Kincaid

From RPGnet
Jump to: navigation, search

[Rifts WIki Home[1]]

Attributes: Agility - d12 Smarts - d6 Spirit - d6 Strength - d12+2 Vigor - d12

Charisma: -1 Pace: 8 Toughness: 12 (+8 MDC)

Skills: Driving d4 Fighting d12 Piloting d4 Shooting d12 Throwing d4

Notice d6 Repair d6 Streetwise d6 Tracking d4

Intimidation d6

Starting Gear: NG-56 Light Ion Pistol NG-LG6 Laser Rifle Mini Rail Gun Chain Greatsword 4,000 credits. [url]http://orokos.com/roll/513087[/url]

Cybernetics: Audio Package- Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options—+2 to hearing-based Notice checks; hypersonic and subsonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects. Finally, the audio package allows sounds and conversations to be recorded and played back later

Bionic Strength Augmentation - Fully bionic arms and legs, reinforced arti cial musculature, and other techniques raise the cyborg’s Strength. Each step past d12 adds a +1

Core Electronics Package - This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.

Cyber-Wired Reflexes - The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.

Optics Package -One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding ashes and related light burst e ects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action.

Synthetic Organ Replacement

Abilities and Bonuses: Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12.

Cybernetic Enhancements Package - Listed Above

High-performance Legs: Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet- Footed Edge. This can be enhanced with additional cybernetics.

M.D.C. Armor: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. This cannot be combined with body armor.

More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self- contained breathing apparatus, and are immune to poison and disease.

Unarmed Combat: Metal frame construction allows the Combat Cyborg to deal Str+d6 (Mega Damage) in unarmed combat. Cyborgs are always considered armed.

Complications: All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.

Gray Matter: Combat Cyborgs only start with two points attributes and these may only be spent on Smarts and Spirit.

Inhuman Appearance: Combat Cyborgs suffer −2 Charisma when dealing with most beings. Loss of Dexterity: −2 to all Agility rolls and linked skills not directly related to combat.

Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122). For example, a critical failure on a Strength check means penalties until the ‘borg’s strength systems are repaired.

Spiritually Numb: No Arcane Backgrounds are available to a Combat Cyborg.

Total Conversion: The process of becoming a Combat Cyborg uses all of a character’s personal Strain. A Combat Cyborg starts with 0 Strain before applying the Upgradable Edge.

Edge: Fleet-Footed (Cyborg starting) Upgradeable (Cyborg starting) Battle-Hardened (Cyborg)

Hindrances: Code of Honor (Major) Habit: Random "beeping" while speaking Enemy: Minor

Table RollsItalic text Narrative Hook: Nearly Done For. Your character was nearly dead, or staring down the barrel of an impossibly large gun, or otherwise facing the end of his journey when the tide suddenly turned and his fat was pulled out of the fire. Someone from the Tomorrow Legion rescued him, which not only leaves him with a debt, but an interesting story to tell.

Ranged Weapon Table 8 - Rifle Training 19 - Choose one (1-3 - Military Training - +5 to Throwing, Shooting and/or Fighting) Cybernetics 20 - Choose one (Cyber-wired Reflexes upgrade)