How would you build a cyborg mechanic?

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Hotrod
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How would you build a cyborg mechanic?

Unread post by Hotrod »

A while back, as I was making the Combat Cyborg NPC generator (link in my sig), one of the variants I made was something of a salvage specialist. I was thinking today about a character concept of a mechanic who gets horribly mauled, and decides to become a partial or full conversion borg specializing in repair, maintenance, and fabrication rather than combat. Which implants or cybernetics would you put on such a character?
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taalismn
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Re: How would you build a cyborg mechanic?

Unread post by taalismn »

Multiple Limbs...one pair of heavy lifters and another smaller pair for fine work. Maybe ANOTHER smaller pair for fine work
Modular tool forearms similar to those on Mining 'Borgs.

Rifts Russia has a number of implants and bionics with mechanics in mind including a monster power tool arm. various tool hands, and a Spectra-Eye described as 'ideal for scanning machines for imperfections'.
Invest in an internal compu-calculator for engineering calculations, and a Schematic Sensor Hand
Get internal limb compartments for all the small screws and widgets mechanics seem to need.

Bionic Life Support too for dealing with workshop fumes, Internal IV for those long overnight jobs.
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ShadowLogan
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Re: How would you build a cyborg mechanic?

Unread post by ShadowLogan »

A "mechanic" cyborg, at least from a skill perspective would have very limited roles (Auto and Basic Mechanics, Basic Electronics and Computer Repair) from the main FCB/PCB OCCs, but ignoring that... And specialist in a given area...

Head Implants:
Headjack
Amplified Hearing or Ultra-Ear (listen for sound ques on what might be broken)
Optic Nerve Vido Implant
Mutli-Optic Eye (or just the Macro Lens and Thermo-Imaging)

Limb Implants:
FingerJack (plug for Headjack)
Extendable Arm and/or Legs (increased reach)
Hand &Forearm: Mutli-Tool (flashlight, utility laser, sensor hand, welding torch, saws, nailgun)
Micro-Manipulation Hand
Modular Shoulder (or Forearm) Housing (allows hot swapping of implant)
Finger Vid Camera (use to inspect areas can't easily put head into)
Sensor Hand (specifically the Radiation Detector and Heat Sensor)

Misc Implants:
Chemical Spray (C02 foam for putting out fires that might start or smoke for checking airflow)
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Re: How would you build a cyborg mechanic?

Unread post by Curbludgeon »

Swinging it skillwise requires a couple of relative deepcuts in Rifts. The Russian Vedmak is the out of the box solution, with several options expending most-to-all their skill selections on it following, all of which being rare on Rifts Earth. In roughly descending order of ease in meeting a cyborg mechanic skillset there's the Universal Legion Destroyer 'Borg, the Phase World Cyberai, and the PW Quattoria. Following that, and which would likely with a little tweaking best meet the thread's objectives would be the Mining Borg. Special note goes to both a high level Operator or Cyber-Doc getting partial-to-full conversion and just eating the skill penalties, as well as a Cyborg character converted from Heroes Unlimited whom could easily start with all useful skills but would want to get MDC Armor then Hardware with a quickness.

As for parts to look at, I'd start with the Vedmak chassis and switch things out as desired. The NG Grease Monkey is in particular worth a look.
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Hotrod
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Re: How would you build a cyborg mechanic?

Unread post by Hotrod »

Good point on the skill limitations for cyborgs. I wonder if one of the headhunter variants from Canada might work?
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ShadowLogan
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Re: How would you build a cyborg mechanic?

Unread post by ShadowLogan »

Admittedly I did not check over every possible FCB/PCB OCC(and a few RCCs I'm sure) out there, I just went for the main book ones, but yes some of the variants from Canda could work. Headhunter Variants from WB20 (pg197-125):
Techno-Warrior (No, this is intended as the classic from the main book)
Assassin (Yes, while not complete availability they have much better than the core)
Anti-Robot Specialist (Full Availability, but interestingly enough they don't get bionic implants which might scrub them from the list)
Techno-Hound (Yes, but only locked out from the Robot skills)
Momano (No)

Both the Cyber-Centaurs of Ixon (WB20/RCB1r/WB30) and Kremin (WB11/30) are all at minimum Partial Conversion Borgs, and they can take Scholar/Adventure OCCs (ie Operator). Megaversal Legion and Arkhon (both WB9) Cyborg OCCs allow unrestricted access to both Electrical and Mechanical Skills.
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ITWastrel
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Re: How would you build a cyborg mechanic?

Unread post by ITWastrel »

I would gm up a one-off cyborg with operator skills, and let the player have a unique toon. The PC would lack combat skills common to 'Borgs, but have amazing technical capabilities
Hardware wise, extra limbs with interchangeable tool hands, sensor systems, and universal headjack with onboard computer would be a minimum, with a focus on gizmos and utility in chargen.
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Dustin Fireblade
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Re: How would you build a cyborg mechanic?

Unread post by Dustin Fireblade »

Hotrod wrote:Good point on the skill limitations for cyborgs. I wonder if one of the headhunter variants from Canada might work?


The Techno-Hound comes close. As of RUE they can get Bioware Mechanics (I think that's the name). So should be able to do some cyborg repairs there.

Seems like a variant Headhunter/Cyber-Doc would be handy - someone who can keep up with the Headhunter's in battle, but maybe not so skilled in full surgery like the Cyber-Doc. Maybe give them the Mech. Engineer, Bioware Mechanics, Field Surgery skills?
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