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Terminator as an RPG...HELP needed
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<blockquote data-quote="ValhallaGH" data-source="post: 4156003" data-attributes="member: 41187"><p>I'm kind of proud of this build, so I'll reproduce it here. This is for an infiltration model, concealed on a college campus as an enrolled student.</p><p></p><p>Power: Intelligence 3, Strength 4, Presence 2</p><p>Finesse: Wits 2, Dexterity 3, Manipulation 1</p><p>Resistance: Resolve 3, Stamina 4, Composure 4</p><p></p><p>Skills (specialties in parenthesis):</p><p>Mental: Academics 1, Computers (hacking, data retrieval) 2, Crafts (demolitions) 2, Investigation (conceal crime) 1, Medicine 2, Science 1</p><p>Physical: Athletics 2, Brawl 3, Drive 2, Firearms 3, Larceny 1, Stealth 1</p><p>Social: Intimidation (stare downs) 3, Persuasion 1, Socialize 1, Subterfuge (lying) 2</p><p></p><p>Merits:</p><p>Mental: Eidetic Memory</p><p>Physical: Ambidexterity, Iron Stamina, Quick Draw (ranged), Quick Healer, Strong Back</p><p>Social: None</p><p></p><p>Special: Assorted special goodies for being a terminator. Mostly lifted from this thread.</p><p><em>He's Not Human</em> - Does not need to eat, sleep, or breathe (though he can). Immune to disease and poison. Smells funny to dogs and other characters with a heightened olfactory sense.</p><p><em>Mag Sight</em> - Vision mode. Cannot use with other vision modes. Reduce range penalties by 2. (-0 for medium range, -2 for long range.)</p><p><em>Night Vision</em> - Vision mode. Cannot use with other vision modes. Can see in darkness, eliminating penalties for operating blind. Vision still blocked by objects and obscuring smoke effects.</p><p><em>Thermal Sight</em> - Vision mode. Cannot use with other vision modes. Can see heat signatures, including human body temperature and active machinery. Sees through most concealing clouds, including smoke and fog. Allows limited sight in low- and no-light conditions. Treat all Concealment as three steps better, to a maximum of barely concealed (-1). Can be blocked by IR smoke.</p><p><em>Walking Polygraph</em> - Terminators can analyze physiological responses to detect falsehood. +3 on all rolls to detect deception in humans and once-humans.</p><p><em>Vocal Synthesizer</em> - Requires Eidetic Memory. Once a terminator hears a voice for more then a minute it can imitate that voice, gaining +2 to appropriate Subterfuge checks. Subterfuge is considered trained for this purpose.</p><p><em>Hearing</em> - +1 to auditory Wits and Composure checks. Can hear things from a greater distance, taking fewer penalties for range and barriers.</p><p><em>Utter Determination</em> - Requires Willpower. When this terminator is killed while carrying out its mission, roll its Willpower one minute later (include wound penalties [Iron Stamina reduces these penalties as normal]). The result is damage levels healed, as the terminator reroutes emergency systems to get one last chance at completing its mission. This ability can only be used once without major repairs (-4 Craft roll, extended, 12 successes) being performed, and most terminators don't survive the situation that forced this ability to be used.</p><p></p><p>Advantages: Size 5, Speed 12, Initiative +7, Defense 2, Armor 4/5 (bulletproof), Health 9, Willpower 7</p><p>Virtue: Fortitude, Vice: Wrath</p><p></p><p>Attacks: Unarmed 7, Firearms 6+(weapon), Melee Weapons 3+(weapon)</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4156003, member: 41187"] I'm kind of proud of this build, so I'll reproduce it here. This is for an infiltration model, concealed on a college campus as an enrolled student. Power: Intelligence 3, Strength 4, Presence 2 Finesse: Wits 2, Dexterity 3, Manipulation 1 Resistance: Resolve 3, Stamina 4, Composure 4 Skills (specialties in parenthesis): Mental: Academics 1, Computers (hacking, data retrieval) 2, Crafts (demolitions) 2, Investigation (conceal crime) 1, Medicine 2, Science 1 Physical: Athletics 2, Brawl 3, Drive 2, Firearms 3, Larceny 1, Stealth 1 Social: Intimidation (stare downs) 3, Persuasion 1, Socialize 1, Subterfuge (lying) 2 Merits: Mental: Eidetic Memory Physical: Ambidexterity, Iron Stamina, Quick Draw (ranged), Quick Healer, Strong Back Social: None Special: Assorted special goodies for being a terminator. Mostly lifted from this thread. [i]He's Not Human[/i] - Does not need to eat, sleep, or breathe (though he can). Immune to disease and poison. Smells funny to dogs and other characters with a heightened olfactory sense. [i]Mag Sight[/i] - Vision mode. Cannot use with other vision modes. Reduce range penalties by 2. (-0 for medium range, -2 for long range.) [i]Night Vision[/i] - Vision mode. Cannot use with other vision modes. Can see in darkness, eliminating penalties for operating blind. Vision still blocked by objects and obscuring smoke effects. [i]Thermal Sight[/i] - Vision mode. Cannot use with other vision modes. Can see heat signatures, including human body temperature and active machinery. Sees through most concealing clouds, including smoke and fog. Allows limited sight in low- and no-light conditions. Treat all Concealment as three steps better, to a maximum of barely concealed (-1). Can be blocked by IR smoke. [i]Walking Polygraph[/i] - Terminators can analyze physiological responses to detect falsehood. +3 on all rolls to detect deception in humans and once-humans. [i]Vocal Synthesizer[/i] - Requires Eidetic Memory. Once a terminator hears a voice for more then a minute it can imitate that voice, gaining +2 to appropriate Subterfuge checks. Subterfuge is considered trained for this purpose. [i]Hearing[/i] - +1 to auditory Wits and Composure checks. Can hear things from a greater distance, taking fewer penalties for range and barriers. [i]Utter Determination[/i] - Requires Willpower. When this terminator is killed while carrying out its mission, roll its Willpower one minute later (include wound penalties [Iron Stamina reduces these penalties as normal]). The result is damage levels healed, as the terminator reroutes emergency systems to get one last chance at completing its mission. This ability can only be used once without major repairs (-4 Craft roll, extended, 12 successes) being performed, and most terminators don't survive the situation that forced this ability to be used. Advantages: Size 5, Speed 12, Initiative +7, Defense 2, Armor 4/5 (bulletproof), Health 9, Willpower 7 Virtue: Fortitude, Vice: Wrath Attacks: Unarmed 7, Firearms 6+(weapon), Melee Weapons 3+(weapon) [/QUOTE]
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