Shadowblack

Jason Whitlock's page

56 posts. Alias of MrStr4ng3.


Classes/Levels

Wounds 0 | Bennies 3/3 | Parry: 6; Tough: 24(9 MDC) | Notice: d6, Electronics d8+2, Repair d6+2, Shooting d10, | Active Conditions: None

Gender

NG-303 Rail Gun | Range:30/60/120 Dam:2d10+2 ROF:3 AP:6 Shots:20/20 |

About Jason Whitlock

Jason Whitlock

Seasoned Male Combat Cyborg, Combat Cyborg

Iconic Framework: Combat Cyborg

Attributes: Agility d12, Smarts d8, Spirit d4, Strength d12+2, Vigor d12
Skills: Athletics d6, Common Knowledge d4+2, Electronics d8+2, Fighting d8, Hacking d6+2, Language (Native) d8, Notice d6, Persuasion d4-1, Repair d6+2, Science d4, Shooting d10, Stealth d4, Survival d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 24 (9 M.D.C.); Size: Normal (1)
Strain: 3/6
Hindrances: Coalition Exile, Death Wish, Suspicious (major)
Edges: Demolitionist, Field Intel, Fleet-Footed, Rock and Roll! (NG-303 Rail Gun), Upgrade, Upgradeable
Armor: Cyborg LI-B1 Light Infantry Plate (Armor 3)
Weapons: Unarmed (Range Melee, Damage Str), CyberFist (Range Melee, Damage Str+d4, M.D.C.), NG-303 Rail Gun (Range 30/60/120, Damage 2d10+2, ROF 3, AP 6), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10, M.D.C.), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Languages: Native, Native (native, d8)
Current Wealth: 0 cr

Special Abilities


  • 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 113).

  • 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 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.

Cyberware


  • Adrenal System (2 strain, Custom): +2 to recover from Shaken or Stunned, Edges stack.
  • 3x Armor Plating (3 strain, Custom): +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 (1 strain, Custom): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges.
  • Bionic Strength Augmentation (1 strain, Custom): Raise Strength one die step
  • Core Electronics Package (1 strain, Custom): 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 (1 strain, Custom): Raise Agility one die step
  • Internal Life Support (2 strain, Custom): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
  • Nuclear Power Cell (1 strain, Custom): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, but can't recharge E-clips
  • Optics Package (1 strain, Custom): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
  • 3x Reinforced Frame (3 strain, Custom): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
  • Synthetic Organ Replacement (1 strain, Custom): Raise Vigor one die step.
  • Range Data System (1 strain, Custom): Ignore two points of penalties to all Shooting checks, requires the Optics Package
  • Nano-Repair System (2 strain, Custom): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system.

Advances
Novice Advances


  • Raise Attribute: Agility
  • Raise Skills: Shooting/Electronics
  • Edge:
    Demolitionist:
    Requirements: Novice, Agility d6+,
    Smarts d6+, Repair d6+
    The hero has advanced training in the handling, deployment, and disposal of explosive ordnance. The Demolitionist ignores up to 2 points of penalties when setting and defusing explosives. In addition, even when handling extremely volatile explosives, the Demolitionist only detonates them on a Critical Failure. When rolling for demolitions tasks (made using Repair, or the lower of Repair and Electronics in the case of advanced explosives like fusion blocks), the hero can accomplish the following:
    -- Setting Explosives: When setting a charge or booby trap, a raise adds an extra die of the explosive’s damage die type once detonated (in addition to the usual +1d6).
    -- Defusing Explosives: When defusing a charge, a success allows the explosive and components to be recovered and reused. With a raise the work is done in half the time.
    -- Trapping Explosives: The Demolitionist gains a +2 bonus on Stealth rolls to conceal booby traps, and +2 on Notice rolls to detect them.


Seasoned Advances

  • Edge:
    Rock and Roll!:

    REQUIREMENTS: Seasoned, Shooting d8+
    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.)

Current Load: 108.25 (251)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal

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