Cyborg
When evolution reaches its limits, ingenuity picks up the slack.
When evolution reaches its limits, ingenuity picks up the slack.
Height: Any
Weight: Any
Environment: Advanced Civilization
Population: High
Role: Technology Enhanced
Base Features (0 FP)
Implant (0 FP): Cyborgs are organic creatures enhanced by technology to improve on their natural abilities or give them entirely new ones. While they come in many forms, all must have an implant to interface their mind and enhancements.
Although it is possible to give anyone extensive enhancements, it takes experience to control and withstand them. They cannot have beyond a certain number, complexity or invasiveness of enhancements at a time.
Note: This means Cyborgs cannot have more enhancements than their FP accounts for.
Optional Features
Backup (10 FP): The Cyborg’s mind is perpetually synced with their implant, a record of their consciousness preserved if their active mind is destroyed. If they gain the Death Damage Condition while their implant is connected to a network capable of uploading their consciousness, they may upload and be downloaded into a new body, removing Death and all Damage Conditions only affecting the physical body.
If not in range of an appropriate network, they may remain indefinitely in their implant, from which their consciousness can be retrieved and restored to a working body. Due to being able to transfer bodies, they can switch bodies to avoid the effects of aging.
For 10 additional FP, their implant is quantum linked to the network, allowing them to always transfer to a new body. This is treated as an Immortality Feature.
Note: Implants of Cyborgs with this Feature are deliberately made almost indestructible, but can be destroyed by exotic methods. Being thrown into a black hole is more than enough to cause true death.
Artificial (5 FP): The Cyborg’s consciousness has been transferred to an entirely inorganic body, rendering them free from biological limits. They do not need to eat or sleep, but can meditate for an hour to gain the effects of a full rest.
They are not affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions and do not age no matter how much time passes. They can survive in the void of space without protection.
Antigravity (4 FP): Implanted with personal force manipulators, the Cyborg can move in three dimensions, flying 10 feet faster than their ground speed.
Augmented Neurology (4 FP): The Cyborg has implanted muscle memories capable of driving their body beyond its natural limits, increasing their Kick Ass by 1 and halving their natural lifespan. This Feature can be taken repeatedly. This cannot raise Kick Ass over 12.
Nanite Augmented (4 FP): The Cyborg contains swarms of nanites that direct and support bodily maintenance and repair, increasing their Bad Ass by 1 and doubling their natural lifespan. This Feature can be taken repeatedly. This cannot raise Bad Ass over 12.
Slaved Processing (4 FP): The Cyborg has synthetic processors supporting their mind as slaved resources, increasing their Smart Ass by 1. This Feature can be taken repeatedly. This cannot raise Smart Ass over 12.
Warp Step (4 FP): The Cyborg has a miniature warp core implanted in their body, letting them make very limited warp jumps. As an action, they can move to any location they can see and physically fit within.
For 1 additional FP, they can warp to any established warp beacon.
For another 1 additional FP, they can warp to any location they have coordinates for.
Toughened Frame (3 FP): The Cyborg’s body has been laced with nano-fibers and force dampeners, causing the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side to increase by 1. This Feature can be taken repeatedly, its effects stacking upon themselves.
Weaponized Body (3 FP): The Cyborg has been enhanced for combat, causing the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side to increase by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time.
Cloaking (2 FP): The Cyborg’s skin can emit a cloaking field that renders them invisible for short periods. As an action three times per full rest, they can become invisible for 10 minutes per Smart Ass. Being invisible increases the results of Checks to remain unseen by 4d4.
For 4 additional FP, this Feature can be used at-will.
Force Manipulators (2 FP): Using force manipulators built into their body, the Cyborg can control objects at a distance. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
For 2 additional FP, they can interact within 100 ft. per Smart Ass, rather than 10 ft.
Stasis (2 FP): The Cyborg’s organic components require food, water, air and sleep to function, but do not require them to live. When they would die from the absence of one of these resources, they instead enter stasis and fall unconscious until the missing resource is returned.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, whether life threatening or not, will cure them of the ailment after the full rest.
Translator (2 FP): The Cyborg has a database of every known language and software that automatically translates for them. Even if a language is unknown by the civilization they are a member of, their software will rapidly analyze any new language, allowing them to learn at a vastly accelerated rate.
Augmented Immune System (1 FP): The nanites within the Cyborg render them immune to pathogens.
Auto Repair (1 FP): Nanites within the Cyborg repair both their organic and inorganic components, letting them heal quickly. After a full rest, they can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
Extra Body (1 FP): The Cyborg can sync with and control a cloned secondary body that functions identically to their primary body, except the death of their primary body will also kill the secondary. The secondary body is treated as a separate creature controlled by their mind and sharing their Features. All their bodies have separate actions, but expend uses of limited use Features as a single creature.
If their secondary body is slain, it must be replaced by a new clone, which must have the correct control system implanted.
For 1 additional FP, they gain another secondary body. This additional cost can be paid repeatedly, providing another secondary body each time.
Inorganic Memory (1 FP): The Cyborgs memories are stored in perfect detail, rendering them physically incapable of forgetting knowledge once it is learned. Any sensory input that has ever entered their mind is perfectly recorded and can be retrieved and experienced at any time as it was when first received. This makes it impossible for them to forget or lose quality from any experience.
As an action, they can go back to any point in their limitless memory and study the sensory input from that point. While doing this, they can make Checks to study their senses at the time as they would if present at that time and place. This might let them spot details they missed the first time or process information they weren’t paying attention to at the time.
Likewise, they never need to make Checks to remember past events, regardless of possible distractions.
Night Vision (1 FP): The Cyborg can see perfectly in the dark, emitting illumination in normally invisible spectrums if no usable radiance exists.
Skill Pack (1 FP): Software guides the Cyborg in the performance of a particular skillset. When they make a Check to do something related to that skillset, they can add 1d4 to the result.
This Feature can be taken for multiple skills, at the same cost each time. It can also be taken repeatedly for the same skill, adding another 1d4 to that skill’s Checks. If taken for the same skill, the cost of taking it again is 1 higher each time.
Energy Dependance (-1 FP): Lacking perpetual energy generators sufficient to support their enhancements, the Cyborg must attach to a compatible power grid regularly.
Each full rest, they must attach to a power source capable of recharging them for the duration. If they cannot, they loose the benefits of all their Features from the Cyborg clan until they spend a full rest attached to an appropriate power source.
For -5 additional FP, they gain the Unconscious Damage Condition after spending a full rest without recharging, losing Unconscious after being charged for a full rest.
For another -4 additional FP, they gain the Death Damage Condition, instead of Unconscious.
Combat Deoptimized (-3 FP): The Cyborg’s enhancements interfere with the coordination or application of force needed to fight effectively. They reduce the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Fragile Enhancements (-3 FP): The Cyborg’s enhancements are quite delicate, making them susceptible to external damage. They reduce the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
I, Robot (-4 FP): Whether originally artificial or later implanted with mechanisms to control their behavior, the Cyborg has been programmed to follow a specific set of rules. These rules and their limitations should be appropriate for the cost of this Feature. The Game Master is encouraged to adjust the FP cost of this Feature based on the inconvenience it causes.
If the Game Master determines that the player is failing to follow the specified rules, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
Note: The rules are absolute, but subject to the reasoning of an intelligent mind. Fortunately, that cannot possibly go wrong…