Pillars of Faith


Cyborg
Cyborg
    "If you want the best then look no further.  Razorboys and Gillettes cannot compare to a walking arsenal like me.  If you need an army to back you up in a situation where the number of operatives is limited then I'm your best choice."
Commentary:  300 Kilos of Hard Armor and bad attitude speaks for itself.  Like a walking tank, the Cyborg is all armor and firepower, and very little else...
Attributes
    Body
    Quickness
    Strength
    Charisma
    Intelligence
    Willpower
    Essence
    Reaction

   4 (9)
   5 (8)
   5 (8)
   1
   5
   2
   0 (-2)
   5 (7)
   Skills
      Car
      Etiquette (Street)
      Firearms
      Gunnery
      Unarmed Combat

   6
   2
   6
   4
   6
Initiative   7+2d6
Dice Pools
    Combat   7
Contacts
    Coose (2) contacts
Cyberware
    Cyber Cowl (w. Datajack and Radio.)
    Faceplate (w. flare compensation, low-light and thermografic.)
    Torso Plating (w. Hardened Armor II, Muscle Replacement III and Wired Reflexes I.)
    2 Cyberarms (left w. Improved Hand Razors; right w. Integral Smartlink II, Cyber SMG and Improved Hand Razors.)
    2 Cyberlegs (w. Hydraulic Jacks VI.)
    Plastic Bone Lacing
Gear
    GMC Bulldog Courier (w. Vehicle Hardpoint, Ares HV MP-LMG, Level II Internal Smartlink, and 200 rounds belted APDS ammo.)
    100 Rounds APDS Submachinegun Ammo
    Savalette Gaurdian (w. Level II Internal Smartlink and 100 rounds APDS Ammo)
Starting cash:  480¥ +(3d6x1,000¥)
Notes:  Each point of negative essence the Cyborg has must be bought with his Attribute ratings.  Start with Charisma and go down in order until you reach Strength then start again.  This lowers both the current rating and the maximum rating allowed by race.  The Cyborg starts with a racial maximum of 5 in Charisma and Intelligence.  If any Attribute reaches 0 the Cyborg dies.  Also the Cyborg can lose additional Essence to Deadly wounds and drug use as if he where magically active.  Use the Negative essence value as a dice pool for countermagic.  This also affects beneficial spells that heal or enhance.  The Cyborg can also develop Chronic Dissasociation Syndrome, Insanity and Cancer.  To see if he develops CDS or Insanity roll Willpower against a target equal to the value of his negative Essence.  To see if he develops Cancer roll Body against a target equal to the value of his negative Essence.  Roll to check for CDS and Cancer every (10 plus Essence) months.  Roll to check for insanity every 4D6 months.  Cyborgs who develop CDS will die for no apparent cause in 4D6 weeks.