Finn Quick MARS Mercenary (Gunfighter)

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Radecliffe
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Finn Quick MARS Mercenary (Gunfighter)

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F&G [dice]0[/dice] Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
F&G [dice]1[/dice] Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
F&G [dice]2[/dice] A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.

HJ Training [dice]3[/dice] You may choose any one of the previous results.
HJ Training [dice]4[/dice] 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 and Tracking.
HJ Training [dice]5[/dice] Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).

Rich
HJ Ranged Weapons [dice]6[/dice]
HJ Ranged Weapons [dice]7[/dice]

Narrative Hook [dice]8[/dice] => From Out of a Rift… Some hang like bizarre lanterns in the sky, while others aren’t seen until they suddenly pop open and spill out who-knows-what. Your character happened to be near one when it disgorged something. From that incident came some lasting effect or items, and may have led to her ultimately arriving at Castle Refuge.

Credit [dice]9[/dice]

Filthy Rich
HJ Body Armor [dice]10[/dice]
HJ Body Armor [dice]11[/dice]
HJ Body Armor [dice]12[/dice]
Last edited by Radecliffe on Fri Jan 19, 2018 11:12 pm, edited 6 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Finn Quick MARS Mercenary (Gunfighter)

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Character Sheet

Player Name: James
Google Handle: radecliffe@cox.net
Character Name: Finn Quick
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Human
Iconic Framework: M.A.R.S. Mercenary (Gunfighter)
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Charisma: 2; Pace: 6; Parry: 6; Toughness: 17(8); Strain: 2
Skills:
  • Piloting d6
  • [4] Shooting d10*
  • [3] Fighting d8*
  • [3] Persuasion d8 + 2
  • [2] Survival d8** + 2
  • [2] Tracking d8** + 2
  • [2] Stealth d6 + 2 (Wilderness only)
  • [2] Streetwise d6 + 2
  • [2] Notice d6 + 2
  • [2] Repair d6
  • [1] Intimidation d4
  • [1] Taunt d4
  • [1] Climb d4

*Plus 5 points towards Fighting, Shooting and Throwing from HJ roll. See below.
**Plus one die type from HJ roll. See below.

Hindrances
  • Major Heroic - They'll swing back to the belief that they can make people... better. And I do not hold to that. So no more runnin'. I aim to misbehave.
  • Minor Enemy (Jack Bonaparte, minor bandit chief in the Pecos Empire) - That man sure knows how to hold a grudge
  • Minor Quirk - Refers to just about everyone as Hoss or Ma’am.

Edges
  • [FG] Rich - +5,000 credits and 2 rolls on HJ non-magic equipment tables
  • [FG] Connections (Bandito Arms, Pecos Empire)
  • [FG] Brave - +2 to Fear tests
  • [HJ] Woodsman - +2 Tracking Survival, and Stealth
  • [HJ] Level Headed - Act on best of two cards in combat
  • [IF] Marksman - Aim maneuver (+2 Shooting) if hero does not move
  • [IF] Improved Level Headed - Act on best of three cards in combat
  • Charismatic - +2 Charisma
  • Filthy Rich - +20,000 credits and 3 rolls on HJ non-magic equipment tables
  • Quick Draw - May draw weapon as a free action
  • Brawny - Toughness +1; load limit is 8 x Str
  • Alertness -
  • Danger Sense -

Cybernetics
Cyber-Wired Reflexes (U) - Strain 2
  • The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.
  • Cost: 24,000 credits (from starting funds)
Last edited by Radecliffe on Sun Oct 01, 2017 6:32 pm, edited 20 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: The Quindorra Kid (MARS Mercenary aka Gunslinger)

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Background

Finn began his career as a hired gun usually working for whoever could pay. If you asked him he would tell you that he had his standards but a guy has to eat, right? Within a few years he had developed a reputation as a reliable gun hand often working for Bandito Arms tasked with riding herd on shipments into the Pecos Empire. That particular enterprise came to an end when he was tasked to deliver a weapon shipment to one Jack Bonaparte, a bandit chief that roamed the Pecos Empire. While technically not an outlaw because, you know it's the Pecos Empire and also Jack tended to confine his raids outside the Empire's borders.

This time, however, Finn happened to stop off at a small town not far from the scheduled rendezvous for supplies and began to hear some unsettling rumors. It seems that Jack had tangled with the local law in town and came out on the losing end. He got away though and now the town folk were convinced that Jack was going to show up and sack the town which gave Finn a really bad feeling for why Jack wanted these weapons. Now Finn really wasn't a law and order type of guy but sacking a town? Killing women and children? That wasn't anything Finn had signed up for.

Finn knew he couldn't just not show up with the weapons. He'd end up as shoot on sight with his employers let alone Jack. So instead one create of weapons happened to be delivered to the local marshal's office and Finn spent the rest of the night sabotaging as many of the remaining guns as possible. He couldn't just make them not work as Jack was sure to test fire some of them but a little tinkering with the cooling circuits and after six to eight shots the affected guns should overheat and melt down. Hopefully in a violent manner.

So the guns were delivered and Finn, or rather his employers, got paid and Finn got the hell out of Dodge. A few weeks later Finn heard about Jack's raid on that little town and how it was a spectacular failure. Somehow the local warlord who runs the territory where the town was located in got word about Jack's impending raid and had some men on hand as a welcoming party. Between that and the sudden malfunction of so many of his weapons Jack only just managed to escape with less than a dozen men. Finn decided it would be best if he could avoid running into Jack for as long as possible. Finn knew he was both faster and a better shot than Jack but Finn also knew he didn't have eight or nine flunkies to back him up either.

So for the next couple of years Finn would drift from job to job never staying put for too long, moving on every few months and keeping a low profile. Despite this and even though word of "the incident" got around Finn was still known to be an honest and skilled mercenary just so long as you didn't ask him to cross certain lines so Finn had no trouble procuring new equipment and even managing to pay for some custom Bandito body armor and build up a respectable stake in the process. The problem was that Finn no longer found this life very satisfying but he didn't know what he should do. Then one night when he was camping in the wilderness after a particularly close call with Jack and his boys when he noticed a bright flare of light a few miles off and though he told himself that it was none of his business he set off to investigate anyway. When he arrived at the source of the bright light what he found would set his life on a different path forever...

To be continued...
Last edited by Radecliffe on Thu Sep 28, 2017 11:03 pm, edited 5 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: The Quindorra Kid (MARS Mercenary aka Gunslinger)

Post by Radecliffe »

Gear
NG-357 Hovercycle
  • Size 2, Acc/TS 15/70, Toughness 17 (8), Crew 1+1, Remaining Mods 3
  • Notes: Exposed Crew, Handling 1, Hover, M.D.C. Armor
  • Nuclear Engine
Bandito Arms Customized Cowboy Body Armor (aka Urban Warrior Tactical Armor)
  • Armor +8 | Toughness +2 | Wt 11 lbs | Min Str d6
  • Cost 35,000
  • Full Environmental Protection
  • +3 Armor from HJ Roll (applied)
  • +1 Toughness from HJ Roll (applied)
Wilk 's-Remi 137 "Kingdom Come" (aka Wilk’s 237 Laser Pistol)
  • Range 15/30/60 | Damage 2d6 + 1 | RoF 1 | AP 4 | Shots 16 | 3 lbs. | 24,000 credits
  • Semi-Auto
  • 2 Spare E-Clips
NG-LG6 Northern Gun Laser Rifle & Grenade Launcher “Betsy”
  • Range 25/50/100 | Damage 3d6 + 2 | RoF 1 | AP 4 | Shots 36 | 19 lbs. | 20,000 credits
  • Semi Auto
  • 2 Spare E-Clips
  • +2 AP from HJ Roll (applied)
  • Minimum Strength d6
  • Integral Grenade Launcher
    • Range 18/36/72 | Damage by grenade | RoF 1 | AP by grenade | Shots 8
    • [12] AP Grenades | Damage 3d8 | AP 8 | Cost 700 ea | MD | SBT
    • [0] Frag Grenades | Damage 3d6 | AP - | Cost 550 ea | MD | LBT
    • [12] HE Grenades | Damage 3d8 | AP - | Cost 750 ea | MD | MBT
    • [0] Plasma Grenades | Damage 3d10 | AP - | Cost 1,800 ea | MD | SBT
  • Acquired from HJ Roll (see below)
Vibro-Sword
  • Damage Str + d10 | Wt. 9 lb | Cost 11,000 | AP 4 | MD
NG-S2 Survival Pack
  • Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s travelled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signalling to others if the sun is out.
  • One short-range radio, five mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Credits: 11,000

Contacts
Last edited by Radecliffe on Sun Oct 01, 2017 6:38 pm, edited 15 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: The Quindorra Kid (MARS Mercenary aka Gunslinger)

Post by Radecliffe »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with +5 skill points.
  • Begin with any two Combat Edges, ignoring Rank Requirements.
  • 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 any one Body Armor, an NGS2 Survival Pack
  • 3d6 × 1,000 credits.

Hero’s Journey (3 + 5)
  • Training
    • 8
    • He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.
  • Training
    • 16
    • Select one Combat Edge; you may ignore all requirements except other Edges.
    • Selected Level Headed
  • Training
    • 20
    • You may choose any one of the previous results.
    • Selected After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. He gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Ranged Weapons
    • 3
    • Add any Personal Ranged Weapon listed in this book to your character’s gear list. Apply all other results from rolling on this table to your new weapon as you wish.
    • Selected NG-LG6 Northern Gun Laser Rifle & Grenade Launcher “Betsy”
  • Ranged Weapons
    • 20
    • You may choose any one of the previous results. => Select 15 => Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
    • Applied to NG-LG6 Northern Gun Laser Rifle & Grenade Launcher.
  • Body Armor
    • 6
    • Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor.
  • Body Armor
    • Trade in 8, 15 for result 9-10
    • Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers. This result may be applied up to two times.

MARS Fortune & Glory (3)
Fortune and Glory
  • 3
  • A Way to Get Around: Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.
  • 9
  • Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  • 11
  • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.

Advances
  • Initial Advances: (From Hindrances): Danger Sense, Improve Spirit [d8]
  • Free Edge (Human): Charismatic
  • Cybernetic Modifications: Improve Agility [d8, d10]
  • Novice 1 Advance: Quick Draw
  • Novice 2 Advance: Filthy Rich
  • Novice 3 Advance: Improve Vigor [d8]
  • Seasoned 1 Advance: Brawny
  • Seasoned 2 Advance: Alertness
  • 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:
Last edited by Radecliffe on Sun Jun 25, 2017 3:16 pm, edited 1 time in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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