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NPC Gumbo: Cybernetic super-soldier
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<blockquote data-quote="Timespike" data-source="post: 2761066" data-attributes="member: 29665"><p>Sources used: Modern SRD, Future SRD, Combat Hero (by Sword's Edge publishing), Blood & Guts: MilitaryTraining Handbook (RPG Objects), Future Player's Companion (The Game Mechanics), Martial Arts Mayhem (The Game Mechanics), Traits & Flaws (Big Finger Games), Dead Future Sample PDF (UKG publishing), Covert Forces (Sword's Edge Publishing)</p><p></p><p></p><p><strong>Black Wire Assault Cyborg</strong> Human Full-replacement Cyborg (Ares combat frame) Fast Hero 2/Combat Hero 3/Recon Training 4/Cyborg Adept 2; CR 12; Medium-Sized Humanoid/Construct; HD 2d8-2 plus 3d10-3 plus 4d8-4 plus 2d8-2; hp 71; MAS 20; Init +2; Defense 30 (+2 Dex, +8 Armor, +9 class, +1 tactical CPU); BAB +8; Grap + 13; Atk +16/+11 ranged (2d12 ballistic; SL-19 Predator II loaded with HE rounds); or +13/+8 (1d4+5 slashing, 19-20/x2; straight razor); FS 5ft by 5ft; reach 5ft; AL Black Wire Coalition; SV Fort +9 Ref +7 Will +6; AP 25; Rep +1; Str 20 Dex 14 Con 20 Int 16 Wis 15 Cha 10</p><p><strong>Occupation:</strong> Military (Move Silently & Knowledge (Tactics))</p><p><strong>Skills:</strong> Balance +18, Climb +14, Computer Use +9, Craft (Mechanical) +8, Drive +7, Hide +19 (23 with active camouflage up), Intimidate +3, Jump +18, Knowledge (Tactics) +17, Listen +9, Move Silently +19, Perform (Percussion Instruments) +4, Spot +9, Tumble +16</p><p><strong>Feats:</strong> Acrobatic, Advanced Firearm Proficiency, Archaic Weapon Proficiency, Athletic, Burst Fire, Combat Martial Arts, Cybertaker (x2), Defensive Martial Arts, Dodge, Exotic Weapon Proficiency: Straight Razor, Martial Arts Weapon Proficiency (chain whip, katana, ninja-to), Mobility, MOS: Rifleman (climb, hide, & spot), Personal Firearms Proficiency, Simple Weapon Proficiency, Spirit Needles, Stealthy</p><p><strong>Flaws:</strong> Frail, Meager Fortitude</p><p><strong>Talents (Fast Hero):</strong> Evasion</p><p><strong>Talents (Combat Hero):</strong> Weapon Focus: SL 19 Predator II</p><p><strong>Class Features (Recon Training):</strong> Camouflage, Marksmanship 1 (advanced Training), Sharpshooter 1 (Advanced Training)</p><p><strong>Class Features (Cyborg Adept):</strong> Cyborg Reslience, Cybernetic Weapon Focus (SL 19 Predator II) </p><p><strong>Cybernetics:</strong> Internal Weapon Mount (Straight Razor), External Weapon Mount (SL-19 Predator II), Strategic Computation Unit, Optic Plexus (targeting optics, nightvision optics, telescopic optics, anti-flare optics), S.M.A.R.T. link, Aural Plexus (Amplified Hearing Module, Voice Stress Analyzer, Radio Link Module, Sound Editor Module), FAM, Feat Plexus (Point Blank Shot, Accurate Burst, Exotic Firearms Proficiency: Grenade LAuncher, Double Tap)</p><p><strong>Martial Arts:</strong> Second-Degree Mastery of Cloudy Night, First Degree Mastery of School of the Dance</p><p><strong>Style Benefits (Cloudy Night):</strong> Bonus Feats (Dodge, Mobility, & Stealthy), Improved Evasion (Spirit Needles secret technique taken)</p><p><strong>Style Benefits (School of the Dance):</strong> Bonus Feat (Proficiency with straight razor), +4 to Balance, Jump, and Tumble checks, can attack from prone without penalty.</p><p><strong>Posessions:</strong> SL-19 Predator II Assault Rifle (2 Mags of HE, 2 mags of FMJ loaded in rifle, 1 mag of Shotgun, 1 mag of HEAB, 1 mag of tear gas loaded in grenade launcher); 5 extra mags of FMJ, 3 extra mags of HE for rifle, 2 extra mags of HEAB for grenade launcher, 1 extra flame cannister, chain whip, 4 flashbang grenades, bolt cutters, other as mission dictates</p><p></p><p></p><p></p><p>The Black Wire Coalition's access to technology and "wealth" is almost unlimited. With a city to loot ofr raw materials, an AI directing operations, and several nanofactories buzzing along, they are able to create some truly fearsome warriors. This one is no exception; an old soldier, frail and aged, stripped from his flesh-and-blood body and inserted into a powerful combat frame, then further augmented. The result is an incredibly dangerous cyberwarrior, a thinking machine trained in a couple of martial arts and terrifyingly effective with the fearsome SL-19 Predator II assault rifle. Stats for it are here: <a href="http://www.uk-gamerz.com/publishing/Predator2.pdf" target="_blank">http://www.uk-gamerz.com/publishing/Predator2.pdf</a> </p><p></p><p></p><p>GM Notes: This is (or at least should be) an <em>incredibly</em> tough opponent. If it stays on the move, this thing's got a total defense of 34, 35 against one particularly worrisome opponent. It also has improved evasion, meaning that area affect weapons, autofire attacks, and the like will have little or no effect on it. If they knock it off its feat, it will just attack from the ground at full proficiency or get up and kick their asses. If you want to arm it with a more powerful melee weapon, the Katana (2d6) as written up in Martial Arts Mayhem is a good choice; it's proficient with it thanks to its Martial Arts Weapons Proficiency feat. Also, its cybernetics make it effectively immune to flashbangs, meaning it can use them with impunity. The comparatively low hit point total will likely be the PCs' only saving grace. Use with caution, maybe adjust the CR up to 13 or 14, and have fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Timespike, post: 2761066, member: 29665"] Sources used: Modern SRD, Future SRD, Combat Hero (by Sword's Edge publishing), Blood & Guts: MilitaryTraining Handbook (RPG Objects), Future Player's Companion (The Game Mechanics), Martial Arts Mayhem (The Game Mechanics), Traits & Flaws (Big Finger Games), Dead Future Sample PDF (UKG publishing), Covert Forces (Sword's Edge Publishing) [B]Black Wire Assault Cyborg[/B] Human Full-replacement Cyborg (Ares combat frame) Fast Hero 2/Combat Hero 3/Recon Training 4/Cyborg Adept 2; CR 12; Medium-Sized Humanoid/Construct; HD 2d8-2 plus 3d10-3 plus 4d8-4 plus 2d8-2; hp 71; MAS 20; Init +2; Defense 30 (+2 Dex, +8 Armor, +9 class, +1 tactical CPU); BAB +8; Grap + 13; Atk +16/+11 ranged (2d12 ballistic; SL-19 Predator II loaded with HE rounds); or +13/+8 (1d4+5 slashing, 19-20/x2; straight razor); FS 5ft by 5ft; reach 5ft; AL Black Wire Coalition; SV Fort +9 Ref +7 Will +6; AP 25; Rep +1; Str 20 Dex 14 Con 20 Int 16 Wis 15 Cha 10 [B]Occupation:[/B] Military (Move Silently & Knowledge (Tactics)) [B]Skills:[/B] Balance +18, Climb +14, Computer Use +9, Craft (Mechanical) +8, Drive +7, Hide +19 (23 with active camouflage up), Intimidate +3, Jump +18, Knowledge (Tactics) +17, Listen +9, Move Silently +19, Perform (Percussion Instruments) +4, Spot +9, Tumble +16 [B]Feats:[/B] Acrobatic, Advanced Firearm Proficiency, Archaic Weapon Proficiency, Athletic, Burst Fire, Combat Martial Arts, Cybertaker (x2), Defensive Martial Arts, Dodge, Exotic Weapon Proficiency: Straight Razor, Martial Arts Weapon Proficiency (chain whip, katana, ninja-to), Mobility, MOS: Rifleman (climb, hide, & spot), Personal Firearms Proficiency, Simple Weapon Proficiency, Spirit Needles, Stealthy [B]Flaws:[/B] Frail, Meager Fortitude [B]Talents (Fast Hero):[/B] Evasion [B]Talents (Combat Hero):[/B] Weapon Focus: SL 19 Predator II [B]Class Features (Recon Training):[/B] Camouflage, Marksmanship 1 (advanced Training), Sharpshooter 1 (Advanced Training) [B]Class Features (Cyborg Adept):[/B] Cyborg Reslience, Cybernetic Weapon Focus (SL 19 Predator II) [B]Cybernetics:[/B] Internal Weapon Mount (Straight Razor), External Weapon Mount (SL-19 Predator II), Strategic Computation Unit, Optic Plexus (targeting optics, nightvision optics, telescopic optics, anti-flare optics), S.M.A.R.T. link, Aural Plexus (Amplified Hearing Module, Voice Stress Analyzer, Radio Link Module, Sound Editor Module), FAM, Feat Plexus (Point Blank Shot, Accurate Burst, Exotic Firearms Proficiency: Grenade LAuncher, Double Tap) [B]Martial Arts:[/B] Second-Degree Mastery of Cloudy Night, First Degree Mastery of School of the Dance [B]Style Benefits (Cloudy Night):[/B] Bonus Feats (Dodge, Mobility, & Stealthy), Improved Evasion (Spirit Needles secret technique taken) [B]Style Benefits (School of the Dance):[/B] Bonus Feat (Proficiency with straight razor), +4 to Balance, Jump, and Tumble checks, can attack from prone without penalty. [B]Posessions:[/B] SL-19 Predator II Assault Rifle (2 Mags of HE, 2 mags of FMJ loaded in rifle, 1 mag of Shotgun, 1 mag of HEAB, 1 mag of tear gas loaded in grenade launcher); 5 extra mags of FMJ, 3 extra mags of HE for rifle, 2 extra mags of HEAB for grenade launcher, 1 extra flame cannister, chain whip, 4 flashbang grenades, bolt cutters, other as mission dictates The Black Wire Coalition's access to technology and "wealth" is almost unlimited. With a city to loot ofr raw materials, an AI directing operations, and several nanofactories buzzing along, they are able to create some truly fearsome warriors. This one is no exception; an old soldier, frail and aged, stripped from his flesh-and-blood body and inserted into a powerful combat frame, then further augmented. The result is an incredibly dangerous cyberwarrior, a thinking machine trained in a couple of martial arts and terrifyingly effective with the fearsome SL-19 Predator II assault rifle. Stats for it are here: [url]http://www.uk-gamerz.com/publishing/Predator2.pdf[/url] GM Notes: This is (or at least should be) an [I]incredibly[/I] tough opponent. If it stays on the move, this thing's got a total defense of 34, 35 against one particularly worrisome opponent. It also has improved evasion, meaning that area affect weapons, autofire attacks, and the like will have little or no effect on it. If they knock it off its feat, it will just attack from the ground at full proficiency or get up and kick their asses. If you want to arm it with a more powerful melee weapon, the Katana (2d6) as written up in Martial Arts Mayhem is a good choice; it's proficient with it thanks to its Martial Arts Weapons Proficiency feat. Also, its cybernetics make it effectively immune to flashbangs, meaning it can use them with impunity. The comparatively low hit point total will likely be the PCs' only saving grace. Use with caution, maybe adjust the CR up to 13 or 14, and have fun. :) [/QUOTE]
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