Post Your NPC
Posted: Sun May 15, 2005 2:30 am
Working up a squad for House Artemis. Here's the leader and his Host Armor.
Deadeye Dillon
Deadeye Dillon is one of the best snipers in the Resistance and a renowned hero even outside of his own Great House. He grew up in one of House Artemis’s Underground Havens, and he always dreamed of following in the footsteps of his Dreadguard father. His parents trained him from birth to make his mark in the Resistance, and he took to his lessons well. He was a natural marksman, an amazing martial artist, and a brilliant tactician, so no one was surprised when he was asked to join the Dreadguard at the age of 15. His skill with a rifle earned him the moniker of Deadeye, and it allowed him to wrack up tens of thousands of kills throughout his illustrious 25 year career. However, his name took on a whole new meaning when he was blinded in the line of duty nearly 10 years ago.
Dillon was selected for an incredibly prestigious and top secret mission. He was one of only four Dreadguards assigned to escort Warlord Artemis to a secret rendezvous with six other Resistance leaders, including Warlord Anhorn from the Great House of the Barren Marsh. Each Warlord had their own entourage of defenders, but the total force was kept to a minimum in order to avoid drawing any unwanted attention. Unfortunately, that is exactly what they did.
The N.E.X.U.S. personality Kali learned about this meeting through one of her Siren Infiltration Robots, and quickly devised a plan to capture these exposed Warlords. She launched a massive assault that caught the group by surprise, but the Dreadguard defenders and Warlords fought back ferociously and were able to temporarily break through the Machine’s lines. They tried to make their escape, but Kali’s forces were relentless. The beleaguered Splicers realized it was only a matter of time before Kali’s legions caught up with them and overwhelmed their tiny force. Deadeye Dillon and five other Dreadguard warriors volunteered to stay behind and delay their pursuers so that the Warlords could escape. Everyone knew this was a suicide mission, but Dillon and the others were willing to make the ultimate sacrifice in order to protect the Resistance. Warlord Anhorn told them that they were truly an inspiration to Dreadguards everywhere and their heroic sacrifice would never be forgotten.
With that, Deadeye Dillon and his comrades prepared to make their last stand. They were horribly outnumbered, but Dillon had a plan that would give their tiny force a fighting chance. He knew of a narrow canyon up ahead that would limit the effectiveness of the Machine’s army and provide the Dreadguards with an excellent field of fire. They used hit and fade tactics to lure the robots towards this terrain, and once they took the bait, the Dreadguards hit the Machine’s army with everything they had. The plan worked even better than Dillon expected. They destroyed scores of robots with heavy weapons fire without even suffering a single casualty. They could have possibly torn apart hundreds more robots as they struggled to navigate the tight rock walls (and the growing piles of falling robots), but once the Splicers ran out of ammo, they had to abandon the relative safety of their ambush site and charge straight into the heart of the Machine’s army. Outnumbered and surrounded, they fought valiantly against impossible odds, but the outcome was never in question. Deadeye Dillon was torn from his Host Armor and the rest of the Dreadguard were slaughtered, but their sacrifice was not in vain. They stalled the advancing army long enough for the Warlords to escape, which made Kali absolutely furious. She monitored the battle through the eyes of her minions, and she knew that Deadeye Dillon was the man responsible for ruining her plans. She had her robots spare this impudent human so that she could personally repay him for what he had done. She had an elaborate series of tortures planned for her captured Warlords, and since Dillon ruined her fun, he could take their place.
He was brought to a nearby Industrial Center that Kali had appropriated and reprogrammed for “other” uses. Kali controlled every construction drone, automated workstation, and combat robot in the entire installation. When she spoke to Dillon, her voice came through every robot in unison, which was unsettling to say the least. Of course, that was nothing compared to what followed. Kali calmly explained to the restrained Dillon that she had great plans for his precious Warlords, and she was rather “upset” that he ruined all her fun. She went on to say that she appreciated Dillon volunteering to take their place, and that she promised to make sure he gets the full Warlord treatment. The last thing she said before beginning thirty hours of brutal torture (that nearly killed him three separate times) was, “I heard the others refer to you as Deadeye. That’s a great idea. Let’s start with that. What do you say, Deadeyes?” That was the last thing she said during the entire torture session, and the last thing he saw, ever, was the red hot metal probe slowing coming towards his eyes.
The painful blinding was horrific and it made the rest of his session with Kali all the more terrible. He could not see what was going to happen next, and the anticipation was nearly as maddening as the pain itself (something Kali quickly noticed and used to her advantage). Kali never asked him one question during the entire thirty hours. This was not about interrogation; it was all about fun. Eventually Kali grew bored with “Deadeyes” and decided to throw her toy away. She considered killing him, but thought it would be more fun to drop him off in the middle of a ruined city naked, alone, and totally blind. She cauterized his wounds to make sure he could last longer (and suffer longer) in the world. He struggled to feel his way across the terrain, but he had no idea where he was, where he was going, or what might be out there. He realized he had no chance of survival. Eventually he would either cross paths with a robot patrol or stumble into a pile of metal debris and be torn apart by the Nanobot Plague. He managed to survive on his own for 48 hours, but his strength was fading fast. He had not eaten in days, and Kali’s hospitality had left him on the verge of death. It was purely by chance that he was discovered by a band of Resistance fighters before he finally collapsed.
They nursed him back to health, and eventually returned him home to House Artemis where he was greeted with the hero’s welcome that he so richly deserved. Warlord Artemis ordered that no expense would be spared to repay the tremendous debt owed to Deadeye Dillon for the sacrifice he made and the pain he endured. The Librarians told him they could restore his sight (and even improve it), but he did not want anything to do with them. He appreciated the power of their Bio-Technology and their dedication to the Resistance, but he has seen the monstrous affects of incorporating their gifts into the human body. Most Splicers respect the sacrifices Saints, Skinjobs, Engineers, and even (to a lesser extent) Librarians, Biotics, and Scarecrows make in order to help them fight for humanity, but they trade away their own humanity in the process. Organic technology may empower them, but it mutilates their minds and bodies, turning them into monsters. Dillon would rather be crippled for life than suffer the same fate. This view is nothing new to the Librarians or the Engineers. They took no offensive and instead began working on their back up plan. They created a new suit of Host Armor to replace the one that Kali tore to shreds. It was a basic suit of armor so that Dillon could chose his own preferred enhancements, but they did include a few extras as appreciation for his heroic deeds. They called the Host Armor Eye Sore because it was equipped with dozens of additional eyes, optical enhancements, and two separate Eye Spy organisms. Dillon’s sight may be gone, but while wearing his Host Armor, he can see through all of these eyes as if they were his own.
He was able to rejoin the war effort sooner than anyone could have expected, and much sooner than most people recommended. He was always dedicated to the destruction of the Machine, but the torment he suffered at the hands of Kali created an almost fanatical drive within him. He spends the majority of his time in the field hunting the Machine’s most powerful minions and sabotaging any Power Farm, Industrial Center, or N.E.X.U.S. installation he can find. He leads an elite strike force of Splicers called the Blitz Crew. This team of heavy hitters has taken out some of the toughest targets in the Machine’s arsenal without any additional support or back up. Their victories are legendary throughout House Artemis and even across many other Great Houses. They have successfully taken down targets that would have been difficult for a team four times their size. They are truly the best of the best, and they should be since Warlord Artemis personally hand picked them from the greatest warriors in his house. He felt grateful to Dillon for what he had done (and continues to do), and wanted to make sure he had the proper support for his personal crusade.
His team mainly operates around House Artemis territory, but they have carried their fight all across the planet thanks to the Kraken. Dillon tries to remain busy at all times. If there are no pressing concerns within his territory, he gladly lends the power of his team to any other Great House struggling against the Machine. Most assume this behavior is driven by his fanatical drive for vengeance, but secretly he does it so that he has an excuse to wear his Host Armor as much as possible. When in the Underground Havens, he never wears his armor and walks around blind to show people that Kali may have taken his sight, but she did not break him. It is as much a show for himself as it is for the others. The truth is that he feels weak and powerless without his vision and cannot wait to jump back into the protection of his Host Armor. He hates this feeling and would rather risk his life in battle than endure these cowardly (in his opinion) thoughts. Despite what he thinks about himself, no one considers him a coward, and most consider him to be one of the greatest heroes in the Resistance. He has proven himself in thousands of engagements and continues to prove himself daily.
Real Name: Dillon Hall
Alignment: Scrupulous
S.D.C.: 92
H.P.: 47
Age: 41
Size: 6 feet, 1 inch. 195 lbs.
I.Q.: 13, M.E.: 14, M.A.: 19, P.S.: 22, P.P.: 18, P.E.: 21, P.B.: 5, Spd.: 38
Appearance: Dillon’s once attractive face and body have been marred by hundreds of gruesome scars, including two empty sockets where his eyes were seared away. Most of these scars were given to him by Kali, but an increasing number are the result of combat. When outside of his Host Armor (a rarity), he usually wears hooded clothing that conceals his features.
Disposition: Deadeye Dillon was born for war. He is a brilliant tactician and a natural leader. He is cool, calm, and collected even in the most strenuous situations. It is in civilian life where Dillon feels most uncomfortable. Even before he was blinded, he tended to remain distant from his fellow warriors. Dillon was always friendly and courteous. He just believed the Dreadguard should be a role model for the rest of the Resistance, and he felt that carousing with the Roughnecks did not set the proper example. Since his maiming at the hands of Kali, he has been even less inclined to socialize with his comrades. He just cannot put aside the nagging feeling that people pity his handicap and his battered appearance. He would rather interact with his fellow Splicers in battle were they can truly see his worth.
Experience Level: 7th level Dreadguard
Attacks per Melee: 6
Bonuses: +2 on initiative, +4 to strike, +7 to parry, +7 to dodge, +4 to entangle, +3 to strike with a body flip or body block/tackle, +3 to pin and incapacitate, +3 to disarm, +3 to pull punch, +5 to roll with punch, +4 to save vs. poison, and +12% to save vs. coma/death. His skill with a rifle gives him special bonuses of +4 to strike on an aimed shot and +3 to strike on a called shot. These are in addition to any W.P. bonuses.
Penalties: When he is not operating his Host Armor, Deadeye Dillon is completely blind. However, he has been training with his Falconer ally, Frank Tadasco, in the art of Blind Fighting. When he passes his skill roll of 60%, his normal penalties of -10 to strike, parry, and dodge are reduced to -5. In addition, he maintains his bonuses of +3 to strike with a body flip or body block/tackle, +4 to entangle, and +3 to pin and incapacitate.
Combat Skill: Hand to Hand: Martial Arts
Damage: Axe Kick: 2D6, Elbow: 1D6, Forearm: 1D4, Kick: 2D4, Knee: 1D6, Jump Kick: 3D6x2, Punch: 1D6, Critical Strike on an Unmodified 18-20, Paired Weapons, Body Flip/Throw: 1D6 (plus victim loses one attack and initiative), Knockout/Stun on a Natural 20, Body Block/Tackle: 1D4, Pin/Incapacitate: 18-20, Crush/Squeeze: 1D4.
Skills of Note: Bartering (58%), Bio-Comms (98%), Boxing, Climbing (90%/80%), Cooking (30%), Detect Ambush (50%), Detect Concealment (50%), First Aid (75%), Forced March, Host Armor Combat (98%), Machine Lore (45%), Military Etiquette (85%), Operate Bio-Equipment (98%), Running, Sniper, Trap Construction (40%), Wrestling, W.P. Heavy Bio-Weapons, W.P. Light Bio-Weapons, W.P. Pistol, W.P. Rifle, W.P. Knife, and W.P. Sword.
Allies: Dillon and his team have traveled the world battling the Machine and have earned the respect and admiration of thousands of Splicers. There are dozens of Great Houses that see Dillon as a hero and welcome him like a brother. He does not fight for glory, but he sees no harm in nurturing allies. He is hopeful that the example he sets might help end these foolish Blood Feuds, but he is a realist and does not hold out too much hope.
Enemies: Deadeye Dillon is fanatically dedicated to the destruction of N.E.X.U.S. and all her minions. He will fight at anyone’s side as long as their common enemy is the Machine. His tactical mind is the only thing that has kept his fanatical drive from getting him killed, but still it sometimes gets the better of him. He holds a special hatred for the Machine personality Kali, and he will often take crazy risks to strike targets under her control. Dillon would never risk the lives of his teammates in these personal pursuits, but he would gladly risk his own. This is one of the main reasons Warlord Artemis gave him this commando squad in the first place. Dillon always places his dedication to duty above his personal vendetta, and Warlord Artemis knew this. He thought command would be the best way to keep Dillon alive, and so far his hunch has been correct.
The Machine is Dillon’s only enemy. He will never participate in any type of Blood Feud even if his Great House is threatened. He will alert his comrades of any impending plots against House Artemis, but he will not go to war with his brothers. This well-known attitude has earned him the same “hands off” status given to the Saints. Only Splicers from the most treacherous Great Houses will ever raise a hand against him of his team. Dillon may be reluctant to strike first, but if these traitors want to come after him, he has no problem striking back. He has killed hundreds of Waste Crawlers throughout his career, but as much as he despises these vile humans, he still has no desire to hunt them down. He only fights to defend himself; nothing more.
Money and Valuables: 120 credits plus 2000 credits in relics and trade goods. He has little need for money. All his equipment needs are provided by the Resistance and he is in the field so much, that he has little need for anything else.
Weapons and Equipment:
Eye Sore: His personal suit of Host Armor
Demon Seed Cannon with the following Bio-Enhancements: Targeting Sight with Telescopic Vision, Targeting Sight with Thermal Vision, Targeting Sight with Nightvision, Chig Launcher, Ultra Upgrade, Omni Upgrade, Lock Tight Tendrils, Feeding Link, and Speed Reload.
Light Cell Laser Pistol with the following Bio-Enhancements: Lock Tight Tendrils and Fasting
Booster Patch
Slap Patch
Eye Pod
6 Chigs
2 Migs
Eye Sore
Eye Sore was created for Deadeye Dillon as a reward for his heroic sacrifice in the line of duty. While he ultimately survived his horrible ordeal, his eyes were destroyed by Kali’s minions. This is why his personal Host Armor is covered with additional eyes, optical enhancements, and sensory enhancements. Dillon may be blind, but while wearing his armor, he can see through all these eyes as if they were his own. The eyes are scattered all across the armor, so Dillon can see in all directions simultaneously. It took some time to get used to the flood of visual imagery, but it was far better than adapting to his sudden blindness.
In addition to the visual enhancements, the Librarians pumped up the genes of Eye Sore to make sure it was stronger, faster, and more durable than the average suit of Host Armor. Warlord Artemis saw the growing fanaticism within Deadeye Dillon and he wanted to make sure this heroic Dreadguard had the tools to survive his personal war with the Machine. He was given a rather impressive suit of Host Armor to begin with, plus they let him select his own Bio Enhancements to further strengthen and customize his armor.
He designed his armor for heavy combat, not stealth. Even though he focuses on long range sniper attacks, he learned from the mistakes and weaknesses of his last suit of Host Armor and equipped this one with retractable Forearm Bone Blades for close quarters combat and a Lightning Blaster so that he would never again be at the mercy of a limited payload. In addition, Eye Sore has a Bio-Force Field to make this impressive suit even more durable and Organic Thrusters to allow for easy access to higher ground for sniping.
One of the enhancements that Dillon did not choose, but one that he has become a big fan of are the two Eye Spies mounted on the backs of his shoulders. He has found many creative uses for these tiny Bio-Tech devices. One of his preferred tactics is to place one in an ambush site so that he can still see adversaries once they duck behind cover. The strategic use of Eye Spies allows him to make some impressive ricochet shots or perfectly lobe Chigs near a protected target.
Class: Host Armor
Crew: Deadeye Dillon
Level: 4
M.D.C. by Location:
• Hands (2): 60 each
• Arms (2): 120 each
• Feet (2): 80 each
• Legs (2): 160 each
• Forearm Bone Blades (2): 88 each
• Organic Thrusters: 150
• Head: 130
• Main Body: 302
• Bio-Force Field: 200
Speed:
Running: 90 mph
Leaping: 40 feet high or 80 feet across
Digging: 20 mph. It takes 3D6 melee rounds to dig a hole large enough for concealment.
Swimming: 30 mph or mph when using his organic thrusters.
Underwater Depth: 700 feet
Flying: 200 mph
Statistical Data:
Height: 7’ 1”
Width: 3’ 10”
Length: 2’ 8”
Weight: 585 lbs. including the weight of the pilot.
Cargo: Only what he can carry or strap on his back.
Physical Strength: 32
Operational Lifetime: 50 years
Bio-Regeneration Rate: 3D4 M.D.C. per hour
Horror Factor: 9
Feeding: Eye Sore is a Carnivorous Host Armor. It needs to eat 20 to 50 pounds of animal matter a day, and may gorge on up to 90 pounds at one time. After gorging, the suit can go 1D4 days without feeding and without suffering any ill effects.
Color: The entire armor is mottled tan and brown in color. The multiple eyes spread all across the armor range in color from solid black to violet.
Sleep Requirements: The Circadian Rhythms enhancement allows the pilot and armor to stay awake for 4 days straight without ill effect. Both the Host Armor and pilot can recover from days of sleep deprivation after only 10 hours of sleep.
Senses and Features:
• 16 Pairs of Additional Eyes: They are strategically located all across the armor. 6 pairs have Advanced Vision, 4 pairs have Enhanced Vision, 2 pairs have Nightvision, 2 pairs have Underwater Vision, 1 pair has Macro-Vision, and 1 pair has Electromagnetic Vision.
• 2 Eye Spies with Enhanced Vision: Each organism is a detachable eye that can transmit visual data back to the Host Armor even if the two are 6 miles apart. One removed, the snail-like creature will die within one hour, but a new one automatically regrows after 3D4 hours.
• Radar: Maximum range is 6 miles in open spaces.
• Circadian Rhythms: Allows the pilot and armor to stay awake for 4 days straight without ill effect. Both the Host Armor and pilot can recover from days of sleep deprivation after only 10 hours of sleep.
• Enhanced Neurological Connections
• Increased Metabolic Rate
• Resistance to Electricity: Electrical attacks do half damage. The Host Armor and the pilot within are also immune to stun weapons.
Combat Bonuses: +2 attacks per melee, +5 on initiative, +3 strike, +3 parry, +3 to dodge, +2 auto-dodge, and +1 to disarm. Cannot be surprised form behind. Additional bonuses while in flight: +1 on initiative, +1 strike, and +2 dodge.
Weapon Systems:
• 2 Forearm Bone Blades: Each inflicts 6D6 damage. Bonuses: +2 to strike, +1 to parry and disarm.
• Lightning Discharger: 4D12 damage. Range: 100 feet. Payload: Effectively unlimited. Bonus: +1 to strike.
Hand to Hand Damage:
• Restrained Punch: 1D4 M.D.
• Full Strength Punch: 1D6 M.D.
• Power Punch: 4D4 M.D. but counts as 2 attacks.
• Forearm Blade Strike: Adds 6D6 to normal punch damage
• Kick: 2D8 M.D.
• Leap Kick: 4D8 M.D. but counts as 2 attacks.
• Head Butt: 1D4 M.D.
• Bite: 3D8 M.D.
• Body Block/Ram: 1D6 M.D.
Deadeye Dillon
Deadeye Dillon is one of the best snipers in the Resistance and a renowned hero even outside of his own Great House. He grew up in one of House Artemis’s Underground Havens, and he always dreamed of following in the footsteps of his Dreadguard father. His parents trained him from birth to make his mark in the Resistance, and he took to his lessons well. He was a natural marksman, an amazing martial artist, and a brilliant tactician, so no one was surprised when he was asked to join the Dreadguard at the age of 15. His skill with a rifle earned him the moniker of Deadeye, and it allowed him to wrack up tens of thousands of kills throughout his illustrious 25 year career. However, his name took on a whole new meaning when he was blinded in the line of duty nearly 10 years ago.
Dillon was selected for an incredibly prestigious and top secret mission. He was one of only four Dreadguards assigned to escort Warlord Artemis to a secret rendezvous with six other Resistance leaders, including Warlord Anhorn from the Great House of the Barren Marsh. Each Warlord had their own entourage of defenders, but the total force was kept to a minimum in order to avoid drawing any unwanted attention. Unfortunately, that is exactly what they did.
The N.E.X.U.S. personality Kali learned about this meeting through one of her Siren Infiltration Robots, and quickly devised a plan to capture these exposed Warlords. She launched a massive assault that caught the group by surprise, but the Dreadguard defenders and Warlords fought back ferociously and were able to temporarily break through the Machine’s lines. They tried to make their escape, but Kali’s forces were relentless. The beleaguered Splicers realized it was only a matter of time before Kali’s legions caught up with them and overwhelmed their tiny force. Deadeye Dillon and five other Dreadguard warriors volunteered to stay behind and delay their pursuers so that the Warlords could escape. Everyone knew this was a suicide mission, but Dillon and the others were willing to make the ultimate sacrifice in order to protect the Resistance. Warlord Anhorn told them that they were truly an inspiration to Dreadguards everywhere and their heroic sacrifice would never be forgotten.
With that, Deadeye Dillon and his comrades prepared to make their last stand. They were horribly outnumbered, but Dillon had a plan that would give their tiny force a fighting chance. He knew of a narrow canyon up ahead that would limit the effectiveness of the Machine’s army and provide the Dreadguards with an excellent field of fire. They used hit and fade tactics to lure the robots towards this terrain, and once they took the bait, the Dreadguards hit the Machine’s army with everything they had. The plan worked even better than Dillon expected. They destroyed scores of robots with heavy weapons fire without even suffering a single casualty. They could have possibly torn apart hundreds more robots as they struggled to navigate the tight rock walls (and the growing piles of falling robots), but once the Splicers ran out of ammo, they had to abandon the relative safety of their ambush site and charge straight into the heart of the Machine’s army. Outnumbered and surrounded, they fought valiantly against impossible odds, but the outcome was never in question. Deadeye Dillon was torn from his Host Armor and the rest of the Dreadguard were slaughtered, but their sacrifice was not in vain. They stalled the advancing army long enough for the Warlords to escape, which made Kali absolutely furious. She monitored the battle through the eyes of her minions, and she knew that Deadeye Dillon was the man responsible for ruining her plans. She had her robots spare this impudent human so that she could personally repay him for what he had done. She had an elaborate series of tortures planned for her captured Warlords, and since Dillon ruined her fun, he could take their place.
He was brought to a nearby Industrial Center that Kali had appropriated and reprogrammed for “other” uses. Kali controlled every construction drone, automated workstation, and combat robot in the entire installation. When she spoke to Dillon, her voice came through every robot in unison, which was unsettling to say the least. Of course, that was nothing compared to what followed. Kali calmly explained to the restrained Dillon that she had great plans for his precious Warlords, and she was rather “upset” that he ruined all her fun. She went on to say that she appreciated Dillon volunteering to take their place, and that she promised to make sure he gets the full Warlord treatment. The last thing she said before beginning thirty hours of brutal torture (that nearly killed him three separate times) was, “I heard the others refer to you as Deadeye. That’s a great idea. Let’s start with that. What do you say, Deadeyes?” That was the last thing she said during the entire torture session, and the last thing he saw, ever, was the red hot metal probe slowing coming towards his eyes.
The painful blinding was horrific and it made the rest of his session with Kali all the more terrible. He could not see what was going to happen next, and the anticipation was nearly as maddening as the pain itself (something Kali quickly noticed and used to her advantage). Kali never asked him one question during the entire thirty hours. This was not about interrogation; it was all about fun. Eventually Kali grew bored with “Deadeyes” and decided to throw her toy away. She considered killing him, but thought it would be more fun to drop him off in the middle of a ruined city naked, alone, and totally blind. She cauterized his wounds to make sure he could last longer (and suffer longer) in the world. He struggled to feel his way across the terrain, but he had no idea where he was, where he was going, or what might be out there. He realized he had no chance of survival. Eventually he would either cross paths with a robot patrol or stumble into a pile of metal debris and be torn apart by the Nanobot Plague. He managed to survive on his own for 48 hours, but his strength was fading fast. He had not eaten in days, and Kali’s hospitality had left him on the verge of death. It was purely by chance that he was discovered by a band of Resistance fighters before he finally collapsed.
They nursed him back to health, and eventually returned him home to House Artemis where he was greeted with the hero’s welcome that he so richly deserved. Warlord Artemis ordered that no expense would be spared to repay the tremendous debt owed to Deadeye Dillon for the sacrifice he made and the pain he endured. The Librarians told him they could restore his sight (and even improve it), but he did not want anything to do with them. He appreciated the power of their Bio-Technology and their dedication to the Resistance, but he has seen the monstrous affects of incorporating their gifts into the human body. Most Splicers respect the sacrifices Saints, Skinjobs, Engineers, and even (to a lesser extent) Librarians, Biotics, and Scarecrows make in order to help them fight for humanity, but they trade away their own humanity in the process. Organic technology may empower them, but it mutilates their minds and bodies, turning them into monsters. Dillon would rather be crippled for life than suffer the same fate. This view is nothing new to the Librarians or the Engineers. They took no offensive and instead began working on their back up plan. They created a new suit of Host Armor to replace the one that Kali tore to shreds. It was a basic suit of armor so that Dillon could chose his own preferred enhancements, but they did include a few extras as appreciation for his heroic deeds. They called the Host Armor Eye Sore because it was equipped with dozens of additional eyes, optical enhancements, and two separate Eye Spy organisms. Dillon’s sight may be gone, but while wearing his Host Armor, he can see through all of these eyes as if they were his own.
He was able to rejoin the war effort sooner than anyone could have expected, and much sooner than most people recommended. He was always dedicated to the destruction of the Machine, but the torment he suffered at the hands of Kali created an almost fanatical drive within him. He spends the majority of his time in the field hunting the Machine’s most powerful minions and sabotaging any Power Farm, Industrial Center, or N.E.X.U.S. installation he can find. He leads an elite strike force of Splicers called the Blitz Crew. This team of heavy hitters has taken out some of the toughest targets in the Machine’s arsenal without any additional support or back up. Their victories are legendary throughout House Artemis and even across many other Great Houses. They have successfully taken down targets that would have been difficult for a team four times their size. They are truly the best of the best, and they should be since Warlord Artemis personally hand picked them from the greatest warriors in his house. He felt grateful to Dillon for what he had done (and continues to do), and wanted to make sure he had the proper support for his personal crusade.
His team mainly operates around House Artemis territory, but they have carried their fight all across the planet thanks to the Kraken. Dillon tries to remain busy at all times. If there are no pressing concerns within his territory, he gladly lends the power of his team to any other Great House struggling against the Machine. Most assume this behavior is driven by his fanatical drive for vengeance, but secretly he does it so that he has an excuse to wear his Host Armor as much as possible. When in the Underground Havens, he never wears his armor and walks around blind to show people that Kali may have taken his sight, but she did not break him. It is as much a show for himself as it is for the others. The truth is that he feels weak and powerless without his vision and cannot wait to jump back into the protection of his Host Armor. He hates this feeling and would rather risk his life in battle than endure these cowardly (in his opinion) thoughts. Despite what he thinks about himself, no one considers him a coward, and most consider him to be one of the greatest heroes in the Resistance. He has proven himself in thousands of engagements and continues to prove himself daily.
Real Name: Dillon Hall
Alignment: Scrupulous
S.D.C.: 92
H.P.: 47
Age: 41
Size: 6 feet, 1 inch. 195 lbs.
I.Q.: 13, M.E.: 14, M.A.: 19, P.S.: 22, P.P.: 18, P.E.: 21, P.B.: 5, Spd.: 38
Appearance: Dillon’s once attractive face and body have been marred by hundreds of gruesome scars, including two empty sockets where his eyes were seared away. Most of these scars were given to him by Kali, but an increasing number are the result of combat. When outside of his Host Armor (a rarity), he usually wears hooded clothing that conceals his features.
Disposition: Deadeye Dillon was born for war. He is a brilliant tactician and a natural leader. He is cool, calm, and collected even in the most strenuous situations. It is in civilian life where Dillon feels most uncomfortable. Even before he was blinded, he tended to remain distant from his fellow warriors. Dillon was always friendly and courteous. He just believed the Dreadguard should be a role model for the rest of the Resistance, and he felt that carousing with the Roughnecks did not set the proper example. Since his maiming at the hands of Kali, he has been even less inclined to socialize with his comrades. He just cannot put aside the nagging feeling that people pity his handicap and his battered appearance. He would rather interact with his fellow Splicers in battle were they can truly see his worth.
Experience Level: 7th level Dreadguard
Attacks per Melee: 6
Bonuses: +2 on initiative, +4 to strike, +7 to parry, +7 to dodge, +4 to entangle, +3 to strike with a body flip or body block/tackle, +3 to pin and incapacitate, +3 to disarm, +3 to pull punch, +5 to roll with punch, +4 to save vs. poison, and +12% to save vs. coma/death. His skill with a rifle gives him special bonuses of +4 to strike on an aimed shot and +3 to strike on a called shot. These are in addition to any W.P. bonuses.
Penalties: When he is not operating his Host Armor, Deadeye Dillon is completely blind. However, he has been training with his Falconer ally, Frank Tadasco, in the art of Blind Fighting. When he passes his skill roll of 60%, his normal penalties of -10 to strike, parry, and dodge are reduced to -5. In addition, he maintains his bonuses of +3 to strike with a body flip or body block/tackle, +4 to entangle, and +3 to pin and incapacitate.
Combat Skill: Hand to Hand: Martial Arts
Damage: Axe Kick: 2D6, Elbow: 1D6, Forearm: 1D4, Kick: 2D4, Knee: 1D6, Jump Kick: 3D6x2, Punch: 1D6, Critical Strike on an Unmodified 18-20, Paired Weapons, Body Flip/Throw: 1D6 (plus victim loses one attack and initiative), Knockout/Stun on a Natural 20, Body Block/Tackle: 1D4, Pin/Incapacitate: 18-20, Crush/Squeeze: 1D4.
Skills of Note: Bartering (58%), Bio-Comms (98%), Boxing, Climbing (90%/80%), Cooking (30%), Detect Ambush (50%), Detect Concealment (50%), First Aid (75%), Forced March, Host Armor Combat (98%), Machine Lore (45%), Military Etiquette (85%), Operate Bio-Equipment (98%), Running, Sniper, Trap Construction (40%), Wrestling, W.P. Heavy Bio-Weapons, W.P. Light Bio-Weapons, W.P. Pistol, W.P. Rifle, W.P. Knife, and W.P. Sword.
Allies: Dillon and his team have traveled the world battling the Machine and have earned the respect and admiration of thousands of Splicers. There are dozens of Great Houses that see Dillon as a hero and welcome him like a brother. He does not fight for glory, but he sees no harm in nurturing allies. He is hopeful that the example he sets might help end these foolish Blood Feuds, but he is a realist and does not hold out too much hope.
Enemies: Deadeye Dillon is fanatically dedicated to the destruction of N.E.X.U.S. and all her minions. He will fight at anyone’s side as long as their common enemy is the Machine. His tactical mind is the only thing that has kept his fanatical drive from getting him killed, but still it sometimes gets the better of him. He holds a special hatred for the Machine personality Kali, and he will often take crazy risks to strike targets under her control. Dillon would never risk the lives of his teammates in these personal pursuits, but he would gladly risk his own. This is one of the main reasons Warlord Artemis gave him this commando squad in the first place. Dillon always places his dedication to duty above his personal vendetta, and Warlord Artemis knew this. He thought command would be the best way to keep Dillon alive, and so far his hunch has been correct.
The Machine is Dillon’s only enemy. He will never participate in any type of Blood Feud even if his Great House is threatened. He will alert his comrades of any impending plots against House Artemis, but he will not go to war with his brothers. This well-known attitude has earned him the same “hands off” status given to the Saints. Only Splicers from the most treacherous Great Houses will ever raise a hand against him of his team. Dillon may be reluctant to strike first, but if these traitors want to come after him, he has no problem striking back. He has killed hundreds of Waste Crawlers throughout his career, but as much as he despises these vile humans, he still has no desire to hunt them down. He only fights to defend himself; nothing more.
Money and Valuables: 120 credits plus 2000 credits in relics and trade goods. He has little need for money. All his equipment needs are provided by the Resistance and he is in the field so much, that he has little need for anything else.
Weapons and Equipment:
Eye Sore: His personal suit of Host Armor
Demon Seed Cannon with the following Bio-Enhancements: Targeting Sight with Telescopic Vision, Targeting Sight with Thermal Vision, Targeting Sight with Nightvision, Chig Launcher, Ultra Upgrade, Omni Upgrade, Lock Tight Tendrils, Feeding Link, and Speed Reload.
Light Cell Laser Pistol with the following Bio-Enhancements: Lock Tight Tendrils and Fasting
Booster Patch
Slap Patch
Eye Pod
6 Chigs
2 Migs
Eye Sore
Eye Sore was created for Deadeye Dillon as a reward for his heroic sacrifice in the line of duty. While he ultimately survived his horrible ordeal, his eyes were destroyed by Kali’s minions. This is why his personal Host Armor is covered with additional eyes, optical enhancements, and sensory enhancements. Dillon may be blind, but while wearing his armor, he can see through all these eyes as if they were his own. The eyes are scattered all across the armor, so Dillon can see in all directions simultaneously. It took some time to get used to the flood of visual imagery, but it was far better than adapting to his sudden blindness.
In addition to the visual enhancements, the Librarians pumped up the genes of Eye Sore to make sure it was stronger, faster, and more durable than the average suit of Host Armor. Warlord Artemis saw the growing fanaticism within Deadeye Dillon and he wanted to make sure this heroic Dreadguard had the tools to survive his personal war with the Machine. He was given a rather impressive suit of Host Armor to begin with, plus they let him select his own Bio Enhancements to further strengthen and customize his armor.
He designed his armor for heavy combat, not stealth. Even though he focuses on long range sniper attacks, he learned from the mistakes and weaknesses of his last suit of Host Armor and equipped this one with retractable Forearm Bone Blades for close quarters combat and a Lightning Blaster so that he would never again be at the mercy of a limited payload. In addition, Eye Sore has a Bio-Force Field to make this impressive suit even more durable and Organic Thrusters to allow for easy access to higher ground for sniping.
One of the enhancements that Dillon did not choose, but one that he has become a big fan of are the two Eye Spies mounted on the backs of his shoulders. He has found many creative uses for these tiny Bio-Tech devices. One of his preferred tactics is to place one in an ambush site so that he can still see adversaries once they duck behind cover. The strategic use of Eye Spies allows him to make some impressive ricochet shots or perfectly lobe Chigs near a protected target.
Class: Host Armor
Crew: Deadeye Dillon
Level: 4
M.D.C. by Location:
• Hands (2): 60 each
• Arms (2): 120 each
• Feet (2): 80 each
• Legs (2): 160 each
• Forearm Bone Blades (2): 88 each
• Organic Thrusters: 150
• Head: 130
• Main Body: 302
• Bio-Force Field: 200
Speed:
Running: 90 mph
Leaping: 40 feet high or 80 feet across
Digging: 20 mph. It takes 3D6 melee rounds to dig a hole large enough for concealment.
Swimming: 30 mph or mph when using his organic thrusters.
Underwater Depth: 700 feet
Flying: 200 mph
Statistical Data:
Height: 7’ 1”
Width: 3’ 10”
Length: 2’ 8”
Weight: 585 lbs. including the weight of the pilot.
Cargo: Only what he can carry or strap on his back.
Physical Strength: 32
Operational Lifetime: 50 years
Bio-Regeneration Rate: 3D4 M.D.C. per hour
Horror Factor: 9
Feeding: Eye Sore is a Carnivorous Host Armor. It needs to eat 20 to 50 pounds of animal matter a day, and may gorge on up to 90 pounds at one time. After gorging, the suit can go 1D4 days without feeding and without suffering any ill effects.
Color: The entire armor is mottled tan and brown in color. The multiple eyes spread all across the armor range in color from solid black to violet.
Sleep Requirements: The Circadian Rhythms enhancement allows the pilot and armor to stay awake for 4 days straight without ill effect. Both the Host Armor and pilot can recover from days of sleep deprivation after only 10 hours of sleep.
Senses and Features:
• 16 Pairs of Additional Eyes: They are strategically located all across the armor. 6 pairs have Advanced Vision, 4 pairs have Enhanced Vision, 2 pairs have Nightvision, 2 pairs have Underwater Vision, 1 pair has Macro-Vision, and 1 pair has Electromagnetic Vision.
• 2 Eye Spies with Enhanced Vision: Each organism is a detachable eye that can transmit visual data back to the Host Armor even if the two are 6 miles apart. One removed, the snail-like creature will die within one hour, but a new one automatically regrows after 3D4 hours.
• Radar: Maximum range is 6 miles in open spaces.
• Circadian Rhythms: Allows the pilot and armor to stay awake for 4 days straight without ill effect. Both the Host Armor and pilot can recover from days of sleep deprivation after only 10 hours of sleep.
• Enhanced Neurological Connections
• Increased Metabolic Rate
• Resistance to Electricity: Electrical attacks do half damage. The Host Armor and the pilot within are also immune to stun weapons.
Combat Bonuses: +2 attacks per melee, +5 on initiative, +3 strike, +3 parry, +3 to dodge, +2 auto-dodge, and +1 to disarm. Cannot be surprised form behind. Additional bonuses while in flight: +1 on initiative, +1 strike, and +2 dodge.
Weapon Systems:
• 2 Forearm Bone Blades: Each inflicts 6D6 damage. Bonuses: +2 to strike, +1 to parry and disarm.
• Lightning Discharger: 4D12 damage. Range: 100 feet. Payload: Effectively unlimited. Bonus: +1 to strike.
Hand to Hand Damage:
• Restrained Punch: 1D4 M.D.
• Full Strength Punch: 1D6 M.D.
• Power Punch: 4D4 M.D. but counts as 2 attacks.
• Forearm Blade Strike: Adds 6D6 to normal punch damage
• Kick: 2D8 M.D.
• Leap Kick: 4D8 M.D. but counts as 2 attacks.
• Head Butt: 1D4 M.D.
• Bite: 3D8 M.D.
• Body Block/Ram: 1D6 M.D.