Dr. Asterisk Veteran

    Veteran Other Intelligent Construct (Intelligent Construct), Intelligent Construct
    Iconic Framework: Intelligent Construct

    Background

    Dr. Ernst Samuelsson has been around since pre-Rifts Earth and only recently freed from his undermountain laboratory/factory/workshop. He suffers from PTSD (a combination of the transfer itself and the cataclysm imprisoning him for centuries) and delusions (sometimes he thinks he is still in Pre-Rifts Earth).

    Upon awakening, he began working to reconstruct his hidden mountain laboratory but discovered it had been overrun by Orcs from a portal which emerged deep underground. They now claim most of the caverns and materials he had collected or invented. He has access only to a small, isolated lab and secret storage facility, separate from the rest of the complex.

    Dr. Asterisk, as he is now called, has discovered everyone in the Coalition wants to destroy him, analyze him or otherwise disassemble him. He is...not in favor of that. Everyone in the magic-using kingdoms believe he is Titan technology or Mechanoid, or some alien tech. In fact, he IS a progenitor of Titan works but he does not know of their existence yet.

    Description

    OK so both the power points and the armor/toughness rating on this share are incorrect - see the calculated values on the forum post for most updated totals. And "Boost Gift" I guess is now what Warrior's Gift is called? Jeez.

    Dr. Asterisk is a Transferred Intelligence. He was supposed to be transferred into an elite, humanoid, morphing, combat-ready android body. Instead, Amazon didn't deliver on time and he was forced to merge with a small maintenance/construction bot. Then the cataclysm happened and he was trapped in his undermountain lab.


    Attributes: Agility d10, Smarts d10, Spirit d8, Strength d10, Vigor d10
    Skills: Academics d4, Athletics d8, Common Knowledge d4+2, Electronics d8, Fighting d8, Hacking d4+4, Language ('Murican) d8, Language (Chinese) d10, Language (Dragonese) d10, Language (Euro) d10, Language (Japanese) d10, Language (Spanish) d10, Notice d8+4, Occult d8, Persuasion d4, Repair d10+4, Research d4+2, Science d4, Shooting d6, Spellcasting d12, Stealth d10+2, Survival d6, Thievery d4
    Pace: 10; Running Die: -; Parry: 6; Toughness: 27 (14)
    Strain: 8/8
    Hindrances: Curious, Delusional (minor, sometimes thinks he is back in Pre-Rifts Earth), Outsider, Pacifist (minor), Vow (major, Preserve knowledge, whether object or being), Wanted (major, Coalition wants him back)
    Edges: Adept (Boost Trait, Deflection, Warrior's Gift (Protection)), Arcane Background (Magic), Channeling, Filthy Rich, Free Runner, Master of Magic, Mr. Fix It, New Powers (Boost/Lower Trait, Drain Power Points), New Powers (Smite, Deflection), New Powers (Warrior's Gift, Protection), One With Magic (Novice), Power Points, Power Points, Power Points, Rich, Synthetic Immortality, Wizard
    Armor: Armored Cloak (Armor 2), Arzno TWA-1600 Exterminator EBA (TW) (Armor 8), N-F10A Light Force Field ()
    Weapons: Unarmed (Range Melee, Damage Str), Knuckledusters and Spikes (Range Melee, Damage Str+d4), Smoke Grenade (Range 5/1-/2-, Damage -, ROF 1), Stun Grenade (Range 5/10/20, Damage -, ROF 1), Stun Gun (Range 5/10/20, Damage 2d4, ROF 1), Wilk’s Laser Torch (Range Melee, Damage Str+4d4+4, AP 16)
    Gear: Dweomer Shard Amulet, Lock Pick Release Gun, Repair Kit, Field
    Languages: Spanish (d6), Japanese (d6), Euro (d6), Dragonese (d6), Chinese (d6), 'Murican (native, d8)
    Current Wealth: $20,200
    Arcane Background: Magic (Rifts® TLPG)
    • PPE: 25
    • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Gift (Savage Worlds: Adventure Edition p169-170; Limitations: One Aspect, Touch (limited)), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Touch (limited)), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Environmental Protection (Savage Worlds: Adventure Edition p161), Invisibility (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168), Speed (Savage Worlds: Adventure Edition p167; Limitations: One Aspect)

    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.
    • Automated Repair Unit (Racial): 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”.
    • Bad Reputation (-2) (Racial): The society or species is known for its terrible deeds, brutality, thievery, or other reprehensible behavior. If a nonplayer character knows the reputation or is scared by it, and doesn't know the hero's better nature, his Reaction starts at Unfriendly (see Reactions in Savage Worlds). For –2 points, such Reactions start at Hostile. Concerned locals might alert the authorities, taunt to provoke the hero, or even attack out of fear and ignorance. If the character's initial Reaction is already penalized (as with D-Bees or Mutants, below) it starts one or two steps lower, respectively. If already Hostile, an immediate social skill check is required to avoid violence.
    • Corrosion (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.
    • Edge (Racial) - Arcane Background: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Channeling: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Mr. Fix It: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - New Powers: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - New Powers: Gain one Edge, ignoring all Rank requirements.
    • Edge (Racial) - Synthetic Immortality: Gain one Edge, ignoring all Rank requirements.
    • Ehrmagerd Erm a Sperdr (Racial): Wall Walker
    • 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.
    • Embedded Wilk's Laser Torch (Racial): The Construct has a weapons system integrated into its frame. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame.
    • Expanded Power Storage (Racial): Only needs to recharge once every three days. Compatible with any technology base.
    • Extra Appendages/Additional Action (Racial): Spider legs (6) plus two smaller, fine detail appendages for delicate work
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • Hardwired Skill (Racial): Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    • It's Pegged (Feature Locked Phys.) (Racial): I canna change the laws of Fezzik
    • Legs (Racial): Construct has Pace 6 and d6 running die
    • Merged Consciousness (Racial): Is alive, can take Arcane Backgrounds
    • No Vital Systems (Racial): The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them.
    • Obvious Construct (Racial): The being is obviously inorganic, which can be a dangerous prospect. Dark lighting, loose clothing, and other tricks are required to hide the fact. Opponents gain +2 on Notice rolls to discern its true nature.
    • Radiation (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.
    • Reinforced Chasses (Racial): Gain +2 Toughness with each upgrade.
    • Sensor Range Upgrade (Racial): The Construct ignores up to 4 points of Range penalties.
    • Skill Bonus (Racial) - Electronics: +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) - 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) - Repair: +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) - Spellcasting: +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) - Stealth: This bot is designed to physically dock or merge with constructs or systems it is accessing or repairing while being as unobtrusive as possible and not getting shot while making battlefield repairs
    • Small Frame (Racial): About 2' in height or length.
    • Solar Collector (Racial): Compatible with the standard tech base only, an embedded nanoscale solar collection lattice powers the Construct by converting sunlight into energy. Instead of drawing on another source of power, the Construct may passively recharge while exposed to sunlight for two hours to meet its regular power needs.
    • Specialized Construction (Racial): -2 to any trait roll that is considered outside this bot's functions, which are research, repair, construction, exploration. Can only use electrical weapons or tools like the Wilk's Laser Torch. Spellcasting limited to defensive and support to avoid penalty.
    • Spider legs pace bonus (Racial): Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
    • Technological System (Racial): Must spend one hour recharging each day. Fixed with Repair skill.
    • Titan Robotics prototype (-3) (Racial): -4 to repair, modify or EXAMINE this bot
    • Magic: Power Points: 25; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost Gift (Savage Worlds: Adventure Edition p169-170; Limitations: One Aspect, Touch (limited)), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect), Confusion (Savage Worlds: Adventure Edition p157), Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Touch (limited)), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power), Drain Power Points (Savage Worlds: Adventure Edition p159-160), Environmental Protection (Savage Worlds: Adventure Edition p161), Invisibility (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Smite (Savage Worlds: Adventure Edition p168), Speed (Savage Worlds: Adventure Edition p167; Limitations: One Aspect)
    • Power Activators: Magic users must be able to gesture and speak to cast spells.
    • Languages Known: Spanish (d6), Japanese (d6), Euro (d6), Dragonese (d6), Chinese (d6), 'Murican (native, d8)
    • Force Field: Runs off an E-Clip for 12 hours
    • 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).

    Advances

    Novice Advances
    • Edge: Free Runner
    • Edge: Power Points
    • Raise Skills: Occult/Spellcasting
    Seasoned Advances
    • Edge: New Powers (Warrior's Gift, Protection)
    • Edge: Power Points
    • Edge: Adept (Boost Trait, Deflection, Warrior's Gift (Protection))
    • Edge: One With Magic (Novice)
    Veteran Advances
    • Edge: Power Points

    Current Load: 48.5 (81)
    Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, 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, Multiple Languages, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
    Validity: Character appears valid and optimal
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