Cyborgs
Cyborgs are a comparatively new group, only reaching significant numbers within the past 80 years due to advancements in cybernetics and biotech. By far the largest population of cyborgs lives in Shenzhou, but they are not uncommon in Midnight City.
PHYSICAL DESCRIPTION
Cyborgs can vary greatly in appearance, based on the species they were before becoming augmented and based on the nature of their augmentations. Some cyborgs look completely normal due to covering their augmentations with synthetic skin. Others look like a robot grafted to a body with their synthetic limbs and other modifications on full display for all to see.
The vast majority of cyborgs were formerly human. It is extremely rare to see a cyborg of Fae or Dragonborn origin.
CULTURE
Cyborgs often face difficult psychological struggles related to their condition. Many were victims of horrifying accidents or deliberate violence, with cybernetics the only way to save their lives. They had to wake up and suddenly find they were more machine than man and grapple with their new identity. Others willingly became cyborgs, holding no special attachment to their flesh and believing that science could improve upon any of mother nature’s designs. These cyborgs tend to display their cybernetics openly without the cover of synthetic skin.
Despite cybernetic enhancements being relatively common in society, cyborgs themselves face some prejudice due to the amount of cybernetics they have as well as the quality or brand name recognition of their cybernetics. As with most things in life, money can buy acceptance, and so those cyborgs with "unfashionable" cybernetics are excluded or looked down on. Many cyborgs are veterans of the Second Corporate War, which carries with it its own baggage, but veteran groups as well as hacker collectives and racing enthusiasts welcome cyborgs into their ranks more than others.
Generally, these issues of discrimination are less present in Shenzhou, which has a much higher population of cyborgs than other nations.
TRAITS
Base Evasion: 11
Constructed: Cyborgs are immune to Poison but vulnerable to Null. Cyborgs may select one Tier 1 cybernetic implant to possess at character creation: Cybernetic Arm, Cybernetic Leg, Cybernetic Eye, Basic Datajack.
Any character may change their species to cyborg, but they give up all the traits of their former species. Werecreatures will no longer shapeshift; part of the severe cybernetic modifications disables the mechanism that triggers their shift. This is extremely expensive and carries a high risk of permanent disability or death, which is why it is an uncommon operation.
SPECIES ABILITY
Overload: The cyborg channels the electrical energy in their cybernetics and focuses it into a single stun attack. This can be used to stun an opponent for 2 rounds or to override electronic systems at a GM's discretion. Can be used once per quest or duel. Requires an Intelligence/Level roll.
