Fat Joey (MARS Cybernetic TechnoWarrior)

Savage Tales from the Lowest Levels of Chi-Town
GM: John Smith
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Joey aka: Fat Joey
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Fat Joey (MARS Cybernetic TechnoWarrior)

Post by Joey aka: Fat Joey »

Character Sheet

Player Name: Jason
Google Handle: Leprecoon99

Joey AKA Fat Joey
Rank: Novice Experience: 5 Advances Left: 0
Race: Dog Boy
Iconic Framework: MARS Cybernetic Technowarrior

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8

Charisma: -2 (Except other Dog Boys); Pace: 7 (d6 run); Parry: 5; Toughness: 11; Strain: 10 (14)
Armored Toughness: 19 (6) (Juicer Plate + Overcoat)

Skills
  • Knowledge (Arcana) d4 (1)
  • Fighting d8+2 (2)
  • Streetwise d8 (1+Skillport)
  • Notice d6 (2)
  • Shooting d6 (2)
  • Investigation d8 (4)
  • Climbing d4 (1)
  • Tracking d6 (2)

Hindrances
  • Phobia: Restraints (Major): -4 to Trait tests when near the phobia
  • Obese (Minor): +1 Toughness, -1 Pace, d4 running die
  • Loyal (Minor): Never betrays friends and allies
  • Outsider (Race): -2 Charisma, except with other dog boys
  • Wanted (Minor, Race): Dog Boys operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
  • Restricted Paths (Race): cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.5
  • Weakness - Ley Line Hypersensitivity (Race): Lose Psychic Sense on or close (within 2" or 4 yards) to a ley line / Ley Line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background), but their Fatigue requires an hour to recover after the storm ends.
Edges
  • Upgradeable (IF): Increases Max Strain by +6.
  • Breed Advantage - Fast Breed (Racial): +2 Pace, +1 run die
  • Nerves of Steel (HJ): May ignore 1 point of wound
  • Rich (FG): 5,000 credits, +2 HJ rolls
  • Connections (CS): Call on connections once per session (FG)
  • Connections (Local Gang): Call on connections once per session (FG)
  • Hunter (Hindrances): Hunt down supernatural monsters (demons, dragons, vampires, Minions of Splugorth, Murder Wraiths, and similar). +2 on Notice and Tracking rolls where a target of their specialization is concerned when they roll a raise on an attack against such targets, they roll a d8 instead of a d6 for bonus damage
  • Combat Sense (Hindrances): Opponents halve any Gang Up bonuses against him (round down).
  • Danger Sense (Cyber): Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs / If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
  • Keen Sense of Smell (Racial): +2 Notice and Tracking rolls.
  • Investigator (N1): +2 Streetwise and Investigation, +2 Notice when searching through evidence.
  • Trademark Weapon (FG): Stun Gloves
  • Mighty Blow (HJ): Double melee damage when dealt Joker
  • Psychic Sense (Racial): Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. Use the Notice skill (+2) to detect the presence and location of psychic or magic energies, beings, or items. can also use the Tracking skill +2 to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles.
  • Natural Weapons: Bite Str+d6 damage.
Last edited by Joey aka: Fat Joey on Sun Mar 10, 2019 7:26 am, edited 3 times in total.
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Re: Fat Joey (MARS Cybernetic TechnoWarrior)

Post by Joey aka: Fat Joey »

Cybernetics

Strain: 10

Bionic Strength Augmentation (2) - Strain: 2 (HJ, Rich)
Subject Matter Expert Port (U) - Strain: 1
  • It’s a free action to change a chip in a port but requires a full round before the new information is available.
  • A chip adds or increases one specific (non-arcane) Smarts-linked skill up to 2 die types.
  • The Strain refers to the embedded port itself, chips cause no Strain on their own. (Strain 1, 2 die type chip)
Expanded Detection and Security Array (1) - Strain: 2
  • This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings.
  • This grants a +2 to Notice checks and the Danger Sense Edge.
Cyber-Wired Reflexes (U) - Strain: 1
  • +1 Agility for each application of these artificial nervous system enhancements and hard-wired celerity systems.
Hand-to-Hand Reaction Wiring (1) - Strain: 1
  • grants a +2 to all Fighting checks.
Optics Package (1) - Strain: 1
  • Right eye is 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.
X2 Reinforced frame (2) - Strain: 2
  • Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature.
  • Each application is +2 Toughness. (+4 toughness)
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Re: Fat Joey (MARS Cybernetic TechnoWarrior)

Post by Joey aka: Fat Joey »

Gear


NG Equalizer (Patron Item)
Image
• Range: 10/20/40
• Damage: 3d6
  • Special: If hit, whether damaged or not, the target of the attack rolls Strength versus the shooting roll of the attacker. If the target fails, they are knocked prone, or pushed 1" and knocked prone if the shooter gets a raise on the roll. This does not affect targets size 3 or greater. If they hit an obstacle while being pushed, they can be Shaken, as per the Push Maneuver on SWD p. 85. The same page also has information on the effects of Prone.
• RoF: 1
• AP: 0
• Shots: 6
• Features:
• Min Str d6
• Fast Draw Holster: Due to the custom fitted grip and custom holster, the weapon nearly springs into the wielder's hand. It is a free action to draw.
• Steady Shot Aim Assist: Microsensors in the weapon eliminate excessive gun motion, centering the gun in relation to the grip, allowing for greater accuracy while on the move. The wielder gains the benefits of the Steady Hands Edge as it applies to this gun only, including shooting while running and shooting from moving vehicles.
• Laser Targeting: When activated, this integrated laser targeting module provides +1 to Shooting rolls. '
• Shiny: This custom beast of a weapon always draws attention and admiration. People are always asking about it, even when you'd rather they just ignore you.
• Unique Ammo: Ammunition is only available at official Northern Gun outlets: 200 credits per round[/list]

Bandito Arms Branaghan Armored Overcoat
Image
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)

Bandito Arms StunKnucks
Image
  • Damage: Str+d6
  • Special: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
WI-GL20 Automatic Grenade Launcher
Image
  • Range: 60/120/240
  • Damage: grenade
  • RoF: 3
  • AP: —
  • Shots: 40
  • Weight: 75 lbs
  • Cost: 150,000
  • Notes: Snapfire, RoF is one grenade per shot.
Gas Grenades (16)
  • Damage: Vigor check –2 or Incapacitated for 2d6 minutes (gas masks or other environmental protection blocks this). The gas remains in the area for three rounds MBT.
Smoke Grenades (8)
  • Effect: Obscuring (–4) smoke over a Large Burst Template, lasts 1d4+2 rounds.
Stun Grenades (16)
  • Effect: Targets in a Large Burst Template area roll Vigor (at -2 if the attacker got a raise) versus being Shaken.
Juicer Assassin Plate Armor
  • +6 Armor and +1 Toughness
  • Strength Minimum: d10 except for Juicers
  • Environment Protection: Partial
  • Weight: 14 lb
Wilk’s 320 Laser Pistol
Image
  • Range: 18/36/72
  • Damage: 2d6, AP 2
  • RoF: 1
  • Shots: 20
  • Weight: 2 lbs
  • Notes: Semi-Auto
JA-9 Variable Laser Rifle
Image
  • Range: 40/80/160
  • Damage:3d6+1, AP 3
  • RoF: 1
  • Shots: 30
  • Weight: 6 lbs
  • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
Vibro-Sword
Image
  • Damage: Str+d10, AP 4, MD
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
  • Sleeping bag
  • Flashlight w/knife; solar
  • Inertial compass (+2 to Survival to navigate)
  • Short range (5 mile) radio
  • First aid kit (+1 to healing; 3 uses)
  • Hunting/Fishing kit (+1 to Survival to forage)
  • Three ‘saw wires’
  • Fire starter
  • Survival Knife, hatchet, wooden cross
  • 4 signal flares
  • Climbing kit w/30 rope
  • Soap and washcloth
  • Canteen
  • 2 weeks rations


Credits: 6,000
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Re: Fat Joey (MARS Cybernetic TechnoWarrior)

Post by Joey aka: Fat Joey »

Background

Joey was created in Chi Town as a recruit for the dogboy program. He was passing all his tests except he keptmgaining weight, not just muscle but fat as well. After a few months, it was apparent he would not pass the physical. It was decided to end this particular experiment as soon as possible. That night Joey’s life changed.

It was around 3 am when Joey heard the ruckus. There was explosions and gunfire coming from the hallway. He used his training to escape his room and make it to the training yard. Once there he discovered about 5 other dogboys and girls surrounded by CS Deadboys. As Joey looked around, he saw a bunch of other dogboy trainees dead in the yard, as well a large number of deadboys. Finally as his senses settled on the main action, he saw some rogue dog boys and adventurer types fighting to CS. It was a jaIlbreak. After a moments hesitation, Joey acted.

Using a mix of his training, natural abilities and Plain old guts, Joey fought his way out. After a long grueling fight he makes it off base. Seeing and smelling others from the fight for freedom, joey heads towards them. When he is about 100ft away, there is a flash of light and a burning feeling, then nothing.

Opening his eyes, Joey notices things are different. First, he is in incredible pain. That is when he takes a good look and sees his changes, he has went cyber. After taking a minute to team out, Joey tries his body. Just as big as he was, but moves like an athlete. When he has recovered enough, he gets a visitor. His saviour was an old hound dogboy. Old Brown was his handle and his job was to hide mutants scheduled for termination. He used his job and skills to act like a liaison for runaways and the CS.

By the time joey was fully recovered, he had made old Brown's pack his home. He worked hard and became a headhunter, who hired himself out as muscle. Doing odd j s like escorts, extortion, etc...Joey made a name for himself, especially when he used his trademark….. A Pair of neural knuckles.
Last edited by Joey aka: Fat Joey on Fri Nov 02, 2018 1:42 pm, edited 1 time in total.
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Re: Fat Joey (MARS Cybernetic TechnoWarrior)

Post by Joey aka: Fat Joey »

Advances

Iconic Framework
  • Upgradable Edge
  • Cybernetics worth 6 strain
Hero’s Journey
  • 1d20 = 14: 14 Table (roll): Result - Stronger is always better as far as your character is concerned, so he has a level of Bionic Strength Augmentation.
  • 1d20 = 13: 13 Table (roll): Result - Throwing grenades is fine, but shooting them in rapid succession is better. Your hero loves his WI-GL20 Automatic Grenade Launcher, which comes with a full load of his choice of grenades.
  • 1d20 = 17: 17 Table (roll): Result =There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements. Mighty Blow - Double melee damage when dealt Joker
Rich
  • Cybernetics 13
  • Cybernetics 6
MARS Fortune & Glory
  • 1d12 = 9: 9(Roll): Result - Wealthy and Connected
  • 1d12 = 9: 9(Roll): Result Vigorous and Tough
  • 1d12 = 1: 1(Roll): Result A Mighty Weapon
  • Neural Knuckles - Trademark Weapon Edge.
  • 1d4 = 1: 1 x1,000 credits
Attributes
  • Agility: d4>d6 (Cyberwired)
  • Smarts: d4>d6 (1)
  • Spirit: d4>d8 (2)
  • Strength: d4>d6 (1)>d10 (Bionic Strengthx2)
  • Vigor: d4>d6 (1)>d8(FG)
Advances
  • Initial Advances: (From Hindrances): Combat Sense, Hunter
  • Cybernetic Modifications: Strength (2), Reinforced Frame (2), Optics System, Cyberwired Reflexes, Expanded Detection, Skill Port, HTH Reaction Wiring
  • Novice 1 Advance: Investigator
  • Novice 2 Advance: fighting +1d
  • 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:
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