Fell (Juicer)

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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Fell (Juicer)

Post by Jackal »

REST IN PEACE - Sgt. Severin Fell
Sat Jun 18, 2016 ----> Nov 18 2017

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Player Name: Dan (Fell)

Rank: Seasoned
Total Experience: 31 XP
XP Log
Experience Log
+5 Starting PbP Character Creation 2016
+3 VV 4th Quarter 2016
+6 VV 1st Quarter 2017
+3 Site wide GMs awarded for side missions etc / Bar 1st Quarter 2017
+7 VV Second Quarter 2017
+7 VV Third Quarter 2017
Advances Left: 0
Strain: 2 (subtracted from Burn)

Race: Human
Attributes
  • Agility d12 (was 10, Cybernetics)
  • Smarts d6
  • Spirit d10
  • Strength d10 (Can carry 800 lbs without any penalty)
  • Vigor d12
Skills
  • Fighting d12
  • Shooting d12
  • Stealth d10
  • Notice d8
  • Climbing d8
  • Wilderness Survival d6
  • Lang & Lit: English d6
  • Lang & Lit: Demongogian d4
  • Lang & Lit: Techno-Can d4
  • Lang & Lit: Euro d4
  • Lang & Lit: Spanish d4
  • Lang & Lit: Dragonese/Elf d4
    Skill Port (Agility Skills)
  • Swimming d8
  • Throwing d10
  • Pilot d10
  • Driving d10
  • Lockpicking d10
Charisma: 0
Pace: 16
Parry: 9
Toughness: 9

Burn: Started with 8 +2 = 10 / Down to 3 (used 4, spent 2 on 2 Strain) Lost 1 Q4 Start.

Hindrances
  • Death Wish (Minor) - The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • Overconfident (Major) - Has supreme trust in his abilities.
  • Quirk (Minor) - Severin is prone to chuckling, laughing, cackling or flat out crazy giggling while in the heat of combat. If the situation calls for silence he is able to do so, however in unbidden battles his deadly, loud, crazy laughter echoes across the battle field.
  • Vow (Minor) - Protect those in need from evil.
  • Wanted (Major) by the CS - After the incident with a moderately high ranking CS Officer being killed via live feed, broadcast back to Chi Town, where Sir Sayeen was killed and then Fell killed the Officer, the Juicer has been documented as a enemy of the Coaltion.
Edges
  • Linguist - 6 languages known (English and 5 new ones).
  • Burn Brighter - When rolling Burn die, on a 1 or 2, free re-roll.
  • Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • Fleet Footed: +2 Pace, d10 Running die instead of a d6.
  • Brawny: Toughness +1; load limit is 8 x Str
  • Split the Seconds: This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Freshly Juiced: Add +2 to Burn
  • Elan: Add +2 to rolls, including Soak rolls, when using Bennie.
  • Battle Hardened +2 to Soak Rolls.
  • First Strike: May attack one foe who moves adjacent.
Powers & Cybernetics
  • Cybernetics: Cyber Wired Reflexes, +1 Agility and allows for WSP
  • Cybernetics: Wired Skill Port, One Agility Skill at a time inserted, Free action to change skill but takes a round to kick in.
  • The Burn - At the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the Juicer’s current Burn he must reduce his Burn by one point or he dies, irrevocably, by the end of the session.
  • Internal Repair System - As an action, the Juicer can make a natural healing roll at +2 to heal wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
  • Burning Bright - Spending Burn gives the Juicer a d10 Burn Die to add to any Trait or damage roll.
  • Super Endurance - Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
  • Super Reflexes - Begins with +2 Agility die types, with no Trait maximum. Adds Uncanny Reflexes, −2 to be hit by all attacks, and Quick Edge.
  • Super Speed - Double base Pace. Also has Fleet-Footed Edge (Pace of 16”, d10 running).
  • Super Strength - Begins with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Cybernetics - When added cybernetics each point of Strain removes a point of Burn!
  • Drug Induced Euphoria/Tranquility - Suffers−1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick.

Weapons Gear Etc
Buffalo Spirit Fetish
  • Type of Item: An animal hide pouch containing a buffalo knuckle bone, hair, and sinew. The outside of the pouch has a tribal painted herd of buffalo.
  • Enchantments (One Major): Common Bond
  • P.P.E.: 0
  • Trait: Always on.
  • Trappings: Anyone wearing a Buffalo Spirit Fetish may give her bennies to any other character who is also wearing one. If the wearers cannot communicate with one another then they cannot share bennies.
GREAT CHAINSAW SWORD
  • Damage: Str+2d10
  • Weight: 22 lbs
  • Cost: 18,500
  • Notes: AP 2, Parry −1+1= 0, 2 handed.
SILVER VIBRO KNIFE
Worn on left boot (Silver plated).
  • Weight: 2 lbs
  • Damage: Str (d10) +d6
  • AP: 4
NG-E4 PLASMA EJECTOR
  • Range: 24/48/96
  • Damage: 3d10
  • RoF: 1
  • AP: —
  • Shots: 12 / Mags 5
  • Weight: 20 lbs
  • Cost: 30,000
  • Notes: Min Str d10, Mega Damage.
CP-30 CS PULSE PISTOL
Worn right side drop holster.
  • Range: 12/24/48
  • Damage: 2d6+1 single shot / 3RB +2 damage & +2 Shooting.
  • RoF: 3
  • AP: 2
  • Shots: 30 (10 3RB) / Mags 4
  • Weight: 4 lbs
  • Cost: 26,000
  • Notes: 3RB.
NG-59 Ion Pistol
  • Range: 10/20/40
  • Damage: 1–3d6
  • RoF: 1
  • AP: —
  • Shots: 20
  • Weight: 4 lbs
  • Cost: 15,000
  • Notes: Semi-Auto. Integrated grenade launcher (12/24/48, Damage by grenade, 1 shot: AP G-loaded)
NG-LG6 Laser Rifle
  • Range: 25/50/100
  • Damage: 3d6+2
  • RoF: 1
  • AP: 2
  • Shots: 20
  • Weight: 19 lbs
  • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
  • Cost: 20,000
  • Notes: Min Str d6, SA. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots / 6 left).
Grenades
Armor Piercing - Has 20
  • Range: 5/10/20
  • Damage: 3d8
  • RoF: 1
  • AP: 8
  • Shots: —
  • Weight: 0.25
  • Cost: 700
  • Notes: Mega Damage, SBT
Juicer Assassin Plate - Toughness: 19 (9) & −2 to be hit by all attacks.
  • Weight: 14 lbs.
  • Armor Value: +6 Armor / +1 Toughness (Modified to +9 Armor from upgrade)
  • Upgrades: (High-Density plating grants a +3 to Armor)
  • Note: Painted Black and worn over black fatigues. This armor is non-environmental.
Northern Gun produced JBA35 Heavy EBA Juicer Assassin Plate Armor - Toughness: 19 (8) & −2 to be hit by all attacks.
  • Creation Upgrades: +2 Armor (Cost 40,000) +1 Toughness (Cost 50,000)
  • New Upgraded Armor Value: +8 Armor and +2 Toughness
  • Strength Minimum: d10 except for Juicers
  • Environmental Protection: Full EBA
  • Weight: 18 - 20 lb
  • Base Cost: 32,000
  • Total Cost of NG JBA35: 122,000
Falcon 300 Jet Pack
  • The jet pack has effectively unlimited range, but it begins to overheat if used continuously for more than three hours (requiring 1d6 hours to cool down).
  • The stats for the flight system are Flight Pace 20, Climb 0.
  • 35 lb, 400,000 credits
NG-150 Streetrunner Hovercycle
  • Northern Gun’s main entry in the hovercycle market isn’t quite as fast as the Speedster, nor as tough, but it gets high marks for handling and maneuverability. Combining solar cells and a powerful electric engine, the NG-150 has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-150 Hovercycle: Size 2, Acc/TS 12/60,
  • Toughness 11 (4), Crew 1+1,
  • Mods 1: Mini-Missiles, Range 100/200/400 Each Missile does 5d6, RoF 1, AP 6, Shots before reload 12, cost 1 mod, and 36,000. Notes: SBT. Full reload $12,000 (1,000/missile). Has 12 loaded, and 12 extra.
  • Notes: Exposed Crew, Handling 3, Hover
GEAR
NG-S2 Survival Pack:
It contains just about everything needed for basic survival with a few small extra things crammed into it. (32 lbs)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-in nite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for shing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and int sparker (with six extra ints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal ares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • Hand cuffs, 12 sets zip ties
  • Wooden Cross on Silver Chain
  • empty large duffle bag
  • CS baseball cap
  • CS Flag
  • Gas Mask with air filter
IRMSSInternal Robot Medical Surgeon System: For those times when there’s no medic or doctor around, this system can be a lifesaver. It contains countless nano-robotic devices, programmed to seek out damage in a biological system and repair it. The device— the size of a handheld shopping scanner— is placed over the trauma area, or over the part of the body where internal injuries are suspected. Activating it injects a horde of nanorobots into the bloodstream, which collectively provide an immediate Healing check at d8+2. Once in the system, the nanorobots provide a +2 to any following Healing checks for one day, after which they are flushed from the body. Fully charged, the IRMSS is good for four uses, after which it’s completely useless and must be replaced. Has one IRMSS kit.

Credits
  • 50,680 credits -10k to buy Saul's hat for him. OOC not IC.


Advances

Advances List
  • Initial Advances: (From Hindrances): First Strike, Elan
  • Hero's Journey: Split the Seconds
  • Juicer: Quick - Fleet Footed - Brawny
  • Free Edge (Human): Raise Attribute (Vigor)
  • PbP: Raise Attribute (Spirit)
  • Novice 1 Advance: Freshly Juiced
  • Novice 2 Advance: Burn Brighter
  • Novice 3 Advance: Linguist
  • Seasoned 1 Advance: Battle Hardened
  • Seasoned 2 Advance: Quick Draw
  • Seasoned 3 Advance: Raise Attribute (Spirit)
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Background
Narrative Hook 1d20 = 18: A Battle Beyond the Rifts: The Rifts go both ways in many cases, acting as portals to dimensions beyond the stars and, sometimes, beyond reason. For some cause or goal—or perhaps purely by accident—your hero wound up on one of countless worlds or planes of existence, caught in a battle for her life and maybe the fate of her home and everyone she cares about. On the other hand, maybe she is a native of that other world, and a battle she never expected pulled her into this place where she struggles to find her way, with the help of the Legion.


Background Story:

The Unholy Desert, outside the Demon City of Hellvat, near the base of the Demon Mountains, Wormwood.

Like a dark chthonian knight the demon stood over the Juicer, blood and saliva dripping from its elongated mouth full of razor sharp needle-like teeth. It's red skin burned in a malicious heat as flames flickered in its outstretched clawed hands. Unearthly psychic empowered flames twisted and sizzled across the Juicers back, blackening the man's high-density armor.

The Juicer rolled over onto his back in an agonizing attempt to extinguish the flames. Groaning he looked up between beaten and swollen eyes at the hell spawned creature jovially cackling down at his burned face and body.

Turning his sore neck the Juicer glanced across the dust laden grey ground of the alien world at the strange beasts of the caravan and the poor dirty humans who were beset upon by these horrific demons. His eyes watered from the heat wafting down at him, turning his head to the right he looked at his Great Chain Sword, into the mirrored and reflective surface of its blade, at his broken and bloody features. Through bloody split lips he muttered aloud, "My hair is as grey as my eyes these days". Chuckling he instantly felt the burn of chemicals flow into his body, hissing happily with the adrenaline surge.

He had been a Juicer for only a few short, yet hellaciously fast and furious, months. After undergoing the process of Juicer conversion, paid for by his two older brothers, Severin set out to seek his own adventure. His trek accidentally led him across the rifts and through a crackling blue white portal to this nightmarish land. Traveling with the female Wormspeaker and the Priest of Light, along with a dozen dirty humans who were both nice and malnourished. They only ate grubs and the Priest summoned them water.

The Juicer noticed the demon was reaching a smoking spiked finger down at him. Tapping the blazing hot tip of its finger at the neck harness around Severin's neck the creature spoke.

"Whose slave are you? What strange device is this?"

Severin had joined these people last night and they had immediately offered to travel with him to a city called Worldgate, so that he could return home. When they were set upon by these demons he had been asleep, his first few hours of sleep in several days.

"I'm not a slave you demonic ashtray!"

Feeling zero pain, in fact, feeling better than ever, Severen bolted forward and upward stabbing straight out, right handed fist punching from his own chest to the mouth of the flaming demon.

The creature's head snapped backwards and it howled in pain from the powerful punch. Rapidly rolling to his right the Juicer sprang across the distance to his chainsword. Firmly grasping the leather wrapped hilt of the large chainsword Severen spun back towards the demon with murder in his eyes.

A bolt of supernatural fire tore from the deadly open hand of the grizzly demon, streaking across the distance towards Severen. Twisting and spinning with blinding speed the Juicer deftly avoided the bolt and moved across the distance between man and beast.

Slashing the large two handed chiansword maniacally the Juicer chuckled in glee as he shredded the demon with several fatal jagged slashes. Consumed by its own flames the demon burned as the Juicer strode across the grey ground, dust eddies swirling in his wake as he gained speed and ran into the mists of several other demons of various shape and form, who were tormenting the others of the caravan.

After several moments, what felt like a lifetime to the Juicer, but in fact were mere seconds, the Juicer forced himself to breathe slower, calming drugs flowed through his system relaxing him as tiny nano surgery bots went about their invisible job of healing his wounds.

Standing in the middle of a colossal mound of blood, guts and steaming entrails that littered and leaked across the bleak grey muddy ground, the Juicer watched the stunned caravan members. They appeared shaken by the events, either from the torment of the demons, the Juicers swift slaughtering of said demons, or maybe simply both scenarios.

Moving across the muck the Juicer leaned down assisting the female Wormspeaker in standing back up.

"Thank you Master Fell."

Trying to not let on how unsettling it was seeing the dramatically beautiful woman speak with a mouthful of disgusting writhing worms the Juicer looked away from her fascinating green eyes towards the distance. Shades of grey, pink and more blackness rolled across the horizon.

"Severin. Just Severin is fine. Is Worldgate much further?"

"Yes and no traveler. It is extremely far by foot. Not too far by portal. I know a Freelancer named Lazarus who can open a door for you to the city. I've communed with the planet. I have seen Lazarus is just beyond those hills in a small town. If we hurry we can be there soon."

Looking out towards the distant hills the Juicer briefly considered sprinting ahead but decided he owed these people. They were talking of leaving their cargo behind due to their cart animal being slain during the attack.

"Give me those reigns I'll pull the cart. Let's go."

Stunned the caravaners watched their cart, laden with their belonging, pulled with apparent ease by the Juicer.

"You are a strange and ...strong man, ...Severin."

Nodding, Severin grinned and carried on. He would help these people get to safety then see this Mage named Lazarus. Getting back home, anywhere on Earth would be a blessing compared to this hellish grey world.

In under a week the Juicer was happily back "home", not in Kingsdale where he received his training and conversion, but Earth for sure.

The lush green rolling mountains and trees of the Ozarks was a blessing and gorgeous sight after the bleak lands of Wormwood.

Ironically it had been the Mage named Lazarus who had informed the Juicer about the Tomorrow Legion asking him to deliver a package to one Erin Tarn in Castle Refuge.

The delivery of the package was a very inexpensive price to pay for passage between worlds, the Juicer gladly paid the price. While delivering the package to the wizened scholar, Severin ended up staying with the Legion. There were plenty of people who needed help fighting against the evils of the CS and the evil True Federation.

That's where M.A.R.S. of the Tomorrow Legion comes into play. MARS stands for Mobile Assault, Rescue and Strike. MARS is the military army of the Legion.

Burn on!

_____________________________

Interlude #1:

Closing his eyes and sitting in the passenger seat of Q's ATV the Juicer allowed himself to shut down. He rarely slept but now seemed like good time.
http://www.savagerifts.com/viewtopic.ph ... =125#p1235

Juicer Burn Results (Quarterly) roll burn die d10 and get less than current burn to not lose more burn....
How Burn works.
Start of 2nd Q (Burn Balance is 10): [dice]0[/dice]
Start of 3rd Q (Burn Balance is 8): [dice]1[/dice]
Start of 4Q 2017, Burn Balance is 5...[dice]2[/dice] ... failed roll, down to 4 Burn now.
Last edited by Jackal on Wed Apr 05, 2017 10:20 pm, edited 45 times in total.
User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Fell (Juicer)

Post by Daniel »

Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Sayeen Gabbersleaf
Posts: 218
Joined: Sat Sep 24, 2016 10:20 pm

Re: Fell (Juicer)

Post by Sayeen Gabbersleaf »

You burned brightest of them all. I am glad to have a friend in the after life.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
    Worn Armor:
    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
    • Cyber Armor: +2 toughness
    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
    Combat Abilities
    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
    • Champion: +2 damage & toughness vs supernatural evil
    • Giant Killer: +1d6 damage vs creatures size 3 and larger
    OOC Comments
    Bennies:2 Spent:2
    -reroll to avoid brain burn
    -reroll fighting attck vs beasty in power plant
    +1 for group posting quickly
    Adventure deck cards: Cutting in Line: 3 initiative cards
    Accounts: Sayeen (primary), Iron Tick (secondary)
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