PostEnhancement Stress Disorder (PESD) is best
described as "the development of characteristic
symptoms following exposure to an extreme cybernetic
replacement" In recent studies among augmented
populations, PESD has been found in approximately
78% of females who have a greater than 42%
augmentation and 60% of males. These rules are
provided for those seeking to expand the mechanics
of the Full Body Replacement listed in the Digital
Burn main book.
Challenge Rating: +1 CR (ECL+2)
Type: The creature^Òs type changes to Construct.
Hit Dice: The creature's Hit Dice changes to 1d12.
Speed: Dependant upon Cyberware.
Defense: A cyborg's natural armor bonus to Defense
changes to a value based on its size:
Tiny or smaller +0
Small +1
Medium-size +2
Large +3
Huge +4
Gargantuan +6
Colossal +10
Attacks: The cyborg retains all the natural attacks,
manufactured weapons, and weapon proficiencies of
the base creature. A cyborg also gains a slam
attack.
Damage: Natural and manufactured weapons deal damage
normally. A slam attack deals damage depending on
the cyborg's size (treat as standard size ranking
+1):
| Size | Slam Damage | |
| Diminutive | 1d2 |
|
| Tiny | 1d3 |
|
| Small | 1d4 |
|
| Medium-size | 1d6 |
|
| Large | 1d8 |
|
| Huge | 2d6 |
|
| Gargantuan | 2d8 |
|
| Colossal | 4d6 |
|
Special Qualities:
- Construct Immunities: Cyborgs are immune to
poison, sleep, paralysis, stunning, disease,
necromancy effects, critical hits and any effect
that requires a Fortitude save unless the effect
also works on objects or is harmless. Unlike most
constructs, cyborgs are susceptible to
mind-influencing effects. Cyborgs also ignore the
effects of massive damage and do not have massive
damage thresholds
- Cold Resistance: A cyborg ignores the first 5
points of cold damage from any cold-based
attack.
- Fire Resistance: A cyborg ignores the first 5
points of fire damage from any fire-based
attack.
- Damage Reduction: 12 /+4 Defense
- Alertness: All cyborgs gain the Alertness feat for
free
- Repairable: Cyborgs cannot heal damage on their
own but can be repaired using the Repair skill. A
successful Repair check (DC 30) heals 1d10 points of
damage to a cyborg, and each check represents 1 hour
of work.
- Electricity Vulnerablity: When dealing with
unshielded Full Conversions, a taser can potentially
suppresses any currently active cyberware (the
Cyborg must make a Will save at DC 20 unless the
system is hardened). There is
also a 65% chance that if a suppress is successful,
it will cause a system-wide failure, regardless of
the level or strength of the Cyborg, for Wis mod -20
rounds. Completely shielded systems ignore this
penalty.
- Persistant Systems: When a cyborg's current hit
points drop below 0 their systems begin to
preservation procedures. Each round the cyborg has
hit points of 0 to -9 they may make a Will save (DC:
10+Hit Points below 0) to take their normal actions
for that round. A failed roll means the "Dog Brain"
AI takes over and seeks to remove targets that
endanger the primary system (ie. the Cyborg's
brain). At this point, the following penalties and
bonuses apply.
- Frenzy: The round immediately after the cyborg
has failed the Will save, the cyborg flies into what
is called the Frenzy. The Frenzy involves the cyborg
shooting, clawing and biting madly until either it
or every living target within the area (area being
designated as Line of Sight for a period of 1d20
minutes), friend and foe (regardless of IFF
features) is dead or has been rendered completely
inoperative. The Cyborg gains a +4 situtional bonus
to all Spot and Search checks while seeking for
targets during this frenzy. It also gains a +4
Strength, + (Wis/2, rounded down) temporary hit
points and suffers a -2 AC penalty. The cyborg
cannot end or enter its frenzy voluntarily.
- Emotionally Void: A cyborg is immune to
mind-influencing effects while in a Frenzy.
- Haste: After it has engaged in at least 1 round
of Frenzied combat, a cyborg is assumed to be
hasted. The effect lasts 3 rounds and is otherwise
the same as the spell.
- Death Rattle: Upon reaching -10 hit points, a
cyborg detonates its internal "Scorched Earth
package" and shatters in an explosion that deals
10d8 points of piercing damage to everything within
3 feet (Reflex half DC 20).
Cyborgs cannot be resurrected, but, the parts'll
probably get you a solid nickel on the open market.
If they don't get fried by the Scorched Earth, that
is.
- Non-Magical: All Cyborgs have a [100 - (Wis mod*
5)] Spell Failure chance when casting any spell
whether it is arcane or divine.
- Allegiances: Cyberdeaths can have no true
allegiances
- Saves: Same as base creature.
- Action Points: Cyborgs have no action points.
However, creatures can gain action points by taking
levels in a heroic character class. Every time a
creature picks up a heroic class level, it gains a
number of action points equal to 5 + one-half its
heroic character level (not counting the creature's
starting Hit Dice). Like most heroic characters,
however, creatures with heroic class levels will
have spent a certain number of action points in the
course of their "heroic" careers. Assume that a
creature has a number of action points remaining
equal to one-half of its heroic class levels.
- Ability Scores: Cyborgs have no Constitution, it
uses its Wisdom modifier for Concentration checks.
The cyborg has the following modifiers to their
ability scores: +2 Strength, +2 Intelligence, -2
Dexterity, -2 Charisma in addition to all other
bonuses.
- Skills: Same as base creature.
- Feats: Cyborgs have no access to Feats other than
those granted through cyberware.
Weaknesses:
Due to their constant threat to the community,
Cyborgs are considered "at will" entities and have
no legal protections. Law Enforcement officials may
fire upon them with minimal cause or explanation,
and most officers would prefer to kill one straight
out, rather than deal with a frenzied borg.
Most cyborgs recoil from a mirror or a strongly
presented image of themselves before the change.
These items don't harm the cyborg-they merely remind
it of a time when it was a person and not a thing.
A successful Will save (DC 20) allows for normal
behavior around such reminders.
Cyborgs are also unable to cross their employers
(unless in frenzy) due to protocols, regardless of
Will saves. They are utterly unable to perform any
duty that might be considered to negatively impact a
member of the staff of its parent company or
cyberware manufacturer, unless given a direct order
by someone within the company with the authority to
do so.
Once a character has become a Construct, they are no
longer capable of returning to normal life and may
never again enter an organic body. Cyborgs who
perform a full body conversion back to organic make
a daily will check (DC20+number of days in the new
body) or begin rendering harm to themselves. This
desire never goes away and there is currently no
therapy available that has ever demonstrated
successful results.