TheNaga Posted July 25, 2015 Report Share Posted July 25, 2015 I need some help with cyborg I am making that has a cybernetically enhanced brain and cybernetic arms, eyes and legs. I am using Kazei 5 for 6th edition to make him. I have four hundred points to spend on him. I was seeing him a inventor of cybernetic and owner of Cyber Dynamics which makes cybernetic/bionics. I did not give his cybernetics the limitation of being restrainable by EMP cut-off switch because I thought he would not want that vulnerability built into his cybernetics. I also give him a somewhat limited version of a Computer-Like Brain power found in the Champions Powers Book. Val Char Cost Roll Notes15+15 STR 5 12- Lift 1,600 kg (3527 lbs); 6d6 HTH damage [3]10+9 DEX 0 11-/13-15+10 CON 5 12-/14-35 INT 10 16- PER Roll 16-20+15 EGO 10 13-/16-15 PRE 5 12-4+3 OCV 54+3 DCV 53+5 OMCV 03+5 DMCV 04 SPD 20 Phase: 3, 6, 9, 128 PD 6 Total: 8/15 (7 rPD)8 ED 6 Total: 8/15 (7 rED)10 REC 650 END 815 BODY 540+16 STUN 10Total Characteristics Cost:Movement Cost Meters NotesRUNNING 0 16m/32m END [3]SWIMMING 0 0m END [1]LEAPING 0 12m 12m forward/6m upwardCost Powers Cybernetic Brain38 1) Advanced Cyber Brain: (Total: 45 Active Cost, 36 Real Cost) +15 EGO (15 Active Points); Cybersystem (-1/4) (Real Cost: 12) plus +5 OMCV (15 Active Points); Cybersystem (-1/4) (Real Cost: 12) plus +5 DMCV (15 Active Points); Cybersystem (-1/4) (Real Cost: 12)24 2) True Eidetic Memory: Retrocognitive Clairsentience (Hearing, Sight And Smell/Taste Groups), Reduced Endurance (0 END; +1/2) (90 Active Points); Retrocognition Only (-1), Personal History Only (-1), No Range (-1/2), Cybersystem (-1/4)10 3) Attack Barrier: Mental Defense (15 points total) (15 Active Points); Software (-1/2)24 4) Think Fast: +15 Only To Counteract Penalties For Rapid Performance (30 Active Points); Cybersystem (-1/4)14 5) Alertness: Danger Sense (self only, in combat) (18 Active Points); Cybersystem (-1/4) 19-6 6) Anticipation: Lightning Reflexes (+10 DEX to act first with All Actions) (10 Active Points); Requires A Roll (Requires A PER Roll; -1/2); Cybersystem (-1/4) Computer-Like Brain15 1) Computer-Like Thinking: +15 INT6 2) Text Scanning: Speed Reading (x100) Cybernetics4 1) Level Two Datajack: +2 with all computer-related Skills (8 Active Points); Requires DNI-Capable Device And Accessible Datacable (-1/2), Cybersystem (-1/4)38 2) Reflex Enhancement: (Total: 48 Active Cost, 38 Real Cost) +9 DEX (18 Active Points); Cybersystem (-1/4) (Real Cost: 14) plus +3 OCV (15 Active Points); Cybersystem (-1/4) (Real Cost: 12) plus +3 DCV (15 Active Points); Cybersystem (-1/4) (Real Cost: 12)18 3) Cybergraft Toughness: (Total: 18 Active Cost, 18 Real Cost) +10 CON (Real Cost: 10) plus +16 STUN (Real Cost: 8)15 4) Cybernetic Strength Augmentation: +15 STR14 5) Cybergraft Shell: Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (15- roll or Locations 6-18; -1/4) Cybernetic Legs5 1) Hydraulic Jack: Leaping +8m (12m forward, 6m upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Cybersystem (-1/4)3 2) Cybernetic Legs: Running +4m (16m total) (4 Active Points); Cybersystem (-1/4) Cybernetic Eyes, all slots Cybersystem (-1/4)8 1) Thermographic Filter: Infrared Perception (Sight Group), Tracking (10 Active Points); Cybersystem (-1/4)2 2) Range Finder: Absolute Range Sense (3 Active Points); Cybersystem (-1/4)8 3) Ultraviolet Filter: Ultraviolet Perception (Sight Group), Tracking (10 Active Points); Cybersystem (-1/4)8 4) Night Sight: Nightvision, Tracking (10 Active Points); Cybersystem (-1/4)7 5) Telescopic Sight: +6 versus Range Modifier for Sight Group (9 Active Points); Cybersystem (-1/4) Skills0 Acting 8-3 Computer Programming 16-0 Concealment 8-3 Deduction 16-3 Electronics 16-3 High Society 12-3 Inventor 16-3 KS: Cybernetic World 16-3 KS: Cyberware 16-0 Language: English (completely fluent; literate) (4 Active Points)3 Mechanics 16-3 PS: Cyberneticist 16-0 Paramedic 8-3 Scientist2 1) Science Skill: Biochemistry 16- (3 Active Points)2 2) Science Skill: Biology 16- (3 Active Points)2 3) Science Skill: Biomechanics 16- (3 Active Points)3 4) Science Skill: Cybernetics 17- (4 Active Points)3 5) Science Skill: Electrical Engineering 17- (4 Active Points)2 6) Science Skill: Physiology 16- (3 Active Points)2 WF: Laser Pistols, Laser Rifles Perks1 Fringe Benefit: License to practice a profession15 Multi-Billionaire: Money: Filthy Rich Complications10 Distinctive Features: Extensive Cyberware (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)10 Psychological Complication: Futurist, Believes Technology Is The Answer To All Problems (Common; Moderate)5 Social Complication: Obvious Cyborg Infrequently, Minor Quote Link to comment Share on other sites More sharing options...
Christopher Posted August 2, 2015 Report Share Posted August 2, 2015 I am not sure the Kazei 5 rules are actually a fit here. Kazei 5 is more or less Cyberpunk on heroic level. But 400 points strongly implies this is a superheroic level character. Applying heroic rules and constructs to a superheroic game will hardly match. You can still raid it for ideas. But asume that most or all limitations from a Heroic game will not apply (or not to that degree) in a superheroic game. Or will be a lot more severe then they look at first. Quote Link to comment Share on other sites More sharing options...
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