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OOC: BB Rodriguez


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Name: BB Rodriguez

Iconic Framework: Combat Cyborg
Rank: Novice
XP: 0

ATTRIBUTES
Agility
d10 |  Smarts d6 | Spirit d6 | Strength d12+2 | Vigor d12

Derived Stats (Base/Mod):
Pace 8" | Parry 7 | Toughness 16 (8 Natural + 8 Mega Armor) | Charisma -2
Strain 0/6

SKILLS:
Fighting (Ag) d10
Gambling (Sm) d6
Intimidation (Sp) d6
Notice (Sm) d6
Repair (Sm) d6
Shooting (Ag) d10
Streetwise (Sm) d6
Taunt (Sm) d6

HERO'S JOURNEY
Training (1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Training (15): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except where an Edge has a specific predecessor: Combat Sense.
Experience & Wisdom (2): Your hero knows how to make the most of second chances. He has Elan.

EDGES:
Combat Sense: The champion has the perception, skill, and agility to handle multiple foes. Opponents halve any Gang Up bonuses against him (round down).
Dodge: Some crafty types know how to get out of harm’s way. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when targeting them. Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).
Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Fleet-Footed: The hero’s Pace is increased by +2 and he rolls a d10 instead of a d6 when running.
Quick Draw: This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.
Upgradeable: This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6. Note Combat Cyborgs and Cybernetic Techno-Warriors already have this Edge.

HINDRANCES:
Enemy (Minor): You'd think more people want BB dead, but someone really wants him dead - not that BB knows who, why or that they're after his head... yet.
Quirk: BB consumes vast amounts of alcohol and cigars, however due to his near-completely modified body, they don't have the same consequences normally expected. It does make it easy to ask around about him, and people can get pissed off when you've sucked down all the beer.

ABILITIES:
Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.
Cybernetic Enhancements: All combat cyborgs begin with the following cybernetic systems: Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Synthetic Organ Replacement.
High-Performance Legs: Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-Footed Edge. This can be enhanced with additional cybernetics.
M.D.C. Armor: A Combat Cyborg alloy structure provides +8 M.D.C. Armor. This cannot be combined with body armor.
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.
Unarmed Combat: Metal frame construction allows the Combat Cyborg to deal Str+d6 (Mega Damage) in unarmed combat. Cyborgs are always considered armed.

COMPLICATIONS:
All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
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.
Inhuman Appearance: Combat Cyborgs suffer −2 Charisma when dealing with most beings.
Loss of Dexterity: While a Combat Cyborg’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.
Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule). For example, a critical failure on a Strength check means penalties until the ‘borg’s strength systems are repaired.
Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Combat Cyborg.
Total Conversion: The process of becoming a Combat Cyborg uses all of a character’s personal Strain. A Combat Cyborg starts with 0 Strain before applying the Upgradeable Edge.

CYBERNETICS:
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.
Bionic Strength Augmentation: These are already factored into the Cyborg’s starting Traits.
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.
Cyber-Wired Reflexes: These are already factored into the Cyborg’s starting Traits.
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.
Synthetic Organ Replacement: These are already factored into the Cyborg’s starting Traits.

GEAR:
NG-56 Light Ion Pistol [Range 10/20/40, Damage 1–3d6, RoF 1, AP —, Shots 12, +2 to Shooting]
Mini Rail Gun [Range 75/150/300, Mega Damage 2d8+4, RoF 4, AP 6, Shots 25, No Snapfire penalty.]
Vibro-Sword [Mega Damage Str+1d10, AP 4]
10,500 credits

BACKSTORY
Narrative Hook: Amnesia

BB Rodriguez didn't remember anything beyond his name when he woke up to discover he'd been turned into a cyborg. The ranting of the mad scientist who'd achieved this, the whys and reasons, it was all noise to BB (though the one-eyed mutant chick was worth a second look) - who forced his metal ass out of there. While wondering who he was, BB wandered rather aimlessly along the ways of North America - getting into many many fights and realizing he had some rather ingrained military training and skill on hand.

Until his luck almost ran out when he tried to take a short cut through a stretch of ruined Tolkeen and found himself beaten into unconsciousness by a maddened Daemonix. Once again, he woke up, this time on a truck, courtesy of Firanis, whom had picked his body up and had the kindness to not finish him off when she realized he was still clinging to life, not dead as she'd thought - and fix him up for good measure.

BB was grateful enough to stick around as muscle for her - she too didn't have good relations with the CS and had people after her, so they kept going south, and the Red Rambler brought them to Prince's Landing...

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