Jarvis Ursus Power Armor Pilot for the 7th

GM: Freemage
They are lead by Osanna "Joker" Wilde, a real wild card.
The 7th SET is the premiere special exploration team comprised of some of the most amazing and unique characters.
Post Reply
User avatar
Jarvis Ursus
Diamond Patron
Diamond Patron
Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Jarvis Ursus Power Armor Pilot for the 7th

Post by Jarvis Ursus »

Fortune and GloryF&G: Agile and Dexterous, Smart and Learned
Hero's Journey
Education: +3 Smart Skill Points
Psionics: New Powers
Hero's Journey
Experience and Wisdom: Professional Edge
Rich/Filthy Rich
Ranged Weapon of Choice: NE-200 Plasma Cartridge Machine Gun
Body Armor of Choice: N-F20A Medium Force Force Field
Grenades: 4 Armor Piercing, 8 Fragmentation, 4 High Explosive, 3 Plasma
Spend 5 EP to change result to Silvered Weapon (Vibro-Bayonet)
Bugged Fin Purchases
Common Knowledge 1d6!!: [10!!] = 10 1d6!!: [1] = 1 +1 for HJ Grenade roll =2 for Plasma Rarity = 9 = Raise
Going to assume since I got a raise on the most rare type of grenade, other types were readily available per TLPG
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
Jarvis Ursus
Diamond Patron
Diamond Patron
Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: Power Armor Pilot for the Jokers

Post by Jarvis Ursus »

Jarvis Ursus

Seasoned Male Kittani, MARS Power Armor Ace, and Bounty Hunter

Iconic Framework: MARS Power Armor Ace
Background
Jarvis served the Splugorth for millennia in both planetary and space battles rising all the way to the rank of general. Dimensional magic and FTL travel rendering time meaningless. Eventually he found his way to Splynn, earning what seemed to be an easy retirement. He cannot point to one thing that caused him to revaluate his life, it could have been a number of countless atrocities. Regardless of what it was, something changed in the Kittani at some point and he defected, leaving the evil and horror of the Splugorth empire behind forever.
Not much is known about the time between he left Atlantis and showed up at Castle Refuge to join the Tomorrow Legion, and Jarvis refuses to talk about it or anything else that has to do with his past. It doesn't matter now anyway. He has joined the Jokers in Kingsdale and will do everything he can to deal with the situation at hand.

Description
Jarvis is a Kittani warrior with simian features that seem to be always scowling with piercing blue eyes seemingly staring off to the horizon. His ape-like body is pocked and scarred from many battles although he is rarely seen outside of his power armor.


Kittani Race
  • Alien Physiology (Racial): The physiology of Kittani is quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price.
  • D-Bee (Major) (Racial): The initial reactions to Kittani typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services.
  • Intelligent (Racial): Kittani are staggeringly intelligent, begin with a d8 Smarts. This makes their natural Trait maximum d12+2.
  • Natural Psionics: (Racial) - Arcane Background: Kittani begin with Arcane Background (Psionics) and the following three powers: arcane protection, mind link, and object reading. If a Kittani chooses a framework providing Arcane Background (Psionics) he follows all the normal rules except three of his starting powers are the ones listed above (even if not normally allowed), and gains two additional power to his starting total (e.g. a Kittani Burster starts with five powers).
  • Strong (Racial) - Strength: Kittani start with d6 Strength, adjust the Trait maximum accordingly.
  • Wanted (Major): (Racial): Any Kittani not serving the Splugorth are hunted down as traitors. If captured they are used as gladiators and slaves. Those discovered to have been dabbling in magic are ter m i n ated — t he Splugorth don't want them to learn those secrets. Other factions who discover a Kittani's origins will treat them as spies of Atlantis and seek to imprison and interrogate them for the rest of their life.
Attachments
l7y909n9m0a51.jpg
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
Jarvis Ursus
Diamond Patron
Diamond Patron
Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: Power Armor Pilot for the Jokers

Post by Jarvis Ursus »

Attributes:
Agility d8 (1 die from creation, 1 die from Agile and Dexterous)
Smarts d10 (2 die from Kittani race, 1 die from Smart and Learned)
Spirit d8 (2 die from creation)
Strength d6 (1 die from Kittani race) (d12+2 in armor)
Vigor d10 (2 die from creation, 1 die from Advance 1)
5 spent from creation, 1 spent on Advance

Skills:
Athletics d8 (2 points spent)
Common Knowledge d6 (1 point spent)
Electronics d6 (Free from MARS)
Fighting d8 (3 points spent)
Intimidation d6 (2 points spent)
Language (American) d8 (Free)
Notice d8+2 (2 free die type increase from Smart and Learned)
Persuasion d6-1 (1 point spent)
Piloting d8 (d6 free from MARS, 1 point spent)
Psionics d10 (Free d6 from Smart and Learned, 2 points spent from HJ Education roll)
Repair d8+1 (Free d6 from Smart and Learned, 1 point spent from HJ Education roll)
Shooting d8 (3 points spent)
Stealth d6-2 (1 point spent)
Survival d4 (1 point spent)

15 points spent
3 Points from HJ Education Roll
+2 die type to 3 Smarts skills from Smart and Learned

Pace: 18
Parry: 7
Toughness: 21 (9 M.D.C.)
Size: Normal (2)
Strain: 8/8

Hindrances:
Code of Honor (Major)
Ruthless (Minor)
Shamed (Minor): Used to be loyal to the Splugorth


Edges:
Ambidextrous (F&G)
Arcane Background (Psionics) (Race)
Combat Ace (MARS)
Filthy Rich (Advance 3)
Jack-of-all-Trades (HJ)
Major Psionic (Hindrance)
Master Psionic (Hindrance)
Mr. Fix It (Advance 5)
New Powers (Protection, Telekinesis) (HJ)
Power Armor Jock (MARS)
Rich (Advance 2)
Telemechanics (Advance 4)

Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 20
  • Powers:
  • Mind Block (Arcane Protection; Savage Worlds: Adventure Edition p148; Limitations: Self (limited); Skill Bonus: +2)
  • Object Reading (Savage Worlds: Adventure Edition p165)
  • Summon Inner Strength (Boost Trait) (Savage Worlds: Adventure Edition p156); Limitations: Self (limited); Skill Bonus: +2)
  • Telekinesis (Savage Worlds: Adventure Edition p169)
  • Telepathy (Mind Link; Savage Worlds: Adventure Edition p164-165; Limitations: Touch (limited); Skill Bonus: +1)
Special Abilities
  • Speed: Running 120 MPH, Jet Boosters (Jump +24" horizontal, +12" vertical) (Power Armor)
  • Arcane Backgrounds: Can't use PPE, Psionics/Gifted are -4 (-1 w/o helmet). (Power Armor)
  • ECC: Immunity to the Hazards. 1 day per Size of air and supplies. (Power Armor)
  • STS: Radio 20-miles, full visual/audio sensors. Ignore Illumination and 2 Shooting penalties. (Power Armor)
  • Uncanny Reflexes (Evasive Maneuvers): -2 to be hit and +2 on Evasion rolls. (Power Armor/MARS)
  • Power Armor Jock: Begin with Electronics d6, Piloting d6, plus the Combat Ace and Power Armor Jock Edges.
  • 4 Advances: MARS Packages start with 4 advances at Seasoned
  • +1 to future Networking rolls in the city of Kingsdale.

Advances
Novice Advances
  • Raise Attribute: Vigor
  • Edge: Rich
  • Edge: Filthy Rich
Seasoned Advances
  • Edge: Telemechanics
  • Edge: Mr. Fix It
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
User avatar
Jarvis Ursus
Diamond Patron
Diamond Patron
Posts: 185
Joined: Tue Feb 28, 2017 6:12 pm

Re: Power Armor Pilot for the Jokers

Post by Jarvis Ursus »

Personal Load Out
Armor:
  • Personal 13(2): Armored Cloak (Armor 2, Toughness 1), N-F20A Medium Force Field (Toughness 3)
Weapons:
  • Unarmed (Range Melee, Damage Str)
  • Colt 1911 (.45) (Range 12/24/48, Damage 2d6+1 Silver AP or 2d8+1 M.D. C. AP 5, Shots 7, ROF 1)
  • Silver Vibro-Bayonet (Range Melee, Damage Str+d6, AP 6, M.D.C.)
  • NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, Shots 8, M.D.C.)
  • Survival Knife (Range Melee, Damage Str+d4)
  • Lightning Rod (Range 12/24/48, Damage 2d12, ROF 3, AP 4, Shots 16, Provides the protection power (+4 Toughness and +4 MDC Armor, or +6 of each with a raise) against damage from electricity, fire/heat, lasers, particle beams, and plasma.)
  • Wooden Stakes (Range Melee, Damage Str+d4)
  • 2 Grenades of Each Type
Gear: Backpack, MDC Handcuffs, 4x Pistol E-Clip, 2 1911 Clips Ramjet Rounds, Field Repair Kit, 1 Clip of 1911 Silver Bullets, Wooden Cross
Load 55/61

Power Armor Load Out (Personal Loadout not listed below is inside Armor)
Armor:
  • Power Armor 21 (9 M.D.C.): JAPE II Defender (Armor 9, Toughness)
Weapons:
  • Unarmed (Range Melee, Damage Str+d4 M.D.C.)
  • Neural Disruptor Rifle (Handheld, Reaction Fire) (Range 18/36/72, Damage: If hit, the target must make a Vigor roll at −4 (– 8 with a raise), and suffer the following result: target is Distracted with a raise, Stunned with a success, Incapacitated with a failure, or Wounded with a Critical Result, ROF 1)
  • Silver Vibro-Bayonet (Neural Disruptor Rifle) (Range Melee, Damage Str+d8, AP 8, M.D.C., Reach 1, +1 Parry)
  • Anti-Personnel Laser (Right Forearm) (Range 24/48/96, Damage 4d6, ROF 1, AP 5, M.D.C.)
  • 2x Grenade Launchers (Shoulders) (Range 18/36/72, Damage By Grenade, ROF 6, Shots 12; 4 each of 3 types, M.D.C.) Currently Loaded with 4 Armor Piercing, 4 Fragmentation, and 4 Plasma
  • Capture Assault System (Left Forearm) (Range 36/72/144, Damage 3d4 10 Shots, targets make an opposed Agility check against the Shooting roll. If the shooter wins the target is Entangled, or Bound with a raise. The polymer bolo is Hardness 24, ROF 1)
  • NE-200 Plasma Catridge Machine Gun (Range 24/48/96, Damage 3d12+6, ROF 3, Payload 200, M.D.C.)
  • Lightning Rod (Range 12/24/48, Damage 2d12, ROF 3, AP 4, Shots 16, Provides the protection power (+4 Toughness and +4 MDC Armor, or +6 of each with a raise) against damage from electricity, fire/heat, lasers, particle beams, and plasma.)
  • Wooden Stakes (Range Melee, Damage Str+d4)
  • Grenades
Gear: MDC Handcuffs, NG-S2 Survival Pack, 400x Naruni Plasma Cartidge Blets (Power Amor), Field Repair Kit
Load 179/501

Grenades (not loaded into PA)
  • 12x Armor Piercing Grenade (Range 5/10/20, Damage 3d8, SBT, AP 16, M.D.C.)
  • 16x Concussion Grenade (Range 5/10/20, Damage havoc, MBT)
  • 16x Fragmentation Grenade (Range 5/10/20, Damage 5d6, LBT)
  • 16x High Explosive Grenade (Range 5/10/20, Damage 3d10, MBT, AP 4)
  • 12x Plasma Grenade (Range 5/10/20, Damage 3d12, SBT)
  • 16x Tear Gas Grenade (Range 5/10/20, Damage: targets check Vigor at −2 (– 4 on a raise) or Stunned, LBT)
Current Wealth: 21, 386 cr
Jarvis Ursus
Jarvis, Kittani Power Armor Pilot
Pace: 18(d10); Parry: 7; Toughness: 21 (9 M.D.C.)
Combat-Relevant Edges & Abilities:
Combat Ace, Uncanny Reflexes, JAPE Defender Power Armor (STS)
ISP: 10/20
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Post Reply

Return to “Tomorrow Legion: 7th SET - Joker's Jokers”