Difference between revisions of "Harrison Gordon Cyborg"

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(Gear)
(Attributes)
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Agility d10, Smarts d6, Spirits d6, Strength d12+2, Vigor d12
 
Agility d10, Smarts d6, Spirits d6, Strength d12+2, Vigor d12
  
'''Pace''' 8 (d8)
+
'''Pace''' 8 (d8)</br>
 
+
'''Parry''' 7</br
'''Parry''' 7
+
'''Toughness''' 18 (6 MDC)/24 (9 MDC) in cyborg armor</br>
 
+
'''Benny''' 3</br>
'''Toughness''' 18 (6 MDC)/24 (9 MDC) in cyborg armor  
+
'''Conviction''' 0
  
 
=== Skills ===
 
=== Skills ===

Revision as of 13:16, 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</br Toughness 18 (6 MDC)/24 (9 MDC) in cyborg armor
Benny 3
Conviction 0

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

  • 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

Gear

LI-B1 Light Infantry Plate Cyborg Body Armor (Armor +3 MDC, Tough +3, Str Min d12+1, Wt. 40lbs)

NG-303 Rail Gun (Range 20/60/120, Damage 2d10+2 Mega Damage, AP-6, ROF 3, Shots 20, Str Min d10, Wt. 40lbs; Always fires max ROF, ignore Bullets per ROF instead firing one ‘shot’ = one burst, Ignore Sloped Armor)

2 full Ammo Drums (Wt. 20lbs)

NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF1, Shots 12, Str Min d4, Wt. 2lbs; Wide Spread – as Shotgun rules)

2 E-Clips (Wt. 2lbs)

Vibro-Longsword (Damage Str+d10 Mega Damage, AP-10, Str Min d8, Wt. 4lbs)

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.