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PC Cyborg Templates
Italicized abbreviations
refer to the following-
GW # - 4th ed. Gamma World Rulebook, page number
GK # - Gamma Knights: Knights of Gamma Terra Rulebook, page number
Athletic Competitor
PS 12, DX 12, CN 14
Athlete cyborgs were mostly professional sportsmen, although a few idle
millionaires took this enhancement package as well. These alterations
were designed to be subtle performance enhancers, to not to alienate
their human fans with obvious and bulky enhancements.
Locomotion (GW 117)-
All- Fast Legs
10% chance for Slow Flight
25% chance for Fast Submersible (Bonus- Underwater Sensors as per
GK 6)
Limbs (GW 118)-
All- Hands
10% chance for Claws instead
Comms/Sensors (GK 6)-
All- Normal human senses and Two-Way Radio
20% chance for one of the following- Infrared, Ultraviolet,
Sound, Radar, or Life Sensors.
Armor/Defensive Options-
All- Medikit (10 applications, can be refilled) (GK 8)
15% chance for Light Steel (GW 119)
Power Source (see below)-
Broadcast Power Receptor, and Roll 1d6-
1: Chemical
2: Solar
3-6: Hydrogen
Enhancements-
All- equivalent of Skeletal Enhancement mutation
25% chance for Heightened Physical Attribute
Entertainer
PS 8, DX 8, CN 12
Some entertainers opted for this package to enhance their performances,
no matter what their specialty. As with the athlete, above, these were
subtle alterations, as obvious cybernetics could distract from the
entertainer's performance.
Locomotion (GW 117)-
All- Average or Fast Legs (50/50)
15% chance for Antigrav Pods (Slow or Average, 50/50) instead of legs
10% chance for Slow Flight
Limbs (GW 118)-
All- Hands
20% chance for an additional Remote Force Field (Same PS and DX as
character)
Comms/Sensors (GK 6)-
All- Normal human senses and Two-Way Radio
10% chance for one of the following- Infrared, Ultraviolet
Armor/Defensive Options-
All- Medikit (10 applications, can be refilled) (GK 8)
50% chance for Kinetic Force Field (30 points) (GK 12)
Power Source (see below)-
Broadcast Power Receptor, and Roll 1d6-
1: Chemical
2: Solar
3-6: Hydrogen
Enhancements-
All- Heightened Mental Attribute (CH), Subdermal Microphone
(amplifies character's voice, 25% chance for Vocal Imitation, as the
mutation).
Firefighter
PS 12, DX 6, CN 14
Firefighters and fire-rescue teams were dispatched to not only fight
fires but to rescue people trapped in difficult places (cave-ins,
collapsed buildings, well, etc.). Firefighters were less concerned with
their appearance than with functionality and their ability to save
lives.
Locomotion (GW 117)-
All- Average or Fast Legs (50/50)
50% chance for Slow or Average Antigrav (50/50)
Limbs (GW 118)-
All- Hands
25% chance for additional PS 20/DX 18 Remote Force Field
Comms/Sensors (GK 6)-
All- Normal human senses, Two-Way Radio, and Life Sensor
Armor/Defensive Options-
All- Light or Average Duralloy Armor (50/50), Medikit (10
doses, can be refilled)
Power Source (see below)-
Broadcast Power Receptor, and Roll 1d6-
1: Chemical
2: Solar
3-6: Hydrogen
Enhancements-
All- Spotlight (GK 18), 1 dose of fire extinguishing agent
(can be refilled), Internal Gyroscope (acts as the Direction Sense
mutation).
20% chance for a singe Heightened Physical Attribute (as
mutation)
10% chance for Skeletal Enhancement (as mutation)
Law Enforcement
PS 12, DX 10, CN 12
Law enforcement is a difficult job at the best of times, so some
departments paid for qualified recruits to take on cybernetic
enhancements to act as special police forces. Law enforcement cyborgs
balance the need for equipment with the desire to remain human-looking
and therefore not as intimidating to the average human populace.
Locomotion (GW 117)-
All- Fast Legs
10% chance to replace legs with (roll 1d6)-
1-2: Fast Wheels
3-4: Slow Antigrav
5-6: Average Antigrav
10% chance for Slow or Average Flight
Limbs (GW 118)-
All- Hands
10% chance for additional Remote Force Field (PS and DX as character)
Comms/Sensors (GK 6)-
All- Normal human senses, Two-Way Radio, and Life Sensor
20% chance for 1d2 of the following (roll 1d6, reroll duplicates)-
1-2: Infrared
3: Radar
4: Ultraviolet
5: Motion
6: Sound
Armor/Defensive Options-
All- Medikit (10 doses, can be refilled) and Roll 1d6-
1-2: Light Steel (GW 119)
3-4: Average Steel (GW 119)
5-6: Heavy Steel (GW 119)
25% chance for Energy Force Field (30 point) or Repulsion Force
Field (+1d4 AC) (50/50 for either)
Power Source (see below)-
Broadcast Power Receptor, and Roll 1d6-
1: Chemical
2: Solar
3-6: Hydrogen
50% chance for backup Chemical Cell (2 hours)
Enhancements-
All- Internal Gyroscope (acts as Direction Sense mutation), built-in
Lexicon
50% chance for Skeletal Enhancement
Soldier
PS 14, DX 14, CN 16
Warfare became very sophisticated indeed at the advent of the Social
Wars. Gamma knight suits piloted across blasted battlefields, orbital
weapon platforms fired laser weapons down at hidden military
installations, and robotic war machines raided across political borders.
However, there was still a role for the human soldier- battlesuits were
expensive, and robots had limited capability and creativity to deal with
unexpected situations. Enhanced human soldiers were always in demand,
and many combat forces were given cybernetic enhancements to aid in
achieving their missions.
Locomotion (GW 117)-
All- Fast Legs
25% chance to replace Fast Legs with one of the following (roll 1d6)-
1-2: Average Antigrav
3-4: Fast Tracks
5-6: Fast Wheels
25% chance for Slow or Average Flight
25% chance for Submersible (Bonus- Underwater Sensors, as per GK 6)
Limbs (GW 118)-
All- Claws
50% chance for PS 20 DX 18 Remote Force Field
10% chance to replace 1 arm with a 2m long PS 30 DX 15 Tentacle
Comms/Sensors (GK 6)-
All- Normal human senses, Two-Way Radio
1d3 of the following (roll 1d8 for each, reroll duplicates)-
1: Energy Use
2: Life
3: Radar
4: Sound
5: Infrared
6: Motion
7: Radiation
8: Ultraviolet
Armor/Defensive Options-
All- Average or Heavy Duralloy Armor (50/50) GW 119) w/ IR
Absorption, Self Destruct Mechanism, and Light Filter defensive feature (GK
8), Medikit (20 doses, can be refilled) (GK 8)
1d3 of the following defensive options (Roll 1d8, all from GW
8)-
1: Cloaking Device
2: EMP Generator
3: Radar Scrambler
4: Silencer
5: ComputerScrambler
6: Energy-Emission Filter
7: Radio Scrambler
8: UV Absorption
Power Source (see below)-
Broadcast Power Receptor, and Roll 1d6-
1-4: Hydrogen
5: Solar
6: Atomic
Backup Chemical Cell (6 hours)
Enhancements-
All- Grenade Launcher (3 round shoulder magazine, as per the weapon
at GW 101), Internal Gyroscope (as per Direction Sense mutation),
Laser Weapon hookup (hook up any IR, UV, or VL laser pistol or rifle to
the cyborg's power source for unlimited shots, but at -2 dice of
damage. For example, a UV laser pistol hooked up to this device would
only do 1d8 damage instead of 3d8).
75% chance for Skeletal Enhancement (as mutation)
Technician
PS 6, DX 8, CN 8
Technician cyborgs maintained high-tech equipment during the Social
Wars, sometimes under less than ideal conditions. Technicians were all
fond of gadgets, the more the better, and never gave a thought to the
stares that their obvious cybernetics would draw.
Locomotion (GW 117)-
All- Average or Fast Legs (50/50)
50% chance to replace Legs with Slow or Fast Antigrav
20% chance for Fast Submersible (Bonus- Underwater Sensor, as per GK
6)
10% chance for Slow Flight
Limbs (GW 118)-
All- Hands and 1d2 PS 8 DX 18 Remote Force Fields
Comms/Sensors (GK 6)-
All- Normal human senses, Two-Way Radio, Energy Use, and
Radiation sensors
Armor/Defensive Options-
All- Light Duralloy Armor (GW 119)
20% chance for Energy Force Field (10 point)
Power Source (see below)-
Broadcast Power Receptor, and Roll 1d6-
1: Chemical
2: Solar
3-6: Hydrogen
50% chance for backup Chemical Cell (2 hours)
Enhancements-
All- Built-in Toolkits (all Tech Levels), Spotlight GK 18),
built-in Repair program (+5 bonus to all Examiner skills; if PC is not
an Examiner, he gains three ranks in each class skill from the Examiner
class as a bonus (these skills do not rise with the character's level
if he is not an Examiner).
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