Vito - SharkMan MARS Entrepreneur

GM: Snake Eyes
When all else fails, they’ll have to fight dirty to get the job done!
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Dr. Asterisk
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Vito - SharkMan MARS Entrepreneur

Post by Dr. Asterisk »

https://savaged.us/s/4tudbg2x


Vito

Veteran Male SharkMan, MARS Personal Concept Option

Iconic Framework: MARS Personal Concept Option
Description
The "Claws" is the Bite retrapped as Claws (because Sharks do everything with their mouths, including give warm hugs).


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1+2, Vigor d8
Skills: Athletics d10+1, Common Knowledge d6+2, Electronics d6+3, Fighting d10+2, Gambling d4, Healing d4, Intimidation d6+2, Language ('Murican) d8, Language (Atlantean) d6, Language (Chinese) d6, Language (Spanish) d6, Notice d8, Persuasion d6, Repair d6+3, Shooting d10, Stealth d8, Survival d4
Pace: 12; Running Die: -; Parry: 9; Toughness: 24 (9); Size: Normal (1)
Strain: 3/14
Hindrances: Ruthless (minor), Suspicious (minor), Thin Skinned (minor), Vengeful (minor)
Edges: Beyond The Limit (Bloodthirsty), Brawler, Brawny, Bruiser, Filthy Rich, Frenzy, Improved Take 'Em Down, Martial Artist, Menacing, Rich, Rock and Roll!, Upgrade
Armor: Branaghan Armored Overcoat (Armor 2), SteelTree Large Shield (+3 Parry), T-11 Enhanced Heavy EBA (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Claws (Range Melee, Damage Str+d12, AP 2, +1 to Hit), CP-30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6, ROF 3, AP 4), Dangerous SharkTooth Mask of Danger (Range Melee, Damage Str+3d6+3, AP 10, +2 to Hit, +1 Parry), GAW Throwback Shotgun (Range 10/20/40, Damage 1-3d8+4, ROF 3, AP 5), Steeltree Crowbar (Range Melee, Damage Str+d8+2, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Spanish (d6), Chinese (d6), Atlantean (d6), 'Murican (native, d8)
Current Wealth: $9,000

Special Abilities
  • Environmental Resistance - Resistance to Cold +4/-4: The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect.
  • Low Light Vision - Only works in dim lighting (not dark) on land, but works in pitch dark underwater: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
  • Aquatic: Moves full Pace while swimming, compatible with Pace upgrades.
  • Strength Bonus 1: Increase an Attribute by one die type.
  • Strength Bonus 1: Increase an Attribute by one die type.
  • Vigor Bonus 1: Increase an Attribute by one die type.
  • Inhuman Physiology - Well really it depends on which half you're asking about: The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 2 points the race has Alien Physiology giving a –2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Restricted Path: Cannot use PPE or any Arcane Background that uses it
  • Mutant - Of course! But you've seen far worse than this guy.: Similar to D-Bee above, mutants are spurned by many humans but the reaction is more often disgust than hostility. Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
  • Pace +2 - Swimming only: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • Pace +2 - Swimming only: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • Restricted Path: Cannot use ISP or any Arcane Background that uses it
  • Big Bitey Mouth - Counts as claws, except uses free bite with grapple mechanic: The race has claws that cause Str+d4 damage (this stacks with Edges like Bruiser or Martial Artist). They never count as an Unarmed Defender (page 108), add +2 to Athletics (climbing) rolls, and may climb at their full Pace.
  • Bad Reputation - SharkMen are predators and many of them are also assholes: The society or species is known for its terrible deeds, brutality, thievery, or other reprehensible behavior. If a nonplayer character knows the reputation or is scared by it, and doesn't know the hero's better nature, his Reaction starts at Unfriendly (see Reactions in Savage Worlds). For –2 points, such Reactions start at Hostile. Concerned locals might alert the authorities, taunt to provoke the hero, or even attack out of fear and ignorance. If the character's initial Reaction is already penalized (as with D-Bees or Mutants, below) it starts one or two steps lower, respectively. If already Hostile, an immediate social skill check is required to avoid violence.
  • Non-Standard Build - Fitting the head into helmets is the challenge: For 2 points, the race is −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Custom armor, clothing, and equipment costs triple the listed price.
  • Size +1 - Burly Shark do do do do do do : The creature is larger than normal. Each point of Size adds directly to Toughness. Large species may have difficulty using equipment designed for more traditional humanoids. See page 105 for more on Size.
  • add_power: Deflection
  • add_power: Warrior's Gift
  • add_edge: Ambidextrous
  • bonus_ppe: 10
  • Languages Known: Spanish (d6), Chinese (d6), Atlantean (d6), 'Murican (native, d8)
  • Skill Points: Begin with +6 skill points.
  • Extra Edges: Begin with three Edges of your choice, ignoring Rank requirements
  • 4 Advances: MARS Packages start with 4 advances at Seasoned

Cyberware
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Nano-Repair System (2 strain, Custom): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Hand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step
  • Secret Compartment (1 strain, Custom): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs.
  • Zissou's Hexa Cyber Tentacles (0 strain, Custom): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (Minor).
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
  • Ultimate Walking Tool Kit Package (1 strain, Custom): The ’Borg is a walking multi- tool—grants +1 to Repair, Electronics, and associated Thievery rolls.

Advances
Novice Advances
  • Edge: Brawler
  • Edge: Martial Artist
  • Edge: Menacing
Seasoned Advances
  • Edge: Bruiser
  • Edge: Upgrade
  • Edge: Frenzy
  • Edge: Rock and Roll!
Veteran Advances
  • Raise Attribute: Spirit
Current Load (normal/combat): 110.25 / 90.25 (251)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, 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, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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Vito
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Re: Vito - SharkMan MARS Entrepreneur

Post by Vito »

https://savaged.us/s/4tudbg2x

UPDATED VERSION FOR PLAY changelog below

Vito

Heroic Male SharkMan, MARS Personal Concept Option

Iconic Framework: MARS Personal Concept Option

Bite is retrapped Claws (because Sharks do everything with their mouths, including give warm hugs).
Integrated weapons to Cyber-Tentacles control module: Sharktooth Mask, GAW Throwback, NG-P7 Particle Rifle, CP-30 Pistol


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1 (+2 armor), Vigor d8
Skills:
Athletics d10 {+2 tentacles, +1 armor, +1 climbing (survival kit)}
Common Knowledge d6 (+2, cyberware)
Electronics d6 (+3, cyberware)
Fighting d10 {+2 MA/MW, +2 cyberware, +1 tentacles (TMW), +2 mask (ITMW), +1 Jaws (TMW)}
  • Add +4 to all MDC AP values (Take em Down)
    Free reroll of MDC weapons damage (ITeD)
    +2 to trait benny rerolls (Elan)
    -2 MAP penalties (tentacles), no offhand penalties (ambidex/2-fist)
Gambling d4
Hacking d4-2 +2 (cyberware)
Healing d4 +1 (trauma kit)
Intimidation d6
Language ('Murican) d8
Notice d8 +2 sight-based (helmet) +2 scent-based (race)
Persuasion d6
Repair d6 +3 (cyberware), +1 (field repair kit)
Research d4-2 +2 (cyberware)
Shooting d10 -2 range penalties (helmet), +1 shooting ("Nuance"), +1 shooting (helmet), +2 trait rolls (targeting eye), +1 shooting (rifle scope, NG-P7), no illumination penalties (helmet and scope), -1 recoil penalties for RoF>1 (GAW Throwback bonus)
Stealth d8
Survival d4 {+1 navigation or gather food (surv. kit), +2 vs. cold/tent also}
Thievery d4-2 (+1 cyberware)

Pace: 6 land /12 water; Running Die: d6 land / d10 water
Parry: base 8 +2 ITMW (+1 net/mask), +1 TMW (tentacles), +1 ("Nuance"), +3 (Shield), +1 (Jaws)
Toughness: 24 (9)
Size: Normal (1)
Strain: 4/14

Hindrances: Ruthless (minor), Suspicious (minor), Quirk (minor - loud breathing, must actively suppress), Vengeful (minor)

Edges: Ambidextrous, Arcane Resistance, Brave, Brawler, Brawny, Bruiser, Chi, Elan, Filthy Rich, Improved Frenzy, Improved Take 'Em Down, Iron Jaw, Martial Artist, Martial Warrior, Rich, Take 'Em Down, Two-Fisted, Upgradeable

Armor: Branaghan Armored Overcoat (Armor 2), Multi-Optics Helmet (), SteelTree Large Shield (+3 Parry), T-11 Enhanced Heavy EBA (Armor 7)

#AT 2 at no penalty
Imp. Frenzy allows 2 bites plus two of any other attacks, or 5 attacks at -2 MAP

Weapons:
Big Bitey Mouth (Range Melee, Damage Str+d12+1, AP4, +1 to hit, +1 Parry)
Dangerous SharkTooth Mask of Danger (Range Melee, Damage Str+3d6+3, AP 10, +2 to Hit, M.D.C., +1 Parry)
"Subtlety" - CP-30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6+1, ROF 3, AP 4, Shots:30)
"Nuance" - GAW Throwback Shotgun (Range 15/30/60, Damage 1-3d8+4, ROF 3, AP 5, Shots: 30+1 to hit TMW)*
{Trademark Weapon & +2 on trait rerolls, 50% range bonus, integrated grenade launcher 18/36/72}

Armor Piercing 3d8 AP16 SBT 700 <-6 of these
Fragmentation 5d6 AP0 LBT 550 <-24 of these
High Explosive 3d10 AP4 MBT 750 <-3 of these
Plasma 3d12 AP0 SBT 1,800 <-3 of these

NG-P7 Particle Beam Rifle, Multi-Optics Scope (Range 18/36/72, Damage 4d8, ROF 1, AP 8, Shots: 8, M.D.C.), Disintegration, Atomic Annihilation, Snapfire, no recoil, p.100 TLPG
"Tenderness" - Steeltree Crowbar (Range Melee, Damage Str+d8+2, M.D.C.)
Survival Knife (Range Melee, Damage Str+d4)
Wooden Stakes (Range Melee, Damage Str+d4)
Zissou's Sharktopus Tentacles (Range Melee, Damage Str+2d12, AP 10, +1 to Hit, M.D.C., Reach 2, +1 Parry)

Gear: 200x Big Bore Shell, Communicator, Lock Pick Release Gun, MDC Handcuffs, Multi-Optics Scope (Particle Rifle), NG-S2 Survival Pack, Pistol E-Clip, Repair Kit, Field, Rifle E-Clip, 15x Shotgun shells, 15x Shotgun slugs, Silencer ("Nuance"), 30x Silver Shells ("Nuance"), Trauma Kit, Wooden Cross, grenades

Language: 'Murican (native, d8)
Current Wealth: see below

Special Abilities
  • Environmental Resistance - Resistance to Cold +4/-4: The species receives a +4 bonus to resist a single negative environmental effect, such as heat, cold, lack of air, radiation, etc. This also counts as Armor against attacks based on that element or effect.
  • Low Light Vision - Only works in dim lighting (not dark) on land, but works in pitch dark underwater: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
  • Aquatic: Moves full Pace while swimming, compatible with Pace upgrades.
  • Strength Bonus 1: Increase an Attribute by one die type.
  • Strength Bonus 1: Increase an Attribute by one die type.
  • Vigor Bonus 1: Increase an Attribute by one die type.
  • Edge - Martial Artist: Gain one Edge, ignoring all Rank requirements.
  • Inhuman Physiology - Well really it depends on which half you're asking about: The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 2 points the race has Alien Physiology giving a –2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price.
  • Mutant - Of course! But you've seen far worse than this guy.: Similar to D-Bee above, mutants are spurned by many humans but the reaction is more often disgust than hostility. Even when accepted as members of human society they are often not welcome in the highest social circles and may have difficulty fully pursuing romantic and professional relationships. Many human communities that accept D-Bees still find human mutants off-putting, in these cases their Reaction starts at Uncooperative.
  • Pace +2 - Swimming only: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • Pace +2 - Swimming only: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • Restricted Path: Cannot use ISP or any Arcane Background that uses it
  • Big Bitey Mouth - Counts as claws, except uses free bite with grapple mechanic: The race has claws that cause Str+d4 damage (this stacks with Edges like Bruiser or Martial Artist). They never count as an Unarmed Defender (page 108), add +2 to Athletics (climbing) rolls, and may climb at their full Pace.
  • Bad Reputation - SharkMen are predators and many of them are also assholes: The society or species is known for its terrible deeds, brutality, thievery, or other reprehensible behavior. If a nonplayer character knows the reputation or is scared by it, and doesn't know the hero's better nature, his Reaction starts at Unfriendly (see Reactions in Savage Worlds). For –2 points, such Reactions start at Hostile. Concerned locals might alert the authorities, taunt to provoke the hero, or even attack out of fear and ignorance. If the character's initial Reaction is already penalized (as with D-Bees or Mutants, below) it starts one or two steps lower, respectively. If already Hostile, an immediate social skill check is required to avoid violence.
  • Non-Standard Build - Fitting the head into helmets is the challenge: For 2 points, the race is −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Custom armor, clothing, and equipment costs triple the listed price.
  • +2 to scent-based notice checks - Notice: For 2 points, the character has a +2 bonus when using a particular skill (this may only be taken once per skill).
  • Size +1 - Burly Shark do do do do do do : The creature is larger than normal. Each point of Size adds directly to Toughness. Large species may have difficulty using equipment designed for more traditional humanoids. See page 105 for more on Size.
  • add_power: Deflection
  • add_power: Warrior's Gift
  • add_edge: Trademark Weapon
  • bonus_ppe: 10
  • skill_bonus: Athletics 2
  • Skill Points: Begin with +6 skill points.
  • Extra Edges: Begin with three Edges of your choice, ignoring Rank requirements
  • 4 Advances: MARS Packages start with 4 advances at Seasoned

Cyberware
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Nano-Repair System (2 strain, Custom): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Targeting Eye (1 strain, Custom): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Hand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step
  • Zissou's Hexa Cyber Tentacles (0 strain, Custom): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (Minor).
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
  • Ultimate Walking Tool Kit Package (1 strain, Custom): The ’Borg is a walking multi- tool—grants +1 to Repair, Electronics, and associated Thievery rolls.

Advances
Novice Advances
  • Edge: Brawler
  • Edge: Brave
  • Edge: Iron Jaw
Seasoned Advances
  • Edge: Bruiser
  • Edge: Arcane Resistance
  • Edge: Frenzy
  • Raise Attribute: Spirit
Veteran Advances
  • Edge: Martial Warrior
  • Edge: Elan
  • Edge: Chi
  • Edge: Two-Fisted
Heroic Advances
  • Edge: Improved Frenzy
  • Edge: Nerves of Steel
Current Load: 0 (126)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, 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, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us

Changelog 2.4.22 - This is the play version but I can't edit the OP. I found several errors in character creation - missing prerequisites and taking edges/prerequisites out of order. Savaged makes it too easy! Then added several advances to make current rank at H1. Also several gear changes and tweaks. Between the number of mistakes/additions I have found and the formatting I'm going for 100 edits.
Last edited by Vito on Sat Apr 02, 2022 4:47 pm, edited 45 times in total.
Current Bennies 4/3

Vito Updated Character Sheet
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Vito
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Re: Vito - SharkMan MARS Entrepreneur

Post by Vito »

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: pistol
• Pocket: pistol clip
• Pocket: rifle clip
• Pocket: big bore shells
• Pocket: frag grenade(s)
• Pocket: sliver shells
• Pocket: regular slugs/shells
• Pocket:





"Nuance" - GAW Throwback (Patron Item)
Image
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
•• Range: 15/30/60, +1 to shooting rolls, +1 parry
• • Damage: 1– 3d8+4, AP: 5
• • Special: When using this round, the Throwback acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 12/24/48
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 3
• Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using a insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
• Features:
• • A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
• Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
• Golden Age Reliability: Functionally the same as Northern Gun Manufacturer Quality for its firearms and body armor only; For vehicles use Black Market knock off quality. (Empires of Humanity, page 38)

Note: Slug and Shot rounds are 15 credits each or a box of 20 for 250 credits; Silver rounds go for ten times as much; BigBore rounds are 100 each or 14,000 credits for 144 shells.

Modifications 2.2.22: HJ equivalent: range increased from 10/20/40 to 15/30/60 (18,000 credits)
HJ equivalent: Trademark Weapon Edge and +2 on rerolls with this weapon (stacks with Elan, 18,000 credits)
Grenade launcher fitted (18/36/72 damage by grenade, 10,000 credits) Equipped with 6 Frag grenades




"Subtlety" - CP-30 Pulse Laser Pistol (Range 10/20/40, Damage 3d6+1, ROF 3, AP 4, 3RB, Shots:30. p.7 SFoNM) These are the upgraded models the officers use. Vito is proud to tell you how he got his.
pulse pistol.png
pulse pistol.png (12.41 KiB) Viewed 1823 times


Dangerous Sharktooth Mask of Danger, Signature Item
My slapdash image editing is a feature, not a bug.
test.png
test.png (108.01 KiB) Viewed 1897 times


You a SharkMan? Well you kin breathe underwater and that's all spiffy and all but whatcha gonna do when you need to bite that tank AND dodge that poison cloud at the same time? Until now you were S.O.L! But with this new beauty, no boat will be big enough and you'll be shredding faces again like nature and your local chop shop intended!

Not a SharkMan? Check out our discount line for the jabberjaw challenged!

Base Item: Set of reciprocating, motorized silver alloy shark teeth (retrapped Juicer Chainsaw), integrated into user's EBA helmet. The weapon is part of the helmet face and is motorized, similar to a Power Jaw Helmet (Atlantis and the Demon Seas sourcebook). While open, it is worn on the back of the head and can snap closed with a free action a-la MCU Iron Man. Requires some form of EBA armor with power or battery for powering the helmet closure and connection. Uses Fighting to attack.

Major – Trademark Weapon 25K/-1/2d6 days

Major – Improved Trademark Weapon 25K/-1/3d6 days

Minor – +2 AP 5K/2d6 hours

Minor – +2 AP 5K/2d6 hours

Cost: Going with 30,000 for the base weapon and 60,000 for the integration/mods so 90,000?

Damage STR+3d6+3, AP10, net +1 Parry, +2 to hit. Raise adds d12 dmg. Critical failure cannot hit wielder (not really possible) but causes Technical Difficulties.




Zissou's Cyber-Sharktopus Tentacles
Again, bow before my image editing, done with a 26" paint roller.
tnarmsdone2.png
tnarmsdone2.png (33.11 KiB) Viewed 1814 times
Base Item: Extra Arms cybermystic enhancement in the form of 2 prehensile tentacles with grasping digits/claws at the terminus (estimate: 250,000 credits, normally 2 strain), gain Nonstandard Build (minor) and x3 cost (non-standard build) = 750,000 credits with a conversion cost of 150,000 credits plus 3d12 hours

The tentacles function as natural weapons similar to vambraces, 2d4 base damage, AP10 MDC. Powers below are activated with Electronics skill.

Cyber-Arms addition allows for -2 MAP each turn and Reach of +0 to +2. The arms are prehensile and can use/manipulate objects of tiny to large sizes (huge depending on weight limit and strength).

The arms are lightweight and fold into a pack worn on/around the user's torso and have been integrated into Vito's armor. Deploying and folding them are free actions (only one fold or deploy can be done in a round) While deployed, the arms cost 1 PPE per hour to operate.


Major upgrades (4):

The arms' special abilities are self-powered (10 PPE) and recharge at a rate of 5 PPE/hour. 30,000 credits

The tentacles can also rotate and stretch around the body, generating heightened defenses in moving the user's body (dodging) or deflecting attacks (Effective Power: Deflection, self only, must be activated) 20,000 credits

The control module for the arms is programmed and constantly updated with the latest tactical techniques of most known and newly encountered races and therefore can adapt the user's abilities to deal with threats. This benefit is not limited to the arms themselves but also any integrated weapon to the control module AND any natural weapons of the wearer, melee or ranged. Integrating a weapon is usually done at time of installation. Replacing or integrating a new weapon after installation requires an additional 2d6 hours of work and costs 25,000 credits. The control module and its effects are mystical in nature and powered by PPE but cannot power other weapons or armor. (Effective Power: Warrior's Gift, self only, always available to be activated, even when arms stowed) 20,000 credits

The arms operate instinctively with very little conscious thought by the wearer (Edge: Trademark Weapon, must be deployed) 25,000 credits

Total Major: 90,000 credits plus 4d6 days plus 9d6 hours


Minor upgrades (4):

Cyber Arms are made of a silver/alien alloy (what's this gantrium stuff?) which is magically linked to the neuromuscular system of the host creature and is incredibly light, so it is only superficially physically intrusive. As the connections are mystical/mental and not neurally invasive, there is no strain for the base item (-1 strain taken twice) 10,000 credits

When deployed, the arms offer considerable balance, versatility and speed, equaling a bonus of +1 to Athletics trait rolls, taken twice for +2 total 10,000 credits

Total Minor: 20,000 credits and 8d6 hours

Restrictions:
Some abilities only work when deployed (Deflection, Athletics bonus, TMW). Free Action to deploy but not always available for passive or surprise situations. Warrior's Gift is a function of the control module and is available even when the arms are stowed.

Total costs:
Base item: 900,000 credits
Major mods: 95,000 credits
Minor mods: 20,000 credits
Integration into existing armor: 30,000 credits
= 1.045 million credits

Total time: 4d6 days +3d12 hours +17d6 hours

Total net strain cost: 0
Last edited by Vito on Sat Feb 05, 2022 11:34 am, edited 15 times in total.
Current Bennies 4/3

Vito Updated Character Sheet
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Posts: 17
Joined: Mon Sep 27, 2021 7:00 pm

Re: Vito - SharkMan MARS Entrepreneur

Post by Vito »

Credit Balance:
579
+100,000 (2.2.22)
-36,000 Shotgun mods
-10,000 grenade launcher
-13,200 frag grenades (24)
-4200 AP grenades (6)
-2250 HE grenades (3)
-5400 plasma grenades (3)
(-78,500 total)
140 Big Bore Shells (200 total carried)=14,000 credits
10 additional silver slugs (200 each, 30 total carried)=2000 credits
15 regular slugs, 15 regular shells (450 credits)
(-16,450 total)
Current balance: 5,629
Current Bennies 4/3

Vito Updated Character Sheet
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