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	<title>Savage Rifts: The Tomorrow Legion:Simon Cortex - Revision history</title>
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	<updated>2026-07-31T17:33:03Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.rpg.net/index.php?title=Savage_Rifts:_The_Tomorrow_Legion:Simon_Cortex&amp;diff=379186&amp;oldid=prev</id>
		<title>Falkus: Created page with &quot;[https://i.pinimg.com/564x/79/42/8c/79428cf935b852b67c809622340eaf5f.jpg]  NAME: Simon Cortex  RACE: Combat Cyborg (former human: Advance Smarts d6)  ARCHETYPE: Combat Cyborg...&quot;</title>
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		<updated>2020-04-16T02:25:27Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;[https://i.pinimg.com/564x/79/42/8c/79428cf935b852b67c809622340eaf5f.jpg]  NAME: Simon Cortex  RACE: Combat Cyborg (former human: Advance Smarts d6)  ARCHETYPE: Combat Cyborg...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[https://i.pinimg.com/564x/79/42/8c/79428cf935b852b67c809622340eaf5f.jpg]&lt;br /&gt;
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NAME: Simon Cortex&lt;br /&gt;
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RACE: Combat Cyborg (former human: Advance Smarts d6)&lt;br /&gt;
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ARCHETYPE: Combat Cyborg&lt;br /&gt;
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EXPERIENCE: Novice&lt;br /&gt;
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AGILITY: d10, SMARTS: d10, SPIRITS: d4 STRENGTH: d12+2 VIGOR: d12&lt;br /&gt;
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Pace 10 (d8), Parry 7, Toughness 15 (2+6+3+3 (armor plates), +1 brawny)&lt;br /&gt;
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Armor: 17 (2+6+9 (cybernetic plates +6, worn +3))&lt;br /&gt;
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SKILLS&lt;br /&gt;
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Athletics: d4&lt;br /&gt;
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Common Knowledge: d4&lt;br /&gt;
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Notice: d6&lt;br /&gt;
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Persuation: d4&lt;br /&gt;
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Stealth: d4&lt;br /&gt;
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Fighting: d8&lt;br /&gt;
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Shooting: d8&lt;br /&gt;
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Repair: d6&lt;br /&gt;
&lt;br /&gt;
Science: d8&lt;br /&gt;
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Electronics: d8&lt;br /&gt;
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HINDRANCES:&lt;br /&gt;
Curious (2)&lt;br /&gt;
* Wanted (coalition)&lt;br /&gt;
* Lost memories&lt;br /&gt;
&lt;br /&gt;
EDGES:&lt;br /&gt;
*Rich &lt;br /&gt;
*Filthy Rich&lt;br /&gt;
*Mr Fix-it (hero&amp;#039;s journey)&lt;br /&gt;
*upgradeable, fleet-footed, (combat cyborg)&lt;br /&gt;
&lt;br /&gt;
COMBAT CYBORG ABILITIES&lt;br /&gt;
cybernetic enhancements: adfrenal 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&lt;br /&gt;
&lt;br /&gt;
*filthy rich bonus: Walking toolkit (18k)&lt;br /&gt;
&lt;br /&gt;
Harder than Steel&lt;br /&gt;
&lt;br /&gt;
High Performance Legs (fleet footed edge)&lt;br /&gt;
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More Machine: +2 vs shaken&lt;br /&gt;
&lt;br /&gt;
Size 1 (+1 toughness)&lt;br /&gt;
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Upgradeable&lt;br /&gt;
&lt;br /&gt;
Unarmed combat: Str+d4 MD in unarmed combat (considered armed)&lt;br /&gt;
&lt;br /&gt;
COMBAT CYBORG COMPLICATIONS&lt;br /&gt;
&lt;br /&gt;
All those moving parts (repair healing)&lt;br /&gt;
&lt;br /&gt;
full conversion: only more upgrades from Beyond the limit edge&lt;br /&gt;
&lt;br /&gt;
Grey Matter: only two points on attributes, only smarts, spirit&lt;br /&gt;
&lt;br /&gt;
Heavy (-2 all trait checks w vehicles, power armor not built for them)&lt;br /&gt;
&lt;br /&gt;
Inhuman appearance&lt;br /&gt;
&lt;br /&gt;
Loss of dexterity (-1 agility outside of combat related actions)&lt;br /&gt;
&lt;br /&gt;
Malfunctions: same as tech)&lt;br /&gt;
&lt;br /&gt;
Shadow of themselves&lt;br /&gt;
&lt;br /&gt;
spiritually numb (no arcane backgrounds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GEAR:&lt;br /&gt;
li-b1 light infantry plate cyborg armor,&lt;br /&gt;
&lt;br /&gt;
ng-56 light ion pistol, vibro longsword, infantry rail gun.&lt;br /&gt;
&lt;br /&gt;
Money: money: 4d6 20 x100 universal credits (2000) +25000 (27k total): (7k remaining)&lt;br /&gt;
&lt;br /&gt;
https://orokos.com/roll/799007: 2d4 7 x500 worth of gear/valuables (3500)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carrying:&lt;br /&gt;
&lt;br /&gt;
Encumbrance:&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroic Journey Hero&amp;#039;s Journey rolls (nh, hj1, hj2): 3#1d20 9 12 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NARRATIVE HOOK: juicer uprising&lt;br /&gt;
&lt;br /&gt;
cybernetics: (reroll: Leg upgrades: +2 pace, +1 jumping)&lt;br /&gt;
&lt;br /&gt;
training: with the 20 I can choose any one, so I&amp;#039;ll go with 10-11 giving me +d repair and Mr Fix-it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FILTHY RICH ROLLS: filthy rich: 4#1d20 1 3 4 19&lt;br /&gt;
&lt;br /&gt;
close combat weapon: embedded melee (chain sword): Str (1d12+2)+3d4+3; ap 4; weight 16; rarity -3&lt;br /&gt;
&lt;br /&gt;
personal ranged weapon: embedded heavy ion blaster NG-57: 12/24/48; 1-3d8+2; rof1; 10 shots; wgt 5;&lt;br /&gt;
&lt;br /&gt;
personal ranged weapon: embedded particle beam rifle TX-26: 3d8; rof 1; ap4; 15 shots; 5 wght&lt;br /&gt;
&lt;br /&gt;
Cybernetics: Expanded detection &amp;amp; security array (danger sense, etc.)&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
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