Long ago, before the Metal Wars, the Scientists of
the day discovered a way to merge man and machine. Though subsequently used for
many reasons, this science today is mostly used only to create fearless,
strong, lethal warriors. While some of these Iron-Men result from volunteers,
most are created unwillingly, resulting from being kidnapped by the Iron-Men
and Mandroids of still-running Robotic Factories (some are
stationary, others mobile, vast vehicles on great wheels or treads or flying
citadels in the skies). Usually these Iron-Men are from Men of Earth or Gith stock, as
the factories were designed to transform the most common two races into
Iron-Men. Some races cannot be transformed, such as the Men of Wyld or Fey,
whose bodies reject the metal implants (killing them in the process).
Survivors, in any case, are transformed, losing any special
abilities they formerly possessed (psychic powers and mental mutations are
lost; physical mutations are “excised” as non-standard to the required unit).
Their minds are implanted with cybernetic neural implants
that enable their flesh-bodies to communicate with the metal portions of their
bodies. In the process, they gain immunity to all forms of natural, magical, or
psychic fear. They also gain a +2 bonus versus any other effect (magical or
psychic) that tries to affect their mind, especially but not limited to sleep,
charm, and hold spells and psychic effects.
Their eyes are replaced by bionic eyes; these look like
normal eyes for their race, but give the Iron-Man 60’ Infravision (glowing red
when their Infravision is active). Their skull is also reinforced with advanced
metals, giving their head an Armor Class equivalent to a great helm (ACB
-6/+6).
The Iron-Men have cybernetic reinforcements inserted into
their musculature and along their skeletal structure; this is for mounting
further attachments onto the Iron-Man. This reinforcement also provides the
Iron-Man with a pool of 25 structure points. When the Iron-Man suffers damage,
he can split it in any way he wishes between his regular hit points and these
structure points (this pool cannot fall to less than 0). Structure points
cannot heal naturally or be healed by magic, only repaired by a
scientist/mechanic or robotic factory.
At 1st level an Iron-Man can choose two of the following
additional upgrades:
Cybernetic Arm: An Iron-Man with this ability has had one of
his arms replaced by a mechanical equivalent. This adds +1 to his Strength (or
increases his Strength to the lowest point of the next highest category if he
has Exceptional Strength). This ability may be taken twice (once for each limb
replaced).
Fingerblades: The Iron-Man’s hands are implanted with
retractable razors. He is able to attack twice per round, once with each hand,
doing 1d6 damage (plus Strength bonus) per hand. The Iron-Man can also combine
a single off-hand fingerblade attack with a melee attack, though in this case
both attacks suffer a -2 penalty to hit.
Light Armor: Further reinforcement to chest, arms, and legs
provides the Iron-Man with an ACB -2/+2; if they wear armor of greater
protection than this, the reinforcement provides them with a -1/+1 bonus to
their AC.
Suturepede: The suturepede is a bio-mechanical centipede-like
creature surgically implanted within the Iron-Man’s body. When he falls to or
below 0 hit points, the suturepede exits through a wound and grafts itself to
the injuries, using its legs as sutures if necessary. This immediately restores
3d8 hit points. The suturepede dies and falls off within 1d4 days of use, and
the character must visit a scientist, mechanic, or mechanized factory to have a
replacement suturepede implanted.
Targeting Reticule: One of the Iron-Man’s bionic eyes has been
upgraded to include an improved targeting lens in a cylindrical black housing.
He now has a +2 bonus to hit with lasers, guns, and other techno-missile
weapons, and detects secret doors on a roll of 1-3 on 1d6. Only one eye may be
replaced with a targeting reticule – two reticules would only cause migraine
headaches with no improvement in accuracy.
Iron-Men have the ability to assimilate another cybernetic
upgrade every odd level (3rd, 5th, 7th, etc.) with no danger to their mental
state. While they can take on other upgrades, each upgrade beyond their
allotted safe number has a chance of driving them insane… and afterwards, if
they successfully maintain their sanity, they have a chance to lose it
temporarily when exposed to extreme stress. Upgrades are available through
friendly scientists, mechanics, and robotic factories.
Iron-Men, due to their cybernetic neural implant can never
learn to use spells or psychic powers. Iron-Men are limited to taking the
Fighter, Champion (i.e., Paladin), and Ranger classes. They are unlimited in advancement in
Fighter, limited to 8th level as a Champion, and 7th level as a Ranger. Due to
the programming in their neural implant, they can take proficiency in
techno-weapons at 1st level. If they have access to a friendly or allied robotic
factory, they can switch out any of their weapon proficiencies through
re-programming.
The neural implant also enables robotic factories as well
as scientists and even some mechanics to take over the mind of the Iron-Man.
The Iron-Man’s bonus to save does not apply to this kind of super-science based
mind control… a reason why even allies of the Iron-Men never quite fully trust
them.
Note: I am using the Scientist class from Henchman Abuse, with some modifications.
Also, though the race is titled "Iron-Men," there are also "Iron-Women." And on that note, if anyone knows of any good sources for pictures of female cyborgs that are not essentially excuses for soft-core porn, please let me know!
Nice write up!
ReplyDeleteI feel like I've been 'Caught Somewhere in Time'... like a 'Stranger in A Strange Land'. Love it!
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