+2 vs Creatures of Darkness and Flame and their servants.
+1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
Battle Hardened: +2 to Soak rolls.
Big Target: Attackers gain +1 to attack rolls made against Ogres.
Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
Reach: Ogres have Reach 1
Size +2: Ogres are Size+2
Thermal Vision: Ogres have the Infravision Monstrous Ability
[b]Adrenal System ([/b][size=73]1/1[/size][b]) [/b]- Strain: 2
[list]
[size=73][*]+2 to recover from Shaken (Stacks with Combat Reflexes).
[*]Doesn't work for Full Conversion Cyborgs.[/size][/list]
Armor Plating (1/3) - Strain: 1
+4 Armor per level. (Does not stack with Worn armor, use the higher).
[b]Armor Plating ([/b][size=73]1/3[/size][b]) [/b]- Strain: 1
[list][size=73][*]+4 Armor per level. (Does not stack with Worn armor, use the higher).
[*]At +12, the Armor is M.D.C.[/size][/list]
[b]Bionic Strength replacement ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1
[list][size=73][*]Each level increases Strength die type by 1.
[*]Each step past d12 adds a +1.[/size][/list]
[b]Cyber-Wired Reflexes ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1
[list][size=73][*]Each level increases Agility die type by 1.
[*]Each step past d12 adds a +1.[/size][/list]
Extra Set of Arms (1/1) - Strain: 3
Gain one additional non-movement action, with no MAP.
[b]Extra Set of Arms ([/b][size=73]1/1[/size][b]) [/b]- Strain: 3
[list][size=73][*]Gain one additional non-movement action, with no MAP.[/size][/list]
Internal Life Support (1/1) - Strain: 2
Internal air supply & other systems: Immune to suffocation, toxins, and diseases.
+4 to resist the effects of radiation, intense environmental temperatures (but not direct damage), and other dangerous environmental effects.
Only requires a fifth of the nutrition of a full organic person.
[b]Internal Life Support ([/b][size=73]1/1[/size][b]) [/b]- Strain: 2
[list][size=73][*]Internal air supply & other systems: Immune to suffocation, toxins, and diseases.
[*]+4 to resist the effects of radiation, intense environmental temperatures (but not direct damage), and other dangerous environmental effects.
[*]Only requires a fifth of the nutrition of a full organic person.[/size][/list]
Load-Bearing Reinforcement (1/1) - Strain: 1
Load limit increased to Strength x8 (Strength x10 with Brawny Edge).
[b]Nano-Repair system ([/b][size=73]1/1[/size][b]) [/b]- Strain: 2
[list][size=73][*]Heals biological damage and repair synthetic systems.
[list][*]One wound is healed per day (works for Cyborgs).[/list]
[*]+4 to resist Bleeding Out.
[*]50% to reject any poison or diesease (Internal Life Support negates the need for this).[/size][/list]
[b]Secret Compartment ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1
[list][size=73][*]Each compartment can hold 3 grenades or a decent-sized pistol.
[*]Notice checks made at -4 to find such a copartment.
[*]Those very familiar with cybrogs ignore the penalty to Notice the compartment.[/size][/list]
[b]Synthetic Organ Replacement ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1
[list][size=73][*]Each level increases Vigor die type by 1.
[*]Each step past d12 adds a +1.[/size][/list]
Last edited by Krozog on Mon Jul 09, 2018 12:05 am, edited 1 time in total.
+2 vs Creatures of Darkness and Flame and their servants.
+1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
Battle Hardened: +2 to Soak rolls.
Big Target: Attackers gain +1 to attack rolls made against Ogres.
Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
Reach: Ogres have Reach 1
Size +2: Ogres are Size+2
Thermal Vision: Ogres have the Infravision Monstrous Ability
[b]Embedded Combat Coding ([/b][size=73]1/U[/size][b]) [/b]- Strain: 2
[list][size=73][*]Requires at least one level of Cyber-Wired reflexes.
[*]Gain one Combat Edge.
[*]Requirements for other Edges must be met, but other requirements may be ignored.
[*]Duplications of a specific Edge do not stack.[/size][/list]
Hand-to-Hand Reaction Wiring (1/1) - Strain: 1
Requires at least one leve of Cyber-Wired Reflexes.
[b]Hand-to-Hand Reaction Wiring ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Requires at least one leve of Cyber-Wired Reflexes.
[*]+2 to all Fighting checks.[/size][/list]
Ranged Data System (1/2) - Strain: 1
Requires the Optics Package.
Each level offsets two points of penalties for Shooting.
[b]Ranged Data System ([/b][size=73]1/2[/size][b]) [/b]- Strain: 1
[list][size=73][*]Requires the Optics Package.
[*]Each level offsets two points of penalties for Shooting.[/size][/list]
Targeting Eye (1/1) - Strain: 1
Requires the Optics Package.
+2 to all Shooting rolls for weapons the character spends at least a full round calibrating.
[b]Targeting Eye ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Requires the Optics Package.
[*]+2 to all Shooting rolls for weapons the character spends at least a full round calibrating.[/size][/list]
Last edited by Krozog on Mon Jul 09, 2018 12:06 am, edited 1 time in total.
+2 vs Creatures of Darkness and Flame and their servants.
+1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
Battle Hardened: +2 to Soak rolls.
Big Target: Attackers gain +1 to attack rolls made against Ogres.
Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
Reach: Ogres have Reach 1
Size +2: Ogres are Size+2
Thermal Vision: Ogres have the Infravision Monstrous Ability
[b]Audio Package ([/b][size=73]1/1[/size][b]) [/b]- Strain:1
[list][size=73][*]+2 to hearing-based Notice Checks.
[*]Adds hyper-sonic and sub-sonic ranges to hearing.
[*]Loudspeaker capable of projecting audio over a 100-yyard radius.
[*]+2 to resist any audio-based attacks or deafening effects.
[*]Allows sounds and conversations to be recorded and played back later.[/size][/list]
Core Electronics Package (1/1) - Strain: 1
Gain a mini-computer.
Computer interface jack for direct linking to other sytems.
Interface jack grants +4 to appropriate Repair cehcks and Common Knowledge rolls.
[b]Core Electronics Package ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Gain a mini-computer.
[*]Computer interface jack for direct linking to other sytems.
[list][*]Interface jack grants +4 to appropriate Repair cehcks and Common Knowledge rolls.[/list]
[*]Gain a radio with a 20-mile range.[/size][/list]
[b]Environmental Sensors ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*] Make a Notice check at +2 to detect:
[list][*]Radiation levels.
[*]Air quality.
[*]Water quality.
[*]Other related effects within 12".[/list]
[*]System works to 24" but without the +2 bonus.[/size][/list]
Expanded Detection and Security Array (1/1) - Strain: 2
[b]Expanded Detection and Security Array ([/b][size=73]1/1[/size][b]) [/b]- Strain: 2
[list][size=73][*]Grants 360 degree awareness of surroundings.
[*]+2 to Notice checks.
[*]Gain the Danger Sense Edge.[/size][/list]
Language Translator (1/1) - Strain: 1
Translates known languages at a d12+2 skill level.
System can learn new languages over time.
Each day, roll a d6; on a 4+ the language is acquired at d4.
[b]Language Translator ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Translates known languages at a d12+2 skill level.
[*]System can learn new languages over time.
[list][*]Each day, roll a d6; on a 4+ the language is acquired at d4.
[*]The language can be further iproved over time.[/list][/size][/list]
Optics Package (1/1) - Strain: 1
+2 to all sight-based Notice checks.
Thermal imaging and night vision (ignore illumination penalties).
50x magnification for distance.
20x macro lens for up-close detail.
+2 on checks to avoid blinding flashes and related light burst effects.
Gain the ability to record still/moving images and store them for later viewing or display. Switching modes is a free action.
[b]Optics Package ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]+2 to all sight-based Notice checks.
[*]Thermal imaging and night vision (ignore illumination penalties).
[*]50x magnification for distance.
[*]20x macro lens for up-close detail.
[*]+2 on checks to avoid blinding flashes and related light burst effects.
[*]Gain the ability to record still/moving images and store them for later viewing or display. Switching modes is a free action.[/size][/list]
Signal Booster (1/1) - Strain: 1
Communication range extended to 500 miles.
+2 on any Survival rolls when attempting to pinpoint own location and navigate.
[b]Signal Booster ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Communication range extended to 500 miles.
[*]+2 on any Survival rolls when attempting to pinpoint own location and navigate.[/size][/list]
Subject Matter Expert Port (1/U) - Strain: 1
Gain an external port for where he can plug in a single skill chip.
Free action to change a chip in the port but requires a full round before the new information is available.
A chip adds or increases one specific (non-arcane) Smarts-linked skill 1-4 die types.
[b]Subject Matter Expert Port ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1
[list][size=73][*]Gain an external port for where he can plug in a single skill chip.
[*]Free action to change a chip in the port but requires a full round before the new information is available.
[*]A chip adds or increases one specific (non-arcane) Smarts-linked skill 1-4 die types.[/size][/list]
Vehicle Interface Package (1/3) - Strain: 1
+2 to boating, Driving or Piloting.
Choose a different Skill bonus for each application.
[b]Vehicle Interface Package ([/b][size=73]1/3[/size][b]) [/b]- Strain: 1
[list][size=73][*]+2 to boating, Driving or Piloting.
[*]Choose a different Skill bonus for each application.[/size][/list]
Wilderness Scout Package (1/1) - Strain: 1
Requires the Optics Package and the Core Electronics Package.
[b]Wilderness Scout Package ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Requires the Optics Package and the Core Electronics Package.
[*]+2 to all Survival and Tracking rolls.[/size][/list]
Wired Skill Port (1/U) - Strain: 1
Requires Cyber-Wired Reflexes.
Gain an external port for where he can plug in a single skill chip.
Free action to change a chip in the port but requires a full round before the new information is available.
A chip adds or increases one Agility-linked skill 1-4 die types.
[b]Wired Skill Port ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1
[list][size=73][*]Requires Cyber-Wired Reflexes.
[*]Gain an external port for where he can plug in a single skill chip.
[*]Free action to change a chip in the port but requires a full round before the new information is available.
[*]A chip adds or increases one Agility-linked skill 1-4 die types.[/size][/list]
Last edited by Krozog on Mon Jul 09, 2018 12:09 am, edited 1 time in total.
+2 vs Creatures of Darkness and Flame and their servants.
+1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
Battle Hardened: +2 to Soak rolls.
Big Target: Attackers gain +1 to attack rolls made against Ogres.
Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
Reach: Ogres have Reach 1
Size +2: Ogres are Size+2
Thermal Vision: Ogres have the Infravision Monstrous Ability
[b]Aquatic Mode Upgrade ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
[list][size=73][*]Swimming pace increased by +4.
[*]Ability to breathe underwater.
[*]No penalties for actions while submerged.[/size][/list]
[b]Leg Upgrades ([/b][size=73]1/U[/size][b]) [/b]- Strain: 2
[list][size=73][*]Increases Pace by +2 and the Running die by 1 step.
[*]+1 to Jumping distances.
[*]Each additional level of this upgrade simply increases Pace by +2.[/size][/list]
Last edited by Krozog on Mon Jul 09, 2018 12:09 am, edited 1 time in total.
+2 vs Creatures of Darkness and Flame and their servants.
+1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
Battle Hardened: +2 to Soak rolls.
Big Target: Attackers gain +1 to attack rolls made against Ogres.
Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
Reach: Ogres have Reach 1
Size +2: Ogres are Size+2
Thermal Vision: Ogres have the Infravision Monstrous Ability
[b]Built-In Close Combat Weapons ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1x5 lbs (round up)
[list][size=73][*]Each weapon listed under Close combat can be integrated.[/size][/list]
[b]Built-In Ranged Weapon ([/b][size=73]1/U[/size][b]) [/b]- Strain: 1x100 lbs (round up) / Mods = Strain, but Mods cannot exceed character's Size
[list][size=73][*]Each weapon listed under Ranged Weapons - Personal and Vehicular Weapons can potentially be integrated.
[*]Only Combat Cyborgs can power energy weapons that run off internal power sources.[/size][/list]
[b]Mining Drill Apparatus ([/b][size=73]1/1[/size][b]) [/b]- Strain: 2
[list][size=73][*]Equipped to engage in everything from heavy drilling to precision work.
[*]Can cut through a square foot of material every round (doubled per each full 30 points of Armor).
[*]Improvised Weapon: Str+2d6 Mega Damage, AP 10, -2 to Fighting and Parry.[/size][/list]
+2 vs Creatures of Darkness and Flame and their servants.
+1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
Battle Hardened: +2 to Soak rolls.
Big Target: Attackers gain +1 to attack rolls made against Ogres.
Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
Reach: Ogres have Reach 1
Size +2: Ogres are Size+2
Thermal Vision: Ogres have the Infravision Monstrous Ability