Spider (Human, Vedmak Cyber-Doc)

EU's Team Evil - If you hear them they're not after you.
GM: Dodsrike
AGM: OPEN
#5 POST RATE

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Spider (Human, Vedmak Cyber-Doc)

Postby Spider » Fri Jul 19, 2019 5:19 am

Player Name: Ryan
G-Mail: ryanlee72@gmail.com

Character Name: Dr. Fyodor Demitriyevich Ivanov (Lieutenant in the Sovietski military forces)
Alias: Spider (паук, pronounced "powk")
Race: Human
O.C.C.: Vedmak Cyber-Doc
Alignment: Aberrant
XP Level: 3
XP Points: 4,301
Next Level @ XP: 8,601
Sentiments/Non-Humans: Their credits are just as good as anyone else's.
Sentiments/Sovietski: Russia is my homeland, and the Sovietski her best chance. Kind of like your Coalition States, but less supremacist.
Sentiments/Warlords: Romanov is the best of the lot; Seriyev & Kolodenko next. But keep that dikari Orloff and his dog Sokolov away. Alekseyevna and Burgasov? Eh... *shrugs*
Sentiments/NGR: The NGR has some advanced and highly desirable technology. I like advanced and highly desirable technology...
Sentiments/Coalition States: Ah yes, the infamous Coalition States, yes... human supremacists, kind of like the NGR. Almost as technologically advanced, too. But, too much xenophobic... kind of like the NGR.
Disposition: Fyodor is very confident self-assured to the point that he feels he is the best at what he does. Supremely practical and efficient, he does not allow others to get close to him - a self-protective consequence of seeing so many die.
Insanities: Feels he has lost his humanity and is more machine than human. He feels disconnected with humanity, making him something of a sociopath, and lacks a feeling of kinship, compassion, and mercy toward flesh and blood people. He also tends to be cold, uncaring, and inhumane, and may also be condescending at times.

Note: Anything in orange is either purchased or modified via EP

ATTRIBUTES
I.Q.: 30
M.E.: 21
M.A.: 24
P.S.: 20 (Robotic)
P.P.: 20 (Robotic)
P.E.: 20
P.B.: 13
Speed: 58 (40 mph; this is the maximum due to the top-heavy nature of the chassis)

PHYSICAL DATA
P.P.E.: 3
H.P.: 27
Age: 24
Sex: Male
Height: 7'
Weight: 375 lbs.
Description: Before the full conversion, Spider looked like this, with stark white hair and piercing blue eyes. Half his face still looks this way, but the rest of his body was transformed by the Vedmak conversion.
Note: Typically, his lifelike simulated eye is the one worn, unless another eye is called for, because it gives him the most "human" appearing face.
M.D.C. by Location
Head: 75; with a human, flesh face. Wears a protective helmet with a clear faceplate/shield in the field and in combat situations which provides an extra 35 M.D.C. to the face and head when worn.
Crane Arms (2, large, on back): 120 each
Robot Arms (2, on back): 60 each
Arms (2, human-looking): 50 each
Small, Retractable Utility Tool Arms (Varies, 8+): 11 each
Hands (2): 20 each
Feet (2): 25 each
Legs (2): 85 each
Main Body: 165

Natural Abilities
Perception Bonus: 46% (+10% to rolls regarding cybernetics, bionics, contraband tech, finding and repairing problems with cybernetic and bionic systems, medical conditions, and injuries)
Charm/Impress: 15%
Invoke Trust/Intimidate: 80%
Max. Encumbrance: 360 lbs.
Max. Carrying Weight: 1000 lbs.
Max. Lifting Weight: 2000 lbs.
Max. Jumping Ability: 30' across & 20' up (Bionic Booster Jets)

Special Abilities
Familiarity with Sovietski Cybernetics
The Vedmak is knowledgeable about bionic and cybernetic technology from within the Sovietski itself, as well as most of the Warlords of Russia, and to a lesser degree, the New German Republic. They excel with Sovietski cyber-technology because they work with it all day, every day. They can literally take apart and reconstruct a Light or Heavy Machine in a matter of hours. When working with, repairing, modifying or enhancing Sovietski and Warlord cybernetic and bionic systems, and related weapons, the Vedmak receives a +10% bonus to the applicable skill roll, and can generally perform the task in half the time it would take most experienced Cyber-Docs from other countries. On the other hand, when working with technology from Triax, Poland/Mindwerks, the Coalition States and other foreign nations, the Cyber-Doc experiences a -5% penalty. See #2 for penalties under different conditions.
Install Cybernetics and Bionics
Like the traditional Cyber-Doc, a Russian Vedmak can install and remove cybernetic implants and bionics even in the heat of battle and in less than favorable conditions. Installing cybernetics is fast and easy (typically no skill penalty), but bionics can be very complicated and time consuming.
Penalties (cumulative): -5% when working out on the open battlefield or from the back of a truck; another -5% if working with inadequate tools (a rarity because of the Vedmak’s own array of cybernetics and bionics); another -5% penalty if working aboard a moving vehicle (truck, aircraft, boat on rough seas, etc.); -5% when working with unfamiliar bionics such as those from foreign countries (CS, NGR, Poland/Mindwerks, etc.); and a -10% penalty when working with alien bionics. NO penalty when working on alien physiology (Xenology). -15% to Jury-Rig weapons and bionic systems with a temporary fix that should last 1D6 days. If there is any penalty for working under pressure or on a time limit, it is reduced by half for the Vedmak. All penalties are cumulative. Also see Reverse Engineering.
Repair and Re-calibrate Cybernetics and Bionics
Given time and the right parts (even jury-rigging component parts), the Vedmak can completely repair cybernetics and bionics. The repairs require 1D6+2 hours to work on each item (hand, arm, shoulder, one forearm weapon, then another, bionic eye, organ, a specific implant, etc.). Base Skill: 30% +5% per level.
  • Replace a Simple Implant and Simple Repairs: 2D4x10 minutes.
  • Replace a Complex Implant. Internal Organ/Component or Bionic Limb: 1D4+1 hours.
  • Restore M.D.C.: The Vedmak can patch, restore and rebuild the M.D.C. of a bionic appendage, part or implant at a rate of 2D6 M.D.C. per hour; M.D.C. of the main body and body armor, which requires less finesse, 2D6+10 M.D.C. per hour.
  • Maximize Cybernetics and Bionics: With their advanced knowledge of specific parts and settings, Vedmak can adjust cybernetic and bionic systems, reset and tweak parameters, update software, and make other adjustments to get the most out of them. Adds a bonus of +5% to Speed, +1 to P.S., and +1 to P.P. for 1D4 weeks.
Bionics Acquisition and Reverse Engineering
The Vedmak are given the task of acquiring bionic and cybernetic systems, old and new. Which means salvaging component parts from slain Sovietski troops and fallen enemy forces for reuse in the living. It also includes keeping an eye out for enemy and outsider supply depots, convoys, factories, and other sources of bionics and cybernetics. This includes being vigilant of new and advanced and alien bionics and cybernetic technology, and the collection of specimens to study and reverse engineer.
Reverse engineering is the practice of studying rival and unknown technology to learn how it works and using that knowledge, even if it is incomplete, to improve or add to one’s own bionic arsenal.
  • If a Vedmak spends at least 48 hours analyzing a foreign or alien cybernetic or bionic part, he can install it into a cyborg (with a -15% penalty) and make simple repairs (with a -10% penalty)
Mad Doctor
With the brutality and gore the Vedmak must witness and endure on the battlefield, the characters often develop a number of personality quirks or disorders, and a few minor insanities that may get them into trouble or make others uneasy around them. Sovietski leadership keeps an eye on the Vedmak to make sure that these quirks do not prevent them from completing their assigned duties.
Roll on the Vedmak table (or pick one) when the Vedmak reaches levels 3,6,8,10, and 13.
  • Level 3 Mad Doctor choice: Obsessed and fascinated with unknown and alien cybernetics and bionics. Penalties for working on foreign and alien technology are half.

Bionics & Cybernetics
The Vedmak Cyber-Doc is a full conversion cyborg with a total of eight limbs: two legs, two human-looking bionic arms, two robot medical arms (laser, cutting and surgical tools), and two large, crane arms that serve double duty as jaws of life and doing heavy lifting.
Legs and Locomotion
Speed Attribute: 58 (40 mph). This is the maximum speed possible because the extra arms, especially the crane arms, even when folded down, make the Vedmak top heavy, not very aerodynamic, and clumsy when running.
Other Leg Attributes: P.S. and P.P. of 20.
Bionic Weapons and Features of the Legs:
  • Each leg has one concealed storage compartment (large size: 12" long, 6" deep)
  • Bionic Booster Jets
  • Left Leg: Concealed Ion Rod
    • Range: 2,000'
    • Damage: 4D6 M.D.
    • Rate of Fire: Aimed, burst, or wild
    • Payload: Unlimited, or 10 blasts per e-clip when detached from internal power supply
  • Right Leg: Concealed Neural Rod (identical to CS Neural Mace)
    • Range: Melee
    • Damage (special): Non-lethal; the victim who is stunned is -8 to strike, parry, and dodge plus reduce the character's speed and number of attacks per melee round by half. The cumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he will suffer the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 42% chance of being rendered unconscious. Note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described.
      Physical damage from the mace is 2d6 S.D.C. plus P.S. attribute bonus when used as a club; 1d6 plus strength bonuses when used as a jabbing weapon.
      The rod is an M.D.C. structure and can be used to parry M.D. attacks from Vibro-Blades, ' Borgs, ' bots and power armor.
    • Duration: Stun lasts 2d4 melee rounds (cumulative for every failed save)
    • Payload: 100 charges; rechargeable
  • Both feet have extendable and retractable spikes to anchor the Vedmak Cyber-Doc when he is holding and working on heavy cyborg patients.
Vedmak Bionic Limbs and Features
1. Two Crane Arms: 120 M.D.C. each. Robotic P.S. 40, P.P. 18
Special Features of Crane Arms:
  • Reach: Each crane arm can reach over the Vedmak’s shoulders, or around his waist. Forward reach is 8 feet and upward reach is 10 feet. The crane arms are primarily used as an additional pair of powerful arms, jaws of life, and for removing and carrying bionic parts, loading them and patients into a truck, helicopter or ambulance, and so on. In addition, they are used for holding cyborgs up to work on them at a vertical angle well as carrying injured and immobilized cyborgs. The clamp claw hands can rotate 360 degrees at the wrist and at an elbow-like junction.
  • Heavy Laser Cutters: One low-profile, heavy laser cutter is built onto the top of each clamp hand: 1D6 or 2D6 M.D. with a 12 foot range. Tied to nuclear power supply.
  • Cyber-Nano Robot Repair Systems (CNRRS): Six are housed in each crane arm for self-repair.
  • Concealed Compartments:One Concealed Compartment in each crane arm which usually holds additional medical tools and supplies.
  • Jaws of Life and Crane: Both crane arms and their clamp claws are designed to junction as Jaws of Life. They are able to lift and move debris, pry open hatches and vehicle doors, tear through wreckage, remove damaged cyborg armor and cut off sections of damaged and useless bionic limbs, and otherwise remove cyborgs buried under debris or trapped inside a mangled vehicle. As noted, each clamp hand has a precision laser for cutting and making openings. The large crane arms are also used for carrying cyborg patients and holding them up for working on their chassis.
    • Range: Touch/close combat.
    • Mega-Damage: Robotic P.S. 40 and inflicts 2D6+4 M.D. when they are used to spread openings and otherwise pry open doors/ hatches or tear through debris and hulls (cannot punch). Despite the strength of the crane arms, the cyborg can control them to lift and move the injured very gently.
    • Penalties: The large crane arms are awkward and make the Vedmak top-heavy; -10% to balance and the height and distance of leaps are half. Nor is the character designed for fighting. The Vedmak is part cyber-mechanic and part doctor.
2. Statistics of the Two Robot Arms: 60 M.D.C. each. Robotic P.S. 18 and P.P. 18
These arms are mounted in the back, just under the shoulder blades, but face forward to reach over or under the more human-looking bionic arms to function as a second pair of arm, to assist in medical procedures and repairs.
Special Features of Robot Arms:
  • Laser Torch (1, left robot arm): Built into the left forearm, where the hand should be, is a second Medical Scanner and a laser torch. This is a precision cutting device for slicing through debris to free the trapped and injured, to cut away armor to get at wounds, to cut away and solder bionic and cybernetic components, as well as to perform surgery. It fires from the forearm or it can be removed from its housing on the arm and used as a handheld tool. Point and fire.
    • Range: 40 feet
    • Mega-Damage: All of the following settings are available: 1D6 S.D.C., 2D6 S.D.C., 4D6 S.D.C., 1D4x10 S.D.C., 1 M.D. and 1D4 M.D.
    • Rate of Fire: Each blast counts as one melee attack/action.
    • Payload: Effectively unlimited; connected to the cyborg’s own power supply.
  • Extendable Folding Utility Arm and Hand (1 per each arm): A thin robot arm can unfold from its housing in the left and right robot arm to assist in both surgery and mechanical repairs. Robotic P.S. 10 and P.P. 10.
  • Light and Magnifying Glass (1, left robot arm): Mounted on the left robot arm is a circular light and magnifying glass.
  • Dual System Cutter (1, right robot arm): An extendable, folding arm with a serrated, scissor-like cutter and cutting tool. Extends to a three foot reach, Robotic P.S. 15 and P.P. 10.
  • Defibrillator and Medical Scanner/Bio-Scan & Bio-Lab (1, right robot arm): The defibrillator is the set of paddles that can shock a stopped or misfiring heart back into action or normal function. The patient monitoring sensor system, with the connection of a wireless finger clamp and special sensor pads, receives, records, measures and analyzes respiration, heart rate, blood pressure, blood sugar, and body temperature, as well as capable of heart monitoring, EKG and EEG. Basically, an enhanced version of the portable Bio-Lab described on page 263 of Rifts® Ultimate Edition. Both are built into the right robot arm.
3. Statistics of the Two Bionic Arms (Human proportions and appearance): 50 M.D.C. each. Robotic P.S. 20 and P.P. 20
Special Features of the Bionic Arms:
  • Circular Saw (1, left bionic arm): A thin robot arm, about the thickness of windshield wipers on a car, can unfold from its housing in the left robot arm to cut through metal, bone and bionics for surgery, mechanical repairs and removal of limbs. Extends to a two and a half foot reach, Robotic P.S. 10 and P.P. 10.
  • Compu-Drug Dispenser (1, left bionic arm): Combination computer, hypodermic gun and chemical storage and dispensing unit, built into the wrist or forearm. (See Rifts® Ultimate Edition, page 263, for complete details).
  • Laser Scalpel (1 per each bionic arm): This precision instrument is removed from the forearm for delicate cutting, repairs and actual field surgery. Also suitable for soldering, cutting away clothing, objects and wire, removing limbs and cauterizing wounds. Point and fire. Folds back when not in use. For surgery, soldering and precision work.
    • Range: 12 feet maximum.
    • Damage: All of the following settings are available: 1 S.D.C., 1D4 S.D.C., 2D4 S.D.C. and 3D4 S.D.C.
    • Rate of Fire: Each blast counts as one melee attack/action.
    • Payload: Micro-battery holds a three hour charge. Takes one hour to automatically recharge from the Vedmak’s own power supply, and in an emergency the lasers can draw energy directly from the cyborg’s own power supply. Three spare batteries are held in a small, concealed compartment in the arm.
  • Mirror (1 per each bionic arm): A tiny robot arm holding a mirror can unfold from its housing in the right and left bionic arm for various repairs. There is also a tiny LED light that can be turned on to illuminate the immediate area. The arm is as thin as a pencil and has a two foot reach; Robotic P.S. 6 and P.P. 10.
  • Vibro-Scalpel (1 per each bionic arm): A tiny robot arm can unfold from its housing in the right or left bionic arm to assist in surgery, or the blade can be removed from its connection point and used by the surgeon/Vedmak. The arm is as thin as two pencils and has a two foot reach; Robotic P.S. 6 and P.P. 10.
  • High-Powered Flashlight
    • The light beam can be adjusted to be a narrow beam or wide (20 ft).
    • Range: 600 feet as a narrow beam, or 60 feet as a wide beam.
    • This flashlight can also be mounted on the cyborg's head and can be conventional light or infrared. Note: May also be installed on a shoulder turret (180 degree rotation, 40 degree arc, up and down).
4. Statistics for the Bionic Hands: 20 M.D.C. each.
Special Features of Bionic Hands:
  • One Schematics Hand combined with Multi-Tool hand (right): A mechanical hand that contains a Universal Fingerjack, fingertip screwdrivers with changeable heads, finger pliers, tiny lights built into each fingertip, plus a laser cutter finger with 6 foot beam, which can be adjusted to do 1d6x10 S.D.C. damage, one M.D., 1d4 M.D. or 1d6 M.D. There is also a small retractable drill in the middle knuckle. The schematic sensor hand incorporates a schematic diagnostic sensor, a circuit tracer, a circuit modeling system and a remote repair feature allowing one to repair a circuit or reroute a signal from his or her operating location.
  • Right Hand also includes:
    • DNA Analyzer
    • Radar Sensor (68% accuracy to pinpoint direction)
    • Retractable Knuckle Vibro-Blades (Silver plated), 2d4 M.D.
  • One Medical Sensor Hand (left), includes:
    • Stethoscope
    • Pulse & pressure detector
    • Blood analysis/tox-screen
    • Epidermic analyzer
    • Epidermal temperature gauge
    • Laser scalpel finger (1d4 S.D.C.)
    • Air and Surface Temperature Reader; 4-6 inch range
    • Radiation Detector
    • Gyro-Compass
    • Finger Camera (up to 48 photos on microfilm, automatically adjusts for lighting conditions, film costs 50 credits per micro roll)
    • Retractable Knuckle Vibro-Blades (Silver plated), 2d4 M.D.
  • Wrist Needle & Drug Dispenser (left): A retractable needle is concealed in the artificial wrist and slides out to stab or inject drugs into an opponent or unsuspecting victim. Can hold as much as four doses of five different chemicals, 20 doses total.
    • Antibiotics: Costs 75 per dose.
    • Paralysis: Takes effect in 1d4 melees, lasts 2D6 minutes; costs 150 credits per dose.
    • Poison: Takes affect in 1d4 melees, inflicts 6D6 S.D.C./Hit Point damage; costs 200 credits per dose.
    • Tranquilizer/Sleep: Takes effect within 1d4 melees, lasts 4D6 minutes; costs 100 credits per dose
    • Truth Serum: Takes effect in 2D6 minutes, lasts 3D6 minutes; costs 75 credits per dose.
    • Current Payload: 4 doses of each

Other Bionic Systems and Features of Note
  • Head:
    • Psionic Electromagnetic Dampeners
    • Gromeko Friend or Foe Identification Computer: Used for Enemy Profiling. Can identify up to 200 different cyborg designs, armors, and insignias of known Russian, European and Asian cyborgs, plus 600 monsters and demons - each rendered in full color with schematics indicating known weaknesses, armor, weapons, powers, etc.; capable of rotation and zoom to key features.
      This program is designed to be a passive, silent Friend or Foe Identification System. Words, or symbols for the majority who cannot read, are displayed on the internal optics of the cyborg similar to a HUD display, to indicate the friend or foe based on the subject's mechanical design, identifying markings, physical appearance and supernatural nature (i.e. Gargoyles, demons, Necromancers, Witches and warriors from rival Camps are all designated as enemies).
      The enemy designation is also reserved for known "human" bandits, D-Bees, and creatures of magic. If the threat is minimal, or the being is only a potential enemy (as is the case with unidentified humans and many D-Bees), the warning symbol is small and yellow. If the subject is known to be hostile toward humans or the War Camp, or known to be a powerful and evil supernatural being, the warning symbol is large and red. The complete profile on the being can be called up at will in words or sound bites. Visual icons also indicate key classifications including Cyborg, Robot, Demon, God-being, Dragon, Human, D-Bee, Animal, Entity/Ghost, Elemental, Evil Sorcerer (Witch, Necromancer, etc.) and Unspecified Supernatural Being (i .e. they exhibit supernatural powers or magical abilities but are unidentified). In addition, the FFI System indicates the being' s relative power level on a scale of 1-10; a flashing 10 means its estimated power level is off the scale!
    • Built-In Radio Receiver & Transmitter: A fully operational radio is built inside the head. Channels are switched by working the jaw and transmissions are received directly in the ear identical to the cybernetic Headjack. The cyborg can send transmissions by a mental command and quietly talking out loud. A microphone is built into the jaw. Includes scrambling and decoding technology. 20 mile range.
      Note: Includes Radio Chip (Advanced), upgraded to pick up wideband and broadband (up to 1,000 frequencies)
  • Left Eye: Macro-Eye Laser; magnification from 2x-30x (3' range) plus tiny surgical laser (one S.D.C., used exclusively for internal surgery)
  • Right Eye: Modular Eye socket with 3 eyes of choice:
    • "Lifelike" Simulated Eye (piercing blue, patterned after his original eye) - this is the one most commonly used unless the others are called for, as it makes him look the most 'human"
    • Multi-Optic Eye; includes the following optic systems built-in:
      • Telescopic: 4-8x30 magnification; range: 6000'
      • Macro Lense: 2x to 8x magnification; range: 3'
      • Passive Nightvision: 2000' range
      • Thermo-Imaging: 2000' range
      • Light Filters: reduces glare like Polarized optics
      • Targeting Display: +1 to strike with any ranged weapon
    • Spectra-Eye: A full-spectrum cybernetic eye, running all the way from light frequencies below infrared to well beyond ultraviolet, as well as microwaves, x-rays, gamma rays, and energy trails from weaponry discharges, heat and radiation. Bonuses: Ideal for scanning machines and metal for imperfections, damage and overheating, tracking (base skill of 40% or adds +15% to those with the tracking skill) and seeing the invisible (can see any being that generates heat or radiation, but not Astral beings or truly ethereal supernatural spirits or life essences). 100ft range.
  • Ears
    • Sound Identifier (programmed for common mechanical issues)
    • Universal Headjack with Sound Filtration
    • Amplified Hearing
    • Ultra-Ear (can hear ultrasonic frequencies like a bat or dog up to 300' away, bird's wings up to 150' away, can hear low frequency transmissions, silent alarms, footsteps, fabric against fabric, and a mouse at 150') Whenever Ultra-Ear is engaged, normal sounds are unintelligible, so Ultra-Ear can be turned off and on as needed
    • Language Translator with the following languages:
      • Spanish, Japanese, Chinese, Dragonese, Gobblely, Faerie Speak, Demongogian, Mongolian, Greek, American
      • 98% proficiency when listening to 2 or fewer speakers simultaneously
      • Drops to 70% with a six second delay when listening to 3-6 speakers simultaneously
      • Drops to 22% if listening to more than 6 people simultaneously
  • Mouth/Throat
    • Sub-Vocal 2 Way Radio system
    • Molecular Analyzer - Identify any chemical, or strange and dangerous molecules, like the presence of gas, oil, pollution, or other chemicals in the air. Data can be transmitted as an audio report through one of the ear implants or to a wristwatch-like receiver.
    • Built-In Loudspeaker (80 decibels, like a bullhorn)
  • Chest: Bionic Lung with Gas Filter & Oxygen Storage Cell (can go without air for up to 2 hours, recharge by breathing normally for 3 hours; filter works against all types of tear gas, smoke, and chemical fumes, and 94% chance it will work against nerve or poison gases as well
  • Hardened Circuits (immune to EMP or em scrambling technology)
  • Chest Feature of Choice: Chemical Spray System
    • Range: 20'
    • 10 foot area effect (gas) or 5 area (liquid); gas lingers for 1 melee round and affects anyone who enters the "cloud"
    • Saves: 16+ for nonlethal chemicals, or 12+ for deadly poisons/acid
    • Can hold up to 20 individual doses and as many as five different chemicals. One dose of CO2 foam or a gas counts as 2 liquid doses
      • Blinding Chemical Agent - similar to mace, blinds victim for 3d4 melees (-10 strike/parry/dodge/disarm, -30% speed, skill requiring sight is impossible); 100-200 credits per dose
      • CO2 Foam - concentrated to put out fires; 100 credits per dose
      • Tear Gas - Causes impairment of vision, difficulty breathing, and skin irritation. -10 strike/parry/dodge/disarm, -3 init, -30% sped, -1 APM for 1d6+1 melee rounds; 150-300 credits per dose
      • Tranquilizer/Sleep Spray - Causes victim to fall asleep in 1d4 melees and remain so for 2d4 minutes; 100-200 credits per dose
      • Smoke - counts as gas, creates a smoke cloud ~10' diameter making seeing impossible unless by thermo-imaging optics, and lasts for 1d4+3 rounds; 75 credits per dose
    • Current Payload: 3 doses blinding agent, 2 doses CO2 foam (counts as 4), 2 doses tear gas (counts as 4), 5 doses sleep spray, 2 doses smoke (counts as 4)
    Range: Line of sight. Drawback: Can only be installed in full conversion cyborgs, from Light to Heavy Machines to Cyborg Shocktroopers.
  • Bio-Comp Self-Monitoring System
  • Internal Comp-Calculator (Advanced Math version)
  • Clock Calendar

Backup Tools and Nano-Robot Medical Systems of Note
In addition to the above, the following are housed in concealed compartments in the bionic legs and crane arms.
  • Backup supplies: Two ordinary scalpels (1D6 S.D.C.), a pen flashlight, one red marker, one roll of tape, two rolls of gauze, and a small, basic toolkit.
  • Nano-Robot Medical Systems: Eight IRMSS and six of each of the others are standard for the Vedmak, with those being assigned to heavy combat zones having two times that number of each. Spider has 16 IRMSS and 12 of each of the others.
    • IRMSS Internal Robot Medical Surgeon System: An amazing medical device that injects a dozen microscopic robot units, about the size of a pinpoint, into the bloodstream to repair internal injury. The containment unit is placed over or near the suspected area of damage and the depression of a button releases the micro-surgeons into the body. The tiny robots search for the damage and repair it. Types of internal injury which they can repair include the removal of blood clots, repairing tom/ruptured veins, internal bleeding, and minor damage to internal organs. Equal to a medical doctor’s surgical skill of 75%. When the units are done, they simply turn off and are naturally flushed from the body (average life is one hour). They are not reusable. Each IRMSS holds 48 surgical robots for four uses. Cost: 42,000 credits for each IRMSS kit. Current Tally: 16
    • IROU Internal Robot Oxygen Unit or “Breather”: This is the largest of the internal robots, although still quite small. The ‘bot resembles a caterpillar, because it is long and narrow and has many tiny legs. It can enter the body through the mouth or a tracheotomy in the throat. It crawls through the narrow passage with a pair of thin, narrow plastic tubes trailing behind it. As the ‘bot makes its way towards the lungs it can transmit video images and data about damage to the throat. Once in the lungs, it transmits data and video images of damage and does analysis. A tiny molecular analyzer is used to identify toxins, drugs and foreign agents. Respiration is also monitored. The video and pictures enable the doctors to accurately assess problems and determine the most appropriate treatment without surgery. One of the tubes is hooked up to an external device to extract fluids in the lungs and the other supplies oxygen. The Breather can also release a half dozen IRMSS ‘bots to repair small holes and perform minor surgery. Cost: 50,000 credits each. Current Tally: 12
    • IRVT Internal Robot Visual Transmitters or “Seekers”: This is another nano-bot about the size of a pinhead. It is injected into the vein of a patient and goes traveling through the circulatory system. It is tracked and monitored via a homing device. The ‘bot transmits a more powerful signal and video image of obstructions and damage to the veins and arteries as they are encountered. It is used primarily to locate blocked, pinched and damaged arteries, veins, and other internal passageways. Cost: 80,000 credits per unit - disposable (less than 33% can be safely retrieved, thus they harmlessly disintegrate inside the body after about 72 hours). Current Tally: 12
    • RAU Robot Antiseptic Units or “Cleaners”: A cleaner is a tiny robot roughly three inches (76 mm) long and one inch (25 mm) in diameter. They are reminiscent of a mechanical beetle that gently crawls along a wound or infected area, destroying infection, removing pus and dead flesh, while cleaning the wound and spraying it with antiseptic protein for faster healing. The cleaners are usually sold and dispatched in pairs. Cost: 50,000 credits per pair. Current Tally: 12
    • RMK Robot Medical Kit or “Knitter”: A unique medical kit, developed with the mastery of nano-technology, in which a half dozen tiny robots, about the size of a shirt button, are released and automatically seek out cuts in the skin. One sprays the wound with disinfectant, another sprays antibiotics, a third cuts away dead or infected flesh, while the other three surgically suture the cut closed. When the cut is repaired, the tiny ‘bots return to their carrying unit, refill their supplies and wait till activated again. Equal to a paramedic suturing skill of 90%. Not effective against internal injury, broken bones, or severe wounds. But great for cuts, bruises, bullet and stab wounds. Cost: 24,000 credits each. Current Tally: 12
    • RSU Robot Sedative Units or “Sleepers”: Four tiny robots, each the size of a pinhead, enter the brain and stimulate certain areas to make the patient relax and feel drowsy. The calming effect of these nano-bots causes the patient to breathe slow, even breaths, keeps the pulse rate steady and calm, and helps maintain normal blood pressure. When they are done the ‘bots return to a tiny housing device. Cost: 100,000 credits per set of four. Current Tally: 12

O.C.C. Skills
Basic Electronics -- 71% (+5%)
Biology -- 86% (+5%)
Bioware Mechanics -- 86% (+5%)
-- Mechanical Engineer 81% (+5%)
Computer Operation -- 86% (+5%)
Computer Programming -- 76% (+5%)
Cybernetic Medicine & Bionics Surgeon -- 86%/116% (+5%)
Jury-Rig -- 66% (+5%)
Language: Russian -- 102% (+3%)
Language: Euro -- 102% (+3%)
Literacy: Russian -- 96% (+5%)
Literacy: Euro -- 96% (+5%)
Mathematics: Advanced -- 91% (+5%)
Mathematics: Basic -- 101% (+5%)
Medical Doctor -- 101%/81% (+5%)
-- Chemistry 71% (+5%)
-- Pathology 81% (+5%)
Pilot: Hover Craft (Ground) -- 76% (+5%)
Radio: Basic -- 71% (+5%)
Sensory Equipment -- 76% (medical equipment)/61% (all others) (+5%)
W.P. Energy Rifle
W.P. Knife/Scalpel
Hand to Hand: Basic

O.C.C. Related Skills
Select one additional skill at levels 7, 11, and 15
Language: American -- 77% (+3%)
Literacy: American -- 61% (+5%)
Field Surgery -- 69% (+5%)
Xenology -- 66% (+5%)
Chemistry: Pharmaceutical -- 66% (+5%)
Electrical Engineer -- 61% (+5%, 1st level)
Weapons Engineer -- 51% (+5%, 1st level)
Research -- 66% (+5%, 1st level)

Secondary Skills
Select one additional skill at levels 5, 8, 10, 12, and 15
Athletics (General)

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +7
Dodge Bonus: +8
Automatic Dodge Bonus: +3
HTH Damage Bonus: +5 (but can vary, crane arms are +25)
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm: N/A

Combat Maneuvers:
Penalty: -10% to balance rolls due to unwieldy arms
Hand to Hand Mega-Damage
"Human-like" Arms and Leg attacks (Augmented Strength)
  • Restrained Punch: 2d6 S.D.C.
  • Full Punch: 1 M.D.
  • Power Punch: 1D6 M.D.
  • Kick Attack: 1D4 M.D.
"Crane Arms"
    (Robotic Strength)
  • Pry/Tear (cannot punch): 2D6+4 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife/Scalpel: +1 to strike, +2 to parry, +2 to strike when thrown
W.P. Energy Rifle: +1 to strike

Saving Throw Bonuses
Coma/Death: +10%
Magic (varies): +3
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +4
Psionics (15+): +4
Horror Factor (varies): +3
Possession: +2
Magic Illusions: +1
Mind Control: +1
Disease: +5
Last edited by Spider on Wed Nov 13, 2019 8:46 am, edited 19 times in total.
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Re: Spider (Vedmak Cyber-Doc)

Postby Spider » Fri Jul 19, 2019 5:19 am

Equipment

Carried/In Hand

Worn on Person
Sovietski Military Uniform with insignia and identification patch
Leg belt with pouches for medical supplies
Medical Supply Case and Portable Tool Kit (carried by extra arms when he needs to use his "human" ones)
LE-B1 Light Espionage Armor: 135 M.D.C. Bionics Sourcebook (SB5) page 101, no movement penalty
TX-17 Assault Rifle with 105 round ammo drum, with sling

Kept in Bionic Leg Concealed Compartments [color=#8000FF](one per leg, medium size: 6" long, 4" deep)[/color]
Left compartment: Universal Energy to Matter Converter (Patron Item)
Right compartment: Military I.D., Non-Secure Black Card: 44,270 universal credits(AoS 19-10-31), 2x NGR Smoke Grenades, portable language translator, any modular eyes not being currently used (currently multi-optic eye and spectra eye)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: E-clip
• Attachment: E-clip
• Attachment: Canteen
• Attachment: pouch with 5 days of concentrated rations and vitamins

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: E-Clip (full charge)
• Attachment: E-Clip (full charge)
• Attachment: NGR Tear Gas Grenade
• Attachment: NGR Tear Gas Grenade
• Attachment: NGR Smoke Grenade
• Attachment: NGR Smoke Grenade
• Attachment: signal flare
• Attachment: signal flare
• Attachment: pocket-sized digital audio recorder
• Attachment: Video Camera, Digital (mini) in carry case (size of a cellphone)
• Attachment: 45 round magazine for TX-17
• Attachment: Handheld computer

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: NGR Tear Gas Grenade
• Space: NGR Tear Gas Grenade
• Space: one standard uniform, pressed
• Space: one dress uniform, pressed
• Space: one dress uniform, pressed
• Space: two dozen disposable (paper) surgical gowns
• Space: compact (size of a book) 2 person tent (as found in survival packs)
• Space: NGR Tear Gas Grenade
• Space: NGR Smoke Grenade
• Space: collapsible tripod for digital video camera

Medical Supply Case (20 M.D.C.)
Medical Kit:Anti-radiation tablets, water purification tablets, anti-bacterial soap, anti-bacterial hand sanitizer, disposable towels, bandages, suture tape, protein healing salve, aspirin, painkillers, antibiotics, sedatives, anesthetic, hypodermic gun, stethoscope, pen flashlight, portable laboratory, and portable compu-drug dispenser with 48 doses of the aforementioned painkillers, antibiotics, sedatives, anesthetics, etc.
Surgical Kit: A variety of scalpels, one laser scalpel, needles, clamps, sutures, suture tape, suture gun, IRMSS kit, RMK kit, handheld digital blood pressure reader, 8 digital thermometers with individual sanitary sleeves, eight unbreakable specimen containers, 100 pairs of disposable surgical gloves, two pair of reusable surgical gloves and other assorted basic surgical items.


Portable Cybernetics or Robotics Tool Kit (20 M.D.C.)
This is a large, heavy briefcase (22 lbs) filled with small mechanical tools (wrenches and screwdrivers), electronic tools, a small diagnostic computer, and welding/soldering tools. It can be used to locate and identify problems and realign, recalibrate, and repair armor and systems. This kit carries enough supplies and spare parts to repair up to 30 M.D.C. worth of damage. Any further repairs will require additional materials and/or spare parts.
Cost: 20,000 credits. Replenishing one M.D.C. point of repairs capability costs 1,000 credits.


Stored in Vehicle
N/A

Gear Stats
Universal Energy to Matter Converter (Patron Item)
Image
This bizarre device originates from an unknown dimension of highly sophisticated technology, or so explained the mysterious traveler who sold these devices and was never seen again. As the UEMC works it builds the cellular structure into an energy matrix, and then through an inscrutable process, it transforms that matrix into matter that integrates with the original in a format that is not rejected. Repairs and regeneration attempts are scarless and seamless.
  • Range: 5' or by direct application
  • Repair: The UEMC an restore the damage capacity (S.D.C. or M.D.C.) of an inanimate object lost by damage or decay by 10 points per charge used. Cannot restore more capacity than the item originally had. This can restore damage to body armor, make repairs to damaged vehicles, repair Mom's broken vase, and similar. Cannot restore a shattered item unless all the pieces are within a 5' radius.
  • Regeneration: For every charge used, the UEMC can restore 5 H.P. or S.D.C. Cannot restore more capacity than the character originally had. Double the cost for M.D.C. regeneration.
  • Duration: 1 charge per melee round max
  • Payload: 10 charges per E-clip; can only use standard E-clips
  • Weight: 2 lbs.


TX-17 Assault Rifle
Image
  • Range: 1,200'
  • Damage: 4D6 M.D. or 1D4x10+4 M.D. per 3 round burst
  • Rate of Fire: single shots or 3-round bursts
  • Payload: 30 or 45 round magazines, or a 105 round drum
  • Weight: 15 lbs., plus 5-7 lbs. for ammo clip; 20 lbs. ammo drum
  • Features: None
  • Modifiers: P.S. 20+ is required to use ammo drum
  • Book Reference: p.100, WB31


NGR Smoke Grenade
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


NGR Tear Gas Grenade
  • Range: 120' thrown
  • Damage: -1 APM, -3 to initiative, -10 to combat actions in a 25' AoE
  • Duration: 1D6+1 melees; save vs. non-lethal toxins




Recent Purchases
Last edited by Spider on Tue Nov 12, 2019 1:48 pm, edited 2 times in total.
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Re: Spider (Vedmak Cyber-Doc)

Postby Spider » Fri Jul 19, 2019 5:19 am

Background Story

"Ivanov!" a man's voice barked. Max looked up from the tangled mess of wires and cybernetic parts he was working on. A man was standing in the doorway of the room he and his comrades were training in.

Only one more week of this... he thought to himself as he stood up and walked over to the man in the doorway. Wordlessly, the man pulled out an envelope and handed it to Max, turned around crisply, and left Max standing there with an envelope in his hand. The envelope was an official letter from the Cyber-Doc training center of the Sovietski military.

Could it be? he thought to himself, as he hurriedly opened the envelope, pulled out the letter, unfolded it, and read its contents.

Sovietski Letter wrote:Comrade Ivanov,
You have been selected among the best and brightest of the Sovietski for the Vedmak Cyber-Doc program. This is a great honor and we are confident you will serve your country to the best of your ability. Report immediately to the Full Conversion center for examination and preparation.
Congratulations and best wishes for your new and glorious career with the Sovietski military.


It was signed by Generalissimus Katya Nokoforov and Marshall Konstantin Gustonon, the Director of the Sovietski and Secretary of the Army, respectively.

"Vell, I guess this is it, comrades," he said to the others in the group. "You better shake my hand now, because soon, I won't have them anymore." He went by and shook all of their hands as they cheered him on for making the cut.




Fyodor ivanov was groomed from a young age by his parents, middle level officials in the Communist Party, for a career as a Cyber-Doc in the Sovietski military. Even as a child, he was recognized as a prodigy due to his incredibly sharp intellect and near-instant grasp of subjects. He had scored the highest marks on every examination given, finishing his schooling by the age of 13. His proud parents called in all their favors, and the young man was allowed to provisionally join the Sovietski Military Academy as a prospective Cyber-Doc.

The young and gifted student was subjected to the most rigorous training possible: biology, chemistry (including pharmaceutical), pathology, medical school, and then language training (Euro and American - many good technical manuals were written in American), computer programming, field surgery, mechanical and electrical engineering... and then the real training began. He was immersed in the world of cybernetic and bionic medicine, the science of merging man and machine. Along the way, he picked up an elective study in Xenology, to be able to effectively treat D-bees who occasionally made their way through the Sovietski territories (some of which became citizens).

The training was rigorous and difficult - even for a mind as brilliant as Fyodor's. The Sovietski Cyber-Doc training program typically took 6 years for even the most gifted students. Fyodor completed it in 4. To boot, he even found time to study and learned Aikido from an old Japanese master who had found his way into the Sovietski.

Upon graduation, and with a shiny new commission, Lt. Ivanov was shipped almost immediately to the front lines. It had a profound effect upon the 17 year old newly-minted Cyber-Doc. While intellectually prepared in entirety for the work he encountered, he was not prepared emotionally for all the bloodshed, death, and suffering the machines of war endured. Sure, some of it was painless - it didn't "hurt" a cyborg when its "arm" was cut off. But the sheer brutality and destruction, killing, and the dirty and bloody business of being a Cyber-Doc on the front lines of conflict, combined with the horrors of what the Sovietski faced in the Brodkil and other supernatural menaces they faced - who often ripped their 'borg and human opponents limb from limb, and seemed to delight in doing so - took their toll on his young psyche. In fact, the strain turned his once-blonde hair stark white, and he developed some peculiar mental health traits.
a
But, all of that was a worthy sacrifice in the name of the State, and one would have to be some kind of monster to not be affected by all the gore the Vedmak Corps encountered on a daily basis. Fyodor developed the nickname "паук", meaning "spider" - a reference to his many mechanical limbs - and was monitored closely by his superiors to ensure his "issues" did not affect his performance.

One day, while in the field trying to save the life of a Heavy Machine in the middle of combat, the Vedmak was knocked unconscious. When he came to, he was in a different place... the geography was different, the people looked different, and they spoke a different language. Dazed and uncertain as to how he had arrived in this new land, Max wandered for a few days before finding himself at the gates of Merctown...
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Re: Spider (Vedmak Cyber-Doc)

Postby Spider » Mon Oct 21, 2019 1:51 pm

EP Attribute purchases:
Attribute Boost (applicable to attributes under 16, +1D6), M.A. ---> 1d6 = 6
Attribute Boost (applicable to attributes 16+, +1D6), M.A. ---> 1d6 = 3
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Re: Spider (Vedmak Cyber-Doc)

Postby Spider » Tue Oct 22, 2019 7:22 am

Vedmak Cyber-Doc Experience Table

1 0
2 2,151
3 4,301
4 8,601
5 18,601
6 26,601
7 36,601
8 54,601
9 75,601
10 99,601
11 135,601
12 185,601
13 240,601
14 290,601
15 343,601
Dr. Fyodor Demitriyevich Ivanov, a.k.a. "Spider"
Important Information
Current Status
M.D.C. by Location
]Head: 75; with a human, flesh face. Wears a protective helmet with a clear faceplate/shield in the field and in combat situations which provides an extra 35 M.D.C. to the face and head when worn.
Crane Arms (2, large, on back): 120 each
Robot Arms (2, on back): 60 each
Arms (2, human-looking): 50 each
Small, Retractable Utility Tool Arms (Varies, 8+): 11 each
Hands (2): 20 each
Feet (2): 25 each
Legs (2): 85 each
Main Body: 165

H.P.: 27/27
P.P.E.: 3/3


Current Conditions:

Weapons and Armor Worn or Carried

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +3
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +8
Psionics (15+): +6
Horror Factor (varies): +3
Possession: +2
Magic Illusions: +1
Mind Control: +1
Disease: +6
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Re: Spider (Human, Vedmak Cyber-Doc)

Postby Spider » Thu Oct 31, 2019 6:43 am

Before the Vedmak conversion. Note that half of Spider's face still looks like this...

FyodorBeforeVedmak.jpg
FyodorBeforeVedmak.jpg (26.3 KiB) Viewed 303 times
Dr. Fyodor Demitriyevich Ivanov, a.k.a. "Spider"
Important Information
Current Status
M.D.C. by Location
]Head: 75; with a human, flesh face. Wears a protective helmet with a clear faceplate/shield in the field and in combat situations which provides an extra 35 M.D.C. to the face and head when worn.
Crane Arms (2, large, on back): 120 each
Robot Arms (2, on back): 60 each
Arms (2, human-looking): 50 each
Small, Retractable Utility Tool Arms (Varies, 8+): 11 each
Hands (2): 20 each
Feet (2): 25 each
Legs (2): 85 each
Main Body: 165

H.P.: 27/27
P.P.E.: 3/3


Current Conditions:

Weapons and Armor Worn or Carried

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +3
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +8
Psionics (15+): +6
Horror Factor (varies): +3
Possession: +2
Magic Illusions: +1
Mind Control: +1
Disease: +6
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