Mechanized Moses
He has earned enough money to buy out his contract, though he can't afford to get the rest of his family out, and the extra work it required took its toll on his body, which is now in need of repairs that he can't afford. This leaves him in desperate need of some new income, which easily connects him to what's going on overall.
Ultimately, he will feel a growing sense of vision for himself. He is meant to lead his people to freedom. The Mechanized can be more than they currently are, particularly the lowest castes of heavy laborers. To accomplish anything, however, he will need to learn more about his nature, and educate himself in general a great deal. As a laborer, he had no time and little access to education or mental stimulation, leaving him only barely equipped to deal with the complexities of life on his own.
(Somewhat simplified from the original version)
[200pts]
Body 4 Mind 2 Spirit 6
Level 10 Armor (metal plating)
Aura of Inspiration +2
Hardboiled +20 Shock Value
Melee Attack: Unarmed +1
Ranged Attack: Throw +1
Special Defenses 10 (as written for Labor Mechanized)
Super Strength +2 (+4 Body for Strength rolls, +2 damage)
Tough +2
Tunneling 1 (10m/hour)
Weapon: Machine Arm Lvl 2
Marked -2 (corporate marking and ID from his previous life)
Skeleton in Closet (he killed an overseer, of course, just as he'd bought his contract, and had to flee the mines)
Combat Value 4
Attack Combat Value +5
Defense Combat Value +4
Melee damage multiplier x8
Shock Value 32
Unarmed damage 12
Thrown damage 12
Machine Arm damage 22
Area Knowledge 2 (Mines)
Climbing 2 (Caverns)
Demolitions 2 (Tunneling)
Mechanics 2 (Mechanized)
Health 60
Energy 40
Character Advancement
Rewards for each gaming session will range from 5-15 Character Points. These will represent a character’s growth and learning so they will vary depending on what occurred in the session and if the characters have been practicing or gaining new abilities. (modified 6/8)
Cheldrun Templates
ALLSKINS Being a cautious people, when the Cheldrun began experimenting with bioengineering and mechanization they set aside a portion of their race to be left pure and natural in case the experiments went awry. Human in appearance and ability the Allskins have no species wide talents or powers, but each one develops their own skills according to their tastes and experiences.
TOTAL 0CP
***
BIOMADE Many Cheldrun were not born, but created. Though partly natural these individuals are often gifted with special talents not normal for an Allskin. Originally the Biomades were just smarter, healthier and better looking than other Cheldrun, but some of the most recent subjects have begun to develop psychic powers.
(Type A –
- Features (Appearance) 2 2CP
- Heightened Awareness 1 2CP
- Jump 1 2CP
- Special Movement (Fast) 1 2CP
- Tough 2 4CP
TOTAL 12CP
(Type B – Sensitive)
- Features (Appearance) 2 2CP
- Heightened Awareness 1 2CP
- Precognition (1 hour) 5 10CP
- Sixth Sense (emotions) 1 2CP
- Telepathy (Cheldrun) 1 4CP
TOTAL 20CP
(Type C – Manipulative)
- Features (Appearance) 2 2CP
- Heightened Awareness 1 2CP
- Mind Control (Cheldrun) 1 6CP
- Mind Shield 1 2CP
- Telepathy (Cheldrun) 1 4CP
TOTAL 16CP
***
MECHIFIED The children of Mechified Cheldrun get their first cybernetic enhancements at a very young age and they usually go on mechanizing right through their lives until very little, but a brain remains of the original person. Mechified’s come in many varieties.
(Type A – Repair)
- Armour 5 10CP
- Embedded Toolkit (Mechanics +2) 4CP
- Special Defences 10CP
- (Freezing Cold, Lack of Air, Low Pressure, High Pressure, Overheating)
- Supersense (Infrared Vision) 2 4CP
TOTAL 28CP
(Type B – Labour)
- Armour 5 10CP
- Special Defences 10CP
- (Freezing Cold, Lack of Air, Low Pressure, High Pressure, Overheating)
- Super Strength 1 8CP
TOTAL 28CP
(Type C –
- Armour 10 20CP
- Awkward Size (3m) 1 -4CP
- Impaired Manipulation (One Arm) -3CP
- Special Defences 10CP
- (Freezing Cold, Lack of Air, Low Pressure, High Pressure, Overheating)
- Weapon Attack “Arm Cannon” 3 6CP
- (Range 2 [100m], Backblast x1, Deplete 10Energy)
Character Creation
Players will start with 200 Character Points. Though no official maximums will be set on any individual stat or attribute the guideline on page 9 of the rule book is a good rule of thumb: 60% Stats, 20% Attributes, 20% Skills. Characters will buys skill points from the Multi-Genre column from the table on page 89.
- For a sharpshooter, mech-user or any character which depends primarily on their equipment for power – play an Allskin.
- For psychic powers or a very skilled individual play a Biomade.
- For a cyborg play a Mechified.
- For heavy hitting melee combatants play a Gogajin or a Jevumm.
- For martial artists or ranged combatants play an Anakarix or Zipsum
- For a magic user play a Prill
- For bizarre powers play a Vorax.