// Men of Arms · cyberware-native
Full-Conversion Cyborg
Overview
The Full-Conversion Cyborg ("Cyborg" for short) is Rifts' most extreme cybernetic transformation: a human brain implanted in a fully cybernetic body. Where Redliners and Manics augment their existing biology, the Full Conversion replaces it almost entirely. The pilot is a brain — sometimes a brain and spinal column, in the Heavy variants — inside a constructed body. That body is humanoid in most cases, but its specifics depend entirely on its purpose: Special Forces, Recon, Heavy Combat, Industrial, Aerial. Rifts has multiple Cyborg body types, each optimized for a different role.
Full-Conversion Cyborgs are walking tanks. Their bodies are MDC constructions — high Hardness, integrated weapons, advanced sensors, specialized movement. They don't wear armor; their body is the armor. They don't carry weapons; their body is the weapon. Every Cyborg is unique, custom-built to its pilot's specifications and intended role.
The trade-off is humanity. Cyborgs struggle with emotional capacity, social integration, and the lingering knowledge that their original body is gone forever. Many become loners; some serve corporate or military interests that pay for body maintenance; a few break free and live as wandering enigmas. They cannot use cyberware in the conventional sense — their body already occupies every cyberware slot — they cannot benefit from biological augmentation, and they cannot wield magic or psi: the conversion process suppresses these capacities entirely.
At a glance
| Key ability | STR — heavy combat |
| Class DC | STR |
| Hit Points | 12 + CON per level. The highest in the project — this is the durability of a constructed body. |
| Key skills | Athletics, Crafting, Society + 2 chosen |
| Perception | Trained at L1 → Expert at L5 → Master at L11 → Legendary at L17. The body's sensor suite is a class feature, so the curve is faster than baseline. |
| Saves | Fort Expert / Ref Trained / Will Trained at L1. Fort Master at L9. Ref Expert and Will Expert at L13. The conversion leaves the Cyborg emotionally diminished and more vulnerable to mental coercion — hence Will Trained, not Expert, at L1. |
| Weapons | Trained in simple, martial, and advanced weapons. Expert at L5 (Fighter-fast progression — the body's integrated combat systems do the work), Master at L13, Legendary at L19. |
| Armor | None — the body IS the armor. You cannot wear external armor. Your body has Hardness baked in (see below). |
| Body Hardness | Class feature, always-on, scales with class level. Hardness 12 (light power armor tier) at L1 → 14 at L7 → 16 (medium tier) at L13 → 18 at L17 → 20 (heavy tier) at L20. |
| Spellcasting | None. No focus pool. No psi. |
| Reserve Power | Reserve Charges 1 → 2 → 3 (at L1 / L9 / L17). Surplus power banked by the body's reactor and spent on the Cyborg's surge abilities; regained by Reboot (a 10-minute Refocus equivalent). |
| Body Configuration | Pick one at L1: Heavy Combat / Special Forces / Recon / Aerial / Industrial. Defines body type, weapon access, movement, and sensor emphasis. |
| Signature subsystem | Cyberware — cyberware-native at saturation; class-granted systems occupy all standard slots |
Class features by level
- Full Conversion (class identity). Your body is a complete cybernetic construction. The conversion is permanent — there is no going back to a biological body without extraordinary intervention. Mechanically:
- All standard cyberware slots are occupied by class-granted systems at L1 (eyes ×2, ears, mouth/throat, head/neural, torso, arms ×2, hands ×2, legs ×2, feet ×2, spine/core = 15 slots, all filled by Body Configuration features).
- You cannot install additional cyberware in an occupied slot without first replacing the class-granted system there. Swapping a class-granted system for a different cyberware item is a Body Reconfiguration activity (1 week downtime + 60% wealth cost).
- You have zero cyber cost — you are non-magical and non-psionic, so there is no resource for cyber cost to deplete.
- Your body cannot be removed or set aside. It is you. Loss of the body is a major narrative event (see Body destruction and recovery below).
- Body Hardness (class feature, always-on). Your body has Hardness per the Megadamage & Hardness rules. Hardness 12 at L1; scales at L7 (14), L13 (16), L17 (18), and L20 (20). The Hardness is always active — no state machine, no focus expenditure, no activation. The body is the armor.
- Reserve Power. Your body's reactor banks surplus power you can surge into demanding feats. You have a pool of Reserve Charges: 1 at L1, 2 at L9, and 3 at L17. Abilities that cost Reserve Power say so. You regain 1 Reserve Charge with a 10-minute Reboot activity (the body's equivalent of Refocus) — power-cycling your systems and bleeding off accumulated heat to recharge the cells. Reserve Charges work like focus points: you can't exceed your maximum, and you recover them by rebooting rather than only on a long rest. Reserve Power is the Cyborg's only resource pool; it powers your surge abilities but grants no spellcasting, focus spells, or
psioniccapacity. - Built-in Weapon (signature). You start play with a class-granted weapon integrated into your body. Choose one at L1 (options depend on your Body Configuration):
- Cyber-Arm Cannon (Heavy Combat / Special Forces). Ranged. 2d8 ballistic damage. Range 60 ft. Reload-free — the energy cell is integrated, with no ammunition tracking.
- Vibro-Claws (Special Forces / Recon). Melee. 1d8 slashing,
agile,finesse,magical. - Plasma Lance (Heavy Combat / Aerial). Melee/thrown. 1d10 fire damage.
reach. - Integrated Rifle (Special Forces / Recon). Ranged. 2d6 ballistic. Range 120 ft.
- Energy Pulse Emitter (Special Forces / Aerial). Ranged. 1d10 electricity, 30 ft, basic Reflex save vs. your class DC.
Penetrating Nvalue is added at later levels (see the progression below). - Sensor Suite (class feature). Your body includes advanced sensors:
- Low-light vision (always-on).
- +1 status bonus to Perception checks involving distance, motion, or signal detection (a radar-like sense).
- Identify magical and
psionicauras within 30 ft on a successful Perception check (DC 15 + 2× the target's level). - Sensors scale at L7 (extended range), L13 (specific sense types added, by Body Configuration), and L17 (legendary suite).
- Body Configuration (subclass). Choose one at L1 from the five Configurations described below. The Configuration defines your body type, movement speed and special movement modes, weapon access, sensor emphasis, and your specialty class features at L7 and L15.
- No Cyberware Cost. You have no spell slots and no focus pool. Cyber cost is paid out of a class's magical or psionic resources, and you have none — so it does not apply to you. (Your Reserve Power is a non-magical reactor surge; cyber cost never draws from it.) You cannot multi-class into a magical or psionic class (the body suppresses these capacities entirely). Multi-classing into another martial class (Soldier, etc.) is possible.
- Class feat. Skill feat.
- Skill increase. General feat.
- Body Upgrade I. Your class-granted cyberware receives an upgrade:
- Built-in Weapon damage dice +1 (so the Cyber-Arm Cannon becomes 3d8).
- Sensor Suite low-light vision becomes darkvision.
- The body's max HP increases by 10 (in addition to standard HP per level).
- Class feat. Skill feat.
- Ability boost. Skill increase.
- Weapon Expertise. Expert in simple, martial, and advanced weapons.
- Expert Perception.
- Built-in Weapon Mastery I. Built-in Weapon damage scales:
- Cyber-Arm Cannon: 3d8 → 4d8.
- Vibro-Claws: 1d8 → 2d8.
- Plasma Lance: 1d10 → 2d10.
- Integrated Rifle: 2d6 → 3d6.
- Energy Pulse Emitter: 1d10 → 2d10.
- Class feat. Skill feat.
- Skill increase. General feat.
- Body Hardness Upgrade I. Hardness 12 → 14.
- Sensor Suite Upgrade I. Sensor range extends; you gain Detect Magic and Detect Psionics as 1-action activities.
- Body Configuration Specialty (L7). Your Body Configuration grants its first major specialty feature (see Body Configurations below).
- Class feat. Skill feat.
- Skill increase.
- Fort Master.
- Built-in Weapon Mastery II. Built-in Weapon damage scales:
- Cyber-Arm Cannon: 4d8 → 5d8, gains
Penetrating 5. - Vibro-Claws: 2d8 → 3d8, gains
Penetrating 3. - Plasma Lance: 2d10 → 3d10, gains
Penetrating 5. - Integrated Rifle: 3d6 → 4d6, gains
Penetrating 5. - Energy Pulse Emitter: 2d10 → 3d10, gains
Penetrating 3.
- Cyber-Arm Cannon: 4d8 → 5d8, gains
- Ability boost. Class feat. Skill feat.
- Skill increase. General feat.
- Master Perception.
- Master Weapon Expertise. Master in simple, martial, and advanced weapons.
- Body Upgrade II. The body's max HP increases by 20 (in addition to standard HP per level). Built-in Weapon damage +1 die.
- Class feat. Skill feat.
- Skill increase.
- Body Hardness Upgrade II. Hardness 14 → 16.
- Built-in Weapon Mastery III. Built-in Weapon damage scales:
- Cyber-Arm Cannon: 5d8 → 6d8,
Penetrating 7. - Vibro-Claws: 3d8 → 4d8,
Penetrating 5. - Plasma Lance: 3d10 → 4d10,
Penetrating 7. - Integrated Rifle: 4d6 → 5d6,
Penetrating 7. - Energy Pulse Emitter: 3d10 → 4d10,
Penetrating 5.
- Cyber-Arm Cannon: 5d8 → 6d8,
- Sensor Suite Upgrade II. Your Body Configuration grants specific senses (Heavy Combat: thermal vision; Recon: tremorsense; Aerial: depth-perception altitude awareness; etc.).
- Ref Expert. Will Expert. Both improve from Trained to Expert.
- Class feat. Skill feat.
- Ability boost. Skill increase. General feat.
- Body Configuration Specialty (L15). Your Body Configuration grants its second major specialty feature.
- Class feat. Skill feat.
- Skill increase.
- Legendary Perception.
- Body Hardness Upgrade III. Hardness 16 → 18.
- Built-in Weapon Mastery IV. Built-in Weapon damage scales:
- Cyber-Arm Cannon: 6d8 → 7d8,
Penetrating 10. - Vibro-Claws: 4d8 → 5d8,
Penetrating 7. - Plasma Lance: 4d10 → 5d10,
Penetrating 10. - Integrated Rifle: 5d6 → 6d6,
Penetrating 10. - Energy Pulse Emitter: 4d10 → 5d10,
Penetrating 7.
- Cyber-Arm Cannon: 6d8 → 7d8,
- Class feat. Skill feat.
- Skill increase. General feat.
- Legendary Weapon Expertise. Legendary in simple, martial, and advanced weapons.
- Sensor Suite Mastery. Sensors operate at long range; you can detect creatures by sensor signature up to 1 mile.
- Ability boost. Class feat. Skill feat.
- Optimal Configuration. Your body reaches peak performance:
- Body Hardness 20 (heavy power armor tier).
- Built-in Weapon Mastery V. Damage dice +1 across all weapons (Cyber-Arm Cannon: 8d8,
Penetrating 12; and so on). - Overclock. Costs your entire Reserve Power pool (all remaining Reserve Charges, minimum 1). For 1 minute (10 rounds): your Built-in Weapon deals +2d6 damage on hits, your Hardness increases by 5 (to 25), your Speed increases by 15 ft, and your Sensor Suite scans at 1-mile range continuously. After the minute, you suffer 30 HP of system-strain damage that cannot be reduced (the body's circuits push past safe tolerances) and you gain Drained 2 (recovers per long rest). Overclock is the Cyborg's "go all in" moment — emptying the reactor for peak performance at significant cost. Restore Reserve Power with Reboot.
Body Hardness scaling
| Class Level | Body Hardness |
|---|---|
| 1–6 | 12 |
| 7–12 | 14 |
| 13–16 | 16 |
| 17–19 | 18 |
| 20 | 20 (with Overclock: 25 for 1 minute) |
Built-in Weapon scaling (Cyber-Arm Cannon, exemplar)
| Class Level | Damage | Penetrating | Range |
|---|---|---|---|
| 1–4 | 2d8 | — | 60 ft |
| 5–8 | 4d8 | — | 60 ft |
| 9–12 | 5d8 | 5 | 60 ft |
| 13–16 | 6d8 | 7 | 80 ft |
| 17–19 | 7d8 | 10 | 100 ft |
| 20 | 8d8 | 12 | 100 ft |
Body Configurations
Choose one Configuration at L1. It defines your body type, movement, weapon access, sensor emphasis, and your specialty features at L7 and L15.
Heavy Combat Cyborg
- L1 Configuration: Slowest, toughest. Speed 20 ft. Hardness baseline +2 (so Hardness 14 at L1 instead of 12). Weapon access: Cyber-Arm Cannon, Plasma Lance. No Vibro-Claws — the body is too heavy for finesse combat.
- L7 Specialty (Reinforcement): Trigger: your body's HP drops to its Broken Threshold. Spend 1 Reserve Power; your Hardness increases by an additional 4 for 3 rounds (the body's reserve plating activates).
- L15 Master Specialty (Walking Fortress): While stationary (no movement on your turn), gain +4 Hardness, stacking with all other Hardness sources. Effectively turns the Heavy Combat Cyborg into a defensive emplacement when locked into position.
Special Forces Cyborg
- L1 Configuration: Balanced. Speed 25 ft. Standard Hardness baseline. Weapon access: Cyber-Arm Cannon, Vibro-Claws, Integrated Rifle, Energy Pulse Emitter — the most versatile loadout.
- L7 Specialty (Tactical Reflexes): +1 status bonus to attack rolls when you've moved at least 10 ft on the same turn. The body's combat AI rewards mobility.
- L15 Master Specialty (Multi-Action): Spend 1 Reserve Power to take an additional 1-action activity on your turn (effective 4 actions for that turn). Your body's parallel processors push you past human limits temporarily.
Recon Cyborg
- L1 Configuration: Fastest. Speed 35 ft. Hardness baseline −2 (so Hardness 10 at L1 instead of 12). Weapon access: Vibro-Claws, Integrated Rifle, Energy Pulse Emitter. Maxes mobility and sensor capability at the cost of armor.
- L7 Specialty (Stealth Systems): +2 status bonus to Stealth checks. Your body's surfaces dampen radar reflection — radar-based detection of you requires a successful Perception check at −2 to your DC.
- L15 Master Specialty (Predator Sensors): Sensor Suite extends to 1 mile (vs. 30 ft baseline). You can identify specific individuals by sensor signature within that range, provided you've previously logged their signature.
Aerial Cyborg
- L1 Configuration: Speed 25 ft on land, no flight at L1. Standard Hardness baseline. Weapon access: Plasma Lance, Energy Pulse Emitter — no Cyber-Arm Cannon, too heavy for flight.
- L7 Specialty: Gain Fly Speed 40 ft (jet-powered hover). Requires a Reflex save in combat to maintain altitude — the body's hover-stabilizers are fragile, and significant damage drops you to the ground.
- L15 Master Specialty: Sustained flight (no Reflex save required to maintain). Fly Speed 60 ft.
Industrial Cyborg
- L1 Configuration: Speed 25 ft on land. Standard Hardness baseline. Weapon access: Vibro-Claws (no ranged Built-in Weapon — the body is optimized for utility, not combat). +2 status bonus to Crafting checks. +20 lifting capacity (carry significantly more than a normal character).
- L7 Specialty: Gain access to specialized utility cyberware: precision tool arms, an embedded welder, a scanner suite. Bonus Crafting actions during downtime.
- L15 Master Specialty: Construct or repair complex tech (vehicles, power armor, fortifications) at 50% normal time and cost during downtime.
Class feats
Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.
Level 1
- Built-in Weapon (Second). Gain a second Built-in Weapon from your Configuration's available list. The second weapon is available alongside the first; switch between them as a free action.
- Reinforced Frame. +1 status bonus to Body Hardness (so Hardness 13 at L1 instead of 12, scaling thereafter).
- Sensor Specialist. +2 status bonus to Perception checks; you can identify specific individuals by sensor signature within 60 ft.
- Immovable Chassis. Your constructed bulk is hard to move or topple. +2 circumstance bonus against Shove, Trip, and other forced-movement or knockdown effects, and you can't be knocked prone except by a critical hit or a vehicle-scale impact.
Level 2
- Reactive Servos. Your combat AI tracks threats the instant they drop their guard. You gain the Attack of Opportunity reaction, usable with a melee Built-in Weapon.
- Servo-Assisted Stride. Hydraulic legs power through obstacles. Ignore the first 10 ft of difficult terrain you enter each turn, and treat rubble, mud, and similar non-magical terrain as normal terrain.
- Threat Analysis. Your sensors cross-reference a target's construction. When you Recall Knowledge to learn a creature's or object's resistances, weaknesses, or Hardness, you may roll using your class DC's key statistic, and on a success you learn one additional relevant fact.
Level 4
- Cyber-Arm Strike. Trigger: a successful melee attack with your Built-in Weapon. The body's mechanical reflexes execute a follow-up: deal 1d6 additional bludgeoning damage. Once per round.
- Body Repair. When you Reboot, you also restore Hit Points equal to 5 + your level — your self-repair routines run during the power-cycle (no separate activity; it rides on the 10-minute Reboot).
- Heavy Weapon Specialist (Heavy Combat only). Plasma Lance damage gains +1 die. Cyber-Arm Cannon range extends by 30 ft.
- Auto-Targeting. Integrated stabilizers steady your repeat fire. Reduce your multiple attack penalty by 1 on the second and any further ranged Built-in Weapon Strikes you make in a turn.
Level 6
- Overcharged Shot. Spend 1 Reserve Power. Your next Built-in Weapon Strike this turn deals 1d6 additional damage of the weapon's type and increases its Penetrating value by 2 for that attack (a weapon with no Penetrating value counts as Penetrating 2).
- Shock Frame. Trigger: a creature hits you with a melee attack while adjacent. It takes electricity damage equal to half your level from your reactive shock plating. Once per round.
- Configuration Cross-Training. Custom retrofit work widens your arsenal. You gain access to one Built-in Weapon from outside your Body Configuration's normal list; you still choose Built-in Weapons normally.
Level 8
- Combat Surge. Spend 1 Reserve Power to take an additional 1-action activity on your turn (effective 4 actions for that turn). The surge stresses your frame: you take 1d6 self-strain damage (cannot be reduced) when the surge resolves.
- Hardened Plating. +1 status bonus to Body Hardness (stacks with Reinforced Frame for a total of +2 if both are taken).
- Sensor Override. Trigger: a Detect, Sense, or Scry spell or psi effect targets you. Ignore that effect; your sensor suite cloaks you briefly. Recharge: after using it, roll a d6 at the start of each of your turns — available again on a 5–6.
- EMP Shielding. Your systems are hardened against electromagnetic disruption. You ignore the Cyborg's EMP vulnerability (no Hardness halving, no Built-in Weapon disable), and you gain resistance to electricity damage equal to half your level.
Level 10
- Twin-Linked Fire. Requires two Built-in Weapons. Spend 1 Reserve Power and make a Strike with each of your two Built-in Weapons against the same target. The second Strike takes the multiple attack penalty as normal.
- Adaptive Plating. Trigger: you would take damage of a single type (fire, cold, electricity, etc.). Spend 1 Reserve Power to increase your Body Hardness by 5 against that instance of damage.
- Relentless Advance. Nothing slows the juggernaut. You ignore all difficult terrain, and the first time each turn you Stride into a space adjacent to an enemy you may attempt a Shove against it as a free action.
Level 12
- Body Reconfiguration (1). Spend 1 minute to swap which Built-in Weapon is active (normally swapping requires a Body Reconfiguration downtime activity). The 1-minute cost keeps it out of combat, but there's no daily limit — adapt between fights as often as you like.
- Maximum Output. Trigger: you score a critical hit with your Built-in Weapon. Spend 1 Reserve Power; that Built-in Weapon deals double damage on the critical hit, independent of your normal critical damage modifiers.
- Walking Death (Heavy Combat only). Your reserve plating no longer costs power. While your body is at or below its Broken Threshold, Reinforcement activates as a free action without spending Reserve Power, with no limit on how often you do so (the +4 Hardness for 3 rounds, refreshed as needed). The wounded Cyborg only gets harder to kill.
- Onboard Arsenal. All of your Body Configuration's Built-in Weapons are active at once, and you can switch which one you're using as a free action (this supersedes the two-weapon limit of Built-in Weapon (Second)).
Level 14
- Devastating Salvo. Ranged Built-in Weapon only. Spend 1 Reserve Power. Make a single Built-in Weapon Strike against your primary target, then deal half that Strike's damage (basic Reflex save vs. your class DC) to up to two other creatures within 15 ft of the primary target.
- Siege Frame. Your Built-in Weapons are built to break fortifications. Against objects, structures, vehicles, and unattended constructs, your attacks treat the target as off-guard and double your weapon's Penetrating value.
- Regenerative Frame. Your body runs constant self-repair. At the start of each of your turns, if you are above your Broken Threshold, restore Hit Points equal to your level.
Level 16
- Singularity Mode. You can use the Overclock activity (from the L20 capstone Optimal Configuration) without the L20 prerequisite. It works exactly as the capstone describes — costing your entire Reserve Power pool (minimum 1 Reserve Charge) and inflicting the same 30 HP system-strain + Drained 2 cost afterward.
- Body Mastery. Permanent +2 to Body Hardness (in addition to all other modifiers).
- Fortress Protocol. While you take no movement on your turn, allies adjacent to you gain standard cover from your bulk, and the first hit each such ally takes before the start of your next turn is reduced by half your Body Hardness.
Level 18
- Apex Frame. Permanent +2 to your Body Hardness, and your Built-in Weapons' Penetrating value increases by 3.
- Overdrive Reactor. Your Reserve Power maximum increases by 1.
- Emergency Reboot. Trigger: you would be reduced to 0 Hit Points. Spend 1 Reserve Power; you instead remain at 1 Hit Point as your systems force a reboot. You can't use this if you have no Reserve Power to spend.
Level 20
- Total War Configuration. While Overclock (or Singularity Mode) is active, you gain an additional action at the start of each of your turns, and your Built-in Weapon Strikes ignore all Hardness.
- Perfected Chassis. Your Body Hardness can no longer be reduced — it ignores
Penetrating, the Broken condition's halving, sundering, and EMP effects. - Legend of Steel. When you score a critical hit with a Built-in Weapon, every other enemy within 10 ft of the target takes damage equal to your level as the kinetic shock radiates outward (basic Reflex save vs. your class DC).
The body is the class
There is no out-of-rig mode. The body cannot be unequipped, set aside, or temporarily removed. If the body is destroyed, the character is functionally retired — or recoverable via a brain-in-jar plot device, as below.
Body destruction and recovery
- Combat damage to the body. The body's HP and Hardness are the character's HP and Hardness in combat. Standard dying and death rules apply.
- Body destruction in non-combat scenarios. Catastrophic damage (dropped into a star, melted in an industrial accident) destroys the body. The brain, if not destroyed in the same incident, may survive in a brain-in-jar form for emergency recovery.
- Recovery to a new body. A new body can be constructed, but the process is non-trivial: 4–8 weeks of downtime; a significant resource cost (60% of expected wealth for the character's level); and access to a Chopper facility specializing in Full Conversion. The new body may not be identical to the original (cosmetic differences, possibly minor mechanical variations — GM's call).
This mirrors a Chromeboy losing their suit, but it is far more dramatic narratively — the character is brain-only for the downtime period. Treat body loss as a major narrative event, not a routine setback.
Where the class shines
- Open combat, armored opponents, breach-and-assault: the Cyborg dominates, Heavy Combat especially — mobile Hardness, integrated weapons, high HP.
- Mobile combat, harassment, hit-and-run: Special Forces or Recon Cyborg excels — Tactical Reflexes, speed, integrated ranged weapons.
- Indoor combat, urban, civilization: mixed. Cyborgs are conspicuous (no one mistakes them for human) and social scenes are difficult; the Industrial Cyborg brings utility and the Recon Cyborg brings stealth.
- Magical, dimensional, cosmic, or mental challenges: the Cyborg struggles. Will Trained at L1 leaves them vulnerable to mental effects, and no magic means dimensional encounters fall to other party members. Anti-magic zones don't affect the Cyborg (there's no magic to suppress), but mental-effect-heavy encounters expose the weakness.
- EMP / electromagnetic / anti-tech zones: a significant penalty. An EMP burst reduces the body's Hardness to half for 1 minute and disables one Built-in Weapon. Class feats can mitigate this.