Cyborg

Humans had a lot of time to play with science before the fall. Cyborgs were the results of that. These humans were modified and operated on to mesh with cybernetics perfectly. After the fall, some of the genetic enhancements stayed with the offspring of the old cyborgs. New or old, cyborgs are still perfect for augmentation.

PLAYING a Cyborg

Cyborgs are a variation of the human species that are extra compatible with cyberware and suffer less from installing large amounts of cyberware.

PERKS

Cyborgs start the game with 100 XP to spend on general perks.

SPECIES POWERS

  • For rules purposes, cyborgs count as humans.
  • Cyborgs start the game with a cyberware arm or leg (your choice). You must provide the prop for the cyberware. The item card for the cyberware of your chosen type will be randomly determined and given to you. This item cannot be looted from you, but can be replaced with another cyberware item. If that new item is removed via a procedure (see chapter 10) your old cyberware can be re-installed with a difficulty 5 procedure no matter what that original cyberware difficulty is.
  • When calculating limit loss from installed cyberware, a cyborg counts as if they had 50 less total points of drain (chapter 10).

LIMIT RECOVERY

Cyborg characters can recover limit flags by resting. The default rest time for humans is 5 minutes, but can be altered by perks.

COSTUMING REQUIREMENTS

Cyborgs must have a prop for their chosen cybernetic limb.