Nitsa Chovett

    Veteran Female Human, Junker

    Background

    A self-styled inventor, 25-year-old Nitsa grew up with an uncommon curiosity about the world in the trading community of Junkyard. She had read almost every book that's come through the town. Although her reading has taught her a wide variety of useful knowledge, she has nearly no actual experience with the world, so she didn't always understand how it can be applied outside of her workshop. An experiment went wrong one day with a batch of uranium and since then she has been prone to illness, but she does not let that stop her. About five years ago she got the chance to join an expedition that was planning to head east of the Mississippi to try and recover old tech, the expedition met with disaster on day one when over one thousand zombies attacked the encampment. Nitsa only escaped by using her land-based ejection system.

    Since then she has wandered around supposedly heading east back to Junkyard but her curiosity keeps diverting her, she has hired on to the fuel convey as a mechanic to keep the vehicles running.


    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
    Skills: Athletics d6, Common Knowledge d6, Language (Native) d8, Notice d6, Persuasion d4, Repair d4, Science d6, Stealth d4, Weird Science d6
    Pace: 6; Parry: 2; Toughness: 5
    Hindrances: Ailin' (minor), Curious, Heavy Sleeper
    Edges: Arcane Background (Junkers), Gadgeteer, Jack-of-all-Trades, Luck, New Powers, Power Points, Rapid Recharge, Scavenger
    Weapons: Unarmed (Range Melee, Damage Str)
    Language: Native (native, d8)
    Current Wealth: $700
    Arcane Background: Junkers (Deadlands: HOE)
    • Power Points: 10
    • Powers: (none selected)
    • Complex Cantrips: (none selected)

    Special Abilities

    • Junkers: Power Points: 10
    • Gadgeteer: A junker automatically gets the Gadgeteer edge for free, but it functions slightly differently (and he cannot take the normal version of the Edge). He can bind a tech spirit into his gathered components and create a device that replicates any power available to junkers a number of times per session equal to half his Spirit. The catch for this flexibility is that each device has a number of Power Points equal to the Components consumed in its creation (up to half the junker’s maximum Power Points). Since the gadget binds a tech spirit into its construction, this takes place very quickly—one action instead of the usual 1d20 minutes required by the regular Gadgeteer Edge. The junker has to make a Weird Science roll to bind the tech spirit, and suffers a –2 penalty for each Rank the power is higher than his own. If the junker gets a raise on the roll, he only uses half the Components required.
    • Junkmen: Junkers collect “Components” as they travel about the Wastes—bits and pieces of electronics, chemicals, mechanical devices, and stranger stuff they use to augment and create their weird devices. Components are gathered anytime the part is allowed to make a scavenging roll (see page 66). The junkmen gather the scavenged items as usual, but also find 1d6 Components with a success, 2d6 with a raise. Every five Components weighs one pound but are otherwise non-specific odds and ends with no other use.
    • Repairs: Any time a junker’s gizmo is damaged or needs to be repaired (such as from a Malfunction), he needs Components to fix it. Minor repairs, equivalent to a Minor Malfunction, require 1d6 Components. Major repairs, as a Major Malfunction, require 2d6 Components. Total destruction, like a Catastrophic Malfunction, require a number of Components equal to the maximum Power Points in the device.
    • Spook Juice: Junkers can make spook juice without a refinery. A successful Weird Science roll produces one gallon of spook juice from one ounce of ghost rock in an hour. On a raise, the junker gets two gallons. Critical failure results in a spectacular explosion, causing 3d6 damage in a Medium Burst Template.
    • Languages Known: Native (native, d8)
    Starting Bennies: 4

    Advances

    Novice Advances
    • Raise Skills: Athletics/Science
    • Raise Skills: Common Knowledge/Science
    • Raise Skills: Notice/Weird Science
    Seasoned Advances
    • Raise Attribute: Smarts
    • Edge: Jack-of-all-Trades
    • Edge: Power Points
    • Edge: Scavenger
    Veteran Advances
    • Raise Skills: Repair/Weird Science
    • Edge: Rapid Recharge
    • Edge: New Powers

    Current Load: 0 (41)
    Books In Use: Savage Worlds: Adventure Edition, Deadlands: Hell on Earth
    Validity: Character appears valid, but not optimal
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