(another combo set, this time its really overpowered, with houserules I posted on the MFWiki)
KARA AND "EDGER"KARARace: Pure HumanLevel: 8
Hit Points: 73
Armor Class: 6
THAC0: 14
Saves: Eng 9, P/D 8, Stun 10, Rad 9
Alignment: Neutral
Attacks: 3/round, +0 to attack for melee, +2 to attack with vibro dagger, and +2 to attack for missiles.
Damage: (+1 melee damage) 1d6+1 w/Machete, 1d4+1 w/knive, 1d4+7 w/vibro dagger.
Strength: 12 (11+1 level) (+0 to attack and +0 to damage)
Dexterity: 16 (15+1 level) (+2 to missile attacks and initiative and -2 to armor class)
Constitution: 16 (13+3 race)
Intelligence: 19 (15+3 race, +1 level) (+20% to technology; knows Trade speak, English, and 2 other languages)
Willpower: 11
Charisma: 11 (7+3 race, +1 level) (+0 to reaction rolls, 4 retainers at morale 7 each)
Equipment: Machete (as shortsword), 2 knives (as daggers), axe, datasuit (as furs/skins), backpack, bedroll, 50' nylon rope (as silk rope), flint & steel, waterskin, lantern, 3 flasks of oil, advanced breathing apparatus, medi-spray I, vibro dagger, plutoium clip, 15 cans of food, water purifier, Medium Encasing Military Armor (see
EDR-37 "Edger", below), 492 gp worth of assorted coins and scrap metal.
Kara Jonson was born into a band of nomadic scavengers. Do to some old dogma, she became an outcast in her clan. While working as a scout, her band was ambushed and was separated. She took refuge in an old bunker, where she found her partner --
EGR-37 "Edger". Kara is cheerfully optimistic, and is more comfortable with machines, then people. Edger - unit EGR-37 - was designed to be an advanced combat armor, that can operate independently of a user, and with the ability to operate for years before needed to replace it's power cell. It is hardwired to follow a human wearer.
He has a a serious outlook, and tends to comment on everything with dry sarcasm. Their personalities are as much of a contrast, like night and day, but they get along quit well. Their exploits have become the stuff of legends, and a large human community even pledged their loyalty for the sake of her protection (think
Gamma Knights), but she declined, as she is too nomadic to settle-down.
EGR-37 "EDGER"Race: Robot/MEMA
Hit Dice: 30 (150hp)
Locomotion: Legs (pair)
Manipulators: 2 advanced hands (can be slaved to gauntlets); 2 gauntlets (pilot use only)
Armor: Neovulcanium Armor (AC 0; AC -2 w/Kara)
Sensors: Nerve Web (+2 range weapons, and initiative)
Mental Programming: AI (Lawful)
Controls: Neuro*
Accessories/Android Features: Standard MEMA equipment, plus: AT Recorder/Transmitter, Vocalizer, Weapon mounts (forearms & shoulders), self-repair unit, Quickness, Weak Will
Weaponry: Plasma Rifle, MkI Laser Pistol, Grenade Launcher w/17 (out of 30 missiles) Frag Grenades, and Missile Launcher w/11 (out of 16 missiles) Micro-Missiles.
Attacks: 2/round, +3 to attack for melee and +3 to attack for missiles.
(6/round, +3 to attack for melee, +5 to attack with vibro dagger, and +5 to attack for missiles, with Kara)
Damage: 9d6+4 w/punch, 8d6 w/Plasma Rifle, 6d6 MkI Laser Pistol, 5d6 w/Frag Grenades, 7d6 w/Micro-Missiles.
(9d6+5 w/slaved punch, 1d6+5 w/Machete, 1d4+5 w/knive, 1d4+11 w/vibro dagger, with Kara)
Strength: 19 (17+2 race) (+3 to attack and +4 to damage)
Dexterity: 14 (12+2 race) (+1 to missile attacks and initiative and -1 to armor class)
Constitution: 17 (14+2 race)
Intelligence: 10 (12-2 race) (+0% to technology; knows English)
Willpower: 1 (12>3-2 race)
Charisma: 11 (12-2 race, +1 level) (+0 to reaction rolls, 4 retainers at morale 7 each)
* more info about this system, see
this page. A "Neuro" control allows a pilot/wearer to combine his/her combat abilities with the unit.