Synergy Cyborgs
F Gd 10 |
A Gd 10 |
S Rm 30 |
E Rm 30 |
R Ty 6 |
I Pr 4 |
P Pr 4 |
Res Fe 2 |
Pop Ty -5 |
Health: Karma: |
80 14 |
Origin:
The Synergy Cyborgs were several youths native to the Caribbean island of Puerto Rojo, who were experimented upon by the demented Saxon St. John, a vicious member of the Club who was trying to develop a viable cybernetics paradigm - and didn't care who he hurt along the way.
Known Powers:
(none)
Cybernetics:
Direct Neural Interface: the main aspect of Saxon St. John's work was to make the machine one with the body; to accommodate this, he has fashioned a direct control splice into the spinal columns of his Synergy Cyborgs.
These implants give very little in the way of an Implant Rejection Statistic for the cyborgs, but their armor makes up for that once it's plugged in.
Implant Rejection Statistic: Fe 1.
Limitations / Enhancements:
Implant Psychosis Statistic: being combinations of man and machine, Saxon St. John's Synergy Cyborgs are subject to the problem of implant psychosis. Under duress, they must pass a Psyche FEAT against their IPS, or suffer from extreme mental stability for a time.
Considering that they are unwilling recipients of Saxon's 'gifts', not to mention brutalized physically and mentally, the Synergy Cyborgs are likely to lash out with indiscriminate violence while in this state, unless they pass a second Psyche FEAT - this time at a -2 CS penalty.
Equipment:
Body Armor: the primary source of the Synergy Cyborg's horrific nature is their armor, which is specifically forged to make them look monstrous. On top of this, the armor itself provides the pilots this protection from attack, in addition to the following functions:
Ex 20 / Ty 6 / Fe 2 / Sh 0 / Sh 0
* Spikes and Such: the armor donned by the Synergy cyborgs was adorned with various spikes and protrusions, which allowed them to be rather deadly in combat. They allowed the Cyborgs to inflict their Strength rank in Edged Attack damage with each melee strike.
* Boot Thrusters: these ionic rockets, mounted in each foot of the Synergy armor, allows the pilot to fly with Good (10) speed, or 120 miles per hour. The maximum amount of time the armor can keep up this speed is unknown, however.
* Radio Link: this radio connection allows Saxon to control his cybernetic flunkies with a one hundred mile range. Thanks to the brainwashing they undergo, the Synergy Cyborgs must pass a red Psyche FEAT roll to resist his commands.
* Direct Neural Interface: the armor used by the Synergy Cyborgs ties directly into their neural systems via their implanted DNIs, and as such, they can operate the suit at +2 CS. The Synergy Cyborg armor adds 3 points to a cyborg's Implant Rejection Statistic.
* Armor Endurance: the armor that Synergy Cyborgs wear is quite durable; the Mark 4 MAX armor gave it quite a pounding, and it never even showed a mark! Consider this Remarkable (30) Armor Endurance, heavily shielding its various functions from being disabled in combat.
Other Info:
There's not really much to say, other than the armor used by the Synergy Cyborgs was of an odd coloration. The arms and lower legs had a purple hue, and the rest of was a metallic orange color. The helmet was orange, with a green visor, and designed to give it an alien look.
It had a mouth full of fangs and the like, and had this elongated cranium. These weren't necessary, or even functional. No, they were instead intended to instill terror within anybody fighting the Synergy Cyborgs, which worked well enough against normal human foes.
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