Diego: Human Hyperion Juicer

Post Reply
User avatar
Diego
Posts: 6
Joined: Tue Feb 25, 2020 8:48 pm

Diego: Human Hyperion Juicer

Post by Diego »

HJ
[dice:8s602dza]63286:0[/dice:8s602dza]
[dice:8s602dza]63286:1[/dice:8s602dza]
User avatar
Diego
Posts: 6
Joined: Tue Feb 25, 2020 8:48 pm

Re: Human Hyperion Juicer

Post by Diego »

Pinky (Scott MacFarland)
Player: Mike
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Juicer - Hyperion
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8*, Vigor d10
Pace: 20 (d8 run); Parry: 8*; Toughness: 16 (5); Burn: 8
* Affected by Uncanny Reflexes
Skills
  • Athletics (Ag) - d12
  • Common Knowledge (Sm) - d4
  • Fighting (Ag) d12
  • Notice (Sm) - d4
  • Persuasion (Sp) - d4
  • Shooting (Ag) d12
  • Stealth (Ag) - d12

Hindrances
  • Cybernetics (Iconic): 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 (Iconic): 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 (Minor) Hindrance.
  • Drug-induced Euphoria/Tranquility (Iconic): 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 him happy and calm. Juicers live in a 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 an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
  • Psionics and Magic (Iconic): The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
  • Arrogant (Major): Chowtime hates it when others get the good kills. He knows he is the best there is and so it is the biggest bad guys need to be taken down by him.
  • Overconfident (Major): Chowtime is a perfect unstoppable machine who can do anything.
  • Habit - Smoking (Minor): when you know you are going to die, you enjoy all the pleasures life offers. Addicted to cigars, and suffers Fatigue if deprived.

Edges and Iconic Abilities
  • Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of every single Agility, Strength, or Vigor-based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled after a Trait roll. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point.
The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result).
  • Internal Repair System (Iconic): The biocomp system managing the drugs and chemicals within 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). 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 (Iconic): Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes (Iconic): Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge. Quick: The character may redraw an initiative card of 5 or less.
  • Super Speed (Iconic): Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
  • Super Strength (Iconic): Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge. Brawny: The character’s strength is treated as 1 die type higher for lifting and carrying. In addition toughness is increased by +1.
  • Uncanny Reflexes (Iconic): Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • (Human): Hyperion Treatment (triple base pace and double jump distance, redraw cards of 8 or less)
  • (Hindrances): Ambidextrous (ignores offhand penalty)
  • (Hindrances): Split The Seconds (Ignores 2 points of multi action penalty)
  • Hero’s Journey: Two Gun Kid (ignores 2 points of off MAP when attacking with off hand ranged)
  • Hero’s Journey: Military Training +3 Skill points for Combat skills
  • Novice 1 Advance: Two Fisted (ignores 2 points of off MAP when attacking with off hand melee)
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Human Hyperion Juicer

Post by Ndreare »

Background

Diego grew up in Arzno to a single mother. While his father left before he was even born, Diego was raised by a loving and caring woman, who worked hard to make sure he could escape the poverty she was born into. When Diego was four, his mother was killed in the cross fire during an armed robbery at the store she worked at. Diego was turned over to the nearest orphanage, where he was thrust into a system of psychological abuse, that made him hate everyone. When he was 10, he escaped the orphanage and joined a Juicer gang, selling Hype. Diego saved every spare penny he could and when he was 18 he went to the nearest cyber doc and paid for the Hyperion Conversion. He promptly began to sell his services as a thug and killer, until a merc group realized he had some talent at the latter and gave him a quick lesson in the deadly arts. After a few years, Diego parted ways and joined up with the current group, eager to ply his dark trade and become the greatest killer to ever live.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Human Hyperion Juicer

Post by Ndreare »

Gear
Juicer Assassin Plate Armor

  • [*]+5 Armor and +3 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:32h2if02]63306:0[/dice:32h2if02]
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Human Hyperion Juicer

Post by Ndreare »


Advances
Listed in Character Creation Order to assist in conflicts.

Edges and Iconic Abilities
  • Internal Repair System (Iconic): The biocomp system managing the drugs and chemicals within 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). 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 (Iconic): Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes (Iconic): Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
  • Super Speed (Iconic): Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
  • Super Strength (Iconic): Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Uncanny Reflexes (Iconic): Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.

Hero’s Journey
  • Training (20): 1 combat edge of choice = Two Gun Kid.
  • Training (2): +3 Skill point for combat skills.

Attributes
Agility: d4 +2 dt +2 = d12
Smarts: d4 +1 = d6
Spirit: d4 +1 = d6
Strength: d4 +2 dt = d8
Vigor: d4 +2 dt +1 = d10

Skills (15 + 3)
  • Athletics (Ag) - d12 (Core +4)
  • Common Knowledge (Sm) - d4 (Core)
  • Fighting (Ag) d12 (+5)
  • Notice (Sm) - d4 (Core)
  • Persuasion (Sp) - d4 (Core)
  • Shooting (Ag) d12 (+5)
  • Stealth (Ag) - d12 (Core +4)

Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
  • Initial Advances (Human): Hyperion Treatment (triple base pace and double jump distance, redraw cards of 8 or less)
  • Initial Advances (Hindrances): Ambidextrous (ignores offhand penalty)
  • Initial Advances (Hindrances): Split The Seconds (Ignores 2 points of multi action penalty)
  • Hero’s Journey: Two Gun Kid (ignores 2 points of off MAP when attacking with off hand ranged)
  • Hero’s Journey: Military Training +3 Skill points for Combat skills
  • Novice 1 Advance: Two Fisted (ignores 2 points of off MAP when attacking with off hand melee)
  • 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:
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Post Reply

Return to “Rogue's Gallery”