Jame Graeme

    Novice Male Human, Juicer, and Demigod
    Iconic Framework: Juicer

    Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
    Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d4, Language (Native) d8, Notice d6, Persuasion d4, Piloting d8, Shooting d8, Stealth d8+2
    Pace: 14; Running Die: d8; Parry: 6; Toughness: 16 (5)
    Strain: 8/8; Burn: 7
    Hindrances: Death Wish, Delusional (minor, Against all odds believes himself to be not only indestructible but immortal too. Thinks he's a demigod.), Impulsive, Overconfident
    Edges: Born to Ride, Brawny, Danger Sense, Fleet-Footed, Iron Jaw, Meg-Juicer Treatment, Quick, Split the Seconds, Thief
    Armor: Juicer Assassin Plate Medium Armor (Armor 5)
    Weapons: Unarmed (Range Melee, Damage Str), 8x Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), WI-C6 “Chain Sword” Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
    Gear: NG-S2 Survival Pack, Wooden Cross
    Language: Native (native, d8)
    Current Wealth: 3,800 cr

    Special Abilities

    • Languages Known: Native (native, d8)
    • Internal Repair System: The bio-comp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
    • Super Endurance: Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
    • Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
    • Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
    • Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
    • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
    • Cybernetics: Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
    • Death Wish: The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
    • Drug-induced Euphoria/Tranquility: In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts- linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
    • Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.

    Vehicles

    • WI AHB-2000 Assault Hover Bike (Size: 2 (Normal); Handling: +1; Toughness: 21 (12); Top Speed: 300mph/483kph; Notes: Exposed Crew, STS, VTOL, MDC Armor, Nuclear Powered)
      Weapons
      • Dual-Linked Anti-Personnel Laser Pods (Front Fixed RoF 5, Anti-Personnel, Reaction Fire, Heavy Pulse)
        Anti-Personnel Laser - Range 75/150/300 , Damage 4d6, ROF 1, AP 5, M.D.C.
      • Dual-Linked Particle Bean Guns (Front Fixed)
      • Mini-Missiles (Front Fixed, RoF 6, Shots 6)
        Mini-Missile - Range 100/200/400, Damage see warhead, ROF 1, M.D.C.

    Advances

    Novice Advances
    • Edge: Born to Ride

    Current Load: 59.25 (101)
    Books In Use: Savage Worlds: Adventure Edition, 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 Manual
    Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
    Extra Perk Points: 2
    Validity: Character appears valid and optimal
    Jim
    radecliffe
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