Viktor Konnikov

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Viktor Konnikov
Posts: 12
Joined: Tue Nov 03, 2020 9:23 pm

Viktor Konnikov

Post by Viktor Konnikov »

Training:
1d20
1d20

Credits:
4d6x100
2d4x500
User avatar
Viktor Konnikov
Posts: 12
Joined: Tue Nov 03, 2020 9:23 pm

Re: Viktor Konnikov

Post by Viktor Konnikov »

Viktor Konnikov
Novice Male Human, Juicer

Iconic Framework: Juicer

Background
Ever since being juiced Viktor has had trouble controlling his temper. The worst and most shameful was Calmville. Most remember the bloody streets of Calmville as the Juicer uprising erupted. Standing in the middle was Victor Konnikov drenched knee high in a river of blood. Children, women, men, soldiers, it did not matter that day, they all died by his hand. He didn't even remember what sparked the rage. Trying to escape Viktor made his way back home to Russia in hopes to hide from his shame. He has also taken up arms to helping the little man. With any luck he can atone for his sins.


Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12

Skills:
Athletics d6
Battle d6
Common Knowledge d4
Fighting d12+2
Notice d6
Persuasion d4
Shooting d8
Stealth d6
Survival d4

Pace: 8; Running Die: d8; Parry: 12; Toughness: 21 (7); Size: Normal (2)
Strain: 6/6; Burn: 6, 1d6

Hindrances: Death Wish, Heroic, Shamed (major, Calmville)
Edges: Berserk, Brawny, Fleet-Footed, Frenzy, Improved Counterattack, Improved Frenzy, Quick, Split the Seconds, Titan Treatment, Trademark Weapon (Giant Vibro-Axe)

Armor: Juicer Man-Killer Heavy EBA (Armor 7, Toughness 3)

Weapons: Giant Vibro-Axe (Range Melee, Damage Str+2d8, AP 16, +1 to Hit, M.D.C., Reach 2, +3 Parry, +2 Die Fighting, + Improved Counterattack [Sig item; base item: Giant Vibro-Sword]), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)

Gear: NG-S2 Survival Pack, Winter Boots, Winter Gear (cloak/parka), Wooden Cross

Current Wealth: 2,600 cr

Special Abilities
Juicer Man-Killer Heavy EBA: +1d4 damage on unarmed attacks and grapples.

Internal Repair System: The bio-comp 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: 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: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.

Super Speed: 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: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.

Cybernetics: 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: 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: 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: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.


Advances
Novice Advances
Edge: Berserk
Raise Attribute: Vigor
Edge: Trademark Weapon (Giant Vibro-Axe)
------------------

Current Load (normal/combat): 75.25 / 55.25 (501)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super Strength Validity: Character appears valid and optimal.
User avatar
Viktor Konnikov
Posts: 12
Joined: Tue Nov 03, 2020 9:23 pm

Re: Viktor Konnikov

Post by Viktor Konnikov »

Burn Total 5
Spent Burn:
Viktor Konnikov wrote: Mon Jan 04, 2021 9:42 am
Athletics
1d6-2
1d4-2

Deleted Benny rolls as VV pointed out I am a dumb juicer lol.

Burn: 1d6
Viktor not knowing much about boats or repairing them sees what Thursday is doing and tries to help ripping off a metal panel that looked entirely useless. "Problem! Panel here may have prevented the cabin from filling with water! Why no one tell me dis?" In a quick surge of adrenaline he kicks in and reseals the panel before too much water is able to fill into the boat. "Perhaps it is best Viktor stop touching boat parts. Da? Next time might not be so lucky to have my quick wit."
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