Fritz Schumacher - Human Intel Operative

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Fritz
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Fritz Schumacher - Human Intel Operative

Post by Fritz »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Fritz Schumacher
Rank: Legendary 3 Advances Left: 0
Race: Human
Iconic Framework: Intel Operative
Attributes: Agility d12, Smarts d10, Spirit d12, Strength d8, Vigor d8
Pace: 6 [8] (d6); Parry: 7 (½ Fighting +2); Toughness: 6 [16 (6)] (½ Vigor+2 plus armor); Strain: 0


Skills:
  • Academics (Sm) → d6
    * Athletics (Ag) d4 → d10
    * Common Knowledge (Sm) d4 → d6
    Electronics (Sm) → d6
    Fighting (Ag) → d10
    Hacking (Sm) → d6
    Healing (Sm) → d6
    * Notice (Sm) d4 → d6
    Performance (Sp) → d10
    * Persuasion (Sp) d4 → d8
    Research (Sm) → d6
    Science (Sm) → d6
    Shooting (Ag) → d8
    * Stealth (Ag) d4 → d8
    Survival (Sm) → d6
    Thievery (Ag) → d8
Hindrances
  • Code of Honor (Major): Tomorrow Legion Intelligence Operations requirements
  • Suspicious (Minor): The price for being covert and under cover for so long
  • Secret (Minor): No one knows about TLIO, because no one talks about TLIO.
Edges
  • Dirty Fighter (Human Free Edge)
    DIRTY FIGHTER
    • Requirements: Seasoned
      This Edge is favored by those who fight to win at any cost. A fighter with this Edge gets a +2 when making Tests against a foe if his next action is a Fighting attack against that same target.
    Linguist (IF)
    Investigator (IF)
    Conditioned (IF)
    Conditioned
    • Requirements: Veteran, Soldier, Spirit d6+, Survival d6+
      Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties.
    Field Intel (IF)
    Field Intel
    • Requirements: Seasoned, Smarts d8+
      This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a free reroll versus Surprise and +2 on Notice or Electronics rolls made to detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces.

      When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls.

      She also gains a +2 on Notice or Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
    Quickness (F&G)
    Strong Willed (F&G)
    Streetwise (HJ)
    Thief (HJ)
    Tricky Fighter (HJ)
    TRICKY FIGHTER
    • Requirements: Veteran, Dirty Fighter, Fighting d8+
      The warrior is adept at feints and trickery in hand-to-hand combat. He ignores the Multi-Action penalty when making a Test against a foe when his
      next action is a Fighting attack against that target.
    Soldier (N3)
    Alertness (S3)
    Martial Artist (S4)
    Iron Jaw (V3)
    Improvisational Fighter (V4)
    Healer (H3)
    Martial Warrior (H4)
    Take'em Down (L4)
    Requirements: Seasoned
    Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets with a Mega-Damage attack, character with this edge, +4 to the AP value of their attacks.
    Previous Iteration
    Rifts Earth is full of big mean enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons.
  • New Edge: brief description
Last edited by Fritz on Fri Mar 13, 2020 4:03 pm, edited 3 times in total.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Fritz Schumacher - Background

Post by Fritz »

Background

Insertion Date: Unknown
Assignment: Lone Star Psi-Gene Operations
Operative: Classified

It had taken months for "Fritz" to get inserted into the CS infantry structure. Coming from the small town of Brownsville, Texas, a predominetly German influenced town. The CS screening had been thorough but his credentials held and he had in processed a week later.

A couple of months for basic training, pretending he could not shoot or fight. Every day knowing that his instructors could easily die by his hand, but his assignment required the long game. The mental toughness long game.

When it came to assignments for his MOS, he had switched the forms. He had gone to field medic training and the snot nosed coke bottle glasses kid had gone to vehicle operations. He had in his mind saved his first CS soldier life.

Field medic was no walk in the park and he chose carefully when and where he aided and saved. Sometimes a soldier died, other times a soldier lived. The best part of being in the field was no one could argue his decisions. Attrition rates were moderate and new recruits were plentiful for the Lone Star facility. "Fritz" kept careful tabs of his squad mates and did what he could to make sure as many returned as possible.

After a year, he got transfered to a unit with an RCGS Scientist attachment. This unit was known for capture and/or kill. This assignment for "Fritz" would later be recorded as being his least favorite. The unit would be sent on a manhunt for known psychics, human of course. They were sent out after squatter towns of d-bees. Even a time or two they went after wild vampire packs. The d-bee destruction was his least favorite and the one he tried the hardest to forget.

"Fritz" spent nights awake trying to figure a way to warn these d-bee communities. Every option he came up with required him to blow his cover. And inevitably fail his mission, Get onto Doctor Bradford's Research Team.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Fritz Schumacher - Gear

Post by Fritz »

Gear

NG-EX10 Gladius Exoskeleton EBA
  • +6 Armor
    +4 Toughness
    Strength Minimum d12
    Weight: 80
    Rarity: −2
    Cost: 150,000
    Notes: MDC Armor; while powered (96 hour battery) grants Strength d12+1, +2 Pace, no Min Str.
    body camera, language translator, and vital monitor options.
    EBA
    • Fully enclosed and covers all locations.
      It provides immunity to disease, poison, or drowning.
      +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,
      Five hours of emergency air.
NG-57 Heavy Ion Blaster
  • Range: 12/24/48
    Damage: 1– 3d8+2
    RoF: 1
    AP: —
    Shots: 10
    Min Str: d6
    Weight: 5
    Rarity: −1
    Cost: 18,000
    Note:
    • Wide Spread: These weapons follow the same rules as Shotguns in Savage Worlds; they grant +2 Shooting due to the spread effect of the particle stream, but they lose one die of damage at Medium Range, and two dice at Long Range.
NG-L5 Laser Rifle and a Vibro-Bayonet
  • Range: 24/48/96
    Damage: 4d6
    RoF: 1
    AP: 2
    Shots: 20
    Min Str: d6
    Weight: 10
    Rarity: +0
    Cost: 16,000
    Note:
    • Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.
      No Recoil: Lasers ignore the Recoil penalty.
Vibro-Bayonet/Vibro-Knife
  • Damage: Str+d6
    AP: 6
    Min Str: d4
    Weight: 2
    Rarity: +0
    Cost: 8,000
    Note: When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.
    • Harmonic Blades: While powered, ignore the minimum Strength requirement of the Vibro-Blade as these weapons do their full damage and provide all noted bonuses.
      Mega Damage: All Vibro-Blades deal Mega Damage.
      Powered Weapons: Unless noted otherwise, Vibro-Blades lose Mega Damage and other special abilities if unpowered.
Starting Gear
Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG-56 Light Ion Pistol, plus an NG-L5 Laser Rifle and a Vibro-Bayonet.

„„Body Armor: Urban Warrior Tactical Medium EBA

„„Sidearm: NG-56 Light Ion Pistol

„„Longarm: NG-L5 Laser Rifle and a Vibro-Bayonet.

„„Ammo: two E-clips or magazines for each weapon
NG-S2 Survival Pack _
:
NG-S2 Survival Pack: Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
  • 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).
  • 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.
  • Survival Knife,
  • Wooden cross,
  • Wooden stakes
Trauma Kit (x2) _
: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM (3 lb, 2,600 credits).
Bio-Analysis Kit (x2) _
: Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine
and a miniature “lab” that can be used to quickly concoct antidotes and treatments.

It requires a Healing skill of at least d4 to use.
Anyone with Science gains a +1 using this system, or a +2 if they also have Electronics.
(5 lb, 7,200 credits)
Item
  • Info
Credits: 136,400 cr
  • Trauma Kit (2 x 2,600) [5,200] = (136,400 cr)
  • Bioanaysis Kit (2 x 7,200)[14,400] = (141,600 cr)
  • NG-57 Heavy Ion Blaster [18,000] = (156,000 cr)
  • NG-56 Light Ion Pistol [5,000/2 = 2,500] [2,500] = (174,000)
  • NG-EX10 Gladius Exoskeleton EBA [150,000] = (176,500 cr)
  • Urban Warrior Tactical Medium EBA [35,000/2 = 17,500] = (326,500 cr)
  • 99th SWADE Character Credits [300,000] = (308,800 cr)
  • Gear Credits [4,000] = (6,400 cr)
  • Universal Credits [2,400] = (2,400 cr)

Contacts
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Fritz Schumacher - Cybernetics

Post by Fritz »

Cybernetics
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Fritz Schumacher - Advances

Post by Fritz »

Advances

Attributes
  • Agility d4 → d6 (1) (CharGen) → d8 (+1 DT) (F&G) → d10 (+1 DT) (InitAdv) → d12 (L1)
  • Smarts d4 → d6 (1) (CharGen) → d8 (+1 DT) (InitAdv) → d10 (H1)
  • Spirit d4 → d6 (1) (CharGen) → d8 (+1 DT) (F&G) → d10 (S1) → d12 (L3)
  • Strength d4 → d6 (1) (CharGen) -->d8 (N1)
  • Vigor d4 → d6 (1) (CharGen) → d8 (V1)
Skills
  • Academics (Sm) → d6 (2) (CharGen)
    Athletics (Ag) d4 → d6 (1) (CharGen) → d8 (HJ) → d10 (H2)
    Battle (Sm)
    Boating (Ag)
    Common Knowledge (Sm) d4 → d6 (IF) --> +2 (cond.)
    Driving (Ag)
    Electronics (Sm) (used for sensors and such) → d6 (IF)
    Faith (Sp)
    Fighting (Ag) → d6 (2) (CharGen) → d8 (H2) → d10 (L2)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm) --> d6 (2) (CharGen)
    Healing (Sm) → d4 (N2) → d6 (V1)
    Intimidation (Sp)
    Language (Sm)
    Notice (Sm) d4 → d6 (IF)
    Occult (Sm)
    Performance (Sp) → d8 (3) (CharGen) → d10 (S2)
    Persuasion (Sp) d4 → d6 (IF) → d8 (1) (CharGen) --> +1 (cond.)
    Piloting (Ag)
    Psionics (Sm)
    Repair (Sm)
    Research (Sm) → d6 (IF) --> +1 (cond.)
    Riding (Ag)
    Science (Sm) → d4 (N2) → d6 (V1)
    Shooting (Ag) → d6 (2) (CharGen) → d8 (L2)
    Spellcasting (Sm)
    Stealth (Ag) d4 → d6 (IF) → d8 (1) (CharGen) --> +1 (cond.)
    Survival (Sm) → d6 (IF)
    Taunt (Sp)
    Thievery (Ag) → d6 (IF) → d8 (1) (CharGen)
    Weird Science (Sm)


Iconic Framework
MARS
  • Select a M.A.R.S. Package
  • 2 rolls on M.A.R.S. Fortune & Glory Table
  • 3 rolls on any Hero's Journey Tables
  • 5 Attribute Points; 15 Skill Points; 20 Experience Points/4 Advances
Intel Operative
Military Intelligence comes down to one key point: Information. Trainees must have a strong grasp of multiple technical disciplines to be proficient in surveillance, signals intelligence, field intelligence, and counter-intelligence.
  • Begin with Common Knowledge d6, Electronics d6, Stealth d6, and Thievery d6.
  • Choose one: Begin with the Alertness Edge or the Linguist Edge or the Streetwise Edge. [Linguist]
  • Begin with Persuasion d6, Research d6, and the Investigator Edge.
  • Begin with Notice d6, Survival d6, and the Conditioned and Field Intel Edges.
  • Make one less roll on the Hero’s Journey tables.
  • Cannot take the All Thumbs, Clueless, or Illiterate Hindrances.
  • Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG-56 Light Ion Pistol, plus an NG-L5 Laser Rifle and a Vibro-Bayonet.
Hero’s Journey
    • - Intel Operative
    • Underworld & Black Ops Table
    • Roll result (1d20) [dice:2mglmf14]60133:0[/dice:2mglmf14] [19: 9-10]
    • Description:
      Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of the streets and alleys, gaining the Streetwise Edge. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in forgery (treat as Common Knowledge), with a +2 to related checks.
    • - Intel Operative
    • Underworld & Black Ops Table
    • Roll result (1d20) [dice:2mglmf14]60133:1[/dice:2mglmf14] [11-13]
    • Description:
      Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses. [Athletics]
    • - GM Award
    • Training Table
    • Roll result (1d20) [dice:2mglmf14]60133:4[/dice:2mglmf14] [19: 14]
    • Description:
      When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.
    • - GM Award
    • Underworld & Black Ops Table
    • Roll result (1d20) [dice:2mglmf14]60133:3[/dice:2mglmf14] [19: 14]
    • Description:
      Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
MARS Fortune & Glory
    • Roll result (1d20) [dice:2mglmf14]60133:2[/dice:2mglmf14] [5]
    • Description: Agile and Dexterous:
      Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
    • Roll result (1d20) [dice:2mglmf14]60133:8[/dice:2mglmf14] [20: 7]
    • Description: Spiritual and Determined:
      Add one die to Spirit and begin with Strong Willed.
Advances
  • Initial Advances: (From Hindrances):
    • +1 DT Smarts (d8)
    • +1 DT Agility (d10)
  • Free Edge (Human): Dirty Fighter Edge
  • Cybernetic Modifications: None
    1. Novice 1 Advance: +1 DT Strength (d8)
    2. Novice 2 Advance: +1 DT Healing d4 / Science d4
    3. Novice 3 Advance: Soldier Edge)
    4. Seasoned 1 Advance: +1 DT Spirit (d10)
    5. Seasoned 2 Advance: +1 DT Persuasion d10 / Performance d10
    6. Seasoned 3 Advance: Alertness Edge
    7. Seasoned 4 Advance: Martial Artist Edge
    8. Veteran 1 Advance: +1 DT Vigor (d8)
    9. Veteran 2 Advance: +1 DT Healing d6 / Science d6
    10. Veteran 3 Advance: Iron Jaw Edge
    11. Veteran 4 Advance: Improvisational Fighter Edge
    12. Heroic 1 Advance: +1 DT Smarts (d10)
    13. Heroic 2 Advance: +1 DT Fighting d8 / Athletics d10
    14. Heroic 3 Advance: Healer Edge
    15. Heroic 4 Advance: Martial Warrior Edge
    16. Legendary 1 Advance: +1 DT Agility (d12)
    17. Legendary 2 Advance: +1 DT Fighting d10 / Shooting d8
    18. Legendary 3 Advance: +1 DT Spirit (d12)
    19. Legendary 4 Advance: Take' Em Down Edge (2019Q4)

    20. Legendary 5 Advance:
    21. Legendary 6 Advance:
    22. Legendary 7 Advance:
    23. Legendary 8 Advance:
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Fritz Schumacher - Signature

Post by Fritz »

Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Fritz Schumacher - Human Intel Operative

Post by Ndreare »

You should switch up the following.
- GM Award
Underworld & Black Ops Table
Roll result (1d20) 1d20: 19[Make removable] [19: 14]
Description:
Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.


You selected it twice, but the bonuses will not really stack or have an improved version.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Fritz Schumacher - Human Intel Operative

Post by Sgt 86Delta »

Ndreare wrote: Mon Dec 09, 2019 2:52 pm You should switch up the following.
- GM Award
Underworld & Black Ops Table
Roll result (1d20) 1d20: 19[Make removable] [19: 14]
Description:
Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.


You selected it twice, but the bonuses will not really stack or have an improved version.
The first GM Award is on the TRAINING Table

The second GM Award is on the UNDERWORLD & BLACK OPS Table
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Fritz Schumacher - Human Intel Operative

Post by Ndreare »

I see, so it is only an editing issue with the title?
Capture.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: Fritz Schumacher - Human Intel Operative

Post by Sgt 86Delta »

Ndreare wrote: Tue Dec 10, 2019 3:46 pm I see, so it is only an editing issue with the title?
Capture.JPG
I rolled a 19 on the chart which allows for a player's selection:

The selection from the table is listed at the end of the die roll and table info.
Capture_LI.jpg
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: Fritz Schumacher - Human Intel Operative

Post by Sgt 86Delta »

25DEC2019 - Golden Benny (aquired)
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Sgt Fillmore - Sidekick Cyborg

Post by Fritz »

Cyborg

Built for combat and heavy work, Cyborgs are popular mercenaries and hired muscle. There’s just enough living being left in a Cyborg to make him want for good food, good drink, and leisure distractions of various kinds, which means money is a motivator. Ongoing maintenance and expensive repairs when things go badly in battle means money is a serious motivator.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12

Skills:
  • Athletics d8,
    Common Knowledge d6,
    Fighting d10,
    Intimidation d8,
    Notice d6,
    Persuasion d6,
    Repair d6,
    Shooting d10
Pace: 8; Parry: 7; Toughness: 26 (10)

Hindrances: Greedy (Minor), Overconfident, Stubborn

Edges:
  • Fleet-Footed,
    Frenzy (Imp),
    Iron Jaw,
    Rock and Roll!,
    Steady Hands,
    Sweep
Gear:
  • Cyborg MI-B2 Medium Infantry Plate (+4 MDC Armor, +4 Toughness, −2 to all Agility-linked non-combat skill rolls),

    NG-303 Mini Rail Gun (Range 30/60/120, 2d10+2 Mega Damage, RoF 3, AP 6),

    Vibro-Greatsword (Str+d12 Mega Damage, AP 12),

    2 × Armor Piercing Grenades (Range 5/10/20, 3d8 Mega Damage, AP 16, SBT),

    tool kit.

Cybernetic Systems:
  • Adrenal (+2 vs Shaken),
    Audio (+2 hearing-based Notice),
    Core Electronics (+2 to linked Common Knowledge, Electronics, Hacking, Research, and Repair checks),
    Optics (+2 sight-based Notice, ignore Illumination penalties),
    Targeting Eye (+2 Shooting).
Special Abilities:
All Those Moving Parts: Cyborgs must
be Repaired instead of Healed.
Harder than Steel: Cyborg construction
provides +6 MDC Armor, +3 Toughness.
High-performance Legs: Cyborgs have
+2 Pace and d10 run die.
Inhuman Appearance: Cyborgs suffer
−1 to Persuasion.
Loss of Dexterity: Cyborgs aren’t
designed for delicate or common use—
non-combat Agility checks are at −2.
Malfunctions: Cyborgs are subject
to the Technical Difficulties rules
(Tomorrow Legion Player’s Guide).
More Machine: +2 to recover from
Shaken; Ignore 1 Wound level; self-
contained breathing; immune to
Disease and Poison.
Size 1 (Normal): Combat Cyborgs are
big and heavy.
Unarmed Combat: Combat Cyborgs
deal Str+d4 Mega Damage in unarmed
combat and are considered armed.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
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