Hero's Journey (2 Rolls)
[Cybernetics, Close Combat Weapons, Ranged Weapons, and Training.]
Ranged Weapon (1d20) [dice:cixcu7mg]55085:1[/dice:cixcu7mg] [19/17] Trademark Weapon - Vibro-Blade Vembraces
Close Combat Weapon (1d20) [dice:cixcu7mg]55085:3[/dice:cixcu7mg] [19/13] Silvered - Vibro-Blade Vembraces
Rich/Filthy Rich (Cybernetics)
(1d20) [dice:cixcu7mg]55085:7[/dice:cixcu7mg] [15] Synthetic Organ Replacement
(1d20) [dice:cixcu7mg]55085:5[/dice:cixcu7mg] [6] Leg Upgrades
(1d20) [dice:cixcu7mg]55085:10[/dice:cixcu7mg] [14] Bionic Strength Augmentation
(1d20) [dice:cixcu7mg]55085:6[/dice:cixcu7mg] [20/15] Synthetic Organ Replacement
(1d20) [dice:cixcu7mg]55085:8[/dice:cixcu7mg] [4] Cyber-Wired Reflexes
Silverclaws (Combat Cyborg - SWADE)
- Sgt 86Delta
- Game Master
- Posts: 822
- Joined: Sun Oct 15, 2017 4:47 pm
- Sgt 86Delta
- Game Master
- Posts: 822
- Joined: Sun Oct 15, 2017 4:47 pm
Re: Silverclaws (Combat Cyborg - SWADE)
Silverclaws
Rank: Seasoned 2 Advances Left: 0
Race: n/a
Iconic Framework: Combat Cyborg
Attributes: Agility d10 , Smarts d8 , Spirit d10 , Strength d8 , Vigor d12+1
Pace: 10" (d8) ; Parry: 8 (10 w/ Vambraces) (½ Fighting +2) ; Toughness: 11 (17) (½ Vigor+2 plus armor) ; Strain: 13 of 16
Skills:
Cybernetics
(Iconic Framework/Rich/Filthy Rich/Uprade/Credits)
Rank: Seasoned 2 Advances Left: 0
Race: n/a
Iconic Framework: Combat Cyborg
Attributes: Agility d10 , Smarts d8 , Spirit d10 , Strength d8 , Vigor d12+1
Pace: 10" (d8) ; Parry: 8 (10 w/ Vambraces) (½ Fighting +2) ; Toughness: 11 (17) (½ Vigor+2 plus armor) ; Strain: 13 of 16
Skills:
- Core
- Athletics (Ag) d4 d6
- Common Knowledge (Sm) d4
- Notice (Sm) d4 d8 + 2 (Heraing/Smell)
- Persuasion (Sp) d4
- Stealth (Ag) d4
- Battle (Sm) d4
- Electronics (Sm) (used for sensors and such) d4
- Fighting (Ag) d8 + 2 (+3 w/ Vambraces)
- Healing (Sm) d4
- Intimidation (Sp) d8
- Repair (Sm) d4
- Shooting (Ag) d8
- Survival (Sm) d4 + 2
- Overconfident (Major): Maybe it is his size. Maybe it is past. Maybe because he is a Wolfen. Whatever the reason he always in the thick of things.
- Wanted (Minor): Coalition States: Lone Star. Scrapped a few too many pieces of their equipment to go unnoticed.
- Loyal (Minor): Whether Northern Gun, the Black Market, or now the 18th COT, his loyalty is not questionable once he has found a reason to be among or with an organization.
- Nerves of Steel: Ignore 1 Level of Wound penalties
- Trademark Weapon: Vibro Blade Vembraces: +1 to Fighting; +1 to Parry
- Quick: Redraw any Action Card of Five or Less.
- Iron Jaw: Silverclaws adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows
- Soldier: Encumberance is 1 STR die higher; Strength is 1 die higher when considering Minimum Strength requirements.
- Upgradeable: INC Max Strain by 6.
- New Edge: brief description
- Abilities & Bonuses
- 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 and abilities):
Adrenal System, Armor Plating (3), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Internal Life Support, Optics Package, Reinforced Frame (3), Synthetic Organ Replacement (see page @@). - Harder than Steel: The Full Conversion Cyborg construction provides +6 M.D.C. natural Armor and +3 Toughness, which is the maximum level possible 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.
- High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge.
- More Machine: ‘Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to Disease, Drowning, as well as Poison and grants +4 to resist Cold, Heat, and Radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.
- 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.
- 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.
- 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.
- 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 extraheavy 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.
- Inhuman Appearance: ‘Borgs can come across as aloof machines, and suffer −1 to Persuasion rolls 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. The diminishment in the sense of touch is one of the most glaring issues facing those undergoing bionic augmentation. A ‘borg suffers −1 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 Technical Difficulties on page. @@).
- 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.
Cybernetics
(Iconic Framework/Rich/Filthy Rich/Uprade/Credits)
- Bionic Streength Augmentation - (1/U) - Strain: 1
- INC STR 1 die step per application
- Filthy Rich (Cybernetics Table) [13]
Cost per Application: 9,000 cr
Strain per Application: 1
- Built-In Close Combat Weapon - (1/U) - Strain: 1
- Iconic Framework (Free Cyber) - Vibro-Blade Vambraces
Cost per Application: see Specific Weapon.
Strain per Application: see Specific Weapon.
- Iconic Framework (Free Cyber) - Vibro-Blade Vambraces
- Core Electronic Package - (1/1) - Strain: 1
- +2 to associated Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
- Radio w/ 20 mile radius.
- Iconic Framework (Free Cyber)
Cost per Application: 22,000 cr
Strain per Application: 1
- Cyber Wired Reflexes - (2/U) - Strain: 2
- INC AGI 1 die step per application
- Iconic Framework (Free Cyber)
- Filthy Rich (Cybernetics Table) [4]
Cost per Application: 12,000 cr
Strain per Application: 1
- Embedded Combat Coding - (1/U) - Strain: 2
- Two Fisted - If a character makes a Fighting attack with one action and another from a different hand
in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104). - Seasoned 1 - Upgrade
Cost per Application: 50,000 cr
Strain per Application: 2
- Two Fisted - If a character makes a Fighting attack with one action and another from a different hand
- Hand-to-Hand Reaction Wiring - (1/1) - Strain: 1
- +2 to all Fighting Checks
- +1 to Parry
- Iconic Framework (Free Cyber)
Cost per Application: 30,000 cr
Strain per Application: 1
- Leg Upgrades - (1/U) - Strain: 1
- +2 Pace
- +1" jumping distance
- Rich (Cybernetics Table) [5 - 6]
Cost per Application: 30,000 cr
Strain per Application: 1
- Load-Bearing Reinforcement - (1/1) - Strain: 1
- Encumberance is 1 STR die higher.
- Iconic Framework (Free Cyber)
Cost per Application: 120,000 cr
Strain per Application: 1
- Synthetic Organ Replacement - (2/U) - Strain: 3
- INC VIG 1 die step per application
- Iconic Framework (Free Cyber)
- Rich (Cybernetics Table) [15]
- Filthy Rich (Cybernetics Table) [15]
Cost per Application: 100,000 cr
Strain per Application: 1
Code: Select all
[*] [b]Name [/b] - ([size=85][color=#ff0000]how many times selected, i.e. 1[/color][/size]) - [b]Strain[/b]: 0 [list] [*][size=85][color=#ff0000]Abilities and bonuses[/color][/size] [u]Cost per Application:[/u] 9,000 cr [u]Strain per Application:[/u] [/list]
Sarge's Roles _
- Sgt 86Delta
- Game Master
- Posts: 822
- Joined: Sun Oct 15, 2017 4:47 pm
- Sgt 86Delta
- Game Master
- Posts: 822
- Joined: Sun Oct 15, 2017 4:47 pm
Re: Silverclaws (Combat Cyborg - SWADE)
Gear
Vibro-Blade Vembraces
LI-B1 Light Infantry Plate Cyborg Body Armor
Credits:
Contacts
Vibro-Blade Vembraces
- Mega Damage: Str + d8
- AP 6
- Parry +1
- Silvered (Close Combat Weapon HJ)
- Trademark Weapon (Ranged Weapon HJ)
- Cybernetics: Built-In Close Combat Weapon (1 Strain)
- Info
Min Str: d6 (none)
Weight: 2
Cost: 11,000 cr (+ 50% from Cyber) = 16,500 cr
LI-B1 Light Infantry Plate Cyborg Body Armor
- Armor: +6
- Toughness: +2
Min Str: d6 (none)
Weight: 17
Cost: 32,000
- Info
- Info
- Info
- Info
- Info
Credits:
Contacts
Sarge's Roles _
- Sgt 86Delta
- Game Master
- Posts: 822
- Joined: Sun Oct 15, 2017 4:47 pm
Re: Silverclaws (Combat Cyborg - SWADE)
Advances
- Attributes
- Agility d4 --> d6 (cyber) --> d8 (N1) --> d10 (cyber),
- Smarts d4 --> d8 (2),
- Spirit d4 --> d8 (2) --> d10 (Init Adv),
- Strength d4 --> d8 (Racial) --> d10 (cyber),
- Vigor d4 --> d6 (1) --> d8 (FG) --> d12+1 (cyber)
- Core
- Athletics (Ag) d4 --> d6 (1)
- Common Knowledge (Sm) d4
- Notice (Sm) d4 --> d8 (2)
- Persuasion (Sp) d4
- Stealth (Ag) d4
- Battle (Sm) --> d4 (1)
- Electronics (Sm) (used for sensors and such) --> d4 (1)
- Fighting (Ag) --> d6 (2) --> d8 (S2)
- Healing (Sm) --> d4 (1)
- Intimidation (Sp) --> d8 (3)
- Language (Sm)
- Piloting (Ag)
- Repair (Sm) --> d4 (1)
- Research (Sm)
- Shooting (Ag) --> d6 (2) --> d8 (S2)
- Survival (Sm) --> d4 (1)
- Taunt (Sm)
- Thievery (Ag)
OOC Comments
- Initial Advances: (From Hindrances):
- Initial Char Gen INC Spirit 1 die (d10)
- Initial Char Gen Rich Edge
- Cybernetic Modifications:
- Novice 1 Advance: Initial Char Gen INC Agility 1 die (d8)
- Novice 2 Advance: Initial Char Gen Ambidextrous Edge
- Novice 3 Advance: Initial Char Gen Filthy Rich Edge
- Seasoned 1 Advance: Initial Char Gen Upgrade Edge
- Seasoned 2 Advance: SavgeRifts Site Advance INC Skills 1 die (Fighting d8/Shooting d8)
- Seasoned 3 Advance: INC Strength 1 die (d10)
- Seasoned 4 Advance: Future Advance
- Veteran 1 Advance: Future 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:
Sarge's Roles _