Dr. Enderson, Human Body-Fixer

GM: Stoic
Money, missions, munitions. There's no such thing as friendly fire with this group!
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Dr. Enderson
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Joined: Sat May 22, 2021 4:17 pm

Dr. Enderson, Human Body-Fixer

Post by Dr. Enderson »

Character Sheet

Dr. Enderson
Middle aged human male with dark hair going to gray. Average height, average build. Stern face that never seems to smile.

Rank: Seasoned Advance: 5
Race: Human
Iconic Framework: M.A.R.S. Body-Fixer
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8
Pace: 6;(d6) Parry: 4; Toughness: 17(8); Strain: 3/8
Skills
  • Athletics
    Situational: +1 Climbing (NG-S2)
  • Battle d8
  • Common Knowledge
    Always: +2 Core Electronics Package
    Situational: +2 to detect/diagnose disease, chemicals (including poisons), radiation, and to analyze microscopic organisms and provide detailed health readouts (Medical Suite)
  • Electronics
    Always: +2 Core Electronics Package
    Situational: +1 to all Healing rolls (including cybernetic surgery); +2 to detect/diagnose disease, chemicals (including poisons), radiation, and to analyze microscopic organisms and provide detailed health readouts (Medical Suite)
  • Fighting d4
  • Hacking
    Always: +2 Core Electronics Package
    Situational: +2 on Opposed Hacking rolls (Computer, Field Grade II)
  • Healing
    Always: Free Reroll (Body Fixer), +2 Healer, +1 Medical Suite, +1 Trauma Kit (if stocked)
    Situational: +2 to First Aid (T-12 Field Medic), +2 to concoct antidotes and treatments (Bio-Analysis Kit); +2 to detect/diagnose disease, chemicals (including poisons), radiation, and to analyze microscopic organisms and provide detailed health readouts (Medical Suite)
  • Intimidation
    Always: +2 Menacing
    Situational: +1 against D-Bees and mages familiar with the CS if discovered to be a Coalition Exile
  • Language (American) d8
  • Notice
    Situational: +2 to detect/diagnose disease, chemicals (including poisons), radiation, and to analyze microscopic organisms and provide detailed health readouts (Medical Suite)
  • Persuasion
    Situational: -1 against D-Bees and mages familiar with the CS if discovered to be a Coalition Exile
  • Repair
    Always: +2 Core Electronics Package
    Situational: +1 to all Healing rolls (including repair)
  • Research
    Always: +2 Core Electronics Package
    Situational: +2 to any Research rolls for recalling history or similar research (Computer, Field Grade II)
  • Science
    Situational: Free reroll for all Science (Biology) checks (Computer, Field Grade II); +2 to detect/diagnose disease, chemicals (including poisons), radiation, and to analyze microscopic organisms and provide detailed health readouts (Medical Suite)
  • Shooting
    Situational: Reduce shooting penalty from Unstable Platform or Running by 1 (NG Equalizer); +1 to Shooting rolls (NG Equalizer)
  • Stealth d4
Hindrances
  • The human hero was a member of Coalition society but has left the States on poor terms—and she is on the Internal Security Service’s wanted list.
    (Minor): If any D-Bees or magic users learn of the character’s past they instinctively distrust her, incurring a −1 Persuasion check modifier, but she gains a +1 bonus to Taunt or Intimidate D-Bees and mages familiar with the Coalition.
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Ruthless (Major): The fanatic will do most anything to accomplish her goals. She harms anyone and everyone who gets in her way.
Edges and Iconic Abilities
  • Body Fixer: Gain a free reroll on all Healing and Science (biology) checks.
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Each time this Edge is chosen, five followers come to fight by the hero’s side. If any are lost, others eventually take their place (how long is up to the GM and the circumstances).

    Followers must be cared for and generally want a share of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their task. They won’t throw their lives away but are willing to risk them repeatedly in his service.

    Use the Experienced Soldier profile found on page 188 for the followers. A hero may outfit her allies as she sees fit. Followers Advance just like player characters (see page 54).

    Use the Allies rules on page 111 to give them distinctive personalities
    if desired.
    : The hero has five followers.
  • Healer: +2 to Healing rolls, magical or otherwise.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Some people seem to know someone everywhere they go or make contacts quickly and easily. The contact may not be the most amazingly helpful person—they may even have an unrequited crush on the hero or hate them for some past slight. The person known may be well-placed in an organization, or just as easily a homeless person who knows the word on the street. The point is, however, almost anywhere he goes, the hero seems to have a knack for connecting with people who know something of value or can contact some helpful folks.

    Once per quarter, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that quarter’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
    : Once per Quarter, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group).
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Luck: +1 Benny at the start of each quarter.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.
  • Unless the hero is planning to remain in one location for a serious length of time, annual salary isn’t part of the wealth equation. She’s managed to accumulate a bit of money, but more importantly, extra gear. She 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. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.
    : She begins with 15,000 credits and gets two rolls on any gear Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.

Cybernetics

Bionic Strength Augmentation (1) - Strain: 1
  • Raise Strength one die step.
Core Electronics Package (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.
Medical Suite (1) - Strain: 1
  • A suite of sensors, microscopes, and a mini-computer upgrade
  • +1 to all Healing rolls (including cybernetic surgery and repair)
  • +2 to detect/diagnose disease, chemicals (including poisons), radiation, and to analyze microscopic organisms and provide detailed health readouts.
Dr. Enderson, Human Body-Fixer
Pace: 6(d6); Parry: 4; Toughness: 17(8)
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Followers:The hero has five followers.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.


Wounds: 0/3; Fatigue: 0/3
Bennies: 4/4; Conviction: 0/1
Edit Signature


Ammo Level: High
Goon Squad Condition: Uninjured; Fatigued (Bumps and Bruises); -1 to rolls

Personnel Status (if different from Above):
Spike (Treacherous): Uninjured
Nemo (Artistic): Uninjured
Shade (Sneaky): Uninjured
Paradox (Clueless): Uninjured
Mouse (Cowardly): Uninjured
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Dr. Enderson
Posts: 11
Joined: Sat May 22, 2021 4:17 pm

Re: Dr. Enderson, Human Body-Fixer

Post by Dr. Enderson »

Background
Dr. Enderson.jpg

Dr. Enderson hails from the CS where he was too unscrupulous in his selection of patients for the ISS to ignore. The Doctor's motto has always been to treat any patient as long as they can pay. After treating one D-Bee too many, Dr. Endrson nearly escaped Chi-town with his life.

He escaped to Northern Gun where business is just as good if not better. However, he learned a valuable lesson in Chi-town. He now bankrolls a squad of mercenaries to watch his back. The ISS won't catch him off guard again.

Now, he has contacts in nearly every merc squad in Northern Gun. He has also treated clientele from nearly every major group in the city's underbelly. He doesn't bring much to the table in a fight, but his contacts, knowledge, and medical skill serves any group he works with well.
Dr. Enderson, Human Body-Fixer
Pace: 6(d6); Parry: 4; Toughness: 17(8)
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Followers:The hero has five followers.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.


Wounds: 0/3; Fatigue: 0/3
Bennies: 4/4; Conviction: 0/1
Edit Signature


Ammo Level: High
Goon Squad Condition: Uninjured; Fatigued (Bumps and Bruises); -1 to rolls

Personnel Status (if different from Above):
Spike (Treacherous): Uninjured
Nemo (Artistic): Uninjured
Shade (Sneaky): Uninjured
Paradox (Clueless): Uninjured
Mouse (Cowardly): Uninjured
User avatar
Dr. Enderson
Posts: 11
Joined: Sat May 22, 2021 4:17 pm

Re: Dr. Enderson, Human Body-Fixer

Post by Dr. Enderson »

Goon Squad (Allied Extras)
Ammo Level: Very High/High (the usual level)/Low/Out
After each fight, the ammo automatically drops a level. This makes for dramatic situations and realistic logistical problems while eliminating the bookkeeping.

The Goon Squad is a merc team from Northern Gun led by Spike and employeed by Dr. Emerson. They're far from the best money can buy, but as long as the doctor has Spike by the metaphoric balls, it's a good business deal. In addition to not-quite-fair pay, Spike demands the finest medical treatment from the doctor for any injuries incurred on the job.

Interestingly, Spike's XO Nemo outright refused to sign the contract unless Dr. Emerson agreed keep "Destructinator," Nemo's plasma rifle, in perfect repair. Which is something the doctor regrets agreeing to considering Nemo once managed to cause the weapon to overheat so spectacularly that it caused an explosion. Which, due to a well timed (read: paniced) toss, took out the entire enemy opposition on that mission.

The rest of the team either had no say in the matter or were perfectly happy with the arrangement. To date, they have performed adequately and there have been no casualties. The doctor would argue that this is due less to their skill and more to the doctor's timely administrations of medical aid.

Spike (Human)
Point Man, Goon Squad Leader, Ruthless
Spike is the de facto leader of the Goon Squad which he rules with an iron fist. He is the type of mercenary who will work for the highest bidder, but he also has a reptuation for staying alive. If a job is too difficult, he doesn't mind walking or going against orders to call for a tactical retreat.

The Doctor and Spike have a working agreement: Spike will follow orders without doublecrossing the doctor, and accordingly, Doctor Enderson won't release a tidal wave of information regarding Spike's sordid affairs into Northern Gun's seedy underbelly. Spike gets to keep his reputation, and even build it working for Dr. Enderson, and Dr. Enderson gets an affordable, somewhat trustworthy protection detail.
Spike.jpg
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6
Pace: 6; Parry: 7(1); Toughness: 13 (5)
Edges: Soldier, Dead Shot, Rapid Fire
Hindrances: -
Gear: Pulse Laser Rifle (24/48/96, 4d6, RoF 3, AP 2, Shots 60/60, 3RB, Cauterize, No Recoil), Vibro-Bayonet (Str+d6, AP 6, MD, When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.), Huntsman Medium Personal Armor (Armor +5, Toughness +2)


Mouse (Human)
Cannon Fodder, Goon Squad Go-For, Useless and Meek
Dr. Enderson can only guess what terrible sequence of events led a person like Mouse to join a mercenary group. She's gun shy, an ineffective combatant, and completely useless on the front line. If she wasn't more terrified of the certainty of catching a bullet to the brain from Spike than the dangers of combat, she probably would have broken and ran long ago.

She primarily tends to the group's grunt work outside of combat. The Goon Squad piles everything on her they can trust her with. On the job, she's never left alone. She's typically assigned to securing the ingress/egress with Shade, Nemo and/or Paradox.
Mouse.jpg
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6
Pace: 6; Parry: 6; Toughness: 13 (5)
Edges: Soldier, Calculating, Extraction
Hindrances: -
Gear: Wilk's 320 Laser Pistol (15/30/60, 3d6, RoF1, AP 2, Shots 20/20, +1 Shooting, Cauterize, No Recoil), Vibro-Knife (Str+d6, AP 6, MD), Huntsman Medium Personal Armor (Armor +5, Toughness +2)


Nemo (Human)
All-Rounder, Goon Squad XO, Friendly
Nemo is both surprisingly good natured and highly professional. He's a pretty boy who talks fancy and thinks its cool to give his gun a name. The rest of the goon squad mostly lets him slide on that count because he's a crack shot with his plasma rifle "Destructinator." The rest of the squad hopes he finds a groove with his naming scheme in the future.

As a combatant, he's well rounded. He often teams up with Shade to watch her back(side). He's good enough with his plasma rifle to act as a secondary sniper, too. Nemo is Mouse's preferred teammate, and when an exit or entry is critical Nemo often gets paired with her. He isn't afraid to head into the fray with Spike on the front lines, though, and that pairing is quite effective. Nemo, Spike and Shade form the backbone of the Goon Squad.
Nemo.jpg
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6
Pace: 6; Parry: 9(3); Toughness: 13 (5)
Edges: Soldier, Improved Trademark Weapon
Hindrances: -
Gear: Plasma Rifle (24/48/96, 4d6, RoF 1, Shots 20/20, MD, Snapfire, It Burns), Vibro-Bayonet (Str+d6, AP 6, MD, When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.), Huntsman Medium Personal Armor (Armor +5, Toughness +2)


Shade (Human)
Sniper, Goon Squad Eyes and Ears, Snarky
Shade is the Goon Squad's sniper. From an elevated position, she can rain death down on her enemies with her particle beam rifle. She's no better of a shot than Nemo, but unlike the team's charismatic all-rounder, Shade can use any rifle to get the job done.

That said, she doesn't like taking a front line position. Spike doesn't care whatsoever, but he understands that her potential is squandered from the front, so Shade typically gets her way. When a job doesn't call for sniper fire, she often finds herself paired with Mouse and/or Paradox.
Shade.png
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6
Pace: 6; Parry: 7(1); Toughness: 11 (4)
Edges: Soldier, Marksman, Steady Hands
Hindrances: -
Gear: Particle Beam Rifle (18/36/72, 4d8, AP 4, RoF 1, Shots 8/8, MD, Snapfire, Disintegration, Atomic Annihilation), Vibro-Bayonet (Str+d6, AP 6, MD, When attached to a rifle, Str+d8, AP 8, Parry +1, Reach 1, two hands.), Plastic-Man Light EBA (+4 Armor, +1 Toughness, EBA)


Paradox (Human)
Distraction and Misdirection, Goon Squad Filler, Imbecile
Paradox is an enigma. As enigmatic as an idiot can be. They follow orders to a T, exactly as described and for better or for worse. They hardly speak and aren't particularly effective on the battlefield. Despite all of this, Paradox holds a position within the Goon Squad roughly halfway between Mouse and Nemo.

Paradox is hard to pin down, and when they do catch a shot, they tend to shrug it off. Paradox can take up position with any other member of the team and do an acceptable if not exceptional job. Whatever their story is, Paradox is accepted into the team with few questions asked (and none answered).
Paradox.png
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6
Pace: 6; Parry: 6; Toughness: 13 (5)
Edges: Soldier, Dodge, Iron Jaw
Hindrances: -
Gear: Wilk's 320 Laser Pistol (15/30/60, 3d6, RoF1, AP 2, Shots 20/20, +1 Shooting, Cauterize, No Recoil), Vibro-Knife (Str+d6, AP 6, MD), Huntsman Medium Personal Armor (Armor +5, Toughness +2)


Spike

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[inline=Spike][i]Point Man and de Facto Leader[/i]
[img]https://savagerifts.com/sr/download/file.php?id=2622&t=1[/img][/inline]
Nemo

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[inline=Nemo][i]Gun-Naming All-Rounder and XO[/i]
[img]https://savagerifts.com/sr/download/file.php?id=2625&t=1[/img][/inline]
Shade

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[inline=Shade][i]Snarky Sniper[/i]
[img]https://savagerifts.com/sr/download/file.php?id=2626&t=1[/img][/inline]
Paradox

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[inline=Paradox][i]Idiot Savant[/i]
[img]https://savagerifts.com/sr/download/file.php?id=2627&t=1[/img][/inline]
Mouse

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[inline=Mouse][i]Useless Cannon Fodder[/i]
[img]https://savagerifts.com/sr/download/file.php?id=2624&t=1[/img][/inline]
Dr. Enderson, Human Body-Fixer
Pace: 6(d6); Parry: 4; Toughness: 17(8)
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Followers:The hero has five followers.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.


Wounds: 0/3; Fatigue: 0/3
Bennies: 4/4; Conviction: 0/1
Edit Signature


Ammo Level: High
Goon Squad Condition: Uninjured; Fatigued (Bumps and Bruises); -1 to rolls

Personnel Status (if different from Above):
Spike (Treacherous): Uninjured
Nemo (Artistic): Uninjured
Shade (Sneaky): Uninjured
Paradox (Clueless): Uninjured
Mouse (Cowardly): Uninjured
User avatar
Dr. Enderson
Posts: 11
Joined: Sat May 22, 2021 4:17 pm

Re: Dr. Enderson, Human Body-Fixer

Post by Dr. Enderson »

Gear (43.52/60 or 63.52/60 - NG-S2)


Wooden Stakes (Str+d4)

NG Equalizer (Patron Item)
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: MD, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
  • • Min Str d8
    • Adaptive Engineering: Can use Bandito BigBore Pistol Rounds or "Medium" or Naruni Pistol Plasma Rounds. Can also use standard 12 gauge Shotgun buckshot and slug rounds (including silver). Because of the variable nature of the cylinder, malfunctions and jams are common. This gun is +1 on the Technical Difficulties table.
    • Steady Shot Aim Assist: A miniature Sensor Targeting Suite in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. This system can reduce the shooting penalty from Unstable Platform or Running by 1
    • Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
    • Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you. (Acts as a Quirk Minor Hindrance)
    • Cannot make use of a "Speed Loader" due to the adaptive design that allows for multi-munitions use. Must be loaded one at a time.
    • Unique Ammo: Big Bore Rounds may be purchased at most Northern Gun Stores, or Bandito Arms stores for 100 credits each (Rarity -1); For those with the weapon and authorization, Northern Gun stores that have them will sell any Naruni Pistol Plasma rounds to the tester for 50 credits (Rarity -2).
    • Northern Gun Quality: Uses the
    The Upper Peninsula’s manufacturers are known for producing durable, reliable equipment. A Critical Failure when using NG or WI manufactured gear allows the user to make an immediate Common Knowledge roll as a free action. A success avoids any Technical Difficulty.
    Manufacturer Quality (Empires of Humanity, page 38)
Ammunition
  • 62 Shotgon Shells (3.72 lb, .6 Credits/Shell)
  • 6 Silver Slugs (.36 lb, 200 Credits/Slug)
  • 12 Big Bore Shells (.72 lb, 100 Credits/Shell)
  • 12 Naruni Plasma Cartridges (.72 lb, 50 Credits/Cartridge)



T-12 Field Medic Light EBA
Image
  • Armor: +6; Toughness: +2
    Weight: 17 lbs (Min Str: d4)
    Notes: Infravision, medical suite grants +2 to Healing rolls for first aid, EBA.
    Rarity: -2; Cost: 65,000
Doctor's White Combat Coat (Rifts Patron Item)
This combat coat is Dr. Enderson's personal doctor's white coat modified for combat. It is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). This custom version uses parts from armored coats normally sold to customers of Bandito Arms.

The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (most often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
Doctor's Combat Coat.jpg
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Dosimeter
• Pocket: 6 Shotgun Shells
• Pocket: 6 Shotgun Shells
• Pocket: 6 Silver Slugs
• Pocket: 6 Big Bore Shells
• Pocket: 6 Big Bore Shells
• Pocket: 6 Naruni Plasma Cartirdges
• Pocket: 6 Naruni Plasma Cartridges




Bio-Analysis Kit (5 lb)
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.
Bio-Analysis Kit.png
Bio-Analysis Kit.png (52.45 KiB) Viewed 2462 times
  • Anyone with Science gains a +1 to healing when using this system, or a +2 if they also have Electronics.
  • Cost: 7,200
Computer, Field Grade II (2 lb)
A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world.
Computer, Field Grade II.png
Computer, Field Grade II.png (56.89 KiB) Viewed 2461 times
  • Grants a +2 bonus on opposed Hacking or Thievery rolls.
  • Also grants a +2 bonus that applies to any Research rolls for recalling history or similar research.
  • Cost: 20,000
Dosimeter (1 lb)
Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. What’s more, the effects of some Rifts create radiation threats, making a device like this very useful.
Dosimeter.png
Dosimeter.png (45.36 KiB) Viewed 2459 times
  • Accurately detects the presence and amount of radiation with a Range of 5/10/20.
  • Cost: 200
Tool Kit (5 lb)
The bare minimum a budding Mr. Fix It needs to keep his gear and that of his buddies in good repair.
Image
  • Negates the -1 to -2 penalty to repair from not having appropriate tools.
  • Cost: 200
Trauma Kit (3 lb)
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.
Image
  • Grants a +1 on all Healing rolls.
  • Frequent use requires replenishing the supplies, as dictated by the GM
  • Cost: 2,600
NG-S2 Survival Pack (20 lb)
Image
  • • 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


Credits: 12

Contacts
Dr. Enderson, Human Body-Fixer
Pace: 6(d6); Parry: 4; Toughness: 17(8)
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Followers:The hero has five followers.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.


Wounds: 0/3; Fatigue: 0/3
Bennies: 4/4; Conviction: 0/1
Edit Signature


Ammo Level: High
Goon Squad Condition: Uninjured; Fatigued (Bumps and Bruises); -1 to rolls

Personnel Status (if different from Above):
Spike (Treacherous): Uninjured
Nemo (Artistic): Uninjured
Shade (Sneaky): Uninjured
Paradox (Clueless): Uninjured
Mouse (Cowardly): Uninjured
User avatar
Dr. Enderson
Posts: 11
Joined: Sat May 22, 2021 4:17 pm

Re: Dr. Enderson, Human Body-Fixer

Post by Dr. Enderson »

Advances

  • Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.


  • Roll on the MARS Fortune & Glory Table (page 44) two times, possibly modified by package.
  • MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • Add one die type to Smarts.
  • Begin with Electronics d8, Healing d8, Repair d6, and Science d6.
  • Begin with the Healer Edge.
  • Body Fixer: Gain a free reroll on all Healing and Science (biology) checks.
  • Begin with standard Starting Gear plus a Bio-Analysis Kit, Dosimeter, Tool Kit, and Trauma Kit.
  • Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.


  • (05): Agile and Dexterous - Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (18): A Merry Band - Your hero has proven himself as a leader of the downtrodden, earning the Command and Followers Edges. Your followers roll for Allied Personalities and use the Experienced Soldier profile, see Allies in Savage Worlds.[/size]


  • Cybernetics (19-20): Choose any single cybernetic upgrade you wish and qualify for. (Medical Suite)
  • Education (12): The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d6 in Battle to prove it. He also has the Command Edge (or one Leadership Edge of her choice if he already has Command - Inspire).
  • Experience & Wisdom (11): Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (Luck)
  • Underworld & Black Ops (5-7): She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.


Table Rolls

Agility: d6 (F&G)
Smarts: d8 (1 + IF)
Spirit: d8 (2)
Strength: d8 (1 + Cyber)
Vigor: d8 (1 + N3)
(5/5)

  • Athletics (Ag) - d4 (Core)
  • Battle (Sm) - d8 (HJ + N2)
  • Common Knowledge (Sm) - d8 (Core + 2)
  • Electronics (Sm) - d8 (IF)
  • Fighting (Ag) - d4 (1)
  • Hacking (Sm) d6 (IF)
  • Healing (Sm) - d10 (IF + 2)
  • Intimidation (Sp) - d8 (N2 + 2)
  • Language (American) (Sm) - d8 (Setting Rule)
  • Notice (Sm) - d6 (Core + 1)
  • Persuasion (Sp) - d6 (Core + 1)
  • Repair (Sm) - d8 (IF + 1)
  • Research (Sm) - d6 (2)
  • Science (Sm) - d8 (IF + 1)
  • Shooting (Ag) - d6 (2)
  • Stealth (Ag) - d4 (Core)
(15/15)

Advances
  • Initial Advances: (Bonus from Hindrances): Hold the Line, Natural Leader
  • Edge(s) granted by Racial Features: Rich
  • Cybernetic Modifications: Bionic Strength Augmentation, Core Electronics Package, Medical Suite
  • Novice 1 Advance: Common Bond
  • Novice 2 Advance: Battle d8, Intimidation d8
  • Novice 3 Advance: Vigor d8
  • Seasoned 1 Advance: Level Headed
  • Seasoned 2 Advance: Menacing
  • ***Seasoned 3 Advance: Notice d8, Research d8***
  • 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:

Extra Perk Points: 2 (Added to take Luck Edge from Interlude HJ Roll)
Validity: Character appears valid and optimal
Created with Savaged.us
Dr. Enderson, Human Body-Fixer
Pace: 6(d6); Parry: 4; Toughness: 17(8)
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Followers:The hero has five followers.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.


Wounds: 0/3; Fatigue: 0/3
Bennies: 4/4; Conviction: 0/1
Edit Signature


Ammo Level: High
Goon Squad Condition: Uninjured; Fatigued (Bumps and Bruises); -1 to rolls

Personnel Status (if different from Above):
Spike (Treacherous): Uninjured
Nemo (Artistic): Uninjured
Shade (Sneaky): Uninjured
Paradox (Clueless): Uninjured
Mouse (Cowardly): Uninjured
User avatar
Dr. Enderson
Posts: 11
Joined: Sat May 22, 2021 4:17 pm

Re: Dr. Enderson, Human Body-Fixer

Post by Dr. Enderson »

+1 HJ Roll (Lucky) from Interlude.
Dr. Enderson, Human Body-Fixer
Pace: 6(d6); Parry: 4; Toughness: 17(8)
  • Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
    : +1 to Allies’ Shaken or Stunned recovery rolls.
    • Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities.
  • Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.

    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    : The hero may freely give her Bennies to others.
  • Followers:The hero has five followers.
  • Hold the Line: +1 to Allies' Toughness in Command Range.
  • Inspire: Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Menacing: +2 to Intimidation.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    : The hero may discard and redraw Action Cards of 5 or lower.


Wounds: 0/3; Fatigue: 0/3
Bennies: 4/4; Conviction: 0/1
Edit Signature


Ammo Level: High
Goon Squad Condition: Uninjured; Fatigued (Bumps and Bruises); -1 to rolls

Personnel Status (if different from Above):
Spike (Treacherous): Uninjured
Nemo (Artistic): Uninjured
Shade (Sneaky): Uninjured
Paradox (Clueless): Uninjured
Mouse (Cowardly): Uninjured
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