Training [dice:3vvkfisy]60517:0[/dice:3vvkfisy]
Underworld & Black Ops [dice:3vvkfisy]60517:1[/dice:3vvkfisy]
Chow Time - Ball Chaser - Ready for Review
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Chow Time - Ball Chaser - Ready for Review
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Chow Time - Dog Boy - Juicer
Chowtime
Rank: Seasoned 5 Advances Left: 0
Race: Dogboy
Iconic Framework: Juicer - Mega
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8*, Vigor d12
Pace: 14 (d8 run); Parry: 8*; Toughness: 19 (5); Burn: 7
Skills
Hindrances
Racial Abilities
Edges and Iconic Abilities
Rank: Seasoned 5 Advances Left: 0
Race: Dogboy
Iconic Framework: Juicer - Mega
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8*, Vigor d12
Pace: 14 (d8 run); Parry: 8*; Toughness: 19 (5); Burn: 7
Skills
- Athletics (Ag) - d10
- Common Knowledge (Sm) - d4
- Fighting (Ag) d12
- Notice (Sm) - d4 +2 w/smell
- Persuasion (Sp) - d4
- Shooting (Ag) d8
- Stealth (Ag) - d6
- Survival (Sm) d4 +2 w/tracking
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.
Racial Abilities
- Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
- Breed Advantage: A Dog Boy begins with the Breed Advantage Edge (see sidebar). The player decides what breed (or breeds) the character is influenced by. Tough Breed: The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
- Keen Sense of Smell: Dog Boys have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
- Keen Sense of Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
- Low Light Vision: Dog Boys ignore Dim and Dark Illumination penalties.
- Mutant: Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
- Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a −1 penalty to Healing and cybernetics checks.
- Oddly Built: The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double the normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option.
- Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
- Restricted Paths: Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
- Wanted Hindrance (Minor): There is a standing Coalition bounty for bringing in "feral" Dog Boys.
- Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background).
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.
- 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.
- Elan (HJ roll): The character gains +2 to Trait rolls when spending a Benny.
- I Know A Guy (HJ roll): Chowtime has helped a lot of people and really there are a lot of people out their anxious for the opportunity to help him back. He even gains +2 on all Networking rolls to contact and gain assistance, effectively negating the inherent -2 penalty.
- Improved Tough as Nails (Hindrances): The hero can take five Wounds before being Incapacitated.
- Improved Nerves of Steel (Novice 1 & 2): Chow time is so bad ass he ignores -2 in wound penalties.
- Mega-Juicer Treatment (Novice 3): Chow time is Unstoppable until he explodes dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template. He also reduced his Burn to 7.
- Split The Seconds (Seasoned 4): This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
- Frenzy (Seasoned 5): Roll a second Fighting die with one melee attack per turn.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Chow Time - Dog Boy - Juicer
Background
TBD
TBD
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Chow Time - Dog Boy - Juicer
Gear
Juicer Assassin Plate Armor
Juicer Assassin Plate Armor
- +5 Armor and +3 Toughness
- Strength Minimum: d6
- Environment Protection: Partial
- Weight: 14 lb
- Range: 18/36/72
- Damage: 2d6+1, AP 3
- RoF: 1
- Shots: 20
- Weight: 2 lbs
- Notes: Semi-Auto, +1 Shooting
- 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).
- Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
Credits: [dice:2jpkqs5c]61032:0[/dice:2jpkqs5c], and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Chow Time - Dog Boy - Juicer
Advances
Listed in Character Creation Order to assist in conflicts.
Racial Abilities
Edges and Iconic Abilities
Hero’s Journey
Attributes
Agility: d4 +2 dt = d8
Smarts: d4 +1 = d6
Spirit: d4 +2 = d8
Strength: d4 +2 dt = d8
Vigor: d4 +2 dt +2 = d12
Skills
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.
Listed in Character Creation Order to assist in conflicts.
Racial Abilities
- Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
- Breed Advantage: A Dog Boy begins with the Breed Advantage Edge (see sidebar). The player decides what breed (or breeds) the character is influenced by. Tough Breed: The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
- Keen Sense of Smell: Dog Boys have an excellent sense of smell gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
- Keen Sense of Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
- Low Light Vision: Dog Boys ignore Dim and Dark Illumination penalties.
- Mutant: Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
- Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a −1 penalty to Healing and cybernetics checks.
- Oddly Built: The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double the normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option.
- Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
- Restricted Paths: Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
- Wanted Hindrance (Minor): There is a standing Coalition bounty for bringing in "feral" Dog Boys.
- Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background).
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 (18): There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
- Black Market (7): She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
Attributes
Agility: d4 +2 dt = d8
Smarts: d4 +1 = d6
Spirit: d4 +2 = d8
Strength: d4 +2 dt = d8
Vigor: d4 +2 dt +2 = d12
Skills
- Athletics (Ag) - d10 (Core +4)
- Common Knowledge (Sm) - d4 (Core)
- Fighting (Ag) d12 (+7)
- Notice (Sm) - d4 (Core) +2 w/smell
- Persuasion (Sp) - d4 (Core)
- Shooting (Ag) d8 (+2)
- Stealth (Ag) - d6 (Core +1)
- Survival (Sm) d4 +2 w/tracking (+1)
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 (Racial): Breed Advantage (Tough Breed)
- Initial Advances (Hindrances): Tough as Nails
- Initial Advances (Hindrances): Improved Tough as Nails
- Hero’s Journey: Elan
- Hero’s Journey: I know a guy
- Novice 1 Advance: Nerves of Steel
- Novice 2 Advance: Improved Nerves of Steel
- Novice 3 Advance: Mega Treatment
- Seasoned 4 Advance: Split The Seconds
- Seasoned 5 Advance: Frenzy
- Seasoned 6 Advance:
- Seasoned 7 Advance:
- Veteran 8 Advance:
- Veteran 9 Advance:
- Veteran 10 Advance:
- Veteran 11 Advance:
- Heroic 12 Advance:
- Heroic 13 Advance:
- Heroic 14 Advance:
- Heroic 15 Advance:
- Legendary 16 Advance:
- Legendary 17 Advance:
- Legendary 18 Advance:
- Legendary 19 Advance:
- Legendary 20 Advance:
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Chow Time - Dog Boy - Juicer
Ndreare wrote: ↑Mon Nov 04, 2019 9:10 amBad stuff dice for GM [dice:34p0vfqj]60273:0[/dice:34p0vfqj]
- The Rifter 9 1/2: Veteran of the Megaverse
Requirements: character creation only.
Your hero has seen more than most and has loved to tell the tale. From Pecos Raiders, to a jaunt to dino swamp, maybe even a trip south into the vampire kingdoms. Your guy or gal has been around. But they also have made some powerful enemies and fate has not always been their friend. You start with 4 additional advances (Or 2 advances and one roll on the fortune and glory table ) but gain wanted (major) or enemy (major) to reflect some of the foes you might have made. Additionally roll a d16 as a result of some of the unfortunate events that have plagued the hero. Your benevolent Game Master will be able to consult a special table to see what has befallen the hero.
Pender Lumkiss wrote: ↑Thu Nov 07, 2019 6:56 pm @Ndreare, your character has this:
The hero doesn't follow the rules and found himself in debt to the Naruni something fierce. HIS previous actions have Naruni repo bots banging down his door to collect. He has the poverty Hindrance.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell