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
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
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.
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.
[*] [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)
Jane Doe - Background
Posted: Tue Oct 01, 2019 8:35 pm
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.
Jane Doe - Gear
Posted: Tue Oct 01, 2019 9:09 pm
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)
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.
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
Logan's Loppers
Perhaps the sharpest pair of vibro claws ever made. The mettle is an unknown substance that vibrates at double the frequency of a normal vibro weapon and is particularly deadly to the supernatural. It is apparently only damaged by like substance and is capable of tearing apart a set power armor in one stroke. When the pair is worn together, given ample light, they can be used to stun a whole swath of enemies.
Adamantum Vibro Claws:
Damage: Str+2d4 AP12,
Negate the regeneration of Wounded targets,
Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Three hooks coming out of a gauntlet.
When both are worn, +1 parry. Also as an action the hero can use them to disperse sunlight over a large area per the stun power(Large area effect and uses shooting) no ppt cost. If used frequently enemies may just start to turn away or shut their eyes at the right moment negating the stun effects. This will even work on sensors, temporarily overloading them for a turn.