Dorn Forgehammer SWADE Super (Weird) Scientist

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Dorn Forgehammer
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Dorn Forgehammer SWADE Super (Weird) Scientist

Post by Dorn Forgehammer » Mon Sep 09, 2019 9:48 pm

MARS PCO

Education HJ Roll 1d20 = 14: 14 Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery
Body Armor HJ Roll 1d20 = 4: 4You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor
Training HJ Roll 1d20 = 1: 1 After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.

Gear Credits 6d6*1000 = 17000: 2, 2, 6, 1, 2, 4
Standard Gear Credits: 2d4*500 = 2500: 1, 4
Starting Credits: 4d6*100 = 1600: 4, 2, 5, 5

Rich
Cybernetics HJ Roll 1d20 = 7: 7
Cybernetics HJ Roll 1d20 = 17: 17

Filthy Rich
Cybernetics HJ Roll 1d20 = 16: 16
Cybernetics HJ Roll 1d20 = 1: 1

Hook 1d20 = 2: 2 The Siege of Tolkeen
Last edited by Dorn Forgehammer on Tue Sep 10, 2019 8:50 am, edited 1 time in total.
Dorn Forgehammer
Bennies 3 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
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Posts: 111
Joined: Fri Oct 06, 2017 5:48 pm

Re: SWADE Super (Weird) Scientist

Post by Dorn Forgehammer » Tue Sep 10, 2019 12:44 am

Character Sheet
Dorn Forgehammer
Rank: Veteran Advances Left:
Race: Dwarf
Iconic Framework: MARS PCO (Weird Scientist)
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d10, Vigor d10
Pace: 5 Parry: 6 Toughness: 18(8) Strain: 7/8

Skills:
  • Athletics d4
  • Common Knowledge d8+2
  • Notice d8
  • Persuasion d6
  • Stealth d4
  • Science d10
  • Hacking d10+2
  • Weird Science d10
  • Repair d10+4
  • Electronics d10+2 (+4 with vehicle electronics)
  • Shooting d8+2
  • Fighting d8
  • Occult d4
  • Research d8
  • Driving d8+2
Attributes Expenditures
Racial: Strength 1, Vigor 1
F&G: Smarts 2
Starting: Agility 1, Smarts 1, Spirit 1, Strength 1, Vigor 1
Cybernetics: Agility 1, Strength 1, Vigor 1
Hindrance: Spirit 1
Skills (20 points total): Fighting 3, Repair 2, Weird Science 2, Occult 1, Electronics 2, Research 1, Notice 2, Hacking 2, Persuasion 1, Driving 3, Persuasion 1
Bonus from F&G: Smart and Learned (x2) - add two die types to any six Smarts-linked skills:
Common Knowledge, Science, Electronics, Repair, Weird Science, Research
HJ Roll 3 points to Fighting/Shooting/Athletics: Shooting 3
HJ Roll d6 Hacking
Hindrances
  • Curious (Major) - You don’t mind if I take this apart to see how it works do you?
  • Habit (Minor) - Likes to smoke cigars
  • Stubborn (Minor) - I can admit when I’m wrong. It just never happened yet.
Edges
  • [IF] AB (Wierd Science): +15 power points, 2 starting powers
  • [IF] Gadgeteer - Spend 3 power points to create a device that replicates another power
  • [H1] Upgrade - Vehicle Interface Package
  • [N1] Rich: +15,000, 2 HJ Rolls on Equipment tables
  • [N2] Filthy Rich: +10,000, 2 HJ Rolls on Equipment tables
  • [N3] New Powers - Healing, Protection
  • [S1] Upgrade - Synthetic Organ Replacement
  • [S2] Mr. Fix It - adds +2 to Repair rolls. With a raise, halve time required to fix something.
  • [S3] Artificer - Allows user to create Arcane Devices.
  • [S4] McGyver - improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
  • [V1] Power Points - +5 PP
Cybernetics
Bionic Strength Augmentation* (U) - Strain: 1
  • Add one die type to Strength
Core Electronics Package** (1) - Strain: 1
  • Core Electronics Package (1): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
Cyber-Wired Reflexes* (U) - Strain: 1
  • Add one die type to Agility
Sythetic Organ Replacement*** (U) - Strain: 1
  • Add one die type to Vigor
Optics Package** (1) - Strain: 1
  • Ignore Illumination Penalties, grants +2 to all sightbased Notice checks and versus blinding flashes and effects.
Targeting Eye* (1) - Strain: 1
  • Grants +2 to all Shooting rolls for weapons the character spends a full round calibrating, requires the Optics Package.
Vehicle Interface Package*** (1) - Strain: 1
  • Grants +2 to related Boating, Driving, Piloting, and Electronics checks.
Cybernetics Notes
*Paid for from funds
**Acquired by via Rich/Filthy Rich HJ Rolls
***Via Upgrade Edge
Last edited by Dorn Forgehammer on Wed Sep 11, 2019 9:27 am, edited 1 time in total.
Dorn Forgehammer
Bennies 3 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
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Posts: 111
Joined: Fri Oct 06, 2017 5:48 pm

Re: SWADE Super (Weird) Scientist

Post by Dorn Forgehammer » Tue Sep 10, 2019 12:48 am

Powers
Arcane Background:
PPE/ISP: 20 Recovery: 5/hr

Portable Tesseract [Teleport] (2) [Seasoned]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Worn as bracer, controls field strength and locus.
  • Effect: Teleport allows a character to disappear and instantly reappear up to 12″ distant, or x2 with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don’t get a free attack. If casting teleport on a willing subject, the caster decides where they move to, not the target.
  • Modifiers: [Additional Recipients](+1); [Teleport Foe](+2)
Bio Electric Field Manipulator [Speed/Sloth] (2) [Seasoned]
  • Range: Smarts
  • Speed Duration: 5
  • Sloth Duration: Instant
  • Trapping: Handheld device that can lock onto specific bio-electric fields or target all fields in a specified area.
  • Speed Effect: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
  • Sloth Effect: Sloth halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
  • Speed Modifiers: [Additional Recipients](+1); [Quickness](+2)
  • Sloth Modifiers: [AoE: MBT/LBT](+2/+3); [Strong](+1)
Nanite Repair System [Healing] (2) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: Similar in appearance to the IRMSS but much more more advanced. Can anaylze alien biology and repair wounds, disease, poisons in seconds instead of minutes.
  • Effect: Removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
  • Modifiers: [Greater Healing](+10); [Crippling Injuries](+20); [Neutralize Poison or Disease](+1)
Personal Force Field [Protection] (1) [Novice]
  • Range: Self: -1 PP limitation
  • Duration: 5
  • Trapping: Force Field Belt with concentric dials on the buckle to adjust settings.
  • Effect: +2 Armor / +4 on a raise
  • Modifiers: [More Armor](+1); [Toughness](+1)
Dorn Forgehammer
Bennies 3 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
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Posts: 111
Joined: Fri Oct 06, 2017 5:48 pm

Re: SWADE Super (Weird) Scientist

Post by Dorn Forgehammer » Tue Sep 10, 2019 12:48 am

Background

Unlike most that joined the defense at Tolkeen, Dorn had less magical ability than a cup of water. What he did have was friends and relatives that were in danger and he wasn't going to stand around and do nothing. There's also the fact that as far as Dorn is concerned the CS are the worst humanity has to offer and standing up to them is a worthwhile goal in it's own right.

While Dorn may not have any magical talent what he does have in spades is a whole lot of technical expertise and the ability to build any number of super high tech gadgets which he used many times to great effect. The CS troops were on the lookout for the arcane and they had a tendency to overlook the mundane.

Unfortunately, despite all efforts, Tolkeen fell in the end and Dorn was among those that helped protect the refugees as they fled the city. When he heard about a castle full of dwarves that were offering refuge for the survivors and forming a resistance against the CS his curiosity was peaked and he made the trek south to see this marvel for himself.

Dorn is of average size for a dwarf though he has undergone a number of cybernetic enhancements over the years, another advantage of a lack of magic talent in his mind. Between his natural sturdiness and cybernetic enhancement he has no trouble with the his favorite heavy armor, a suit of Crusader Plate EBA. It reminds him of the stories of the armor the elders used to talk about from the old world. A heavy duty belt around his waist serves to hold a brace of sawed-off double barrel shotguns for close in work as well as a silver plated warhammer he picked up "just in case". His main weapon, however is his E4 Plasma Projector which he keeps in top condition.
Last edited by Dorn Forgehammer on Wed Sep 11, 2019 10:03 am, edited 2 times in total.
Dorn Forgehammer
Bennies 3 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
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Posts: 111
Joined: Fri Oct 06, 2017 5:48 pm

Re: SWADE Super (Weird) Scientist

Post by Dorn Forgehammer » Tue Sep 10, 2019 12:49 am

Gear
NG-S2 Survival Pack
  • 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) provides +1 to Healing.
  • 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
Field Repair Kit
  • 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, and offsets up to 2 points of penalties. Frequent use necessitates replenishing the supplies, per the GM (10 lb, 4000 credits).
NG-33 Laser Pistol
  • Range 12/24/48 | Damage 2d6+1 | RoF 1 | AP 3 | Shots 20 | Min Strength d4 | 4 lbs | 6,500 credits
  • E-Clips x 2
Crusader Heavy EBA
  • Armor +8 | Toughness +3 | Min Strength d8 | 24 lbs | 55,000 Credits
NG-E4 Plasma Ejector
  • Range 24/48/96 | Damage 3d12 | RoF 1 |AP - | 12 Shots | Min Strength d8 | 16 lbs | 30,000 credits
  • E-Clips x 3 | 24,000
Sawed-Off DB Shotgun (x2)
  • Range 5/10/20 | Damage 1-3d6 | RoF 1 | AP - | Shots 2 | Min Strength d4 | 6 lbs | 150 credits
  • Ammo: 50 Shells, 50 Slugs, 30 Silver Coated Shells
Silver Plated Warhammer
  • Damage Str + d6 | AP 1 | Min Strength d6 | 2 lbs | 2,500 credits
  • Notes: Spiked, AP 1
Spare Parts and materials for use with McGyver, Gizmo and Artificer - 5,000 credits worth


Credits: 5,230
Ledger
  • Starting Credits +1,600
  • PCO Starting Credits (for Gear) +17,000
  • General Starting Credits (for Gear) +2,500
  • Get Bionic Strength Augmentation -9,000
  • Get Cyber-Wired Reflexes -12,000
  • Rich/Filthy Rich +25,000
  • Get Targeting Eye -12,000
  • Advanced Pay + 60,000
  • Get NG-E4 Plasma Ejector (-30,000)
  • Get 3 E-Clips (-24,000)
  • Get Silver Plated Warhammer (-2,500)
  • Get 5,000 credits in spare parts for use with Gadgeteer and McGyver Edges (-5,000)
  • Get 2 Sawed Off Double Barreled Shotguns (-300)
  • Get 50 Shotgun Shells (-30)
  • Get 50 Shotgun Slugs (-40)
  • Get 30 Sliver Coated Shotgun Shells (-6,000)
Last edited by Dorn Forgehammer on Tue Sep 10, 2019 8:51 am, edited 4 times in total.
Dorn Forgehammer
Bennies 3 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

User avatar
Dorn Forgehammer
Diamond Patron
Diamond Patron
Posts: 111
Joined: Fri Oct 06, 2017 5:48 pm

Re: SWADE Super (Weird) Scientist

Post by Dorn Forgehammer » Tue Sep 10, 2019 12:52 am

Racial Features
  • D-Bee: Dwarves tend to most freely associate with their own kind, and often face prejudice from outsiders and the Coalition. Their human-like appearance helps to mitigate the most extreme xenophobic reactions, though their legal standing is still often questionable. They suffer −1 Persuasion when dealing with the CS and other prejudiced groups.
  • 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, increasing Trait maximums accordingly.
  • Racial Enemy: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
  • Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type.
  • Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Science.

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

Iconic Framework
  • Begin with +5 skill points.
  • Begin with two Edges of your choice, ignoring Rank requirements.
  • Choose your MARS Fortune & Glory Table results.
  • Begin with standard Starting Gear plus any one Body Armor and an extra 6d6 × 1000 credits in gear or valuables.

Hero’s Journey
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. He gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Body Armor (4): You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor. => CRUSADER EBA
  • Education (14): Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery

Rich
  • Trade Rolls for Core Electronic Package

Filthy Rich
  • Trade Rolls for Optics Package.

MARS Fortune & Glory
Fortune and Glory
  • (5) Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  • (5) Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.

Advances
  • Initial Advances: (From Hindrances): Upgrade, +1 Spirit
  • Cybernetic Modifications: +1 Agility, +1 Strength, +1 Vigor
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Filthy Rich
  • Novice 3 Advance: New Powers: Healing, Protection
  • Seasoned 1 Advance: Upgrade
  • Seasoned 2 Advance: Mr. Fix It
  • Seasoned 3 Advance: Artificer
  • Seasoned 4 Advance: McGyver
  • Veteran 1 Advance: Power Points
  • 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:
Dorn Forgehammer
Bennies 3 of 3

James
Alts: None
Stats
Agility d8 | Smarts d10 | Spirit d8 | Strength d10 | Vigor d10
Pace 5 | Parry 6 | Toughness 18(8)

Frequently used skills
Common Knowledge d8+2
Notice d8
Science d10
Hacking d10+2
Weird Science d10
Repair d10+2
Electronics d10+4
Shooting d8+2
Fighting d8
Research d8
Driving d8+2

Powers
Protection(self only), Teleport, Healing, Speed/Sloth

Edges
AB (Weird Science): +15 power points, 2 starting powers
Gadgeteer: Spend 3 power points to create a device that replicates another power
Mr. Fix It: adds +2 to Repair rolls. With a raise, halve time required to fix something.
Artificer: Allows user to create Arcane Devices.
McGyver improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.

Hindrances
(Major) Curious: You don’t mind if I take this apart to see how it works do you?
(Minor) Quirk Talks to his vehicle like it’s a person.
(Minor) Habit: Likes to smoke cigars

Code: Select all

[OOC=Notice]
Notice Die [dice]1d6[/dice] 
Wild Die [Dice]1d6[/Dice]
[size=85]Constant Effects: None[/size]
[size=85][color=#8000FF]Temporary Effects: None[/color][/size][/OOC]

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