Cyborg

Cyborgs are a hybrid of organic and synthetic. For some this change is the result of life saving surgery, still others have this change forced upon them. Their power is augmented beyond their previous limits. Majins, Namekians, Androids, Shins, and Demons CAN NOT select this path.

Path Features:

**Cybernetic Frame (Level 11):** You gain DR 2 against powers with the unarmed keyword.

**Adapted system (Level 15):** You may choose one of the two android starting powers. Its effects are cut in half.

**Cyber weapons (Level 19):** Your Cybernetic body is upgraded with an incorporated weapon.

Cyborg Powers

Level 11 At-will powers

Cyber backhand

Your backhand is crazy empowered by a mechanical joint

At-Will ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength vs Repulse

Hit: 2[P] + strength damage. Ignore a point of your foes DR from armor

Mech bullet

You unleash a spray of energy bullets from your palm

At-Will ✦ Martial, Ki

Standard Action    Ranged 4

Target: One creature, two attacks

Attack: Discipline-2 vs Reaction

Hit: 2[k] + spirit damage.

Level 11 Encounter powers

Cybernetic Drill

You spin your mechanical hand on a rotating engine, creating a drill

Encounter ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature, two attacks

Attack: Strength vs Repulse

Hit: 2[P] + strength damage. Ignore DR from armor. If both attacks hit, the opponent loses their DR from armor until repaired.

Vaporize!

You unleash a pair of searing beams

Encounter ✦ Martial, Ki

Standard Action    Ranged 10

Target: One creature

Attack: Intelligence vs Reaction

Hit: 3[k] + spirit damage + tier d4 fire damage.

Level 14 Utility powers

Cyber Augment

Electrical sparks surge across your form and aura as you unleash your power. Benefits of your cybernetic augmentation

Encounter ✦ Healing

Minor Action    Ppower up

Effect: You regain 2 surges, one of which you may spend now. For the duration of your power up, you have an additional +2 DR against melee attacks.

Lock on

One of your cybernetic parts locks onto an enemy, insuring a more accurate attack.

Encounter ✦ Personal

Standard Action    Ranged Sight

Target: One creature

Effect: You mark the enemy. So long as the mark remains on them your ranged attacks have a +4 circumstance bonus to hit them.

Level 16 Daily powers

Super Blaster Ray

You unleash a large beam from a cannon in your wrist.

Daily ✦ Martial, Ki

Standard Action    Wide Beam 8

Target: All creatures in range

Attack: Tenacity  vs Repulse

Hit: 4[k] + tenacity damage.

Charge: Every surge you spend charging adds an additional 2 damage. Additional damage can not exceed 10. If additional damage equals 10, the attack becomes a Wide beam 12 that ignores DR.

Miss: Half damage

Mech headbutt

Daily ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature,

Attack: Speed vs Reaction

Hit: 4[P] + strength damage and the opponent is stunned and slowed (save ends)

Miss: No damage, but the opponent is slowed for 3 rounds.

Level 20 Ultimate power

Bionic Punisher

Daily ✦ Martial, Ki

Fullround Action   Ultimate Wide Beam 20

Target: All creatures in range

Attack: Tenacity  vs Reaction

Hit: 7[k] + spirit damage. This ability recharges your chosen android ability.

Miss: 3[k] + 40 damage, your chosen android ability does not recharge.