Seamus MacLeod - Half Giant MARS Mercenary

A Savage Rifts game based in England.
GM: Sgt86Delta
Post Reply
User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Seamus MacLeod - Half Giant MARS Mercenary

Post by Radecliffe »

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]

Starting Credits: [dice]6[/dice]

Rich
Will trade in Rich HJ rolls for vehicle. A robot horse if possible.

Filthy Rich
Close Combat HJ Roll [dice]7[/dice]
Close Combat HJ Roll [dice]8[/dice]
Cybernetics HJ Roll [dice]9[/dice] => Stronger is always better as far as your character is concerned, so he has a level of Bionic Strength Augmentation.

Trade Close Combat Rolls 7, 18 for result 15 => Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Half Giant
  • +2 Size (2 points)
  • d6 Strength (2 points)
  • Adaptable (Edge) (2 points)
  • -1 to Agility Rolls (-2 points)
  • Non Standard Physiology (-1 point)
  • Distinctive D-Bee (-1 point)
Based on the Half Giant in Savage Species Mythical Creatures with additions as suggested by Patrick.
Last edited by Radecliffe on Mon Nov 06, 2017 1:35 pm, edited 1 time in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: MARS Mercenary (Knight)

Post by Radecliffe »

Player Name: James
Google Handle: radecliffe@cox.net
Character Name: Seamus MacLeod
Rank: Seasoned Experience: 20 Advances Left: 0
Race: Half Giant
Iconic Framework: Mercenary (Knight Errant)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10
Charisma: 4; Pace: 6; Parry: 8(9); Toughness: 20(8) / 24(12) ; Strain: 4
Skills:
  • Fighting d12 + 2 w/ Giant-Sized Vibro-Sword
  • Shooting d8 + 2 w/ Marksman
  • Riding d8
  • Stealth d4 + 2 in wilderness environment
  • Notice d8 + 2
  • Tracking d8 + 2
  • Survival d8 + 2
  • Intimidation d4
  • Taunt d4
  • Streetwise d8 + 4
  • Persuasion d8 + 4
Skills Breakdown
Starting skill points: 20 + 5 Skill points for Fighting, Shooting and Throwing from HJ Rolls
Bonus Smarts based d6 skills from F&G Roll: Notice, Tracking, Survival
Skill Point Expenditure: [5+2]Fighting, [3]Shooting, [3]Riding, [1]Stealth, [1]Notice, [1]Tracking, [1]Survival, [1]Taunt, [1]Intimidation, [3]Streetwise, [3]Persuasion

Hindrances
  • Racial - Half-Giants aren’t very graceful. They gain a -1 penalty to all Agility rolls.
  • Major Heroic - He always helps those in need.
  • Minor Stubborn - He always wants his way.
  • Minor Loyal - He tries to never betray or disappoint his friends.
Edges
  • [FG] Nerves of Steel - Ignore 1 point of wound penalties.
  • [FG] Rich - 5,000 + Either 2 rolls on HJ Equipment Tables or vehicle of choice.
  • [FG] Connections (Bath Trade Association, Rival Cavaliers) - He can call upon powerful friends.
  • [IF] Level Headed - Act on best of two cards in combat.
  • [IF] Elan - +2 when spending a Benny on a Trait roll
  • [HJ] Trademark Weapon/Imp Trademark Weapon - +2 Fighting with Giant-Sized Vibro-Sword.
  • Filthy Rich - 20,000 and 3 rolls on HJ Equipment Tables
  • Charismatic - Charisma +2
  • Attractive - Charisma +2
  • Brawny - Toughness +1; load limit is 8 x Str
  • Alertness - Notice + 2
  • Marksman - Aim maneuver (+2 Shooting) if hero does not move
  • Woodsman - Survival +2, Tracking +2, Stealth +2
Cybernetics
Bionic Strength Augmentation (U) - Strain 3
  • Fully bionic arms and legs, reinforced artificial musculature, and other techniques raise the cyborg’s Strength. Each step past d12 adds a +1.
  • 18,000 credits paid for 2 levels from starting funds.
  • 1 level received via HJ Roll (Filthy Rich)
Cyber-Wired Reflexes (U) - Strain 1
  • The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1.
  • 12,000 credits paid from starting funds.
Last edited by Radecliffe on Fri Dec 08, 2017 3:27 pm, edited 5 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

User avatar
Radecliffe
Diamond Patron
Diamond Patron
Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Re: MARS Mercenary (Knight)

Post by Radecliffe »

Gear
C&S Crusader Heavy Combat Armor
  • +8 Armor | +2 Toughness
  • Full Environmental Protection
  • Minimum Strength d10
  • 24 lbs
  • 55,000 credits
Vibro-Claymore
  • Damage Str+d12+1
  • 20 lbs
  • 18,000 credits
  • Notes: Mega Damage, AP 6
  • +2 AP from HJ Roll (already factored in)
Modified BA-L20 Laser Rifle (aka NG-LG6)
  • Range 25/50/100 | Damage 3d6 + 2 | RoF 1 | AP 2 | Shots 20 | Wt. 19 | Cost 20,000
  • Notes: Min Str d6, Semi Auto. Integral grenade launcher (Range 18/36/72, Damage by grenade, 8 shots).
  • 2 Spare E-Clips
  • 16 AP Grenades | Damage 3d8 | AP 8 | .25 lbs | 700 credits | MD | SBT
  • 8 Frag Grenades | Damage 3d6 | AP - | .25 lbs | 550 credits | MD | LBT
Polymer Shield (SFC)
  • +4 Armor
  • +1 Parry
  • 4 lbs.
  • 3,000 credits
  • Paid for out of starting funds

Credits: 4,000

Contacts

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

M.A.R.S. Mercenary
  • Begin with +5 skill points.
  • Begin with any two Combat Edges, ignoring Rank Requirements.
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type.
  • Begin with any one Body Armor, an NGS2 Survival Pack and 3d6 × 1,000 credits.

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
  • 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.
  • Training
    • 19
    • You may choose any one of the previous results. Select result 1 -3.
    • She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

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.
  • 8
  • Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • 9
  • Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.

Advances
  • Initial Advances: (From Hindrances): Filthy Rich, Charismatic
  • Free Edge (Half Giant): Attractive
  • Cybernetic Modifications: Bionic Strength Enhancement (3), Cyber-Wired Reflexes (1)
  • Novice 1 Advance: Brawny
  • Novice 2 Advance: Alertness
  • Novice 3 Advance: Marksman
  • Seasoned 1 Advance: Woodsman
  • Seasoned 2 Advance: Improve Vigor (d10)
  • 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:
Last edited by Radecliffe on Tue Nov 07, 2017 4:36 pm, edited 3 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

Post Reply

Return to “Vauxhall Knights - 1st Recon Squad”