Cyborg
The man-machine or cybernetic organism may be the
result of an attempt to combine the traits of a mecha and a human much more
directly than by controls or a neural interface. Perhaps Cyborgs are the result
of a whacked surgeon specializing in prosthetics. Whatever the reasons for
their origin may be, Cyborgs are typically used as special operatives by the organization
that created them, sent on missions no un-enhanced human could hope to fulfill.
Although their share some similarities with Robots,
Cyborgs are still human (or at least biologically humanoid) beings. Bionic and
cybernetic enhancements may replace he living tissue, but essentially, a Cyborg
retains all basic needs and desires. Of course, the slow transformation into a
machine can lead to all kinds of drama.
Naturally, Artificial Constructs cannot become
Cyborgs.
Hit Dice and Ability Scores The Cyborg uses d10 Hit dice.
Being essentially tough, Cyborgs heavily rely on
Constitution. Dexterity is another vital trait. Last bout not least a high
Wisdom score comes in handy.
Class
Skills and Skill Points
The Cyborg’s class skills (and the key Ability for
each) are:
Computer Use (Int), Disable Device (Int), Drive (Dex), Hide (Dex),
Knowledge (any scientific, Int), Listen (Wis), Pilot (Dex/Int), Powerlifting
(Str), Repair (Int), Search (Int), Gun Combat (N/A), Heavy Weapons (N/A),
Ranged Defence (N/A), Special Ranged Attack (N/A), Unarmed Attack (N/A),
Unarmed Defence (N/A)
The Cyborg gets 4 + Int modifier Skill Points per
level.
Lvl
|
BAB
|
Ref
|
Will
|
Fort
|
Special
|
1
|
+0
|
+0
|
+0
|
+2
|
Cybernetics* (Part of Body)
+1
|
2
|
+1
|
+0
|
+0
|
+3
|
Features +1
|
3
|
+2
|
+1
|
+1
|
+3
|
Heightened Senses +1
|
4
|
+3
|
+1
|
+1
|
+4
|
Improved Initiative
|
5
|
+3
|
+1
|
+1
|
+4
|
Special Attack +1
|
6
|
+4
|
+2
|
+2
|
+5
|
Heightened Senses +1,
Cybernetics* (Part of Body) +1
|
7
|
+5
|
+2
|
+2
|
+5
|
Sensory Block +1
|
8
|
+6/+1
|
+2
|
+2
|
+6
|
Speed +1
|
9
|
+6/+1
|
+3
|
+3
|
+6
|
Heightened Senses +1
|
10
|
+7/+2
|
+3
|
+3
|
+7
|
Special Attack +1
|
11
|
+8/+3
|
+3
|
+3
|
+7
|
Cybernetics* (Part of Body)
+1
|
12
|
+9/+4
|
+4
|
+4
|
+8
|
Heightened Senses +1
|
13
|
+9/+4
|
+4
|
+4
|
+8
|
Speed +1
|
14
|
+10/+5
|
+4
|
+4
|
+9
|
Sensory Block +1
|
15
|
+11/+6/+1
|
+5
|
+5
|
+9
|
Special Attack +1,
Heightened Senses +1
|
16
|
+12/+7/+2
|
+5
|
+5
|
+10
|
Cybernetics* (Part of Body)
+1
|
17
|
+12/+7/+2
|
+5
|
+5
|
+10
|
Force Field (self only) +1
|
18
|
+13/+8/+3
|
+6
|
+6
|
+11
|
Heightened Senses +1
|
19
|
+14/+9/+4
|
+6
|
+6
|
+11
|
Speed +1
|
20
|
+15/+10/+5
|
+6
|
+6
|
+12
|
Special Attack +1
|
Special Note
All of the Cyborg’s Attributes hail from cybernetic
Implants. Cybernetics is a combined Attribute that can be chosen four times,
affecting only a specific part of body each time it is chosen:
Head: Armour (part of body) +1, Computer Scanning +1
Arms: Armour (part of body) +1, Superstrength (part of
body) +1
Legs: Armour (part of body) +1, Superstrength (part of body) +1
Torso: Armour (part of body), Adaptation (natural
elements) Special Defence (Pain)
|