TEXT: CYBORGS
  THE FOREVER SERVICE
  IN NEMEZIS
  JAKUB OSIEJEWSKI
  ANDRZEJ STÓJ
  
  Authors:
  Andrzej Stój, Jakub Osiejewski
  Editing:
  Andy Slack
  Layout and typesetting:
  Irek Winnicki
  Cover:
  Peter Szabo Gabor
  Pictures:
  Magdalena Rudzińska, The Forge Studios (Maciej Zagorski), Tomasz Tworek
  Special Thanks to:
  MK, Pawła, Marzeny i Tomka
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group 
  at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permis ion.
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of 
  this product.
  2015 Gramel ,Nemezis and all related marks and logos are trademarks of Gramel . All Rights 
  Reserved.
  Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 
  Publishing, Inc. All rights reserved.
  
  Introduction 3
  In Nemezis we use the word ‘cyborgs’ 
  to refer to total cyborgs, beings whose 
  minds have been transferred to artificial 
  bodies. A human mind transferred into a 
  specially prepared computer, superior to 
  AIs. Cyborgs can be humanity’s greatest 
  weapon, but sometimes they’re so distant 
  from other humans that they become 
  one of its greatest fears. A cyborg is free 
  from most human needs – he or she 
  doesn’t feel hunger, thirst, or exhaustion. 
  They don’t feel the joy of combat or the 
  excitement of VR games. They don’t 
  want to find partners, found families, 
  raise children or ensure their future. 
  Most of them undergo harsh training 
  aboard a monastic ship – a combination 
  of a psionic foundation, monastery, boot 
  camp and robotics lab – where they’re 
  instilled with one need: to serve their 
  makers. They’re sentient and intelligent – 
  but they abandon most of their desires, 
  hopes and dreams to support their 
  country, planet, or corporation.
  There are exceptions, of course. A cyborg 
  can be devoted to non-physical pleasures, 
  enjoying the plots of novels, music or 
  abstract mathematical problems. Some 
  might still focus on their family, or at 
  least on their family’s honor or the 
  well-being of their descendants. Nev-
  ertheless, it’s clear to everyone who 
  attempts conversion – your old life 
  has ended. No one could even imag-
  ine a cyborg wandering across Cori-
  sian beaches, relaxing in a café on Ba-
  riz or drunkenly stumbling on the 
  streets of Union City. One cyborg, even a 
  light, scouting model, is about as powerful 
  as a platoon – and even more expensive 
  to create, considering that there are few 
  people able to finish their training. Few 
  officers allow their cyborgs to relax – and 
  even fewer cyborgs have a reliable way to 
  relax.
  It’s hard to create a cyborg character 
  – and it’s even harder to roleplay an
  emotionless 
  steel 
  killing 
  machine.
  However, if your campaign focuses
  on fast action, spectacular chases and
  massive combats with the nastiest
  spawn of the Worm, perhaps a group
  of cyborgs could take part in an epic,
  exciting campaign.
  
  In the game world an applicant needs to 
  undergo gruelling training on a monastic 
  ship, usually sponsored by someone. The 
  most important parts of the training 
  are not the combat training (though it’s 
  expected that the applicants were at least 
  valued experts) nor tech skills, but self-
  control and empathy. The latter dies with 
  time, and rigorous concentration and 
  philosophical classes allow the cyborgs 
  to preserve their human sentience and 
  self-awareness. Unlike AIs, cyborgs have 
  free will, can independently assess threats 
  and change their priorities. A robot, if 
  ordered to lead the charge, would not pay 
  much attention to the other soldiers in 
  the unit – it might be smart enough to 
  seek cover, but would not retreat or seek 
  alternative ways to destroy the enemy. A 
  cyborg looks beyond the orders and can 
  disobey them.
  Martial arts are, however, useful as 
  a technique of focusing thoughts 
  on a single goal. Cyborgs don’t have 
  adrenaline, and are unable to find 
  pleasure in combat – but melee combat 
  is still a valuable device to maintain 
  the remnants of their humanity. A 
  prospective novice without combat 
  talent, as well as many other cyborgs, 
  focuses on some other activity – often 
  work. Usually people to be transferred 
  into cyborg bodies are already experts at 
  their current vocation – and they receive 
  additional training to both broaden their 
  competencies and allow them to adjust 
  to their new tasks in mechanical bodies. 
  Many cyborgs speak of their Duty with 
  almost religious zeal.
  On Earth, many religions taught the 
  importance of abandoning their body 
  and its base needs – and for monastic 
  adepts, these ancient religious formulas 
  have been adapted for their meditation 
  and fasting rituals. Addictions, negative 
  personal habits or innocent quirks – all 
  of them must be either discarded or 
  channelled via meditation. Some habits 
  and very strong personal goals, however, 
  can ‘survive’ – for instance personal 
  vengeance (especially if rationalized or 
  compatible with the sponsor’s goals), 
  scientific curiosity or family ties. When a 
  new, single-minded persona is ready, the 
  transfer to the artificial body can begin.
  Though an average ‘man on the street’ 
  might think of cyborgs as ’brains in 
  jars‘, the artificial bodies are completely 
  synthetic. The process of transferring 
  a brain to a ‘synth-brain’ is similar to 
  mnemonic banks. All sponsors want 
  to have their cyborgs used – therefore, 
  they install limitation software in their 
  cybernetic brains, to protect themselves 
  in case the cyborg goes rogue. Few 
  cyborgs really do so; if they do go rogue, 
  this does not necessarily mean they 
  went insane – but their personal goals 
  Ash 4)
  
  How to Become a Cyborg 5
  and priorities stopped being compatible 
  with their sponsor’s.
  In game terms, we treat artificial bodies as 
  cyberware – they have a certain cost, and 
  replace the entire body of the character. 
  Usually, they grant very high levels of 
  physical Traits, which can’t be raised later, 
  a set of Edges and many other bonuses. 
  They’re usually incompatible with any 
  other cyberware – outside of software, 
  their new brains replace jacks.
  However, the Cybernetics Threshold of 
  artificial bodies would be too high for a 
  character even with the Monastic Training 
  Edge and Spirit d12! That Edge reflects 
  a character who attempted the training 
  but never completed it. To portray a true 
  cyborg that has undergone the treatment, 
  select the following Edge with the 
  GM’s permission.
  Ready for Service 
  (background)
  Requirements: Novice (but see 
  below), Spirit d8+, Vigor d8+
  This Edge allows you to switch 
  to an artificial body regardless 
  of Cybernetic Threshold. The 
  character can have any number 
  of cybernetic implants, without 
  risking losing control over 
  their own bodies. This Edge 
  represents completion of the 
  monastic training, and the vast 
  majority of the characters with it 
  will be eventually transferred to 
  artificial bodies, but you can also 
  take it to represent a hero who 
  completed his training and then 
  left – and uses “classical” improvements 
  of his cybernetic implants.
  This Edge is very powerful and thus a 
  GM can veto it at any moment. During 
  an ongoing campaign it can’t be selected 
  unless the character undergoes training 
  on a monastic ship (which takes at 
  least five years). Most Hindrances 
  (whether mental or physical) of such a 
  hero should be bought off or replaced 
  with new ones, like Quirks reflecting 
  a dehumanized outlook or Heroic to 
  reflect his new devotion to protecting 
  mankind.
  If a player decides to become a true 
  cyborg, besides choosing an artificial 
  
  body (often after discussing it with the 
  GM and other players), he should also 
  choose his Limitations.
  Every cyborg has been programmed 
  with Limitation software, enforcing 
  or banning certain behaviours in 
  given situations. Usually these are very 
  detailed instructions, a kind of safety 
  valve protecting the investor (usually 
  the military) from a rebellion by a 
  mad, damaged or simply bored cyborg. 
  For Player Characters these will mean 
  three specific rules determined together 
  with the GM, which the character 
  will not be able to break. These should 
  be determined before the character’s 
  mind is transferred to an artificial body. 
  These rules can’t be changed without 
  wiping the synthbrain – and killing 
  the character. Often they’re installed 
  without the soldier’s knowledge, but 
  even if the character doesn’t know about 
  his limits, all the players should be aware 
  of them. Sample limitations include:
   
  ! Never attack a person serving in the 
  Cor army, unless ordered to do so by 
  a major or more senior officer.
   
  ! Never spare a cultist, regardless of 
  their identity.
   
  ! Never retreat from a battlefield, unless 
  you receive an order from a superior.
   
  ! Never accept payment for your 
  service.
   
  ! If there’s a high probability of the 
  destruction of your body, retreat 
  from the battlefield.
  Such Limitations are built into synthetic 
  brains to ensure loyalty and exact 
  obedience from a cyborg. These must 
  be fairly specific, but the training and 
  lesser programming instructions endow 
  the cyborg with many less severe limits. 
  Whenever a character finds himself in a 
  situation where his loyalty to his creator, 
  or the sponsor (army, corporation, state) 
  he serves might be compromised, the 
  player must either spend a Benny or pass 
  a Spirit -2 roll to be able to act against his 
  employers, his own monastic ship or the 
  people responsible for building his body.
  Who Can Sponsor a Cyborg
  Cyborgs are created by a powerful 
  organization for a specific purpose. 
  For many characters these are their 
  sponsors. Almost all cyborgs are 
  utterly loyal to their sponsors, at least 
  at the beginning.
  Government – For many planetary
  governments spending billions of 
  credits to create and maintain a 
  group of a few dozen cyborgs (for 
  government protection, as an elite 
  police squad, or army special forces) 
  isn’t a major budget expense.
  Corporation – A private army isn’t
  anything unusual in the Galaxy. Many 
  corporations with bases in dozens 
  of star systems can afford as many 
  cyborgs as a planetary government.
  Military groups – Few independent
  mercenaries, peacekeeping forces 
  or troops fighting the Horde can 
  afford to create more than a handful 
  of cyborgs, but nevertheless it still 
  happens sometimes.
  Individuals – Yes, a few individuals
  with massive bank accounts and loyal 
  servants can secretly fund training for 
  trusted retainers on one of the older 
  monastic ships. Sure, even the richest 
  people can only afford about half a 
  dozen cyborgs – but for a team of 
  devoted bodyguards or special assault 
  group it’s enough.
  Gunsmith 6
  
  Church – In the Galaxy there are
  still various cults, and some of them 
  might perceive a transformation into 
  a cyborg as a religious ritual. A very 
  charismatic, devoted religious leader 
  might go onto a monastic ship, to lead 
  their followers forever.
  Rogue Agent – Some monastic ships
  have been taken over by groups 
  who shouldn’t control them: pirates, 
  gurus of weird sects, mafias… Such 
  organizations are a serious threat, 
  since the normal rules and Limitations 
  of synthetic brains don’t apply to 
  these. 
  A Party of Cyborgs
  Adventures for cyborgs only should be 
  perfect for smaller groups. Two or three 
  players running true cyborg characters 
  should be able to cope with any 
  threat imagined by the GM. Most 
  “ordinary” 
  opponents 
  (gang 
  members, 
  soldiers, 
  crawlers, 
  zombies) 
  will 
  be 
  simply 
  meaningless to even the lighter 
  cyborg bodies – the only threat 
  would be the “final opponent”, 
  a major threat that should be a 
  challenge for two or three cyborgs. 
  Thanks to the Savage Worlds 
  system, the GM is free to run 
  even large combats, just to 
  remind players how much 
  firepower their characters 
  can muster. You shouldn’t 
  play out every single combat 
  against dozens of opponents 
  – players will get bored with
  that sooner or later.
  Tasks for troops equipped 
  with artificial bodies should 
  be difficult, and require not only combat 
  skills, but also social and analytical 
  capabilities – and also common sense. 
  Cyborgs can also search for a rogue 
  companion (or one dominated by Lij), 
  track down a blasphemous sect, participate 
  in the great game of intelligence services 
  on a planet dominated by various states, 
  or act as corporate spies (kidnapping 
  researchers, sabotaging plans and even 
  assassination). Players creating cyborg 
  characters probably don’t want to focus 
  on social scenes and encounters – after 
  all, that’s not why they picked up artificial 
  How to Become a Cyborg 7
  
  bodies – but the whole tale should not 
  solely depend on PCs’ firepower.
  It can safely be assumed that whoever 
  has created the artificial bodies of heroes 
  will also be their chief employer. PCs 
  should be utterly loyal to their sponsor, 
  and will undertake any kind of action, 
  unless it conflicts with their Limitations. 
  Money shouldn’t be a problem, though if 
  PCs are mercenaries or bounty hunters 
  maybe they should find themselves 
  lacking funds. The most important thing 
  about preparing missions will be the non-
  combat skills of characters – if a mission 
  will require hacking skills, the ability to 
  keep hidden and to scale walls, if the PCs 
  are utterly unprepared, the mission will 
  be a lot harder than if they had to face 
  dozens of elite soldiers.
  Below we present three example group 
  concepts for the teams of cyborgs. Two 
  of them are tied to the Horizon system, 
  the third one is more mobile and can be 
  placed in any area of the Galaxy.
  Ghosts
  Most of soldiers on Cor think that 
  ‘Ghosts’ are just a flimsy cover by High 
  Command for some advanced tech-
  nologies used to obtain key in-
  formation. A major moves two 
  companies without a reason 
  and the day after that the 
  reinforced place is able to 
  resist a major assault of the 
  Horde? Ghosts told 
  him to. A well-for-
  tified base is 
  evacuated 
  an 
  hour 
  before a massive wave of monsters at-
  tacks? Ghosts did it. Someone finds 
  mysterious coordinates, sets Artillery 
  Auxiliaries to aim whatever they have, 
  and it turns out that a colony of nemot-
  ics was wiped out? Ghosts set this up.
  Ghosts indeed exist. There are only a 
  few of them, but not because almost no-
  one is able to survive in the jungle, nor 
  due to lack of volunteers. Every single 
  member of this elite scouting squad has 
  been offloaded to Cor straight from 
  Emperor Tenji, a monastic ship present in 
  the Horizon system since the invasion of 
  the Horde. The Ghosts’ new bodies are 
  a marvel of technology – able to resist 
  the influence of Lij. Ghosts don’t need 
  food, drink, sleep or air, are invulnerable 
  to Horde-spawned diseases, and aren’t 
  motivated by fear, anger or revenge. 
  They just do their job: set explosive 
  charges, scout forward, warn the High 
  Command of any strange movements. 
  The truth about Ghosts is known only 
  to a handful of people from Southern 
  Army command – to the rest they are a 
  myth – and have to remain one.
  Chrome Dragons
  Few people in the Galaxy could imagine 
  a criminal disciplined and devot-
  ed enough to undergo monastic 
  training and be transferred into 
  a cyber-body. And 
  yet, it has hap-
  pened. 
  Shiro 
  Hino, daimyo of 
  the Golden Dragon 
  clan of the Syndicate 
  managed to reach certain 
  people, who used 
  Cyborgs 8
  
  their contacts, and as a result the Syndi-
  cate became the first criminal organiza-
  tion whose men managed to complete 
  the monastic training. Golden Dragon so 
  far has less than a dozen cyborgs – but if 
  it comes to an open gang war, these will 
  probably be the most powerful squad on 
  Ash, maybe except for the black magic of 
  the Mesu cultists.
  Hino initially wanted to keep the 
  existence of these ‘Chrome Dragons’ 
  secret. All of his men therefore have light, 
  humanoid bodies, covered by a synthetic 
  skin created by gengineers, able to imitate 
  a variety of skin colors, and the colors of 
  their surroundings. So far the cyborgs 
  of the Dragons have completed only 4 
  missions – all were successful, but during 
  the last one a cyborg was photographed 
  by an independent reporter. She wasn’t 
  stupid, and promised Shiro to keep quiet 
  in exchange for money. Both sides have 
  kept their word so far, but if a third side 
  encounters the photos (the girl kept 
  these to ensure her safety), she and the 
  Golden Dragon clan will find themselves 
  in real trouble.
  Delta Mercs
  Oberon was one of the oldest monastic 
  ships – a second generation one, once 
  defending Noira, a major farming 
  and research world. Even though its 
  halcyon days have passed, it was still 
  used to create artificial bodies that 
  protected the world. However, 
  around 80 years ago, Noira was attacked 
  by the Horde. In just a few weeks all 
  life in that solar system was eliminated. 
  A small group of people survived – 
  including the crew of the Oberon and 
  soldiers undergoing monastic training 
  aboard. To fund themselves and Oberon, 
  they tried to do mercenary work – but 
  unsuccessfully. The synth-brains of 
  cyborgs have been encoded with loyalty 
  to their mother planet, and few of them 
  could effectively fight for profit.
  As a result, Oberon grew more and more 
  decayed. The elders of the ship sold off 
  the major components, like armaments 
  or fighters. Eventually, the artificial 
  bodies produced on the ship were to be 
  turned off and sold to researchers – but 
  the last six soldiers who were close to 
  the end of their training had other plans. 
  Around sixty five years ago, a couple of 
  months before the final destruction of 
  the ship, they looted the transference 
  devices, moving them to a small, stolen 
  frigate. With the help of the crew they 
  modified the programming in the 
  synth-brains, and in the end transferred 
  their minds into new bodies. They also 
  looted the most essential parts from the 
  ship and flew away. Currently they work 
  as mercenaries offering their services to 
  anyone who can afford them. 
  
  Including one cyborg in a party 
  consisting of normal heroes won’t be 
  easy. The artificial body grants that 
  character superhumanly high Traits, and 
  most tasks trivial for the cyborg would 
  be impossible for the rest of the party. 
  Especially in combat, the group will be 
  reduced to onlookers, watching as the 
  cyborg tears into her opponents. Even if 
  the GM introduces a similarly matched, 
  powerful opponent, there’s no guarantee 
  that the monster won’t finish off the rest 
  of the party before getting to the cyborg. 
  However, if the rest of the party start the 
  campaign at higher Ranks than Novice, 
  you can at least try to balance the par-
  ty. Note that a cybernetic body raises 
  Traits to very high level, and thus the 
  varied skills or psionic powers of the rest 
  of party will compensate for their lower 
  combat skills. Of course, the character 
  can allow the entire party to create char-
  acters at a certain Rank (all Veteran he-
  roes), and allow one of them to replace 
  his body with a cybernetic one. However, 
  take a close look at the PC – if the player 
  has put all his points into mental or social 
  skills, counting on improving his physi-
  cal capabilities by conversion into cyborg, 
  you’re free to refuse such a character. We 
  suggest that the character buys at least d8 
  in the skills his body grants a bonus to, as 
  well as Vigor and Spirit d8+.
  Road of No Return
  It’s not widely known, even consider-
  ing that for an average inhabitant of 
  the Galaxy cyborgs are just something 
  out of “science-fiction”. People who do 
  know about it are cybertechnologists, 
  people and cyborgs serving on monas-
  tic ships, experienced officers and of 
  course cyborgs and cyborg candidates 
  themselves. This is a road of no return. 
  There’s no way to be transferred back 
  to a “natural” body. If the human mind 
  is mapped and sent to a synth-brain 
  it will remain there forever. Nothing, 
  not even the influence of the Poisoner 
  of Technology can reverse the process 
  – even though Lij often takes over cy-
  borgs by promising them to turn them
  into humans when they submit to her.
  Below we present a way to include a 
  cyborg in a party consisting of human 
  heroes.
  Pay and Weep
  If the entire party is cyborgs, funding the 
  bodies is seldom a problem. However, if 
  a player really wants to play a cyborg in 
  a party of humans, he should finance his 
  own body – and, if the rest of players 
  agree, he can buy his body on credit. 
  Cyborgs 10
  
  That’s when his problems start. First of 
  all, one of his Limitations in such a case 
  should be a ban on acting against the 
  organization that has funded his body 
  – and more fiendish GMs can certainly
  think up more limits. Secondly, the
  character should pay annual rent for his
  body – usually 20% of its worth, which
  can be a major drain on the party funds. 
  For a body that costs $350,000, that
  comes to $70,000 per year. Finally, he
  also should cover the costs of the body
  itself – usually this is about 5% per year, 
  but if the PC adds the costs of servicing, 
  installing improvements etc., it might
  be far above characters’ limits.
  What happens then? Well, the rightful 
  owner of the body will be entitled to his 
  property back – and in this case the hero 
  will not receive back his old organic body.
  Anti-C
  In the police forces of many planets there 
  are special units created to contain and 
  arrest both rogue cyborgs and people 
  with too many implants. Such units are 
  commonly known as Anti-C. The units 
  are composed of experienced police 
  officers, war veterans, and soldiers after 
  monastic training, often equipped with 
  artificial bodies. Few planets can afford 
  such an investment, but there are many 
  worlds where the governments would 
  shell out a few millions of credits to 
  create a superhuman assault unit to fight 
  madmen equipped with heavy weapons.
  But Anti-C is not just a hammer 
  against the crazies. These units are 
  composed of elite, experienced soldiers, 
  too valuable to waste on the “frontlines”. 
  The officers often cooperate with other 
  departments, helping to destroy major 
  gangs, assault dangerous murderers or 
  protect important public figures. Some 
  people claim that governments use such 
  cyborgs as assassins, but that rumor has 
  little basis in fact, and no journalist in 
  the last few years has found even a shred 
  of evidence.
  Artificial Bodies
  On every monastic ship there are 
  laboratories, where new models of 
  artificial bodies are designed. Even the 
  pre-existing models receive various 
  improvements and updates, sometimes 
  they can even be built from scratch. 
  There are various models of bodies, but 
  in practice no two cyborgs are exactly the 
  same. Models share basic requirements, 
  physical build, require similar spare 
  parts and maintenance, but over time 
  cyborgs become more and more unique. 
  Below we present a couple of artificial 
  bodies that demonstrate the capabilities 
  of modern technology.
  Artificial Body: Ares Class
  A standard body based on ancient 
  designs of the pioneers of cybernetics. 
  Fitted out for the modern battlefield, it 
  has proven very versatile – an Ares can 
  perform well on any mission.
  Type: Total conversion; Place: Entire 
  body 
  (no); 
  Effect: 
  A 
  character 
  transferring his mind inside an Ares 
  body receives the following benefits:
   
  ! Physical traits are increased to 
  following values: Strength d12+2, 
  Agility 
  d12+2, 
  Vigor 
  d12+2. 
  One Cyborg  in the Party 11
  
  These values can’t be increased by 
  advances.
   
  ! Receives +20 Armor.
   
  ! Pace increases to 10”
   
  ! Jumping range doubles compared 
  to an average man.
   
  ! Can’t swim, all Swimming rolls end 
  with an automatic failure.
   
  ! Becomes immune to all poisons 
  and diseases, can’t be suffocated or 
  blinded.
   
  ! Always succeeds at all Fear tests.
   
  ! Ignores all Fatigue rules.
   
  ! All Shooting rolls are made with a 
  +2 bonus.
   
  ! Receives Edges: Quick, Alertness, 
  Ambidextrous, No Mercy, Block, 
  Level Headed, Steady Hands, Two-
  Fisted, Hard to Kill, Harder to Kill, 
  Combat Reflexes.
   
  ! Does not suffer penalties for 
  Wounds.
   
  ! Nanoids in the body quicken 
  healing –can make 1 Vigor roll per 
  hour.
   
  ! Has low light vision, and is able to 
  see in total darkness to a range of 
  120 feet.
   
  ! Has a +4 bonus on all Tests of Will
   
  ! Receives the following equipment 
  built into the body: military force 
  field (2d8) powered by a tactical 
  battery, two light ranged weapons 
  (light plasma or modern weapons), 
  and a pair of blades similar to short 
  swords (Str+d6). The character can 
  use a jack and software, but no 
  other implants.
   
  ! Other traits remain unchanged and 
  can be increased using advances.
   
  ! If the character was an Extra, he or 
  she becomes a Wild Card.
  CP: +100; Availability: D; Cost: 350 000.
  Artificial Body – Mercury Class
  This powerful synthetic body is designed 
  for operations in urban environments 
  or for scouting activities. Thanks to its 
  immense agility and speed, the body 
  is often used as an assassin when the 
  ordinary humans can’t do the job.
  Type: Total conversion; Place: Entire 
  body 
  (no); 
  Effect: 
  A 
  character 
  transferring his mind inside a Mercury 
  body receives the following benefits:
   
  ! Physical traits are increased to the 
  following values: Strength d12, 
  Agility d12+6, Vigor d12+2. These 
  values can’t be increased using 
  advances.
   
  ! Receives +20 Armor.
   
  ! Pace increases to 15”
   
  ! Jumping range doubles compared 
  to an average man.
   
  ! Can’t swim, all Swimming rolls end 
  with an automatic failure.
   
  ! Becomes immune to all poisons 
  and diseases, can’t be suffocated or 
  blinded.
   
  ! Always succeeds at all Fear tests.
   
  ! Ignores all Fatigue rules.
   
  ! All Shooting, Stealth, Notice and 
  Climbing rolls are made with a +2 
  bonus.
   
  ! Receives Edges: Quick, Alertness, 
  Ambidextrous, No Mercy, Block, 
  Level Headed, Steady Hands, Two-
  Fisted, Rock and Roll!, Hard to Kill, 
  Harder to Kill, Combat Reflexes.
  Cyborgs 12
  
   
  ! Does not suffer penalties for 
  Wounds.
   
  ! Nanoids in the body quicken 
  healing – can make 1 Vigor roll per 
  hour.
   
  ! Has low light vision, and is able to 
  see in total darkness to a range of 
  120 feet.
   
  ! Has a +4 bonus on all Tests of Will
   
  ! Receives the following equipment 
  built into the body: military force field 
  (2d8) powered by a tactical battery, two 
  light ranged weapons (light plasma or 
  modern weapons), and a pair of blades 
  similar to short swords (Str+d6). The 
  character can use a jack and software, 
  but no other implants.
   
  ! Other traits remain unchanged and 
  can be raised using advances.
   
  ! If the character was an Extra he or 
  she becomes a Wild Card.
  CP: +120; Availability: D; Cost: 400 000.
  Artificial Body – Butcher Class
  One of the heaviest bodies available, 
  designed for frontline operations. It’s 
  durable, heavily armored and equipped 
  with a powerful energy shield, which 
  effectively changes it to a vaguely 
  human-shaped tank. Equipped with a 
  Heavy Weapon it’s more than a match 
  for any standard vehicle.
  Type: Total conversion; Place: Entire 
  body 
  (no); 
  Effect: 
  A 
  character 
  transferring his mind inside a Butcher 
  body receives the following benefits:
   
  ! Physical traits are increased to 
  following values: Strength d12+8, 
  Agility d12, Vigor d12+8. These 
  values can’t be increased using 
  advances.
   
  ! Receives +30 Armor.
   
  ! Pace increases to 8”
   
  ! Jumping range doubles compared 
  to an average man.
   
  ! Can’t swim, all Swimming rolls end 
  with an automatic failure.
   
  ! Becomes immune to all poisons and 
  diseases, can’t be suffocated or blinded.
   
  ! Always succeeds at all Fear tests.
   
  ! Ignores all Fatigue rules.
   
  ! All Shooting and Fighting rolls are 
  made with a +2 bonus.
   
  ! Receives Edges: Quick, Alertness, 
  Ambidextrous, No Mercy, Block, 
  Level Headed, Steady Hands, Two-
  Fisted, Hard to Kill, Harder to Kill, 
  Combat Reflexes.
   
  ! Does not suffer penalties for 
  Wounds.
   
  ! Nanoids in the body quicken healing 
  –can make 1 Vigor roll per hour.
   
  ! Has low light vision, and is able to 
  see in total darkness in the range of 
  120 feet.
   
  ! Has a +4 bonus on all Tests of Will.
   
  ! Receives the following equipment 
  built into the body: assault force 
  field (2d10) powered by a tactical 
  battery, 
  two 
  ranged 
  weapons 
  (plasma or modern weapons, one 
  Heavy Weapon), and a pair of blades 
  similar to short swords (Str+d6). 
  The character can use a jack and 
  software, but no other implants.
   
  ! Other traits remain unchanged and 
  can be raised using advances.
   
  ! If the character was an Extra, he or 
  she becomes a Wild Card.
  CP: +150; Availability: D; Cost: 500 000.
  Artificial Body – Ghost Class
  Cor’s military tries to sell itself as the 
  last, best hope for humanity, equipped 
  One Cyborg  in the Party 13
  
  with the most modern gadgets created 
  by the human mind. In truth, for most 
  generals there are more important 
  things than a new, faulty model of 
  plasma rifle. However, with the help of 
  Infinity and other corporations, they do 
  indeed manage to get their hands on 
  amazing inventions, especially in the 
  field of cybernetic implants. One such 
  breakthrough was a new artificial body 
  used by Ghosts.
  This body, human-shaped but still visibly 
  mechanical, is one of the pinnacles of 
  cybertechnology, the result of years of 
  experiments aboard the Emperor Tenji. 
  Ghosts’ bodies have been designed to 
  work on long missions and can work for 
  months without the need for recharging.
  Type: Total conversion; Place: Entire 
  body 
  (no); 
  Effect: 
  A 
  character 
  transferring his mind inside a Ghost 
  body receives the following benefits:
   
  ! Physical traits are increased to 
  following values: Strength d12+2, 
  Agility d12+4, Vigor d12+2. These 
  values can’t be increased using 
  advances.
   
  ! Receives +20 Armor.
   
  ! Pace increases to 15”
   
  ! Jumping range doubles compared 
  to an average man.
   
  ! Can’t swim, all Swimming rolls end 
  with an automatic failure.
   
  ! Becomes immune to all poisons 
  and diseases, can’t be suffocated or 
  blinded.
   
  ! Is immune to all black magic spells 
  cast by Lij’s cultists or daemons 
  as well as any influence from Lij 
  herself.
   
  ! Always succeeds at all Fear tests.
   
  ! Ignores all Fatigue rules.
   
  ! All Shooting, Stealth, Notice and 
  Climbing rolls are made with a +2 
  bonus.
   
  ! Receives Edges: Quick, Alertness, 
  Ambidextrous, No Mercy, Block, 
  Level Headed, Steady Hands, Two-
  Fisted, Rock and Roll!, Hard to Kill, 
  Harder to Kill, Combat Reflexes.
   
  ! Does not suffer penalties for 
  Wounds.
   
  ! Nanoids in the body quicken 
  healing –can make 1 Vigor roll per 
  hour.
   
  ! Has low light vision, and is able to 
  see in total darkness to a range of 
  120 feet.
   
  ! Has a +4 bonus on all Tests of Will
   
  ! Receives the following equipment 
  built into the body: military 
  force field (2d8) powered by a 
  tactical battery, one light plasma 
  ranged weapon, a pair of blades 
  similar to short swords (Str+d6), 
  as well as a long range (50 miles) 
  commlink, with encoding systems.. 
  The character can use a jack and 
  software, but no other implants.
   
  ! Other traits remain unchanged and 
  can be raised using advances.
   
  ! If the character was an Extra he or 
  she becomes a Wild Card.
  CP: +125; Availability: D; Cost: 750 000.
  Artificial Body – Talos Class
  This is your basic “covert” cyborg body. 
  With a cursory scan, it resembles a hu-
  Cyborgs 14
  
  man, but closer examination reveals a lack 
  of body hair except on the head, lack of 
  natural odor etc. In “combat mode”, the 
  body reveals hidden weaponry and armor 
  built underneath the skin – and naturally, 
  it weighs far more than a human.
  Type: Total conversion; Place: Entire 
  body 
  (no); 
  Effect: 
  A 
  character 
  transferring his mind inside a Talos 
  body receives the following benefits:
   
  ! Physical traits are increased to 
  following values: Strength d12+2, 
  Agility d12, Vigor d12+2. These 
  values can’t be increased using 
  advances.
   
  ! Receives +15 Armor.
   
  ! Pace increases to 12”
   
  ! Jumping range doubles compared 
  to an average man.
   
  ! Can’t swim, all Swimming rolls end 
  with an automatic failure.
   
  ! Becomes immune to all poisons 
  and diseases, can’t be suffocated or 
  blinded.
   
  ! Always succeeds at all Fear tests.
   
  ! Ignores all Fatigue rules.
   
  ! All Shooting, Taunt, Notice and 
  Stealth rolls are made with a +2 
  bonus.
   
  ! To distinguish it from normal human, 
  observers must succeed at a Notice +2 
  roll. If cyborg disguises itself, this is 
  opposed by the cyborg’s Persuasion.
   
  ! Receives Edges: Quick, Alertness, 
  Ambidextrous, 
  No 
  Mercy, 
  Block, Level Headed, 
  Steady 
  Hands, 
  Two-
  Fisted, Rock and Roll!, 
  Hard to Kill, Harder to 
  Kill, Combat Reflexes.
   
  ! Does not suffer penalties for 
  Wounds.
   
  ! Nanoids in the body quicken 
  healing –can make 1 Vigor roll per 
  hour.
   
  ! Has low light vision, and is able to 
  see in total darkness in the range of 
  120 feet.
   
  ! Has a +4 bonus on all Tests of Will
   
  ! Receives the following equipment 
  built into the body: heavy force field 
  (2d6) powered by a tactical battery, 
  a light ranged weapon (modern or 
  plasma), a pair of blades similar to 
  short swords (Str+d6). The charac-
  ter can use a jack and software, but 
  no other implants.
   
  ! Other traits remain unchanged and 
  can be raised using advances.
   
  ! If the character was an Extra he or 
  she becomes a Wild Card.
  CP: +100; 
  Availability: D; 
  Cost: 300 000.
  Artificial Body – 
  Mantis Class
  One of the older 
  bodies, but still 
  very 
  popular. 
  It’s 
  not 
  fully 
  humanoid – to 
   
  g  in the P
   
  
  onlookers it resembles the insect it’s named 
  after. It’s equipped with two pairs of upper 
  limbs, one of which is adorned with 
  massive, thermal blades – which make it 
  very effective in short-range combat (urban 
  environments, spaceships, thick forests)
  Type: Total conversion; Place: Entire 
  body 
  (no); 
  Effect: 
  A 
  character 
  transferring his mind inside a Mantis 
  body receives the following benefits:
   
  ! Physical traits are increased to following 
  values: Strength d12+2, Agility d12+4, 
  Vigor d12+2. These values can’t be 
  increased using advances.
   
  ! Receives +20 Armor.
   
  ! Pace increases to 15”
   
  ! Jumping range triples compared to 
  an average man.
   
  ! Can’t swim, all Swimming rolls end 
  with an automatic failure.
   
  ! Becomes immune to all poisons and 
  diseases, can’t be suffocated or blinded.
   
  ! Always succeeds at all Fear tests.
   
  ! Ignores all Fatigue rules.
   
  ! All Shooting, Notice and Climbing 
  rolls are made with a +2 bonus.
   
  ! Receives Edges: Quick, Alertness, 
  Ambidextrous, No Mercy, Block, 
  Level Headed, Steady Hands, Two-
  Fisted, Rock and Roll!, Hard to Kill, 
  Harder to Kill, Combat Reflexes.
   
  ! Does not suffer penalties for Wounds.
   
  ! Nanoids in the body quicken 
  healing –can make 1 Vigor roll per 
  hour.
   
  ! Has low light vision, and is able to 
  see in total darkness to a range of 
  120 feet.
   
  ! Has a +4 bonus on all Tests of Will
   
  ! Receives the following equipment 
  built into the body: military 
  force field (2d8) powered by a 
  tactical battery, two light plasma 
  ranged weapons, a pair of heated 
  blades similar to short swords 
  (Str+d6+2, targets can catch fire), 
  as well as a long range (50 miles) 
  commlink, with encoding systems. 
  The character can use a jack and 
  software, but no other implants.
   
  ! Other traits remain unchanged and 
  can be raised using advances.
   
  ! If the character was an Extra he or 
  she becomes a Wild Card.
  CP: +150; Availability: D; Cost: 350 000.
  Cyborgs 16
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Nemezis/Savage Worlds - Nemezis - Cyborgs.pdf