Sparkmort Zipwidget Gnome PA Operator

This is where previously used character sheets are stored.
Resurrecting any character from this forum requires template validation/update, and total equipment restart.
Locked
User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 173
Joined: Fri Oct 06, 2017 5:48 pm

Sparkmort Zipwidget Gnome PA Operator

Post by Sparky »

F&G Roll [dice]0[/dice]
F&G Roll [dice]1[/dice]
F&G Roll [dice]2[/dice]

Training HJ Roll [dice]3[/dice]
Training HJ Roll [dice]4[/dice]
Training HJ Roll [dice]5[/dice]

Narrative Hook [dice]6[/dice] - The Juicer Uprising


Starting Credits [dice]7[/dice]
Last edited by Sparky on Mon Oct 09, 2017 12:04 am, edited 3 times in total.
User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 173
Joined: Fri Oct 06, 2017 5:48 pm

Re: Sparkmort Zipwidget Gnome Power Armor Operator

Post by Sparky »

Character Sheet

Player Name: James
Google Handle: radecliffe@cox.net
Character Name: Sparkmort Zipwidget
Rank: Seasoned Experience: 37 Advances Left: 1
Race: Gnome
Iconic Framework: Power Armor Soldier
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
Charisma: 0 (-4 with CS); Pace: 5(12); Parry: 7; Toughness: PA 21(12) MDC / BA 12(5); Strain: 0

Skills:
  • Knowledge(Electronics) d6
  • Knowledge(Computers) d6
  • Shooting d10
  • Fighting d10
  • Repair d10 + 2
  • Investigation d8
  • Streetwise d8
  • Notice d6
  • Tracking d6
  • Intimidation d4 + 2
Starting Skills Breakdown
Knowledge(Electronics)*, Knowledge(Computers)*, [4] Shooting, [4] Fighting, [2] Repair**, [1] Investigation**, [1] Streetwise**, [1] Notice, [1] Tracking, [1] Intimidation
*Gnome racial skills
**Three smarts based skills at d6 from F&G Roll

Hindrances
  • Racial Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • Major Overconfident - No job too big for me and my Titan Gnome.
  • Minor Enemy (Mandrake the Damned, Federation Necromancer) - I’m going to catch up to Mandrake one of these days and when I do I’m going to end him once and for all.
  • Minor Loyal - I’m no hero but it’ll be a cold day in hell before I leave friend or family behind.

Edges
  • [Racial] McGyver - Gnomes are naturals when it comes to building impromptu gadgets or improvising tools. Those that rely on innate talent may end up building something bigger, more ornate and less predictable than their more formally trained fellows (GM’s discretion.) It will still get the job done one way or another.
  • [IF] Power Armor Jock
  • [FG] Strong Willed - +2 Intimidation and Taunt, +2 to resist Tests of Will
  • [FG] Brave - +2 to Fear tests
  • [HJ] Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • Brawny - Toughness +1; load limit is 8 x Strength
  • Luck/Great Luck - +2 Bennies per session (6 bennies/session)
  • Rock and Roll! - Ignore full-auto penalty if shooter doesn’t move
  • Ambidextrous - Ignore –2 penalty for using off-hand

Cybernetics - None
Last edited by Sparky on Sun Apr 01, 2018 11:15 pm, edited 12 times in total.
User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 173
Joined: Fri Oct 06, 2017 5:48 pm

Re: Sparkmort Zipwidget Gnome Power Armor Operator

Post by Sparky »

Background
Sparkmort scanned the trees looking for his target when a flash of movement caught his eye. Bursting from the tree line the creature raced toward him moving across the ground with inhuman speed and agility the directly towards him. Raising his rail gun he ripped off three bursts in rapid succession hitting his target squarely in center mass shredding the upper torso. It continued its forward progress, stumbling along and nearly falling before its pace steadied and it again picked up speed as it resumed its headlong charge, its right hand clutching a chain sword which it swung back and forth as it ran in seeming anticipation of the kill. Zooming in on the approaching figure Sparkmort's eyes narrowed as he watched the thing's gaping wounds close almost instantly.

The roar of his jump boosters shattered the quiet as he soared backwards in a long low arc until he landed on flexed his knees, a combination of boosters and servos absorbing the impact of the landing with practiced ease. Reacquiring the target Sparkmort snapped off another three bursts and frowned as one missed and frowned again when the two bursts that did hit seemed to have no more effect than the last hit. "Well Sparky," he muttered to himself, "I don't see a way of winning this fight playing fair so let's try the cheatin' like a son of a bitch strategy instead." Leaping into the air once more awash in flame and sound he bounded away from the creature pursuing him and cranked his sensors to max looking for some advantage. Then, just as the ground rushed up to meet him his radar pinged and he smiled grimly as he took in the sensor data. Well, that's a hole card if I ever saw one he thought to himself.

Hitting the ground once more Sparkmort nearly slipped in the soft mud but the gyro compensated and stabilized his footing. Turning he fired another triple burst, this time going for it's legs, and grunting with satisfaction as it stumbled and fell with its knee momentarily shattered. Darting to his right Sparkmort raced towards the area he saw during his last jump all the while keeping track of the creature’s progress. Crap that thing is fast. It’s a good thing I’m not ground bound or this wouldn’t be going nearly as well as it has been. Skidding to a halt he turns back to face the thing racing towards him. I hope this works floated though his mind like a seed of doubt. A seed he crushed firmly with a grim expression as he braced for the creature’s attack.

Its face full of hate it activated its chain sword and the sudden scream of it grated on Sparkmort’s nerves as the it swung towards him in a vicious arc that promised major damage, if not death, when it connected. Dropping his rail gun to the ground Sparkmort’s left arm snapped out grabbing it’s sword arm in a massive armored gauntlet crushing while he hammered the creature’s face once, twice and three times with his right fist. Still it was merely stunned momentarily but it was enough as he spun in a circle snatching it off its feet and hurling it out into the large pit of quicksand his sensors had picked up on just moments ago. Breathing heavily Sparkmort watched as the murder wraith struggled in the quicksand, sinking ever faster for his troubles. Sorry about that Jack but you brought it on yourself. Not that a pit of quicksand likely to hold you forever, unfortunately.

Closing his eyes his mind drifted back to when things had been different. Before Jack had changed. Before that bastard Mandrake the Undying had gotten his hooks into him. He and Jack had been friends for years first working security at the Zipwidget factory in Stormspire and later after had Jack undergone the Juicer conversion they had continued to work freelance together where they took law enforcement and bounty hunting jobs where they had found them and generally fought the good fight. After a few years though, Sparkmort could tell that Jack became increasingly apprehensive about his impending expiration date.

When the news had hit that there may be a cure in Newtown it was like a weight had lifted off Jack’s shoulders. Sparkmort had accompanied Jack to Newtown but by the time they had arrived rumors that it was all a scam were already starting to circulate. Then the whole thing had broken wide open and suddenly there was a Juicer Liberation Army and somehow they had ended up a part of it. It wasn’t until the fighting had ended that Sparkmort had realized just how badly the false hope that had been represented by the cure had affected Jack. He hd become obsessed with chasing down any rumors that that pointed to a possible cure no matter how unlikely it seemed. That’s when Mandrake had entered the picture. Mandrake the Undying, as he had called himself, was some rogue necromancer out of the Federation that they had been tasked with hunting down due to some particularly nasty shenanigans he had gotten up to in Dweomer. Ritual sacrifices didn’t really fly up in that part of the Federation, at least not back then anyway.

Unfortunately, what Sparkmort hadn’t known was that Jack had made contact with Mandrake and cut a deal with him. One minute they had been closing in on the necromancer and the next minute Jack had buried his chain sword in Sparkmort’s armored knee. It had taken him a week to make repairs on his armor and by that time Jack and Mandrake had been long gone. He had tried to track them for a while but Jack had always been the better of them at that part of the game. Someday, Sparkmort knew, there was going to be a reckoning between him and those two but until a lead developed there wasn’t a lot he could do about it. So Sparkmort had returned to bounty hunting and keeping an ear out for a necromancer named Mandrake.

Not even a year later Sparkmort had just finished helping a town on the edge of the Dinosaur Swamp rid itself of a particularly annoying band of Simvan raiders when the local sheriff got a report of a certain necromancer that had been thought to be taking out several isolated homesteads in the area and slaughtering the residents. Sparkmort had offered to scout the area for them which brought him back full circle standing at the edge of a pit of quicksand mourning a friend who was neither alive nor dead.

Sighing to himself, he turned and picked up Jack’s chain sword and looked down at in contemplation before flinging it with all his might off into the forest. He would finish scouting the area but he knew he wouldn’t find anything. Mandrake wouldn’t have sent Jack after him like that if he hadn’t intended to use him as a distraction while he made good his escape. Activating his external speakers he bellowed at the forrest, “MANDRAKE, YOU PIECE OF CRAP! I KNOW YOU ARE OUT THERE! I’M STILL ALIVE YOU BASTARD AND WHATEVER ROCK YOU HIDE UNDER I’LL FIND YOU SOONER OR LATER!” Shutting down his speakers he started the trek back into town.
Last edited by Radecliffe on Fri Oct 06, 2017 3:03 pm, edited 1 time in total.
User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 173
Joined: Fri Oct 06, 2017 5:48 pm

Re: Sparkmort Zipwidget Gnome Power Armor Operator

Post by Sparky »

Gear
T17-4N Gnome Power Armor (aka NG-X9 Samson Power Armor)
  • Size 3, +12 M.D.C. Armor, +3 Toughness, Strength d12+4, Pace 12 (Run 2d10)
  • Notes: Jet Boosters (Jump 20" horizontal, 10" vertical)
  • Light Rail Gun: Range 100/200/400 | Damage 2d10+4 | RoF 3 | AP 10 |45 shots | Mods 3 | 100,000 credits
    • 2 spare reloads available
  • 2 ×Rocket Launchers (forearms): Range 100/200/400 | Damage 5d6 | RoF 1 | AP 6 | Shots 2 | 11 lbs. | 30,000 credits
    • 7 spare rockets available (4) anti-vehicle, (3) anti-personnel
  • One rocket launcher (right) is loaded with anti-vehicle rockets while the other has anti-personnel rockets.
    • Notes: Mega Damage, SBT, Snapfire. Anti-vehicle rockets do 4d6, AP 11. Both versions cost 1,000 credits per rocket.
  • Knuckle Blades: Damage Str+d4 | Mega Damage
TNK-E12 Gnome Basic Body Armor (aka SFD Huntsman Lightweight Personal Armor)
  • +5 Armor | +1 Toughness | 16 lbs | 24,000 credits
  • Min strength d6
Wilk’s 237 Laser Pistol
  • Range 15/30/60 | Damage 2d6+1 | RoF 1 | AP 4 | 16 shots | 3 lbs. | 24,000 credits
  • Notes: Semi-Auto, 2 spare clips
Wilk’s 447 Laser Rifle
  • Range 40/80/160 | Damage 3d6 | RoF 1 | AP 2 | 20 shots | 5 lbs. | 18,000 credits
  • Notes: Semi-Auto, 2 spare clips
NG-LG6 Northern Gun Laser Rifle & Grenade Launcher
  • Range 25/50/100 | Damage 3d6 + 2 | RoF 1 | AP 2 | Shots 36 | 19 lbs. | 20,000 credits
  • Semi Auto
  • 2 Spare E-Clips
  • Minimum Strength d6
  • Integral Grenade Launcher
    • Range 18/36/72 | Damage by grenade | RoF 1 | AP by grenade | Shots 8
    • [12] AP Grenades | Damage 3d8 | AP 8 | Cost 700 ea | MD | SBT
    • [6] Frag Grenades | Damage 3d6 | AP - | Cost 550 ea | MD | LBT
    • [6] HE Grenades | Damage 3d8 | AP - | Cost 750 ea | MD | MBT
    • [0] Plasma Grenades | Damage 3d10 | AP - | Cost 1,800 ea | MD | SBT
Vibro-Sword
  • Damage Str+d10 | AP 4 | 9 lbs. | 11,000 credits
  • Notes: Mega Damage
NG-S2 Survival Pack
  • Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s travelled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signalling to others if the sun is out.
  • One short-range radio, five mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Tool Kit
  • 5 lbs | 200 credits | pg. 59 SWD

Credits: 293,400

Starting Funds 900
Rocky Road Loot Share: 225,000
Will in Testament Bounty Share: 12,500
Road to Hell Bonus: 5,000

Contacts
Sheriff Will Longmarsh, Testament: +2 to rolls when dealing with this contact
Last edited by Sparky on Tue Feb 27, 2018 10:01 pm, edited 10 times in total.
User avatar
Sparky
Diamond Patron
Diamond Patron
Posts: 173
Joined: Fri Oct 06, 2017 5:48 pm

Re: Sparkmort Zipwidget Gnome Power Armor Operator

Post by Sparky »

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

M.A.R.S. 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
  • Training
    • 16
    • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
    • Elan
  • Training
    • Traded in rolls [4, 16] for result [6-7]
    • Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
    • Mr. Fix It

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.
  • 7
  • Spiritual and Determined Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • 8
  • 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): Ambidextrous, Improve Vigor (d6)
  • Novice 1 Advance: Luck
  • Novice 2 Advance: Brawny
  • Novice 3 Advance: Improve Vigor (d8)
  • Seasoned 1 Advance: Rock and Roll!
  • Seasoned 2 Advance: Improve Notice (d6), Improve Tracking (d6)
  • Seasoned 3 Advance: Great Luck
  • Seasoned 4 Advance: Improve Spirit (d8)
  • 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:
XP LOG
  • 4th Quarter 2017 - 6 XP
  • 1st Quarter 20018 - 6 XP
Locked

Return to “Fallen Heroes”