(TLPG/SWD to SWADE) WIP
ATTRIBUTES
Agility: d10, with no Trait maximum
Strength: d12+2, with no Trait maximum.
Vigor: d12, with no Trait maximum.
EDGES AND ABILITIES
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Bionic Augmentation:
Combat Cyborgs have no attribute maximum with Strength, Agility, and Vigor.
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Cybernetic Enhancements
‘Borgs have these cybernetic systems (already factored into starting stats and abilities):
Armor Plating (3), Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired
Reflexes, Optics Package, Reinforced Frame (3), Synthetic Organ Replacement (see page @@).
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High-performance Legs: Full-conversion ‘borgs begin with the Fleet-Footed Edge.
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Harder than Steel
(Rename M.D.C. Armor to the above)
The Full Conversion Cyborg construction provides +6 M.D.C. natural Armor and +3 Toughness, which
includes the maximum levels and possible bonuses 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 M.D.C. Armor, but do not stack with non-M.D.C. Armor.
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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.
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Size +1: Combat Cyborgs are big and heavy, gaining +1 Toughness from their size.
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Upgradable: ’Borgs start with the Upgradable Edge.
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Unarmed Combat
Combat Cyborgs deal Str+d4 Mega Damage in unarmed combat and are considered armed.
DRAWBACKS
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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.
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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.
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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.
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Inhuman Appearance
Change –2 Charisma to –1 Persuasion
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Loss of Dexterity
Update Agility penalty to –1.
A Combat Cyborg's systems are designed for combat excellence, not delicate work or even common use. A 'borg suffers
-1 to all Agility rolls and linked skills not directly related to combat.
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Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
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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.
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Spiritually Numb: Combat Cyborgs can’t take Arcane Background.
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Full 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
[*] To Survive and Thrive – The Combat Cyborg
Second Bullet Updated Text:
Improving your ‘Borgs cybernetic systems is a key to maintaining their effectiveness. Even if you can’t
afford to buy new hardware, take the Upgrade and Beyond the Limit Edges to expand your cybernetic
systems and Strain respectively (see page @@).