str.
  • Integrated: Micro exoskeleton enhancements in the legs give your hero +2 to Pace and +1" Jumping distance; may be applied up to two times. (+150k)

TW Katana
  • Dmg: Str+d8+4 AP 8
  • Str Min: d6
  • Weight: 3
  • Rarity: -2, Cost: 60,000
  • Notes: Cost 1 PP, +1 Fighting, +1 Parry, and Mega Damage.

Twin Altes 227 Photon Accelerators
  • Range: 15/30/60
  • Dmg: 3d6, AP: 2
  • ROF: 3 (4 during first two shooting attacks)
  • Shots: 24
  • Weight: 3 lbs. (Min Str: d6)
  • Notes: 3RB
  • Rarity: -1 Cost: 24,000 each
  • Two E-clips or magazines for each weapon

Credits:
1,100 Universal Credits, and 3,500 credits worth of gear or valuables

Psi-Pike and Wilks pistol were dug out of the garbage and traded for TW Katana, and a Altes 227 Photon Accelerator.
Armor was traded for credit on custom Gladiator armor
[dice:lhq2ky19]64221:0[/dice:lhq2ky19] + [dice:lhq2ky19]64221:1[/dice:lhq2ky19]
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Re: Stoic's Rapid attack machine

Post by Stoic »

Background

Calvin used to run around killing people and challenging large teams.

He likes to shoot 8 people every turn just for fun.

But against heavy armor, cyborgs and power armor he gets close and only kills 4 per turn.

He is however addicted to risk and challenges and frequently refuses help and pushes himself just to show who is the best.


Sometimes he has a Sword in one Hand and a Pistol in the other. This lets him Fire 8 shots and sword slash twice for only a -2 MAP.
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Re: Stoic's Rapid attack machine

Post by Ndreare »

@Stoic edit away and make it special to you.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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