Curatrix - (heavy, Rob)

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Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Curatrix - (heavy, Rob)

Post by Gill »

Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills:
  • Athletics d12+2
  • Common Knowledge d4
  • Fighting d12+2
  • Focus d6+2
  • Notice d4
  • Occult d6+2
  • Persuasion d4
  • Shooting d8
  • Stealth d4
Hindrances
  • Vow (iconic): protect and aid Gill
  • Outsider (Iconic)
  • Wanted (Iconic)
  • Sinks Like a Rock(Can’t swim, Minor): –2 to swimming (Athletics) rolls; Each inch moved in water costs 3” of Pace.
  • Curious (Major): The character wants to know about everything.
  • All Thumbs (Minor): –2 to use mechanical or electrical devices.

Iconic Framework
  • Construct (0): 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, Are immune to Disease and Poison, Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Inorganic Normal cyber-ware does not work on Constructs.
  • Outsider (Major) (0): Curatrix is not considered a sentient. He suffers a −2 to Persuasion.
  • Core Directive (Major) (0): Vow (Major) protect Gill.
  • Wanted (Major) (0): Golem's are very valuable and wanted.
  • Transferred Intelligence (0): May access PPE and ISP, and take related Arcane Backgrounds.
  • Arcane System (-4=-4): Through complex enchantments Curatrix lives. He must consume 5 Power Points from ley lines or by draining PPE/ISP from other sources each day. The lower of Occult or Focus is used to fix these constructs instead of Repair.
  • Super-heavy Frame (0=-4): Size +3, +3 Toughness.
  • Legs (0=-4): The Construct has Pace 6 and d6 running die.
  • Improved Senses (1=-3): The Construct has improved audio and visual senses granting it +2 to Notice rolls and allowing it to ignore Dim or Dark Illumination penalties. It can record its sensory feeds (audio, visual, etc.).
  • Obvious Construct (-2=-5): The being is obviously inorganic. Opponents gain +2 on Notice rolls to discern its true nature.
  • Non-Vocal (-1=-6): The Construct lacks the ability to form the sounds made by most other races.
  • Feature Locked Physiology (-4=-10): The Construct’s core physical systems cannot be modified.
  • Specialized Construction (-6=-16): Curatrix subtracts 2 on Agility, Smarts, and all skill rolls not directly related to its primary function.
  • Obscure Construction (-3=-19): Advanced enchantment impose a −3 penalty on skill checks related to his construction (such as repairing, modifying, or examining them).
  • Armor 20 (5=-14)Armor (Size +2): The outer layer of the Construct is hardened, gaining +20 MDC natural Armor.
  • Automated Repair Unit *2 (4=-10): Make a Vigor roll as a free action twice per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
  • Manual Repair Systems (2=-8): +2 to focus and occult
  • Bioreactor (1=-7): May consume organic food and water.
  • Reinforced Chassis +6 (3=-4): Gain +6 Toughness.
  • Summoned for Conflict (2=-2): Receives +2 Athletics, and Fighting.
  • Elemental Opposition Weakness (-1=-3): Water/Ice Damage inflicts +4 Damage
  • Elemental Opposition Weakness (-1=-4): Lightning (Electrical) Damage inflicts +4 Damage
  • Elemental Opposition Weakness (-1=-5): Holy Damage inflicts +4 Damage
  • Powerful Battle Enchantments (10=5): Integrated edges
    1. Brawler: Toughness +1, add d4 (or a die tpe) to damage from fists and natural weapons can be combined with Martial Artist, Claws, or similar abilities.
    2. Bruiser: Increase unarmed Strength damage a die type and Toughness another +1.
    3. Nerves of Steel / Improved Nerves of Steel : Ignore up to two levels of Wound penalties. (total all wound penalties)
    4. Tough as Nails / Tougher Than Nails: The hero can take five Wounds before being Incapacitated.
    5. Frenzy / Improved Frenzy: Roll a second Fighting die with up to two melee attacks per turn.
    6. First Strike / Improved First Strike: Free Fighting attack against up to three foes when they move within Reach.
  • Offensive Arcane Enchantments Integral Weapon Systems (2=7):
    • Sliver (Giant summonable rune weapon: Str+2d12 (Str+2d8+Brawler+Bruiser+Natural Weapon), AP 16, Str min d12+2, Weight 16, Notes: Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger.)
    • Lighting Stare (4d6, AP 3, range; 24/48/96, RoF 3, +1 Hit, +2 Damage, Heavy Pulse[RoF 1, for +1 Shooting, +3 damage, Snapfire, MD] ,Cauterize, No recoil)
      OOC Comments
      The Construct has a weapons system integrated into its frame. This could be Vibro-Claws or a hydraulic bite and titanium teeth (Str+d4 Mega Damage, AP 2, these are considered Natural Weapons, see Savage Worlds), retractable swords, laser eyes, small ranged weapons ports, and so on.
      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 (Giant Vibro Blade and Twin Linked Wilk’s 457 Pulse Rifle retrapped), is integrated into the Construct's frame. Paired ranged weapons are Linked providing +1 to hit and +2 damage. If desired, the weapons can be concealed when not in use. Opponents searching for such concealed weapons suffer a penalty to their Notice rolls of −4."
  • Attribute (17=24): Increase an Attribute by one die type. Spirit +2dt, Strength +9dt, Vigor +6dt

Advances
  • Brute (Hindrance): Athletics is linked to strength, The character may also resist Athletics Tests with Strength if she chooses. Brutes increase the Short Range of any thrown item by +1.
  • Ambidextrous (Hindrance): No off hand penalty

Powers
Arcane Background (Gifted)
Power Points: 15
Speak With Nature [Elemental Manipulation]



Gear

Large Shield Carries a specially crafted large shield made of Mega Damage Materials.
  • +3 Parry
  • -4 Cover
  • Weight: 96 (was 12, x4 for racial "big" but mathematically it should be x8 for twice the dimensions)
Advances
Advances
Listed in Character Creation Order to assist in conflicts.

Choose Race (Choose a Race, apply resulting modifiers)

Base Attributes (pre-construct) (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
Agility: d12
Smarts: d6
Spirit: d4 +2 = d8
Strength: d4 +9 = d12+5
Vigor: d4 +6 = d12+2

Skills:
  • Athletics d12+2 (4)
  • Common Knowledge d4
  • Fighting d12+2 (4)
  • Focus d6+2 (2)
  • Notice d4
  • Occult d6+2 (2)
  • Persuasion d4
  • Shooting d8 (3)
  • Stealth d4

Iconic Framework
[*]Construct Worksheet above

Advances
  • Initial Advances: (Bonus from Hindrances): Brute
  • Initial Advances: (Bonus from Hindrances): Brawny
  • Novice 1 Advance:
  • 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 Gill on Thu Feb 20, 2020 8:51 am, edited 1 time in total.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
User avatar
Gill
Posts: 91
Joined: Tue Jun 19, 2018 1:13 pm

Re: Curatrix - (heavy, Rob)

Post by Gill »

A Sidekick for Gill

When Gill's wife knew she her time was coming before she could die of the wasting disease that had taken her. She took a small portion of her soul and mixed with Gills own. Then pulling on the power of the elements at her command she formed the metals of the earth into the shape and structure of a large metal man.

Now Curatrix lives with the love that Gill and Amelia had for each other, but is yet alive on his own. As he experiences, learns and loves he is often more like Gill's giant oversized best friend or perhaps child, than a servant or sidekick.
Gill Chaos Master (Rob T)
Gill Chaos Master
Rank: Seasoned 2 (MARS + Site = 5) Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Pace: 6 (d6 running); Parry: 5; Toughness: 14 (6)
Skills: North American d8 (Native), Notice (Smarts) d10 [/color] All Others d6

Gill's Resources
Bennies: 7
  • +5 Quarter Begins + Great Luck


    Wounds: 0 of 3
    Fatigue: 0 of 2
    Focus Pool: 30/30
    Magic PPE: 15 of 15
    Miracles PPE: 10 of 10
    Psionic ISP: 10 of 10
    Techno Pool: 15 of 15

    Active Effects:
    Awesomeness +9,000
Curatrix - Avatar of The Chaos
Curatrix - Avatar of The Earth
Rank: Novice 0 Advances Left: 0
Race: Avatar of The Earth
Iconic Framework: Intelligent Construct
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5 (2.5 tons/10 tons), Vigor d12+2
Pace: 0; Parry: 8/11; Toughness: 41 (20); Size: 3 (10' tall 2,000 lbs)
Skills: Athletics d12+2, Common Knowledge d4, Fighting d12+2, Focus d6+2, Notice d4+2 (multi spectrum), Occult d6+2, Persuasion d4, Shooting d8, Stealth d4

Curatrix' Resources
Bennies: 2
  • +2 Quarter Begins

    Wounds: 0 of 5 (Ignores all Wound Penalties)
    Fatigue: 0 of 2
    Focus Pool: 15/15
Active Effects:
Awesomeness +9,000
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