Badass Billy Batrock

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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Badass Billy Batrock (Sheet; Random Gen)

Post by High Command »

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Badass Billy Batrock (usually just Batrock)
Rank: Seasoned 2 Advances Left: 0
Race: Mutant Bat
Iconic Framework: MARS (Dinosaur Hunter)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Parry: 6 (10 with rifle); Toughness: 4 (11 (5) in armor); Strain: 6/6
Pace: Walk: 6, Run for d6 (Use Athletics for maneuvers)
Pace: Flight: 12, Run for d6 (Use Athletics for maneuvers)
Skills:
  • Academics d6
  • Athletics d6
  • Common Knowledge d6
  • Fighting d8
  • Hacking d8
  • Notice d8
    • +2 bonus on Notice checks using sound
      +2 bonus on Notice checks based on smell
      −2 penalty to sight-based Notice checks in bright light conditions without shaded goggles
      Ignore all Illumination penalties due to Echolocation.
      When using an Aim maneuver with the rifle’s scope, it adds an additional +2 to Notice checks and negates Illumination penalties.
  • Occult d4
  • Persuasion d6
  • Piloting d6
  • Psionics d6
  • Shooting d10
    • +3 when using Rifle
      Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed (Can’t move)
      When using an Aim maneuver with the rifle’s scope, it adds an additional +2 to offset Range penalties. It adds +1 Shooting
  • Stealth d10
    • +2 from color shifting fiber-optic material.
      +2 in the wilds.
  • Survival d8
    • +2 on all rolls to made to track
      +2 on rolls involving creatures of Size 4 or greater
      Can use this instead of Stealth to track or avoid predators in the wilds.
      +2 in the wilds.
  • Thievery d8
Hindrances and Drawbacks
  • Loyal (Minor): Batrock is loyal to his friends and allies
  • Greedy (Minor): The individual is obsessed with wealth and material possessions.
  • Mutant: Most mutant animals are uncomfortable around humans, and the feeling is mutual. Initial Reactions typically start at Uncooperative, except possibly other GED mutants and physically similar D-Bees.
  • Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: CS mutant animals have long snouts, prick ears, digitigrade "backward" legs, tails, and all manner of physical oddities. Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
  • Overconfident (Major): The hero believes he can do anything.
  • Restricted Paths: Limitations engineered into GED mutants make arcane magic impossible. They cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Small (Size -1): Mutant bats are smaller than most humanoids
  • Wanted (Minor): Mutant animals refusing to return to Coalition society are wanted by the CS and deemed feral. This threat is backed by a standing bounty for their capture
Racial Abilities
  • Echolocation: Mutant bats can visualize their surroundings through a natural form of sonar and ignore all Illumination penalties.
  • Bite/Claws: Mutant bats have claws and teeth dealing Str+d4 damage
Edges and Iconic Abilities
  • AB: Psionics and Extra Power Points
  • Connections (Armorers): Contacts provide aid or other favors once per session.
  • Frontiersman: Gain +2 to identify animals, monsters, plants, and weather conditions in the wild . May also substitute Survival for Stealth when stalking a target or trying to avoid a predator while in the great outdoors.
  • Giant Killer: +1d6 damage vs. creatures Size 2 or larger (3 size up from Size -1).
  • Improved Trademark Weapon (Custom Anti-Material Rifle): +2 to Shooting total with this specific weapon; +2 Parry while weapon is readied. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
  • Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Megafauna Specialist: Dinosaur Hunters gain +2 on Survival rolls involving creatures of Size 4 or greater
  • Woodsman: +2 to Survival and Stealth in the wilds.
Rules Reference:
  • Aim: If a character spends her entire turn Aiming a ranged weapon at a particular target and takes no other actions, she can ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to her roll. Her attack must be used on the first action of her next turn or the bonus is lost.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Badass Billy Batrock (Powers)

Post by High Command »

Arcane Background (Psionics)
ISP: 15/15 - Recovery: 1/hour
Bennies: 3

Improved Psionic Competency [Boost Trait] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Slowed Time Perception
  • Effect: This power allows a character to increase the psychic's Traits (attribute or skill). Boosting the character’'s Trait increases the selected Trait one die type, or two with a raise. Additional activations don't stack on a single Trait (take the highest), but may affect different Traits.
  • Limitations: Aspect, Self Only (2 base ISP, -2 from limitation)
  • Modifiers:
    • Stealth Field (Shroud; +1): Shroud dims and slightly obscures the character so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      Hurry (+1): The character is Hurried. His muscles work more efficiently to propell him forward. One of his Paces is increased by 2. The effects aren’t cumulative.
See Aura and Conceal Aura [Detect/Conceal Arcana] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5 (detect); one hour (conceal)
  • Trapping: Psychic Energy
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table SWADE page 179). Detect vs. Conceal: Detecting arcana against someone or something that's been concealed is an opposed roll of arcane skills (roll each time it's attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
  • Limitations: Self Only (2 base ISP, -1 from limitation)
  • Modifiers:
    • Area Of Effect (+1/+2): Conceal only. The power affects everything around the character in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      Selective (+1): Conceal only. With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      Strong (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Telekinetic Chains [Entangle] (2 ISP) [Novice]
  • Range: Smarts (6”)
  • Duration: Instant
  • Trapping: A telekinetic force with an appearance like molten glass, possibly arcing with yellow and orange energy.
  • Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98 of SWADE.
  • Modifiers:
    • Area Of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      Glow/Stealth Field (Shroud; +1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      Hinder (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. Effects of the modifier aren’t cumulative.
      Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Badass Billy Batrock (Gear)

Post by High Command »

Gear
NG-S2 Survival Pack (20 lb)
  • • 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.
    • Survival Knife (Str+1d4)
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
    • Bag of Coins
    • Handheld Computer with adapter for interfacing with multiple hardware types
    • Lockpicks
Custom Fitted Stealth Personal Armor (not Naruni)
  • Image
    • Armor: +5 Toughness: +2
    • Weight: 16 lbs (Min Str: d6)
    • Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearer is +2 to all Stealth rolls.
    • Rarity: +1; Cost: 24,000
Sidearm: Wilk’s 320 Laser Pistol
  • Image
    • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Two E-clips for Wilk’s 320 Laser Pistol
    • Rarity: +1 Cost: 11,000
Sidearm: Silenced .50 Caliber Pistol
  • Image
    • Range: 15/30/60
    • Dmg: 2d8, AP: 2
    • ROF: 1
    • Shots: 7 (regular loaded)
    • Weight: 8 lbs. (Min Str: d6)
    Silencer: This attachment suppresses the sound and muzzle flash emitted when the semi-auto pistol is discharged, providing a penalty of −1 to Notice rolls at up to 5”, −2 up to 10”, −4 up to 20”, and making the flash unnoticeable at longer ranges. The shooter may make a Stealth roll, at the normal Multi-Action penalty, to hide the use of the suppressed firearm (opposed by Notice)
    • One magazine of silver bullets
    • 9 magazines of regular ammo
    • Rarity: +1 Cost: 800
Longarm: Custom Anti-Material Rifle
  • Image
    • Range: 50/100/200
    • Dmg: 2d12+3, AP: 6, MD, Snapfire
    • ROF: 1
    • Shots: 1
    • Weight: 28 lbs. (Min Str: d4 due to custom fit)
    Multi-Optics Scope: An advanced scope with thermal, infrared, and night optics. When using an Aim maneuver, it adds an additional +2 to Notice checks or to offset Range penalties. It also negates Illumination penalties and adds +1 Shooting to calibrated weapons (1 lb).
    • Vibro-Bayonet: Str+d8, AP 8, Parry +1, Reach 1, two hands.
    • Notes: +1 Shooting and Parry (Viggo’s Trademark Weapon; retrapped as custom built CS weapon; stacks with Imp. Trademark Weapon Edge), HJ: +1 to damage (included).
    • Rarity: +2 Cost: 16,000+3000+8000=27,000 credits
    • 50/50 rounds of ammunition
Vehicle: NG-HCH-2000 Tractor Hover Truck (Tractor only)
  • Size 8 (Huge), Handling +1*, 175 MPH, Toughness 42 (20), Crew 2+2, Remaining Mods 6 (driver seat modified for Batrock; co-driver seat is normal)
    Notes: ECC, Hover, MDC Armor, Nuclear Powered, STS.
    *Typically tows one to three cargo boxcars (see APT above) −1 Handling and −25 MPH each fully loaded APT.
    Image
Credits: 930 credits
Valuables: 750 credits in silver coins with a Compy head and back side on each side: (75 worth 10 credits each by sheer dint of their silver content) each wrapped and in a pocketed velvet bag tied with a cord.

Contacts
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Badass Billy Batrock (Background)

Post by High Command »

Batrock was trained and equipped by his Coalition Handlers to be the very best at what he was - an infiltrator and sniper meant to get into the most secure places and take down literally anything or anyone in one, maybe two shots. They spent months reconfiguring an experimental anti-material rifle and its attachments for such a small operative took some doing. They'd pushed the mutant with extensive hand to hand training, largely focused on keeping himself away from anything that might hurt him. They taught him how to shoot, how to hack and pick his way past any lock, how to pilot hover vehicles, and even how to sweet talk and lie his way past guards. They taught him how to take down any foe larger than himself, how to track anything in the wild, in any type of terrain, and how to utilize his psionic talents to his advantage. They taught him to be loyal to his team, they encouraged his greed for rewards as a means of controlling him, and even stoked his ego in order to make him fearless.

But they never treated him like a person. They would treat his dogboy teammates like people. Perhaps less than human, but they'd use their gender when referring to them. Batrock they called it. To his face they would tell his handlers, "Tell it to shoot the target." The dogboys, not wanting to break some unwritten rule, also referred to him as an it, or by his designation. He actually grew to prefer being called a number over "it."

He bided his time. Fifth mission out his entire team, minus himself, were taken out when a Rhino Buffalo snuck up on their parked hover patrol car and proceeded to destroy it and the entire team. Batrock killed the Rhino-Buffalo, gathered all the extra gear he could, and traded a nearby community the location of the meat for a hovercycle and an introduction to other local hunters. It didn't take long for him to rack up an impressive kill streak hunting dinosaurs and predatory monsters. He soon had modified his gear to look less Coalition. His rifle was a one off and so lacked the coalition aesthetic. Batrock is officially missing in action, assumed killed in action.

A recent contract netted him a new mobile home, and a new job - cargo hauling. It's even modified just for him. No one calls him it. There aren't any others of his kind, but he'd rather have company. There are some women who are down for the stranger things, but mostly he spends his time drinking sparingly, hunting, or simply exploring what he can now that he is free. Erin Tarn is a hero of his, and he has a rare translated german version of her book, complete with the promotional poster (of a young model that is decidedly not Erin Tarn).
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Badass Billy Batrock

Post by High Command »

Google Sheet
Mutant Bat Dinosaur Hunter
Race: [dice:1evqhgza]61574:0[/dice:1evqhgza]
1 Altara
2 D’Norr
3 Dog Boy
4 Fennodi
5 Grackle Tooth
6 Lyn-Srial
7 Psi-Stalker
8 Quick Flex
9 Simvan
10 Trimadore
11 Human
12 Mutant Bat
13 Mutant Rat
14 Battle Cat
15: Kill Cat
16: Psi-X Alien
17: Sasquatch
18: Cactus People
19: Dwarves
20: Elves
21: Orcs
22: Psi-Ghosts
23: Vronwar (Rahu-Men)
24: Vernulians
25: Centaur

MARS Package [dice:1evqhgza]61574:1[/dice:1evqhgza] Benny for reroll [dice:1evqhgza]61574:2[/dice:1evqhgza]
1: Battle Magus (A&M 19-20)
2: Barbarian (B&B 26)
3: Barbarian Eco-Wizard (B&B 26-27)
4: Body Fixer/Cyber-Doc
5: Bounty Hunter (TLFG 5-6)
6: City Rat
7: Combat Mage (A&M 20)
8: Cowboy (EoH 18-19)
9: Dinosaur Hunter (B&B 27)
10: EOD Specialist (EoH 20)
11: Headhunter/Techno-Warrior
12: High Magus (A&M 21)
13: Intel Operative (EoH 20)
14: Lord Magus (A&M 21)
15: Merc Soldier
16: Operator
17: Personal Concept Option
18: Power Armor Ace
19: Psi-Druid (A&M 22)
20: Psi-Operator
21: Psi-Slinger (A&M 22-23)
22: Psi-Warrior (A&M 23)
23: RCSG Scientist (EoH 18)
24: Robot Vehicle Ace
25: Rogue Scholar
26: Shaman (A&M 23-24)
27: Spirit Warrior (A&M 24)
28: Vagabond
29: Vampire Hunter (B&B 27)
30: Wilderness Scout
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Badass Billy Batrock

Post by High Command »

Random Rolls
Hero's Journey: [dice:2d414is0]61575:0[/dice:2d414is0]
  • [dice:2d414is0]61575:5[/dice:2d414is0]
    1: Ranged Weapons
    2: Training
    3: Black Ops
    4: Experience and Wisdom
    5: Psionics
    6: Education
Hero's Journey: [dice:2d414is0]61575:1[/dice:2d414is0]
  • [dice:2d414is0]61575:6[/dice:2d414is0]
    1: Ranged Weapons
    2: Training
    3: Black Ops
    4: Experience and Wisdom
    5: Psionics
    6: Education
Hero's Journey: [dice:2d414is0]61575:2[/dice:2d414is0]
  • [dice:2d414is0]61575:7[/dice:2d414is0]
    1: Ranged Weapons
    2: Training
    3: Black Ops
    4: Experience and Wisdom
    5: Psionics
    6: Education
Fortune and Glory: [dice:2d414is0]61575:3[/dice:2d414is0]
Fortune and Glory: [dice:2d414is0]61575:4[/dice:2d414is0]
Rich (Body Armor) [dice:2d414is0]61575:8[/dice:2d414is0]
Rich (Ranged Weapon) [dice:2d414is0]61575:9[/dice:2d414is0]
Money and Common Goods: [dice:2d414is0]61575:10[/dice:2d414is0] Universal Credits, and [dice:2d414is0]61575:11[/dice:2d414is0] credits worth of gear or valuables
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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