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Re-recruiting for Savage World Rifts game...
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<blockquote data-quote="GreenKarl" data-source="post: 7102229" data-attributes="member: 6801242"><p>So in Savage Worlds Rifts under the MARS Headhunter (called the Cybernetic Techno-Warrior) gets the following...</p><p> </p><p>* Begins with the Upgrade Edge (this allows you to get additional cyberware over what your body can normally handle)</p><p>* Select cybernetic systems up to 6 total Strain (for free cost)</p><p>* Choose the gear of the Combat Cyborg, Cray or Juicer.</p><p>* Roll 3 times on the MARS <strong>Fortune & Glory</strong> tables (this gives you random attribute boosts, free edges and/or skills and possible equipment)</p><p>* Roll 3 times on the <strong>Hero Journey</strong> tables (as above, granting random bonuses)</p><p>Then build your character as normal in Savage worlds, and give yourself 4 raises too make you a Seasoned Character.</p><p></p><p>A Juicer by the way gets the following...</p><p>* <strong>Internal Repair System</strong>: The biocomp system managing the drugs and chemical processes of 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). As well, 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.</p><p>* <strong>Super Endurance</strong>: Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.</p><p>* <strong>Super Reflexes</strong>: Juicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge.</p><p>* <strong>Super Speed</strong>: Juicers cover enormous ground quickly, doubling their base</p><p>Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16” with a d10 running die).</p><p>* <strong>Super Strength</strong>: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.</p><p></p><p>Then you have some automatic complications...</p><p>* <strong>Cybernetic</strong>s: 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!</p><p>*<strong>Death Wis</strong>h: 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 Hindrance (Minor).</p><p>* <strong>Drug-induced Euphoria/Tranquility</strong>: 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 the subject happy and calm. This results in a Juicer living in a constant 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 any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick.</p><p>*<strong>Psionics and Magic</strong>: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way. </p><p></p><p>You then gain three rolls on any of the following <strong>Heroic Journey</strong> tables: Body Armor, Close Combat Weapons, Ranged Weapons, Training, and Underworld & Black Ops. Juicers gain two additional rolls on any tables except those dealing with magic or psionics.</p><p></p><p>Then you build your character on top of that as normal for Savage Worlds. You don't get any XP like the MARS character does. You are a Novice Juicer.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7102229, member: 6801242"] So in Savage Worlds Rifts under the MARS Headhunter (called the Cybernetic Techno-Warrior) gets the following... * Begins with the Upgrade Edge (this allows you to get additional cyberware over what your body can normally handle) * Select cybernetic systems up to 6 total Strain (for free cost) * Choose the gear of the Combat Cyborg, Cray or Juicer. * Roll 3 times on the MARS [B]Fortune & Glory[/B] tables (this gives you random attribute boosts, free edges and/or skills and possible equipment) * Roll 3 times on the [B]Hero Journey[/B] tables (as above, granting random bonuses) Then build your character as normal in Savage worlds, and give yourself 4 raises too make you a Seasoned Character. A Juicer by the way gets the following... * [B]Internal Repair System[/B]: The biocomp system managing the drugs and chemical processes of 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). As well, 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. * [B]Super Endurance[/B]: Juicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks. * [B]Super Reflexes[/B]: Juicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them −2 to be hit by all attacks. Finally, they begin with the Quick Edge. * [B]Super Speed[/B]: Juicers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16” with a d10 running die). * [B]Super Strength[/B]: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge. Then you have some automatic complications... * [B]Cybernetic[/B]s: 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! *[B]Death Wis[/B]h: 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 Hindrance (Minor). * [B]Drug-induced Euphoria/Tranquility[/B]: 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 the subject happy and calm. This results in a Juicer living in a constant 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 any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick. *[B]Psionics and Magic[/B]: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way. You then gain three rolls on any of the following [b]Heroic Journey[/b] tables: Body Armor, Close Combat Weapons, Ranged Weapons, Training, and Underworld & Black Ops. Juicers gain two additional rolls on any tables except those dealing with magic or psionics. Then you build your character on top of that as normal for Savage Worlds. You don't get any XP like the MARS character does. You are a Novice Juicer. [/QUOTE]
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