Jame Graeme Mega Juicer

GM: MJH
105 P.A. Before the Tolkeen War & before the Tomorrow Legion! Live Fast! Die Young!
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Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Jame Graeme Mega Juicer

Post by Jame Graeme »

Underworld & Black Ops 1d20: [11] = 11
Experience & Wisdom 1d20: [8] = 8

Wealth Rolls
2d4: [4, 1] = 5 x 500 = 2,500
4d6: [1, 4, 6, 1] = 12 x 100 = 1,200

Rich/Filthy Rich
Trade in HJ Rolls x 3 for WI AHB-2000 Assault Hover Bike
Body Armor d20: [9] = 9
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

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Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Stats

Post by Jame Graeme »

Jame Graeme
Novice Male Human, Juicer, and Demigod

Iconic Framework: Juicer

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility
Athletics d8
Fighting d8
Piloting d8
Shooting d8
Stealth d8+2

Smarts
Common Knowledge d6
Language (American) d8
Notice d6

Spirit
Intimidation d4
Persuasion d4

Hindrances
Death Wish (minor)
Delusional (minor, Against all odds believes himself to be not only indestructible but immortal too. Thinks he's a demigod.)
Impulsive (major)
Overconfident (major)

Edges
Born to Ride - When controlling a Size (Normal) vehicle with Exposed Crew, it gains the Nimble ability - or Uncanny Reflexes if it already has Nimble and may make a free reroll on checks to avoid going Out of Control.
Brawny - Toughness +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
Burn Brighter - Any time a Burn Die rolls a 1 the player still spends their Burn, but adds 6 to the Trait roll.
Danger Sense - Notice roll at +2 to sense ambushes or similar events.
Filthy Rich - +25,000 credits and +4 HJ rolls choice of Body Armor, Close Combat Weapons, Ranged Weapons or Cybernetics.
Fleet-Footed - Pace +2, increase running die one step.
Iron Jaw - +2 to Soak and Vigor rolls to avoid Knockout Blows.
Mega-Juicer Treatment - Gain Unstoppable Ability. -1 Burn. When Last Call is reached whether he goes out in a Blaze of Glory or is Incapacitated by an enemy attack, he combusts—dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template.
Quick - The hero may discard and redraw Action Cards of 5 or lower.
Split the Seconds - Ignore 2 points of Multi Action penalties each turn (they can perform two actions at no penalty or three at −2 each)
Thief - +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.

Current Wealth: 1,850 cr
Last edited by Jame Graeme on Wed Sep 14, 2022 9:15 pm, edited 3 times in total.
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

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Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Background

Post by Jame Graeme »

Since he first learned to ride the only thing that Jame wanted to do was race. As a teenager he rode the local hoverbike circuit with his old beater and he was pretty good. But he wasn't great. After seeing his first Free-For-All race Jame knew what he had to do. The problem was that the Juicer process was expensive and he was broke and that didn't even consider the cost of a decent bike.

Fortunately it didn't take long to come by the information that any number of city-states would gladly front him the cost of Juicer treatment in exchange for a mere two years of service. Jame ended up getting a pretty good deal all things considered. The merc unit he ended up with had a deal going with the local chop shop and he could take any of the treatments available. Jame almost went with the Phaeton Treatment which seemed ideal for his future plans but in the end he wanted the indestructibility of the Mega-Juicer Treatment. He knew his time on this Earth was going to be limited and he sure wasn't going to spend any time laid up with injuries if he could help it.

One thing about those merc units though is that they don't necessarily cross the tees and dot the eyes then it comes to doing a psyche profile on prospective recruits. In his heart of hearts Jame didn't fully comprehend what he was getting into and when he woke to his newfound power and invulnerability he became convinced that he wasn't just a Juicer, he had been given the power of the gods! Jame was perfectly aware that Juicers do not have a long life span but he is absolutely certain that he possesses actual divine power making him not only indestructible but immortal as well.

The next two years flew by and Jame's aggressiveness and disregard for danger served him in good stead. With the bonuses he racked up not only did he buy himself out of his contract early but also managed to score an almost new WI AHB-2000 Assault Hover Bike. He was finally ready to make a name for himself in the racing world! Unfortunately there was this little incident at someplace called Newtown and a couple old mates from his merc unit called in some favors for some help sorting out the fallout. That racing championship will have to wait a little longer but he's immortal, right? He has all the time in the world.
Last edited by Jame Graeme on Wed Sep 14, 2022 9:14 pm, edited 1 time in total.
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

User avatar
Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Gear

Post by Jame Graeme »

ARMOR
Juicer Assassin Plate Medium Armor
Armor: +5 Toughness: +3
Weight: 14 lbs (Min Str: d6)
Notes: +2 Stealth (HJ Roll)
Rarity: -1; Cost: 32,000

WEAPONS
JA-9 Variable Laser Rifle
Range: 30/60/120
Dmg: 4d6, AP: 3
ROF: 1
Shots: 30
Weight: 3 lbs. (Min Str: d4)
Notes: Heavy Beam. Ignores laser resistance. Integrated Multi-Optics Scope.
Spare E-clips: 2
Rarity: -4 Cost: 25,000

NG-56 Light Ion Pistol
Range: 10/20/40
Dmg: 1-3d8, AP: 0
ROF: 1
Shots: 12
Weight: 2 lbs. (Min Str: d4)
Spare E-clips: 2
Rarity: +2 Cost: 5,000

Sawed Off Double-Barrel Shotgun
Range: 5/10/10
Dmg: 1-3d6, AP: 0
ROF: 1
Shots: 2
Weight: 6 lbs. (Min Str: d4)
Notes: Silver Buckshot
Cost: 150

Fragmentation Grenade
Range: 05/10/20
Dmg: 5d6, AP: 0
Template: LBT
ROF: 1
Weight: .25 lbs.
Rarity: +1 Cost: 550
Qty: 8

WI-C6 “Chain Sword” Chain Weapon
Range: Melee
Dmg: Str+3d4+3, AP: 4
Weight: 16 lbs. (Min Str: d12)
Notes: MD while powered
Rarity: -3 Cost: 25,000

Survival Knife
Range: Melee
Dmg: Str+1d4

Wooden Stakes
Range: Melee
Dmg: Str+1d4

Unarmed
Range: Melee
Dmg: Str

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.
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
  • 10x Silver Shotgun Shell (Buckshot)
  • 2 x Rifle E-Clips
  • 2 x Pistol E-Clips
  • 2 x Sword E-Clips
Last edited by Jame Graeme on Wed Sep 28, 2022 3:05 pm, edited 1 time in total.
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

User avatar
Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Vehicles

Post by Jame Graeme »

WI AHB-2000 Assault Hover Bike (Size: 2 (Normal); Handling: +1; Toughness: 21(12); Top Speed: 300mph/483kph, Crew: 1; Mods: 0; 900,000
Notes: Exposed Crew, STS, VTOL, MDC Armor, Nuclear Powered
Weapons
  • Dual-Linked Particle Bean Guns (Front Fixed)
    • Range: 20/40/80; Dmg: 4d8 MD; AP: 16; ROF: 1
  • Dual-Linked Anti-Personnel Laser Pods (Front Fixed)
    • Range: 75/150/300; Dmg: 4d6 MD; AP: 5; ROF: 5; Notes: Heavy Pulse
  • Mini-Missiles (Front Fixed)
    • Range: 100/200/400; ROF: 6; Shots: 6
    • Dmg: 5d6 MD, AP: 8 (HE)
    • Dmg: 4d6 MD, AP: 20 (AP)
    • Dmg: 7d6 MD, AP: 0 (Plasma)
Last edited by Jame Graeme on Wed Sep 14, 2022 9:41 pm, edited 2 times in total.
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

User avatar
Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Special Abilities

Post by Jame Graeme »

  • 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.
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
Last edited by Jame Graeme on Wed Sep 14, 2022 11:44 am, edited 1 time in total.
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

User avatar
Jame Graeme
Posts: 11
Joined: Sat Sep 10, 2022 9:33 pm

Advances

Post by Jame Graeme »

HJ Rolls
  • Edge: Danger Sense
  • Edge: Thief
Setting Rule
  • Edge: Rich
  • Edge: Filthy Rich
  • Edge: Mega-Juicer Treatment
  • Edge: Burn Brightly
Hindrances
  • Attribute: Raise Spirit
  • Edge: Split the Seconds
Human Free Edge
  • Edge: Iron Jaw

Novice Advances
  1. Edge: Born to Ride
Seasoned Advances
Veteran Advances
Heroic Advances
Mega-Juicers are Unstoppable. Permanently. Until they explode.

Jame Graeme
Player: Jim
Active Alts: Jim Cannon, Dorn GiantSlayer, Steele


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5); Strain: 8/8; Burn: 7

Skills
Agility: Athletics d8, Fighting d8, Piloting d8, Shooting d8, Stealth d8+2
Smarts: Common Knowledge d6, Language (American) d8, Notice d6
Spirit: Intimidation d4, Persuasion d4

User avatar
MJH
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Diamond Patron
Posts: 152
Joined: Sun Oct 29, 2017 1:23 pm

Re: Jame Graeme Mega Juicer

Post by MJH »

Awesome. Good to go!
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