Jane Doe - Altara "Juicer" - SWADE

The least Legionaires get their chance to shine
GM: Pender Lumiss
Post Reply
User avatar
74Z3 Jane Doe
Posts: 54
Joined: Tue Oct 01, 2019 8:02 pm

Jane Doe - Altara "Juicer" - SWADE

Post by 74Z3 Jane Doe »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Jane Doe "74Z3"
Rank: Novice 1 Advances Left:
Race: ALTARA
Iconic Framework: JUICER
Attributes:
  • Agility d10,
    Smarts d8,
    Spirit d10,
    Strength d10,
    Vigor d12
Size: 1; Pace: 6 [18] +2 [[20]] (d10); Parry: 6 (½ Fighting +2); Toughness: 9/(17/5) (½ Vigor+2 plus armor); Strain: 0; Burn: 7 of 10


SKILLS:
  • CORE
    Athletics (Ag) d4 d8
    Language:American (Sm) d8
    Notice (Sm) d4 d6 +2 (-1 cond)
    Persuasion (Sp) d4 d6 +1 / +2(cond)
    Stealth (Ag) d4 d8
  • STANDARD
    Academics (Sm) d6
    Common Knowledge (Sm) d4-5 (Untrained/Racial/Hindrance)
    Fighting (Ag) d8
    Performance (Sp) d6 +1 / +2 (cond)
    Psionics (Sm) d4
    Shooting (Ag) d6
    Thievery (Ag) d4
Hindrances
  • Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The
    average person hates and fears Altara; they suffer a −4 Charisma –2 Persuasion penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara. They cannot read, see colors, or otherwise detect purely visual information.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls. Though the skill may be gained normally, Altara do not start with a d4 in the Common Knowledge core skill and suffer a −2 to all Common Knowledge rolls (for a total untrained penalty of d4–4).
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
  • 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 Hindrance (Minor).
  • 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 the subject happy and calm. This results in a Juicer living in a constant 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 any combat, he 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.
  • Clueless (Major): Your hero doesn’t pay much attention to the world around him and can’t seem to find
    a haystack in a small pile of needles.

    She suffers a −1 penalty to Common Knowledge and Notice rolls.
  • Wanted (Major): A former lab specimen of Captain Wolfe of the CS, she escaped after being alerted to Luke, the In'Valian's presence on Rifts Earth.
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description
Edges
Attractive _
(Novice, Vigor d6+) It’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to Performance and Persuasion rolls if the target is attracted to his general type (gender, sex, species, etc.).[Racial]
Alertness Edge _
(Novice) Not much gets by this hero. She’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him. [Racial]
Uncanny Reflexes _
: Juicer reflexes are superhuman, granting them –2 to be hit by any attack they are aware of and +2 on Evasion rolls. [IF]
Quick Edge _
(Novice, Agility d8+) Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.

Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher. [IF]
Fleet-Footed Edge _
(Novice, Agility d6+) The hero’s Pace is increased by +2 and his running die increases one step (from d6 to d8, for example). [IF]
Brawny Edge _
(Novice, Strength and Vigor d6+) Your bruiser is very large or very fit. Her Size increases by +1 (and therefore Toughness by 1) and she treats her Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66).

Brawny can’t increase a character’s Size above +3. [IF]
Freshly Juiced _
(Novice, Juicer) For some Juicers, the surgical operations are as fresh in their memory as the chemical cocktails flowing through their veins; “Last Call” is a long way off for this Juicer.

She adds +2 to her Burn Rating. This Edge must be taken at character creation, and Freshly Juiced characters reduce their number of Hero’s Journey rolls by one— they haven’t had much of a “journey” yet! (InitAdv)
Burn Brighter _
(Novice, Juicer, Spirit d6) Every drop of life is precious to a Juicer. She never wants to see it wasted. With this Edge, any time a Burn Die rolls a 1 the player adds 6 to the Trait roll. (InitAdv)
Hyperion Treatment _
(Novice, Juicer, Quick) Even faster than most Juicers, Hyperions
run like the wind and possess incredible reaction times. The Juicer triples his base Pace and doubles his jump distance with a running start. He also discards and redraws initiative cards of 8 or lower (instead of 5 for Quick).

This hyper-metabolism comes at a cost. The Juicer must consume twice as much food as normal or become Fatigued. (Novice 1)
Strong Willed _
(Novice, Spirit d8+) Self-confidence is powerful armor against those who attempt to attack this individual will. ShHe adds +2 to her total when resisting Tests with Smarts or Spirit.
  • New Edge: brief description
Cybernetics
Name - (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
Last edited by 74Z3 Jane Doe on Sun May 17, 2020 12:53 pm, edited 5 times in total.

User avatar
74Z3 Jane Doe
Posts: 54
Joined: Tue Oct 01, 2019 8:02 pm

Jane Doe - Advances

Post by 74Z3 Jane Doe »

Advances

Attributes
  • Agility d4 --> d6 (Racial) --> +2 DT (d10) [IF]
  • Smarts d4 --> d6 (1) (CharGen) --> +1 DT (d8) [2N]
  • Spirit d4 --> d10 (3) (CharGen)
  • Strength d4 --> d6 (Racial) --> +2 DT (d10) [IF]
  • Vigor d4 --> d6 (Racial) --> +2 DT (d10) [IF] --> d12 (1) (CharGen)
Skills
  • CORE
    Athletics (Ag) d4 --> d8 (2)
    Language:American (Sm) d8
    Notice (Sm) d4 --> d6 (1)
    Persuasion (Sp) d4 --> d6 (1) --> +1 (HJ)
    Stealth (Ag) d4 --> d8 (2)
  • STANDARD
    Academics (Sm) --> d6 (HJ)
    Battle (Sm)
    Boating (Ag)
    Common Knowledge (Sm) --> -2 (Racial)
    Driving (Ag)
    Electronics (Sm) (used for sensors and such)
    Faith (Sp)
    Fighting (Ag) --> d8 (3)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm)
    Healing (Sm)
    Intimidation (Sp)
    Language (Sm)
    Occult (Sm)
    Performance (Sp) --> d6 (2) --> +1 (HJ)
    Piloting (Ag)
    Psionics (Sm) --> d4 (1)
    Repair (Sm)
    Research (Sm)
    Riding (Ag)
    Science (Sm)
    Shooting (Ag) --> d6 (2)
    Spellcasting (Sm)
    Survival (Sm)
    Taunt (Sp)
    Thievery (Ag) --> d4 (1)
    Wierd Science (Sm)
Racial Package: ALTARA _

The Blind Warrior Women of Altara (more commonly called the Warrior Women) are all clones. Most are created under labcontrolled conditions by the Splugorth, although it is possible for an Altara to induce herself into asexual reproduction and produce a clone. Such clones rapidly mature to adults with the memories and capabilities of the spawning Altara. Most Warrior Women are brainwashed, abjectly loyal servants of the Splugorth, yet there are those who break their conditioning and rebel, seeking a life outside of service to Atlantis. Altara are spawned blind, though they have extraordinary sensory abilities to overcome this. They are also genetically engineered to be superior physical specimens.

Genetically and magically engineered for combat, Altara tend to be action oriented. They rarely speak and have a decidedly warrior-first view of everything. Rogues usually wear sunglasses, visors, goggles, or hoods to hide the utter lack of eyes on their face to hide their Atlantean roots and tell-tale blind, sightless eyes. They do this to avoid the prejudice of those who assume they are still serving the Slavers, as well as to avoid easy detection by those who would hunt them down for Atlantis.

ABILITIES & BONUSES
[*] Attractive: The forced evolution process administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
[*] Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
[*] Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.
[*] Radar Senses: Altara Warrior Women have a natural radar ability extending 1,200 feet (200") which compensates for the penalties to their sight (blindness)

COMPLICATIONS
[*] Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The
average person hates and fears Altara; they suffer a −4 Charisma –2 Persuasion penalty with most folks who discover who and what they are.
[*] Blind: Although created blind, this is only a minor drawback for the Altara. They cannot read, see colors, or otherwise detect purely visual information.
[*] Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls. Though the skill may be gained normally, Altara do not start with a d4 in the Common Knowledge core skill and suffer a −2 to all Common Knowledge rolls (for a total untrained penalty of d4–4).
[*] Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
[*] Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Iconic Framework: JUICER _
ATTRIBUTES
  • Agility: +2 Agility die types, with no Trait maximum
    Strength: +2 Strength die types, with no Trait maximum.
    Vigor: +2 Vigor die types, with no Trait maximum.
EDGES AND ABILITIES
  • Internal Repair System: The biocomp system managing the drugs and chemical processes of 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). As well, 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 have no Trait maximum for Vigor. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
    Super Reflexes: Juicers have no Trait maximum for Agility. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Uncanny Reflexes [new entry]
    A Juicer’s reflexes are superhuman, granting them –2 to be hit by any attack they are aware of as well
    as +2 on Evasion rolls.
    Finally, they begin with the Quick Edge.
    Super Speed: Juicers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16" with a d10 running die).
    Super Strength: Juicers have no Trait maximum for Strength. They also begin with the Brawny Edge.
    Uncanny Reflexes [new entry]: A Juicer’s reflexes are superhuman, granting them –2 to be hit by any attack they are aware of as well as +2 on Evasion rolls.
DRAWBACKS
  • 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 Hindrance (Minor).
  • 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 the subject happy and calm. This results in a Juicer living in a constant 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 any combat, he 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.
Juicer Starting Gear
Juicer Assassin Medium Plate Armor, NG-56 Light Ion Pistol, JA-9 Variable Laser Rifle, Vibro-Shortsword, two Eclips for each weapon, NG-S2 Survival Pack, 4d6 × 100 credits.
  • „ Money and Common Goods: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables
    „ NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
    „ Body Armor: Huntsman Medium Personal Armor or Plastic Man Light EBA
    „ Sidearm: NG-33 Laser Pistol or Wilk’s 320 “Classic” Laser Pistol
    „ Ammo: two E-clips or magazines for each weapon
Dice and Stuff

Hero’s Journey
  • Education
  • Roll result 11
  • Description:
    Understanding the ebb and flow of power in the habitable lands of North America
    may very well mean the difference between life and death, making your hero’s
    grasp of such matters extremely valuable. She gains Academics at d6. She also
    gains +1 to Persuasion and Performance rolls.
  • Experience & Wisdom Table
  • Roll result 3
  • Description:
    Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
  • Underworld & Black Ops Table
  • Roll 1: [dice:326gcvog]53420:0[/dice:326gcvog]: [20/14]
  • Description:
    • Your hero is an infiltration specialist, skilled at blending into a culture or group for undercover work. She gains a +1 to any Persuasion, Research, or Stealth rolls related to being undercover, and a +2 to any Common Knowledge rolls for disguising herself and playing the role.
Hero’s Journey
  • Table
  • Roll result
  • Description

Advances
  • Initial Advances: (From Hindrances):
    • Freshly Juiced
    • Burn Brighter
  • Novice 1 Advance: Hyperion Treatment
  • Novice 2 Advance:
    Smarter than the Average Bear
    INC Smarts 1DT (d8)
    Q1 2020
    Jane has had limited experiences since waking from the last captivity, but she is a fast learner.
  • 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:


Edges - Development _
  • Very Attractive (Novice, Attractive) (Background Edge)
  • Charismatic (Novice, Spirit d8+) (Social Edge)
  • Linguist (Smarts d6) (Background Edge)
  • Dirty Fighter (Seasoned) (Combat Edge)
  • Tricky Fighter (Seasoned, Agility d8+ or Smarts d8+, Fighting d8+) (Combat Edge)
  • Elan (Novice, Spirit d8+) (Combat Edge)
  • Martial Artist (Novice, Fighting d6+) (Combat Edge)
  • Acrobat (Novice, Agility d8+, Strength d6+) (Combat Edge)
  • Assassin (Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+) (Combat Edge)
  • Thief (Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth d8+) (Combat Edge)
  • Uncanny Reflexes [IF]
  • Quick Edge (Novice, Agility d8+) [IF]
  • Fleet-Footed Edge (Novice, Agility d6+) [IF]
  • Brawny Edge (Novice, Strength and Vifgor d6+) [IF]
  • Attractive (Novice, Vigor d6+) [Racial]
  • Alertness Edge (Novice) [Racial]
Edges - Future _
  • Level Headed (Seasoned, Smarts d8+) (Combat Edge)
  • Danger Sense (Novice) (Weird Edge)
  • Woodsman (Spirit d6, Survival d8, Tracking d8) (Combat Edge)
  • Hard to Kill (Wild Card, Novice, Spirit d8+) (Combat Edge)
  • Mighty Blow (Wild Card, Seasoned, Fighting d10+) (Wild Card Edge)
  • Nerves of Steel (Wild Card, Novice, Vigor d8+) (Combat Edge)
  • Strong Willed (Novice, Intimidation d6+, Taunt d6+) (Social Edge)
Iconic Edges
  • Burn Brighter (Novice, Juicer, Spirit d6+)
  • Burn for Glory (Legendary, Burn Brighter)
  • Burn Past the Pain (Seasoned, Juicer, Vigor d10+)
  • Burn for Tomorrow (Veteran, Burn Past the Pain)
  • Freshly Juiced (Novice, Juicer)
  • Gymnastic Mastery (Veteran, Acrobat, Juicer, Agility d10+, Strength d10+, Climbing d6+)
  • Split the Seconds (Seasoned, Juicer, Agility d10+)
  • Burn Faster (Heroic, Juicer, Split the Seconds)



Hero's Journey Tables
Body Armor _
[*] [7] (+2 Stealth, woodland)
[*] [15] (+2 Stealth, urban)
Education _
[*] [3-4] (Healer Edge, Healing)
[*] [5] (Linguist Edge)
[*] [11] (K/Politics, +2 Persuassion)
[*] [15-16] (Investigator Edge, Investigation)
[*] [17-18] (5 SP, Healing, Investigation, Knowledge skills)
Experience & Wisdom _

[*] [1-2] (Elan)
[*] [3-4] (Strong Willed)
[*] [5] (Scrounger Edge, Connections (Black Market))
[*] [7-8] (Danger Sense Edge)
[*] [9] (Level Headed Edge)
[*] [10-11] (Background Edge)
[*] [15-16] (Professional Edge)
[*] [17-18] (Wild Card Edge)
Training

[*] [1-3] (5 SP Fighting, Shooting, Throwing)
[*] [4-5] (Martial Artist Edge, Brawler Edge)
[*] [6-7] (Professional Edge)
[*] [8-9] (Woodsman Edge, +1 DT to Survival & Tracking)
[*] [12-13] (Climbing d6)
[*] [14] (Dirty Fighter or Tricky Fighter)
[*] [15-16] (Combat Edge)
[*] [18] (Wild Card Edge)
Underworld & Black Ops _
[*] [5-7] (I Know a Guy Edge, +2 Connections)
[*] [8] (Dirty Fighter or Tricky Fighter)
[*] [9-10] (Streetwise d8, Common Knowledge +2)
[*] [11-13] (Thief Edge, 3 SP Climbing, Lockpicking, Stealth)
[*] [14] (Infiltration Package)
[*] [15-16] (Scrounger Edge, Connections (Black Market))
[*] [18] (Assassins Edge)
Last edited by 74Z3 Jane Doe on Sun May 17, 2020 12:52 pm, edited 3 times in total.

User avatar
74Z3 Jane Doe
Posts: 54
Joined: Tue Oct 01, 2019 8:02 pm

Jane Doe - Background

Post by 74Z3 Jane Doe »

"Speciman 74Z3."

There was a pause as everyone in the room waited for the speaker to say on.

"It is so much easier when they come already labeled."

There was a chuckle that erupted through the room.

"Where was she found?" There was a sound of latex snapping to skin and then latex flexing.

A buzz and hum and a clack of keys on a keyboard. "Captain, she was picked off by a sniper from the barge of one of them squids near Devil's Gate, St Louis."

The flexing of gloves, "This one is different. You say she was a barge wench?"

"That is correct, sir."

"Who was the sniper who knocked her off the barge?"

"Staff Sergeant @Dina Perry."

"Corporal, we have a photo reference for the Sergeant?"

Keyboard keys and a couple taps of a screen, a stifled gasp from those gathered around Speciman 74Z3.

"Exactly, This one can change itself."

Latex gloves being removed and the sound of a metal trash can being opened and shut. "Begin running evaluations immediately."

Door opens and then closes.



User avatar
74Z3 Jane Doe
Posts: 54
Joined: Tue Oct 01, 2019 8:02 pm

Jane Doe - Gear

Post by 74Z3 Jane Doe »

Gear

Juicer Assassin Medium Plate Armor
  • +5 Armor and +3 Toughness
    Strength Minimum: d6
    Environmental Protection: No
    Weight: 14 lbs
    Rarity: -1
    Credits: 32,000
    Note:


NG-57 Heavy Ion Blaster
  • Range: 12/24/408
    Damage: 1-3d8+2, AP -
    RoF: 1
    Shots: 10
    Strength Minimum: d6
    Weight: 5 lbs
    Rarity: -1
    Credits: 36,000 (18,000)
    Notes: Wide Spread: These weapons follow the same rules as Shotguns in Savage Worlds; they grant +2 Shooting due to the spread effect of the particle stream, but they lose one die of damage at Medium Range, and two dice at Long Range.


JA-11 Variable Laser Rifle
  • Range: 30/60/120
    Damage: 4d6, AP4
    RoF: 1
    Shots: 30*
    Strength Minimum: d6
    Weight: 7 lbs
    Rarity: -3
    Credits: 40,000
    Notes: Heavy Beam. Integrated Multi-Optics Scope. As a free action, switch to ion
    beam (as an NG-IP7) or fire a bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds).
    *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3.
updated 17May2020
Integrated Multi-Optics Scope _
. An advanced scope with thermal, infrared, and night optics.

When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1 lb., 3000 credits)
WI-C6 “Chain Sword” Chain Weapon
  • Damage: Str+3d4+3, AP 4, MD
    Strength Minimum: d12
    Weight: 16 lbs
    Rarity: -3
    Credits: 8,500/25,000
Vibro-Longsword
  • Damage: Str+d10, AP 10, MD
    Strength Minimum: d8
    Weight: 4 lbs
    Rarity: +0
    Credits: 3,500/11,000
SOLD Vibro-Shortsword
  • Damage: Str+d8, AP 8, MD
    Strength Minimum: d6
    Weight: 3 lbs
    Rarity: +0
    Credits: 3,000/9,000
Given
SOLD NG-56 Light Ion Pistol
  • Range: 10/20/40
    Damage: 1-3d8, AP -
    RoF: 1
    Shots: 12
    Strength Minimum: d4
    Weight: 2 lbs
    Rarity: +0
    Credits: 5,000
    Notes: Wide Spread: These weapons follow the same rules as Shotguns in Savage Worlds; they grant +2 Shooting due to the spread effect of the particle stream, but they lose one die of damage at Medium Range, and two dice at Long Range.

Given
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)
  • 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
Item
  • Info
Credits:
Lost Claude & Gained Credits - 20K - 27.5K
Bought 36K & Sold 3.5K - Net 3.7K - 7.5K
40K Acquired - 40K

Contacts

Future Requisitions
JA-12 [Min Str d6, -3 Rarity, 50K UC]
Juicer Combat Plate [Min Str d12, -2 Rarity, 55K UC]
WI-C8 [Min Str d12+2, -4 Rarity, 30K UC]
Last edited by 74Z3 Jane Doe on Sun May 17, 2020 4:15 pm, edited 5 times in total.

User avatar
Ndreare
Savage Siri
Posts: 3752
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Jane Doe - Altara "Juicer" - SWADE

Post by Ndreare »

I like your art selection.

PS: Feel free to delete this after reading it.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

User avatar
Sgt 86Delta
Game Master
Posts: 816
Joined: Sun Oct 15, 2017 4:47 pm

Re: Jane Doe - Altara "Juicer" - SWADE

Post by Sgt 86Delta »

RFT wrote:
Wed Oct 02, 2019 8:30 am
I like your art selection.

PS: Feel free to delete this after reading it.
Seems the art fit my visual description quite nicely. What if all Altarans were this good looking. 8D
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3456
Joined: Thu Mar 09, 2017 9:00 pm

Re: Jane Doe - Altara "Juicer" - SWADE

Post by Pender Lumkiss »

Missing Hindrences from your race and IF.
Field Team Six Bennies
3/6

User avatar
Sgt 86Delta
Game Master
Posts: 816
Joined: Sun Oct 15, 2017 4:47 pm

Re: Jane Doe - Altara "Juicer" - SWADE

Post by Sgt 86Delta »

Pender Lumkiss wrote:
Fri Oct 18, 2019 8:34 pm
Missing Hindrences from your race and IF.
Updated hindrances
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]


Post Reply

Return to “Tomorrow Legion: Field Team Six”