Axel Krowe, Juicer

GM: MJH
105 P.A. Before the Tolkeen War & before the Tomorrow Legion! Live Fast! Die Young!
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Axel Krowe
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Re: Axel Krowe, Juicer

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Axel Krowe

Novice Male Human, Juicer, and BAMF

Iconic Framework: Juicer

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d12
Skills: Athletics d10, Common Knowledge d4, Driving d4, Electronics d4, Fighting d8, Intimidation d6, Language (American) d8, Notice d6, Persuasion d4, Shooting d8, Stealth d6, Survival d4
Pace: 14; Running Die: d8; Parry: 6; Toughness: 17 (5)
Strain: 6/6; Burn: 8
Hindrances: Big Mouth, Death Wish, Impulsive, Wanted (minor, Coalition States)
Edges: Brawny, Burn Brighter, Extraction, Fame, Fleet-Footed, Gladiator, I Know a Guy, Quick, Tricky Fighter

Special Abilities
  • Languages Known: American (native, d8)
  • 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.
  • 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.
  • Climber (Hero's Journey): +2 to all Athletics rolls involving climbing
  • Well Travelled (Hero's Journey): +2 on all Networking rolls to contact and gain assistance
Axel Krowe, BAMF
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Axel Krowe
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Re: Axel Krowe, Juicer

Post by Axel Krowe »

Background

"What do you mean you never heard of me? I'm Axel Freaking Krowe!"

Axle got juiced to play running back for the Stuart Rhinos in the Juicer Football League (JFL). He lived the high life, travelled the JFL circuit from El Dorado, to Kingsdale, to Los Alamo and back again. He made more than a few top ten plays of the week, earning the nickname "the Axe", and is reasonably popular in just about any sports bar in league cities. Yet, what's the good of fame if you ain't got time to enjoy it. After a year of playing pro, Axel heard about the Prometheus Treatment and set out to find it instead of re-upping for another season. Didn't take him long to hook up with the Juicer Liberation Army (JLA) and take out some Dead Boys. Unfortunately, he was easily identified in the survivor's footage. Now, with the clock ticking and the CS on his back the young juicer is looking to make take home the biggest prize of them all - the Prometheus Treatment!
Axel Krowe, BAMF
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Axel Krowe
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Re: Axel Krowe, Juicer

Post by Axel Krowe »

Gear

Armor
  • Juicer Assassin Plate Medium Armor (Armor 5)
  • Notes: EBA, advanced communications system, with a 20-mile range. Add
    +2 to Survival rolls to navigate by pinpointing location, Electronics rolls to jam
    transmissions, radio direction find, intercept comms, etc.
Weapons:
  • JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.). The superior balance of this weapon allows you to ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range, and Relative Speed.
  • NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4)
  • Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4). When using this weapon, ignore the penalty to Fighting checks for making Non-Lethal attacks, and add +4 to Non-Lethal Damage rolls.
Gear
  • NG-S2 Survival Pack
  • Wooden Cross
  • Credits: 26,400
  • Current Load: 44.25 (101)
Axel Krowe, BAMF
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Axel Krowe
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Re: Axel Krowe, Juicer

Post by Axel Krowe »

Advances

Hero’s Journey
  • Training 13 - Climber: +2 to all Athletics rolls involving climbing
  • Underworld & Black Ops 6 - I Know a Guy Edge, +2 on all Networking rolls to contact and gain assistance
Advances
  • Setting Rules: Burn Brighter, Gladiator
  • Initial Advances: (Bonus from Hindrances): Tricky Fighter, +1 Agility
  • Human (Adaptable): Fame
  • Edges(s) from Hero’s Journey Rolls: I Know a Guy
  • Novice 1 Advance (PbP): Extraction
  • 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:
Axel Krowe, BAMF
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MJH
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Re: Axel Krowe, Juicer

Post by MJH »

You have some money to spend and Rich/Filthy Rich rolls if you want. Otherwise looks good.
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Venatus Vinco
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Re: Axel Krowe, Juicer

Post by Venatus Vinco »

MJH wrote: Tue Sep 13, 2022 5:33 pm You have some money to spend and Rich/Filthy Rich rolls if you want. Otherwise looks good.
Cool, I read that as replacing patron items (which I almost never use) but now I see *everyone* and am rolling them bones in the OP.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Axel Krowe
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Axel Krowe, Juicer

Post by Axel Krowe »

HJ
Training 1d20: [13] = 13
Underworld 1d20: [6] = 6

Credits 4d6*100: [6, 1, 4, 3]*10 = 140

Filthy Rich
Body Armor 2d20: [12, 11] = 23
Ranged Weapon 1d20: [7] = 7
Close Combat Weapon 1d20: [14] = 14
Axel Krowe, BAMF
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MJH
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Re: Axel Krowe, Juicer

Post by MJH »

I imagine they play Welcome to the Jungle when he goes out on the field? Good stuff!
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