Klanker (CS Heavy Cyborg) RETIRED

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Klanker
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Joined: Sun Nov 10, 2019 4:51 pm

Klanker (CS Heavy Cyborg) RETIRED

Post by Klanker »

1d20
1d20
Rich
  • 1d20
    1d20
Filthy Rich
  • 1d20
    1d20

Credits: 4d6x100 = 1000 Credits + 25000 = 26000 Credits
Trade Goods: 2d4x500 = 3000 Credits
Last edited by Klanker on Sat Oct 02, 2021 5:44 am, edited 6 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

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 -> 1d8 (2)
SPI: 1d4 -> 1d6 (N3)
VIG: 1d12 (IF)
STR: 1d12+2
AGI: 1d12
SMA: 1d8
SPI: 1d6
VIG: 1d12

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

Edges
Alertness
H
Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Ambidextrous
N2
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.
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.
Fleet Footed
IF
The hero’s Pace is increased by +2 and his running die increases one step (from d6 to d8, for example).
Mr. Fixit
HJ
The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one quarter the time with a raise.
Rich
HJ
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
N1
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 Mon Nov 08, 2021 2:23 pm, edited 1 time 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 (CS Heavy Cyborg)

Post by Klanker »


List Weapons
Gear
Ammo
Update Signature with correct info

Changed Poster to you so you can edit this.

Thank you - Lars
Klanker
Main: Tiny Tim
WIP

Bennies: 1/3
-2 due Vigor Reroll vs. Fatigue
User avatar
Klanker
Posts: 38
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Re: Klanker (CS Heavy Cyborg)

Post by Klanker »

Cybernetics (1 Strain Remaining)
Adrenal System (1): +2 to recover from Shaken or Stunned, Edges stack.

+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
*
Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and
subsonic ranges.

Raise Strength one die step.
*
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.

+1 Level Purchased for 12000 Credits from Filthy Rich
*
Traded in 2 HJ rolls
360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge.

Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.

Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips.

Ignore Illumination Penalties, grants +2 to all sight based Notice checks and versus blinding flashes and effects.

Purchased for 20k from Filthy Rich, Selling Ion Pistol and Starting Armor, and most of his starting Credits and Trade Goods
Ignore two points of penalties to all Shooting checks, requires the Optics Package

Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
*
Raise Vigor one die step
*
Purchased for 12000 from Filthy Rich
Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package.



Equipment
Klanker
Main: Tiny Tim
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Bennies: 1/3
-2 due Vigor Reroll vs. Fatigue
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