Roc Johanson, Ronin and Combat Psybermonk (Approved)

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GM: Koshnek
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Roc
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Roc Johanson, Ronin and Combat Psybermonk (Approved)

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Roc Johanson

Novice Male Human 2.0, Ronin, and Combat Psybermonk (in training)

Framework: Ronin

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Driving d8 [Civilian Wheeled Vehicles and APCs], Fighting d8 [Unarmed and Blades], Language (Arabic (Standard)) d6, Language (English) d8, Language (Russian) d6, Language (Spanish) d6, Notice d6, Persuasion d6, Psionics d6, Shooting d8 [Rifles and long arms], Stealth d6, Thievery d6
Languages: English (native, d8), Arabic (Standard) (d6), Russian (d6), Spanish (d6), Native

Pace: 6; Parry: 6; Toughness: 22 (10); Size: Normal (1)
Street Cred: d6 Lifestyle: d6 Current Wealth: $35
Hindrances: Giri (major), Overconfident, Ruthless (minor), Watched
Edges: Arcane Background (Psionics), Brawler, Brawny, Martial Artist
Armor:
  • PD Outlaw Duster (Armor 4)
    The Private Dick tactical long coat provides excellent armor and cold protection. A concealed holster in the front of the duster can render a sub-machine gun nearly invisible without a careful pat down.
    • Notes: Concealed holster for Conceal +2 or smaller; −2 to Conceal of object

    WT Brawler Gear (Armor 4)
    Is this armor or a weapon? Even Wasteland Traders isn’t certain! With plates of spikes on nearly every surface, as well as heavy cestus gauntlets, anything touching or touched by the wearer will bleed.
    • Notes: Str+d4 unarmed, Reactive Damage (2d4)
Weapons:
  • Unarmed (Range Melee, Damage Str+d8, +1 to Hit)

    Nano Blade
    Retractable, counts as claws
    • Dmg: Str+d8, AP: 0
    • Weight: 2 lbs. (Min Str: d4)
    • Notes:
    • Cost:

    Act of God Armaments Rhino-10 Heavy Pistol (.50)
    When it comes to stopping power, the Rhino-10 surpasses all. Put your enemies down with the first shot every time.
    • • Range: 12/24/48
      • Dmg: 2d8+1, AP: 3
      • ROF: 1
      • Shots: 12
      • Weight: 5 lbs. (Min Str: d6)
      • Cost: $875
    Ravenlocke Securities M209 Heavy Threat (.50)
    Ravenlocke Securities has finally brought their proprietary heavy security weapon to the general market. The M209 is an assault rifle designed to fire .50 Browning Machine Gun rounds without breaking the shooter. Just the thing for stopping a charging cyborg prisoner or engaging power armor-equipped terrorists.
    • • Range: 30/60/120
      • Dmg: 2d10, AP: 4
      • ROF: 2
      • Shots: 20
      • Weight: 22 lbs. (Min Str: d10)
      • Notes: Heavy
      • Cost: $2250
Gear:
Backpack (Contains: 80x Bullet (.50 BMG [rifle]) and 60x Bullet (.50 AE [Pistol])),
Tactical Radio
There are times when you can’t just call or text via TAP—interference, signals monitoring, or simply working with the Unplugged. Tactical radios are small, light, and clipped to a strap—belt, bandoleer, holster, or stylish Urban Punk coat. Comes with configurable encryption (−4 Electronics rolls to understand communication).
• Notes: Range 2 km
Tactical Radio Headset
A small hands-free headset that fits over the ear and has a microphone arm that extends towards the mouth.

Tactical Whisper Microphone
An earplug speaker and an ultra-sensitive mic strapped over the larynx allow sub-vocal speech with practice.



Arcane Background: Psionics (SWADE)
  • Power Points: 10
  • Powers:
    • Bio-Regeneration (Healing; Savage Worlds: Adventure Edition p162; Limitations: Self (limited) 2 Inner Strength each use)
    • Reach Within (Boost Trait; Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2, 1 Inner Strength each use)
    • Zen Awareness (Deflection; Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited); Skill Bonus: +2, 1 Inner Strength each use)
Special Abilities
  • Better Genetics: Superior genetics and training provide the ability to overcome all challenges. Human 2.0 are Overconfident.
  • Fitter: Human 2.0 starts with d6 Vigor instead of d4. This increases the maximum Vigor to d12+1.
  • Skilled: Human 2.0 gain one extra skill at d6.
  • Smarter: Human 2.0 starts with d6 Smarts instead of d4. This increases the maximum Smarts to d12+1.
  • Psionics: Power Points: 10; Powers: Bio-Regeneration (Healing; Savage Worlds: Adventure Edition p162; Limitations: Self (limited)), Reach Within (Boost Trait; Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited); Skill Bonus: +2), Zen Awareness (Deflection; Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited))
  • Eye-Know Retinal Prosthesis: This implant allows the user to focus from incredible distances, magnifying images up to 50 times and eliminates the penalties for Dim and Dark illumination (but not Pitch Darkness).
  • Origin Skills: Thievery and Shooting or Fighting

Cyberware
  • 2x Kenta Cyber Dynamics Cybernetic Arm Prosthesis (CustomWare) (3 strain, Custom): Increases Strength
  • Kenta Cyber Dynamics Eye-Know Retinal Prosthesis with Telescopic and Low Light Modules (CustomWare) (1 strain, Custom): Telescopic Vision (50x mag) and Low Light
  • Kenta Cyber Dynamics Adrenaline Control System (CustomWare) (1 strain, Custom): Gains the Brawler Edge, +1 Toughness, and increase empty handed damage by 1 die type.
  • Kenta Cyber Dynamics Combat Nano-Ceramic Blades (CustomWare) (1 strain, Custom): Nano Blade increases unarmed damage by one step and the colony is hidden in the arm.
  • 2x Kenta Cyber Dynamics Rhino Dermal Armor (Streetware) (2 strain, Custom): grants +2 Armor per rank
  • Biotech Mass Impact (CustomWare) (2 strain, Custom): The Mass Impact™ treatment adds +3 to Toughness.
  • Tier 2 TAP (Streetware) (0 strain, Custom): IDS 2, Hacking Penalty -1, Skill d6, AMS 2, Range 6", Toughness 5, Hardness 7, Modules 4

Advances
Novice Advances
  • Edge: Martial Artist
Current Load: 73.5 (81)
Books In Use: Savage Worlds: Adventure Edition, Interface Zero 3.0Setting Rules: Character Frameworks, Cyberware Tab, Interface Zero Strain, Multiple Languages, Skill SpecializationsValidity: Character appears valid and optimal

Created with Savaged.us
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Roc
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Joined: Thu Jul 08, 2021 10:20 am

Re: Roc Johnson, Ronin and Combat Psybermonk (Approved)

Post by Roc »

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Ndreare
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Re: Roc Johanson, Ronin and Combat Psybermonk (Approved)

Post by Ndreare »

Roc's obsession with becoming the best has forced him to cross the line more than once. After being injured, but unwilling to give up Roc chose to borrow some money from his sometimes lover, and the wife of his childhood friend Demetri.

However Anastacia is a Vori lieutenant, so while out of sympathy for Roc's situation and some sort of affection for her diseased husband Anastacia decided to loan the money. She always has been and is still a cold professional. Sympathies only go so far, if Roc does not make payments he will be treated like all other business assets.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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