Weaknesses: Complete amnesia of their lives before becoming a cyborg, human lifespan, repairs difficult without nanites. Vulnerable to hacking, malware, software bugs, etc. May need power source. Constant, almost pathological yearning for more upgrades, more enhancements.
Strengths: Enhanced endurance. Cyborgs were originally constructed to be super-soldiers and thus, need less food and sleep than normal humans, some need no sleep at all. Additionally, they become physically fatigued much slower than a normal human. They've also been altered so that physical pain can only be felt about half as much as a normal human, allowing them to endure injuries for far longer than normal. They are immune to biological disease.
Lifespan: 100-150 years.
Susceptible to D13: No
Part of the Consortium: Yes (Adjunct)
Race Leader: Cyborgs have no leader, globally or locally. There are too few of them, and they are too new, for them to be so organized. In a group of Cyborgs, usually the strongest, most capable one takes charge, and if there is a debate about who that is, they either fight it out, or splinter into groups.
Faction Stance on Rogues:
The Cyborgs currently do not have a specific stance as they have no central leadership. They default to the stance of any faction they might join.
Background: Cyborgs may be one of the least populous races on Earth. Their story is also one of the saddest. Shortly after the release of D13, the company, VecraTek, a pioneer in the field of replacement organs, revealed a project known as Versus to the world. Unknown to worldwide governments, VecraTek had been kidnapping people and performing experiments on them, turning them into half-human, half-machine creatures capable of incredible feats. Unfortunately, the procedure, while successful, also literally "reboots" the brain, after a fashion. All of the cyborgs ended up with amnesia. While the governments of the world found this reprehensible, they were also in a quandary. The revelation of cyborgs came before the revelation of the Consortium races, and as such, they were grasping at straws on how to fight the infected. When it was revealed that these new Cyborgs were immune to D13, they were immediately pressed into battle, and any new cyborgs were forcibly "conscripted" out of military ranks. Death squads of Cyborgs were directed to hit place after place, exterminating anyone who showed any sign of the disease. It is believed that the entirety of Vancouver was destroyed by a Cyborg death-squad out of Seattle.
Eventually, however, the VecraTek facilities that produced and managed the Cyborgs were all destroyed. Without coordination and supplies, the death-squads fell apart, and most Cyborgs went off on their own, some seeking to find what they had lost, looking for connections to their old lives, and some just trying to make it day-by-day. Many Cyborgs continue to be mercenaries, working for whomever can pay for maintenance to their firmware.
The Cyborgs were originally not invited to join the Consortium, mostly because it was believed they would not have any concern for the humans who took their memories and forced them into the murderous death-squads. But, in the end, they joined for a completely different reason. The Cyborgs were hired by the organizers of the Consortium as an unbiased guard force. They were to keep violence from erupting at the Consortium proceedings since many of the supernatural races there had long been at war with one another. In return, a portion of Consortium research funds have been dedicated towards the cause of finding a way to restore the memories of the Cyborgs and cure their amnesia. As of February 2024, the Consortium announced a new therapy, called Frequency 404, which uses electric shocks to restore up to 15% of a Cyborg's memories. It is only available at Consortium research facitilities.
Some Cyborgs retain some mild connection to humanity, even if they can't remember who they were before they were enhanced. Others see a weaker race they must protect. But, a great many Cyborgs have almost no regard for humanity at all. They see in humanity a race that took everything from them, and then turned them into murderers, using them as weapons. It's quite common for Cyborgs to hire themselves out to supernaturals as bodyguards, especially if those supernaturals have technological abilities such as technomancy. It is occasionally possible for Cyborgs to manifest new augmentations without having them "installed", these augmentations having grown from the wetware mesh that provides the interface between flesh and machine. But, on most occasions, upgrades are painful and forced, and done by someone quite knowledgeable in such technology.
Many Cyborgs find that they were chemically sterilized by VecraTek, but the sterilization did not "take" in all Cyborgs. Children of Cyborgs are simply human, with no augmentations at all.
Note #1: It should be noted that, like in spell casting, it is very difficult for Cyborgs to utilize two augmentations at the same time, especially in a high-stress environment like combat. And, like with magic, instead of casting times, they can be subject to "optimization" times -- a prep time to "boot" the augmentation or optimize it for use. IN GENERAL, optimization times are shorter than the cast times for most magic.
Note #2: It should be noted, in general, that just having an implant or two does not make you a cyborg. Vecratek also created implants and technology for normal people. So seeing someone with a mechanical eye or robotic limb would not automatically make them a cyborg. Might be a little more suspicious of them, but could just be a person who needed a replacement limb or organ. Some major cyborg alterations do have their own "cloaking devices" which can only be utilized when they are in stasis mode and not being actively used.
Note #3: Please note that all cyborgs must retain at least 25% of their original human body. This is to distinguish them from robots.
Enhancements: (Cyborgs may take up to 18 points of Enhancements to begin.)
Fun Stuff (0 points): The following items may be taken at no charge.
Cat toy - You've got a laser pen in your finger. It projects a red dot. Or whatever color dot you like.
Beep - You've got a thing that beeps. On command. Beep!
Put it on vibrate - You've got a thing that vibrates. On command.
Fast-type - Your hands have been enhanced to allow you to type at over 200wpm.
Flashlight - You've got a built in flashlight. Lucky you.
Duck Detector - You are always aware of any ducks in the area. Pretty sure that's a bug, and not a feature.
An App For That (1 Point): Each of the following pieces of software/hardware cost1 point apiece:
Holographic Display -- You can display your data in front of yourself for others to see.
Speakers -- You have speakers and can play music or voice recordings.
Camera - You can record visual data.
Microphone -- You can record audio.
Metal Scanner - You can detect the presence of metal.
Reference Software -- You can immediately look up anything currently found on wikipedia.
Tracer Program - You can trace and follow electrical signals and electronic data to the source. Or you can put a tracer program on a piece of equipment and follow it as it moves geographic locations. Only works if that item is powered on.
Loggers - This piece of software, placed on another device, will log and send data entered on that device to you.
Virus / Malware - Destructive software of any sort.
Security Software -- Protection against having your own enhancements hacked. This includes an encryption software package to encrypt your communications. Should be noted that Security software is not absolute.
Sample analysis software (2 points) -- With a sample of something (dirt, blood, sweat, hair, weird goo), you can perform an analysis on the sample to extrapolate additional data. Mages, Cyborgs, Mutants and skin-riding Wraiths register as human. Fae and Underkin are almost impossible to tell apart. Vampires register as dead, and Shifters as whatever form they are in at the time the sample is taken. All other races can only be identified after you have a previously identified sample, otherwise will come up as "unknown". You can also use this software to discern: blood type, whether a sample is organic or inorganic, whether an item is dangerously radioactive, whether the item contains KNOWN dangerous materials (such as asbestos or common poisons), whether the item is transmitting or receiving signals on any known wavelengths, general information about the chemical makeup of an item, whether it is magnetic, and (at ST discretion) possibly other items. The sample is destroyed in the analysis.
D13 Testing Analysis software (1 point) - An addition to the Sample Analysis Software which allows you to test a sample for evidence of D13.
Emotional Dampeners (4 points): Can be engaged to either transfer one emotion into another: Turn fear into rage, happiness into envy. Emotional dampeners also give the cyborg some protection against the Emotional Manipulation magic, making it 1/2 as powerful on them.
Protective Solar Coating (1 point): Not only protects your enhancements from rust and waterproofs them, but allows them to recharge via solar energy rather than your body's resources or an electrical cord.
Thermic Protection (2 points): A skin enhancement has been added that makes you able to shrug off extreme changes in atmospheric temperature. Basically, you will not become uncomfortable in weather from -10F to 120F, and can basically wear what you want all year round. You will not get frostbite or die of heat exhaustion. (Suggested by Eve Gaelyth.)
Heightened Sense (2 points): One of your senses can be heightened at will. Must take repeatedly for additional senses.
Heat Vision (2 points): You can sense heat patterns. This is good for seeing living things in the dark, or determining if living things are inside a building.
Transmodulant Frequency Radio (2 points): You have a transmodulant frequency radio implant. This radio allows you to broadcast to others with this implant within 100m of you on the grid. They must also have a transmodulant frequency radio implant. These were generally ONLY issued to Cyborgs. The broadcasts are silent to anyone without the implant.
Internal Cellphone (2 points): You have a cellphone chip with the adapter module which allows you to make cellular calls. Cell calls work in about a 20 mile radius -- so, CV city and the surrounding island. Mainland cellphone towers are still too damaged to receive calls. You must still speak aloud to converse.
Data Link (2 points): You can connect to almost any internet-connected device through a cable with a mesh interface. You can not connect to the internet wirelessly.
Hacking (2 points): You have the ability to remotely hack other computers or pieces of electrical equipment and disrupt them using any of the software you have taken above. You also have a basic password cracker and decryption schema, as well as the ability to hide your intrusion attempts.
Fireproof skin (2 points): Fireproofing has been added to your skin somehow. You don't burn when exposed to flames or high heat. At least, your skin doesn't. Your clothes will still burn. Additionally, your internal organs are not fireproof. You will still die of smoke inhalation if you are not careful. (Suggested by Bunny Allardyce)
Grappling Hook (3 points): You can expel a grappling hook and use it to pull yourself up the side of a building or other object. Can also be used as a makeshift weapon. If the hook is removed, you can use it to bind a person and force them to follow you by dragging them along.
Filters / Gas Mask (3 points): You have internal air filters or an external gas mask to protect against airborne toxins, such as chemical weaponry, pheromones, nerve gas, etc. These filters do not protect against things that you imbibe on purpose such as drugs or alcohol.
Scrubbers (3 points): You have nanite scrubbers that remove all poisons and toxins from your body quickly, though how quickly depends on the toxin -- unlike the above, you may be briefly affected by whatever it is. Downside -- unless your scrubbers have been properly programmed, they might also prevent you from getting drunk, and cause you to reject some medications.
Force Pulse (3 points): This is a sonic pulse designed to "knock back" items or people around you. It radiates outwards from your chest and is designed to move items or people in your immediate vicinity backwards forcibly. The heavier or more rooted the object, the less effect it will have. (Force pulse would not knock a building out of your way, for instance.)
Physical Damage Shielding (4 points): You can take more physical damage than most.
Gravlines (4 points): You have gravity generating plates in your hands and feet, which enable you to scale any surface that is solid. You can climb sheer walls, cliffs, and run along walls or up them. You can jump onto the ceiling during a fight. You must be touching a surface and can not fly, or change the gravity of anything besides yourself. (Suggested by Lexxus Lethecus)
Extended Physical Damage Shielding (6 points): Like the above, but you can shield up to three others.
X-ray Vision (4 points): You can see into people and things. (Max depth 2 feet.) With this active, you will know if someone is concealing a weapon or carrying a bomb in their purse. You can not see through metals, or through things that have been magically sealed.
Chompers (4 points): You have high grade ceramic teeth that can bite through hard plastics, tin cans, glass, and you can eventually chew through anything organic, like wood. Stone and metal is still a bit beyond your ability though.
Stealthmode (2 points): You have synthetic skin/coating which can go stealthmode to allow you to blend in with your environment. Although not invisible, you are nigh-impossible to see, especially if you are still. Any noises, smell, or sound will still register.
Med Unit (4 points): You are designated as a medical unit and carry a basic field medic kit inside you. This includes (but is not exclusive to) bandages, sedatives, painkillers, suture kit, a general anti-venom, antiseptic, and software to assist you in basic medical procedures. You also contain a beacon which can be placed on an injured person to be able to find them again should you need to leave them behind.
Tranq Dart Gun (4 Points): You can shoot tranquilizing darts from some part of your body. You have four dart slots, and should one be shot, it takes a full day for your body to manufacture a new one.
Speed Enhancement (4 points): Your legs have been amped up so that you run at several times the speed of a normal human.
Strength Enhancement (4 points): You are several times stronger than a normal human due to one of your implants.
Appearance Holograph (4 points): You can project a holograph to make yourself look different.
Rocket Boosters (4 points): You can fly for short distances using rocket boosters. Your body produces the fuel.
Repair Nanites (4 points): You have nanites that will repair your cybernetic enhancements as well as your body. However, you will likely need to supply them with some raw materials which are placed in a material hatch somewhere on your body (usually metal or meat).
Matrix Skillbank (6 points): You have been given an extensive array of high-level skill software, such as the ability to fly an airplane without ever having seen one before, or how to defuse a bomb. This skillbank does not extend to combat skills.
Combat Skillbank (6 points): You a weaponry skillbank (the ability to know how to use almost any weapon, and a hand-to-hand combat type skillbank (the ability to know any martial art). You only have theoretical knowledge of these, and a fairly basic skill level (apprentice level). Proficiency must be increased through practice.
Impulse Gun (6 points): You have an impulse gun embedded in your arm (or other part of your body). This generates a damaging electrical charge that you can fire at others. Continued use of this weapon will rapidly drain all other systems.
Temperature Control (6 points): You have metal hands which you can super-heat (to the point of burning flesh or cooking food), or super-chill.
Short Range EMP (6 points): You can fire a short range EMP which will temporarily disable electronic devices. This EMP takes at least an hour to recharge.
Blowtorch (6 points): You have a blowtorch attachment. It does what a blowtorch does. Fuel is created by your body, so the duration of its use will be limited.
Casted Magic (6 points): At some point, you cannibalized some Convergence technology for repairs or upgrades, possibly a robot, and gained the ability to cast a form of magic. This can only be taken one time.
Create your own Enhancement (1 point, 2 points, 4 points or 6 points): You may also request your own enhancement, not listed here, though approved enhancements will be added to the list. General software is 1 point, low level enhancements 2 points, moderate enhancements 4 points, and major enhancements 6 points.