Kaelin - MARS Operator

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Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Kaelin - MARS Operator

Post by Kaelin »

Old Data
Kaelin McGregor

Seasoned Female Human, MARS Wilderness Scout

Iconic Framework: MARS Wilderness Scout

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Healing d6, Intimidation d6, Language (Native) d8, Notice d8+2, Persuasion d6, Repair d6, Shooting d10, Stealth d10, Survival d8+2, Thievery d8+1
Pace: 8; Running Die: d8; Parry: 5; Toughness: 11 (5)
Strain: 6/6
Hindrances: Impulsive, Small, Stubborn
Edges: Alertness, Danger Sense, Fleet-Footed, Free Runner, Marksman, Quick, Rock and Roll!, Soldier, Thief, Trademark Weapon (Viggo's Custom Legacy Bolt Action Rifle), Woodsman
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Dagger/Knife (Range Melee, Damage Str+d4), Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2), Viggo's Custom Legacy Bolt Action Rifle (Range 30/60/120, Damage 2d10+2, ROF 1, AP 4, +1 Parry)
Gear: Backpack
Languages: Native (native, d8), Native
Current Wealth: 8,775 cr

Special Abilities
  • Add one die type to Vigor:
  • Survivalist: Begin with Athletics d6, Common Knowledge d6, Notice d8, Stealth d6, and Survival d8.
  • Woodsman: Begin with the Fleet-Footed and Woodsman Edges.
  • Mars Advances: Wilderness Scouts begin as Seasoned heroes.

Advances
Novice Advances
  • Edge: Soldier
  • Edge: Thief
  • Raise Skills: Shooting/Stealth
Seasoned Advances
  • Edge: Marksman
  • Edge: Rock and Roll!
Current Load: 37 (61)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Kaelin McGregor

Seasoned Female Human, MARS Operator, and Grease Monkey

Iconic Framework: MARS Operator

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Boating d4, Common Knowledge d4, Driving d6, Electronics d6, Fighting d6, Language (Native) d8, Notice d6, Persuasion d6, Piloting d4, Repair d12+2, Shooting d6, Stealth d8, Survival d6, Taunt d6, Thievery d6
Pace: 8; Running Die: d8; Parry: 5; Toughness: 11 (5)
Strain: 6/6
Hindrances: Curious, Small, Stubborn
Edges: Ace, Born to Ride, Charismatic, Combat Ace, Danger Sense, Fleet-Footed, Free Runner, I Know a Guy, Live to Ride, Luck, McGyver, Mr. Fix It, Quick, Streetwise
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), Survival Knife (Range Melee, Damage Str+d4), Tommy Gun (.45) (Range 12/24/48, Damage 2d6+1, ROF 3, AP 1), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack (Contains: Wooden Cross)
Language: Native (native, d8)
Current Wealth: 13,770 cr

Special Abilities
  • Languages Known: Native (native, d8)
  • Repairman: Begin with Electronics d6, Repair d8, and the McGyver Edge.
  • Gearhead: Gain a free reroll on all Electronics and Repair checks.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Ace: Begin with Boating d4, Driving d4, Piloting d4, and the Ace Edge.

Vehicles
  • Wastelander Motorcycle (Size: 3 (Normal); Handling: 1; Toughness: 22 (10); Top Speed: 120mph/194kph; Notes: ATV, Exposed Crew, Max Range 400 miles, Rarity +0)
    Weapons
  • Anti-Personnel Laser (Fixed Front)Anti-Personnel Laser - Range 75/150/300 , Damage 4d6, ROF 1, AP 5, M.D.C.
  • Contains: Tool Kit


[/LIST]

Starting Bennies: 4
Advances
Novice Advances
  • Raise Skill: Repair
  • Edge: Fleet-Footed
  • Edge: Streetwise
Seasoned Advances
  • Edge: Combat Ace
  • Raise Attribute: Agility
  • Edge: Born to Ride
  • Edge: Live to Ride
Current Load (normal/combat): 51.25 / 30.25 (41)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
Last edited by Kaelin on Sun Jul 17, 2022 5:45 am, edited 2 times in total.
Main Account: Stormwell
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Kaelin - MARS Wilderness Scout

Post by Ndreare »

Looks good
  • 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
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Kaelin - MARS Wilderness Scout

Post by Ndreare »

Can you please give me 3 to 5 bullet points about her, or a paragraph?
This can be used by me to add character specific flavor for her time in Skagit.
  • 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
Kaelin
Posts: 135
Joined: Mon Feb 11, 2019 3:42 pm

Re: Kaelin - MARS Wilderness Scout

Post by Kaelin »

Backstory

Kaelin's story begins with her father, Fergus McGregor.

Fergus hailed from Perthshire in Scotland and was the son of a gamekeeper, something that allowed them to develop wilderness and sharpshooting skills as he grew up. At the outbreak of the Second World War Fergus was in his early twenties and found himself being called up for service in the British Army, fortunately the skills he'd learned during his childhood put him in good stead and he was able to become a sniper. By the time of the Allied invasion of Fortress Europe in 1944 Fergus had risen to the rank of sergeant and had a notable, but not entirely spotless, record behind him. As the Allies battled their way across France and into Germany, Fergus was there at the forefront until he was listed as Missing in Action in late 1944 after failing to return from a nighttime patrol.

It was on this fateful night, whilst silently making his way through some woods, that Fergus suddenly found himself by half-blinded by a flash of light. When he recovered his wits it was daytime and he was in a very different place, a place well away from the eastern frontier of France. Though on his own at first, he came across over people who were equally lost and used his skills to both protect them and help them survive. After a while it became clear that they were seemingly trapped in some valley and even more strangely some of the other people were from different time periods, thus explaining the weird clothes some of them wore. After helping establish a settlement of a sorts, Fergus soon took a wife and would go onto father three children.

Kaelin was the oldest of those three children and became her father's shadow as she grew older, frequently going out into the wilderness with him to learn and then put into practice many of the survival skills that Fergus himself had honed over the years. She would also be taught how to shoot, but proved to be just a skilled sharpshooter as her father. The two of them would regularly be seen either going on patrol or hunting trips.

By the time the first demons came, Kaelin had recently turned 18.

Struck down by the flu, Kaelin hadn't been able to go out with her father, though that may had been fate. Fergus encountered some of these demons and barely escaped with his life, but would be left severely injured and never fully recovered. With her father out of action, Kaelin would take over his duties once she herself had gotten better, even taking her father's trusty old Lee-Enfield rifle as her own.
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