Harrison Gordon Cyborg: Difference between revisions
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=== Cybernetics === | === Cybernetics === | ||
Adrenal System (+2 to recover from Shaken and Stunned) | * Adrenal System (+2 to recover from Shaken and Stunned) | ||
Armor Plating (3)* | * Armor Plating (3)* | ||
Audio Package (+2 to hearing-based Notice and to resist audio-based attack. Hear hyper-sonic and subsonic) | * Audio Package (+2 to hearing-based Notice and to resist audio-based attack. Hear hyper-sonic and subsonic) | ||
Bionic Strength Augmentation* | * Bionic Strength Augmentation* | ||
Core Electronics Package (+2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio – 20-mile range, gyro-compass, clock-calendar) | * Core Electronics Package (+2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio – 20-mile range, gyro-compass, clock-calendar) | ||
Cyber Wired Reflexes* | * Cyber Wired Reflexes* | ||
Internal Life Support | * Internal Life Support | ||
Nuclear Power Cell | * Nuclear Power Cell | ||
Optics Package (Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes), | * Optics Package (Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes), | ||
Reinforced Frame (3)* | * Reinforced Frame (3)* | ||
Synthetic Organ Replacement* | * Synthetic Organ Replacement* | ||
(*) Effects already added above | |||
*Effects already added above | |||
=== Special Abilities === | === Special Abilities === |
Revision as of 16:01, 17 March 2023
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HERRISON GORDON
Human Male Combat Cyborg Framework
Attributes
Agility d10, Smarts d6, Spirits d6, Strength d12+2, Vigor d12
Pace 8 (d8)
Parry 7
Toughness 18 (6 MDC)/24 (9 MDC) in cyborg armor
Skills
Athletics d6, Common Knowledge d6, Notice d6, Persuasion d4, Stealth d4 Fighting d10, Shooting d10, Electronics d6, Repair d6, Survival d6 Skills ===
Edges and Hindrances
EDGES: Charge (ignore penalty to Fighting at the end of a run), Quick (when dealt action card 5 or lower, can discard and keep drawing until get above a 5), Dirty Fighter (+2 when making tests against a foe if next action is Fighting attack against same target), Danger Sense (Sense when something bad is about to happen. +2 to Notice to act in first round, on Hold with a raise).
HINDRANCES: Heroic (Major)- Always seems to help others out, even if he doesn't want to; Shamed (Minor)- always feels like he is failing those around him due to something he did before conversion...just can't put his finger on it; Loyal (Minor)- always been a good soldier/friend. Still will defend friends/stick with them through thick and thin.
Cybernetics
- Adrenal System (+2 to recover from Shaken and Stunned)
- Armor Plating (3)*
- Audio Package (+2 to hearing-based Notice and to resist audio-based attack. Hear hyper-sonic and subsonic)
- Bionic Strength Augmentation*
- Core Electronics Package (+2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio – 20-mile range, gyro-compass, clock-calendar)
- Cyber Wired Reflexes*
- Internal Life Support
- Nuclear Power Cell
- Optics Package (Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes),
- Reinforced Frame (3)*
- Synthetic Organ Replacement*
(*) Effects already added above
Special Abilities
Gear
Background/Build
Heroic Journey - Training: When it gets up-close and ugly, your hero knows how to set up opponents for a nasty fall, while protecting yourself. Gain Dirty Fighter Edge. Experience and Wisdom: Always get a strange tingling/sense to danger- Danger Sense edge.