Icosa (Intelligent Construct)

GM: Venatus Vinco
A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
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Icosa
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Icosa (Intelligent Construct)

Post by Icosa »

Character Name: Icosa
Rank: Veteran Advances:11 (3/01/22)
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 8 (Running 1d8); Parry: 9; Toughness: 21 (12) MDC
Framework: Intelligent Construct
- Construct trait: +2 to recover from Shaken, ignore 1 Wound Penalty, doesn't breathe, immune to disease/poison, wounds healed via Repair, no GH
- Inorganic: Cannot use cyberware
- Outsider (Major): A construct that is recognized as such is generally viewed as property, with no legal protections or rights in most communities. -2 Persuasion
- Core Directive: A Major psychological hindrance that reflects the intended purpose of the machine.
- Wanted: Many powerful factions will hunt for a known intelligent construct in their territory, either to eliminate or to capture and reverse-engineer
- Malfunctions: Constructs are subject to Technical Difficulties
Construct Package (24/24 pts)
- Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
- Tech Base: Technological System (-2): Uses electricity to operate, can plug into any power source and recharge for 1 hour each day.
- Medium frame: Human size and bulk; able to use any equipment and gear humans can.
- Locomotion: Legs; Pace 6, Running d6
- Advanced Senses (2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
- Lifelike Android, Variable Appearance (2): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being; can alter appearance within 1 Size with Smarts or Performance check, +2 to imitate individuals, opponents are at -4 (-6 on raise)
- Advanced vocal unit (1): The construct can communicate via normal vocalizations and hear/use normally inaudible sounds, imitate specific individuals at +2, and opponents at -4 to detect ruse
- Obscure Construction (-3): Design and construction is especially advanced or alien, and imposes -4 on skill checks relating to their construction
- Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
- Attribute Boosts: +7 Str, +3 Agi, +3 Vig (13)
- Automated Repair (2): Vigor roll 1/day to heal a Wound, +4 on 'bleeding out' rolls
- Edge: Attractive, Brave, Two-Fisted (3)
- Armor +12 (4)
- Bioreactor (1): Can extract energy from food and water if needed
- Electronics Package (2): 20 mile radio system, data storage, interface jack that gives +2 Common Knowledge, Repair and Research, +4 Hacking
- Pace +2, Running +1d (1)
- Skill Bonus: Shooting, Fighting, Stealth (3)
- Integral Weaponry (1) Vibro Vambraces
Skills: 15
Athletics 1d8 (2)
Common Knowledge 1d6 (+2 if interfacing)
Electronics 1d8
Science 1d4
Piloting 1d6
Persuasion 1d8+1 (1)
Notice 1d6+4 (1)
Stealth 1d6+2 (2)
Fighting 1d10+2 (4)
Shooting 1d10+2 (4)
Hacking 1d8 (1) (+4 if interfacing)

Languages
English

Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Curious (fact finding expedition to Earth)
Major: Vow - Fulfill duty to CAN Republic
Minor: Loyal
Minor: Can't Swim

Advances
IF: Attractive
IF: Brave
IF: Two Fisted
Hind: +1d Smarts
Hind: Dodge (-2 to be hit by ranged attacks, unless surprised)
Novice 1: Rich
Novice 2: +1 dice Electronics, +1 dice Science
Novice 3: +1d Spirit
Season 1: Brawler
Season 2: Synthetic Immortality
Season 3:+1d4 Hacking, +1d4 Electronics
Season 4: +1d Piloting, +1d Hacking
Veteran 1: Arcane Resistance
Veteran 2: +1d Electronics, +1d Persuasion
Veteran 3: +1d Piloting, +1d Common Knowledge
Veteran 4: +1d Smarts

Rich
[dice:1bz3o57t]58194:0[/dice:1bz3o57t] Integral vibro-weapons are silver plated
[dice:1bz3o57t]58194:1[/dice:1bz3o57t] Integral vibro-weapons reduce any penalties, such as called shots or off-hand, by 2
Last edited by Icosa on Fri May 20, 2022 8:04 pm, edited 30 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Re: Icosa (Empires of Humanity Version)

Post by Icosa »

Inventory
Cash: 0

Weapons:
Vibro Vambraces - Str+2d6 MD, AP 8, +1 Parry; count as Claws
NG-LG6 Laser Rifle and Launcher - 24/48/96, 4d6 laser, ROF1, AP 2, 20 shots
- Multi-Optics Scope (+2 Notice and offset range penalty by 2 when taking Aim, +1 Shooting)
- Grenade Launcher - 18/36/72, 5 shots, Reload 2
- 6 AP grenades - 3d8 AP 16, SBT
- 5 HEX grenades - 3d10 AP 4, MBT

NG Equalizer (Patron Item)
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: Mega Damage, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
  • • Min Str d8
    • Adaptive Engineering: Can use Bandito BigBore Pistol Rounds or "Medium" or Naruni Pistol Plasma Rounds. Can also use standard 12 gauge Shotgun buckshot and slug rounds (including silver). Because of the variable nature of the cylinder, malfunctions and jams are common. This gun is +1 on the Technical Difficulties table.
    • Steady Shot Aim Assist: A miniature Sensor Targeting Suite in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. This system can reduce the shooting penalty from Unstable Platform or Running by 1
    • Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
    • Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you. (Acts as a Quirk Minor Hindrance)
    • Cannot make use of a "Speed Loader" due to the adaptive design that allows for multi-munitions use. Must be loaded one at a time.
    • Unique Ammo: Big Bore Rounds may be purchased at most Northern Gun Stores, or Bandito Arms stores for 100 credits each (Rarity -1); For those with the weapon and authorization, Northern Gun stores that have them will sell any Naruni Pistol Plasma rounds to the tester for 50 credits (Rarity -2).
    • Northern Gun Quality: Uses the Northern Gun Manufacturer Quality (Empires of Humanity, page 38)
Armor:
Plastic Man Armor (no effective bonus; just for appearances, and to hang a jetpack on)

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
• +2 Armor and +1 Toughness
• Does not add armor or toughness, as Icosa is mega-damage
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Translator
• Pocket: Field Computer
• Pocket: Survival Kit
• Pocket: Grapnel Launcher
• Pocket: Sidearm
• Pocket:
• Pocket:
• Pocket:


Gear:
CAN Republic Heimdall Holocom
- 300 mile range
- +1 Hacking
- 5 power points
- Illusion and Mind Reading (uses Hacking skill, works on computers/robots/etc only)

SNARLS Multi-Optics Helmet
Weight: 5 lbs.
Sensory Features Abilities: Ignores Illumination penalties, gains +2 to sight based Notice rolls or to offset Range penalties, and +1 Shooting with calibrated weapons. Includes a hands-free radio (10-mile range) and megaphone voice projection system.
Notes: detect arcana, Monster Slayer Edge, 5 PP
Protection: +4 Armor, +2 Toughness to head only
Activation Skill: Electronics
Availability: NA
Base Cost: 90,000 credits

Jetpack (Formerly nuclear Falcon 300; updated to CAN Republic specifications)
- Handling +2 with a top speed of 220 MPH (35 lb, nuclear-powered). Does not function for anyone but Icosa.
Language Translator (common North American languages, skill 1d12+2), 9600cr
Multi-Optics Scope (+2 Notice, offset range penalty by 2, when taking Aim, +1 Shooting), 3000cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr STOLEN BY FAERIES
Grade 1 Field Computer (+1 Hacking/Thievery/Research when appropriate), 10,000cr
NG-S2 Survival Kit, 3000cr
  • • 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.
Last edited by Icosa on Mon Sep 19, 2022 3:35 pm, edited 18 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Icosa (Empires of Humanity Version)

Post by Icosa »

Background
Sprawling over the surface of the moon is the CAN Republic; a large lunar colony that has its origins before the Cataclysm of the Rifts. This city of over 100,000 people has been instrumental in maintaining the many orbital mechanisms that prevent inhabitants of Earth from reaching orbital space. This embargo has been in place for hundreds of years by the present day. Now they are reaching out.

Icosa is an artificial intelligence, modeled after the AI that controls the functioning of the colony's systems, ARCHIE 7, albeit on a smaller and more portable scale. The robot body consists of two elements: a very slim mechanical humanoid 'skeleton' overlaid with an outer layer of nanotech that assembles itself into a rough approximation of human musculature and skin. This layer can alter the specifics of its appearance, within the general limits of the robot endoskeleton, allowing Icosa to disguise itself...even imitate specific individuals...as it sees fit. It is also capable of self-repair. To avoid this advanced technology falling into unknown hands, Icosa was intentionally designed to be obscure and difficult to access.

Its mission is, for the moment, simple enough. Collect information. The CAN Republic has been limited to telescope observation of Earth until now. It knows some very rough facts, such as that a handful of major human (and some inhuman) cities have arisen on the surface, and that there are still violent conflagrations that erupt from time to time, such as the Tolkeen Campaign. They want much more detail than this though. Circumstances are changing, and Earth is becoming of interest as more than just a potential threat.

The lunar colony is aware of paranatural forces...many of its citizens are psionic now...but have extremely limited exposure to magic. However the moon has ley lines of its own, and two nexuses have been secured by Republic forces to lock down in the event monsters come through rifts. They are aware that rift activity on Earth is far, FAR worse, and Icosa was equipped with that in mind. Hard experience at the Archimedes Crater Nexus taught them that there are beings that require silver to harm. The 'nanocytes' that compose its outer layer have access to silver particles that it can concentrate and form around blades that extend from its hands or arms. This is the only 'built-in' weaponry it has access to.

Due to unknown conditions on Earth and the danger of allowing technology to fall into uncertain possession, Icosa has minimal equipment. A powerful communicator that allows it to reach Republic-controlled satellites, and that can be used to access information from computer networks, is all that was sent down with it. The understanding is that any other gear the unit needs can be acquired in the field.
Last edited by Icosa on Thu Jan 09, 2020 3:22 pm, edited 2 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Icosa (Intelligent Construct)

Post by Icosa »

Signature Item

CAN Republic 'Heimdall' Holocom (with DRUID upgrade)
Base Item- Holocom from Rifts Player's Guide

The Heimdall looks like a monocular headset, fitting snugly over the left or right (user adjustable!) side of the head, with an eye piece and a boom microphone that follows the jawline. Despite its small size, it has the capacity to send burst transmission a whopping 300 miles, enough to reach low Earth orbit. This particular set has been modified by ARCHIE 7 to further boost and utilize the units transmission power and receptivity. It carries embedded arrays of supercapacitors that can send out powerful pulses of electromagnetic fields. These interact with digital circuitry, inducing current in them and that current in turn creating magnetic 'reflections' of the activity in the circuit. The headset then receives these 'echoes' and can use them to build detailed maps of the data stored in the system, without needing an interface or any physical interaction with the device. This 'Direct Ranged User Interface Device' is not legal for civilian use in the CAN Republic.

The same capacitor arrays can also route a power surge to the holographic generators, allowing very large, very realistic images to be produced. These images have a limited lifespan though, as the capacitors cannot sustain the surge for long. It can provide distraction, momentary deception, or detailed maps or images too large for a normal holocom's capacity to display.

Minor: +1 Hacking
Minor: 5 PP
Major: Power: Illusion
Major: Power: Mind Reading (Based on Hacking skill, Limit: Only Computers/Robots/'technological' minds)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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