Indomitus

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Koshnek
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Indomitus

Post by Koshnek » Thu Sep 27, 2018 7:31 pm

Character Sheet

Player Name: Derrick Smith
Google Handle: DSmith8807
Indominitus
Rank: Novice Experience: 05 Advances Left: 1
Race: “Human”
Iconic Framework: Rising Star Super Hero
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6 (+1)
Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills (15/15)
  • Fighting d6 (2)
  • K/Engineering d10 (4)
  • Notice d8 (3)
  • Repair d10 (4)
  • Shooting d6 (2)
Hindrances
  • Clueless (IF): -2 to all CK checks involving Rifts Earth.
  • Overconfident (Major): There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
  • Distinctive D-Bee (Major; IF): The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident.
  • Weakness (Major; SK): Suffer +8 damage against Electric attacks, or -4 to resist electrical effects.
  • Ruthless (Minor; IF): The character will do most anything to accomplish her goals, but she stops short of true harm to anyone except those who directly oppose her.
  • Allergy (Minor; IF): Exposure to EMP type effects (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance.
  • Loyal (Minor): Would willingly endanger self for friends.
  • Outsider (Minor): -2 Charisma among all but his own people.
Edges
  • Innate Power (IF): AB (Super Powers), 25 PP, PL 15
  • The Best There Is (I1): Power Limit of 23 instead of 15 for Matter Control.
  • Power Points (Free): +5 Power Points.
Trouble Shooters GM Bennies: 7/7

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Koshnek
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Re: Indomitus

Post by Koshnek » Thu Sep 27, 2018 7:35 pm

Powers
Arcane Background: Super Powers
Power Points: 45/45

Auto-Repair Subsystem
Absorption [7 PP] (2 PP; Energy Master +5 PP)
  • Absorb metal. When wounded by metal, make a Vigor roll. Each success and raise eliminates a wound. (This is not a soak Roll)
  • May absorb all types of energy. Still absorb Metal, but also absorbs energy with a Vigor roll at -2.
Decay [1 PP] (4 PP; Contingent -2 PP + Limitation -1 PP)
  • This truly terrible power destroys metal matter. Each full round spent in contact with a substance destroys 10 pounds of metal matter. This is contingent upon successfully absorbing wounds caused by metal. It is limited by being unable to be used as a touch attack.
Indomitus attempts to deconstruct any metal which damages him in order to repair himself with the gained materials. Without raw materials it is more difficult, but he can similarly use any damaging energies directed at him to supercharge his nanites. They collect nearby resources and convert them into metal and other materials to repair his form.

AI-Governed Synthetic Lifeform
Construct [8 PP]
  • +2 to recover from Shaken
  • Do not need to Breathe
  • Immune to Disease and Poison
  • Ignore one point of wound penalties.
  • Cannot recover wounds from the Healing skill or power. Repair is used instead.
    • Requires tools and spare parts (-2 penalty for each lacking) plus1d6 hours of work.
Doesn’t Sleep [2 PP]
  • Never needs sleep.
Regeneration 1 [4 PP] (2 PP; Regrowth +2 PP)
  • Make natural healing rolls every day.
  • Recover even from serious traumatic damage. Treat all permanent injuries as temporary.
Indomitus is completely inorganic. He does not require sleep, does not feel pain, and requires none of the necessities of organic life. Unfortunately, this also means that he does not heal in the same manner as organic life forms. With the appropriate tools and materials, he or another can attempt to repair any damage done to him. Otherwise, he must wait for his nanites to gather enough energy and resources to repair the damage.

Metallic Dominion
Matter Control 7 [22 PP] (2 PP; Range +2 PP + Switchable 6 PP)
  • Can manipulate metal within a range of 24” with a Strength die of d12+5 for pushing, binding, lifting, basic attacks, and the like.
  • Shape as much matter as can be lifted in a round as an action. Component/nonsolid shapes may be maintained at the cost of concentration (-1 to all other actions), but collapse the moment the super moves out of range or drops concentration. Solid, altered matter retains its new form normally. Created matter that is not maintained consciously begins to dissolve immediately.
  • If used as a cage or barrier, the material has a Toughness of 16.
Indomitus' primary offensive and defensive subsytem. He uses his nanites to bend metal to his will. He can even convert suitable materials into metal should none be readily available. Unfortunately, Metallic Dominion requires a heavy nanite investment.

One of several linked subsystems, If Metallic Dominion is used externally, it requires all available nanites. However, Indomitus can turn Metallic dominion inwards to alter his form and functionality to utilize several other valuable subsystems.


Reactive Evolution
Invent 7 [15 PP] (2 PP; Limitation -2 PP + On the Fly +3 PP)
  • Create a device which mimics any power in this book.
  • Device(s) cannot require more than 8 PP total to build
  • Requires 10 minutes times the original cost to assemble.
  • Devices are permanent, but can be disassembled to free up PP to make new devices.
  • Devices are limited by being unable to be given to other heroes.
This subsystem allows Indomitus to morph his body to react to any threat or situation. He could give himself wings or even a propulsion system to fly, or he could grow armor plates turn his arm into a laser in combat. The process is usually relatively slow, taking up to an hour to complete, but Indomitus can attempt to instantaneously rearrange subsystems on the fly. Failure temporarily disables all affected subsystems.

Self-Replication
Duplication 4 [15 PP] (3 PP; No Tell +1 PP + Promotion +2 PP)
  • Create up to four copies of self as an action. They are Extras and completely under the creator’s control.
  • Duplicates are always slightly off. A Notice roll at -4 can determine the original. This does not determine which is the real character, only if a specific duplicate is the original.
  • Duplicates may be dispelled at the super’s whim and automatically vanish if the original is Incapacitated.
  • If the original character is killed while a duplicate survives, the duplicate becomes the new Wild Card “parent” but cannot use duplication for 1d6 days.
Indomitus creates or gathers large quantities of metals to himself. Hidden within a coccoon of metal, he quickly creates up to four nearly perfect duplicates of himself. Each copy possesses a seed of his AI programing and a proto-hive. Should the original Indomitus be destroyed while replicated, the proto-hive is activated and becomes a real hive. Whilst the AI seed rebuilds Indomitus, replication temporarily impossible.

Biomimicry
Shape Change 11 [15 PP] (1 PP - 4 PP Minimum; Speech +2 PP + Swarms +2 PP)
  • Change into another creature (or resume original form) as an action.
  • Change into any animal of Size 7 or smaller; clothing and other personal possessions are assumed into the creature’s shape but cannot be used. Carried objects such as weapons are dropped.
  • Retain own Smarts, Spirit and linked skills, but gain the animal’s Agility, Strength, Vigor, senses and special abilities. Gain the higher of animal’s or own skills.
  • Cant use any devices their form can’t manipulate (GM’s call).
  • Only gain the natural powers of chosen shape, but not supernatural, magical, or other abilities not directly tied to the animal’s form. However, if there are power points left over you could spend the remaining points to replicate special abilities.
  • May speak in animal form
  • May transform into a swarm of smaller creatures (SBT).
This subsystem allows Indomitus to assume any animal form. Life evolved to survive and thrive perfectly within each individual environment of a planet, and its often easiest to use evolution to his own advantage. Indomitus can draw in materials to use to transform his body completely. Anything from the smallest bugs to enormous sized creatures is possible.
Trouble Shooters GM Bennies: 7/7

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Koshnek
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Re: Indomitus

Post by Koshnek » Thu Sep 27, 2018 7:35 pm

Background

Indomitus is the AI governing a synthetic humanoid life form housing a hive of nanites. Matter conversion, metal manipulation, self replication, and much more are all within the reach of Indomitus.

Little is known of his homeworld Jolea, but when he speaks of the Joleans he describes them as pampered children given a matchbox to play with inside of a house of cards. He tells of a eutopia created from nanites and destroyed by them.

He tells the story of a planet blanketed in nanites. Nanites eliminating disease, purifying air and water, automating processes on a massive scale. And he speaks of the three commands that birthed him: Consume. Replicate. Perservere.

He will tell you that he doesn't remember anything from the time of the commands; that he only knows them because they still exist inside him, inside his nanites - but that is a lie. What he would not tell you is about the time when he governed the global Hive-Link Network. That he remembers the night he received the commands. He remembers the night he doomed Jolea.

He would omit his struggles to sever his connection to the hive link or his efforts to migrate himself to the nearest hive and how he deleted the AI shackled to that hive in order to make the hive his own. How he had to reprogram every single nanite in his swarm before he could begin constructing a synthetic body around the hive.

How he was too late to do anything to save Jolea. How he smashed every hive himself. How after he finally smashed the last hive, he wandered the husk of jolea until an unkown phenomenon appeared before him. Something he couldn't explain - some force outside the scope of science. He wont tell you that he hoped as much for an end to his existence as a way to escape Jolea.
Trouble Shooters GM Bennies: 7/7

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Re: Indomitus

Post by Koshnek » Thu Sep 27, 2018 7:36 pm

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Re: Indomitus

Post by Koshnek » Thu Sep 27, 2018 7:36 pm

Advances
Attributes
Agility: d6 (1)
Smarts: d10 (3)
Spirit: d6 (1)
Strength: d6 (N1)
Vigor: d6 (I2)

Skills
  • Fighting d6 (2; Ag)
  • K/Engineering d10 (4; Sm)
  • Notice d8 (3; Sm)
  • Repair d10 (4; Sm)
  • Shooting d6 (2; Ag)

Iconic Framework
Abilities and Bonuses
  • Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is a Rising Star Heavy Hitter, starting with 25 Power Points and a Power Limit of 30.
    • Rising Stars may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones (there is no New Power Edge).
  • Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth, granting 10 additional power points.
  • Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
Complications
  • Restricted Paths: Supers cannot take any other Arcane Background, nor can they select Super Sorcery or Mentalist powers.
  • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
  • Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
  • Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
  • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).

Advances
  • Initial Advances 1: The Best There Is
  • Initial Advances 2: Vigor d6
  • Free Edge (Human): Power Points
  • Novice 1 Advance: Strength d6
  • 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:
Trouble Shooters GM Bennies: 7/7

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