General Infos
Name: Elringer
True Name: Varion Rusconpotroyl
Age: - - -
Race: Human Cyborg
Gender: Male
Alignment: Aberrant
Height: 8ft to 17ft
Weight: One full metric fuck-ton
Insanities: BSB p. 66: Obsessed with Death (66-70%), Personnal Deshumanification (1-15%)
Experience level: 3
Native Language: Euro
Combat Stats
MDC:
-Torso: 540 MDC
-Legs( 8. ): 150 MDC each
-Head: 180 MDC* **
-power supply line: 5 MDC***
*Destroying the head effectively impairs most sensory systems. However, it doesn't kill the borg.
**A called shot on the head is -3 to strike
***A called shot on the power supply line is -5 to strike
Intellectual Quotient: 27
Mental Endurance: 23
Mental Affinity: 12
Physical Strenght: 25
Physical Prowess: 24
Physical Endurance: 14
Physical Beauty: 2
Speed: 66 (80 ft/action) (72 km/h)
Hand to Hand: Martial Artist
Number of attacks: 4
Initiative:+1
Damage: +10 MD
Strike: + 7
Parry: + 9
Dodge: + 8
Pull Punch: +3
Disarm: +0
Impact/punch/fall: +3
Body Flip/Throw: 1d6 + victim loses initiative and one attack.
Karate-style kick: 3d8 MD
Perception: +10
Charm/impress: 0%
Trust/intimidate: 0%
Horror/Awe Factor: 14
Saving Throws
Save vs. Spell Magic: 9 or better
Save vs. Ritual Magic: 13 or better
Save vs. Curse: 13 or better
Save vs. Psionics: 11 or better
Save vs. Lethal Poisons: 14 or better
Save vs. Non-Lethal Poisons: 16 or better
Save vs. Harmful drugs: 15 or better
Save vs. Insanity: 6 or better
Save vs. Possession: +5
Save vs. Disease: 14
Save vs. Horror Factor:
Save vs. Pain: 16 or better
Impervious to Bio-Manipulation, See aura, Telemechanics
Skills
Language: Euro: 98%
Language: English: 98%
Basic Mechanics: 68%
Cartohraphy: 53%
Climbing 73%/63% (+5% per level)
Demolition: 93%
General Repair & Maintenance 78%
Land Navigation 76% (+4% per level)
Literacy: Native language: 78%
Math: Basic, advanced (acquired by add-ons)
Pilot: Boat: Ship: 93%
Pilot: Tank & APCs 76%
Radio: Basic 93%
Read Sensory Equipment 68%
Science: Astronomy & Navigation 68%
Surveilliance 78%
Weapon Systems 83%
Hand to Hand: Martial Artist
W.P. Ancient Weapons: Blunt +1 strike and parry
W.P. Energy Rifle +1 strike
W.P. Modern Weapons: Heavy Mega-Damage Weapons +1 strike
W.P. Modern Weapons: Heavy Energy Rifle + 1 strike
Weapons
- (p.52 RUE) Grapnel & launcher: 200 ft (1 MD)
- (p.105 WoR) Mekanical Barrage Weapon Arm
(2x fragmentation mini-missiles, 1d4X10 MD, 804 km/h, max range 800m, blast radius 20ft)
- (p.95 BsB) Mini-Missile Launcher
(1d4x10 M.D, Aimed, burst or wild. Range 1,6km. 3 missiles in launcher, +12 missiles on hold. 5 sec reload per missiles)
Mekanial Barrage Weapon
Mekanikal Barrage Weapon: Another modular
weapon system designed with Heavy Machines and Cyborg
Shocktroopers in mind. It can be substituted with any of the
Mekanikal Weapon Arms.
A multi-weapon bionic arm with a high-powered laser, ion
blaster and a pair of mini-missiles. The weapon makes for large,
oversized forearms but retains fully articulated hands.
Primary Purpose: Anti-Personnel/Anti-Vehicle
Mega-Damage: Laser: 3D6 M.D.
Ion: 4D6 M.D.
Mini-Missiles (2 per arm): Varies with missile type. Range: La-
ser: 2000 feet (610m)
Ion: 1,200 feet (366m)
Mini-Missiles: One mile (1.6 km)
Rate of Fire: Each blast counts as one melee attack. The laser
and ion blaster can be fired simultaneously at the same target
(7D6 M.D.) and count as one melee attack. A pair of
mini-missiles also counts as one melee attack.
Payload: Laser and Ion weapons are effectively unlimited, be-
cause they draw on the cyborg's power supply. Mini-missiles:
Two per weapon arm.
Strike: +6
Damage: 3d6 MD Laser, 4d6 Ion, 7d6 Laser/Ion.
Mini-Missiles: 2x fragmentation mini-missiles, 1d4X10 MD, 804 km/h, max range 800m, blast radius 20ft
Hydraulic Ram:
Limited to Heavy Machines and
Shocktroopers, because the ram is only truly effective on large,
heavy cyborgs where the arm and ram can be oversized. The
forearm and hand are basically a heavy battering ram and are
used as such. The arm can be bent at the elbow or pointed
straight to fire the heavy battering hand and forearm unit (typi-
cally shaped as a large, sometimes oversized, clenched fist and
big arm; one piece, no wrist). Each punching or battering action
inflicts heavy blunt damage.
Disadvantages: The hand and forearm can have no other cyber-
netics since the hand and forearm are one solid piece. The hand
is not articulated, it is completely devoid of any sense of touch,
and deprives the character of the use of one hand (-20% to most
skills); the hand and forearm are a battering ram, not a function-
ing, dexterous limb.
Robot P.S. Equivalent: The hydraulic ram/punch has the equiva-
lent damage of a power punch from a robot P.S. of 40, but
counts as one melee action.
Mega-Damage: 4D6 M.D. and can hammer through sheets of
steel, shatter concrete, and do anything else a heavy ram can do.
However, to do break down doors or pulverize something, the
character must usually make a sustained attack on that one area
or item for several melee rounds, and possibly minutes.
104There is also a 01-80% chance of knocking human and hu-
man-sized opponents, including Light Machines (and small ve-
hicles) under 500 Ibs (225 kg), off their feet and send them
flying 2D4 yards/meters. Victims knocked off their feet lose ini-
tiative and two melee actions. There is also a 01-45% chance
that they drop their weapon or whatever they were holding at the
moment of impact. A sustained attack could keep an opponent
reeling and unable to attack in return. Note: A successful "roll
with impact" will reduce the damage by half and the impact vic-
tim hangs on to all of his possessions.
Also note that unless the opponent has a shield or similar
item to block the attack, or a P.S. of 30 or higher, the battering
ram attack cannot be parried! It pounds right through. It can,
however, be dodged, although the act of dodging typically uses
up one melee action.
Rate of Fire: Each ram attack counts as one melee action/attack.
One melee action will be needed to close ranks on a victim who
has already been sent flying, but the next hammering punch
should arrive before the victim can recover his wits and counter-
attack (only parry or dodge are applicable when the 'Borg closes
that quickly to continue the battering attack. See the limitations
on the parry, above).
Damage: 4d6 + 13
Strike: + 8
Grapnel & Launcher:
Range: 200ft reach
Damage: 1 MD
Mini-missile Launcher
Type of Fire: Aimed, burst (3 missiles), Wild
Damage:
- Plasma Heat Missiles 2d4x10 MD, BR 15ft, 1,6km
- Armor Piercing Missiles 1d4x10 MD, Threat range 18-20, blast 5ft, 1,6km.
- Reload Time: 5 seconds reload per missiles
Armor
Heavy Infantry Armor: +360 MDC torso, +100 MDC legs
8 Spider Leg: Speed 66 (72 km/h), can move regular speed to up 70 degree (90 if I can hold somewhere)
Equipment & Add-ons
- (p.104 WoR) Tool Mechanic's Arm
- (p.48 RUE) Built-In Radio Receiver & TRansmitter
- (p.103 BSB) Panorama Cluster Lens
- (p.104 BSB) Low-Frenquency (earthquake) Audio Rig
- (p.49 RUE) Cyber-Nano-Robot Repair Systems
- (p.103 WoR) Internal Comp-Calculator
- (p.230 RIFT RPG) Clock Calendar
- (p.102 WoR) Spectra-Eye
- 12 missiles: 6 plasma heat 2d4x10 MD, BR 15ft, 1,6km. 6 Armor Piercing 1d4x10 MD, Threat range 18-20, blast 5ft, 1,6km.