Wednesday, September 4, 2019

No, I'm not dead. I've just been playing Classic WoW

Had to remove some of this from around my door

It seems like every once in a while I vanish from the blogging scene. A lot of times this is accompanied by me deleting everything on the blog, but I am making great progress in resisting my self-destructive tendencies. Suffice to say, I've been away after falling under the effects of cold which made me irritable and lazy. I have also been playing a roleplaying game on the side called World of Warcraft: Classic.

How can WoW: Classic really be considered a role-playing game? I would argue that it along with roughly the first two expansions: Burning Crusade & Wrath of the Lich King, WoW had several roots in tabletop rpgs. It may not have mimicked one-for-one its ancestors, but there were elements from the game that could be traced back to the source. Such as:

Ragnaros, the Fire Lord
Attributes: Modern WoW still has attributes of a sort, but generally center around only one or two attributes in the game. Playing a modern WoW hunter, the only stats the games shows me is my agility score and the sub-groups that affect my ability. WoW Classic assigns a set (an array if you will) to several attribute scores which closely resemble their D&D counterparts such as: Strength, Agility (Dexterity for table-top), Stamina (Constitution), Spirit (Wisdom), and Intelligence. Granted, as a computer game with fixed interaction, they dumped off Charisma entirely. A limitation to the computer game that I will grant.

Dungeons & Travel: WoW Classic's connection to table top could be seen by the method in which one goes about getting into a dungeon. You do not simply teleport into one (like current WoW) you actually have to walk on the dungeons. Every step you take brings with it a chance for a random encounter. Of course, the encounters in WoW are much... much more frequent.

Emphasis on the Party: Okay, this connection is a little more tenuous. You want a party in D&D, because you are probably playing with friends. D&D is a social game of make-believe, and while possible solo, it really shines when you and your friends go forth to perform feats of derring-do. WoW in both it's current and classic state doesn't outright say you need a party, or a party of your friends. In the case of WoW Classic it's just highly advised you team up in order to quickly accomplish the objective. I will say, in this modern age, it is a lot easier for friends to get together to play WoW. Services like Discord make organization and VOIP much more convenient compared to the electronic voiced Teamspeaks of yesteryear.

Alright, I guess I'm done shilling WoW enough that if I was getting a check, it would have probably been cleared. I do plan to get back into blogging when I feel I have something to blog about. I will say, in terms of gaming, I have been enjoying 5e when I can play and view it generally as a happy medium between the older editions that fascinated me (especially 2e) and the more modern mechanics that I enjoyed from the 3rd edition era. I would also like to say, when I'm in a tinkering mood, that I really enjoy Microlite5e still. I won't say it'll be 5e from here on out, but don't be surprise if you see more of that content come out of the Gnomish Embassy.

Friday, August 16, 2019

AtD: Character Creation


Against the Darkmaster is billed as a tribute/love letter to MERP (Middle-Earth Roleplay) and 80's fantasy cinema (Labyrinth, Willow, The Dark Crystal, Conan...). It takes a lot of nods from early Rolemaster with % dice and consulting tables. The game was backed on Kickstarter and what I'm using is a set of Quick Start rules that I will link below.

Unlike Mutant Epoch, there is no random choice from character type or vocation. Rather than worry on that step, I decided to go along with the concept of a tribute and make a tribute to my Dwarven Animist that I had originally made in MERP and lost... so let's take a look at Faldir, son of Fafnir.

Step 1 - Attribute Allocation

Darkmaster (the shortened form  I plan to use from here on out) eschews randomization in favor of player choice. For attributes, players are given 50 attribute points are allowed to distribute in 5 point increments over 6 stats, the stats are as follows: Brawn, Swiftness, Fortitude, Wits, Wisdom, and Bearing - which come off as re-workings of the D&D 6. To speed things along, the rules also offer a set of pre-made arrays that I shall list below. The arrays are not named, that I came up with myself. We get the following offers:

Focused: +20, +15, +10, +5, +0, +0
Specialized: +25, +20, +5, +0, +0, +0
Well-Rounded: +10, +10, +10, +10, +5, +5

For Faldir, I decided on the Focused array and distributed the numbers over my stats. I'm an Animist, so I know where my +20 is going into. We get the following attribute stats.

Brawn: +15
Swiftness: +0
Fortitude: +10
Wit: +5
Wisdom: +20
Bearing: +0

We see that Faldir is Wise, Tough, and Strong with a touch of rational intelligence. He lacks physical grace and is rather plain looking, but that's okay, most Dwarven marriages are arranged anyway. I'm not quite finished with attributes as I now apply stat mods for being a Dwarf. I get the following modifications: Brawn +5, Swift: -5, Fort: +15, Wisdom: +5, Bear: -5 - the final look at the stats are below:

Brawn: +20
Swiftness: -5
Fortitude: +25
Wits: +5
Wisdom: +25
Bearing: -5

He's even stronger, tougher, and wiser, conversely he is also clumsier and is very, very much plain. Most of that plainness however is covered by a beard. His low Bearing also equates not just to physical beauty, but also charm. I imagine, like most Dwarves, he is a touch of gruff or stoic compared to his taller companions.

Step 2 - Note Racial Abilities & Culture

Every race, even common Man, has some sort of racial ability that makes them unique. Dwarves get the following that I Note.

Darksight - can see in total darkness as dim conditions at a range of 30 meters (90 ft).

Forgekin: +30 Resistance Rolls vs. Heat or Cold based spells and effects. Also receives +30 to crafting using the forge and with materials such as stone or metal.

Stoneborn: +20 to the skills Nature & Wandering while in an underground environment. Nature is noticing an identifying a phenomenon found in the wild (in the Dwarf's case the difference between stalactites and stalagmites). Wandering is the game's Survival skill that allows Dwarves to survive underground (which mosses and lichens are safe to eat, how to find water and etc.)

Moving from that, we look at Culture. Culture takes place of Adolescent skills found in MERP. They represent a pre-adventuring build for the character and comes in several varieties. Some of these go naturally together, for instance, Dwarves often take Deep culture, which represents their upbringing in a Dwarven mine complex (like the Lonely Mountain). In this case, Faldir is the son of refugees and lives in one of the free cities of Men. His cultural background is City. By growing up in the City, Faldir gets the following bonuses and ranks:



City Ranks
Armor - Rank: 1
Blunt Weapons - Rank: 1
Blade Weapons: Rank: 1
Polearm Weapons: Rank: 1
Ranged Weapons: Rank: 1
Brawl: Rank: 1
Athletics: Rank: 1
Acrobatics: Rank: 1
Stealth: Rank: 1
Locks & Traps: Rank: 1
Perception: Rank: 1
Deceive: Rank: 2
Arcana: Rank: 1
Charisma: Rank: 2
Cultures: Rank: 3
Songs and Tales: Rank: 2

Wealth Level: +1
Starting Equipment (I choose this from a small list of options): Leather Jerkin, Battleaxe, Bandages & Healing Salve.

Step 3 - Vocation & Background

While I mentioned earlier that these were Quick Start rules, I did not note that some kins (their word for Race) and vocations are listed, but with no detail as they are not available in the rules. They are expected to show up in the Against the Darkmaster corebook due out this fall. So, for our vocational choices we have Warrior, Wizard, Rogue, and Animist.

Animist is the class of healers, holy men, and the like. They are not quite as combat effective as a D&D Cleric, but they are do carry some survival skill compared to the Wizard. As an Animist, my class gains the following ranks per level. The ranks are below:

Armor: +0 Ranks
Combat: +1 Rank
Adventuring: +2 Ranks w/ +5 Hunting, +15 Nature, & +5 Wandering
Roguery: +1 Rank w/ +5 Perception, +5 Deceive
Lore: +4 Ranks w/ +10 Arcana, +5 Charisma, +5 Cultures, +15 Healer, +5 Song & Tales
Spells: +5 Ranks w/ +10 Spellcasting
Body: +0 Ranks
Magic Points/Level: 2

We'll talk about the whole Spell ranks and lores on a later step as they are wildly different compared to what a MERP player would recognize. For now, I distribute my rank pints into a number of skills that are listed below each subject. 

For instance, Combat includes all of the weapon skills (Blunt, Blade, Ranged, and etc). I looked up what Battleaxe is covered under and noted it is considered a Blade or Blunt weapon. I decide to use it as a blunt weapon, thus putting my skill point under Blunt. For the first 10 or so ranks, their value is equal to Rank x 5. So my 2 ranks placed in Blunt are equal to +10 (2 x 5). I begin distributing my points to the get the following skills.

Blunt Weapons: Rank 2 (+10)
Ride: Rank 1 (+5)
Nature: Rank: 1 (+5)
Perception: Rank 2 (+10)
Cultures: Rank 4 (+20)
Songs & Tales: Rank 3 (+15)

Note: I accounted for the skill totals modified by ranks, I have several other skills that have at least 1 rank from my background. Those will be noted at the end.

Moving on from Vocations, we take a look at Backgrounds. Backgrounds are special powers and abilities that characters can purchase through Background points. The points vary depending on kin. Men & Halflings have the largest pool of Background Points at 5. The ancient and venerable Star Elves begin play with 2 background points. Dwarves get 4 Background points. I decide to purchase 1 major background and 1 minor background.

Minor Heirloom (1 point): Faldir's battleaxe is actually a minor heirloom of the family. It is a +10 (Magic) Battleaxe and can thus hit creatures who are immune to mundane attacks.

Keeper of Secret Lore (Major; 3 Points): Faldir's family has some secret lore involving Rune Magic. He gains +2 Ranks in Spell Lore which he can use to purchase and upgrade his magic. Having Major access to this knowledge, he also gains +1 Magic Points per level, however, he also has enemies in the world the GM can send after him. Enemies that are either desiring his knowledge in Rune Magic or wish to stamp out Rune Magic from the world. If I was asked what kind of enemies would go after Faldir, I would suggest members of his former clan who are upset that outcast city Dwarves are using clan magics without authorization.

Step 4 - Magic

So now comes to Magic, and these rules read very different from what I recall from playing MERP. One is the concept of Spell Ranks. These are rank points you place in a certain field of magic. There are both Open and Closed lists of magic, the open are available to either class (in this case Animist or Wizard) to a maximum of 5th level while the Closed Lists are specific to a certain school of magic. The big difference is that the type of spells a caster can theoretically cast as long as they have the mana is equal to the rank placed in the skill as opposed to level.

For instance, Faldir has 5 ranks +2 in his background for a total of 7 ranks to distribute across spells. He places 3 ranks in Healing. This not only gives him +15 when he casts healing spells, but allows him at first level to cast the 3rd weave healing spell (Which is called Unstun).

Of course, magic in the world of Darkmaster costs magic points. Magic points are accrued from a combination of class (2 for Animist), from attributes (+1 for every 10 points. Faldir's +25 Wis gives him +2 points), and from other sources (like Faldir's background of +2). Faldir's total Magic Points is 5 - given that the cost of casting at a weave is equal to it's placement number, Faldir could cast 1 Unstun (level 3, which costs 3) and still have 2 points over for a spell like Clotting or Healing. 

Faldir's ranks are distributed below as follows:
Healing: Rank: 3 (+15)
Detections: Rank: 2 (+10)
Chanting: Rank: 1 (+5)
Master of Animals: Rank: 1 (+5)

Note: Out of these lore groups, Detections is a combination of a Wizard group and an Open group. Faldir is allowed to put ranks in this group up to Rank 5.

Step 5 - Finishing Touches

We've established Faldir's main weapon (His magical battle axe) and armor (Leather Jerkin). Without body development, Faldir does not get extra hit points. He does get +40 HP from being a Dwarf and +25 due to this Fortitude stat. So even without Body Development poits, he maintains a pretty healthy 65. Like MERP, if I happen to level Faldir, I can choose to trade 2 points from my other skill areas and purchase a point in another field, for instance I could use 2 points from the Lore category (in which I get 4) and give Faldir Rank 1 in Body Development granting him +5. It is noted in the Dwarf entry that the maximum HP that Faldir may have is 150.

Along with HP, I note that Faldir has 1 Drive Point. This is another common feature with modern games, Fate Points, Bennies, Drive Points. It's a point that Faldir has that I can spend to give him a bonus to attacks or activate special abilities. Every session I begin with 1 and can can earn more, but never carry them over.

As for other gear: probably give him some torches, flint and tinder, other minor items depending on how much of a stickler of a GM I have. The game notes I get a free sidearm, which would probably be a knife that Faldir carries.

Conclusion
Name: Faldir, son of Fafnir
Kin: Dwarf / Vocation: Animist (1) / Culture: City

Brawn: +20 (Base: +15 / Kin: +5)
Swiftness: -5 (Base: +0 / Kin: -5)
Fortitude: +25 (Base: +10 / Kin: +15)
Wits: +5 (Base: +5)
Wisdom: +25 (Base: +20 / Kin: +5)
Bearing: -5 (Base: +0 / Kin: -5)

Skills
Armor
Armor: R: 1 (+5) / Item (Leather Jerkin): -10 = -5

Combat
Blades: R: 1 (+5) / Brawn: +20 = +25
Blunt: R: 2 (+10) / Brawn: +20 / Item (Magic Battleaxe): +10 / = +40
Brawl: R: 1 (+5) / Brawn: +20 = +25
Polearms R: 1 (+5) Brawn: +20 = +25
Ranged: R: 1 (+5) / Swift: -5 = +0

Adventuring
Athletics: Brawn: +20 = +20
Hunting: Wit: +5 / Vocation: +5 = +10
Nature: R: 1 (+5) / Wis: +25 / Voc: +15 = +45
Ride: R: 1 (+5) / Swift: -5 = +0
Wandering: Wis: +25 / Voc: +5 = +30

Roguery
Acrobatics: R: +1 (+5) / Swift: -1 = +0
Deceive: R: 2 (+10) / Wit: +5 / Voc: +5 = +20
Locks & Traps: R: 1 (+5) / Wit: +5 = +10
Perception: R: 2 (+10) / Wis: +25 / Voc: +5 = +40
Stealth: R: 1 (+5) / Swift: -5 = +0

Lore
Arcana: R: 1 (+5) / Wit: +5 / Voc: +10 = +20
Charisma: Bea: -5 / Voc: +5 = +0
Cultures: Rank: 4 (+20) / Wit: +5 / Voc: +5 = +30
Healer: Rank: 1 (+5) / Wis: +25 / Voc: +15 = +45
Songs & Tales: R: 3 (+15) / Bea: -5 / Voc: +5 = +15

Body Development: Fort: +25 / Kin: +40 = +65 / HP: 65 / Bruise Threshold (-20 to All Actions at this Number or less): 33

Magic & Spell Lores
Magic Points per Level: +5 / Magic Pool: 5
Magical Attribute: Wisdom

Lores
Healing: R: 3 (+15) / Wis: +25 / Voc: +10 = +50 / Weave Level: 3
Detections: R: 2 (+10) / Wis: +25 / Voc: +10 = +45 / Weave Level: 2
Chanting: R: 1 (+5) / Wis: +25 / Voc: +10 = +40 / Weave Level: 1
Master of Animals: R: 1 (+5) / Wis: +25 / Voc: +10 = +40 / Weave Level: 1

Drive Points: +1

Defense (Leather Jerkin; Soft Leather; Light Armor): Swiftness: -5 / Total Defense: -5

Resistance Rolls
Fortitude: +25 / Kin: +20 / Level x 5: +5 = +50
Wisdom: +25 / Kin: +20 / Level x 5: +5 = +50

Equipment: Backpack, Torches (x3), Tinderbox, Battleaxe +10 (Magic), Knife, Rope, Rations, Waterskin

Links
Against the Darkmaster - A tribute to MERP & 80's cinema can be found HERE
Against the Darkmaster Quick Rules - Can be directly accessed from Drivethrurpg as a Pay What You Want. You can find that out HERE.

Tuesday, August 13, 2019

ME: I Roll Up a Character for Mutant Epoch


The Mutant Epoch is a roll-under % game that I have had for quite awhile. I really found the system appealing and appreciated the setting fluff was fairly neutral. For instance, a GM could plug in fluff from a setting like Gamma World and get it fairly close with this game. I found the character creation is straight forward, but a little scary looking on the outset. The lead writer, William McAusland, comes off as a very technically minded person with the way character creation is broken down into a step-by-step process. I wanted to use those steps to make a character. It is a character building post, rather than presenting a finished character, I will instead make one.

The Character Gen Tank
Step 1 - Character Type: While the rules note that a GM may allow a player to pick their type, the rules recommend random generation. I am meeting my hypothetical character somewhere in the middle. Instead of 1 roll, it will be 3 rolls and I will determine which type I want to play for the character. Unless otherwise noted, character generation uses the % dice. My results are below:

% dice - Result
78 - Mild Mutant
25 - Pure Stock Human
46 - Cyborg

I decide to go with a Cyborg character. I may have misspoke earlier that Mutant Epoch is wholly generic. It has a very vague setting that mixes parts of Gamma World, Blade Runner, and Terminator. It's the future, we grew too fast with our technology, we thought ourselves gods creating life, and then the bombs fell. What makes me think the setting is rather generic is there are no set factions. You could easily plug groups like the Knights of Genetic Purity and it would fit the world. Anyway... I choose Cyborg.

Step 2 - Stat Generation: I had to look ahead to see if there are any special stat generation rules for Cyborgs. Some 'Types' such as Clones and Bioreplicas have certain attribute values set for them and they build off of it. In this case, Cyborgs begin with the standard stat generation as determined by the GM. There are a couple of different types. I am using the system known as 9-rolls. In this set you roll in order your 8 attribute stats, the 9th is a bonus that be switched out if an attribute stat is too low. My stats are generated by % dice and result in the following below:


Attributes
Endurance: 88
Strength: 70
Agility: 21
Accuracy: 83
Intelligence: 33 - Boosted to: 76
Perception: 48
Willpower: 81
Appearance: 82
Bonus: 76 - Replaced Intelligence stat.

So far we begin play with a character who is fairly tough, strong, accurate, and intelligence. He (being a male writer, I decided to keep my character a male) is not the most adroit. Maybe it's from all of those implants weighing him down. These numbers are not set in stone, and before we look at Cyborg material, we need to determine his Caste before becoming an adventurer.

Step 3 - Caste Generation: At the start of play, each character has a caste they were previously before becoming a freelance adventurer. This ranges from being an escaped slave to a well-armed mercenary. Like my Character Type, I will use the random roll feature and roll 3 times to see what I get and what I like. The results are below:

% - Caste
03 - Ex-Slave, Gladiator
73 - Mercenary
65 - Infantry

Looking at the Cyborg caste table, I find they askew heavily to the martial castes over technical or slaves. 01 to 05 as noted above is the only Slave available to the starting Cyborg, which is the Gladiator caste. In this case, I decided on the Mercenary. My Cyborg, maybe he escaped the machine legions but also picked up a touch of entrepreneurship, selling his martial prowess to the highest bidder rather than sign his life to a single city-state as an Infantrymen.

The Mercenary Caste provides the following: +d10 Endurance, +d10 Strength, +d6 Agility, +d6 Accuracy, Equipment Code WE (Well Equipped; see later), Automatic d3 skill points in Brawling (I roll a 2 on a d3 - or rather a 4 on a d6. He also begins play with d6 Warrior Skills (I roll a 4) and d4 Misc skills (I roll a 1)

Before looking deeper into the caste to see my starting equipment, I go ahead and roll on the skill chrt below the caste chart. Characters can technically try anything at least once, skill points make actions easier or more effective. What skills are available are determined by group. We'll see our skill results below:

Automatic Skills: Brawling d3 - Result of: 2

Warrior Group (4 Skills; %): (72) Stealth, (01) Barter, (96) Weapons Expert, (73) Tracking

Misc Group (1 Skill; %): (78) Technical Skill (Mechanical) - The latter is determined by a sub-table with a d10 roll. I had rolled a 7.

So our Cyborg is fairly good in a brawl, he has some training at being stealthy. He must have learned some level of bartering from his days as a mercenary and obviously trained with a weapon. An interesting skills is Mechanical as it sets him on the path to performing feats such as rebuilding and maintaining a car.

In addition to these features Mercenaries have the following: They have an 18% chance of Reading and Writing (Rolled 16% - Yes) and a 27% chance for advanced math (Rolled a 59% - No). He has a chance for bonus skills including 36% for d3 Gambling (Rolled 75% - No!), 32% chance for d3 Lying Skill (70% - No!), 29% chance for d3 Riding skill (Rolled 62% - No!), 32% chance for d3 Crimianl skills (Rolled 20% - Yes! - d3 skills = 2. We'll see what we get below). There is a 29% chance the Cyborg owns a horse (Rolled 69% - No!). Finally there is an 87% chance he split with his previous mercenary guild on good terms (Rolled 30% - Yes!). The last part is good for the player, maybe not so great for the GM. There is no official bounty on the character's head at the start, it also means an avenue of adventure seeds is technically closed to the GM - unless they want to ignore it.

Oh! I have not forgotten about those Criminal Skills. Let's see what we get on the % roll below.
Criminal (2 Skills; %): (100%): Weapon's Expert (II), (78%): Pilot

We further cement this Cyborg is another warrior in the realm. He also had either read a pilot's handbook, used a sim, or at some point flew a Cesna across the broken earth to escape captivity as a Mercenary. Taking all of this account, we'll see below what our modified stats / skills look like.

Attributes
Endurance: 94 (d10 Boost: 6) - Final Mod 60+d20: 76
Strength: 70 (d10 Boost: 76) - Final Mod 40+d20: 50
Agility: 21 (d6 Boost: 27) - Final Mod: 22
Accuracy: 83 (d6 Boost: 85) - Final Mod 40+d20: 44
Intelligence: 76 - Final Mod 40+d20: 50
Perception: 48 - Final Mod: 30
Willpower: 81 - Final Mod 40+d20: 46
Appearance: 82 - Final Mod 40+d20: 60

Skills
Barter, Pilot (1), Stealth (1), Technical Skill: Mechanical (1), Tracking (1), Weapons Expert (1 - Crossbow), Weapon Expert (1 - Pistols)

Note: Weapon Expert is a large % table, I won't bore with the details as this is running long already. Suffice to say, the 2 % rolls I came up with included a Crossbow and Pistol expertise. This does not mean that a Cyborg cannot pick up an Assault Rifle and use it, it is just that when using either a Crossbow or Pistol, they gain bonuses due to natural training. Also, in addition to their Well Equipped Status, they begin play with a Crossbow and a Pistol. Their two pieces of equipment are below:

Crossbow (d10: Rolled 1 - Crossbow, Light), Pistol (d10: Rolled 7 - Auto-Pistol w/ 30 rounds of ammo).

Character Step 4: Cybernetics

This Step 4 ranges depending on characters. Because I choose a Cyborg, my guy's step 4 is to look at what those cybernetics are. A Cyborg begins with d2 Offensive, d2 Defensive, and d3 Miscellaneous implants.

My Results: Offensive (d2): 1, Defensive (d2): 2, Misc (d3): 1

There is a large % table for each category. The results I get for my Cyborg are noted below:

Offensive (1; % Roll): (63) Weapon Arm - Assault Rifle (Internal Magazine of 300 round clips with an extra 100 round clip to load in; 25% Detachable Arm - Rolled 60% - No!

Defensive (2; % Roll): (15) Armor Enhancement - Ballistic Skinweave (DV: -6/27 vs. Bullets. -0.5 MV, -6 APP), (44) Armor Enhancement - Acid Proof Tissue (DV: -4/-30 vs. Acid. -0.5 MV, -1 APP)

Misc (1; % Roll): (43): Hover Jets (Speed 25 Meters per round; -11 Appearance).

Note: The Weapon Arm rules note that I can switch out Weapon Expert skill points and add them to my Weapon Arm. I decide to do that, replacing Crossbow with the assault rifle strapped to his arm. I'm pleased that a lot of the implants compliment my skills. We can see where the Cyborg's pilot skill may have been learned by using his hover jets. Unfortunately, his Appearance mod is reduced by 11 points. The final total is below:

Appearance: 60 - 11 = 55

Character Step 5: Equipment

Okay, so this feels long, it does go faster with a combination of vocal explanation and example. I also type in a verbose manner. So I apologize, gentle reader, if you fell asleep through this one. We reach the final stage - Equipment. Noting above, a Mercenary has a WE Outfit code. WE stands for Well Equipped.

-2d100 Silver Pieces results in: 50 SP
-19% Trained Dog as a companion? Rolled 65% - No!
-74% Weapon Relic (WC-R) - Rolled 54% - Yes! - Weapon Result is (d20): 3 - Sniper Rifle w/ 7 High Caliber (HC) Rifle Rounds)
-26% Secondary Weapon Relic (WC-RC): Rolled 50% - No!
-29% Mount - Rolled 27% - Yes! (d6: 1-4 Saddle Horse, 5-6 Riding Dog = 3): Saddle Horse

The Cyborg also begins play rolling on the random starting weapon & armor table with a d10+6. In addition to his machine gun arm, auto-pistol, and relic. He has the following weapons in his kit.

x1 Battleaxe, x1 Dagger

A roll for Starting Armor gives him: Part Plate Set, Standard Shield, and a chance at an Iron Helm that he did not get. Because of his skin weave, he can wear the armor, though the movement penalty stacks with his minor movement penalties due to the flesh implants. He also has a shield, but that would limit his options, seeing as one of his hands is an attached assault rifle.

Finishing Touches
While there are tables for height and weight, we really don't need to go over that. Suffice to say, Cyborgs begin at 160 CM (5.5 ft) with pretty large die rolls. So he is sufficiently tall and plenty thick. The two tables I did roll on was Hand Dominance. This is a d10 roll with 1-7: Right Handed, 8-9: Left Handed, and 10 Ambidextrous. I ended up with a 10 for ambidexterity and my swimming skill came up Fair, however as noted in the Weapon Arm rules, your ability decreases unless you have a detachable arm that you can fit instead of your gun. So although my Cyborg can technically swim, its difficult with the rifle sticking out of his left arm.

And above is the finisher. Tomorrow I will put up the character sheet with everything that's noted down. This seems very complex, but when explained over the table, I believe it will flow smoother than I made it out to bed.

Final Notes
Name: The Cyborg / Rank: 1

Attributes
Endurance: 76
Strength: 50
Agility: 22
Accuracy: 44
Intelligence: 50
Perception: 30
Willpower: 46
Appearance: 60

Skills
Barter, Pilot (1), Stealth (1), Technical Skill: Mechanical (1), Tracking (1), Weapons Expert (1 - Machine Gun Arm), Weapon Expert (1 - Pistols)

Equipment: Part Plate Armor, Dagger, Battle Axe, Auto-Pistol (30 rounds), Sniper Rifle (7 HC-Rounds) / Wealth: 50 SP

Implants: Armor Enhancement - Ballistic Skinweave (DV: -6/27 vs. Bullets. -0.5 MV)

Armor Enhancement - Acid Proof Tissue (DV: -4/-30 vs. Acid. -0.5 MV)

Hover Jets (Speed 25 Meters per round)

Weapon Arm - Assault Rifle (Internal Magazine of 300 round clips with an extra 100 round clip to load in)

Links
The Mutant Epoch - %-based Post-Apocalypse Game as both a PDF and printed book.