Everett Jackson, Vat-Grown Human Headhunter

Post Reply
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

M.A.R.S. Headhunter
Original Roll Sheet

F&G Table
OOC Comments
  • 1d12 = 11 (11)
    1d12 = 11 (11)
    • Reroll: 1d12 = 2 (2)
    1d12 = 11 (11)
    • Reroll: 1d12 = 9 (9)
    Trade 2+11 for 12
HJ Tables
OOC Comments
  • Cybernetics 1d20 = 1 (1)
    Cybernetics 1d20 = 9 (9)
    Cybernetics 1d20 = 15 (15)
    Cybernetics 1d20 = 18 (18)
    Cybernetics 1d20 = 20 (20)
    Training 1d20 = 1 (1)
    Training 1d20 = 4 (4)
    Training 1d20 = 6 (6)
    Training 1d20 = 7 (7)
    Training 1d20 = 13 (13)

    Trade Cybernetics 9 + Training 4 for Cybernetics 7
    Trade Training 7 + Training 13 for Training 15-16
Narrative Hook
  • 1d20 = 15 (15)
Credits
  • ( 1d4 = 3 (3)*1000)=3000
Last edited by Everett Jackson on Fri Oct 05, 2018 2:04 am, edited 1 time in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

Player Name: Derrick
Google Handle: DSmith8807
Everett Jackson
Rank: Seasoned Experience: 38 Advances Left: 1
Race: Vat-Grown Human
Iconic Framework: M.A.R.S. Headhunter
Attributes: Agility d8, Smarts d6-1, Spirit d8-1, Strength d12+2, Vigor d8
Charisma: 0(-2); Pace: 10(d10); Parry: 7(6); Toughness: 25(12) M.D.C.; Strain: 20/20
Skills (15 + 5 Fighting/Shooting/Throwing)
  • Fighting d8
  • Knowledge (Battle) d4
  • Notice d12+1
  • Persuasion d8
  • Shooting d12+2
  • Stealth d6
  • Streetwise d8
  • Survival d4
  • Throwing d4
Hindrances
  • Blast from the Past (Major): Everett is a throwback to the pre-Rifts era and is not aware of present day knowledge. -2 to Common Knowledge rolls.
  • Debt of Gratitude (Minor): Someone out there woke Everett up from the deep freeze, and hes grateful for it. If that person should need a favor, and Everett were to refuse, it would cost him a Benny.
    • Giri (Minor) - IZ 2.0 Player's Guide
      Sometimes, you just owe someone in a way money can’t repay. Maybe it’s out of a sense of duty; maybe it’s out of a sense of debt. Whatever the case, a character with this Hindrance is one of those peeps. “Giri” is a Japanese word that implies a certain amount of social obligation — usually to one’s superiors — and it runs deeper than a simple sense of service.
      A character with Giri as a Minor Hindrance has someone he’s a little indebted to. Most of the time it won’t make a big difference other than in how he behaves, but occasionally that “someone” might need something like a favor or some help. The character could refuse, but it’ll cost him a Benny and a point of Street Cred (if not a certain amount of self-esteem).
      If the Hindrance is a Major one, the character owes someone big-time. In this case, he may be called upon more often, and the costs of ignoring this call can be greater. The GM should decide how much Street Cred the character loses based on the nature of the favor. If it was a little one, maybe a single point (for No Style); if it was a big one, it could be as many as five points (as if for Failing a Run, or worse). Additionally, the character must pay a number of Bennies equal to the lost Cred — any shortage must be made up with additional Street Cred. If for some reason the character can’t pay the penalties, he may wind up with an Enemy or even a Wanted Hindrance.
  • Delusional (Major): Since waking up and immediately discovering Balitrox, Everett now believes that all weapons must have personalities. Some of them are just too shy to speak up.
  • Wanted (Minor): Everett was created with bleeding edge pre-Rifts genetic engineering. If the wrong people caught wind of his origins, he would be very, very valuable to them for research and development.
Edges
  • Acrobat (HJ): +2 to Agility rolls to perform acrobatic maneuvers (including Tricks); +1 Parry unencumbered
  • Battle Hardened (S2): +2 to all Soak rolls.
  • Beyond the Limit (I2): +6 Strain; Select one Unstable Psyche Hindrance
  • Connections (FG): Black Market + 1; Streetwise to contact; Persuasion to get what's needed.
  • Fleet-Footed (Item): +2 to pace; roll d10 for Running instead of d6.
  • Filthy Rich (FG, N1): +5 Rolls on Cybernetics + 20000 credits
  • Killer Instinct (HJ): Wins opposed roll ties; Rerolls first result of 1 on skill die for opposed rolls
    Rock and Roll! (S3): If a character with this Edge doesn't move, ignore the recoil penalty for firing a weapon on full automatic.
  • Scrounger (N3): Streetwise 1/Session in city or large town (-2 if smaller) to accomplish the following:
    • 1d6+2 fully charged e-clips for the team’s firearms
    • Complete reload for one Mega Damage weapon
    • Food for 1d6 people for a week
    • Fully restock 1 Trauma Kit or find 1d4+1 first aid kits (as found in NG-S2 Survival Pack)
    • Obtain a non-secured cred-card with 2d10*2000 credits on it
    • Other rare (not necessarily valuable) and needed item
  • Upgradable (IF): +6 Strain
  • Upgrade (I1): Internal Life Support
  • Upgrade (S1): Reinforced Frame
Cybernetics
(1 HJ, 2 IF)Armor Plating (3/3) - Strain: 3
  • +12 M.D.C. Armor (does not stack with worn armor)
(1 IF, 1 Creds)Bionic Strength Augmentation (2/U) - Strain: 2
  • +2 die types to Strength
(1 IF, 1 Creds)Cyber-Wired Reflexes (2/U) - Strain: 2
  • +2 die types to Agility
(HJ)Extra Set of Arms (1/1) - Strain: 3
  • +1 non-movement action w/ no MAP
(U)Internal Life Support (1/1) - Strain: 2
  • Internal air supply and other systems that make him Immune to suffocation, toxins and disease
  • +4 to resist radiation, intense environmental temperatures (but not damage) and other dangerous environmental effects
  • Only requires ⅕ of the nutrition of a fully organic person
(HJ)Nano-Repair System (1/1) - Strain: 2
  • Heal one wound per day
  • +4 to resist Bleeding Out
(IF)Optics Package (1/1) - Strain: 1
  • +2 to all sight-based Notice checks
  • Thermal imaging and night vision (ignore illumination penalties)
  • 50x magnification for distance & 20x macro lens for up-close detail
  • +2 vs blinding flashes and related light burst effects
  • Record still or moving images and store them for later viewing or display. Switch modes as free action.
(1 HJ, 1 IF, U)Reinforced Frame (3/3) - Strain: 3
  • +6 Toughness
LZ-3190 Survivalist Dataport (1/U) - Strain: 1
This special data port was designed specifically with Everett. As a man from a much different time, Everett's mysterious benefactor had this Subject Data Port upgraded to be installed into Everett upon his return to Castle Refuge.

It is hard coded with all known languages as well as integrated with an AI capable of deciphering written and spoken language. The AI can then add new languages to its database.

The same AI is capable of sorting through the myriad stimuli Everett's cybernetics are picking up in order to identify threats. If anything is detected, the AI alerts Everett and he is able to react appropriately.

The port's basic OS also comes with fundamental knowledge of a wide array of skills, ensuring Everett is at least minimally prepared for any situation.

It also functions as a standard Subject Matter Data Port.
  • Free action to change a chip, but requires a full round before new information is available.
  • A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types.
    • +4 die type chip to Notice.
  • Detect and sense danger. Everett gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (This is a superior version of the Danger Sense Edge and doesn't stack with it.)
  • Everett ignores the -2 penalty when making unskilled rolls.
  • Everett can speak any language. If it's one he's never heard before, he becomes conversational in minutes and fluent in a few hours.
    • Everett can read and write any language as well (after brief exposure for those without some sort of data or referene access).
(HJ)Wired Skill Port (1/U) - Strain: 1
  • Free action to change a chip, but requires a full round before new information is available.
  • A chip adds or increases one specific Agility-linked skill up to four die types.
    • +4 die type chip to Shooting.
    • +2 die type chip to Stealth.
Last edited by Everett Jackson on Sun Dec 16, 2018 2:27 pm, edited 18 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

Background
Image

Everett Jackson was a throwback from the pre-Rifts era and was grown artificially with bleeding edge genetic engineering. He was under suspended animation in a crypod within a sealed pre-Rifts government facility. He was supposed to wake up and defend the facility should it be breached.

The alarm, automated defenses and most life support failed with the coming of the rifts. Over time, the cryopods were deactivated as the power failed. When Everett was awoken, there was an axe propped up against the pod across from his.

Attached to it was a note reading, "I've activated the process to wake your ass up. Otherwise, you would have ended up like your skeletal buddies in the other pods. Magic is real, and this thing is a pain in my ass. You will need it more than I will. Be warned, it's personality is overbearing.

My team looted most everything here, but I convinced them to leave your locker intact. We don't have time to wait on your ass to wake up and recover, so make your way to Castle Refuge if you want to have a fighting chance in the new world. You owe me one, asshole.

- A Good Ass Samaritan.

P.S. If it looks like it can kill you, it probably would. If it doesn't, that doesn't meant it wouldnt try."

Everett looked around, and sure enough the other pods were deactivated with skeletal remains inside. He grabbed the axe which immediately spoke to him, "Meatbag. I will have the blood of those who would use arcane forces. Serve me or cast me away. What is your answer?"

Not the brightest guy, and a little freaked out that magic really did exist, Everett agreed to the proposition. He walked to the unopened locker with the name "Everett Jackson" on it and snagged his gear: A giant chainsword, a mini railgun, a lighter electromagnetic railgun, an ion pistol, and his standard-issue harness loaded with spare ammunitioin.

Armed to the teeth, Everett made his way out of the facility and onto the frigid peak of one of the Ozarks. From there, he made his way to Castle Refuge. It took him some time on foot and cost some blood, but he survived the journey. Upon arrival, he signed up no questions asked. He was a soldier with a debt, after all.

Upon seeing his abilities and the unique disposition of Balitrox, the Reaver of Essence, the Tomorrow Legion assigned him to the 12th AAT.
Last edited by Krozog on Mon Jun 25, 2018 1:07 pm, edited 6 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

Gear (237/350)

Balitrox, the Reaver of Essence
Balitrox was once a man dedicated to his path. His duty was to track down users of magic that strayed from the path of righteousness and slay those who could not be redeemed. He carried out his duty with great abandon, however; once he received orders he carried them out with no regard to whether they were right or wrong.
As the years passed, his abilities grew and his hunger for the blood of mages became insatiable. Balitrox began to kill mages indiscriminately. He was too powerful to be slain, so a cabbal of mages set forth a plan to contain him. His soul was stripped from his body and embedded into a great axe.
Balitrox, the Reaver of Essence now carries the sentience of the once-man Balitrox. In the presence of Magic, it glows with a red luminescence, but Balitrox's captors "cursed" him to only be able to slay those who would use magic for evil. If not regularly bathed in the blood of wielders of arcane power who harbor evil intent, Balitrox becomes dormant and is only as useful as the Great Axe his soul is contained within.
Balirox, Reaver of Essence
Balirox, Reaver of Essence
Balitrox-ConvertImage.png (28.04 KiB) Viewed 8642 times
  • Str+d10+4 Mega Damage, AP 6, -1 Parry, 2 Hands, 15 lbs
  • Danger Sense (Evil Arcana Detection) - Balitrox softly glows blood red when supernatural evil is around, providing just enough time to react before its too late.
  • Berserk (Balitrox Hungers) - Per the Berserk Edge, you can flip the switch and give partial control over your actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power.
  • Dispel (Balitrox's Denial)
    • P.P.E.: 10
    • Trait: Fighting
    • Trappings: Dispel activates on a Fighting roll and looses its ability to Dispel at range. In exchange, it never suffers a -2 penalty vs varying arcane sources.
  • Vow (Major)
    Balitrox hungers for the blood of the wielders of arcane forces. Any who wield the Reaver of Essence must swear to Balitrox to pursue and slay all arcane users of evil intent.
    • Minor Transgression: Allowing an evil arcane wielder to escape with his life results in Fighting suffering a -1 penalty to use until atoned, as Balitrox is constantly reminding the wielder of his vow.
    • Major Transgression: Failing to engage in combat with an evil arcane wielder results in Balitrox's Damage bonuses no longer applying, -2 to activate Dispel, PPE pool cannot be tapped (so the bearer must provide the PPE, or not use Dispel at all), and Danger Sense not working. The hectoring of Balitrox grows louder, now, and if the character is not on a quest to atone, he must make fatigue rolls to deal with not being able to sleep because of the constant haranguing.
    • Mortal Transgression: Willingly entreating with an evil arcane user will break the Vow between the wielder and Balitrox. Balitrox will first try to take control, plunging the user - willingly or unwillingly - into an arcane blood bath not seen since the Sorcerer's Revenge. Barring that the Axe falls silent and will not work as anything other than a mundane medieval Battle Axe (per SWD) until a major quest is performed to atone. Burying it in the heart of one of Dunscon's inner circle, for instance.
      • Loose control: Make a Spirit roll at -2 or Balitrox takes control for a time, leaving a trail of arcane bodies possibly good or evil in its wake.
Chain Greatsword
Image
  • Damage: Str+2d10
  • Weight: 22 lbs
  • Notes: AP 2, Parry −1, 2 hands.
NG-56 Light Ion Pistol
Image
  • Range: 10/20/40
    Damage: 1–3d6, AP —
    RoF: 1
    Shots: 12
    Weight: 2 lbs
Portable Rocket Launcher (Roxanne)
Image
  • Range: 50/100/200
  • Damage: Normal - 5d6, AP: 6 / AV - 4d6, AP: 11
  • RoF: 1
  • Shots: 1/1 (2 Normal missiles total)
  • Weight: 8 lbs
  • Notes: Mega Damage, SBT, Snapfire. Both missile versions cost 1,000 credits each.
TX-50 Light Rail Gun (Trixie)
Image
  • Range: 75/150/300
  • Damage: 2d8+2, AP: 4
  • RoF: 3
  • Shots: 20/20 (One full reload, One 12/20 Reload)
  • Weight: 70 lbs
  • Notes: Min Str d10. Mega Damage, no Snapfire penalty. Shots = bursts.
Mini Railgun (Minnie)
Image
  • Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Shots: 32/32 (One full reload, 19/32 Reload)
    Mods: 2, 200 lbs
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.
KLS-RG-15X Manpack Electromagnetic Rail Gun (Manuela) (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.


Cheetah Skin Moccasins (Enchanted Item; Minors 2/2, Majors 1/4)
Image
  • Pace: +2
  • Edge: Fleet-Footed
  • Weight: ?
  • Cost: ?
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.104) (3/4 Charges)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: NG-56 Light Ion Pistol
• Attachment: Short e-clip (12/12 Shots; $1500 to recharge)
• Attachment: Short e-clip (12/12 Shots; $1500 to recharge)
• Attachment:
• Attachment: Mini Railgun Canister (32/32 Shots; $4500 to replenish)
• Attachment: Manpack Helical Magazine (12/12 Shots; $3000 to replenish)
• Attachment: Manpack Helical Magazine (12/12 Shots; $3000 to replenish)
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Credits: 3490

Contacts
Black Market
TBD
Last edited by Everett Jackson on Sun Dec 16, 2018 4:56 pm, edited 30 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

Advances
Attributes
Agility: d8 (0, 2 Cyber)
Smarts: d6-1 (1)
Spirit: d8-1 (2)
Strength: d12+2 (1, 2 Racial, 2 Cyber, 1 Advance)
Vigor: d8 (1, 1 Racial)

Skills
  • d8 Fighting (3; Ag)
  • d4 K/Battle (1; Sm)
  • d6 Notice (2; Sm)
  • d8 Persuasion (3; Sp)
  • d12+2 Shooting (3, 4 Skill Chip; Ag)
  • d6 Stealth (2; Ag)
  • d8 Streetwise (4; Sm)
  • d4 Survival (1; Sm)
  • d4 Throwing (1; Agi)
Vat-Grown Human Racial Statistics
  • Large and in Charge: Vat-grown humans have a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race. [-1]
  • Rank and File: What good is a pricey, vat-grown super soldier if it talks back or doesn't follow orders? Vat-grown humans suffer a -1 penalty to all Smarts and Spirit rolls. [-4]
  • Resilient: Engineered for combat, Vat-grown humans are hardier than natural born humans. They start with Vigor d6 (Trait maximum d12+1) [+2]
  • Size +1: Vat-grown humans are designed with a large frame to support their increased muscle mass. They average 7 feet tall and weigh 250+ lbs. Their size grants them +1 Toughness. [+1]
  • Superhuman Strength: Vat-grown humans are created with humanity's maximum genetic potential for Strength straight out of the test tube. They start with Strength d8 (Trait maximum d12+2). [+4]
M.A.R.S. Headhunter
  • 3 FG Rolls, 3 HJ Rolls, +20 XP
  • Upgradable Edge
  • Starting gear allotment for the Combat Cyborg
Hero’s Journey
  • Cybernetics (1): Your hero wanted maximum capabilities, never mind others seeing her as a freak. She got an Extra Set of Arms installed.
  • Cybernetics (7): Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
  • Cybernetics (15): Whoever put your hero back together didn’t want her checking out any time soon. She has the Nano-Repair System.
  • Cybernetics (18): Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.
  • Cybernetics (20): Choose any single cybernetic upgrade you wish and qualify for.
    • Cybernetics (2-3): When the armor piercing lasers and flechettes fly, your cyborg’s level of Reinforced Frame is the best.
  • Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training (6): Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
  • Training (15-16): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
MARS Fortune & Glory
  • (9): Wealthy and Connected - You hero begins with the Rich Edge and the Connections Edge with two factions.
  • (12): Choose Your Fate - Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
Advances
  • Initial Advances 1: (From Hindrances): Upgrade
  • Initial Advances 2: (From Hindrances): Beyond the Limit
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance: Strength d12+2
  • Novice 3 Advance: Scrounger
  • Seasoned 1 Advance: Upgrade
  • Seasoned 2 Advance: Battle Hardened
  • Seasoned 3 Advance: Rock and Roll!
  • 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 Everett Jackson on Fri Oct 05, 2018 2:10 am, edited 2 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

+1 XP for interlude.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

+6 XP

+Rock and Roll!
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

Loot Pinata

+Cheetah Skin Moccasins
+1 Canister of TX-50 ammo with 12/20 Shots.
+1 Canister of Mini Railgun ammo with 19/32 Shots.
+5990 Creds (Legion Pay)
+212000 Creds (Selling the Loot)
+32000 Creds (Scrounger)

Owed 89000 Credits? (Gaspard 56k, Gill 33k)
Last edited by Everett Jackson on Sun Dec 16, 2018 2:06 pm, edited 2 times in total.
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

LZ-3190 Survivalist Dataport
This special data port was designed specifically with Everett. As a man from a much different time, Everett's mysterious benefactor had this Subject Data Port upgraded to be installed into Everett upon his return to Castle Refuge.

It is hard coded with all known languages as well as integrated with an AI capable of deciphering written and spoken language. The AI can then add new languages to its database.

The same AI is capable of sorting through the myriad stimuli Everett's cybernetics are picking up in order to identify threats. If anything is detected, the AI alerts Everett and he is able to react appropriately.

The port's basic OS also comes with fundamental knowledge of a wide array of skills, ensuring Everett is at least minimally prepared for any situation.

It also functions as a standard Subject Matter Data Port.
  • Free action to change a chip, but requires a full round before new information is available.
  • A chip adds or increases one specific (non-arcane) Smarts-linked skill up to four die types.
  • Detect and sense danger. Everett gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (This is a superior version of the Danger Sense Edge and doesn't stack with it.)
  • Everett ignores the -2 penalty when making unskilled rolls.
  • Everett can speak any language. If it's one he's never heard before, he becomes conversational in minutes and fluent in a few hours.
    • Everett can read and write any language as well (after brief exposure for those without some sort of data or referene access).
  • Strain: 1
  • Cost: 3000
Build Notes
PP: 6/6
Danger Sense [2 PP] (2 PP)
Gifted [2 PP] (2 PP)
Speak Language [2 PP] (1 PP; +1 PP Written Word)

Subject Matter Data Port Cost: 3000 Credits

ST Conversion Cost: Base Cost of 3000 x 1.5 = 4500 Credits
Time Required: [dice:thc7buhx]46751:0[/dice:thc7buhx] Hours

Veteran Rank (+6 PP) Cost: 6^2 = 36 x 5000 = 180000 Credits
Time Required: [dice:thc7buhx]46751:1[/dice:thc7buhx] Hours

Total Cost: 187500 x 1.2 (20% Markup) = 216000 Credits
Total Time: 3 Days 2 Hours

Want to purchase:
4 Die Step Chip: Notice -25000
2 Die Step Chip: Stealth - 7500
Credits Remaining: 251990 - 216000 - 25000 - 7500 = 3490 Credits

Everett's Glitched optics system repaired by the Legion free of charge.

Pimpin' the Mini Rail Gun
NOT BUYING AT THIS TIME. LEAVING HERE FOR FUTURE REFERENCE IF I DECIDE TO BUY IT LATER.
Mini Railgun
  • Range: 75/150/300
    Damage: 2d8+4, AP: 6, M.D.
    RoF: 4
    Cone: May instead deal its damage in a Cone Template for 2 shots.
    Burst: May instead deal its damage in a MBT for 4 shots.
    Shots: 32/32 (One full reload, One 2/32 Reload One 19/32 Reload)
    Notes: Style most common for combat cyborgs and power armor. No Snapfire penalty.
    Mods: 2, 150 lbs
    Cost: 45000
Build Notes
Attack, Ranged 0 [2 PP] (2 PP; -1 PP Limitation, +1 PP Cone, +2 PP Area Effect)
  • Limitation: 2 Shots for Cone/4 Shots for MBT

Mini Rail Gun Cost: 0 Credits

ST Conversion Cost: 45000 x 1.5 = 67500 Credits
Time Required: [dice:thc7buhx]46751:2[/dice:thc7buhx] Hours

Novice Rank (+2 PP) Cost: 10000 * 2 = 20000 Credits
Time Required: [dice:thc7buhx]46751:3[/dice:thc7buhx] Hours

Total Cost: 87500 Credits
Total Time: 3 days
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
User avatar
Everett Jackson
Diamond Patron
Diamond Patron
Posts: 99
Joined: Wed Jun 27, 2018 9:12 am

Re: Everett Jackson, Vat-Grown Human Headhunter

Post by Everett Jackson »

+6 XP for Q4 2018
Everett Jackson, Titan Juicer
Everett, Human Titan Juicer
Pace: 10(d8); Parry: 8(1) Toughness: 24(9)
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Note: Neither Quick nor Uncanny Reflexes apply on the first round of an unexpected combat/high-stress situation.
Combat-Relevant Edges & Abilities:
  • Ravenous Abandon (Berserk): Per the Berserk Edge, Everett can flip the switch and give partial control over his actions to the Reaver of Essence. This comes at a cost - ending Balitrox's berserking rage is not an option until its hunger has been sated by the blood of a wielder of arcane power
  • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Overrun: If he moves at least one inch beyond his normal Pace before making any Fighting attacks, the hero adds +2 to the damage rolls. Any target Shaken by such an attack is knocked prone.
  • 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.
  • Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
  • Internal Repair System: As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge.
  • Level Headed: Draw an additional Action Card each round in combat and choose which one to use.
  • Multi-Optic Helmet: It includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • Quick: Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
  • Size +2
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge allows them to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
  • Super Endurance: They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Trademark Weapon, Improved: +2 to Fighting with Balitrox and +2 Parry when Balitrox is readied.
Wounds: 0/3; Fatigue: 0/2; Balitrox's PPE: 5/5
Bennies: 4/3; Internal Repair System: 3/3
Burn: 6/8
Edit Signature

Balitrox speaking into Everett's mind.
Post Reply

Return to “Adventure Archive”