Difference between revisions of "Harrison Gordon Cyborg"

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(Cybernetics)
(Cybernetics)
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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 09:01, 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.