Digit Havoc (M.A.R.S. Super Soldier)

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Digit Havoc
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Digit Havoc (M.A.R.S. Super Soldier)

Post by Digit Havoc » Tue Oct 23, 2018 9:13 pm

Table Rolls

FGs
1d12: 4
1d12: 4
  • Reroll: 1d12: 9
1d12: 10
Trade 4 + 10 for 5

HJs
1d20: 2
1d20: 9
1d20: 11

Rich HJs
1d20: 6
1d20: 13

Narrative Hook
1d20: 10

Credits
2d4: 2, 4x1000=6000+5000=11000
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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Digit Havoc
Posts: 27
Joined: Wed Oct 24, 2018 7:12 pm

Re: Digit Havoc, Mad Scientist (M.A.R.S. Super Soldier)

Post by Digit Havoc » Wed Oct 24, 2018 6:16 pm

Player Name: Derrick
Google Handle: dsmith8807

Digit Havoc (“Diggy,” “Havoc,” “H@V0K”)
Rank: Novice Experience: 09 Advances Left: 0
Race: Human
Iconic Framework: M.A.R.S. Super Soldier
Attributes: Agility d6, Smarts d10/d12, Spirit d6, Strength d4, Vigor d6
Charisma: 0; Pace: 5; Parry: 4; Toughness: 11(5); Strain: 0/6; Street Cred: 2/2
Skills
  • Fighting d4
  • Knowledge (Computers) d6
  • Knowledge (Electronics) d8+2
  • Knowledge (Engineering) d8+2
  • Knowledge (Politics) d8
  • Knowledge (Science) d6
  • Lockpicking d6
  • Notice d8
  • Persuasion d6+2
  • Repair d12
  • Shooting d6
  • Streetwise d6+2
  • Survival d4+2 (Untrained)

Hindrances
  • Curious (Major): Must check everything out and always want to know what's behind a mystery.
  • Elderly (IF): +5 Smarts-linked skill points; -1 Pace; -1 die type to Strength & Vigor. They may never be raised.
  • Delusional (Minor): Values technology and machinery equal to, just above or just under sentient life. Depending on the particular sentient.
  • Wanted (Minor): Rumored to be a scholar and a scientist, but never definitely confirmed by the authorities..

Edges
  • AB (Super Powers - SPC; IF): This Edge replaces the version from Savage Worlds Deluxe. It grants a number of Power Points equal to the Power Level of the Iconic Framework granting the edge (See MARS Package: Super Soldier and the Super Powered Hero Iconic Framework).

    No arcane skill is required. Super powers work “at will” and require no roll unless the specific power says otherwise. Cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation.

    Characters with this edge can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges. Super Karma will not be used, instead the available points will be determined by the iconic Framework.
  • Connections (ISS; FG): Streetwise to contact & Persuasion to get something out of contact.
  • Connections (Local Government; FG): Streetwise to contact & Persuasion to get something out of contact.
  • McGyver (HJ): No negative penalties on Trait rolls for lack of equipment in most situations.

    Given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that's needed when such a thing isn't actually present. (GM Discretion)
  • Power Points (N1): +2 PP
  • Rich (FG): +2 gear rolls on HJ or a vehicle of choice, +5000 credits.
  • Scholar (I1): +2 to K/Engineering & K/Electronics
  • Tinkerer (R): Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules.
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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Digit Havoc
Posts: 27
Joined: Wed Oct 24, 2018 7:12 pm

Re: Digit Havoc, Mad Scientist (M.A.R.S. Super Soldier)

Post by Digit Havoc » Wed Oct 24, 2018 6:18 pm

Powers
Arcane Background: Super Powers - SPC
PP: 16/16

Mad Scientist [16/16 PP]
Digit Havoc is a deranged scientist who creates highly effective, but unorthodox devices. He struggles to make inventions useful, or palatable, to others. His mastery of technology is undeniable, but he has a long way to go to adapt his creations for widespread use.

Cerebral Quantum Processor [5 PP]
A cybernetic implant of Digit Havoc’s own design. It calculates probabilities and advanced mathematical equations, stores information, and generally enhances Digit Havoc’s mental abilities. It is also capable of sending and receiving signals.
With the help of CQP, Digit Havoc can figure out how to do almost anything, even if he has no experience with or knowledge of the task. Additionally, he is able to figure out his enemies intentions and react or counter them quickly. Failing that, he can emit signals to interfere with their equipment.
  • Tap into any radio and television broadcasts as long as there is a connection to the network within 1 mile.
    • Encrypted transmissions require a Smarts roll at -2
  • Ignore the -2 penalty when making unskilled rolls.
  • On a 1 or 2 of the Skill die, any direct action against Digit Havoc suffers a mishap regardless of Wild Die.
    • The foe’s weapon malfunctions, he slips and falls, a power fails, and so on.
    • Exact effect up to GM, but should usually cause the foe to miss his turn at the very least.
  • +1 die type to Smarts and its maximum is increased by 1 step.
CQP Build Points
Jinx [2 PP] (2 PP; +2 PP Improved Jinx, -1 PP Device, -1 PP Requires Activation)
  • Broadcast [1 PP] (2 PP; -1 PP Contingent)
  • Gifted [1 PP] (2 PP; -1 PP Contingent)
  • Super Smarts 1 [1 PP] (2 PP; -1 PP Contingent)

Mad Science [6 PP] 0/2 PP Invested in Devices
Digit Havoc can quickly create useful devices to fit any situation. Mad Science requires not only two hands, but also the specialized tools and equipment from MANUS 2’s cyberhand form. Without his cyberhand, Digit Havoc cannot use invent to create new devices or break down old ones.
  • Create a device duplicating any power in SPC. (Device modifier unavailable)
  • Can spend all points in one device, or spread them amongst multiple devices.
  • Requires 10 minutes x its original cost to assemble. The devices created are permanent, but can be disassembled to make new devices.
  • Devices can be used by other heroes at -2 to the Trait roll to use them.
  • As an action, may attempt a Repair roll to switch her levels from one power (or powers) to a single other power on the fly.
    • -1 penalty to the roll for every level devoted to the new power.
    • If she fails, she does not gain the new power and also loses any powers being changed.
    • If the inventor rolls a 1 on the Repair die (regardless of the Wild Die) she is Shaken.
Mad Science Build Points
Invent 2 [6 PP] (2 PP; +3 PP On the Fly, -1 PP Limitation)

MANUS 2 (Mechanically Animated iNfiltration Unit, Series 2)
MANUS 2 is a cybernetic hand replacement developed by Digit Havoc. When attached to his arm, it is a fully functional hand. It also has a variety of tools useful for handiwork as well as specialized equipment which allows him to directly interface with computers and electronics. MANUS 2 can also detach from Digit Havoc’s arm and be remotely operated.

MANUS 1 originally contained a limited AI which allowed it to be fully autonomous. Unfortunately, it developed sentience and attempted to choke Digit Havoc in his sleep. MANUS 2 was redesigned to follow instructions from the operator, and is easily controlled in most circumstances.

Cybernetic Hand [5 PP]
  • +4 to rolls involving the use of computers or other electronics
  • +4 to open electronic locks, bypass security systems, and override other similar protection devices without tools. (Lockpicking [Computers instead, for rifts?] roll modified by the quality of the lock. May even attempt if unskilled and not normally allowed an attempt, and still adds the +4 bonus for interface.
    • 1d6 rounds to bypass a system or half that (rounded down) on a raise.
  • +2 die types to Repair and increases its maximum by 2.
MANUS 2 Cyberhand Build Points
Interface [4 PP] (2 PP; +1 PP Code Breaker, +2 PP Switchable, -1 PP Device)
Super Skill 2 [1 PP; Repair x2] (1 PP; -1 PP Device)
Drone Hand [2 PP]
Drone Hand Stat Block
Drone Hand
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Lockpicking d6, Notice d6, Stealth d8
Pace: 4; Parry: 6; Toughness: 3
Special Abilities:
  • Advanced Camera: The drone hand's cameras uses thermal and night vision technology and are capable of recording in any lightning. The drone hand ignores illumination penalties.
  • Alertness: The drone hand adds +2 to Notice rolls.
  • Construct: The drone hand adds +2 to recover from Shaken and is immune to poison and disease. The drone hand cannot heal naturally. To heal the drone hand requires the Repair skill which is used like the Healing skill, only with no "Golden Hour."
  • Danger Sense: The drone hand gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold.
  • Ion Vulnerability: The drone hand take +4 damage from Ion Weapons.
  • Size -2: It's a hand.
  • Small: Attackers subtract 2 from their rolls to hit the drone hand.
  • Video Uplink: As an Action, the character can link into the drone hand's video to see and hear what the drone sees and hears, within the character's Smarts in miles.
  • Wall Walker: The drone hand may walk on horizontal surfaces or even upside down at normal Pace (and even run). It may also carry its normal load limit (if the surface can support it).
  • If destroyed, Manus 2 is rebuilt within 1d6 days.
  • Notice roll to detect hidden dangers. On a raise, start the first round of an ambush or surprise attack on Hold. (Superior version of the Danger Sense Edge and does not stack with it.)
  • Ignore all illumination penalties.
  • May walk on horizontal surfaces or even upside down at normal Pace (and even run). May even carry normal load limit (if the surface can support it).
  • While Drone Hand is active, Havoc Digit is suffers from the effects of the One Arm hindrance.
MANUS 2 Drone Hand Build Points
Minions 1 [2 PP] (2 PP; +3 PP Super Powers, -1 Device, -2 Limitation)
  • Danger Sense [1 PP] (2 PP; -1 PP Device)
  • Heightened Senses 2 [1 PP; Thermal + Low Light Vision] (1 PP; -1 Device)
  • Wall Walker [1 PP] (1 PP; -1 PP Device)

Inventions
Inventions [Maximum Cost of 2 PP]
Load Distributing Weapon Gimble Harness [2 PP]
This harness is designed to distribute the weight of the attached weapon evenly across the wearer's body. It reduces the weight of the weapon attached to it by 14 lbs, and allows any weapon with a minimum strength of d6 to be used without penalty.
It also has a quick release setting which can be used to set a specific configuration for the weapon gimble's arm when released, allowing nearly instantaneous deployment in the field.
  • Increases Strength by 1 die type. This only applies to counter the weight of the attached weapon (d4x7 -> d6x7 = up to 14 lbs) and to the minimum strength of the weapon.
  • Quick Draw, only applies to the gimbled weapon.
Load Distributing Weapon Gimble Harness Build Points
Super Strength 1 (1 PP) [2 PP; -1 PP Limitation]
Super Edge 1 (1 PP) [2 PP; -1 PP Limitation]
Chop Suey! [2 PP]
Digit Havoc activates the self defense protocol in his cybernetic hand. He allows the energy core to connect to the metal exterior of his hand, electrifying it.
  • Stun: Make a touch attack against a target. If the attacker wins, the victim must make a Vigor roll at -2 or be Shaken. If he wins with a raise, the victim is Incapacitated on a failure.
    • Incapacitated characters make a Vigor roll at -2 each round to revive. Success means they revive but are Shaken and can recover on the next round as usual. On a raise, they revive instantly, not Shaken.
Chop Suey! Build Points
Stun [2 PP] (2 PP; +1 PP Strong, -1 PP Contingent [Cybernetic Hand])
Death Grip [2 PP]
Digit Havoc activates his drone hand's combat support protocols before activating it. Its digits can extend and wrap a target up and even anchor itself into surfaces if necessary.
  • Ensnare: Roll Fighting against an adjacent foe. If the attack is successful, the victim is bound and suffers a -2 penalty to Pace and skills linked to Agility and Strength until freed. With a raise, the binding fully restrains the target, who cannot make any physical action except to try and break free.
    • In either case, the target may make a Strength or Agility roll at -2 to escape. A raise allows the victim to break free and act in the same round.
Death Grip Build points
Ensnare [2 PP] (3 PP; -1 Contingent [Drone Hand]
Glitch Digits [2 PP]



Hand Grenade [2 PP]
Digit Havoc slips a "glove" of shrapnel over MANUS 2 and primes its energy core to detonate in a violent yet controlled manner. Then he activates drone hand and manuevers it into position. This explosion disables MANUS 2 temporarily, but is a devastating one-off attack.
  • The drone hand must first "prime" itself by standing still and taking no other actions for one round. At the beginning of its next action, it explodes for 3d8 Mega Damage in a Medium Burst Template.
  • The drone hand is incapacitated (but not destroyed) after exploding. It requires four hours to power back up.
Hand Grenade Build Points
Explode 2 [2 PP] (2 PP; +1 PP Heavy Weapon, -1 PP Contingent (Drone Hand), -2 PP Fatigued)
Sonic Bird [2 PP]
Digit Havoc turns on CQPs trajectory calculation program and routes all of his cyberhand's power to its middle finger. Then, he flicks small objects at his enemies with devastating force. This power is highly audible.
  • 3d6 Mega Damage, AP 0
  • 24/48/96
  • RoF: 1
  • Sonic Bird allows Digit Havoc to flick small objects such as slingshot pellets, marbles, or rounded stones at supersonic speed. This power cannot be used without such an object.
  • Sonic Bird is inherently deadly. Digit Havoc can attempt a nonlethal attack but suffers the standard -1 penalty to the attack roll, and the damage is reduced a die type.
Sonic Bird Build Points
Attack, Ranged 2 [1 PP] (2 PP; +2 PP Range, +1 PP Heavy Weapon, -2 Requires Material, -1 Lethal, -1 Contingent [Cybernetic Hand], -1 Limitation [Audible Sonic Boom])
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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Digit Havoc
Posts: 27
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Re: Digit Havoc, Mad Scientist (M.A.R.S. Super Soldier)

Post by Digit Havoc » Wed Oct 24, 2018 6:20 pm

Background
Diggy was born into the 'burbs of chi-town. He was molded by them. And he never left. Diggy was a bright young man, and that was both a curse and a blessing. He was smart enough to stay out of trouble (or get into the right kind), but living in the CS meant that knowledge and learning were out of his reach.

So, Diggy began doing hidden experiments and buying forbidden books. He learned science and built strange machines - just because. As he grew older, his experiments grew more challenging but more rewarding.

Now he is an old man and master of his craft. He just needs to refine and diversify it. Make it useful for other people. He is already having success with "simple" enhancements and creations; however, his own brand of science is too difficult for the lay person to understand.

Digit Havoc (the closest name he has to an official "name" - but only one name of many) is believed to be a learned man by the authorities, but it has never been confirmed. Whether through a bribe to the right official or liquidating assets before they're discovered, he has walked a fine line his entire adult life.
Jan-Goszyk-Cyberpunk-Characters.jpg
Picture 2
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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Digit Havoc
Posts: 27
Joined: Wed Oct 24, 2018 7:12 pm

Re: Digit Havoc, Mad Scientist (M.A.R.S. Super Soldier)

Post by Digit Havoc » Wed Oct 24, 2018 6:28 pm

Gear (24.5/28)
TK Revolver (1/2 Minor Mods / 0/6 Major Mods)
  • 2d6+2 Damage, AP 4
  • 12/24/48
  • RoF 1
  • Shots: 6/6
  • Shooting +1
  • Minor Mod: 5/5 PPE to charge weapon. Recharges 1 PPE per 30 minutes on a ley line.
  • Notes: Revolver, can “fan the hammer” (Rapid Attack); 2 PPE and an action to reload; Expend 2 PPE as a free action to cause Mega Damage for 3 rounds.
  • Weight: 4 lbs
  • Cost: 10,000
GAW Throwback (Patron Item)
Image
This Pre-Rifts shotgun design is being tested by Golden Age Weaponsmiths, using mercs like you!
  • Damage: Slug: 2d12+2, AP 2 / Buckshot: 1-3d8+2, AP 0, +2 to hit / BigBore "Shotgun" Shells: 3d6+2 Mega Damage, BigBore Knockdown, AP 0
    • BigBore Knockdown: If hit, whether damaged or not, the target of the attack rolls Strength at -2 versus the shooting roll of the attacker. If the target fails, they are pushed 1" and knocked prone, or pushed 2" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
  • Range: 12/24/48
  • RoF: 3, 3RB
  • Payload: Expanded internal tubular magazine, 50 round capacity (5 rows of ten). Switching between rows is an action equivalent to drawing a weapon; Quick Draw applies.
    • Tube 1: 10/10 Slugs (2d12+2 Damage, AP 2)
    • Tube 2: 10/10 Slugs (2d12+2 Damage, AP 2)
    • Tube 3: 10/10 Buckshot (1-3d8+2 Damage, AP 0 [Shooting +2])
    • Tube 4: 10/10 Buckshot (1-3d8+2 Damage, AP 0 [Shooting +2])
    • Tube 5: 10/10 BB SG Shells (3d6+2 Mega Damage, AP 0 [BigBore Knockdown])
  • Features:
    • A golden age recoil suppression system negates 2 points of penalties to hit from auto-fire.
    • Adaptive engineering: can also use Bandito Arms BigBore "Shotgun" Shells (damage is reduced, but knockdown effect added)
  • Min Strength d6; (15 lbs.)
  • BigBore Cost: 120 credits per BB shotgun shell or 16,000 credits for a gross (box of 144 shells)
ED-5 “Plastic-Man” Light Security Armor
  • +5 Armor
  • FEP: Fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.
  • Basic (5 mi) comms
  • Visor/Lenses which offset illumination penalties by 2 and provide +2 to resist blinding attacks.
  • Strength Minimum: -
  • Weight: 6.5 lbs (Round Up or Down?)
  • Cost: 18000
Field Computer, Grade I
  • Rugged computer capable of withstanding the shocks and jarring life in a Mega-Damage world.
  • +1 to any K/Computers or Lockpicking rolls when in an opposed roll situation.
    • Also applies to any Investigation rolls for recalling history or related research.
  • Weight: 2 lbs
  • Cost: 2500
Hand Scanner (Sensor Suite, Small [SFC])
  • Optical, chemical, motion, and other active sensros ignore illumination penalties and add +2 to Notice rolls made to detect designated types of targets such as biological beings, chemical signatures, metal, etc.
  • Targets do not have to be visible, though dense materials may cause inaccurate or false readings. (GM Discretion).
  • Handheld with a range of 50 yards (150’).
  • Glitched (-1 to all Trait rolls where it’s used, or its applicable bonus is reduced by 1 [per TD Table])
  • Weight: 2 lbs
  • Cost: 5000
Bandito Arms Branaghan Armored Overcoat (Patron Item)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
  • 1 Toughness
  • 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.
  • No Minimum Strength Requirement (10 lbs.)
  • Features:
    Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
Credits: 0 (I traded Adventure Survival Armor, Tool Kit, and NG-S2 for Hand Scanner + Field Comp, Grade 1. I was 700 credits short, so GM allowed it with a glitch on the hand scanner.)

Contacts
ISS Disptacher - Sam Koch: Sammy is an old friend from Diggy's youth. They got into a lot of trouble together, and got right back out of most of it. Sammy made his way into ISS, and Diggy kept to the streets and science.
Their friendship endured. Diggy mostly stayed out of any real trouble, and Sammy would give him a heads up if he heard about any units hot on the scientist's trail. In exchange, Diggy tuned up and fixed things for Sammy. Sometimes even some creds for thanks.
Now, Sammy and Diggy are both older. Sammy has a cushy job in dispatch. Conveniently, that also means he's much more aware of which units are going where.
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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Digit Havoc
Posts: 27
Joined: Wed Oct 24, 2018 7:12 pm

Re: Digit Havoc, Mad Scientist (M.A.R.S. Super Soldier)

Post by Digit Havoc » Wed Oct 24, 2018 6:32 pm

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

Attributes
Agility: d6 (1)
Smarts: d12 (1, 1 FG, 1 IF, I2)
Spirit: d6 (1)
Strength: d4 (0)
Vigor: d6 (2)

Skills (15/15 + 5/5 Smarts-linked*, +3 Free Smarts-linked d6 + d8 K/Politics)
  • Fighting d4 (1; Ag)
  • K/Computers d6 (0, *2, Sm)
  • K/Electronics d8 (0, *1, Free d6; Sm)
  • K/Engineering d8 (0, *1, Free d6; Sm)
  • K/Politics d8 (0, Free d8; Sm)
  • K/Science d6 (1, *1; Sm)
  • Lockpicking d6 (2; Ag)
  • Notice d8 (3; Sm)
  • Persuasion d6 (2; Sp)
  • Repair d12 (2, Free d6, 1 HJ; Sm)
  • Shooting d6 (2; Ag)
  • Streetwise d6 (2; Sm)
M.A.R.S. Super soldier
  • Unlike the Superhero IF, the player may choose any race when creating a Super Soldier MARS Hero. The GM may have campaign based restrictions.
  • Gain Arcane Background (Super Powers - SPC) from the Super Powers Companion. Gain 12 Power Points. No more than 10 Power Points can be spent on any one power.
  • Mutation: For the price of One Major Hindrance, two Minor Hindrances, or two points of negative racial traits (TLPG p. 50), the character may add another 2 to their total available Power Points. The GM may limit it to only races from the core Savage Worlds Deluxe book or other races with no more than 4 points of Negative Racial Abilities.
  • Starting Gear: Begin with the starting gear of any one Iconic Framework of your choosing.
    • Techno-Wizard: Adventure Survival Armor, TK Revolver (w/ 1 minor md), NG-S2 Survival Pack, Tool Kit, 2d4x1000 Credits.
Hero’s Journey
  • Body Armor (13): Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor. This result may be applied up to two times.
  • Education (9): He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
  • Education (11): Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
  • Underworld & Black Ops (2): When all else fails, your hero knows how to take any available resources and jury rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.
  • Ranged Weapons (6): Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This result may be applied a maximum of two times.
MARS Fortune & Glory
  • (5): Smart and Learned - Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • (9): Wealthy and Connected - You hero begins with the Rich Edge and the Connections Edge with two factions.
Advances
  • Initial Advances 1: Scholar
  • Initial Advances 2: Smarts d12
  • Free Edge (Human): Tinkerer
  • Novice 1 Advance: Power Points
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • 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:
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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Digit Havoc
Posts: 27
Joined: Wed Oct 24, 2018 7:12 pm

Re: Digit Havoc (M.A.R.S. Super Soldier)

Post by Digit Havoc » Tue Jan 01, 2019 10:33 am

+4 XP Q4 2018
Digit Havoc
Digit Havoc, Mad Scientist (M.A.R.S Super Soldier)
Pace: 5; Parry: 4 Toughness: 11(5)
Combat-Relevant Edges & Abilities:
  • None, Really.
Wounds: 0/3; Fatigue: 0/2; Inventor PP: 0/2
Bennies: 1/3
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