Stephen Phillips, CQB Specialist (WIP)

Post Reply
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Stephen Phillips, CQB Specialist (WIP)

Post by Stephen Phillips »

Shared Hero's Journey
  • Experience & Wisdom: [dice:3t4l2464]58968:0[/dice:3t4l2464]
New Hero's Journey
  • Training [dice:3t4l2464]58968:1[/dice:3t4l2464]
  • Training [dice:3t4l2464]58968:2[/dice:3t4l2464]
Reroll Old Hero's Journey (Training - Dirty Fighter)
  • Training: [dice:3t4l2464]58968:3[/dice:3t4l2464]
Credits and Gear
[dice:3t4l2464]58968:4[/dice:3t4l2464] x 100 = 1100 Credits
[dice:3t4l2464]58968:5[/dice:3t4l2464] Common Items
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, CQB Specialist (WIP)

Post by Stephen Phillips »

Character Sheet

Player Name: Derrick
Google Handle: dsmith8807

Stephen Phillips
Rank: Veteran Advances Gained: 9 Advances Unspent: 0
Race: Human
Iconic Framework: CS Soldier - CQB Specialist M.O.S.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d12
Pace: 6(d6); Parry: 6; Toughness: 9; Strain: 0
Skills:
  • Athletics d8
  • Battle d6
  • Common Knowledge d4
  • Electronics d6
  • Fighting d8
  • Gambling d6
  • Intimidation d8
  • Notice d8
  • Persuasion d4
  • Piloting d6
  • Repair d6
  • Shooting d8
  • Stealth d4
  • Survival d4

Hindrances
  • Enemy - “The Godmother” (Minor): The character has a recurring nemesis.
  • Illiterate (Minor): Though literacy is the default for heroes, the practice of learning to read and write is greatly diminished. The Coalition actively discourages literacy in its population, while those in other parts regions are too busy with daily survival to bother with it.
    The Illiterate Hindrance is very common, but in Rifts® has no effect on the ability with basic math, which is applied in everyday life.
  • Impulsive (Major): The daredevil almost always leaps before he looks. He rarely thinks things through before taking action.
  • Loyal (Minor): The hero is loyal to his friends and allies.

Edges
  • Close-Quarters Battle (CQB): Your character is skilled in close-quarters battle and he is trained to engage enemies with firearms at very short range, like in hostage situations. Your operative can fire in close combat with Submachine Guns, Shotguns and Assault Rifles.
  • Conditioned: Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation or to resist Fatigue from Bumps and Bruises, Cold, Heat, Hunger, Sleep, or Thirst. She also ignores one point of Fatigue penalties.
  • Dodge: The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Extraction: When a character withdraws from melee, adjacent attackers get a free Fighting attack against him (see Withdrawing from Melee on page 109). This is a very dangerous proposition for most, but not your wily Champion.
    When moving away from adjacent foes, one of them (player’s choice), doesn’t get his free Fighting attack.
  • Frontier type: As a hardworkin', gator fishin', good ol' boy from Arkansas, not much can slow Stephen down. Hard work and exposure has made him tough. Frontier types increase Toughness by 1 and may ignore one level of fatigue modifiers. This stacks with other edges.
  • Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
  • Luck, Great: +2 Bennies at the start of each session.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Mr. Fix It: +2 to Repair rolls, half the time required with a raise.
  • Improved Nerves of Steel: Ignore two levels of Wound penalties.
  • Power Armor Jock: Power armor requires a basic level of training and experience to operate effectively. A character must have this Edge to avoid a −2 penalty to Agility and all skill rolls while wearing power armor.
  • Sharpshooting: The hero designates a class of ranged weapons (thrown knives, energy pistols, ballistic rifles, etc.). When making ranged attacks with that class of weapons, the sharpshooter may either add +2 to an Athletics (throwing) or Shooting check, or ignore up to 4 points of penalties from Called Shots, Concealment, Cover, Illumination, Range, Scale, or Speed.
    Sharpshooting is a lesser version of the Aim maneuver (which it does not stack with) and includes the bonus from the Marksman Edge. Sharpshooting applies to each Shooting or throwing action in a turn.
    Sharpshooting may be taken multiple times, applying it to a different class of ranged weapons each time.
  • Sidekick: The character gains a Wild Card sidekick Stephen may spend bennies on Tito as if he had Common Bond. Tito has 2 Bennies but may not spend them for Stephen (unless Tito takes Common Bond).
  • Soldier of the Coalition: Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
    Additionally, C.S. soldiers are trained to use any advantage. They may use Rifle Butts and Pistol Grips as melee weapons that do 1d6 and 1d4 respectively. They do not take the penalty for Improvised weapons for these specific uses.
  • Take ‘Em Down: Rifts Earth is full of Mega-Damage enemies of all kinds whether they be tanks, dragons, or Techno-Wizardry automatons. When attacking MDC targets, characters with this Edge add +5 AP to their attacks.
  • Trick Shooting: Using her designated Sharpshooting weapon(s), the trick shooter can:
    • Make attack rolls with her designated weapons one-handed—if it is a traditionally Two-Handed weapon (like a rifle)—and Off-Handed at no penalty.
    • Perform attacks with her designated weapons while running, jumping, or tumbling and ignore associated Unstable Platform, running, and Multi-Action penalties.
    • Use her designated weapons while standing on her head, hanging upside-down, or similarly impeded at no penalty.
    • Use her designated weapons to ricochet projectiles off hard surfaces, lasers off mirrored surfaces, or similar feats, and cause full damage to the second target struck (the first target takes no meaningful damage).
    Trick Shooting effects stack with and are in addition to the bonuses from Sharpshooting and similar Edges. The Trick Shooting Edge works with Shooting or Athletics (throwing) attacks and applies to each of those actions in a turn.
  • Woodsman: +2 to Survival and Stealth in the wilds.
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, CQB Specialist (WIP)

Post by Stephen Phillips »

Background
Personnel Record
Name: PHILLIPS, Stephen
Service Branch: Coalition States Army
Service Number: AR00-607-091-471A-1624
Pay Grade: E-2
Pay Rate: 2448
Rank: Private
Date of Birth: 7 June, 91 PA
Primary Specialty: Close Quarters Battle
Military Education:
Basic Training, Army, Chi Town, CS Army Training Facility (ATF)
Small Unit Tactics, Basic, Chi Town, CS Army Training Facility (ATF)
Close Quarters Combat School, Chi Town, CS Army Training Facility (ATF)
Reconnaissance Awareness Training Course, CS Army Training Facility (ATF)
Hovercycle Maneuvering Course, Basic, CS Army Training Facility (ATF)
Light Hover Vehicle Maneuvering Course, Basic, CS Army Training Facility (ATF)
Power Armour and Robot Training Course, Basic, Fort Resilience, Field Training Facility (FTF)
Decorations, Medals, Badges, Citations, and Campaign:
Field Experience Badge, RPA Badge
Disciplinary data and court martial record:
NJP - Improper Relations in a Time of War.

Stephen is a backwoods country boy from Arkansas. His Ma and Pa always said he didn't have any brothers or sisters from a lack of trying. He grew up helping his Pa with his gator fishin'. Stephen hated gator fishin'. It was boring, sweaty work. While gator was good eatin', no one ever remembered a gator fisherman.

Stephen hates demons and the enemies of humanity, even if he knows a lot of the d-bee's back home were alright sorts. He was always a bit hot headed, so he decided if gator fishin' wasn't for him, maybe fighting would be. That's when he left to join up with the army.

Stephen was stationed in Old Chicago where he quickly got on the bad side of the Godmother. Before he had even finished settling in, Stephen had managed to catch the eye of a promising young officer. The two shared an intimate moment which quickly landed him in hot water. The Godmother herself was grooming that officer and did not appreciate Stephen's...interference.

He quickly found himself on Latrine duty, but managed to mess that up which landed him in KP duty which he wasn't great at either. And so ensued a long unfortunate cycle: whenever not in the field, Stephen was busy doing what no one else around base wanted to do. Fortunately, he was good enough in the field that the CS kept him around.

In the first two years Stephen was in Chicago, he went through a handful of engagements with Black Market scavengers and then brodkil. Those tours went pretty well. In fact, due to a stroke of luck during a piss break, Stephen stumbled upon a backdoor into the brodkil pirate's base of operations and his team wiped the floor with them. Unfortunately, his next engagement wasn't so great.

Stephen's team was tasked with finding a team of engineers and bringing them back home alive. It was a mess. Most of the bodies were unrecognizable by the time his team arrived. None of the engineers made it out alive, and Stephen lost a couple buddies while pulling of of that mess. He nearly lost an arm pulling one of his teammates out of the building.

That messed him up. He took to drinking pretty hard before deciding that wasn't for him. He got pulled into a poker game during one of his binges, and fell in love with the gambling rush. He traded booze for cards.
WIP
Very White and Arkansas, from Arkansas, Ma and Pa are just fine, Only Child despite no lack of trying
Citizen - Farmer: Your family provided the food to feed the masses, and while the work was hard, the family unit was tight. Maybe you joined out of duty; maybe you joined so you could see more than your family’s farm before you died. Whatever the reason, you left that world behind. Still, you know how to have a good time with nothing but a bonfire and a bunch of friends.
(Pa was a gator hunter from Louisiana - Steve hates fishing)
Motivations
Disposition
Hot-headed, quick-tempered, emotional but basically nice
Hates demons, but believes that all races can live and work in harmony together. Treats humans and non-humans equally, but is a bit suspicious of creatures who are supernatural or whose appearance is extremely inhuman.
5'11" 215 lbs

so you had a minor engagement, that led to a major one
then two months later repeated that
lets say first one was versus scavengers (probably Black Market) while the second was Brodkil
so that gives you two years in Old Chicago
They had you assigned to base, and you managed to STAY in trouble. Every punative duty they could assign is what you had
The Chief NCO of the theatre is a woman known as Godmother
I was thinking steven went after a girl she was soft on
not like crushing on, just looking after
she didn't even have to get in his face
just all of the sudden he gets told "Man, you fucked up brother. Watch who you fuck dude, cause otherwise shit comes down on you"
next day, he's inexplicably in KP and Latrine duty
he doesn't manage to do well in that so what was meant to be a short term gig becomes his home away from home when not on mission
peeling potatoes, cleaning up after the latest monster someone skinned and then cooked for the evening meal, etc
Fury Beetle makes good barbecue ironically
but it sucks to clean up
Then they send your unit in to rescue a team of engineers
they all died to some horrible monster
that leads you to some form of addiction
then your unit gets sent out on long range patrol and ends up fighting black market and brodkil
So the Long range Patrol was actually a seek and destroy mission where you were after a pirate base
you guys had them dead to rights cause Steve got lucky and found their back door
mostly cause he was looking for a place to take a leak
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, CQB Specialist (WIP)

Post by Stephen Phillips »

Gear
Item
  • Info

Credits: 1100

Contacts
Stephen Phillips
Posts: 22
Joined: Wed Apr 17, 2019 5:58 pm

Re: Stephen Phillips, CQB Specialist (WIP)

Post by Stephen Phillips »

Advances
Please list all Edges and Advances taken for your character here

Attributes
Agility: d8 (2)
Smarts: d6 (Initial)
Spirit: d8 (2)
Strength: d6 (1)
Vigor: d12 (FG + Initial + N3 + S4)

Skills (15/15 + 3/3 Combat):
  • *Athletics d8 (Ag/St; Core + IF + 1 Combat)
  • Battle d6 (Sm; 2)
  • *Common Knowledge d4 (Sm; Core)
  • Electronics d6 (Sm; 2)
  • +Fighting d8 (Ag; IF + 1 Combat)
  • Gambling d6 (Sm; 2)
  • Intimidation d8 (Sp; 3)
  • *Notice d8 (Sm; Core + 3)
  • *Persuasion d4 (Sp; Core)
  • Piloting d6 (Ag; 2)
  • +Repair d6 (Sm; HJ + 1)
  • Shooting d8 (Ag; IF + 1 Combat)
  • *Stealth d4 (Ag; Core)
  • +Survival d4 (Sm; HJ)
CS Soldier Close Quarters Battle Specialist M.O.S.
  • Begin with the following and select a Military Occupational Speciality Package from the list below.
    • Begin with Shooting d6, Athletics d6 (including the Core skill boost), and Fighting d6. Also gain the Soldier Edge and gain one of the following hindrances (with no further bonus from it): Illiterate or Vow (Minor; Serve the Coalition).
  • Begin with Standard Issued Gear, substituting as instructed in the various M.O.S. options.
  • Roll on the C.S. Fortune & Glory Table (modified from the MARS Table slightly) two times, possibly modified by M.O.S. package.
  • C.S. Soldiers begin with three rolls on any Hero’s Journey table you like, except for anything to do with Magic. These rolls should represent some important aspect of your character’s youth, training, or combat experience since getting out of training.
  • MOS gain the Conditioned, Close Quarters Battle (CQB), Dodge, and Extraction Edges.
  • They also gain CA-4 Heavy EBA instead of their normal armor, and it has vibro vambraces already installed. The CQB Specialist is also issued a CP-30 as a sidearm instead of their normal choice, as well as an extra vibro-knife and bayonet mount for their rifle.
  • Build your character as normal, and when finished, give him four Advances. This means he begins play as a Seasoned (1) Rank character.
Hero’s Journey
  • *Experience & Wisdom (10): 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)
  • 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. (Great Luck)
  • Training (03): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Training (06): Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. (Power Armor Jock)
  • Training (08): While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival.
  • Training (10): 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.
M.A.R.S. Fortune & Glory
  • (09): Vigorous and Tough - Add one die to Vigor and begin with the Nerves of Steel Edge.
  • (16): Aide de Camp - Gain the Sidekick Edge. The sidekick is a Wild Card C.S. Soldier with a M.O.S. determined by the GM and you. Additionally, roll once on the Experience & Wisdom, Training, or Underworld & Black Ops table; your hero and sidekick both gain the result, reflecting a notable shared experience. The soldier is an impressionable soldier whom you have authority over and a responsibility for.
Advances
  • Initial Advances: (From Hindrances): Smarts d6, Vigor d8
  • Free Edge (Human): Elan
  • Novice 1 Advance: Iron Jaw
  • Novice 2 Advance: Frontier Type
  • Novice 3 Advance: Vigor d10
  • Seasoned 1 Advance: Improved Nerves of Steel
  • Seasoned 2 Advance: Marksman
  • Seasoned 3 Advance: Take ‘Em Down
  • Seasoned 4 Advance: Vigor d12
  • Veteran 1 Advance: Sharpshooting
  • Veteran 2 Advance: Trick Shooting
  • Veteran 3 Advance: Improved Close-Quarters Battle
  • Veteran 4 Advance: Giant Killer
  • Heroic 1 Advance: Improved Take ‘Em Down
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Post Reply

Return to “Character and Rules Archives”