John Reid

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John Reid
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John Reid

Post by John Reid »

Bennies 1 of 3 | Wounds 0 of 3 | Fatigue 0 of 2

Credits: 356


Bionic Augmentation: Combat Cyborgs begin with Strength d12+2, Agility d10, and Vigor d12. These traits do not have an attribute maximum.

Cybernetic Enhancements: ’Borgs have these cybernetic systems—those asterisked (*) are already factored into starting stats and abilities: Adrenal System, Armor Plating (2)*, Audio Package, Bionic Strength Augmentation*, Core Electronics Package, Cyber- Wired Reflexes*, Internal Life Support, Nuclear Power Cell, Optics Package, Reinforced Frame (3)*, Synthetic Organ Replacement* (see page 113).

Harder than Steel: The full conversion ’Borg's construction provides +4 natural Armor and +3 Toughness, which is the maximum level possible for both cybernetic Armor Plating and Reinforced Frame (see Cybernetic Enhancements, above). These Armor and Toughness bonuses do stack at their full value with any Worn Armor providing MDC Armor, but do not stack with non-MDC Armor.

High-performance Legs: Full-conversion ’borgs begin with the Fleet-Footed Edge.

More Machine: ’Borgs add +2 to recover from Shaken and Stunned, ignore one level of Wound modifiers, and possess the Internal Life Support cybernetic enhancement: they have an internal air supply and other systems that make him immune to disease, drowning, as well as poison and grants +4 to resist cold, heat, and radiation; see Hazards in Savage Worlds. Combat Cyborgs only require a fifth of the nutrition of a fully organic person.

Upgradeable: ’Borgs start with the Upgradeable Edge.

Unarmed Combat: Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.



All Those Moving Parts: ’Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.

Full Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradeable Edge and can only gain more from the Beyond the Limit Edge.

Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.

Heavy: Combat Cyborgs are extra- heavy making it difficult to operate Power Armor and vehicles (including Robot Vehicles) not built for them. Unless noted otherwise, Body Armor and Power Armor must be reinforced, doubling purchase and repair costs. Operating a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.

Inhuman Appearance: ’Borgs can come across as aloof machines, and suffer −1 to Persuasion rolls when dealing with most beings.

Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties on page 117).

Shadow of Themselves: ’Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.

Spiritually Numb: Combat Cyborgs can’t take Arcane Background Gifted, Magic, Miracles, or Psionics.


1d20: [10] = 10 => Experience & Wisdom => Background Edge => Rich
1d20: [20] = 20 => Training => Choose 1) +3 Skill points for Shooting, Fighting and/or Athletics.



2d4: [3, 2] = 5 x 500 = 2,500
4d6: [2, 3, 3, 4] = 12 x 100 = 1,200


1d20: [10] = 10
1d20: [8] = 8
Decided to trade 2 for 1 for Ranged Weapon: 1-3) Add any Personal Ranged Weapon listed in this book to your character’s gear list.
NG-E12 Heavy Plasma Ejector



Trading in Cyborg LI-B1 Light Infantry Plate (28,000) for Maverick Riding Armor (14,000) + Armored Duster (12,000)



N1:
N2:
N3:

S1:
S2:
S3:
S4:

V1:
V2:
V3:
V4:

H1:
H2:
H3:
H4:
Last edited by John Reid on Mon Jul 24, 2023 7:48 pm, edited 18 times in total.
"Don't Panic"

John Reid
Player: Jim
Active Alts: Sparkmort Zipwidget, Vixa
User avatar
John Reid
Posts: 25
Joined: Fri Jun 02, 2023 1:10 pm

Stats

Post by John Reid »

John Reid

Novice Male Cyborg, Cyberslinger Model

Iconic Framework: Combat Cyborg

Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Pace: 8; Running Die: d8; Parry: 6; Toughness: 23(9), Strain: 5/6

SKILLS
Agility
Athletics d4
Fighting d6
Riding d6
Shooting d10
Stealth d4

Smarts
Common Knowledge d6+2
Electronics d6+2
Language (American) d8
Notice d6
Occult d6
Repair d6+2
Survival d6

Spirit
Persuasion d4-1

HINDRANCES
Major: Vengeful
Minor: Loyal
Minor: Vow (Uphold the Code of the New West)

EDGES
[IF] Cyberslinger Model
[IF] Fleet-Footed
[IF] Upgradeable
[H1] Marksman
[H2] Sharpshooting
[HJ] Rich
Last edited by John Reid on Wed Jun 14, 2023 11:31 pm, edited 4 times in total.
"Don't Panic"

John Reid
Player: Jim
Active Alts: Sparkmort Zipwidget, Vixa
User avatar
John Reid
Posts: 25
Joined: Fri Jun 02, 2023 1:10 pm

Background

Post by John Reid »

Reid grew up in the Colorado Baronies and always dreamed of a life of adventure. Already a good shot with pistol and rifle Reid’s first job was working security for a relic mining operation. His first job is almost his last, however, when he’s caught in a cave in that killed two others and left Reed a mangled wreck. As fortune would have it that cave in resulted in the expedition becoming a success beyond their wildest dreams.

The expedition backer was an honest sort and made sure Reid got his full share which just managed to cover Reid’s recovery and being rebuilt as a full conversion cyborg, cyberslinger model. Back out in the world Reid’s brush with death has him looking to make a difference in the world and he’s just heard about this new outfit calling themselves the Tomorrow Legion. Now if he just had enough left over to get a horse…

In combat John prefers his trusty pistols but he also knows sometimes that just doesn't cut it. When that happens he falls back on his brand new(ish) E-12 Heavy Plasma Gun. Then of course there's the great sword strapped across his back fashioned from the thigh bone of some dinosaur like critter. He traded an Indian Shaman for it a while back on the principle that it's better to have it and not need it than to need it and not have it.
Last edited by John Reid on Wed Jun 14, 2023 11:50 pm, edited 6 times in total.
"Don't Panic"

John Reid
Player: Jim
Active Alts: Sparkmort Zipwidget, Vixa
User avatar
John Reid
Posts: 25
Joined: Fri Jun 02, 2023 1:10 pm

Cyberware

Post by John Reid »

  • Adrenal System (IF): +2 to recover from Shaken or Stunned, Edges stack.
  • 2x Armor Plating (IF): +2 natural Armor, stacks with Worn Armor. At +6 the Armor is MDC and stacks with any other MDC Body or Power Armor, but not non-MDC Armor
  • Audio Package (IF): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Bionic Strength Augmentation (IF): Raise Strength one die step per application
  • Core Electronics Package (IF): 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.
  • Cyber-Wired Reflexes (IF): Raise Agility one die step per application
  • Internal Life Support (IF): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Nuclear Power Cell (IF): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips
  • Optics Package (IF): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • 3x Reinforced Frame (IF): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Synthetic Organ Replacement (IF): Raise Vigor one die step per application
  • Extra Set of Arms (EDGE): Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (Minor).
  • Targeting Eye (1 strain): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.
"Don't Panic"

John Reid
Player: Jim
Active Alts: Sparkmort Zipwidget, Vixa
User avatar
John Reid
Posts: 25
Joined: Fri Jun 02, 2023 1:10 pm

Gear

Post by John Reid »

ARMOR
  • NG Maverick Riding Armor: Armor +3, Toughness +2, Wt. 10 + 6 lbs, Min Str: d4, Cost: 14,000
    Armored Duster: Armor +2, Toughness +1, Wt. 6, Min Str: +1 die type, Cost: 12,000
WEAPONS
  • Dinosaur Great Sword (Range Melee, Damage Str+d10, AP 2, MDC)
    NG-12 Heavy Plasma Ejector (Range 24/48/96, Damage 3d12+6, AP -, ROF 1, Shots 12, Notes: MDC, Snapfire)
    Wilk's-Remi 137 "Kingdom Come" x 2 (Range 10/20/40, Damage 3d6+3, AP 4, ROF 1, Shots 12)
    Sawed-Off Double Barrell Shotgun x 4 (Range 5/10/20, Damage 1-3d6, AP -, ROF 1, Shots 2)
    • Notes: Generally 2 Shotguns will be loaded with standard shells and 2 will be loaded with silver shells.
GEAR
  • NG-S2 Survival Pack (20 lb)
    • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
      Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
      Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
      Fire starter kit with pocket lighter and flint sparker.
      First aid kit with three uses (each refill costs 100 credits).
      Flashlight and radio (five-mile range), crank and solar powered.
      Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
      Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
      Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards plus an insulated sleeping bag.
      Survival Knife
      Wooden Cross
      Mallet and wooden stakes
      1 set extra clothes
    30 x Shotgun Shells, NG-S2
    20 x Silver Shotgun Shells, NG-S2
    10 x MRE's, NG-S2
    4 x Spare Canteens w/ water, NG-S2
    4 x Spare Pistol E-Clips, Carried
    10 x Shotgun Shells, Carried
    10 x Silver Shotgun Shells, Carried
Gear Notes:
  • The Wilks-Remi 137 is the same as the Wilks 237 Backup Pistol in TLPG just made to look like old West Pistol.
    The NG-E12 was acquired by swapping the HJ rolls from the Rich Edge.
    The Maverick Riding Armor and Armored Duster were acquired by trading in the Cyborg LI-B1 Light Infantry Plate.
"Don't Panic"

John Reid
Player: Jim
Active Alts: Sparkmort Zipwidget, Vixa
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