Makenna Griggs (Far From Home)

Adventures in Russia
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Makenna Griggs
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Joined: Thu Apr 02, 2020 11:57 am

Makenna Griggs (Far From Home)

Post by Makenna Griggs »


Character Name: Makenna Griggs
Player Name: Kim
Rank: Seasoned 4 Advances Left: 0
Race: Quick Flex
Iconic Framework: MARS Wilderness Scout

Attributes: Agility d10, Smarts d10-1, Spirit d8, Strength d6, Vigor d8

Pace: d10 (10); Parry: 7 (½ Fighting +2); Toughness: 15(6) (½ Vigor+2 plus armor); Strain: 0

Skills:
  • Athletics* d6
  • Common Knowledge* d6
  • Notice* d8
  • Persuasion d4
  • Stealth* d6
  • Survival* d8
  • Fighting d8
  • Shooting d8
  • Hacking d6
  • Repair d6
  • Taunt d6
  • Thievery d4
  • Driving d6
  • Electronics d6
Hindrances
  • Overconfident (Major, racial): Makenna has been in a few scraps in the past and hasn't died yet. She figures that her life as a scavenger and mercenary has trained her for practically any situation.
  • Curious (Major): Spending the majority of her life as a scavenger meant that it was always worth the time to check every nook and cranny for valuables. You never know what you'll find if you don't look!
  • Jealous (Minor): Finders Keepers was the name of the game when it came to salvaging in Makenna's group. While they traveled together for safety, they each had to pull their own weight or else they would go hungry for the night. Even though Makenna doesn't need to worry about starving in the Tomorrow Legion, she still can't help but feel a little jealous when someone else finds a valuable trinket that could have fed her for a week, if sold to the right person.
  • Loyal (Minor): Makenna has been friends with a number of Juicers in the past, and fighting in the Juicer Uprising alongside them has only deepened her respect towards them.
QUICK FLEX ABILITIES, BONUSES, AND COMPLICATIONS
  • Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
  • Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
  • Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks—Juicer and Crazy augmentations don’t work on them—and Rifts Earth cybernetics and medical supplies/services that are compatible require double the listed price.
  • D-Bee (Major): Quick Flex are deemed the enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
  • Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
  • Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Quick: Quick Flex begin play with the Quick Edge.
  • Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
  • Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
  • Supreme Confidence: All Quick- Flex are inherently Overconfident in addition to any Hindrances chosen by the player.
MARS: WILDERNESS SCOUT
A post-apocalyptic ranger/scout who is an expert in traveling and living in the places between the civilizations of Rifts® Earth.
  • Add one die type to Vigor.
  • Begin with Athletics d6, Common Knowledge d6, Notice d8,
  • Stealth d6, and Survival d8.
  • Begin with the Fleet-Footed and Woodsman Edges.
  • Begin with standard Starting Gear plus a Vibro-Shortsword and a JA-11 Energy Rifle.
Edges and Iconic Abilities
  • Ambidextrous (Racial): Ignore –2 penalty when making Trait rolls with off-hand.
  • Quick (Racial): The hero may discard and redraw Action Cards of 5 or lower.
  • Fleet-Footed (IF): Pace +2, increase running die one step.
  • Woodsman (IF): +2 to Survival and Stealth in the wilds.
  • Charismatic (F&G): Free reroll when using Persuasion.
  • I Know a Guy (F&G): Once per session, effectively have the Connections Edge.
  • Scrounger (HJ): Roll to Network in any city or large town once per session.
  • Frontiersman (HJ): +2 to identify animals, monsters, plants, and weather conditions in the wild. May substitute Survival for Stealth when stalking a target or avoiding a predator while outdoors.
  • Free Runner (advancement): Ignore Difficult Ground and add +2 to Athletics in foot chases and Climbing.
  • Killer Instinct (advancement): Free reroll in any opposed Test she initiates.
  • Marksman (advancement): Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Sharpshooter (advancement): Sharpshooters can move about and still
    focus their attention on aiming. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
Hero’s Journey
  • Close Combat Weapons (8): The weapon utilizes lightweight construction techniques and materials, reduce weight by a third and Minimum Strength by one die type.
  • Experience and Wisdom (15): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
  • Underworld and Black Ops (15): With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.
Narrative Hook
  • Result (8): The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • 3: A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
  • 11: Gregarious and Resourceful: Begin with the Charismatic and I Know a Guy Edges.
Advances:
Novice 1 Advance: Stat increase
Novice 2 Advance: Skills increase
Novice 3 Advance: Free Runner Edge
Seasoned 1 Advance: Stat increase
Seasoned 2 Advance: Killer Instinct
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 Makenna Griggs on Sun Oct 04, 2020 3:05 pm, edited 9 times in total.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Makenna Griggs
Posts: 62
Joined: Thu Apr 02, 2020 11:57 am

Re: Makenna Griggs (Far From Home)

Post by Makenna Griggs »

MARS rolls
[dice:20cf9d3r]65009:0[/dice:20cf9d3r]
[dice:20cf9d3r]65009:1[/dice:20cf9d3r]
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
User avatar
Makenna Griggs
Posts: 62
Joined: Thu Apr 02, 2020 11:57 am

Re: Makenna Griggs (Far From Home)

Post by Makenna Griggs »

Hero's Journey Rolls
1. Underworld and Black Ops: [dice:bep09u2l]65010:0[/dice:bep09u2l]
2. Experience and Wisdom: [dice:bep09u2l]65010:1[/dice:bep09u2l]
3. Close Combat Weapons: [dice:bep09u2l]65010:2[/dice:bep09u2l]

Plot hook roll
[dice:bep09u2l]65010:3[/dice:bep09u2l]
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
User avatar
Makenna Griggs
Posts: 62
Joined: Thu Apr 02, 2020 11:57 am

Re: Makenna Griggs (Far From Home)

Post by Makenna Griggs »

Gear
NG-S2 Survival Pack (20 lb)
• 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
• Mallet and wooden stakes
• 1 set extra clothes

Body Armor:
Explorer Heavy EBA
• Armor: +6 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Rarity: -2; Cost: 45,000
Enhancement from Body Armor HJ table (11): Your suit has an advanced communications system, with a 20-mile range. Add +2 to Survival rolls to navigate by pinpointing location, Electronics rolls to jam transmissions, radio direction find, intercept comms, etc.

Weapons
Vibro-Shortsword
Dmg: Str+d8, AP 8
Weight: 3 (Min Str: d6)
Notes: Ignore Strength requirement while powered, deals Mega Damage.
Rarity: +0 Cost: 9,000

Wilk’s 320 Laser Pistol
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

JA-11 Juicer Assassin Energy Rifle
• Range: 30/60/120
• Dmg: 4d6, AP: 4
• ROF: 1
• Shots: 30*
• Weight: 7 lbs. (Min Str: d6)
• Notes: Heavy Beam. Integrated Multi-Optics Scope. As a free action, switch to ion beam (as an NG-IP7) or fire a bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds). *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
• Rarity: -3 Cost: 40,000
[*]Multi-Optics Scope: An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1 lb., 3000 credits).

Two E-clips or magazines for each weapon

Credits:
Universal Credits: 1,000
Gear or valuables: 2,500
Last edited by Makenna Griggs on Thu Apr 09, 2020 8:43 am, edited 4 times in total.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
User avatar
Makenna Griggs
Posts: 62
Joined: Thu Apr 02, 2020 11:57 am

Re: Makenna Griggs (Far From Home)

Post by Makenna Griggs »

Credits Roll:
Credits: [dice:nmdskrmv]65016:0[/dice:nmdskrmv]
Valuables: [dice:nmdskrmv]65016:1[/dice:nmdskrmv]
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Makenna Griggs (Far From Home)

Post by Daniel »

I didn’t find any issues. I formatted it some.

Look forward to seeing Background and playing with you all.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Makenna Griggs
Posts: 62
Joined: Thu Apr 02, 2020 11:57 am

Re: Makenna Griggs (Far From Home)

Post by Makenna Griggs »

Background

Makenna's parents were never the type to stay in one place for very long. The cities were too crowded, the smaller towns were too boring and predictable. So they decided to travel with other like-minded individuals, and make their living by scrounging up any valuables they could find. Living out in the wilds was dangerous, so learning how to protect yourself was a necessity. If valuables couldn't be found, mercenary work was a lucrative plan B. This was the life Makenna was born in to.

Makenna had no particular ties to any of the major factions, travelling and trading with whoever was willing to pay her the most for her work. That is, until the Juicer Uprising happened. She had made friends with plenty of Juicers in her lifetime, and could see the hope in their eyes when they heard of a possible cure for their short life. But something didn't feel right to Makenna. It just seemed too good to be true. She was proven right when the Juicers and the Coalition started fighting each other. She, of course, fought alongside her Juicer friends. She fought as long as she could, but was severely injured during the battle. By the time she recovered, the battle was over, and many of her friends had lost their lives. It was then that Makenna vowed to fight against the Coalition by any means necessary.

Joining up with the Tomorrow Legion was a huge change of pace, and Makenna still isn't sure it's the life for her. But if it means opposing the Coalition in any way, she'll learn to put up with the confines of Castle Refuge. Going out on missions with her team helps ease the transition a little, at least.
Makenna Griggs
Makenna Griggs

Pace: d10 (10); Parry: 7; Toughness: 15(6); Strain: 0

Wounds: 0/3; Fatigue: 0/2; Bennies: 4/3
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