Power Armor Ace

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Sparky
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Power Armor Ace

Post by Sparky »

Fortune & Glory Rolls
1d20: [7] = 7
1d20: [13] = 13

Hero's Journey Rolls
Experience & Wisdom 1d20: [17] = 17
Experience & Wisdom 1d20: [17] = 17
Training 1d20: [19] = 19

Starting Wealth
2d4: [4, 3] = 7
4d6: [6, 6, 3, 1] = 16
Last edited by Sparky on Tue Jul 28, 2020 9:01 pm, edited 1 time in total.
Sparky
Bennies 4 of 4

James
Alts: None


Attributes
Agility d8, Smarts d8, Spirit d8, Strength d6 / d12+1 (PA), Vigor d8
Pace 8 / 10 (PA) | Parry 7(8) | Toughness 17(7) MDC Terrain Hopper / 11(4) Plastic Man EBA

Frequently used skills
Electronics d8, Fighting d8, Notice d6+2, Piloting d8, Repair d6, Shooting d8, Stealth d6, Survival d6, Taunt d6

Edges
Ambidextrous, Combat Ace, Dodge, Elan, Fast Healer, Luck, Martial Artist, Martial Warrior, Power Armor Jock, Quick, Rich, Strong Willed, Two-Fisted, Two-Gun Kid

Hindrances
Overconfident (major, racial)
Arrogant (major)
Driven (minor, Protect D-Bees from human supremacists)
Loyal (minor)


User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 142
Joined: Fri Oct 06, 2017 5:48 pm

Re: Power Armor Ace

Post by Sparky »

Sparky

Seasoned Male Quick Flex, MARS Power Armor Ace

Iconic Framework: MARS Power Armor Ace

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6 / d12+1 (PA), Vigor d8
Skills: Athletics d6, Common Knowledge d6, Electronics d6, Fighting d8, Language (American) d8, Notice d6, Persuasion d4, Piloting d10, Repair d6, Shooting d8, Stealth d6, Survival d6, Taunt d6
Pace: 8 / 10 (PA); Running Die: d8; Parry: 7(8 w/ Vambraces); Toughness: 11(3) / 17 (7) (PA); Size: Normal (0) / (1, PA); Strain: 8/8

Starting Bennies: 4

Hindrances
  • Arrogant
  • Driven (minor, Protect D-Bees from human supremacists)
  • Loyal
  • Overconfident
Edges:
  • Racial: Ambidextrous, Quick
  • MARS: Combat Ace, Power Armor Jock
  • Fortune & Glory: Fast Healer, Strong Willed
  • Hero's Journey: Elan, Luck
  • Perks: Martial Artist, Martial Warrior
  • Advances: Dodge, Rich, Take 'Em Down, Two-Fisted
Armor
  • T-21 Terrain Hopper Power Armor (Armor +7, Toughness +4)
  • Plastic Man EBA (Armor +4, Toughness +1)
Weapons
  • Unarmed (Range Melee, Damage Str+d6, +2 to Hit)
  • NE-4 Plasma Cartridge Pistol (Range 10/20/40, Damage 3d10+3, ROF 1, M.D.C.)
  • NG-57 Heavy Ion Blaster (Range 12/24/48, Damage 1-3d8+2, ROF 1)
  • Sawed-Off Double-Barrel Shotgun (Range 5/10/20, Damage 1-3d6, ROF 1)
  • Sawed-Off Double-Barrel Shotgun (Range 5/10/20, Damage 1-3d6, ROF 1)
  • Vibro-Blade Vambraces (Range Melee, Damage Str+2d8, AP 8, M.D.C.)
Gear: NG-S2 Survival Pack (Contains: Wooden Cross, Tool Kit, Plastic-Man Light EBA, Survival Knife, Wooden Stakes, 12x Silver Bullet, Large, Ramjet Rounds, Large, 2x Pistol E-Clip, 100x Naruni Plasma Cartridge)

Language: American (native, d8)

Current Wealth: $1,900

Special Abilities
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost double the listed price.
  • D-Bee (Major): The initial Reactions to Quick Flex typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Quick: Begin play with the Quick Edge.
  • Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
  • Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any other Hindrances chosen by the player.
  • Speed: Ground 40 MPH, Flight 100 MPH (+1 Handling), will overheat after one hour. Power Jumping (Jump +24" horizontal, +12" vertical), 170 MPH overland.
  • Arcane Backgrounds: Can't use PPE, Psionics/Gifted are -4 (-1 w/o helmet).
  • ECC: Immunity to the Hazards. 1 day per Size of air and supplies.
  • STS: Radio 20-miles, full visual/audio sensors. Ignore Illumination and 2 Shooting penalties.
  • Nimble: -1 to be hit and +1 on Evasion rolls.
  • Power Armor Jock: Begin with Electronics d6, Piloting d6, plus the Combat Ace and Power Armor Jock Edges.
  • Evasive Maneuvers: While piloting power armor the ace gains the Nimble ability, or Uncanny Reflexes if the armor is already Nimble.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Live, Die, Live Again (Hero's Journey): Live, Die, Live Again:Free reroll on the Death & Defeat Table, and halve all recovery times from the table.
Advances
Novice Advances
  • Edge: Two-Fisted
  • Raise Attribute: Vigor
  • Edge: Rich
Seasoned Advances
  • Edge: Take 'Em Down
  • Edge: Dodge
Current Load (normal/combat): 83.85 / 19 (126)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super Strength
Validity: Character appears valid and optimal

Created with Savaged.us
Sparky
Bennies 4 of 4

James
Alts: None


Attributes
Agility d8, Smarts d8, Spirit d8, Strength d6 / d12+1 (PA), Vigor d8
Pace 8 / 10 (PA) | Parry 7(8) | Toughness 17(7) MDC Terrain Hopper / 11(4) Plastic Man EBA

Frequently used skills
Electronics d8, Fighting d8, Notice d6+2, Piloting d8, Repair d6, Shooting d8, Stealth d6, Survival d6, Taunt d6

Edges
Ambidextrous, Combat Ace, Dodge, Elan, Fast Healer, Luck, Martial Artist, Martial Warrior, Power Armor Jock, Quick, Rich, Strong Willed, Two-Fisted, Two-Gun Kid

Hindrances
Overconfident (major, racial)
Arrogant (major)
Driven (minor, Protect D-Bees from human supremacists)
Loyal (minor)


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