CybeRatVenger, or AntMouse

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Dr. Asterisk
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CybeRatVenger, or AntMouse

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CybeRatVenger, or AntMouse

Seasoned Male Mutant Rat, MARS Rogue Scholar

Iconic Framework: MARS Rogue Scholar
Background
Harry was minding his own business in a storage warehouse. Always more advanced that the other test subjects that had escaped the lab, he found many of the more techy items there very interesting to poke around. Most of them were pretty obvious -- old DVD players and appliances. But this one vehicle caught his attention.

Back in 2019 there just wasn't anything else like this. The van itself was pretty old and not worth a second look -- well maybe to chew the vinyl off the seats -- but the contraption in the back was amazing to him. It had a lot more buttons and switches than the others and he loved trying different combinations in an attempt to make this fantastic machine function.

It must have been attempt number 74 or so when he found the right buttons to push in the correct sequence and the machine whirred and crackled to life, eventually spitting out a human who looked rather disoriented. The human stumbled around for a bit, looking through the warehouse before getting the attention of the guards and eventually stepping out of frame.

This was Harry's chance! He had seen the panel light up and remembered which switches had been active. Quickly depressing each of them, he was suddenly enveloped in what felt to him like a field of tremendous pressure all around, but just as quickly was released from this feeling of constriction. However, he had also been simultaneously pulled into a completely different dark environment of sounds and colors he had never seen before, complete with giant floating objects much bigger than he had ever encountered.

Harry looked around this new space and soon realized that the other objects had not grown in comparison but rather, he had become much smaller than his normal rat-size and now was as small as the tiniest speck of dust.

This just won't do! Harry exclaimed. He was already small enough without this! But before he could ponder his infinitesimal fate, the sensation of being pulled in all directions overtook him and he was just as quickly thrust into another space, much larger and wetter than either of the most recent two.

He was in the water! From the taste of things, the ocean, though he knew not how he had arrived. But where the hell was he? And, more appropriately, *when* the hell was he? The land where the city had stood was gone and while he was treading water, he saw the remains of an old pier - a familiar one from his past - several hundred feet from his position.

It is good thing rats can swim, and swim he did. As he approached the pier, it seemed somewhat miniscule to him and he wondered what boat would utilize something so small. But then he realized that in this place, he had not just returned to normal size but had grown much larger than that. Not quite human-sized but definitely larger than rat-sized. His bewilderment took the best of him and he shuddered with the shock of it all.

No sooner had he climbed onto the pier than he heard a churning, mechanical noise approaching. Harry turned around and instinctively ducked as he noticed a large water craft -- a hydrofoil? approaching his position. Such a craft could not have existed in the place he was from - a technological marvel it was, with sleek lines and incredibly fast! The craft was bedecked in black with several adornments which resembled humanlike skulls.

"Pirates, they must be!" Harry muttered to himself, but how would pirates have such an amazing craft, and where was the Coast Guard? Harry then came to his senses and realized he might be spotted, so he quickly climbed to the underside of the pier so he could watch the piratefoil and ascertain its occupants.

Harry kept out of sight as the boat docked and a hatch opened to reveal several humanoid creatures; some wearing black armor with similar skull adornment and others who were bound and had sacks over their heads. The bound humanoids were a bit shorter than their captors and they walked with a hunch and a slower gait.

"Leave 'em here!" one guard spoke to the other. Harry gasped, almost audibly, in that he could understand them. "The beast will get 'em after sundown. Now lets get out of here as it's getting late and you don't want to be here late."

The humanoids climbed back aboard the craft and it pulled away from the dock, accelerating very quickly away from the pier and soon, out of sight.

Harry couldn't help but be overwhelmed by his curiosity, despite his anxiety which had been building ever since he activated the portal machine. He had to see who or what was being left here.

Harry stole up to the wriggling forms and as he approached, they stiffened and were silent. Harry froze, as had the bound creatures. For many seconds, none of them moved. Then one of the bound creatures twitched and Harry saw a stout hand spring free from its binding and quickly snatch the mask from its face.

The creature blinked many times, squinting at a light to which it was not accustomed. Harry used this opportunity to notice that the creature was sized and shaped like a small human but had the appearance of a chubby child, though, not a child but a smallish adult.

This child-adult blinked at Harry. "Friend or foe?" he asked the rat. Again, Harry paused, noticing that the language was different, yet he still understood.

"Uh, lost?" replied Harry, marveling again that he could also speak that language. "Who and what are you, what is this place and what happened here?" Harry asked.

"Well, untie us and we can tell you, but we'd be very grateful if you could do that sooner rather than later, as we'd like to get out of here, too!" the smallish human creature quipped.

Turning to the other two captives as Harry approached to help, the halfling announced, "looks like we found another one."

Description
Cyberware is suggested future choices, not present at Seasoned 1. Advances beyond starting Seasoned 1 are just possible choices.

Patron Item
Stealth Armor?
EMP Gun?


Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Academics d6, Athletics d8, Common Knowledge d6+2, Electronics d8+5, Fighting d8+2, Hacking d8+2, Language (Linguist #1) d6, Language (Linguist #2) d6, Language (Linguist #3) d6, Language (Linguist #4) d6, Language (Linguist #5) d6, Language (Native) d8, Notice d10+2, Occult d4, Persuasion d6, Repair d6+3, Research d8+2, Science d10+2, Shooting d8, Stealth d8, Survival d6, Thievery d6+2
Pace: 6; Parry: 10; Toughness: 15 (7)
Strain: -5/8
Hindrances: Cautious, Curious, Jealous (minor, especially tech items), Mild Mannered, Wanted (major, Exterminated by Coalition and non-Coalition alike)
Edges: Acrobat, Brave, Combat Acrobat, Danger Sense, Dodge, Elan, Free Runner, Investigator, Legacy Scout, Scholar, Scholar, Scrounger, Thief
Armor: Armored Cloak (Armor 2), Huntsman Medium Personal Armor (Armor 5), Polymer Shield, large (+3 Parry, -4 Cover)
Weapons: Unarmed (Range Melee, Damage Str), Bite/Claws (Range Melee, Damage Str+d4), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Linguist #5 (d6), Linguist #4 (d6), Linguist #3 (d6), Linguist #2 (d6), Linguist #1 (d6), Native (native, d8)
Current Wealth: $6,000

Special Abilities
  • Acrobats: They begin with the Acrobat Edge.
  • Agile: Mutant rats start with Agility d8, adjust Trait maximum to d12+2.
  • Bite/Claws: Mutant rats have claws and teeth dealing Str+d4 damage.
  • Jealous (Minor): Inherently jealous opportunists even when getting the largest share.
  • Keen Sense of Smell: +2 bonus to Notice checks based on smell, and +2 on Survival (tracking) rolls.
  • Mutant Vermin: Initial Reactions typically start at Hostile, or possibly Unfriendly with other GED mutants or repulsive D-Bees and monsters. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Natural Athletes: Begin with d6 Athletics.
  • Near-Human Physiology: Those unfamiliar with the mutant's physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost. Glitter Boy armor (including the Iconic Framework) and human power armor is not an option.
  • Restricted Path: Cannot take any Arcane Background using PPE or Iconic Framework including it.
  • Small: Reduce Size and Toughness by 1.
  • Wanted (Major): Even CS and non-CS factions have taken to exterminating them.
  • 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.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Environmental Sensors (1 strain, Custom): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Expanded Detection and Security Array (2 strain, Custom): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • Hand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Language Translator (1 strain, Custom): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.
  • 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.
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
  • 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.
  • Ultimate Walking Tool Kit Package (1 strain, Custom): The ’Borg is a walking multi- tool—grants +1 to Repair, Electronics, and associated Thievery rolls.
  • Languages Known: Linguist #5 (d6), Linguist #4 (d6), Linguist #3 (d6), Linguist #2 (d6), Linguist #1 (d6), Native (native, d8)
  • Begin with +6 skill points:
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • Researcher: Begin with Research d6 and the Investigator Edge.
  • Scholar: Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8.

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.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Environmental Sensors (1 strain, Custom): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Expanded Detection and Security Array (2 strain, Custom): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • Hand-to-Hand Reaction Wiring (1 strain, Custom): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Language Translator (1 strain, Custom): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step.
  • 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.
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
  • 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.
  • Ultimate Walking Tool Kit Package (1 strain, Custom): The ’Borg is a walking multi- tool—grants +1 to Repair, Electronics, and associated Thievery rolls.
Starting Bennies: 4
Advances
Novice Advances
  • Raise Attribute: Spirit
  • Edge: Free Runner
  • Edge: Elan
Seasoned Advances
  • Edge: Combat Acrobat
Current Load (normal/combat): 51.25 / 31.25 (41)
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 invalid

Created with Savaged.us

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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Dr. Asterisk
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Joined: Sat Dec 14, 2019 11:20 pm
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Re: CybeRatVenger, or AntMouse

Post by Dr. Asterisk »

totally stolen from this idea
1120.jpg

Dr. Asterisk

Bennies: 3/3

Current Wealth: 19,480 Universal Credits
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