TEXT: Page 1
   
  METAMORPHOSIS ALPHA is a trademark of James M. Ward and is 
  METAMORPHOSIS ALPHA is a trademark of James M. Ward and is 
  used with permission. Th is volume is copyright 2016 Goodman Games.
  used with permission. Th is volume is copyright 2016 Goodman Games.
   
   
  www.goodman-games.com
  www.metamorphosisalpha.net
  
  Page 2
  A Cyborg as a player character with artiﬁ cal replace-
  ment parts for parts of his body. To be transformed into 
  a cyborg the character must go to a medical unit oper-
  ated by white medic robots. The robots operate on the 
  player character and there is a 100% chance that the 
  operation removes body parts and replaces them with 
  mechanical, highly useful parts. 
  The ﬁ rst thing that happens is the player adds a total 
  of 6 ability points to his existing ability scores. This 
  is from the medical bots boosting the capabilities of 
  the character through science. The player can add all 6 
  points to one statistic like Dexterity. Or, the player can 
  mix and match totals and spread the points over two or 
  more of the character’s ability scores. 
  Once the player has modiﬁ ed his attribute scores, all 
  of the character’s abilities over 10 are points that can 
  be turned into cyborg points. For example, a pure hu-
  man character has the following scores: 
  Radiation Resistance – 16 (6 Radiation Resistance 
  Cyborg Points)
  Mental Resistance – 18 (8 Radiation Resistance Cy-
  borg Points)
  Dexterity – 11 (1 Dexterity Cyborg Point)
  Constitution - 13 (3 Constitution Cyborg Points)
  Strength – 15 (5 Strength Cyborg Points)
  Leadership Potential – 0 as the character loses his po-
  tential when becoming a Cyborg
  Every point used from an attribute score for cyborg 
  points reduces that score by one point. For every abil-
  ity score, there are cyborg devices that can be bought 
  with the point system. However, those points are lost 
  from the ability score when used for Cyborg Devices. 
  All of these points are listed from 3d6 rolls. This does 
  not take into account changed ability rolls from muta-
  tions or the natural abilities of a character. One would 
  expect a mutant bear to have heightened Strength 
  scores. A mutant raccoon would have heightened Dex-
  terity scores. 
  If all the points are used, the attribute scores drop to 
  10 each. You cannot reduce your scores below ten to 
  add more cybernetics.
  If the character in the example used all 8 points of his 
  Mental Resistance on devices, he would end up with 
  a Mental Resistance score of 10. If he used all of his 
  possible points, his new set of ability scores would be 
  reduced to 10 in each category. 
  None of the equipment installed on the cyborg can be 
  used by others. If the cyborg is destroyed, his equip-
  ment would be destroyed with him also, as the control 
  systems on all of the devices are bonded to the mind of 
  the cyborg alone. 
  25
  1d6
  1d6
  2d6
  2d6
  3d6
  3d6
  4d6
  4d6
  24
  1d6
  1d6
  2d6
  2d6
  3d6
  3d6
  4d6
  4d6
  23
  2d6
  2d6
  3d6
  3d6
  4d6
  4d6
  5d6
  5d6
  22
  2d6
  2d6
  3d6
  3d6
  4d6
  4d6
  5d6
  5d6
  21
  3d6
  3d6
  4d6
  4d6
  5d6
  5d6
  6d6
  6d6
  20
  3d6
  3d6
  4d6
  4d6
  5d6
  5d6
  6d6
  6d6
  19
  4d6
  4d6
  5d6
  5d6
  6d6
  6d6
  7d6
  7d6
  18
  4d6
  4d6
  5d6
  5d6
  6d6
  6d6
  7d6
  7d6
  
  Page 3
  13-18
  Lifts 150 pounds easily, up to 300 with eﬀ ort
  19
  Lifts 175 pounds easily, up to 350 with eﬀ ort
  20
  Lifts 200 pounds easily, up to 400 with eﬀ ort
  21
  Lifts 225 pounds easily, up to 450 with eﬀ ort
  22
  Lifts 250 pounds easily, up to 500 with eﬀ ort
  23
  Lifts 275 pounds easily, up to 550 with eﬀ ort
  24
  Lifts 300 pounds easily, up to 600 with eﬀ ort
  25
  Lifts 325 pounds easily, up to 650 with eﬀ ort
   
  Cyborgs can resist the vacuum of 
  space for up to ﬁ ve minutes before 
  the cold and air pressure begins to do 
  damage. 
  25
  15
  16
  17
  18
  19
  20
  21
  22
  24
  16
  17
  18
  19
  20
  21
  22
  23
  23
  17
  18
  19
  20
  21
  22
  23
  24
  22
  18
  19
  20
  21
  22
  23
  24
  25
  21
  19
  20
  21
  22
  23
  24
  25
  *
  20
  20
  21
  22
  23
  24
  25
  *
  *
  19
  21
  22
  23
  24
  25
  *
  *
  *
  18
  22
  23
  24
  25
  *
  *
  *
  *
  
  Page 4
  18
  PC’s Armor Class Changes bonus 1
  19
  PC’s Armor Class Changes bonus 2
  20
  PC’s Armor Class Changes bonus 3
  21
  PC’s Armor Class Changes bonus 4
  22
  PC’s Armor Class Changes bonus 5
  23
  PC’s Armor Class Changes bonus 5
  24
  PC’s Armor Class Changes bonus 5
  25
  PC’s Armor Class Changes bonus 6
   
  18
  6
  7
  D
  D
  D
  D
  19
  5
  6
  7
  D
  D
  D
  20
  4
  5
  6
  7
  D
  D
  21
  3
  4
  5
  6
  7
  D
  22
  2
  3
  4
  5
  6
  7
  23
  1
  2
  3
  4
  5
  6
  24
  -
  1
  2
  3
  4
  5
  25
  -
  -
  1
  2
  3
  4
  18
  +2
  19
  +3
  20
  +3
  21
  +4
  22
  +4
  23
  +5
  24
  +6
  25
  +7
  
  Page 5
  Yes, it is possible to take duplicates of the low point 
  things. You don’t have to use up all of your Cyborg 
  Points if you want higher scores in some attributes. If 
  you had a Radiation Resistance of 19, you could keep 
  all of those points to better resist radiation. 
  As your character’s life goes forward, if you have 
  changed your character’s ﬂ esh for mechanical parts, 
  you can’t change the cheracter’s replacement parts back 
  into a living, human form. This means you can change 
  out your arms, but never get ﬂ esh arms back again. Us-
  ing this point system you can remix and match cyborg 
  parts in each ability score for other cyborg parts. 
  None of the equipment attached to a cyborg can be 
  used by any other being. Once attached, the devices 
  are totally under the command and understanding of 
  the cyborg. All cyborgs can do two things at the same 
  time. When a cyborg runs out of power, they stop and 
  can’t move (at least their replacement parts), although 
  their mental abilities continue to function.
  Extremes of heat and cold cause problems for cy-
  borgs. Cold at 30 degrees or lower slow down a cy-
  borg. All of the weapons a cyborg uses in the cold suf-
  fer a weapon class subtraction of one. Cold at 0 degree 
  or lower slows a cyborg down to half speed. 
  Heat, as in ﬂ ames striking the body, do double dam-
  age from any successful attack. Flames and heat sub-
  stantially hotter than normal ﬂ ames prevent systems 
  from functioning on the cyborg so that if a cyborg has 
  multiple weapons he can’t use any of them while in the 
  ﬂ ames. 
  These cyborg attachments and alterations make uti-
  lize points from Dexterity, Constitution, or Strength.
  HIT POINTS – Any one of these units adds 25 hit 
  points to the body of the cyborg. 
  UNIT APPEARANCE – This is a fan shaped device, 
  six inches in diameter, in a circular shape. The nozzles 
  of the device spit out the nanobots within the presence 
  of radiation. 
  UNIT OPERATION – When the device detects radi-
  ation of any intensity, it sprays out a cloud of nanobots 
  that eat the harmful radiation. For the ﬁ rst ﬁ ve minutes 
  of exposure, the mutant is immune to the harmful ef-
  fects of radiation. With the use of multiple sheens two 
  diﬀ erent bodies can be sprayed by the nanotechnology. 
  A luminescent green glow covers the cyborg with the 
  application of the nanobots. That glow and the resist-
  ance last for ﬁ ve hours.
  POWER – The unit can pour out the nanobots once 
  every sixty minutes. The nanobots take sometime to 
  completely generate themselves. Multiple Sheens can 
  be taken for extended time. The devices are linked so 
  that the one-hour extensions attach to the last sheen 
  application. 
  UNIT APPEARANCE – This is a square shaped de-
  vice, six inches long and three inches wide. The noz-
  zles of the device spit out the nanobots when the sen-
  sors detect the presence of nearby laser energy. 
  UNIT OPERATION – When laser beams come with-
  in ten feet of the cyborg, it sprays out a cloud of nano-
  bots that eat the harmful laser heat. For the ﬁ rst ﬁ ve 
  minutes of exposure, the mutant is immune to any blast 
  of laser ﬁ re. With the use of multiple sheens two dif-
  ferent bodies can be sprayed by the nanotechnology. A 
  luminescent crimson glow covers the cyborg with the 
  application of the nanobots. The sheen glows and pro-
  tects the cyborg for 2 hours of operation.
  POWER – The unit can pour out the nanobots once 
  every sixty minutes. The nanobots take sometime to 
  completely generate themselves. Multiple Sheens can 
  be taken for extended time. The devices are linked so 
  that the one-hour extensions attach to the last sheen 
  application. 
  NOTE – Any cyborg with this modiﬁ cation will ﬁ nd 
  it impossible to ﬁ re laser-based weapons unless they 
  deactivate it.
  UNIT APPEARANCE – The lower trunk of the Cy-
  borg’s body has been replaced with a rectangular box 
  with some type of movement operation, depending on 
  
  Page 6
  the Cyborg points used. The basic kit has four taloned 
  mechanical legs. These units can run 30 miles an hour 
  and leap over 9 feet high obstacles. 
  UNIT OPERATION -- There are two telescoping 
  power tentacles perfect for lifting up to 1,000 pounds. 
  The legs can kick to the back or rise up in the front and 
  do 3d6 in physical damage (Weapon Class 7). There is 
  a six-foot long storage container in the hindquarters. 
  The armor class of the Cyborg is changed to 5 and if a 
  shield is added the Cyborg’s AC is 4. Other units can 
  be attached and hidden in and around the storage con-
  tainer. A cyborg with the centaur shape modiﬁ cation 
  can carry three times as much gear as a biped of the 
  same size and Strength.
  POWER – A fusion battery, and broadcast energy (if 
  available) powers the unit indeﬁ nitely. 
  UNIT APPEARANCE – The unit changes the look 
  of the Cyborg to a perfectly smooth egg shape at six 
  feet tall and four feet wide. 
  UNIT OPERATION – The unit’s basic form of an 
  egg contains inside it all the original body parts of the 
  Cyborg. Objects, devices, and anything useful extends 
  out of the protective shell of the Cyborg. The senses of 
  the unit allow for 360 degrees of sensing in the visual 
  and smell areas. The cyborg speaks from several types 
  of communication devices. Tentacles come out instead 
  of arms. Radar devices scan everywhere for objects 
  and movement. The AC is 4. The unit is on grav pads 
  that propel it up to 10 yards in the sky and 30 miles an 
  hour with instant stopping power. 
  POWER – Broadcast energy is used where available. 
  A battery pack works for 24 hours. 
  UNIT APPEARANCE – The unit is a ﬁ ve-foot tall 
  blue sphere. It rolls around with all of its equipment 
  and vital organs inside the surface of the sphere. When 
  the character wants to interact with its environment, 
  devices peek out of the sphere and activate. The char-
  acter can transform his shape into a blue humanoid or 
  even a centaur-like being (as the centaur shape above, 
  though without the AC modiﬁ cations or storage space).
  UNIT OPERATION – With an AC of 3, the sphere’s 
  surface is hard to puncture. The liquid form of the 
  sphere is able to thicken on any side to make that por-
  tion even harder to penetrate. Spheres commonly use 
  radar to identify everything. They usually use whatev-
  er the original being had for holding and using devices. 
  POWER – The sphere is powered by a special fusion 
  battery, good for 300 days of constant operation. 
  UNIT APPEARANCE – The cannon is a short bar-
  reled device about the size of a basketball. 
  UNIT OPERATION – It generates intensity 7 ra-
  diation blasts every ﬁ ve minutes. Short range is 1-50 
  yards. The blast does a 15-foot sphere of radiation that 
  ﬁ lls an area with radiation with a half-life of 30 min-
  utes. The beam can be ﬁ red directly or used in a nondi-
  rective ﬁ re operation as a splash of plasma.
  POWER – The unit’s ﬁ ssion power cell is good for 
  10 shots. 
  UNIT APPEARANCE – its two robotic claws and 
  a ﬂ esh hydro generator can manufacture synthetic or-
  gans and ﬂ esh. 
  UNIT OPERATION – With special nanochip parts, 
  this unit can repair the lost hit points due to radiation 
  damage in less than ﬁ fteen minutes. It can also replace 
  machine parts that were damaged by radiation. The 
  unit is good for 100 points of repair and then needs to 
  be restocked with parts and energy. 
  POWER – The unit has its own fusion battery for 40 
  hours of continuous operation. 
   
  UNIT APPEARANCE – The decapitated (living) 
  head of the original body is transplanted into a bullet-
  proof bubble on top of the six-foot tall cylinder. Two 
  tentacles extend up to 20 feet on the left and right side 
  of the device. The unit ﬂ oats and ﬂ ies up to 40 miles an 
  hour on a gravitational ﬁ eld that also lets the unit ﬂ oat 
  up to 20 feet in the air. 
  
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  UNIT OPERATION – This unit exists to allow the 
  AC of the being to become 2. 
  POWER – The fusion generator provides enough en-
  ergy for any amount of other devices for the unit. 
  UNIT APPEARANCE – This unit has six tentacle 
  arms and sensing devices all over its metal body to al-
  low it to see and operate in 360 degrees. The unit is 
  10 feet tall and has a bubble head in a bulletproof case 
  at the top of the unit, where the cyborg’s head is im-
  planted.  
  UNIT OPERATION – The unit exists to allow it 
  to perform six diﬀ erent activities including shooting. 
  With every weapon shot in the same combat round the 
  Weapon Class goes down one point per weapon ﬁ red 
  including the ﬁ rst weapon.
  POWER – The unit uses broadcast power exclusively. 
   
  UNIT APPEARANCE – The unit appears as a back-
  pack attached to the back of the Cyborg. 
  UNIT OPERATION – The unit generates a special 
  50-point sphere or wall of glowing force. When tak-
  ing more than 50 points of damage, the unit is broken 
  until repaired. The Cyborg can generate spheres from 
  5 yards in diameter to 15 yards. It can also generate a 
  wall of force that ﬁ lls up a space from four yards wide 
  and tall and thick to 20 yards tall and wide. 
  POWER – A separate ﬁ ssion battery generates power 
  for the shield. The battery works for 33 hours of con-
  tinuous operation. The other devices of the Cyborg are 
  able to recharge the ﬁ ssion battery.  
   
  All helms have radio wave receivers and audio sens-
  ing devices for a range of up to 50 yards. All helms 
  have a tinting shield that prevents the wearer from be-
  ing dazzled. When multiple devices are taken from the 
  list, the extra devices appear on the simplest of helms. 
  HIT POINTS – Any one of these units adds 25 hit 
  points to the body of the cyborg. 
  UNIT APPEARANCE – The Cyborg retains all of 
  the usual human senses. It is also able to activate a 
  simple lens that is connected to the optic nerves. The 
  device is four inches long and attached to the head of 
  the Cyborg. 
  UNIT OPERATION – Lenses are cumulative and the 
  cyborg can take as many as it wishes to pay for. Some 
  of the extra lenses don’t have to face forward and can 
  be used to increase the awareness of the Cyborg in a 
  360-degree view. Lenses include: 
  Ultra-violet, allowing the Cyborg to note intensities 
  of radiation up to 100 feet away.
  Infra-red, allowing the Cyborg to note bodies of heat 
  in the dark and hiding living bodies up to 50 feet away. 
  Telescopic, allowing the Cyborg to see clearly up to 
  six miles away in unobstructed terrain.
  Microscopic, allowing the Cyborg to note micro-
  scopic objects.
  X-ray lens, allowing the Cyborg to see through non-
  steel items up to ten feet away. 
  Light lens, allowing the Cyborg to shine a ray of light 
  up to 100 yards away 
  POWER – The body of the Cyborg powers the lenses. 
  UNIT APPEARANCE – The Cyborg has a single 
  lens of choice (as above) and a special audio antenna 
  that allows the unit to broadcast the thoughts of the 
  Cyborg. The entire package is about 9 inches long and 
  an inch high. 
  UNIT OPERATION – The lens functions from one 
  of the above choices. The communication gear works 
  with the thoughts of the Cyborg. 
  POWER – The body of the Cyborg powers the device. 
  
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  UNIT APPEARANCE – This head piece is a large 
  silver curve of metal that extends out two feet from the 
  head of a creature like a sagittal crest. The Cyborg’s 
  entire body is also restructured to allow the Cyborg to 
  run at top speed and not be phased at all by ramming 
  into an object or being. 
  UNIT OPERATION – The ramming unit does 5d6 
  in damage to living beings and 50 points of structural 
  damage to nonanimate targets. The restructuring of the 
  body adds 50 hit points to be Cyborg and one better 
  level of AC to whatever the Cyborg ends with after re-
  structuring.
  POWER – There is no power for this unit.
  UNIT APPEARANCE – The helm (aﬃ  xed to the cy-
  borg’s skull) is ﬂ anked by a snub-nosed slug projector. 
  UNIT OPERATION – The unit holds a ten round 
  magazine of special projectiles that each does 15 points 
  of subdual damage in a short range of 10 yards. When 
  the points of subduel add up to the current hit points 
  of the victim that victim is turned unconscious for 1d4 
  hours. The rounds have no eﬀ ect on a creature with a 
  carapace or metal armor totally covering their bodies. 
  The wearer can give an audio command and the slug 
  projector aims itself at suggested targets. The unit ﬁ res 
  one shot a melee round. It aims with a weapon class 
  of 4.
  POWER – This is a self-contained weapon that pow-
  ers itself via shells.
  UNIT APPEARANCE – The helm has a laser gen-
  erator on the top. This helm itself is almost indivisible 
  on the head of the user. 
  UNIT OPERATION – The wearer tells the laser unit 
  what he wants to strike. The unit is self-aiming and 
  ﬁ res a shot every melee turn for 20 shots before need-
  ing a hydrogen energy cell. The unit strikes for 9d6 in 
  damage up to 20 yards away. It has a 360-degree of ﬁ re 
  at a Weapon Class of 3. 
  POWER – 20 shots, hydrogen energy cell
  
  Page 9
  UNIT APPEARANCE – A cone can spin 360 on the 
  head of the helm wearer. 
  UNIT OPERATION – The cone delivers a sonic at-
  tack at 45% of the front of the cone lip. The attack does 
  7d6 points of damage to anything from two inches to 
  10 feet in front of the wearer without missing. The 
  cone also puts out all normal ﬁ res the sonics can aﬀ ect 
  within the same range. 
  POWER – 20 shots, powered by two hydrogen en-
  ergy cells
  UNIT APPEARANCE – This is a silver skullcap. 
  When the unit is in operation the device extends three 
  slim tentacles and interfaces with the computers in the 
  area. 
  UNIT OPERATION – The unit is designed to contact 
  computers and interface with the logic circuits. Given 
  time the device can take over robot operations as well 
  as computer systems. The tentacles can sense comput-
  er operation in a 10-yard area.
  POWER – Powered by the cyborg systems.
   
  UNIT APPEARANCE – The helm adds a robotic 
  head to the shoulder of the wearer. The silver head has 
  a pair of optic lenses, several diﬀ erent types of sensing 
  equipment, and a radio mouthpiece. 
  UNIT OPERATION – The unit provides several de-
  tection pieces that allow for the detection of living and 
  cybernetic units. The head has human intelligence and 
  is used to advise the cyborg. The unit has all of the hu-
  man senses and can pick up radio waves as well as spot 
  infrared images. In the case of a cyborg with a body 
  like a sphere or a blue ﬂ uid state the robot head acts 
  like a fake dominant head and seemingly perfect target. 
  Striking the head doesn’t slow the cyborg down a bit.
  POWER – The head is powered by the other cyborg 
  energy systems. 
  UNIT APPEARANCE – The helm appears to be a 
  white crystal shaped around the cyborg’s head or part 
  of a discolored patch on a cyborg without a head. 
  UNIT OPERATION – It generates a 100-point force 
  ﬁ eld that stops all physical attacks on the cyborg. The 
  force ﬁ eld diminishes as strikes hit the ﬁ eld. Repairs 
  need to be made on the force ﬁ eld to bring it back to the 
  100 point total. The generated ﬁ eld extends 5 inches 
  away from the body of the cyborg at all times. 
  POWER – The crystal powers itself from solar en-
  ergy and an hour of exposure powers the crystal for 9 
  hours of operation. 
   
  UNIT APPEARANCE – The unit is an unbreakable 
  spider-silk thin mesh that ﬂ ows over the body of the 
  cyborg. 
  UNIT OPERATION – The mesh uses the air and 
  minerals from the ground to repair the nanobots mak-
  ing the mesh. As energy of all types, except radiation, 
  strikes the mesh it transfers that energy into power for 
  the cyborg. The unit can take 75 points of total energy 
  damage before it has to shut down and repair itself for 
  four hours. 
  POWER – The cyborg can provide power for the unit 
  and power ﬂ ows into the ﬁ bers every time the cyborg 
  takes an energy hit. 
  All of these units provide for some type of mobil-
  ity. They also add other devices like weapons to the 
  Cyborg unit. 
  HIT POINTS – Any one of these units adds 25 hit 
  points to the body of the cyborg. 
  
  Page 10
  UNIT APPEARANCE – These appear as thin metal 
  legs. Two, four, or six legs can be supplied depending 
  on the conﬁ guration of the cyborg. There can be other 
  devices attached to the cyborg legs depending on the 
  conﬁ guration of the cyborg. 
  UNIT OPERATION – These types of legs move the 
  cyborg at speeds up to 60 kilometers an hour. They 
  allow for a leap of 20 meters at need. Falling from 
  heights over 60 meters will cause serious damage to 
  the legs. There are always two special slug projectors 
  built into the legs. These projectors are WC 4; ﬁ re a 10 
  point subduel round, with a short range of 50 meters. 
  The units are aimed by cyborg systems and the mas-
  ter cyborg doesn’t need to concentrate on the aiming. 
  This means the cyborg can, for instance, run towards or 
  away from whatever is shooting at it, and if the target 
  is in range the leg weapons will ﬁ re without a thought 
  from the body of the cyborg. 
  POWER – These units are powered by the rest of the 
  cyborg’s systems. 
  UNIT APPEARANCE – These legs are thicker than 
  the ﬁ rst unit. Several antenna and other cone-like 
  shaped devices continually operate from these legs. 
  UNIT OPERATION – These legs move the cyborg 
  at speeds up to 120 kilometers an hour. They allow for 
  a leap of 50 meters at need. Falling from heights over 
  150 meters will cause serious damage to the legs. The 
  unit detects the following in a 100-meter range: infra-
  red images, all radiation intensities, movement of all 
  types, audio noises in a 360 degree area, and hydrogen 
  energy cells in use in devices. The cyborg receives a 
  heads-up read-out of these in their mind’s eye.
  POWER – The units are powered by the systems of 
  the cyborg. 
  UNIT APPEARANCE – These units are ﬁ ber bun-
  dles of clear wire powered by a separate fusion gen-
  erator. They resemble glowing twisted bands of rope 
  when in operation. 
  UNIT OPERATION – These legs move the cyborg 
  at speeds up to 180 kilometers an hour. It allows for 
  a leap of 75 meters at need. Falling from heights over 
  350 meters will cause serious damage to the legs. Laser 
  and black ray energy ﬁ re actually restores hit points 
  to this type of cyborg instead of damaging them. The 
  black ray and lasers add in 30 points of healing energy 
  with every shot. 
  POWER – A separate fusion generator powers these 
  units. 
  UNIT APPEARANCE – Three to eight tentacles ﬂ ow 
  from the body of the cyborg. Each tentacle is thick and 
  can extend from one meter to nine meters in length. 
  UNIT OPERATION – These legs move the cyborg 
  at speeds up to 100 kilometers an hour. It allows for 
  a leap of 10 meters at need. Falling from heights over 
  150 meters will cause damage to the legs. Tentacles 
  can grab and crush objects or manipulate things like 
  hammers, clubs, and pliers. 
  POWER – The units are powered by the systems of 
  the cyborg. 
  5 CYBORG POINTS – DEFENSIVE ARMOR ARCS
  UNIT APPEARANCE – Two to six replacement ro-
  botic legs are covered in shells of armor, increasing the 
  armor class of the cyborg by two points.
  UNIT OPERATION – These legs move the cyborg 
  at speeds up to 70 kilometers an hour. It allows for a 
  leap of 10 meters at need. Falling from heights over 50 
  meters will cause damage to the legs. 
  POWER – This unit takes no power to operate. 
  UNIT APPEARANCE – The units present large 
  shields of force across any number of legs the cyborg 
  requires to move. 
  UNIT OPERATION – These legs move the cyborg 
  at speeds up to 70 kilometers an hour. It allows for a 
  leap of 10 meters at need. Falling from heights over 
  50 meters will cause damage to the legs. The unit also 
  
  Page 11
  powers a 50-point force shield that stops all sorts of en-
  ergy weapons. As the weapons do damage to the shield 
  those points are lost until the shields are repaired. 
  POWER – The unit’s force ﬁ elds are powered by a 
  separate fusion battery good for 100 hours of opera-
  tion.
  UNIT APPEARANCE – These metal legs are 
  equipped with holographic generators.
  UNIT OPERATION – Twenty images are pre-pro-
  grammed to be projected by the unit. These projections 
  can have audible aspects so that a roaring creature can 
  be projected in the face of the victim. The units have 
  a range of 40 yards. The images can be changed by 
  recording creatures or objects in the environment. A 
  special setting allows the cyborg to lean against a wall 
  of some type and a hologram simulates the wall and 
  allows the cyborg to stand invisibly against the wall. 
  Naturally, all of the images are line of sight from the 
  legs of the cyborg. 
  POWER – The unit is powered by other energy de-
  vices of the cyborg. 
  UNIT APPEARANCE – Balancing beams of energy 
  cause the cyborg to rise six feet in the air. 
  UNIT OPERATION – These legs move the cyborg at 
  speeds up to 70 kilometers an hour. They allow the cy-
  borg to ﬂ y through the air up to 200 meters in the sky. 
  Hovering is possible. The unit can also carry its own 
  weight in other objects or passengers. 
  POWER – The unit is powered by other devices in 
  the cyborg. 
   
  UNIT APPEARANCE – The unit supports as many 
  legs as is necessary for its body form. Two of the legs 
  have plasma emitters capable of shooting plasma in a 
  360-degree arc. 
  UNIT OPERATION – These legs move the cyborg 
  at speeds up to 70 kilometers an hour. The plasma 
  weapons have a short range of from 1-15 meters at a 
  Weapon Class of 6. The plasma blast does 30 points of 
  damage per strike. Ten bolts can be ﬁ red in a 60 minute 
  time from the body of the cyborg. 
  POWER – The device is powered by a proton energy 
  cell holding 40 shots of plasma before it needs to be 
  replaced. 
  
  Page 12
  UNIT APPEARANCE – It appears as a black golf 
  ball on one of the metallic legs of the cyborg. 
  UNIT OPERATION – These legs move the cyborg at 
  speeds up to 90 kilometers an hour. They can leap up 
  to 25 meters in the air. They can fall from a height of 
  50 meters with no harm. In a 360 degree angle the unit 
  emits a gray-colored ray with a weapon class of 3 and 
  a short range of 10 yards. The ray causes 15 hit points 
  of damage and if it strikes the victim must fall to the 
  ground from excruciating agony. The pain ray has no 
  eﬀ ect on robots.
   
  POWER – It has its own hydrogen energy cell 
  power source for 10 shots before needing replacing. 
   
  HIT POINTS – Any one of these units adds 10 hit 
  points to the body of the cyborg. 
  UNIT APPEARANCE – The unit appears as a very 
  small luminescent green bubble implanted into the cy-
  borg’s chest.
  UNIT OPERATION – The unit is attuned to any 
  ranged weapon type and betters the weapon type weap-
  on class by one. Multiple aimers cannot be placed on 
  the same weapon. 
  POWER – There is no power requirement with this 
  device. 
   
  UNIT APPEARANCE – The projector is a ten-inch 
  long cylinder with a magazine of ten plasma bubbles. 
  UNIT OPERATION – The project aﬃ  xes to the chest 
  of the cyborg and can ﬁ re in a 180 arc from the center 
  of the chest. It has a Weapon Class of 3 with a short 
  range of 1-40 yards. The weapon splashes a nano-mix-
  ture of plasma over a target. The plasma reacts with a 
  target and dissolves materials for 30 points of damage. 
  The body of the cyborg generates ten new applications 
  of plasma automatically when the ﬁ fth shot of plasma 
  is used in the magazine of the weapon. 
  POWER – There are no power needs for this device. 
  UNIT APPEARANCE – The chest unit is a short 
  barrel, with most of the device inside the chest of the 
  cyborg. 
  UNIT OPERATION – With a Weapon Class of 3, the 
  unit can ﬁ re two fragmentation grenades per combat 
  round. Inside the chest of the cyborg there is a mag-
  azine that can hold up to 20 fragmentation grenades. 
  The unit ﬁ res in a 180-degree arc from the front of the 
  chest. Short range is 1-45 meters. 
  POWER – There are no power needs for this device. 
  UNIT APPEARANCE – The chest unit is a 9-inch 
  circle on the chest of the cyborg. It blasts out a ten-me-
  ter sphere of nanobots that negate a large area (between 
  1 to 30 meters) of radiation for ﬁ ve hours. 
  UNIT OPERATION – The chest unit can generate one 
  nanosphere every ten minutes. Any radiated area the 
  nanobots touch has its radiation muted and made harm-
  less for up to ﬁ ve hours. The unit ﬁ res in a 180-degree 
  arc from the front of the cyborg. When faced with the 
  possibility of radiation damage the cyborg can shoot 
  itself and nearby allies with the negating nanobots. 
  POWER – The unit uses the power systems of the 
  cyborg for operation.
   
  UNIT APPEARANCE – The unit never appears on 
  the body of the cyborg. 
  UNIT OPERATION – It generates a ﬁ st-sized sphere 
  that ﬂ oats on an anti-gravity ray. The sphere has the 
  visual and audio senses of a human and can travel at 
  the will of the cyborg up to 150 meters away from the 
  body of the sphere generator. At all times what the 
  
  Page 13
  sphere senses the cyborg senses. The cyborg can gen-
  erate up to three of the spheres at the same time. They 
  operate for 90 minutes and then turn to calcium dust. 
  POWER – The sphere has its own power source good 
  for 90 minutes. 
  UNIT APPEARANCE – This appears as a dust cloud 
  that ﬂ oats on the wind in the area. 
  UNIT OPERATION – The cloud can expand up to 
  a ten by ten meter area. It is totally dependant on the 
  breezes of the area. Whatever touches this ﬁ eld of dust 
  is detected and basic information concerning its nature 
  (organic or mechanical nature, inorganic, size, move-
  ment, sounds, appearance) is transmitted the cyborg. 
  The cloud functions for 12 hours. The cyborg can gen-
  erate four of these every eight hours. The data is sent to 
  the cyborg generator up to ﬁ ve miles away.
  POWER – The dust has internal power systems. 
  UNIT APPEARANCE – There is no visible device.
  UNIT OPERATION – Gravitron rays project from 
  the body of the cyborg allowing it to ﬂ y up to 50 kilom-
  eters an hour. The rays also allow the cyborg to rise up 
  into the sky as high as it wants to go. The unit can carry 
  up to twice as much as the cyborg’s weight and still 
  remain aloft. Safety features of the unit will not allow 
  it to ﬂ y when the cyborg cannot see where it is going.
  POWER – A ﬁ ssion power systems charges the en-
  ergy needed to ﬂ y. 
  UNIT APPEARANCE – The cannon is a small 
  sphere than can move around the body of the cyborg to 
  ﬁ re in any direction. 
  UNIT OPERATION – Weapon Class 4, a short range 
  of 1-30 meters, and the weapon does 25 points in sonic 
  damage. This wave of sonic power can also put out all 
  types of normal ﬁ res. 
  POWER – The cyborg’s own body powers this unit 
  for 1 shot every three melee rounds. 
  UNIT APPEARANCE – The cannon is a dark blue 
  crystal sphere 9 centimeters in diameters. The crystal 
  can move about the cyborg’s body to shoot in any di-
  rection. 
  UNIT OPERATION – The unit can shoot a plasma 
  blast every three melee rounds. With a Weapon Class 
  of 6, the device does 20 points of damage to a target. 
  The unit can shoot a short range blast at 1-75 meters. 
  POWER – The unit uses the energy of the cyborg to 
  generate and ﬁ re plasma.
  UNIT APPEARANCE – There are no visible devices 
  in this feature. 
  UNIT OPERATION – The unit generates nanobots 
  to repair devices on the cyborg. It repairs at the rate of 
  5 hit points a minute using plasma nanobots.
  POWER – The cyborg’s other power systems acti-
  vate this device. 
  HIT POINTS – Any one of these units adds 30 hit 
  points to the body of the cyborg. 
  UNIT APPEARANCE – One arm holds a slug pro-
  jector assembly. Inside the arm is a space for a 6 shot 
  magazine. 
  UNIT OPERATION – With a Weapon Class of 5 and 
  a short range of 1-25 meters, the shot does 10 points 
  of subdual damage. The unit ﬁ res one shot per combat 
  round. 
  POWER – There is no power system to this unit.  
  UNIT APPEARANCE – One arm holds a shotgun 
  projector assembly. Inside the arm is a space for a 5 
  shot magazine. 
  
  Page 14
  UNIT OPERATION -- With a Weapon Class of 6 and 
  a short range of 1-15 meters, the shot does 15 points 
  of physical damage. The unit ﬁ res one shot per combat 
  round. 
  POWER – There is no power system to this unit.  
  UNIT APPEARANCE – One arm holds a specially 
  designed laser pistol. 
  UNIT OPERATION – With a Weapon Class of 6, the 
  unit does 40 points of damage with a short range of 
  1-24 meters. The unit ﬁ res 4 shots from a hydrogen 
  energy cell placed in the same arm. 
  POWER – The unit uses a hydrogen energy cell de-
  signed to pop up in the arm when it has expended its 
  power. 
  UNIT APPEARANCE – One arm holds a specially 
  designed laser riﬂ e. 
  UNIT OPERATION – With a Weapon Class of 6, the 
  unit does 50 points of damage with a short range of 
  1-60 meters. The unit ﬁ res 3 shots from two hydrogen 
  energy cells placed in the same arm. 
  POWER – The unit uses two hydrogen energy cells 
  designed to pop up (and be replaced) in the arm when 
  they have expended their power. 
  UNIT APPEARANCE – The unit appears as a large, 
  gloved ﬁ st on the end of one arm. 
  UNIT OPERATION – The unit is capable of repair-
  ing (using nanobots) 20 points of damage on the cy-
  borg or any other mechanical device. This repair works 
  on wires and microchips and not plates of armor. New 
  replacement parts can be scavenged from other devices 
  taking 15 minutes for the repair unit to work through 
  another device scavenging for new parts. 
  POWER – The unit uses power from the cyborg to 
  perform. 
   
  UNIT APPEARANCE – The unit appears as a black 
  crystal tube along the forearm of the cyborg. 
  UNIT OPERATION – The pistol has a weapon class 
  
  Page 15
  of 7. Range is an important factor to the amount of 
  damage the weapon does.  
  Short Range 1-30 meters – 100 points on ﬂ esh and 75 
  points on metal
  Medium Range 31-75 meters – 80 points on ﬂ esh and 
  50 points on metal
  Long Range 76 – 120 meters – 50 points on ﬂ esh and 
  30 points on metal
  POWER – The weapon uses 3 hydrogen energy cells 
  for 5 shots.
  UNIT APPEARANCE – The unit appears as a long 
  white crystal tube along the forearm of the cyborg. 
  UNIT OPERATION – The unit has a clip of ten darts 
  manufactured by the body of the cyborg at the rate of 
  5 darts in 60 minutes. It has a Weapon Class of 5. The 
  paralysis dart acts like intensity 11 poison in the body 
  of the victim. Short range is 1-60 yards. One dart can 
  be ﬁ red per combat round. 
  POWER – There is no power necessary in the action 
  of this weapon.
   
  UNIT APPEARANCE – It appears to be a power-
  ful mechanical arm. It detaches from the body of the 
  cyborg, and is in complete control as it ﬂ ies from the 
  body of the cyborg. 
  UNIT OPERATION – The arm is under the visual 
  control of the cyborg. It has an AC of 6 and can take 
  up to 33 hit points of damage before it fails to func-
  tion. The anti-grav unit can lift up to 100 kilograms of 
  weight. It can operate up to 75 meters from the cyborg 
  and is capable of ﬁ ne motor control. 
  POWER – A hydrogen energy cell operates the unit 
  for 90 minutes of constant operation. 
   
  UNIT APPEARANCE – An iris shield comes out of 
  the ﬁ st of the cyborg. It ﬂ oats in front of the cyborg and 
  can expand from 1 meter to ten meters in a circle. 
  UNIT OPERATION – The coating on the shield al-
  lows it to ignore any type of energy damage. The metal 
  of the iris can take 45 points before needing repair. The 
  unit coordinates with the body of the cyborg to not be 
  in the way of any ranged attack the cyborg can make. 
  After the shot, the shield unit ﬂ oats in front of the cy-
  borg making a protective barrier. The unit provides an 
  Armor Class of two.
  POWER – The unit is powered by a fusion energy 
  cell for 9 hours of constant operation. 
  UNIT APPEARANCE – A black crystal ball, the size 
  of a man’s ﬁ st, ﬂ oats at the right side of the cyborg. 
  UNIT OPERATION – The sphere ﬁ res a black ray. 
  The Weapon Class is 2 and short range is 1-9 yards. At 
  a touch on ﬂ esh, the weapon inﬂ uences the target like 
  an infusion of intensity 11 poison into the body. The 
  weapon can ﬁ re one ray every ten minutes. 
  POWER – A fusion battery powers the unit for 15 
  shots. 
   
  There are 0 Leadership Potential-based cyborg at-
  tachments as a character loses any potential when they 
  become a Cyborg.
  Additional Devices using any combination of points 
  from ability scores. 
  HIT POINTS – Any one of these units adds 25 hit 
  points to the body of the cyborg. 
  
  Page 16
  UNIT APPEARANCE – A ﬁ st-sized sphere ﬂ oats oﬀ  
  the right shoulder of the cyborg. A micro-sharp blade 
  spins in the middle of the sphere. 
  UNIT OPERATION – The blade is made to impact a 
  target and do 19 points of damage in a combat round. 
  It has a Weapon Class of 3 and a range of 100 meters 
  from the body of the cyborg. Graviton rays keep the 
  unit in the air. The cyborg needs a clear line of sight 
  from the unit to the target. The cyborg can operate up 
  to three of these at the same time. 
  TIME – A hydrogen energy cell powers the unit for 2 
  hours of operation. 
  UNIT APPEARANCE – A 19 centimeter steel sphere 
  ﬂ oats in the air above the shoulder of the cyborg. The 
  cyborg can only use one of these at a time. 
  UNIT OPERATION – The unit is made to explore 
  areas around the cyborg. It has the senses of a human 
  plus infrared capabilities. It has an armor class of 2 and 
  30 hit points. The sphere is able to push or pull things 
  up to ﬁ fty pounds using a tractor device. If it is trying 
  to pull things from a foe, if the foe rolls their strength 
  or more on three dice the attempt does not work. The 
  unit has a range of 250 meters. 
  TIME – The unit uses a hydrogen energy cell for 6 
  hours of operation.
   
  UNIT APPEARANCE – This is a silver, one meter 
  long oval that ﬂ ies around the cyborg or the cyborg 
  uses for a ﬂ ying device that he stands on and ﬂ oats 
  through the air. 
  UNIT OPERATION – The unit can carry three times 
  the weight of the cyborg. It can be used to carry equip-
  ment for the cyborg or for the cyborg to use to ﬂ y. It 
  can operate up to 100 meters from the cyborg. It can 
  take orders from the cyborg and move through com-
  plex narrow spaces away from the cyborg. 
   
  TIME – A fusion energy cell powers the ﬂ oater 
  for 8 hours of constant operation. (Yes, I know it’s hard 
  to ﬁ nd fusion energy cells on the Warden.)
  UNIT APPEARANCE – A small one meter long plat-
  form ﬂ oats high above the cyborg. There are a series of 
  holes on the platform. On top of the platform is a laser 
  energy system. 
  UNIT OPERATION – The cyborg picks a target 
  within ﬁ fty meters from the cyborg. The platform hov-
  ers over the target and ﬁ res a laser. The Weapon Class 
  is 4, the damage is 20 points per melee round, the Ar-
  mor Class is 3, and the platform takes up to 55 points 
  of damage before falling from the sky.  
  TIME – The unit uses broadcast energy. 
  UNIT APPEARANCE – This circular unit is a meter 
  in diameter with a series of antennae on the top. 
  UNIT OPERATION – The unit guards the cyborg and 
  whatever else the cyborg wishes to keep safe. When 
  in operation the unit ﬂ ies ten meters oﬀ  the ground 
  and circles in a 100-meter circular pattern around the 
  cyborg. The unit senses movement and contacts the 
  cyborg. It is capable of ﬁ ring an arc of electricity at 
  dangerous beings. The arc has a weapon class of 3, a 
  maximum range of 90 meters, and does 25 points of 
  heat damage.  The unit has an armor class of 4 and 50 
  hit points. A ﬂ aw in the unit’s programming doesn’t 
  allow it to recognize hostile vegetation as a possible 
  threat.
  TIME – The unit uses broadcast energy. 
   
  UNIT APPEARANCE – A cube one-meter square 
  ﬂ oats ten meters in front of the cyborg. 
  UNIT OPERATION – When attacked, the cube emits 
  a ﬁ ve meter long, wide, and tall anti-grav shield. The 
  shield absorbs any kinetic weapon blasts aimed at the 
  cyborg. Missiles aimed at the cyborg are halved in their 
  damage as they pass through this shield. The unit itself 
  
  Page 17
  has an Armor Class of 4, 35 hit points, and detection 
  devices to constantly keep it in front of the cyborg. 
  TIME – The unit uses broadcast energy. 
  UNIT APPEARANCE – Three ﬁ st-sized spheres of 
  steel ﬂ oat in a triangular pattern above the head of the 
  cyborg. 
  UNIT OPERATION – The cyborg orders the spheres 
  to take images of up to four diﬀ erent things the cyborg 
  sees in the course of his adventures. The cyborg may 
  purge a hologram ﬁ le to make room for a new one as 
  needed. There is no limit to the type of images cap-
  tured and an image of an item, object, or creature may 
  be up to 20 meters tall and 15 meters wide (from ants 
  to a mutated Tyrannosaurus Rex, for example). Things 
  like creatures, walls, ﬁ res, and the like can be stored 
  in the memory of the spheres. Once stored, the units 
  can duplicate these images up to 50 yards away from 
  the cyborg. The units also store sound with the image. 
  Walls can be shown that block the view of potential 
  enemies or hide a group of cyborg allies. The spheres 
  become part of the image and are invisible from view, 
  but not invisible to infrared detection. 
  TIME – Each sphere is powered by a hydrogen en-
  ergy cell for 10 hours of constant operation.
  UNIT APPEARANCE – An egg-shaped device, this 
  unit is a meter long and appears to be made of steel. It 
  ﬂ oats above the head of the cyborg and reacts at the 
  direction of the cyborg and no other. The three weapon 
  barrels stick out of the sides of the unit. A radar antenna 
  rotates from the top of the unit. 
  UNIT OPERATION – The unit is self-aware and can 
  make judgment calls based on the programming and 
  instructions the cyborg gives it. Its main purpose is to 
  move far ahead of the cyborg and watch for dangerous 
  situations. At night it acts like a guardian and scans a 
  100-meter circle around the camp of the cyborg. The 
  unit sweeps the area and informs the cyborg of every-
  thing moving in a 75-meter area all around the cyborg. 
  The unit has an Armor Class of 4, 90 hit points, and 
  the Weapon Class for each of the weapons is 5. The 
  laser inﬂ icts damage at 20 points a melee round at a 
  short range of 1-30 meters. The paralysis dart has a 
  magazine of ten darts manufactured by the body of the 
  cyborg at the rate of 5 darts in 60 minutes. The paraly-
  sis dart acts like intensity 11 poison in the body of the 
  victim. Short range is 1-60 yards. One dart can be ﬁ red 
  in a combat round. The sonic attack cone delivers a 
  sonic attack at 45% angle in front of the cone lip. The 
  attack does 7d6 points of damage to anything from two 
  inches to 10 feet in front of the wearer without miss-
  ing. The cone also puts out all normal ﬁ res the sonics 
  touch in that same range. The unit has a design ﬂ aw 
  and it does not recognize plants of any type or smaller 
  animals as possible dangers no matter how the cyborg 
  tries to program the ﬁ ring system.
  TIME – The unit uses broadcast energy.
  
  Page 18
  UNIT APPEARANCE – The unit is a small two-me-
  ter long vehicle with four knobby tires and a base with 
  a device on a platform. 
  UNIT OPERATION – The unit can roam up to 100 
  meters in any direction from the cyborg. It ﬁ res a soft-
  ball sized plasma projection using indirect ﬁ re. It has 
  a Weapon Class of 5, does 45 points of damage, and 
  short range is 1-25 yards. The unit can take 50 points of 
  damage, has an Armor Class of 4, and has an artiﬁ cial 
  intelligence that allows for free action and independ-
  ent targeting for the unit based on targeting commands 
  from the cyborg. For example, if the cyborg orders the 
  unit to shoot at any wolfoid it detects, the cyborg can 
  be doing something else while the unit ﬁ res. The unit 
  can ﬁ re plasma shots every fourth melee round.
  TIME – The unit uses broadcast energy.
  UNIT APPEARANCE – A cloud of thick black dust 
  forms a sphere one meter tall. It rolls behind the cyborg 
  and moves at the command of the cyborg. 
  UNIT OPERATION – The dust consists of thousands 
  and thousands of ﬂ ying nanobots. When the swarm 
  takes damage it is able to restore itself by leeching the 
  minerals in the area after two hours time. It has an Ar-
  mor Class of 4. It has its own (distributed) artiﬁ cial 
  intelligence allowing it to be as intelligent as a human. 
  The unit is given orders by the cyborg, and then car-
  ries out those orders to the best of its ability. The unit 
  at full size has 50 hit points. The unit can assume the 
  rough outlines of any animal or humanoid shape. It can 
  generate nanobot arms up to ten meters long with an 
  eﬀ ective Strength of 10. It has the normal senses of a 
  human. It has the ability to communicate through radio 
  waves (a transceiver is built into the cyborg’s body for 
  inauble communications). 
  TIME – The nanobots leech power from the cyborg 
  and can run 9 hours for a given charge. If the nanobots 
  do not recharge by returning to the cyborg in that time, 
  they become inert until the cyborg moves within 5 me-
  ters of the nanobot ‘dust’.
  Examples of Cyborgs that can be used by players or 
  gamemasters to make characters: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Page 19
  Bearoid
  Radiation Resistance – 16
  Mental Resistance – 16 (18) 
  Dexterity – 16
  Constitution – 16
  Strength – 16 (18)
  Heightened Strength – Increases strength number
  Heightened Intelligence – Increases intelligence number
  (1 Radiation Resistance) 
  Radiation Sheen /+25 hit points
  (2 Radiation Resistance) 
  Laser Sheet /+25 hit points
  (9 Mental Resistance) 
  Force Field Helm /+25
  (5 Dexterity) 
  Defensive Armor Arcs /
  +25 Also a bonus 2 on Armor Class
  (6 Dexterity) 
  Force Field Arc /+25
  (4 Constitution)
  Cyborg Radiation Negatron /+10
  (6 Strength) 
  Two Laser Pistols /+60
  (7 Extra Devices) 
  Hologram Floater /+26
  Five extra cyborg points were put in Dexterity and one was put in Mental Resistance. The subtractions turn every 
  score to 10. 220 points are added to the hit point total. 
  
  Page 20
  Android
  Radiation Resistance – 18
  Mental Resistance –18 
  Dexterity – 18
  Constitution – 18
  Strength –18
  (10 Radiation Resistance) 
  Wide Force Field Generator /+25
  (10 Mental Resistance) 
  Energy Absorbing Helm /+25
  (8 Dexterity) 
  Anti-grav Pods /+25
  (10 Constitution) 
  Regeneration /+10
  (1 Strength) 
  Slug Projector /+30
  (7 Strength) 
  Paralysis Dart Riﬂ e /+30
  The cyborg points were placed 2 in Radiation Resistance, 2 in Mental Resistance, and 2 in Constitution. All of 
  the ability scores are reduced to 10 each. The android gains 120 hit points. 
  Note that androids, including cyborg androids, only live for 365 days before reverting to gel.
  
SOURCE: textdata/thevault/Metamorphosis Alpha (osr)/Epsilon City Boxset/Epsilon City - Cyborgs.pdf