Novice Male Human, Juicer
Iconic Framework: Juicer
Attributes: Agility d10-1, Smarts d6, Spirit d6, Strength d10-1, Vigor d10-1
Skills: Athletics d4, Common Knowledge d4, Driving d10, Fighting d6, Intimidation d6, Language (American) d8, Notice d8, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Survival d6
Pace: 13; Running Die: d8; Parry: 5; Toughness: 8; Size: Normal (1)
Strain: 6/6; Burn:8
Hindrances: Death Wish, Driven (minor, ), Elderly, Shamed (minor, )
Edges: Ace, Born to Ride, Brawny, Combat Ace, Fleet-Footed, Level Headed, Phaeton Treatment, Quick
Armor: Juicer Assassin Plate Medium Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), 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 (1-3)d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: American (native, d8)
Current Wealth: 3,200 cr
Special Abilities
- Languages Known: American (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.
Current Load: 44.25 (101)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, 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
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