Cybernetic Systems

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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Cybernetic Systems

Post by Krozog »

Cybernetic Systems

Table of Contents
  • Bio-Enhancements and Replacements
    • Adrenal System
    • Armor Plating
    • Bionic Strength Augmentation
    • Cyber-Wired Reflexes
    • Extra Set of Arms
    • Internal Life Support
    • Load-Bearing Reinforcement
    • Nano-Repair System
    • Reinforced Frame
    • Secret Compartment
    • Synthetic Organ Replacement (U)
  • Combat Enhancement
    • Embedded Combat Coding
    • Hand-to-Hand Reaction Wiring
    • Range Data System
    • Targeting Eye
  • Communication, Data, and Sensory Systems
    • Audio Package
    • Core electronics Package
    • Environmental Sensors
    • Expanded Detection and Security Array
    • Language Translator
    • Optics Package
    • Signal Booster
    • Subject Matter Expert Port
    • Vehicle Interface Package
    • Wilderness Scout Package
    • Wired Skill Port
  • Mobility
    • Aquatic Mode Upgrade
    • Booster Jets
    • Climbing Package
    • Leg Upgrades
  • Weapons and Tools
    • Built-In Close Combat Weapons
    • Built-In Range Weapon
    • Lockpick Fingers
    • Mining Drill Apparatus
    • Ultimate Walking Tool Kit Package
Last edited by Krozog on Mon Jul 09, 2018 12:03 am, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +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
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Bio-Enhancements and Replacements

Post by Krozog »

Bio-Enhancements and Replacements
  • Adrenal System (1/1) - Strain: 2
    • +2 to recover from Shaken (Stacks with Combat Reflexes).
    • Doesn't work for Full Conversion Cyborgs.
    • Cost: 30000

    Code: Select all

    [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).
    • At +12, the Armor is M.D.C.
    • Cost: 40000

    Code: Select all

    [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]
  • Bionic Strength replacement (1/U) - Strain: 1
    • Each level increases Strength die type by 1.
    • Each step past d12 adds a +1.
    • Cost: 9000

    Code: Select all

    [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]
  • Cyber-Wired Reflexes (1/U) - Strain: 1
    • Each level increases Agility die type by 1.
    • Each step past d12 adds a +1.
    • Cost: 12000

    Code: Select all

    [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.
    • Cost: 250000

    Code: Select all

    [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.
    • Cost: 150000

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    [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).
    • Cost: 120000

    Code: Select all

    [b]Load-Bearing Reinforcement ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
    [list][size=73][*]Load limit increased to Strength x8 (Strength x10 with Brawny Edge).[/size][/list]
  • Nano-Repair system (1/1) - Strain: 2
    • Heals biological damage and repair synthetic systems.
      • One wound is healed per day (works for Cyborgs).
    • +4 to resist Bleeding Out.
    • 50% to reject any poison or diesease (Internal Life Support negates the need for this).
    • Cost: 250000

    Code: Select all

    [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]
  • Reinforced Frame (1/3) - Strain: 1
    • Each level increases Toughness by +2.
    • Cost: 150000

    Code: Select all

    [b]Reinforced Frame ([/b][size=73]1/3[/size][b]) [/b]- Strain: 1
    [list][size=73][*]Each level increases Toughness by +2.[/size][/list]
  • Secret Compartment (1/U) - Strain: 1
    • 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.
    • Cost: 2500

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    [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]
  • Synthetic Organ Replacement (1/U) - Strain: 1
    • Each level increases Vigor die type by 1.
    • Each step past d12 adds a +1.
    • Cost: 100000

    Code: Select all

    [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.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +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
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Combat Enhancement

Post by Krozog »

Combat Enhancement
  • Embedded Combat Coding (1/U) - Strain: 2
    • 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.
    • Cost
      • Novice-Veteran: 20000
      • Heroic-Legendary: 50000

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    [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.
    • +2 to all Fighting checks.
    • Cost: 30000

    Code: Select all

    [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.
    • Cost: 20000

    Code: Select all

    [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.
    • Cost: 12000

    Code: Select all

    [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.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +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
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Communication, Data, and Sensory Systems

Post by Krozog »

Communication, Data, and Sensory Systems
  • Audio Package (1/1) - Strain:1
    • +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.
    • Cost: 40000

    Code: Select all

    [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.
    • Gain a radio with a 20-mile range.
    • Cost: 22000

    Code: Select all

    [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]
  • Environmental Sensors (1/1) - Strain: 1
    • Make a Notice check at +2 to detect:
      • Radiation levels.
      • Air quality.
      • Water quality.
      • Other related effects within 12".
    • System works to 24" but without the +2 bonus.
    • Cost: 50000

    Code: Select all

    [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
    • Grants 360 degree awareness of surroundings.
    • +2 to Notice checks.
    • Gain the Danger Sense Edge.
    • Cost: 33000

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    [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.
      • The language can be further iproved over time.
    • Cost: 16000

    Code: Select all

    [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.
    • Cost: 60000

    Code: Select all

    [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.
    • Cost: 4000

    Code: Select all

    [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.
    • Cost: 3000
      • 1 die type chip: 2000
      • 2 die type chip: 5000
      • 3 die type chip: 10000
      • 4 die type chip: 25000

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    [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.
    • Cost: 45000

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    [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.
    • +2 to all Survival and Tracking rolls.
    • Cost: 35000

    Code: Select all

    [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.
    • Cost: 5000
      • 1 die type chip: 3000
      • 2 die type chip: 7500
      • 3 die type chip: 15000
      • 4 die type chip: 40000

    Code: Select all

    [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.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +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
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Mobility

Post by Krozog »

Mobility
  • Aquatic Mode Upgrade (1/1) - Strain: 1
    • Swimming pace increased by +4.
    • Ability to breathe underwater.
    • No penalties for actions while submerged.
    • Cost: 23000

    Code: Select all

    [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]
  • Booster Jets (1/1) - Strain: 1
    • Increases Jumping distances +4.
    • Leap straight up 2".
    • Cost: 20000

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    [b]Booster Jets ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
    [list][size=73][*]Increases Jumping distances +4.
    [*]Leap straight up 2".[/size][/list]
  • Climbing Package (1/1) - Strain: 1
    • +2 to Climbing checks.
    • Cost: 5000

    Code: Select all

    [b]Climbing Package ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
    [list][size=73][*]+2 to Climbing checks.[/size][/list]
  • Leg Upgrades (1/U) - Strain: 2
    • 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.
    • Cost: 30000

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    [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.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +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
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Weapons and Tools

Post by Krozog »

Weapons and Tools
  • Built-In Close Combat Weapons (1/U) - Strain: 1x5 lbs (round up)
    • Each weapon listed under Close combat can be integrated.
    • Cost: Weapon Cost x 1.5

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    [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]
  • Built-In Ranged Weapon (1/U) - Strain: 1x100 lbs (round up) / Mods = Strain, but Mods cannot exceed character's Size
    • 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.
    • Cost: Weapon Cost x 1.5

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    [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]
  • Lockpick Fingers (1/1) - Strain: 1
    • +2 to all Lockpicking checks.
    • Cost: 7500

    Code: Select all

    [b]Lockpick Fingers ([/b][size=73]1/1[/size][b]) [/b]- Strain: 1
    [list][size=73][*]+2 to all Lockpicking checks.[/size][/list]
  • Mining Drill Apparatus (1/1) - Strain: 2
    • 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.
    • Cost: 60000

    Code: Select all

    [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]
  • Ultimate Walking Tool Kit Package (1/1) - Strain:1
    • +2 to Repair checks.
    • Cost: 18000

    Code: Select all

    [b]Ultimate Walking Tool Kit Package ([/b][size=73]1/1[/size][b]) [/b]- Strain:1
    [list][size=73][*]+2 to Repair checks.[/size][/list]
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +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
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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