Wednesday, October 14, 2015

287. Collectors

Collectors look like skeletal synthmorphs, with no casing and minimal structural support. They are usually draped in a string of captured cyberbrains, always on the verge of overheating as they engage in feverish thought.

Collectors connect themselves to cyberbrains for an unknown purpose. Each new cyberbrain is connected to the last, forming a string. An accomplished collector may have built a string of dozens of cyberbrains. It will wrap them around its neck like a necklace, then around the torso until reaching the waist, at which point any that remain will trail behind it. It is difficult to shoot a collector without hitting a captured brain.

Captured cyberbrains can be recovered but the egos are inevitabley significantly traumatized. Their memories of their time connected are vague at best; most only retain a sense of intense concentration and rapid streams of thought.

Collectors are utterly incapable in melee, but can use any ranged weapon they find. Because collectors collect cyberbrains, they interested only in synths and pods. They will avoid biomorphs when possible.

Mechanics

COG 30 COO 15 INT 15 REF 20 SAV 10 SOM 10 WIL 30
INIT 7 SPD 2 DUR 30 WT 6 DR 60 LUC 60 TT 12 IR 120

Skills: Beam Weapons 50, Fray 30, Infiltration 30, Infosec 60, Kinetic Weapons 50, Perception 50, Psychosurgery 60, Seeker Weapons 50, Spray Weapons 50
Enhancements: 360° Vision, Enhanced Perception, Reflex Boosters, Mental Speed
Movement Rate: 4/40
Armor: 8/8

Captured egos take 1d10x2 SV, and may become asynchs at the GM's discretion.

Plot Hook: A collector was recently taken down on Mercury, and one of its victims appears to have retained the contents of some of its thoughts. Unfortunately he is deeply traumatized, mentally unstable, and has been snatched up by Ozma. Firewall would prefer if he were in their custody.

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