Cyborgs

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Name Cyborgs
Classification Mortal
Age Expectancy Inconsistent
Average Height Inconsistent
Average Weight Inconsistent
Body Enhanced
Spirit Normal
Soul Normal
Preferred Weapons Firearms
Owner Isabel


Overview

One of the more loosely defined races in Epic, a cyborg is any once organic race that has had significant and permanent mechanical alterations to their body. Where, exactly, the line falls between being a normal member of one's race with prosthetics, or a full-on cyborg, is a subject of heavy debate between Disparatus' sociologists. As of current definition however, one can't truly claim cyborg status until at least 20% of their body's original organic material has been replaced or heavily altered with synthetics.

Robotics capable of functioning with the nervous systems of sentient races are a relatively new technology, and tend to be quite pricey and occasionally risky. While a fairly average, while perhaps well off, citizen of Disparatus can generally afford a basic artificial limb or other replacement for a relatively simple body part, anything that syncs up with the brain on any level higher than a mechanical one will almost always cost much more than a normal person can ever afford. As such, most full fledged cyborgs are either soldiers or special agents funded by the military, or rich eccentrics looking to stand out. There have been a number of stories of people selling themselves over for experimental procedures however, with or without government support, as well as people going heavily under debt for the sake of getting the partially robotic body they've always wanted or needed.

The social treatment of cyborgs varies by location. People of the United Provinces tend to have a relatively high respect for them, seeing artificial body parts as a sign of either status as a soldier or veteran, or a symbol of wealth. Svaldon has less of cultural connection to the technology and, as such, most see civilian cyborgs as unsettling, if not sell outs or rich prats wasting their money. The Alibaas majority finds them unnatural and disturbing, and for the most part looks down on it. Handora probably has the most distinctly mixed opinion on the subject, with the majority opinion changing heavily from "enthusiastic acceptance" to "complete disapproval" between regions and groups involved. Other nations of Disparatus are generally neutral on the subject. In Polaris it is, strangely, seen as the norm.

Of course, every society has its religious and ethical opposition, some of whom go as far as denying the humanity of those who fall under cyborg status, but they very rarely make up the majority.

Teratons cannot be cyborgs, because how would that even.


Noteworthy Cyborgs


Racial Passives

You may only choose one of these.


Stealth Build (Racial Passive): The mechanical aspects of your body are primarily geared toward making you as stealthy as possible. This almost always involves the replacement of heavier parts of the body with lighter materials, and some form of night vision. A favorite build of government-funded special agents and particularly prestigious criminals.
Positives: +15 Stealth, you have highly acute night vision, negating fighting in darkness penalties, and giving you a +5% vital hit chance in the dark. This bonus does not apply to night.
Negatives: Knockback is 1 space more effective against you due to your lightweight body.


Militant Build (Racial Passive): You're literally built for battle. You already have your weapons built into your body and, even when you're not using them, your muscles are tweaked to make you much stronger than an average member of your race. A favorite build of government funded soldiers and underground mercenaries.
Positives: +15 Strength, begin with two Soulbound weapons of any type, considered a part of the cyborg's body. These are seperate from normal starting weapons. You start with the Tier 1 Universal Passive "Rapid Draw" for free, allowing you to switch weapons with a Minor Action instead of a Quick Action. Automatically start with the Adaptable trait for free.
Negatives: The overabundance of adrenaline in a militant cyborg's body compromises the immune system somewhat, causing Status Effects to last one round longer on you. You are too heavy to be able to swim. Tradeskills and Harvesting suffer from the same level cap rules as other Skills.


Vanity Build (Racial Passive): It's not that you had any desperate need to become a cyborg. You simply thought it would be really cool. A Vanity Build is any one focused more on making you look like a neat technological wonder, without serving any further purpose outside of convenience and looks. Vanity builds usually come equipped with a number of fun gadgets, often focusing around communication and entertainment. This is a favorite build of rich technology buffs.
Positives: +15 Charisma, you automatically start with two Gadgets of your choice, which don't take up consumable slots.
Negatives: You cannot wield heavy weapons or equip heavy armor. You don't earn any kickbacks for Awakenings until level 15, because that would just be abhorrent!


Bodyguard Build (Racial Passive): You were built to protect one person or group in particular, and thus have defensive features suited toward dealing with threats to whoever it is you've dedicated yourself to.
Positives: +15 Athletics. Choose one ally at the start of battle. You get +5% to all of your reactions when standing directly adjacent to them. Guarding for this person is free, and comes with a +5% bonus, on top of the bonus from being adjacent to them. When at critical HP (Under 20%), you can choose to get struck with the Atrophy status effect in exchange for inflicting a chosen opponent with unresistable Shock. Both of these last until the end of the battle.
Negatives: When your chosen ally is KOed or killed, you become fixated on the person who took them down, and cannot target anyone else until this opponent is KOed. This includes not being able to target yourself. All augments you attempt to give yourself in this time take a -10% penalty to their chances.


Awakened Build (Racial Passive): Using both technology and enchantment, this is a highly experimental build intended to milk the most possible potential from an awakened individual's Keystone(s). Despite a shortage of knowledge of how, exactly, Keystones work, trail and error has produced something surprisingly effective. Unfortunately, it currently has no way to dampen the effects of excessive Keystone power on the body and mind, making it quite dangerous.
Positives: +2 Awakening points, one extra awakening kickback available at character creation.
Negatives: Awakening Overload hits with double effects. (So if you are on turn 1, you would roll for a tier 1 twice and take both effects.)