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.
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.
| 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 |
For any additional questions, see THE NEW WEST : TECHNOLOGY