Rob Hunter (Ready for review)

From hope to action.
GM: RFT
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Rob Hunter
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Rob Hunter (Ready for review)

Post by Rob Hunter » Mon Feb 12, 2018 7:55 pm

Roll sheet for Power Armor Soldier

HJ Experience: 1d20 = 3: 3
HJ Training: 1d20 = 11: 11
HJ Training: 1d20 = 14: 14

Fortune & Glory
1: 1d12 = 6: 6
2: 1d12 = 2: 2
3: 1d12 = 11: 11

Narrative Hook: 1d20 = 15: 15

Credits: 1d4*1000 = 2000: 2

Edit: Trading in Fortune & Glory roll (6) Spiritual and Determined for (4) Agile and Dexterous

Edit 2: HJ rolls for power armor:
HJ Armor 1: 1d20 = 1: 1
HJ Armor 2: 1d20 = 12: 12
HJ ARmor 1 reroll: 1d20 = 17: 17
Last edited by Rob Hunter on Tue Feb 13, 2018 6:50 pm, edited 2 times in total.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Rob Hunter
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Re: Rob Hunter

Post by Rob Hunter » Tue Feb 13, 2018 12:01 am

Character Sheet

Player Name: Matt
Google Handle: Matt Storm
Rob Hunter
Rank: Veteran Experience: 25+15 Advances Left:
Race: Human
Iconic Framework: Power Armor Soldier
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d12
Charisma: 0; Pace: 7; Parry: 8; Toughness: 20 (10) MDC [21 in power armor, 8 when not Armored]; Strain: 0
Skills:
  • Climbing (str) d6
  • Fighting (agi) d10
  • Knowledge (Electronics) (smrt) d4+1
  • Knowledge (Engineering) (smrt) d4+1
  • Lockpicking (agi) d4
  • Repair (smrt) d6
  • Shooting (agi) d10
  • Throwing (agi) d8

Hindrances
  • Overconfident (Major):
  • Delusional (Minor): Often envisions his enemies as robots.
  • Loyal (Minor): Would sacrifice his own life for his only friend.

Edges
  • Power Armor Jock: Avoid -2 penalty to Agility and all skill rolls while wearing power armor.
  • Strong Willed: +2 to Intimidation and Taunt rolls, as well as Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for firing from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting attack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls.
  • Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
Last edited by Rob Hunter on Wed Oct 10, 2018 7:14 pm, edited 13 times in total.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Rob Hunter
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Re: Rob Hunter

Post by Rob Hunter » Tue Feb 13, 2018 1:45 pm

Background
When he was younger Rob witnessed the destruction of his entire town along with the murder of all of the residents at the hands of a squad of skelebots. Rob was the sole survivor and would have perished too if it were not for the Tomorrow Legion who responded to the attack in time to save him. He later heard rumors that this sort of thing was simply a training exercise to adapt their programming to combat. Because of this Rob developed a hatred for all things robotic, especially those used by the Coalition, and dedicated his life to destroying them.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Rob Hunter
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Re: Rob Hunter

Post by Rob Hunter » Tue Feb 13, 2018 7:30 pm

Gear
Triax T-31 Super Trooper
  • HJ rolls: +1 Vigor, +2 to all ranged attacks.
  • Size 1, +10 M.D.C. Armor, +2 Toughness, Strength d12+4, Pace 7.
  • Jet Boosters (Jump 12” horizontal, 6” vertical).
  • 2 × Rocket Launchers (shoulders). They only fre the F4 Fusion Block missiles (Range 15/30/60, Damage 6d6, RoF 1, AP 25, Mega Damage, SBT). Each launcher has two missiles
  • 2 × Mounted Rocket Launchers (legs)
  • 3 × MAE-3 (“Maysies”) Hand Charges. The Maysies are thrown or placed (Range 5/10/20, Damage 3d8, RoF 1, AP 10, Mega Damage, SBT)
  • Vibro-Sword (right arm)
  • 2 × Laser Torches (each palm). The laser torches can be used in combat (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage)
Power Armor Stats:
  • Advanced communications (20-mile range; 500 miles with access to a dedicated relay system)
  • Full sensor suite with HUD (Heads Up Display) readouts, granting +2 on all Notice checks and incorporating 360° radar
  • Thermal imaging, and night vision
  • Optics enhancement with 50× magnification and audio pickups that can catch whispers at 100 yards
  • Onboard combat computers and targeting systems that offset up to −2 Shooting penalties and can be calibrated to prevent friendly fire
  • Power armor also imposes a −6 penalty on Stealth checks, and a −4 for any tasks that call for congenial face-toface interaction (Persuasion, Streetwise), fine motor work (Repair, Lockpicking), unhindered movement (Climbing, Acrobatrelated Agility checks), or detecting details (Investigation, certain Notice checks, Tracking).

NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • HJ choices: +3 armor, +2 ranged attacks
  • +10 M.D.C. Armor (total), +2 Toughness, D12+2 Strength, +2 Pace.
  • Full Environment Protection
  • While powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls.
  • Restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source).

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

NEMA Liberator Multi-Rifle (Patron Item)
Image
The incredible gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or micro-grenade-sized exotic energy pellets that explode with the force of energy within them - freezing or flash burning things in their area of effect. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range (Particle Beam): 35/70/140 (Exotic Particle Launcher): 12/24/48
• Damage (by mode)
  • ☞ Particle Beam: 2d8+4 (MD) AP 6; This powerful blast requires 10 charges from the Canister E-Clip.
    ☞ Exotic Freezing Pellet: On impact a gel-like pellet ruptures to spread a plasma-like freezing substance that covers a SBT and does 3d10 cold damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. Any target hit must make a Vigor roll (at –2 on a raise) to avoid cold-based Fatigue. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
    ☞ Exotic Burning Pellet: On impact a gel-like pellet ruptures to spread a plasma-like flaming substance that covers a SBT and does 3d8 fire damage. It hits any targets within the area all-at-once, engulfing the target and affecting the least-armored area on the body. This means anyone not in fully sealed armor is in serious trouble. One the shooter's next action, unless counteracted in some way (taking an action to strip off the plasma-covered item), the attack does 2d8 damage (plus any other bonuses such as a raise from damage or power bonuses) to each affected target. Targets can Dive for Cover (SWD 79) as with many area effect attacks. Note this attack deviates like other area effect attacks as well. This powerful attack requires 4 charges from the Canister E-Clip.
• RoF: 1
• Shots: 30 (Canister E-Clip); The gel pellets are made from a separate canister which has 20 gel-pellets worth of the substance. Most chemists and operators can make it with a sample of the substance. Costs 1000 credits per canister.
• Features:
  • ☞ 3RB, Min Str d8 (15 lbs.)
    ☞ (Particle Beam Mode) Snapfire
    ☞ Two-handed weapon

Mini Rail Gun
  • Range: 75/150/300
  • Damage: 2d8+4
  • RoF: 4
  • AP: 6
  • Shots: 32
  • Mods: 2
  • Notes: No Snapfre penalty.

WI-GL20 Automatic Grenade Launcher
  • Range: 60/120/240
  • Damage: Grenade
  • RoF: 3
  • AP: —
  • Shots: 40
  • Weight: 75
  • Notes: Snapfre, RoF uses one grenade per shot.

NG-56 Light Ion Pistol
  • Range: 12/24/48
  • Damage: 1–3d6+1
  • RoF: 1
  • AP: —
  • Shots: 10
  • Weight: 5

Chain Greatsword
  • Damage: Str+2d10
  • Weight: 22
  • Notes: AP 2, Mega Damage, Parry −1, 2 hands.

Credits: 502,000

Contacts
Last edited by Rob Hunter on Fri Aug 10, 2018 10:37 pm, edited 11 times in total.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Rob Hunter
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Re: Rob Hunter

Post by Rob Hunter » Tue Feb 13, 2018 9:49 pm

Advances
Please list all Edges and Advances taken for your character here

M.A.R.S. Framework
  • MARS Package: Power Armor Soldier
  • 3 Rolls on Hero’s Journey Tables
  • +20 XP
  • 3 Rolls on MARS Fortune & Glory

M.A.R.S. Package: Power Armor Soldier
  • Begin with the Power Armor Jock Edge.
  • Select any one suit of Power Armor.
  • Choose the starting gear allotment for the Combat Cyborg, Crazy, or Juicer. Select any one additional weapon from the Ranged Personal Weapons section.

Hero’s Journey
Experience
  • 3
  • Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.

Training
  • 11
  • Functional machines and technology often mean the difference between life and death in the world of Savage Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, as well as +1 on Knowledge (Electronics) and Knowledge (Engineering) rolls.

Training
  • 14
  • When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.

M.A.R.S. Fortune & Glory
Fortune and Glory
  • 4
  • Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge. (Quick edge taken).

Fortune and Glory
  • 2
  • A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice. (Listed under equipment).

Fortune and Glory
  • 11
  • Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny

Advances
  • Initial Advances: (From Hindrances): Agility increase, Vigor increase (d10)
  • Free Edge (Human): Giant Killer Edge
  • Cybernetic Modifications: None
  • Novice 1 Advance: Spirit increase
  • Novice 2 Advance: Fighting increase, Throwing increase
  • Novice 3 Advance: Steady Hands Edge
  • Seasoned 1 Advance: Charge Edge
  • Seasoned 2 Advance: Battle Hardened
  • Seasoned 3 Advance: Elan Edge
  • Seasoned 4 Advance: Vigor increase (d12)
  • Veteran 1 Advance: Overrun Edge
  • 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:
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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