Ok, so now that I've had a chance to read the RIFTS ultimate edition regarding cyborgs, I'm going to go with the full conversion, since it says that a cyborg still has the head/face and a few other features of the flesh-and-blood body, which would mean that the minotaur can remain appearing as a minotaur. That's all I really wanted. I'll roll up my stats shortly, as I read more.
EDIT - here we go... I just roll up the mental stats, apparently, when I'm playing a cyborg. Boo, hiss! So much for all of the good Minotaur stats.

Hey Tom, how about raising the starting/minimum PS on my bionics to make up for the loss?
Anyway, here's my 2D6 rolls for IQ and MA:
I got a 10 and an 11
bonus roll for the 11 = 5
I think I'll put the high one on IQ! With the +1, that gives me a total IQ of 17 and an MA of 10.
And now my 3D6 roll for ME:
I rolled a 12
And here's my rolls for SDC and PPE, respectively:
10 on SDC x100 = 1000, and 6 PPE
Finally, here's my roll for Bionics upgrade funds:
I rolled 14 on 3D6, giving me 14000 for upgrades
That's it for now... I'll post with more in a bit!
Edit: The character sheet is now complete. Here's the background:
Karsh was born in captivity, one of the many Minotaur slaves of the Splugorth on Atlantis. He never knew his homeworld, nor did he spend much time with his parents, who died when he was still young, and knows little of his own origins. He grew up exceptionally large and strong, and was thus chosen to be a pit-fighter. Over the years, Karsh's masters have made him battle many other beings in the Pits, slowly replacing injured parts of his body with bionic upgrades, until he was more machine than Minotaur. Then, a number of years ago, while being moved along with several other combat slaves to an Atlantean border colony, Karsh and his fellow pit-fighters were unexpected freed when a Coalition naval expedition struck the Atlantean convoy. Escaping in the chaos, Karsh made his way to the mainland. Knowing how to do little other than fight, Karsh has been working as a mercenary ever since. His American isn't perfect, and he tends to stick to the harsh lingo of his mercenary pals. He is crude, gruff, tough, cigar-smoking and battle-hardened... in short, a military man through and through.
Karsh has spent most of the past 10 years wandering the North American continent, seeking mercenary work wherever he can find it. He's always avoided the Coalition states, since he's heard bad things about it... but he'll pretty much work anywhere, for anyone. He's learned to do most of his own maintenance, and can find scrap parts just about anywhere... his missle-launcher arm is a result of his own handywork (which is why he doesn't have a hand there... just a small clamp/claw on the top of the barrel!). In recent months, Karsh has been making his way through the Great Lakes country, working for Canadian Rangers, and is now journeying southwards, into the old US. (this leads to him possibly being in the city of WyNeKota).
Rolls for starting cash:
Starting Credits = 2000
Black Market Items = 1200
Code: Select all
IQ 17 * Name:Karth Molgoth * Appearance: Cyborg Minotaur: the Cyberdemon
MA 10 * OCC:_Cyborg_______ * from DOOM.
ME 12 * Alignment:Unprinc. * Disposition: Gruff, taciturn, at times a little
PS 36 * Race:_Minotaur____ * unbalanced, but essentially a good person/being.
PP 20 * Level:__1_________ * Height:_9'10"__ * Eyes:_red_ * Age:__63___
PE NA * Exp.:_____________ * Weight:_1500lbs___ * Hair:_none_ * Skin:_dark_
PB NA *
Spd 132 * Run at 44 m/s Run at 90mph, 660 m/melee
****** Saving Throws ********************** Racial abilities ****************
Save vs Possession:_+5___ ***** Speak Native Language (Splugorth/Atlantean):_96%_
Save vs Magic:_+3________ ***** Speak American_73%_______________________________
Save vs Poison:_immune___ ***** Nightvision (60', can see in total darkness)_____
Save vs Psionics:_+0(15)_ ***** Superior sense of smell__________________________
Save vs -------:_________ ***** Fire and cold do 1/2 damage______________________
Save vs -------:_________ ***** Charging opponent has 60% chance of knockdown____
Save vs -------:_________ ***** Horror Factor of 14______________________________
Save vs -------:_________ ***** _________________________________________________
****** OCC skills ************************** Cybernetics **********
_Basic Electronics: 43%(+5%).* _Bionic Lung w/ Filter & O2 Storage
_General Repair/Maint: 53%(+5%).* _Radio/Transmitter w/ Scrambler & Multiband
_Land Navigation: 54%(+5%).* _Cyber-Nano-Robot repair system
_Pilot Tanks/APCs: 44%(+4%).* _Bionic Booster Jets (leap 20'x30')
_Pilot Hovervehicles: 63%(+5%).* _Multi-Optics Eye
_Radio - Basic: 58%(+5%).* _Amplified Hearing w/ Sound Filter
_Read Sensory Equipment: 43%(+5%).* _Forearm Mini-missle launcher (left)
_Weapon Systems: 38%(+5%).* _Forearm Heavy Ion Blaster (left)
_Climbing: 50/40%(+5%).* _Grappnel Launcher (right)
WP ___Axe____________ ***** _Wrist Needle/Drug Dispensor (right)
WP ___E-Rifle________ ***** _Vibro-Blade Horns (retractable)
WP ___Heavy MD_______ ***** _Internal Comp w/ Gyrocompass
WP ___Chain/Grapple__ ***** _External Loudspeaker
Hand to Hand Combat: Expert* _Diagnostics Port
_Laser Utility Finger
** OCC Related Skills *************************** Secondary Skills ******
skill_Electronic Counters: 43%(+5%)* skill_Salvage: 38%(+5%)
skill_Field Armorer/Munitions: 53/43%(+5%)* skill_Cybernetics - Bas: 28%(+5%)
skill_Find Contraband: 39%(+5%)* skill_Rec Wpn Quality: 28%(+5%)
skill_Boxing____** skill_Jury-Rig: 38%(+5%)
skill_Intelligence: 35%(+5%)* skill______:base%..__+x%
skill______:base%..__+x% ** skill______:base%..__+x%
skill______:base%..__+x% ** skill______:base%..__+x%
skill______:base%..__+x% ** skill______:base%..__+x%
-WP- Strike Parry Dodge Damage **** Hand to Hand Combat: _Expert_
Axe______+5____+8_____+--___+21__ **** Strike +5_ * APM:_5_
Grapple__+5____+8_____+--___+21__ **** Parry +8_ * Init +3_
E-Rifle__+4____+--____+--___+--__ **** Dodge +9_ * Roll +3_
Heavy MD_+4____+--____+--___+--__ **** Pull Punch +2_
name_____+--___+--____+--___+--__ **** Punch Dmg:_2D6/4D6 MD Kick Dmg:_3D8 MD
name_____+--___+--____+--___+--__ **** Special Bonuses: ___________________
************************************************************
Armor: _M1-B2 Medium Cyborg Infantry_ Full Environmental - Yes
Total MDC__: 230 * __-15% to Climbing___
Current MDC: 230 * ___________________
Melee Weapons: Strike Parry Damage
Vibro-Axe________: _+5__ _+8__ 3D6+21_MDC
Vibro-Blade Horns: _+5__ _+8__ 3D6+21_MDC (5D6 if charging)
Grapnel Launcher_: _+5__ _+8__ 1D4+21_SDC
____name_________: _+##__ _+##_ #D#+#_SDC
Ranged Weapons: Aim/Burst Damage Ammunition
Cyborg Mini-missle Launcher_: _+4/+2__ by missle ___12___
Cyborg Heavy Ion Blaster____: _+4/NA__ 4D6___MDC _unlimited_
NG-P7 Particle Beam Rifle___: _+4/+2__ 1D4x10_MDC ___8___
NG-E12 Heavy Plasma Cannon__: _+4/+2__ 1D6x10_MDC ___42___
_Extra E-clips for Rifle (4), cloak, sunglasses, flashlight, cigars, mirror, 100'
of heavy cord/cable, tool kit, language translator, utility belts, knapsack,
various sacks, canteens, personal items, electronics tools, 12 plasma
missles (in pack), bandoleer of 20 additional plasma missles_________
_2000 credits in cash, 1200 in black market items____
No vehicle.