The Free Kingdom - Savage Rifts 120 P.A.
Sample - Combat Cyborg - Yellow Zeke
Zeke the Cyborg
Zeke is a great shot, and has a military sniper skill program loaded in his Skill Port. There was a problem during his conversion, and his fear centers were made hyperactive, and Zeke can forget that he is a cyborg when frightened. As much as he wants to save up for a cool vehicular laser, Zeke just cant seem to make his money stay in his pocket, so he is constantly working, trying to recover his impulse buying. Zeke forgets that he doesn’t need combs and shampoo anymore.
Agility D10, Smarts D8, Spirit D8, Strength D12+2, Vigor D12
Fighting D6, Shooting D12 + 2*, Intimidation D6, Notice D6, Shooting D6, Streetwise D6, Throwing D6
Pace = 8", 1d10 Run DIe
Toughness: 2 + 6 +3 (Bionic Body) + 1 (Size) + 8 MDC Armor = 20(8)
Hindrances: Yellow, Cautious, Poverty
Edges: Fleet Footed, Rock and Roll, Dodge
Abilities and Bonuses: +2 to recover from Shaken, Ignore One level of Wound Penalties, Immune to Poison and Disease, FEP Breathing apparatus. Deals Str + D6 Mega Damage in unarmed combat.
Complications: -2 to Non Combat Agility Rolls, Malfunctions, Inhuman
Max Strain = 6
Current Strain = 1+1 = 2
Cybernetics: Audio Package, Bionic Body(Strength d12+2, Agility d10, Vigor d12, no max), Core Electronics Package, Optics Package, Armor Plating, Reinforced Frame, Wired Skill Port(4 Step Load), Range Data System
Gear: Mini Rail Gun, NG-56 Light Ion Pistol, Chain Greatsword, 2000 Credits
Hero’s Journey Rolls
Cybernetics – 7 – Wired Skill Port with Four Step Skill load
Cybernetics – 10 – Range Data System
Training – 15 – One Combat Edge
Heavy Support with Mini Rail Gun, Fire Support, Secondary Close Combatant