Dorn Giantslayer - Dwarf Titan Juicer

GM: Venatus Vinco
The Tomorrow Legion commissions a new group of heroes to track down the ultra powerful magic weapons used in the Tolkeen War before they fall into the wrong hands...although some may already be in those hands.
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Dorn Giantslayer
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Joined: Wed Jul 07, 2021 6:02 pm

Dorn Giantslayer - Dwarf Titan Juicer

Post by Dorn Giantslayer »

Training 1d20: [2] = 2 Gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Experience and Wisdom 1d20: [14] = 14 Take the Luck Edge.

Wealth
2d4: [1, 1] = 2
4d6: [6, 2, 2, 3] = 13

Gun Bunny: You may trade the starting armor from your Iconic Framework for any other body armor (not power armor or robot vehicle). If this is not your first roll, apply all other results from rolling on this table to your newly chosen body armor.

Titan Plate EBA

Patron Item: KLS-RG-15X Manpack Electromagnetic Rail Gun
Last edited by Dorn Giantslayer on Mon Sep 12, 2022 12:01 am, edited 7 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Dorn Giantslayer

Post by Dorn Giantslayer »

Dorn Giantslayer

Rank: Novice
Gender: Male
Race: Dwarf
IF: Titan Juicer

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12

Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7

Starting Bennies: 4

Skills

Agility
Athletics d10
Fighting d10
Shooting d10
Stealth d4

Smarts
Common Knowledge d4
Language (American) d6
Language (Dwarven) d8
Notice d6
Repair d4
Science d4
Taunt d6

Spirit
Intimidation d6
Persuasion d4

Hindrances
  • Death Wish
  • Overconfident
  • Heroic
  • Quirk (Tends to slide back into Dwarven during battle. It has all the best swear words.)
Edges
  • Arcane Resistance
  • Brawny
  • Fleet-Footed
  • Luck
  • Quick
  • Split the Seconds
  • Titan Treatment
Armor: Titan Plate Heavy Armor (Armor 7, Toughness 3, Min Str d12+1, Wt. 80, 110,000 credits, Notes: MDC)

Weapons:
  • Silver Fang: Enchanted Silver Great Axe (Str + 2d10, AP 16, -1 Parry)
  • 2x Sawed-Off Double-Barrel Shotguns (Range 5/10/20, Damage 1-3d6, ROF 1)
    • Note: Loaded with silver buckshot shells.
  • KLS-RG-15X Manpack Electromagnetic Rail Gun (Range 50/100/200, Damage 3d12+2, ROF 1, AP 12, 12 Shots, Min Str d10, Wt. 20, 900,000 credits)
    • Notes: Integrated Multi-Optics Scope, Snapfire
  • JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, 30 Shots, Min Str d4, Wt. 3, 25,000 credits)
    • Notes: Heavy Beam, Ignores Laser Resistance, Integrated Multi-Optics Scope
  • NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1, 12 Shots, Min Str d4, W. 2, 5,000 credits)
  • Wooden Stakes (Range Melee, Damage Str+d4)
  • Survival Knife (Range Melee, Damage Str+d4)
  • Unarmed (Range Melee, Damage Str)
Gear:
NG-S2 Survival Pack (20 lb)
Image
  • 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.
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
  • 20x Silver Shotgun Shell (Buckshot)
  • 2x Pistol E-Clip (NG-56)
  • 2x Rifle E-Clip (J-9)
  • 24x APDS Rounds (KLS-RG-15X)
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload, requiring the shooter to root in place - not unlike the USA-G10 the weapon is based on. Several cases of these rifles have been released for field testing.
  • Range: 50/100/200
  • Dmg: 3d12+3, AP: 12
  • ROF: 1
  • Shots: 12, Helical magazine containing APDS rounds (Armor-Piercing Discarding Sabots)
  • Minimum Strength: d10 (20 lbs).
  • Notes: Integrated Multi-Optics Scope, Hyperkinetic, MD, Snapfire
    • Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
    • APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each. Silver-
      coated ammunition costs 9,000 credits per Shot, and must be custom made as well.
  • Rarity: -6 (Rare) Cost: 900,000



Languages: Dwarven, Dwarven (native, d8), American (d6)
Current Wealth: $400

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.
  • Internal Repair System: The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” 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.
  • Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
  • Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
  • Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
  • Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
  • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
Current Load (normal/combat): 120.69/ 98 (501)

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., Super Strength
Validity: Character appears valid and optimal

Created with Savaged.us
Last edited by Dorn Giantslayer on Wed Sep 28, 2022 4:09 pm, edited 20 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Dorn Giantslayer

Post by Dorn Giantslayer »

BACKGROUND

No one knows why Dorn submitted himself to the Juicer process in Kingsdale, let alone the Titan upgrade! Whatever the reason, after a brief stint with the 101st of the Tomorrow Legion, Dorn decided to muster out when the SET disbanded. Before he had the chance to follow though he received a message with orders to join a new unit if he were willing to stay on.

Dorn has always been a jovial sort even before his Juicer treatment but now that he's on a permanent drug cocktail he's the life of the party anytime he's off duty and can usually be found at the bar singing drinking songs in his native Dwarven...badly. The fact that he now stands at over 2 meters and weighs in at over 270 kilos just means he has to be a little more careful when slamming down that empty ale mug which he remembers to do...most of the time.

In a fight he displays a decent comprehension of strategy and tactics though his preferred tactic is to taunt the baddest bad guy he can see and head straight in. His skill in battle is unquestioned but the fact he continues to survive unskathed points as much to his amazing luck as his skill. Unfortunately for almost everyone Dorn tends to fall back to his native Dwarven in battle. Normally he speaks fairly decent American but under stress such as when he's breaking heads it shows up with a vengeance.

"Tha mi a ’dol a reubadh a-mach do ghùn agus a bhith gad mhealladh leis a’ bhoiteag bhrèagha agad!"
Last edited by Dorn Giantslayer on Wed Sep 28, 2022 2:57 pm, edited 3 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

User avatar
Dorn Giantslayer
Posts: 34
Joined: Wed Jul 07, 2021 6:02 pm

Re: Dorn Giantslayer

Post by Dorn Giantslayer »

Advances

Novice Advances
  1. Raise Skills: Fighting/Shooting
Seasoned Advances
Ancient wisdom from the Golden Age: Don't Panic.

Dorn GiantSlayer
Player: Jim
Active Alts: Jim Cannon, Jame Graeme, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d12
Pace: 7; Parry: 7(6); Toughness: 21(7) MDC; Size: Normal (2) Burn: 7; Bennies 4 of 4

Skills
Agility: Athletics d10, Fighting d10, Shooting d10, Stealth d4
Smarts: Common Knowledge d4, Language (American) d6, Language (Dwarven) d8, Notice d6, Repair d4, Science d4, Taunt d6
Spirit: Intimidation d6, Persuasion d4

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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Dorn Giantslayer - Dwarf Titan Juicer

Post by Daniel »


Approved for Savage Rifts: Machinations.

Welcome to the party.
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

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