A Numerian Cyborg


Homebrew and House Rules

Wayfinders

Hey, I am making a Numerian Cyborg for the Pathfinder: Campaign Setting in Golarion. I have it all worked out and how I want to work it, I just need to find ideas to make it so. Here is the whole rundown of what is going on with the Cyborg:

Cybernetic Packages

These are the packages that define your "motif" in your character. These are the packages that define your total character and what they look like. The following are the packages that you can choose from:

Golemtech: Think of John Silver off of Treasure Planet
Necrotech: Think of the Carrion Golem
Arcanatech: Think of Bao-Durr off of Star Wars: KotOR II
Nanotech: Think of Wolverine, or Sabertooth
Runetech: This is completely different and I can't think of any of the sort that can be told. But, this is basically giving you Runes on certain parts of your body granting you power.
Xenotech: This is extending arms, and such. Very similar to Nanotech and uses "DNA Manipulating" magics to corrupt/manipulate the body.

Cybernetic Implants

This is what you get, you can choose as many up to your Constitution Modifier for free at 1st level (min. 1)(max. 12). The most that you can have on your character at anypoint in the game is equal to all of your physical stat modifiers (Str, Dex, Con) (min. 1). The following are what you get:

Cybernetic Arm (Two slots)
Cybernetic Ear (One slot)
Cybernetic Eye (One slot)
Cybernetic Leg (Two slots)
Cybernetic Lung (One slot)
Cybernetic Throat (Two slots)
Cybernetic Torso (Three slots)

The slots are the changes that you can make to your Cyborg. However, these slots can only be expended by the applications from your Cybernetic Package.

Cybernetic Weapons

Flamethrower (as per Burning Hands)
Laser Ray (1d6 + 1 / 2 levels)
Melee Weapon (Base Damage [Must be a 1-H weapon)
Punching Hand (1d6 + Str (doesn't stack with Monk bonus))
Energy Revolver (2d8 + 1 / 2 levels)
Singularity Cannon (3d10 + 1 / 2 levels)[3/day]

These thing do have costs, I just haven't bothered with this thread to write them down. So, there it is, any advice or ideas?

RPG Superstar 2010 Top 32

I would set that motif section on fire, since it's random useless overcategorization.

The rest doesn't feel very fantasy to me, but tastes are gonna differ.


Mr_Nevada I've done something similar with a Grafter/Augmenter class so I wouldnt mind helping on this.

Though I do feel people will be saying like above, the Cyborg wont exactly be a 'fantasy' class but a science-fantasy class and I support such a thing. I made the Augmenter for my Blackmoor game which is science fantasy in nature.

My ideas would include besides body augments possibly external slots as well as options for races with multiple limbs or tails, even those who are psionic in nature. You could possibly make some of these ideas internal augments. Possibly use the idea of a Decker or Drone master? Your external augments act as familiars or animal companions?

Wayfinders

@ A Man in Black: You are correct, it really isn't Fantasy-like. It is for the Numeria, which in Golarion is the land of Super-Science. My mind went immediately after reading it, to Cyborgs. How I am trying to work it into the Numeria is from the other Guilds there, and they do business with people with wealth and lost/needed augmented limbs. Mind, that this can be good for roleplaying (telling how he lost the limb, what happened, what did it feel like, ect...) I just need to figure out a way. Currently, I am more focused on the BUILD aspect of what the Cyborg will unleash if given the chance to play. Right now, I have calculated that with the Necrotech Package, if you had an 18 in the stat of Strength, you can have up to a 24 (28 w/ Rage) Strength. So, what my idea was to keep this from skyrocketing is that there is a cap of 20 for any stat related to Physical or Mental prowess. The Packages are only meant to for a theme, a characterization of what the person will look like. As well, it is much easier to set the motif's of the Cyborgs than make 45 pages worth of Cybernetics, and believe me, I was thinking that, but I liked the idea of having a theme to your Cyborg better than simply willie-nilly picking up cybernetics so you can be a cheese monkey.

Freedom16: Well, first off, I would like to ask where you found this Grafter/Augmenter class (might give me some ideas). And, what do you think of putting a Cap of 20 on all the stats (the Cyborgs stats are only based off a set number of the dice they roll, then they go by their Cybernetics to add to the bonuses). For now, I have the Cybernetic Arm providing a +1 to Strength/ arm. And if you get certain slot bonuses (from your Package) you can get a +2 / arm. Legs add a +1 to Dexterity. Lungs are a +1 to Constitution. I think I should make a Cybernetic Implant more so it won't go up too much.

So, for example, my DM gives us the option of either rolling our stats or going off a fixed set. (18, 16, 16, 14, 12, 10). We all usually go off of the fixed set. So, if you have two arms that give you the +2 and you put it in Strength, you get a 22 Strength (w/ A Man in Black, you can get a body enhancement that'll bump it up to 24) and I really just don't want it to be TOO high.


I dont see what the problem is, use the ARG to build a construct race, Use the robot rules in the secrete of red bluff for the robot sub cataglory,

use the rules for adding magic items (cost time etc)and abilities to constructs from PF.

course its going to be a 30-40pt race most likely.

alternatively you could also create a "half construct" race and do most of the same things.

best of all this is all PF material without having to import anything or feel like you are pulling something on the DM.


The Goods:
http://www.giantitp.com/forums/showthread.php?t=248299

This was something I started a while back but got no feed back and haven't touched since, been wanting to play test it but with whats there someone told me it was ovr powered. The Grafter portion of it was supposed to appear as a Aballonian Machine Cyst in Numeria but the campaign it was suppose to go with broke down and died due to lack of players and they didnt like super science and technology.

I had finished making one archyetype for it and that was the augmenter but it does need some work, possibly more augments. I planned on doing a Chaos-Technician as well who was the Technic Leagues attempt to explore Shory ruins and unlock the secrets of the Shory Engines that are powered by the primal chaos of Azathoths Court. The resulting bond would manifest as homoculi with elemental subtypes as well as constructs with archaic designs that blend Shory Tech with Numeria Tech.

The first post in the li is a Numerian race though, sort of a improved Karamoss but didn't become a half-construct.

Also! Gonna mention the Technic League don't trust outsiders with their technology, they will hunt down their relics and most often bring their bearers to the League or kill them on the spot. If they get into the limb making business they would be crude builds while members of the technic league or their 'test subjects' might have artifacts fused into their flesh in a tecno-organic style.

Now for the muck and gunk, yes I'd suggest possibly a cap or make a level progression that every x levels this graft/augment will give a +1 bonus. This could possibly manifest as your character only able to have X augment when they have Y augment so compatibility can be seen so you have a direct build.

Want a breath weapon? You have to have augmented lung build and a bite attack or some other augment that you can overlap the new organs for the breath weapon and you must consume certain material for it to work. You want techno-organic claws? Do you have the claw augment and energized natural weapons augment?Do it then! Want techno-organic gills? Do you have the Amphibious augment? Yes? Then here you go you now have the ability to breath while under water equal to your con modifier.


+1 freedom 16. I favor a techno-organic or or crude bio-mech approach to the Technic League of Numeria - if items are not worn but implanted that is. "Cyborg" doesn't grab me at all - either in theme, flavour or your proposed game-mechanic. A full cyborg sounds more like a whole lost-artifact "race". I don't get that from my (admittedly limited) perusal of Numerian canon. (ISWG only). Seems they are more into wearing funky biometric artifacts and the odd bio-mech graft... A partial bio-mech cybernetic conversion - now that I could really get behind. I have similar in my homebrew called Augment Soldiers...

Wayfinders

@ baalbamoth: I was looking at the ARG when I came up with the idea. I found that I was going to mess something up along the line and make it way too overpowered then it needed to be (much like Pathfinder already is) so, I am building my own race (like I have done 2 others and they came out beautifully) and going to take it for a test run. I expect for a Cyborg to have around a 14 - 16 Constitution making him get at 1st level 2 - 3 Cybernetic Implants.

@ Freedom16: Thanks for the link, I can understand why it would be quoted as Overpowered, but the idea is really cool. I think if you were to halve the Graft Pool and round up (3 -> 2, 4 -> 2, 5 -> 3, ect..) then you would be much better off. Because if you look at the Synthesist Archtype, many DMs have banned it because you gain all the Eidolon's Evolutions and BAB. So, if you were to do that, and restrict it to where you can grab, for example, at 1st level you get the 1st level of Evolution Points. At 5th level, you get the 2nd level of Evolution Points. At 9th you get the 3rd level. And at 13th you get the 4th. That might help you out.
And yes, I do have that all figured out, sort of like taxes, "You must have this to have this, and once you've got it, you've got it and you cannot exchange it." That I have already thought of and I am doing it. What I need are some ideas to go along with it, and some things for the Golemtech Package, because I have for the Golemtech Package's Slots in the Throat, 3 "Augments". BTW, Augments is a much better word than slots so, I shall add that to the description. I was going to create either an excel or a simple Word Table to tell what the caps are, so, I think I am going to use caps for it.

@ Oceanshieldwolf: Well, please, elaborate on what you would think would catch your interest. I am not here to argue, merely to seek suggestions and ideas to help me with this creation process. It's coming together, slowly but surely, and I will eventually need to revise it to make the language a bit easier to understand. Freedom16 has shown me his Grafter class and I think I am going to have some of those ideas in there or simply work it all out with the Grafter and make it a race. I am not too sure yet, but, he's given me ideas. Would you mind giving me some ideas that I could use to make it a little bit more Numerianish, because Super-Science caught my attention at making a Cyborg. Now, if you would reccommend a different name for the Cyborg since the word "Cyborg" is rather classic and tasteless. I would be happy to hear them :D


Well I think I have a few ideas but for the Golem Tech package you might get more external augments rather then internal. I could see a exo-skeleton running across the characters body possibly be limited to the back and chest made of a mixture of techno-organic metal and hard carapace of steel or stone depending on taste. It could also represent artificial limbs or things similar to the warforged parts from 3.5.

Nanotech could be be internal easily, as yo pointed out the weapon-x subjects were either boosted through lacing their bones or through chemical compounds that boosted their mutagenic nature or suppressed it. With how you have it set up I'd suggest looking at d20Cyberscape for ideas on the nanotech, the thing was made for D20 modern but it might give a few ideas. Nanotech is usually affiliated with the idea of small machine in the blood or in the body period. This could result in strange augments, possibly night vision or infrared vision, it could lead to strength enhancement and possibly even molecular bonding of iron in your system to form techno-organic steel to act as a defense mechanism.

Xenotech could be a set of aberrant augments, more techno-organic and less mechanical. Possibly something along the lines of a mutant similar to Wolverine or some other of mutant.Necrotech! I was working on such a class, I scrapped it though due to lack of ideas though it was mostly augmenting undead horror.Rune and Arcane Tech could possibly mixed together as one set that can represent external augments while arcance tech runes their internal systems.

Wayfinders

Yea, I've got the Cyberscape D20 Modern/Future book. I am finished (sort of ) with Golemtech, Necrotech, and Arcanatech. I made it to where Nanotech is better, but to get the Augments, they cost 3 - 4 times more than they would on say Golemtech.

I also have the Eberron Campaign Setting book, and I looked at some of the tech for the Warforged and I took the Armbow out for the Nanotech, I didn't make it a +2 Light Repeating Crossbow in the book, merely a Masterwork Light Repeating Crossbow. I also took a few things from Mortal Kombat from Kano (like the eye thing) and Predator (the mounted Plasma Blaster).

On most of them, I have it to where you can have the lower end of your body end like a snake (think of a naga but with arms). Palm Spellbooks, Shooting Magical Rays through your eye counting as a "free hand". Breath Weapon, ect...

I need to look into SLA Industries and D20 Future for the Xenotech stuff, as well as Lords of Madness. As well of a few Life Draining powers, but, that is about it. Three Cybernetic Packages down, 3 more to go. I also found a really cool idea for the Golemtech, Arcanatech, and Nanotech Packages, a robotic familiar that comes from your Throat Cybernetic Implant! You gain some of the abilities that you would normally, and if you already have a familiar you must choose either a Homunculus or a Protean Voidworm (this is for the Arcanatech)


I like the idea of a 'drone master' type of augmenter, your external mounts hold weapons that double as small constructs so like a spinnerette that takes up a external arm slot that can become unattached and become a small construct like a spider. A necrotech might have a small skull floating by him acting as a 'familiar' and has tech implanted in its sockets.

Wayfinders

I like the skull idea, I'll implement it into the Necrotech Throat or simply make it an Arm Cybernetic. I had a lot of ideas for the Necrotech, it's very easy to do the Necrotech, you just need to go through the Bestiary and find ideas :D I have 7 Cybernetic Augmentations for the Necrotech. The others I have 3 - 5 of them.


@Mr_Nevada: I think you're doing a great job following your own design path!
I like the various golem/necro/Arcana/rune-tech options.
My point was more about flavor, "cyborgs" and Numeria - but it was all personal observation - I'm hardly an authority on Golarion's "Numerian canon"! I'll get back to you if I have any actual ideas to help you with - until then it looks like you are in very capable hands!!!


A Numerian 'cyborg' might resemble something a little more advanced then Karamoss. He was described as a being no longer human bu not fully machine. Looking at Numeria and their Automatons I think a mixture of hardware being greater while software would be lesser and even be spell/psi-like abilities. Possible other ideas for a 'cyborg' class would even look at the Steamborg from Dragonmech, the illustrations are good examples of augmented creatures ad a good example of Numeria.

But yes for Necrotech look at undead creatures and constructs, place the origins of Necrotech on Eox and the Bone Sages, Eox is full of necrotech goodies since the Cataclysm destroyed the planet and it was in truth very much advanced and is believed by some that the Gods destroyed Eox since they were almost on par with the gods in magic and technology.

Also thought of something for arcane or golem tech, base some ideas off the Verces Augment Caste. The people o Verces blend magic and science to build augments to benefit their way of life. So extra limbs and eye augments are common.

Wayfinders

You can do that already with customizing by simply paying for more Cybernetic Implants, I am placing a cap (mostly everything will) on what it will be.

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