Cyberware Implants

`**READ Multiplier**:` +20% but also doubles Multipliers gained from Classes.

One of the four Paths of Progress that happens when a Rider enters Master-Class. In this, the Rider has parts of their body replaced with extremely advanced prosthetics known as "Cyberware Implants". This happens as a one time event and needs a plausible reason to go along with it.

## Prelude

As a Storm Rider climbs up the various Ranks, they end up venturing into a Road of their own, and once they have mastered that Road (Master-Class), the truly skilled ones (as in our characters) seek ways to continue to improve themselves, or find themselves in situations they simply cannot get themselves out from. This kind of technology is not available anywhere else in the world, so the Rider must get it from the one and only place that has it: The Tower of Trophaeum, a legendary place that no one knows where it is nor how to get there... It is where the Regalia themselves come from. Since the Rider can't come here willingly, a special event needs to happen (much like with the Regalia giveaway events) where the Rider is taken there... The best reason for this to happen is if the Rider sustained fatal injuries and would have otherwise died, with the implants being the only thing that could save their lives. While other options might be possible, they are unlikely and should be discussed in great length, making this the most likely scenario.

## Downsides

As one becomes less Human and more machine, they may be rejected by their fellow Humans, seen as some abomination/freak since most of the implants can't be hidden that easily, especially while in use. Furthermore, because the Rider has in their body tech that isn't available anywhere else, certain organizations might put a bounty up for this kind of Rider in order to rip the technology from the beaten corpse. Furthermore, the moment that leads to the Rider getting these implants is likely a very painful and traumatic one (sustaining fatal injuries and practically dying or possibly even being dead for a short period of time).

Despite having the hardware for it, the brain takes time to adapt to all the new features suddenly available, more importantly it needs time to learn how to use the new body parts (implants) to their full extent and so, it may take time to access some of the newer features even if they are readily installed already.

One does not willingly return to the Trophaeum Tower whenever they want, so it's not like they can ask for help with the Cyberware from the one that installed them... They didn't even ask for permission to install these implants, most of the time. Since the tech can't be found anywhere else, it's not like there's an expert out there that can be asked for help either.

Initial usage of Cyberware will put a strain on the user's mind, though properly frequent usage can eventually remove this penalty altogether. Be warned though, pushing too far too soon before getting used to the mental strain, can lead to temporary (or even permanent) insanity. The first sign to this is feeling a fatigue that can't be pinpointed in the body, then hand tremors that start to spread to the arms, legs and feet. Soon after, optical distortions might begin to happen, and if still pushed further beyond that point, hallucinations will occur, followed almost immediately after by temporary insanity (possibly permanent if the Rider keeps pushing hard within the temporary insanity for long, or if the Rider experiences the temporary insanity too often).

## Upsides

There are a large number of upsides to taking this Path of Progress, with the first and most notable one being the sudden explosive burst in power, immediately going from being a powerful Human, into a much more super-powerful cyborg.

Those with Cyberware implants can perform superhuman feats, not just in terms of strength and speed but also in the way their body acts, depending on the implants themselves (for example, one can have an extendable arm to help pull one up during runs). This also improves every aspect of their run, even Tricks created before the Rider had created before receiving these implants.

Besides the Cybernetic Tricks (see below), Cyberware Implants also give a number of passives for each implant, allowing the Rider to be a monster in comparison to what they once were.

## Cybernetic Trick Slots

Though this path grants no new Trick slot, it does grant access to Cybernetic Tricks. Cybernetic Tricks have Classes just like regular Tricks, but do not be fooled by that, Cybernetic Tricks are far more powerful when compared to Regular ones, the Classes here are indicative of their purpose rather than their performance power, and a F-Class Cybernetic Trick might be as powerful as a C-Class Cybernetic Trick, it's just that they do different things. Example, an F-Class Cybernetic Trick can give speed comparable than an S-Class speed based regular trick. The Rider's Road can be mixed into any Class of Cybernetic Tricks, even used heavily on an F-Class one, so long as it relies on the usage of appropriate Cyberware.

### **F-Class**

Cybernetic Tricks that focus on F-Class principles such as dashing/speeding, or turning, but doing so with the help from Cyberware. Total Slots: 5. Slots gained at:

1. 500 READ.
2. 550 READ.
3. 625 READ.
4. 700 READ.
5. 800 READ.

### **E-Class**

Cybermetic Tricks that focus on Wallclimbing (the act of going up/down on a wall or directly taking advantage of that act somehow), they very obviously look supernatural and sci-fi like, as the implants allow for creative ways on how to go up a wall (such as via the use of jet thrusters or extendable limbs). Total Slots: 3. Slots gained at:

1. 500 READ.
2. 525 READ.
3. 575 READ.

### D-Class

Cybernetic Tricks that rely on heavy usage of the wall at high speed but still somehow appearing to be stuck to the wall no matter what, or Cybernetic Tricks that involve direct combat (should be similar to regular D-Class Tricks in execution, meaning punches and kicks rather than full on blasts of energy, but as they are super powerful and can use extendable and mechanical limbs, their output is comparable to regular S-Class tricks). Total Slots: 4, gained at:

1. 500 READ.
2. 600 READ.
3. 675 READ.
4. 725 READ.

### **C-Class**

Cyberware Tricks that specialize in jumping far higher even without a Road like the Wing Road, perform elaborate and long aerial moves with wide aerial control (though still not as efficient as top Wing Road Riders), and also performing landings from heights that would have been guaranteed to kill anyone else, but still remain unscathed/unharmed from it. Total Slots: 3, gained at:

1. 650 READ.
2. 750 READ.
3. 775 READ.

### **B-Class**

These Cybernetic Tricks tend to either mix all the principles of the previous Classes, or instead rely solely on Rider's Road but vastly empowered by the implants. Their power is comparable to that of a regular S-Class Trick, but free from the limitations of the previous Cybernetic Trick Classes. Total Slots: 4, gained at:

1. 825
2. 875
3. 925
4. 975

### **A-Class**

The same as above, but higher in terms of power output as well as mental stress, with power that surpasses even regular S-Class tricks at their finest. Total Slots: 3, gained at:

1. 850
2. 950
3. 1050

### **S-Class**

The strongest type of Cybernetic Trick and also the most taxing kind, its power is actually comparable to that of an Infinity Atmosphere, being able to match it, possibly even surpass it! Total Slots: 2, gained at:

1. 1000
2. 1100.

## Cybernetic Atmosphere

The pinnacle of power for those on this path of progress! It resembles an Infinity Atmosphere although it does not require a Regalia at all, and its power is notably superior to an Infinity Atmosphere and by no small margin either! In fact, in terms of sheer raw power output, the only one that can outclass this is a Fused Infinity Atmosphere, though even then the gap isn't too wide nor colossal. It goes without saying that it relies heavily on the Cyberware mixing with the Road.

Though it is very rare for a Cyberware Implants user to experience physical fatigue once they have gotten even just slightly used to their implants, they will experience a large fatigue, close to exhaustion after using a Cybernetic Atmosphere. Even those who no longer experience mental drain will still experience some of it when using a Cybernetic Atmosphere.

The Rider can have two of these, one unlocked at 1150 READ, and the other at 1200 READ.

## Tuners

Though Link-Tuners wouldn't even know where to begin to build something like this, making it impossible for them to give anyone Cyberware Implants even if they somehow had access to the tech (they don't), Link Tuners skilled enough (S-Class or higher) can at least learn how to Tune Cyberware Implants as it functions similar to Regalia, doing so will lessen the mental burden on the Rider even more, as well as removing any physical discomfort. Cyberware Implants don't get damaged badly enough to need full blown repairs, but proper maintenance can help keep them at full power... Because when fighting against tremendously strong opponents, even just 1% more power can make all the difference!