Fenris Tyr: Wolfen Quatoria

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MJH
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Fenris Tyr: Wolfen Quatoria

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Fenris Tyr

Veteran (Male Human Intelligent Construct), Wolfen Quatoria, and Bounty Hunter

Iconic Framework: Intelligent Construct
Background
Fenris is a dedicated Quatoria with little sympathy for the criminal element that seeks to prey on the innocent. However, his code is more flexible when it comes to those seeking to eek out a living in the Three Galaxies even if it isn't necessarily legal. He has become well versed in the underworld and hand picked by his superiors to go into deep cover, posing as an outlaw in order to ferret out greater evils. He has spent a great deal of time undercover and has done and seen things blur the line between law enforcement and vigilantism. Fenris operates in the more lawless comers of the Three Galaxies, so such sometimes the only law is survival of the fittest. He is a Bonded Deputy but his cover is such that if he is discovered, his superiors will disavow all knowledge of his mission. Now, operating well outside the borders of the Consortium's control, he has lost all contact with his handler and wonders whether if he will ever be brought back in from the cold. He has become close with his current crew, but is ever watchful for actions that, to him, may cross the line.

Description
Wolfen Quatoria, is an archaic Wolfen term meaning "officer of the Law." In the pre-industrial days of the Wolfen Empire, Quatoria were law enforcement officers. In remote areas, a Quatoria often acted as marshal , judge, jury, executioner and grave digger. When the Wolfen Empire expanded to the stars, the Quatoria became special law enforcers sent to the most remote and unruly areas of the known universe where they would be the only symbols of the law.

To ensure the Quatoria survived their hazardous duties, they were altered through cybernetics and bionics. Bone implants, artificial muscles and wired reflexes transformed them into super powerful creatures. The Quatoria retain their Wolfen appearance, but much of their internal organs and bones have been replaced by powerful machines. A number of cybernetic implants make Quatoria perfect spies and detectives, but the hardware is secondary to the extensive training and indoctrination they receive.


Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Academics d4, Athletics d6, Battle d4, Common Knowledge d4+2, Electronics d4, Fighting d8+2, Hacking d4+4, Intimidation d6, Language (Trade 4) d8, Notice d6+4, Occult d4, Persuasion d4, Piloting d6, Repair d6+2, Research d8+2, Science d4, Shooting d8+2, Stealth d6, Survival d6, Thievery d4
Pace: 8; Running Die: d8; Parry: 7; Toughness: 27 (12); Size: Normal (1)
Strain: 8/8
Hindrances: Outsider (major, Wolfen are often deemed too honorable too be 'trusted' by the underworld.), Ruthless (minor), Secret (major, Secretly an officer of the law), Stubborn, Vow (major, Fenris is Quatoria first and foremost.), Wanted (major, Several factions would love to get insight on Quatoria tech.)
Edges: Ambidextrous, Arcane Resistance, Brawler, Brawny, Bruiser, Field Intel, Investigator, Marksman, Sharpshooting, Steady Hands, Trick Shooting
Armor: Armored Duster (Armor 2), N-F20A Medium Force Field Integrated into Ride Armor (+3 Toughness), NG RA15 Cannonball Ride Armor (Armor 3) (Armor worn for show)
Weapons: Unarmed (Range Melee, Damage Str+d6), Hydraulic Bite and Titanium Teeth (Range Melee, Damage Str+d8, AP 2, M.D.C.), Integrated Vibro-Claws (Range Melee, Damage Str+2d12, AP 8, M.D.C.), NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, M.D.C.), NG-P7 Particle Beam Rifle (Range 18/36/72, Damage 4d8, ROF 1, AP 8, M.D.C.), Neural Mace (Range Melee, Damage Str+d6, M.D.C.), 4x Plasma Grenade (Range 5/10/20, Damage 3d12, ROF 1), Silvered Vibro-Halberd (Range Melee, Damage Str+d10, AP 10, M.D.C.), Stun Gun (Range 5/10/20, Damage 2d4, ROF 1), TX-16 Pump Rifle (Range 24/48/96, Damage 4d4+1, ROF 1, AP 6), 5x Type One Fusion Block (Range Melee, Damage 1d20+5, ROF 1, AP 10, M.D.C.)
Gear: Electro-Adhesive Pads, Grapnel & Launcher, Holo-Display Communicator, Language Translator, Lock Pick Release Gun, MDC Handcuffs, 2x Pistol E-Clip, 2x Rifle E-Clip, 32x TX-16 Pump Rifle Cartridge, 48x Uranium TX-16 Pump Rifle Cartridges, Utility Belt
Language: Trade 4 (native, d8)
Current Wealth: 3,150 cr

Special Abilities
  • More Machine than Wolfen: The Quatoria retain their Wolfen appearance, but much of their internal organs and bones have been replaced by powerful machines.
  • Complete and Total Bionic Conversion: The Quatoria's bodies are enhanced through advanced bionics and cybernetic implants. They vol- untarily sacrifice their humanity to serve their people. They are both admired and feared for this.
  • Standard Wolfen Size: About 7-8' in height or length, armor and vehicles must be customized or -1 on all Trait checks, doubling purchase and repair costs.
  • Living Shell: Through advanced surgical procedures, the skin, fur and some of the muscle structure of the Quatoria volunteer are grafted onto a cybernetic endo-skeleton. This allows the Quatoria to lead a normal life and hide his bionic features and abilities.
  • State of the Art Auditory and Vocal Unit: The Quatoria 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).
  • Obscure Construction: The bionic systems used to enhance the Quatoria are state-of-the art and are at least a century ahead of anything that can be achieved any- where on Rifts Earth, with the possible exception of Atlantis. -4 to all skill checks related to the construction.
  • Enhanced Reflexes: Due to augmented reaction abilities, ignore 2 points of Multi-Action penalties per turn.
  • Nano-Machine Regeneration: 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”.
  • M.D.C.: Although Quatoria look like normal Wolfen (usually on the large side), they have become M.D.C. beings through their bionic systems. +12 MDC Armor
  • Bioreactor: Wolfen Quatoria 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.
  • Sensory Suite: Highly advanced sensors throughout the entire visual, auditory and radar spectrum have been installed into the Quatoria.
  • 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. +2 to related Common Knowledge, Repair, and Research rolls and +4 to Hacking.
  • High Powered Legs: Running die is upgraded by a die type (to a maximum of d12) and gains +2 Pace each time this upgrade is taken.
  • Reinforced Systems: +2 Toughness
  • Sensor Range Upgrade: The Construct ignores up to 4 points of Range penalties.
  • Hydraulic Bite and Titanium Teeth: Str+d8 Mega Damage, AP 2
  • Integrated Vibro-Claws: Str+2d8 Mega Damage, AP 8
  • Bionic Attributes: Strength is increased to d12+2, Agility to d10, and Vigor to d12
  • Hand to Hand Reaction Wiring - Fighting: +2 Fighting
  • Targeting System - Shooting: +2 Shooting
  • Increased Neural Learning Capacity : Increased skills
  • Feature Locked Physiology: Quatoria are highly advanced prototypes, and not easily upgraded. Unlike cyborgs or robots built using interchangeable parts, the Wolfen’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).
  • Psi-Dampeners - Arcane Resistance: Implanted Noro technology grants the Arcane Resistance Edge
  • Heavy Metal - Brawny: The reinforced endo skeleton and subdermal armor give the Quatoria a looming presence.
  • Languages Known: Trade 4 (native, d8)
  • 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
  • Edge: Brawler
  • Edge: Steady Hands
Seasoned Advances
  • Raise Attribute: Spirit
  • Edge: Marksman
  • Edge: Sharpshooting
  • Edge: Bruiser
Veteran Advances
  • Edge: Field Intel
  • Edge: Trick Shooting
  • Edge: Investigator
Current Load: 146.5 (1001)
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 Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
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