Joe Smith

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Joe Smith
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Joe Smith

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Joe Smith
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Joe Blow meets G.I. Joe. Joe was your every day average guy. He served his country well but did not particularly stand out. When the bombs dropped, magic returned and all hell broke loose, Joe fell through a rift to a different place. Earth, they say, but it's not the Earth Joe remembers. This Earth has monsters, dinosaurs, aliens, demons and more around every corner. Some of them are even his friends.
Iconic Framework: Mega-Super
Race: Human
Pace: 6(d6); Parry: 8(1); Toughness: 16(7)
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Focus d12+2,
+2 from Aviator Shades
d6, Persuasion d8,
GAW PA P-1: +3 Max (+1, +1 Laser Sight (Short/Medium), +1 or Counter -4 Penalties - Sharpshooter)
H-T Bow: +5 Max (+1, +1 HJ, +1 Trademark, +1 Scope and -2 Penalties, +1 or -4 Penalties - Sharpshooter); Benny Reroll at +4 total
GAW TB: +5 Max (+1, +1 Laser Sight (Short/Medium), +2 Shotgun (Buckshot), +1 or -4 Penalties - Sharpshooter)
d8+1,
+2 to rolls made in the wild (not towns, ruins or underground) from Woodsman
+2 from GAW Urban Tactical Medium EBA
d8,
+2 to rolls made in the wild (not towns, ruins or underground) from Woodsman
d8
Hindrances:
Honor is very important to Joe. He keeps his word, doesn't abuse or kill prisoners, and generally tries to operate within his world's particular notion of proper gentlemanly behavior.
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Joe gains the is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
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Major factions have heard of the hero's unusual abilities and want to study or dissect her.
(Major),
Joe is more susceptible to Temporal Powers. His luck factor is finite in its ability to protect him. A master of time can search through infinite permutations to find the attack that lands. He takes +4 damage when hit by a Temporal attack and subtracts 4 from resistance rolls of Temporal Powers.
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Joe never says no to a person in need. He doesn't have to be happy about it, but he always comes to the rescue of those he feels can't help themselves. He's the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
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Joe risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friend's rescue when they're threatened.
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Similar to D-Bee above, mutants are spurned by many humans but the reaction is more often disgust than hostility. Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
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Exposure to Rabbits robs Joe of all his super powers, including Edges and Traits bought with Super Power Points. This occurs immediately when he comes within 6" (12 yards) of a rabbit or rabbit's foot. The rabbit absorbs Joe's luck factor when he is in close proximity.
(Minor),
Even the most powerful supers lose control of their abilities from time to time. Those with this Hindrance cause more mayhem than most.
Whether from lack of control, reckless abandon, or carelessness, anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. It affects the wrong target, has the converse effect, or causes massive collateral damage. The exact effect is up to the GM based on the situation, but it should be memorable and potentially disastrous!
A super must have powers that require an activation roll to take this Hindrance.
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The super's uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at -2 to know about the super, including their Thematic Problems - this increases +1 for every Rank above Novice.
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Joe is from the Golden Age of Earth. He has lived his life as a normal guy, but at some point between the cataclysm and being literally shoved into Rifts Earth, he has become super-powered. Joe doesn't know that he has an extreme luck factor and still thinks of himself as a normal person.
(Minor)
Edges:
The following Setting Rules from the Super Powers Companion applies to Joe and his abilities.
  • Combined Attacks: Heroes and villains can combine their powers for truly spectacular results. This works just like the usual Support rules except the Supporting character may enhance his ally’s skill total or damage—though he must choose which before rolling.
    If the latter option is chosen, success adds +2 to the ally’s damage total and a raise adds +4. A group of supers who need to take down a big foe can Support a teammate to really deal a powerful blow!
  • Power Stunts: Heroes and villains of comics and film often use their powers in new and creative ways. This isn’t just a fun gimmick, it’s a critical aspect of creative problem solving inherent to adventure tales. Here’s how we handle it in Savage Worlds.
    Every power stunt costs a Benny and must make narrative sense in some way. This grants the character one use of an Instant power such as ranged attack; or three rounds of a passive power like armor.
    Different stunts may be combined, but each effect still costs a Benny. A hero could Push and Interrupt at the same time, for example, for two Bennies.
    • When a character causes Knockback, he may use this Power Stunt to aim his foe in any direction he chooses.
      If you’re using miniatures or pawns, remember that characters in the game world aren’t static. Even if a hero punches a villain facing one way on the tabletop, he might just as easily move around him and punch him the other way in the game.
    • The hero puts everything she has into one desperate strike. She may spend a Benny to change the damage dice from damage field, explode, melee attack, or ranged attack from d6s to d10s.
    • Sometimes a fire blaster needs to douse a foe in water, or a hulking bruiser needs to shock a robotic threat. This stunt allows a creative character to do so by temporarily changing an ability’s Power Type.
      How she does so is up to the circumstances and environment and always requires the Game Master’s approval. A fiery blast, for example, might be used to destroy a fire hydrant and douse a target in water—changing the Power Type from Fire to Water. Or a fire-blaster might “burn away the oxygen” from a foe to change the Power Type from Fire to Air. A super with energy control (Electricity) might amplify a nearby police siren to change her Power Type to (Sonic).
    • A news reporter covering the titanic fight between supers is knocked off the edge of the skyscraper to her doom or a bomb is about to explode. Your hero has the ability to save lives but has already acted this turn. What’s a hero to do?
      The Interrupt power stunt allows a super to take an immediate turn just as if she were on Hold.
    • If she hasn’t acted yet this round, she discards her Action Card, is Distracted, and is now on Hold. She may then act (and attempt to interrupt if needed) as usual.
      If she has already acted this round, she’s Distracted and Vulnerable then on Hold. This stunt allows a hero to use one of her powers as if it were another. To do so, she picks a “new” power based off one of her existing abilities and describes how it’s used to gain the effects of another.
      The number of Super Power Points in the temporary power must be equal to or less than the campaign’s Power Limit. A Level I super can mimic up to 5 points of a super power, for example, while a Cosmic hero can mimic up to 25 Super Power Points.
      Here are a few examples of how a power might be used to mimic another:
      • A character with a ranged attack (fire) cauterizes an injury by mimicking healing.
      • A brute with super attribute (Strength) slams his hands together to stun a foe.
      • A character with swinging and a web trapping spins a parachute. The GM decides this gives him three rounds of flight and lets him land safely on the ground.
    • Sometimes a character needs to impress or dazzle a large group of enemies with an intense or focused display of her powers. A fire blaster, for example, might surge with brilliant white flame to distract those around her. Or a brute might throw a chunk of concrete into the middle of a crowd to rattle them.
      Overawe allows a super to perform a single powers-based Test on every foe in a Large Blast Template. The template may be placed anywhere within Range of whatever power she’s using.
      Use whatever skill is appropriate (Focus, Shooting, etc.) Targets resist the Test individually.
    • The super temporarily increases any one power by up to five Super Power Points. This may exceed the usual Power Limit if the GM feels it's appropriate to the setting.
    • This stunt allows a character to temporarily reconfigure any of her powers as long as the overall cost remains the same (or lower). She might swap out a 3 point Smash modifier from a melee attack for six points of Armor Piercing (1 Power Point per 2 AP), for example.
  • Large Improvised Weapons: See SPC3 page 32 for more information.
  • Synergy: Sometimes a power might work particularly well in a given situation, or in tandem with another power. A character doused by a water controller, for example, might take additional damage from an electrical attack. A villain subjected to a particularly personal and terrifying illusion might suffer a penalty when resisting the fear power.
    Positive synergy occurs if two powers affect a target in the same round and would narratively combine in some way to create a larger end result. The first power works as usual. The second gains a +2 bonus to the skill roll and any resulting damage. If the power is resisted, the target resists at −2 instead.
    Negative synergy occurs when two powers or effects should stifle each other, such as when fiery blasts hit a target who’s just been doused by water. This reduces the attacker’s skill roll and damage by 2, or adds +2 to the target’s resistance.
    Synergy is separate from Support rolls, and stacks with it in appropriate situations.
    • Environmental Synergy: Certain environments might increase or reduce a power’s effectiveness as well. A hero with a plant-based ranged attack might get a bonus if he’s in a lush jungle or a magical arboretum.
      A super might also suffer penalties if she finds herself in an adverse environment, such as a water controller in the desert or a fire blaster in a heavy rain.
      In extreme situations, the penalty may be greater or it may even be impossible to use a power, such as an earth-based ranged attack that relies on throwing rocks or concrete when no projectiles are available, or attempting to shoot fire in a vacuum.
      The bonus or penalty applies to all uses of the affected Power Types, including Tests.
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Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.
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Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When Joe spends a Benny to reroll a Trait, he adds +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.
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The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
He draws two extra Bennies at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
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This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95).
He is also tougher to kill than Rasputin. If he is ever "killed," roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
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The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100).
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Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. 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
The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
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.
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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)
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Power Level III (45 PP/PL 15). Joe may take Edges and Hindrances from Super Powers Companion, subject to GM approval. Note the change to Alien Form.
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Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacing MDC targets with a Mega Damage attack, characters with this Edge add +4 AP to their attacks.
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Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
  • From Gear:
    Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
    In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
    (Aviator Shades);
    Experienced firearms experts fire two shots in rapid succession without spoiling their aim.
    Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action.
    Double Tap cannot be combined with Rapid Fire.
    If used with a weapon capable of Three Round Burst (see page 67), it adds +2 to Shooting and damage instead of +1 and expends six bullets.
    +
    The bigger they are, the harder they are to kill. At least for most. Your hero knows how to find the weak points in the most massive of foes.
    He adds +1d6 damage when attacking creatures who are three or more Sizes larger than himself (see Size, page 178). A human (Size 0) gets the bonus against a creature of Size 3 or greater.
    (GAW PA P-1);
    The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his Athletics (throwing), Fighting, or Shooting rolls, and +1 to Parry when readied (even if it’s a ranged weapon).
    A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
    (High-Tech Bow)
    • Powers:
      Rank: Novice
      Range: Smarts
      Duration: One Hour
      Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
      +
      Rank: Novice
      Range: Smarts
      Duration: 5 (detect); one hour (conceal)
      Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well — harmful, obscurement, magic, miracles, etc.
      Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
      Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
      Modifiers:
      • Exalted Detect Arcana (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
        • Active Powers and arcane abilities.
        • Type of supernatural creature (vampire, werewolf, dragon, etc.)
        • Enchantments present on an item.
        • Amount of PPE or ISP possessed by a target.
        • Other information the GM allows.
        When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
      (Aviator Shades - 10 PPE)
Super Powers (45 PP):
  • Joe's luck factor gives him a chance to avoid damage from any Power Type.
    When Joe would take one or more Wounds from an attack, he gets a free Soak roll using Focus instead of Vigor (any rules applying to Vigor for Soaking also apply to Focus).
    What comes around, goes around: It is often said that Karma is a b*@#$, but she seems to favor Joe. For each Wound Soaked, Joe gains a "Transmutation Token." These tokens last until the end of the scene and may be used as a free action to trigger any one of the effects listed below:
    • Lucky Shot: Add +1d6 per token to any damage roll (max three tokens per damage roll).
    • Plot Armor: Increase Toughness by +1 per token until the end of the encounter.
    • Hold My Beer: Perform a Power Stunt (SPC3 page 30) exactly as if you'd spent a Benny.
    (Absorption) - 13 PP
  • Sometimes, not even magic, skill, or probability can keep Joe down. He ignores 1 point of attack penalties for each level in this power.
    Attack penalties are any penalty the target causes Joe to subtract from his total, such as the Dodge Edge or dodge power, flight or speed penalties (natural or from powers), etc. It has no effect on Parry or the Block Edge since those aren’t actually penalties.
    Awareness doesn’t counter penalties incurred by Joe’s own conditions or actions (Distracted, Fatigue, Wounds, etc.), or the environment (cover, Illumination, etc.)
    (Awareness) - 2 PP
  • When the chips are down and everything is on the line, Joe is your Ace in the Hole. His shots gravitate towards weak points and vitals. He causes +1d10 damage with firearms (including pulse weapons and the like), bows or crossbows.
    Deadeye doesn't stack with or apply to super powers like ranged attack (regardless of Trapping), explosives like grenades, flamethrowers, crew-served or vehicular weapons, or any sort of area effect weapon.
    (Deadeye) - 3 PP
  • Weapon fire, melee attacks and explosions seem to avoid Joe.
    Direct ranged attacks (Shooting and Athletics (throwing)) against Joe subtract 2 points. This stacks with any other abilities that subtract from ranged attacks, to a maximum penalty of -10, but offers no protection from area attacks.
    His Parry is increased by +2, to a maximum of +5. This stacks with any other bonuses to Parry from weapons or abilities.
    Joe can also potentially avoid area effect attacks and effects. He ignores the usual -2 Agility penalty when making Evasion attempts (see Savage Worlds), and gets a regular Evasion attempt against area attacks that don't usually allow it (with the -2 penalty).
    His Athletics roll penalty to return grenades (or similar weapons) is also reduced by 2 (see More on Grenades in Savage Worlds).
    (Dodge, Parry, Uncanny Reflexes) - 7 PP
  • Fortune smiles upon Joe whether he knows about it or not. He begins play with two extra bennies. When his life is on the line, Fate has loaded die ready to roll for him, too. He also gains the Hard to Kill and Harder to Kill Edges. He gains a die type increase to Spirit and his Focus rolls are made at +2.
    Enemies also tend to have bad luck facing him in battle. Enemies constantly suffer minor slips, misfires, and other mishaps when they try to harm Joe.
    Anyone who fails an action that affects him, including area effect attacks, Tests, etc., becomes Vulnerable. On a Critical Failure, they’re Shaken or Stunned, player's choice, as well (in addition to any other effects).
    This might represent a related incident—a thug’s bullet ricochets off a wall and hits another; or a completely unrelated event occurs—a pot falls from a high window and smashes on a thug’s head just as he’s about to shoot. The GM should feel free to get creative in describing the bad luck that befalls those who tangle with this “black cat."
    (Jinx, Skill Bonus, Super Edge, Super Attribute) - 20 PP

Gear:
Aviators.jpg
Aviators.jpg (7.62 KiB) Viewed 1109 times
Joe isn't keen on the supernatural powers of this new Earth, but he made one concession. What you can't see can kill you. Unable to use "Techno-Wizardry" or whatever, he was forced to hunt down a skilled craftsman who could create something he could use. The price was exorbitant, but they say you get what you pay for. With his new and improved Aviators, Joe is prepared for anything that comes his way.
Notes: This eyewear grants a +2 to Notice rolls and the Danger Sense Edge. The wearer can make use of the Darksight and Detect/Conceal Arcana Powers with access to the Exalted Detect Arcana Power Modifier.
PPE: 10/10
Weight: - Rarity: -3 Credits: 160,000
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• +2 Armor and +1 Toughness
• 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.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Communicator
• Pocket: Dosimeter
• Pocket: Holo-Display Communicator
• Pocket: Infrared Distancing Binoculars
• Pocket: IRMSS
• Pocket: Mining Drill
• Pocket: Small E-Clip
• Pocket: Small E-Clip
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  • • Armor: +5 Toughness: +3 (
    Environmental Body Armor is fully enclosed and covers all locations. It provides immunity to disease, poison, or drowning, and +4 to resist cold, heat, electricity, and radiation—see Hazards in Savage Worlds. All EBA have basic communications (radio range five miles), air filtration systems, and five hours of emergency air.
    )
    • Notes: Armor incorporates golden age stealth technology which grants +2 to all Stealth rolls and advanced protective enhancements which boost the armor's Toughness by 1.
    • Weight: 11 lbs (Min Str: d4)
    • Rarity: -8; Cost: 105,000
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  • • Str+d6, AP 6
    • Weight: 2 (Min Str d4)
    • Notes: Harmonic Blades, MD, Powered Weapons; Counts as Silver for Vulnerabilities; +1 Parry. When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.
    • Rarity: -6 Cost: 24,000
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GAW_Particle_Accelerator_Prototype_5_300x200.jpg
GAW_Particle_Accelerator_Prototype_5_300x200.jpg (7.37 KiB) Viewed 1163 times
A golden age particle beam weapon in devlopment before everything went to hell in a hand basket. It features a pulse function which makes it easier to land more damaging shots by quickly sending more particles downrange. Focused beams allow this prototype to shred armor more easily, and an onboard AI assists the user to find weak spots on larger, more durable targets.
  • • Range: 12/24/48
    • Dmg: 3d8+1d10, AP: 8/12 (TED)
    • ROF: 1
    • Shots: 15
    • Weight: 5 lbs. (Min Str: d6)
    • Notes:
    If a target without MDC armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
    ,
    Deals Mega Damage, and does +2d4 damage on a raise.
    ,
    May use +1 Shots per action for +1 to hit and +1 to Damage.
    ,
    +1d6 damage against size 3 or larger targets.
    ,
    Particle beams ignore the Recoil penalty.

    • Laser Sight: +1 to Shooting at Short and Medium Range. (1 lb, 1500 Credits)
    • Rarity: -8 Cost: 295,000
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  • • Range: 15/30/60
    • Dmg: Str+d8+d10, AP: 1/5 (TED)
    • ROF: -
    • Shots: -
    • Weight: 5 lbs. (Min Str: d6)
    • Notes: +1 to Shooting;
    When using this bow, +1 to Shooting and +1 to Parry when readied (even if it's a ranged weapon).
    , when Joe spends a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses; Can use a variety of high-tech arrow and bolt heads (Range and Damage remain unchanged unless listed).
    • Multi-Optics Scope: When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting (1 lb., 3000 Credits).
    • Rarity: -6 Cost: 3,000
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• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
•• Range: 10/20/40
• • Damage: 1– 3d8+1d10+4, AP: 5
• • Special: When using this round, the Throwback acts as a Shotgun with the following additional effects: 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 (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 12/24/48
• • Damage: Slug: 3d10 / Buckshot: 1-3d6+1d10, AP 0, +2 to hit
• RoF: 3
• Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using a insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
• Features:
• • A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
• Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
• Laser Sight: +1 to Shooting at Short and Medium Range. (1 lb, 1500 Credits)
• Golden Age Reliability: Functionally the same as Northern Gun Manufacturer Quality for its firearms and body armor only; For vehicles use Black Market knock off quality. (Empires of Humanity, page 38)
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About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 3,500 for one that can sustain minor Mega Damage).
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Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. What’s more, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range of 5/10/20. (1 lb, 200 credits)
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Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300-mile range (2 lb, 10,000 credits).
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High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations (2 lb, 1,200 credits).
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When there’s no medic or doctor around this system can be a lifesaver. It contains countless nanorobotic devices, programmed to seek out damage in a biological system and repair it. The device—the size of a handheld shopping scanner—is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced (2 lbs, 42,000 credits).
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Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator (see page 114) to teach the system new languages (1 lb, 9,600 credits).
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This drill bores through and chews up a square foot of material per round (double the time for each full 20 Hardness). As an improvised weapon it deals Str+3d4 Mega Damage, AP 12, −1 Parry (40 lb, 60,000 credits)
,

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  • • 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

  • GAW PA P-1
    • 4 Small E-Clips
  • GAW TB
    • 30 Big Bore Slugs
    • 30 Slugs
    • 30 Buckshot
    • 10
      200 Credits
      Slugs
    • 10
      50 Credits
      Buckshot
  • Bow
    • 20
      Str+2d10, AP 3/7, 25 Credits
      Arrows
    • 10
      Str+3d6+d10, AP 6/10, 500 Credits)
      Arrows
    • 4
      Deploys a chute which lights a LBT for 2d10 rounds, 100 Credits
      Arrows
    • 4
      Incandescent, 25 Credits
      Arrows
    • 2
      Shatters releasing toxic Knockout gas into a SBT for d4 rounds—see Poison in Savage Worlds, 500 credits.
      Arrows
    • 2
      Shatters releasing toxic Paralyzing gas into a SBT for d4 rounds—see Poison in Savage Worlds, 500 credits.
      Arrows
    • 4
      Blunt, nonlethal. Victims check Vigor at -2 (-4 with a raise) or are Stunned. Reusable and rechargeable, 400 Credits.
      Arrows
    • 4
      Creates an area of smoke which obscures vision (-4 Medium Cover) in a LBT for 2d6 rounds, 75 Credits
      Arrows
    • 4
      Transmits a radio signal with a range of 8 miles, 96 hour battery life. Sticky for attaching to targets, 250 Credits.
      Arrows
    • 10
      200 Credits
      Arrows

Credits: 4000

SUPERS IN RIFTS®
Supers do not pick a Race. By default, their Race is Human with the Mutant Negative Racial Ability from The Tomorrow Legion Player's Guide.
The Alien Form Hindrance may be taken by a super, replacing the Mutant Negative Racial Ability. Instead of the rules listed in the Super Powers Companion, Alien Form confers the effects of D-Bee (Major) and Inhuman Physiology (Bizarre).
Strain does not limit super powers from the Super Powers Edge or related Focus rolls in any way, though the Hindrances and Trappings of some character concepts will be incompatible with certain enhancements (e.g., a phantom like Nocturne couldn’t get cybernetics).
Super Powers conferred by the Super Powers Edge are the same “type” as Arcane Background (Gifted) for the purpose of dispel, etc. Arcane Background (Gifted) cannot be combined with the Super Powers Edge; the two are mutually exclusive.
Most supers hail from another dimension, possibly a world of heroes in tights and monologuing villains. One day, they were sucked through a wormhole of swirling colors and deposited on this new, terrifyingly alien world. Alternatively, some supers are home-grown on Rifts® Earth or changed by their journey to our dimension, mutated by supernatural energies into something bizarre.
Either way, what’s special about the Mega-Super isn't having impossible powers — that's common in this setting! It's that their collection of abilities is unique; a superhero can be unlike anything else in the Megaverse®.
There’s no existing Iconic Framework to adapt this from, so we’ll be building it from the ground up. We end up using a budget of 39 points, typical for an Iconic Framework.
HERO’S JOURNEY (ONE ROLL)
Supers gain one roll on any table, subject to GM approval.
MEGA-SUPER ABILITIES AND BONUSES
Comic-Book Combat: This collection of Setting Rules from the Super Powers Companion applies to the super and his abilities, with the exception of Knockback.
Four-Color Fun: Begin with the Super Powers Edge and Power Level III super powers as listed in the Super Powers Companion. The super may take Edges and Hindrances from Super Powers Companion, subject to GM approval. Note the change to Alien Form, above.
MEGA-SUPER COMPLICATIONS
Collateral Damage: The super gains the Reckless Hindrance, but is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
Enemies (Major): Major factions have heard of the hero's unusual abilities and want to study or dissect her.
No Race: Supers do not choose a Race (see Supers In Rifts®, above).
Reputation: The super’s uniqueness makes them an occasional topic of conversation in the world. Anyone may roll Common Knowledge at –2 to know about the super, including their Thematic Problems — this increases +1 for every Rank above Novice.
Thematic Problems: Every super has a weakness or two! Choose one Major Hindrance or two Minor ones from Dependency, Environmental Weakness, Power Negation, Transformation, or Vulnerability, for no extra benefit.
With Great Power: Depending on how they see themselves relative to the average person, the super must choose the Arrogant, Heroic, or Overconfident Hindrance for no extra benefit.
MEGA-SUPER STARTING GEAR
Begin with standard Starting Gear. Alternatively, work with the GM to substitute other comparable items that better fit your motif or region of origin.

Hero's Journey
Training 1d20: [7] = 7 : 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. (Soldier)
8-9: 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.
15-16: 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 (e.g. to take Improved Frenzy your character must have Frenzy first). (Iron Jaw)

4d6 x100 Universal Credits: [4, 1, 6, 4] = 15
2d4 x500 Credits worth of gear or valuables: [3, 2] = 5

Advances
  • Initial: Conditioned (Human), Marksman, Agility d8
  • Hero's Journey: Iron Jaw, Soldier, Woodsman + Survival d8
  • Novice 1: Spirit d10
  • Novice 2: Elan
  • Novice 3: Focus d10 + Persuasion d8
  • Seasoned 1: Sharpshooting
  • Seasoned 2: Take 'Em Down
  • Seasoned 3: Spirit d12
  • Seasoned 4: Focus d12 + Stealth d8
Joe Smith, Luckster Survivalist Mega-Super
Pace: 6(d6); Parry: 8(1); Toughness: 16(7)
Notes: Ranged attacks are at -2 to hit Joe, he ignores the -2 penalty to Agility for Evasion attempts, and Joe gets to make an Evasion attempt at -2 for any applicable attack he would normally not get to roll Evasion for.
  • Free Soak roll using Focus when Wounded (Relevant Edges apply). For each wound soaked, gain one token which can: Add +1d6 per token to any damage roll (max three per damage roll), Increase Toughness by +1 per token until the end of the encounter, or be used exactly like a Benny to perform a Power Stunt.

    Ignore -2 points in penalties to attack a target (created by that target). This does not affect Joe's attack penalties / environmental penalties / the target's Parry.

    Joe gains the is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
    +
    Even the most powerful supers lose control of their abilities from time to time. Those with this Hindrance cause more mayhem than most.
    Whether from lack of control, reckless abandon, or carelessness, anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. It affects the wrong target, has the converse effect, or causes massive collateral damage. The exact effect is up to the GM based on the situation, but it should be memorable and potentially disastrous!
    A super must have powers that require an activation roll to take this Hindrance.

    Comic Book Combat
    Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.

    Elan
    Environmental Weakness (Temporal Type)
    This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95).
    He is also tougher to kill than Rasputin. If he is ever "killed," roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.

    The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100).

    Anyone who fails an action that affects him, including area effect attacks, Tests, etc., becomes Vulnerable. On a Critical Failure, they’re Shaken or Stunned, player's choice, as well (in addition to any other effects).
    This might represent a related incident—a thug’s bullet ricochets off a wall and hits another; or a completely unrelated event occurs—a pot falls from a high window and smashes on a thug’s head just as he’s about to shoot. The GM should feel free to get creative in describing the bad luck that befalls those who tangle with this “black cat."

    Power Negation (Rabbits/Rabbit's Feet)

Wounds: 0/3; Fatigue: 0/2; PPE (Aviator Shades): 10/10
Bennies: 4/5(+1Z); Conviction: 1/1
Transmutation Tokens: 0
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Joe Smith
Posts: 9
Joined: Sun Oct 16, 2022 4:19 pm

Re: Joe Smith

Post by Joe Smith »

From Discord (Freemage):
~ You each earn 1 Advance for playing October November December (N2)
~ Bonus, mini advance (for 4 great weeks in September) you can each add a +1 to any one Skill you have!): Spellcasting (Joe took Shooting)
~ Bennies reset (you might still have your Zombie bennie, it carries over between quarters) - Wormy never used his Z Benny
- Bonus Advance for intense play. (N3)
That was all on Jan 1 2022
Then:
April 1st 2022: One Advance (S1)
July 1st 2022: One Advance (S2)
October 1st 2022: One Advance (S3)
From Discord (Lars):
As far as level (Advances) ... tell you what..... Regardless of what it should be lets go with S4 IF...

If the +1 to Skill or the zombie Benny doesn't apply, let me know. I am 100% fine not taking either.

Edit 1:
(From Discord Tiny Tim/Lars)
Tiny Tim / Hans
viewtopic.php?p=76119#p76119
In the archives section, but the rules for this campaign
Those 2 HJ rolls allowed Hans both his Golems and the 6 Smarts based skill points
Lars
Honestly I forgot about that post. But. Yes: pick 2 extra HJ
Add 50,000 starting wealth
As far as Advances you should be Seasoned 4 as a IF.
@Jim: Dorn/Jim/Steele/Jame @Derrick (Koshnek)
This effects you both.
Joe Smith, Luckster Survivalist Mega-Super
Pace: 6(d6); Parry: 8(1); Toughness: 16(7)
Notes: Ranged attacks are at -2 to hit Joe, he ignores the -2 penalty to Agility for Evasion attempts, and Joe gets to make an Evasion attempt at -2 for any applicable attack he would normally not get to roll Evasion for.
  • Free Soak roll using Focus when Wounded (Relevant Edges apply). For each wound soaked, gain one token which can: Add +1d6 per token to any damage roll (max three per damage roll), Increase Toughness by +1 per token until the end of the encounter, or be used exactly like a Benny to perform a Power Stunt.

    Ignore -2 points in penalties to attack a target (created by that target). This does not affect Joe's attack penalties / environmental penalties / the target's Parry.

    Joe gains the is awarded a Benny each time his power goes out of control due to a Critical Failure. Additionally, if he uses a power in a risky manner (GM's call), the GM can award a Benny and say it went a bit wild, complicating the situation. For example, a heat ray sets the room on fire or radar sense is detected by enemy sensors.
    +
    Even the most powerful supers lose control of their abilities from time to time. Those with this Hindrance cause more mayhem than most.
    Whether from lack of control, reckless abandon, or carelessness, anytime the character Critically Fails a roll to activate or use a power, it goes wildly out of control. It affects the wrong target, has the converse effect, or causes massive collateral damage. The exact effect is up to the GM based on the situation, but it should be memorable and potentially disastrous!
    A super must have powers that require an activation roll to take this Hindrance.

    Comic Book Combat
    Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.

    Elan
    Environmental Weakness (Temporal Type)
    This adventurer has more lives than a herd of cats. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out (see page 95).
    He is also tougher to kill than Rasputin. If he is ever "killed," roll a die. On an odd result, he's dead as usual. On an even roll, he's Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.

    The hero can shrug off even extreme blows. He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100).

    Anyone who fails an action that affects him, including area effect attacks, Tests, etc., becomes Vulnerable. On a Critical Failure, they’re Shaken or Stunned, player's choice, as well (in addition to any other effects).
    This might represent a related incident—a thug’s bullet ricochets off a wall and hits another; or a completely unrelated event occurs—a pot falls from a high window and smashes on a thug’s head just as he’s about to shoot. The GM should feel free to get creative in describing the bad luck that befalls those who tangle with this “black cat."

    Power Negation (Rabbits/Rabbit's Feet)

Wounds: 0/3; Fatigue: 0/2; PPE (Aviator Shades): 10/10
Bennies: 4/5(+1Z); Conviction: 1/1
Transmutation Tokens: 0
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Joe Smith

Post by Daniel »

You’ll probably survive. I mean probably. Looks good. Welcome to the Black Company. Let me know in Discord when you’re ready to play.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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