Munzog (Human, Combat Borg)

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Munzog
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Munzog (Human, Combat Borg)

Post by Munzog »

Player Name: Chuck
G-Mail: Chuck7497@gmail.com
Discord: Munzog #9775
Link to Ledger: https://explorersunlimited.com/eu/posti ... &p=1379698

Character Name: Munzog
Alias: none
Race: Human
O.C.C.: Combat Borg (Full Convert)
Alignment: Unprincipled
XP Level: 3
XP Points: 4,201
Next Level @ XP: 8,400
Sentiments/Non-Humans: Has found that D-Bees are just people too, and treats them the same as anybody else. Suspicious of dragons, creatures of magic and supernatural beings.
Sentiments/Coalition: Sad about the CS. Munzog has seen soldiers defy or­ders to do the right thing, and recognizes the CS has done many good things for many humans. Its potential for good is tremendous, but he be­lieves Emperor Prosek and the government that serves him are evil. They are the ones responsible for the crimes the Coalition has commit­ted against others. Suspicious and caution about the CS.
Disposition: Tough guy. Cocky and self-reliant. The strong, silent type.
Insanity: Dissociative disorder: Feels he has lost his humanity and is more machine than human. Feels disconnected with humanity, making him something of a sociopath; lacks a feeling of kinship, compassion and mercy toward flesh and blood people. Tends to be cold, un­caring, inhumane & condescending.

ATTRIBUTES
I.Q.: 16
M.E.: 16
M.A.: 11
P.S.: Arms 24 / Legs 18 (Augmented)
P.P.: Arms 18 / Legs 18 (Augmented)
P.E.: N/A (Augmented)
P.B.: 9
Speed: 132 (Augmented)

PHYSICAL DATA
H.P.: 17
Age: 25
Sex: Male
Height: 9’
Weight: 1,000 lbs.
Description: Large cyborg with armor and guns. A walking, talking, tank with his old squads motto KTF stenciled on chest. Standing for “Kill Them First”

M.D.C. by location
Hands (2) - 33 M.D.C. each (max. 50 M.D.C.)
Forearms (2) - 33 M.D.C. each (max. 50 M.D.C.)
Upper Arms (2) - 47 M.D.C. each (max. 70 M.D.C.)
Feet (2) - 13 M.D.C. each (max. 20 M.D.C.)
Legs (2) - 60 M.D.C. each (max. 90 MD.C.)
Head - 60 M.D.C. (max. 90 M.D.C.)
Main Body - 180 (max. 280 M.D.C.).

Natural Abilities
Perception: 24%
Charm/Impress: -10%
Invoke Trust/Intimidate: 15%
Max. Encumbrance: 900 lbs.
Max. Carrying Weight: 900 lbs.
Max. Lifting Weight: 1800 lbs.
Max. Jumping Ability: 20'

Penalties of Full Conversion
Simulated sense of touch is a mere 35-48%.
Prowl is very difficult and suffers a penalty of -40%; impossible in heavy armor.
Average weight is 1000 pounds.
Average height is seven to nine feet.

Bionics & Cybernetics
Implant List
Head
Full Description
Starts with 10 different languages to begin with. Techno-Can, Spanish, Russian, Japanese, Chinese, Euro, Dragonese/Elven, Gobblely, Faerie Speak, Demongagian Eight addi­tional languages can be added. Level of accuracy is 98.7% when listening to only one or two speakers and languages at a time. Drops to 70% with a six second delay when trying to translate 3-6 speakers simultaneously, 22% if more than that.
Rifts Bionic Sourcebook pg. 38


Enables the character to change and disguise his voice by altering tone, bass, pitch, etc. Can also speak in a sound frequency inaudible to normal hu­ mans, but audible to normal canines, bats and mutant dogs, as well as other 'Borgs, and characters with a cybernetic Ultra-Ear. Skill at imitating voices is 22% plus 5% per each additional level of experience. Add 12,000 credits to get a voice disguise program with over 200 different human and D-Bee accents and inflections. Rifts Bionics Source book pg. 99

Telescopic: 4-8x30 magnification, range: 6000’.
Macro Lens: 2x to 20x magnification, range: 3’
Passive Nightvision: 2000’ range.
Thermal-Imaging: 2000’ range.
Light Filters: Reduces glare.
Targeting Display: Imposes cross-hairs on a target, adding a bonus
of + 1 to strike with any ranged weapon.
(Rifts Bionic Sourcebook pg. 35)

Hear almost inaudible sounds at up to 360’
Estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill: 35% plus 5% per level of experience.
Skill level 47% +5 per level
Bonuses: +1 to parry, +2 to dodge, and +3 on
initiative
Rifts Bionic Sourcebook pg. 38


A fully operational radio is built inside the head.
Range: 20 miles
Rifts Bionic Sourcebook pg.99

Similar to amplified hearing, except that it in­creases hearing perception into the ultrasonic range of high fre­quency sound, like the hearing of a bat. The character endowed with this additional range of hearing can perceive the high-pitched whine of a television capacitor or dog whistle (in­ audible to normal humans) and similar sounds up to 300’, and the flapping ofa bird's wings up to 150’ away. The Ultra-Ear also enables the individual to hear the whine of low frequency transmissions, so-called "silent alarms," footsteps, the ruffle of fabric rubbing against other fabric, and the scur of a mouse at 150’. However, whenever the Ultra-Ear is engaged, sounds in the normal decibel range are unintelligible - they sound like a recording slowed down to the point that a normal conversation sounds like a deep rumbling noise and not words at all. For this reason, the Ultra-Ear can be turned on and off as needed
Rifts Bionic Sourcebook pg.40

This is a special jack or port implanted in the base of the skull behind the ear. The Headjack has all the same features as the cybernetic version, but is also connected to the cyborg's brain at key areas to allow in­ put from the jack to transfer information, pictures, sounds, and other sensory data from outside sources directly to the brain/mind. Likewise, the cyborg can concentrate to send mental images to a monitor or to a holographic projector to convey his thoughts, experiences or messages (picture and words only, no other background sounds).
Rifts Bionic Sourcebook pg.85

A device that can be implanted almost any­ where on the body. It enables the user to always locate North and the other directions, as well as up and down. Ideal for pilots of aircraft and power armor as well as underwater operations. Data can be transmitted as an audio report through an ear im­plant or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack.
Rifts Bionic Sourcebook pg.36

A device that can be implanted almost any­
where on the body. It continuously keeps track of the exact time, down to a 1 00th of a second, as well as the calendar date. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/or computer
screen, but the latter requires a Fingerjack or Headjack.
Rifts Bionic Sourcebook pg.35


Main Body
Only applicable to full conversion cyborgs. This is a system of links and conduits that ties built-in and mounted weapons to the cyborg's power sup­ply. This provides enough energy to give most energy weapons an unlimited payload. An E-Clip Port is usually included as part of most weapons as a backup energy system for the weapon it­ self in case the link is broken (conduit cable is cut, damage in­terferes with the transfer of energy) or the cyborg does not want to use the link. Note: The reason one might not want to have a weapon draw on the overall power supply is that it weakens the cyborg. The most notable effect is that speed and leaping dis­ tances are reduced by 20% during and for 20 minutes after a firefight until drained energy levels can recharge. If combat is especially intense and long lasting (more than an hour), reduce speed and leaping distance by 50% and combat bonuses are all -1.
Rifts Bionic Sourcebook pg. 95


Digital video camera mounted


The chemical spray can be built into the legs or chest and released as an area affect gas around the 'Borg (fills a 10’ area). To be able to direct the spray at a par­ticular target, the chemical system must be built into the arm and hand, chest, or mouth ofthe
'Borg. The directed spray is usually a fluid, and twice as many doses of a liquid can be stored as can a gas. Effective Range: 20 feet (6 . 1 m).
Rate of Fire: Each spray counts as one melee attack.
Payload: Can hold a total of 20 individual doses and as many as five different chemicals. One dosage of C02 foam or any gas counts as two normal doses.
Spray Chemicals: The following chemicals are what is com­monly available.
Area of Effect: All sprays affect a 5’ area. Gas versions affect a 10’ diameter and hang as a cloud for one melee round, affecting anyone who enters it. Saving Throw: 16 or higher for nonlethal chemicals, 12 or higher for deadly poisons and acid.
Acid:
A concentrated corrosive typically used for dissolving rock, cleaning metal and other such work. Available in a variety ofintensities: 4d6 S.D.C., 6d6 S.D.C., ID4xlO S.D.C., 1d6xlO S.D.C. and 1d4 M.D. Not meant for use as a weapon. Upon ini­tial contact, the acid will continue burning at full strength for 1d4 melee rounds, doing additional damage each round, unless washed off with water or soothing solution.
Blinding Chemical Agents:
Much like mace, temporarily blinds its victim for 3d4 melees. The victim is -10 to strike, parry, dodge and disarm. Speed is reduced by 30% and any skill requiring sight is an impossible task. Protective goggles/visor or gas mask block this spray attack. Duration: 3d4 melee rounds. Cost: 100-200 credits per dose.
Burning Vapor:
Releases a mild acid, causing burning skin and eye irritation, and sudden nausea. Damage: 1d6 S.D.C.lHit Point damage. Penalties: Victims are also -4 to strike, parry, and dodge for 1d4 melees. Cost: 50 credits per dose.
C02 Foam:
A concentrated spray used to put out fires. Cost: 100 per dose.
Tear Gas:
Causes impairment of vision (unless gas mask is worn), difficulty breathing, and skin irritation. Victims are -10 to strike, parry, dodge, and disarm, -3 on initiative, speed is re­duced by 30% and victims lose one melee attack. Duration: 1d6+1 melee rounds. Cost: 150-300 credits per dose.
Tranquilizer/Sleep Spray:
Causes its victim to fall asleep within 1d4 melees and remain asleep for 2d4 minutes. Cost: 100-200 credits per dose.
Smoke
Gas only (each counts as two doses). Creates a
smoke cloud roughly 10’ in diameter. Seeing into and through the smoke cloud is impossible except with thermo-imaging optics. Duration: Smoke cloud lasts for 1d4+3 melee rounds. Cost: 75 credits per dose.


20 doses for chem sprayer:
5 doses Blinding Chemical agent
3 uses of smoke (6 doses)
3 doses Fire extinguisher
5 doses Sleep/Tranquilizer
Rifts Bionic Sourcebook pg. 91-92

Like the additional tentacles, this append­ age is a prehensile, tentacle-like tail. The tail can be used much the same way as a monkey uses his tail; i.e., to pick up or grasp items, for climbing, and, unlike a monkey, to attack. The length ofthe tail can be 4’ to 7’ and can whip around to the front of the cyborg as well as the back and sides. Maximum P.S. and P.P. attributes are 18 (base is 10). Only one tail may be attached. M.D.C. ofthe Tail: 30. Bonuses: Adds +5% to balancing abilities, +10% to climb skill, and the tail itself is +1 to strike, +2 to paryr and dodge, in addition to possible attribute bonuses it might have. Does not add an addi­ tional attack per melee! The tail can not be used to perform skills meant for a fully developed hand; skill penalty: -70%. Likewise, while it can pick up and caryr a gun, it cannot fire one.
P.S.: 10 P.P.: 10
MDC: 30.
Bonuses:
+5% to balancing abilities , +10% to climb skill, and the tail itself is +1 to strike, +2 to parry and dodge,
skill penalty: -70% If trying to use tail for skill
En­ergy Club: A burst of energy inflicts damage every time the tail strikes. Does 2d6 M.D.
Rifts Bionic Sourcebook pg. 91


Right Arm

Usually built into a prosthetic hand or fore­ arm. By waving the arm over an area or a person's body, it will detect metal fragments, coins, concealed weapons, and bionics. This device does have a limited range of two feet (0.6 m) and items covered in synthetic or real flesh only have a 10% chance of detection.
Rifts Bionic Sourcebook pg. 36


Particle Beam: Mega-Damage: 6d6+6 M.D.
Rate of Fire: Each blast counts as one melee attack/action.
Range: 1,000’
Payload: Unlimited if linked to cyborg systems
Rifts Bionic Sourcebook pg. 95


Left Arm

Damage: 1d6 M.D. +16M.D. Bonuses: +1 on initiative, +2 to disarm, and adds one additional attack per melee round
Rifts Bionic Sourcebook pg.91


test strength of 2000 pounds.
Range: 100’ of lightweight cord (retractable).
Rifts Bionic Sourcebook pg. 96


Right Hand
The remote hand can be used as a normal hand, but if separated from its owner it can receive and obey ra­ dio signals emitted by its owner's up to 4000 feet (1200 m). It is as if the character had a very long arm; if they flex their nerves to make the hand grip and turn their arm, the remote hand will also grip and turn although it may be hundreds of meters away . It has a P.8. and P.P. of 10. Most remote hands allow the owner to feel what the hand is feeling. For an additional 2,000 credits, hands can be equipped with an auto-retrieve system which en­ ables the hand to track and find its owner. Rifts Bionic Sourcebook pg. 97

A tiny digital camera that fits inside the tip of one finger and sends back digital video images to a separate monitor and recorder. The monitor can be a hand-held portable unit, computer monitor set up to receive video trans­ missions, or a professional TV film system or studio. Most mili­tary robots and vehicles that can receive such transmissions can also view the images transmitted by the Finger Vid Camera, though they probably cannot record the transmission. Only color images, without sound, can be transmitted. Cyborgs and those with cybernetic eyes can see in their cyber-eyes what is seen/filmed by the Finger Vid. Ideal for seeing around comers!
Rifts Bionic Sourcebook pg. 46


Left Hand
Pinky Finger The artificial finger can plug directly into com­munication systems, radios, sensory equipment, and robots, to receive direct data transmissions. Note: Needs amplified hear­ ing or other cybernetic ear augmentation to receive the transmit­ ted data
Rifts Bionic Sourcebook pg. 47


Right Leg
A specially designed en­ ergy blaster can be fitted into a hidden bionic leg compartment and removed or released upon mental command, or hooked onto the exterior of a leg or the back. This is a hand-held weapon that is removed from its housing; point and shoot.
Leg Ion Rod (large) : Mega-Damage : 4d6 M.D.
Rate of Fire: Aimed, burst, or wild.
Range : 2,000’
Pay­ load: Unlimited
Rifts Bionic Sourcebook pg.95


Left Leg
A nano-implant tied to a tiny computer system. It monitors, measures and transmits fundamental physiological information about the person it is im­ planted within. The data is typically displayed on a wristwatch or bracelet style monitor device, but can also be displayed on cybernetic or bionic eyes, or displayed and recorded on a com­ puter screen, portable bio-scan or portable laboratory device via a finger or Headjack. Data includes pulse rate, blood pressure, body temperature, blood sugar level, respiratory rate and diffi­ culty breathing, and the presence of foreign elements in the bloodstream indicating the presence of drugs or poison.
Rifts Bionic Sourcebook pg.35-36

Usually built into a sensor hand or pros­thetic with hair-like sensor wires that are actually tiny motion detector sensors. However, a motion detection sensor system may be implanted in the arm, leg or head with sensor wires hid­den among the human hair. Provided the sensor wires are not covered (the arm or leg with the detector must be bare), the sys­ tem will work to measure noticeable movement near the charac­ ter. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a ve­ hicle, aircraft, power armor etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is espe­ cially useful in the dark because the speeding object must usu­ ally be within 500’ to create a detectable air current. Likewise, the motion sensor will detect the movement of some­ body/thing moving near by, within 40’ but only if the sensor user is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure

Rifts Bionic Sourcebook pg.36

Hollow compartments can be built into the legs and chest of a cyborg. The largest possible is approximately 1 2 inches long (0.3 m ) and four to six inches ( 1 .6 to 2.36 cm) deep, but are usually half that size or smaller. The smallest are about the size of a change purse, just big enough to conceal a few credit cards, coins, lock picking tools, electronic bugs or components/chips, and so on. The larger compartments are ideal for storing supplies, tools, hand-size equipment, hand grenades, and small handguns. Game Masters and players should use common sense regarding the number of compart­ ments. Generally speaking, each leg and chest can accommodate two medium-size or one large compartment, or as many as six small each. The arms can only accommodate one small compartment on the fore­ arm and upper arm, but only if no weapon systems are built into one the arms.
Rifts Bionic Sourcebook pg.90
O.C.C. Skills
Language: Native Tongue American 122% (+1%)
Language: Other Spanish 78% (+3%)
Mathematics: Basic 67% (+5%)
Radio: Basic 67% (+5%)
Land Navigation 61% (+4%)
General Repair & Maintenance 62% (+5%)
Basic Mechanics 52% (+5%)
Read Sensory Equipment 52% (+5%)
Weapon Systems 57% (+5%)
Pilot: Tanks & APCs 51% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 88% (+3%)
Climbing 67% (+5%)
HTH Assassin

O.C.C. Related Skills
Computer Operation 57% (+5%)
Computer Programming 47% (+5%)
Cyberjacking 61% (+3%)
Optic Systems 45% (level 2)(+5%)

Secondary Skills
Shape, Engrave, Etch & Emboss Metal 51% (+3%)
Metalwork and Forge 46% (+3%)
Salvage 59% (+5%)
Mythology 54% (+5%)
Research 64% (+5%)

Combat Data
HTH Type: Assassin
Number of Attacks: 5 +1 melee attack (Jackhammer)
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +0
Dodge Bonus: +0
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
Punch: 1D4 M.D. restrained, 2D6 M.D. punch, 4D6 M.D. power punch (2 APM), 1d6+16 M.D. with jackhammer punch
Kick: 1D4 M.D.
Leap kick: 2D4 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. Energy Rifle W.P. Bonuses: +1 to strike
W.P. Heavy M.D. Weapons +1 to strike
W.P. Heavy Military Weapons +2 to strike
W.P. Paired Weapons
W.P. Sword +2 to strike, +1 to parry

Saving Throw Bonuses
Coma/Death:+0
Magic (varies):+3
Lethal Poison (14+): +0
Non-Lethal Poison (16+):+0
Insanity (12+): +1
Psionics (varies):+1
Horror Factor (varies):+0
Possession: +5
Impervious to psionic Bio-Manipulation, Telemechanics (all), See Aura.
Impervious to any at­tacks or weapons that do damage direct to Hit Points
Last edited by Munzog on Thu Jan 07, 2021 8:49 am, edited 189 times in total.
Munzog| EP Ledger| Other PC’s: Eshmun |
Stats


Constant stats and Abilities


Hands (2) - 33 M.D.C. each (max. 50 M.D.C.)
Forearms (2) - 33 M.D.C. each (max. 50 M.D.C.)
Upper Arms (2) - 47 M.D.C. each (max. 70 M.D.C.)
Feet (2) - 13 M.D.C. each (max. 20 M.D.C.)
Legs (2) - 60 M.D.C. each (max. 90 MD.C.)
Head - 60 M.D.C. (max. 90 M.D.C.)
Main Body - 180 (max. 280 M.D.C.).

Hear almost inaudible sounds at up to 360’
Estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill: 35% plus 5% per level of experience.
Skill level 47% +5 per level
Bonuses: +1 to parry, +2 to dodge, and +3 on
initiative
Rifts Bionic Sourcebook pg. 38

Usually built into a sensor hand or pros­thetic with hair-like sensor wires that are actually tiny motion detector sensors. However, a motion detection sensor system may be implanted in the arm, leg or head with sensor wires hid­den among the human hair. Provided the sensor wires are not covered (the arm or leg with the detector must be bare), the sys­ tem will work to measure noticeable movement near the charac­ ter. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a ve­ hicle, aircraft, power armor etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is espe­ cially useful in the dark because the speeding object must usu­ ally be within 500’ to create a detectable air current. Likewise, the motion sensor will detect the movement of some­ body/thing moving near by, within 40’ but only if the sensor user is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure

Rifts Bionic Sourcebook pg.36


Active Gear

NE-200 Plasma Cartridge Machine-Gun
  • Range: 2,000'
  • Damage: 1D4x10 M.D. per shot or 2D6x10 M.D. per burst
  • Rate of Fire: single shots or 10-round bursts only
  • Payload: 40-round magazine or 200-round belt (NE-003PC)
  • Weight: 70 lbs.; 15 lbs. for belt
  • Features: tripod
  • Modifiers: W.P. Heavy Military Weapons
    • P.S. of 24+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
    • P.S. 23<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.123, Mercenaries


Saving Throw Bonuses
Coma/Death:+0
Magic (varies):+3
Lethal Poison (14+): +0
Non-Lethal Poison (16+):+0
Insanity (12+): +1
Psionics (varies):+1
Horror Factor (varies):+0
Possession: +5
Impervious to psionic Bio-Manipulation, Telemechanics (all), See Aura.
Impervious to any at­tacks or weapons that do damage direct to Hit Points
User avatar
Munzog
Posts: 7
Joined: Wed Dec 23, 2020 3:54 pm

Re: Munzog’s Rifts Character ( Human combat borg) WIP

Post by Munzog »

Vehicles/Mounts are listed first.

Carried/In Hand


Worn on Person
Secure Universal Card: 59,000 credits


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: Flashlight
• Attachment:
• Attachment:
• Attachment:

Left Leg Medium compartment


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: Air filter
• Space: 100’ of heavy cord
• Space: Small portable tool kit
• Space: Canteen filled with oil
• Space: Four flares
• Space: Canteen filled with water
• Space: Metal scraps (2 lbs.)
• Space:
• Space:
• Space:


Stored in Vehicle


Gear Stats

NE-200 Plasma Cartridge Machine-Gun
Image
  • Range: 2,000'
  • Damage: 1D4x10 M.D. per shot or 2D6x10 M.D. per burst
  • Rate of Fire: single shots or 10-round bursts only
  • Payload: 40-round magazine or 200-round belt (NE-003PC)
  • Weight: 70 lbs.; 15 lbs. for belt
  • Features: tripod
  • Modifiers: W.P. Heavy Military Weapons
    • P.S. of 24+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
    • P.S. 23<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.123, Mercenaries
Last edited by Munzog on Thu Jan 07, 2021 4:28 am, edited 47 times in total.
Munzog| EP Ledger| Other PC’s: Eshmun |
Stats


Constant stats and Abilities


Hands (2) - 33 M.D.C. each (max. 50 M.D.C.)
Forearms (2) - 33 M.D.C. each (max. 50 M.D.C.)
Upper Arms (2) - 47 M.D.C. each (max. 70 M.D.C.)
Feet (2) - 13 M.D.C. each (max. 20 M.D.C.)
Legs (2) - 60 M.D.C. each (max. 90 MD.C.)
Head - 60 M.D.C. (max. 90 M.D.C.)
Main Body - 180 (max. 280 M.D.C.).

Hear almost inaudible sounds at up to 360’
Estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill: 35% plus 5% per level of experience.
Skill level 47% +5 per level
Bonuses: +1 to parry, +2 to dodge, and +3 on
initiative
Rifts Bionic Sourcebook pg. 38

Usually built into a sensor hand or pros­thetic with hair-like sensor wires that are actually tiny motion detector sensors. However, a motion detection sensor system may be implanted in the arm, leg or head with sensor wires hid­den among the human hair. Provided the sensor wires are not covered (the arm or leg with the detector must be bare), the sys­ tem will work to measure noticeable movement near the charac­ ter. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a ve­ hicle, aircraft, power armor etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is espe­ cially useful in the dark because the speeding object must usu­ ally be within 500’ to create a detectable air current. Likewise, the motion sensor will detect the movement of some­ body/thing moving near by, within 40’ but only if the sensor user is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure

Rifts Bionic Sourcebook pg.36


Active Gear

NE-200 Plasma Cartridge Machine-Gun
  • Range: 2,000'
  • Damage: 1D4x10 M.D. per shot or 2D6x10 M.D. per burst
  • Rate of Fire: single shots or 10-round bursts only
  • Payload: 40-round magazine or 200-round belt (NE-003PC)
  • Weight: 70 lbs.; 15 lbs. for belt
  • Features: tripod
  • Modifiers: W.P. Heavy Military Weapons
    • P.S. of 24+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
    • P.S. 23<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.123, Mercenaries


Saving Throw Bonuses
Coma/Death:+0
Magic (varies):+3
Lethal Poison (14+): +0
Non-Lethal Poison (16+):+0
Insanity (12+): +1
Psionics (varies):+1
Horror Factor (varies):+0
Possession: +5
Impervious to psionic Bio-Manipulation, Telemechanics (all), See Aura.
Impervious to any at­tacks or weapons that do damage direct to Hit Points
User avatar
Munzog
Posts: 7
Joined: Wed Dec 23, 2020 3:54 pm

Re: Munzog’s Rifts Character ( Human combat borg) WIP

Post by Munzog »

Background Story

Munzog was a small unnoticeable child who grew to a small unnoticeable man. He grew up in a brutal small town known as the KRM. Kenosha Racine Metroplex. The two cities banded together and run a port town in SE Wisconsin. Its a horrific landscape of Rift activity and CS raids to quell the seemingly endless hordes.

With D-bees coming and going and some staying the town was forced to integrate to survive. So Munzog learned over time that not all d-bees were bad and not all humans were good. Being small and weak always haunted Munzog, till he decided to join the KRM Legionnaires. A force of full conversion combat borgs that protected the city. They were known to take anyone because the conversion process erased your past and let you start anew.

Munzog awoke from his conversion and was joyful at his new larger body. He was strong and powerful. He loved it and fell into his new position with gusto. While his elation with his form was still high. The use he was putting to was began to grate on him. Saving these weaklings day in and day out was exhausting. Why didn't they all just convert like him? It was getting harder and harder to comprehend. A year later and he was fuming most days.
Trying to live out here in the wilderness next to a ley line.“These humans are insane trying to make it out here.” These humans.. he pondered his declaration.

On the way back from a patrol near Lake Geneva, Munzog’s patrol spotted smoke and gunned it. When they broke through the tree line the city was razed. A weyr of dragons was headed North. It’s finally over was all Munzog thought. The squad was enraged and made plans to chase down then exact revenge on the dragons. Munzog just stared at the burned city in silence then turned and started heading south.

As Munzog headed south he worked odd jobs and salvaging what he could. He found mixed reactions from people about his appearance but he found he cared less and less about their opinions the further he got from Wisconsin. He stayed a few months in southern Illinois working for a cyborg blacksmith learning to work and shape metal. Which he found fascinating. Now picks up scrap metal pieces here and there to practice on. Anything to improve or beautify his cybernetic body. A traveler through the town told of a growing kingdom just east called Merctown that had a blossoming cybernetics business and plenty of work to pay for it. So Munzog packed his stuff and headed east.

Combat Cyborg Headhunter
& Robot Pilot
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 -96,400
10 96,401 - 131,600
11 131,601 - 181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Munzog on Fri Jan 01, 2021 6:49 pm, edited 11 times in total.
Munzog| EP Ledger| Other PC’s: Eshmun |
Stats


Constant stats and Abilities


Hands (2) - 33 M.D.C. each (max. 50 M.D.C.)
Forearms (2) - 33 M.D.C. each (max. 50 M.D.C.)
Upper Arms (2) - 47 M.D.C. each (max. 70 M.D.C.)
Feet (2) - 13 M.D.C. each (max. 20 M.D.C.)
Legs (2) - 60 M.D.C. each (max. 90 MD.C.)
Head - 60 M.D.C. (max. 90 M.D.C.)
Main Body - 180 (max. 280 M.D.C.).

Hear almost inaudible sounds at up to 360’
Estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill: 35% plus 5% per level of experience.
Skill level 47% +5 per level
Bonuses: +1 to parry, +2 to dodge, and +3 on
initiative
Rifts Bionic Sourcebook pg. 38

Usually built into a sensor hand or pros­thetic with hair-like sensor wires that are actually tiny motion detector sensors. However, a motion detection sensor system may be implanted in the arm, leg or head with sensor wires hid­den among the human hair. Provided the sensor wires are not covered (the arm or leg with the detector must be bare), the sys­ tem will work to measure noticeable movement near the charac­ ter. The reliability of the detector is quite limited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a ve­ hicle, aircraft, power armor etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is espe­ cially useful in the dark because the speeding object must usu­ ally be within 500’ to create a detectable air current. Likewise, the motion sensor will detect the movement of some­ body/thing moving near by, within 40’ but only if the sensor user is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure

Rifts Bionic Sourcebook pg.36


Active Gear

NE-200 Plasma Cartridge Machine-Gun
  • Range: 2,000'
  • Damage: 1D4x10 M.D. per shot or 2D6x10 M.D. per burst
  • Rate of Fire: single shots or 10-round bursts only
  • Payload: 40-round magazine or 200-round belt (NE-003PC)
  • Weight: 70 lbs.; 15 lbs. for belt
  • Features: tripod
  • Modifiers: W.P. Heavy Military Weapons
    • P.S. of 24+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
    • P.S. 23<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.123, Mercenaries


Saving Throw Bonuses
Coma/Death:+0
Magic (varies):+3
Lethal Poison (14+): +0
Non-Lethal Poison (16+):+0
Insanity (12+): +1
Psionics (varies):+1
Horror Factor (varies):+0
Possession: +5
Impervious to psionic Bio-Manipulation, Telemechanics (all), See Aura.
Impervious to any at­tacks or weapons that do damage direct to Hit Points
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