CNT Muscle Wizard: Difference between revisions
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==Mental== | ==Mental== | ||
Perception | Perception 4 + 1<br> | ||
: Quality: Combat Awareness | : Quality: Combat Awareness | ||
Intelligence 5<br> | Intelligence 5<br> | ||
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==Skills== | ==Skills== | ||
Drive 1<br> | Drive 1<br> | ||
Firearms 3<br> | Firearms 3<br> | ||
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==Talents== | ==Talents== | ||
Alertness 3<br> | Alertness 3<br> | ||
Awareness 1<br> | Awareness 1<br> | ||
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==Knowledges== | ==Knowledges== | ||
Academics (Criminology) 1<br> | Academics (Criminology) 1<br> | ||
Body Control 1<br> | |||
Computers 2<br> | Computers 2<br> | ||
Medicine 1<br> | Medicine 1<br> | ||
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:: Uncanny 3->1 (16) | :: Uncanny 3->1 (16) | ||
:: Wits 3->4 (12) | :: Wits 3->4 (12) | ||
:: Perception 3->4 (8) | |||
:: Body Control 0->1 (5) | |||
:: Cybernetics 1->2, Grimoire Discounted (1) | |||
Revision as of 19:54, 10 January 2016
This isn't a muscle wizard ordinary humans can become.
Identity
A man long dead, grafted to machines your builders did not understand. -Marathon
Dominic Hargreave/Project AJAX Unit 026
Virtue: Machine
Vice: Masochist
Convention: Iteration X (Shock Corps)
- Favored Sphere: Forces
Genius: Primordial
Attributes
Attributes (7/5/3)-Mental/Physical/Social
- Diminished Attributes: -4 Physical
Physical
Strength 2 + 6
- Quality: Brute Force
Dexterity 2 + 4
- Quality: Precise
Stamina 2 + 9
- Quality: Undying
Mental
Perception 4 + 1
- Quality: Combat Awareness
Intelligence 5
- Quality: Methodical
Wits 4 + 1
- Quality: Unflappable
Social
Charisma 2
Manipulation 2
Appearance 2
Abilities
Abilities (13/9/5)
Skills
Drive 1
Firearms 3
Hypertech 1
Martial Arts 4 (Lethal Force)
- Hard Style: LINE
Melee 1
Technology 1
Security 1
Stealth 2
Talents
Alertness 3
Awareness 1
Athletics 1
Blatancy: Killer Cyborg From The Future 1
Intimidation 1
Leadership 2
Subterfuge 2
Knowledges
Academics (Criminology) 1
Body Control 1
Computers 2
Medicine 1
RD Data: Superstitionists 1
Science (Cybernetics) 3
Strategy 2
Backgrounds
Backgrounds
Genius 5
Prime Energy 5/5
Dominic doesn't have an "avatar" as the Traditionalists would call it. Rather, he just has an unending drive to push onwards, fight harder, and become ever-stronger. One might call it an obsession with iterative self-improvement. If something doesn't work, better yourself so it does work.
ADEI + Expansions
4 + 1 background dot
- Lightning Calculator: Do complex mathematics easily.
- Time Sense: Perfect sense of time.
- Eidetic Memory: Never forget anything.
- Hypercram 4: 4d in an Ability, usable once.
Online Access
1 background dot
- Wireless satellite access to GPS, internet, and phone networks
Cybernetic Arm
3 background dots (6 pts)
A state of the art military grade cyberarm, black synthetic muscle inside a gunmetal-gray frame. Normally hidden under concealing clothing.
- 1 Obvious Cybernetic Arm (+1 unarmed damage, +1 -0 health level)
- Reinforced (+1 -0 Health Level)
- Enhanced Strength (+1 Strength when used)
- Touch Sensors (normal sense of touch)
- Implanted Weapon (Mjolnir Mk. IV)
Exoskeleton
5 background dots
This advanced exomuscle development takes advantage of modern smart nanomaterials and space compression technologies to deploy a combat-capable exoskeleton for heavy combat use, while retaining the advantages of exomuscle for situations where the lethality of a full integrated exoskeletal frame is unnecessary. Deploying the exoskeleton requires 1 full action.
Benefits
- +4 Strength
- +4 Stamina
- 8d Armor
- 3d Countermagic
- +6 -0 HLs, soak lethal/aggravated with Stamina
Flaws
- +3 Permanent Paradox
- +Obvious Killer Robot Of Death When Deployed
Nanotech Integration
6 background dots
- +3 Stamina
- Immune to mundane disease/poison, no aging
- Regenerate 1 bashing or lethal health level/turn
Enhancement 5
Cost: 10 background dots for 15 Enhancement points + benefits
- Cyberlungs (Gills) (1 pt):
- Breathe underwater or in other environments, immune to breathing in poisons
- Sensory Processor (2 pts): +1 Perception
- Wired Reflexes (10 pts boost): +1 Wits, +4 Dexterity
- Endoskeletal Combat Chassis(4 PSEs free + 2 pts for Skeletal Enhancement + -0 HL PSE): +2 Strength, +2 Stamina, 2 -0 Health Levels
Requisitions 2
"I need guns. Lots of guns." 5 dots per pt to requisition Devices, may require a roll of Social + Requisition in special circumstances.
Uncanny 1
- -1d to stealth rolls, disguised with Int + Subterfuge at difficulty 5
- "Holy shit did you see the size of that guy?!"
Enlightened Science
Enlightenment: 3
Spheres
- Cybernetics 1
- Entropy 1
- Forces 2 (favored)
- Mind 3
- Time 3
Enlightenment: 3
Things to Track
Willpower: 7 (2 freebies)
Temporary Willpower: 5
Health Levels: -0 x 11, -1 x 2, -2 x 2, -5 x 1, Incapacitated
- Current Damage: None
- Soak: 8d Armor + 11d Stamina + 1d Enhancements Bonus = 20d
- Countermagic: 6d Primium (Diff 7)
Prime Energy: 5
Paradox: 5
- Permanent Paradox: 3
Cybernetics Status
Right Cybernetic Arm (Contains Mjolnir)
- Health Levels: -0 x 10, Disabled
- Soak: 8d Armor + 5d Inherent Toughness = 13d
- Countermagic: 6d Primium
Miscellaneous
Paradigm: Technology is the true source of power. Society runs on machines, even as it fails to notice them. The conjunction between humanity and technology creates this power-and I am an exemplar of conjoining flesh and machine.
Equipment
- Kevlar vest with tons and tons of pockets
- Thick synthetic-fiber combat pants
- Large steel-toed boots
- Short-barreled shotgun: Damage 8L, diff 6
- M134 Minigun: Damage 8L, Rate Lots (bursts/auto only), Magazine Lots, Range 200
- Backpack full of ammunition
- Flash and tear gas grenades
Attacks
Implanted Mjolnir Mk. IV
- When you absolutely, positively, need to shoot someone in the face with your prosthetic arm.
- Damage 10L, Rate 1, Range 100, Clip 10+1
Martial Arts (LINE)
Linear Infighting Neuro-Override Engagement was originally designed for Iteration X cyborgs. Attempts to introduce it to the masses in a more limited format have met with mixed results-but the Shock Corps still practices it, and its high lethality is considered a feature, not a bug. +1 Unarmed Damage from cyberarm taken into account when applicable.
- Death Strike: Difficulty 5, Damage Str + 2L (12L)
- Hard Strike: Difficulty 5, Damage Str + 1B (11B)
- Nerve Strike: Difficulty 7, Damage Str + 3B (13B), Stuns if target fails Stamina roll @ diff 8.
- Joint Lock: Difficulty 5, Damage (Dex + Martial Arts)L (9L)
- Throw: Difficulty 7, Damage Str + 0B + 1B for every 10ft of movement. Throwing enemy into other enemy deals 1B per dot of Stamina of thrown enemy plus any bonus damage for movement.
Merits
Acute Sight (1 pt)
- Cybereyes are awesome.
- -2 difficulty to sight-based sense rolls. Additional success on 1-dot sensory effects relating to the sense.
Jack of All Trades (5 pts)
- 1 phantom dot in all non-obscure Skill and Knowledges.
Language (1 pt)
- Mandarin Chinese
Language (1 pt)
- Spanish
Self-Confident (5 pts)
- Yea, though I walk in the valley of the shadow of death I shall fear no evil, because I am the baddest motherfucker in the valley.
- Regain WP if spent on a roll of difficulty 6+ and the roll succeeds.
Flaws
Diminished Attribute (+12 pts)
- -4 dots from physical attributes.
- He was weak, and now he is strong. He was man, now he is machine. He was human, now he is so much more.
Echoes (Cyborg) 5
Cybernetic echoes mean multiple inconveniences, including:
- Requires specialist medical care (Technocracy-trained doctors and medics only)
- Heals at half effectiveness from Life, requires Matter 2 to fully heal
- Masses ~190 kg, will sink in water
- Requires far more food than normal humans do
- Scares animals that aren't used to killer robots.
Genetic Flaws
- Absolute mechanical precision of movement (Superhuman Dexterity)
- Immune to minor pain, doesn't notice light touches (Superhuman Stamina)
- High body temperature (Superhuman Strength)
XP and Background
Freebie Points: 15 + 12
- -2 for Willpower 7
- -8 for Merits
- -17 for BG points
- +12 from flaws
XP History
- +4: Makeup XP
- -3: RD Data (Superstitionists) 1 (1)
- +13: Some Proper XP Accounting (14)
- +3: Interrogating Orphans (17)
- -4: Strength to 2/7 (13)
- -4: Stamina to 2/7 (9)
- -7: Forces to 2 (2)
- +3: Speaks-With-RDs (5)
- +3: Riding Herd on Newbies (8)
- +3: Ether Raiding (11)
- +4: Rodeo Kills (15)
- +3: Arguments (18)
- +3: Arguments, Part 2 (21)
- +2: Preparing for Pentex (23)
- +4: Werewolves: The Punching(27)
- +3: Werewolves: The Punching Part 2 (30)
- -8: Mind to 2 (22)
- +1: Werewolves: The Punching Part 3 (31)
- +4: Werewolves: The Punching Finale (35)
- -18: Nanotech Integration (17)
- -15: 5 dots of abilities (Computers, Martial Arts, Science, Strategy, Subterfuge) (2)
- +3: Mad Scientist Briefing (5)
- +2: Tripping (7)
- +3: The Nazis of Hollow Earth (10)
- -3: Blatancy: Killer Cyborg From The Future 1 (7)
- +3: What's That? Kill Every Nazi I Can? (10)
- +3: TAAAAAAAANK (13)
- +4: Grand Theft Death Robot (17)
- +4: Warcrimes (21)
- -10: Jack of All Trades Merit (11)
- -3: Stealth 2 (8)
- +3: Planning (11)
- +3: Tao of the Sloth (14)
- +3: Brute Force I (17)
- +4: Disorganization (21)
- -16: Mind 3 (5)
- -4: Perception 3 (1)
- +2: Planning (3)
- +4: Go Go Power Rangers (7)
- +4: Die Die Power Rangers (11)
- +4: That's No Megazord (15)
- +4: Megazord: 0, Cyborg: 1 (19)
- +3: Story XP (22)
- Trading in Double Finger Needlers and Implant Translator for 1 Cybernetic Arm (total 6 pts) (22)
- Uncanny 3->1 (16)
- Wits 3->4 (12)
- Perception 3->4 (8)
- Body Control 0->1 (5)
- Cybernetics 1->2, Grimoire Discounted (1)
Arcane XP
- +4 previous
- +1 Hollow Earth (5)
- +1 Grand-Theft-Deathrobot (6)
- +1 Go Go Power Rangers (7)
- +1 That's No Megazord (8)
- Cybernetics 1, Grimoire Discounted (3)