A junker in his mid 20s. short and petite, with a bald head (like a syker). Looks like a mashup of a techno kid and a mechanic.
green chips: 1
Weld (torch) TN 7 speed 1 range Touch 1wind per round
(when used to cut it takes 1 round per level of armor and +1 round for each additional 5 inches of cut area)
Armor TN 3 (+ frame size of the armor, not the entire device)
(components Chem 10%, elc 0%, Mech 0%, Struct 10%, Drain- none)
Each slot used by armor supports 2 pounds of armor. every raise allows to increase AV by 1 or to lighten the load. Each increase in AV fills additional slots equal to the device’s frame size. Each use to lighten reduces the slot usage by 10%
(components Chem 0, elec 10%, Mech 10%, Struct 10%)
choose frame size, then select enhancement
Armor Piercing – each AP rate uses 20% slots, and an additional structural cmpt
Increase Speed – reduce speed by 1 uses 20% slots and increases drain by 1
(if speed = 0 weapon use is normal, but provides an additional +1 def bonus)
Increase Damage (die type) – 2x structural components, 20% slots, slows speed by 1
Extra damage (number of dice) – 20% slots, slows by 1,
drain = def bonus (not counting increased speed * number of additional dice damage.
TN 5, spd 1, Duration Instant, Range 10 yards
success loads clips or batteries into a weapon OR loads 5 rounds into a clip, revolver, shotgun- any weapon with an internal magazine.
Allows use of Syker powers. Unable to get edges: additional powers, fortitude, and overkill.
Can spend extra to increase blastin roll each strain point = a 1 for each additional strain spent or else brainburn.
Strain 1, spd 1, duration instant
range 20 per blastin, ROF 1, range incr. 10
Damage = spirit roll
(can retry in 5 minutes if not bust, bust = lose all strain wait 1 hour)
success = regain 1 point of strain in 30 mins. each raise reduces by 5 minutes, to a minimum of 15.
Peace of Mind
Strain 5, speed 1d6 hours, range touch. (special rules based on target see BrainBurners page 101 (book, or page 69 of PDF)
Strain 2, Speed 1,
duration 2/ round, max range 10 yrds per blastin
flares up on each of the controllers actions, causing 3d6 damage to target.
flamable targets have 1d6 chance of catching fire. Highly flammable materials catch instantly.
For important targets (bosses, charcaters etc,) pyro deals damage to a particular part of the body.
Traits & Skills
- Size 6
- Grit 0
- White Chips
- Red Chips
- Blue Chips
- Bounty Points
Shootin' Irons & Such