Difference between revisions of "Savage Worlds: Given the Choice"
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**Rules | **Rules | ||
* Body Armor $200 | * Body Armor $200 | ||
− | ** | + | ** +4 armor, -4AP from ballistic attacks. 4# |
* Shock Baton $500 | * Shock Baton $500 | ||
**Rules | **Rules |
Revision as of 15:31, 18 April 2017
Contents
Player Characters
Doe: Korona
- Race: Human (Augmented)
- Rank: Novice
- Background
Attributes
- Agility: d8
- Smarts: d6
- Spirit: d4
- Strength: d6
- Vigor: d6
Derived
- Charisma: 0
- Pace: 6
- Parry: 7
- Toughness: 7 (2)
Skills
- Fighting: d10
- Intimidation: d6
- Notice: d6
- Piloting: d4
- Repair: d4
- Shooting: d6
- Stealth: d6
Edges
- Geared Up (racial)
- Cyborg
Hindrances
- Code of Honour (major)
- Enemy (minor)
- Vengeful (major, augmentation result)
Gear
- $50 in cash
- Neuropozyne (4 doses)
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
Cyberware
- Strain: 3/8
- Armour
- Subdermal plates granting +2 protection all over.
- Combat Speciality
- Assassin: +2 damage to unaware opponent, stacks with getting the Drop.
Meriss: Morgan Stanley
- Race: Human
- Rank: Novice
- Background: Security Guard
Attributes
- Agility d8
- Smarts d6
- Spirit d6
- Strength d6
- Vigor d6
Derived
- Charisma
- Pace 6"
- Parry
- Toughness 5
Skills
- Fighting d10
- Intimidation d6
- Investigation d6
- Notice d8
- Shooting d4
- Streetwise d8
- Tracking d4
Edges
- Two Fisted
Hindrances
- Overconfident (Major)
- All Thumbs (Minor)
- Stubborn (Minor)
Gear
- Nuevatel Smartphone $250
- Rules
- Body Armor $200
- +4 armor, -4AP from ballistic attacks. 4#
- Shock Baton $500
- Rules
- Brass Knuckles $50
- Rules
Reality Glitch: Eugene Linus Ingman
- Race:
- Rank: Novice
- Background
Attributes
- Agility
- Smarts
- Spirit
- Strength
- Vigor
Derived
- Charisma
- Pace
- Parry
- Toughness
Skills
Edges
Hindrances
Gear
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
Psi
- Power Points:
- Power Name
- Rules
- Power Name
- Rules
- Power Name
- Rules
VampGuy: Samson Frizzle
- Race:
- Rank: Novice
- Background
Attributes
- Agility
- Smarts
- Spirit
- Strength
- Vigor
Derived
- Charisma
- Pace
- Parry
- Toughness
Skills
Edges
Hindrances
Gear
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
Wyzard: Vincent Blackwell
- Race: ESPer
- Rank: Novice
- Background: Vincent comes from bad circumstances, and his devout wish is to never go back to that kind of lifestyle. He plans to trade on his competence, professionalism, and reputation to earn a life where he has respect and financial stability.
Attributes
- Agility d6
- Smarts d8
- Spirit d8
- Strength d6
- Vigor d6
Derived
- Charisma 0
- Pace 6"
- Parry 4
- Toughness 4(8)
Skills
- Fighting 1d4
- Investigation 1d6
- Notice 1d6
- Persuasion 1d4
- Power: Psionics 1d8
- Shooting 1d6
- Stealth 1d6
- Streetwise 1d6
Edges
- Psionic
Hindrances
- Code of Honor (Major)
- Vow: Professionalism (Minor)
- Cautious (Minor)
Gear: $95 in cash.
- Body Armor
- +4 armor, -4AP from ballistic attacks. 4#.
- Heavy Pistol
- SA. 12/24/48. 2d6+1. AP 4. Magazine 12. 4#.
- 1x Extra magazine. 1#.
- Box of 26/50 rounds, kept at home.
- Collapsible Baton
- Str+1d4. 1#.
- Fancy Smartphone
- Costs 250. Has lots more functions than normal, at least equivalent to a modern one.
Psi
- Power Points: 10
- Mind Reading
- PP 3, Range: Smarts, Duration 1, Psionics v. Smarts to gain one truthful answer. Target is aware unless user succeeds with a raise.
- Analyze Foe
- PP 1-2, Range: Smarts x 2, Duration 3 (1/round), Psionics v. Spirit to get +1 against target. Target receives -1 against caster. +/-2 on a raise. Spend 2 PP to learn 1 Immunity, Invulnerability or Weakness also. A raise gives 2.
- Confusion
- PP (# of targets up to 5), Range: Smarts x 2, Duration Instant, On a success targets must roll smarts -2 or be shaken. On a raise, the roll is smarts -4.
Blank Sheet
- Race:
- Rank: Novice
- Background
Attributes
- Agility
- Smarts
- Spirit
- Strength
- Vigor
Derived
- Charisma
- Pace
- Parry
- Toughness
Skills
Edges
Hindrances
Gear
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
- Thing
- Rules
Psi
- Power Points:
- Power Name
- Rules
- Power Name
- Rules
- Power Name
- Rules
Cyberware
- Strain
- Implant
- Rules
- Implant
- Rules
- Implant
- Rules
House Rules
New Equipment
- Smartphones: A cyberpunk equivalent to the modern-day smart phone is $250.
- Neuropozyne: A medication that prevents neurological damage due to rejection of cybernetic implants. A dose is $250 and is required every week for characters who have augments.