Cyber-Horseman of Ixion

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Cyber-Horseman of Ixion (Remember only GMs can vote)

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Total votes: 3

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Heracles
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Cyber-Horseman of Ixion

Post by Heracles »

CyberHorseman1.png
Cyber-Horseman of Ixion

Description:  (The full background text of the Cyber-Horseman can be found on pp 103-107 of the Rifts Canada book.)

Similar to Centaurs, the Cyber-Horsemen of Ixion have the upper body of a man and the lower portion of horse, except some or all of the horse portions of their body have been enhanced or replaced with cybernetics.

The Cyber-Horsemen of Ixion are an enigma. Nobody knows where they come from or how they got to Rifts Earth. According to rumor the Cyber-Horsemen have built a city called Ixion (eye-zon), somewhere in the wilderness of British Columbia. In fact, most humanoids refer to these mechanized Centaurs by the name of the fabled city, referring to them as Ixion (eye-zon) rather than the Cyber-Horsemen or Cyber-Centaurs of (or from) Ixion. For decades the location of the legendary city was credited to be in the northern plains of Canada, but this is probably because the ordinary Centaur heralds from this region, and is not the case. The City of Ixion is hidden someplace in British Columbia. It is said all Centaurs, mutant animals, creatures of nature and the persecuted are welcome there. So far, no human has found any trace of such a city, but then British Columbia is an expansive wilderness with few humans.

According to all accounts, their tech-level appears to be several degrees less than the Coalition's although they have mastered the sciences of cybernetics and the use of Mega-Damage alloys. Ninety percent of the male Cyber-Horsemen of Ixion undergo partial bionic reconstruction, replacing their lower horse-body with powerful bionics when they reach adolescence. They also have numerous cybernetic and bionic implants in the upper body and wear M.D.C. body armor to protect their flesh and blood upper bodies. Only 10% submit to full bionic conversion of both the upper and lower body and such individuals are usually older males no longer concerned with bearing children (usually because they have already raised a family). Only 25% of the females will undergo the same amount of extensive bionic modification and these are usually older Centaurs. Instead, opting for cybernetic implants to augment their senses and partial bionics to reinforce and strengthen their lower bodies. A large reason for this is birth considerations. Most Cyber-Horsewomen prefer to give natural birth, something made impossible with a radical amount of bionic reconstruction. Note: Except for medical reasons, the Cyber-Horsemen avoid replacing the human portions of their bodies and rarely subject themselves to full bionic conversion.
FemaleCyberCentaur.jpg
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  • Racial Abilities and Complications
  • Attribute Increase - Strength: Cyber-Horsemen have the stamina and strength of a horse, and tend to be a bit stronger than other races. They start with a d6 in Strength rather than a d4. (+2)
  • Edge - Upgradeable: Due to their culture and high level of technology, Cyber-Horsemen are pre-disposed towards cybernetics and being able to handle more of them. They increase Maximum Strain by +6. (+2)
  • Natural Weaponry - Hooves: This race has the ability to attack with their hooves, causing Strength+d6 damage. He doesn’t count as an unarmed defender either. (+1)
  • Pace: Cyber-Horseman, as one might expect from someone with the lower body of a horse, and a cybernetically-enhanced one at that, excel at running. Pace is increased by +4 and the Running die is increased 2 die types to a d10. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12. (+2)
  • Size +2: The creature is larger than normal, having part of a man on top of a horse. Each point of Size adds directly to Toughness. (+2)
  • Toughness: To represent the partial or full replacement of their lower horse bodies, or general hardiness, Cyber-Horsemen have +1 Toughness. (+1)
  • Code of Honor (Major): The Ixion strive for nobility, honor, order, and a higher level of understanding as a people. (-2)
  • Distinctive D-Bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. (-2)
  • Enlightened: Ixions believe that they and the City of Ixion (known as a center of enlightenment) were brought to Rifts Earth by fate to enlighten and help them unravel the secrets of the cosmos, that they are more advanced and enlightened than those around them so it is their duty to lift others up. This is treated as the Minor Habit Hindrance, giving them a -1 Charisma penalty outside their own culture. (-1)
  • Non-Standard Physiology: Armor purchase/repair is double cost. Can’t use a Glitter Boy suit or other standard humanoid power armor. Suffer a −2 to operate a vehicle or its weapons not refitted for the race. Iconic Framework gear is custom-built. (-1)
  • Poor Parry: While they are often excellent fighters, they have a lot more body to cover attacks from and generally rely more on their toughness and cybernetics to see them through. (-1)
  • Restricted Path (Arcane): No Ixion has tried to learn magic (bionics interfere and block magic), but they understand the dangers and wonders it represents. For reasons of biology and cybernetic use, the species is unable to pursue certain paths open to others. They cannot access PPE. The selection means the race cannot take any Arcane Background which uses that type of Power Points or an Iconic Framework which includes such an Arcane Background. (-1)


I thought giving them actual Cybernetics and using this as a negative:

[*]Strain Reduction: Due to the fact that they begin with some cybernetic enhancements, some of their natural maximum Strain is already used up before selecting an Iconic Framework (and may affect certain abilities as per normal). The Cyber-Horsemen have their starting Strain reduced by 1. (-1)

but giving them cybernetics seems too much of an advantage (and waiving monetary costs as well).
Last edited by Heracles on Sun Oct 01, 2017 10:31 am, edited 3 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Freemage
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Re: Cyber-Horseman of Ixion

Post by Freemage »

If you can come up with the points for it, give them all the Rich Edge, but require that the two free rolls be used for Cyberware. (Lowering their starting Strain, though, undercuts the concept, so I wouldn't go there. They just get the natural Strain for the rolled Cybernetics.)
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
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Re: Cyber-Horseman of Ixion

Post by Ndreare »

Freemage wrote:If you can come up with the points for it, give them all the Rich Edge, but require that the two free rolls be used for Cyberware. (Lowering their starting Strain, though, undercuts the concept, so I wouldn't go there. They just get the natural Strain for the rolled Cybernetics.)
By declaring the cybernetics generated from the two free rolls do not count against strain limits it would balance not getting the 5,000 creds and not getting the choice of a vehicle or other more desired rolls such as the awesome Body Armor Table.

Overall call it something like the following.

Cybernetic Culture: All Cyber Horsemen receive 2 rolls on the Cybernetics table as if they had taken rich. These results do not reduce the targets strain, however they character does not gain the credits increase from Rich either.



Does this sound reasonable?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Freemage
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Re: Cyber-Horseman of Ixion

Post by Freemage »

RFT wrote:
Freemage wrote:If you can come up with the points for it, give them all the Rich Edge, but require that the two free rolls be used for Cyberware. (Lowering their starting Strain, though, undercuts the concept, so I wouldn't go there. They just get the natural Strain for the rolled Cybernetics.)
By declaring the cybernetics generated from the two free rolls do not count against strain limits it would balance not getting the 5,000 creds and not getting the choice of a vehicle or other more desired rolls such as the awesome Body Armor Table.

Overall call it something like the following.

Cybernetic Culture: All Cyber Horsemen receive 2 rolls on the Cybernetics table as if they had taken rich. These results do not reduce the targets strain, however they character does not gain the credits increase from Rich either.



Does this sound reasonable?
Nope, sorry. It's still two free pieces of Cyberware, that don't really come with a downside. Your option gives them:
  • Two free pieces of gear
  • The ability to get Filthy Rich (and thus three more gear-table rolls, or the vehicle and one gear table roll) much more easily
  • The equivalent of Improved Cyber-Psychic Alignment with the ability to stack that with the actual CPA Edges
In exchange, the only thing they actually give up is about 5K credits.

Hell, I'd take 5K credits from most of my magic-wielding characters to get CPA (let alone Improved) without even getting random cybernetics for free.

If the lack of choice from the table really bothers you, give them access to the Upgrade Edge as if they were a MARS Headhunter or Cyborg, and then give them one instance of the Upgrade Edge out of the gate. So they can pick ANY one piece of cybernetics that doesn't have a pre-req, even if they don't end up taking a MARS build or HJ rolls that give them the free cyberware to start, and will always have the option to get more if they want it.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Heracles
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Re: Cyber-Horseman of Ixion

Post by Heracles »

Nah. I'm not trying to force them to take Cybernetics. Yes, it's a BIG part of the race, but it DOES say that 90% of them get cybernetics, not all. So. I'm good with just re-trapping the Armor (or I suppose vigor or toughness instead) and leaving it to them to go full-on cybernetics.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Re: Cyber-Horseman of Ixion

Post by Radecliffe »

My recommendation would be to use the two points in armor to give them +2 toughness instead. Neither natural armor nor cyber-armor stack with worn armor but toughness does.
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Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
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Re: Cyber-Horseman of Ixion

Post by Heracles »

Ah, good point. I wasn't sure about just stacking Toughness on but I don't want to force someone to not be able to take armor at all. Okay.

Updated the OP.

And i'm not dismissing the cybernetics/Rich edge out of hand, I'm thinking it over, but...I don't know.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Re: Cyber-Horseman of Ixion

Post by Freemage »

Heracles wrote:Ah, good point. I wasn't sure about just stacking Toughness on but I don't want to force someone to not be able to take armor at all. Okay.

Updated the OP.

And i'm not dismissing the cybernetics/Rich edge out of hand, I'm thinking it over, but...I don't know.
Ah, well, if you want it to be possible for a given Ixion to say 'no', even though the vast majority go that route....

Give them the Upgradeable Edge, instead. It's a dead Edge, if they don't take cybernetics, just like the D'Norr PPE pool is worthless if they don't actually take an AB that can tap it. So yes, most would go there, but if someone wants to be a rebel, they can.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
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Re: Cyber-Horseman of Ixion

Post by Pender Lumkiss »

I like Freemage's upgradable suggestion. I am also wondering where the restricted path is coming from? When I look at the PR is lets them have magic or psionics, but when it talks of OCC, generally they are cyborgs or, adventures or scholars. I think we should either restrict them to both, or none.
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Re: Cyber-Horseman of Ixion

Post by Tribe of One »

Yeah, I like Freemage's idea. Give them Upgradable instead of Toughness and ditch Restricted Path, then call it good.
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Re: Cyber-Horseman of Ixion

Post by Heracles »

Pender Lumkiss wrote: I am also wondering where the restricted path is coming from? When I look at the PR is lets them have magic or psionics, but when it talks of OCC, generally they are cyborgs or, adventures or scholars. I think we should either restrict them to both, or none.
"No Ixion has tried to learn magic (bionics interfere and block magic), but they understand the dangers and wonders it represents." - that was taken straight from the book. But it doesn't actually preclude them from taking magic in the book so I guess I was wrong.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Re: Cyber-Horseman of Ixion

Post by Pender Lumkiss »

Heracles wrote:
Pender Lumkiss wrote: I am also wondering where the restricted path is coming from? When I look at the PR is lets them have magic or psionics, but when it talks of OCC, generally they are cyborgs or, adventures or scholars. I think we should either restrict them to both, or none.
"No Ixion has tried to learn magic (bionics interfere and block magic), but they understand the dangers and wonders it represents." - that was taken straight from the book. But it doesn't actually preclude them from taking magic in the book so I guess I was wrong.
I agree woth you the bionics they have probably should restrict them from both isp and ppe. PR seems to both support it and not support it, but the flavor of a cyber horse man would seem that the bionics would interfere.
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Re: Cyber-Horseman of Ixion

Post by High Command »

in Classic they are partial cyborgs, which means they can have psionics (at penalties), but cannot effectively use magic. I personally like the toughness. Upgradeable can still be chosen as an edge, and I would argue that they have their own MARS Package for their soldiers.

Warrior of Ixion
These warriors represent the majority of the non-cyber-knight and non-combat cyborg forces of Ixion.
Gain the Upgrade and Upgradeable Edges
Gain Fleet of Foot and Shooting d8
Gain two rolls on the Cybernetics Hero's Journey Table
Gain the gear of the Crazy.
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Re: Cyber-Horseman of Ixion

Post by Ndreare »

Poll added.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Heracles
Diamond Patron
Diamond Patron
Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Cyber-Horseman of Ixion

Post by Heracles »

Little late for the quarter but there was hardly any voting anyway, heh.

I've updated the OP, lowered the extra Toughness by 1, added the Upgradeable edge and the Poor Parry hindrance.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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