Runt (Dog Boy Mega Juicer)

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Runt
Posts: 28
Joined: Tue Oct 05, 2021 2:37 pm

Runt (Dog Boy Mega Juicer)

Post by Runt »

Runt
Novice Male Dog Boy, Juicer.
Description
Runt is a hulking slab of dogboy meat - one of the biggest in the dogpack. His body is criss crossed with scars, and he is missing an eye. Theres a nasty puckered crater in his side where something pierced through him.

Age: 27; Tour of Duty: 20 years; Rank: E-5
Iconic Framework: Juicer, Mega
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d10
Pace: 14(d8); Parry: 7; Toughness: 18(5); Burn: 7/8 (d6)
Language: Native (native, d8)
Skills
  • Athletics d12
  • Common Knowledge d8
  • Fighting d10
  • Notice d8
  • Persuasion d4
  • Shooting d6
  • Stealth d6
  • Survival d6
Hindrances:
The hero wants to die after or while completing some epic task.
Runt wants to give his life protecting his squad.
,
The hero is loyal to his friends and allies.
,
–2 to actions at 5″ (10 yards) or more distance.
,
Your hero is haunted by an experience, often one dealing with the loss of loved ones or comrades. This traumatic experience intrudes on their sleep and thoughts. At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny.
,
There is a standing Coalition bounty for bringing in "feral" Dog Boys.

Edges:
Toughness +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
,
The Dog Boy’s natural Toughness is increased by +2. This may only be taken once.
,
Link Athletics to Strength instead of Agility (including resistance). Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
,
Pace +2, increase running die one step.
,
Roll Smarts as an action and gain d4 in a skill (or d6 with a raise) until replaced.
,
Mega-Juicers are
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.
.
When a Mega-Juicer reaches the end of his lifespan due to Burn, his eyes begin to glow blazing white and his skin becomes scorching hot to the touch. Whether he goes out in a Blaze of Glory or is Incapacitated by an enemy attack, he combusts—dealing 4d12+12 Mega Damage to everyone and everything in a Large Blast Template.
,
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of Wound penalties.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).


Special Abilities
  • Bite: Dog Boys bite for Strength+d6 damage and may bite grappled prey, see Natural Weapons in Savage Worlds.
  • Keen Sense of Smell: Dog Boys have an excellent sense of smell—gain a +2 to smell-based Notice checks and +2 on all Survival (tracking) rolls.
  • Keen Sense of Hearing: Psi-Hounds have exceptional canine hearing, +2 to sound-based Notice checks.
  • Low Light Vision: Dog Boys ignore Dim and Dark Illumination penalties.
  • Mutant: Dog Boys are awkward around non-human populations, and many are frightened by their association with the Coalition. Initial Reactions to them typically start at Uncooperative.
  • Near-Human Physiology: Engineered from Rifts Earth genetic stock, those unfamiliar with Psi-Hound physiology suffer a −1 penalty to Healing and cybernetics checks.
  • Oddly Built: The Psi-Hound project produces mutant canines with peculiar physical builds. Long snouts, digitigrade legs, tails, and other oddities mean most standard armor and clothing must be custom-made at double normal cost. Glitter Boy armor (and the Iconic Framework) and most human power armor is not an option.
  • Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. This sense is always active. They use the Notice skill (+2 from Keen Sense of Smell) to detect the presence and location of anything psychic, magic, or supernatural. They can also use Survival (also +2 from Keen Sense of Smell) to track a specific entity or item fitting the above criteria. Psychic Sense doesn’t work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
  • Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background).
  • 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 require only half the normal amount of sleep and gain +2 on all Fatigue checks.
  • Super Speed: Juicers move twice the normal distance, horizontally and vertically, when Jumping.
  • Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
  • 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.
Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 6; Toughness: 17(5); Burn: 7/8 (d6)
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.
,
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.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 0/2;
Bennies: 3/3; Conviction: 0/1
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Runt
Posts: 28
Joined: Tue Oct 05, 2021 2:37 pm

Re: Runt (Dog Boy Mega Juicer)

Post by Runt »

Background
Runt was a small pup, but he grew quick. When he made it through conditioning and into the army the training really filled his body out. By the time he was done growing, Runt was one of the largest dog boys in any pack. Toughest, too. They called him runt when he was a small pup, and they call him runt because he's intimidatingly large. Funny how people work.

He's also a survivor. Runt's first unit didn't last long. A patrol found him. He was missing an eye, riddled with bullet holes, suffering from burns and leaking blood from a gaping hole in his side where something went clean through him. It became a recurring pattern. Whatever squad Runt found himself on, he always survived. Sometimes he wasn't the only one, but more often than not he was the sole member to return.

Command had a new juicer treatment, and with Runt's service record, they felt he deserved the mega treatment. Conveniently, they have the perfect mission for him and now Runt is a neigh-unkillable mega juicer. He's got a good head on his shoulders and keeps his eye out for trouble.

Runt is a boon to any unit, if only he could find one that was as hard to kill off as he is.
Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 6; Toughness: 17(5); Burn: 7/8 (d6)
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.
,
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.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 0/2;
Bennies: 3/3; Conviction: 0/1
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Runt
Posts: 28
Joined: Tue Oct 05, 2021 2:37 pm

Re: Runt (Dog Boy Mega Juicer)

Post by Runt »

Gear
Current Load: 49.75 (250)

Armor: Juicer Assassin Plate Medium Armor (Armor 5, Toughness 3; Min Str d6; 14 Lbs, Cost: 32,000 [-1])
Weapons:
  • Bite (Range Melee, Damage Str+d6)
  • • Adaptive Engineering: Can use Bandito Arms Big Bore rounds for the shotgun.
    •• Range: 10/20/40
    • • Damage: 1– 3d8+4, AP: 5
    • • Special: When using this round, the Throwback 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 use normal shotgun rounds - slug and buckshot.
    • • Range: 12/24/48
    • • Damage: Slug: 2d10 / Buckshot: 1-3d6, AP 0, +2 to hit
    • RoF: 3
    • Payload: Expanded internal tubular magazine, 30 round capacity (3 rows of ten). Switching between rows is free action equivalent to drawing a weapon (i.e. limited to twice per round as a free action, per SWADE). Using a insertion tube speed loader, reloading a tube is Reload 3. Otherwise each tube must be reloaded one round at a time.
    • Features:
    • • A golden age recoil suppression system negates 1 points of penalty to hit from auto-fire.
    • Min Strength d8; (15 lbs.) The recoil dampening helps reduce the needed strength to use BigBore rounds or fire shotguns in automatic rates of fire.
    • Golden Age Reliability: Functionally the same as Northern Gun Manufacturer Quality for its firearms and body armor only; For vehicles use Black Market knock off quality. (Empires of Humanity, page 38)

    Image
    Chambered: 10/10 Big Bore
    • Chamber: 10/10 Big Bore
    • Chamber: 10/10 Silver Slugs
  • Survival Knife (Range Melee, Damage Str+d4)
  • Vibro-Hatchet (Thrown Range 4/8/16; Mega Damage Str+2d4, AP 8; 3 Lbs, Cost: 8,000 [+1])
  • Vibro-Hatchet (Thrown Range 4/8/16; Mega Damage Str+2d4, AP 8; 3 Lbs, Cost: 8,000 [+1])
  • Vibro-Harpoon (Thrown Range 5/10/20; Mega Damage Str+d8+1, AP 8; 4 lbs, Cost: 9,000 [+0]; with a raise Shaken or Wounded targets are impaled and Distracted until the harpoon is removed.)
    • • Dmg: Str+3d4 MD, AP: 12
      • Weight: 5 lbs. (Min Str: d10)
      • Notes: Thrown Range 4/8/16; +1 to Disarm or Test opponents and opponents are at -2 on Strength rolls to resist your Disarm attempts; Silvered; Ignore up to 2 points of penalties to Fighting rolls.
      • Rarity: -1 Cost: 56,000

    What? No! I dont give my weapons names. A weapon is a tool not a friend. This one stabs people, pup.
    Silvered Vibro-Trident.png
  • Wooden Stakes (Range Melee, Damage Str+d4)
  • Plasma Grenade (x3) (Thrown Range 6/12/24; Mega Damage 3d12, AP 0; SBT; may be Evaded; Hot Potato and Cooking; .25 lbs. Cost: 1800 [-2])
  • HE Grenade (x2) (Thrown Range 6/12/24; Mega Damage 3d10, AP 4; MBT; may be Evaded; Hot Potato and Cooking; .25 lbs, Cost: 750 [+0])
Gear: NG-S2 Survival Pack, Wooden Cross, 20x Big Bore Shells
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)

Image
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.

• Attachment: AP Grenade (Thrown Range 6/12/24; Mega Damage 3d6, AP 16; SBT; may be Evaded; Hot Potato and Cooking; .25 Lbs, Cost: 700 [-1])
• Attachment: AP Grenade (Thrown Range 6/12/24; Mega Damage 3d6, AP 16; SBT; may be Evaded; Hot Potato and Cooking; .25 Lbs, Cost: 700 [-1])
• Attachment: HE Grenade (Thrown Range 6/12/24; Mega Damage 3d10, AP 4; MBT; may be Evaded; Hot Potato and Cooking; .25 lbs, Cost: 750 [+0])
• Attachment: HE Grenade (Thrown Range 6/12/24; Mega Damage 3d10, AP 4; MBT; may be Evaded; Hot Potato and Cooking; .25 lbs, Cost: 750 [+0])
• Attachment: Plasma Grenade (Thrown Range 6/12/24; Mega Damage 3d12, AP 0; SBT; may be Evaded; Hot Potato and Cooking; .25 lbs. Cost: 1800 [-2])
• Attachment: Plasma Grenade (Thrown Range 6/12/24; Mega Damage 3d12, AP 0; SBT; may be Evaded; Hot Potato and Cooking; .25 lbs. Cost: 1800 [-2])
• Attachment: e-Clip (Vibro-Hachet)
• Attachment: e-Clip (Vibro-Hachet)
• Attachment: e-Clip (Vibro-Harpoon)
• Attachment: e-Clip (Silver Trident)
• Attachment: Speed Loader - 10/10 Wooden Buckshot
• Attachment: Speed Loader - 10/10 Big bore

Current Wealth: 700 cr
Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 6; Toughness: 17(5); Burn: 7/8 (d6)
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.
,
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.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 0/2;
Bennies: 3/3; Conviction: 0/1
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Runt
Posts: 28
Joined: Tue Oct 05, 2021 2:37 pm

Re: Runt (Dog Boy Mega Juicer)

Post by Runt »

Advances
Runt HJ and Credit Rolls.PNG
Runt HJ and Credit Rolls.PNG (199.55 KiB) Viewed 2126 times
HJ 20 + 11. I'm pretty sure I used those two rolls for Brute + Jack-of-All-Trades. If you want further verification than Savaged.US I will load the character and insert what I picked for 20 and 11 here.

Novice Advances
  • Raise Attribute: Smarts
  • Raise Skills: Notice/Survival
  • Edge: Soldier
Seasoned Advances
  • Raise Attribute: Vigor
  • Edge: Nerves of Steel

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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal

Created with Savaged.us
Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 6; Toughness: 17(5); Burn: 7/8 (d6)
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.
,
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.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 0/2;
Bennies: 3/3; Conviction: 0/1
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Daniel
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: Runt (Dog Boy Mega Juicer)

Post by Daniel »


Approved
Welcome to the First Force Recon!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Runt
Posts: 28
Joined: Tue Oct 05, 2021 2:37 pm

Re: Runt (Dog Boy Mega Juicer)

Post by Runt »

Q421
Advance: Vigor d10
Advance: Nerves of Steel

Interlude: 3 Plasma Grenades and 2 High Explosive Grenades (7000 Credits worth of gear)
Runt, Dog Boy Mega-Juicer
Pace: 14(d8); Parry: 6; Toughness: 17(5); Burn: 7/8 (d6)
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.
,
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.
,
–2 to actions at 5″ (10 yards) or more distance.
,
The hero may discard and redraw Action Cards of 5 or lower.
,
This Edge allows Juicers to ignore 2 points of Multi-Action penalties each turn (they can perform two actions at no penalty or three at −2 each).
,
Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
,
Unstoppable targets never suffer more than one Wound from a single attack; make any Soak rolls before applying this limit.


Wounds: 0/3; Fatigue: 0/2;
Bennies: 3/3; Conviction: 0/1
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