About Zachariah Tamm
ZachariahPicture Link
Name: Zachariah Tamm
Race: Human
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Toughness: 5
Current Status: Normal
Parry: 4
Pace: 10 +1d10
Charisma: -3
Jumping: 3” or 5” (+1” on a successful strength roll)
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ATTRIBUTES
Agility: d6
Smarts: d8
Spirit: d6
Strength: d8
Vigor: d6
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SKILLS
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Fighting: d6
Knowledge (Engeneering): d6
Knowledge (Computers): d6
Notice: d6
Piloting: d6
Repair: d8
Shooting: d6
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EDGES
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• Cyborg: Cyborgs are humans (or other organic species) who have been augmented with mechanical parts. Sometimes this is done by choice; sometimes it’s the only way to save a badly wounded but still valuable asset. The character’s Maximum Strain is doubled (see page 29). This does not stack with Cyber Tolerant, he may have one or the other. The individual must take an additional Major or two Minor Hindrances to compensate for this powerful Edge. Typically, this should relate to the story of how the hero became a cyborg.
• Geared Up: This Edge may only be taken at character creation. Your character has up to $10,000 worth of possessions each time this Edge is taken. This is a one-time only benefit—if the gear is lost, it’s lost.
• Heavy G-Worlder: The character comes from a dense world with very heavy gravity. He starts with a d6 in Strength, doubles normal jumping distances, adds +2 to his Pace, and his running die increases one step. The character must take an additional Major Hindrance or two Minor Hindrances to balance out this particularly powerful Edge.
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HINDRANCES
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• Enemy (Major): Captain Drakor Khan, Captain of the ship that was destroyed when Zachariah received his cyberware. Someone out there hates the character and wants him dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up.
• Ugly (Minor): Zachariah has scars all over his body do to the accent that made him rely on cyberware. Unfortunately, this individual hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.
• Quirk (Minor): Zachariah always wears his space suit, indoors, plantside, ect. Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble.
• Delusional (Minor): Zachariah believes that the ship talks to him. Your hero believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the character generally keeps it to himself.
• Habit (Minor): After chewing gum Zachariah places the used gum on his helmet. Your warrior has an annoying and constant habit of some sort. Your hero suffers a –1 Charisma.
• Quirk (Minor)): always wears a knife. Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble.
• Loyal (Minor): Zachariah is loyal to the SunrunnersYour character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
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EQUIPMENT
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Wall Walker System: (2 lb, $300)
Sensor Suite (small): (2 lb, $500)
Commlink: (1 oz, $100)
Personal Data Device (PDD): (1 lb, $500)
Cyber Deck: (2 lb, $1000)
Weapons
Stun Gun: $300 (1 lbs)
Laser SMG: $500 (4 lbs)
Bayonet: $25 (1 Lbs)
Armor
Spacesuit, Combat (with thrusters): (26 lb, $2500)
Credits: $275
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Cyberware
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Slots 4
Cost 8K
Attribute Increase (Strength): Each time this implant is chosen, an attribute may be increased a die step. (Increased to 1d8). (Slot: 2; Cost: $3K)
Leg Enhancement: The character gains +2 Pace and increases his running die one step. He also increases his jumping distances by 1”. (Slots; 2; Cost: 5K)