Classification: Union // Open

Bestiary

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Classification: Union // Open Ref mage/creature/npc/common-steelskin-cyborg

Common “Steelskin” Cyborg

NPC · Mage

Mage

Among the most effective field operatives in the Technocratic Union, the common cyborgs of Iteration X have received specialized mechanical and biomodification upgrades: increased strength and durability, life-support gear, built-in tools, sensors, or weapons, and so forth. Originally mundane human beings (or sometimes animals), they’re now something more advanced than they once were. Although they’ve been conditioned to accept their newlives (and thus tend to be among the most loyal Technocratic personnel), these exos retain a degree of free will, if not much individual identity.

Typically known by alphanumerical designations (X-235, for example), steelskins often work as manual laborers, security personnel, infiltrators, investigators, and hunter-killer operatives. Despite their apparent depersonalization, though, they often retain distinct motivations and appearance unless they’ve had to go back for frequent Social Conditioning. In that regard, Technocracy cyborgs are essentially folks with odd, sometimes drastic, modifications and an unusually stubborn sense of duty to the Technocratic Union in general and Iteration X in particular. Unlike HIT Marks, these agents are not machines – they’re people. Truly dedicated (or severely Conditioned) exos lose most of their personality, but many operatives retain it unless something awful happens… which, in the World of Darkness, it often, eventually, does.

Suggested Attributes: Strength 3-4, Dexterity 3, Stamina 4, Charisma 2, Manipulation 1, Appearance 2, Perception 3, Intelligence 2, Wits 3

Suggested Abilities: Alertness 3, Athletics 2, Awareness 2, Brawl 2, Computer 2, Drive 1, Firearms 2-4, Investigation 2, Medicine 1, Melee 1, Science 2-3, Technology 3-5

Willpower: 5 (3 with regards to Technocratic programming)

Health Levels: OK, OK, -1, -1, -2, -2, -5, Incapacitated

Armor Rating: 1 (five soak dice, total)

Attacks/ Powers: Variable; all cyborgs possess implanted radios with cell phone and wireless Internet capabilities, plus USB ports and other data storage and linkage technologies. Every cyborg also has several additional implants and Traits, depending upon an individual’s purpose:

  • Combat agents gain +2 to Strength, Brawl, Firearms, and Melee; claws that do Strength +1 lethal damage; and +2 armor (bashing & lethal).
  • Investigation agents add +3 to Computer and Investigation; possess IR and UV vision, plus enhanced hearing and smell (in game terms, reduce the difficulty of hearing and smell rolls -2, to a minimum of 2), and a VDAS datacrawl Device.
  • Intrusion agents add +2 to Computer, Stealth, and Technology, and contain built-in tools and access jacks that reduce the difficulty of Technology and computer-hacking rolls by -2 (to a minimum of 2), plus a VDAS datacrawl.

Image: Despite the name, most steelskins look like fairly ordinary people (if somewhat bulkier than usual) with rather severe haircuts and mannerisms. Heavily processed cyborgs have shaved heads and bodies (regardless of gender) and a disconcerting flatness to their voices and gaze. Depending on their assignment, they might wear uniforms, street clothes, or coveralls that render them more or less sexless and monochromatic.

Roleplaying Notes: The Union is your life and Iteration X is your savior. Order is essential, and deviance is a crime.

See also 23

Abilities & Attributes

Bestiary

Traditions & Orders

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