Sparky Robot Vehicle Ace

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Sparky
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Sparky Robot Vehicle Ace

Post by Sparky »

1d20: [8] = 8
1d20: [6] = 6

1d20: [14] = 14
1d20: [1] = 1
1d20: [15] = 15

2d4: [4, 4] = 8
4d6: [5, 6, 6, 2] = 19

1d20: [19] = 19

Rich/Filthy Rich
1d20: [1] = 1
1d20: [12] = 12 Ugg, trade 2 rolls for Core Electronics Package.
1d20: [2] = 2
1d20: [5] = 5 Ugg, trade 2 rolls for Vehicle Interface Package.
Last edited by Sparky on Tue Apr 06, 2021 10:54 pm, edited 2 times in total.
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Re: Sparky Robot Vehicle Ace

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Sparky Warwalker

Seasoned Male Dwarf, MARS Robot Vehicle Ace

Iconic Framework: MARS Robot Vehicle Ace

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Pace: 5; Running Die: d4; Parry: 7; Toughness: 14 (5); Strain: 4/8

Skills
Agility
Athletics d6
Fighting d10
Piloting d10+2
Shooting d10
Stealth d6
Thievery d6

Smarts
Common Knowledge d6+2
Electronics d8+4
Hacking d8+2
Language (American) d8
Language (Dwarven) d4
Notice d8
Repair d8+2
Research d4+2
Science d6

Spirit
Persuasion d4


Hindrances
  • Heroic(major) Sparky doesn't think of himself as a hero but when someone needs his help the word no just doesn't seem to be in his vocabulary.
  • Loyal (minor) Sparky will stick by his mates no matter what.
  • Overconfident (major) Sparky is supremely confident in his abilities. Sometimes too confident. Not that the odd failure has ever slowed him down.
Edges: Ace, Combat Ace, Dodge, Brawny, Demolitionist, Expert Demolitionist, Rich, Filthy Rich, Luck, Robot Vehicle Jock
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear
Lockpicks
NG-S2 Survival Pack (Contains: Wooden Cross, Wooden Stakes, Ramjet Rounds, Large, Survival Knife, 7 x MD Plastique)

Languages: American (native, d8), Dwarven (d4)
Current Wealth: $150

Special Abilities
  • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly 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.
  • Low Light Vision: Ignore penalties for Dim and Dark Illumination
  • Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
  • Racial Animosity: Dwarves suffer −2 on Persuasion checks when dealing with elves.
  • Reduced Pace: Decrease their Pace by 1 and their running die by one die type.
  • Squat: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
  • Technically Inclined: Begin with d4 Repair and d4 Science.
  • Robot Vehicle Jock: Begin with Electronics d6, Piloting d6,
    plus the Ace and Robot Vehicle
    Jock Edges.
  • Killing Machine: While piloting a robot vehicle the ace gains the use, bonuses,
    and effects of all personal Combat Edges and associated aneuvers.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
Cyberware
  • Core Electronics Package (1 strain, Rifts® TLPG p113): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Vehicle Interface Package* (1 strain, Rifts® TLPG p114): Grants +2 to related Boating, Driving, Piloting, and Electronics checks
  • Cyber-Wired Reflexes (1 strain, Rifts® TLPG p113): Raise Agility one die step
  • Language Translator (1 strain, Rifts® TLPG p114): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.

Vehicles
  • Triax X-1000 Ulti-Max (Size: 4 (Large); Handling: ; Toughness: 34 (18); Pace: 11; Running Die: d8; Top Speed: 45mph/73kph; Strength: d12+5; Notes: MDC Armor, Propulsion Jets (water/vacuum Pace 6), Force Field (+8 Toughness, stops working if Wounded, 24 hour recharge, energy weapons can’t fire out), Rarity –5)
    Weapons
    • 2 × Mini-Missile Launchers (Shoulders, Forward, RoF 4, 15 Shots each)Mini-Missile - Range 100/200/400, Damage see warhead, ROF 1, M.D.C.
    • Anti-Personnel Laser (Coaxial mount in the Rail Gun)Anti-Personnel Laser - Range 75/150/300 , Damage 4d6, ROF 1, AP 5, M.D.C.
    • VX-180 Heavy Rail Gun (Handheld, Two Hands, RoF 2, Reaction Fire, +1 Shooting)Heavy Rail Gun - Range 100/200/400, Damage 4d12+4, ROF 3, AP 18, M.D.C.
Starting Bennies: 4

Advances
Novice Advances
  • Raise Attribute: Spirit
  • Raise Skills: Fighting/Piloting
  • Edge: Demolitionist
Seasoned Advances
  • Edge: Expert Demolitionist
  • Edge: Dodge
Current Load (normal/combat): 67.75 / 27 (81)
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
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Sparky
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Re: Sparky Robot Vehicle Ace

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Reserved for Background
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Sparky
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Re: Sparky Robot Vehicle Ace

Post by Sparky »

Link to Savaged.us character sheet: https://savaged.us/s/b67b5h7w
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