Borg Variants

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High Command
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Borg Variants

Post by High Command »

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. 12) 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.

HERO’S JOURNEY (THREE ROLLS)
Hidden, or Infiltration, ‘Borgs gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third 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 d8, Agility d10, and Vigor d10. These traits do not have an attribute maximum. Note few Hidden 'Borgs show their full strength while undercover.
  • Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
  • Cybernetic Enhancements: Hidden ‘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.
  • 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.
  • 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 +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
  • Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
  • 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. They cannot easily pilot power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average human, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
  • Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. They may choose from or roll on the Psyche Degradation chart on page 17 of TLPG.
  • 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: Hidden Cyborgs can’t take an Arcane Background.
  • This is my Game Face: The 'borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.
  • 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
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.

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

WOLFEN QUATORIA
Quatoria is an archaic Wolfn term meaning "officer of the law." In the pre-industrial days of the Wolfen Empire, Quatoria were law enforcement officers. In remote areas, a Quatoria often acted as marshal, judge, jury, executioner and grave digger. When the Wolfen empire expanded to the stars, the Quatoria became special law enforcers sent to the most remote and unruly areas of the known universe where they would be the only symbols of law. To ensure the Quatoria survived their hazardous duties, artificial muscles and wired reflexes transformed them into super-powerful creatures. The Quatoria retain their Wolfen appearance, but much of their internal organs and bones hae been replaced by powerful machines. A number of cybernetic implants make the Quatoria perfect spies and detectives, but the hardware is secondary to the training and indoctrination they receive.
Built as a powerful infiltrator, this model lacks the raw armored power of the Heavy Machine Hidden Cyborg (TLPG P. 12) 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.

HERO’S JOURNEY (THREE ROLLS)
Wolfen Quatoria gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third roll on any table except those dealing with magic or psionics.

MORE MACHINE
Wolfen Quatoria, 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 wolfen—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 wolfen, 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 wolfen fingers or smell with wolfen noses.

WOLFEN QUATORIA ABILITIES AND BONUSES +1
  • Quatoria Bionic Augmentation: Wolfen Quatoria begin with Strength d10, Agility d10, and Vigor d10. They are also size 1, like all other Wolfen. These traits do not have an attribute maximum. Note few Wolfen Quatoria show their full strength while undercover. In addition, the cyborg’s entire body is covered in a synthetic skin and fur covering. Taking one wound is usually enough to reveal the mechanical nature of the cyborg. This skin covering self heals at a rate of one wound per day.
  • Molecular Analyzer: Wolfen naturally have a keen sense of smell and losing that would be like losing their identity. In order to regain that sense, the wolfen install a molecular analyzer in the air passages of the wolfen. This allows both standard bonuses for having a keen sense of smell, as well as their ability to analyze samples in a more scientific manner. They gain a +2 bonus to Notice rolls involving smell and +2 to Knowledge (Computer) rolls made to analyze a compound by its smell.
  • Cybernetic Enhancements: Wolfen Quatoria 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: Wolfen Quatoria begin with the Fleet-Footed Edge.
  • More Machine: Wolfen Quatoria add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
  • 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 +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
  • Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
  • Upgradable: All Wolfen Quatoria start with the Upgradable Edge.
  • Unarmed Combat: Wolfen Quatoria deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-claws and reinforced knuckles in the fingers allow their punches and claw attacks 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: Wolfen Quatoria 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 wolfen standards, they are big and sturdy. They cannot easily pilot wolfen sized power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average wolfen, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
  • Quatoria's Oath: As dedicated officers of the law, all Quatoria have a Major Vow to uphold their oaths as officers of the law.
  • Code of Honor: Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • 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. Their Molecular Analyzer replaces the normal benefit for this complication.
  • Spiritually Numb: Wolfen Quatoria can’t take an Arcane Background.
  • Sculpted Appearance: Wolfen Quatoria generally retain their natural appearance, but it is possible to modify their skin covering to be more attractive or ugly than their original form. The Attractive edges or Ugly hindrance may be chosen freely, but after character creation modifying this costs the same amount of money as installing a Embedded Combat Coding cybernetic (though it costs no strain - it is strictly cosmetic). If taken as an advance, the GM can waive the cost of the modification. Adding the Ugly Hindrance (say as part of a disguise) is like adding a Novice edge.
  • Total Conversion: Becoming a Wolfen Quatoria 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.
WOLFEN QUATORIA STARTING GEAR
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.
31 strain in the Combat Cyborg
Combat Cyborg into all of its requisite parts:
  • Strength d12+2 - 6s Bionic Strength Augmentation
    Agility d10 - 3s Cyber-wired Reflexes
    Vigor d12 - 4s Synthetic Organ Replacement
    Audio Package - 1s
    Core Electronics Package - 1s
    Optics Package - 1s
    Fleet-Footed Edge. - 2s Embedded Combat Coding: Fleet-Footed
    Cyborg construction provides +8 M.D.C. Armor and +3 Toughness - 2s+1s Reinforced Frame (with an additional +1T) and Armor Plating (2; counts as 1)
    ‘Borgs add +2 to recover from Shaken - 2 s Adrenal System
    ignore one level of wound modifiers - 2s Embedded Combat Coding: Nerves of Steel
    possess a self contained breathing apparatus, and immune to poison and disease. - 2s Internal Life Support
    Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size. - 2s Custom size increase
    Upgradable: ’Borgs start with the Upgradable Edge. (will carry over)
    Unarmed Combat: Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed. - 2s Embedded Combat Coding: Martial Artist (MD is due to Str)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by High Command »

Hidden Cyborg
Cyber-humanoids, also known as Hidden 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 standard combat cyborg model, 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.

[9s] Bionic Augmentation: Hidden Cyborgs begin with Strength d10, Agility d10, and Vigor d10. These traits do not have an attribute maximum.
[3s] Cybernetic Enhancements: ‘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.
[2s] High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge.
[1s] Slightly Reinforced Body: Designed for infiltration and not combat, the Hidden Borg is tough, but not the combat monster that its cousin the Combat Cyborg is. 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 reinforce its frame, but armor is unavailable as an upgrade.
[6s] 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.
[3s] Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
[2s] Implanted Language Translator: Providing translation of known languages at a d12+2 skill level, the system can also learn new languages over time. Each day, roll a d6; on a 4+, the language is acquired at a d4 and can be further improved over time.
[2s] Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
Upgradable: ’Borgs start with the Upgradable Edge.
[2s] 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.

Instead of the Inhuman Appearance Hindrance, Hidden Borgs suffer from A Loss of Identity.
A Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. They may choose from or roll on the Psyche Degradation chart on page 17 of TLPG.
This is my Game Face: The borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.

Instead of the normal Borg's starting gear, the Hidden Cyborg starts with the Crazy's gear.
v.1 Edits
This wrote:[3s] Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point per success and raise. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
Becomes:
[3s] Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
Changed wrote:[2s] Unarmed Combat: Hidden Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
to
[2s] 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.

Added to Hindrances:
This is my Game Face: The borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by Ndreare »

High Command wrote: [3s] Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point per success and raise. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
I'm still digesting the rest, I think it looks good...
But for this I would limit the maximum charisma. This is basically the same as Face Changer in Science fiction companion and I only had to experience a player changing repeatedly until he could roll a 20+ to decide there needed to be a limit.
Perhaps a maximum of +4 to represent Very Attractive.

Toss on some HJ rolls, and some gear and you should be good.
  • 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!
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Re: Borg Variants

Post by Freemage »

As I said in Hangouts, doing Mega-Damage with an unarmed attack should automatically shred the skin-covering on the hands/feet or whatever. The 'Borg can choose to hold back, doing non-MD instead, in which case he just hits like a mule-kick.

On Rob's point:

On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge; on a second raise, they gain the Very Attractive Edge. So at a double success, they get +2 Charisma, they get +4 at 3 successes--but that caps it out. Furthermore, when imitating a specific person, they can only take these Edges if the target has them; similarly, if the target has Ugly, they need to take that Hindrance automatically as part of the shift.

As a (minor) drawback for the IF, they cannot take those Edges permanently. Call it, "My Face Is Not My Own".

Overall, this means they can take Charismatic at some point, and can theoretically hype them up to the PowerFace Build of +6, but no further.
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Re: Borg Variants

Post by High Command »

Edits already added above
This wrote:[3s] Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point per success and raise. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
Becomes:
[3s] Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
Changed wrote:[2s] Unarmed Combat: Hidden Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
to
[2s] 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.

Added to Hindrances:
This is my Game Face: The borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.
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Re: Borg Variants

Post by Ndreare »

Works for me. It is a little more powerful than the SFC version on most rolls but prevents the extremeness of the SFC situation where players are use auto aces and exploding dice to get +6 or more.

Plus at 3 strain it is almost the same as two edges anyways.
  • 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!
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Re: Borg Variants

Post by High Command »

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

For GMs, Coalition Light Machines are usually equipped with CTT-P40 Particle Beam Cannons, CA-6C Combat Armor (heavy suit with Full Environment Protection, providing +8 Armor and +2 Toughness. It has a Strength Minimum of d10 and weighs 24 lb), CP-18 Laser Pistol, a Vibro Sword, and a CS Utility Belt. All stats are in the armory.
Changelog 0.1
Change
Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d12, Agility d12, and Vigor d12. These traits do not have an attribute maximum.
to
Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d10, Agility d12, and Vigor d10. These traits do not have an attribute maximum.
Added
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. (1s)
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.
Change
NG-56 Light Ion Pistol, TX-50 Light Rail Gun, Vibro Sword, Crusader Heavy Combat Armor, 1d4x1000 credits

to
TX-50 Light Rail Gun, Chain Sword, Crusader Heavy Combat Armor, 1d4x1000 credits
Tales of the 17th SOG
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Re: Borg Variants

Post by High Command »

Will need to do some edits to the Hidden Borg to get rid of the dexterity penalty
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Re: Borg Variants

Post by Sgt 86Delta »

In my mind, Light Machine would have d10s in Strength, Vigor, and Agility with no cap.

Realizing that the Synthetic Organ Replacement is not very specific, I would still think that they maintain more meat, tissue, and organs than their Heavy Machine Brothers.

Last in this is that Reinforced Frame, over time and with a desire to reach maybe some more extremes, these Borg could become Heavy Machine Borgs by taking the two additional Reinforced Frame upgrades.
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Re: Borg Variants

Post by High Command »

I can see that in regards to attributes. Not sure I agree, but I can see it. I might do it as it would allow me to do something else I wanted to do, which was increase their mobility and give them a built in backup weapon.

Actually Classic is quite clear in regards to Light Machines, they are just as much flesh as Heavy Machines. Just there is a lot more there.

You actually would have to do a organics swap to switch. The Light Machine frame is not big enough to handle Heavy Machine frame. Remember their purpose is to be more stealthy assailant - more commando than front line borg. Although as I have it balanced, they could in fact swap bodies with no real difference aside from acclimation, the larger one's lack of manual dexterity, and the fact that options installed on one body would not carry over aside from basic attribute increases. Add a skill chip port onto your light machine frame? Great. Too bad it's not on the Heavy frame too. I'd make the acclimation period be at least a month. It'd be an interesting way to let a player get a feel for both frames.

Changelog Version 0.1:
Change
Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d12, Agility d12, and Vigor d12. These traits do not have an attribute maximum.
to
Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d10, Agility d12, and Vigor d10. These traits do not have an attribute maximum.
Added
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. (1s)
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.
Change
NG-56 Light Ion Pistol, TX-50 Light Rail Gun, Vibro Sword, Crusader Heavy Combat Armor, 1d4x1000 credits

to
TX-50 Light Rail Gun, Chain Sword, Crusader Heavy Combat Armor, 1d4x1000 credits
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by High Command »

In line with the Light Machine, here is the revised Hidden Borg. Had to drop a few features (starting strength, starting toughness, etc). Now it balances out, while losing the agility penalty.

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. 12) 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.

HERO’S JOURNEY (THREE ROLLS)
Hidden, or Infiltration, ‘Borgs gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third 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 d8, Agility d10, and Vigor d10. These traits do not have an attribute maximum. Note few Hidden 'Borgs show their full strength while undercover.
  • Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
  • Cybernetic Enhancements: Hidden ‘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.
  • 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.
  • 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 +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
  • Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
  • 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. They cannot easily pilot power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average human, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
  • Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. They may choose from or roll on the Psyche Degradation chart on page 17 of TLPG.
  • 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: Hidden Cyborgs can’t take an Arcane Background.
  • This is my Game Face: The 'borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.
  • 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
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.
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Re: Borg Variants

Post by Sgt 86Delta »

Looks good. Of course the weapons could be swapped for stealthier ones no problem..

I am all for it.
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  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Re: Borg Variants

Post by High Command »

Sgt 86Delta wrote:Looks good. Of course the weapons could be swapped for stealthier ones no problem..

I am all for it.
The Heavy Ion Blaster is a good mix of powerful and easy to use, especially in close quarters. It's possible for the Light Machine to put on captured enemy armor, modify it for their implants, and perform a quick insertion assassination or objective raid, while still in possession of a good hard hitting weapon. Ion Blasters are silent though, if not particularly stealthy (cause bright). But yeah, a GM could easily switch it for any personal weapon really. Ion weapons are just very versatile.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by Ndreare »

quote by High Command
High Command wrote:In line with the Light Machine, here is the revised Hidden Borg. Had to drop a few features (starting strength, starting toughness, etc). Now it balances out, while losing the agility penalty.

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. 12) 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.

HERO’S JOURNEY (THREE ROLLS)
Hidden, or Infiltration, ‘Borgs gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third 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 d8, Agility d10, and Vigor d10. These traits do not have an attribute maximum. Note few Hidden 'Borgs show their full strength while undercover.
  • Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. 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 heals at a rate of one wound per day.
  • Cybernetic Enhancements: Hidden ‘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.
  • 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.
  • 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 +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
  • Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
  • 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. They cannot easily pilot power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average human, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
  • Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. They may choose from or roll on the Psyche Degradation chart on page 17 of TLPG.
  • 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: Hidden Cyborgs can’t take an Arcane Background.
  • This is my Game Face: The 'borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.
  • 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
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.
I would allow this.
  • 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!
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Re: Borg Variants

Post by High Command »

WOLFEN QUATORIA
Quatoria is an archaic Wolfn term meaning "officer of the law." In the pre-industrial days of the Wolfen Empire, Quatoria were law enforcement officers. In remote areas, a Quatoria often acted as marshal, judge, jury, executioner and grave digger. When the Wolfen empire expanded to the stars, the Quatoria became special law enforcers sent to the most remote and unruly areas of the known universe where they would be the only symbols of law. To ensure the Quatoria survived their hazardous duties, artificial muscles and wired reflexes transformed them into super-powerful creatures. The Quatoria retain their Wolfen appearance, but much of their internal organs and bones hae been replaced by powerful machines. A number of cybernetic implants make the Quatoria perfect spies and detectives, but the hardware is secondary to the training and indoctrination they receive.
Built as a powerful infiltrator, this model lacks the raw armored power of the Heavy Machine Hidden Cyborg (TLPG P. 12) 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.

HERO’S JOURNEY (THREE ROLLS)
Wolfen Quatoria gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third roll on any table except those dealing with magic or psionics.

MORE MACHINE
Wolfen Quatoria, 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 wolfen—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 wolfen, 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 wolfen fingers or smell with wolfen noses.

WOLFEN QUATORIA ABILITIES AND BONUSES +1
  • Quatoria Bionic Augmentation: Wolfen Quatoria begin with Strength d10, Agility d10, and Vigor d10. They are also size 1, like all other Wolfen. These traits do not have an attribute maximum. Note few Wolfen Quatoria show their full strength while undercover. In addition, the cyborg’s entire body is covered in a synthetic skin and fur covering. Taking one wound is usually enough to reveal the mechanical nature of the cyborg. This skin covering self heals at a rate of one wound per day.
  • Molecular Analyzer: Wolfen naturally have a keen sense of smell and losing that would be like losing their identity. In order to regain that sense, the wolfen install a molecular analyzer in the air passages of the wolfen. This allows both standard bonuses for having a keen sense of smell, as well as their ability to analyze samples in a more scientific manner. They gain a +2 bonus to Notice rolls involving smell and +2 to Knowledge (Computer) rolls made to analyze a compound by its smell.
  • Cybernetic Enhancements: Wolfen Quatoria 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: Wolfen Quatoria begin with the Fleet-Footed Edge.
  • More Machine: Wolfen Quatoria add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
  • 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 +2 Toughness (+3 total, including the bonus from size 1), which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
  • Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
  • Upgradable: All Wolfen Quatoria start with the Upgradable Edge.
  • Unarmed Combat: Wolfen Quatoria deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-claws and reinforced knuckles in the fingers allow their punches and claw attacks 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: Wolfen Quatoria only start with three 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 wolfen standards, they are big and sturdy. They cannot easily pilot wolfen sized power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average wolfen, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
  • Quatoria's Oath: As dedicated officers of the law, all Quatoria have a Major Vow to uphold their oaths as officers of the law.
  • Code of Honor: Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • 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. Their Molecular Analyzer replaces the normal benefit for this complication.
  • Spiritually Numb: Wolfen Quatoria can’t take an Arcane Background.
  • Sculpted Appearance: Wolfen Quatoria generally retain their natural appearance, but it is possible to modify their skin covering to be more attractive or ugly than their original form. The Attractive edges or Ugly hindrance may be chosen freely, but after character creation modifying this costs the same amount of money as installing a Embedded Combat Coding cybernetic (though it costs no strain - it is strictly cosmetic). If taken as an advance, the GM can waive the cost of the modification. Adding the Ugly Hindrance (say as part of a disguise) is like adding a Novice edge.
  • Total Conversion: Becoming a Wolfen Quatoria 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.
WOLFEN QUATORIA STARTING GEAR
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.
Copy this to make changes or for your worksheet

Code: Select all

[size=150][b][u]WOLFEN QUATORIA [/u][/b][/size]
Quatoria is an archaic Wolfn term meaning "officer of the law." In the pre-industrial days of the Wolfen Empire, Quatoria were law enforcement officers. In remote areas, a Quatoria often acted as marshal, judge, jury, executioner and grave digger. When the Wolfen empire expanded to the stars, the Quatoria became special law enforcers sent to the most remote and unruly areas of the known universe where they would be the only symbols of law. To ensure the Quatoria survived their hazardous duties, artificial muscles and wired reflexes transformed them into super-powerful creatures. The Quatoria retain their Wolfen appearance, but much of their internal organs and bones hae been replaced by powerful machines. A number of cybernetic implants make the Quatoria perfect spies and detectives, but the hardware is secondary to the training and indoctrination they receive. 
Built as a powerful infiltrator, this model lacks the raw armored power of the Heavy Machine Hidden Cyborg (TLPG P. 12) 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, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes. 

[size=150][b]HERO’S JOURNEY[/b][/size] (THREE ROLLS)
Wolfen Quatoria gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third roll on any table except those dealing with magic or psionics.

[size=150][b]MORE MACHINE[/b][/size]
Wolfen Quatoria, 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 wolfen—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 wolfen, 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 wolfen fingers or smell with wolfen noses.

[size=150][b]WOLFEN QUATORIA ABILITIES AND BONUSES[/b][/size] +1
[list][*][b]Quatoria Bionic Augmentation[/b]: Wolfen Quatoria begin with Strength d10, Agility d10, and Vigor d10. They are also size 1, like all other Wolfen. These traits do not have an attribute maximum. Note few Wolfen Quatoria show their full strength while undercover. In addition, the cyborg’s entire body is covered in a synthetic skin and fur covering. Taking one wound is usually enough to  reveal the mechanical nature of the cyborg. This skin covering self heals at a rate of one wound per day.
[*][b]Molecular Analyzer[/b]: Wolfen naturally have a keen sense of smell and losing that would be like losing their identity. In order to regain that sense, the wolfen install a molecular analyzer in the air passages of the wolfen. This allows both standard bonuses for having a keen sense of smell, as well as their ability to analyze samples in a more scientific manner. They gain a +2 bonus to Notice rolls involving smell and +2 to Knowledge (Computer) rolls made to analyze a compound by its smell. 
[*][b]Cybernetic Enhancements[/b]: Wolfen Quatoria 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).
[*][b]High-performance Legs[/b]: Wolfen Quatoria begin with the Fleet-Footed Edge.
[*][b]More Machine[/b]: Wolfen Quatoria add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
[*][b]Lightly Reinforced Construction[/b]: 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 +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade. 
[*][b]Tactical Computer[/b]: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
[*][b]Upgradable[/b]: All Wolfen Quatoria start with the Upgradable Edge.
[*][b]Unarmed Combat[/b]: Wolfen Quatoria deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-claws and reinforced knuckles in the fingers allow their punches and claw attacks to do Mega-Damage without damaging the skin of the cyborg. [/list]

[size=150][b]HIDDEN CYBORG COMPLICATIONS[/b][/size]
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.
[list][*][b]All Those Moving Parts[/b]: ‘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.
[*][b]Gray Matter[/b]: Wolfen Quatoria 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.
[*][b]Awkward[/b]: Despite their organic appearance, no one would call a hidden 'borg small. By normal wolfen standards, they are big and sturdy. They cannot easily pilot wolfen sized power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average wolfen, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal). 
[*][b]Quatoria's Oath[/b]: As dedicated officers of the law, all Quatoria have a Major Vow to uphold their oaths as officers of the law.
[*][b]Code of Honor[/b]: Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
[*][b]Malfunctions[/b]: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
[*][b]Shadow of Themselves[/b]: ‘Borgs don’t choose a race. Their Molecular Analyzer replaces the normal benefit for this complication.
[*][b]Spiritually Numb[/b]: Wolfen Quatoria can’t take an Arcane Background.
[*][b]Sculpted Appearance[/b]: Wolfen Quatoria generally retain their natural appearance, but it is possible to modify their skin covering to be more attractive or ugly than their original form. The Attractive edges or Ugly hindrance may be chosen freely, but after character creation modifying this costs the same amount of money as installing a Embedded Combat Coding cybernetic (though it costs no strain - it is strictly cosmetic). If taken as an advance, the GM can waive the cost of the modification. Adding the Ugly Hindrance (say as part of a disguise) is like adding a Novice edge. 
[*][b]Total Conversion[/b]: Becoming a Wolfen Quatoria 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.[/list]

[size=150][b]WOLFEN QUATORIA STARTING GEAR[/b][/size]
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
User avatar
Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Borg Variants

Post by Ndreare »

meh,

They feel a little under powered compared to the Cyborg.

Maybe compensate for the loss of armour and strength by letting them have 3 or 4 Attributes points under grey matter?
  • 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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Posts: 1943
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Re: Borg Variants

Post by High Command »

You caught the fact they can wear normal armor, have d10 in every attribute (base), are fleet footed, quick, have MD unarmed damage, the smell cybernetic, and are size 1 with a total of 3 toughness before armor or vigor? Without putting a single point in Vigor, that's 10 Toughness. In starting armor that's 16 (5) armor. Sure, it's not the combat cyborg, but they don't fill the same role. They are investigators who can move anywhere Wolfen can more or less undetected.

But I can get behind raising grey matter to 3 points - that way they can be smart or spirited investigators. Post above updated.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by Ndreare »

I completely missed the normal armor potential.

Normally I do not consider Armor or Toughness bonuses to stack.
  • 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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Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Borg Variants

Post by High Command »

RFT wrote: I completely missed the normal armor potential.
Yeah, hard to be a "hidden borg" if you can't wear normal body armor. "I'm a 'normal person', please ignore my lack of need for armor in the obviously dangerous environment."
RFT wrote: Normally I do not consider Armor or Toughness bonuses to stack.
Armor I agree; Toughness though? Nah, if you are sturdy, you don't stop being sturdy because you are wearing armor. That is pretty much the whole point of Embedded Toughness
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by Ndreare »

that works for you. But for my games i will run RAW and let the character take only the higher of the two. (Between Cybernetic toughness and worn armor)
  • 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
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Re: Borg Variants

Post by Tribe of One »

Say what? Toughness bonuses always stack.
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Re: Borg Variants

Post by Ndreare »

Tribe of One wrote: Tue Oct 09, 2018 5:51 pm Say what? Toughness bonuses always stack.
Equipment bonuses do not normally stack. You take the higher off the two.

Cybernetics is equipment built in. If I am officially wrong I will ceed, but I do boot think i am
  • 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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Re: Borg Variants

Post by Koshnek »

Rob is right, in the case of cyborgs. Cyborgs use the highest of toughness or armors toughness bonus because a lot of their toughness comes from cyber.

Inherent toughness would add to armors toughness.

Note; the duster always stacks as it’s a special snowflake.
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Re: Borg Variants

Post by Tribe of One »

Yeah, no. You're officially wrong. Body Armor and cyberware are not the same thing, and stack (absent a specific call-out such as in Armor Plating). See the Cyber-Knight pre-gen and the Headhunter Techno-Warrior in SFoNA for reference.
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Re: Borg Variants

Post by Ndreare »

I am/was going off of this. However an argument could be made it would not apply to lesser cybernetics, but I still will not buy into it asthis is literally amore delicate version of the IF.

http://archive.pegforum.com/viewtopic.p ... 1&p=448948
  • 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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Re: Borg Variants

Post by Tribe of One »

That’s a Cyborg specific exception (and also a dumb Clint ruling that arguably mis-parses the sentence.) As a general rule, Toughness always stacks.
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Re: Borg Variants

Post by High Command »

Regardless of whether that particular reading of the heavy combat cyborg's toughness stacks, I specifically removed it from these versions.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by Ndreare »

High Command wrote: Wed Oct 10, 2018 8:16 am Regardless of whether that particular reading of the heavy combat cyborg's toughness stacks, I specifically removed it from these versions.
I disagree with that decision and both yours and Tribes default judgement here.

It is a standard premise in Savage Worlds that equipment/lile bonus do not stack.

It can be designed how you like as your IF, but in my games we will following my understanding.
  • 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
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Joined: Sun Jun 12, 2016 6:10 am

Re: Borg Variants

Post by High Command »

How can it work for MARS that cybernetics and armor toughness stack, but because its a cyborg IF they do not? That does not make sense.

Cybernetics and armor are two wildly different sources of toughness.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Re: Borg Variants

Post by Ndreare »

High Command wrote: Wed Oct 10, 2018 12:07 pm How can it work for MARS that cybernetics and armor toughness stack, but because its a cyborg IF they do not? That does not make sense.

Cybernetics and armor are two wildly different sources of toughness.
I am saying they are not meant to for MARS either.

They are both gear bonuses and not intended to stack.

But you be you, I will be me, and we're calm both me happy.
  • 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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