Forsaken Gang-Goon

==Summary==
Forsaken Gang-Goons are punks and gang members left behind by their former comrades, be it due to their deaths, betrayal, or far more eldritch reasons, abandoned to die in the unforgiving streets of Cy. However, these individuals overcame the obstacle, and are now waging a war on Cy and the megacorporations that infest it. The Gang-Goons use their knowledge of petty crime to pull off ever grander and more dangerous stunts against these oppressors. 
The Forsaken Gang-Goon is one of six core classes in CY_BORG. 
==Powers and Stats==
Tier: from to , at most 
Name: Forsaken Gang-Goon
Origin: CY_BORG
Gender: Dependent on player choice
Age: Dependent on player choice
Classification: Punk
Powers and Abilities:
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|-|Standard Abilities=Peak Human Physical Characteristics, Weapon Mastery (Through Presence, they are trained to become crackshotsCY_BORG Rulebook, pgs 40-41), Stealth Mastery (Agility allows them to hide very well; Gang-Goons have an impressive grasp of stealth operations and are far better than the other core classes in this departmentCY_BORG Rulebook, pgs 53-54), Vehicular Mastery (Agility is also tied to the mastery of vehicles), Social Influencing (Presence allows them to deceive, charm, and intimidate; Gang-Goons are especially skilled in terms of gathering contacts), Adaptation (They are noted to have the ability to endure the harsh elements of Cy through Toughness; said elements include supercell rainstorms, for example), Technology Manipulation (They can master the use of technology through Knowledge; Every character has an RCD that allows them to interface with nearby technology- they can take photos, access the internet, etc passivelyCY_BORG Rulebook, pgs 38-39), Sense Manipulation (They get flashbangs as part of their standard equipment, allowing them to blind enemies), Explosion Manipulation (They can use frag grenades), Fire Manipulation (Limited, they have access to a micro-torch cutter, intended for subtly cutting through reinforced steel), Information Analysis (The Bio/ID Scanner picks up signs of life and tracks them perfectly from up to 50m away), Healing (They have a first aid kit for healing on-the-fly), Acid Manipulation (Punks carry acid that can be deployed in a number of ways), Flight (Their drone suit is noted to be much slower than their normal travel speed, but allows stealthy flight), Camouflage (The Optic Camo suit hides one from both typical security cameras as well as enemies; You are effectively invisible when standing stillCY_BORG Rulebook, pgs 62-63), Data Manipulation (The noisemaker floods an area with false data, and is similar in concept to a DDOS-releasing bomb), Enhanced Senses (The visionvizer grants them zoom-in capabilities, heat vision, ultrasound detection, and night vision), Probability Manipulation (Glitches alter reality to "switch" bad luck around, granting considerable boons such as negating an incoming attack, rendering one attack much more devastating to an enemy, or render oneself resistant to an oncoming effectCY_BORG Rulebook, pgs 78-79), Regeneration (Mid-Low, with a brief respite characters can regenerate small amounts of hit pointsCY_BORG Rulebook, pgs 82-83), Attack Reflection (They can reflect the Ghost's cyber attacks back at itCY_BORG Rulebook, pg 113), Damage Boost (They excel in attacking from surprise and exacting more extreme damage on their enemies when they do so), Martial Arts (They are skilled in disorienting enemies with brute force attacks in melee), Hacking (Particularly skilled at breaking electronic locks such as firewalls), Biological Manipulation (Limited; Comes equipped with a DNA bomb that is used to confuse evidence gatherers)
|-|Nano=Data Manipulation (Pineal gland stimulation allows the user to tap into nearby data flows, sensing large collections of data, tracking conversations, or tap into the recent flow of data on any deviceCY_BORG Rulebook, pgs 74-75]), Metal Manipulation (Cosmic dust bots can be commanded to fill an area, darkening it completely- this is implicitly rust from space), Damage Reduction (The Crawling Carapace can be summoned to cover your body in nanomachines, negating tremendous amounts of damage), Ice Manipulation (Chill of the Void freezes the area immediately around the user, and rapidly freezes multiple targets to death, inflicting highly lethal amounts of damage), Matter Manipulation (To dust disintegrates large quantities of inorganic matter, including things like weapons), Psychometry (Dead cell spirits allows the user to consume dead flesh and relive the last memories of the target), Mind Manipulation (Remote control forces a target to abide by a single command), Possession (Swarm Control grants them control of a nearby cloud of bacteria, granting safe scouting possibilities, among other things), Healing (The benevolent suturedroids of Nano can stitch up wounds as well as the best healing in Cy)
|-|Optional Equipment=Biological Manipulation (Characters can manifest tentacles to choke enemies to deathCY_BORG Rulebook, pg 1; Nanotrigger rounds can cause your skin to rot off, leaving you vulnerable to attacks; the bullets can also cause the target to sprout gills and be unable to breathe air; yet another effect lengthens the target's fingers painfully, leaving them unable to be used and wildly painful; finally, Nanotrigger rounds can warp a target's mouth into a massive bestial maw, dealing damage to them but allowing them to devour their enemies), Mind Manipulation (They can consume jelly fungus to attune mentally and spiritually, making all tasks far easier for an hour; this includes anything from resisting poison and successfully firing a sniper to hacking a supercomputer or activating their Nano powers), Void Manipulation, Existence Erasure (They have a grenade that sucks in enemies and obliterates them), Information Analysis (They can use mirror shades that fuse to their skin and allow them to track absurd quantities of data about what they see), Matter Manipulation, Absorption (They have a filament knife that liquefies enemies and repurposes their bio-matter into free body enhancements), Perception Manipulation (A recorder with a madman's ramblings on it affects people's ability to think straight around it, even if they can't hear it; the Third Eye trigger of the Nanotrigger rounds causes an eye to open, shifting one's vision to an infinite spectrum of colors that takes over one's sight; Vurt causes a shared vision across multiple users that last for hours on end), Possession (Limited; They can implant the Machine Ghost into technology, potentially allowing it to spread and take control of a network), Clairvoyance (Has a gun with an AI capable of directing people to the direct path towards their next goal), Self-Sustenance (Limited Type 2, they can survive indefinitely off of zero food, instead absorbing sunlight), Acrobatics (The Exosuit-tier armor grants jump jets that allow superhuman jumping mobilityCY_BORG Rulebook, pgs 60-61), Air Manipulation (The pneumatic glove operates by, as its name implies, manipulating air as part of the attackCY_BORG Rulebook, pgs 64-65), Electricity Manipulation (ePulse grenades function similarly to EMPs, disabling technology; Subdermal Shockers automatically discharges powerful electric shocks at whoever touches the userCY_BORG Rulebook, pgs 68-69), Damage Boost (Inferno rounds simply deal significantly greater damage), Disease Manipulation (Using the Ill rounds, characters can negatively affect the ability of others to heal from combat via disease), Poison Manipulation (Taginjector rounds allow long-range injection of poison into a target), Sleep Manipulation (Knocker rounds render targets unconscious very briefly), Homing Attack (Heat-seeking bullets can be used), Animal Manipulation (Nanotrigger rounds can cause infestations of insects to swarm beneath your skinCY_BORG Rulebook, pgs 76-77), Plant Manipulation (Nanotrigger rounds can cause plants to manifest in your mouth, impeding speech and making any action at all difficult; another effect can cause seeds to sprout spontaneously on your skin, and launch off, leaving you drained of energy), Statistics Amplification (The Third Eye grants a boon to many statistics, in return for fracturing the mind and hampering vision), Hair Manipulation (The Tubes effect of Nanotrigger rounds causes the target to sprout rubber-like air that strangles the target and those around them; Through SmartHair, they can manipulate their own hair and change it at will), Bone Manipulation (Brittle Bones causes the target's bones to shatter like glass, potentially outright killing them and dealing increased damage based on the weight they carry; meanwhile, Barbed Skeleton causes spikes to protrude from your bones, damaging you and making any movement extremely painful and even more damaging), Mind Manipulation (Bloodthirst forces the irresistable thought of eating into the target's mind, forcing them to do nothing but bite and claw at the nearest meat source for a short period of time), Radiation Manipulation (Radiance causes the target to flash with radiation, severely damaging those around them and themselves), Light Manipulation (Radiance causes the target to glow with radiation), BFR (Fading temporarily removes the target from existence and, after a time, returns them- albeit displaced by about 50 meters), Crystal Manipulation (The Crystalline effect of Nanotrigger rounds completely encases the target in crystals, leaving them immobile- damage is also massively upscaled during this time), Duplication (The Nanite Echo manifests a ghostly copy of the target who immediately attempts to kill them), Temperature Manipulation, Ice Manipulation (The Cold effect of Nanotrigger rounds considerably drops the body temperature of the target, causing condensation to freeze where it stands on them- this slows all of their actions for some time), Empathic Manipulation (Rage sends the target into an uncontrollable fit of wrath, causing them to attack first with other Nano if they have it or, otherwise, their bare fists), Water Manipulation (One effect of the Nanotrigger rounds is to quite literally inflate the target like a water balloon, causing water to spill out of every orifice and rendering them more or less incapacitated for an extended period of time), Magnetism Manipulation (Nanotrigger rounds can render someone extremely magnetic, such that bullets track to them instantly, as well as other metal objects), Morality Manipulation (Sunset Chalk renders the target incapable of violence of any form outside of self-defense for several minutesCY_BORG Rulebook, pgs 66-67), Healing (Red Juice and Adrenachrome both heal the target substantially) Statistics Amplification (Several drugs temporarily boost performance- Adrenachrome provides an all-around buff, C/Vortex increases one's creativity, and Bullseye wildly increases focus and accuracy; PulseWires amplify more or less every aspect of one's statistics, though cost money to use; Muscle-Ups substantially increase physical strength), Body Puppetry (Rattle causes the injected to speak constantly, at length, most often about whatever they want to keep secret the most), Sense Manipulation (Blackout blinds the user for one hour, though could be more with greater doses), Self-Sustenance (Type 3, 0sleep negates the need for sleep for short periods of time), Pain Manipulation (Pink Ooze stimulates all sensory receptors relating to pleasure or pain, effectively doubling any physical damage), Camouflage (Subdermal implants can passively befuddle identification/tracking/etc technology), Body Control (Additional joints grants the user greater control over their body, notably in grapples), Enhanced Senses (Buzzeyes grant the user 360 degree vision), Damage Reduction (Skinhard reduces incoming damage), Bodily Weaponry (Numerous implants provide such things- Taurs grants powerful horns for goring, Retracting Cyberclaws grants claws attached either to one's hands or feet, Deserter Fangs provide extremely powerful jaws, and the Strangler gives the user filament wire in their fingers for subtle slaughtering; the BodyGun implements a strange but extremely powerful large-caliber gun in their chest, enough to potentially one-tap most enemies), Hacking (Apps wildly improve a user's capability of hacking), Technology Manipulation (SmartJacks amp the user's ability to use technology configured with it; The WEIAN-Hammer causes all technology nearby to perform their function immediately- sprinklers activate, technological firearms begin firing, computers begin running out their various processes, etc- after initial activation, the user can manually control five devices; The RCDOvrChargr amplifies physical characteristics considerably for some time via overclocking the user's RCD; De-fenc/der takes control of turrets and similar machines; Blood Snoot tracks down an enemy tech user and constantly damages them until they die; beaconworm allows the tracking of a device, unknown to the user, for weeks), Sound Manipulation (The Sonic Blaster deafens enemies and can damage them as well, rupturing ear drums as it washes over them), Immortality (Type 4, The BrainBox is capable of resurrecting the user, albeit likely outside the confines of combat), Summoning (Limited, False Flagger fakes an alarm, summoning emergency teams and anything listening to such alarms to a bogus location), Preparation (SigilTag marks a location for future hacking, allowing more or less infinite range activation of apps from that location), Information Manipulation (>eRase can copy or delete information stored on nearby devices such as surveillance cameras), Psychometry (PathMapper provides the user with a detailed layout of an area by scanning local databases from cameras and the like)
|-|Resistances=Resistance to Technology Manipulation (All characters can use their knowledge to combat viral hazards, such that they burn through their technology instantly; Characters can resist the system shock ability of the Ghost), Radiation Manipulation (Characters have adapted to the radioactive fumes of G0, placed at the very center of the cityCY_BORG Rulebook, pgs 12-13), Biological Manipulation (Humans have adapted to survive the constant flow of nerve gas seeping out of G0), Poison Manipulation (They can resist poisons and drugs), Blood Manipulation (You can resist the Nano-fueled bloodletting powers of the Leaf KnifeCY_BORG Rulebook, pgs 42-43), Fear Manipulation (Characters can resist the awe-inspiring fear of tErrorCY_BORG Rulebook, pgs 44-45), Sense Manipulation (You can resist the incredible blinding light of a flashbang through Toughness), Disease Manipulation (You can resist the disease-based abilities of Ill rounds), Sleep Manipulation (Characters can resist the Knocker rounds, which through unexplained means knock targets unconscious), Electricity Manipulation (They can resist the passive shocking abilities of Vamps), Ice Manipulation (Capable of resisting the freezing gaze of the Headhunter, which is cold enough to spontaneously freeze everything on an individualCY_BORG Rulebook, pg 104), Perception Manipulation, Animal Manipulation, Plant Manipulation, Hair Manipulation, Bone Manipulation, Mind Manipulation, Empathic Manipulation, BFR, Existence Erasure, Crystal Manipulation, Duplication, Temperature Manipulation, Water Manipulation, Magnetism Manipulation (The Blighthusk can trigger Nano infestations spontaneously, which can include all of these effects; This page lists off all of the various effects that can be resisted as part of this), Reality Warping (They can resist the Spectral Gaze of the Whitetail, which causes targets to fall out of sync with reality, rendering them unable to act while within its line of sightCY_BORG Rulebook, pg 105), Fungus Manipulation (The Whitetail's mouth is a "miasmic cocktail of nanites and alien spores" that cause severe, lethal bleeding from facial orifices- characters can resist this)
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Attack Potency: Varies from Street level+ (Their attacks can break bones, sever limbs, and even totally eviscerate someone, all of which should fall into this range of damageCY_BORG Rulebook, pgs 80-81) to Wall level (Frag grenades do comparable damage to the majority of their arsenal; These grenades should be more advanced than our real-world versions; Among the enemies one can fight in the game are genetically amplified crocodiles and wolvesCY_BORG Rulebook, pgs 100-101, which should be superior to their real world counterparts), at most Small Building level (Player characters can make use of rocket launchers that are the ones used by attack choppersCY_BORG Rulebook, pg 108-109 and mechsCY_BORG Rulebook, pg 110-111; they can destroy both of these targets)
Speed: Subsonic (Capable of dodging short-range assault rifle fire and fighting others who replicate the same feat consistently), up to Supersonic+ with firearms
Lifting Strength: Varies from Athletic Human to Peak Human (Capable of carrying a great many implements- depending on their strength, one could carry between 127 to 270 kgs), likely at least Class 5 (They can escape the death roll grapples of genetically modified crocodiles, which should be superior to real world variants), Higher with Cybertech (Cybertech implants allow you to carry even more, resulting in a carry weight of about 302 kg)
Striking Strength: Varies from Street Class+ to Wall Class (Both their ranged and melee strikes can rip out huge chunks of the body, shatter bones and spines, or destroy previously existing steel replacements), at most Small Building Class (Certain weapons are comparable to those of real-world attack choppers)
Durability: Varies from Street level+ (Even unarmored, they can survive attacks capable of shattering spines and eviscerating people) to Wall level (With armor, they can reliably survive the detonation of heavy gunfire and explosives such as grenadesCY_BORG Rulebook, pgs 60-61), at most Small Building level (With sufficient armor, a punk could reliably survive missiles launched by a gunship)
Stamina: Athletic (Characters can continue to fight largely unimpeded by the loss of a limb or other severe wounds)
Range: Varies from Standard Melee Range to Kilometers depending on the weapon, far higher with certain Apps and preparation
Standard Equipment: A DNA bomb, general equipment, armor, and a weaponCY_BORG Rulebook, pgs 58-59; note that due to their general equipment, they will possess some things from their optional equipment as a matter of circumstance
Optional Equipment: Apps, Cybertech, Drugs, Weapons, Booster Mods, and General Gear
Intelligence: Genius (Their knowledge of the streets and ability to compare to the likes of the Burned Hacker or Orphaned Gearhead easily place them on this level)
Weaknesses: Their mirrorshades as well as standard RCD processes can negatively impact their ability to perceive reality, though the passive effects of the RCD would not function outside of Cy; failure to focus on their Nano can cause their Infestation to manifest
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:CY_BORG
Category:Absorption Users
Category:Acid Users
Category:Acrobats
Category:Adaptation Users
Category:Air Users
Category:Animal Users
Category:Attack Reflection Users
Category:BFR Users
Category:Biology Users
Category:Board Game Characters
Category:Bodily Weaponry Users
Category:Body Control Users
Category:Body Puppetry Users
Category:Bone Users
Category:Camouflage Users
Category:Clairvoyance Users
Category:Crystal Users
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Data Users
Category:Disease Users
Category:Duplication Users
Category:Electricity Users
Category:Empathic Manipulation Users
Category:Enhanced Senses Users
Category:Existence Erasure Users
Category:Explosion Users
Category:Fire Users
Category:Flight Users
Category:Game Characters
Category:Hackers
Category:Hair Users
Category:Healers
Category:Ice Users
Category:Immortals
Category:Information Analysis Users
Category:Information Users
Category:Light Users
Category:Magnetism Users
Category:Martial Artists
Category:Matter Users
Category:Metal Users
Category:Mind Users
Category:Morality Users
Category:Pain Users
Category:Perception Users
Category:Plant Users
Category:Poison Users
Category:Possession Users
Category:Preparation Users
Category:Probability Users
Category:Protagonists
Category:Psychometry Users
Category:Radiation Users
Category:Regeneration Users
Category:Science Fantasy Characters
Category:Self-Sustenance Users
Category:Sense Users
Category:Sleep Users
Category:Social Influencers
Category:Sound Users
Category:Statistics Amplification Users
Category:Stealth Masters
Category:Summoners
Category:Technology Users
Category:Temperature Users
Category:Vehicle Users
Category:Void Users
Category:Water Users
Category:Weapon Masters