Dragon Spearmen
Attributes:
Strength 4 (6), Dexterity 4, Stamina 5,
Charisma 2, Manipulation 2, Appearance 2 (0 to humans),
Perception 3, Intelligence 3, Wits 3
Abilities:
Academics 1, Alertness 3, Awareness 1, Athletics 4, Streetwise 1, Brawl 3, Computer 2, Drive 1, Investigation 2, Melee 4, Occult 2, Law 2, Stealth 1, Technology 3
Willpower: 7
Yang/Yin: 6/4
Martial Arts: Path of Fire 2, Civilization 3
Total Armor: 13 vs Lethal/Bashing and Radition, 8 vs Fire, 5 vs other Aggravated
Augments:
Slowed Perception Implanted Combat Enhancer (SPICE)
A new and somewhat risky augment, directly implanted into the brainstem, this chip allows the user to slow down his subjective perception of time in any situation, allowing them ample time to think about their next move in combat or other cases profiting from high-speed thinking.
Lower the difficulty of almost any Dexterity- or Wits-based roll by -1 or -2, including cases like attacks and dodges, driving, combat-planning and some rare social cases where quick thinking is of advantage.
Overuse of this ability causes intense headaches and sickness.
The -1 version can be used up to 3 times per scene safely, or the -2 version once. Using either version after that causes respectivly a -1 or -2 wound-penalty on all dice-pools for the rest of the scene (this includes on the roll it was over-used on itself).
Reflexactivated Adrenal Gland Enhancement (RAGE)
Despite the name this augment does not merely enhance adrenaline production, but unleashes an entire alchemical cocktail into the agent's body, allowing for brief burst of speed or to shake of the effects of severe wounds for a short time.
This works as the Formor Mutation Berserker, giving 5 Rage points. However due to the augment being inactive unless deliberatly activated the agent is only at risk of Frenzy when using Rage points and for the rest of the scene afterwards. In his normal life he is as immune to Frenzy as any regular human.
While the Rage can obviously not be used to enhance shapeshifting, it can instead be used to activate a lesser form of Frenzy, ignoring up to -2 Wound Penalties for the rest of the scene.
Subdermal Impact-Enhanced Gel (SIEG)
A highly advanced form of subdermal armor, made not from chainweave or ceramic-plate, but from a non-newtonian fluid that hardens instantly under impact, allowing it to be added even to joints without significant hindrance to the flexibility. In its secondary function the gel can also absorb short-term busts of heat quite well, providing a moderate protection against fire (though it is useless against long-term exposure to heat or cold).
The most complex part of the system and the one that makes a machine-spirit indispensable is the system of local anesthetic injectors that come with it, since otherwise the loss of large amounts of skin above the protective layer in combat might be debilating with pain for the user, even if the protection remains functional.
This augment is not easily concealable, since it adds both a number of ports to refill anesthetics and protective gel, and more importantly adds a considerable bulk around the user's entire body. Fully covering clothes might at best give the impression of strangely-proportioned muscle or fat bulging out the body, but on closer view it is clearly unnatural.
System: Add 3 Dice of armor against both normal attacks and fire or radiation and allow the user to soak lethal damage with his full Stamina+Armor.
External Movement Support System (EMSS)
A variant on exo-skeletal enhancements as they have been used in some magical or technological variant for many years by now, this system is mostly suited to be covered in a special-made armor and negate any hindrance it causes the user, though it also fullfills the classical role of strength-enhancement.
System: Add 2 to Strenght and reduce armor-penalties by 2.
Gurvel-Traits:
- +1 Strenght and Stamina, can go up to 6
- One additional Bruised (-0) Health Level
- 3 Inherent Armor, stacks with external armor (The armor can soak lethal and aggravated, Stamina only soaks Bashing as normal
- Greatly reduced effects of radiation (mostly narrative, actually soaks with full stamina if some Werewolf-power uses radiation as a weapon)
- Inherent Str+2 Lethal damage with Claw or Bite
- -1 Dex for using tools that require fine manipulation and manual dexterity, be it a pen, a scalpel or a lockpick. Additional to that -1 Dex penalty for using any tools or weapons not specifically made for Gurvel
Equipment: EMSS-Armor-Plating (5 armor, -2 penalty negated by support-system), Heavy Shield (+1 Diff on hostile attacks, can serve as cover against Ranged Attacks, Parry DC 6) Grenades, Haywire Grenades, Halberd (Str+3 Damage, long reach, -1 Difficulty to Disarm Maneuver), 2x Firestrike-Javelin, 5x Heavy Javelin (Str+2)
Firestrike Javelin
The only hightech-weapon in Gost's arsenal, these javelins were especially designed for Gurvel's magically enhanced coordination in the City of Laws, to combine natural talent with modern weaponry.
Serving as a heavy and particularly aerodynamic javelin (Str+3 Damage, 75 yards) the real trick lies in a can of aerosolized spray in the middle of the shaft, creating a cloud of 10 yards diameter that is then lit on fire with a spark, dealing 6 dice of aggravated damage to anything in the area.