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
- Edge: Bruiser
- Edge: Upgrade
- Edge: Frenzy
- Edge: Rock and Roll!
- Raise Attribute: Spirit
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
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