Frank "Ziggy" Murdock

Scientist, Skill Monkey, Mutant, Cyborg

Description:

“Let’s See What Makes It Tick!”

Ziggy’s Science Explained

Tallish, somewhat gaunt thirty-something year old man typically wearing an overcoat with a large case of various tools and supplies he takes with him everywhere. Also, he’s a cyborg.

As far as appearance is concerned, I imagine some sort of cross between Dr. Stein from Soul Eater (minus the head screw) and Jet from Cowboy Bebop (primarily for the arm)

Generally True Neutral in alignment, with a vested interest in the survival of humanity AND A HATRED FOR RUDY WHOSE DEPTH RIVALS THAT OF A BLACK HOLE, but more on that later.

He usually respects the codes of the organizations he is a part of, but is not above doing what he thinks is the best course of action, even if it may conflict with those codes. At the end of the day, he is most interested in his survival, as well as the continued advancement of humanity’s fight.

Since the accident, he learned more about combat, and has become a Short-Mid range defensive specialist.

“At the end of the day, whoever is still breathing won.”

Smart 4 / Fast 1 / Field Scientist 1
STR 12
DEX 16
CON 14
INT 18
WIS 10
CHA 6

AC: 28
Touch: 22
Flat-Footed: 22

Combat Statistics
Melee
High-Frequency Sword (MW/WM)
Attack +4,

2d6+1 Slashing Damage,
19-20/x2 critical

Ranged
Laser rifle (MW/WM)
Attack +6,
3d8 Fire Damage,
20/x2 Critical,
120 feet range increment (Electro-Optical Scope)
+1 to Hit Indoors or at Night within 30 feet – Laser Sight
Illuminator Attachment also increases visibility in dark environments

AC: 28 = 10 + 3 DEX + 4 DEF + 6 Armor + 2 Shield + 3 INT (Smart Defense)
Touch: 22
Flat-Footed: 22

Energy Absorption [MAJOR]
You can absorb impressive amounts of harmful energy.
MP Cost: 4.
Benefit: You gain resistance 10 to two types of energy or resistance 20 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.

Power Source [Major]
You generate an electric current that can power small devices, vehicles, and even energy weapons.
MP Cost: 5
Benefit: As a full-round action, you can provide a single battery or power cell with a full charge simply by making physical contact with it. This allows you to fully recharge a car battery, refill an energy weapon’s ammunition to full capacity, or restore life to a starship’s drained energy cell. This ability may only be used a number of times per day equal to the character’s Constitution bonus (minimum of 1).

Radio Receiver [Minor]
The electronic impulses in your brain transform to allow your
mind to pick up radio signals in your vicinity.
MP Cost: 1
Benefit: You mind acts as a portable radio, allowing you to pick up radio broadcasts of all kinds. Additionally, by tuning your mind to the correct frequency, you can pick up walkie-talkie and other portable radio signals, allowing you to do everything from eavesdrop on police radio bands to picking up the radio communications from fellow party members.

Lost Arm [DRAWBACK]
One of your arms withers or gets eaten away, leaving behind a stump.
MP Value: 3.
Drawback: You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you take a –2 penalty on Climb checks, Swim checks, and grapple checks. Special: You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.

Ability Decay [DRAWBACK]
Your body or mind suffers from some marked deformity or deterioration.
MP Value: 4.
Drawback: One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 3 or less. Special: You may take this drawback multiple times. Its effects stack.

REDUCED SPEED [DRAWBACK]
You are unable to move as quickly as normal due to various mutations and deformities.
MP Value: 3.
Drawback: Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.

Bio:

Scientist, Skill Monkey, Mutant, Cyborg, Brotherhood of Steel Initiate, Member of the Followers of the Apocalypse.

Despite being only an initiate, he quickly gained respect as a scientist in the ranks of the Texas Branch of the Brotherhood of Steel. Frank Murdock was working at a facility developing weapons to combat the many dangers of the wasteland, including Supermutants, deathclaws, and various other mutated or otherwise dangerous creatures.

After years of successfully defending against Rad Scorpions, Deathclaws, and other mutated vermin, the facility fell to a Supermutant raid led by RUDY, THE ALBINO BEHEMOTH SUPERMUTANT, during which Frank was exposed to high radiation, causing him to mutate dramatically. This change came with consequences, the most visually apparent of which being the loss of his right arm, which quickly, yet painfully melted off, leaving only a small amount of his original arm below the shoulder.

Never one to waste an opportunity, he made the most out of his change. With assistance from the Brotherhood of Steel, he replaced his mutated stump of a right arm with a cybernetic prosthetic, concealing both ranged and melee weapons, as well as a few simple tools, including a Flashlight, Laser Sight, and an Electro-Optical Scope. With his precious lab gone, and much of his research destroyed, he decided to venture out, performing more hands-on research with samples he obtains himself, as well as hunt down his white whale, RUDY, and CARVE HIM UP LIKE A THANKSGIVING TURKEY.

He fights the threats of the wasteland, dissects them, collects samples, and studies them, hoping to engineer weapons designed specifically to counter them and/or apply their beneficial mutations to the fight for humanity.

Frank "Ziggy" Murdock

Fallout New Texas: A Post-Apocalyptic Adventure in New Texas GrizzlyHunter25