Savage Rifts: The Tomorrow Legion:Zane Vance

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Zane Vance.jpg


Background

It always starts with a woman. A troublesome lady that caught Zane's eye. A green-haired minx. Of course she got him to go M.O.M because it makes you the bomb... Fine, Zane's memories are a bit scrambled about his past as a result, but the tides of time move on and you gotta go with the flow, right? So for a time, he was a mercenary for hire, mainly on the Coalition's credit.

Torqued off the Feddies good, since Zane was one slayer of hearts and men. Then the Coalition got clingy, like a crazy ex-girlfriend and Zane got bored and left. Well, after slaughtering the unit that was raiding the D-Bee town Zane was staying at. They made good pancakes. Did the Dead Boys have no decency? At this point, the best option was to head south, and Zane went to Castle Refuge. Time for a change of pace and be a do-gooder.

Basics

Race: Human
Iconic Framework: Crazy
Narrative Hook: The Coalition

Attributes

Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10

Derived Statistics

Strain 0/8, Pace 12, Parry 7, Toughness 14 (5)

Skills

Athletics d6
Common Knowledge d6
Fighting d10
Intimidation d6
Notice d6+2
Persuasion d6
Psionics d6
Shooting d10
Stealth d6


Iconic Abilities & Complications

[Note: All Attribute, Skill, Hindrance, Edge or Psionics modifiers are incorporated into their corresponding sections.]

Bio-Regeneration: Zane gets 1 natural healing roll every 24 hours. Permanent injuries may be recovered once all other Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery (Zane may try once per week).
Cybernetics: Zane suffers -1 to Psionics per point of Strain.
Distinctive Appearance: Zane’s M.O.M implant protrusions and appearance indicates his nature to the world.
Enhanced Endurance: Zane needs only half the normal amount of sleep and gains +4 on checks to resist Fatigue from sleep deprivation.
Enhanced Speed: Zane moves twice the normal distance, horizontally and vertically, when jumping.
Heightened Senses: Zane ignores 2 points of range penalties.
Losing It & Getting It Together: See section below.
Magic: Zane is unable to use magic.
Needs Action: During particular slow periods, the GM may call for a Spirit roll. Failure means Zane becomes irritable or impatient gaining −1 Persuasion, and suffering a −1 to all Trait rolls in this distracted state until a high alert status or action kicks in.
Uncanny Reflexes: -2 to be hit on all attacks Zane is aware of and +2 on Evasion rolls.
Unstable Psyche: 1 roll on Psyche Degradation Table and HJ Psionics Table per new Rank.

Losing It & Getting It Together

Losing It: Zane may activate Losing It as a free action. While Losing ItZane gets +2 dice types to Strength and Agility, +2 Toughness, is Fearless, and ignores one level of wound penalties (for a cumulative total of 2). All melee attacks must be Wild Attacks and Zane risks Reckless Abandonment on a Critical Failure, as per Berserk. While Losing It, Zane does not get Fatigued by Berserk and can perform actions not normally allowed.
Getting It Together: Zane makes a normal Smarts roll when coming out of Losing It. He suffers a -1 per Rank penalty for the duration of Getting It Together (halved with a raise, rounding up). Getting It Together lasts for 12 hours on a Critical Failure, (1d6/2) hours on a Failure, ([1d6x10]/2) minutes on a Success, and (1d6/2) minutes on a Raise.

Edges

Arcane Background (Psionics)
Assassin
Nerves of Steel
Off the Handle
Quick
Split the Seconds
Sublime Chaos

Hindrances

Enemy: Coalition [Major]
Enemy: Federation of Magic [Major]
Impulsive [Major]
Phobia: Spiders [Major]

Psionics

ISP: 10

Powers:
Arcane Protection [Range (Self)]
Detect/Conceal Arcana [Range (Self)]
Protection [Range (Self) – Automatic Raise on Success]

Gear

Credits: 4d6 15 x 100 = 1500
Gear/Valuables: 2d4 2 x 500 = 1000
Huntsman’s Medium Personal Armor
NG-S2 Survival Pack

Weapons
JA-11 Energy Rifle [Multi-Optics Scope; Laser: Range 30/60/120, Damage 4d6, RoF 1, AP 4, Shots 30, Heavy Beam | Ion Beam: Range 20/40/80, Damage 1-3d10, RoF 3, AP 0, Shots 30, +2 Shooting, Heavy Pulse] (2 clips)
Wilk’s 237 Backup Laser Pistol [Range 10/20/40, Damage 3d6+3, RoF 1, AP 4, Shots 12] (2 clips)
Vibro-Longsword [Mega-Damage Str+d10, AP 10]