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Harrison Gordon Cyborg
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=== Special Abilities === * ''All Those Moving Parts'' – can’t benefit from healing or medicine, must be Repair. But ignores ‘gold hour’ * ''Full Conversion'' - Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge and can only gain more from the Beyond the Limit Edge. * ''Grey Matter'' – Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute. * ''Harder than Steel'' – base +6 MDC, +3 Tough * ''Heavy'' – Combat Cyborgs are extra heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons. * ''High Performance Legs'' - begin with Fleet Foot edge * ''Inhuman Appearance'' – suffer -1 to Persuasion, reduce reaction by one step from most beings. * ''Loss of Manual Dexterity'' – suffer -* 1 to Agility linked skill not related to combat * ''Manufacturing'' – suffer Technical Difficulties * ''More Machine'' – ignores 1 wound pen, internal air supply make them immune to natural disease, poison & drowning +4 to resist Cold, Heat & Radiation, requires only 1/5 food & water * ''Shadow of Themselves'' – Human Edge * ''Size'' +1 * ''Spiritually Numb'' – cannot take any Arcane Backgrounds. * ''Unarmed'' – considered armed; Damage Str+d4 Mega Damage
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