Plains Borg: They call him “Chrome”

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Pender Lumkiss
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Plains Borg: They call him “Chrome”

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Combat Borg:
Training: [dice]0[/dice]
  • Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge (or Combat Ace, if she already has Ace), as well as a one die type increase in her choice of Boating, Driving, or Piloting.
Training: [dice]1[/dice]
  • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
Experience and Wisdom: [dice]2[/dice]
  • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
    Arcane Resistance
Rich Edge(Hindrence): Turn it in for
  • AFC-023 Sky Cycle: Size 2, Acc/TS 30/190, Toughness 16 (6)
  • Features: Crew 1 Notes: Exposed Crew, Handling 2, Sensor Suite, VTOL, M.D.C. Armor
  • 2 × Dual-linked Mini-Missile Launchers
  • Heavy Laser
(5xp)Very Rich:
Cybernetics: [dice]3[/dice]
  • Your hero wanted maximum capabilities, never mind others seeing her as a freak. She got an Extra Set of Arms installed.
Cybernetics: [dice]4[/dice]
  • Let's face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.
Cybernetics: [dice]5[/dice]
  • Booster Jets make for great tactical options, and they're a lot of fun, too!
[/list]
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Re: Plains Borg: They call him “Chrome”

Post by Pender Lumkiss »

They call me Chrome to my face and freak to my back. Maybe that is just what I am. I ride these plains on Tiny for as long as I can remember. Back and forth so much I tell people that large canyon in old Arizona was made by my treads. But yeah sure I am a freak. My piddly third arm is a joke, an after thought to the wakado cyber chop shop doc that made me. He propbably still gets off on telling his pals how he installed an arm next to useless on a gaucho. Its ok though, really it ok. Some day my reckoning with Doc will come to pass and he will see what this third arm can really do.
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Re: Plains Borg: They call him “Chrome”

Post by Pender Lumkiss »

Benifits
  • „
  • Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.
  • Cybernetic Enhancements: ‘Borgs have these cybernetic systems (already factored into starting stats):
    • Armor Plating (1), Bionic Strength Augmentation, Cyber-Wired Reflexes, Reinforced Frame (1), Synthetic Organ Replacement (see page 100)
    • Audio Package,
    • Core Electronics Package,
    • Optics Package,
  • High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.
  • M.D.C. Armor: Cyborg construction provides +8 M.D.C. Armor and +3 Toughness, which can be
    improved with additional cybernetics but does not stack with worn armor, use the higher value.
  • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a self-contained breathing apparatus, and are immune to poison and disease.
  • Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size.
  • Upgradable: 'Borgs start with the Upgradable Edge.
  • Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
Complications
  • „ „ All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.

    „ „ Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.

    „ „ Heavy: Combat cyborgs are extra-heavy making it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.

    „ „ Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.

    „ „ Loss of Dexterity: A Combat Cyborg's systems are designed for combat excellence, not delicate work or even common use. A ‘borg suffers −2 to all Agility rolls and linked skills not directly related to combat.

    „ „ Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).

    „ „ Shadow of Themselves: ‘Borgs don't choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.

    „ „ Spiritually Numb: Combat Cyborgs can't take Arcane Background.

    „ „ Total Conversion: Becoming a Combat Cyborg uses all of a character's personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
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Re: Plains Borg: They call him “Chrome”

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon Neeper
Google Handle: Jonneeper@gmail.com
Character Name Chrome
Rank: Novice Experience:5 Advances Left:
Race:Cyborg
Iconic Framework:
Attributes: Agility d10, Smarts d8(2), Spirit d4, Strength d12+2, Vigor d12
Charisma: 0; Pace: 8(d10); Parry: 6; Toughness: 22(12)[/size]; Strain: 0
Skills:
  • Piloting d8(3)
  • Fighting d8(3)
  • Shooting d8(3)
  • Tracking d6(2)
  • notice d8(3)
  • suvival d4(1)
Hindrances
  • Hindrance (Major): Vengful He will murder you and your nearest kin, then work a bit on your neighbors, and finally mail a cold bloodied eyelash viper to your dear old grandma. If you slight him you best make damn sure he does not know it was you.
  • Hindrance (Minor): Deathwish 30 seconds to go, down by 14 with the whole length of the field ahead of you? Great. Down by 12 with 14 seconds left on the game clock with the hardwood drenched with sweat? Even better. Bottom of the ninth, 2 outs and no men on, down 3 runs. Perfect. Never tell Chrome the odds he makes his own.
  • Hindrance (Minor): Quirk Might be faulty programming or a chop shop with a sense of humor, but Chrome will on occation start spouting pre-rift sports facts that seemingly have little baring to the matter on hand ( could not be further from the truth).
  • Beyond the Limit: Monologeur Sometimes he locks into playback mode replaying some lf thr most dramatic preroft sports radio broadcasts. Any time the character's Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.[dice]1[/dice]
Edges
  • Elan(HJ): When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • Arcane Resistance(HJ): This individual is particularly resistant to magic (including psionics, weird science, etc.), whether by nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.
  • Improved Arcane Resistance(HJ): As above but Armor and resistance are increased to 4.
  • Ace(HJ): Aces are special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
  • Rich(Hindrance): 5k and vehicle
  • Beyond the Limit(Hindrance): There are those so obsessed with cybernetic upgrades that they sacrifice sanity for superiority. Having taken all the cybernetics their humanity should be able to bear, they somehow manage to shove even more into the framework and damn the consequences. Taking this Edge grants +6 Strain, but the player must select one of the Unstable Psyche Hindrances (see Crazies, page 15) to go along with this.
  • Filthy Rich(5xp): 20k
Cybernetics
  • Already Factored in Strain
    • Audio Package (1): Ear canal replacements, embedded speakers and microphones, and a number of other enhancements give the cyborg an array of listening and projection options—+2 to hearing-based Notice checks; hyper-sonic and sub-sonic ranges to his hearing; a loudspeaker capable of projecting audio over a 100-yard radius; automatic sound dampeners that give a +2 to resist any audio-based attacks or deafening effects.
    • Core Electronics Package (1): This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which grants a +4 to appropriate Repair checks and Common Knowledge rolls; a radio with a 20-mile range. (Strain 1; 22,000 credits)
    • Optics Package (1): One or both of the cyborg's eyes are replaced, granting the following: +2 all sight-based Notice checks; thermal imaging and night vision (ignore illumination penalties); 50× magnification for distance; 20× macro lens for up-close detail; glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects. Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display. Switching modes is a free action. (Strain 1; 60,000 credits)
    Costs Strain. 12/7
    • Extra Set of Arms (1): A second set of arms and hands can be installed on a reinforced frame, providing enormous benefits at the cost of dehumanizing the cyborg even more. This upgrade gives the character one additional non-movement action, with no multi-action penalty. (Strain 3; 250,000 credits)
    • Armor Plating (3): The same material in worn armor is attached to a cyborg. Each level adds +4 Armor (does not stack with worn armor, use the higher). At +12 the Armor is M.D.C. (Strain 1; 40,000 credits)
    • Booster Jets (1): Miniature rocket systems provide the character with the ability to add +4 to Jumping distances, and even leap straight up 2”. (Strain 1, 20,000 credits)



Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
COMBAT CYBORG STARTING GEAR
NG-56 Light Ion Pistol,
Mini Rail Gun,
Chain Greatsword,
[dice]0[/dice] × 1,000 credits.
  • Info
Credits:30k

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Table
  • Roll result
  • Description
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll result
  • Description
Advances
  • Initial Advances: (From Hindrances):
  • Free Edge (Human): Delete if not human
  • Cybernetic Modifications:
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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