Cyborg (Light Can)
Str: d6 Pace: 6
Agi: d8 Toughness: 7 (2)
Sm: d6 Parry: 5
Sp: d8 Charisma: 0
Vi: d6
Skills: Climbing: d6, Driving: d4, Fighting: d6, Notice: d6, Repair: d6, Shooting: d8, Stealth: d8+4
Hinderances:
Delusional (Major): the Walking Dead are not going to eat us all, they are misunderstood beings with feelings, and should be treated like everyone else
Combine Deserter (Major):
Loyal (minor):
Quirk (minor): promiscuous toward everyone
Edges:
*Veteran of the Wasted West
*Assassin: +2 to any damage roll where they strike a foe unawares (includes ranged)
*Martial Artist: is never subject to the Unarmed Defender rule. With a successful unarmed attack, they add +d4 to their Str roll for damage
*Kung Fu: (Confusion): Martial Artist can make a Smarts trick and a fighting attack with no multi-action penalty
*Harrowed:
- Fear Resistant: Add +2 to Fear checks
- Fatigue Resistance: Doesn't suffer Fatigue from mundane sources, not affected by non-lethal damage
- Hard to Kill: Suffers wounds normally, but can't be killed unless brain is destroyed. Never Bleeds Out, and can ignore all effects thereof. If incapacitated by damage to other parts of the body, they are down for 1d6 days. Will regain consciousness and can basically crawl until they get meat and components to heal. They will even regrow lost limbs.
*Cyborg (Light):
*Core Directive: Must obey the orders of a superior officer in the Confederate Military. This individual must be known to the Can, or possess the proper uniform or credentials.
*No Prisoners: Never accept surrender, and never takes prisoners. others in the group can, but the Can won't assist w/ capture or guarding duties.
- Self Repair Unit: A cyborg needs to consume roughly a pound of meat and a number of Components equal to its wound level to attempt the roll of natural healing. if medical attention is needed to remove damage, the caregiver must roll a Repair check to remove damage. But, if the person giving medical attention doesn't have the Healing skill at the same die type or higher as their Repair skill, they suffer a -2 penalty to their roll. If they don't have the Healing skill at all, they suffer a -4 to the roll.
- Spirit Fetter: The amount of energy a manitou provides is based on it's spirit die (d10) A deader can never take more Cyborg edges than the Manitou's spirit. Cyborgs cannot manifest Harrowed edges.
- A.I.: Gives the cyborg a +4 to Dominion rolls. Cyborgs can bypass primary mission directives, by bypassing their A.I.. They are subject to an immediate Dominion roll without the bonus provided by the A.I..
- Rest:Every 24 hours, Can's must power down for 1d6 hours. If the cyborg opts not to power down, the accumulate a Fatigue level for each day they go without rest. These Fatigue levels are recovered at a rate of one per extra hour of downtime. If the can reaches Icapacitation from this Fatigue, they automatically shut down for maintenance
- Infiltrator Package: This enhancement provides false pulse, heartbeat, simulates breathing, circulates blood, and their synthetic blood contains preservatives and aromas that mask the dead smell. This negates the Charisma penalty for being a Can. Unless the deader reveals their true nature, only a notice roll (-4) can discover the truth.
- Facemaker: This enhancement prvides the Disguise power, but only with respect to the face
- Chameleon: +4 to stealth rolls, 1/2 skin must be uncovered
- Weapon Implant, Melee: There is a retractable spike in her arm (str + d6), The Can gains the quick draw edge when using this weapon. Notice rolls to find the weapon are made at a -8 Penalties are negated if the searcher has seen the weapon extended.
*Gear:
Ruger Redhawk (fits .357 or .38)
range: 12/24/48, 2d6+1 dmg, rof , wt 4, shots 6
has 20 .38 rounds
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