Smaar Janderfut

Malachi Von Darmstadt's page

24 posts. Alias of Clebsch73.


Race

Android (appears human)

Classes/Levels

MARS Rogue Scholar & Sidekick of Agate

Gender

Male (he/him)

About Malachi Von Darmstadt

Male Android MARS Scholar (Seasoned)
Sidekick of Agate Copperdyne

Derived

Attributes
Agility d4
Smarts d12
Spirit d8
Strength d4
Vigor d8

Attribute Dicebots:
[dice=Agility]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Smards]1d12[/dice]
[dice=Wild]1d6[/dice]

[dice=Spirit]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Strength]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Vigor]1d8[/dice]
[dice=Wild]1d6[/dice]

Core Skills
Athletics (Agility) d6
C. Know. (Smarts) d8
Notice (Smarts) d8
Persuasion (Spirit) d6
Stealth (Agility) d6

Other Skills
Academics (Smarts) d8
Electronics (Smarts) d10 + 2
Fighting (Agility) d4
Hacking (Smarts) d8
Healing (Smarts) d4
Language (American) (Smarts) d8
Occult (Smarts) d4
Repair (Smarts) d12 + 2
Research (Smarts) d8 + 2
Science (Smarts) d10 + 2
Shooting (Agility) d4
Survival (Smarts) d4 + 2
Taunt d4

Skill Dicebots:

[dice=Athletics]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Common Knowledge]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Notice]1d8[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (when doing investigations)

[dice=Persuasion]1d6[/dice]
[dice=Wild]1d6[/dice]
+2 on Networking checks in North America.

[dice=stealth]1d6[/dice]
[dice=Wild]1d6[/dice]

[dice=Academics]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Electronics]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (Scholar Edge)

[dice=Fighting]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Hacking]1d8[/dice]
[dice=Wild]1d6[/dice]

[dice=Healing]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Occult]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Repair]1d12[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (Mr. Fix It Edge)

[dice=Research]1d8[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (Investigator Edge)

[dice=Science]1d10[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (Scholar Edge)

[dice=Shooting]1d4[/dice]
[dice=Wild]1d6[/dice]

[dice=Survival]1d4[/dice]
[dice=Wild]1d6[/dice]
Modifier: +2 (Experience & Wisdom result)

[dice=Taunt]1d4[/dice]
[dice=Wild]1d6[/dice]
+2 on Networking checks in North America.

Hindrances
Secret (Major)
Loyal (Minor)
Quirk (Minor)

Gear
Cash: 2,200 credits
Plastic Man Light EBA (armor) Armor +4 Tough +1 Min Str d4 Weight 13
Wilk’s 320 “Classic” Laser Pistol Range 15/30/60 Damage 3d6 ROF 1 AP 2 Shots 20 Min Str d4 Weight 2
2 E-clips
NG-S2 Survival Pack
Communicator
Field Computer, Grade I
Dosimeter
Trauma Kit
Animal companion (bear) carries some gear in a custom made backpack

Income and Expenses:
Earned 500 for repairing an e-horse.

Hindrance Details:
Secret (Major)
Your hero has a secret she keeps to protect herself or others. The Major version would cause severe problems if discovered. If it ever becomes public knowledge, she should trade it for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
Specific Secret: he is an android, which makes him very valuable to those who would want to enslave him or take him apart to figure out how he is constructed. Some might consider him an abomination for religious reasons or otherwise be an affront to biological beings, particularly humans. From his appearance, it is hard to tell he is an android, as the creators made him look perfectly human. A medical examination would reveal his true nature.

Loyal (Minor)
This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.

Quirk (Minor)
This individual has some minor foible that is usually humorous but can occasionally cause him real trouble.
He loves to kibitz and make suggestions even when not requested, particularly to devices and tech. He tinkers with things constantly, sometimes things belonging to others without their knowing it.

Edges
Scholar x2 (from Rogue Scholar, MARS)
Investigator (from Rogue Scholar, MARS)
Nerves of Steel (from F&G result)
Beast Master x2, size may be up to 3 (from F&G result)
Scrounger (from Underworld & Black Ops result)
Mr Fix-it (from major hindrance)
Beast Bond (Advance 1)
Common Bond (Advance 2)

MARS Iconics Details:
1. Select a MARS Package from the list below.
2. Roll on the MARS Fortune & Glory Table (page 44) two times, possibly
modified by package. Rogue Scholar selected.
3. MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
4. Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.

Rogue Scholar
Dedicated to uncovering the mysteries and truths of the past, Rogue Scholars risk worse than censure at the hands of the Coalition and others who refuse to see things beyond their view. For Rogue Scientist concepts, simply select the appropriate skills.

Begin with +6 skill points. (21 points to spend + 2 from minor hindrances)
Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8. Hacking and Science start at d8.
Begin with Research d6 and the Investigator Edge.
Begin with standard Starting Gear and an extra 4d10 × 1000 credits in gear or valuables. Roll = 16,000 credits.

Scholar Edge (taken 2 times)
Learned professors, devoted students, and amateur enthusiasts spend great amounts of time and energy studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
Pick any one of the following skills: Academics, Battle, Occult, Science, or a Smarts-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
This Edge may be taken more than once if applied to different skills.
Electronics and Science get the +2 bonus.

Investigator Edge
Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know.
Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.

Results of rolls (step 2 & 3 above)
Narative Hook: 1d20 ⇒ 6
Alistair Dunscon’s “True Federation.” Dunscon’s madness is only exceeded by his obsession with forcing all to fall under his rule. He’s engaged in a campaign of political pressure and terror against reluctant factions. Maybe his agents hurt you, or you served with Federation forces—until you realized you were working for a diabolical madman.

Fortune & Glory: 1d20 ⇒ 9
Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties. [Construct negates one level of wound penalties also, so if this stacks, that would be 2 levels, or if it doesn’t, I’d like to roll again on the table.]

Fortune & Glory: 1d20 ⇒ 16
Gain a sidekick. Since I assume a sidekick cannot have a sidekick, I'll reroll.
Fortune & Glory: 1d20 ⇒ 15
Animal Magnetism: Your hero has an uncanny affinity with animals. Gain the Beast Master Edge twice and increase the default Size of companion animals to 3.

Beast Master x2
Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason. The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval.
Increased to size 3. Kodiak Bear
The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen:
• Gain an additional pet.
Increase one of the pet’s Traits one die type (only one Trait per pet). Bear Strength from d12 to d12+1
• Increase the maximum Size pet you may have by +1, to a maximum of 3.
• Make one pet a Wild Card. (The hero must be of Heroic Rank).
See Kodiak Bear stats below.

Education: 1d20 ⇒ 6
Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Academics at d6 and increases Common Knowledge one die type.

Experience & Wisdom: 1d20 ⇒ 13
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

Underworld & Black Ops: 1d20 ⇒ 15
With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.

Scrounger edge
Some people are just very skilled at knowing how to find what they need in an urban setting. They know where to look, who to talk to, and how to get what their group needs. A Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas) to accomplish one of the following:
Gain 2d4 fully charged E-clips or ammo magazines for the firearms she and her
teammates use.
• Acquire a complete reload for one exotic or vehicular weapon, such as a Boom Gun, Mini Rail Gun, or grenade launcher.
• Procure food for 2d6 people for a week.
• Fully restock one Trauma Kit, or find 1d4+1 first aid kits (as found in the NGS2
• Survival Pack).
• Find some rare (not necessarily valuable) but needed item (entertainment chips for computers, a spare part for a suit of armor or vehicle, snacks or treats, etc.).

credits, k: 4d10 ⇒ (3, 9, 2, 2) = 16


Other Edge & Advance Details:
Mr. Fix It (From Major Hindrance)
REQUIREMENTS: Novice, Repair d8+
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise.

Beast Bond (Advance 1)
REQUIREMENTS: Novice
Some individuals have an extraordinary bond with their animal companions. These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on.

Common Bond (Advance 2)
REQUIREMENTS: Wild Card, Novice, Spirit d8+
Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to
support them. A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
Advance 3: Increase Smarts from d10 to d12.
Advance 4: Increase skills Science (to d10) and Repair (to d12)

Android:
Androids
Androids are semi-organic beings created by advanced technology. The example here mimics humans in most ways and can generally pass for them when desired (and not examined by a physician). Their advanced neural network gives them artificial intelligence complete with individual personalities, quirks, and emotions just like any other sapient being.
The android version presented here is a generic model. To create more specialized androids, use the custom ancestral abilities starting on page 18.

I have constructed this set of qualities on the assumption the android was created to appear completely human and to otherwise serve some function. In this case, his function was to be a scientific and engineering assistant. The limitations on the Spirit attribute and Persuasion skill is based on the idea that these are harder to engineer as they usually develop from normal childhood socialization process.

CONSTRUCT: Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour” (see page 96). (+8)

VOW (Major): Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires. (–2) Assist humans with research.

Restricted Path: For reasons of biology androids cannot access PPE or ISP. They can't take any Arcane Backgrounds. (–2)

Attribute Penalty: One attribute (but not its linked skills) suffers a –1 penalty. For 3 points, it suffers a –2 penalty.[–2 to Spirit Trait] (–3)

Reduced Core Skills: This species starts with one less core skill. The skill may be gained normally but does not start at a d4. This may be taken once per core skill affected. [Persuasion not a core skill](–1)

Dual Processors: Androids start with a d6 in Smarts. (2)

8 Construct
2 Dual Processors (d6 smarts)
–2 Vow (assist humans do scientific and engineering research)
–2 No arcane backgrounds
–3 penalty (–2) to spirit trait rolls
–1 persuasion not a core skill

Björn, Kodiak Bear Companion:

BEAR (Upgrade a few things for Grizzly or Kodiak bear, size 3 (+1 toughness), Boost Str to d12 + 1)
This entry covers the larger ursines, such as grizzlies, black bears, and polar bears. A favored tactic of all these bears is to grapple and bite with their fierce fangs.
Type: Animal (Neutral)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 12 (2)
Edges: Brute
Special Abilities:

Special Abilities:
* Armor +2: Thick hide.
* Bite/Claws: Str+d6 AP 2.
* Low Light Vision: Bears ignore penalties for Dim and Dark Illumination.
* Size 3: These creatures can stand up to 10’ tall and weigh over 1,000 pounds.
Source: SW Pathfinder


Creation Details:

Starting Attributes
Agility d4 default
Smarts d6 (android) + 2 (0) + 1 (3) = d12
Spirit d4 default + 2 (0) = d8
Strength d4 default
Vigor d6 Fortune and Glory result + 1 (0) = d8

Skills
Athletics Core d4 + 1 (0) = d6
Common Knowledge d6 (education result) + 1 = d8
Notice d4 + 2 (0) = d8
Persuasion d4 + 2 (0) = d8 (+2 on networking in N. America, Experience & Wisdom result)
Stealth d4 + 1 (0) = d6

Other Skills
Academics d6 (education result) + 1 = d8
Electronics 4 (0) = d10
Fighting 1 (0) = d4
Hacking d8 (Scholar) + 0 (0) = d8
Healing 2 (0) = d6
Language (American) d8 default
Occult 1 (0) = d4
Repair 4 (0) + 1 advance = d12 (+2 Mr. Fix-it)
Research d6 (Rogue Scholar) + 1 (0) = d8 (+2 Investigator)
Science d8 (scholar) + 0 (0) + 1 (advance 4)
Shooting 1 (0) = d4
Survival 1 (0) = d4 (+2 Experience & Wisdom result)


Gear:
NG-S2 Survival Pack
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
• 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.

Body Armor Plastic Man Light EBA
Armor +4 Tough +1 Min Str d4 Weight 13

Wilk’s 320 “Classic” Laser Pistol
Range 15/30/60 Damage 3d6 ROF 1 AP 2 Shots 20 Min Str d4 Weight 2

Ammo: two E-clips or magazines for each weapon

Communicator: About the size of a 21st Century mobile phone, this device has a five-mile range and multi-channel capacity. (1 oz, 1,500 credits, or 3,500 for one that can sustain minor Mega Damage).

Computer, Field[/b]: A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 10,000 credits for Grade I).

Dosimeter: L imited n uclear e xchanges from long ago left behind areas still saturated with deadly radiation. What’s more, the effects of some Rifts create radiation threats, making a device like this very useful. It can accurately detect the presence and amount of radiation with a Range of 5/10/20. (1 lb, 200 credits)

Trauma Kit: A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls. Frequent use requires replenishing the supplies, as dictated by the GM
(3 lb, 2,600 credits).