Lithium Rose (Juicer) [101st]

GM: KahlessNestor
The heroes of Fort Hope - 5/8 Players
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Lithium
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Joined: Fri Mar 26, 2021 10:59 am

Lithium Rose (Juicer) [101st]

Post by Lithium »

Heroes Journey Rolles and Fortune and Glory Rolls

Narrative Hook 1d20: [17] = 17 = Authority Issues

HJ 1 - Ranged Weapon 1d20: [1] = 1 = Add any Personal Ranged Weapon listed in this book to your character's gear list

HJ 2 - Training 1d20: [4] = 4 = Gets the Martial Artist Edge, or improved Martial Artist, if he already has Martial Artist.

Universial Credits 2d4*500: [3, 2]*50 = 250

Gear and Valuables 4d6*100: [2, 2, 2, 1]*10 = 70
Last edited by Lithium on Mon Apr 05, 2021 10:15 am, edited 12 times in total.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
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Lithium
Posts: 12
Joined: Fri Mar 26, 2021 10:59 am

Re: Lithium Rose (Mega-Juicer)

Post by Lithium »

Lithium Rose

Rank: Novice
Advances Left:
Race: Human
Iconic Framework: Juicer
Attributes:
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
Pace: 14 (run: d8); Parry: 7; Toughness: 16 (armor: 5); Strain: 6; Burn: 7(d6)

Skills:
  • Athletics d8
  • Common Knowledge d4
  • Notice d6
  • Persuasion d4
  • Stealth d6
  • Driving d4
  • Fighting d10
  • Piloting d4
  • Shooting d10
  • Survival d4
Hindrances
  • Overconfident (Major): There's nothing out there a Juicer can't defeat
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation.
  • Quirk (Minor): Believes the Juicer mantra: live fast, party hard, leave a pretty body.
  • Death Wish (Minor; IF): Juicer knows he's going to die and he wants to go out magnificently, having done something folks remember and are inspired by.
Racial Abilities
  • Adaptable: Humans begin play with an Edge.
Edges and Iconic Abilities
  • Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of every single Agility, Strength, or Vigor-based Trait roll. The Burn Dice is a d6 that cannot Ace, which may be added after a Trait roll. The Juicer adds his Burn Dice to the Trait roll and if the Burn Dice result is one, he reduces his Burning Rating by a point.
  • Last Call: The lower a Juicer’s Burn Rating the closer he is to death. When a Juicer reaches a Burn Rating of Three his Burn Die becomes a d8, at Burn Rating of two it's a d10, and at a Burn Rating of one, it's a d12.
  • Burning Out: A Juicer reduced to a Burn Rating of zero dies by the end of the current adventure, and will probably want to go out in a Blaze of Glory.
  • internal Repair System: Gains Slow Regeneration (a natural healing roll once per day). Emergency Repairs: as an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs once charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
  • Super Endurance: +2 Vigor die types; They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Reflexes: +2 Agility die types. Begin with the Quick Edge.
  • Super Speed: Double their Pace and move twice the normal distance, horizontally, and vertically, when Jumping. Gain Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
  • Super Strength: +2 Strength die types. Begin with the Brawny Edge
  • Uncanny Reflexes: -2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • Drug-Induced Euphoria/Tranquility: Causes -1 to all Smarts or Smarts-linked skill rolls in non-combat or low-stress situations. In the first round of unexpected combat or high-stress situation, the Juicer doesn't gain the benefits of Uncanny Reflexes or Quick.
  • Unstoppable: by virtue of sheer durability, can absorb massive blows. Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.
  • Brawny (IF): Toughness increases by +1 and treats her Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty.
  • Double Tap: +1 to hit and damage when firing no more than RoF 1 per action.
  • Dodge: -2 to be hit by ranged attacks.
  • Fleet-Footed (IF): Pace increased by +2 and running die increases one step (d6 to d8).
  • Quick (IF): When dealt an Action Card of Five or lower, discard it and draw again until you get a card higher than Five.
  • Martial Artist (HJ): Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks.
  • Mega-Juicer Treatment: Mega-Juicers are Unstoppable. Permanently. Until they explode; 4d12+12 Mega Damage (LBT)
  • Split the Seconds: Ignore 2 points of Multi-action penalties each turn (can perform two actions at no penalty or three at -2 each).
Last edited by Lithium on Mon Apr 05, 2021 10:15 am, edited 37 times in total.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
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Lithium
Posts: 12
Joined: Fri Mar 26, 2021 10:59 am

GEAR

Post by Lithium »

Gear

Juicer Assassin Plate Medium Armor
Armor: +5; Tough: +3; Min. STR: d6; Wgt.: 14; Rarity: -1; Credits: 32,00

Vibro-Shortsword
Image NG-56 Light Ion Pistol
Range: 10/20/40; Damage: 1-3d8; RoF: 1; AP: -; Shots: 12; Min STR: d4; Wgt.: 2; Rarity: +0; Credits: 5,000
Note: +2 Shotting loses 1 die at medium range, 2 die at long range.

JA-9 Variable Laser Rifle
Range: 30/60/120; Damage: 4d6; Rof: 1; AP; 3; Shots: 30; Min STR: d4; Wgt.: 3; Rarity: -4; Credits: 25,000
Notes: Heavy Beam (RoF 1, three shots, +4 to damage; Snapfire and Mega Damage). Ignores laser resistance. Integrated Multi-optics Scope (Thermal, infrared, Night optics; Aim maneuver, an additional +2 to Notice or offset Range penalties. +1 Shooting .

WI-GL4 Grenade Launcher
Range: 18/36/72; Damage: by grenade; RoF: 1; Shots: 24; Min STR: d6; Weight: 15; Rarity: -2; Credits: 50,000

NG-S2 Survival Pack
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing)
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation)
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint speaker
  • First aid kit with three uses.
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth
  • Two-person tent, insulated with a water collector, providing +2 vs. cold or heat environmental hazards. Partied with an insulated sleeping bag.
    E-Clips: 4
    Grenade Launcher Reloads: 2 (HE)
    Dirt Bike
    • Size: 0, Crew: 1, Toughness: 7, Pace: 80
    • Notes: Stock bike design for off-road use with excellent shocks. Off Road (treat as 4WD). 50% chance any uncalled shots hits the character instead.
    • Cost: 2,000
      Universal Credits: 700
      Gear and/or Valuables: 500.
Last edited by Lithium on Wed Apr 07, 2021 11:39 am, edited 11 times in total.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
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Lithium
Posts: 12
Joined: Fri Mar 26, 2021 10:59 am

Advances

Post by Lithium »

Advances

Hero’s Journey
  • Ranged Weapons 1 - Add a Personal Ranged weapon listed in this book to your character's gear list.
  • Training 4 - Whether via formal training in a dedicated school, leaning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge.
Advances
  • Initial Advances: (Bonus from Hindrances): Split the Seconds, Mega-Juicer Treatment
  • Edge(s) granted by Racial Features: Dodge
  • Edges(s) from Hero’s Journey Rolls: Martial Artist
  • Novice 1 Advance (PbP): Double Tap
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • 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:
Last edited by Lithium on Mon Apr 05, 2021 10:18 am, edited 5 times in total.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
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Lithium
Posts: 12
Joined: Fri Mar 26, 2021 10:59 am

Backstory

Post by Lithium »

Your typical Juicer story tends to be fraught with the young and dumb wanting to be part of something bigger. The desperate, the young and stupid, think that the Juicer augmentation is the key to a more significant part of the action. Many young delusional people quickly discover that the price of power is a speedy trip to the grave, sometimes before the drugs burn them out.

Others understand the cost but do it anyway so that the people they leave behind can have a better life. Detoxing is an option, but then former juicer faces a life where they once were something but now have to live among the ordinary people. Getting Juiced for the first time changes everyone. They get to see life in a different aspect that only the rare view can enjoy. So they say there is a certain nobility in being a soldier for hire and receiving the power that movies brag about being the ultimate warrior. They do not lie, the power of a Juicer is something to behold, and everyone knows the cost. People still do it anyway all the time. Lithium Rose is no exception, and her story is a combination of everything gone on before.

Lithium Rose, also formally known as Abigail Stewart, witness firsthand the evil that men do on Rifts Earth. Her dad was a small-time hero in the wastes of the former United States. He settled down to become her town's hero protector and did an excellent job of it. Mom was a devoted homemaker who caught his eye and somehow kept her father moving on and being less reckless as an adult. Abigail was in her teens when criminals came to her town and turned it into a burning hole in the ground. Her parents and little brother died in the conflagration of violence. It was so horrible to watch that it cracked her young mind, deadening part of her spirit that once believed that people could be descent if you but gave them a chance.

Then Juicer bounty hunters came and killed the gang, rather spectacularly. They took Abigail to hand her off to some people they knew would take care of her, but she rebelled at that idea and wanted to join them instead. It took some convincing, but the mercenaries let her stay on with their support group, and there she began to learn the trade.

The new lifestyle appealed to Abigail, and she took on the name Lithium Rose. Her natural athletic talent helped in her training. Still, the damage to her psyche left by her town's death worried members of the merc group. A killer instinct is a must on the battlefield, but Lithium was a little too bloodthirsty. She got a much-needed intervention from her martial arts mentor, a squishy by the name of Johnny Rage. He helped set Lithium on the warriors' path and taught her that her actions needed to mean something more than base emotion.

Tolkien's war challenged her views. She learns quickly there was no such thing as a good war. Just people making bad choices and getting innocent people killed. The Sorcerors Revenge really drove that notion home. The people went from fighting for their existence to partnering up with monsters and demons. By the time the war was over, the merc group had been broken; the members spent or dead. Lithium is left wondering if joining up with the underdog was the right way, or she should consider it a payday gone massively wrong.

A year after everything fell apart, she started trouble with the Coalition wanting to get payback and take out her frustrations on them. Members of the Legion though it better to temper the young super-soldiers ambitions by helping her stay on the path of the warrior.
Lithium Vitals
Parry: 7; Toughness 16 (Armor: 5)
Burn: 7
Bennies: 3
Wounds: 0/3

Uanrmed Attack and Damage: +1, d10+d4
Dodge: -2 Range attacks; Uncanny Reflexes: -2 to everything else.
Unstoppable
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