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Part man, part machine, the Cyborg is a combination of flesh and metal, having the best of both worlds of Organic and Inorganic life, Cyborgs are highly adaptable, with the ability to swap out parts of themselves that become obsolete over time. Many consider cyborgs just people with cybernetics, however, what differentiates Cyborgs from these races is their innate affinity towards machines, and how well they bond with them.

Characteristics

Cyborgs are creatures that can appear as any race, being technically a variant for all races, Any person or creature can be a cyborg, what differentiates Cyborgs from their race is their large amounts of machinery that blends with their body well, usually making up about 70% or more of their own body.

Cyborgs are generally quite logical, they’re level headed, cool with their emotions, being relatively grounded and pragmatic with their thought processes, this may be due to the sheer amount of machine and Artificial Intelligence required to allow the machine to function with the brain well.

Native Environments

Cyborgs exist in many locations and races, usually remaining within their initial race’s natural environment, they do form typically towards more urban areas due to the large amount of technological access as well as easy maintenance for their own parts, should some sort of critical failure occurs.

History

Cyborgs have existed since limbs have been removed from creatures, initially created through a loss of a limb, simple bits of technology would connect to the wearers brain, allowing them to control it in some form, with large amounts of difficulty, they have evolved throughout the years, where even people who did not need the assistance of technology to perform their day-to-day tasks have willingly become Cyborgs, known as Transhumanist Cyborgs, these are largely the most common kinds.

Society & Culture

Cyborgs exist in every society, usually being more drawn to jobs that process materials and create technology, they work as architects, builders and engineers due to their machine parts having access to such tools quite easily. Any job that involves electrical or metasphere work tends to attract quite a lot of Cyborgs. Cyborgs also tend to go into more combat-heavy roles, due to the process of combining flesh and machine being easier to enlist and mass produce within days then training soldiers for years on end.

Cyborg Racial Modifiers

Table: Cyborg HP, MP and SP    
Racial Modifiers At Level 1 Every Level After
Health Points (HP) 100 + Vitality % 1d8 x 5 + Vitality %
Magic Points (MP) 100 + Psyche % 1d8 x 5 + Psyche %
Stamina Points (SP) 125 + Fortitude % 1d12 x 5 + Fortitude %

Cyborg Racial Traits

Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Cyborgs range from Small, Medium and Large sizes.
Movement Speed – Cyborgs move at 2m/TP.
Languages Known – Cyborgs start knowing Binary and Higher English, for every +5% Intellect Modifier they have, they may learn an additional language.

Major Traits

Transhumanist – Cyborgs ignore the prerequisite costs for all Cybernetics and can wear any at any time. They are considered both Mecha and Humanoid for the purposes of all abilities. Cyborgs start with a Codec and one cybernetic of their choosing.
Machine Learning – When Cyborgs perform an action, they receive a +10% bonus to the next immediate action as long as it is the same action (max +100%). The bonus resets when not performing the same action.
System Overclock – At death’s door, the Cyborg gains Haste for all of their actions, all Cybernetics that are currently on a cooldown are immediately reset, removing all conditions that would indicate there being a cooldown

Minor Traits

Tactical Cybernetics – Cyborgs gain the ability to swap one cybernetic in their body without the need for any special devices, tools or other items for 5 TP.
Uplink – Cyborgs may interact with any device as long as they are within 3m of the device.
Power Core – Cyborgs generate enough power to charge one 20,000kwh device once per day. They may immediately reset all cooldowns for all effects instead or gain an extra charge with all Magic Items and abilities.

Cyborg Subraces

Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.

Metarunner

Metarunners are Cyborgs that are well adjusted to the intricacies of the Metasphere, entering in the deeper depths of the decentralised system, entering mainframes and secret areas that the public will never see. Metarunners are hackers, exploiters, and lovers of anything connected to the metasphere.

Metarunner Racial Modifiers – Metarunner Cyborgs receive a +10% Intellect, +5% Nerve and -5% Muscle
Metasphere Access – Metarunners have access to the Metasphere and can see all connections inherently.
Exploiter – Metarunners receive a +20% bonus to all actions made to hack devices
Digital Mask – Metarunners receive a +50% bonus to all actions made to not be detected by a device.

Technolog

Technolog’s are dedicated crafters of machinery, they create intricate devices and machines, usually cybernetics, and maintain complex machines, being the backbone of most essential maintenance work, Technologs have an in-depth arsenal of tools, utilities and trades that they can use for any machine-related situation.

Technolog Racial Modifiers – Technolog Cyborgs receive a +10% Nerve, +5% Intellect, and a -5% Fortitude
Cybernetic Crafter – Technolog’s gain a +20% bonus to all actions made to craft cybernetics, the cybernetics they craft are x2 more effective.
Techie Touch – Technolog’s can automatically succeed at one action that involves machines once per rest.
Machine Potential – Technolog’s can have up to two cybernetics of the same slot at a time.

Maznarian

Being attuned to the more magic side of technology, Maznarian Cyborgs have an affinity for Magitech Items and devices, using these rare and intricate devices to assist them in any situation, they tend to become adventurers, archaeologists, anything to uncover relics for more powerful items, to cast even stronger abilities.

Maznarian Racial Modifiers – Maznarian Cyborgs receive a +10% Psyche, +5% Senses, and a -5% Vitality
Magitech Expert – Maznarian Cyborgs can attune to double the amount of Magitech Items at a time.
Mana Surge – Maznarian Cyborgs gain Overflow as a power. They can use this power for no MP cost for 1 round. All powers cast while in this mode regenerate the Cyborgs MP by double the amount of MP used to cast the power.
Caster Lens – Maznarian Cyborgs choose one power tree (e.g. Destruction, Restoration, etc.), all powers in that tree are +20% more effective.

Super Soldier

When a highly qualified and trained fighter meshes themselves with cybernetics, their capabilities and potential are beyond most cyborgs and soldiers, a machine-enhanced variant known as a Super Soldier. The Super Soldier is a highly powerful unit that is known to shred through large crowds with pure force and assistance of their own cybernetics. The Super Soldier has the capacity to become a true one man army.

Super Soldier Racial Modifiers – Super Soldier Cyborgs receive a +10% Agility, +5% Muscle and a -5% Psyche.
Smasher – Super Soldiers have their carry weight doubled, they receive a +50% bonus to all actions made to destroy items.
Berserk State – Super Soldiers gain Rage as a perk, while raging, their Cybernetic cooldowns are reset, all conditions related to their cooldowns are removed, and all damage they receive deals no damage until their rage ends.
Cybernetic Fighter – Super Soldier Cyborgs deal x2 damage with all Cybernetic weapons and items.