Kirito Kei
One Thousand Club
Character Sign-Up
Creating a character is fairly simple. First, select a O.C.C then fill out the CS provided for that specific CS.
Some terms you should know:
- Combat Cyborg
-
"The human mind given machine precision, steamroller strength and the firepower of an army company. That's how I see myself."
Additional Information
Combat Cyborgs are men and women who have been surgically augmented with bionics for the purpose of war. They are often soldiers, law enforcers or some other type of warrior (or desire to be one) before they submit to the full bionic conversion. “Borg” is the popular slang term for cyborgs, particularly full conversion cyborgs like the Combat ‘Borg.
Full bionic conversion means that the character is over 80% machine and often more than 90%. While this process creates the most powerful cyborgs possible, it is also the most dehumanizing. Virtually the entire body is replaced with a mechanical one. Only the brain, the face, and a few other original human components (rebuilt upper torso, chest area, the tongue, throat, and head) are all that remain of the original flesh and blood body. While the vast majority keep their original face (the real thing or an attractive, youthful synthetic replica), at least 20% don’t even do that. And those who do keep their face usually shield it behind a robotic or demonic faceplate or wear a full helmet to protect it.
The new, bionic body is effectively a fully functioning robot that responds to the human brain with the precision of the natural body. The internal workings of the new body are strangely similar to the natural one, with lengths of tubing carrying life-sustaining blood and fluids. Electromagnetic relays, electronics, pistons, machine parts and nano-technological workings make up the rest of the internal system.
The new body is a hundred times more durable, faster, stronger, and deadlier than its flesh and blood predecessor. Like a caterpillar transforming into a butterfly, the mortal turns into a mechanical powerhouse. Physical capabilities for Combat Cyborgs are generally taken to the maximum, and the mechanized warrior is outfitted with heavy Mega-Damage body armor.
Note: It is impossible for a Cyborg to cast magic or use magical items of any kind!
The following are a smattering of common bionics available at most Body-Chop-Shops and Bionics clinics.
Bionic Features and Accessories
Bionic Booster Jets: Usually built into the feet and legs to help rocket the cyborg to greater heights and distances when he leaps. Can leap 20 feet (6.1 m) high and 30 feet (9.1 m) across. Cost: 20,000 credits.
Bionic Lung with Gas Filter & Oxygen Storage Cell: An artificial lung implanted to provide for the special needs of the ‘Borg. A chemical cell, controlled by microprocessors, stores oxygen from the character’s normal breathing. Then, when oxygen is low, the oxygen is released back into the lungs. The net effect is to give the character the ability to go without breathing for up to two hours. Note that the character must breathe normally for about three hours to fully recharge the cell between uses. The lung also has a gas filtration system designed to filter most toxic gases out of the system before they can do damage. The filter is effective against all types of tear gas, smoke, and purely chemical fumes. The filter also works against nerve gases and poison gases. Cost: 250,000 credits.
Built-In Loudspeaker: The ‘Borg can amplify the loudness of his/her voice, like a bullhorn, to about 80 decibels. Cost: 6,000 credits.
Built-In Radio Receiver & Transmitter Headjack: A fully operational radio is built inside the head. Channels are switched by working the jaw and transmissions are received directly in the ear identical to the cybernetic Headjack. The cyborg can send transmissions by a mental command and quietly talking out loud. A microphone is built into the jaw. Range: 20 miles (32 km). Cost: 22,000 credits; add 10,000 more credits for scrambling radio messages and decoding.
Climb Cord: Similar to the cybernetic garrote wire, this is a 20 foot(6.1 m) length of 1,500 lb (675 kg) test cord, no thicker than string, that can be pulled out of an artificial wrist or arm. The cord is primarily used for espionage. A weight can be attached and used as a chain-type weapon, or a small grappling hook can be attached for climbing. Cost: 1,500 credits; grappling hook and other attachments cost extra (can be made or bought for under 30 credits).
Clock Calendar: A device that can be implanted almost anywhere on the body. lt continuously keeps track of the exact time, down to a 100th of a second. as well as the calendar date. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack. Cost: 200 credits.
Computer & Calculator Built into the Arm: A miniature computer. similar to the tiny hand-held model, built into the forearm, upper arm or even inner side of the thigh. Cost: 1,200 credits.
Customized Paint Job: Basically the same as customizing body armor with special colors, designs, insignias, and so forth. Cost: 1,000-5,000 credits.
Customized Face or Armored Face Plate: Handsome, beautiful, monstrous, robotic, ornate, or whatever the purchaser may desire. Cost: 2,000 to 20,000 credits, depending on the complexity.
Cyber-Nano-Robot Repair Systems (CNRRS): Similar to the RMK and IRMSS medical repair systems used by humans, these nano-bots can be released when needed most to make minor repairs. They use available spare materials to effect mechanical and armor repairs, but can also reroute, patch, and secure internal circuits and repair internal organs — at least to some degree. As a reasonable amount of damage can be repaired on the armor or any one single limb, the head or main body — or any one optic system (eye), sensor, implant, weapon or internal organ can be repaired completely (or close to it). Time required varies with the task. Something small and simple takes around 10 minutes. Something medium-sized takes 40 minutes minutes, and large or complicated, like an entire hand and arm, leg, major organ, major weapon, main body, etc. takes 110 minutes Payload: Good for two repair jobs before used up. Cost: 250,000 credits.
Depth Gauge & Alarm: An internal implant that can calculate underwater depth. A digital counter can indicate the exact depth via internal audio or HUD system and make warning sounds when the character is within 100 feet (30.5 m) of his maximum depth tolerance. Cost: 3,000 credits.
E-Clip Port: A standard E-Clip port very similar to the connector unit found on most energy weapons. While such ports are often intended to power a built-in weapon or as a power backup for weapons, E-Clips can also be used to power independent modular units and non-weapon systems like special sensors, cameras and such. Cost: 3,000 credits.
Finger Camera: A tiny still camera fits inside the tip of one finger. The camera can shoot 48 photos on microfilm and is designed to automatically adjust for low light and bright light exposures. The camera shoots a picture each time a concealed stud in the finger is pressed. Cost: 1,200 credits. Film costs about 50 credits per micro roll and takes about 30 seconds to reload.
Fingerjack: The artificial finger can plug directly into communication systems, radios, sensory equipment, and robots, to receive direct data transmissions. Note: Needs amplified hearing or other cybernetic/bionic ear augmentation to receive the transmitted data. Cost: 2,400 credits.
Gyro-Compass: A device that can be implanted almost anywhere on the body. lt enables the user to always locate North and the other directions, as well as up and down. Ideal for pilots of aircraft and power armor armor as well as underwater operations. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack. Cost: 600 credits.
Creating A Cyborg
Sensory Systems: Mechanical Eyes with Polarized Filters, Clock Calendar and two of choice.
Bionic Weapons (or Tools): Starts with two for each hand and one for each arm (weapons may be the same or different for each limb).
Bionic Features and Accessories: Choose four from the list above; accessories include
things such as a finger camera, E-Clip port, secret body compartments, or head/throat accessories, sensors, and so on.
Bionics Upgrade Fund: 20,000 credits +15,000 credits for buying additional bionic features. However, the character can save this cash for repairs, modifications and upgrades in the future.
Testing 2
Testing
Testing 3
Stuff
Bionic Features and Accessories
Bionic Booster Jets: Usually built into the feet and legs to help rocket the cyborg to greater heights and distances when he leaps. Can leap 20 feet (6.1 m) high and 30 feet (9.1 m) across. Cost: 20,000 credits.
Bionic Lung with Gas Filter & Oxygen Storage Cell: An artificial lung implanted to provide for the special needs of the ‘Borg. A chemical cell, controlled by microprocessors, stores oxygen from the character’s normal breathing. Then, when oxygen is low, the oxygen is released back into the lungs. The net effect is to give the character the ability to go without breathing for up to two hours. Note that the character must breathe normally for about three hours to fully recharge the cell between uses. The lung also has a gas filtration system designed to filter most toxic gases out of the system before they can do damage. The filter is effective against all types of tear gas, smoke, and purely chemical fumes. The filter also works against nerve gases and poison gases. Cost: 250,000 credits.
Built-In Loudspeaker: The ‘Borg can amplify the loudness of his/her voice, like a bullhorn, to about 80 decibels. Cost: 6,000 credits.
Built-In Radio Receiver & Transmitter Headjack: A fully operational radio is built inside the head. Channels are switched by working the jaw and transmissions are received directly in the ear identical to the cybernetic Headjack. The cyborg can send transmissions by a mental command and quietly talking out loud. A microphone is built into the jaw. Range: 20 miles (32 km). Cost: 22,000 credits; add 10,000 more credits for scrambling radio messages and decoding.
Climb Cord: Similar to the cybernetic garrote wire, this is a 20 foot(6.1 m) length of 1,500 lb (675 kg) test cord, no thicker than string, that can be pulled out of an artificial wrist or arm. The cord is primarily used for espionage. A weight can be attached and used as a chain-type weapon, or a small grappling hook can be attached for climbing. Cost: 1,500 credits; grappling hook and other attachments cost extra (can be made or bought for under 30 credits).
Clock Calendar: A device that can be implanted almost anywhere on the body. lt continuously keeps track of the exact time, down to a 100th of a second. as well as the calendar date. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack. Cost: 200 credits.
Computer & Calculator Built into the Arm: A miniature computer. similar to the tiny hand-held model, built into the forearm, upper arm or even inner side of the thigh. Cost: 1,200 credits.
Customized Paint Job: Basically the same as customizing body armor with special colors, designs, insignias, and so forth. Cost: 1,000-5,000 credits.
Customized Face or Armored Face Plate: Handsome, beautiful, monstrous, robotic, ornate, or whatever the purchaser may desire. Cost: 2,000 to 20,000 credits, depending on the complexity.
Cyber-Nano-Robot Repair Systems (CNRRS): Similar to the RMK and IRMSS medical repair systems used by humans, these nano-bots can be released when needed most to make minor repairs. They use available spare materials to effect mechanical and armor repairs, but can also reroute, patch, and secure internal circuits and repair internal organs — at least to some degree. As a reasonable amount of damage can be repaired on the armor or any one single limb, the head or main body — or any one optic system (eye), sensor, implant, weapon or internal organ can be repaired completely (or close to it). Time required varies with the task. Something small and simple takes around 10 minutes. Something medium-sized takes 40 minutes minutes, and large or complicated, like an entire hand and arm, leg, major organ, major weapon, main body, etc. takes 110 minutes Payload: Good for two repair jobs before used up. Cost: 250,000 credits.
Depth Gauge & Alarm: An internal implant that can calculate underwater depth. A digital counter can indicate the exact depth via internal audio or HUD system and make warning sounds when the character is within 100 feet (30.5 m) of his maximum depth tolerance. Cost: 3,000 credits.
E-Clip Port: A standard E-Clip port very similar to the connector unit found on most energy weapons. While such ports are often intended to power a built-in weapon or as a power backup for weapons, E-Clips can also be used to power independent modular units and non-weapon systems like special sensors, cameras and such. Cost: 3,000 credits.
Finger Camera: A tiny still camera fits inside the tip of one finger. The camera can shoot 48 photos on microfilm and is designed to automatically adjust for low light and bright light exposures. The camera shoots a picture each time a concealed stud in the finger is pressed. Cost: 1,200 credits. Film costs about 50 credits per micro roll and takes about 30 seconds to reload.
Fingerjack: The artificial finger can plug directly into communication systems, radios, sensory equipment, and robots, to receive direct data transmissions. Note: Needs amplified hearing or other cybernetic/bionic ear augmentation to receive the transmitted data. Cost: 2,400 credits.
Gyro-Compass: A device that can be implanted almost anywhere on the body. lt enables the user to always locate North and the other directions, as well as up and down. Ideal for pilots of aircraft and power armor armor as well as underwater operations. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack. Cost: 600 credits.
Creating A Cyborg
Size & Shape: In North America, cyborgs have a human, bipedal shape and form, although they may sport an extra pair of arms or a modular weapon or tool for a hand. They are also usually man-sized, although that’s a bit deceptive, as “man-sized” can range from 6-10 feet (l.8 to 3 m) tall. Typically the more demanding the work or combat involved and the more armor and weapons needed (or desired), the bigger the ‘Borg. Combat Cyborgs are usually 8, 9, or 10 feet (2.4 to 3 m) tall and bristling with weapons and moving parts.
Alignment: Any
Race Limitations: While there are multiple races on Rifts Earth that can undergo full bionic conversion, I would like it if your character is a human if (s)he chooses this O.C.C.
Bionics and Cybernetics: Starts with a bionic body designed for combat and the following.
Alignment: Any
Race Limitations: While there are multiple races on Rifts Earth that can undergo full bionic conversion, I would like it if your character is a human if (s)he chooses this O.C.C.
Bionics and Cybernetics: Starts with a bionic body designed for combat and the following.
Sensory Systems: Mechanical Eyes with Polarized Filters, Clock Calendar and two of choice.
Bionic Weapons (or Tools): Starts with two for each hand and one for each arm (weapons may be the same or different for each limb).
Bionic Features and Accessories: Choose four from the list above; accessories include
things such as a finger camera, E-Clip port, secret body compartments, or head/throat accessories, sensors, and so on.
Bionics Upgrade Fund: 20,000 credits +15,000 credits for buying additional bionic features. However, the character can save this cash for repairs, modifications and upgrades in the future.
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