[FOCI]

Is a Cyborg

In Translation

You have been rebuilt with advanced biomechanical technology, infusing your nerves with optical filaments that propagate signals much faster than normal flesh could ever hope to match. Once you get the kinks worked out, one of your arms has the ability to metamorphose into an energy weapon when you will it. You're more resistant to harm than before and much faster. If one word could be used to describe you, it would be "better." Though you're a cyborg, you retain your previous shape and size from before you were rebuilt. That said, if someone were to take a close look at you, they'd notice tiny silvery filaments running beneath your skin, pulsing with dim radiance. When your energy weapon is deployed, it's much more obvious that you're partially artificial.

Paradoxes and vectors are equally drawn to this focus. Paradoxes enjoy the increased access to data (with extra protection thrown in), while vectors excel with the heightened reaction potential.

Equipment

Clothing appropriate to your recursion (in Ruk, a bodysuit and an umbilical), a weapon of your choice, a multimeter, and an account with 50 bits.

Minor Effect Suggestion

Your integrated cyborg circuitry learns from your successful actions. You gain a +1 bonus to rolls involving a similar task (such as making attacks against the same foe or operating the same device).

Major Effect Suggestion

You can take an immediate extra action.

Tier 1

Traded Flesh for Synthetic Enabler

Portions of your skin and bone have been replaced with tougher, synthetic material that grants you +1 to Armor and +1 to your Speed Edge.

Machine Affinity Skill

You are trained in all tasks involving machines.

Tier 2

Forearm Energy Weapon Action

You can spend an action to metamorphose your machinelike hand and forearm into the weapon that replaced your original limb. You are practiced with this medium weapon, which fires beam energy at a target within short range. Each time you engage your weapon, you can use it for about a minute (or until you roll a natural 1 on an attack) before it needs to recharge for another minuteto initiate; action to regain normal use of arm.

Tier 3

Electric Reactions Enabler

You add 5 points to your Speed Pool.

Tier 4

Overclock (5 Speed points) Enabler

You take an extra action. You can't use this ability more than once per turn (but see Uberclock, below).

Tier 5

Recharge Action

You can hold a cypher or certain artifacts with compatible power systems and drain them of their charge as an action. You gain a number of points equal to the level of the device drained, and you immediately add them to any of your stat Pools. Any additional points beyond your Pools' maximums are lost.

Tier 6

Uberclock Enabler

When you use Overclock, you can apply Effort to increase the number of extra actions you can take. For each two levels of Effort applied, you can take one additional extra action. Thus, to take three extra actions (two more than normally allowed), you must apply four levels of Effort.

GM Intrusions: A short circuit causes you to wrongly classify an ally as a foe. A reboot freezes you for a couple of rounds. An accidental electrical discharge fries a piece of useful equipment. Someone shows up with a remote control to your systems.