Jace Belleraphon's page

147 posts. Alias of Shadow Bloodmoon.

Full Name

Jace Belleraphon


Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit)


Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |

. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8












Tomorrow SET Legionnaire

About Jace Belleraphon

Narrative Hook:
Started in a Bar... always does. They knew. Somehow they knew. One moment, I'm chatting up some Jezebel trying to get some playtime before my next run and outta nowhere this frakking goon takes a swing. I easily move and catch him in his jaw, sending him sprawling, but he has back up. I missed that. Not a minute goes by and I've knocked out the whole place, including her. Drek I wish I could think as fast as I move. Not a moment later, CS rolls in with mouths and guns on high and I'm arrested. Should be happy I didn't draw my blade, but no matter. No sooner they start asking me questions, place blows up like Roman candle and some mismatched motley crew storms and yanks me out. Sled or dead they said. I'm still breathing, so now I'm part of some Special Team for Tomorrow Legion. And I'm part of the motley crew...

[Jace Bellerephon
Seasoned Male Human, Juicer, and Legionnaire

Iconic Framework: Juicer

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuasion d4, Research d4, Shooting d12, Stealth d4, Survival d8
Pace: 20; Running Die: d8; Parry: 8; Toughness: 15 (5)
Strain: 6/6; Burn: 7
Hindrances: Death Wish, Enemy (major, Black Market), Phobia (minor, Flight), Quirk (Twirls things in his hands constantly)
Edges: Brawny, Burn Brighter, Fleet-Footed, Hyperion Treatment, Martial Artist, Quick, Split the Seconds, Trademark Weapon (Vibro-Shortsword)
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str+d4, +1 to Hit), JA-9 Variable Laser Rifle (Range 30/60/120, Damage 4d6, ROF 1, AP 3, M.D.C.), Survival Knife (Range Melee, Damage Str+d4), Vibro-Shortsword (Range Melee, Damage Str+d8+1, AP 8, +1 to Hit, M.D.C., +1 Parry), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: American, American (native, d8)
Current Wealth: 2,300CR
Factions: Tomorrow Legion

Special Abilities
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 begin with +2 Vigor die types; increase the Vigor Trait maximum an equal amount. They require only half the normal amount of sleep and gain +2 on all Fatigue checks.
Super Reflexes: Juicers begin with +2 Agility die types; increase the Agility Trait maximum an equal amount. They also begin with the Quick Edge.
Super Speed: Juicers cover enormous ground quickly, they double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping. Juicers also have the Fleet-Footed Edge (meaning they have Pace of 14 with a d8 running die).
Super Strength: Juicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
Uncanny Reflexes: Juicer reflexes are superhuman, granting them −2 to be hit by any attack they are aware of and +2 on Evasion rolls.
Cybernetics: 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!
Death Wish: 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 (Minor) Hindrance.
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.
Psionics and Magic: The chemical cocktail inside the Juicer makes it impossible for him to use magic or psionics in any way.

Novice Advances
Edge: Burn BrighterEdge: Martial ArtistEdge: Trademark Weapon (Vibro-Shortsword)Seasoned Advances
Edge: Split the Seconds

Current Load (normal/combat): 46.25 / 26.25 (81)
Books In Use: Savage Worlds: Adventure Edition, Science Fiction Companion, 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