"Roy Bishop"

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John Carter
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Joined: Tue Apr 12, 2022 7:27 pm

"Roy Bishop"

Post by John Carter »

Just a potential Lost Jungles Reboot CS Team Member waiting in the wings if the recruitment goals aren't met.

"Corporal Roy Bishop"
Rank: Veteran
Advances Left:
Race: Infiltrator Probe
Iconic Framework: Intelligent Construct
Attributes:
  • Agility d10
  • Smarts d8
  • Spirit d6
  • Strength d10
  • Vigor d12
Pace: 6; Parry: 7; Toughness: 20 (9); Strain: 0

Skills:
  • Athletics d4
  • Common Knowledge d4 (+2 due to Electronics Package)
  • Electronics d8
  • Fighting d10
  • Hacking d4 (+4 due to Electronics Package)
  • Language (American) d8
  • Notice d4 (+4 due to Advanced Senses)
  • Performance d6 (+2 to imitate specific individuals and voices)
  • Persuasion d4
  • Piloting d6
  • Repair d8 (+2 due to Electronics Package)
  • Science d8
  • Shooting d6 (+2 with Wilks)
  • Stealth d4
  • Weird Science d8 (+2 due to Skill Bonus)
Hindrances
  • Core Directive (Major): Gather data on the military capabilities and vulnerabilities of Earth's nations and make preparations to sabotage the planet's defensive capabilities should its creators order an invasion.*
  • Cautious (Minor)
  • Outsider*
  • Ruthless (Minor)
  • Secret (Major): Not Actually Samas Pilot Corporal Roy Bishop
  • Wanted*
*Obligatory IC Framework Hinderances

Edges and Iconic Abilities
  • Arcane Background: Weird Science
Intelligent Construct Iconic Framework
  • Construct:: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
  • Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
  • Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
  • Wanted (Major): Once its true nature is discovered, many powerful factions will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
  • Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
Construct Package (24/24 pts)
  • Artificial Intelligence (-2): A Neural Intelligence is highly advanced and beyond most factions. It has no PPE or ISP, and cannot take any of those ABs, nor the Gifted AB.
  • Tech Base: Technological System (-2): Uses electricity to operate, can plug into any power source and recharge for 1 hour each day.
  • Medium Frame (0) : Human size and bulk; able to use any equipment and gear humans can.
  • Locomotion (0): Legs; Pace 6, Running d6 (0)
  • Advanced Senses (+2): +4 to Notice, IR/UV, radiation, motion, radar, cancel penalties from illumination, 360 degree, can record
  • Lifelike Android, Variable Appearance (+2): Only a careful and detailed examination by a skilled investigator can determine the construct is not a living being; can alter appearance within 1 Size with Smarts or Performance check, +2 to imitate individuals, opponents are at -4 (-6 on raise)
  • Advanced Vocal Unit (+1): The construct can communicate via normal vocalizations and hear/use normally inaudible sounds, imitate specific individuals at +2, and opponents at -4 to detect ruse
  • Obscure Construction (-3): Design and construction is especially advanced or alien, and imposes -4 on skill checks relating to their construction.
  • Feature-locked physiology (-4): Physical attributes (Str, Agi and Vig) cannot be upgraded through experience, Smarts and Spirit can be.
  • Weakness (Electricity, Magic; -2): The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects.
  • Armor (+2): +8 Natural Armor
  • Automated Repair Unit (+2): : Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”
  • Attribute Boosts: +4 Agility, +3 Smarts, +2 Spirit, +4 Strength, +5 Vigor (+18)
  • Bioreactor (+1): Can extract energy from food and water if needed
  • Electronics Package (+2): 20 mile radio system, data storage, interface jack that gives +2 Common Knowledge, Repair and Research, +4 Hacking
  • Hardwired Skill (+5): Electronics d8, Repair d8, Science d8, Weird d4
  • Skill Bonus (Weird Science; +1): +2 bonus when using a specific skill. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
  • Integral Weaponry (+1) Neural Mace
Powers

Arcane Background: Weird Science
PP: 15 - Recovery: 5/hour
  • Mind Reading (1 PP, Range: Touch, Duration: Instant)
  • Mind Wipe (2 PP, Range: Touch, Duration: Instant)
Gear
Starting Gear Budget roll 2d4: [2, 3] = 5 x10,000 = 50,000

Plastic-Man Light EBA
Image
  • • Armor: +4 Toughness: +1
    • Weight: 13 lbs (Min Str: d4)
    • Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
    • Rarity: +1; Cost: 18,000
Wilk’s 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
    • Rarity: +1 Cost: 11,000
Two E-Clips (10,000 credits)

Language Translator: Programmed with the most common languages spoken in North America, this handheld device operates with a d12+2 skill for most translation work. It can be set to operate via digital display or audio. Use the same process as for the cybernetic Language Translator (see page114 of TLPG) to teach the system new languages (1lb, 9600 credits).

1,400 credits

Advances

Hero’s Journey
  • No Rolls
Advances
  • Initial Advances: (Bonus from Hindrances): Arcane Background: Weird Science, Raise Weird Science 2d
  • Edge(s) granted by Intelligent Construct Features:
  • Edges(s) from Hero’s Journey Rolls: -
  • Novice 1 Advance (PbP): Common Knowledge and Notice
  • Novice 2 Advance: Fighting and Hacking
  • Novice 3 Advance: Piloting and Stealth
  • Seasoned 1 Advance: Raise Fighting and Piloting 1d
  • Seasoned 2 Advance: Persuasion and Performance
  • Seasoned 3 Advance: Athletics and Shooting
  • Seasoned 4 Advance: Raise Fighting and Shooting 1d
  • Veteran 1 Advance: Raise Fighting and Performance 1d
  • 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:
Background

"I was flying escort along with another Samas for DHT 12 Zulu Niner, on a mission to evac a team way down south. Guessing that's this one, sir. Anyway, as we approached our objective lightning just came out of nowhere to blast the hell out of us all. I somehow got lucky enough to evade the brunt of the blasts. Most of my systems were failing but I had just enough functionality to make a controlled descent into the drink. I got out really quick before I ended up being dragged under and swam to shore. From there I did my best to avoid notice while making my way to New Del Rio. Been here ever since trying to contact someone up the chain or figure out how to get home on my own."

"Roy's" story is pretty much true, at least until the very end. In reality Roy didn't manage to get out in time but ended up at the bottom of the lake. The impact of the Samas on the lake floor and the proximity of a life form awoke The Infiltrator. Sent by an alien civilization to gather intelligence for military analysis, it had the misfortune to arrive shortly before the coming of the Rifts. Greatly damaged during the ensuing disasters and invasions, it went into a dormant state and in the intervening centuries somehow ended up just where Roy crashed and stirred it awake.

Now aware and functional, it began fulfilling its long-delayed mission by interfacing with Roy's nervous system and assimilating his memories. Once it ha taken all it believes it needed, the infiltrator disengaged from the unfortunate Samas pilot, commandeered his gear and left him to a watery grave, adopting his face and identity as it neared the surface. Its course of action was clear. According to Roy Bishop the Coalition States were the premiere military power on Earth. Getting into a position where it could access as much of its sensitive data as possible would provide much valuable intelligence on the nation and its rivals' capabilities.

One way to achieve that objective was to be promoted so that it would come into contact with the personnel and facilities which held what it needed. Bishop was sent to help evacuate a covert team apparently on highly classified and important mission. Joining them and being a key reason to the mission's success should garner the right kind of attention from people in high places to take it further along the path it wished to travel. And if the cost/benefit analysis determines it's worth the risk, take advantage of the opportunity to replace one of those people.
John Carter
John Carter

Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Jack-Of-All-Trades Skill: Driving d4
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