Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

Post by Maggie »

Character Sheet
Maggie
Rank: Legendary Advances Left: 0
Race: Psi-Ghost
Iconic Framework: Glitter Boy Pilot
Attributes: Agility d10 (3), Smarts d8 (2), Spirit d8 (2), Strength d6 (1), Vigor d8 | d10 in LLW armor (2)
Pace: 6, run d6 | in GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise ; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor; Strain: 0
Skills:
  • Athletics d8 +1 to climbing (2)
  • Common Knowledge d8 (2)
  • Electronics d8 (1)
  • Fighting d10+1 unarmed/GB fists (4)
  • Notice d8 (2)
  • Persuasion d4 (0)
  • Piloting d6 (0)
  • Psionics d10 (3)
  • Repair d8+2 (2)
  • Shooting d10 +3 w/Boom Gun, ignore 2 points of Shooting penalties from Sensors, and ignore 2 more points of penalties or add +1 from Marksman, as applicable (4)
  • Stealth d8 | d10 in LLW armor, +1 in urban (2)
  • Thievery d8 +1 (3)

Hindrances
  • Driven (Major): She wants to prove that she’s worthy of the Glitter Boy Armor Heather left her.
  • Loyal: Maggie sticks with people; no one gets left behind.
  • Quirk (Kids): Maggie frickin’ loves kids. She’s like everyone’s cool aunt.
  • Wanted (Major): Psi-Ghosts are not the most popular of folks. She’s wanted pretty much wherever she goes.
  • Vow (Major): The first rule of Psi-Ghosts is you don’t talk about Psi-Ghosts.

Edges
  • Arcane Background (Psionics): 3 Starting powers (one of which must be detect/conceal arcana) and 10 ISP.
  • Power Armor Jock: She does not suck in Power Armor. No -2 penalty.
  • Ms. Fix-It: +2 to Repair, 1/2 repair time with a raise.
  • Trademark Weapon and Improved Trademark Weapon (Boom Gun): +2 Shooting, +2 Parry with her weapon of legend equipped.
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Connections (Black Market): Contacts provide aid or other favors once per session. A Psi-Ghost has got to know people to stay alive in this world, you know?
  • Thief: +1 to Thievery, Athletics (climbing), and Stealth (in urban areas).
  • Elan: +2 when spending a Benny to reroll a Trait roll.
  • Champion: +2 damage vs. supernaturally evil creatures.
  • Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
  • Scavenger: May find a needed item from her bag up to twice per encounter.
  • First Strike: Free Fighting attack once per round when foe moves within Reach.
  • Martial Artist: Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage to unarmed fighting attacks (or add a die type, as applicable)
Bennies 3
5 for her and Steven to start
-1 to reroll Fighting
-1 to reroll damage
Conviction 0
ISP 20
She's fully loaded.
Wounds 1
Ow.
75 Boom Gun Shots
100 to start
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

Post by Maggie »

Powers
Arcane Background: Psionics
ISP: 20 Recovery: 5/hour of rest

Ghosting: As an Innate Ability a Psi-Ghost may “ghost”—simultaneously activating on herself intangibility and invisibility (at the base −4 level) with no roll or ISP cost. Psi-Ghosts cannot use Modifiers with their ghosting powers.
  • Intangibility: With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. The being becomes corporeal when the power ends, but if within someone or something he's shunted to the nearest open space and Stunned.
  • Invisibility: With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
Presence Sense [detect arcana] (2 base ISP Cost before Modifiers) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (Self) for -1 ISP to cast (minimum of 1)
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise)
  • Modifiers: Always activates with the “presence sense” modifier for no additional cost. “Presence Sense.” The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Hide in Plain Sight [conceal arcana] (2 base ISP Cost before Modifiers) [Novice]
  • Range: Self
  • Duration: 1 hour
  • Trapping: Limitation (Self) for -1 ISP to activate (minimum of 1)
  • Effect: Prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).

Mage Armor [arcane protection] (1 base ISP Cost before Modifiers) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (Self) for -1 ISP to activate (minimum of 1)
  • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
  • Modifiers: She often combines this power with the Shroud (attacks suffer -1 against her and she adds +1 to Stealth for +1 ISP) and/or the Hurry (+2 Pace for +1 ISP) modifiers from SWADE.

Competence [boost Trait] (2 base ISP Cost before Modifiers) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Limitation (Self) and Limitation (Aspect) for -2 ISP to activate (minimum of 1)
  • Effect: Boosting a Trait increases the selected Trait one die type, or two with a raise, for five rounds.
  • Modifiers: She often combines this power with the Shroud (attacks suffer -1 against her and she adds +1 to Stealth for +1 ISP) and/or the Hurry (+2 Pace for +1 ISP) modifiers from SWADE.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

Post by Maggie »

Background
Maggie grew up in the Coalition States, and found herself at a young age as one of the very few Psi-Ghosts in a military-run group facility for psychics. The treatment was not kind. She took to her training well enough, but not so much to the indoctrination.

The difficult thing about keeping Psi-Ghosts in captivity is that they are Psi-Ghosts. She would do her best to shelter the youngest kids as they were brought in, but as the indoctrination took hold, she invariably lost her friends as they recognized her “unbelief.” Eventually, she tired of losing friends and she ghosted her way out of the facility (though, of course, it was a little more complicated than that).

A trained Psi-Ghost is never without work for long, even at a young age, and she bounced from job to job. On one such assignment, she picked up an experimental AI unit from a high-tech research facility, whom she named “Steven” and who became her constant companion. She eventually landed with the Tomorrow Legion, where she joined a SET and became close with Heather, the team’s Glitter Boy Pilot. Maggie had always had an aptitude for machinery, and, after some encouragement from Heather, she learned in the Legion how to operate a suit of Grease Monkey Power Armor (and how to use Steven for something other than theft and hacking). In her last assignment, her armor was trashed in an ambush that also killed Heather, and the legendary armor passed to Maggie. And to Steven.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

Post by Maggie »

Gear
USA G-10 “Glitter Boy” Power Armor
  • Size 3 (Normal); +25 MDC Armor; +10 Toughness; Pace 14 + Run d8 (60 MPH); Swim Pace 6
  • Strength d12+5, laser resistant (halve damage and AP from lasers), built-in language translator and depth gauge. Jet Boosters (Jump +6" horizontal, +3" vertical).
  • „Melee (Str+d4 Mega Damage, considered armed, Str+d6 w/Martial Artist)
  • Life Support: The wearer enjoys full life support conditions, including feeding tubes, water supply, and waste processing, providing acceptable living conditions for up to four weeks if needed. This is far from comfortable, and a pilot remaining in a suit longer than 72 hours risks serious muscle atrophy and other issues. After three days in the suit, the pilot must roll a Vigor check each day to avoid gaining a Fatigue level (he does not, however, risk Exhaustion or worse). A full day out of the suit restores this Fatigue.
  • The Glitter Boy has all the standard Power Armor features including advanced communications (20-mile range, or 500 miles with access to a dedicated relay system), a full sensor suite with HUD (Heads Up Display) readouts—granting +2 on all Notice checks and incorporating 360 degree radar, thermal imaging, and night vision, optics enhancement with 50× magnification—audio pickups capable of hearing whispers at 100 yards, and onboard combat computers and targeting systems that offset two points of Shooting penalties.

Boom Gun
  • Range 250/500/1000, 5d10+5 Mega Damage, AP 25, RoF 1, Shots 100; +1 Shooting, considered a shotgun for Innocent Bystanders
  • Maggie has Improved Trademark Weapon on this, so she gets an additional +2 to Shooting (for +3 total) and +2 to Parry while it’s deployed

Ley Line Walker Light Armor
  • +5 Armor (after upgrades); +1 Toughness; d4 Min Str.; 4 lbs
  • Notes: +4 vs disease and poison, –2 to Notice rolls made to detect the armor.
  • Upgrades: Minor upgrade +2 Armor; Major upgrade: +1 die type to Vigor; Major upgrade: +1 die type to Stealth

Armored Duster
  • Patron Item
  • +1 Toughness
  • Has lots of pockets and things
  • Increases Load Limit to Str x7 (or Str x10 w/Brawny)

Dimensional Pocket - Messenger Bag (signature item)
  • Looks like a well-worn, brown leather messenger bag, which Maggie wears everywhere.
  • The opening is 1' by 4"
  • Within the bag is a 27 cubic foot area (3' cubed). Note: the weight of items placed in the bag is irrelevant; only their volume matters.
  • Maggie likes to collect curious things, and the bag provides the Scavenger edge (usable twice per session).
  • Maggie has mastered the bag such that drawing any item from the bag only takes 1 action (unless GM says otherwise in any specific case, then roll 1d6 for how many turns it takes to find something in the bag.)
Maggie's Dimensional Pocket
Maggie's Bag.png

TK Submachine Gun
  • Range 15/30/60; 2d6+2; ROF 3; AP 3; Shots 40; Min Str d6; 6 lbs
  • Notes: Three-Round Burst, 3 PP to reload.
  • Upgrades: Minor upgrade +5 PPE; Major upgrade Double Tap Edge (requires +1 PP to reload)

Grade II Field Computer
  • A rugged operational version, capable of withstanding the shocks and jarring of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research.

Lock Pick Release Gun
  • +4 to Thievery rolls to pick mundane locks.

Lock Picks
  • For picking locks

Tool Kit
  • For being handy

NG-S2 Survival Pack
  • 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) provides +1 to Healing. „ „ 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.
Credits: 16,800

Contacts: Tomorrow Legion; Black Market folks
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

Post by Maggie »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Fully Trained: All Glitter Boy pilots begin with Electronics d6, Piloting d6, and the Power Armor Jock Edge.
  • „Glitter Boy Armor: Power Armor of the highest caliber (see sidebar)
  • „Heroic Legacy: A Glitter Boy pilot gets +1 Persuasion. If a Glitter Boy is stolen, word passes quickly and the thief is targeted by Glitter Boy pilots across North America.
  • „Many Have Fallen: Numerous Glitter Boys fell to defend the world, leaving plentiful salvageable parts. Serious repairs cost 250,000 credits and Severe ones 500,000 (see page @@.
  • Big and Shiny: Glitter Boys suffer −8 to Stealth rolls due to their reflective coating. At 10 feet 5 inches tall and weighing in at 1.2 tons, Glitter Boys are Size 3 (Normal); which can cause issues while adventuring in both urban and wilderness areas.
  • Closed Off: Wearing the hulking Glitter Boy power armor makes using PPE—Magic and Miracles—impossible due to the inability to perform gestures or connect with energies outside the suit. Those utilizing ISP—Psionics and Gifted—may use their abilities at –4, reduced to –2 if the G-10’s faceplate is opened.
  • Digging In: Activating/deactivating the stabilization system is an action, otherwise firing the Boom Gun knocks the Glitter Boy 2d6" back and prone, leaving the pilot Stunned. While dug in, the Glitter Boy cannot move, can only fire to the front and sides (180 degrees), and attackers gain +2 to attack rolls against the power suit (stacks with Vulnerable).
  • „Enemies: The CS and True Federation consider Glitter Boys enemies of the state.
  • „Highly Technical Machinery: G-10s are subject to the Technical Difficulties Setting Rule (see page @@).
  • „Sonic Boom: Firing the RG-14 causes a sonic boom affecting everyone (except the pilot) within a Large Blast Template, who must check Vigor at –2. On a failure, the victim is Shaken and Hard of Hearing (Major) for 3d6 minutes— may not cause a Wound. On a Critical Failure the victim is Stunned instead of Shaken. Those with Hard of Hearing (Minor) or with hearing protection check at Vigor +2; those with Hard of Hearing (Major) are immune.
  • „Stand By to Fire: USA G-10s can't move and fire the Boom Gun in the same round. Many carry alternative weapons for when they need to move and fight.

Hero’s Journey
  • Training (10): Functional machines and technology often mean the difference between life and death in the world of Rifts®. Fortunately for any group your hero runs with, she's pretty good with tech, giving her a one die type increase for the Repair skill, and the Mr. Fix It Edge.
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Underworld: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses.
  • Experience: Your hero knows how to make the most of second chances. He has Elan.

Advances
  • Initial Advances: (From Hindrances): Sidekick, Raise Smarts
  • Novice 1 Advance: Raise Strength
  • Novice 2 Advance: Trademark Weapon
  • Novice 3 Advance: Connections
  • Seasoned 1 Advance: Raise Agility
  • Seasoned 2 Advance: Skill Points x2
  • Seasoned 3 Advance: Marksman
  • Seasoned 4 Advance: Improved Trademark Weapon
  • Veteran 1 Advance: Raise Spirit
  • Veteran 2 Advance: Major Psionic
  • Veteran 3 Advance: Skill Points (raise Psionics to d10)
  • Veteran 4 Advance: Champion
  • Heroic 1 Advance: Raise Vigor
  • Heroic 2 Advance: Iron Jaw
  • Heroic 3 Advance: Skill Points x2
  • Heroic 4 Advance: First Strike
  • Legendary 1 Advance: Martial Artist
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: Maggie - Psi-Ghost Glitter Boy Pilot (SWADE reboot)

Post by Maggie »

Character Sheet
Steven
Rank: Veteran Advances Left: 0
Race: AI
Iconic Framework: Construct
Attributes: Agility d8 (2), Smarts d8 (2), Spirit d8 (2), Strength d4 (1), Vigor d6 (1)
Pace: 48 (120 MPH); Parry: 5; Toughness: 7(4); Strain: 0; Size: -2
Skills:
  • Academics d8 (1)
  • Athletics d8 (2)
  • Common Knowledge d8
  • Driving d6 (2)
  • Electronics d8+2 (1)
  • Fighting d6 (2)
  • Hacking d8+2 (1)
  • Notice d8+4 (2)
  • Persuasion d4
  • Piloting d8 (3)
  • Research d8+2 (1)
  • Shooting d8 (3)
  • Stealth d8 (3)
  • Thievery d6 (2)

Hindrances
  • Vow (Major) (Binding Word): Steven learned from Maggie that one’s word is his bond, and he does not break his.
  • Cautious (Minor): Generally gets overruled, but also generally advises the more cautious path.
  • Loyal (Minor): Appreciates being rescued, and doesn’t leave friends behind.

Edges
  • Arcane Resistance. Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
  • Jack of All Trades. Gain d4 in a skill (or d6 with a raise) until replaced.
  • Scholar (Hacking and Electronics). +2 to any one “knowledge” skill.
  • Ace. Character may spend Bennies to Soak damage for his vehicle and ignores up to 2 points of penalties.
  • Investigator. +2 to Research and certain types of Notice rolls.
  • Power Armor Jock
  • Dodge. −2 to be hit by ranged attacks.
  • Reliable. Free reroll when making Support rolls.
  • Marksman. Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed, or add +1. Character may not move or fire greater than ROF 1.

Construct Build Points
Starting Build Points: 24
Negative Features
  • -2: Artificial Intelligence. The Construct is a product of advanced design but is not “alive” in the traditional sense. Artificial intelligences take two forms: robot intelligences and neural intelligences. Robot intelligences are elaborate computer programs commonly employed by Archie for cost effectiveness reasons Triax and the Coalition are closing in on this technology. Neural intelligences are unique simulations of the brain using sophisticated nanotechnology currently only within the capabilities of Cyberworks/ Archie, though occasionally found in h y p e r -advanced Constructs from other dimensions. A neural intelligence remains at least a century beyond the capabilities of even the Coalition or Triax. The Construct cannot access PPE or ISP. It cannot take the Gifted Arcane Background or one which uses PPE/ISP.
  • -2: Technological System. The Construct was constructed solely using hyper-advanced technological means. Its power system is compatible with the same power outlets used to charge E-Clips and electrical vehicles. The Construct must spend one hour recharging each day. The Construct is fixed with the Repair skill as standard.
  • -2: Small Frame. Size −2, −2 Toughness. The Construct is about 2' in height or length (like a pixie, cat, or basketball).
  • -2: Locomotion (None). The Construct has no ground locomotion (like legs, treads, or wheels). To move, it must take the Flight or Aquatic feature upgrade. Pace upgrades only affect that feature.
  • -1: Weakness (electricity). The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Total Negatives: 9

Positive Features
  • +2: Advanced Senses. The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.). In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
  • +2: Variable Appearance. The Construct is designed to morph and change its features. Whether the result of arcane forces, high-tech materials, or holograms it may take on the appearance of a target of roughly similar Size (up to one Size larger or smaller without penalty). This takes an action and requires a Smarts or Performance roll. Opponents motivated to question the guise are −4 on Notice checks (– 6 on a raise). The Construct gains +2 on rolls to impersonate specific individuals (must have observed target's appearance).
  • +1: Advanced Vocal Unit. The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations)
  • +2: Electronics Package. Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems. The +1 point system grants +2 to related Common Knowledge, Repair, and Research rolls. The +2 point system grants +4 to Hacking rolls as well.
  • +2: Flight (4). Hover and fly at Pace 6 (15 mph). Each additional time this upgrade is taken doubles previous flying Pace (i.e. 4 points for 30 mph, 6 points for 60 mph, etc.). Steven may hover and fly at pace 48 (120 mph).
  • +1: Armor. The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor.
  • +3 Power Plant. The Construct powers itself through an advanced, closed loop system such as dark matter, demon's souls, nuclear energy, phase crystals, etc. Regardless of the Construct's tech base, it will not Fatigue from physical exertion and no longer needs to recharge.
  • +1 Attribute (3). Increase an Attribute by one die type.
  • +1 Edge (5). Gain one Edge, ignoring all requirements except previous versions of the Edge.
    • Arcane Resistance
    • Jack of All Trades
    • Scholar (Hacking)
    • Scholar (Electronics)
    • Investigator
  • +1 Hardwired Skill (6). Add a new skill at d6 or increase two skills by one die type, and ignore the increased costs for linked attributes.
    • Academics
    • Common Knowledge
    • Electronics
    • Hacking
    • Notice
    • Research
  • Total Positive: 33

Construct “Racial” Features
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don't breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instils them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance, per GM's approval).
  • Wanted (Major): Once its true nature is discovered, many powerful factions will seek out the Construct. It will either be hunted down for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to the same types of problems plaguing all advanced items (i.e. Technical Difficulties).



Background
Steven was liberated from an experimental lab by Maggie, and now they’re friends.
Gear
Credits: N/A

Contacts: Maggie

Advances

Advances
  • Initial Advances: (From Hindrances): Skill Points, Power Armor Jock
  • Novice 1 Advance: Raise Attribute
  • Novice 2 Advance: Ace
  • Novice 3 Advance: Skill Points
  • Seasoned 1 Advance: Raise Attribute
  • Seasoned 2 Advance: Dodge
  • Seasoned 3 Advance: Reliable
  • Seasoned 4 Advance: Skill Points
  • Veteran 1 Advance: Marksman
  • 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:
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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