Reality Deviant Publications is pleased to bring you Beyond Modern: The Rustborg, by Chris Fields.
“As civilization crawled back from the wreckage, a handful of settlements, usually those blessed by their proximity to a tech center such as a survival-fortress or a military base, rediscovered cybernetics. The handful of surviving pre-apocalypse cyborgs either found one of these tech centers for repair and refit or died out in the wilderness. Eventually, new cyborgs were built.
These new ‘Rustborgs’ were cobbled together from pieces and parts; elegant nano-tech limbs were replaced with piston driven ‘dumb limbs’. When fiber optic nerve impulse cables cracked and failed, they were replaced with copper wiring scavenged from a 1992 Chevy Suburban. Instead of ceramic armor implanted under Kevlar pseudo-skin, these hulking bio-mechanical goliaths made do with rusting steel plates bolted crudely to their steroid enhanced muscles.“
This post apocalyptic advanced class provides you an opportunity to play a remnant of a distant, high-tech past where cybernetics and man once merged to form menacing war machines: cyborgs. This 9 page pdf provides everything you need to undergo cyber-surgery and become a walking walking mountain of steroid enhanced muscle and steel.
Here’s just one of the class abilities you’ll have access to when you wake up, a newly made rustborg:
The Rust Borg chooses which type of implanted weapon to use when he takes his first level in this class. Changing weapons types requires a DC 22 Repair or Craft: mechanical check, and at least 8 hours of work. Normally, the onboard weapon system is inactive, and the Rust Borg can manipulate objects with a prosthetic hand.
The Rust Borg can activate or deactivate his weapon as a standard action. While this weapon is active, the Rust Borg’s hand becomes useless, and cannot be used to hold or manipulate objects. The Rust Borg is always considered armed and proficient when attacking with his “industry punch”. The Rust Borg’s integrated weapon cannot be disarmed but it may be sundered.
The possible weapons for an industry punch are:
•Chainsaw:3d6 slashing damage, crit: 20, large weapon
•Jackhammer: 3d6 crushing/bludgeoning damage, critic 20, large weapon.
•Pincher: 2d6 crushing/bludgeoning damage, critic 20, large weapon. Provides the Rust Borg with the Improved Grab ability when attacking with the pincher.
•Flamethrower: 3d6 points of fire damage to all targets within a 5 ft wide, 30 ft long area. DC 15 REF save for half damage. Fires once per round. Fuel tank located on the cyborgs back or shoulders, harness 5, five HP, explodes as typical flamethrower (See the MSRD for more information) if breached.