Appearance - How tall are you? What kind of build do you have? Are your teeth straight? Do you have any identifying scars? What colour is your hair? Does it hurt when I do
this? Yeah that hurt didn't it?
Gender - You get the idea.
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Statistics -
Every 5 points in a skill confers a +1 bonus to checks involving that stat. A zero in a skill confers a -1 bonus to checks involving that stat. You may allocate a total of 10 points.Strength (
STR): Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, successfully perform melee attack rolls, and complete general checks involving moving or breaking stubborn objects.
Dexterity (
DEX): Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes.
Constitution (
CON): Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. A character can support
one dermal implant per 3 CON points.
Intelligence (
INT): Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. A character can support
one sub dermal implant per 5 INT points.
Charisma (
CHA): Charisma is the measure of the character's overall persuasiveness and personal magnetism.
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Implants -
These devices boost a man's abilities beyond that which he is normally capable of. Each character may mount one free implant, in addition to any that his statistics allow for.Dermal - Direct improvements to the skin or the muscles just below its surface. Normally highly visible on the skin.
Second-Hand Repulser: Deflects projectiles utilising a combination of magnetic and energy fields. Can function through any kind of clothing or armour. (80% chance to deflect an instance of encountered projectiles, 20% chance to overload in the face of an instance of encountered projectiles for 5 turns. Can easily be overwhelmed if firepower is focused or prolonged. Cannot deflect energy based projectiles or weapons, such as las-pikes or plasma rifle fire.) VIS: No.
Stiff Shell: Exchange your outer skin with a layer of flexible titanium plating. Slows your movements considerably (-1 DEX) but significantly boosts your survivability during combat (+1 CON. Invulnerable to piercing and slashing attacks from non-energy melee weapons.) VIS: Yes
Cheap LeggIts: A gel-like sleeve is fitted to the lower leg and ankle, improving joint support and assisting muscle movement, allowing for greatly increased speed and endurance. Prolonged, repeated, or intense usage may result in severe muscle damage. Can be overcharged. (+1 DEX when active. +3 DEX when Overcharged. If activated twice in succession or overcharged, there is a 50% chance to rip your calf muscles in half. Ouch. Each consecutive usage increases the chance of muscle destruction by 10%.) VIS: Yes
Bugged Battle Link: Boosts weapon accuracy and situational awareness during close-quarters combat. (+1 to DEX whilst firing a ranged weapon; 1 turn duration, 3 turn cool down. +1 to DEX when attacked by an enemy using a melee weapon; 2 turn duration, 2 turn cool down.) VIS: Yes
Auto-Cannon -
Replaces one of your arms with a 20mm cannon. VIS: Yes
Make One Up: Suggest an implant through PM. We'll hit it back and forth until I like the bonuses it confers.
Sub-Dermal - Indirect improvements to organs. Normally not visible to the casual eye.
Cybernetic Heart – Straightforward. Too tired to describe. (+1 to END. -1 to wound recovery time) VIS: No
Neural Booster - Temporarily quickens reaction times, allowing you to do twice as much, twice as quickly, in half the amount of time you normally would be able to do it in. (1 Turn Duration; 5 Turn Cooldown) VIS: No
Aggression Defense System (ADS) – a chest-mounted system that intercepts or outright disables incoming mid-sized projectiles (such as grenades, rockets, or javelins) before they reach you by firing small caliber rounds. VIS: Yes
Organ Redundancy – Allows you to survive a normally fatal body wound. A heavy blow or gunshot to the head or decapitation is still fatal. (live through one fatal wound; doesn’t prevent you from bleeding out) VIS: No
Useful Fluids - You can secrete neurotoxins from your mouth, your blood has a corrosive effect and your urine is a highly flammable. Your organs are said to be protected from the effects of said fluids and potential accidents with them. VIS: No
Make One Up: Suggest an implant through PM. We'll hit it back and forth until I like the bonuses it confers.
Visibility - Some implants (particularly dermal ones) are visible, some are not. Visible implants will immediately identify you as a Roman and may distress some people you meet depending on the individual and where they come from.
Overcharge - Some implants can be 'overcharged' to boost its performance for a single turn. Should an implant glitch or otherwise fail whilst overcharged, it will cease to function, and then melt, rendering it permanently useless and covering the corresponding body part in molten metal and plastic. Shit, dude.
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Shameless Attempt at Humour - HA! HAHA!