Saturday, November 19, 2016

Savage Rifts - CSLNGR 2

Next chapter in Conversion is the Cyberslinger Cyborgs from Rifts New West.

Second up is the CSLNGR 2 Cyborg Gunslinger...Super Slinger. This, this is my favorite cyborg. Enjoy!
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As always the original source material and a copy of Savage World’s Deluxe and the Savage Rifts Tomorrow Legion Player’s Guide are also needed for play.


„CSLNGR 2 “Super Slinger” Cyborg Gunslinger

THE CSLNG 2 CYBORG HERO’S JOURNEY (THREE ROLLS)
‘Borgs gain two rolls on any of the following
tables: Cybernetics, Close Combat
Weapons, Ranged Weapons, and Training.
They gain a third roll on any table
except those dealing with body armor, magic, or psionics .

Super Slinger Abilities & Bonuses

Bionic Augmentation: Cyberslingers begin with Strength d10, Agility d12+1, and Vigor d12. These traits do not have an attribute maximum. Strength is considered Supernatural

„„Cybernetic Enhancements: All Cyberslingers begin with the following cybernetic systems: Audio Package, Core Electronics Package, Cyber-Wired Reflexes*, Optics Package w/Targeting Eye, Extra Set of Arms, Synthetic Organ Replacement* (see page 78 for details). *These are already factored into the Cyborg’s starting Traits.
„„
High-performance Legs: Full-conversion ‘borgs possess powerful legs and actuators; they begin with the Fleet-Footed Edge. This can be enhanced with additional cybernetics.
„„
M.D.C. Armor: A 'Super Slinger' Cyberslinger's alloy structure provides +4 Mega Damage Armor. This cannot be combined with body armor. Additional levels may be added for additional strain. A
„„
More Machine: Standard.

„„Unarmed Combat: Standard

Complications
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.
„„
Gray Matter: Cyberslingers 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.
„„
Inhuman Appearance: Cyberslingers suffer −2 Charisma when dealing with most beings.

„„Loss of Dexterity: While a Cyberslinger’s systems and parts are specifically designed for combat excellence, little attention is given to anything else one might want to use his hands for. The lack of real feeling or delicacy of construction in the hands (the exception being specific sensors installed to interact with weapon triggers), as well as the “run through the battlefield” focus of the legs and feet, means the ‘borg suffers −2 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 the Technical Difficulties Setting Rule on page 122). For example, a critical failure
on a Strength check means penalties until the ‘borg’s strength systems are repaired.
„„Spiritually Numb: All that metal and so little meat means no Arcane Backgrounds are available to a Cyberslinger.

„„Total Conversion: The process of becoming a Cyberslinger uses all of a character’s personal Strain. A Cyberslinger starts with 0 Strain before applying the Upgradable Edge.

Selective Targeting System: The Super Slinger’s targeting system is designed for one thing; gunfights. The four arms may each carry 1 pistol, but only a single target may be targeted. Each pair of pistols acts as twin linked. Obviously while holding a pistol in each and fanning the hammer is impossible. If however the Cyberslinger is holding two revolvers, she can fan both hammers, which then function as twin-linked weapons. 

Cyborg Gunslinger STARTING GEAR
2x BB6 Six-Shooter, NG-S2 Survival Pack,
2d6 × 100 credits.

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