Mr. Figgy (Side Kick for Alex in the 12th)

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Pender Lumkiss
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Mr. Figgy (Side Kick for Alex in the 12th)

Post by Pender Lumkiss »

Race Dwarven:
OOC Comments
D-Bee (Minor): Dwarves tend to most freely associate with their own kind. Their human-like appearance mitigates the most xenophobic initial Reactions, which typically start at Uncooperative, or Unfriendly for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Low Light Vision: Ignore penalties for Dim and Dark Illumination.
  • Near-Human Physiology: Those unfamiliar with dwarven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical Strength and Endurance: Dwarves start with a d6 Strength and d6 Vigor, increase Trait maximums accordingly.
  • Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Dwarves suffer −2 on Persuasion checks when dealing with elves.
  • Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die by one die type.
  • Squat: Dwarven proportions make most Rifts Earth armor and clothing problematic—these items must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and most human power armor is not an option.
  • Technically Inclined: Dwarves have an innate knack for intuiting engineering, science, and technical concepts and are often attracted to related pursuits and occupations. Begin with d4 Repair and d4 Science.
IF Juicer (Mega Treatment)
OOC Comments
  • Internal Repair System: The bio-comp 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: 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: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
  • Super Speed: 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: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
HJ Rolls: Pick e’m
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first). Frenzy
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first). Improved Frenzy
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Re: Mr. Figgy (Side Kick for Alex in the 12th)

Post by Pender Lumkiss »

Player Name: jon
Google Handle: Jonneeper@gmail.com
Mr. Figgy
Rank: Novice Experience: Novice 1Advances Left:
Race: Dwarve
Iconic Framework: Juicer
Attributes: Agility d10(1), Smarts d8(2), Spirit d6(1), Strength d10, Vigor d12(1)
Pace: 12 d6 run; Parry: 7 ; Toughness: 17(5) Oh yeah he is unstoppable, lol.
Skills: 15
  • Athletics d8(2)
  • Stealth d4
  • Persuasion d4
  • Notice d6(1)
  • Common kn d4
  • Fighting d10(4)
  • Shooting d8(3)
  • Survival d6(2)
  • Taunt d8(3)
  • Repair d4
  • Science d4


Hindrances
  • Hindrance (Major):Code of Honor, Like a Knight, he upholds a code as old as time itself: The code of the future brigade!
  • Hindrance (Minor): Mild Mannered ( bit like a fig shape in the middle)
  • Hindrance (Minor): Secret. Sent from an alternate universe (By commander Maverick) to protect the kid from what is coming. If it was known he came from such a universe agents that appose the organization he belongs too would seek and find him, leading them to the kid.
  • Cybernetics: 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: 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: 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: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.


Edges
  • Split the seconds
  • Tough As Nails
  • Frenzy
  • Improved Frenzy
  • Quick
  • Brawny
  • Mega Juicer Treatment
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Re: Mr. Figgy (Side Kick for Alex in the 12th)

Post by Pender Lumkiss »

Gear



Armor
Juicer Assassin Plate Medium Armor: 5 armor, +3 toughness, d6 str min, 14lbs

Weapons
NG-56 Light Ion Pistol
JA-9 Variable Laser Rifle
Vibro-Shortsword
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Re: Mr. Figgy (Side Kick for Alex in the 12th)

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances): Split the seconds, Tough as Nails
  • Novice 1 Advance: Mega Juicer Treatment
  • 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:
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Re: Mr. Figgy (Side Kick for Alex in the 12th)

Post by Pender Lumkiss »

Ready for review.
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Re: Mr. Figgy (Side Kick for Alex in the 12th)

Post by Pender Lumkiss »

Ready for review.
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