Rolani (Shemarrian Renegade)

The quest to destroy the Demon Prince of War
GM: Ndreare
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Rolani
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Rolani (Shemarrian Renegade)

Post by Rolani »

Intelligent Construct
Created by wielders of advanced technology, magic, or a combination of the two, each Intelligent Construct is a unique synthetic being with an origin story tied to the Golden Age of Man or high-tech factions like Northern Gun, Triax, the Coalition States, A.R.C.H.I.E. Three, the Kittani, Splugorth, Techno-Wizards, and other advanced societies inhabiting the infinite Megaverse® connected to Rifts Earth.
HERO’S JOURNEY (NO ROLLS)
Intelligent Constructs do not roll on the Hero’s Journey tables. They are new to the world and must rely on the raw ability of their powerful artificial bodies to get by.
STARTING FROM SCRATCH
Unlike most characters, Intelligent Constructs are built from the ground up similar to custom races, using a construction points system with positive and negative values. You have 24 points to create your construct, using the values presented on the following pages.
The following racial attributes are common to all Intelligent Constructs and do not count against their construction point totals:
  • 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 instills 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 hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
The Intelligent Construct rules can easily be used to build a Shemarrian Renegade a beautiful Amazonian android created by Archie and Hagan. Apply the following options during character creation, or use them as a reference to create your own variant Cyberworks prototype:

Core Directive: Archie occasionally creates experimental Shemarrians outfitted with neural intelligences, then releases them into the world to gather information and observe their actions. Their systems have back doors allowing recon data to be collected from them without their knowledge via undetectable burst transmissions to a secret satellite. Additionally, they are hardwired with protocols making it difficult for them to directly attack Archie or Hagan (requires a Spirit check at −4). All Shemarrians are programmed with complex emotional simulations and a fictional alien warrior culture, clan history, and home world which they believe completely and underpins their conception of reality
Artificial Intelligence: Shemarrian Renegades feature neural intelli- gences as close to human intellects as a machine can get.
Technological System: All Cyberworks creations, though highly advanced, are based on standard technology.
Bulky Frame: Shemarrians are 8 feet tall and weigh 900 pounds, granting them +1 Size and +1 Toughness.
Base Locomotion: Robot legs.
Advanced Senses: Shemarrian Renegades carry the most advanced sensor suite possible.
Lifelike Android: It was Hagan’s idea for each Shemarrian be a synthetic human sculpture, with warm skin (capable of bleeding), flowing hair, bright eyes, etc. Unless examined in a high-tech laboratory they cannot be differentiated from flesh-and-blood creatures.
Standard Vocal Unit: Shemarrian experiments are outfitted with an original, melodious voice and speech patterns. As a ruse, they speak Dragonese/Elven fluently and American with an Elven accent.
Obscure Construction: Archie and Hagan intentionally employ peculiar nonstandard technology in their creations to hinder anyone attempting to tweak, modify or examine them incurs a −4 skill roll penalty.
Feature Locked Physiology: The physical capabilities of their hyper-advanced Cyberworks construction cannot be improved upon, though the Shemarrian’s neural intelligence system may still learn and grow cognitively and emotionally the android may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though “she” may increase Smarts and Spirit as normal).

The following features are common to Shemarrian Renegades:
  • Armor: Taken once, +4 natural Armor that stacks with worn armor.
  • Attribute: Taken twelve times increase Agility by three dice, Strength by six dice, and Vigor by three dice.
  • Edges: Attractive and Very Attractive, representing the Shemarrian’s unnatural beauty.
  • Edge: Danger Sense, provided by the Shemarrian’s antennae sensors.
  • Edge: Fleet-Footed.
  • Edges: Ambidextrous as well as Two-Fisted.
  • Edge: Woodsman.
  • Hardwired Skills: Taken seven times Shemarrian Renegades begin with a d6 in Athletics, Fighting, Intimidation, Riding, Shooting, Survival, and Taunt.
  • Pace: Taken once granting +2 Pace and increasing running die by one type, stacks with Fleet-Footed granting a total Pace of 10 and a d10 running die.
  • Power Plant: Nuclear fusion will not Fatigue and does not need to access a power source.
  • Reinforced Chassis: Taken once giving +2 Toughness.
  • Weapon System, Integral: Retractable hand claws dealing Str+d6 Mega Damage, AP 2 add +2 to Athletics (climbing) rolls.
Last edited by Rolani on Wed May 13, 2020 3:28 am, edited 3 times in total.
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Rolani
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Re: Rolani (Shemarrian Renegade) - WIP

Post by Rolani »

Rolani
Heroic Female Android

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d4, Language (Dragonese/Elvish) d8, Language (English) d6, Notice d6+2, Persuasion d6+2, Riding d6, Shooting d6, Stealth d4, Survival d8+2, Taunt d4
Pace: 8; Running Die: d8; Parry: 5; Toughness: 8; Size: Normal (1)
Hindrances: Delusional (minor, Thinks she is a D-bee), Secret (minor, Is an Android), Wanted (major, )
Edges: Alertness, Ambidextrous, Attractive, Brawny, Danger Sense, Fleet-Footed, Two-Fisted, Very Attractive, Woodsman
Weapons: Unarmed (Range Melee, Damage Str)
Languages: Dragonese/Elvish (native, d8), English (d6)
Current Wealth: $500
Special Abilities

Construct: Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill—which is treated like Healing but not limited to the “Golden Hour” (see page 96).
Pacifist (Major): Unless the android is designed for combat, most advanced societies require the installation of “Asimov Circuits,” a concept based on science fiction writer Isaac Asimov’s “First Law of Robotics.” The artificial being may not injure a sapient being, or through action or inaction, allow such a being to be harmed. This gives them the Pacifist (Major) Hindrance.
Outsider: Organic races often mistrust or misunderstand androids. They subtract 2 from their Charisma when dealing with races other than their own.
Vow (Major): Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires.

Advances

Raise Attribute: Strength
Edge: Alertness
Edge: Brawny
Raise Attribute: Agility
Edge: Ambidextrous
Edge: Danger Sense
Edge: Two-Fisted
Raise Attribute: Strength
Edge: Fleet-Footed
Raise Skills: Survival/Shooting
Raise Skill: Survival
Raise Attribute: Vigor
Edge: Woodsman
Edge: Very Attractive

Current Load: 0 (100)
Books In Use: Savage Worlds: Adventure Edition
Validity: Character appears valid and optimal
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Rolani
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Re: Rolani (Shemarrian Renegade) - WIP

Post by Rolani »

Step 1) Race - Intelligent Construct
  • 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 instills 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 hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
OOC Comments
Core Directive: Archie occasionally creates experimental Shemarrians outfitted with neural intelligences, then releases them into the world to gather information and observe their actions. Their systems have back doors allowing recon data to be collected from them without their knowledge via undetectable burst transmissions to a secret satellite. Additionally, they are hardwired with protocols making it difficult for them to directly attack Archie or Hagan (requires a Spirit check at −4). All Shemarrians are programmed with complex emotional simulations and a fictional alien warrior culture, clan history, and home world which they believe completely and underpins their conception of reality
Note that the Core directive of a Shemarrian is effectively equivalent to the Delusions (Major) flaw
Step 2) Iconic Framework - Intelligent Construct
Starts with 24 points to build with.
-2 BP: Intelligence - Artificial Intelligence (Advanced Neural design)
-2 BP: Technology Base - Technological System (Standard Technology)
+0 BP: Framework - Bulky Frame (Size +1, Toughness +1)
+2 BP: Sensory System - Advanced Senses (Ignores illumination penalties and +4 to Notice rolls)
+0 BP: Base Locomotion - Legs (Starting Pace 6, Running Die d6)
+0 BP: Appearance - Lifelike Android
+0 BP: Vocal - Standard Vocal Unit
-3 BP: Complication - Obscure Construction (-4 penalty to repair, modify, or examine their construction)
-4 BP: Complication - Feature Locked Physiology (May not purchase upgrades to Agility, Strength, or Vigor after creation)
+1 BP: Armor - +4 natural Armor, stacks with worn armor
+12 BP: Attributes - +3d Dexterity, +6d Strength, +3d Vigor
+7 BP: Edges - Ambidextrous, Attractive, Danger Sense, Fleet-Footed, Two-Fisted, Very Attractive, and Woodsman
+5 BP: Hardwired Skills - Has an initial rank of d6 in Athletics (note: Athletics is an Everyman skill, so this is a 1-level increase), Fighting, Shooting, and Taunt, they have a d4 in Intimidation, Riding, and Survival,
+1 BP: Pace (10 pace and d10 running die with Fleet-footed)
+4 BP: Power Plant (Fusion power system, dies not fatigue or need recharge)
+1 BP: Reinforced Chassis (+2 toughness)
+2 BP: Weapon System, Integral (retractable claws) +1d6 Mega Damage, AP 2, +2 to Athletics (climbing) rolls
OOC Comments
By my calculation, the basic Shemarrian is 2 BP too high, I corrected this by removing 2 BP of Hardwired skills, the Character will be required to learn those 4 points of skills in the appropriate step.
Step 3: Heroes Journey - As per their IF, Intelligent Constructs do not get this

Step 4: Hindrances - Code of Honor (Major), Curious
OOC Comments
I am assuming she is programmed with a code of honor to reflect her place in her fictional society, an with curiosity to make her investigate things so ARCHIE and Hagan can learn them.
Step 5: Initial Attributes (5) - Dexterity d8, Strength d6, Vigor d8, Intelligence d4, Spirit d4
Step 5b: Spend Hindrance points to increase Intelligence to d6 and Spirit to d6
OOC Comments
On this step I am assuming that I can not use Hindrance points to increase the body frame due to the Feature Locked Physiology complication, therefore I used those points to increase Intelligence and Spirit
Step 6: More Skills is a setting rule, so 15 points to spend. Has to spend 3 points on Intimidation, Riding and Survival to get to the initial programming level to where it should be. Needs to spend 2 additional points on Survival to reach 1d8 to qualify for the Woodsman Edge.
Given the character's purpose, I need to increase Notice, Research, and Persuasion each to d6 (costs 4 skills as notice an Persuasion are Everyman skills) to help them gather information. Given their (artificial) background, they are going to need to put 2 points into Language for knowing American (Dragonese/Elvish is their effective native tongue) and then put 1 point each into Battle, Fighting, Riding, and Shooting.

Step 7: Derived Stats - Strain: 6, Pace: 10, Parry: 6, Toughness 15

Step 8: Edges - Has no additional edges

Step 9: Starting Gear - As per the IF, starts with none
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Rolani
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Re: Rolani (Shemarrian Renegade) - WIP

Post by Rolani »

Character Sheet
Character Name: Rolani (Original as basic Shemarrian)
Rank: Novice Advances Left: 0
Race: Shemarrian (modified)
Iconic Framework: Intelligent Construct
Attributes: Agility d12+1, Smarts d6, Spirit d6, Strength d12+3, Vigor d12+1 (Adjustments included)
Pace: 10; Parry: 6; Toughness: 15; Strain: 0 of 6

Skills:
  • Athletics (Core + IF) d6
  • Battle d4 (1 p)
  • Common Knowledge (Core) d4
  • Intimidation (IF) d6 (1 p)
  • Fighting (IF) d8 (1 p)
  • Language (American) d6 (2 p) - Note: Dragonese/Elvish is native
  • Notice (Core) d6 (1 p)
  • Persuasion (Core) d6 (1 p)
  • Riding (IF) d8 (1 p)
  • Research d6 (2 p)
  • Shooting (IF) d8 (1 p)
  • Stealth (Core) d4
  • Survival (IF) d8 (3 p)
  • Taunt (IF) d6 (1 p)
Hindrances
  • Hindrance (Major): Code of honor: Programmed to act in a manner resembling the code of Bushido
  • Hindrance (Major): Curious: Programmed to be inquisitive
  • Hindrance (IF): 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.
  • Hindrance (IF): Core Directive (Major): Archie occasionally creates experimental Shemarrians outfitted with neural intelligences, then releases them into the world to gather information and observe their actions. Their systems have back doors allowing recon data to be collected from them without their knowledge via undetectable burst transmissions to a secret satellite. Additionally, they are hardwired with protocols making it difficult for them to directly attack Archie or Hagan (requires a Spirit check at −4). All Shemarrians are programmed with complex emotional simulations and a fictional alien warrior culture, clan history, and home world which they believe completely and underpins their conception of reality (This is effectively a major delusion)
  • Hindrance (IF): Wanted (Major): Once its true nature is discovered, many powerful factions will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Hindrance (IF): Quirk: Malfunctions - Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
  • Hindrance (IF):Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
Racial Abilities
  • Ability: 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”.
  • Ability: Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.
  • Ability: Intelligence - Artificial Intelligence (Advanced Neural design)
  • Ability: Technology Base - Technological System (Standard Technology)
  • Ability: Framework - Bulky Frame (Size +1, Toughness +1)
  • Ability: Sensory System - Advanced Senses (Ignores illumination penalties and +4 to Notice rolls)
  • Ability: Base Locomotion - Legs (Starting Pace 6, Running Die d6)
  • Ability: Appearance - Lifelike Android
  • Ability: Vocal - Standard Vocal Unit
  • Ability: Complication - Obscure Construction (-4 penalty to repair, modify, or examine their construction)
  • Ability: Armor - +4 natural Armor, stacks with worn armor
  • Ability: Attributes - +3d Dexterity, +6d Strength, +3d Vigor
  • Ability: Edges - Ambidextrous, Attractive, Danger Sense, Fleet-Footed, Two-Fisted, Very Attractive, and Woodsman
  • Ability: Hardwired Skills - Has an initial rank of d6 in Athletics (note: Athletics is an Everyman skill, so this is a 1-level increase), Fighting, Shooting, and Taunt, they have a d4 in Intimidation, Riding, and Survival
  • Ability: Power Plant - Nuclear Fusion, does not fatigue and does not need access to a power source.
  • Ability: Pace +2 (10 pace and d10 running die with Fleet-footed)
  • Ability: Reinforced Chassis (+2 toughness)
  • Ability: Weapon System, Integral (retractable claws) +1d6 Mega Damage, AP 2, +2 to Athletics (climbing) rolls
Edges and Iconic Abilities
  • Edge: Ambidextrous (IF)
  • Edge: Danger Sense (IF)
  • Edge: Attractive (IF)
  • Edge: AB Magic (IF)
  • Edge: Fleet-Footed (IF)
  • Edge: Two-Fisted (IF)
  • Edge: Very Attractive (IF)
  • Edge: Woodsman (IF)
Last edited by Rolani on Wed May 13, 2020 3:37 am, edited 2 times in total.
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Rolani
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Re: Rolani (Shemarrian Renegade) - Ready for review

Post by Rolani »

Per setting, characters are Legendary with 16 advances
Initial (From Hindrances) Increase Smarts to 1d6, Increase Spirit to 1d6
Novice 1) Increase Spirit to 1d8
Novice 2) Edge: Elan
Novice 3) Skills: Common Knowledge to 1d6, Repair to 1d4
Seasoned 1) Increase Smarts to 1d8
Seasoned 2) Edge: Trademark Weapon (CS-RG-15x Manpack Railgun)
Seasoned 3) Edge: Take 'Em Down
Seasoned 4) Skill Increase: Repair to 1d6, Increase Battle to d6
Veteran 1) Edge: Improved Trademark Weapon
Veteran 2) Edge: Martial Artist
Veteran 3) Skill Increase: Fighting d10, Shooting d10
Veteran 4) Skill Increase: Notice d8, Repair d8
Heroic 1) Edge: Martial Warrior
Heroic 2) Skill Increase: Fighting d12, Shooting d12
Heroic 3) Edge: Marksman
Heroic 4) Edge: Sharpshooting
Legendary 1) Weapon Master
Last edited by Rolani on Mon Jul 06, 2020 11:58 am, edited 7 times in total.
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Rolani
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Re: Rolani (Shemarrian Renegade) - Ready for review

Post by Rolani »

Normally Intelligent Constructs have none, Per Setting; Characters gain 2 HJ rolls
HJ 1: Body Armor - [dice:3am1t02y]66242:0[/dice:3am1t02y] (Roll inapplicable, so roll again) [dice:3am1t02y]66242:2[/dice:3am1t02y] Hmmm, so my armor is free, as this replaces IF armor with armor of choice.
HJ 2: Ranged Weapons - [dice:3am1t02y]66242:1[/dice:3am1t02y] The weapon is extra deadly, +1 to all damage rolls made with it...nice.
Last edited by Rolani on Sun Apr 26, 2020 3:43 pm, edited 4 times in total.
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Rolani
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Re: Rolani (Shemarrian Renegade) - Ready for review

Post by Rolani »

Gear: Normally constructs start "naked" without gear or money, but per setting the character has 200,000 credits of gear
Vibro-blade Vambraces: damage Str+2d4, AP 8, Min Str d6, Weight 2, Notes: MDC, Parry +1, Powered weapon Cost 11,000
Titan Heavy Plate Armor: +7 Armor, +3 Toughness, Min Str d12+1, Notes: MDC, Large D-bee variant, Weight 80, Cost 75,000
NG Survival Pack: Weight 20 Pounds, Cost 3000 credits
Repair Kit: Field: Weight 10 Pounds, Cost 4000 credits
E-clips (2) cost 10,000 credits
Utility Belt: Weight 3, Cost 2500

CM-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The Coalition has copies of the infamous Glitter Boy, and have used its cannon to great effect in developing naval cannons, heavy installation rail guns, and a variety of man portable and power armor rail guns. It also uses them in testing armor and the like. But this miniaturized version has the flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. It is being tested for eventual implementation for the forces that will be put in contact with the invading demons. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 50/100/200
• Dmg: 3d12+3, AP: 12
• ROF: 1
• Shots: 12, Helical magazine containing APDS rounds (Armor-Piercing Discarding Sabots)
• Minimum Strength: d10 (20 lbs).
• Notes: Integrated Multi-Optics Scope, Hyperkinetic, MD, Snapfire
• • Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
• • APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each. Silver-
coated ammunition costs 9,000 credits per Shot, and must be custom made as well.

• Rarity: -6 (Rare) Cost: 900,000

Spare ammo Magazines (10 regular), Weight 60, Cost 30000 credits


Total: Weight 193, Cost 140,500
Last edited by Rolani on Mon Jul 06, 2020 11:55 am, edited 2 times in total.
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Rolani
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Re: Rolani (Shemarrian Renegade) - WIP

Post by Rolani »

Character Sheet
Character Name: Rolani
Rank: Legendary Advances Left: 0
Race: Shemarrian (modified)
Iconic Framework: Intelligent Construct
Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d12+3, Vigor d12+1 (Adjustments included)
Pace: 10; Parry: 10; Toughness: 15 (14+7 mdc in armor); Strain: 0 of 6

Skills:
  • Athletics (Core + IF) d6
  • Battle d6 (1 p)
  • Common Knowledge (Core +1 a) d6
  • Intimidation (IF) d6 (1 p)
  • Fighting (IF) d12 (1 p+2 a)
  • Language (American) d6 (2 p) - Note: Dragonese/Elvish is native
  • Notice (Core) d6 (1 p +1a)
  • Persuasion (Core) d6 (1 p)
  • Riding (IF) d8 (1 p)
  • Research d6 (2 p)
  • Repair d8 (3 a)
  • Shooting (IF) d12 (1 p +2 a)
  • Stealth (Core) d4
  • Survival (IF) d8 (3 p)
  • Taunt (IF) d6 (1 p)
Hindrances
  • Hindrance (Major): Code of honor: Programmed to act in a manner resembling the code of Bushido
  • Hindrance (Major): Curious: Programmed to be inquisitive
  • Hindrance (IF): 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.
  • Hindrance (IF): Core Directive (Major): Archie occasionally creates experimental Shemarrians outfitted with neural intelligences, then releases them into the world to gather information and observe their actions. Their systems have back doors allowing recon data to be collected from them without their knowledge via undetectable burst transmissions to a secret satellite. Additionally, they are hardwired with protocols making it difficult for them to directly attack Archie or Hagan (requires a Spirit check at −4). All Shemarrians are programmed with complex emotional simulations and a fictional alien warrior culture, clan history, and home world which they believe completely and underpins their conception of reality (This is effectively a major delusion)
  • Hindrance (IF): Wanted (Major): Once its true nature is discovered, many powerful factions will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Hindrance (IF): Quirk: Malfunctions - Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
  • Hindrance (IF):Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
Racial Abilities
  • Ability: 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”.
  • Ability: Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.
  • Ability: Intelligence - Artificial Intelligence (Advanced Neural design)
  • Ability: Technology Base - Technological System (Standard Technology)
  • Ability: Framework - Bulky Frame (Size +1, Toughness +1)
  • Ability: Sensory System - Advanced Senses (Ignores illumination penalties and +4 to Notice rolls)
  • Ability: Base Locomotion - Legs (Starting Pace 6, Running Die d6)
  • Ability: Appearance - Lifelike Android
  • Ability: Vocal - Standard Vocal Unit
  • Ability: Complication - Obscure Construction (-4 penalty to repair, modify, or examine their construction)
  • Ability: Armor - +4 natural Armor, stacks with worn armor
  • Ability: Attributes - +3d Dexterity, +6d Strength, +3d Vigor
  • Ability: Automated Repair Unit - Make a vigor roll as a free action once per day to attempt to heal a wound, gains +4 on rolls to resist "bleeding out"
  • Ability: Bioreactor - The construct can process organic materials (food and water) instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by similarly-sized humanoids,
  • Ability: Edges - Ambidextrous, Attractive, Danger Sense, Fleet-Footed, Two-Fisted, Very Attractive, and Woodsman
  • Ability: Expanded Power Storage - Only needs recharge once every 3 days
  • Ability: Hardwired Skills - Has an initial rank of d6 in Athletics (note: Athletics is an Everyman skill, so this is a 1-level increase), Fighting, Shooting, and Taunt, they have a d4 in Intimidation, Riding, and Survival
  • Ability: Pace +2 (10 pace and d10 running die with Fleet-footed)
  • Ability: Reinforced Chassis (+2 toughness)
  • Ability: Weapon System, Integral (retractable claws) +1d6 Mega Damage, AP 2, +2 to Athletics (climbing) rolls
Edges and Iconic Abilities
  • Edge: Ambidextrous (IF)
  • Edge: Danger Sense (IF)
  • Edge: Attractive (IF)
  • Edge: AB Magic (IF)
  • Edge: Fleet-Footed (IF)
  • Edge: Two-Fisted (IF)
  • Edge: Very Attractive (IF)
  • Edge: Woodsman (IF)
  • Edge: Elan (N2)
  • Edge: Trademark Weapon (S2)
  • Edge: Take 'Em Down (S3)
  • Edge: Improved Trademark Weapon (V1)
  • Edge: Martial Artist (V2)
  • Edge: Martial Warrior (H1)
  • Edge: Marksman (H3)
  • Edge: Sharpshooter (H4)
  • Edge: Weapon Master (L1)
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Re: Rolani (Shemarrian Renegade) - Ready for review

Post by Ndreare »

Moved to new forum, please reply here to confirm permissions.
  • 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
Rolani
Posts: 22
Joined: Sat Apr 25, 2020 9:21 am

Re: Rolani (Shemarrian Renegade) - Ready for review

Post by Rolani »

Confirmed
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Rolani
Posts: 22
Joined: Sat Apr 25, 2020 9:21 am

Re: Rolani (Shemarrian Renegade)

Post by Rolani »

Legendary 2) Edge: Double-tap
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