Sparky Zipwidget

    Seasoned Male Dwarf, MARS EOD Specialist
    Iconic Framework: MARS EOD Specialist

    Background

    Sparky had not been back to Tolkeen in years but then it became obvious that war with the CS was inevitable he made his way home to enlist with the defense forces as a Sapper.


    Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
    Skills: Athletics d8, Common Knowledge d6+2, Electronics d10+2, Fighting d8, Hacking d8+2, Language (Dragonese) d6, Language (Dwarven) d8, Language (Euro) d6, Language (French) d6, Language (Spanish) d6, Language (Techno-Can) d6, Language ([""]t) d8, Notice d8, Persuasion d8, Repair d10+4, Research d6+2, Science d6, Shooting d8, Stealth d6, Survival d4, Thievery d6
    Pace: 7; Running Die: d4; Parry: 6; Toughness: 19 (9)
    Strain: 2/8
    Hindrances: Overconfident, Quirk (Whenever he tosses a grenade or sets off some explosives odds are good you'll hear Sparky's catch phrase "Say hello to my little friend."), Vengeful (minor)
    Edges: Brawny, Conditioned, Demolitionist, Expert Demolitionist, Filthy Rich, Linguist, Marksman, Mr. Fix It, Quick, Rich, Sharpshooting, Take 'Em Down
    Armor: Armored Duster (Armor 2), Urban Warrior Tactical Medium EBA (Armor 5)
    Weapons: Unarmed (Range Melee, Damage Str), NG Super Laser Pistol (Range 12/24/48, Damage 3d6+1, ROF 1, AP 2), NG-LG6 Laser Rifle & Launcher (Range 24/48/96, Damage 4d6, ROF 1, AP 2), 6x Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1), Vibro-Knife (Range Melee, Damage Str+d6, AP 6, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
    Gear: NG-S2 Survival Pack (Contains: 4x MD Plastique, 6x MD Plastique, 6x (GL) High Explosive Grenade, 6x (GL) Frag Grenade, 5x (GL) AP Grenade, 5x (GL) Plasma Grenade, Repair Kit, Field, Wooden Cross, Survival Knife)
    Languages: [""]t (d8), Techno-Can (d6), Spanish (d6), French (d6), Euro (d6), Dragonese (d6), Dwarven (native, d8)
    Current Wealth: 150 cr

    Special Abilities

    • D-Bee (Minor): Initial Reactions typically start at Uncooperative, or Unfriendly for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
    • Low Light Vision: Ignore penalties for Dim and Dark Illumination
    • Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
    • Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
    • Racial Animosity: Dwarves suffer −2 on Persuasion checks when dealing with elves.
    • Reduced Pace: Decrease their Pace by 1 and their running die by one die type.
    • Squat: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
    • Technically Inclined: Begin with d4 Repair and d4 Science.
    • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
    • Leg Upgrades (1 strain, Custom): Each upgrade grants +2 Pace and +1" Jumping distances.
    • Armor Plating (1 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
    • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
    • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
    • Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
    • Languages Known: [""]t (d8), Techno-Can (d6), Spanish (d6), French (d6), Euro (d6), Dragonese (d6), Dwarven (native, d8)
    • MARS Advances: EOD Specialists begin as Seasoned heroes
    • EOD Specialist Skills: Repair d6, Thievery d4, Survival d4. Electronics d6, and Science d6.
    • EOD Specialist Edges: Conditioned, Demolitionst, Expert Demolitionist, and Take 'Em Down Edges.
    • Spicy Home Cooking: May roll Repair to manufacture explosive devices. The EOD Specialist can upgrade the damage of explosive devices with a Science check—a success adds an extra die of damage, and a raise allows a free reroll of the damage.
    • Hero's Journey: Make one less roll on the Hero's Journey tables.
    • Restricted Hindrances: Cannot take the All Thumbs or Illiterate Hindrances.

    Cyberware

    • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
    • Leg Upgrades (1 strain, Custom): Each upgrade grants +2 Pace and +1" Jumping distances.
    • Armor Plating (1 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
    • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
    • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
    • Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.

    Advances

    Novice Advances
    • Edge: Brawny
    • Raise Attribute: Vigor
    • Raise Skills: Electronics/Research
    Seasoned Advances
    • Edge: Marksman
    • Edge: Sharpshooting

    Current Load (normal/combat): 91.25 / 48.75 (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 Manual
    Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
    Validity: Character appears valid and optimal
    Jim
    radecliffe
    User created shares are either original works or might be based off fictional or historical events or people and assumed to be fair-use for personal role playing sessions.
    Savaged.us claims no ownership or responsibility for any material created by our users.