Juicer

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Venatus Vinco
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Juicer

Post by Venatus Vinco »

HJ
Training [dice:1u1dkyy8]53103:0[/dice:1u1dkyy8]
Black Ops [dice:1u1dkyy8]53103:1[/dice:1u1dkyy8]
Body Armor [dice:1u1dkyy8]53103:2[/dice:1u1dkyy8]

Narrative Hook
[dice:1u1dkyy8]53103:3[/dice:1u1dkyy8]
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Re: Juicer

Post by Venatus Vinco »

Juicy
Rank: Novice Advance: 0
Race: Human
Iconic Framework: Juicer
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d10
Pace: 16 (d10); Parry: 8; Toughness: 16 (5); Burn: 8

Skills:
  • Athletics d10 (3)
  • Common Knowledge d4
  • Notice d6 (1)
  • Persuasion d6 (1)
  • Stealth d6 (1)
  • Fighting d12
  • Shooting d8 (3)
  • Survival d6 (2)
  • Driving d8 (3)
  • Thievery d4 (1)
Hindrances & Complications
  • Overconfident (Major): The hero believes she can do anything
  • Impulsive (Major): The hero leaps before he looks.
  • Cybernetics (IF): Each point of Strain removes a point of Burn!
  • Death Wish (IF): Wants to die doing something meaningful
  • Drug-induced Euphoria (IF): −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
  • Psionics & Magic (IF): Cannot use psionics or magic in any way.
Edges & Abilities
  • Scrounger (HJ): Find items once per session with successful Networking roll
  • Connections: Black Market (HJ): Can ask for aid or favours once per session
  • Slow Regeneration (IF): Natural Healing Roll once per day
  • Emergency Regeneration (IF): Make a healing roll at +2 as an action to heal wounds. 3 charges. Charges recover 1 per 8 hours.
  • Uncanny Reflexes (IF): -2 to be hit by all attacks they are aware of, +2 to evasion rolls
  • Quick (IF): Redraw action cards of 5 or less
  • Super Speed (IF): Double base pace
  • Fleet Footed (IF): +2 Pace, +1 running die
  • Brawny (IF): Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
  • Super Endurance (IF): +2 to Fatigue Checks, requires half amount of sleep
  • Split the Seconds (Hin): Ignore 2 points o multi-action penalties
  • Burn Faster (Hin): When action card is a face card can spend burn to ignore 4 points of multi-action penalties
  • Counterattack (Free): Free attack when someone fails a Fighting attack against him
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Re: Juicer

Post by Venatus Vinco »

Background
Narrative Hook - The Juicer Uprising
The Juicer Uprising. In 105 PA, just a few years ago, the promise of a cure for the short lifespan of Juicers (the Phoenix Treatment) originated out of Newtown. This Coalition-spawned rumor ultimately led to a very bloody uprising and short war between the resulting Juicer Army of Liberation, the forces of Newtown, and the Coalition. The dispatched CS forces showed a lack of real commitment, which led to a much longer and messier conflict. A group of enterprising folks uncovered an alien plot behind the incident, but the destruction of Newtown and the loss of thousands of lives could not be prevented. Your hero may have fought on one side or the other, or he was part of the uncovering of the plot and subsequent battle against the alien threat. Now he’s with the Legion, trying to find a new path.
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Re: Juicer

Post by Venatus Vinco »

Gear
Juicer Assassin Plate Armor

  • [*]+5 Armor and +4 Toughness
    [*]Strength Minimum: d6
    [*]Environment Protection: Partial
    [*]Weight: 14 lb


Wilk’s 320 Laser Pistol
Image
  • [*]Range: 18/36/72
    [*]Damage: 2d6+1, AP 3
    [*]RoF: 1
    [*]Shots: 20
    [*]Weight: 2 lbs
    [*]Notes: Semi-Auto, +1 Shooting


JA-9 Variable Laser Rifle
Image
  • [*]Range: 40/80/160
    [*]Damage:3d6+1, AP 4
    [*]RoF: 1
    [*]Shots: 30
    [*]Weight: 6 lbs
    [*]Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties), can do MD for 10 shots (snapfire).


Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
[list]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[/list]
Credits: [dice:2i9lirt7]53112:0[/dice:2i9lirt7]

Contacts
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Re: Juicer

Post by Venatus Vinco »

Advances
Hero’s Journey
  • Training 1: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Athletics in any combination.
  • Underworld 16: Scrounger, Connections (Black Market)
  • Body Armor 10: +1 Embedded Toughness
Advances
  • Initial Advances: (From Hindrances): Split the Seconds, Burn Faster
  • Free Edge (Human): Counter Attack
  • Cybernetic Modifications: None
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • 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:
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