May B. Dunn, Legion Juicer, X SET.

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May
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May B. Dunn, Legion Juicer, X SET.

Post by May » Fri Jul 05, 2019 4:56 pm


HERO’S JOURNEY (TWO ROLLS)

Juicers gain one roll on any of the following tables: Body Armor, Close Combat Weapons, Ranged Weapons, Training, and Underworld & Black Ops. Juicers gain one additional roll on any table except for those dealing with magic or psionics.

Body Armor: 1d20: 6 Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once.

Close Combat Weapons: 1d20: 3 "Chiansaw Blade": You may add any non-TW Close Combat Weapon listed in this book to your character’s gear list. If this is not your first roll, apply any other results from rolling on this table to your newly chosen weapon as you wish.

SWADE JUICER

JUICER ABILITIES AND BONUSES

For the sacrifice of a long, normal life (or at least as close to one achievable in a Rift-ravaged world), the Juicer gains some amazing powers and gifts.

BURN OUT OR FADE AWAY

If a Juicer seeks detox, he has to find a surgeon willing to try and who has the facilities to pull it off; Castle Refuge has such facilities, as do most high-tech cities with Juicer technology. After removing the bio-comp and the Juicer bonus to Vigor, the hero makes a Vigor check at −2 if he has 5+ Burn remaining, or −4 with 4 or less Burn remaining. If he fails, he dies. On a success, it takes a full month before he’s physically able to function; with a raise, he only needs a week. After the operation, he must make a Spirit check at the same penalty. A Critical Failure means he is far too despondent and crushed to carry on meaningfully; he is incapable of adventuring as a player character. On a failure, he can carry on, but gains the Habit (Major) Hindrance for no additional benefit and retains the Death Wish Hindrance. With a success, the character has broken his physical addiction but retains the Death Wish Hindrance. With a raise, he’s found his way past both the cravings and psychological loss, and is ready to start afresh. Losing the bio-comp and the chemicals means the Juicer loses all Iconic Framework abilities and complications (with the possible exception of Death Wish), and is considered a M.A.R.S. character moving forward (but gets no extra chart rolls, abilities, skills, etc.). Juicer Iconic Edges no longer function; each session afterwards switch one Juicer Edge to another Edge (taken normally) until none remain. Detox is an excruciating, often deadly, ordeal. This is why the vast majority of Juicers choose to go out in a Blaze of Glory.

Internal Repair System: The biocomp 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). 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 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 16" with a d10 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.
JUICER COMPLICATIONS

In addition to their abnormally short lifespan, Juicers have to deal with the following challenges.
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 Smartslinked 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.
THE BURN
Living life to its fullest takes on a special meaning for the Juicer. There’s an unreliable timer ticking away in his system, and when it goes off, the very chemicals and hormone overdrive nano-systems that make him a demigod burst his heart or send his brain into a fatal stroke. Until that time, however, the Juicer can often do more impossible t h i n g s b e f o r e breakfast than others accomplish in a lifetime.

Burn Rating: Juicers have a special Burn Rating statistic. Burn Rating measures both the short lifespan of a Juicer and his capacity for superhuman feats. In a standard campaign, a Juicer's Burn Rating begins at eight (for very short campaigns or one-shots it might start at six or four, respectively). As Burn Rating decreases over time—there is no method known to replenish it—the Juicer senses his days growing closer to being truly numbered. At the same time, he can call upon this same quality, Burning Bright, to perform astounding, nigh impossible exploits.

BURNING BRIGHT

Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigorbased Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result).

Last Call: Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out—with the Juicer inevitably entering Last Call as his body finally succumbs to the stresses placed on it by the BioComp system. The lower a Juicer’s Burn Rating the closer he is to death, and paradoxically the more dangerous he becomes. When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12. Since a result of one on the Burn Die is required to lower his Burn Rating, a Juicer in Last Call has a chance at performing especially superhuman feats…and hopefully bringing his story arc to a fittingly triumphant close.

Burning Out: The minor tremors, the hot skin, the strange glow just at the edge of vision…the last days are upon this Juicer. A Juicer reduced to a Burn Rating of zero dies by the end of the current adventure, and will probably want to go out in a Blaze of Glory (see Setting Rules on page @@).

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May
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May - Juicer (Character Sheet)

Post by May » Sat Jul 13, 2019 7:15 am


May B. Dunn, Tomorrow Legion Juicer assigned to X SET.
Background wrote:May B. Dunn (born Maize Blaine Donegan) was born in the burbs of Chi Town and raised by her human father and D-Bee step mother. After loosing her entire family to a CS "Peacekeeper" inspection of her fathers humble establishment May signed a contract to work for the Black Market in Chi Town in exchange for Juicer conversion. After a short stint working for the bad guys she decided she couldn't stomach the atrocities of the Black Market and fled to Arkansas to join the Legion. Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits. May isn't worried about it though, she'll burn out before they catch up to her and it'll be on her terms and helping those in need.
Player Name: Daniel (Lars)
Google Handle: Danjal73

Rank: Novice
Advances: 1
Race: Human
Age: 19, looks 29

Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
Burn Die starts at 8, is down to 7.
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills
  • Athletics (Ag) d8 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
  • Thievery d6 (2)
  • Piloting d4 (1)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • (Minor): 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.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty. (((Multi-Actions Characters can perform up to three actions on their turn: SWADE. If May does third action all three actions are at -2)))
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.
NG-S2 Survival Pack:
It contains just about everything needed for basic survival with a few small extra things crammed into it. (32 lbs)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-in nite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for shing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and int sparker (with six extra ints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal ares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
  • Hand cuffs, 12 sets zip ties
  • Wooden Cross on Silver Chain
  • empty large duffle bag
  • Gas Mask with air filter
Money 4d6: 3, 6, 2, 2 x100 starting credits: 1300 credits.

Advances
  • Initial Advances: (From Hindrances): Split the Seconds, Charge
  • Free Edge (Human): Tough As Nails
  • Novice 1 Advance (PbP Starting Edge): Burn Brighter
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:



May Juicer X SET

Player Name: Daniel (Lars)
Rank: Novice
Advances: 1
Race: Human
Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills (12 points SWADE)
  • Athletics (Ag) d6 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Death Wish (Minor) The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.

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Re: May B. Dunn, Legion Juicer, X SET.

Post by Pender Lumkiss » Sat Jul 13, 2019 1:56 pm

Tough as Nails is from where? Swade SR playtest?

Skill points are off. Setting has 15, and athletics I believe is a free d4 so 2 pts in would be a d8 not a d6
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Re: May B. Dunn, Legion Juicer, X SET.

Post by Lars » Sat Jul 13, 2019 3:20 pm

Pender Lumkiss wrote:
Sat Jul 13, 2019 1:56 pm
Tough as Nails is from where? Swade SR playtest?

Skill points are off. Setting has 15, and athletics I believe is a free d4 so 2 pts in would be a d8 not a d6
@Pender Lumkiss

I fixed Athletics thanks. I thought SWADE had 12 points instead of 15?

Pg 54 of SWADE
Skills
• Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at d4 for free.
• You have 12 points to put into these or any other skills.
• Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.




Tough as Nails is on pg 53 of new SWADE book.

Legendary Edge (Took it as my Human Edge)

Tough As Nails
REQUIREMENTS: Legendary, Vigor d8+
Your character keeps going when others fall. She can take four Wounds before she’s Incapacitated (her maximum Wound penalty is still −3).
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Re: May B. Dunn, Legion Juicer, X SET.

Post by Pender Lumkiss » Sat Jul 13, 2019 8:16 pm

15 pts for rifts.
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Re: May B. Dunn, Legion Juicer, X SET.

Post by Lars » Sat Jul 13, 2019 8:19 pm

Glad to hear that. I never saw that in the book. Thank you.
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  • Tomorrow Legion: 1st SET - The Irregulars
    Seric - Psi Slinger
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  • X SET
    May - SWADE Juicer
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  • Vampire Kingdoms
    Mercy - Crazie
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Re: May B. Dunn, Legion Juicer, X SET.

Post by Pender Lumkiss » Sun Jul 14, 2019 3:48 pm

Looks good happy hunting. Check out the adventure post, roll initiative, place your character and take a turn (no movement which is taken up by character placement)
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