Jane Doe - Altara "Juicer" - Pre-SWADE

All new character submissions are to be posted here.
Recruitment threads for the various groups.
Post Reply
User avatar
Sgt 86Delta
Game Master
Posts: 620
Joined: Sun Oct 15, 2017 4:47 pm

Jane Doe - Altara "Juicer" - Pre-SWADE

Post by Sgt 86Delta » Sun May 12, 2019 10:26 am

Dice and Stuff

Hero's Journey Rolls
  • 3 ROLLS _
    Body Armor, Close Combat Weapons, Ranged Weapons, Training, and Underworld & Black Ops
  • Roll 1: 1d20 = 5: 5: Training Table [5]
  • Roll 2: 1d20 = 20: 20: Training Table [20/14]
  • Roll 3: 1d20 = 18: 18: Underworld & Black Ops Table [18]
  • 2 ROLLS _
    No Magic or Psionics
  • Roll 1: 1d20 = 20: 20: Underworld & Black Ops Table [20/14]
  • Roll 2: 1d20 = 13: 13: Underworld & Black Ops Table [13]
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

User avatar
Sgt 86Delta
Game Master
Posts: 620
Joined: Sun Oct 15, 2017 4:47 pm

Re: Jane Doe - Altara "Juicer" - Pre-SWADE

Post by Sgt 86Delta » Mon May 20, 2019 9:55 pm

Altara "Juicer" - Pre-SWADE
Iconic Framework
ATTRIBUTES
  • Agility: +2 Agility die types, with no Trait maximum
    Strength: +2 Strength die types, with no Trait maximum.
    Vigor: +2 Vigor die types, with no Trait maximum.
EDGES AND ABILITIES
  • Internal Repair System: The biocomp system managing the drugs and chemical processes of 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). As well, 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 have no Trait maximum for Vigor. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
  • Super Reflexes: Juicers have no Trait maximum for Agility. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge.
  • Super Speed: Juicers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16" with a d10 running die).
  • Super Strength: Juicers have no Trait maximum for Strength. They also begin with the Brawny Edge.
DRAWBACKS
  • 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 Hindrance (Minor).
  • 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 the subject happy and calm. This results in a Juicer living in a constant 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 any combat, he 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.


JUICER STARTING GEAR
Juicer Assassin Plate Armor, Wilk’s 320 Laser Pistol, JA-9 Variable Laser Rifle, Vibro-Sword, NG-S2 Survival Pack, 4d6 × 100 credits.
Racial Package: ALTARA

The Blind Warrior Women of Altara (more commonly called the Warrior Women) are all clones. Most are created under labcontrolled conditions by the Splugorth, although it is possible for an Altara to induce herself into asexual reproduction and produce a clone. Such clones rapidly mature to adults with the memories and capabilities of the spawning Altara. Most Warrior Women are brainwashed, abjectly loyal servants of the Splugorth, yet there are those who break their conditioning and rebel, seeking a life outside of service to Atlantis. Altara are spawned blind, though they have extraordinary sensory abilities to overcome this. They are also genetically engineered to
be superior physical specimens.

Genetically and magically engineered for combat, Altara tend to be action oriented. They rarely speak and have a decidedly warrior-first view of everything. Rogues usually wear sunglasses, visors, goggles, or hoods to hide the utter lack of eyes on their face. They do this to avoid the prejudice of those who assume they are still serving the Slavers, as well as to avoid easy detection by those who would hunt them down for Atlantis.

ABILITIES & BONUSES
[*] Attractive: The forced evolution process administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
[*] Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
[*] Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.
[*] Radar Senses: Altara Warrior Women have a natural radar ability extending 1,200 feet (200") which compensates for the penalties to their sight (blindness)

COMPLICATIONS
[*] Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The
average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
[*] Blind: Although created blind, this is only a minor drawback for the Altara. They cannot read, see colors, or otherwise detect purely visual information.
[*] Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
[*] Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
[*] Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.


Edges
Development
  • Very Attractive (Novice, Attractive) (Background Edge)
  • Charismatic (Novice, Spirit d8+) (Social Edge)
  • Linguist (Smarts d6) (Background Edge)
  • Dirty Fighter (Seasoned) (Combat Edge) [HJ Training Table]
  • Tricky Fighter (Seasoned, Agility d8+ or Smarts d8+, Fighting d8+) (Combat Edge)
  • Elan (Novice, Spirit d8+) (Combat Edge)
  • Martial Artist (Novice, Fighting d6+) (Combat Edge) [HJ Training Table]
  • Acrobat (Novice, Agility d8+, Strength d6+) (Combat Edge)
  • Assassin (Novice, Agility d8+, Climbing d6+, Fighting d6+, Stealth d8+) (Combat Edge) [HJ Underworld & Black Ops Table]
  • Thief (Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth d8+) (Combat Edge) [HJ Underworld & Black Ops Table]
  • Uncanny Reflexes [IF]
  • Quick Edge (Novice, Agility d8+) [IF]
  • Fleet-Footed Edge (Novice, Agility d6+) [IF]
  • Brawny Edge (Novice, Strength and Vifgor d6+) [IF]
  • Attractive (Novice, Vigor d6+) [Racial]
  • Alertness Edge (Novice) [Racial]
Future
  • Level Headed (Seasoned, Smarts d8+) (Combat Edge)
  • Danger Sense (Novice) (Weird Edge)
  • Woodsman (Spirit d6, Survival d8, Tracking d8) (Combat Edge)
  • Hard to Kill (Wild Card, Novice, Spirit d8+) (Combat Edge)
  • Mighty Blow (Wild Card, Seasoned, Fighting d10+) (Wild Card Edge)
  • Nerves of Steel (Wild Card, Novice, Vigor d8+) (Combat Edge)
  • Strong Willed (Novice, Intimidation d6+, Taunt d6+) (Social Edge)
Iconic Edges
  • Burn Brighter (Novice, Juicer, Spirit d6+)
  • Burn for Glory (Legendary, Burn Brighter)
  • Burn Past the Pain (Seasoned, Juicer, Vigor d10+)
  • Burn for Tomorrow (Veteran, Burn Past the Pain)
  • Freshly Juiced (Novice, Juicer)
  • Gymnastic Mastery (Veteran, Acrobat, Juicer, Agility d10+, Strength d10+, Climbing d6+)
  • Split the Seconds (Seasoned, Juicer, Agility d10+)
  • Burn Faster (Heroic, Juicer, Split the Seconds)


Skills
  • (15 Standard)
  • Climbing (St)
  • Fighting (Ag)
  • Investigation (Sm)
  • K/Common (Sm)
  • K/Cumputers (Sm)
  • K/History (Sm)
  • K/Electronics (Sm)
  • Lockpicking (Ag)
  • Notice (Sm)
  • Persuassion (Sp)
  • Stealth (Ag)
  • Streetwise (Sm)
  • Survival (Sm)
  • Swimming (Ag)
  • Tracking (Sm)
OOC Comments
Boating (Ag)
Climbing (St)
Empathy (Sp)
Driving (Ag)
Fighting (Ag)
Gambling (Sm)
Healing (Sm)
Intimidation (Sp)
Investigation (Sm)
K/Arcana (Sm)
K/Computers (Sm)
K/Cybernetics (Sm)
K/Demolitions (Sm)
K/Electronics (Sm)
K/Engineering (Sm)
K/History (Sm)
K/Law (Sm)
K/Medicine (Sm)
K/Politics (Sm)
K/Science (Sm)
Lockpicking (Ag)
Mysticism (Sp)
Notice (Sm)
Persuasion (Sp)
Psionics (Sm)
Repair (Sm)
Riding (Ag)
Shooting (Ag)
Spellcasting (Sm)
Stealth (Ag)
Streetwise (Sm)
Survival (Sm)
Swimming (St)
Taunt (Sp)
Throwing (Ag)
Tracking (Sm)


Attributes
  • (5 Standard)
  • Agility d4 --> d6 [Racial] --> d10 [IF]
  • Smarts d4
  • Spirit d4
  • Strength d4 --> d6 [Racial] --> d10 [IF]
  • Vigor d4 --> d6 [Racial] --> d10 [IF]


Hero's Journey Rolls
Body Armor _
[*] [7] (+2 Stealth, woodland)
[*] [15] (+2 Stealth, urban)
Education _
[*] [3-4] (Healer Edge, Healing)
[*] [5] (Linguist Edge)
[*] [11] (K/Politics, +2 Persuassion)
[*] [15-16] (Investigator Edge, Investigation)
[*] [17-18] (5 SP, Healing, Investigation, Knowledge skills)
Experience & Wisdom _

[*] [1-2] (Elan)
[*] [3-4] (Strong Willed)
[*] [5] (Scrounger Edge, Connections (Black Market))
[*] [7-8] (Danger Sense Edge)
[*] [9] (Level Headed Edge)
[*] [10-11] (Background Edge)
[*] [15-16] (Professional Edge)
[*] [17-18] (Wild Card Edge)
Training

[*] [1-3] (5 SP Fighting, Shooting, Throwing)
[*] [4-5] (Martial Artist Edge, Brawler Edge)
[*] [6-7] (Professional Edge)
[*] [8-9] (Woodsman Edge, +1 DT to Survival & Tracking)
[*] [12-13] (Climbing d6)
[*] [14] (Dirty Fighter or Tricky Fighter)
[*] [15-16] (Combat Edge)
[*] [18] (Wild Card Edge)
Underworld & Black Ops _
[*] [5-7] (I Know a Guy Edge, +2 Connections)
[*] [8] (Dirty Fighter or Tricky Fighter)
[*] [9-10] (Streetwise d8, Common Knowledge +2)
[*] [11-13] (Thief Edge, 3 SP Climbing, Lockpicking, Stealth)
[*] [14] (Infiltration Package)
[*] [15-16] (Scrounger Edge, Connections (Black Market))
[*] [18] (Assassins Edge)


Not Applicable
M.A.R.S.
  • Personal Concept Option
  • Rogue Scholar
  • Wilderness Scout
Not Applicable
Fortune & Glory Table Rolls
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]

Post Reply

Return to “Recruitment Forums”