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Defense: A cyborg's natural armor bonus to Defense changes to a value based on its size:
Tiny or smaller +0
Small +1
Medium-size +2
Large +3
Huge +4
Gargantuan +6
Colossal +10
Attacks: The cyborg retains all the natural attacks, manufactured weapons, and weapon
proficiencies of the base creature. A cyborg also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals
damage depending on the cyborg's size (treat as standard size ranking +1):
Special Qualities:
Weaknesses:
Due to their constant threat to the community, Cyborgs are considered "at will" entities and
have no legal protections. Law Enforcement officials may fire upon them with minimal cause or
explanation, and most officers would prefer to kill one straight out, rather than deal with a
frenzied borg.
Most cyborgs recoil from a mirror or a strongly presented image of themselves before the
change. These items don't harm the cyborg-they merely remind it of a time when it was a
person and not a thing. A successful Will save (DC 20) allows for normal behavior around such
reminders.
Cyborgs are also unable to cross their employers (unless in frenzy) due to protocols, regardless
of Will saves. They are utterly unable to perform any duty that might be considered to
negatively impact a member of the staff of its parent company or cyberware manufacturer,
unless given a direct order by someone within the company with the authority to do so.
Once a character has become a Construct, they are no longer capable of returning to normal
life and may never again enter an organic body. Cyborgs that perform a full body conversion
back to organic make a daily will check (DC20+number of days in the new body) or begin
rendering harm to themselves. This desire never goes away and there is currently no therapy
available that has ever demonstrated successful results.