Hands of Blue
Dressed in matching suits, these two people appear to be wearing blue gloves. They move with an almost mechanical precision.
HANDS OF BLUE CR 5/MR 2
NE Medium augmented humanoid (cybernetic, mythic)
Init +8; Senseslow-light vision; Perception +10
AC 18, touch 16, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
Hp 48 (5d8+26)
Fort +3, Ref +8, Will +3
DR 5/epic; Immune sonic
Melee unarmed strike +7 (1d6+1)
Ranged concussive pistol +7 (2d4 force) or concussive pistol +7 touch (1d4 non-lethal)
Special Attacks mythic power (2/day, surge +1d6), sonic neutralizer (DC 15, 30 ft. burst, 1d4 sonic plus 1d4 Con and stun)
Str12, Dex19, Con15, Int17, Wis14, Cha12
Base Atk +3; CMB +4; CMD18
Feats Improved InitiativeM, Improved Unarmed StrikeB, Skill Focus (Perception), Weapon Finesse
Skills Climb +9, Heal +10, Intimidate +6, Knowledge (any) +5, Perception +10 (+14 for auditory), Survival +10
Languages Binary, Chinese, Common, Latin
SQ cybernetic enhancements (augmented anatomy (arms), audio filters), internal database, paired reliance
Treasure standard (concussive pistol, light armored vest, sonic neutralizer)
Cybernetic Enhancements (Ex) Cyborgs poses a number of special enhancements equal to their mythic rank. These cyborgs have installed the augmented anatomy (arms) and audio filters enhancements.
Internal Database (Ex)Cyborgs contain a small database that contains basic information about most subjects. They get a +2 racial bonus to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Paired Reliance (Ex) Cyborgs must designate another cybernetic entity as their reliance twin. The two entities gain the benefit of a telepathic bond that allows them to share thoughts and senses with each other. This other cybernetic entity must stay within 100 ft. at all times; if they do not, there is a cumulative 1% chance each round that its processor overloads and the cyborg goes berserk. An uncontrolled cyborg goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. An un-paired Cyborg can spend a full-round action to pair itself with a new cyborg within 100 ft. If there is a suitable cyborg in range, it must make this action on its turn.
Experiments with cybernetics have led to huge advancements in prosthetic medical technology, but military scientists are working on innovative enhancements that can create powerful soldiers. While these projects are still in prototype, a plan to build a large squadron of these units is in motion.
One of the major drawbacks is the need to slave two cybernetic beings processors linked to each other in order to balance certain mathematical problems. Without this link, the neural processors required to run the advanced implants make the cyborg go insane in less than a minute. By linking two beings together, they can act as a balance for each other, keeping mission objectives firmly prioritized.
While some Alliance officials see the cyborg’s complete lack of human empathy and compassion a drawback, most project leaders see that as an added bonus of the neural processors. Soldiers and agents will sometimes disobey orders on humanistic grounds, but the cyborgs never disobey a direct order.
Cyborgs generally advance in racial hit dice and a mythic rank for every 2 HD, advancing as a mythic monster. Players may choose to start a cyborg with the following attributes and no racial hit dice; these cyborgs advance by level and mythic tiers. They may choose a new Cybernetic Enhancementinstead ofa mythic path ability.
+2 Dexterity, +2 Intelligence, -2 Charisma: Cyborgs are precise and logical, but lack basic human warmth.
Medium: Cyborgs are typically built from fully developed humans, so they are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Without special Cybernetic Enhancements, Cyborgs have a base speed of 30 feet.
Low-Light Vision: All Cyborgs are outfitted with ocular enhancers that give them low-light vision.
Cybernetic Enhancements: Cyborgs poses a number of special enhancements equal to their mythic rank.
Audio Filters: The inner ear is replaced with an array that gives them a +4 bonus to hearing based Perception checks and makes them immune to sonic damage. Though they have superior hearing, Cyborgs often have trouble determining the distance of a perceived sound.
Augmented Anatomy (arms):The cyborgs arms are completely replaced with a malleable blue substance. This substance can be shaped into almost any form by the cyborg’s thoughts. By using these limbs, they can transform the arms into any tool of roughly the same size (such as a hammer, crowbar, shovel, etc), gain the Improved Unarmed Strike feat as a bonus feat, and deal 1d6 points of damage with an unarmed strike.
Augmented Anatomy (legs):Several internal enhancements are installed that give the cyborg a +10 racial bonus to their base speed, and they are always treated as having a running jump. Furthermore, they gain a +4 bonus to CMD against trip attempts.
Determination Drive: When the cyborg is reduced to less than zero hit points, but is not dead, it may stay conscious and continue to act. During this time, it acts as if under the effects of the rage ability of a 1st level barbarian for 1 minute. The cyborg can benefit from this ability once per day per mythic rank.
Environmental Seals: This enhancement consists of several small adjustments that protect the cyborg from hostile environments. They gain the Endurance feat as a bonus feat, and they can hold their breath up to 1 minute per point of Constitution.
Flexible Bone Structure: With strategic changes to bone joints, a cyborg can make virtually every bone connection move and double jointed. This enhancement gives them a +4 racial bonus on Escape Artist checks and a +4 bonus to CMD against grapple attempts.
Olfactory Sensors: A complicated implant can replace the sinuses; this gives the cyborg the scent ability and a +4 bonus to Survival checks when tracking by scent. Scientists report deep nose breathing and flared nostrils from cyborgs with this implant.
Optical Enhancers: By replacing the eyes with sophisticated camera and sensor technology, a cyborg can see in complete darkness, gaining darkvision 120 feet. Additionally, the cyborg becomes immune to gaze attacks. These replacement eyes are completely false looking; the best replicas look like glass eyes.
Skin Hardening:The cyborg gains a +1 natural armor bonus from synthetic fibers that are woven through the lower layers of skin. This enhancement often gives the cyborg a “plastic” look. A cyborg may take this enhancement multiple times, the bonus stacks with all other natural armor bonuses.
Synthetic Musculature:By completely replacing the muscle tissue, a cyborg can gain a +2 racial bonus to strength and double their carrying capacity. These bio-synthetic muscles always feel like they’re being flexed.
Technology Protecting Explosive: A cyborg with this enhancement protects its valuable technology from falling into enemy hands by self-destructing if violently deactivated. When the cyborg is reduced to negative hit points and cannot act, a small explosive device detonates dealing damage to all creatures in 10 ft. The damage is equal to 1d6 points per hit die of the cyborg. Affected creatures can make a Reflex save (10 + 1/2 the cyborg’s hit dice + Constitution modifier) for half damage.
Weapon Graph:By replacing an arm with a weapon, the cyborg can never by disarmed. Ranged weapons graphed to the cyborg regenerate ammunition at a rate of 1 per round; the cyborg can retain a number of rounds equal to their hit dice. Because the cyborg lacks a hand, they take a -2 penalty to checks requiring a free hand (such as grapple and Climb skill checks).
Internal Database: Cyborgs contain a small database that contains basic information about most subjects. They get a +2 racial bonus to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Paired Reliance: Cyborgs must designate another cybernetic entity as their reliance twin. The two entities gain the benefit of a telepathic bond that allows them to share thoughts and senses with each other. This other cybernetic entity must stay within 100 ft. at all times; if they do not, there is a cumulative 1% chance each round that its processor overloads and the cyborg goes berserk. The uncontrolled cyborg goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. An un-paired Cyborg can spend a full-round action to pair itself with a new cyborg within 100 ft. If there is a suitable cyborg in range, it must make this action on its turn.
Languages: Cyborgs begin play speaking Common and Chinese. Cyborgs with a high Intelligence score can choose any language as a bonus language, as long as it is not restricted.
Weight 2 lbs.; Price 200 Alliance Credits or 750gp
Small and concealable, this energy pistol fires bolts of pure force. The pistol has two settings: standard and stun. In standard mode, the pistol deals 2d4 points of force damage, whereas in stun mode the pistol deals 1d4 points of non-lethal damage but only requires a ranged touch attack. In either mode, the pistol has a range of 30 ft., misfires on a 1, deals x2 damage on a critical, and has a power cell magazine that can hold up to 10 charges. Each magazine typically costs 10 Alliance Credits or 10 gp. Reloading the Concussive Pistol is a standard action.
Light Armored Vest
Weight 4 lbs.; Price 100 Alliance Credits or 50gp
This tight fitting vest is made of advanced material that can stop smaller gauge firearms and concussive weaponry. Though it does not have tremendous stopping power, it is highly concealable. It gives a +2 bonus to armor class, has a maximum Dexterity bonus of +6, no armor check penalty, and a +4 circumstance bonus to Disguise skill checks made to conceal its presence. It is considered light armor.
Weight 1 lb.; Price 15,000 Alliance Credits or 23,000gp
This small device contains two spring-loaded emitters that pop out when activated as a standard action; they pulse out a sonic frequency deadly to most living creatures. Each living creature within 30 ft. takes 1d8 points of sonic damage, no save. Creatures who suffer the sonic damage must make a Fortitude save (DC 15) or take 1d4 points of Constitution damage and be stunned for 1 round. A sonic neutralizer has enough power to run for 10 rounds; these rounds do not need to be consecutive. While sonic neutralizers are typically used in traps and other remote applications, suicide assassins will sometimes employ these inescapable devices.