My New MARS Siblings

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Technospawn
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My New MARS Siblings

Post by Technospawn »

Most awesome MARS.
F0026002010020d20
F0026002020020d20
H002010020d20
H002020020d20
H002030020d20
00204d6100
00202d4500


Vind

Seasoned Male Quick Flex, MARS Gunslinger

Iconic Framework: MARS Gunslinger

Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d12, Common Knowledge d4, Gambling d6, Language (Native) d8, Notice d4, Performance d10, Persuasion d8, Shooting d12, Stealth d4, Thievery d12+1
Pace: 8; Running Die: d8; Parry: 4; Toughness: 5
Strain: 6/6
Hindrances: Arrogant, Code of Honor, Loyal, Overconfident, Stubborn
Edges: Ambidextrous, Danger Sense, Dead Shot, Elan, Fame, Fast Draw, Great Luck, Improved Trademark Weapon (NG-45LP Long Pistol), Luck, Marksman, Quick, Quick, Quick Draw, Sharpshooting, Steady Hands, Thief, Trademark Weapon (NG-45LP Long Pistol), Two-Gun Kid
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, +2 to Hit, M.D.C., +2 Parry), NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, +1 to Hit, M.D.C., +1 Parry), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 1700 cr

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.
  • Languages Known: Native (native, d8)
  • MARS Advances: Gunslingers begin as Seasoned heroes
  • Gunslinger Agility: +2 Agility die types, adjust Trait maximums accordingly.
  • Gunslinger Shootist: Shooting d8 and the Marksman and Sharpshooting Edges.
  • Gunslinger Intuition: Begin with the Danger Sense, Dead Shot, and Quick Edges.
  • The Quick and the Dead: First round as a free action, after Action Cards, may spend a Benny. The Gunslinger and his opponent make an opposed Agility roll. On success, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted.
  • Quick Draw Edge: The Tomorrow Legion Field Manual states that Gunslingers get this edge for free as well.
  • Gunslinger Hindrance: Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
Starting Bennies: 5
Advances
Novice Advances
  • Edge: Steady Hands
  • Edge: Luck
  • Edge: Great Luck
Seasoned Advances
  • Edge: Improved Trademark Weapon (NG-45LP Long Pistol)
Current Load (normal/combat): 48.25 / 28.25 (41)
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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Technospawn
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Joined: Thu Mar 12, 2020 9:28 pm

Re: My New MARS Siblings

Post by Technospawn »

F0026002010020d20
F0026002020020d20
H1d20
H2d20
H3d20
4d6100
2d4500
5d61000


Thraing

Seasoned Female Vronwor, MARS Psi-Warrior

Iconic Framework: MARS Psi-Warrior

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d12, Language (Native) d8, Notice d4, Persuasion d4-2, Psionics d10, Riding d6, Stealth d4, Survival d8
Pace: 6; Parry: 9; Toughness: 22 (6); Size: Normal (3)
Strain: 6/6
Hindrances: Code of Honor, Curious, Heroic, Loyal, Stubborn
Edges: Adept (Psionics), Block, Brave, Brawler, Brawny, Bruiser, Chi, Martial Artist, Martial Warrior, Psi-Blade, Psi-Shield, Sweep, Trademark Weapon (Psi-Blade)
Armor: Combat Mage Heavy EBA (TW) (Armor 6), Psi-shield (+3 parry, -4 cover, 6 MDC, Str+2d4)
Weapons: Unarmed (Range Melee, Damage Str+d10, +2 to Hit), Psi-Blade (Range Melee, Damage 2d12+8, AP 20, +3 to Hit, M.D.C., +1 Parry), Psi-Pike (Range Melee, Damage Str+2d8, AP 8, M.D.C., Reach 2), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 1,500 cr
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: Self (limited); Skill Bonus: +1), Darksight (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Farsight (Savage Worlds: Adventure Edition p161), Havoc (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
Special Abilities
  • Bizarre Physiology: Those unfamiliar with Vronwor biology suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
  • Curious: Begin with the Curious Hindrance.
  • D-Bee (Major): Initial Reactions to Vronwor 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.
  • Environmental Weakness (Radiation): Suffer a −4 penalty to resist the hazard and +4 damage from radiation-based attacks.
  • Four Arms: Vronwor ignore 2 points of Multi-Action penalties each turn.
  • Giant Strength: Vronwor begin with d8 Strength and possess an unlimited Strength maximum.
  • Natural Psionics: Innate aptitude for Psionics. Vronwor begin with d4 Psionics, the Arcane Background (Psionics) Edge, 10 ISP, and may choose powers from the standard list. If a Vronwor chooses an Iconic Framework providing Arcane Background (Psionics), he gains two additional powers to his starting total (e.g., a Vronwor Burster starts with five powers).
  • Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for them (including weapons and vehicles) and they cannot wear commonly available armor or clothing, which must be custom-designed and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom built for the character.
  • Paranthropophagous: −2 to Persuasion rolls among those unfamiliar with the hero's restraint and good nature.
  • Size 3 (Normal): Vronwor stand 13 – 14 feet tall and weigh 1100 –1400 lbs. Their Size grants them +3 Toughness.
  • Psionics: Power Points: 10; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power; Limitations: Self (limited); Skill Bonus: +2), Boost/Lower Trait (Savage Worlds: Adventure Edition p156; Limitations: Self (limited); Skill Bonus: +1), Darksight (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158), Farsight (Savage Worlds: Adventure Edition p161), Havoc (Savage Worlds: Adventure Edition p162), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited); Skill Bonus: +1), Telekinesis (Savage Worlds: Adventure Edition p169)
  • Languages Known: Native (native, d8)
  • MARS Advances: Psi-Warriors begin as Seasoned heroes.
  • Psi-Warrior Psionics: Psionics d6, Arcane Background (Psionics), 10 ISP, as well as boost/lower Trait*, smite*, telekinesis, and choose two powers.
  • Psi-Warrior Skills & Edges: Fighting d6, as well as the Adept, Block, Chi, Psi-Shield, and Psi-Blade Edges.
  • Psi-Warrior Resistance: +2 on all Vigor checks to resist Cold, Heat, Hunger, Sleep, or Thirst.
  • The Arts of Offense: Psi-Blade counts as Claws when applying bonuses from Edges.
  • Psi-Warrior Code: Begin with either the Code of Honor or Heroic Hindrance for no added benefit.
Starting Bennies: 4
Advances
Novice Advances
  • Edge: Trademark Weapon (Psi-Blade)
  • Raise Attribute: Vigor
  • Edge: Sweep
Seasoned Advances
  • Edge: Bruiser
Current Load: 93.25 (251)
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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears invalid

Created with Savaged.us
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 599
Joined: Thu Mar 12, 2020 9:28 pm

Re: My New MARS Brothers

Post by Technospawn »

@Lars I built 2 for Machinations was not sure which way to go. I am leaning towards the Psi-Warrior.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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