Hellknight

K-842's page

54 posts. Alias of tumbler.


About K-842

Name: K-842
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10-2, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Climb d8, Fighting d10, Notice d6+2, Shooting d10, Stealth d6-2
Pace: 8, Parry: 6, Toughness: 25(12), Charisma: 0, Max Strain: 13, Current Strain: 12
Gear: Unarmed Strike d8-2 (Str+d6), Crossbow (Stake) d8-2 (2d6+2, 12/24/48), Mini Rail Gun d8-2 (2d8+4, 75/150/300), NG-56 Light Ion Pistol d8 (1-3d6, 10/20/40), Chain Greatsword d8-2 (Str+2d10), M.D.C. Armor (+8)

NG-LG6 Laser Rifle 25/50/100 3d6+2 1 2 20 19
Notes: Min Str d6, SA . Integral grenade launcher (Range 18/36/ 72 , Damage by grenade, 8 shots).

Cyberware:
• Aquatic Mode Upgrade: Sealed systems, underwater jet propulsion, and other elements help the cyborg handle action below the surface. The character’s Swimming Pace is increased by +4, and he can breathe underwater and suffers no penalties for actions while submerged.
• Armor Plating: The same materials used to create worn armor can be directly attached to a cyborg’s frame for added protection. Each application adds +4 M.D.C. Armor.
• Audio Package: Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options—+2 to hearing-based Notice checks; hyper-sonic and sub-sonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects. Finally, the audio package allows sounds and conversations to be recorded and played back later.
• (6x) Bionic Strength Augmentation: Strength +1 Step
• Booster Jets: Miniature rocket systems provide the character with the ability to add +4 to Jumping distances, and even leap straight up 2”.
• Core Electronics Package: This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range.
• (3x) Cyber-Wired Reflexes: The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades.
• Expanded Detection and Security Array: This combination of radar, sonar, and motion detectors grants the cyborg 360° awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge.
• Extra Set Of Arms: A second set of arms and hands can be installed on a reinforced frame, providing enormous benefits at the cost of dehumanizing the cyborg even more. This upgrade gives the character one additional non-movement action, with no multi-action penalty.
• Nano-Repair System: This system for releasing nanobots can heal biological damage and repair synthetic systems as well. One wound is healed per day, and the cyborg gains a +4 to resist Bleeding Out. They also grant a 50% chance to reject any poison or disease in the system (though Internal Life Support negates the need for this).
• Optics Package: One or both of the cyborg’s eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action.
• Reinforced Frame: Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature. Each application is +2 Toughness.
• (4x) Synthetic Organ Replacement: Getting rid of meat in place of artificial systems dramatically enhances a cyborg’s overall resilience. This raises the character’s Vigor; each step past d12 adds a +1.
Special Abilities:
• Custom Minor Hindrance (Rash): The character rushes into situations. He does not like to wait for a plan.
• Arrogant(*): Flaunt superiority; Seek master in battle
• Loyal: Will never leave a man behind
• Beyond The Limit: +6 Strain, Unstable Psyche Hindrance
• Danger Sense: Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable +6 Strain, Unstable Psyche Hindrance.
• Filthy Rich: 20K starting cash; 5 gear rolls.
• Fleet-Footed: +2 Pace; Roll d10 when running
• Rich: 5K starting cash; 2 gear rolls.
• All Those Moving Parts: Must be repaired using Repair skill instead of Healing.
• Bionic Augmentation: Enhanced starting Strength, Agility and Vigor.
• Cybernetic Enhancements: All combat cyborgs begin with a variety of cybernetic systems
• Gray 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.
• High-Performance Legs: Gain the Fleet Footed Edge
• Inhuman Appearance: Combat Cyborgs suffer −2 Charisma when dealing with most beings.
• Loss Of Dexterity: The ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
• M.D.C. Armor: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. This cannot be combined with body armor.
• Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (Technical Difficulties).
• More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease.
• Spiritually Numb: No Arcane Backgrounds are available for Combat Cyborgs.
• Unarmed Combat: Metal frame construction allows the Combat Cyborg to deal Str+d6 (Mega Damage) in unarmed combat. Cyborgs are always considered armed.
Hero's Journey:
• Cyber: Aquatic Mode: There’s a good chance your cyborg was meant for amphibious operations with his Aquatic Mode Upgrade.
• Cyber: Armor Plating: Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.
• Ranged: Stake Crossbow: Gain a stake launching crossbow.