Sparky — MARS EOD Specialist

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Sparky
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Sparky — MARS EOD Specialist

Post by Sparky »

1d20: [6] = 6 - Smart and Learned
1d20: [16] = 16 Can't do a sidekick

1d20: [5] = 5 - Agile and Dexterous

1d20: [5] = 5 - Education
1d20: [11] = 11 - Training
1d20: [19] = 19 - Rolled in error. EOD Specialist only gets two.

Wealth
2d4: [3, 3] = 6
4d6: [3, 4, 3, 6] = 16

Rich
2d20: [19, 5] = 24
Cybernetics - Choice - Optics System
Cybernetics - Leg Upgrades

Filthy Rich
2d20: [7, 18] = 25
Cybernetics - Vehicle Interface Package - Replace with required prerequisite Core Electronics Package
Cybernetics - +2 Armor

Bonus HJ Pick
Underworld & Black Ops: She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.

Gun Bunny: For 3 EP select one result from Body Armor, Close Combat Weapons or Ranged Weapons tables: Result 1-3 Add any Personal Ranged Weapon listed in this book to your character’s gear list.
  • Add NG-LG6 Laser Rifle & Grenade Launcher.
Last edited by Sparky on Mon Mar 14, 2022 2:59 pm, edited 4 times in total.
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Traits, Hindrances & Edges

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Sparky Zipwidget
Veteran Male Dwarf
Iconic Framework: MARS EOD Specialist

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8, Vigor d10

Pace: 7 | Running Die: d4 | Parry: 6 | Toughness: 17 (7) | Strain: 2/8

Credits: 150

Bennies 3 of 3

Skills
Agility
Athletics d10
Fighting d8
Shooting d10
Stealth d6
Thievery d6

Smarts
Common Knowledge d6+2
Electronics d10+2
Hacking d8+2
Notice d8
Repair d10+4
Research d8+2
Science d8+2
Survival d4
Language (Dwarven*) d8
Language (American) d8
Language (Dragonese) d6
Language (Euro) d6
Language (French) d6
Language (Spanish) d6
Language (Techno-Can) d6

Spirit
Persuasion d8

Hindrances
  • Quirk: Sparky loves to blow stuff up. He loves disarming explosives too but he really likes blowing them up. "Oh boy, oh boy!"
  • Curiosity: Sparky can't resist a mystery even if it might get him blown to kingdom come. Wouldn't be the first time.
  • Vengeful (Minor): The loss of his homeland in Tolkeen leaves Sparky with little desire to turn the other cheek. Crossing him will have a Dwarf exploding in your face if you lucky. If you're unlucky your face just might explode.
Edges
  • [MARS] Conditioned - Gains +2 bonus to rolls to resist interrogation and ignores 1 point of Fatigue penalties.
  • [MARS] Demolitionist - Use Repair, ignoring 2 penalties. Raise adds +1d to damage (plus usual +1d6), or defuse in half time. +2 Stealth to conceal or +2 Notice to detect traps.
  • [MARS] Expert Demolitionist - Ignores up to 4 points of penalties, and may spend a Benny to reroll Critical Failures.
  • [MARS] Take 'Em Down - When attacking MDC targets with a Mega Damage attack, add +4 AP to their attacks.
  • [F&G] Quick - The hero may discard and redraw Action Cards of 5 or lower.
  • [H1] Rich - See Filthy Rich
  • [H2] Filthy Rich - +25,000 credits + 4 HJ Rolls on Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Weapons Tables
  • [HJ] Linguist - Character has d6 in languages equal to half her Smarts die.
  • [HJ] Mr. Fix It - +2 to Repair rolls, half the time required with a raise.
  • [Bonus HJ] I Know a Guy - Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group).
  • [N1] Brawny - Toughness +1. Treat Minimum Strength requirements as one die type less; treat Strength as one die type higher for Encumbrance.
  • [S1] Marksman - See Sharpshooting.
  • [S2] Sharpshooting - With RoF 1 ranged attacks gain +1 to hit or ignore 4 penalties, even while moving at Pace.
  • [V1] Scholar
  • [V2]Improved Take Em Down
  • [Sig Item] Streetwise - +2 to Common Knowledge and criminal networking.
  • [Sig Item] Scrounger - See Text, A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one task on Rifts®: TRPG p80
Last edited by Sparky on Mon Oct 10, 2022 10:08 pm, edited 16 times in total.
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Background

Post by Sparky »

Sparky had not been back to Tolkeen in years but then it became obvious that war with the CS was inevitable he made his way home to enlist with the defense forces as a Sapper.

In progress...
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Gear

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GEAR
NG-S2 Survival Pack (20 lb)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • Survival Knife
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
Repair Kit, Field (10 lb)
  • Notes: Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items. It requires a Repair skill of at least d4 to use. The Field Repair Kit grants a +1 to all Repair rolls. Frequent use necessitates replenishing the supplies, per the GM.
Plastique Explosives, MD (5 lb)
  • Damage: 6d6 (per initial .5 lb charge)
  • Notes: SBT, Mega Damage, +6 damage per extra .5 lb.
ARMOR
Urban Warrior Tactical Medium EBA
  • Armor: +5 Toughness: +2
  • Weight: 11 lbs (Min Str: d4)
  • Notes:
  • Rarity: +0; Cost: 35,000
Grenade Types
Plasma Grenade
  • Range: 05/10/20 | Dmg: 3d12 | AP: 0 | Template: SBT | ROF: 1 | Weight: .25 lbs.
  • Rarity: -2 Cost: 1,800
  • Notes: On raise target(s) catch fire, take 3d6 damage/round and Distracted until doused
HE Grenade
  • Range: 05/10/20 | Dmg: 3d10 | AP: 4 | Template: MBT | ROF: 1 | Weight: .25 lbs.
  • Rarity: 0 Cost: 750
Frag Grenade
  • Range: 05/10/20 | Dmg: 5d6 | AP: 0 | Template: LBT | ROF: 1 | Weight: .25 lbs.
  • Rarity: +1 Cost: 550
AP Grenade
  • Range: 05/10/20 | Dmg: 3d8 | AP: 16 | Template: SBT | ROF: 1 | Weight: .25 lbs.
  • Rarity: -1 Cost: 700
WEAPONS
NG Super Laser Pistol
  • Range: 12/24/48
  • Dmg: 3d6+1, AP: 2
  • ROF: 1
  • Shots: 20
  • Weight: 13 lbs. (Min Str: d6)
  • Notes: Integral grenade launcher (12/24/48, damage by grenade, 6 Shots, Reload 2, Fragx6 loaded)
  • Spare E-clips: 2
  • Grenade Reloads: HE x 6 | AP x 6
  • Rarity: -2 Cost: 21,000
NG-LG6 Laser Rifle & Grenade Launcher
  • Range: 24/48/96
  • Dmg: 4d6, AP: 2
  • ROF: 1
  • Shots: 20
  • Weight: 15 lbs. (Min Str: d6)
  • Notes: Integral grenade launcher (18/36/72, damage by grenade, 5 Shots, Reload 2, HEx5 loaded)
  • Spare E-Clip x 2
  • Grenade Reloads: AP x 5 | Plasma x 5
  • Rarity: -2 Cost: 21,000
Vibro-Knife
  • Range: Melee
  • Dmg: Str+1d6, AP: 6
  • Weight: 2 lbs. (Min Str: d4)
  • Notes: MD while powered
  • Rarity: +2 Cost: 7,000
Hand Grenades
  • Plasma x 2
  • Frag x 2
  • HE x 2
Last edited by Sparky on Mon Oct 10, 2022 9:37 pm, edited 12 times in total.
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Cyberware

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Strain: 2/8
  • Core Electronics Package (1 strain): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Leg Upgrades (1 strain): Each upgrade grants +2 Pace and +1" Jumping distances.
  • Armor Plating (1 strain): +2 natural Armor, stacks with Worn Armor.
  • Optics Package (1 strain): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Cyber-Wired Reflexes (1 strain): Raise Agility one die step
  • Targeting Eye (1 strain): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
Last edited by Sparky on Mon Mar 14, 2022 11:57 am, edited 1 time in total.
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Special Abilities

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Racial
  • 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.
MARS
  • MARS Advances: EOD Specialists begin as Seasoned heroes
  • EOD Specialist Skills: Repair d6, Thievery d4, Survival d4. Electronics d6, and Science d6.
  • EOD Specialist Edges: Conditioned, Demolitionist, Expert Demolitionist, and Take 'Em Down Edges.
  • Spicy Home Cooking: May roll Repair to manufacture explosive devices. The EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of damage, and a raise allows a free reroll of the damage.
  • Hero's Journey: Make one less roll on the Hero's Journey tables.
  • Restricted Hindrances: Cannot take the All Thumbs or Illiterate Hindrances.

Languages Known: Techno-Can (d6), Spanish (d6), French (d6), Euro (d6), Dragonese (d6), American (d8), Dwarven (native, d8)
Last edited by Sparky on Mon Mar 14, 2022 12:02 pm, edited 1 time in total.
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Signature Item

Post by Sparky »

None
Last edited by Sparky on Wed Jan 11, 2023 2:22 pm, edited 2 times in total.
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Advances

Post by Sparky »

Novice Advances
  1. Edge: Brawny
  2. Raise Attribute: Vigor
  3. Raise Skills: Electronics/Research
Seasoned Advances
  1. Edge: Marksman
  2. Edge: Sharpshooting
  3. Raise Attribute: Strength
  4. Raise Skills: Research/Science
Veteran Advances
  1. Edge: Scholar (Science)
  2. Raise Attribute: Vigor
  3. Raise Skills: Athletics/Shooting
  4. Edge: Improved Take Em Down
Last edited by Sparky on Mon Oct 10, 2022 10:03 pm, edited 2 times in total.
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: Sparky — MARS EOD Specialist

Post by Daniel »


Approved for Savage Rifts: Machinations.

Welcome to the party.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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