Palach, Intelligent Construct
Palach, Intelligent Construct
HJ1 - Close Combat Weapons (from Filthy Rich): 1d20 - Silvered Vibro-blade Vambraces
Palach
Re: Palach, Intelligent Construct
Palach
Player: Christian / Snake Eyes
Rank: Veteran 2
Advances Left: 0
Race: Intelligent Construct
Iconic Framework: Intelligent Construct
Attributes:
Skills:
Player: Christian / Snake Eyes
Rank: Veteran 2
Advances Left: 0
Race: Intelligent Construct
Iconic Framework: Intelligent Construct
Attributes:
- Agility d12
- Smarts d8
- Spirit d8 (+1 adv)
- Strength d10
- Vigor d12
Skills:
- Athletics d6
- Boating d4
- Common Knowledge d4+2
- Driving d8
- Electronics d6
- Fighting d12 (+2 with Vambraces)
- Hacking d4+4
- American d6
- Chinese d6
- Euro d6
- Japanese d6
- Russian (native)
- Notice d4+4
- Persuasion d4
- Piloting d8
- Repair d8+2
- Shooting d6
- Stealth d8
- Thievery d6
- Delusional (Minor): Palach does not know it is a construct. It believes it is a creature bonded to an alien-tech suit of armor. All of its capabilities are derived from the armor it wears. Any wounds suffered are damages to the armor only.
- Wanted (Major): Palach is a result of bleeding edge (probably future) alien tech. Anyone who discovers Palach's true nature is likely to want to reverse engineer it. Palach's creator may also want it back.
- Vow (Major): Palach needs to get to North America. It is imperative that it get to North America as soon as possible.
- Outsider (Major): Palach would be considered property, if its nature was known. -2 to Persuasion when dealing with anyone who knows.
- Secret (Major): Palach has a Secret. It's so secret, even he's not aware of it.
- Mild Mannered (Minor): Palach finds it difficult to be verbally aggressive. -2 to Intimidation.
Construct Racial Build
Edges and Iconic Abilities
- Ace: Ignore 2 points of penalties to Piloting roll, and may spend Bennies to soak damage for any vehicle they control using Piloting instead of Vigor.
- Combat Ace: - Ignores MAP for Piloting and another action in the same round.
- Rich: begin with money and 2 HJ rolls
- Filthy Rich: begin with 25k credits, traded 3 HJ rolls for vehicle, +1 roll on HJ equipment tables
- Ambidextrous: Ignores penalty for off-hand attacks.
- Two-Fisted: When making a 2nd melee attack from a different hand in a later action, ignore 2 points of MAP.
- Brawler: Adds +1 to Toughness and increases unarmed / claw damage by 1 die type.
- Bruiser: Adds +1 to Toughness and increases unarmed / claw damage by 1 die type.
- Martial Artist: Always considered armed, even when unarmed. Adds +1 Fighting when using hands/feet, and causes Str + d4 damage. If using clawed weapons, adds a die type to damage.
- Martial Warrior: Increases Fighting bonus to +2 and adds an additional die type to damage.
- Linguist: Knows half Smarts die in languages at d6.
- First Strike: Once per round, as long as it isn't Shaken or Stunned, Palach gets a free Fighting attack against a foe immediately after they move into Reach.
- Block: +1 Parry, reduces Gang Up bonus against him by 1.
- Counterattack: Once per round (if not Shaken or Stunned) Palach receives a Free Attack against one failed Fighting attack against him. The attack takes place immediately (before any other hits take place on the same Action card).
- Improved Block: Parry is +2, Gang Up bonus reduced by 2.
- Improved Counterattack:
Palach
Re: Palach, Intelligent Construct
Gear
NG-S2 Survival Pack (20 lb)
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
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.
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Vibro-Vambraces
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: Mega Damage, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
Spirit to activate Exalted Detect Arcana or Object Read
5 PPE
Credits: 0
NG-S2 Survival Pack (20 lb)
- • 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 sparker.
• First aid kit with three uses (each refill costs 100 credits).
• 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 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
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.
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Vibro-Vambraces
- • Damage: Str+2d4, AP 8 (Str+2d12 with edges)
• Weight: 2 (Min Str d6)
• Notes: Parry +1 (must be worn as a pair for the bonus). Count as Claws. Harmonic Blades, MD, Powered Weapons; Silver
• Rarity: -2 Cost: 11,000
- • Range: 18/36/72
• Dmg: 4d8, AP: 8
• ROF: 1
• Shots: 8
• Weight: 17 lbs. (Min Str: d8)
• Notes: Atomic Annihilation, Disintegration, No Recoil, Snapfire
• Rarity: -4 Cost: 22,000
The Equalizer is a purpose built adaptation using rounds made by competitors to see if it is worth reverse engineering those rounds. This six barreled pistol can use Bandito Arms Big Bore rounds, or Naruni Enterprises Plasma Rounds equally. Its revolutionary Steady Shot Aim Assist, standard Fast Draw Holster, and the shiny finish tend to draw admiration from its users.
• Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the pistol.
• • Range: 6/12/24
• • Damage: 1-3d6+1, AP: 3
• • Special: When using this round, the Equalizer acts as a Shotgun with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect (100 credits per shell, Rarity −1).
• Adaptive Engineering: Can also use NE-002PC "Medium" Plasma Cartridges
• • Range: 10/20/40
• • Damage: 3d10+3, AP: 0
• • Notes: Mega Damage, It Burns
• Adaptive Engineering: Can use normal shotgun rounds - slug and buckshot.
• • Range: 6/12/24
• • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
• RoF: 1, Revolver
• Shots: 6, Cannot use Speed Loader, Reload one round per action.
• Features:
- • Min Str d8
• Adaptive Engineering: Can use Bandito BigBore Pistol Rounds or "Medium" or Naruni Pistol Plasma Rounds. Can also use standard 12 gauge Shotgun buckshot and slug rounds (including silver). Because of the variable nature of the cylinder, malfunctions and jams are common. This gun is +1 on the Technical Difficulties table.
• Steady Shot Aim Assist: A miniature Sensor Targeting Suite in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. This system can negate up to 2 points of Range, Multi-Action, and other penalties when Shooting. The system also acts an Improved Stabilizer, reduce the shooting penalty from Unstable Platform or Running by 1
• Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
• Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you. (Acts as a Quirk Minor Hindrance)
• Cannot make use of a "Speed Loader" due to the adaptive design that allows for multi-munitions use. Must be loaded one at a time.
• Unique Ammo: Big Bore Rounds may be purchased at most Northern Gun Stores, or Bandito Arms stores for 100 credits each (Rarity -1); For those with the weapon and authorization, Northern Gun stores that have them will sell any Naruni Pistol Plasma rounds to the tester for 50 credits (Rarity -2).
• Northern Gun Quality: Uses the Northern Gun Manufacturer Quality (Empires of Humanity, page 38)
Spirit to activate Exalted Detect Arcana or Object Read
5 PPE
Credits: 0
Palach
Re: Palach, Intelligent Construct
Advances
Hero’s Journey
Hero’s Journey
- Close Combat Weapons 20 - Silvered Vibro-blade Vambraces
- Initial Advances: (Bonus from Hindrances): Rich, Filthy Rich
- Edge(s) granted by Racial Features: Ace, Combat Ace, Ambidextrous, Two-Fisted, Brawler, Bruiser, Martial Artist, Martial Warrior, Linguist
- Novice 1 Advance (PbP): +1 Spirit
- Novice 2 Advance: First Strike Edge
- Novice 3 Advance: +1 Fighting, +1 Boating
- Seasoned 1 Advance: +1 Spirit
- Seasoned 2 Advance: Block Edge
- Seasoned 3 Advance: +1 Fighting, +1 Repair
- Seasoned 4 Advance: Counterattack
- Veteran 1 Advance: Improved Block Edge
- Veteran 2 Advance: Improved Counterattack Edge
- Veteran 3 Advance: +Electronics + Driving
- Veteran 4 Advance: +1 SPIRIT OR FRENZY
- Heroic 1 Advance: IMPROVED FRENZY
- Heroic 2 Advance: IMPROVED FIRST STRIKE
- Heroic 3 Advance: +1 SKILLS
- Heroic 4 Advance: +1 SMARTS or EDGE
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Palach
Re: Palach, Intelligent Construct
Background
Palach is a product of an alien culture, likely involving time travel. After an assignment went awry, it was deposited in Russia on Rifts Earth. Palach is not aware that it is a construct. It believes it is an entity encased in and bonded to a suit of high tech armor. Any extraordinary abilities it exhibits, including shifting forms and faces, are a feature of the armor and not an inherent ability. Any wounds or malfunctions are viewed as damage to the armor and not to itself. Palach's purpose is yet to be discovered. For now, it is looking to form bonds and contacts in Russia.
Palach is a product of an alien culture, likely involving time travel. After an assignment went awry, it was deposited in Russia on Rifts Earth. Palach is not aware that it is a construct. It believes it is an entity encased in and bonded to a suit of high tech armor. Any extraordinary abilities it exhibits, including shifting forms and faces, are a feature of the armor and not an inherent ability. Any wounds or malfunctions are viewed as damage to the armor and not to itself. Palach's purpose is yet to be discovered. For now, it is looking to form bonds and contacts in Russia.
Palach
Re: Palach, Intelligent Construct
Novyet Bear
- • Size: 7, Crew: 2+8, Toughness: 40 (20), Pace: 120 MPH, Handling: +1, Mods: 5
• Notes: ATV, ECC, MDC Armor, STS, Max range 600 miles
• Weapons
• • N/A
Other Features
• Rarity: -3; Cost: 152,000
Palach
Re: Palach, Intelligent Construct
10/5/2020: N2) First Strike Edge
1/5/2021: N3) +1 Fighting, +1 Boating
4/24/2021: S1) +1 Spirit
7/4/2021: S2) Block Edge
10/18/2021: S3) +1 Fighting, +1 Repair
1/20/2022: S4) Counterattack Edge
4/4/2022: V1) Improved Block Edge
7/20/2022: V2) Improved Counterattack Edge
1/5/2021: N3) +1 Fighting, +1 Boating
4/24/2021: S1) +1 Spirit
7/4/2021: S2) Block Edge
10/18/2021: S3) +1 Fighting, +1 Repair
1/20/2022: S4) Counterattack Edge
4/4/2022: V1) Improved Block Edge
7/20/2022: V2) Improved Counterattack Edge
Palach
Re: Palach, Intelligent Construct
Current Status, 7/20/2022
Bennies: 3 (reset)
Wounds / Fatigue: 0 / 0
Bennies: 3 (reset)
Wounds / Fatigue: 0 / 0
Palach