Novice Male Kill Cat, Juicer
Iconic Framework: Juicer
Attributes
- Agility d12
- Smarts d4
- Spirit d6
- Strength d12+5
- Vigor d12
Jumping: 2” Horizontal, 1” Vertical
Running Die: d8
Parry: 8 (9 when Wearing Vibroblade Vambraces)
Toughness: 24 (7 M.D.C.)
Size: Large (4, Size mod +2) 13’6”, 1900lbs
Strain: 8/8
Burn: 3
Wounds: 4
Skills
- Athletics d8
- Common Knowledge d4
- Pilot d6
- Fighting d12
- Intimidation d4
- Language (Native) d8
- Notice d4
- Persuasion d4
- Repair d4+2
- Shooting d12
- Stealth d4
- BloodthirstyBloodthirsty
- Curious
- Death Wish
- Impulsive
- Vengeful (major)
- Wanted (major, Coalition)
- Brawny (Juicer) | +1 Toughness, +1 Strength
- Breed Advantage -Strong (Racial) | +1 die Strength
- Brute (Racial) | Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
- Burn Brighter (Free for Game) | Every drop of life is precious to a Juicer. She never wants to see it wasted. With this Edge, any time a Burn Die rolls a 1 the player still spends her Burn, but adds 6 to the Trait roll!
- Filthy Rich (Free for Game) | +10,000 Credits and 2 rolls on the HJ Tables
- Fleet-Footed (Juicer) | Pace +2
- Mr. Fix It (H&J) | The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one- quarter the time with a raise.
- Nerves of Steel (H&J) | Ignore 1 point of Wound Penalties
- Quick (Juicer) | Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
- Rich (Free for Game) | +15,000 Credits and 2 rolls on HJ Tables.
- Split the Seconds (Perk Points) | Ignore 2 points of Multi-Action Penalties
- Supernaturally Strong (Advance) | Increase Strength one die type. No Strength maximums.
- Titan Treatment (Free for Game) | +2 Size, +2 Strength, +1 Vigor, (+3 Toughness from Size and Vigor Bonus) Lose Double Pace, Gain Big Racial Disadvantage
- Two-Fisted | May make an additional attack at no Multi-Action penalty when equipped with a weapon in each hand.
- Bite/Claws: Kill Cats have claws and teeth dealing Str+d6 damage.
- Breed Advantage: Various species of cats provide distinct genetic advantages that can express over time.
- Bloodthirsty: Potential enemies are much less likely to negotiate or give quarter, and allies are consistently shocked by the violent measures that come naturally to the mutant predators.
- Curious: Has the Curious Hindrance.
- Hyperactive: Suffer a −1 to all Smarts rolls (but not linked skills) as their minds wander, fighting their instinctive need to hunt.
- Keen Sense of Hearing: They gain a +2 bonus on hearing-based Notice checks.
- Leaper: Mutant felines can jump twice as far as normal and add +4 to damage when making a Wild Attack when coupled with a leap.
- Low Light Vision: Mutant cats ignore Dim or Dark Illumination penalties.
- Mutant: Initial Reactions typically start at uncooperative, except possibly other GED mutants and physically similar D-Bees.
- Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
- Oddly Built: 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.
- Powerfully Built: Begin with Agility d6 and Strength d6, Agility Trait maximums is d12+1, while Strength is d12+3.
- Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
- Size +2: Kill Cats are Size +2, giving them +2 Toughness and increasing their maximum Strength two steps.
- Wanted (Major): CS forces will put them down when encountered.
- Big: The race is particularly large in a world where most others aren’t. He subtracts 2 from Trait rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
- 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.
Advances
Novice Advances
- Edge: Supernaturally Strong
- Edge: Two Fisted
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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthExtra Perk Points: 8, Burn Brighter, Titan Treatment, Rich, Filthy Rich
Validity: Character appears valid and optimal
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