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the Synergy Cyborgs
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. Of course, the locals weren't too keen on this idea, so the man had to brainwash people severely in order to get them to 'volunteer'.
There were several young adults on the island that were abducted by St. John and surgically altered. Making statistics for all of them would be pointless, but I can make a generic model for the poor youths; after all, Jenny Swensen may have defeated the two we saw in her last issue, but that doesn't mean she got rid of ALL of them, now, does it?!?
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
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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; in order to accomodate this, he has made the Synergy Cyborgs a direct control splice into their spinal column. This thing gives very little in the way of a Cybernetic Rejection statistic for the cyborgs, but their armor definitely does.
Cybernetic Rejection Statistic: Fe 1.
Equipment:
Armor: the primary source of the Synergy Cyborg's horrific nature is their armor, which is specifically forged to make them look like some sort of monstrous being; humanoid, but nonetheless looking alien-esque (if you can call that a real word). On top of this, the armor itself provides the pilots the following protection from the various attack forms:
* Ex 20 / Ty 6 / Fe 2 / Shift 0 / Shift 0
On top of this, the armor itself is equipped with the following gear, in order to make the Synergy Cyborgs even deadlier:
* 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 (EA) 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 impanted DNIs, and as such, they can operate their armor at +2 CS. The Synergy Cyborg armor adds 3 points to a cyborg's Cybernetic Rejection statistic.
* Armor Endurance: if you obey the optional Armor Endurance rules, the Synergy Cyborg armor seems to demonstrate an A.E. rank of Remarkable (30) rank; the Mark 4 M.A.X. armor gave it quite a pounding, and it never even showed a mark!
In practical terms, every time the armor takes damage, an A.E. FEAT roll must be made against the damage taken by the armor (after applicable defense). If this fails, the armor must make a FEAT on each inherent device to see if it maintains proper operation.
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; instead, they were intended to instill terror within anybody fighting the Synergy Cyborgs. It didn't work very well...
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