Hidden 'Borgs, also known as Infiltration 'Borgs, are full conversion cyborgs built on a comparatively light frame and usually made to look completely human or humanoid (if a d-bee). These are NOT hulking full conversion 'Borgs made famous by the likes of the Triax Red 'Borg. The Cyber-Humanoid is meant to look (externally anyway) perfectly life-like and human.
Built as a powerful infiltrator, this model lacks the raw armored power of the Heavy Machine Hidden Cyborg (TLPG P. 12) or even the Light Machine Hidden Cyborg, but it is still very powerful as compared to a human or even a Juicer or Crazy. Because the model is meant for infiltration it cannot add armor, exterior weapons or systems. Embedded Combat Coding implants, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.
HERO’S JOURNEY (THREE ROLLS)
Hidden, or Infiltration, ‘Borgs gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third roll on any table except those dealing with magic or psionics.
MORE MACHINE
Hidden (or Infiltration) ‘Borgs, like their Light and Heavy Machine brethern, are also referred to as full-conversion ‘Borgs. Their brain and a handful of organs—heart, lungs, possibly some part of the digestive system, not much else—are attached to a synthesis of bionic parts and cybernetic systems. Indeed, this 'Borg's greatest ability is the one that allows it not to look like a 'borg at all. Advances and internally improved systems are the best way for your character to get better with her amazing abilities.
The net effect of this process is the ‘borg ignores most of the common foibles of being human—including getting sick, dealing with poisons, or suffering a paper cut. Instead of medicine or healing of any kind, he has to get repaired when he’s damaged. He still has to eat something to maintain his organic parts, and his brain requires sleep like everyone else’s.
The organic parts can get old and wear out, but developments in nano-technology and other areas mean most cyborgs live at least twice as long as humans, so long as they don’t get blasted apart. That’s a long time to be alone with one’s thoughts, which is why most ‘borgs go out of their way to explore the part of their being extending past what they might touch with human fingers or smell with human noses.
HIDDEN CYBORG ABILITIES AND BONUSES +1
- Bionic Augmentation: Hidden Cyborgs begin with Strength d8, Agility d10, and Vigor d10. These traits do not have an attribute maximum. Note few Hidden 'Borgs show their full strength while undercover.
- Cyber-Disguise: The muscles, bones, and vocal cords in the character’s face and throat have been replaced with a morphable, synthetic substance, allowing her to alter her facial features with a thought. Each change takes five minutes and requires a Smarts roll. The character may raise or lower her Charisma by 1 point. On a Raise on the Smarts Roll, the 'Borg gains the Attractive Edge or Ugly Hindrance instead; on a second raise, the 'Borg additionally gains the Very Attractive Edge or increases the charisma penalty of Ugly to -4. The implant may be used to duplicate a specific person’s face and speech (assuming they’re of the same relative size) if a picture (and voice sample for the vocal cords) exists. In addition, the cyborg’s entire body is covered in a synthetic skin covering. Taking one wound is usually enough to reveal the mechanical nature of the cyborg. This skin covering self heals at a rate of one wound per day.
- Cybernetic Enhancements: Hidden ‘Borgs have these cybernetic systems (already factored into starting stats): Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
- High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge.
- More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
- Lightly Reinforced Construction: Designed for infiltration and not combat, the Hidden 'borg is tough, but not the combat monster that its cousins are. Full Conversion Cyborg construction provides +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
- Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
- Upgradable: All ’Borgs start with the Upgradable Edge.
- Unarmed Combat: Hidden Cyborgs deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-knuckle-spikes allow their punches to do Mega-Damage without damaging the skin of the cyborg.
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
- All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
- Gray Matter: Hidden Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
- Awkward: Despite their organic appearance, no one would call a hidden 'borg small. By normal humanoid standards, they are big and sturdy. They cannot easily pilot power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average human, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
- Loss of Identity: When one’s very voice and look are mutable, it takes a toll on the psyche. They may choose from or roll on the Psyche Degradation chart on page 17 of TLPG.
- Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
- Shadow of Themselves: ‘Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
- Spiritually Numb: Hidden Cyborgs can’t take an Arcane Background.
- This is my Game Face: The 'borg cannot take the Attractive and Very Attractive edges or the Ugly Hindrance.
- Total Conversion: Becoming a Hidden Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.
LIGHT MACHINE COMBAT CYBORG
Not every cyborg is a huge hulking cybernetic warrior of the sort that is defined by your average Heavy Machine Combat Cyborg (TLPG p. 12). Some are lighter high mobility units used for infiltration, assassination, and sabotage. While not the unseen infiltrator that the Hidden Cyborg is, these Light Machine Cyborgs are favored by former spies, special forces commandos, and the like. This one is actually fairly popular in the Coalition and can be mixed into their patrols for a hidden surprise. While they will never fit in with polite society, they are much easier for other mercenaries, adventurers, and soldiers to accept because they are "normal" sized. They are no less outsiders, but they are just not as clumsy.
Still, living with this massive replacement is no less traumatic than it is for the Heavy machine. Some of one's humanity is still sacrificed along with all of that meat. That’s still a matter of choice.
HERO’S JOURNEY (THREE ROLLS)
Light Machine ‘Borgs gain two rolls on any of the following tables: Body Armor, Cybernetics, Close Combat Weapons, Ranged Weapons, and Training.
They gain a third roll on any table except those dealing with magic or psionics.
MORE MACHINE
Light Machine Combat Cyborgs, like their Heavy Machine brethern, are also referred to as
full-conversion ‘borgs. Their brain and a handful of organs—heart, lungs, possibly some part of the digestive system, not much else—are attached to a synthesis of bionic parts and cybernetic systems. The whole thing is encased in a metallic form capable of incredible feats. However, a hero can begin with the biggest gun, the heaviest armor, or the most incredible magic, yet need time and training to become skilled with such power. You may notice you don’t quite have the skill levels you might want; Advances are the best way for your character to get better with her amazing abilities.
The net effect of this process is the ‘borg ignores most of the common foibles of being
human—including getting sick, dealing with poisons, or suffering a paper cut. Instead of medicine or healing of any kind, he has to get repaired when he’s damaged. He still has to eat something to maintain his organic parts, and his brain requires sleep like everyone else’s.
The organic parts can get old and wear out, but developments in nano-technology and other areas mean most cyborgs live at least twice as long as humans, so long as they don’t get blasted apart. That’s a long time to be alone with one’s thoughts, which is why most ‘borgs go out of their way to explore the part of their being extending past what they might touch with human fingers or smell with human noses.
LIGHT MACHINE COMBAT CYBORG ABILITIES AND BONUSES
- Bionic Augmentation: Light Machine Combat Cyborgs begin with Strength d10, Agility d12, and Vigor d10. These traits do not have an attribute maximum.
- Cybernetic Enhancements: Light Machine ‘Borgs have these cybernetic systems (already factored into starting stats): Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
- High-performance Legs: Full conversion ‘borgs begin with the Fleet-Footed Edge.
- Retractable Heavy Ion Blaster: Powered by the cyborg's internal batteries, this embedded heavy ion blaster is the perfect last ditch weapon. Mounted in the dominant forearm, it pops up out of the arm when in use, and retracts when not. Unless the 'Borg also has Quick Draw, it costs an action to ready for use. Use the stats for the NG-57 Heavy Ion Blaster for the weapon.
- Retractable Grapnel Launcher: Mounted in the non-dominant arm of the cyborg, and combined with retractable climbing spikes in the hands, feet and knees, this launcher grants a +2 to Climbing checks.
- More Machine: ‘Borgs add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
- Upgradable: All ’Borgs start with the Upgradable Edge.
- Reinforced Construction: Cyborg construction provides +3 Toughness, which can be improved with additional cybernetics. Armor cybernetics may not be added, though they can wear body armor. Despite this, they never benefit from exoskeletons which add to strength.
- Unarmed Combat: Even Light Machine Combat Cyborgs deal Str+d6 (Mega Damage) in unarmed combat and are considered armed.
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
- All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
- Gray Matter: Combat Cyborgs only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
- Heavy: Light machine combat cyborgs are still heavy, even if they are less so than their heavy machine peers. It makes it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks. The controls and seats are simply to frail for them.
- Inhuman Appearance: ‘Borgs suffer −2 Charisma when dealing with most beings.
- Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
- Shadow of Themselves: ‘Borgs don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
- Spiritually Numb: Combat Cyborgs can’t take an Arcane Background.
- Total Conversion: Becoming a Combat Cyborg uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
TX-50 Light Rail Gun, Chain Sword, Crusader Heavy Combat Armor, 1d4x1000 credits
WOLFEN QUATORIA
Quatoria is an archaic Wolfn term meaning "officer of the law." In the pre-industrial days of the Wolfen Empire, Quatoria were law enforcement officers. In remote areas, a Quatoria often acted as marshal, judge, jury, executioner and grave digger. When the Wolfen empire expanded to the stars, the Quatoria became special law enforcers sent to the most remote and unruly areas of the known universe where they would be the only symbols of law. To ensure the Quatoria survived their hazardous duties, artificial muscles and wired reflexes transformed them into super-powerful creatures. The Quatoria retain their Wolfen appearance, but much of their internal organs and bones hae been replaced by powerful machines. A number of cybernetic implants make the Quatoria perfect spies and detectives, but the hardware is secondary to the training and indoctrination they receive.
Built as a powerful infiltrator, this model lacks the raw armored power of the Heavy Machine Hidden Cyborg (TLPG P. 12) or even the Light Machine Hidden Cyborg, but it is still very powerful as compared to a human or even a Juicer or Crazy. Because the model is meant for infiltration it cannot add armor, exterior weapons or systems. Embedded Combat Coding implants, sensor and knowledge/skill jacks are the norm for upgrades, as well as increasing attributes.
HERO’S JOURNEY (THREE ROLLS)
Wolfen Quatoria gain two rolls on any of the following tables: Body Armor, Cybernetics, Experience and Wisdom, Training, or Underworld and Black Ops.
They gain a third roll on any table except those dealing with magic or psionics.
MORE MACHINE
Wolfen Quatoria, like their Light and Heavy Machine brethern, are also referred to as full-conversion ‘Borgs. Their brain and a handful of organs—heart, lungs, possibly some part of the digestive system, not much else—are attached to a synthesis of bionic parts and cybernetic systems. Indeed, this 'Borg's greatest ability is the one that allows it not to look like a 'borg at all. Advances and internally improved systems are the best way for your character to get better with her amazing abilities.
The net effect of this process is the ‘borg ignores most of the common foibles of being wolfen—including getting sick, dealing with poisons, or suffering a paper cut. Instead of medicine or healing of any kind, he has to get repaired when he’s damaged. He still has to eat something to maintain his organic parts, and his brain requires sleep like everyone else’s.
The organic parts can get old and wear out, but developments in nano-technology and other areas mean most cyborgs live at least twice as long as wolfen, so long as they don’t get blasted apart. That’s a long time to be alone with one’s thoughts, which is why most ‘borgs go out of their way to explore the part of their being extending past what they might touch with wolfen fingers or smell with wolfen noses.
WOLFEN QUATORIA ABILITIES AND BONUSES +1
- Quatoria Bionic Augmentation: Wolfen Quatoria begin with Strength d10, Agility d10, and Vigor d10. They are also size 1, like all other Wolfen. These traits do not have an attribute maximum. Note few Wolfen Quatoria show their full strength while undercover. In addition, the cyborg’s entire body is covered in a synthetic skin and fur covering. Taking one wound is usually enough to reveal the mechanical nature of the cyborg. This skin covering self heals at a rate of one wound per day.
- Molecular Analyzer: Wolfen naturally have a keen sense of smell and losing that would be like losing their identity. In order to regain that sense, the wolfen install a molecular analyzer in the air passages of the wolfen. This allows both standard bonuses for having a keen sense of smell, as well as their ability to analyze samples in a more scientific manner. They gain a +2 bonus to Notice rolls involving smell and +2 to Knowledge (Computer) rolls made to analyze a compound by its smell.
- Cybernetic Enhancements: Wolfen Quatoria have these cybernetic systems (already factored into starting stats): Audio Package, Bionic Strength Augmentation, Core Electronics Package, Cyber-Wired Reflexes, Optics Package, Reinforced Frame (1), Synthetic Organ Replacement (see page 100).
- High-performance Legs: Wolfen Quatoria begin with the Fleet-Footed Edge.
- More Machine: Wolfen Quatoria add +2 to recover from Shaken, ignore one level of wound modifiers, possess a selfcontained breathing apparatus, and are immune to poison and disease.
- Lightly Reinforced Construction: Designed for infiltration and not combat, the Hidden 'borg is tough, but not the combat monster that its cousins are. Full Conversion Cyborg construction provides +2 Toughness, which stacks with worn armor. Hidden Cyborgs often wear armor as disguises as well as protection. The Hidden 'borg can reinforce its frame, but armor is unavailable as an upgrade.
- Tactical Computer: An embedded tactical computer provides the the Quick Edge to boost effectiveness in combat situation
- Upgradable: All Wolfen Quatoria start with the Upgradable Edge.
- Unarmed Combat: Wolfen Quatoria deal Str+d6 in unarmed combat and are considered armed. Retractable vibro-claws and reinforced knuckles in the fingers allow their punches and claw attacks to do Mega-Damage without damaging the skin of the cyborg.
There is a price to be paid for having most of one’s body cast away for parts, while the brain is shoved into a combat machine.
- All Those Moving Parts: ‘Borgs cannot be healed or treated with medicine when they are hurt. Instead they must be repaired. Fixing a cyborg requires the Repair skill—which is used like the Healing skill, only with no Golden Hour.
- Gray Matter: Wolfen Quatoria only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
- Awkward: Despite their organic appearance, no one would call a hidden 'borg small. By normal wolfen standards, they are big and sturdy. They cannot easily pilot wolfen sized power armor or robot vehicles, though most vehicles are usable, as are their vehicles. They also weigh more than the average wolfen, despite extensive use of lightweight plastics and ceramics. A Notice check at -2 will notice they are very heavy for their height (double normal).
- Quatoria's Oath: As dedicated officers of the law, all Quatoria have a Major Vow to uphold their oaths as officers of the law.
- Code of Honor: Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
- Malfunctions: Cyborgs are subject to the same potential problems all tech items and gear face (see the Technical Difficulties Setting Rule on page 122).
- Shadow of Themselves: ‘Borgs don’t choose a race. Their Molecular Analyzer replaces the normal benefit for this complication.
- Spiritually Numb: Wolfen Quatoria can’t take an Arcane Background.
- Sculpted Appearance: Wolfen Quatoria generally retain their natural appearance, but it is possible to modify their skin covering to be more attractive or ugly than their original form. The Attractive edges or Ugly hindrance may be chosen freely, but after character creation modifying this costs the same amount of money as installing a Embedded Combat Coding cybernetic (though it costs no strain - it is strictly cosmetic). If taken as an advance, the GM can waive the cost of the modification. Adding the Ugly Hindrance (say as part of a disguise) is like adding a Novice edge.
- Total Conversion: Becoming a Wolfen Quatoria uses all of a character’s personal Strain ever. They start with only the 6 Strain from the Upgradable Edge and can only gain more from the Beyond the Limit Edge.
SFD Huntsman Lightweight Personal Armor, Wilk’s 237 Laser Pistol, Wilk’s 447 Laser Rifle, Vibro-Sword, 1d4x1000 credits.