Description: (The full background text of the Cyber-Horseman can be found on pp 103-107 of the Rifts Canada book.)
Similar to Centaurs, the Cyber-Horsemen of Ixion have the upper body of a man and the lower portion of horse, except some or all of the horse portions of their body have been enhanced or replaced with cybernetics.
The Cyber-Horsemen of Ixion are an enigma. Nobody knows where they come from or how they got to Rifts Earth. According to rumor the Cyber-Horsemen have built a city called Ixion (eye-zon), somewhere in the wilderness of British Columbia. In fact, most humanoids refer to these mechanized Centaurs by the name of the fabled city, referring to them as Ixion (eye-zon) rather than the Cyber-Horsemen or Cyber-Centaurs of (or from) Ixion. For decades the location of the legendary city was credited to be in the northern plains of Canada, but this is probably because the ordinary Centaur heralds from this region, and is not the case. The City of Ixion is hidden someplace in British Columbia. It is said all Centaurs, mutant animals, creatures of nature and the persecuted are welcome there. So far, no human has found any trace of such a city, but then British Columbia is an expansive wilderness with few humans.
According to all accounts, their tech-level appears to be several degrees less than the Coalition's although they have mastered the sciences of cybernetics and the use of Mega-Damage alloys. Ninety percent of the male Cyber-Horsemen of Ixion undergo partial bionic reconstruction, replacing their lower horse-body with powerful bionics when they reach adolescence. They also have numerous cybernetic and bionic implants in the upper body and wear M.D.C. body armor to protect their flesh and blood upper bodies. Only 10% submit to full bionic conversion of both the upper and lower body and such individuals are usually older males no longer concerned with bearing children (usually because they have already raised a family). Only 25% of the females will undergo the same amount of extensive bionic modification and these are usually older Centaurs. Instead, opting for cybernetic implants to augment their senses and partial bionics to reinforce and strengthen their lower bodies. A large reason for this is birth considerations. Most Cyber-Horsewomen prefer to give natural birth, something made impossible with a radical amount of bionic reconstruction. Note: Except for medical reasons, the Cyber-Horsemen avoid replacing the human portions of their bodies and rarely subject themselves to full bionic conversion.
- Racial Abilities and Complications
- Attribute Increase - Strength: Cyber-Horsemen have the stamina and strength of a horse, and tend to be a bit stronger than other races. They start with a d6 in Strength rather than a d4. (+2)
- Edge - Upgradeable: Due to their culture and high level of technology, Cyber-Horsemen are pre-disposed towards cybernetics and being able to handle more of them. They increase Maximum Strain by +6. (+2)
- Natural Weaponry - Hooves: This race has the ability to attack with their hooves, causing Strength+d6 damage. He doesn’t count as an unarmed defender either. (+1)
- Pace: Cyber-Horseman, as one might expect from someone with the lower body of a horse, and a cybernetically-enhanced one at that, excel at running. Pace is increased by +4 and the Running die is increased 2 die types to a d10. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12. (+2)
- Size +2: The creature is larger than normal, having part of a man on top of a horse. Each point of Size adds directly to Toughness. (+2)
- Toughness: To represent the partial or full replacement of their lower horse bodies, or general hardiness, Cyber-Horsemen have +1 Toughness. (+1)
- Code of Honor (Major): The Ixion strive for nobility, honor, order, and a higher level of understanding as a people. (-2)
- Distinctive D-Bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. (-2)
- Enlightened: Ixions believe that they and the City of Ixion (known as a center of enlightenment) were brought to Rifts Earth by fate to enlighten and help them unravel the secrets of the cosmos, that they are more advanced and enlightened than those around them so it is their duty to lift others up. This is treated as the Minor Habit Hindrance, giving them a -1 Charisma penalty outside their own culture. (-1)
- Non-Standard Physiology: Armor purchase/repair is double cost. Can’t use a Glitter Boy suit or other standard humanoid power armor. Suffer a −2 to operate a vehicle or its weapons not refitted for the race. Iconic Framework gear is custom-built. (-1)
- Poor Parry: While they are often excellent fighters, they have a lot more body to cover attacks from and generally rely more on their toughness and cybernetics to see them through. (-1)
- Restricted Path (Arcane): No Ixion has tried to learn magic (bionics interfere and block magic), but they understand the dangers and wonders it represents. For reasons of biology and cybernetic use, the species is unable to pursue certain paths open to others. They cannot access PPE. The selection means the race cannot take any Arcane Background which uses that type of Power Points or an Iconic Framework which includes such an Arcane Background. (-1)
I thought giving them actual Cybernetics and using this as a negative:
[*]Strain Reduction: Due to the fact that they begin with some cybernetic enhancements, some of their natural maximum Strain is already used up before selecting an Iconic Framework (and may affect certain abilities as per normal). The Cyber-Horsemen have their starting Strain reduced by 1. (-1)
but giving them cybernetics seems too much of an advantage (and waiving monetary costs as well).