3PS - The Furies

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Icosa
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3PS - The Furies

Post by Icosa »

The success of the Shemarrian robot line convinced ARCHIE 3 that using lifelike robots to imitate living things over a long timeframe could have an outsized influence on the behavior of other people and civilizations. Through his various spies and intelligence sources, he saw how other towns and cities adjusted to the new politics of the 'Shemarrian aliens,' and that those politics were often not antagonistic, given how the Shemarrians opposed the universally-hated Splugorth. This inspired the AI to attempt something similar on a smaller, but more intense scale.

Three robots were designed, using refined bio-mimetic technology that the Shemarrians had only prototyped. Using these robots ARCHIE hoped to exert incremental pressure on towns and cities and cultures, using any and all means necessary. The three would be capable of independent thought and action; accepting orders to accomplish a task, but using their own intelligence to decide how best to do it. Through sabotage, diplomacy, assassination, theft, trade and other tactics, they would enact ARCHIE's will in foreign cultures, allowing him to shape them subtly over time to his liking.

He named these robots, collectively, The Furies.
Last edited by Icosa on Fri Apr 01, 2022 7:46 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Icosa
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Re: 3PS - The Furies

Post by Icosa »

Character Name: Alecto
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+4, Vigor d12
Pace: 8 (Running 1d8); Parry: 13; Toughness: 22 (12) MDC

Alecto is the blunt instrument of the team. Durable and capable of incredible devastation, Alecto is designed for shows of force above all, though she has other skills allowing her to keep a low profile or seek intelligence while laying low. She is intensely loyal to the Furies, and especially to ARCHIE himself; fighting with the fanatic devotion of a valkyrie. Combat is a thrill for Alecto, taking pride in the perfection of form and function, and pleasure in the aesthetics in the dance of battle. Despite this she is not particularly enamored of killing as an end...though certainly has no qualms about it. She enjoys sparring nearly as much as a real fight.

Framework: Intelligent Construct
- Construct trait: +2 to recover from Shaken, ignore 1 Wound Penalty, doesn't breathe, immune to disease/poison, wounds healed via Repair, no GH
- Inorganic: Cannot use cyberware
- Outsider (Major): A construct that is recognized as such is generally viewed as property, with no legal protections or rights in most communities. -2 Persuasion
- Core Directive: A Major psychological hindrance that reflects the intended purpose of the machine.
- Wanted: Many powerful factions will hunt for a known intelligent construct in their territory, either to eliminate or to capture and reverse-engineer
- Malfunctions: Constructs are subject to Technical Difficulties
Construct Package (24/24 pts)
- Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
- Tech Base: Technological System (-2): Uses electricity to operate, can plug into any power source and recharge for 1 hour each day.
- Medium frame: Human size and bulk; able to use any equipment and gear humans can.
- Locomotion: Legs; Pace 6, Running d6
- Advanced Senses (2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
- Lifelike Android, Realistic Appearance (1): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being
- Realistic vocal unit (0): The construct can communicate via normal vocalizations
- Obscure Construction (-3): Design and construction is especially advanced or alien, and imposes -4 on skill checks relating to their construction
- Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
- Attribute Boosts: +7 Str, +3 Agi, +3 Vig (13)
- Automated Repair (2): Vigor roll 1/day to heal a Wound, +4 on 'bleeding out' rolls
- Edge: Frenzy, Brave, Synthetic Immortality (3)
- Pace +2/Run +1d (1)
- Leaper (1)
- Armor +12 (4)
- Bioreactor (1): Can extract energy from food and water if needed
- Electronics Package (2): 20 mile radio system, data storage, interface jack that gives +2 Common Knowledge, Repair and Research, +4 Hacking
- Skill Bonus: Shooting, Thievery, Fighting (3)
- Integral Weaponry (1) Vibro Vambraces
- Drug Dispenser (1)
Skills: 15
Athletics 1d8 (1)
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d6 (1)
Notice 1d6+4 (1)
Stealth 1d8 (1)
Pilot 1d6 (2)
Fighting 1d12+2 (3) (1d8 wild die)
Shooting 1d8+2 (3)
Hacking 1d8 (3) (+4 if interfacing)

Languages
American

Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Vow - Obey ARCHIE's orders
Major: Overconfident
Minor: Loyal
Minor: Can't Swim

Advances
IF: Frenzy
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Attractive
Novice 1: Rich
Novice 2: Martial Artist
Novice 3: +1d Fighting, +1d Athletics
Season 1: +1d Spirit
Season 2: Dodge
Season 3: Block
Season 4: +1d Fighting, +1d Stealth
Veteran 1: Ambidextrous
Veteran 2: Arcane Resistance
Veteran 3: Improved Block
Veteran 4: Martial Warrior
Heroic 1: Brawler
Heroic 2: Bruiser
Heroic 3: Sweep
Heroic 4: Iron Jaw
Legend 1: Weapon Master

Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2

Equipment
Credits: 0

Weapons:
Unarmed - 1d12+1d10+4 MD, +2 attack
Vibro Vambraces - 3d12+4 MD, AP 10, +2 attack, +1 Parry; count as Claws, built into body
TX-26 Particle Beam Pistol - 3d8 AP 4, RoF 1, 15 shots, 5lbs, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
WI-GL20 - 24/48/96, grenade dmg, RoF 3, 40 shots, 75lbs, 150000cr
-- 40x HEX grenades, 3d10 AP 4, MBT, 30000cr
-- 40x AP grenades, 3d8 AP 16, SBT, 28000cr

Armor
Plastic Man armor, contributes no defense but can hook to jetpack, 18000cr

Gear:
Falcon 300 Jetpack (120mph, 35lbs, hooks onto armor, handling +0), 400000cr
Holocom, 10000cr
Field Computer; Grade 2, 20000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Last edited by Icosa on Fri Apr 01, 2022 7:51 pm, edited 2 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: 3PS - The Furies

Post by Icosa »

Character Name: Tisiphone
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 6 (Running 1d6); Parry: 7; Toughness: 20 (12) MDC

Tisiphone is the dedicated assassin of the Furies. Incredibly skilled with guns, and toting quite a selection of highly tuned and customized models, her AI was VR trained to enjoy hunting and killing living things; receiving an almost organic enjoyment from the moment she is victorious. Tisi is also highly skilled in stealth and reconnaissance operations, and transports the team to operational zones in her hovercar. Her training resulted in her viewing any conflict as a struggle for superior status between the combatants, and she can get obsessive over killing opponents who prove difficult to best. The more resistance they provide, the more she plans and plots to destroy them, even to the detriment of the mission in extreme cases.

Framework: Intelligent Construct
- Construct trait: +2 to recover from Shaken, ignore 1 Wound Penalty, doesn't breathe, immune to disease/poison, wounds healed via Repair, no GH
- Inorganic: Cannot use cyberware
- Outsider (Major): A construct that is recognized as such is generally viewed as property, with no legal protections or rights in most communities. -2 Persuasion
- Core Directive: A Major psychological hindrance that reflects the intended purpose of the machine.
- Wanted: Many powerful factions will hunt for a known intelligent construct in their territory, either to eliminate or to capture and reverse-engineer
- Malfunctions: Constructs are subject to Technical Difficulties
Construct Package (22/24 pts)
- Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
- Tech Base: Technological System (-2): Uses electricity to operate, can plug into any power source and recharge for 1 hour each day.
- Medium frame: Human size and bulk; able to use any equipment and gear humans can.
- Locomotion: Legs; Pace 6, Running d6
- Advanced Senses (2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
- Sensor Range Upgrade (1): Ignore up to 4 penalty from range
- Lifelike Android (1): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being
- Advanced vocal unit (0): The construct can communicate via normal vocalizations
- Obscure Construction (-3): Design and construction is especially advanced or alien, and imposes -4 on skill checks relating to their construction
- Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
- Attribute Boosts: +7 Str, +3 Agi, +3 Vig (13)
- Automated Repair (2): Vigor roll 1/day to heal a Wound, +4 on 'bleeding out' rolls
- Edge: Marksman, Brave, Synthetic Immortality (3)
- Armor +12 (4)
- Bioreactor (1): Can extract energy from food and water if needed
- Solar Collector (1): 2 hours/day needed to charge system
- Expanded Power Supply (1): Full charge lasts 3 days isntead of 1
- Electronics Package (2): 20 mile radio system, data storage, interface jack that gives +2 Common Knowledge, Repair and Research, +4 Hacking
- Skill Bonus: Shooting, Stealth, Fighting (3)
- Integral Weaponry (1) Vibro Vambraces
Skills: 15
Athletics 1d8 (1)
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d4
Notice 1d10+4 (2)
Stealth 1d8+4 (2)
Electronics 1d8 (2)
Pilot 1d8 (2)
Fighting 1d6+2 (2)
Shooting 1d12+2 (3)
Hacking 1d4 (1) (+4 if interfacing)

Languages
American

Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Bloodthirsty
Major: Arrogant
Minor: Habit - Looks at people through weapon sights
Minor: Can't Swim

Advances
IF: Marksman
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Dodge (-2 to be hit by ranged attacks, unless surprised)
Novice 1: Rich
Novice 2: Martial Artist
Novice 3: +1d Shooting, +1d Athletics
Season 1: +1d Spirit
Season 2: Double Tap
Season 3: Rapid Fire
Season 4: +1d Shooting, +1d Pilot
Veteran 1: +1d Smarts
Veteran 2: Arcane Resistance
Veteran 3: Sharpshooting
Veteran 4: +1d Notice, +1d Electronics
Heroic 1: Extraction
Heroic 2: Acrobat
Heroic 3: Combat Acrobat
Heroic 4: Field Intel
Legend 1: Assassin

Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2

Equipment
Credits: 0

Weapons:
Barret .50 Cal, 2d12 AP 10 MD, 50/100/200, RoF 1, 10 shots, 750cr
- - Purchased HJ result: Spend benny to avoid Technical Difficulties, 750cr
- - Purchased HJ result: +2 AP, 750cr
- 2 clips of Ramjet ammo, 1500cr
Wilk's 447 Laser Pulse Rifle, 4d6+2 AP 3, 24/48/96, RoF 3, 30 shots; Heavy pulse, 40000cr
- - Purchased HJ result: +1 damage, 40000cr
- - Purchased HJ result: +1 damage, 40000cr
TX-26 Particle Beam Pistol, 3d8 AP 6 MD, 12/24/48, RoF 1, 15 shots, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr
Vibro Vambraces - Str+2d4 MD, AP 10, +1 Parry; count as Claws, built into body

Armor
NE-C20 Camouflage EBA, no protection granted, +2 Stealth, 100000cr

Gear:
NG-HC106 Hover Car: Size 4 (Large), 500000cr
- Handling +1, 150 MPH, Toughness 22 (10), Crew 1+4, Remaining Mods 4
- Notes: ECC, MDC Armor, Nuclear Powered, STS, VTOL.
Holocom, 10000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Last edited by Icosa on Fri Apr 01, 2022 7:57 pm, edited 2 times in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: 3PS - The Furies

Post by Icosa »

Character Name: Megaera
Rank: Legendary Advances:16
Race: Android
Iconic Framework: Intelligent Construct
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d12+4, Vigor d12
Pace: 6 (Running 1d6); Parry: 6; Toughness: 20 (12) MDC

Of the three Furies, Megaera is simultaneously the least dangerous to people, and the most dangerous to civilizations. She is not a combat model at all, with only basic self defense skills and equipment. However, she has been designed with an unusual neural net that thinks much more like organic beings than the other two. As such she is far more capable socially, and always serves in deep cover; using her advanced bio-mimicry systems to change her appearance and voice as needed to assume any role that's advantageous, or even imitate specific people. Further skilled in the fine art of information warfare, Meg can penetrate almost any computer's defense to gain access to data, tap into communications, or broadcast propagandic messages to whole communities. Should it become desirable, Megaera is also skilled in the use of placed explosives.

Within the team's dynamic, Meg is a peacekeeper and leader. She knows her 'sisters' very well, and is one of the few that can temper Tisiphone's murderous moods or Alecto's love of showing off and keep them on task. During combat she uses her ability to coordinate the team to devastating effect, while keeping the enemy off balance with words carefully chosen to distract and demoralize. And of course, in the aftermath of a fight, Megaera is the one who has the tools and talent to conduct any repair that is beyond their nano-tech systems ability to fix. She is among the very few who has the know-how to service the Furies; who were designed specifically to be incredibly hard to delve into, to protect their secrets.

Framework: Intelligent Construct
- Construct trait: +2 to recover from Shaken, ignore 1 Wound Penalty, doesn't breathe, immune to disease/poison, wounds healed via Repair, no GH
- Inorganic: Cannot use cyberware
- Outsider (Major): A construct that is recognized as such is generally viewed as property, with no legal protections or rights in most communities. -2 Persuasion
- Core Directive: A Major psychological hindrance that reflects the intended purpose of the machine.
- Wanted: Many powerful factions will hunt for a known intelligent construct in their territory, either to eliminate or to capture and reverse-engineer
- Malfunctions: Constructs are subject to Technical Difficulties
Construct Package (24/24 pts)
- Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
- Tech Base: Technological System (-2): Uses electricity to operate, can plug into any power source and recharge for 1 hour each day.
- Medium frame: Human size and bulk; able to use any equipment and gear humans can.
- Locomotion: Legs; Pace 6, Running d6
- Advanced Senses (2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
- Lifelike Android, Variable Appearance (2): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being; can alter appearance within 1 Size with Smarts or Performance check, +2 to imitate individuals, opponents are at -4 (-6 on raise)
- Advanced vocal unit (1): The construct can communicate via normal vocalizations and hear/use normally inaudible sounds, imitate specific individuals at +2, and opponents at -4 to detect ruse
- Obscure Construction (-3): Design and construction is especially advanced or alien, and imposes -4 on skill checks relating to their construction
- Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
- Attribute Boosts: +7 Str, +3 Agi, +3 Vig (13)
- Automated Repair (2): Vigor roll 1/day to heal a Wound, +4 on 'bleeding out' rolls
- Edge: Scholar (Electronics, Hacking), Brave, Synthetic Immortality (3)
- Armor +12 (4)
- Bioreactor (1): Can extract energy from food and water if needed
- Electronics Package (2): 20 mile radio system, data storage, interface jack that gives +2 Common Knowledge, Repair and Research, +4 Hacking
- Skill Bonus: Repair, Thievery, Persuasion (3)
- Integral Weaponry (1) Vibro Vambraces
- Drug Dispenser (1)
Skills: 15
Athletics 1d4
Battle 1d6
Common Knowledge 1d4 (+2 if interfacing)
Persuasion 1d8+2 (1)
Notice 1d6+4
Stealth 1d4
Repair 1d8+6 (2)
Research 1d8 (3)
Electronics 1d8+2 (2)
Thievery 1d8+2 (2)
Fighting 1d6 (2)
Shooting 1d4 (1)
Hacking 1d8+2 (2) (+4 if interfacing)
Taunt 1d6

Languages
American

Hindrances
IF: Outsider (-2 Persuasion if known as construct)
IF: Wanted (by pretty much everyone, if exposed)
IF: Core Programming: Curious (fact finding expedition to Earth)
Minor: Cautious
Minor: Ruthless
Minor: Loyal
Minor: Can't Swim

Advances
IF: Scholar (Electronics, Hacking)
IF: Brave
IF: Synthetic Immortality
Hind: +1d Smarts
Hind: Attractive
Novice 1: Rich
Novice 2: +1d Spirit
Novice 3: +1d Persuasion, +1d Notice
Season 1: +1d Electronics, +1d Hacking
Season 2: +1d Thievery, +1d Repair
Season 3: +1d Smarts
Season 4: Mr Fixit
Veteran 1: Killer Instinct
Veteran 2: Command
Veteran 3: +1d Battle, +1d Taunt
Veteran 4: +1d Battle, +1d Taunt
Heroic 1: Tactician
Heroic 2: Natural Leader
Heroic 3: Demolitionist
Heroic 4: Rabble Rouser
Legend 1: Master Tactician

Rich
Integral vibro-weapons are silver plated
Integral vibro-weapons AP +2

Equipment
Credits: 0

Weapons:
Vibro Vambraces - Str+2d4 MD, AP 10, +1 Parry; count as Claws, built into body
TX-26 Particle Beam Pistol - 3d8 AP 4, RoF 1, 15 shots, 5lbs, 35000cr
- - Purchased HJ result: Concealable (-2 to Notice), 35000cr
- - Purchased HJ result: +2 AP, 35000cr

Armor
T-13 Field Mechanic Light EBA, no protection, +2 Repair, Hvy improvised weapon, 75000cr

Gear:
Holocom, 10000cr
Field Computer Mk 2, 20000cr
Language Translator (common North American languages, skill 1d12+2), 9600cr
Grapnel and Launcher (uses Shooting, 18" range, Shooting to gain +2 Athletics to climb (+4 on Raise) or Entangle a target (Bound on raise)), 2500cr
Lock Release Gun, 1800cr
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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