Billy Borg (Approved for The 99)

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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Billy Borg (Approved for The 99)

Post by BILLY BORG »

Sheet

Heroes Journey rolls

Cybernetics [dice]0[/dice]
Training[dice]1[/dice]
training[dice]2[/dice]

Bionic Str augmentation (TRADED)
+5skill points/fighting/shooting/throwing
Martial artist/Brawler edge(TRADED)
Traded for Target eye
credits [dice]4[/dice]

4000 credits (Yay)


Narrative Hook
[dice]3[/dice]
A Battle Beyond the Rifts

Gray Matter+Shadow of themselves 1d10 smarts
15pts skills

Hindrances
Pacifist-Minor
Curious-major
Loyal-Minor
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: Billy Borg

Post by BILLY BORG »

Billy Borg
“I always understood machines better than I understood grown ups. The universe is pretty funny sometimes”.

Rank: Novice Experience: 14
Advances Left: 0
Race: Human
Iconic Framework: Combat Cyborg
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d12+2, Vigor d12
Charisma: -2; Pace: 8 (run 1d10); Parry: 7; Toughness: 20(8) MDC armor; Strain:2/6
Skills:
  • Drive d8(d12) +2(ACE)
    Fighting d10
    Knowledge (Electronics) d4(d8)
    Knowledge (Engineering) d4
    Knowledge (Cybernetics) d4
    Notice d6(d12) +2(Audio)+2(Visual)
    Repair d10(d12+1) +4(Core Electronics Package) +2 (Universal tool Kit)
    Shooting d10
+2 (Targeting Eye)
Pilot (d6) +2(ACE)

Hindrances
  • Curious (Major): It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
    Pacifist (Minor): Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
    Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave anyone behind if there’s any chance at all he could help.
    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.
Edges
  • Upgrade (Ultimate Walking Tool Kit Package): The cybernetic hero manages to achieve the necessary resources and opportunity to have a new piece of cybernetic technology installed.
    Upgradable: Increase Available Strain by 6.
    Rock and Roll!
    Contact, Tolkeen University Refugees

    Cybernetics
    • Bionic Augmentation: Strength, Agility, and Vigor do not have an attribute maximum.
      Cybernetic Enhancements: Armor Plating (1), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see TLPG page 100).
      High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge. The hero rolls a d10 instead of a d6 when running.
      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: Combat Cyborgs are Size 1
      Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
      Targeting Eye: Requiring the Optics Package, this enhancement grants a +2 to all Shooting rolls for weapons the character spends at least a full round calibrating at some point.
      Ultimate Walking Tool Kit Package: Embedded tools of every imaginable variety and need are built into the cyborg’s frame, useful for just about every contingency. They grant a +2 to Repair checks.
      Subject matter expert port
      Chip,Notice +3D
      Chip, Repair+2D
      Chip,Electronics +2d

      Wired Skill port
      Chip,Drive +2d
      Chip, pilot +2d
Last edited by BILLY BORG on Wed Dec 13, 2017 10:28 pm, edited 11 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Gear

Post by BILLY BORG »

Gear
NG-56 Light Ion Pistol
  • Range: 10/20/40
  • Damage: 3d6/2d6/1d6, AP: —
  • RoF: 1
  • Shots: 12
  • Weight: 2 lbs
Mini Rail-Gun
  • Range: 75/150/300
  • Damage: 2d8+4, AP: 6, Mega-Damage
  • RoF: 4
  • Shots: 25
  • Notes: No Snapfire penalty.
Chain Greatsword
  • Damage: d12+2+2d10, AP 2, Mega Damage
  • Weight: 22 lbs
  • Notes: Parry −1, 2 hands
Credits: 4000
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
User avatar
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Background

Post by BILLY BORG »

Background

The Samsung Home for Displaced Children: The Black Market pays for the care and feeding the orphans living here. In exchange,the children use their small dexterous fingers to assemble knock off electronics.

Golden Bough Orchards: This farmstead at the edge of the magic zone is famous for its Golden Dawn apples. The apples are delicious and plentiful. The secret to this bounty is the annual sacrifice of a child to the orchards dark sponsor.

TIMELINE
Billy is abducted/adopted by orchard druid to be the guest of honor at Applefest.
Upstanding (Cyberknight?) investigates the dark secret of the orchard
Cyberknight foils the ritual but accidentally, and critically, maims Billy in the process
Wracked with guilt the CyberKnight sell his belongings to save Billy's life.
Cyberknight brings Billy to castle refuge for help and training.

The heroic cyberknight avoids Billy Borg Like the plague. Billys existence is a shameful reminder of his/her failure.
Last edited by BILLY BORG on Sun Aug 13, 2017 12:32 pm, edited 1 time in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
User avatar
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: Billy Borg

Post by BILLY BORG »

Advances
  • Smarts d4-> d8 (2) -> d10 (Shadow of Themselves)
    Spirit d4-> d6 (N1 Adv)

    Drive d8 (3 SP)
    Fighting d10 (3 HJ+1 SP)
    Knowledge (Computers) d8 (3 SP)
    Notice d6 (2 SP)
    Repair d10 (4 SP)
    Shooting d10 (2 HJ + 2 SP)
Contact, Tolkeen University Refugees

Hero’s Journey
  • Cybernetics (14): Bionic Str augmentation
  • Training (5): Martial artist & Brawler edge
  • Training (2): +5skill points/fighting/shooting/throwing
  • Traded Training (5) and Cybernetics (14) for Cybernetics 19-20: Choose any single cybernetic upgrade you wish and qualify for (Targeting Eye).
Advances
  • Initial Advances: (From Hindrances): Upgrade and Steady Hands
  • Shadow of Themselves: +1d Smarts
  • Cybernetic Modifications:
  • Novice 1 Advance: +1d Spirit
  • Novice 2 Advance: ACE
  • 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:
Last edited by BILLY BORG on Sat Dec 09, 2017 11:55 am, edited 2 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Some rolls for Billy Borg

Post by Ndreare »

Some rolls for Billy Borg

When making a Notice roll

Code: Select all

[OOC=Notice]
Notice [Dice]1d6[/Dice] +2 with Audio or Visual related perception
Notice Wild Die [Dice]1d6[/Dice] +2 with Audio or Visual related perception
[/OOC]
When Firing Your Railgun

Code: Select all

[OOC=Fire Railgun] May divide shots between targets as desired.
[u](Includes +2 From Targeting Eye), does not include -2 Snap Fire or -1 if Standing still. [/u]
Shooting [Dice]1d10+2[/Dice]
Shooting [Dice]1d10+2[/Dice]
Shooting [Dice]1d10+2[/Dice]
Shooting [Dice]1d10+2[/Dice]
Shooting Wild Die [Dice]1d6+2[/Dice]
[/OOC]
When using your Chain Sword

Code: Select all

[OOC=Chain Sword]
Fighting [Dice]1d10[/Dice] 
Fighting Wild Die [Dice]1d6[/Dice]
[/OOC]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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