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Cyborg

Little is more frightening in battle than a cyborg. They’re not much more than an organic brain in an android’s body. Cyborgs come in humanoid form, simply for ease of transition to the new body. The majority of cyborgs work for their respective governments, or powerful corporations who can afford the procedure for trusted personnel. However, more and more cyborgs are beginning to find their way to the private sector.  

Special Rules

Augmented: Cyborgs are built to be cybernetic beasts. They begin play with a single Streetware Augment with a Strain of 1.
Construct: Cyborgs add +2 to recover from being Shaken, don’t suffer wound modifiers, and are immune to poison and disease. Cyborgs cannot heal naturally. To heal a Cyborg requires the Repair skill, which is used like the Healing skill, only with no “Golden Hour.”
EMP Shielding: Cyborgs have 2 points of Armor when attacked by an EMP weapon.
EMP Vulnerability: Cyborgs suffer full damage from EMP weapons.
Metallic Alloy: The fully metallic hide of a cyborg provides resistance to small arms fire. They have +2 Armor.
Outsider: Most people are naturally put off by someone who has opted to have all traces of their humanity removed to be placed in a cold metal war machine. They suffer −2 to Charisma when dealing with non-cyborgs.
Specialized Diet: Cyborgs cannot digest normal food, and require special food filled with nutrients to keep their brains healthy. This raises their lifestyle costs by 1,000 credits.
Tactile Dimming: The Cyborg’s body isn’t as sensitive as a human body. Cyborgs suffer a −2 to tasks where fine manipulation of objects is important. Picking a lock or performing surgery could be two examples. Shooting and Fighting are usually unaffected.

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