Cyborg

Cyborg

Many creatures use artificial augmentation to improve their health or to push their abilities. Although, cyborgs differ in the fact that their fate is irreversible. Though biological augmentation had existed prior to the colonization of Uto, its normality came after. Cyborgs are classified as humanoid creatures that have replaced multiple vital systems with artificial enhancements. Due to their adaptability, humans are the most common species to become cyborgs. Cyborgs are naturally versatile, their full potential is unlocked through augmentable items. Augmentation of items is normally a long, grueling process that requires huge spans of time, but cyborgs can change augmentations multiple times in a single combat. Though reliant on equipment, this creates massive versatility for them, in virtually any way they wish.

Location

Cyborgs are predominantly found on Uto, as the practice of such augmentation is sold on the open market. Mechanical enhancements are common amongst Utians and the medical technology necessary is both advanced and readily available. Cyborgs can be found scarcely on Pia, though most Pian cyborgs share non-mechanical parts, often including arcane improvements.

Lifespan and Genetics

More often than not, cyborgs outlive their humanoid counterparts given their supplemental technology. A cyborg's lifespan varies greatly based on the humanoid affected and how sound the technology is.

Background

Cyborg modifications were first tested on humans on ancient Pia, mostly for the sake of learning the biological capability to capacitate it. Consensual cyborg modifications first became popular for medical purposes, such as limb or organ replacement. Once the technology had become more accessible and the knowledge more widespread, frivolous augments were used purely for altering one's physical or mental characteristics.

Playing a Cyborg

Cyborgs are a very item-dependent species to play, their best effects flaunted when they are well equipped. This is heavily accentuated by their ability to quickly augment and de-augment items in a very short period of time. Biotech cyborgs compliment this with restorative properties whereas cybernetic cyborgs complement this with combat prowess. The cyborg talent tree includes an entire branch dedicated to augmentation, and at its maximum tier, a cyborg may augment or de-augment items at no cost to health and in only two seconds of time while also offering a bonus to damage when augmented this way. Augmenting normally requires 1 hour of time and de-augmenting removes half a creature's DHP. These abilities are powerful if used well, but come at a great cost to resource. With some exceptions, the lowest rarity of an augmentable item is Common, meaning Crude items generally cannot be augmented. Additionally, augmentable items are generally rarer and more costly for the pure reason of being augmentable. To take advantage of these augmentation abilities, cyborgs must have access to some amount of time or money to purchase or create these items. Being able to craft higher-rarity items is a very valuable feature for cyborgs as it allows more customization for how one may use their abilities. This includes the entire middle branch of the Innovation core talent tree. As well, some Fabrication specialist talents will be very beneficial, such as Hasty Craft, Relaxed Craft, Cybernetic Specialist, and Nanomechanics (though many of these have substantial prerequisites). Cyborgs have an influx of defensive talents, but each subspecies may support different playstyles. For instance, biotech cyborgs make a better support role, complimented by talents such as the Natural Healer specialist talent. Cybernetic cyborgs, on the other hand, may be better at taking and dealing more damage, being well-adapted to Warfare core talents and Innovation core talents that represent combat. Outside of talents, cyborgs are somewhat versatile with base stats matching that of a human's, with no glaring strengths or weaknesses. Talents will, in turn, dynamically change a cyborg's capabilities inside and outside of combat.


Biotech Cyborg

As a biotech cyborg, you are a partial-humanoid that has been mechanically or magically imbued for the sole reason of survival or health. An explosion in your population occurred after the colonization of Uto, as many of your ancient peers were maimed or eviscerated and the only means of survival on the barren moon were machine parts. This form of augmentation produces a natural sense of self-preservation; increasing your own lifespan, decreasing the speed of which you age, and finding new ways to heal yourself, either through biology, engineering, or whatever you find on the ground that looks at least semi-sterile. Your tenacity far outweighs the artificial parts you're composed of. As long as you have the means, you have the will to trudge forward. Pain is a sign of progress, obstacles are just a path to the greater purpose and you will not be swayed.

Cybernetic Cyborg

Contrasting to your biotechnical counterparts, cybernetic cyborgs like you are humanoids enhanced with a speculative goal in mind, such as physical might or dexterity. These improvements are not a necessity, rather a luxury. After cyborg technology was mass-produced to aid in the war efforts, alternate versions of the process were patented for commercial use, much later in the creation of Uto's society. NexLab is your strongest supplier of such technology. It's a common conversation how you gathered the coin to get such parts, but the story means loads in comparison to the font. These parts are no more than strong interpretations of you. Cybernetics is a form of expression, manifested in the physical world. Regardless of what parts you are made of, your strength is yours, your speed is yours, your wisdom has been earned through the years, regardless of the cost.