Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

GM: Freemage
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SnackHappy
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Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

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Jacob 'Snack Happy' Grimlock
Player Name:Marc
Google Handle: marc.leasure82@gmail.com
Rank: Legendary Experience: 80 Advances Left: 0
Race: Grackle Tooth
Iconic Framework: M.A.R.S. Robot Vehicle Ace
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8(d12+1 NG-EX10), Vigor d6
Pace: 10; Parry: 8(10 w/Cestus); Toughness: 14(6); Strain: 0
Skills:
  • Notice d8
  • Battle d8
  • Repair d8 +2
  • Science d8
  • Piloting d12
  • Athletics d8
  • Fighting d12
  • Shooting d12
  • Electronics d8
  • Common Knowledge d4
  • Stealth d4
  • Persuasion d4

Hindrances
  • Overconfident (Major): “Just How I Was Raised”
  • Heroic (Major): “Gotta look out for the little guy.”
  • Loyal (Minor): “I look out for my friends”
  • Mild Mannered (Minor): “I’m a little doughy in the middle. People don’t exactly think I am scary”


Edges
  • Counterattack: Free attack against one foe per turn who failed a Fighting roll.
  • Improved: As Counterattack, but against three failed attacks per turn.
  • Command: +1 to Extras’ Shaken recovery rolls in Command Range.
  • Natural Leader: Leadership Edges now apply to Wild Cards.
  • Ambidextrous: Ignore –2 penalty when making Trait rolls with off-hand.
  • Two-Fisted: Make one extra Fighting roll with a second melee weapon in the off-hand at no Multi-Action penalty.
  • Two-Gun Kid: Make one extra Shooting (or Athletics (throwing) roll with a second ranged weapon in the off-hand at no Multi-Action penalty.
  • Tactician: Draw an extra Action Card each turn that may be assigned to any allied Extra in Command Range
  • Master Tactician: Draw and distribute two extra Action Cards instead of one.
  • Rock and Roll!: Ignore the Recoil penalty when firing weapons with a RoF of 2 or more. Character may not move.
  • Dodge:−2 to be hit by ranged attacks.
  • Steady Hands: Ignore Unstable Platform penalty; reduce running penalty to –1.
  • Rapid Fire: Increase RoF by 1 for one Shooting attack per turn.
  • Improved Rapid Fire: Increase RoF by 1 for up to two Shooting attacks per turn.
  • Ace: Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
  • Combat Ace: ignores the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Robot Vehicle Jock: Ignore −2 penalty to all skill rolls while piloting a robot vehicle
  • Mr. Fix It: +2 to Repair rolls, half the time required with a raise.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Extraction (Razorback Cloak): One adjacent foe doesn’t get a free attack when you withdraw from close combat.
  • Combat Sense (Razorback Cloak):Opponents halve any Gang Up bonuses against him.
  • First Strike:Free Fighting attack once per round when foe moves within Reach.

Spirit's Boon: When faced with the horrors of the worlds beyond, you can feel a beneficial presence wash over you, fortifying you against the instinctive terror of the unnatural. You gain a +2 bonus to all Fear Checks; this stacks with the Brave Edge. If you are innately Fearless, then when a Fear check is called for, the presence acts to bolster your resolve in a more subtle fashion--roll a d10 (no Wild Die), which can Ace as normal, and treat it as a Support roll for your next action, which must be taken either the round you were faced with the Fear check, or the one immediately following. (So for every Success and Raise on this roll, you get a +1 to your action's roll, up to a maximum of +4.)
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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SnackHappy
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Re: Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

Post by SnackHappy »

Gear:
LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chainsword (Str + 3d4+3 MD, AP 4)
Parry +2
Sweep Edge
Improved Sweep Edge
Modified per loot to add +2 AP off of hero's journey
(Str + 3d4+3 MD, AP 6)

Longtooth Clan Spirit Spear
Notes: A magic item. Wielder needs d8 minimum Spirit. Granted to great warriors
and heroes, especially among Native American and First Nation cultures. Gains
+1d6 damage and +6 AP against supernatural evil.
(Str + 3d6 MD, AP 6)

Dragon Rod:
Notes: https://savagerifts.com/sr/viewtopic.php?f=58&t=4604
See Lower Entry
(Str+3d6 MD)

C-29 “Hellfire” Heavy Plasma Cannon
(Range 18/36/72, 3d12+3 Mega Damage, RoF 1, Snapfire, It Burns, Multi-Optics Scope)

Wilk’s 227 Pulse Laser Pistol
Notes: 3RB
(15/30/60, Damage 3d6, RoF 3, AP 2, 24 Shots)

NG-EX10 Gladius Exoskeleton EBA
Notes: MDC Armor; while powered (96 hour battery) grants Strength d12+1, +2 Pace, no
Min Str. HJ Modifier: Micro exoskeleton enhancements in the legs give your hero +2 to Pace and +1" Jumping distance
+6 Armor, +4 Toughness

Razorback Cloak (unenchanted, crafted from exotic materials)
Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
2 lbs
Value: 25,000 Cr, in part because they aren't exactly attractive.

Hoverboard:
A lightweight skateboard-sized device that allows the user to hover a few inches off the ground using the Piloting skill. This version is powered and gives the user an Acceleration of 5 and a Top Speed of 20.

NG-S2 Survival Pack
  • 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.

Credits: 1,315,570
Last edited by SnackHappy on Mon Jan 27, 2020 3:51 pm, edited 1 time in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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SnackHappy
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Re: Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

Post by SnackHappy »

NG-V61 Gunwolf (Sasha)
Size 7(Large), Crew 2(Modified for Tail),
Strength d12+8, Toughness 46 (28), Pace 14+d8 (60 MPH)
Notes: MDC Armor, clawed hands cannot carry hand-held weapons, Advanced Sensor
Suite (+4 to Notice rolls, and a free reroll to detect ambush), Rarity –5.
Weapons:
  • Dual-linked Medium RailGuns (right forearm,may load silver-tipped wooden rounds) (Range 100/200/400, +1 to hit, Damage 3d12+5, RoF 4, AP 14, 60 Shots, MD)
  • Dual-linked Medium RailGuns (left forearm,may load silver-tipped wooden rounds) (Range 100/200/400, +1 to hit, Damage 3d12+5, RoF 4, AP 14, 60 Shots, MD)
  • 2 × Mini-Missile Launchers (Chest, RoF 5, Shots 14 each)
    • (HE Warheads, Range 100/200/400, Damage 5d6, AP 8, MD, SBT)
    • (AP Warheads, Range 100/200/400, Damage 4d6, AP 20, MD)
  • Dual-Linked Anti-Personnel Lasers (Eyes) (Range 75/150/300,+1 hit, Damage 4d6+2, RoF 1, AP 5, MD)
  • Heavy Flamethrower (Jaws, Cone Template, 3d10+3 Mega Damage, RoF 1, It Burns)
  • Assault Jaws/Claws/Spiked Rail Gun Barrels (Str+2d6 Mega Damage, AP 14, silver coated, count as Natural Weapons, see Savage Worlds)
  • Wolf’s Howl Transmitter Array: Crew may Test Electronics versus all targets within a Large Blast Template centered on the Gunwolf (the Gunwolf is immune), victims oppose the roll with Smarts at −2 (−4 for targets with enhanced hearing or non-EMP shielded electronics, GM’s call) or become Distracted, plus Vulnerable with a raise.
Jump Jets:
To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
User avatar
SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

Post by SnackHappy »

Grackletooth
  • Bizarre Physiology: Grackle physiology gives a −4 penalty to Healing checks. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
  • Cyber Resistant: Cybernetics are incompatible with Grackle physiology. Juicer and Crazy augmentations don’t work for this race.
  • D-Bee (Major): A Grackle’s imposing appearance leads to poor initial Reactions, which typically start at Unfriendly, or Hostile for human supremacists. Those with Unfriendly or lower Reactions refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Issues With Cold: Grackles are −4 to resist Cold Hazards, and suffer +4 damage from cold based attacks.
  • “Just How I Was Raised”: Grackles have the Heroic or Overconfident Hindrance for no extra benefit.
  • Natural Weapons: Grackles bite for Str+d4 and claw for Str+d6, see Natural Weapons in Savage Worlds.
  • Non-Standard Build: Grackles have unique proportions which make commonly available equipment problematic. Subtract 2 from Trait rolls when using equipment not designed for Grackles (including weapons and vehicles). They can't wear commonly available armor or clothing, it must be custom-designed and fitted—tripling associated costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Starting Gear is assumed to be custom-built for the character.
  • Powerful: Grackles start with Strength d8 and Vigor d6, raise Trait maximums accordingly.
  • Prehensile Tail: A Grackle’s tail can hold most weapons; he ignores 2 points of Multi- Action penalties each round.
  • Regeneration: Grackles may make a natural healing roll daily to recover Wounds, or Injuries once all Wounds have been healed.
  • Restricted Paths: A Grackle Tooth has no capacity for magic or psionics. They cannot take any Arcane Background or framework using PPE or ISP.
  • Size 2 (Normal): Grackles run 8’–10’ tall and weigh from 600 – 800 lbs. Their Size grants them +2 Toughness.
ROBOT VEHICLE ACE
This robot vehicle jock is a veritable titan on the battlefield.
  • Begin with Electronics d6, Piloting d6, plus the Ace and Robot Vehicle Jock Edges.
  • Killing Machine: While piloting a robot vehicle the ace gains the use, bonuses, and effects of all personal Combat Edges and associated maneuvers.
  • Select one available Robot Vehicle (Gunwolf).
  • Begin with standard Starting Gear and a tool kit.

MARS Fortune & Glory

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.
-NG-EX10 Gladius Exoskeleton EBA +6 +4 d12 80 −2 150,000
Notes: MDC Armor; while powered (96 hour battery) grants Strength d12+1, +2 Pace, no Min Str.
-Micro exoskeleton enhancements in the legs give your hero +2 to Pace and +1"
Jumping distance; may be applied up to two times.

Smart and Learned: Your hero adds one die type to Smarts and two die types to any
three Smarts-linked skills.


Hero’s Journey

Though lots of folks can jump behind the wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge, or Combat Ace, if she already has Ace, as well as a one die type increase in her choice of Boating, Driving, or Piloting.

Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).

Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she’s pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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SnackHappy
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Re: Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

Post by SnackHappy »

Advances:

Initial Advances: (From Hindrances): Counter Attack, Improved Counter Attack
Novice 1 Advance: +1 die Spirit (d8)
Novice 2 Advance: +1 die Fighting(d10), +1 die Athletics(d6)
Novice 3 Advance: +1 die Fighting(d12)
Seasoned 1 Advance: Ambidextrous
Seasoned 2 Advance: Command
Seasoned 3 Advance: Natural Leader
Seasoned 4 Advance: Two-Fisted
Veteran 1 Advance: Rapid Fire
Veteran 2 Advance: Two-Gun Kid N
Veteran 3 Advance: Tactician
Veteran 4 Advance: Master Tactician
Heroic 1 Advance: Rock and Roll!
Heroic 2 Advance: Dodge
Heroic 3 Advance: Steady Hands
Heroic 4 Advance: Improved Rapid Fire
Legendary 1 Advance: First Strike
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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SnackHappy
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Re: Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

Post by SnackHappy »

Dragon Rod
Does Strength + 3d6 MD in melee combat
Blue-Grey Metal
Weapon has a personality--in this case, that of a somewhat arrogant, though noble and courageous dragon--and can communicate telepathically with one who holds it.
Bond after six months of regular contact; once this is established, the owner and gun can sense one another within four miles, and the gun can use telepathy to communicate as well
Only someone who aligns with the weapon's personality can wield it, and it can sense whether or not the would-be owner has the proper traits; in this case, it requires Heroic (must-have), and after that seeks Code of Honor, Loyal and Overconfident characters. It will not work with Greedy, Bloodthirsty or Mean characters.
Limited Powers (3/day each, using modified No Power Points rules below):
Limited Powers may be cast using Arcane Skill die, or Spirit die.
Circle of Fire (Barrier, Fire trapping): (Creates a 5” long, 1” high wall of fire at Smarts Range, in a circle formation. This wall is solid, but does 2d4 Mega-damage to anyone coming into contact with it, and has Hardness 10. The wall lasts for 5 rounds, and may be maintained after that by adding a -1 penalty to all subsequent rolls to activate the Rod’s Powers. No Penalty; for a Penalty of -1, the circumference of the circle becomes 10”, and it goes 2” high.
Metamorphosis: Human (Disguise, Flesh-morph Trapping): 10 minute duration, which can be maintained by taking a -1 Penalty to other casting rolls; makes target(s) appear as someone else. Includes clothing. This disguise is perfect, including voice and smell, and impossible to discern physically. The new form can be up to 2 sizes different from the target’s original Size. This is cast at no Penalty. The wielder may increase the penalty by -1 for every two additional targets they wish to include in the effect.)
Fly (Fly: Winds Trapping, self only): Gusts of wind carry the caster along at up to 24”, or up to 48” with a Raise, at no Penalty, for a duration of 5 rounds; this may be maintained by taking a -1 on other casting rolls.
Metamorphosis: Animal (Shapechange, Flesh-morph Trapping): The wielder may assume the form of any non-humanoid creature for up to 5 minutes (this may be maintained by suffering a -1 to other rolls with the rod). The new form gains any innate abilities, as well as the Agility, Strength, Vigor and linked Skills; on a Raise, the wielder also gains +1 Die-type to Vigor and Strength. Up to Size 0, there is no Penalty. At Size 1 or 2, the Penalty is -1; Sizes 3-4, the Penalty is -2; Sizes 5-10, the Penalty is -3. This highest class can only be invoked by a Legendary wielder.
Magic Pigeon (Mind Link, Pigeon Trapping, cast as Ritual): Summons a magical, nigh-invincible pigeon that flies unerringly to the target to deliver a message at 30 mph. The communication is one-way, and if the bird cannot reach the target within 30 minutes, then the spell must be maintained (adding -1 to other uses of the Rod) until the bird gets to its destination—if the maintenance is dropped early, the bird pops out of existence. If the target is within 15 miles, no ritual is needed, this is just a casting roll. If the target is within 180 miles, then it is a Challenging Task—the wielder must get 4 tokens over 3 rolls. If the target is within 1500 miles, it is a Difficult Task (6 tokens in 4 rounds). And if the target is over 1500 miles away, but still on Rifts Earth, then it is a Complex Task, requiring 8 tokens in 5 rounds. These rolls suffer no Penalty.
Unlimited Powers (using modified No Power Points rules below):
Unlimited Powers may be cast with Arcane Skill or Shooting Skill
Energy Bolt (Bolt, Eldritch Energy Trapping): Shoots a single bolt of eldritch energy Smarts x2” for 3d6 MD (4d6 on a Raise), AP 2. No Penalty. Range may be increased to Smarts x6” for an additional -1 Penalty.
Lightning Blast (Bolt, Electrical Trapping): Shoots one bolt that does 4d6 (5d6 on a Raise) Electrical Mega-Damage, AP 2, at a Penalty of -1, at a Range of Smarts x2”. At a Penalty of -2, the attack is RoF 2, with no recoil. Range may be increased to Smarts x6” for an additional -1 Penalty.
Fireball (Blast (Fire Trapping): Smarts x2” Range, LBT, 4d6 MD fire damage (5d6 with Raise), burns for one round after, doing 4d4 fire damage on round 2. Cast with a -2 Penalty. Range may be increased to Smarts x6” for an additional -1 Penalty.
Magic Net (Entangle, Net Trapping): Smarts Range, Single target, Hardness 10, -4 to rolls to break free. Success = Entangled; Raise = Bound. No Penalty
Carpet Of Adhesion (Entangle, Glue Trapping): Smarts x2” Range, LBT, Hardness 5. Success = Entangled; Raise = Bound. No Penalty.
Wind Rush (Havoc, (Wind Trapping): Blast of wind in the form of a Cone emanating from the wielder. Targets caught in Area of Effect must roll Strength -2 (-4 if cast with a Raise), or be knocked back 3d6”, taking 2d6 Damage. The wielder can choose to allow some targets to escape the effect untouched. No Penalty.

Rules for Powers on Rune Weapons:
No Power Points
Instead of using Power Points, characters with a Rune Weapon simply choose the power they want to activate and make an arcane skill or Spirit roll (sometimes another Skill is acceptable, as well). The penalty to the roll is half the power’s usual Power Point cost (rounded down). Casting the armor power, for example, which costs 2 Power Points, is an arcane skill roll at –1. Rune weapons reduce this penalty by 1, and Greater Rune Weapons reduce it by 2, and Greatest Rune Weapons reduce it by 3. Once cast, check the results below:
  • Success: The power activates as usual.
  • Raise: A raise on the roll grants any additional bonuses to the power stated in its description.
  • Failure: All currently maintained powers are cancelled and the caster is Shaken
  • Critical Failure: Backlash--suffer 2d6 damage.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Ndreare
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Re: Jacob 'Snack Happy' Grimlock (Robot Vehicle Ace)

Post by Ndreare »

Nice
  • 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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