One of the more normal concepts that comes from RP and Art is that i want to be original.   This results in a slight oddity about my closer and better documented universes.  I have a lot of Cyborgs.

But that needs explanation.  I read, collected and enjoyed far more Marvel than DC.  Marvel has Mutants and one of the types of enemies they face is technological opponents (Sentinels, and cyborgs from Donald Pierce to the Reavers) while also using advanced technology themselves (Image Inducers to the Danger room to their Jet).

One Day I noticed the duology of the theme mutants battling technology and then thought about reversing it as a way to be original while admiring the original body of work. So I switched the groups, those who were the mutants became cyborgs and vice versa.  So far it works well.  But let me know what you think in the comments below when you have an opportunity!

Bionics: also known as Bionical Creativity Engineering, or Cybernetics this power covers the concept of the replacement or improvement of parts of a body that may just be all too frail in a world with superpowers.  Whether made of metal, synthetic material, sometimes organics in the modern age concepts or the ages old ideas of enchanted limbs and steam-punk powered parts in previous eras.

  Often written characters have half of their body replaced or some odd amalgamation of parts frequently necessary just for survival and the symbiosis of man and machine grant enhanced abilities almost on accident.  With the advancement of science and medicine cyberwear is no longer considered to be just metal and machines grafted onto a human.  Instead some forms of cyberwear are now grown from a characters own cells or have those cells/organs/limbs altered through various means to create the desired effects. 

In most recent cyber/bionics media examples there is a balancing condition to these modifications bringing a question of whether or not a person with a majority of body replacements are even truly human any more, suffering from a loss of emotions and feelings of inhumanity bringing to the fore a man versus self or society issues.  Major changes to the human body by outside forces can force a dramatic reconsideration of self-image to say the least and be a source for interesting limitations as well as a fairly interesting source for role-playing ideas. 

Because this is a power no matter the limitations it should be an advantage often a significant one able to take the character to the lower levels of metahuman combat at the least.  And because of the infinite possible suggestions for enhancements and improvements the power may generate the Gm and player should work together to create a reasonable suite of powers for the character as well as allow advancement.

A: Attack powers for bionics can include enhanced generic abilities (Strength and Agility), enhanced combat statistics (Damage Modifier and Accuracy bonuses), concealed weapons (pistols and poison darts are a favorite), and unusual abilities tapping into a characters different power sources are all possibilities (whether radiation, sonic, electrical attacks or some other power source). 

B: Bionics are often crafted with survival in mind so Defensively bionics can add a whole new dimension to the character whether it is parts that are tougher than the original organics to the ability to leave behind broken parts of the body and possibly easily repair/replace such losses, the ability to have inherently tougher bodies because of modifications or even reserves of air or liquids, the ability to cut off pain sensations so on and so forth.  

C: Because there is a wide variety of unusual attachments that could be added to bionic limbs that could enhance movement (stretchable limbs, magnetic grapples, etc…) here again the options are bewildering for the imaginative.  Common movement enhancement abilities for ‘borgs generally involve running/leaping or other leg oriented alterations like faster or untiring legs.

D: Classic bionics often deals with the replacement of the loss of an eye or an ear granting not only a restoration of the loss but superhuman ranges of hearing or vision all the way out to unusual additional abilities like sub harmonic senses or infrared/ultraviolet vision.  More recent science Cyborgs are gifted with enhanced computer skills including technological communications skills. Magical replacements suggest different abilities perhaps a character could lose an eye and gain a much enhanced wisdom (represented by enhanced Intelligence or Charisma, visions of the past or future or some other ability). 


Examples of Bionic Powers (2d10+1d8-2)

-Additional Limbs: the character has locations to attach additional limbs that can provide a variety of interesting effects, the character may not be able to always run faster by adding additional legs but by becoming in effect a centaur the character may be able to move more like a quadruped gain additional carrying capacity ans reduced knock back as well as the character may be able to ignore certain disabling effects simply by having enough limbs to compensate for the loss of a few. And while more arms may mean more opportunities to attack the character will probably still have to expend the power and take the Accuracy penalties for multiple attacks.

-Bio-Organics: After being altered with grafts of perfectly matched biological material (frequently cloned) there is any one of several ways this character could have some interesting abilities.  Externally speaking the character could gain some of the following ideas such as +1d6 to STR, and/or End, +1d3 to Agility, +1d10 to initiative, etc… increased stats are not the only way to go because there are potentially a lot of other interesting options.  Internally speaking with an increased liver function the character not only never gets drunk but has either a 50% reduction in the effects, duration or a 50/50 save against poisons even those that don’t normally allow them. The possibilities of an improved digestion and fat storage system could enable the character to gain sustenance from nearly any organic compound as well as only needing to eat once a week for up to six months at a stretch.  Other ideas could be drawn from the Body Powers section, as well as other different sources of internal modified powers… Supplemental to the other advantages, the character is able to pass through metal detectors as well as avoid the attentions of Magnetic Masters and metal manipulators that frequently target other Cyborgs.

-Bowling Ball Butt: the characters butt is usable as a weapon in addition to a resting place for several other kinds of items.  the character gains a free attack on opponents to the side they face away from  when changing facings fir free but the do not gain accuracy benefits.

-Combat Computers & Programs: the character gains a pool of points equal to current level divided by 2, rounded up. This pool may be spent to gain bonuses to hit and – to be hit when aware.

-Concealed Weapons: As an expansion of some of the more common cyborg options is the ability to bring along a variety of weaponry often integrated into the base systems making it difficult to alter or remove ranging from concealed slug throwers and dart guns to blades to hidden energy weapons possibly powered off of the characters internal systems  Bio organics are often more like animalistic offensive capacity possibly similar to concealed stingers, retractable teeth and claws or concealed marsupial like pouches in some cases. Care should be taken to keep to a minimum any sort of overlap between this power and Poisons or Innate/Natural Weaponry though certainly the powers can inspire each other with options.

-Crystal Chip Element: The character possesses structured silicates instead of merely metals.  This results in a few changes to the mechanics of being a cyborg.  the character is more resistant to magnetic attacks but sonic abilities are more dangerous.

-Deflective Dermal Armor: the character has plates either cunningly hidden under or by some sort of skin or as the final dermal layer designed to protect internal organs or systems from damaging blows.  the character gains 4d10 hit points and 2d10 power only to be used for absorbing damage the power is recovered immediately after a battle while the health is restored at 5 times the characters Healing rate per hour spent repairing the plates and skin.

-E Legs: the character has only Cyberized legs though the ‘ware is concentrated in the characters lower half, the movement advantages can make up for the lack of upper torso alterations.  The character can perform up to four kicks in a round dealing +1d3 Steps worth of damage and has 20 pr per combat for covering the costs of multiple attacks these attacks are difficult to defend against (-1 to evasion efforts) but take place 1 phase after their regular attack phase.  In addition these kicking attacks are at only -1 for each additional attack.

-Energy Based Economy: no longer driven by simple machines the character has gained new conceptual parts that are beginning to cross over into energy based life forms. In some cases the character may collect and provide condensed energy supplies that are of much use to others.  At the base for the character may gain (power volumes must be determined. May be sold and or traded for other valuable items.  used to attack opponents light control +to hit dice per power volume)

-Enhanced Hearing: A fairly standard bionic power dating back to some of the first bionic character concepts is to add some sensory improvements, typically starting with the auditory system.  The character gains +2d20% to dh/dd with an auditory component.

-Experimental Medicine:  the character is powered not by mechanical science but instead by pharmaceutical sciences that enable the character to operate at higher levels of ability that those without, some of these are much more powerful than the temptations athletes and others in demanding high performance positions desire.  Typically this gives the character +1d6 Initiative, +1d10x1d6” in ground movement and up to 1d4 other minor gifts.

-Genetic grafts: unlike many bionically endowed characters the person has had alterations to their genetic code grafted on as part of an operation to repair, subsume or enhance their abilities. Typically the advanced medicines remove the Cybernetic defense, allow the character to heal 1 hp per hour and add 10% to c cap for for hth damage calculations

-Half-man: Having had close to or over 50% of his body replaced, the often experimental body parts can give the following modifiers: +1d6 to Strength overall, +1d4 damage steps with the replacement limbs, -2 to be hit from the mechanical side (the parts and implants occasionally deflect attacks or absorb more damage than human parts would) and the ability to continue to walk while resting or unconscious as well as+30-65% bonus hit points (1d8x5%+25%), however the healing of these additional hit points is performed by having a character (including the character themselves if they are conscious) with the Mechanic or a Cyber or Id Sciences roll work upon the cyber parts of the character.  Characters are capable of making repair attempts at a rate of one attempt per hour, repairing the characters healing rate in damage per success and costing $1000 in materials and energies per point repaired.

-Hook me up: the character can enter various alternate reality areas representing the net/cyberspace/etc… and then proceed to perform various actions.  The character could perform activities outside through links with the real world.  A Gm should be careful that individuals inside and outside of the alternate reality have enough to do or are quickly enough resolved in order to keep things interesting or both groups.

-Indestructible Skeleton: the character is gifted with an internal skeleton that has a much higher ability to absorb and distribute combat effects than the ordinary human skeletal system, usually represented by granting Armor effects.  Primarily there are two effects of this the first is that there is a fiat declaration that the characters bones won’t be broken and certain other agreements of the benefits of indestructible bones (the character’s skull won’t be broken even by a planetary force trying to crush it, so the character could take some damage from events like a door being closed on his head but it will stay a heads widths open possibly allowing others out or in).  The character also gains a 1.5 Weight and Basic Hits multiplier representing the presumed additional mass and defensive benefits of the skeletal alterations.  

-Infrared Scope and Beam: Similar in design to the Infrared sighting system this has two settings: the first setting uses ambient heat differentials in order to pick up targets by their heat signature.  The second setting uses the IR projector as the primary light source generating a beam similar to a flashlight that can only be seen by those with IR senses.  This beam though directional does allow those with IR senses to pick up the directed radiations much further in the same direction but does give the prime user a great deal of sensory input and control.    

-Limb independence: One to four of a Cybernetically enhanced individuals limbs can be detached and obey their mental radio or pre-programmed commands, each limb may be useful in combat as an independent agent and may fly at up to 50 MPH for up to an hour, even if the character does not normally possess flight.  Of course the character must give up the use of the limbs while they are independently operating.

-My God, what did they Do?: is an example of giving someone else control in a situation in the hopes of receiving additional power from the ability.  The character receives 1d3 additional power like abilities of a technological theme as well as 20% chance per power like ability of having an additional Challenge. All of these Powers are either chosen by the GM or another player in order to best represent someone else making the call as to what to have installed and then kept secret from the player with this power resulting in an internal mystery to be solved by the player.  The Gm is encouraged to reward the players involved appropriately with in game experience for playing along.  

-Mystical Life Additions: this version of the ‘Bionics’ power covers some of the legendary ideas of limb replacement or physiological improvements through better mysticism.  The two famous examples in some of the more common legends of Nuada having a Silver hand replacement while Odin sacrificed an eye in order to gain wisdom.    

-Necronics: Instead of using Bio (life) nics this variant uses the parts of the dead in order to improve human functioning thus exchanging Necro (death) for Bio resulting in Necronics (Necro+nics). For those who wish to reject this concept, keep in mind the organ donor program which does use the donated organs of the deceased to grant others the benefits of improved life quality.  In many mundane cases this does not trigger the bionic weakness or grant the character additional powers however from a powered world point of the view the abilities could be as simple as granting additional skills (typically gained from the deceased) to granting incredible powers, sometimes with a price.

-Not a Robot: Cyborgs generally differ from robots in that they still have much of their humanity about them. At the level of full body replacement the character has so few parts of their own body left that the difference between the Cyborg and a Robot become very small indeed possibly necessitating surgery to find the difference.

-Server Rape: although this power has a dreadful name it does reflect the current status of what some Cyborgs and hackers can do by making an I d20 save versus the opposing systems main operators I d20 save  (then Cd20 vs. Cd20 roll)  the attacker of the server

-Solving Cyberwear: growing cultures from the host body that duplicates the bone and fingernail growth locations Thus the body grows a hardened outer sheath for the upcoming Cyber-limb attachment location providing much more stability & wear reduction as well as preventing pain during dislocation events and circumstances and reducing Necrotizing events. 

-Springborg: unlike modern Cyborgs this is a more clockwork or steam tech version of a cybernetic individual.  This version of Cybernetics could rely upon a variety of interesting advantages and limitations to make the character varied from most of his opponents.  This is especially true in a heavy Cyborg campaign. Ideas like ‘here’s the wind up’ the character by spending 1 action winding up expends no power on his next action set so long as he declares the actions to his GM beforehand or 

-Switch out joints: One of the advantages of having cybernetics is unlike a purely organic form this bionicist can change out 10-100% (1d10x10%, with 10% means fingers/ toes while 100% means at the torso) of the characters limb length enabling the character to repair up to 50% of the replacement percentage very quickly (1 minute or less) as well as have limbs designed for special situations like ‘remote limbs’ that can operate independently, ‘frog legs’ that increase swimming speed, special gun arms, and other sorts of specialized items for increasing the characters odds of success on a mission or performing specialized events  Laser Arm, Oxygen supply arm, Neutralizer arm, and many kinds of  Critical Assignment Arms & Legs the character can use in a variety of situations without needing surgeries.

-Telescoping Spine: The characters body has been modified so the character can attack anyone within an extra 1” simply by extending his spine.  Though the character should be careful about low ceilings and overhangs as a general rule when using this power

-Trionics: a more advanced form than bi (or two)-onics, Tri (or three) –onics is supposed to be a step above the ordinary Cybernetics.  This concept is more useful to those longer running campaigns wherein Bionics could be outdated.  Sometimes this power is used to indicate the most modern/advanced form of mechanized-organic adaption.



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