CYBORG CHARACTERS

STARTING REQUIREMENTS : SURVIVAL : PATRONS :
BUILDING A CYBORG

This section deals with an optional system for introducing cybernetically enhanced characters from the git go, rather than letting fate and the wear and tear Post Apocalypse America can dish out create cyborg characters naturally. The trick is doing it so that they don't have too much of a mechanical leg up on their fellow bastards. Players and G.M. alike should tread carefully to keep things sensible and fair.

STARTING REQUIREMENTS: ^TOP^
The first assumption that should be made is that no one of sound mind and body would willingly trade in perfectly good natural parts for semi-dependable factory upgrades. A cyborg to be is going to start with the cards stacked against them. Thus the first ingredient in creating one is what's known as a "hopeless character". In game terms, this means a Mutant with more than three below average Attribute Scores (less than 7) and with two or more Defect Physical Mutations, or a Pure Strain Human with four or more below average Statistics.

SURVIVAL: ^TOP^
It's a harsh world nowadays, especially for a sickly little cyborg in the making, so the next step is to see if the young critter with so much stacked against it can manage to live long enough to get rebuilt. Average all of the character's Attributes and perform an Attribute Check on the resulting number. A success means they've survived childhood, a failure means they didn't. Requiescat en pace, you'll have to start over again. Pure Strain Humans get a -3 on the Attribute Check roll.

PATRONS: ^TOP^
You think this high tech stuff grows on trees ? Especially in a world that's been mostly blown back to the stone age. To get rebuilt takes some kind of backing, and usually results in some kind of obligation by the cyborg to whatever patron created them. It's up to the player and G.M. to decide what exact relationship exists between the character and their benefactors. Often the cyborg is bound to follow the orders and fulfill the missions given to them by the organization in question, but sometimes the cyborg could be a fugitive, or the patron could let them go with no further demands on their creation (this is sometimes the case with A.I. run installations, whose motives are inscrutable.) Level 4 cyborgs tend to have the closest ties to their patrons due to their need for regular maintenance. Roll 1d10 on the chart below. Pure Strain Humans get a +2 to roll.

CYBORG PATRON CHART:

1

2

3

4

5

6

7

8

9

10

Relative a MECHANICAL GENIUS, Lvl 3 Cybernetics

Non-relative a MECHANICAL GENIUS, Lvl 3 Cybernetics.

Low Level Restorationist Enclave, Lvl 3 Cybernetics

Imperialist/Bonapartist Military Program, Lvl 3 Cybernetics

Powerful City State or Kingdom, Lvl 3 Cybernetics

Healer Monastery, Lvl 3 Cybernetics. (No weapons allowed)

A.I. Military Installation, Lvl 4 Cybernetics

A.I. Research Installation, Lvl 4 Cybernetics.

A.I. Hospital, Lvl 4 Cybernetics. (No weapons allowed)

Advanced Restorationist Enclave, Lvl 4 Cybernetic

BUILDING A CYBORG: ^TOP^
Now is when the fun begins. Roll 1d4 to determine how many rolls can be made on the following tables. The cyborg may only roll on the table designated by their roll on the CYBORG PATRON CHART, or they may opt to choose modifications that specifically conteract Defect Mutations or bring their Attributes up to functional levels, but they may only choose as many modifications as they have slots to roll for.

The following charts allow for random rolling the various replacement parts a cyborg is blessed with. Treat this phase of character creation as if you were rolling up Mutations. Once this is done, the character creation process should proceed as normal. Those modifications that need it may assume posession of a single Atomic Cell and/or 1d4 Hydrogen Cells.

LEVEL 3 CYBERNETICS: ROLL 4d6 **** LEVEL 4 CYBERNETICS: ROLL 2d20
OR ROLL ON INDIVIDUAL TABLES
 LVL  3  LVL 3 BASIC SYSTEMS  LVL  4  WETWARE MODIFICATIONS
4
5
6
7
8
9
1
2
3
4
5
6
BASIC ROBOTIC ARM
MULTIFUNCTION ARM *
ROBOTIC LEGS
LEVEL 2 FULL BODY FRAME
VOICEBOX
CONCEALED WEAPON ARM
2
3
4
5
6
7
1
2
3
4
5
6

ADVANCED VOICE BOX
MILITARY BRAIN IMPLANT
SCIENCE BRAIN IMPLANT
TECH BRAIN IMPLANT
RESONATOR BRAIN IMPLANT
MIND SHIELD BRAIN IMPLANT
 LVL  3   HAND ATTACHMENTS  LVL   4  BASIC SYSTEMS
10
11
12
13
14
15
1
2
3
4
5
6
AXE HAND
SWORD HAND
MACE HAND
MORNINGSTAR HAND
MAGNET HAND **
SUCTION CUP HAND ***
8
9
10
11
12
13
1
2
3
4
5
6
CYBERNETIC EYE
CYBERNETIC HAND
CYBERNETIC LEGS
CYBERNETIC ARM
CYBERNETIC EAR
CYBERNETIC ORGANS
 LVL  3 SPECIAL ATTACHMENTS  LVL   4  SENSORS
16
17
18
19
20
21
1
2
3
4
5
6
.45 CAL. GUN HAND
POWER TOOL HAND
CROSSBOW HAND
CHAINSAW ARM
WINCH ARM
M-16 ARM
14
15
16
17
18
19
20
21
1
2
3
4
5
6
7
8
ADVANCED AUDITORY SENSORS
COMLINK IMPLANT
SONAR IMPLANT
INFARED EYE
UV EYE
NIGHTVISION EYE
TELESCOPIC EYE
TARGETING EYE
 LVL  3 ADVANCED SYSTEMS  LVL   4  WEAPONS SYSTEMS
22
23
24
1-4
5-6
 LUNG ASSIST
AUTODOC IMPLANT
ROLL TWICE
22
23
24
25
26
27
1
2
3
4
5
6
CYBER CLAWS
TASER HAND
FLECHETTE PISTOL HAND
STUN GUN HAND
MOLLY KNIFE HAND
M.P.A.L. ARM
 LVL   3   AQUATIC SYSTEMS  LVL   4  ADVANCED BODY SYSTEMS
  1
2
3
4
ROTORS
WATER FEED & OXYGENATOR
AQUALUNG SYSTEM
AQUALUNG ADAPTOR
28
29
30
31
32
33
34
35
1
2
3
4
5
6
7
8
ADVANCED ARM REPLACEMENT
ADVANCED LEG REPLACEMENTS
TAIL IMPLANT
REINFORCING FRAME
CYBERNETIC SPINE
CYBERNETIC SPINE + 1d4 ARMS
TAIL IMPLANT + POISON STING
TAIL IMPLANT +TASER
 LVL  4  LVL 4 AQUATIC SYSTEMS  LVL   4  BINARY LINKUPS & MISC.
  1
2
3
4
5
6
 RETRACTABLE WEBBING
ARTIFICIAL GILLS
DEEP SEA FRAMEWORK
DEEP SEA LIFE SUPPORT
HYDRO JETS
HYDRODYNAMIC PANTROPY
36
37
38

39
40
1-4
5-6
REMOTE & LINKUP
SYMBIOTIC LINKUP
THE "MOREAU TREATMENT"
(HUMANS ROLL AGAIN)
ROLL TWICE
PICK ONE GOOD ENHANCEMENT

* Roll 1d4 times on the Hand Attachments List
** Bonds to any metallic surface.
*** Attaches to any smooth surface

For any additional questions, see THE NEW WEST : TECHNOLOGY

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