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Race: In'Valian "Robo-Jockey"

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Race: In'Valian "Robo-Jockey"

Poll ended at Sat Nov 03, 2018 12:30 pm

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Sgt 86Delta
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Joined: Sun Oct 15, 2017 4:47 pm

Race: In'Valian "Robo-Jockey"

Post by Sgt 86Delta »

In'Valian "Robo-Jockey"

In'Valians are a brilliant blue skinned race struck by the worst luck. While experimenting with a completely technology based means of opening Rifts (traversable wormholes as they refer to them), the In'Valians opened up a super rift above their planet and something huge came through. Their defense forces slaughtered it, and then the being's "mother" peaked through the miles wide rift with a single eye. The psychic scream crippled and cursed their race.

Now unable to do any heavy lifting, and cursed by a wasting disease that does not kill them, but cripples them, the In'Valians survive because of their relative wealth due to selling their world (they are an endangered species). Doctors and Sorcerers have tried to help them, but no one can undo the curse that is upon them. The In'Valians are generally obsessed with their suits and put an insane amount of time into modifying them.

Racial Traits
  • Advanced Civilization: Start with a d6 in Knowledge (Computers), Knowledge (Electronics), and Repair. In'Valians are an advanced race with a high technology base. They also start with a free Novice or Seasoned Background, Professional, Social or Leadership Edge of their choice (and must meet all the Edge’s Requirements).
  • Smarter than Galactic Average: Start with a d6 in Smarts. This increases the trait’s maximum to d12+1.
  • Wasting Curse: Due to the ravages of the curse they suffer, In'Valians are constantly exhausted when doing any kind of physical exertion. When completing any task outside of, or without the benefit of, their exoskeleton, they suffer a -2 to all rolls from fatigue. This can include delicate work the suit is not ideal for.
  • In'Valian Exoskeleton: All In'Valians start with a custom exoskeleton detailed below. Alternately, if the character gets a power armor through their iconic framework instead, they can get the In'Valian Combat Power Armor (detailed below).
    The custom suits of the In'Valians are not simply armor, but the character's home. All bodily functions, their comfort, and all but long term medical care are handled by the armor. With direction from the pilot, it can bathe them, clothe them, and move them in and out of the armor itself. It has only basic robotic intelligence (similar to a skelebot) and can act as a computerized personal assistant to the In'Valian.
    Any Iconic Framework gear, Hero's Journey result, or Fortune and Glory result that would replace their starting armor are ignored. Hero's Journey results that offer replacements should be rerolled, and the Strong Suit of Armor Fortune and Glory result offers three rolls on the body armor table instead of the normal benefit.
  • Inheritance: The remaining In'Valians sold or leased their vast planet and now all of them are well off. All In'Valians count as Rich and cannot take that edge, though they can take Filthy Rich. The table rolls for Rich are used up in their Exoskeleton. They start with 5,000 credits, in addition to funds from their Iconic Framework.
  • Inconveniently Sized: At seven or eight feet tall, In'Valian exoskeletons are ill-suited to riding in most robot vehicles and many smaller vehicles. Purchases and repairs are at least tripled in cost, and there’s no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for size one characters. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
  • Mentally Unstable: The character has experienced a seriously traumatic experience and it touches all members of the race in different ways. Choose one result from the psyche degradation table on page 17 of TLPG.
  • Restricted Path: In'Valians are unable to access PPE and ISP. The selection means the race cannot take any Arcane Background or an Iconic Framework which includes such an Arcane Background.
Accounting
12 pt race with 10 pts of negatives
(3+1+1+1) Advanced Civilization
(2) Smarter than Galactic Average
(-3) Wasting Curse
(2+2) In'Valian Exoskeleton
(-1) Inconveniently Sized
(-2) Mentally Unstable
(-4) Restricted Path
In'Valian Custom Light Exoskeleton
In'Valian Custom Light Exoskeleton: The In'Valian is in an open cockpit. They have neural controls that allow them to use the exoskeleton without extensive fatigue, though they can get it from all the normal sources. Using the Neural controls, the pilot can have the robotic exoskeleton put him into the chest/cockpit. The cockpit has a retractable glassteel dome that provides full environmental protection.
The Custom Light Exoskeleton provides +7 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has built-in hand held computer for basic functions (better than a normal suit's computer); a communications system with a 10 mile range; a public-address loudspeakers; a laser distancer; and a nightvision mode for vision. The exoskeleton grants the wearer d12+2 Strength and 8 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. (40 pounds, 242,000 credit value)
The suit is powered by a small nuclear battery, similar to that of power armor and has similar endurance. It also has a full medical suite on board equivalent to the IRMSS system. It provides the same properties as the system on page 104 of the TLPG. Additionally, the armor gets two rolls on the Hero's Journey Body Armor Table. Also, a sidearm (such as the one the character gets from their starting gear) can be built into each arm of the exoskeleton or one rifle (not heavy weapons like plasma weapons) can be built into one arm only. These weapons are powered by the suit itself and require no E-Clip and have unlimited ammunition. Weapons using ballistic ammunition require external magazines and ammo drums (as normal). The armor can also use weapons in its hands, normally.
Alternately, if the Iconic Framework chosen provides for power armor, the In'Valian can instead take the In'Valian Custom Combat Power Armor.
In'Valian Custom Combat Power Armor
In'Valian Custom Combat Power Armor: The In'Valian is in an open cockpit. They have neural controls that allow them to use the exoskeleton without extensive fatigue, though they can get it from all the normal sources. Using the Neural controls, the pilot can have the robotic exoskeleton put him into the chest/cockpit. The cockpit has a retractable glassteel or megasteel dome that provides full environmental protection. Either way, the pilot has access to a full Heads Up Display.
In addition to the systems intrinsic to all power armor, the In'Valian suit also has a full medical suite on board equivalent to the IRMSS system. It provides the same properties as the system on page 104 of the TLPG. (450 lb, 942,000 Credit Value)
In'Valian Custom Combat Power Armor: Size 1, + 10 M.D.C. Armor, +2 Toughness, Strength d12+3, Pace 10 (Run d10).
Weapons:
  • Reinforced Knuckle Plates (Str+d4, Mega Damage)
  • In addition one Mod slot is available to add a vehicle scale weapon (usually arm or shoulder mounted). Check with your GM to see what is available.
  • Additionally, a energy sidearm can be built into each arm of the power armor or one energy rifle (including personal heavy weapons like plasma weapons) can be built into one arm only. These weapons are powered by the suit itself and require no E-Clip and have unlimited ammunition. Weapons using ballistic ammunition require external magazines and ammo drums (as normal). The armor can also use weapons in its hands, normally.
  • The power armor also has storage built into each leg equal to a backpack. Alternately, one can be fitted with a mechanics tool kit (much like the Grease Monkey Power Armor - must be purchased separately).
**Note - Thanks to High Command for this write-up.**
Sarge's Roles _

GM of a Vauxhall Knights Campaign

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