Countdown to Doomsday XXVc
Generally speaking, the term Cyborg refers to an individual with mechanical replacements that require serious and invasive alterations to their nervous system. While an individual may have a robotic limb, or eye, this alone does not qualify for the title. Most cyborgs have “improved” on their bodies beyond the realm of a mere replacement.
Due to lack of research, there have been very few incidences of Gennie cyborgs.
- Enhanced: With the GM’s blessing, the Player May chose up to +3 points in Racial Bonuses. These bonuses represent systems that will fail once two wounds have been taken.
- Free d6 in Repair: Cyborgs have learned to upkeep their own bodies
- Psionic Resistance:
The nervous system of a Cyborg has been altered.
Psionic powers are at +2 difficultly when targeting a cyborg.
Cyborgs may not take the Psionics Edge.
- Electrical Susceptibility: Cyborgs suffer an additional
d6 damage when struck by electricity. This die may Ace.
- Half Man- Half-Machine: Cyborgs lack some of the ability to heal naturally. A
Repair roll is required to treat any injury past the first wound. Each Repair roll requires 1d6 hours of work. They may not take the Fast Healer Edge.