Boomer Classes

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“Gustav” Class Boomer (Series 11 Interstitial Generation)

Significantly smaller than the massive “Anton” and “Bruno” boomers of the 7th and 8th generation, the “Gustav” stands between 6.5 and 7 feet tall at rest, although its bulk can increase substantially in combat. Like its predecessors, the Gustav is formed from failed I-Type clones which have been disassembled and then rebuilt as synthetic combat bioroids.

Like all Boomers, the Gustav is built with a backdoor vulnerability to I-Type “10th generation” cyberpaths, and this may be intentional. The Gustav is has limited intelligence, and most types encountered rely on brute force rather than finesse. Although the class has the potential to learn and develop, this is rarely realized. Gustav’s can be easily networked, and are far more effective in groups, where they can co-ordinate their actions.

The Gustav has a vestigial awareness of the unnatral through its internal “Ghost Coil,” perhaps a remnant of its former self. This can be combined with perception for an Awareness roll to detect spirits or magick or other similar disturbances. It also determines how much Primal Energy the boomer can channel. The suit uses 1 point per day of normal operation, but in combat this becomes 1 per scene. Strength and Dexterity can also be boosted by up to the Coil rating, at cost of 1 point per.

Analysis of the Coil suggests it has far more potential than these boomers realize. If a boomer were to unlock the full capability of this coil, its power would increase substantially, and several new abilities would likely open up..

Str: 6
Dex: 4
Sta: 4 +4d Armor
Per: 4
Int: 1
Wits: 4
Willpower: 4
Coil: 2
Primal Energy: 10/
HL: -0/-1 x 3 / -2 x 3 / -5 x 2 / Incap

Weapons:

Fists: Str+2 (usually uses Str rather than Dex with grappling or sweeping moves)
Mouth Beam: Per+Heavy Weapons, d10 damage (piercing), 1 Primal Energy to fire / d16 damage (piercing, blast), 2 primal energy to fire.
Has the ability to carry and use various additional personal weapons

Abilities

Dodge: 2
Brawl: 2
Firearms: 2
Heavy Weapons: 2
Athletics: 3
Alertness: 3
Technology: 3
Computers: 3

“Helen” Class Boomer (Series 12 Interstitial Generation)

The “Helen” class boomers are human sized infiltration boomers. Although they do occasionally come in male versions (“Heinrich”) the fact that most InGens are female (for reasons known only to GENOVA FACADE engineers) means it is more convenient to retain that sex for these bioroids. While their bodies remain almost entirely artificial, remnants of the clone’s personality and identity make it easier to self identify as female.

Helen boomers have more extensive personality reconstruction, and usually have highly developed skills, although they use them in predictable ways. They have higher Ghost Coil ratings than their counterparts, and can channel correspondingly higher amounts of Primal Energy. The can carry various small implant weapons, like claws or light beam weapons, depending on role.

When in combat Helen types are particularly fast, and reduce all pools by 1 less die when taking multiple actions. Their armour has multiple gaps, however, and can be bypassed by strikes to key areas, although their synthetic flesh can still soak lethal. Because they retain more of their original selves, Helen types are less vulnerable to the I-Type “back door,” however they can be distracted, or even disarmed, by events that remind them of key parts of their former existance.

Str: 4
Dex: 4
Sta: 3 +3d Armor
Cha: 2
Man: 1
App: 4
Per: 4
Int: 2
Wits: 4
Willpower: 6
Coil: 4
Primal Energy: 20/
HL: Human normal

Abilities:

Dodge: 4
Brawl: 4
Melee: 4
Firearms: 4
Athletics: 4
Stealth: 3
Alertness: 3
Technology: 3
Computers: 3
Expression: 2
Subterfuge: 2
Drive: 2


Jaeger Model A-00 Prime AURA

This suit is the first hardsuit prototype developed by Maya Alanson from her parent’s notes. The design was heavily influenced by the subconscious suggestions of the guardian spirits Hachiman and Omoikane, unfortunately resulting in a suit whose capabilities Maya could not properly use. The suit was left in storage at Karashengel, while Maya designed hardsuits more in line with her own vision.
Appearance: Silver hardsuit with a sleek helmet, and recessed shoulder fins. Inscribed with circular panel lines that mimic Akashic chakras to the trained eye.
Arete 5, Primal Energy: 41/50 (1 prime to activate for a scene, 3 for basic combat power, 5 for advanced, 7 for full)
Quantum Battery (2x Prime reserve)
6 points of heavy hardened armour
4 Health Levels
+3 Str (myomer flex), +3 Dex (twitch myomer), +1 Per (sensors) +1 Wits (combat processor)
Boosters, x3 Move speed, x5 Jump height/distance
Equipped Systems
Arete 5 Cascade (20/25)
Grenade Launcher (empty)
Arete 5 Step-Up System: Time Acceleration (19/25)
Arete 4 Hyper Med-Injection System (10/20)
Focus Systems
Acts as Do unique Focus (-1 to melee magick difficulties)