Cyborg Man

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Koshnek
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Cyborg Man

Post by Koshnek »

HJ Training 1d20: [5] = 5
HJ Experience & Wisdom 1d20: [15] = 15

Credits: 4d6: [3, 3, 5, 4] = 15 1500
Credits: 2d4: [1, 3] = 4 2000
IZ3 GM Bennies 5/5
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Koshnek
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Re: Cyborg Man

Post by Koshnek »

Whiz

Novice Combat Cyborg, Combat Cyborg, and Walking Toolkit

Iconic Framework: Combat Cyborg
Background
Despite his large size and clunky hands, Whiz has a surprisingly delicate touch. He can keep up with the Castle's best mechanics. In fact, most of the Tomorrow Legion's cyborgs prefer to come to Whiz with their maintenance issues. A flesh body knows what feels best for a flesh body, but a robot body knows what feels best for a robot body. It's just the way things are.

That's not to say he's a desk jockey. In his spare time, Whiz trains his hand to hand combat. He truly is the epitome of a lethal weapon. If he could just show as much restraint in his decision making as he does with his machining, he would be a serious asset to the Legion.

Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12+2, Vigor d12
Skills: Athletics d4, Common Knowledge d4+2, Electronics d8+3, Fighting d10, Language (Native) d8, Notice d6, Persuasion d4-1, Repair d8+5, Shooting d10, Stealth d4
Pace: 8; Running Die: d8; Parry: 7; Toughness: 19 (6); Size: Normal (1)
Strain: 5/6
Hindrances: Curious, Impulsive
Edges: Brawler, Chi, Fleet-Footed, Martial Artist, Martial Warrior, Mr. Fix It, Upgrade, Upgradeable
Armor: Cyborg LI-B1 Light Infantry Plate (Armor 3)
Weapons: Unarmed (Range Melee, Damage Str+d8, +2 to Hit), CyberFist (Range Melee, Damage Str+d10, +2 to Hit, M.D.C.), NG-303 Rail Gun (Range 30/60/120, Damage 2d10+2, ROF 3, AP 6), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 35 cr

Special 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—those asterisked (*) are 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, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement* (see page 113).
  • Harder than Steel: The full conversion ’Borg's construction provides +6 MDC 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 MDC Armor, but do not stack with non-MDC 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 (Normal): Combat Cyborgs are big and heavy, gaining +1 Toughness from their Size.
  • Upgradeable: ’Borgs start with the Upgradeable Edge.
  • Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
  • 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 Upgradeable 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 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.
  • 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 117).
  • 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 Gifted, Magic, Miracles, or Psionics.
Cyberware
  • Adrenal System (2 strain, Custom): +2 to recover from Shaken or Stunned, Edges stack.
  • 3x Armor Plating (3 strain, Custom): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
  • Audio Package (1 strain, Custom): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step
  • Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
  • Cyber-Wired Reflexes (1 strain, Custom): Raise Agility one die step
  • Internal Life Support (2 strain, Custom): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Nuclear Power Cell (1 strain, Custom): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • 3x Reinforced Frame (3 strain, Custom): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
  • Ultimate Walking Tool Kit Package (1 strain, Custom): The ’Borg is a walking multi- tool—grants +1 to Repair, Electronics, and associated Thievery rolls.
Advances
Novice Advances
  • Edge: Brawler
Current Load: 108.25 (251)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
Created with Savaged.us
IZ3 GM Bennies 5/5
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