Rank: Seasoned 2
Race: Dog Boy
Iconic Framework: Techno-Warrior (or, as he calls it, Cyber[netic] Knight)
Attributes:
- Agility d8
- Smarts d6
- Spirit d6
- Strength d12+3
- Vigor d8
Skills (18 SP, 3 must be Combat, Riding gets +2 Die-types):
- Common Knowledge d4
- Persuasion d6
- Stealth d4
- Athletics d8
- Notice d6 (Danger Sense, +2 Visual/Ofactory/Auditory)
- Fighting d12+2 (+3 total w/ Lance)
- Riding d12 (+2 on Steed, Free Reroll)
- Survival d6
- Shooting d8 (+2 Calibrated, No Unstable Platform)
- Driving d4 (untrained, cancelled out by Corporate Training)
- Piloting d4 (untrained, cancelled out by Corporate Training)
- Code of Honor (Major): I am a Knight, and I followeth the Knight’s Code! Chivalry, Valor, and Honor!
- Delusion (Minor):Of course I am a true Knight. I certainly am not some sort of duped spy for a nefarious Artificial Intelligence. Preposterous!
- Quirk (Minor): Naturally, as a true Knight of the Realm, I speaketh in courtly language.
- Loyal (Minor, Setting): Signed contract
- Mutant (Racial): Initial Reactions start at Uncooperative
- Near-Human Physiology (Racial): -1 to Healing and Cybernetics checks.
- Oddly Built (Racial): x2 cost for Body Armor and Clothing; cannot use PA suits designed for humans
- Wanted (Minor, Racial): CS Bounty on "Feral" Dogboys
- Weakness--Ley Line Hypersensitivity (Racial): Loses Psychic Sense on or close (within 2" or 4 yards) to a ley line.
Ley line storms cause a level of Fatigue from severe headaches and distress as for a psychic.
- Bite: Str+1d6 w/ Unarmed Fighting, Can bite during a Grapple
- Strong Breed (Racial, N1, S1): +3 DT total to Strength
- Keen Sense of Smell: +2 Olfactory Notice, +2 Survival/Tracking rolls
- Keen Sense of Hearing: +2 Auditory Notice
- Low Light Vision: Ignore Dim/Dark Lighting
- Psychic Sense: Roll Notice/Survival at +2 to spot/track supernatural creatures. Affected by Strain (net -4).
- Cyber-WARRIOR (IF): Begin with the Iron Jaw, Soldier, and Upgradeable Edges.
- CYBER-warrior (IF): Start with 7 Strain in Cybernetics
- Equipped (Setting):Start with standard Starting Gear substituting an NG- 57 Heavy Ion Blaster, plus a Vibro- Bayonet and L-20 Pulse Laser Rifle.
- Iron Jaw (IF): +2 Soak, +2 vs. Knockout Blows
- Soldier (IF): Strength is +1DT (d12+2) for Encumbrance and MinStrength for weapons; free re-Roll on Vigor vs. Environmental Hazards
- Upgradeable (IF): +6 Max Strain
- Far-Travelled (HJ): +2 Common Knowledge for people/geography in NA, +2 Survival/Networking in NA
- Improvisational Fighter (HJ): Ignore -2 Penalty for Improvised Weapons
- Nerves of Steel (F&G): Ignore 1 point of Wound Penalties.
- Trademark Weapon (F&G): +1 Fighting/Parry w/ Lance's Lance
- Rich (Hind): +2 Gear HJ rolls, 5K Funds
- Filthy Rich (Hind): +2 Gear HJ rolls, 25K Funds
- Danger Sense (Cyber): +2 Notice vs. Surprise; vs. unseen hazards, roll Notice +2 (if allowed) or -2 (if normally not possible)
- Take 'Em Down (Cyber): +4 AP when using MD weapon vs. MDC opponent
- Steady Hands (N2): Ignore Unstable Platform when shooting; Run penalty is reduced to -1
- Equestrian (S2): Free Riding reroll; mount gains +2 Pace and +1 DT Run Die (factored into Steed, below)