Buc Nasty

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Dr. Asterisk
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Joined: Sat Dec 14, 2019 11:20 pm
Location: Iowa, USA

Buc Nasty

Post by Dr. Asterisk »

Buc Nasty, or The Insultron 5000

Novice Male Intelligent Construct (Intelligent Construct), Intelligent Construct

Iconic Framework: Intelligent Construct

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d4+2, Electronics d4, Fighting d8, Hacking d4+4, Intimidation d8+2, Language ('Murican) d8, Language (Demongogian) d6, Language (Dragonese/Elven) d6, Language (Euro) d6, Language (Japanese) d6, Language (Spanish) d6, Notice d6+2, Persuasion d4-1, Repair d6+2, Shooting d6, Spellcasting d8, Stealth d4, Survival d4, Taunt d8+2
Pace: 6; Parry: 6; Toughness: 37 (20); Size: Normal (3)
Strain: 8/8
Hindrances: Big Mouth, Coalition Exile, Death Wish, Mean, Outsider, Vow (major, no self-destruct), Wanted (major, people who want to sell a robot)
Edges: Arcane Background (Magic), Arcane Resistance, Bolster, Humiliate, Killer Instinct, New Powers (Arcane Protection, Deflection), New Powers (Protection, Speak Language), Provoke, Rabble-Rouser, Retort, Strong Willed
Armor: SteelTree Large Shield (+3 Parry), SteelTree Plate Corselet ()
Weapons: Unarmed (Range Melee, Damage Str), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), Wilk’s 227 Pulse Pistol (Range 15/30/60, Damage 3d6, ROF 3, AP 2)
Languages: Spanish (d6), Japanese (d6), Euro (d6), Dragonese/Elven (d6), Demongogian (d6), 'Murican (native, d8)
Current Wealth: $4,400
Arcane Background: Magic (Rifts® TLPG)
  • PPE: 10
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited)), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Sloth/Speed (Savage Worlds: Adventure Edition p167), Speak Language (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +2)
Special Abilities
  • Superheavy Frame (Racial): About 10-12' in height or length, custom armor is quadruple cost, vehicles are -2 on all Trait checks.
  • Legs (Racial): Construct has Pace 6 and d6 running die
  • Obvious Construct (Racial): The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
  • Advanced Vocal Unit (Racial): The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations).
  • Obscure Construction (Racial): Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
  • Feature Locked Physiology (Racial): Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).
  • Specialized Construction (Racial): Moral/Social Support and Maintenance Bot
  • Weakness to Comedy Killers/Cringe (Racial):
  • Weakness to Puns (Racial): The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
  • Armor (Racial): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • Armor (Racial): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • Armor (Racial): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • Armor (Racial): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • Armor (Racial): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
  • Automated Repair Unit (Racial): Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Edge (Racial) - Rabble-Rouser: Gain one Edge, ignoring all Rank requirements.
  • Edge (Racial) - Provoke: Gain one Edge, ignoring all Rank requirements.
  • Edge (Racial) - Humiliate: Gain one Edge, ignoring all Rank requirements.
  • Electronics Package (Racial): Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems.
  • Expanded Power Storage (Racial): Only needs to recharge once every three days. Compatible with any technology base.
  • No Vital Systems (Racial): The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them.
  • Reinforced Chasses (Racial): Gain +2 Toughness with each upgrade.
  • Reinforced Chasses (Racial): Gain +2 Toughness with each upgrade.
  • Reinforced Chasses (Racial): Gain +2 Toughness with each upgrade.
  • Skill Bonus (Racial) - Intimidation: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Skill Bonus (Racial) - Taunt: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Solar Collector (Racial): Compatible with the standard tech base only, an embedded nanoscale solar collection lattice powers the Construct by converting sunlight into energy. Instead of drawing on another source of power, the Construct may passively recharge while exposed to sunlight for two hours to meet its regular power needs.
  • Attribute (Racial): Increase an Attribute by one die type.
  • Skill (d6) (Racial) - Taunt: The character starts with a d6 in a skill inherent to her race and the skill’s maximum increases to d12+1.
  • Skill (d6) (Racial) - Intimidation: The character starts with a d6 in a skill inherent to her race and the skill’s maximum increases to d12+1.
  • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
  • Edge (Racial) - Killer Instinct: Gain one Edge, ignoring all Rank requirements.
  • Edge (Racial) - Bolster: Gain one Edge, ignoring all Rank requirements.
  • Edge (Racial) - Arcane Background: Gain one Edge, ignoring all Rank requirements.
  • Skill Bonus (Racial) - Spellcasting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Transferred Intelligence (Racial): Is alive, can take Arcane Backgrounds
  • Improved Senses (Racial): The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.).
  • Magic: Power Points: 10; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited)), Protection (Savage Worlds: Adventure Edition p165-166; Limitations: Self (limited); Skill Bonus: +2), Sloth/Speed (Savage Worlds: Adventure Edition p167), Speak Language (Savage Worlds: Adventure Edition p168; Limitations: Self (limited); Skill Bonus: +2)
  • Power Activators: Magic users must be able to gesture and speak to cast spells.
  • Languages Known: Spanish (d6), Japanese (d6), Euro (d6), Dragonese/Elven (d6), Demongogian (d6), 'Murican (native, d8)
  • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
  • Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted: Once its true natureis discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).

Advances
Novice Advances
  • Edge: New Powers (Arcane Protection, Deflection)
  • Edge: Arcane Resistance
  • Edge: New Powers (Protection, Speak Language)
Current Load: 48 (101)
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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