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    Hypno-Me-Elmo

    Legendary Male Human (Intelligent Construct), Intelligent Construct
    Iconic Framework: Intelligent Construct

    Background

    Before anyone freaks out, this is a PC that is designed to be a very "hateable" super villain.

    Elmo's "Followers" are fanatical children (and zombies) who were fans of his entertainment show. If they do not come willingly, Elmo controls their minds and forces them to carry stuff, fetch more ammo, count money and cut drugs, etc. Those who still resist are raised as zombies. No Elmo fault they are so stupid!

    Favorite Edges to give zombies:

    Take 'Em Down

    Frenzy

    Sweep

    Trademark Weapon

    Martial Artist/Martial Warrior (for unarmed)

    Description

    Elmo not need to recharge.

    Elmo vulnerable fire not electricity. It no matter if Elmo burn Elmo use asbestos then regenerate. Asbestos bad for skinusers but it not hurt Elmo!

    Elmo vow mobilize children army.

    Get in Elmo's way Elmo kill everything you care about.


    Attributes: Agility d10, Smarts d10, Spirit d10, Strength d12+2, Vigor d12
    Skills: Academics d6, Athletics d10, Common Knowledge d6+2, Electronics d4, Fighting d10, Focus d10, Hacking d4+4, Intimidation d4+1, Language (Linguist #1) d10, Language (Linguist #2) d10, Language (Linguist #3) d10, Language (Linguist #4) d10, Language (Linguist #5) d10, Language (Native) d8, Notice d8+5, Occult d4, Performance d6, Persuasion d6, Piloting d6, Psionics d10, Repair d6+4, Research d4+2, Shooting d10+1, Stealth d8, Survival d4, Taunt d8, Weird Science d4
    Pace: 8; Running Die: -; Flying Pace: 12; Parry: 8; Toughness: 21 (4)
    Strain: 9/10; Wounds: 5
    Hindrances: Mania (major, ), Outsider, Ruthless (minor), Small, Small, Vengeful (major), Vow (major, ), Wanted (major, )
    Edges: Acrobat, Arcane Background (Psionics), Arcane Resistance, Brawler, Bruiser, Charismatic, Combat Acrobat, Command, Command Presence, Concentration, Fast Healer, Fervor, First Tattoo, Followers, Followers, Giant Killer, Hard to Kill, Hold the Line, Iron Jaw, Level Headed, Major Psionic, Master Psionic, New Ink, New Powers (Darksight, Light/Darkness), New Powers (Detect/Conceal Arcana, Illusion), Power Points, Power Points, Power Points, Quick, Steady Hands, Strong Willed, Super Powers (75), Synthetic Immortality, Take The Hit, Tough as Nails, Tougher than Nails, Trademark Weapon (NE-200 Plasma Catridge Machine Gun)
    Armor: Force Field, Personal ()
    Weapons: Unarmed (Range Melee, Damage Str+d6), NG NE-200 Plasma Catridge Machine Gun (Range 24/48/96, Damage 3d12+6, ROF 3, +1 to Hit, +1 Parry), Particle Beam Cannon (Range 40/80/160, Damage 4d8+4, AP 16)
    Gear: Asbestos Spray Gun, Hoverboard, Jet Pack, Multi-Optics Scope
    Languages: Linguist #5 (d6), Linguist #4 (d6), Linguist #3 (d6), Linguist #2 (d6), Linguist #1 (d6), Native (native, d8)
    Current Wealth: Ӎ6,385
    Arcane Background: Psionics (Rifts® TLPG)
    • I.S.P.: NaN
    • Powers: Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Healing (Savage Worlds: Adventure Edition p162), Illusion (Savage Worlds: Adventure Edition p163), Light/Darkness (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Touch (limited)), Zombie (Savage Worlds: Adventure Edition p170-171; Limitations: Touch (limited))

    Special Abilities

    • Advanced Senses (Racial): In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
    • Advanced Vocal Unit (Racial): The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations).
    • Armor (Racial): The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Attribute (Racial): Increase an Attribute by one die type.
    • Cyber-Resistant (Racial): Cyberware doesn’t work for this race. They can't take Iconic Frameworks which include cybernetics as an inherent ability (including the Juicer bio-comp system and Crazy M.O.M. implants) nor may they roll on the Cybernetics Benefits Table (see page 135).
    • Edge (Racial) - Acrobat: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Brawler: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Bruiser: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Charismatic: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Combat Acrobat: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Command: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Fast Healer: Gain one Edge, ignoring all Rank requirements.
    • Electronics Package (Racial): Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems.
    • Inhuman Physiology (-3) (Racial): The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 3 points the race has Bizarre Physiology increasing the penalties to a −4. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
    • Leaper (Racial): Jump twice as far as normal and add +4 damage when making a Wild Attack when coupled with a leap, instead of the usual +2 (needs at least 1” to leap).
    • Lifelike Android (Racial): Without careful and detailed examination by a skilled investigator with advanced equipment, it is impossible to determine the Construct is not an organic creature.
    • No Vital Systems (Racial): The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them.
    • Non-Standard Build (-2) (Racial): For 2 points, the race is −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Custom armor, clothing, and equipment costs triple the listed price.
    • Obscure Construction (Racial): Artificial beings are often the product of alien design or weird secrets of super science. For −2 point impose a −2 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
    • Pace (Racial): Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
    • Power Plant (Racial): The Construct powers itself through an advanced, closed loop system such as dark matter, demon’s souls, nuclear energy, phase crystals, etc. Regardless of the Construct’s tech base, it will not Fatigue from physical exertion and no longer needs to recharge.
    • Reinforced Chasses (Racial): Gain +2 Toughness with each upgrade.
    • Reinforced Chasses (Racial): Gain +2 Toughness with each upgrade.
    • Restricted Path (Racial): For reasons of biology the race either cannot access PPE, ISP, or both if taken twice. They can't take an Arcane Background which uses that type of Power Points or an Iconic Framework including such an Arcane Background.
    • Sensor Range Upgrade (Racial): The Construct ignores up to 4 points of Range penalties.
    • Skill Bonus (Racial) - Fighting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
    • Skill Bonus (Racial) - Psionics: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
    • Skill Bonus (Racial) - Shooting: +2 bonus when using a specific skill. This represents everything from targeting sensors and algorithms (+2 Shooting), to integral tool kits and schematics databases (+2 Repair), to stealth systems and protocols (+2 Stealth), etc. May only be taken once per skill and cannot be taken for Notice. The Construct is always considered to have the necessary equipment to use the chosen skill without penalty.
    • Small Frame (Racial): About 2' in height or length.
    • Transferred Intelligence (Racial): Is alive, can take Arcane Backgrounds
    • Weakness (Racial): The Construct is susceptible to certain Trappings, taking +4 damage from attacks and rolling at −4 to resist related effects. This often takes the form of susceptibility to electricity but may vary wildly depending on the its origins and method of construction.
    • Psionics: Power Points: NaN; Powers: Darksight (Savage Worlds: Adventure Edition p157), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158), Healing (Savage Worlds: Adventure Edition p162), Illusion (Savage Worlds: Adventure Edition p163), Light/Darkness (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168), Warrior's Gift (Savage Worlds: Adventure Edition p169-170; Limitations: Touch (limited)), Zombie (Savage Worlds: Adventure Edition p170-171; Limitations: Touch (limited))
    • Tattoo, Skull with Bat Wings (1 strain, Rifts® Atlantis Rifts® Atlantis p.74):
    • Languages Known: Linguist #5 (d6), Linguist #4 (d6), Linguist #3 (d6), Linguist #2 (d6), Linguist #1 (d6), Native (native, d8)
    • Minions (10): 10 minions - Minions are Resilient (see Special Abilities in SWADE), Limitation (-2): (unspecified)
    • Mind Control (Synthetic): The target makes a Spirit roll or is controlled. - Triple Range (4), Smarts roll to resist mind reading is made at an additional -2 penalty., Must remain within 12" of subject, Limitation (-2): multiple attempts on individual +1 opp res., Can control 5 more minds, -1 - Leashed = range which is 36" not 12"
    • Additional Actions (2): Ignore up to 4 MAP penalties - Rather than declaring all actions simultaneously, the super hero may complete each one individually and judge its effects before declaring the next.
    • Mind Reading (Synthetic): On a failed Smarts roll, the target’s mind is read by the super. - Triple Range (4), Smarts roll to resist mind reading is made at an additional -2 penalty., Selective (1), Limitation (-2): cannot use Mind Reader and Mind Rider in same round, Alter and repair memories
    • Regeneration (3; Synthetic): Make a Focus roll every round as a limited free action. Success heals one Wound, and a raise heals two. - Treat all permanent injuries as temporary unless caused by acid, fire, or damage caused by a Power Type matching their Environmental Weakness, Power Negation, or Vulnerability Hindrance., Limitation (-2): requires synthetic material to assimilate, 0
    • Super Attribute (4; Synthetic; Strength): Boost Selected Attribute by 4
    • Telepathy (Synthetic): Communicates with any/all intelligent minds within 24" - Range is 1 mile., Limitation (-2): -2 to Focus for Rider, The telepath can see, hear, taste, touch, and feel through the senses of any willing mind in Range., The telepath can link all friendly, intelligent minds in Range., -1
    • Boost/Lower Trait (Mental; Any Trait): Make a Focus roll. If successful, increased or decrease target Trait by one die type, two with a raise, minimum d4 - Boosted Ally gets a free reroll once per round, or once per action on Focus Roll, Can affect any trait "on the fly", Limitation (-2): boost only, Super must touch target to boost or lower trait, 5 additional recipients
    • Teleport: Character teleports up to 12″ distant. - Range is 24", Melee attacks grant him a +2 Gang Up bonus against one target
    • Mind Shield (Mental): -2 to use mind reading or mind control on this hero. - Attempts to read or control the super’s mind are made at -4, Limitation (-2): (unspecified)
    • Super Skill (1; Focus): Boost selected skill by 1 - Limitation (-1): only for power activations, 0
    • Toughness (2): +2 toughness - Limitation (-1): (unspecified)
    • Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
    • 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: Once its true natureis 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).

    Cyberware

    • Tattoo, Skull with Bat Wings (1 strain, Rifts® Atlantis Rifts® Atlantis p.74):

    Robot Mods

    • 5x Multi Optics Eye/Laser sight (5 mods, Custom):

    Advances

    Novice Advances
    • Edge: Arcane Resistance
    • Edge: Arcane Background (Psionics)
    • Edge: Power Points
    Seasoned Advances
    • Edge: Strong Willed
    • Edge: Command Presence
    • Edge: Hold the Line
    • Edge: Power Points
    Veteran Advances
    • Edge: Fervor
    • Edge: Power Points
    • Edge: Concentration
    • Edge: Synthetic Immortality
    Heroic Advances
    • Edge: Master Psionic
    • Edge: Giant Killer
    • Edge: Hard to Kill
    • Edge: Level Headed
    Legendary Advances
    • Edge: Followers
    • Edge: Quick
    Legendary (2) Advances
    • Edge: Steady Hands
    • Edge: Followers
    Legendary (3) Advances
    • Edge: Iron Jaw
    • Edge: Take The Hit
    Legendary (4) Advances
    • Edge: Trademark Weapon (NE-200 Plasma Catridge Machine Gun)
    • Edge: New Powers (Darksight, Light/Darkness)
    Legendary (5) Advances
    • Edge: New Powers (Detect/Conceal Arcana, Illusion)
    • ( Unselected )

    Current Load: 89 (251)
    Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021), Science Fiction Companion, Rifts®: Arcana and Mysticism, Rifts®: Atlantis and the Demon Seas, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
    Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Larger Than Life, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
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