Action Stan

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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Action Stan

Post by Action Stan »


Action Stan (Human Techno Warrior)

Character Name Action Stan
Action Stan.jpg
Rank: Seasoned 3
Advances Left: 0
Race: Human
Iconic Framework: MARS Headhunter
Attributes:
  • Agility d12
  • Smarts d8
  • Spirit d10
  • Strength d8
  • Vigor d12+1
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16

Skills:
  • Athletics d8,
  • Common Knowledge d4+2,
  • Battle d8
  • Driving d8+2
  • Electronics d6+2,
  • Fighting d8+2,
  • Language (Native) d8,
  • Notice d8, +2 from Alertness, +2 from multi optics, +2 to sight and hearing based checks from cyber
  • Perform d4
  • Persuasion d6,
  • Piloting d8+2,
  • Repair d4+2,
  • Shooting d12+1, +2 more with calibrated weapons. (+1 is from a "Half Advance")
  • Stealth d8,
  • Survival d6
Hindrances
  • Delusional (major, ), Stan believes he was placed on the Earth, fully grown, by the Paragons of Action to Make A Difference. And to record himself doing so then edit the exploits into movies to inspire others. These "Paragons" are actually actors in pre cataclysm action movies that were piped into his head while in experimental "hot stasis".
  • Secret (major, ) For much of the last decade he was an experimental subject of A.R.C.H.I.E.III and much of his insanity is programed or exploited by the AI to make him an unwitting spy on the Texas frontier. His sensory and processing cyber has advanced surveillance additions that send back updates to the AI.

Edges
  • Iron Jaw (IF)
  • Soldier (IF)
  • Upgradeable (IF)
  • Brawny (FG)
  • Ace (HJ)
  • Marksman (Initial)
  • Steady Hands (Human)
  • Sharpshooter (HJ)
  • Trick Shooter (HJ)
  • Brawler
  • Rich
  • Filthy Rich:
  • Bruiser
  • Famous: Stans movies from 40 years ago have a cult following to this day, the fact that he mysteriously disappeared just as his films were catching the public eye only adds to it.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Action Stan-Speed Tribe

Post by Action Stan »

Cybernetics
Strain 1/14
  • Optics Package (1 strain, Rifts® TLPG p114)(IF): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Targeting Eye (1 strain, Rifts® TLPG p113(IF)): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
  • 2x Cyber-Wired Reflexes (1 strain, Rifts® TLPG p113)(IF): Raise Agility one die step
  • Hand-to-Hand Reaction Wiring (1 strain, Rifts® TLPG p113)(IF): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Audio Package (1 strain, Rifts® TLPG p113)(IF): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Enhanced Core Electronics Package (1 strain, See gear)(Sig Item): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • 3x Synthetic Organ Replacement (3 strain, Rifts® TLPG p113)(1 IF, 2 HJ): Raise Vigor one die step.
  • Nano-Repair System (2 strain, Rifts® TLPG p113)(HJ): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.
  • Reinforced Frame (1 strain, Rifts® TLPG p113)(HJ): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Vehicle Interface Package* (1 strain, Rifts® TLPG p114)(HJ): Grants +2 to related Boating, Driving, Piloting, and Electronics checks
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
User avatar
Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Action Stan-Speed Tribe

Post by Action Stan »

Gear:

NG-P7 Particle Beam Rifle
  • Range 18/36/72
  • Damage 4d8
  • RoF 1
  • AP 8
  • Shots 8
  • Min Str d8
  • Weight 17
  • Rarity −4 R
  • Cost 22,000
NG-LG6 Laser Rifle & Launcher Range 24/48/96, Damage 4d6, ROF 1, AP 2 Shots 20 Min STR d6 Weight 15 Rarity -1 Cost 20,000 Notes: Integral grenade launcher (18/36/72, damage by grenade, 5 Shots, Reload 2).

Wilk’s 320 Laser Pistol Range 15/30/60 Damage 3d6 ROF 1 AP 2 Shots 20 Min STR d4 Weight 2 Rarity +1 Cost 11,000 Notes: The "Classic" is Shooting +1.

NG Equalizer (Patron Item)
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: Mega Damage, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
  • • Min Str d8
    • Adaptive Engineering: Can use Bandito BigBore Pistol Rounds or "Medium" or Naruni Pistol Plasma Rounds. Can also use standard 12 gauge Shotgun buckshot and slug rounds (including silver). Because of the variable nature of the cylinder, malfunctions and jams are common. This gun is +1 on the Technical Difficulties table.
    • Steady Shot Aim Assist: A miniature Sensor Targeting Suite in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. This system can negate up to 2 points of Range, Multi-Action, and other penalties when Shooting. The system also acts an Improved Stabilizer, reduce the shooting penalty from Unstable Platform or Running by 1
    • Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
    • Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you. (Acts as a Quirk Minor Hindrance)
    • Cannot make use of a "Speed Loader" due to the adaptive design that allows for multi-munitions use. Must be loaded one at a time.
    • Unique Ammo: Big Bore Rounds may be purchased at most Northern Gun Stores, or Bandito Arms stores for 100 credits each (Rarity -1); For those with the weapon and authorization, Northern Gun stores that have them will sell any Naruni Pistol Plasma rounds to the tester for 50 credits (Rarity -2).
    • Northern Gun Quality: Uses the Northern Gun Manufacturer Quality (Empires of Humanity, page 38)
Bushman Medium EBA
  • Armor +6
  • Toughness +2
  • Min STR d6
  • Weight 17
  • Rarity +0
  • Cost 32,000
  • Notes: Integrated
    Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sightbased Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voiceprojection system. It provides +4 Armor and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits).
Northern Gun Streetwolf Special Armored Tactical Suit (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:



  • „ Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • „ Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • „ Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • „ Fire starter kit with pocket lighter and flint sparker.
  • „ First aid kit with three uses (each refill costs 100 credits).
  • „ Flashlight and radio (five-mile range), crank and solar powered.
  • „ Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • „ Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • „ Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
(20 lb, 3000 credits)

Survival Knife, Range Melee, Damage Str+d4
wooden cross, and wooden stakes

"Clips" Small Camera Drone
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d4, Vigor d8 Skills: Athletics d8, Notice d8, Stealth d8 Pace: 0 (8” Flight); Parry: 2; Toughness: 2 Gear: High Resolution Camera with 20X Zoom. Cost: 15.000 Special: • Construct: +2 to recover from Shaken; ignore 1 point of Wound penalties; doesn’t breathe; immune to disease and poison. • Fearless: immune to fear and Intimidation. • Sensors: Can switch between infravision and low light vision. • Size −4 (Tiny): about 1 pound.

Computer, Field: A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. Decks like this are graded I or II, and the grade designates the bonus on opposed Hacking or Thievery rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 10,000 credits for Grade I,


Enhanced Core Electronics Package (Signature Item)
When A.R.C.H.I.E. decided to modify the NEMA trooper, Melvin Stanowitz, as an unwitting scout he largely used the NEMA era cyber available. He did however modify the CEP with both the subtle long range transmitters he would latter seed into Titan Robotics tech and enhanced data analysis capabilities to further enhance the data quality and ensure the subjects survival. The benefits to the subject are improved awareness of their surroundings. Often to the point they can detect a threat before it happens. Their reflexive defenses in close combat are also sharpened.

This system relies several other systems for its enhanced functions to operate. Enhanced sight and hearing are needed for the sensory enhancements, as well as wired reflexes and hand to hand reaction wiring for the defensive ones. If one of these systems are damaged the connected bonus is lost until said system is repaired.

Core item is
(1): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 1 Cost 22,000


Super Science Based Cost 8,800 to convert
Minors:
  • +1 to parry Cost 5,000
  • +1 to parry Cost 5,000
Majors:
  • Alertness Edge Cost 25,000
  • Danger Sense Edge Edge Cost 25,000
Value 90,800




Ammo:
12 NE plasma pistol rounds
12 BigBore pistol rounds
4 Grenades: Armor Piercing 5/10/20 3d8 16 SBT 0.25 −1 700
Supplies:
20 MREs




Credits: 300 credits 1,200 Trade goods
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
User avatar
Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Action Stan-Speed Tribe

Post by Action Stan »

Background: Melvin Stanowitz was born before the apocalypse forever changed the world. He was not exactly what one would picture when hearing his name. Always a large fellow he took up sports and physical fitness to keep his hulking frame in shape, but his other interests were more in line with a "Melvin". Things like sci fi films, games, and other "nerd" pursuits were how he spent time away from his more active hobbies. He joined NEMA for the reason most people did, college money. He wanted to be a film maker and shoot the kind of epics he'd always loved.

When he was offered a spot in an experimental program testing a new form of stasis. Called Hot Stasis, it used a medically induced coma like state with "cellular declarants" to preserve the body, while the subjects minds were looped into privative artificial worlds to maintain activity while distracting them from their condition. It was a deal he couldn't refuse. It would double his grants and get him out early so he jumped at the chance. He wanted to be out in the world filming! His time in the military and the growing chaos in the world have given him an interest in reporting. But disaster struck, as he was in stasis the world as he knew it ended.

Languishing in the AI controlled facility for years, the supplies for his stasis nearly ran out when he was discovered by the A.I., A.R.C.H.I.E 3. The A.I. had largely decided to leave the frozen NEMA soldiers in just that state but the "hot stasis" subjects were about out of time. Wanting to begin reconnoitering the surface world he had a moment of inspiration. He would use the humans. So he outfitted them with the best cyber he had. Then he hijacked the artificial environments their minds had been in, intending to try and reprogram them into loyal servants. Or at least subvert their loyalty to NEMA.

Much to his surprise, NEMA had already taken care of that for him inadvertently. While the simulators weren't intended to do this, leaving the humans locked into these false worlds had done a number on their psyches. Many were left drooling simpletons but a few were mad but useable, their minds having adapted somewhat to the altered worlds.

Melvin had asked his loop be action and sci fi films. His mind had crafted a pseudo religion around the actors who stared in them. Calling them the Paragons of Action, he believes he was sent to earth by them to engage in thrilling heroics, fight the good fight, and make bitchin movies to inspire others. He has complete amnesia of anything before waking in the woods, armed to the teeth and feeling the need to find... Action!

And find it he did, after shooting a couple short films against raiders and the like he fell in with Hudson Blackwell and his merc "tribe" just in time to participate in, and film, a small war of Texans against an invading contingent of alien slavers from Atlantis. The tribe went their separate ways briefly with Stan editing three full length films from The Slaver War as he named the Trilogy. He filmed some more shorts as well before being called back into the Speed Tribe.

It was while filming the new adventures of the Tribe that Stan and the Tribe disappeared. Chasing leads on the sinister wyrm Daxon Fell took them through a rift and into an adventure from which most of them did not return. After being sprung from the trap in a hell world the dragon was hiding out in, Stan ended up stranded in a bizarre living world called Wormwood for several months until he was approached with an opportunity to return home and work for his old friends new team, The Black Company.
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Action Stan-Speed Tribe

Post by Action Stan »

Advances

Hero’s Journey
  • Training 1 3 dt to combat skills
  • Training 17 +1 dt piloting and Combat Ace
  • Cybernetics: @0 Choose any. Nano repair unit
  • Training 15 Combat Edge: Trick Shooter
  • Training 15 Combat Edge: Sharpshooter
Fortune and Glory
  • Smart and Learned 5 1dt Smarts and +2 dt to 3 smarts skills (Electronics, Repair, Survival)
  • Strong and Powerful 8 1dt Strength and Brawny edge
Iconic Framework MARS Headhunter
  • Begin with the Iron Jaw, Soldier, and Upgradeable Edges.
  • Select 7 total Strain in cybernetic systems.
  • Begin with standard Starting Gear substituting a set of Bushman EBA, plus a Vibro-Shortsword and NG-LG6 Laser Rifle & Launcher.
Advances
  • Initial Advances: (Bonus from Hindrances): Marksman, Increase Vigor 1dt
  • Edge(s) granted by Racial Features: Steady Hands
  • Edges(s) from Hero’s Journey Rolls and Fortune and Glory Rolls: Ace, Brawny, Sharp Shooter, Trick Shooter
  • Novice 1 Advance (PbP): Increase Strength
  • Novice 2 Advance (Setting): Rich Edge, Both rolls cyber, Synthetic Organ Replacement x2
  • Novice 3 Advance: Filthy Rich Edge, Both rolls cyber, Vehicle interface and Reinforced Frame
  • Seasoned 1 Advance: Take Brawler Edge
  • Seasoned 2 Advance: Take Bruiser Edge
  • Seasoned 3 Advance: Fame
  • Seasoned 4 Advance: Increase Agility to d12
  • Veteran 1 Advance: Increase Smarts to d8
  • Veteran 2 Advance: Increase Shooting to D12 AND Battle to D8
  • Veteran 3 Advance: Increase Pilot and Drive to d8
  • 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:
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Action Stan-Speed Tribe

Post by Action Stan »

Build Worksheet
Attributes 5 build, 2 FG, 2 advances, 5 cyber
  • Agility d10, 1 Build, 2 cyber
  • Smarts d6, 1 FG
  • Spirit d8, 3 build
  • Strength d8, 1 FG, 1 advance
  • Vigor d12+2, 1 build, 1 advance, 3 cyber, 1 Advance

Skills 5 core, 15 build, 2 Setting, 3dt to combat skills HJ, +1 DT to piloting HJ, 6 to Smarts Skills(1)
  • Athletics d8, 1 core, 2 build
  • Common Knowledge d4+2, 1 core,
  • Battle d6, 2 Build
  • Driving d6+2, 2 build
  • Electronics d6+2, 2 FG
  • Fighting d8+2, 2 HJ 1 Build
  • Language (Native) d8, free
  • Notice d8, 1 core, 2 FG
  • Persuasion d6, 1 core, 1 build
  • Piloting d6+2, 1 Build, 1 HJ
  • Repair d4+2, 1 Build
  • Shooting d10, 3 build, 1 HJ,
  • Stealth d8, 1 core, 2 build
  • Survival d6, 2 FG
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Action Stan
Posts: 73
Joined: Wed Jun 10, 2020 3:06 pm

Re: Action Stan-Speed Tribe

Post by Action Stan »

Rewards

4d6: [2, 2, 1, 4] = 9
2d4: [2, 4] = 6








Spending
Drone 15,000
Field Computer 10,000
Ammo and food 1,800
NG-P7 Particle Rifle, 22,000
Multi optic helm, intergrated to armor 25,500
4 AP grenades 2,800
Action Stan
Pace: 6; Parry: 9; Toughness: 12 base/15(2) in body suit/23 (8) in body suit and armor; Strain: 2/16
Fatigue 0/3 Wounds 0/3
Bennies 2/3 1 Zombie Benny
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Action Stan (Human Techno Warrior)

Post by Daniel »

Welcome back. You know I was wearing my Action Stan T shirt just the other day. Character looks good.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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