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Ajax - Centaur Juicer

Posted: Thu Jan 02, 2020 9:53 pm
by Ajax
Obsolete Dice Rolls
Narrative Hook: [dice:34lry2bu]61871:0[/dice:34lry2bu]

Training: [dice:34lry2bu]61871:1[/dice:34lry2bu] +3 Skill Points for Fighting, Shooting, Athletics

Experience & Wisdom: [dice:34lry2bu]61871:2[/dice:34lry2bu] +1 Background edge (Elan)

Re: Ajax - Centaur Juicer

Posted: Tue Jan 07, 2020 12:48 am
by Ajax
Character Sheet
Character Name: Ajax
Player: Christian / Snake Eyes
Rank: Veteran 4 Advances Left: 0
Race: Centaur
Iconic Framework: Juicer - Hyperion Treatment
Attributes: Agility d12 (2 IF, +1, +1 adv), Smarts d8 (+2), Spirit d8 (+2), Strength d12 (2 IF +2 adv), Vigor d8 (2 IF)
Pace: 36 (d12); Parry: 7; Toughness: MDC 21 (8) (6 vig + 2 size +1 Brawny +3 from Armor, +1 from Overcoat; +6 Armor, +2 Overcoat); Burn: 8

Skills:
  • Athletics - d10 (2 +1 adv)
  • Common Knowledge - d4
  • Notice - d6 (1)
  • Persuasion - d4
  • Stealth - d10 (2 +1 adv)
  • Fighting - d10 (3 HJ, +1)
  • Healing - d4 (1)
  • Intimidation - d8 (2+1 adv)
  • Shooting - d10 (4)
  • Survival - d8 (2+1 adv)
Hindrances
  • Impulsive (Major): Hesitation in Ajax's past cost him everything. He will not have that happen again. He sees no reason to think things through, and leaps before he looks. If there's action to take, he's taking it. Right now.
  • Jealous (Minor): Ajax is the fastest creature on legs that this world has ever seen, and he will prove it.
  • Quirk (Minor): Ajax takes personally any request to ride him. It's a grave insult. Suggesting he wear a saddle will likely result in a fight.
  • Death Wish (Minor - IF): He knows his time is shorter than most. He will make an end that will be worthy of a song!
  • Drug-induced Euphoria/Tranquility (IF): -1 to all Smarts or Smarts-linked skills 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.

Racial Abilities
  • D-Bee (Major): Initial reaction to Centaurs starts at Unfriendly or Hostile for human supremacists. Those with Unfriendly or lower reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
  • Faerie Friend: Centaurs gain +2 to all rolls dealing with Faerie Folk. They act as if they had 2 points of Armor when hit by damaging Faerie powers and add +2 to opposed Trait rolls.
  • Galloping Hooves: Centaurs have a pace of 10 and a d10 running die.
  • Near-Human Physiology: Those unfamiliar with Centaur biology suffer -1 penalty to Healing skill rolls and any cybernetic checks involving installation, repair, etc.
  • Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for them. Armor and clothing is custom designed and fitted, tripling the cost. Equipment and food cost double the listed price.
  • Size +2: Centaurs weigh 800-1100 pounds and stand about 10 feet tall from hoof to crown. Their size grants +2 Toughness.
  • Wild Spirit: Centaurs suffer soul-killing malaise if taken or enslaved. If shackled or imprisoned, Centaurs automatically become Fatigued each day until they’re Incapacitated. A day after, they perish. If their freedom is restored, they regain a level of Fatigue each hour until recovered.
  • Workhorse: Centaurs treat their Strength as 2 points higher when determining Encumbrance.

Edges and Iconic Abilities
  • Quick (IF): Discard any action card of Five or lower.
  • Fleet-Footed (IF): Increases Pace by 2 and run die by 1 step.
  • Brawny (IF): +1 Toughness, treats Strength as 1 die type higher for Encumbrance and Minimum Strength.
  • Elan (HJ): Adds +2 when spending a Benny. Does not apply to damage rerolls or to the first attempt at Soaking wounds.
  • Charge (H1): Ignore the penalty for Running when making a Fighting attack at the end of his movement.
  • Overrun (H2): If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • Hyperion Treatment (N1): Triple base Pace and double Jump distance with a running start. Discard and redraw Action cards of 8 or lower (instead of 5 for Quick). Must consume twice as much food as normal or become Fatigued.
  • Internal Repair System: The bio-comp system grants Slow Regeneration (a natural healing roll 1x a day). As an action, the juicer can use an emergency repair charge to make a natural healing roll at +2. The system holds 3 charges and requires 8 hours to recover 1 charge.
  • Super Endurance: +2 Vigor die types, increasing the maximum by the same amount. They need only half the normal sleep and gain +2 on all Fatigue checks.
  • Super Reflexes: +2 Agility die types, increasing the maximum by the same amount. Begin with Quick Edge.
  • Super Speed: Double their pace, double horizontal and vertical distances when Jumping. Begin with Fleet-Footed Edge.
  • Super Strength: +2 Strength die types, no Trait maximum. Begin with Brawny Edge.
  • Uncanny Reflexes: -2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • Burn Brighter: Any time a Burn die rolls a 1, Ajax still spends the Burn, but adds 6 to the roll.
  • Split the Seconds: May ignore 2 points of Multi-Action Penalties each turn.
  • Frenzy: Rolls an additional Fighting die with any one of his attacks for the turn. May be allocated to the same or different targets, resolved separately.
  • Improved Frenzy: Rolls an additional Fighting die with any two melee attacks for the turn. May be allocated to the same or different targets, resolved separately.
  • Dodge: The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against him. Dodge does not stack with Cover.

Re: Ajax - Centaur Juicer

Posted: Tue Jan 07, 2020 9:34 pm
by Ajax
BACKGROUND
The siege of Tolkeen had a lasting, widespread effect on many. Ajax was no different. He and his mate lived on the outskirts, roaming with their tribe. As the invasion unfolded, the centaur tribe fled into the plains. They evaded numerous CS patrols over the course of days as they sought to break through the lines.
Ajax was the fastest member of the tribe. He galloped ahead to find a safe way through. Believing he had found a clear path, he returned in time to witness half of his tribe slaughtered, and his mate being shackled and loaded onto a transport. Before he could charge, he was struck from behind and lost consciousness. He awoke, hours later, amidst a field of his dead tribesmen. His mate, and several other members of his tribe, were nowhere to be found. He searched for clues as to why some were killed and some were taken, and who might've perpetrated the offense. The only thing he knew for sure is that it was not a CS patrol. The CS made no effort to hide their skeletal uniforms or their brutal treatment of so-called D-Bees. The crew that abducted his mate bore no standard, no insignia, and no real order. It seemed, too, that it was a mix of more than just humans, and they sought something other than genocide.
Left alone, knowing what happens to his people when they are chained and held captive, he mourned his lost love. He sought a safe haven from the brutal war that had cost him everything. He bounced between MercTown and Kingsdale, eventually desiring the speed he believed he lacked that would've allowed him to save his mate. He underwent the juicer procedure and the hyperion treatment. With his newfound strength and unparalleled speed, he found himself in Lazlo, looking to undertake an exceedingly dangerous expedition to the west, beyond where any of his people had roamed. He looks to spend his last days finding new lands that his mate would have loved to see, and desires to spare others the pain inflicted by the more powerful upon the weaker and meeker.

Re: Ajax - Centaur Juicer

Posted: Tue Jan 07, 2020 9:35 pm
by Ajax
Gear
NG-S2 Survival Pack (20 lb)
• 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.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes

Juicer Assassin Plate Medium Armor
• Armor: +5 Toughness: +3
• Weight: 14 lbs (Min Str: d6)
• Rarity: -1; Cost: 32,000

Ixion Heavy Cavalry Armor
The full battle armor of the vaunted Cyber Horseman of Ixion. This battle suit makes each cybernetically enhanced warrior into a veritable tank on the battlefield.
  • Armor: +6 Amor, +3 Toughness, MDC
  • Min Str: d12
  • Weight: 60
  • Rarity −2
  • Cost: 55,000+10,000 EBA
  • Notes: MDC Armor, –1 to all Agility linked non-combat skill rolls, EBA is +10,000 credits.
  • Micro-Exoskeleton:Leg enhancements add +4 Pace and +2" to Jumping distance.
NG-56 Light Ion Pistol
• Range: 10/20/40
• Damage: 1-3d8, AP 0
• ROF: 1
• Shots: 12
• Notes: Wide Spread
• Weight: 2
• Rarity: +0; Cost: 5,000

JA-9 Variable Laser Rifle
• Range: 30/60/120
• Damage: 4d6, AP 3
• ROF: 1
• Shots: 30
• Notes: Heavy Beam, Ignores Laser Resistance, Integrated Multi-Optics Scope
• Weight: 3
• Rarity: -4; Cost: 25,000

Coalition Arms CP-40 Pulse Laser Rifle
Image • Two E-Clips per weapon

Vibro-Shortsword
Image
• Damage: Str+d8, AP 8, MD
• Notes: Harmonic Blades, MD, Powered Weapons
• Weight: 3 (Min Str d6)

Vibro-Greatsword
Image
  • • Str+d12, AP 12
    • Weight: 8 (Min Str d10)
    • Notes: Harmonic Blades, MD, Powered Weapons, Reach 1, two hands (Size 1 and above may use 1 handed)
    • Rarity: -1 Cost: 18,000
NG-303x Rail Gun
Standard NG-303 with 2 HJ results
[image]
  • • Range: 30/60/120
    • Dmg: 2d10+2, AP: 6
    • ROF: 3
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d10)
    • Notes:
    • Ruggedized: May spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked.
    • Stabilization System: Ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed.
    • Custom fitted to a Centaur. Humanoids are -4 to use and get no HJ benefits
    • Rarity: -2 Cost: 68,000
LAWS-3 RPG
  • • Range: 100/200/400
    • Dmg: 4d6, AP: 20
    • ROF: 3
    • Shots: 6
    • Weight: 18 lbs. (Min Str: d8)
    • Notes:
    • Snapfire
    • Multi-Optics Scope
    • Mini-Missile
    • Satchels carry 8 Reload 1 magazines.
    • Rarity: __ Cost: _____
Armor Piercing Grenade (Range: 5/10/20; Damage: 3d8, AP 16, MD, SBT; ROF: 1; 0.25 lbs)
Quantity: 1

Fragmentation Grenade (Range: 5/10/20; Damage: 5d6, AP 0, MD, LBT; ROF: 1; 0.25 lbs)
Quantity: 1

High Explosive Grenade (Range: 5/10/20; Damage: 3d10, AP 4, MD, MBT; ROF: 1; 0.25 lbs)
Quantity: 1

Multi-Optics Helmet: Helmet (which can be integrated into EBA armor) includes targeting sight, magnification, thermal, infrared, UV, and night optics. Wearer ignores illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. Includes hands-free radio (10 mile range) and megaphone voice projection system. +4 Armor and +2 Toughness to the head only.
Weight: 5 lb; Cost: 25,000 credits

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• 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:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Saddlebags of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains




Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


Credits: [dice:1wijscmb]62142:0[/dice:1wijscmb] x 100 = 1600 credits
Gear: [dice:1wijscmb]62142:1[/dice:1wijscmb] x 500 in gear = 2000 (spent on 1 each AP, Frag, & HE grenades)
Wealth die: d8

Re: Ajax - Centaur Juicer

Posted: Tue Jan 07, 2020 11:39 pm
by Ajax
Advances
  • Initial Advances: (Bonus from Hindrances): Charge, Overrun
  • Edge(s) granted by Racial/IF Features: Brawny, Fleet-Footed, Quick
  • Novice 1 Advance: Hyperion Juicer Treatment
  • Novice 2 Advance: +1 Strength
  • Novice 3 Advance: Burn Brighter
  • Seasoned 1 Advance: Split the Seconds
  • Seasoned 2 Advance: +1 Agility
  • Seasoned 3 Advance: +1 Athletics, +1 Stealth
  • Seasoned 4 Advance: Frenzy
  • Veteran 1 Advance: Improved Frenzy
  • Veteran 2 Advance: +1 Strength
  • Veteran 3 Advance: Dodge
  • Veteran 4 Advance: +1 Intimidation, +1 Survival
  • Heroic 1 Advance: Extraction
  • Heroic 2 Advance: +1 attribute
  • Heroic 3 Advance: +1 Skill, +1 Skill
  • Heroic 4 Advance: Improved Extraction
  • Legendary 1 Advance: Burn For Glory
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Re: Ajax - Centaur Juicer

Posted: Fri Jan 10, 2020 4:23 pm
by Venatus Vinco
Love this guy, approved.

Re: Ajax - Centaur Juicer

Posted: Wed Apr 22, 2020 6:32 pm
by Ajax
4/22/20: N2 advance, +1 Strength die type

Re: Ajax - Centaur Juicer

Posted: Thu Jul 02, 2020 8:03 am
by Ajax
7/1/2020: N3 advance, Burn Brighter Edge

Re: Ajax - Centaur Juicer

Posted: Sun Oct 04, 2020 11:17 pm
by Ajax
10/5/2020: Added Split the Seconds

Re: Ajax - Centaur Juicer

Posted: Sat Jan 02, 2021 12:40 pm
by Ajax
1/3/2021: S2 advance, +1 Agility
7/3/2021: S3 advance (from Q1), +1 Athletics, +1 Stealth
7/3/2021: S4 advance (Q2), Frenzy
10/2/2021: V1 advance (Q3), Improved Frenzy
3/30/2022: V2 advance (Q4), +1 Strength
3/30/2022: V3 advance (Q1), Dodge
7/19/2022: V4 advance (Q2), +1 Intimidation, +1 Survival

Re: Ajax - Centaur Juicer

Posted: Sat Jan 02, 2021 9:38 pm
by Ajax
Current status post, 9/19/2022
Bennies: 3 (reset)
Conviction: 1
Wounds/Fatigue: 0 / 0
Current status: not juiced
Notes: n/a