Combat Cyborg (Friday Night Playtest)

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
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Radecliffe
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Posts: 369
Joined: Fri Mar 31, 2017 4:18 pm

Combat Cyborg (Friday Night Playtest)

Post by Radecliffe » Thu Sep 12, 2019 9:28 pm

Cybernetics HJ Roll 1d20 = 4: 4 Your hero wants to give that Juicer a run for his money, so he got a level of Cyber-Wired Reflexes installed.
Cybernetics HJ Roll 1d20 = 16: 16 It is all about combat efficiency for your cyborg. He has Hand-to-Hand Reaction Wiring

Rich
Cybernetics HJ Roll 1d20 = 13: 13
Cybernetics HJ Roll 1d20 = 1: 1 Trade 2 for 1 => Leg Upgrades

Filthy Rich
Ranged HJ Roll 1d20 = 13: 13
Ranged HJ Roll 1d20 = 20: 20 Choice: Advanced technology makes this weapon extra effective against armor, giving it +2 AP. This result may be applied only once.
Reroll 13 (for pistols) 1d20 = 1: 1 E-15 Plasma Ejector
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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