Crunch

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Crunch
Posts: 31
Joined: Tue Jun 28, 2016 9:09 pm
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Crunch

Post by Crunch »

Dice Sheet.

Narrative Hook [dice]0[/dice]

Cybernetics [dice]1[/dice]

Training [dice]2[/dice]

Underworld & Black Ops [dice]3[/dice]

Credits: [dice]4[/dice]
Last edited by Crunch on Sun Jul 03, 2016 3:37 pm, edited 2 times in total.
Crunch
"It is better to be violent, if there is violence in our hearts, than to put on the cloak of nonviolence to cover impotence." ~Mahatma Gandhi.
Pace: 8 (1d10); Parry: 7; Toughness: 20 (8 MDC); Strain: 5
Weapons
Mini-Rail Gun RoF: 4 AP: 6 Payload: 32/23
NG-56 Light Ion Pistol RoF: 1 AP: - Payload: 12/12
Chain Great Sword AP: 2
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Crunch
Posts: 31
Joined: Tue Jun 28, 2016 9:09 pm
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Patrick "Crunch" McGuiness (Combat Cyborg) WIP

Post by Crunch »

Player Name: John M.
Google Handle: GarrisonBurne@Gmail.com

Patrick “Crunch” McGuiness
Rank: Novice Experience: 8 (VV) Advances Left: 0
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8; Parry: 7; Toughness: 20 (+8 M.D.C.); Strain: 5/14

Skills:
  • Knowledge (Computers) d8 (+2 w/ electronic security.)
  • Fighting d10
  • Shooting d8
  • Throwing d6
  • Notice d6
  • Streetwise d6
  • Intimidation d6
Hindrances:
  • Wanted (Major): Wanted in the Coalition States for Murder.
  • Loyal (Minor): Your 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.
  • Enemy (Minor): Shawn “Mauler” McGuiness (Twin Brother (also a Combat Cyborg.))
Edges:
  • Upgradeable: Maximum Strain by +6
  • Fleet Footed: +2 Pace, d10 running die instead of d6
  • Mighty Blow: When dealt a Wild Card, the character doubles his total damage when making a successful Fighting attack this round
  • Upgrade: Free piece of Cyberware.
  • Danger Sense: Notice at –2 to detect surprise attacks/danger
  • Trademark Weapon: +1 Fighting with Chain Great Sword.
  • Quick Draw: May draw weapon as a free action
Powers & Cybernetics:
Audio Package - Strain 1
  • +2 to Hearing-based Notice checks
  • Hyper-sonic & subsonic ranges in hearing.
  • Loudspeaker capable of projecting over 100 yards.
  • Automatic sound dampeners, +2 to resist any audio-based attacks or deafening effects.
  • Allows sounds and conversations to be recorded for later playback.
Bionic Strength* Augmentation (2) - Strain 1
  • Raise Strength Die. +1 at d12
Core Electronics Package - Strain 1
  • Mini-Computer
  • Computer interface jack; +4 to appropriate Repair checks and Common Knowledge rolls.
  • Radio; 20 mile range
Cyber-Wired Reflexes - Strain 1
  • Raise Agility Die. +1 at d12
Optics Package - Strain 1
  • +2 all sight-based Notice checks.
  • Thermal imaging.
  • Night vision; ignore illumination penalties.
  • 50x magnification for distance.
  • 20x macro lens for up-close detail.
  • Glare filters; +2 on checks to avoid blinding flashes and related light burst effects.
  • Able to record still and moving images and store for later viewing.
Synthetic Organ Replacement - Strain/PPE/ISP: #
  • Raise Vigor Die. +1 at d12
High Performance Legs
  • Begin with Fleet Footed Edge.
  • Can be enhanced with additional cybernetics
M.D.C. Armor
  • +8 M.D.C. Armor
  • Cannot be combined with body armor
Hand to Hand Reaction Wiring - Strain: 1
  • +2 to all fighting checks.
Last edited by Crunch on Wed Aug 10, 2016 8:45 am, edited 6 times in total.
Crunch
"It is better to be violent, if there is violence in our hearts, than to put on the cloak of nonviolence to cover impotence." ~Mahatma Gandhi.
Pace: 8 (1d10); Parry: 7; Toughness: 20 (8 MDC); Strain: 5
Weapons
Mini-Rail Gun RoF: 4 AP: 6 Payload: 32/23
NG-56 Light Ion Pistol RoF: 1 AP: - Payload: 12/12
Chain Great Sword AP: 2
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Crunch
Posts: 31
Joined: Tue Jun 28, 2016 9:09 pm
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Background

Post by Crunch »

Background

Narrative Hook: The Black Market. Your character has some history with the nigh-omnipresent Black Market in operation in almost every oasis of civilization in North America. There are risks and rewards that come with such inroads, and you and the GM
need to work out the intricacies involved in that relationship. Did they ask him to join the Legion, or did he join to avoid their retribution? Perhaps he’s just a very convenient link between the two organizations.

Patrick McGuiness was born to poor parents living in the Burbs of Chi-Town. At a young age his Father was killed in a bar brawl and his mother died of a drug overdose. This left Patrick alone with his twin brother Michael. The two boys turned to being street rats, stealing, conning, and fighting for their daily bread. This caught the attention of a local Black Market Boss, he took the boys in and put them to work first as runners, then later as leg breakers. The McGuiness brothers were well known for their efficiency at getting what their boss wanted.

Sometime in their late teens, early twenties the boys underwent full conversion cybernetics. It was then that the brothers really shined at their profession. Taking the monikers Mauler and Crunch the boys started fighting in pit fights for their boss. Patrick took a shining to it as melee fighter and a pugilist, while his brother was more of a gunfighter. This was the beginning of the boys down fall.

While on a job, Patrick, Michael and their small team were ambushed by a Coalition patrol. Normally the boys were told to run, but for some reason that even Patrick cannot answer, he chose to stay and fight. After a few short minutes Patrick made short work of the ISS patrol. The whole team was captured shortly after the incident. A few days into their imprisonment, Patrick and a few of the others were saved by a fellow gang member named Síomón “Seemenomore” O’Moore. Patrick was distraught, because his brother had been moved and therefore un-rescue-able. Patrick knew the heat on him would be to much, so he quickly made his peace and ran out of the territory. Patrick spent several months bumming around the south west, fighting for money and drinking himself into a stupor. It was here that he got the attention of the Tomorrow Legion.
Last edited by Crunch on Wed Jul 06, 2016 9:36 am, edited 3 times in total.
Crunch
"It is better to be violent, if there is violence in our hearts, than to put on the cloak of nonviolence to cover impotence." ~Mahatma Gandhi.
Pace: 8 (1d10); Parry: 7; Toughness: 20 (8 MDC); Strain: 5
Weapons
Mini-Rail Gun RoF: 4 AP: 6 Payload: 32/23
NG-56 Light Ion Pistol RoF: 1 AP: - Payload: 12/12
Chain Great Sword AP: 2
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Crunch
Posts: 31
Joined: Tue Jun 28, 2016 9:09 pm
Contact:

Equipment

Post by Crunch »

Gear

NG-56 Light Ion Pistol
  • Weight: 2 lbs
  • Range: 10/20/40
  • Damage: 1-3d6
  • ROF: 1
  • Payload: 12
  • AP: -
  • Note: None.
Mini Rail Gun
  • Weight: ?
  • Range:75/150/300
  • Damage: 2d8+4
  • ROF: 4
  • Payload: 32
  • AP: 6
  • Note: None.
Chain Great Sword
  • Weight: 22 lbs
  • Range: Melee
  • Damage:Str (d12+3)+2d10
  • ROF: N/A
  • Payload: N/A
  • AP: 2
  • Note: Parry -1, 2 hands
Credits: 3,000
Last edited by Crunch on Wed Aug 10, 2016 8:39 am, edited 3 times in total.
Crunch
"It is better to be violent, if there is violence in our hearts, than to put on the cloak of nonviolence to cover impotence." ~Mahatma Gandhi.
Pace: 8 (1d10); Parry: 7; Toughness: 20 (8 MDC); Strain: 5
Weapons
Mini-Rail Gun RoF: 4 AP: 6 Payload: 32/23
NG-56 Light Ion Pistol RoF: 1 AP: - Payload: 12/12
Chain Great Sword AP: 2
User avatar
Crunch
Posts: 31
Joined: Tue Jun 28, 2016 9:09 pm
Contact:

Advances

Post by Crunch »

Advances

Framework
  • Starts with 3 rolls on Heroes Journey (2 must be from Cybernetics, Close Combat Weapons, Ranged Weapons, or Training, remaining can be from any except Magic, Psionics, and Body Armor).
  • Bionic Augmentation: Starts with enhanced Attributes.
  • Cybernetic Enhancement: Starts with the following cybernetic systems: Audio Package, Bionic Strength* Augmentation, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package, Synthetic Organ Replacement*.
  • High-Performance Legs: Gains Fleet Footed Edge.
  • M.D.C. Armor. +8 M.D.C. Armor, cannot wear body armor.
  • More Machine: +2 Recover from Shaken, ignore one level of wound modifiers, possesses a self contined breathing apparatus, immune to poison and disease.
  • Unarmed Combat. Deals Str+d6 (Mega-Damage) in unarmed combat, always considered armed.
Cyborg Complications
  • All Those Moving Parts. Cannot be healed or treated with medicine, instead must be repaired.
  • Grey Matter. Starts with 2 points for attributes, may only be spent on Spirit and Smarts.
  • Inhuman Appearance. -2 Charisma when dealing with most beings
  • Loss of Dexterity. -2 to all agility rolls and linked skills not directly related to combat.
  • Malfunctions. Cyborgs are prone to the same problems all technical items and gear face. Critical failures result in penalties until repaired.
  • Spiritually Numb. No Arcane backgrounds are available to Combat Cyborgs.
  • Total Conversion. Starts with 0 Strain, before applying the Upgradeable Edge.
Hero’s Journey
  • Cybernetics
  • 14
  • Stronger is always better as far as your character is concerned, so he has a level of Bionic Strength Augmentation.
  • Training
  • 18
  • There are moments when everything comes together and an opportunity presents itself. You’re hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.
  • Underworld & Black Ops
  • 3
  • Your character’s innate understanding of computers makes him one of the most valuable people in the world. He gains Knowledge (Computers) d8, as well as +2 when dealing with electronic security.
Advances
  • Initial Advances: (From Hindrances): One Die Spirit (d8), Trademark Weapon (Chain Great Sword).
  • Racial Edges (e.g. Free Edge for Human): Upgrade.
  • Cybernetic Modifications: Enhancement: Starts with the following cybernetic systems: Audio Package, Bionic Strength* Augmentation, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package, Synthetic Organ Replacement*, Hand to Hand Reaction Wiring.
  • Novice 1 Advance: Danger Sense
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Crunch on Mon Jul 04, 2016 8:49 pm, edited 3 times in total.
Crunch
"It is better to be violent, if there is violence in our hearts, than to put on the cloak of nonviolence to cover impotence." ~Mahatma Gandhi.
Pace: 8 (1d10); Parry: 7; Toughness: 20 (8 MDC); Strain: 5
Weapons
Mini-Rail Gun RoF: 4 AP: 6 Payload: 32/23
NG-56 Light Ion Pistol RoF: 1 AP: - Payload: 12/12
Chain Great Sword AP: 2
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