Volume 1: Issue 2: Early Fall
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[Intro] [Creation Rules] [Base Stocks]

Cyborg Character Generation Process

1. Pick template from the list.

2. Roll the seven characteristics. All templates roll 2d4 and add those to the base physical stats (PS, DX, CN, just like mutant animals), and also roll 4d6-L to determine each of their three mental stats (MS, IN, CH). Cyborgs roll 3d6 to determine their SN score.

3. Pick a character class.

4. Distribute class skill points.

5. Calculate derived attributes. Cyborgs have a +4 to their Use Artifacts ability (as they will be familiar with most technologies that existed at the time they were alive) and a -2 to their Robot Recognition. A particular template may alter a character’s derived attributes as well.

6. Pick a cryptic alliance (if any).

7. Determine starting equipment. Some cyborgs come with special equipment, as detailed in the template descriptions below.

8. Other notes. Cyborgs have some disadvantages, as detailed below:

1) Cyborgs are susceptible to some ID cards, determined by the GM. The PC cyborg can resist commands from the card-holder with a Tough (10) MS check.
2) Cyborgs only receive ½ normal benefit from healing devices such as medbots and medkits.
3) Cyborgs are susceptible to EMP pulses and the Magnetic Control mutation, just as robots and other machines are.
4) A cyborg’s power supply is limited and may require recharging (see Power Supplies section).