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

Cyborg PC Creation for 4th ed. Gamma World
Derek Winston

In the distant, forgotten past, the Ancients mastered the science of blending man and machine. These people, called cyborgs, had capabilities far beyond normal men of their age, and held many different occupations- law enforcement, entertainer, athlete, soldier, etc. Due to their larger-than-life stature, many cyborgs were idolized by normal, unenhanced men.
During the Shadow Years, many cyborgs went into cryogenic freeze, either to act as reserve forces (as in the case of most military cyborgs) or simply to protect themselves from the devastation. Many of these cyborgs have reawakened to a new, completely different world.

If a player desires to become a cyborg PC (and the GM allows it) follow the Character Generation Process. 

Power Sources
Cyborgs require power sources, not only for their own survival but also to power their enhancements. A cyborg without power is effectively “dead” until his power supply is replaced.
All cyborgs come with a Broadcast Power Receptor. Before the Shadow Years, broadcast power stations were common enough that a device could be powered fully through these receptors. Any cyborg within range of a functioning Broadcast Power Station does not need any other power source. 
During the Social Wars, however, many of these stations were designated as military targets and destroyed. Cyborgs were built with their own power sources to minimize power problems while still being able to accomplish their tasks. The different types of power sources that a cyborg can be fitted with are detailed below.
 Atomic: Exclusive to the military, these power plants could be imbedded into a cyborg and would power him for 500 years. If the plant is damaged, however, it could leak radiation. 
 Chemical: Almost like a car battery. Cyborgs with this as their sole source of power are truly unfortunate- they have only 5 years to live before they must be recharged. Chemical battery powered cyborgs are sometimes found undamaged in wild; they simply run out of power before they can replace their battery.
 Hydrogen: Cyborgs with a hydrogen power plant in their bodies last about 50 years before requiring a replacement. 
 Solar: Cyborgs equipped with solar cells are truly fortunate. They can power themselves continuously while in sunlight or a similar source of light that can recharge their batteries. Away from the sun, a solar-powered cyborg can last for a month before his power runs out.

Mutant Cyborgs
For the truly sick amongst you, I hesitantly present this. The descriptions listed above assume that the PC starts as a normal, pre-Gamma Age human (not even a PSH, who has some ability enhancements and resistance to radiation). Some people will not be satisfied with this- they must have mutant cyborgs!

Here’s how to work it. Only altered humans, mutant animals, and genetically stable races (such as arks, badders, etc.) can receive enhancements normally- plant characters are out of luck unless the GM allows it (hint- if you are running a campaign in which one of the players is a mutant cactus/soldier cyborg enforcer with a plasma rifle and suit of powered armor, your campaign is out of control!).

Unfortunately, the process that installs cybernetics into the character will destroy most of his mutations. The character can only keep physical mutations that are simple body changes (multiple limbs, new organs, antlers, etc).If the character has mental mutations, he can only keep those that do not affect his own body in any way (Telepathy is ok, Teleportation is not). 

After it is determined which mutations the PC has remaining, he will lose ½ of them during the installation process- horns are sawed off for that steel skull, portions of the brain controlling Empathy are scrambled, etc.). 

After that, the rest of the process is as described above.