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Character Aspects - Coggle Diagram
Character Aspects
Cyberware
Installs
Areas
Armor
RepulseField
40k
A field that absorbs up to 75 damage, if over 75 Field breaks for 3 turns and you take leftover damage
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Speed
Koresnikov
80k
Dash to location, shoot up to 5 enemies, dash to second location, cooldown 20 moves
Die Fast
40k
Shoot one enemy with 2 shots, in one turn, cooldown 20 moves
Blitz
10k
Dash up to 20 spaces in one move, cooldown 20 turns
Stealth
DiamondCoat
80k
Makes you invisible for 3 turns, cooldown: 25 turns
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NanoDrone
10k
Can reveal around corners, range: 5 block, uses, two per mission
Hacking
Kenpashi Ver 1
10k
Hacks: Overload 40 dmg, vision malfunction 1 turns blind 50% chance success
Prometheus GRR PL4
70k
Paralise+, stop player for 3 turns, Brainstorm, 100 dmg 75% chance, Confuse, enemy attacks other eneimies 25% chance 5 turn cooldown
Arasaka LMR 45
40k
Hacks: Paralyze stop player 2 turns, Weapon malfunction, stop weapon 2 turns, burnout 60 dmg, 60% chance, Heart ovveride: instakill enemy 2% chance, 2 per mission
Artilery
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SmartDart
40k
A dart that inflicts 100 damage to an enemy around a corner, pairs nicely with nanodrone
SupriseSaviour
10k
Flashlight Duc taped to wrist. 20% chance of stun, 2 block range
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Acessibility
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SoulCrusher
30k
Pairs with Prometheus, allows you to control enemy, 100% chance 20turn cooldown
Defense
Adrenaline
40k
Upon going below 25% health, speed and damage will be boosted by 50%
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Upgrades
Costs 70,80,120,160 % of original cyberware cost
Skills
Strength
HP, starting at 100 gets 25 pts added per point
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Intelligence
Starting at 0, every point increases your percentage odds on all actions by 5%
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Gear
Consumables
GoonJuice, revives 40% health but takes up turn
ZoomShot, Gives you an extra speed point for 4 turns
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Immunosupressants, stops your next cyberpsyco roll
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Weapons
Grenades
Flashbang, stuns enemy for 1 turns, 4 for 1k
Teleport grenade, teleports you to grenades location, 1 for 2k
Shrap Shell, 100 dmg to enemies in 3x3 radius 4 for 1k
Guns
Shotguns
Chepo Buck: 10k 75 dmg in 2-3 sqaures, misses beyond that
The Arbitor, 70k 300Dmg in 4 squares, can shoot through walls loosing 50% dmg per wall
The median, 20k 150dmg in 4 squares
MachineGuns
Poundtown 20x 10k, 35 dmg in 2 squares 50 in 3-5, and 35 in 6-9
INI Crown, 50k, 100 dmg in 2, 150 in 3-7 and 120 in 8-9. 50% chance you get to target two enemies in turn
Mecha bpm: 20k, 50 dmg in 2 squares, 75 in 3-7 and 50 in 8-9
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Meele
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Explodostick 10k, 300 dmg to enemy but 50 dmg to you
Watashiki 40k, 60 + 20 p st pt dmg and gives you 2 extra blocks of movement
Cyberpsycosis
Every 10 rounds we will each have a 50% chance of getting hit by a mental health damage. If you hit zero you will go cyberpsyco and loose. Your damage is the number of implants and their respective tiers summed
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First level NPC gets 40k, 2 SP and a Animals Affiliation