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Post by mechslayer on Mar 15, 2014 20:04:42 GMT -8
this is the second pc i created , just for fun . he was created buy the point buy system , and generally maxed out wherever possible . there is no possible way you could create this character randomly , but if your players need serious backup , cyberious is your man.
END 120 (13 healing rate ) STR 52 + 4 damage , + 20% range AG 69 -6 dv , + 0.75 move rate ACC 25 INT 12 PER 25 WILL 15 APP 5
MOVE 3/5.25
DEFENSE VALUE -42 ATTACK MODES: MARTIAL ARTS SV+11,RATE 1, DAMAGE D6 +3 WEAPON ARM (CHAINGUN) SV+10, RATE :10,RANGE :220m ,DAMAGE: D20 , AMMO : 300 rnds , SKILL:1 +4 SV/+2DAMAGE HEAVY LASER CARBINE 01-70 STRIKE VALUE , RATE :1 , RANGE: 2km , DAMAGE : 2D20+10 , AMMO: POWER CELL/20 SHOTS ARMOR ENHANCEMENT 2D12 DAMAGE LASER PISTOL SV +16, RATE 1, RANGE 500m , DAMAGE D20 +10 , AMMO : POWER CELL / 30 SHOTS +3 SV +DMG PUMP SHOTGUN +20 SV , RATE : 1 , RANGE: 30m , DAMAGE : 3D10 , AMMO : 12 SHELLS IMPLANTS OFFENSIVE: WEAPON ARM(CHAINGUN) +10 sv SHOULDER TURRET(HEAVY LASER CARBINE, POWER CELL/ 1 YEAR )SV 01-70 DEFENSIVE: ARMOR ENHANCEMENT (STEEL CARAPACE)DV-31 , - 1.5 MOVEMENT , + 30 END , 2D12 DAMAGE FORCE FIELD GENERATOR (POWER CELL / 200 RNDS) -10 DAMAGE/ROUND MISC: SURVIELANCE TENDRIL (DV -20 / END 11 D12 DAMAGE . POWER CELL/ 5 YEARS) COMMUNICATION IMPLANT W/SATELLITE UPLINK MODULE AND DISH ( MINI POWER CELL / 1 YEAR MINI ROBOTICS HANGER (3 SPIDER BOTS)
SKILLS: MARTIAL ARTS (4) KNIFE THROWING (3) KNIFE FIGHTER (1) GRAPPLE (1) WEAPON EXPERT(CHAINGUN (1)) DODGE (1) STEALTH (1) SNIPER (1) GUNSLINGER (LASER PISTOL(1))TRACKING (1) MEDIC (1) PICK LOCKS(1) ROBOTICS TECH (2)
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Post by providence13 on Mar 16, 2014 9:43:55 GMT -8
I like this guy. He's ready for anything. For me, my mind starts thinking about how he would work out in my game. I may use different rules than other GMs and that's ok. Every game is different. If you have players, keep gaming and have fun! I know you said that he's just made to be a super tough cyborg and not viable as a generated character. In an attempt to better understand the rules, I'm just going to consider how his implants, weapons, etc., modify his movement. This is just how I think about my games and not a critique of yours. The game is new and I need all the help I can get to better flesh out my game world.
WEAPON ARM (CHAINGUN) 13kg ARMOR ENHANCEMENT (STEEL CARAPACE) 42kg LASER PISTOL 1kg +.5kg power cell PUMP SHOTGUN 4kg + 8 shells (400 gm each) SHOULDER TURRET(HEAVY LASER CARBINE) 20+2D10kg* +2 Power Cells 1kg FORCE FIELD GENERATOR (no weight listed.. pg 212 = 2kg)+.5kg Power Cell SURVEILLANCE TENDRIL (no weight listed..) +.5kg Power Cell COMMUNICATION IMPLANT W/SATELLITE UPLINK MODULE AND DISH 10kg (That sounds too heavy, in my opinion.) **MINI ROBOTICS HANGER (3 SPIDER BOTS) (no weight listed..) +1.8kg x 3 bots
*Didn't include Laser Carbine in weight. The description is "entire contraption weighs.." ** The Robotics Hanger is a great implant. (I wonder what was moved around or removed so there's room for it. For my games, I'm using a compact version of the Internal Nutrient implant or the lungs are replaced with a modified "Oxygen" Supply Unit. You'd have to make room somehow, unless it's on the back. For this example, we're ignoring it, for now.)
I'm making a few assumptions here. Since the chain gun has 300 rnds, does he have an ammo pack? He could hand feed the 300 rnd belt with his other hand.. The ammo pack (pg 200) weighs 59kg, fully loaded with 300 HCR. Also, he doesn't have to carry his Shotgun and Laser Pistol at all times. Surveillance Tendril- Again, weight not listed. Ambulatory, snake-like cable; .25kg/m? That would be 5kg. I'm thinking that's on the light side.
With a 52 STR, he can pick up 52kg in each hand and still move. All total, I figure Cyberious' encumbrance to be about 170kg. Under "Meat Shield" (pg 107) it gives some examples/ideas on how to handle encumbrance. a. STR 75 can pick up a medium sized (66kg) body with one hand and still hold a gun. b. Using both hands, you can pick up a body up to 2x STR, but can't counter attack. Your hands are full. c. STR 42 can pick up a 73kg body, since it isn't 2x STR and move across the street. Except those listed above, every version of Meat Shield yields the same bonuses/penalties. -30DV, -2M.
Cyberious can lift 104kg and still move, but he is ~66kg over that! This character is tough. No doubt about it. If I used him as an NPC, my players would want to do something similar. Goose/Gander. When I use him, I'm giving him a Power Arm and Tracked Locomotion. That might do it.
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Post by providence13 on Mar 17, 2014 9:28:07 GMT -8
My main issue: Does anyone use a limit to the amount of hardware/tech you can stack on a borg? Some GM's don't care about these things. That's cool. I'm the GM in most every game we've ever played and I love it. Story telling and world building is what I enjoy. Still, I would be happy and proud to play in anyone's game. How ever they rule it; rules heavy or rules light. Each GM is different and that's a good thing. Most implants have an additional weight listed. Let's say there are 2 Power Arms replacing your normal arms of STR 15. You go from lifting 30kg (and moving -2M) to lifting 220kg (with the same -2M). 70kg has been added to your frame. The easiest way to handle it is to just assume the additional support is also built into the implants; legs reinforced, etc. This isn't actually stated and it might not matter to some. I love fantasy games. My version of TME isn't as fantastic. My players enjoy a bit of realism, as long as it doesn't slow down the game. I just make a ruling and they go with it. But imagine Robocop (the original!) with his natural human legs. That's what sticks in my mind. Should certain implants require a minimum "meat" frame?
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Post by rexbannon on Mar 18, 2014 13:56:11 GMT -8
This is a very interesting point that you bring up Prov13. In my Games I would have to rule that weight is a factor that would effect the amount of hardware/tech a borg could use. However from my experiences playing games like shadowrun this is a problem that could easily be fixed with varying degree's of hardware/tech quality. for example the weapon arm(chaingun); weighs 13kg as grade one, grade two could be made of lighter harder materials like glass-steel or ceramic-steel thus reduceing the weight by half to 7kg. these upgraded hardware/tech items would have to be found well excavating in order for them to be earned properly by the adventuring PC, never given. I would allow them to be bought only in the highest tech advanced cities and even then at incredibly high prices, maybe even jobs or services would have to be done for the merchant before he would even let you buy them at all.
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Post by providence13 on Mar 19, 2014 6:49:48 GMT -8
Thanks for the discussion. The same idea could be stated for mutations.. (I'm the sort of "realistic" GM that has most NPC mutants grow up with one parent, if they're lucky. "Never knew my mom"; she died of complications during the 2-headed, lobster clawed and mandibled childbirth. It's that kind of PA world.) Some of that high orbit tech might find its way into my games, soon. It's time for an Expedition to the Barrier Peaks style TME adventure! (But no freaking FTL in my games. This isn't space opera.)
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Post by omegabase on Mar 21, 2014 8:44:23 GMT -8
Mmmm...arm mounted chaingun...drool
Cyberious would make a great boss-level enemy for the PCs, wouldn't he? Especially with that robot hangar, he can send out spiderbots to track and harass the PCs. Fun!
For encumbrance, I would just use the rule of thumb that PCs can carry no more than their STR in kilograms. At 50% + their STR, up to max STR, I would halve the PCs move rate (encumbered). For short distances and very slowly (1m move rate) i would let PCs carry heavier stuff, like another wounded PC, maybe up to x2 their STR in kilos. But not under normal circumstances such as traveling more than 100 meters, in combat, etc. *** for cyborgs, I would not count their built-in implants against their max carry weight, only toward the cybogs total body weight.
This limitation may seem severe to some, not sure. But its roughly on par with realworld limits I think (average 25 STR guy can carry up to 25kg unencumbered, 50kg encumbered...thats 110 lbs!).
In my current homebrew system, I just use the original gamma world 2nd edition rules (1xPS in kg is unencumbered, up to 2xPS is 'encumbered', up to 3xPS (max) is 'heavily encumbered'). So that's pretty restrictive considering average PS is 11 (33kg max carry weight).
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Post by providence13 on Mar 21, 2014 8:55:43 GMT -8
I used to play a lot of GW. Don't remember the penalties for encumbrance.. If I remember correctly, I ported over some Cyberspace (I.C.E.) limbs, implants and such. Yeah, even if you don't use TME rules, it's a wealth of campaign info.
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