Klanker (Oversized Combat Cyborg)

Desperate times require desperate measures. The Disavowed are so Top Secret that their existence is known only to a handful of the Coalition States’ most elite, top echelon, with Joseph Prosek II the mastermind behind the Disavowed operation, and Colonel Lyboc its shadowy face. (6/6 Full)
GM: Lars
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Klanker
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Klanker (Oversized Combat Cyborg)

Post by Klanker »

OOC Comments
Tiny Tim wrote: Sat Apr 11, 2020 5:03 am HJ
  • [dice:2aauaiw3]65425:0[/dice:2aauaiw3]
    • Training
      • There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
  • [dice:2aauaiw3]65425:1[/dice:2aauaiw3]
    • Experience and Wisdom
      • There are times when no amount of skill, talent, or training is enough. Fortunately for your character, Lady Luck is in her corner. Take the Luck Edge, or Great Luck instead if she already has Luck.
  • Bonus: [dice:2aauaiw3]65425:2[/dice:2aauaiw3]
    • Training
      • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Rich/Filthy Rich
  • [dice:2aauaiw3]65426:0[/dice:2aauaiw3]
    [dice:2aauaiw3]65426:1[/dice:2aauaiw3]
    [dice:2aauaiw3]65426:2[/dice:2aauaiw3]
    [dice:2aauaiw3]65426:3[/dice:2aauaiw3]
Credits: [dice:2aauaiw3]65426:4[/dice:2aauaiw3] x100 = 1400

Gear: [dice:2aauaiw3]65426:5[/dice:2aauaiw3] x500 = 2500
Last edited by Klanker on Tue May 19, 2020 5:25 pm, edited 3 times in total.
Klanker
Main: Tiny Tim
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Bennies: 1/3
-2 due Vigor Reroll vs. Fatigue
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Klanker
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Re: Klanker (Disavowed)

Post by Klanker »

IF
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 (3)*, 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 115).
„„Harder than Steel
  • The full conversion ’Borg's construction provides +6 MDC 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.
„„Size 1 (Normal)
  • Combat Cyborgs are big and heavy, gaining +1 Toughness from their Size.
„„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.
„„Loss of Dexterity
  • A Combat Cyborg’s systems are designed for combat excellence, not delicate work or even common use. The diminishment in the sense of touch is one of the most glaring issues facing those undergoing bionic augmentation. A ’borg suffers −1 to all Agility rolls and linked skills not directly related to combat.
„„Malfunctions
  • Cyborgs are subject to the same potential problems all tech items and gear face (see Technical Difficulties on page 119).
„„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.
Attributes
Worksheet
STR: 1d12+2 (IF)
AGI: 1d10 (IF)->1d12 (Cyb)
SMA: 1d4 -> 1d6 (1)
SPI: 1d4 -> 1d6 (1)
VIG: 1d12 (IF)
STR: 1d12+2
AGI: 1d12
SMA: 1d6
SPI: 1d6
VIG: 1d12

Skills
Worksheet
15+3
  • Athletics d4 -> d6 (1)
    Common Knowledge d4
    Fighting -> d12 (3+2)
    Intimidation -> d6 (2)
    Notice d4 -> d8 (3)
    Persuasion d4
    Repair -> d6 (2)
    Shooting -> d12 (5)
    Stealth d4
Athletics: d6
Common Knowledge: d4
Fighting: d12
Intimidation: d6
Notice: d8
Persuasion: d4
Repair: d6
Shooting: d12
Stealth: d4

Edges
Ambidextrous
N1
Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
Danger Sense
Cyber
Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold.
In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop against him.
Elan
HJ
Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.
Fleet Footed
IF
The hero’s Pace is increased by +2 and his running die increases one step (from d6 to d8, for example).
Filthy Rich
H
This hero made some major scores before the current adventure. She has a total of 25,000 credits saved up and gets four total rolls on the above-listed tables. She may give up two rolls to instead own one personal weapon, body armor, or adventuring gear item of choice, or three rolls for one non-robot vehicle of choice.
Luck
HJ
The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
Rich
H
Unless the hero is planning to remain in one location for a serious length of time, annual salary isn’t part of the wealth equation. She’s managed to accumulate a bit of money, but more importantly, extra gear. She begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one personal weapon, body armor, or adventuring gear item of her choice.
Rock and Roll
Shadow
Experienced shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge doesn’t move on his turn, he ignores the Recoil penalty when firing at a Rate of Fire of 2 or higher. (See Recoil, page 105.)
Two Gun Kid
N2
Two-Gun Kid works just like Two-Fisted, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a Multi-Action penalty.
Upgradeable
This hero can handle a lot more cybernetic invasion in his body than most. He increases his Maximum Strain by +6. Note Combat Cyborgs and Headhunters already have this Edge.
Hindrances
Loyal
This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
Obese
Those who carry their weight well have the Brawny Edge. Those who don’t are Obese. A character cannot be both Brawny and Obese, and this Hindrance can’t increase your Size above +3.
An Obese hero’s Size (and therefore Toughness) increase by +1. His Pace is reduced by 1, and his running die one die type (minimum d4). Strength is considered one die type less (minimum d4) for armor and worn gear (not weapons). They may also have difficulty finding armor or clothing that fits or entering confined spaces.
Ruthless (M)
The fanatic will do most anything to accomplish her goals. As a Major Hindrance, she harms anyone and everyone who gets in her way.
Last edited by Klanker on Sun Apr 19, 2020 10:26 am, edited 2 times in total.
Klanker
Main: Tiny Tim
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-2 due Vigor Reroll vs. Fatigue
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Klanker
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Re: Klanker (Disavowed)

Post by Klanker »

Cybernetics (Strain Remaining: 0)
Adrenal System
+2 to recover from Shaken or Stunned, Edges stack. 30k Credits.
Armor Plating (3)*
+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. 3x40k Credits.
Audio Package
Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges. 40k Credits.
Bionic Strength Augmentation*
Raise Strength one die step. 9k Credits per Level.
Core Electronics Package
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. 22k Credits.
Cyber Wired Reflexes* +1
Raise Agility one die step. 12k Credits per Level
Expanded Detection and Security Array
360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge. 30k Credits.
Internal Life Support
Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation. 150k Credits.
Leg Upgrades
Each upgrade grants +2 Pace and +1" Jumping distances. 30k Credits.
Nuclear Power Cell
Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips. 120k Credits.
Optics Package
Ignore Illumination Penalties, grants +2 to all sight based Notice checks and versus blinding flashes and effects. 60k Credits.
Ranged Data System
Ignore two points of penalties to all Shooting checks, requires the Optics Package. 20k Credits.
Reinforced Frame (3)*
Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. 150k Credits per Level.
Synthetic Organ Replacement*
Raise Vigor one die step. 100k Credits per Level
Targeting Eye
Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package. 12k Credits.
Last edited by Klanker on Sun Apr 19, 2020 10:23 am, edited 2 times in total.
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Re: Klanker (Disavowed)

Post by Klanker »

Gear
L1-B1Light Infantry Cyborg Body Armor
Toughness: +3
Armour: +3
Min Str: 1d12+1
Weight: 40 lbs.
Rarity: −1
Cost: 28,000
Notes: MDC Armor, –1 to all Agility-linked non-combat skill rolls.
Vibro Longsword
Damage: Str+d10
AP: 10
Min Str: d8
Weight: 4
Availability: +0
Cost: 11,000
2 NG-303 Rail Guns
Range: 30/60/120
Damage: 2d10+2
RoF: 3
AP: 6
Shots: 20
Min Str: d10
Weight: 40
Rarity: −2
Cost: 68,000
  • 4 Extra Magazines
NG-S2 Survival Kit
  • Wooden Cross
    Wooden Stakes
    Climbing kit with cord, pitons, andhammer; +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. Paired with an insulated sleeping bag.


Credits: 150
Last edited by Klanker on Sun Apr 19, 2020 10:23 am, edited 2 times in total.
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Main: Tiny Tim
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Bennies: 1/3
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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Klanker - CS Cyborg

Post by Daniel »

Klanker looks good (although don't forget a character picture), welcome to the Wayfarer Program. Hope you have fun - Lars
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Klanker - CS Cyborg

Post by Daniel »

@Klanker
What is your

Pace
Parry
Toughness


Thank you.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Klanker
Posts: 38
Joined: Sun Nov 10, 2019 4:51 pm

Re: Klanker (Oversized Combat Cyborg)

Post by Klanker »

Advances

H Rich
H Filthy Rich
N1 Ambidextrous
N2 Two Gun Kid
N3
S1
S2
S3
S4
V1
V2
V3
V4
H1
H2
H3
H4
Klanker
Main: Tiny Tim
WIP

Bennies: 1/3
-2 due Vigor Reroll vs. Fatigue
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