Cyborg Variants (SWADE)

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High Command
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Cyborg Variants (SWADE)

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. 20) or even the Light Machine Hidden Cyborg, but it is still very powerful as compared to a human or even a Juicer or Crazy. Because the model is meant for infiltration it cannot add armor, exterior weapons or systems. Embedded Combat Coding implants and upgraded sensors are the norm for upgrades, as well as increasing attributes. They are often mistaken for Crazies or Juicers, and sometimes use that to their advantage.

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

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

HIDDEN CYBORG ABILITIES AND BONUSES +1
  • Bionic Augmentation: Hidden Cyborgs begin with Strength d10, Agility d10, and Vigor d10. These traits do not have an attribute maximum. Note few Hidden 'Borgs show their full strength while undercover.
  • Cybernetic Enhancements: Hidden ‘Borgs have these cybernetic systems — those asterisked (*) are already factored into starting stats and abilities: Adrenal System, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber-Wired Reflexes*, Internal Life Support, Nano-Repair System, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement*, Improved Cyber-Disguise* (see TLPG page 115 and EoH p. 52).
  • High-performance Legs: All Full conversion ‘borgs begin with the Fleet-Footed Edge.
  • Lightly Reinforced Construction: Designed for infiltration and not combat, the Hidden 'borg is tough, but not the combat monster that its cousins are. Full Conversion Cyborg construction provides +3 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'Borg can only add two levels of cybernetic armor to its frame, which counts as Natural Armor. It may not have MDC Armor. It can wear any armor that has been reinforced for its frame. Starting armor is assumed to be customized for the Infiltration 'Borg.
  • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
  • Tactical Computer: An embedded tactical computer provides the the Dodge Edge to boost effectiveness in combat situation. Other Embedded Combat Coding implants are often added as modules to this computer.
  • Total Cyber-Disguise: This disguise system and modulating voice synthesizer built into the face and neck can completely change facial features, speech, and the color of eyes, hair, and skin. With a Common Knowledge roll and five minutes, the user may gain the effects of the Attractive Edge or Ugly (Minor) Hindrance—and opponents are −4 on Notice rolls to see through the disguise. With a raise opponents Notice at −6 and the user may gain the effects of Very Attractive or Ugly (Major). Duplicating a specific person is possible (requires visual and audio footage of the target)—those with reason to question the user’s identity make a Notice roll at −2 to see through the disguise (or −4 with a raise on the Common Knowledge roll). In addition, the cyborg’s entire body is covered in a synthetic skin covering. Taking one wound is usually enough to reveal the mechanical nature of the cyborg. This skin covering self is usually healed by the Nano-Repair System.
  • Upgradable: All ’Borgs start with the Upgradable Edge.
  • Unarmed Combat: Hidden Cyborgs deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-knuckle-spikes allow their punches to do Mega-Damage without damaging the skin of the cyborg.
HIDDEN CYBORG COMPLICATIONS
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
  • All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
  • Gray Matter: Hidden Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
  • Awkward: Despite their organic appearance, no one would call a hidden 'borg small. By normal humanoid standards, they are big and sturdy. Hidden Cyborgs are extra-heavy, despite being smaller than their Heavy Machine brethern. Body Armor and clothing must be custom-fitted at double normal cost. Any human power armor must also be customized to allow them to use it. They can use any other equipment meant for humans, however. Still, be wary of plastic chairs and flimsy wooden stools.
  • Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. Every Hidden Borg adopts a quirk that helps ground their identity and work it into all of their cover identities and disguises.
  • Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
  • Shadow of Themselves: ‘Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race (usually human).
  • Spiritually Numb: Hidden Cyborgs can’t take an Arcane Background Gifted, Magic, Miracles, or Psionics.
  • This is my Game Face: The 'borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance. Instead see Total Cyber-Disguise
  • Total Conversion: Becoming a Hidden Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
HIDDEN CYBORG STARTING GEAR
Standard Starting Gear plus a Vibro-Sword, and NG-LG6 Laser Rifle & Launcher.


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

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

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

LIGHT MACHINE COMBAT CYBORG ABILITIES AND BONUSES
  • Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d10, Agility d12, and Vigor d10. These traits do not have an attribute maximum.
  • Cybernetic Enhancements: Light Machine ‘Borgs have these cybernetic systems (already factored into starting stats): Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
  • High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge.
  • Retractable Heavy Ion Blaster: Powered by the cyborg's internal batteries, this embedded heavy ion blaster is the perfect last ditch weapon. Mounted in the dominant forearm, it pops up out of the arm when in use, and retracts when not. Unless the 'Borg also has Quick Draw, it costs an action to ready for use. Use the stats for the NG-57 Heavy Ion Blaster for the weapon.
  • Retractable Grapnel Launcher: Mounted in the non-dominant arm of the cyborg, and combined with retractable climbing spikes in the hands, feet and knees, this launcher grants a +2 to Climbing checks.
  • More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
  • Upgradable: All ’Borgs start with the Upgradable Edge.
  • Reinforced Construction: Cyborg construction provides +3 Toughness, which can be improved with additional cybernetics. Armor cybernetics may not be added, though they can wear body armor. Despite this, they never benefit from exoskeletons which add to strength.
  • Unarmed Combat: Even Light Machine Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
LIGHT MACHINE COMBAT CYBORG COMPLICATIONS
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
  • All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
  • Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
  • Heavy: Light machine combat cyborgs are still heavy, even if they are less so than their heavy machine peers. It makes it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks. The controls and seats are simply to frail for them.
  • Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.
  • Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
  • Shadow of Themselves: ‘Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
  • Spiritually Numb: Combat Cyborgs can’t take an Arcane Background.
  • Total Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
LIGHT MACHINE COMBAT CYBORG STARTING GEAR
TX-50 Light Rail Gun, Chain Sword, Crusader Heavy Combat Armor, 1d4x1000 credits
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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High Command
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Re: Cyborg Variants (SWADE)

Post by High Command »

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

Post by Tribe of One »

Nice!
GM Bennies: 7/7
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Sgt 86Delta
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Re: Cyborg Variants (SWADE)

Post by Sgt 86Delta »

Tribe of One wrote: Mon Nov 04, 2019 6:53 amNice!
I agree. Well done.
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Re: Cyborg Variants (SWADE)

Post by High Command »

So I was coming up with a way to do Light Machine Cyborgs as a race and have put this together. The idea is you can combine it with any non-AB If, except Juicer, and have a borged out character. Technically it could be a glitter boy, power armor pilot, or robot pilot, but it's pretty sub-optimal for those builds. Its benefits really don't help them. Plus with Awkward, it makes them more expensive.

Link to it in savaged.us: https://savaged.us/s/43s2dqhi
Also included in my Rifts Settings: https://savaged.us/s/586e2ibe

Light Machine Cyborg
Light Machine Cyborgs are humans and other near-human races that have undergone full conversion to a cyborg. It erases their old race and they instead become an amalgam of cybernetic systems. They can pursue a wide variety of roles from front line soldier to mechanic to spy.
Due to their nature, Light Machine Cyborgs may always add the Cybernetics Hero's Journey Table to their allowed tables.
  • All Those Moving Parts: Light Machine Cyborgs 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. Also, as their bodies are no longer mostly organic, Light Machine Cyborgs may not be juicers or crazies.
  • Awkward: Despite their organic appearance, no one would call a hidden 'borg small. By normal humanoid standards, they are big and sturdy. Hidden Cyborgs are extra-heavy, despite being smaller than their Heavy Machine brethern. Body Armor and clothing must be custom-fitted at double normal cost. Any human power armor must also be customized to allow them to use it. They can use any other equipment meant for humans, however. Still, be wary of plastic chairs and flimsy wooden stools.
  • Internal Life Support: Light Machine Cyborgs have an internal air supply and other systems that make them immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Light Machine Cyborgs only require a fifth of the nutrition of a fully organic person.
  • Spiritually Numb: Light Machine Cyborgs can’t take Arcane Background Gifted, Magic, Miracles, or Psionics.
  • Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties in Tomorrow Legion Player's Guide).
  • Upgradable: Light Machine Cyborgs can handle a lot more cybernetic invasion than most. They increase their Maximum Strain by +6. This counts as the edge of the same name. If an Iconic Framework gives this edge or a similar benefit, the cyborg may instead gain any Novice or Seasoned Edge they qualify for.

-4 - Spiritually Numb
-1 - Malfunctions (as priced by Tribe)
7 - Internal Life Support (I actually priced out all the pieces of this via the build point rules)
-2 - All Those Moving Parts (as priced by Tribe)
3 - Upgradeable
-1 - Awkward (Non-standard Build)
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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High Command
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Re: Cyborg Variants (SWADE)

Post by High Command »

Sgt Buchanan Ford
Seasoned Male Light Machine Cyborg, Mercenary for Hire

Iconic Framework: MARS Headhunter Techno-Warrior

Attributes: Agility d8, Smarts d8, Spirit d12, Strength d8, Vigor d10
Skills: Athletics d6, Common Knowledge d6+2, Driving d6, Electronics d6+2, Fighting d8, Language (American) d8, Notice d8, Persuasion d8, Piloting d6, Repair d6+2, Shooting d8, Stealth d6
Pace: 8; Parry: 6; Toughness: 19 (6)
Strain: 2/18
Hindrances: Impulsive, Loyal, Ruthless (minor)
Edges: Brawny, Iron Jaw, Level Headed, Nerves of Steel, Rich, Rock and Roll!, Soldier, Upgradeable
Armor: Bushman Medium EBA
Weapons: Unarmed (Range Melee, Damage Str), NG-LG6 Laser Rifle & Launcher (Range 24/48/96, Damage 4d6, ROF 1, AP 2), Vibro-Shortsword (Range Melee, Damage Str+d8, AP 8, M.D.C.), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear: Dosimeter, Multi-Optics Scope, NG-S2 Survival Pack (Contains: 3x Armor Piercing Grenade, 2x High Explosive Grenade, Survival Knife, Wooden Stake), Repair Kit, Field
Language: American (native, d8)
Current Wealth: 200 Credits

Special Abilities
Spiritually Numb: Light Machine Cyborgs can’t take Arcane Background Gifted, Magic, Miracles, or Psionics.
Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties in Tomorrow Legion Player's Guide).
Internal Life Support: Light Machine Cyborgs have an internal air supply and other systems that make them immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Light Machine Cyborgs only require a fifth of the nutrition of a fully organic person.
All Those Moving Parts: Light Machine Cyborgs 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. Also, as their bodies are no longer mostly organic, Light Machine Cyborgs may not be juicers or crazies.
Upgradable: Light Machine Cyborgs can handle a lot more cybernetic invasion than most. They increase their Maximum Strain by +6. This counts as the edge of the same name.
Awkward: Despite their organic appearance, no one would call a hidden 'borg small. By normal humanoid standards, they are big and sturdy. Hidden Cyborgs are extra-heavy, despite being smaller than their Heavy Machine brethern. Body Armor and clothing must be custom-fitted at double normal cost. Any human power armor must also be customized to allow them to use it. They can use any other equipment meant for humans, however. Still, be wary of plastic chairs and flimsy wooden stools.
Headhunter Techno-Warrior Edges: Begin with the Iron Jaw, Soldier, and Upgradeable Edges.
4 Advances: MARS Packages start with 4 advances at Seasoned


Cyberware
Bionic Strength Augmentation (1 strain, Rifts® TLPG p113): Raise Strength one die step2x Cyber-Wired Reflexes (2 strain, Rifts® TLPG p113): Raise Agility one die step2x Synthetic Organ Replacement (2 strain, Rifts® TLPG p113): Raise Vigor one die step. 3x Reinforced Frame (3 strain, Rifts® TLPG p113): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.Core Electronics Package (1 strain, Rifts® TLPG p113): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.Optics Package (1 strain, Rifts® TLPG p114): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.Leg Upgrades (1 strain, Rifts® TLPG p114): Each upgrade grants +2 Pace and +1" Jumping distances.Booster Jets (1 strain, Rifts® TLPG p114): Miniature rockets—Jump +4” horizontal, +2” vertical.Range Data System (1 strain, Rifts® TLPG p113): Ignore two points of penalties to all Shooting checks, requires the Optics PackageEmbedded Combat Coding (2 strain, Rifts® TLPG p114): Gain one combat edge, requirements for other Edges must be met. Requires Cyber-wired Reflexes

Advances

Raise Skills: Driving/PilotingRaise Attribute: SpiritRaise Skills: Electronics/RepairEdge: Rock and Roll!
------------------

Current Load: 70.75 (100)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: The Tomorrow Legion Players GuideSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal
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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