SWADE Combat Cyborg - Diablo Joe

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Sgt 86Delta
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SWADE Combat Cyborg - Diablo Joe

Post by Sgt 86Delta »

Dice and Stuff
  • Hero's Journey (3 rolls)
  • Cybernetics, Close Combat Weapons, Ranged Weapons, or Training (2 rolls)
  • NO Magic, Psionics, or Body Armor (1 roll)
  • Roll 1: [dice:cjhkycx5]53339:0[/dice:cjhkycx5]: Training Table [15] Hard to Kill (Combat Edge)
  • Roll 2: [dice:cjhkycx5]53339:1[/dice:cjhkycx5]: Training Table [15] Rock and Roll! (Combat Edge)
  • Roll 3: [dice:cjhkycx5]53339:2[/dice:cjhkycx5]: Training Table [20/3] +3 DS Shooting, +2 DS Fighting
NOTE: With Combat Cyborgs Cybernetic Armor being powered/toned down, they also receive Body Armor. LI-B1 Light Infantry Cyborg External Armor. Shouldn't the Option for Body Armor be available, or is it not available right now because the Table has not been updated?

Spoke with @Venatus Vinco today on the HO about this. (10MAY2019)

Even w/o the plating (Cyborg Body Armor) update, cyborgs have armor that is their body, therefore they have BODY + ARMOR and would consider the Table results to be upgrades to their cybernetics, if not their armor in general. (HO 11MAY2019)

Body Armor Table
  • 1 - 4 Valid
  • 5 - 6 Valid
  • 7 Questionable
  • 8 Valid
  • 9 - 10 Valid
  • 11 Upgrade to CCs starting package cyberentics (see Core Electronics Package)
  • 12 Questionable
  • 13 - 14 Valid
  • 15 Questionable
  • 16 - 17 Upgrade to CCs starting package cyberentics (see Optics Package)
  • 18 Questionable
RICH -
  • Hero's Journey (2 rolls)
  • Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons
  • Roll 1: [dice:cjhkycx5]53339:3[/dice:cjhkycx5]: Training Table [20/7] Trade Professional Edge for Iconic Edge (Beyond the Limit)
  • Roll 2: [dice:cjhkycx5]53339:4[/dice:cjhkycx5]: Cybernetics Table [**] [1] Extra Set of Arms ((1/1), Strain 3, 250,000 cr)
FILTHY RICH -
  • Hero's Journey (3 rolls)
  • Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons
  • Roll 1: [dice:cjhkycx5]53339:9[/dice:cjhkycx5]: Ranged Weapons Table [19/1] NG-E12 Plasma Ejector
  • Roll 2: [dice:cjhkycx5]53339:5[/dice:cjhkycx5]: Cybernetics Table [***] [19/5] Cyber Wired Reflexes (2)
  • Roll 3: [dice:cjhkycx5]53339:10[/dice:cjhkycx5]: Cybernetics Table [**] [5] Expanded Detection and Security Array ((1/1), Strain 2; 33,000 credits)
STARTING CREDITS -
[dice:cjhkycx5]53339:8[/dice:cjhkycx5] [5] x 1000 = 5,000 cr
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Sgt 86Delta
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Joined: Sun Oct 15, 2017 4:47 pm

Re: SWADE Combat Cyborg - Diablo Joe

Post by Sgt 86Delta »

Character Sheet

Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Diablo Joe
Rank: Experience: Advances Left:
Race:
Iconic Framework: COMBAT CYBORG
Attributes:
  • Agility d4 --> d10 (IF) --> d12 (Cyber),
    Smarts d4,
    Spirit d4 --> d8 (2),
    Strength d4 --> d12+2 (IF),
    Vigor d4 --> d12 (IF)
Pace: 8 [Run die d8]; Parry: 8 (½ Fighting +2); Toughness: 8 [24 (9)] (½ Vigor+2 plus armor); Strain: 7 of 12



Skills:
  • Athletics (Ag) d4
    Common Knowledge (Sm) d4 --> d6 (2)
    Electronics (Sm) (used for sensors and such) --> d6 (3)
    Fighting (Ag) --> d6 (HJ) --> d12 (4)
    Language (Sm) d4 (1)
    Notice (Sm) d4 --> d6 (2)
    Persuasion (Sp) d4
    Shooting (Ag) --> d8 (HJ) --> d12 (3)
    Stealth (Ag) d4


    Unused Skills
    Academics (Sm)
    Battle (Sm)
    Boating (Ag)
    Driving (Ag)
    Faith (Sp)
    Focus (Sp)
    Gambling (Sm)
    Hacking (Sm)
    Healing (Sm)
    Intimidation (Sp)
    Occult (Sm)
    Performance (Sp)
    Repair (Sm)
    Research (Sm)
    Psionics (Sm)
    Research (Sm)
    Riding (Ag)
    Science (Sm)
    Spellcasting (Sm)
    Survival (Sm)
    Taunt (Sp)
    Thievery (Ag)
    Wierd Science (Sm)

Hindrances
  • Clueless (Major): Diablo Joe has been on ice for nearly 300 years, there might be a few things he does not know. -2 penalty to Common Knowledge and Notice rolls.
  • Can't Swim (Minor): -2 to Athletics when swimming. Each inch in water is 3 inches of Pace.
  • Shamed (Minor): What he was before, even he doesn't know.
  • Aquaphobia (Major) :
    OOC Comments
    This is a Cyberpsychosis. Onset with more cyber than the body should handle. Joe knows he is a human tank and heavy like one. Fear of water and more imporatntly, drowning scare what little is left of his humanity out of him, for a time.
Edges
  • Fleet Footed: Pace INC +2; Running Die INC 1 die step
  • [**]Upgradeable: 6 Strain worth of Cybernetics
  • Hard to Kill:
    OOC Comments
    This adventurer has more lives than a herd of cats. He may ignore his Wound penalties
    when making Vigor rolls to avoid Bleeding Out (see page 95).
  • Rock and Roll!:
    OOC Comments
    Experienced shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge doesn’t move on his turn, he ignores the Recoil penalty when firing at a Rate of Fire of 2 or higher. (See Recoil, page 105.)
  • Rich: 10,000 cr, Two Hero's Journey Rolls
  • Filthy Rich: 15,000 cr, Three Hero's Journey Rolls
  • [***]Beyond the Limit: Taking this Edge grants +6 Strain, but the player must select one of the Unstable
    Psyche Hindrances (CyberPsychosis).
  • Danger Sense: Your hero can sense when something bad is about to happen. When rolling for Surprise
    (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
  • New Edge: brief description

Cybernetics
Name - (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses
[*] Armor Plating (3/3) - Strain: 3
OOC Comments
Plates of protective material are attached to the cyborg’s frame to form an armored carapace.
Each level adds +2 natural Armor which stacks with Worn Armor, including Body Armor, at its full
value. At +6 the Armor is M.D.C. and stacks with any other M.D.C. Body or Power Armor, but not nonM.D.C. Armor. (Strain 1; 50,000 credits [150,000 cr])
[*] Audio Package (1/1) - Strain: 3
OOC Comments
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. Finally, the audio package allows sounds and conversations to be recorded and played back later. (Strain 1; 40,000 credits [40,000 cr])
[*] Bionic Strength Augmentation (1/U) - Strain: 1
OOC Comments
Fully bionic arms and legs, reinforced artificial musculature, and other techniques raise the cyborg’s Strength. Each step past d12 adds a +1. (Strain 1; 9,000 credits [9,000 cr])
[*] Core Electronics Package (1/1) - Strain: 1
OOC Comments
This set of electronic and data systems grants the following—a mini-computer; a computer interface jack for direct linking to other systems, which when interfaced grants a +2 to appropriate Common Knowledge, Electronics, Hacking, Research, and Repair rolls;
OOC Comments
which grants a +4 to appropriate Repair checks and Common Knowledge rolls;
a radio with a 20-mile range. (Strain 1; 22,000 credits [22,000 cr])
[*] [***] Cyber-Wired Reflexes (2/U) - Strain: 2
OOC Comments
The cyborg’s Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1. This particular enhancement is a requirement for many other upgrades. (Strain 1; 12,000 credits [24,000 cr])
[*] Optics Package (1/1) - Strain: 1
OOC Comments
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 [60,000 cr])
[*] Reinforced Frame (3/3) - Strain: 3
OOC Comments
Metals, ceramics, and other tough substances cover the cyborg head-to-toe and are laced through his skeleton and musculature.
Each level provides +1 Toughness which stacks with all other forms of protection, including the embedded Toughness of Body Armor and Power Armor. (Strain 1; 150,000 credits [450,000 cr])
[*] Synthetic Organ Replacement (1/U) - Strain: 1
OOC Comments
Getting rid of meat in place of artificial systems dramatically enhances a cyborg’s overall resilience. This raises the character’s Vigor; each step past d12 adds a +1. (Strain 1; 100,000 credits [100,000 cr])
[* *] Range Data System (1/2) - Strain: 1
OOC Comments
Requiring the Optics Package, this system coordinates various data and integrated systems to help the cyborg compensate for multiple actions, movement, autofire, range, and other factors. ach application of this upgrade offsets two points of penalties for Shooting. (Strain 1; 20,000 credits [20,000 cr])
[* *] Extra Set of Arms (1/1) - Strain: 3
OOC Comments
A second set of arms and hands can be installed onto a reinforced frame, providing enormous benefits
at the cost of dehumanizing the cyborg even more. The character may ignore 2 points of Multi-Action
penalties each turn. (Strain 3; 250,000 credits [250,000 cr])
[* *] Expanded Detection and Security Array (1/1) - Strain: 2
OOC Comments
This combination of radar, sonar, and motion detectors grants the cyborg 360 degree awareness of his surroundings. This grants a +2 to Notice checks and the Danger Sense Edge. (Strain 2; 33,000 credits [33,000 cr])
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: SWADE Combat Cyborg - Diablo Joe

Post by Sgt 86Delta »

(TLPG/SWD to SWADE) WIP

ATTRIBUTES
Agility: d10, with no Trait maximum
Strength: d12+2, with no Trait maximum.
Vigor: d12, with no Trait maximum.

EDGES AND ABILITIES
[*] Bionic Augmentation:
Combat Cyborgs have no attribute maximum with Strength, Agility, and Vigor.

[*] Cybernetic Enhancements
‘Borgs have these cybernetic systems (already factored into starting stats and abilities):
Armor Plating (3), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired
Reflexes, Optics Package, Reinforced Frame (3), Synthetic Organ Replacement (see page @@).
Cybernetic Enhancements

‘Borgs have these cybernetic systems (already factored into starting stats):
Armor Plating (1),
Audio Package,
Bionic Strength Augmentation,
Core Electronics Package,
Cyber-Wired Reflexes,
Optics Package,
Reinforced Frame (1),
Synthetic Organ Replacement (TLPG p. 100).
[*] High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.

[*] Harder than Steel
(Rename M.D.C. Armor to the above)
The Full Conversion Cyborg construction provides +6 M.D.C. natural Armor and +3 Toughness, which
includes the maximum levels and possible bonuses for both cybernetic Armor Plating and Reinforced
Frame (see Cybernetic Enhancements, above). These Armor and Toughness bonuses do stack at their full
value with any Worn Armor providing M.D.C. Armor, but do not stack with non-M.D.C. Armor.
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+d4 Mega Damage in unarmed combat and are considered armed.
Unarmed Combat
Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
DRAWBACKS
[*] 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 and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
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
Change –2 Charisma to –1 Persuasion
Inhuman Appearance
‘Borgs suffer −2 Charisma when dealing with most beings.
[*] Loss of Dexterity
Update Agility penalty to –1.
A Combat Cyborg's systems are designed for combat excellence, not delicate work or even common use. A 'borg suffers -1 to all Agility rolls and linked skills not directly related to combat.
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.

[*] Full 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
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
[*] To Survive and Thrive – The Combat Cyborg
Second Bullet Updated Text:
Improving your ‘Borgs cybernetic systems is a key to maintaining their effectiveness. Even if you can’t
afford to buy new hardware, take the Upgrade and Beyond the Limit Edges to expand your cybernetic
systems and Strain respectively (see page @@).
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: SWADE Combat Cyborg - Diablo Joe

Post by Sgt 86Delta »

Gear

COMBAT CYBORG STARTING GEAR

LI-B1 Light Infantry Cyborg External Armor
OOC Comments
  • +3 Armor +3 Toughness
    Min Str d12+1
    Weight: 40
    Credits: 28,000
    Notes: M.D.C. Armor, –1 to all Agility-linked non-combat skill rolls.

NG-56 Light Ion Pistol
OOC Comments
  • Range: 10/20/40
    Mega Damage: 1–3d6
    ROF: 1
    AP: —
    Shots: 12
    Min Str: d4
    Weight: 2
    Credits: 5,000

Mini Rail Gun
OOC Comments
  • Range: 75/150/300
    Mega Damage: 2d8+4
    AP: 6
    ROF: 4
    Shots: 30
    Mods: 1
    Min Str:
    Weight:
    Credits: 45,000
    Notes: Anti-Personnel, Reaction Fire.

NG-E12 Heavy Plasma Ejector
OOC Comments
  • Range: 20/40/80
    Mega Damage: 3d12+3
    AP: -
    ROF: 1
    Shots: 12
    Mods:
    Min Str: d10
    Weight: 30
    Credits: 80,000
    Notes: Snapfire.

Vibro-Longsword
OOC Comments
  • Mega Damage: Str+d10
    AP: 4
    Min Str: d8
    Weight: 6
    Credits: 11,000
two E-clips or Magazines for each weapon,

2d4 × 1,000 credits.


Item
  • Info
Credits: (10,000)

Range Data Systems: -20,000 (10,000)
Filthy Rich: 15,000 (30,000)
Rich: 10,000 (15,000)
Starting: 5,000 (5,000)

Contacts
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
User avatar
Sgt 86Delta
Game Master
Posts: 822
Joined: Sun Oct 15, 2017 4:47 pm

Re: SWADE Combat Cyborg - Diablo Joe

Post by Sgt 86Delta »

Advances

Hero’s Journey
  • Table
  • Roll result
  • Description
Hero’s Journey
  • Table
  • Roll result
  • Description
Hero’s Journey
  • Table
  • Roll result
  • Description
Advances
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
[*]
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