Korag the Ferocious (orc juicer)

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Korag
Posts: 5
Joined: Thu Nov 18, 2021 6:03 pm

Korag the Ferocious (orc juicer)

Post by Korag »

Hero journey rolls
Close combat weapon 1d20: [18] = 18
Korag
Posts: 5
Joined: Thu Nov 18, 2021 6:03 pm

Re: Korag the Ferocious (orc juicer)

Post by Korag »

Close combat weapon 1d20: [13] = 13
Korag
Posts: 5
Joined: Thu Nov 18, 2021 6:03 pm

Re: Korag the Ferocious (orc juicer)

Post by Korag »

Korag the Ferocious
Novice Male Orc, Juicer

Iconic Framework: Juicer

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+4, Vigor d12
Skills: Athletics d8, Common Knowledge d4, Fighting d10, Intimidation d6, Language (Native) d8, Notice d6, Persuasion d4-1, Shooting d8, Stealth d4, Survival d4

Pace: 8; Running Die: d8; Parry: 7; Toughness: 20 (5); Size: Normal (3)
Strain: 6/6; Burn: 7

Hindrances: Death Wish, Overconfident, Ruthless (minor), Suspicious (minor)

Edges: Brawny, Brute, Fleet-Footed, Quick, Sidekick, Titan Treatment

Armor: Juicer Assassin Plate Medium Armor (Armor 5)

Weapons: Unarmed (Range Melee, Damage Str), Embedded Laser (Range 2d6+2, Damage 15/30/60, AP 4), Bite (Range Melee, Damage Str+d4), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), 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)

Gear: NG-S2 Survival Pack, Wooden Cross

Language: Native (native, d8)

Current Wealth: 0 cr

Special Abilities
Bad Reputation (Minor): Initial Reactions with Strangers are two levels worse than usual.

Bite: Orcs can bite grappled foes for Str+d4 damage.

Big Brutes and Physical Strength: Begin with the Brute Edge and Size +1, gaining +1 Toughness and increasing maximum Strength one step.

Disagreeable D-Bee: Orcs suffer a −1 Persuasion penalty; initial Reactions are typically Hostile at best. Human supremacists are immediately violent unless a social skill check is successful. Merchants will refuse to sell wares or provide services such as healing, repairs, etc.
Instinct Over Intellect: Suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.

Low Light Vision: Orcs ignore Illumination penalties for Dim and Dark lighting.

Near-Human Physiology: Those unfamiliar with orcish physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.

Languages Known: Native (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.

Silvered Weapon (Hero's Journey): The crafter of this weapon knows something about vampires and other monsters in the world—she incorporated silver into its making.


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Current Load: 44.25 (2501)
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 StrengthValidity: Character appears valid and optimal
Korag
Posts: 5
Joined: Thu Nov 18, 2021 6:03 pm

Re: Korag the Ferocious (orc juicer)

Post by Korag »

Korag's sidekick (not pet)

Skitter the Merciless
Novice Mutant Rat


Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d10, Common Knowledge d4, Fighting d8, Language (Native) d8, Notice d6, Persuasion d4, Repair d6, Stealth d10, Taunt d6, Thievery d6+1

Pace: 6; Parry: 6; Toughness: 5 (1)
Strain: 6/6; Wounds: 4

Hindrances: Curious, Jealous (minor, ), Loyal, Quirk (Chews on everything), Wanted (major, Exterminated by Coalition and non-Coalition alike)

Edges: Acrobat, Thief, Tough as Nails

Armor: Thick coat, Leather Jacket (Armor 1)

Weapons: Unarmed (Range Melee, Damage Str), Bite/Claws (Range Melee, Damage Str+d4), Dagger/Knife (Range Melee, Damage Str+d4), Dagger/Knife (Range Melee, Damage Str+d4)
Language: Native (native, d8)
Current Wealth: 350 cr

Special Abilities
Acrobats: They begin with the Acrobat Edge.

Agile: Mutant rats start with Agility d8, adjust Trait maximum to d12+2.

Bite/Claws: Mutant rats have claws and teeth dealing Str+d4 damage.

Jealous (Minor): Inherently jealous opportunists even when getting the largest share.

Keen Sense of Smell: +2 bonus to Notice checks based on smell, and +2 on Survival (tracking) rolls.

Mutant Vermin: Initial Reactions typically start at Hostile, or possibly Unfriendly with other GED mutants or repulsive D-Bees and monsters. 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.

Natural Athletes: Begin with d6 Athletics.

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.

Restricted Path: Cannot take any Arcane Background using PPE or Iconic Framework including it.

Small: Reduce Size and Toughness by 1.

Wanted (Major): Even CS and non-CS factions have taken to exterminating them.

Languages Known: Native (native, d8)


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Current Load: 7 (41)
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 StrengthValidity: Character appears valid and optimal
Korag
Posts: 5
Joined: Thu Nov 18, 2021 6:03 pm

Re: Korag the Ferocious (orc juicer)

Post by Korag »

Korag was a gladiator in a small backwater fighting ring. Wanting to move onto bigger things he signed a contract to receive to juicer treatments. Unfortunately korag was tricked into a life indentured servitude to repay his treatments. He fought and killed for his captors.
One day his group attacked a CS genetics lab. A massive explosion was triggered blowing up the lab and killing everyone but Korag a small mutant rat child. Korag took the child and the the two have been wandering mercenaries every since
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