HJ
[dice:8s602dza]63286:0[/dice:8s602dza]
[dice:8s602dza]63286:1[/dice:8s602dza]
Diego: Human Hyperion Juicer
Re: Human Hyperion Juicer
Pinky (Scott MacFarland)
Player: Mike
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Juicer - Hyperion
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8*, Vigor d10
Pace: 20 (d8 run); Parry: 8*; Toughness: 16 (5); Burn: 8
* Affected by Uncanny Reflexes
Skills
Hindrances
Edges and Iconic Abilities
Player: Mike
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Juicer - Hyperion
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8*, Vigor d10
Pace: 20 (d8 run); Parry: 8*; Toughness: 16 (5); Burn: 8
* Affected by Uncanny Reflexes
Skills
- Athletics (Ag) - d12
- Common Knowledge (Sm) - d4
- Fighting (Ag) d12
- Notice (Sm) - d4
- Persuasion (Sp) - d4
- Shooting (Ag) d12
- Stealth (Ag) - d12
Hindrances
- Cybernetics (Iconic): Although it is possible to add cybernetics to the Juicer’s already hacked biology, there is a severe drawback: each point of Strain removes a point of Burn!
- Death Wish (Iconic): The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish (Minor) Hindrance.
- Drug-induced Euphoria/Tranquility (Iconic): In order to keep the Juicer from burning out over a matter of days, the bio-comp constantly supplies a combination of psychotropic drugs and chemical inhibitors to keep him happy and calm. Juicers live in a state somewhere between mildly ecstatic and stoned, which causes −1 to all Smarts or Smarts linked skill rolls in non-combat or low stress situations. On the first round of an unexpected combat or high-stress situation, the Juicer doesn’t gain the benefits of Uncanny Reflexes or Quick.
- Psionics and Magic (Iconic): The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.
- Arrogant (Major): Chowtime hates it when others get the good kills. He knows he is the best there is and so it is the biggest bad guys need to be taken down by him.
- Overconfident (Major): Chowtime is a perfect unstoppable machine who can do anything.
- Habit - Smoking (Minor): when you know you are going to die, you enjoy all the pleasures life offers. Addicted to cigars, and suffers Fatigue if deprived.
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 Die is a d6 that cannot Ace, which may be rolled after a Trait roll. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point.
- Internal Repair System (Iconic): The biocomp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
- Super Endurance (Iconic): Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
- Super Reflexes (Iconic): Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge. Quick: The character may redraw an initiative card of 5 or less.
- Super Speed (Iconic): Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
- Super Strength (Iconic): Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge. Brawny: The character’s strength is treated as 1 die type higher for lifting and carrying. In addition toughness is increased by +1.
- Uncanny Reflexes (Iconic): Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
- (Human): Hyperion Treatment (triple base pace and double jump distance, redraw cards of 8 or less)
- (Hindrances): Ambidextrous (ignores offhand penalty)
- (Hindrances): Split The Seconds (Ignores 2 points of multi action penalty)
- Hero’s Journey: Two Gun Kid (ignores 2 points of off MAP when attacking with off hand ranged)
- Hero’s Journey: Military Training +3 Skill points for Combat skills
- Novice 1 Advance: Two Fisted (ignores 2 points of off MAP when attacking with off hand melee)
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Human Hyperion Juicer
Background
Diego grew up in Arzno to a single mother. While his father left before he was even born, Diego was raised by a loving and caring woman, who worked hard to make sure he could escape the poverty she was born into. When Diego was four, his mother was killed in the cross fire during an armed robbery at the store she worked at. Diego was turned over to the nearest orphanage, where he was thrust into a system of psychological abuse, that made him hate everyone. When he was 10, he escaped the orphanage and joined a Juicer gang, selling Hype. Diego saved every spare penny he could and when he was 18 he went to the nearest cyber doc and paid for the Hyperion Conversion. He promptly began to sell his services as a thug and killer, until a merc group realized he had some talent at the latter and gave him a quick lesson in the deadly arts. After a few years, Diego parted ways and joined up with the current group, eager to ply his dark trade and become the greatest killer to ever live.
Diego grew up in Arzno to a single mother. While his father left before he was even born, Diego was raised by a loving and caring woman, who worked hard to make sure he could escape the poverty she was born into. When Diego was four, his mother was killed in the cross fire during an armed robbery at the store she worked at. Diego was turned over to the nearest orphanage, where he was thrust into a system of psychological abuse, that made him hate everyone. When he was 10, he escaped the orphanage and joined a Juicer gang, selling Hype. Diego saved every spare penny he could and when he was 18 he went to the nearest cyber doc and paid for the Hyperion Conversion. He promptly began to sell his services as a thug and killer, until a merc group realized he had some talent at the latter and gave him a quick lesson in the deadly arts. After a few years, Diego parted ways and joined up with the current group, eager to ply his dark trade and become the greatest killer to ever live.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Human Hyperion Juicer
Gear
Juicer Assassin Plate Armor
Wilk’s 320 Laser Pistol
JA-9 Variable Laser Rifle
Vibro-Sword
Juicer Assassin Plate Armor
[*]+5 Armor and +3 Toughness
[*]Strength Minimum: d6
[*]Environment Protection: Partial
[*]Weight: 14 lb
Wilk’s 320 Laser Pistol
- [*]Range: 18/36/72
[*]Damage: 2d6+1, AP 3
[*]RoF: 1
[*]Shots: 20
[*]Weight: 2 lbs
[*]Notes: Semi-Auto, +1 Shooting
JA-9 Variable Laser Rifle
- [*]Range: 40/80/160
[*]Damage:3d6+1, AP 4
[*]RoF: 1
[*]Shots: 30
[*]Weight: 6 lbs
[*]Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties), can do MD for 10 shots (snapfire).
Vibro-Sword
- Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
Credits: [dice:32h2if02]63306:0[/dice:32h2if02], and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Human Hyperion Juicer
Advances
Listed in Character Creation Order to assist in conflicts.
Edges and Iconic Abilities
- Internal Repair System (Iconic): The biocomp system managing the drugs and chemicals within the Juicer’s body also works overtime to ensure his continued health and good repair. The Juicer gains Slow Regeneration (a natural healing roll once per day). There’s a continuously replenishing supply of nanites and chemical concoctions available for “emergency repairs.” As an action, the Juicer can make a natural healing roll at +2 to heal Wounds; this costs one charge. The system holds a maximum of three charges and requires eight hours to recover one charge.
- Super Endurance (Iconic): Juicers begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
- Super Reflexes (Iconic): Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
- Super Speed (Iconic): Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
- Super Strength (Iconic): Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
- Uncanny Reflexes (Iconic): Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Hero’s Journey
- Training (20): 1 combat edge of choice = Two Gun Kid.
- Training (2): +3 Skill point for combat skills.
Attributes
Agility: d4 +2 dt +2 = d12
Smarts: d4 +1 = d6
Spirit: d4 +1 = d6
Strength: d4 +2 dt = d8
Vigor: d4 +2 dt +1 = d10
Skills (15 + 3)
- Athletics (Ag) - d12 (Core +4)
- Common Knowledge (Sm) - d4 (Core)
- Fighting (Ag) d12 (+5)
- Notice (Sm) - d4 (Core)
- Persuasion (Sp) - d4 (Core)
- Shooting (Ag) d12 (+5)
- Stealth (Ag) - d12 (Core +4)
Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.
- Initial Advances (Human): Hyperion Treatment (triple base pace and double jump distance, redraw cards of 8 or less)
- Initial Advances (Hindrances): Ambidextrous (ignores offhand penalty)
- Initial Advances (Hindrances): Split The Seconds (Ignores 2 points of multi action penalty)
- Hero’s Journey: Two Gun Kid (ignores 2 points of off MAP when attacking with off hand ranged)
- Hero’s Journey: Military Training +3 Skill points for Combat skills
- Novice 1 Advance: Two Fisted (ignores 2 points of off MAP when attacking with off hand melee)
- 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:
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell