Cyborg Variants (SWADE)

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High Command
The Savage Inquisition
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Cyborg Variants (SWADE)

Post by High Command » Sun Nov 03, 2019 6:57 pm

HIDDEN CYBORG
Hidden 'Borgs, also known as Infiltration 'Borgs, are full conversion cyborgs built on a comparatively light frame and usually made to look completely human or humanoid (if a d-bee). These are NOT hulking full conversion 'Borgs made famous by the likes of the Triax Red 'Borg. The Cyber-Humanoid is meant to look (externally anyway) perfectly life-like and human.
Built as a powerful infiltrator, this model lacks the raw armored power of the Heavy Machine Hidden Cyborg (TLPG P. 20) or even the Light Machine Hidden Cyborg, but it is still very powerful as compared to a human or even a Juicer or Crazy. Because the model is meant for infiltration it cannot add armor, exterior weapons or systems. Embedded Combat Coding implants and upgraded sensors are the norm for upgrades, as well as increasing attributes. They are often mistaken for Crazies or Juicers, and sometimes use that to their advantage.

HERO’S JOURNEY
Hidden, or Infiltration, ‘Borgs gain one roll on any of the following tables: Cybernetics, Close Combat Weapons, Ranged Weapons, and Training.
Hidden Cyborgs gain a second roll on any table except those dealing with magic or psionics.

MORE MACHINE
Hidden (or Infiltration) ‘Borgs, like their Light and Heavy Machine brethern, are also referred to as full-conversion ‘Borgs. Their brain and a handful of organs—heart, lungs, possibly some part of the digestive system, not much else—are attached to a synthesis of bionic parts and cybernetic systems. Indeed, this 'Borg's greatest ability is the one that allows it not to look like a 'borg at all. Advances and internally improved systems are the best way for your character to get better with her amazing abilities.
The net effect of this process is the ‘borg ignores most of the common foibles of being human—including getting sick, dealing with poisons, or suffering a paper cut. Instead of medicine or healing of any kind, he has to get repaired when he’s damaged. He still has to eat something to maintain his organic parts, and his brain requires sleep like everyone else’s.
The organic parts can get old and wear out, but developments in nano-technology and other areas mean most cyborgs live at least twice as long as humans, so long as they don’t get blasted apart. That’s a long time to be alone with one’s thoughts, which is why most ‘borgs go out of their way to explore the part of their being extending past what they might touch with human fingers or smell with human noses.

HIDDEN CYBORG ABILITIES AND BONUSES +1
  • Bionic Augmentation: Hidden Cyborgs begin with Strength d10, Agility d10, and Vigor d10. These traits do not have an attribute maximum. Note few Hidden 'Borgs show their full strength while undercover.
  • Cybernetic Enhancements: Hidden ‘Borgs have these cybernetic systems — those asterisked (*) are already factored into starting stats and abilities: Adrenal System, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber-Wired Reflexes*, Internal Life Support, Nano-Repair System, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement*, Improved Cyber-Disguise* (see TLPG page 115 and EoH p. 52).
  • High-performance Legs: All Full conversion ‘borgs begin with the Fleet-Footed Edge.
  • Lightly Reinforced Construction: Designed for infiltration and not combat, the Hidden 'borg is tough, but not the combat monster that its cousins are. Full Conversion Cyborg construction provides +3 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'Borg can only add two levels of cybernetic armor to its frame, which counts as Natural Armor. It may not have MDC Armor. It can wear any armor that has been reinforced for its frame. Starting armor is assumed to be customized for the Infiltration 'Borg.
  • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
  • Tactical Computer: An embedded tactical computer provides the the Dodge Edge to boost effectiveness in combat situation. Other Embedded Combat Coding implants are often added as modules to this computer.
  • Total Cyber-Disguise: This disguise system and modulating voice synthesizer built into the face and neck can completely change facial features, speech, and the color of eyes, hair, and skin. With a Common Knowledge roll and five minutes, the user may gain the effects of the Attractive Edge or Ugly (Minor) Hindrance—and opponents are −4 on Notice rolls to see through the disguise. With a raise opponents Notice at −6 and the user may gain the effects of Very Attractive or Ugly (Major). Duplicating a specific person is possible (requires visual and audio footage of the target)—those with reason to question the user’s identity make a Notice roll at −2 to see through the disguise (or −4 with a raise on the Common Knowledge roll). In addition, the cyborg’s entire body is covered in a synthetic skin covering. Taking one wound is usually enough to reveal the mechanical nature of the cyborg. This skin covering self is usually healed by the Nano-Repair System.
  • Upgradable: All ’Borgs start with the Upgradable Edge.
  • Unarmed Combat: Hidden Cyborgs deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-knuckle-spikes allow their punches to do Mega-Damage without damaging the skin of the cyborg.
HIDDEN CYBORG COMPLICATIONS
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
  • 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: Hidden 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.
  • Awkward: Despite their organic appearance, no one would call a hidden 'borg small. By normal humanoid standards, they are big and sturdy. Hidden Cyborgs are extra-heavy, despite being smaller than their Heavy Machine brethern. Body Armor and clothing must be custom-fitted at double normal cost. Any human power armor must also be customized to allow them to use it. They can use any other equipment meant for humans, however. Still, be wary of plastic chairs and flimsy wooden stools.
  • Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. Every Hidden Borg adopts a quirk that helps ground their identity and work it into all of their cover identities and disguises.
  • 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 (usually human).
  • Spiritually Numb: Hidden Cyborgs can’t take an Arcane Background Gifted, Magic, Miracles, or Psionics.
  • This is my Game Face: The 'borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance. Instead see Total Cyber-Disguise
  • Total Conversion: Becoming a Hidden 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.
HIDDEN CYBORG STARTING GEAR
Standard Starting Gear plus a Vibro-Sword, and NG-LG6 Laser Rifle & Launcher.


More to Come
LIGHT MACHINE COMBAT CYBORG
Not every cyborg is a huge hulking cybernetic warrior of the sort that is defined by your average Heavy Machine Combat Cyborg (TLPG p. 12). Some are lighter high mobility units used for infiltration, assassination, and sabotage. While not the unseen infiltrator that the Hidden Cyborg is, these Light Machine Cyborgs are favored by former spies, special forces commandos, and the like. This one is actually fairly popular in the Coalition and can be mixed into their patrols for a hidden surprise. While they will never fit in with polite society, they are much easier for other mercenaries, adventurers, and soldiers to accept because they are "normal" sized. They are no less outsiders, but they are just not as clumsy.
Still, living with this massive replacement is no less traumatic than it is for the Heavy machine. Some of one's humanity is still sacrificed along with all of that meat. That’s still a matter of choice.

HERO’S JOURNEY (THREE ROLLS)
Light Machine ‘Borgs gain two rolls on any of the following tables: Body Armor, Cybernetics, Close Combat Weapons, Ranged Weapons, and Training.
They gain a third roll on any table except those dealing with magic or psionics.

MORE MACHINE
Light Machine Combat Cyborgs, like their Heavy Machine brethern, are also referred to as
full-conversion ‘borgs. Their brain and a handful of organs—heart, lungs, possibly some part of the digestive system, not much else—are attached to a synthesis of bionic parts and cybernetic systems. The whole thing is encased in a metallic form capable of incredible feats. However, a hero can begin with the biggest gun, the heaviest armor, or the most incredible magic, yet need time and training to become skilled with such power. You may notice you don’t quite have the skill levels you might want; Advances are the best way for your character to get better with her amazing abilities.
The net effect of this process is the ‘borg ignores most of the common foibles of being
human—including getting sick, dealing with poisons, or suffering a paper cut. Instead of medicine or healing of any kind, he has to get repaired when he’s damaged. He still has to eat something to maintain his organic parts, and his brain requires sleep like everyone else’s.
The organic parts can get old and wear out, but developments in nano-technology and other areas mean most cyborgs live at least twice as long as humans, so long as they don’t get blasted apart. That’s a long time to be alone with one’s thoughts, which is why most ‘borgs go out of their way to explore the part of their being extending past what they might touch with human fingers or smell with human noses.

LIGHT MACHINE COMBAT CYBORG ABILITIES AND BONUSES
  • Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d10, Agility d12, and Vigor d10. These traits do not have an attribute maximum.
  • Cybernetic Enhancements: Light Machine ‘Borgs have these cybernetic systems (already factored into starting stats): Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
  • High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge.
  • Retractable Heavy Ion Blaster: Powered by the cyborg's internal batteries, this embedded heavy ion blaster is the perfect last ditch weapon. Mounted in the dominant forearm, it pops up out of the arm when in use, and retracts when not. Unless the 'Borg also has Quick Draw, it costs an action to ready for use. Use the stats for the NG-57 Heavy Ion Blaster for the weapon.
  • Retractable Grapnel Launcher: Mounted in the non-dominant arm of the cyborg, and combined with retractable climbing spikes in the hands, feet and knees, this launcher grants a +2 to Climbing checks.
  • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
  • Upgradable: All ’Borgs start with the Upgradable Edge.
  • Reinforced Construction: Cyborg construction provides +3 Toughness, which can be improved with additional cybernetics. Armor cybernetics may not be added, though they can wear body armor. Despite this, they never benefit from exoskeletons which add to strength.
  • Unarmed Combat: Even Light Machine Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
LIGHT MACHINE COMBAT CYBORG COMPLICATIONS
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
  • 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: Light machine combat cyborgs are still heavy, even if they are less so than their heavy machine peers. It makes 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. The controls and seats are simply to frail for them.
  • Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.
  • 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 an 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.
LIGHT MACHINE COMBAT CYBORG STARTING GEAR
TX-50 Light Rail Gun, Chain Sword, Crusader Heavy Combat Armor, 1d4x1000 credits

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High Command
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Re: Cyborg Variants (SWADE)

Post by High Command » Sun Nov 03, 2019 7:10 pm

Thanks to Tribe for the Combat Cyborg breakdown (and all the others)
Changes over Combat Cyborg
+10 ability points to start: 20 pts
+6 ability points to start: 12 pts
2 pts goes to buying off Loss of Dexterity
1 pt buys of half of Heavy
Identity Quirk replaces Inhuman Appearance
Replace 3 Strain in Armor Plating for nano-repair system and basic Cyber-disguise System.
3 pts to buy 2 more strain (to pay for Improved Cyber-Disguise and the extra improvement for a skin covering)
2 points to add the Dodge Edge.
Lose Upgraded Armor and Sidearm; get Combo Weapon instead of heavy weapon.

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Tribe of One
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Re: Cyborg Variants (SWADE)

Post by Tribe of One » Mon Nov 04, 2019 6:53 am

Nice!
GM Bennies: 4/8

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Sgt 86Delta
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Re: Cyborg Variants (SWADE)

Post by Sgt 86Delta » Mon Nov 04, 2019 8:50 am

Tribe of One wrote:
Mon Nov 04, 2019 6:53 am
Nice!
I agree. Well done.
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