Halfjack

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Halfjack

There is always work for a mercenary, you have to be willing to go to the ends of the world to find a prospective employer. In this case the employer was located in the jungles of south America. Yes he was a drug lord, but his cash was still green.

He was hired to clean out the locals, they were starting to make too much noise. The mission was an easy one, he only took a few of his men. The locals put up a fight and several were shot dead in the street, but he would remember any of it.

As the shooting started he dove for cover inside a door, there was a table right inside the door and he fell over it. That was not so bad, but his grenades that were around his belt got stuck on the table and a few of the pins were pulled. He didn't notice till it was too late.

The locals took him to the local doctor, barely alive. The Doctor was not one that cured people, he was the type to experiment with whatever materials on hand, he was also into cybernetics.

When he awoke he was horrified, half of his body was disgusting. How could this "doctor" do this to him? Looking in the mirror all he could see was that half of his body was machinery now, why would the doctor not finish the job? In his anger at the still human aspect of his body, he killed the doctor and set out to find a way to complete the process. The sooner that he could shed the ugly human side of his body the sooner he could be perfict.

He took the name Halfjack, until the process could be completed.

Halfjack PL 11 (165PP)

Init +8; 30ft (Run), 25ft (Leaping); Defense 20/16 (6 Base, 4 Dex); BAB +6; +9 Melee (8S Punch), +10 Ranged (10S Energy Blast); SV Dmg +13 (Possibly 6 Protection), Fort +8, Ref +4, Will +0; Str 16, Dex 18, Con 16, Int 10, Wis 10, Cha 10 (Total 50PP)

Skills: Search 3/+3, Spot 2/+2, Listen 3/+3, Tactics 3/+3, Survival 2/+2, Disguise 4/+4 (Total 17PP)

Feats: Track, Endurance, Improved Initiative (Total 6PP)

Powers:

  • Super Strength +5 (Source: Technology; Extras: Super Constitution, Leaping) (Cost 6 / Total 30PP)
  • Protection +6 (Source: Technology; Extra: Impervious; Power Stunt: Durability; Flaw: Only works 50% of time) (Cost 2 / Total 12+2PP)
  • Energy Blast +10 (Source: Technology; Power Stunt: Disintegration) (Cost 2 / Total 20+2PP)
  • Strength Drain +7 (Source: Technology; Extras: Range to Normal, Slow Recovery; Flaw: One Attribute) (Cost 3 / Total 21PP)
  • Amazing (Damage) Save +5 (Source Technology) (Cost 1 / Total 5PP)