Novice Male Combat Cyborg, Combat Cyborg
    Iconic Framework: Combat Cyborg

    Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
    Skills: Athletics d6, Common Knowledge d4+2, Fighting d10+2, Language (Native) d8, Notice d8, Persuasion d4-1, Piloting d6, Shooting d8, Stealth d8
    Pace: 10; Running Die: d8; Parry: 9; Toughness: 34 (17 M.D.C.); Size: Normal (1)
    Strain: 0/6
    Hindrances: Driven (minor, Citizenship for Momma), Heroic, Illiterate, Quirk (PTSD), Vow (minor, Patriot)
    Edges: Ambidextrous, Brawler, Bruiser, First Strike, Fleet-Footed, Iron Jaw, Luck, Martial Artist, Martial Warrior, Rich, Upgradeable
    Armor: CA-6C "Dead Boy" Cyborg Armor (Armor 11)
    Weapons: Unarmed (Range Melee, Damage Str+d10, +2 to Hit), CyberFist (Range Melee, Damage Str+d12, +2 to Hit, M.D.C.), NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1), Survival Knife (Range Melee, Damage Str+d4), Vibro-Blade Vambraces (Range Melee, Damage Str+2d12, AP 8, M.D.C.), Vibro-Blade Vambraces (Range Melee, Damage Str+2d12+1, AP 8, M.D.C., +1 Parry), Wooden Stake (Range Melee, Damage Str+d4)
    Gear: NG-S2 Survival Pack
    Language: Native (native, d8)
    Current Wealth: 4,000 Credits

    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.


    • Adrenal System (2 strain, Rifts® TLPG p113): +2 to recover from Shaken or Stunned, Edges stack.
    • 3x Armor Plating (3 strain, Rifts® TLPG p113): +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, Rifts® TLPG p113): 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, Rifts® TLPG p113): Raise Strength one die step
    • Core Electronics Package (1 strain, Rifts® TLPG p113): 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, Rifts® TLPG p113): Raise Agility one die step
    • Internal Life Support (2 strain, Rifts® TLPG p113): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation.
    • Nuclear Power Cell (1 strain, Rifts® TLPG p113): 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, Rifts® TLPG p114): Ignore Illumination Penalties, grants +2 to all sight- based Notice checks and versus blinding flashes and effects.
    • 3x Reinforced Frame (3 strain, Rifts® TLPG p113): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor.
    • Synthetic Organ Replacement (1 strain, Rifts® TLPG p113): Raise Vigor one die step.
    • Hand-to-Hand Reaction Wiring (1 strain, Rifts® TLPG p113): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes.
    • Leg Upgrades (1 strain, Rifts® TLPG p114): Each upgrade grants +2 Pace and +1" Jumping distances.
    • 2x Embedded Combat Coding (4 strain, Rifts® TLPG p114): Gain one combat edge, requirements for other Edges must be met. Requires Cyber-wired Reflexes
    Starting Bennies: 4


    Novice Advances
    • Edge: Iron Jaw
    • Edge: First Strike

    Current Load: 27.25 (251)
    Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide
    Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware (w/Strain), Rifts® M.D.C., Super Strength
    Extra Perk Points: 4
    Validity: Character appears invalid
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