Val Char Cost Roll Notes 40 STR 15 17- Lift 6400 kg; 8d6 HTH Damage [4] 16 DEX 18 12- OCV: 5/DCV: 5 25 CON 30 14- 14 BODY 6 12- 15 INT 5 12- PER Roll 13- 10 EGO 0 11- ECV: 3 25 PRE 10 14- PRE Attack: 5d6 10 COM 0 11- 12/30 PD 6 Total: 12/30 PD (0/8 rPD) 8/26 ED 3 Total: 8/26 ED (0/8 rED) 4 SPD 14 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 50 STUN 7 Total Characteristic Cost: 114 Movement: Running: 8"/16" Leaping: 8"/16" Swimming: 2"/4" Cost Powers Rage Meter 20 1) Rage Filler: Absorption 2d6 (Energy, Energy/Physical), Varying Effect (+1) 3 2) Rage Meter: Endurance Reserve (50 END, 0 REC) Reserve; Begins Combat at Zero (-1/2); REC, Filled by Rage Filler (+0); Personal REC (-1/2) Martial Arts: Commando Training Maneuver OCV DCV Notes 3 Akido Throw +0 +1 10d6 +v/5, Target Falls 4 Boxing Cross +0 +2 12d6 Strike 4 Choke -2 +0 Grab One Limb; 3d6 NND 4 Escape +0 +0 65 STR vs. Grabs 4 Hold -1 -1 Grab Three Limbs, 20 STR for holding on 4 Judo Disarm -1 +1 Disarm; 60 STR to Disarm roll 4 Karate "Chop" -2 +0 HKA 2d6 4 Kung Fu Block +2 +2 Block, Abort 8 +2 HTH Damage Classes (already added in) 2 Weapon Element: Clubs, Knives Large Fighter/Grappler 5 1) Greater Strength: +5 STR, END 1 2 2) Grappling Might: +5 STR; Only With Grappling Maneuvers (-1/2), No Figured Characteristics (-1/2), END 1 2 3) Greater Mass: +1 BODY 5 4) More Impressive: +5 PRE 14 5) Nice Try Little Man: +10 PD; Only Versus Opponents One Size Smaller (-1/2) plus +10 ED; Only Versus Opponents One Size Smaller (-1/2) 10 6) Sturdy and Stubborn: Knockback Resistance -5" 4 7) Long Legs: Running +2" (8" total), END 1 4 8) Reach: Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 57 Cyber Weaponry: Multipower, 115-point reserve, all slots Activation Roll 14-, Jammed (-1) 2u 1) Electrostatic Charge: EB 8d6; Activation Roll 14-, Jammed (-1), Beam (-1/4), Reduced By Range (-1/4), END 4 4u 2) Overload Charge: EB 15d6, Explosion (Line; -1 DC/3"; +1/2); Activation Roll 14-, Jammed (-1), Double Endurance Cost (-1/2), END 11 Cyber Gear 7 1) Cybernetic Strength Enhancement: +10 STR; No Figured Characteristics (-1/2), END 1 14 2) Cyborg Armor: Armor (8 PD/8 ED); Activation Roll 13- (-3/4) 20 3) Cyber Ear: High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio Perception PER Rolls), Rapid (x10): x10, Telescopic (+1): +1 8 4) Cyber Eye: Infrared Perception (Sight Group), Telescopic (+2): +2, Transmit 16 5) Cybernetic Systems: Life Support (Immunity Alcohol; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) Training 2 1) Focus: Mental Defense (4 points total) 3 2) Accute Senses: +1 PER with All Sense Groups Perks 1 Fighting World: Contact 8- 3 Contact: E. Honda (Good relationship with Contact) 11- 1 Black Belt: Custom Perk 24 MI-6 Agent: Fringe Benefit: Basic 8- Contact: Intelligence Agencies, Concealed Weapon Permit (where appropriate), Federal/National Police Powers: UK, International Driver's License, License to Kill, Membership: Member of Delta Red, Passport, Security Clearance: UK 2 World Warrior: Reputation (A large group) ; 11-, +1/+1d6 Talents 3 Cybercalculator II: Absolute Range Sense 3 Cyberclock: Absolute Time Sense 3 Cyber Compass: Bump Of Direction 3 Cybercalculator: Lightning Calculator Skills 10 +2 with HTH Combat 6 +2 with Martial Art 4 Grappler: +2 with Hold 3 Analyze: Style 12- 3 Breakfall 12- 3 Computer Programming 12- 3 Electronics 12- 3 Mechanics 12- 2 PS: MI-6 Agent 11- 1 PS: Street Fighter 8- 3 Paramedics 12- 3 Streetwise 14- 2 WF: Small Arms 3 Scholar 1 1) KS: Commando Training 11- 2 2) KS: Cybernetics 12- 1 3) KS: International Crime Cartels 11- 1 4) KS: MI-6 11- 1 5) KS: Martial Arts World 11- 2 6) KS: Military/Mercenary/Terrorist World 12- Total Powers & Skill Cost: 343 Total Cost: 457 200+ Disadvantages 15 Distinctive Features: Large Man With External Cybernetic Enhancements (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Hunted: Fighters of Note 11- (As Pow, Watching) 20 Hunted: Shadowlaw 8- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Cybernetics require specialized medical attention (Infrequently, Greatly Impairing) 5 Physical Limitation: Large Size & Weight (at least 200 KG +) (Infrequently, Slightly Impairing) 20 Psychological Limitation: British Patriot (Common, Total) 15 Psychological Limitation: Enjoys Combat (Common, Strong) 10 Psychological Limitation: Tech geek (Common, Moderate) 5 Reputation: Dated Cybernetic Soldier, 11- (Known Only To A Small Group) 5 Reputation: Powerful Fighter, 8- 15 Social Limitation: Subject To Orders (Frequently, Major) 5 Unluck: 1d6 10 Vulnerability: 2 x STUN Magnetic Based (Uncommon) 107 Experience Points Total Disadvantage Points: 457
Background/History: A burly MI-6 Agent, Major Thomas "Tank" McCoy was caught in an ambush by agents of Shadowlaw. Only his sheer orneriness kept him alive long enough for his back up to find him. He was taken to a hospital straight away. When told that he would be retired from active duty, he was crushed. Returning to the desk he spent seven uninspiring dull months at headquarters when he came across a request for volunteers to undergo a high tech (at the time) cybernetic enhancement. Tank took them up on it and after a series of painful operations, he returned to active duty. While his bionics are no longer state of the art, McCoy has kept them running quite well. He is considered the UK's most successful bionic agent. He has over the seven years he has been a cyborg, developed considerable knowledge, and expertise in Cybernetics. He is almost a tech geek these days.
Personality/Motivation: Jovial basher, tech geek.
Quote: "Bugger! Yer gonna pay fer that one, bloke!"
Powers/Tactics: He's a tank. He's got some weapons built in but he really prefers to tank it up.
Campaign Use: Jovial Brawler, rival big man. High tech consultant. He's got a lot of potential.
Group Relations:
Appearance: Tall, burly, and powerful. He's obviously a brick. He has curly red hair and green eys (though one is gone now) he wears a blue version of the Delta Red Costume with red beret. He has obvious cybernetics on him. He is as often clean shaven as he is with beard. He likes to sport mutton-chops when he feels the need for facial hair.
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