White Castle - Worksheet

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White Castle
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White Castle - Legacy Scout 2.0

Post by White Castle »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
White Castle
Rank: Seasoned 2 Advances Left: 0
Race: Human
Iconic Framework: Rogue Scholar/Legacy Scout
Attributes: Agility d8, Smarts d12, Spirit d6, Strength d6, Vigor d6
Pace: 8 (d6); Parry: 5 (½ Fighting +2); Toughness: 6 [7 (11)] (½ Vigor+2 plus armor); Strain: 6 of 6

Skills:
  • CORE
    • Athletics (Agility) d4 d8 +1 (Thief (cond.))
    • Common Knowledge (Smarts) d4 d10
    • Language (Smarts) : American d8 (SWADE 31)
    • Notice (Smarts) d4 d10 +2 (Investigator (cond.))
    • Persuassion (Spirit) d4 d6
    • Stealth (Agility) d4 d8 +2 (Armor) +2 (Woodsman (cond.)) +1 (Thief (cond.))
  • STANDARD
    • Academics (Smarts) d10 +2
    • Fighting (Agility) d6
    • Gambling (Smarts) d6
    • Language (Smarts): Demongogian d6
    • Language (Smarts): Dragonese/Elven d6
    • Language (Smarts): Gobberlely d6
    • Language (Smarts): Spanish d8
    • Language (Smarts): Techno-Can d6
    • Occult (Smarts) d10 +2
    • Research (Smarts) d10 +2
    • Science (Smarts) d6
    • Shooting (Agility) d6
    • Survival (Smarts) d8 +2 (Armor) +2 (Woodsman (cond.))
    • Thievery (Agility) d6 +1
  • LATER _
    • Electronics (Smarts)
    • Hacking (Smarts)
    • Repair (Smarts)

Hindrances
  • Curious (Major):
  • Driven (Major):
  • Wanted (Minor):
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description
Edges
  • Scholar (Academics) (Professional, Novice, Research d8) + 2 to Academics checks (IF)
  • Scholar (Occult) (Professional, Novice, Research d8) + 2 to Occult checks (IF)
  • Investigator (Professional, Novice, Smarts d8, Research d8) +2 (Research & Notice (cond.)) (IF)
  • Linguist (Background, Novice, Smarts d6) 1/2 Smarts (6) Languages at d6 (Atlantean (d8), Demongogian. Dragonese, Gobberlely, Spanish, Techno-Can) (HJ Education)
  • Thief (Professional, Novice, Agility d8, Stealth d8, Thievery d6) Castle add +1 to Athletics rolls made to climb in urban areas. He also add +1 to Stealth rolls when in an urban environment. He is also adept at Thievery itself, adding +1 to those rolls in all circumstances. (IA)
  • Legacy Scout (Novice, Academics d6, Survival d6) Through applied research and a nose for mysteries, Castle has a knack for digging up relics of the pre-Rifts past. Legacy Scouts gain +2 to all rolls related to Relic Salvage Operations and complete the operations in half the normal time. (Human Free Edge)
  • Jack-of-All-Trades (Professional, Novice, Smarts d10) Castle makes a Smarts roll after an hour of study or immersion on a particular skill. With success, he gains a d4 in the skill, or d6 with a raise. (Adv 2 Novice)
  • Rich Castle begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. - [] (Adv 3 - Novice)
    Rich HJ Table Rolls _
    [*] Cybernetics Table (1d20) [dice:1ukjc2su]57677:0[/dice:1ukjc2su] [19]
    [*] Cybernetics Table (1d20) [dice:1ukjc2su]57677:2[/dice:1ukjc2su] [12]
  • Filthy Rich Castle has a total of 25,000 credits saved up and gets four total rolls on the above-listed tables.- [] (Adv 5 - Seasoned)
    Filthy Rich HJ Table Rolls _
    [*] Cybernetics Table (1d20) [dice:1ukjc2su]57677:4[/dice:1ukjc2su] [19]
    [*] Cybernetics Table (1d20) [dice:1ukjc2su]57677:1[/dice:1ukjc2su] [19/5]
[*] New Edge: brief description



Cybernetics
  • Internal Life Support Upgrade - (1/1) - Strain: 2
    • Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
    • Rich HJ Roll [Cybernetics 12]
    • Cost: 150,000
  • Aquatic Mode Upgrade - (1/1) - Strain: 1
    • Move at full Pace when swimming, can breathe underwater, and suffer no submerged penalties to actions.
    • Rich HJ Roll [Cybernetics 19]
    • Cost: 23,000
  • Leg Upgrades - (1/U) - Strain: 1
    • Each upgrade grants +2 Pace and +1" Jumping distances.
    • Filthy Rich HJ Roll [Cybernetics 5]
    • Cost: 30,00
  • Core Electronics Package - (1/1) - Strain: 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.
    • Filthy Rich HJ Roll [Cybernetics 20]
    • Cost: 22,00
  • Ultimate Walking Tool Kit - (1/1) - Strain: 1
    • The ’Borg is a walking multi-tool—grants +1 to Repair, Electronics, and associated Thievery rolls.
    • Acquisition: Purchased
    • Cost: 18,000
Cybernetics Template _
Name - (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
  • Acquisition:
  • Cost:
Last edited by White Castle on Thu Feb 04, 2021 11:55 am, edited 13 times in total.
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White Castle
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White Castle - Background

Post by White Castle »

Background
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White Castle
Posts: 147
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White Castle - Gear

Post by White Castle »

Gear


Plastic Man Light EBA
  • +4 Armor and +1 Toughness
    Strength Minimum: d4
    Environmental Protection: Full
    5 Mile Range Communications
    Weight: 13 lbs
    Cost: 18,000
    Note: EBA is fully enclosed and covers all locations.
    It provides immunity to disease, poison, or drowning, and +4 to resist cold, heat, electricity, and radiation—see Hazards in Savage Worlds.
    All EBA have basic communications (radio range five miles), air filtration systems, and five hours of emergency air.
    [HJ Body Armor] Covered in a fiber-optic material, this armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.


Wilk’s 320 “Classic” Laser Pistol
  • Range: 15/30/60
    Damage: 2d6+1, AP 3
    RoF: 1
    Shots: 20
    Weight: 2 lbs
    Notes: Shooting +1
    Cauterize: Anyone Incapacitated by a laser adds +2 to his Vigor rolls to avoid Bleeding Out.
    No Recoil: Lasers ignore the Recoil penalty.


NG-P7 Particle Beam Rifle
  • Range: 18/36/72
    Damage: 4d8, AP 8
    RoF: 1
    Shots: 8
    Weight: 17 lbs
    Rarity: -4 R
    Credits: 22,000
    Notes:
    • Snapfire
    • Disintegration: This weapon deals Mega Damage, and +2d4 damage on a raise/
    • Atomic Annihilation: If a target without MDC armor is Wounded by this weapon 9may Soak normally), the victimdetermines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
    • No Recoil: Particle beams ignore the Recoil penalty.
Vibro-Shortsword
  • Damage: Str+d8, AP 8
    Min Str: d6
    Weight: 3 lbs
    Rarity: +0
    Credits: 9,000


NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
Grade 1 Field Computer
  • Grade 1 provides a +1 to opposed Hacking or Thievery rolls. The bonus +1 applies to any Research rolls for recalling history or similar research.
    Weight: 2 lbs
    Rarity: +0
    Credits: 10,000

Armor Template
Item
  • +7 Armor and +2 Toughness
    Strength Minimum: d8 w/o charge
    Environmental Protection: Full
    Built-In Mini Computer
    10 Mile Range Communications
    Public Address Loudspeakers
    Laser Distancer
    Eye Lenses w/ Night Vison Mode
    Weight: 40 lbs
    Note: T-11 grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum, though putting on the armor takes twice as long.
Weapon Template _
Item
  • Range: 15/30/60
    Damage: 2d6+1, AP 4
    RoF: 1
    Shots: 16
    Weight: 3 lbs
    Notes: Semi-Auto


Starting Gear _
„ 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
„ NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
„ Body Armor: Huntsman Medium Personal Armor or Plastic Man Light EBA
„ Sidearm: NG-33 Laser Pistol or Wilk’s 320 “Classic” Laser Pistol
„ Ammo: two E-clips or magazines for each weapon
Credits:
[*]
[*] Grade 1 Field Computer (12,000) - 2,000
[*] Cybernetics - Ultimate Walking Tool Kit (18,000) - 12,000
[*] Vibro-Shortsword (9,000) - 30,000
[*] NG-P7 Particle Beam Rifle (22,000) - 39,000
Starting Credits, Gear, & Valuables 61,000 _
[*] Rich/Filthy Rich - 25,000
[*] Rogue Scholar Credits on Hand 1000 x (4d10) [dice:1bkx8mm4]57693:2[/dice:1bkx8mm4] - 33,000
[*] Universal Credits 100 x (4d6) [dice:1bkx8mm4]57693:0[/dice:1bkx8mm4] - 1000
[*] Gear 500 x (2d4) [dice:1bkx8mm4]57693:1[/dice:1bkx8mm4] - 3000
Contacts
Last edited by White Castle on Thu May 21, 2020 10:23 am, edited 3 times in total.
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White Castle
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White Castle - Advances

Post by White Castle »

Advances

Attributes:
  • Agility d4 --> d8 (2)
  • Smarts d4 --> d6 (F&G) --> d10 (2) --> d12 (Adv 4 - Seasoned)
  • Spirit d4 --> d6 (Adv 1 - Novice)
  • Strength d4 --> d6 (1)
  • Vigor d4 --> d6 (IA)
Skills:
  • CORE
    • Athletics (Agility) d4 --> d8 (2) --> +1 (Thievery (cond.))
    • Common Knowledge (Smarts) d4 --> d8 (2)
    • Language (Smarts) : American d8 (SWADE 31)
    • Notice (Smarts) d4 --> d10 (3) --> +2 (Investigator (cond.))
    • Persuassion (Spirit) d4 --> d6 (1)
    • Stealth (Agility) d4 --> d8 (2) --> +1 (Thievery (cond.))
  • STANDARD
    • Academics (Smarts) --> d8 (IF) --> d12 (F&G [6]) --> +2 (Scholar)
    • Electronics (Smarts) --> d8 (HJ Education)
    • Fighting (Agility) --> d6 (2)
    • Hacking (Smarts) --> d6 (HJ Education)
    • Language (Smarts): Atlantean --> d6 (Linguist Edge) --> d8 (HJ Education)
    • Language (Smarts): Demongogian --> d6 (Linguist Edge)
    • Language (Smarts): Dragonese/Elven --> d6 (Linguist Edge)
    • Language (Smarts): Gobberlely --> d6 (Linguist Edge)
    • Language (Smarts): Spanish --> d6 (Linguist Edge)
    • Language (Smarts): Techno-Can --> d6 (Linguist Edge)
    • Occult (Smarts) --> d8 (IF) --> d12 (F&G [6]) --> +2 (Scholar)
    • Piloting (Agility) --> d6 (F&G [4]) --> d8 (Adv 6 - Seasoned)
    • Research (Smarts) --> d6 (IF) --> d10 (2) --> +2 (Investigator)
    • Repair (Smarts) --> d6 (2)
    • Shooting (Agility) --> d6 (2)
    • Survival (Smarts) --> d6 (F&G [6] ) --> d8 (1)
    • Thievery (Agility) --> d6 (2) --> d8 (Adv 6 - Seasoned) --> +1 (Thievery)
  • LATER _
    • Science (Smarts)

    Iconic Framework
    • 1. Select a MARS Package (Rogue Scholar) from the list below.
      • ROGUE SCHOLAR
        Dedicated to uncovering the mysteries and truths of the past, Rogue Scholars risk worse than censure at the hands of the Coalition and others who refuse to see things beyond their view. This also covers the Rogue Scientist concept, simply select the appropriate skills.
      • „ Begin with +6 skill points.
      • „ Begin with the Scholar Edge taken twice, and two Smarts-based skills [Academics, Occult] paired with Scholar at d8.
      • „ Begin with Research d6 and the Investigator Edge.
      • „ Begin with standard Starting Gear and an extra 4d10 × 1000 credits in gear or valuables.
    • 2. Roll on the MARS Fortune & Glory Table (page 45) two times possibly modified by package.
      • [4] The Wheels on the Bus (A Way to Get Around)
        [6] Smarter than the Average Bear (Smart and Learned).
    • 3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
      • Education [ 8 ]
        Education [ 13 ]
        Education [ 5 ]
    • 4. Build your character as normal, and when finished, give her four Advances.
      This means she begins play as a Seasoned Rank character.
    MARS Fortune & Glory
      • Roll result [ 6 ]
      • Description: Smart & Learned
        Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills [Academics, Occult, Survival].
      • Roll result [ 4 ]
      • Description: A Way to Get Around
        Add two die types to either the Boating, Driving, Piloting, or Riding skill and start with one vehicle
        NG-357 Magnum-Turbo
        • SIZE: 3 (Normal)
          HANDLING: +1
          TOP SPEED: 205 MPH
          TOUGHNESS: 20 (10)
          CREW: 1+1
          MODS: 3
            CREDITS: 245,000
            NOTES:
            • Nimble,
              Exposed Crew,
              Hovercycle,
              MDC Armor,
              Max Range 500 miles,
              Rarity –2.
          or mount of choice (no robot combat vehicles).
      Hero’s Journey
        • Education Table
        • Roll result [ 8 ]
        • Description:The principles of technology are vital to building a future out of the catastrophes of the past. Your hero has the necessary foundation to be a part of that with a d8 in Electronics. [Electronics d8]
        • Education Table
        • Roll result [ 13 ]
        • Description: 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. He gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery. [Hacking d6]
        • Education Table
        • Roll result [ 5 ]
        • Description: Communication is the key to understanding. Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge and any one Language skill at d8. [Language (Smarts): Atlantean d8]

      Advances
      • Initial Advances: (From Hindrances):
        • INC 1 die type Vigor (d6)
        • Thief Edge
      • Free Edge (Human): Legacy Scout
      • Cybernetic Modifications: Installed
      • Novice 1 Advance: INC 1 die type Spirit (d6)
      • Novice 2 Advance: Jack-of-All-Trades
      • Novice 3 Advance: Rich Edge
      • Seasoned 1 Advance: INC 1 die type Smarts (d12)
      • Seasoned 2 Advance: Filthy Rich Edge (SavageRifts.com advance)
      • Seasoned 3 Advance: INC 1DT Piloting d8/Thievery d8 (Interlude 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 White Castle on Sun Mar 22, 2020 11:55 am, edited 18 times in total.
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    White Castle
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    White Castle - Worksheet

    Post by White Castle »

    Legacy Scout Worksheet _
    Legacy Scout OOC World Book 26, 55-56

    M.A.R.S.
    • Personal Concept Option
    • Rogue Scholar
    • Wilderness Scout
    Edges
    • Scholar (Professional, Novice, Research d8) - IF x 2
    • Investigator (Professional, Novice, Smarts d8, Research d8) - IF
    • Woodsman (Professional, Novice, Spirit d6, Survival d8) - HJ Experience & Wisdom
    • Linguist (Background, Novice, Smarts d6) - HJ Education (SWADE 40)
    • Thief (Professional, Novice, Agility d8, Stealth d8, Thievery d6) - IA
    • Jack-of-All-Trades (Professional, Novice, Smarts d10) - Novice 2
    • Killer Instinct (Combat, Seasoned) - Human Free Edge
    • Strong Willed - F&G Roll
    • Nerves of Steel - REMOVED due to loss of F&G Roll.
    • Rich - Novice 3
    • Filthy Rich - Seasoned 2
    Skills
    • (15 Standard + 6 IF)
    • Climbing (Str) - CORE ATHLETICS d4
    • Investigation (Sma) d8 (IF) +2 (cond) - RESEARCH
    • K/Common (Sma) +2 (HJ) - CORE d4
    • K/Cumputers (Sma) d8 (IF) - HACKING
    • K/History (Sma) d8 (HJ) +2 (Scholar) - ACADEMICS
    • K/Electronics (Sma) d8 (IF) +2 (Scholar) - ELECTRONICS
    • Lockpicking (Agi) - THIEVERY
    • Notice (Sma) d6 (F&G) +2 (cond) - CORE d4
    • Persuassion (Spi) - CORE d4
    • Stealth (Agi) +2 (cond) - CORE d4
    • Streetwise (Sma) d8 (IF) +2 (cond) - EDGE (Social, Novice, Smarts d6)
    • Survival (Sma) d6 (F&G) +2 (cond) - SURVIVAL
    • Swimming (Agi) - ATHLETICS
    • Tracking (Sma) d6 (F&G) +2 (cond) - SURVIVAL
    • CORE
      • Athletics (Agility) d4 --> d8 (2)
      • Common Knowledge (Smarts) d4 --> d6 (HJ Education) --> d10 (2)
      • Language (Smarts) , Native: American d8 (SWADE 31)
      • Notice (Smarts) d4 --> d10 (3)
      • Persuassion (Spirit) d4 --> d6 (1)
      • Stealth (Agility) d4 --> d8 (2)
    • STANDARD
      • Academics (Smarts) --> d6 (HJ Education) --> d10 (F&G)
      • Fighting (Agility) --> d6 (2)
      • Gambling (Smarts) --> d6 (2)
      • Language (Smarts): Demongogian --> d6 (Linguist Edge)
      • Language (Smarts): Dragonese/Elven --> d6 (Linguist Edge)
      • Language (Smarts): Gobberlely --> d6 (Linguist Edge)
      • Language (Smarts): Spanish --> d6 (Linguist Edge)
      • Language (Smarts): Techno-Can --> d6 (Linguist Edge)
      • Occult (Smarts) --> d6 (IF) --> d10 (F&G)
      • Research (Smarts) --> d6 (IF) --> d10 (F&G)
      • Shooting (Agility) --> d6 (2)
      • Survival (Smarts) --> d8 (3)
      • Thievery (Agility) --> d6 (2)
    • LATER
      • Electronics (Smarts)
      • Hacking (Smarts)
      • Repair (Smarts)
      • Science (Smarts)


    Fortune & Glory Table Rolls
    • Smart & Learned (+1 DT Smarts, +2 DT to three (3) Smarts-based skills (Research - d10, Science - d6, Survival - d6)
    • Spiritual & Determined (+1 DT Spirit, Strong Willed Edge)
    Human Free Edge
    • Killer Instinct
    Attributes
    • Agility d4 --> d8 (2)
    • Smarts d4 --> d6 (F&G) --> d10 (2)
    • Spirit d4 --> d6 (F&G) --> d8 (N1)
    • Strength d4 --> d6 (1)
    • Vigor d4 --> d6 (IA) --> d8 (S1)
    Hero's Journey Tables
    • Education [5] (Linguist)
    • Education [6-7]
    • Education [15-16] (Woodsman)
    Advances
    • Initial Advances: (From Hindrances):
      • INC 1 die type Vigor (d6)
      • Thief Edge
    • Free Edge (Human): Killer Instinct
    • Cybernetic Modifications: Installed
    • Novice 1 Advance: INC 1 die type Spirit (d8)
    • Novice 2 Advance: Elan - Jack-of-All-Trades
    • Novice 3 Advance: Rich Edge
    • Seasoned 1 Advance: INC 1 die type Vigor (d8)
    • Seasoned 2 Advance: Filthy Rich Edge
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    White Castle
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    Re: White Castle - Worksheet

    Post by White Castle »

    Edge Consideration
    Frontiersman - Blood and Bane
    Pathfinder - Blood and Bane
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    White Castle
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    Re: White Castle - Worksheet

    Post by White Castle »

    User avatar
    Pursuit
    Game Master
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    Re: White Castle - Worksheet

    Post by Pursuit »

    This looks good at first glance, but I am having some trouble tracking your skills (you have so many from so many sources!)
    Which are the ones you got/increased from the F&G smarts roll?
    Which are the ones you started with a d8 in from Rogue Scholar?
    Which are the ones that were boosted by HJ results?

    Thanks!
    Curse of the Crimson Throne GM Bennies: 3/6

    Lost Colony GM Bennies: 7/6

    Dark Frontier GM Bennies: 6/6
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    John Smith
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    Re: White Castle - Worksheet

    Post by John Smith »

    A Few things:


    I think Occult should be d12 (starting d8 for the IF, and then 2 die types for your FG roll)

    Same with Academics. Should be d12 You started at d6 becasuse of the HJ roll, but since you are applying scholar to it, you could start at d8 instead. d8 + 2DT = d12

    Despite the two comments above, you've claimed 5 F&G 2DT increases, but you only get 3

    Do you speak american? It looks like you've taken Native American ans your default language, and none of your linguist languages is american. Not saying this is wrong, but wanted to confirm.

    I have you down for 19 spent Skill points. You should have 21 (15 base +6 from iconic framework) This might cover 1 of the extra "F&G" increases mentioned above (since each is a 2 point increase) but not both.

    Did you swap your Cybernetics Table 12 result? It is suppsoed to be "Internal Life Support Upgrade" but you took "Aquatic mode"
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    White Castle
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    Re: White Castle - Worksheet

    Post by White Castle »

    John Smith wrote: Sun Mar 15, 2020 3:22 pm A Few things:


    I think Occult should be d12 (starting d8 for the IF, and then 2 die types for your FG roll)

    Same with Academics. Should be d12 You started at d6 becasuse of the HJ roll, but since you are applying scholar to it, you could start at d8 instead. d8 + 2DT = d12

    Despite the two comments above, you've claimed 5 F&G 2DT increases, but you only get 3

    Do you speak american? It looks like you've taken Native American ans your default language, and none of your linguist languages is american. Not saying this is wrong, but wanted to confirm.

    I have you down for 19 spent Skill points. You should have 21 (15 base +6 from iconic framework) This might cover 1 of the extra "F&G" increases mentioned above (since each is a 2 point increase) but not both.

    Did you swap your Cybernetics Table 12 result? It is suppsoed to be "Internal Life Support Upgrade" but you took "Aquatic mode"
    Occult should be d12 - F&G applied to Rogue Scholar - Scholar Edge

    Academics should also be d12

    Research get the other +2DT from F&G

    As to the language, I will drop the "Native :". Then it should read as American.

    Update 3/18/2020:
    F&G [6] Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills (Academics, Occult, Research).

    F&G [19] Charmingly Fluent: Begin with the Linguist Edge. Gain +1 Persuasion with native speakers of a language foreign to your hero, and Reactions begin two steps higher.

    WIP
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    White Castle
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    White Castle - Bennies

    Post by White Castle »

    Initial 3

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