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Cylon Centurian

Laryssa

SOC-14 1K
Cylon Centurian
Class: Marine Level: 5 Race: Cylon
Height: 200 cm Mass: 300 kg Hair: None Eye: Red
Handedness: Ambidextrous
Abilities ------- Score --- Adjustment
Strength: ---- 20 --- +5
Dexterity: --- 14 --- +2
Constitution: - 14 --- +2
Intelligence: - 18 --- +4
Education: -- 12 --- +1
Wisdom: ---- 12 --- +1
Charisma: --- 12 --- +1
Social Standing: - 12 --- +1
Stamina: 35 Lifeblood: 14 Stamina Dice: 5d10+10
Armor Class: 22 = 10 Base + 10 AR + 2 Dex (Same as Battledress)
Saving Throws
Fortitude: +6 = 4 Base + 2 Con Adj.
Reflex: +3 = 1 Base + 2 Dex Adj.
Will: +4 = 3 Base + 1 Wis Adj.
Speed: 9 meters / 6 squares
Attack Rolls
Melee: +7/+2 = 5 Base + 2 Dex Adj.
Ranged: +7/+2 = 5 Base + 2 Dex Adj
Attacks
Laser Rifle (Built into Left Arm): Att Bonus: +7/+2 Damage: 3d10 Critical: *2 Range: 60m Type: Laser Size: Med ROF: 1 Notes: Internal power supply provides for 100 shots for this arm.
Laser Rifle (Built into Right Arm): Att Bonus: +7/+2 Damage: 3d10 Critical: *2 Range: 60m Type: Laser Size: Med ROF: 1 Notes: Internal power supply provides for 100 shots for this arm.
Cutlass (retracts into Left Arm): Att Bonus: +7/+2 Damage: 1d8+5 Critical: 19/*2 Range: - Type: slashing/piercing Size: Med ROF: 1 Notes: retracts into forearm and springs out as needed, replacing the hand in the process.
Cutlass (retracts into Right Arm): Att Bonus: +7/+2 Damage: 1d8+5 Critical: 19/*2 Range: - Type: slashing/piercing Size: Med ROF: 1 Notes: retracts into forearm and springs out as needed, replacing the hand in the process.
Right Claw: Att Bonus: +8/+3 Damage: 1d4+5 Critical: *2 Range: - Type: slashing/piercing Size: Small ROF: 1 Notes: retracts into forearm and springs out as needed, replacing the hand in the process.
Left Claw: Att Bonus: +8/+3 Damage: 1d4+5 Critical: *2 Range: - Type: slashing/piercing Size: Small ROF: 1 Notes: retracts into forearm and springs out as needed, replacing the hand in the process.
Note: Cylon Centurians are Ambidexterous and have the Two-Weapon fighting Feat, they get their full attacks with both arms each round with no off arm and no penalty.
Skills: Demolitions +5, Forward Observer + 10, Spot +7, Gunnery +4, Listen +4, Move Silently +5, Navigation +4, Search +7
Feats: Weapon Proficiency (marksman), Weapon Prof(Combat Rifleman), Weapon Proficiency (Swordsman), Weapon Focus(Cutlass), Armor Proficiency (Light Armor, Medium Armor, Vac Suit, Battledress), Brawling, Weapon Proficiency(Lasers), Tactics I, Zero-G Combat. Ambidexterity, Two-Weapon Fighting, Combat Reflexes.
 
I don't know T20 or GURPS stats, but if this is OBSG then the dex ought to be really low: those lumbered along, fell off ledges real easily, had an abysmal reaction time, and never hit anything!* If you saw Happy Feet, the original centurions are like the tiger seal on the ice, when the penguins ran away in slow motion - not a real threat.

now the new ones....those are actually dangerous!

*now the book was different, but in that, the Cylons were a reptile race, not robots.
 
I would argue that their intelligence is not 18 either. They required directions from above to do just about anything. Maybe 8-10?
 
There is a machine like quality to their intelligence, they aren't Einsteins or Beethovens, they aren't particularly creative, but they are good at crunching numbers, much better than any human, and it is through that number crunching that they achieve their intelligence. Mostly what that intelligence does is give them extra skill points and bonuses on their skill adjustments. Also figure that the Cylon Jump Drive is much better than that of the humans, some sort of machine intelligence had to figure that out without human assistance. Also consider that Cylon Centurians are mass-produced, they are very uniform. The stats for this one, isn't the average Cylon Centurian, they represent every Cylon Centurian that rolls off the factory floor. Their intelligence is not particularly creative, and every single one has these skills and feats hard wired into them. Since they are specifically built with these capabilities, then it makes sense that they would have the equivalent of an intelligence of 18 when performing them, but their actual creative intelligence would be considerably lower than what this statistic would indicate.

The human-cylons are a bit different, their stats are identical to humans, but they have certain capabilities that regular humans do not. With a feat, that I would call Adrenaline Rush, they could temporarily increase their strength significanly to achieve something that a normal human couldn't do, basically this involves firing all their muscle cells at once in a given muscle, the downside is that the cylon takes damage when doing so. Humans can do this involuntarily when extremely stressed, but the Cylon humans can simply will themselves to have this adrenaline rush, they are otherwise biologically identical to humans, aside from their ability to download into another body on a resurrection ship.
 
For that I've reverted back towards the old BSG series, but the Cylons themselves are closer to the New BSG series except their built in weapons are laser rifles rather than slug throwers. I figured I didn't want to do either the old series or the new series exactly, but some combination of the two, using Traveller T20 rules as the default rule set. Under Traveller T20, they don't have slug throwers or railguns as starship weapons, so I substituted Pulse Lasers, and for consistency, they characters have laser sidearms. The overall tone of the campaign is futuristic rather than retro-modern as is the new BSG series, but I do use all the new BSG characters, including such notables as Kara Thrace (Starbuck), and Lee Adama (Apollo), there back stories are similar to the new series, but more in line with a futuristic TL15 Traveller background. On other threads I've detailed the Battlestar Galactica.
 
Maybe they could have one laser rifle and a gauss rifle? That gives the Centurian more options and doesn't make it like either series exactly. There are times when slugs are better than lasers.

I can accept your explanation of the Intelligence. I hadn't thought of it that way.
 
Yeah, the Cylons can retool their armament, one laser, and a Gauss rifle sounds like a good option, especially if the Colonials are sporting reflect armor.
 
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