XC Combat Cyborg

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Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

XC Combat Cyborg

Post by Xavier Crow »

I rolled my hero journey rolls on discord while the forums were down this morning. I rolled a 4 and 5 on the cybernetics tables.

rolling for my starting wealth
Dice rolls
rolling for starting wealth 4d6: [5, 5, 6, 4] = 20
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • 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.
  • 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.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

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Xavier Crow
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Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: XC Combat Cyborg

Post by Xavier Crow »

Legendary ranked version of XC


Xavier "XC" Crowe

Legendary Male Combat Cyborg, Combat Cyborg

Iconic Framework: Combat Cyborg
Description
A human shaped combat cyborg. He has the standard spike in many places a Skull like face plate. He still has his human face. He very rarely shows his face in the company of others.
His armor and plating is a matte black color.


Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional (minor, Believes magic to be evil, does not want it cast on him), Non Standard Build (custom, minor), Shamed (minor, For executing children in the battle of Tolkeen), Wanted (major, By the Coalition for defecting)
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -4 to all Agility-linked non-combat skill rolls and Pace
  • 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
  • Leg Upgrades (1 strain, Rifts® TLPG p114): Each upgrade grants +2 Pace and +1" Jumping distances.
  • 2x Cyber-Wired Reflexes (2 strain, Rifts® TLPG p113): Raise Agility one die step
  • Booster Jets (1 strain, Rifts® TLPG p114): Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack (1 strain, Rifts® EoH p51): Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring (1 strain, Rifts® TLPG p113): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
  • Targeting Eye (1 strain, Rifts® TLPG p113): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
  • Expanded Detection and Security Array (2 strain, Rifts® TLPG p114): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.
  • 3x Bionic Strength Augmentation (3 strain, Rifts® TLPG p113): Raise Strength one die step
  • Adrenal System (2 strain, Rifts® TLPG p113): +2 to recover from Shaken or Stunned, Edges stack.
  • 3x Armor Plating (3 strain, Rifts® TLPG p113): +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, Rifts® TLPG p113): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package (1 strain, Rifts® TLPG p113): 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.
  • Internal Life Support (2 strain, Rifts® TLPG p113): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Nuclear Power Cell (1 strain, Rifts® TLPG p113): 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, Rifts® TLPG p114): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • 3x Reinforced Frame (3 strain, Rifts® TLPG p113): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Synthetic Organ Replacement (1 strain, Rifts® TLPG p113): Raise Vigor one die step.
  • Extra Set of Arms (2 strain, Rifts® TLPG p113): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (Minor).

Advances
Novice Advances
  • Raise Attribute: Smarts
  • Raise Skills: Fighting/Shooting
  • Raise Skills: Repair/Athletics
Seasoned Advances
  • Edge: Upgrade
  • Edge: Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon)
  • Raise Attribute: Strength
  • Raise Skill: Repair
Veteran Advances
  • Edge: Giant Killer
  • Edge: Upgrade
  • Edge: Beyond The Limit (Over confident)
  • Raise Skills: Notice/Athletics
Heroic Advances
  • Edge: Upgrade
  • Edge: Improved First Strike
  • Edge: Improved Frenzy
  • Edge: Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon)
Legendary Advances
  • Edge: Tough as Nails
Current Load: 237.75 (2501)
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 ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears invalid

Created with Savaged.us
Last edited by Xavier Crow on Wed Sep 16, 2020 10:01 am, edited 1 time in total.
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • 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.
  • 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.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

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Ndreare
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Re: XC Combat Cyborg

Post by Ndreare »

I see he is ex CS.
This will be a heroes, heroes type game. So I need to check, he will not be into human supremacism will he? That would not be appropriate as the adventure already has non-humans in it. Though a little RP tension could be enjoyable, you would need to work it out as agreed between Tribe and Pursuit before bringing it into the game.


PS: I do not see a background, so I also need to ask. His "Shamed" is something he did unknowingly at first or do you envision him as psychotic?
  • 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
User avatar
Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: XC Combat Cyborg

Post by Xavier Crow »

Nope, not a supremacist. He distrusts magic and doesn't want it cast on him. Most of his body was disintegrated by a spell caster. Thats why he was converted.

He defected during The Battle of Tolkeen, for the atrocities he was ordered to commit . After he defected he was taken in by a group of refugees and their kindness turned his heart even further. He then spent years escorting and protecting refugees from the coalition. He no longer feels truly human after he was converted by Coalition without his permission. He felt like he was treated simply as a tool and not valued as a person.
Last edited by Xavier Crow on Wed Sep 16, 2020 9:09 am, edited 1 time in total.
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • 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.
  • 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.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

User avatar
Xavier Crow
Posts: 10
Joined: Sun Sep 06, 2020 1:59 pm
Location: Casper, WY

Re: XC Combat Cyborg

Post by Xavier Crow »

His shamed was he was ordered to execute d-bee children and their mothers. He followed orders with one of the mother's and then he snapped and took out his commanding officer and the rest of his squad. He still hates himself and has horrible nightmares. The only way he can deal with it is he helped the rest of the mother's and their children escape out of Tolkeen.
XC stands there silently while firing up his two chain swords in two arms, and his other two arms pull out a flamethrower.

Attributes: Agility d12, Smarts d8, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d10, Battle d6, Common Knowledge d4+2, Electronics d4+2, Fighting d12+2, Language (English (American)) d8, Notice d8+2, Persuasion d4-1, Repair d10+2, Shooting d12, Stealth d4
Pace: 10; Running Die: d8; Parry: 9; Toughness: 28 (11 M.D.C.); Size: Normal (1)
Strain: -6/6; Wounds: 4
Hindrances: Delusional, Non Standard Build, Shamed, Wanted
Edges: Beyond The Limit (Over confident), Brute, Danger Sense, First Strike, Fleet-Footed, Giant Killer, Improved First Strike, Improved Frenzy, Tough as Nails, Trademark Weapon (Bandit 5500 Flechette ), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Trademark Weapon (WI-C6 “Chain Sword” Chain Weapon), Upgrade, Upgrade, Upgrade, Upgradeable
Armor: Cyborg HI-B3 Heavy Infantry Plate (Armor 5)
Weapons: CyberFist (Range Melee, Damage Str+d4, M.D.C.), 10x Armor Piercing Grenade (Range 6/12/24, Damage 3d8, ROF 1, AP 16, M.D.C.), Bandit 5500 Flechette "Shredder" (Range 24/48/96, Damage 5d6, ROF 1, +1 to Hit, M.D.C., +1 Parry), 5x Fragmentation Grenade (Range 6/12/24, Damage 5d6, ROF 1), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), "Rip" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), "Tear" Chain Weapon (Range Melee, Damage Str+3d4+3, AP 4, +1 to Hit, M.D.C., +1 Parry), WI-FT1 Plasma Flamethrower (Range Cone, Damage 3d12+3, ROF 1, M.D.C.)
Gear: NG-S2 Survival Pack, 2x Pistol E-Clip, 28x Rail Gun Ammo Reload (each burst), Repair Kit, Field
Language: English (American) (native, d8)
Current Wealth: 1,850 cr

Special Abilities
  • Cyborg Armor: -5 to all Agility-linked non-combat skill rolls and Pace
  • 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.
  • 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.
  • My favorite rail gun: spending a benny to reroll Shredder's trait rolls add +2 to total

Cyberware
  • Leg Upgrades: Each upgrade grants +2 Pace and +1" Jumping distances.
  • Booster Jets: Miniature rockets—Jump +4” horizontal, +2” vertical.
  • Jet Pack: Grants increased Jumping and Flight
  • Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry
  • Targeting Eye: Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round)
  • Expanded Detection and Security Array: 360 degree radar, sonar, and motion detectors grant +2 Notice
  • Adrenal System: +2 to recover from Shaken or Stunned.
  • Audio Package: Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Core Electronics Package: A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar.
  • Internal Life Support: Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Optics Package: Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • Extra Set of Arms: Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action.

User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: XC Combat Cyborg

Post by Ndreare »

Excellent, looks good then.
  • 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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