Palach, Intelligent Construct

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Palach
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Palach, Intelligent Construct

Post by Palach »

HJ1 - Close Combat Weapons (from Filthy Rich): 1d20 - Silvered Vibro-blade Vambraces
Palach
Palach
Pace: 6; Parry: 8 (9 with vambraces)
Toughness: 22 (12)
Armor: None
Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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Palach
Posts: 105
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Re: Palach, Intelligent Construct

Post by Palach »

Palach
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
Pace: 6; Parry: 8 (9 with Vambraces); Toughness: 22 (12) MDC; Strain: N/A

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
Hindrances
  • 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.
Racial Abilities
Construct Racial Build
  • Artificial Intelligence (-2): Neural Intelligence
  • Technological System (-2): Powered by e-clips and electrical vehicles. Must recharge for 1 hour each day. Is Repaired, not Healed.
  • Medium Frame (0): Size 0, average human size
  • Legs (0): Pace 6, d6 Running die
  • Advanced Senses (+2): Full audio/visual suite with thermal, infrared, radiation, motion, radar, sonar, etc. senses, giving 360-degree awareness and ignoring Illumination penalties. +4 to Notice.
  • Variable Appearance (+2): Palach can morph and change its features based on need. With an Action and a Smarts or Performance roll, may take on the appearance of a target of roughly the same size (+ or - 1). -4 to opponents' Notice checks (-6 on a raise). +2 to impersonate specific individuals.
  • Advanced Vocal Unit (+1): Can communicate through almost any sound, and can even speak in sound levels audible to bats, dogs, cyborgs, and anything able to communicate outside the normal human range. -4 to Notice to discern the artificial nature of the sounds. +2 to imitate specific voices.
  • Obscure Construction (-3): -4 penalty to repair, modify, or examine Palach.
  • Feature Locked Physiology (-4): May not be upgraded. May not improve Agility, Strength, or Vigor with Advances.
  • Armor (+3): Adds 4 armor per rank (3) becoming MDC at +12 Armor
  • +1 Attribute (+8): add +8 Attribute die types
  • Bioreactor (+1): Can process organic materials into energy.
  • +1 Edge (+9): Add the following Edges: Ace, Combat Ace, Ambidextrous, Two Fisted, Martial Artist, Martial Warrior, Brawler, Bruiser, Linguist
  • Electronics Package (+2): +2 to Common Knowledge, Repair, and Research; +4 to Hacking
  • Hardwired Skill (+3): Add 2 die types to Skills under the linked attribute per rank (3, total of 6 points)
  • No Vital Systems (+1): Palach has hidden, redundant, or armored vital systems. Called Shots do no extra damage.
  • Integral Weapon System (+1): Integrated Vibro-blade Vambraces, hidden when not deployed
  • Construct (0): Add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
  • Malfunctions (0): Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).
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
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    Gear

    NG-S2 Survival Pack (20 lb)
    Image
    • • 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
    NG LPO Elite Load-Bearing Chest Rig (Patron Item)
    Image
    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.

    • Attachment:
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    Vibro-Vambraces
    Image
    • • 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
    NG-P7 Particle Beam Rifle NG Equalizer (Patron Item)
    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.
    Image
    • 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)
    Magic Goggles
    Spirit to activate Exalted Detect Arcana or Object Read
    5 PPE

    Credits: 0
    Palach
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    Advances

    Hero’s Journey
    • Close Combat Weapons 20 - Silvered Vibro-blade Vambraces
    Advances
    • 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
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
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    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    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
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
    Current Status Post
    User avatar
    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    Savaged.us build notes
    Intelligent Construct
    Novice Intelligent Construct, IC

    Iconic Framework: Intelligent Construct

    Attributes: Agility d12, Smarts d8, Spirit d6, Strength d10, Vigor d12
    Skills: Athletics d6, Common Knowledge d4+2, Driving d8, Electronics d6, Fighting d8, Hacking d4+4, Language (American) d6, Language (Chinese) d6, Language (Euro) d6, Language (Japanese) d6, Language (Russian) d8, Notice d4+4, Persuasion d4, Piloting d8, Repair d6+2, Shooting d6, Stealth d8, Thievery d6
    Pace: 6; Parry: 6; Toughness: 22 (12)
    Strain: 6/6
    Hindrances: Delusional (major, ), Loyal, Mild Mannered, Outsider (major), Vow (major, ), Wanted (major, )
    Edges: Ace, Ambidextrous, Brawler, Bruiser, Combat Ace, Filthy Rich, Linguist, Martial Artist, Martial Warrior, Rich, Two-Fisted
    Weapons: Unarmed (Range Melee, Damage Str+d10)
    Languages: Russian (native, d8), Japanese (d6), Euro (d6), Chinese (d6), American (d6)
    Current Wealth: 25,000 Credits

    Special Abilities
    Artificial Intelligence: Robot or Neural Intelligence
    Technological System: Must spend one hour recharging each day. Fixed with Repair skill.
    Medium Frame: About the size of the average human
    Legs: Construct has Pace 6 and d6 running die
    Advanced Senses: In addition to the improved sensory capabilities, the Construct has advanced senses such as thermal, infrared, radiation, motion, radar, sonar, and so on, giving it 360-degree awareness ignoring Illumination penalties and conferring a +4 bonus to Notice rolls.
    Advanced Vocal Unit: The Construct can fully communicate through the sounds made by most other races and can even speak at sound levels audible only to bats, Dog Boys, Combat Cyborgs, and other beings capable of hearing frequencies above or below the normal human range. It can imitate a wide variety of races and sounds. Even suspicious opponents are −4 on Notice checks to discover the artificial nature of the audio. This system also grants +2 on rolls to imitate specific voices (must have heard target’s vocalizations).
    Variable Appearance: The Construct is designed to morph and change its features. Whether the result of arcane forces, hightech materials, or holograms it may take on the appearance of a target of roughly similar Size (up to one Size larger or smaller without penalty). This takes an action and a Smarts or Performance roll. Opponents motivated to question the guise are −4 on Notice checks (−6 on a raise). The Construct gains +2 on rolls to impersonate specific individuals (must have observed target’s appearance).
    Feature Locked Physiology: Most artificial beings are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Construct’s core physical systems cannot be modified and do not improve in performance after initial design and construction. The Construct may not purchase upgrades to Agility, Strength, or Vigor as it ranks up (though it may increase Smarts and Spirit as normal).
    Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
    Attribute: Increase an Attribute by one die type.
    Attribute: Increase an Attribute by one die type.
    Attribute: Increase an Attribute by one die type.
    Attribute: Increase an Attribute by one die type.
    Attribute: Increase an Attribute by one die type.
    Attribute: Increase an Attribute by one die type.
    Attribute: Increase an Attribute by one die type.
    Bioreactor: Compatible with all tech bases, the Construct can process organic materials (food and water) into energy instead of drawing on another source to meet its power needs. It may recharge by consuming the amount of food needed by a similarly-sized humanoid.
    Weapon System, Integral: The Construct has a weapons system integrated into its frame. For +1 point a melee or ranged personal weapon weighing up to 50 pounds, or a pair of weapons weighing up to 25 pounds each, is integrated into the Construct's frame.
    No Vital Systems: The Construct has hidden, armored, or redundant vital systems. Called Shots deal not extra damage versus them.
    Electronics Package: Gain a 20-mile range communications system, a sub-computer for data storage, and a Rifts Earth-compatible interface jack which can plug into electronic systems.
    Edge - Ace: Gain one Edge, ignoring all Rank requirements.
    Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    Hardwired Skill: Increase a skill that is equal to or greater than its linked Attribute one die type, or increase two skills that are lower than their linked die type (including new skills the Construct did not have before at d4).
    Edge - Combat Ace: Gain one Edge, ignoring all Rank requirements.
    Edge - Martial Artist: Gain one Edge, ignoring all Rank requirements.
    Edge - Martial Warrior: Gain one Edge, ignoring all Rank requirements.
    Edge - Two-Fisted: Gain one Edge, ignoring all Rank requirements.
    Edge - Ambidextrous: Gain one Edge, ignoring all Rank requirements.
    Edge - Brawler: Gain one Edge, ignoring all Rank requirements.
    Edge - Bruiser: Gain one Edge, ignoring all Rank requirements.
    Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
    Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
    Armor: The outer layer of the Construct is hardened, gaining +4 natural Armor. At +12 the Armor becomes MDC and does not stack with non-MDC worn armor. At the GM's discretion, those of a compatible Rifts Earth tech base and designed for war may wear the equivalent of Cyborg Body Armor, though they start with none (double costs, multiplied by modifiers for its Frame). Small Frames can take one level.
    Obscure Construction: Artificial beings are often the product of alien design or weird secrets of super science. For −4 point impose a −4 penalty on skill checks related to their construction (such as repairing, modifying, or examining them)
    Attribute: Increase an Attribute by one die type.
    Edge - Linguist: Gain one Edge, ignoring all Rank requirements.
    Build Your Construct: Go to Custom Races and build your Construct, using 24 points and the Empires of Humanity Racial Mods.
    Construct: Intelligent Constructs are beings made of inorganic material. They add +2 to recover from being Shaken, ignore 1 point of Wound penalties, don’t breathe, and are immune to Disease and Poison, and Wounds are fixed with Repair instead of Healing with no “Golden Hour”.
    Inorganic: Normal cyberware does not work on Constructs. They may not take cybernetics or roll on the Cybernetics Hero's Journey Table.
    Outsider (Major): People of Rifts Earth view Intelligent Constructs as property rather than sentient beings. They have no protections under the law and suffer a −2 to Persuasion when dealing with those who know of their advanced construction.
    Core Directive (Major): All Constructs are engineered with a primary function, which instills them with purpose. This often functions as the Vow (Major) or Pacifist (Major) Hindrance but may take on other forms (a Major psychology-based Hindrance) per GM's approval.
    Wanted: Once its true natureis discovered, many powerful factions
    will hunt down the Construct for disassembly and study, slated for immediate destruction, or sold to the highest bidder.
    Malfunctions: Constructs are subject to breakdowns when put under extreme stress (i.e. Technical Difficulties).


    Advances
    Novice Advances
    Raise Attribute: Spirit
    ------------------

    Current Load: 0 (80)
    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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
    Palach
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
    Current Status Post
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    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    Combat Armor
    Palach combat armor.jpg
    Male Form
    Palach male.jpg
    Vehicle
    Novyet Bear ATV
    Novyet Bear.png
    Novyet Bear.png (79.32 KiB) Viewed 6208 times
    Palach
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
    Current Status Post
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    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    Novyet Bear
    Image
    • • 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
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
    Current Status Post
    User avatar
    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    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
    Palach
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
    Current Status Post
    User avatar
    Palach
    Posts: 105
    Joined: Mon Jul 06, 2020 4:02 pm

    Re: Palach, Intelligent Construct

    Post by Palach »

    Current Status, 7/20/2022
    Bennies: 3 (reset)
    Wounds / Fatigue: 0 / 0
    Palach
    Palach
    Pace: 6; Parry: 8 (9 with vambraces)
    Toughness: 22 (12)
    Armor: None
    Pertinent Edges: Combat Ace, Ambidextrous, Two-Fisted, Improved Block, First Strike, Counterattack
    Current Status Post
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