Gage (Former Juicer, Combat Cyborg)

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Heracles
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Gage (Former Juicer, Combat Cyborg)

Post by Heracles »

NARRATIVE HOOK: [dice:151qzx4u]45398:0[/dice:151qzx4u]

HERO'S JOURNEY:
[dice:151qzx4u]45398:1[/dice:151qzx4u]
[dice:151qzx4u]45398:2[/dice:151qzx4u]
[dice:151qzx4u]45398:3[/dice:151qzx4u]

RICH/FILTHY RICH
[dice:151qzx4u]45398:5[/dice:151qzx4u]
[dice:151qzx4u]45398:6[/dice:151qzx4u]
[dice:151qzx4u]45398:7[/dice:151qzx4u]
[dice:151qzx4u]45398:8[/dice:151qzx4u]
[dice:151qzx4u]45398:9[/dice:151qzx4u]

STARTING CREDITS: [dice:151qzx4u]45398:4[/dice:151qzx4u] x 1000 = 4000.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Gage (Former Juicer, Combat Cyborg)

Post by Heracles »

Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Maximilian Garrin Gage
Race: Human
Iconic Framework: Combat Cyborg
Rank: Novice Experience: 5 Advances Left: 0

ATTRIBUTES: Agility d10, Smarts d8, Spirit d6, Strength d12+2, Vigor d12
Charisma: -2; Pace: 8 (run die d10); Parry: 7(6); Toughness: 20(8) MDC; Strain: 0

SKILLS
  • Climbing (Str): d4
  • Fighting (Agi): d10
  • Intimidation (Spi): d6
  • Knowledge (Cybernetics) (Sma): d4
  • Notice (Sma): d8 (+2 audio/visual)
  • Persuasion (Spi): d6-2
  • Repair (Sma): - (d10)
  • Shooting (Agi): d6 (d12+1)
  • Stealth (Agi): d8-2
  • Streetwise (Sma): d8-2
  • Throwing (Agi): d4

HINDRANCES
  • Cautious (Minor): He doesn't want to jump in to things. He likes to take his time, make sure he's not going to die.
  • Quirk (Minor): Former Juicer. Not used to his new body, still craves the "juice", minor tremors in his limbs.
  • Yellow (Major): Realized he doesn't want to die. If he gets too close to dying again, he just might run. Subtracts 2 from all of his fear-based Spirit checks.

EDGES
  • Connections: (Hero's Journey) Black Market.
  • Fleet-Footed: (Iconic Framework) +2 Pace and d10 run die.
  • Level Headed: (Racial) Draw an additional Action Card in combat and acts on the best of the draw.
  • Rich: (Hindrances) He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables.
    • Filthy Rich: (Hindrances) Three more rolls and 15,000 additional credits.
  • Scrounger: (Hero's Journey) Can make a Streetwise check, once per session, in any city or large town (-2 in smaller urban areas) to gather credits or equipment.
  • Upgradable: (Iconic Framework) +6 Strain.

RACIAL FEATURES: "Human"
  • Racial Feature: One free edge of choice or attribute bump.

ICONIC FRAMEWORK: Combat Cyborg
  • ABILITIES
    • 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), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement.
    • 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.

CONTACTS



CYBERNETICS
  • Combat Cyborg Package:
    • Armor Plating (1)
    • Audio Package
    • Bionic Strength Augmentation
    • Core Electronics Package
    • Cyber-Wired Reflexes
    • Optics Package
    • Reinforced Frame (1)
    • Synthetic Organ Replacement
  • Hand-to-Hand Reaction Wiring (1; Strain 1)
    • +2 to all fighting checks.
  • Nano-Repair System (1; Strain 2)
    • One wound is healed per day; +4 to resist Bleeding Out.
  • Range Data System (1; Strain 1)
    • Negate up 2pts of ranged combat penalties.
    • Cost: 20,000 credits.
  • Subject Matter Expert Port (1; Strain 1)
    • External Port to plug in skill chips. Free action to change chips but takes full round for new chip to activate.
      • Chips:
        • Repair (4 die).
  • Wired Skill Port (1; Strain 1)
    • External Port to plug in skill chips. Free action to change chips but takes full round for new chip to activate.
      • Chips:
        • Shooting (4 die).


GEAR

Items
  • Chain Greatsword
    • Damage: Str+2d10 MD, AP 2.
    • Notes: Parry -1; 2 hands.
    • Weight: 22.
    • Cost: 18,500 credits.
  • Mini Rail Gun
    • Range: 75/150/300.
    • Damage: 2d8+4, AP 6.
    • RoF: 4.
    • Shots: 32.
    • Mods: 2.
    • Notes: No Snapfire penalty. Shots = bursts.
    • Weight: 200.
    • Cost: 45,000 credits.
  • NG-56 Light Ion Pistol
    • Range: 10/20/40.
    • Damage: 1– 3d6.
    • RoF: 1.
    • Shots: 12.
    • Notes: Grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
    • Weight: 5.
    • Cost: 5,000 credits.

CREDITS: 4,000


ADVANCES

HERO’S JOURNEY
  • Cybernetics
    • Roll result: 20.
    • Description: Choose any single cybernetic upgrade you wish and qualify for.
  • Experience & Wisdom
    • Roll result: 5.
    • Description: With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge and Connections (Black Market).
  • Training
    • Roll result: 1.
    • Description: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Rich/Filthy Rich
  • Cybernetics
    • Roll result: 1 and 4 (traded for result 7).
    • Description: Instantaneously knowing how to do what he needs makes your hero extra useful with his Wired Skill Port and four die type skill chip.
  • Cybernetics
    • Roll result: 5 and 9 (traded for result 16).
    • Description: It’s not all about combat efficiency for your cyborg. He has a Subject Matter Expert Port and a four die type skill chip on hand.
  • Cybernetics
    • Roll result: 19.
    • Description: Choose any single cybernetic upgrade you wish and qualify for.

ATTRIBUTES
  • Agility: d10
  • Smarts: d4 > d8 (2)
  • Spirit: d4 > d6 (1)
  • Strength: d12+2
  • Vigor: d12

ADVANCES
  • Initial Advances: (From Hindrances): Edge (Rich), Edge (Filthy Rich)
  • "Racial" Free Edge/Attribute: Edge (Level Headed)
  • Novice 1 Advance: +1 die types to Fighting and Stealth
  • 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:

BACKGROUND

Max was always a down-on-his-luck loser. He grew up in the 'Burbs of Chi-Town, his father and mother manual workers raising four kids. Times were always tough, and the family had to scrape to get by. Max tried to get in to the military but washed out due to some of his medical conditions (like asthma, inferior immune system, weak heart). He saw his parents struggling, saw his brother and sisters having to do things they shouldn't to survive. So he decided he would help.

He tried a variety of things, each with more disastrous results than the last. He tried to get jobs, but wasn't good at anything. He tried gambling but ended up accruing large debts to multiple unsavory characters. He tried stealing but was so bad at it, he not only got caught but get laughingly let go free with a warning. Things looked bleak.

Dejected and depressed, he traveled to Kingsdale and signed up with one of the mercenary companies there willing to give people the money for the Juicer process for a multi-year contract with them. His body no longer as much a liability, the mercenaries put him and the other new recruits through an extended 'bootcamp' as it were. Max had some trouble, but managed to become at least competent at combat and the assorted skills the company wanted their members to have. He signed up as "Gage" instead of his full name, thinking that sounded better than 'Max'.

He made it through his first year without flying colors or fanfare, but without any black marks either. Mostly he didn't fuck up enough while the rest of his team excelled. He saved up most of his money and sent the rest home to his family. During his second year, however, his luck turned back to its usual old self. During a mission where the intel wasn't just bad but plain flat-out WRONG, the team came under heavy fire, and actually got pinned down in a cross-fire. Well, Juicers want to go out in a blaze of glory, right? But this seemed like a hopeless cause.

It was then that Gage realized he didn't want to die. Becoming a Juicer, throwing himself in to life-and-death situations? Stupid! But he didn't get a chance to get away. As he turned to run he was hit with more than one grenade from launchers. He stumbled and tripped, unconsciously cradling the grenades even as he fell on top of them. To his teammates, even as they scattered, it looked like he was trying to cover the grenades with his body to save their lives. Of course, nothing could be farther from the truth but in that moment it didn't matter.

The grenades ripped apart the majority of Gage's body. His teammates were determined not to let his sacrifice be in vain. They charged the enemies, many were cut down, but the battle was won sort of. The company was surprised to find that Gage was still clinging to life when they went back for his body. They patched him a bit and took him back to civilization (surprisingly easy to carry with no arms and only part of one leg left). The doctors couldn't save his body, but they could save his brain and a few organs to be transplanted in to a cybernetic body. The company paid for it as part of their contract and some of the Juicers pooling their money that the grenades hadn't killed.

Gage woke up a long time later and stared in horror at his new 'body'. It had all the bells and whistles, the doctors assured him. That was cold comfort to Gage. He looked like a metallic monster to his own - now cybernetic - eyes. He couldn't even cry.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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