Zima

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Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Zima

Post by Zima » Fri Dec 09, 2016 6:34 pm

Tatiana Vladimirovna Zima

Rank: Novice
Experience: 5 points
Advances: 0 unspent
Race: Human
Iconic Framework: Glitter Boy

Attributes:
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness Natural 5 / Armored 29 (18)

Skills
Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame (-2 Pace, d4 running die)
Loyal (sticks with friends, hates to leave someone behind)
Quirk (relentlessly cheerful, sometimes annoying)

Edges:
Attractive (+2 Charisma)
Danger Sense (Notice roll at -2 to detect ambush or trap)

Iconic Framework

Glitter Boy Armor: Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed
Boom Gun: (Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage
Fully Trained (Begin with Power Armor Jock Edge)
Heroic Legacy (Gain +2 Charisma)
Many Have Fallen (Serious repairs cost 250,000 credits, severe 500,000)
Big and Shiny: -8 to Stealth when in GB armor, enemies gain +2 on attacks
Closed Off: (No access to magic or psionics while in armor, can still be affected)
Digging In: 1 action to stabilize for firing Boom Gun--without doing so, firing causes 2d6 knockback and knocks shooter prone. Once dug in, can’t move and can only fire to front and sides. Attackers gain +2 once suit is dug in.
Enemies: Coalition and Federation hate you. At least you have lots of company.
Highly Technical Machinery (Technical Difficulties in play.)
Sonic Boom: If you’re not in the suit and the Boom Gun goes off, make a Vigor roll at -2 or be Hard of Hearing (at Major level) for 3d6 minutes and be Shaken--this affects all characters in a Large Burst Template. Result of 1 on the Vigor die means Incapacitation, make a Vigor roll each round to recover consciousness (but wake up Shaken). Environmentally sealed armor and characters with Hard of Hearing (Minor) have +2 on this roll. Characters who are already Hard of Hearing (Major) are immune.
Stand By to Fire: Can’t move and fire the Boom Gun on the same round.

Advances
  • Initial Advances: (From Hindrances): Danger Sense, +1 Die Type Agility
  • Free Edge (Human): Attractive
  • Cybernetic Modifications: (None)
  • Novice 1 Advance: +1 Die Type to Repair and Persuasion
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • 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:

Notes: Tatiana's Native language is Russian. Initial 5-point Advance used to add 1 die type to Repair and Persuasion.
Last edited by Zima on Wed Dec 21, 2016 5:40 pm, edited 1 time in total.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage

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Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: Zima

Post by Zima » Fri Dec 09, 2016 6:35 pm

Gear

Huntsman Lightweight Personal Armor (Toughness 11 (5) when worn)

Wilks 227 Pulse Laser Pistol (range 18 / 36 / 72, damage 2d6+1, RoF 2, AP 2, shots 24, 3RB, Semi-Auto)

NG=S2 Survival Pack (2-person tent, insulated against up to -40 degrees F, water collection extends water supplies 20%; insulated sleeping bag; flashlight with concealed pocket knife; biometric compass / inertial mapper (+2 to Survival rolls related to land navigation, has mirrored back for signaling); radio with 5-mile range; first aid kit (+1 to Healing checks, 3 uses); hunting / fishing kit (+1 to Survival chesk to gather food); three saw wires; fire starting kit; Survival knife; small hatchet; wooden cross; climbing kit (30 feet lightweight cord, 1 pair climbing gloves, 4 ceramic spikes, small mallet); bar soap and sterilized washcloth; canteen; 2 weeks; survival rations

Credits: 4d6*100 = 1600: 6, 5, 4, 1
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage

User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: Zima

Post by Zima » Fri Dec 09, 2016 6:36 pm

Hero's Journey

Close Combat Weapons: 1d20 = 4: 4
Education 1d20 = 7: 7
Experience & Wisdom (2 rolls)
Training 1d20 = 18: 18
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage

User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: Zima

Post by Zima » Fri Dec 09, 2016 6:45 pm

Hero's Journey Results

Posting separately 'cause I'm new here and not sure if editing original post changes die results.

Close Combat Weapons adds a Vibro-Sword to Zima's gear (Str+d10, Ap 4, Mega-Damage)

Education adds Knowledge (History) d8, and gives +2 on all Common Knowledge rolls.

Experience and Wisdom adds the Strong Willed Edge and +2 to Common Knowledge rolls related to Geography, people, and places in North America, as well as +2 to Survival and Streetwise in North America.

Finally, Training adds a Wild Card Edge, regardless of requirement: in this case Dead Shot seems the most sensible choice.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage

User avatar
Zima
Posts: 101
Joined: Fri Dec 09, 2016 3:48 pm

Re: Zima

Post by Zima » Fri Dec 09, 2016 6:58 pm

Background

Tatiana volunteered young to Regiment 588 at sixteen in 1941. She learned to fly a plane and spent the next two years of her life training and flying quietly across the line to attack key German positions. She became known for a relentless (if often grim) optimism and a determination to complete the mission. She was beginning to think she might just survive the war when an intense storm came up on the way back from a successful mission. She fought to control her plane through the turbulent winds, constant lightning, and flashes of images that were frankly terrifying.

Perhaps unsurprisingly, she wasn’t able to maintain control of the plane, and suffered a crash-landing. When she emerged from the wreckage, she found herself at a loss. She was obviously no longer in Russia, but beyond that, she knew nothing. Her plane was all but destroyed, and she herself had suffered an injury in the crash. She bound her wound as best she could, gathered what could be carried from what was left of the fuselage, and set out in a random direction.


After encountering and escaping from creatures she had only heard of or seen in legends or nightmares, she found someone she recognized as a person. There was an initial period of distrust, of course, but she soon ingratiated herself with the local populace by her cheerful demeanor and willingness to help out. By simple curiosity and a certain mechanical aptitude, she found herself helping out with a grizzled old veteran with a large and powerful suit of powered armor, who had taken it on himself to protect the village. As she learned the history of her new home, she also learned about the heritage of the Glitter Boys and their legacy of heroism. She slowly picked up more and more aptitude with the suit and its systems and when her mentor decided it was time to retire, he passed his Glitter Boy on to her.


Tatiana eagerly took up the mantle that was passed to her--especially after having been told of the Coalition. (They deliberately took on Nazi imagery and iconography--how could she NOT see them as natural enemies?) The village was small and isolated, but the world is dangerous these days, so those who make the defense of the innocent their calling rarely go bored. Tatiana discovered this soon enough, to her dismay. One day, reports of a large and powerful demonic creature rampaging through the countryside prompted her to leave the village to deal with the situation. After taking nearly a week to chase the creature off and assure herself it wouldn’t return to the area, she made her way back to the village … only to find smoldering ruins.


After she recovered--twice now, had she lost her home--she set about investigating, though she found little. The Coalition is her prime suspect, but she has little to tie them to the destruction of her second home. In the meantime, she elected to find another people she could defend. After a few weeks’ search, she recognized that the defenders of Castle Refuge seemed a natural fit. Who knows? Some of her people may have even found their way here.
Last edited by Zima on Sat Dec 10, 2016 4:04 am, edited 1 time in total.
Tatiana / Tanya / "Zima"

Human female, age 32

Glitter Boy Pilot, formerly Night Witch

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

Hindrances:
Lame, Loyal, Quirk (Cheerful)

Edges:
Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

Glitter Boy
Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
Melee damage Str + d6 Mega Damage, not considered unarmed

Boom Gun
Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage

User avatar
Sayeen Gabbersleaf
Posts: 218
Joined: Sat Sep 24, 2016 10:20 pm

Re: Zima

Post by Sayeen Gabbersleaf » Fri Dec 09, 2016 7:14 pm

I am always interested how players acquire their GBs! Welcome to the boards.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
    Worn Armor:
    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
    • Cyber Armor: +2 toughness
    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
    Combat Abilities
    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
    • Champion: +2 damage & toughness vs supernatural evil
    • Giant Killer: +1d6 damage vs creatures size 3 and larger
    OOC Comments
    Bennies:2 Spent:2
    -reroll to avoid brain burn
    -reroll fighting attck vs beasty in power plant
    +1 for group posting quickly
    Adventure deck cards: Cutting in Line: 3 initiative cards
    Accounts: Sayeen (primary), Iron Tick (secondary)

    User avatar
    Beowulf85
    Game Master
    Posts: 377
    Joined: Wed Nov 23, 2016 3:21 pm

    Re: Zima

    Post by Beowulf85 » Sat Dec 10, 2016 3:46 am

    Editing previous posts will not change die results. Good thing to worry about (I wondered as well), but if they did it would be awfully inconvenient for all of us. Feel free to edit it all together.

    Let us know when you consider your initial character to be complete. I don't reverse engineer my players' characters, but admins might want to give it a once over for any errors.
    GM Universal Bennies: 2

    User avatar
    Zima
    Posts: 101
    Joined: Fri Dec 09, 2016 3:48 pm

    Re: Zima

    Post by Zima » Sat Dec 10, 2016 4:03 am

    I think I'm pretty much set--I might clean up some stuff, but I don't think there's any equipment or anything else I need to add. Super excited to get into it. :D
    Tatiana / Tanya / "Zima"

    Human female, age 32

    Glitter Boy Pilot, formerly Night Witch

    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

    Charisma +4; Pace 4 (+d4); Parry 4; Toughness 5 (natural), 11 (6) (Huntsman armor), 29 (18) (GB armor)

    Skills: Driving d4, Fighting d4, Knowledge (American) d6, Knowledge (Battle) d6, Knowledge (History) d8, Notice d6, Repair d6, Persuasion d6, Shooting d10

    Hindrances:
    Lame, Loyal, Quirk (Cheerful)

    Edges:
    Attractive, Danger Sense, Dead Shot, Power Armor Jock, Strong Willed

    Glitter Boy
    Size 3, +18 MDC Armor, +6 Toughness, Pace 10 (+d10), Swim Pace 6
    Enhanced Strength (d12+4), Half damage from lasers, Life Support (self-contained breathing, immune to heat, cold, radiation, environmental toxins, and disease), Full Electronics Suite
    Melee damage Str + d6 Mega Damage, not considered unarmed

    Boom Gun
    Range 250 / 500 / 1000, damage 4d12+6, RoF 1, Shots 1,000, AP 25, MBT, Mega-Damage

    User avatar
    Venatus Vinco
    Bronze Patron
    Bronze Patron
    Posts: 1610
    Joined: Sat Jun 11, 2016 3:30 pm

    Re: Zima

    Post by Venatus Vinco » Sat Dec 10, 2016 5:34 am

    Everything looks good.
    As you siad, it's probably good to tidy everything up, Savage Rifts character sheets have a lot going on! You can record all your HJ, Advances Etc. using this log as a reply to your sheet:

    Code: Select all

    [b]Advances [/b][size=73][color=#ff0000](post Advances as a reply to character sheet)[/color][/size]
    [i]Please list all Edges and Advances taken for your character here[/i]
    
    [b]Iconic Framework[/b]
    [list]
    [*][color=#ff0000]Benefits, table rolls, etc[/color]
    [/list]
    
    [b]Hero’s Journey[/b]
    [list]
    [*][b]Table[/b]
    [*]Roll result
    [*]Description
    [/list]
    
    [b]MARS Fortune & Glory [/b][size=73][color=#ff0000](delete if not applicable)[/color][/size]
    [b]Fortune and Glory[/b]
    [list]
    [*]Roll result
    [*]Description
    [/list]
    
    [b]Advances[/b]
    [list]
    [*]Initial Advances: (From Hindrances):
    [*]Free Edge (Human):  [size=73][color=#ff0000]Delete if not human[/color][/size]
    [*]Cybernetic Modifications:
    [*] Novice 1 Advance: 
    [*] Novice 2 Advance: 
    [*] Novice 3 Advance: 
    [*] Novice 4 Advance: 
    [*] Seasoned 1 Advance:
    [*] Seasoned 2 Advance:
    [*] 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:
    [/list]
    Signature
    Didn't have a signature but wanted the 1 EP for using OOC tags!

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