As Cyberia is an aspect of the whole Ask Not of Amber campaign, there are a few commonalities that you, as a player, will need to know about. These include:

     Blood of Amber: All characters are considered to be of the Blood of Amber, descended from one of the royal Princes and Princesses of the True Realm after the vast millennia. In Cyberia, Amber is a forgotten dream. Your Blood comes from a long line of descendants, none of whom remember their true origins. But the Blood does not forget. You are not a mere reflection, but rather a thing of substance. You are the masters of this realm, a glittering lifeboat adrift in a sea of chaos.

     What can I do? Those with the Blood are inherently better than the general population. This ‘power’ doesn’t manifest on an obvious level, but a subtle one. You have always had greater prowess, and it has gotten better as you’ve matured. You are unlike your fellow men and women - you are stronger, tougher, healthier, and more sensitive to the intangibles of the Powers that run the world. It is quite likely that you’ve taken up a position worthy of your lineage - leader of a gang, a brilliant hacker, a feared assassin, a homicide detective, or the CEO of a multinat. The Blood gives you an edge, and in Cyberia that’s worth its weight in cred-chits. But don’t let that power go to your head, chummer. A Psycho with Polymuscle augmentations can still rip your arms out of their sockets and beat you to death with them.

     Amberites are Strong. Those of the Blood can lift a mid-size skimmer up off the ground, and can toss a motorcycle several yards. They can bust down steel firedoors with several well-placed blows and smash cinderblocks with a solid punch. And that's just the ones with an average physique; the stronger ones can get truly scary. One problem though: full augmentations. Think you can graft a new arm on and increase your strength even further? Dead wrong. Because the muscles are gone, so too is your access to the Blood. You’ll actually be at a disadvantage, probably tearing the augmented limb from its moorings with the first punch. See below for more.

     Amberites are Tough. Most drugs and poisons don't seriously affect them, and they are virtually immune to most common forms of disease (such as the common cold and flu). Even virulent diseases (the bubonic plague, AIDS, Ebola) can't generally kill them unless they are physically weakened first; otherwise, they'll shrug it off over the course of a few days to months. If wounded, an Amberite can generally recover, even if it's one that would normally be fatal, so long as he isn't decapitated or run through the heart. Lost body parts regenerate, eventually, though this could easily be a process of years for limbs or neural tissue. Amberites are not immortal, but they do age slowly, living centuries and millennia if the aren't killed first. Again, don’t take this for granted. There are drugs and bio-weapons that can drop even an Amberite; and a 5.72 Sabot round to the noggin WILL leave a permanent mark. Also, nano-surgery can greatly speed up that healing process. Combined together, you could lose a leg and reattach it the same day without so much as a limp.

     Amberites are Skilled. Particularly when it comes to combat, Amberites are able to take on several foes at once, even with inferior weapons, and clear the field. This is more a matter of skill than some supernatural awareness, as they are still capable of being surprised and still take their opponents seriously enough that they don't ignore them. From long decades and centuries of practice, most Amberites become quite adept at their favorite pastimes, and the ability to be supremely skilled is a function more of time and dedication than super powers. It is possible that a couch potato Amberite could have a hard time handling a mugger, unless he got his strength into the equation.

     Amberites are Sensitive. No, not the Lifetime Movie tear-weeping types...but sensitive to the paranormal...they can attune themselves to things that most mundanes can't sense and so are more able to take advantage of the Powers that exist around them. This is, essentially, a sixth sense that most mortals don't have. However, in Cyberia, even the mind can be augmented. Psykers are all about, sifting through people’s thoughts and liquefying organs. Be careful with your brain. It’s the only one you’ve got.

     Powers: Unlike the Enclaves and the Wastelands, ‘powers’ are not as common in Cyberia. Or, at least, they aren’t as obvious. Like the Blood, Cyberian Powers are subtle, having taken on a more mundane appearance. Perhaps this is because of the paradigms of the Primal Plane, or the work of some long-forgotten Elder. No one knows or remembers. However, three core ‘powers’ can be found here:

  1. Augmentations: Typically, an Amberite’s body will reject foreign matter, such as cyberware. However, with the Augmentation power, you have somehow overcome that problem. In fact, your body now works in tandem with the gyros, electronics, and servos implanted within it. These almost always take the form of bio-augmentations; better known as nanotech. While not as visually impressive as the chrome-jobs you’d see on a Tank (a fully cybered human), you can do quite a bit. In fact, you can do far more than the average human, as you are intrinsically linked to your bio-ware. You can grow polycarbon claws, increase the density of your bones, have heightened reflexes, faster heal rates, and even grow extra limbs or wings. Say farewell to the Flesh. Ideas and rules for this power be found in the Augmentations area of the website.
  2. Psionics: Not only has humanity built the better body, but the superior mind as well. The Psi-adapter (a piece of cyberware hooked into the central nervous system) allows a Psyker to put their minds to frightful use. Based on five power tiers, psionics can enhance the body, telekinetically move things, hack computers without touching them, influence humans and robots, and even project deadly fire and ice. There is a reason Psykers are feared in Cyberia. Ideas and rules for this power be found in the Psionics area of the website.
  3. Interface: The rarest power, Interface is the "understanding" of the world. By projecting one’s essence and mind into the "Construct," the Amberite can influence outcomes or even change reality. At its lowest levels, Interface only works in the Ether (cyberspace). With practice and time, however, the Amberite can stretch their influence out into the real world and do wondrous things. Ideas and rules for this power be found in the Interface area of the website.

     Elements: You'll notice a common thread that runs through the entire game - the elements of Air, Earth, Fire and Water. Sometimes these are more overt, and sometimes their manifestation will be subtle. Pay attention to these and other common details in the games and maybe you'll figure out some secrets in the game.

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     The year of the second millenium was a milestone, not just for the fact of that year change, but also for the fact that man finally overcame the limitations of the man/machine interface. For many years, the science of cybernetics had been pushing the limits of technology, but the inability of scientists to create a viable interface to machines had limited their usefulness. There was simply too much data to process for the human mind to be interfaced to any machine. That is until the R&D department of Biotechnica stumbled across the

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     In 2038 TC [Talos Calendar], Dr. Norton Gethers unleashed the mind’s true potential after completing a computer-topographical survey of a latent psychic’s brain. Through extrapolation programs, he could determine what regions of the brain became active during psychic phenomenon. Further research revealed that stimulation of these nerve clusters could enhance the psychic effect. Using this information, Dr. Gethers invented the first Psionic Amplifier (or Psi-Amp).

     Over the next decade, further developments were made; allowing access to powers as yet unheard of. This research came, unfortunately, at the cost of several latent psychics, who became the first victims of Burnout [brain hemorrhaging and nerve damage from psychic-overload]. Psi-training soon became available to the public thanks to neuro-rewiring through nanotech [at least those citizens rich enough or with corporate affiliation]. Psi-booster, an addictive drug, allowed for even greater powers and prolonged psionic activity. Dr. Gethers died in 2051 TC, living just long enough to witness the dawning of a new era in Talos; an age of superhumans devoid of cyberware.

     By 2101 TC, Psionics have come a long way. Psi-Amps are now handheld units, plugging directly into the median nerve [at the Carpal Tunnel]. Psionic activity is transmitted from the brain to the Amplifier through the dermatomes, amplified, then directed at a specific target. Peripheral nerves have been utilized to reduce the risk of brain damage caused by Burnout. As the Psi-Amp is linked through the dermatomes, mononeuropathy is the most common side effect of Burnout [although the pain can still stun or immobilize a Psychic]. Psi-boosters have greatly increased psionic potential, allowing for prolonged psychic activity. As they are now available in hypos, they can even be used in combat situations. However, the psychologically addictive qualities remain; being equated to the same rush provided by heroin.

The majority of Psykers now belong to the OSA; an enigmatic branch of the Talos government. Corporations do have their own Psykers as well, used specifically for "negotiations and acquisitions." The majority of the Talos population cannot afford the expensive neuro-surgery required, making their presence very rare in the citizenry.

The following descriptions indicate how PSI powers generally work, but in no way encompasses all the psionic powers you may encounter. Tier levels represent the psionic potential of the individual, ranging from one to five. The average psyker typically has access to Tier 2 and Tier 3 powers. Few, beyond OSA Spooks, have access to Tier 5 powers.

     Each power usage costs the Psyker a number of Psi-potential equal to the Tier Level [Minimum of 2 points]. These points are recovered with Psi-Boosters. The GM will tell you when you’re becoming drained. In game terms, taking Psionics as your primary skill equals Tier 5 and 65 points; Secondary equals Tier 3 and 45 points; Tertiary equals Tier 2 and 26 points. For each Tier obtained, the psyker gains two abilities of their choice; i.e. a beginning Tier 3 psyker would have two Tier 1 abilities, two Tier 2 abilties, and two Tier 3 abilities. Training will help increase these skills and gain further powers.

See Sample Characters for an example of a Psyker.

NOTE: Psykers MUST take the Disadvantage: Addict [Psi-Booster], in addition to their normal Disadvantage.

NOTE: Some creatures, specifically those found in the Cannibal Sectors, are not affected by mind-control powers, such as Psionic Hypnogenesis. In addition, some augmentations and bio-ware will reduce damage caused by certain powers [such as pyrokinesis].

TIER LEVELS

Tier One | Tier Two | Tier Three | Tier Four | Tier Five

TIER ONE

Psycho-Reflective Screen: Through the use of telekinetics, the psyker can temporarily [1 to 4 minutes] reflect projectiles and physical attacks directed at them. However, as the power cannot completely redirect the damage, injuries are reduced by 15%.

Neuro-Reflex Dampening: All kickback from weapons is temporarily eliminated, allowing for increased accuracy with high-powered weapons.

Kinetic Redirection: Pulls/pushes an object towards you or in a chosen direction. Weight depends on the psyker’s potential.

Psychogenic Agility: This ability increases the psyker’s agility temporarily [3 to 7 minutes] by augmenting nerve-conduction.

Psychogenic Cyber Affinity: This ability increases the psyker’s mental capabilities temporarily [3 to 7 minutes] by augmenting nerve-conduction. Very useful for a boost to computer, technical, and hacking skills.

Projected Cryokinesis: Launches heat-draining projectile, lightly damaging a selected target [living or inanimate].

Remote Electron Tampering: By altering the electron flow of electronic systems, the psyker can terminate active security alarms. This does NOT prevent the alarms from being reactivated.

TIER TWO

Anti-Entropic Field: The center cannot hold, except around you. Weapons and armor will not degrade while the psyker engages this power [lasting 1-5 minutes]. Fully automatic fire will not melt a gun-barrel, bullets will not weaken armor, etc.

Adrenaline Overproduction: This power puts the adrenal system into overdrive for 10 to 50 seconds. During that time, the psyker’s hand-to-hand damage is multiplied by their psionic potential; i.e. a Tier 4 psyker quadruples their HTH damage.

Neural Decontamination: By redirecting radioactive emissions, the psyker can reduce radiation absorption by 80% for 15 to 40 seconds.

Cerebro-Stimulated Regeneration: The psyker gives their regenerative processes a minor boost, rapidly healing minor wounds [lacerations, minor burns, blunt trauma, etc].

Psychogenic Strength: This ability increases the psyker’s physical strength temporarily [3 to 7 minutes] by augmenting muscle-nerve-conduction.

Recursive Psionic Amplification: This ability increases the psyker’s psionic capabilities temporarily [2 to 7 minutes] by augmenting nerve-conduction. They can increase duration, damage, and effects of their powers. However, power costs and chance for Burnout are doubled.

Localized Pyrokinesis: Known as the ‘Human Torch,’ this ability ignites a sphere of flame around the psyker [6’ to 10’ radius] for 7 to 15 seconds. This is usually a last ditch attack, as it damages the psyker as well as everything around them.

TIER THREE

Electron Cascade: By stealing free electrons and directing them into a tool or weapon, the psyker can partially to fully recharge any battery-powered device.

Energy Reflection: Like Psycho-Reflective Screen, the psyker can now redirect energy attacks, reducing the damage by 50%.

Neural Toxin Blocker: By altering their endocrine system, the psyker can process and redirect toxins more efficiently; temporarily [15 to 45 seconds] providing them with 80% immune to most poisons.

Enhanced Motion Sensitivity: For 30 to 180 seconds, the psyker becomes aware of all living creatures within 150 yards of them.

Projected Pyrokinesis: Launches a fiery projectile at a target, causing significant damage to a selected target.

Psionic Hypnogenesis: For 20 to 100 seconds, non-robotic creatures become docile toward the psyker; but will resume hostile activity should they be attacked in any fashion.

TIER FOUR

Photonic Redirection: For 10 to 60 seconds, the psyker can redirect photons around them, making them invisible to cameras, robots, and living creatures. Attacking immediately dissipates the effect. In addition, devices, robots, and creatures that rely on senses other than ‘sight’ are immune to this effect, i.e. sonic alarms.

Psionic Hypnoinfluence: The psyker’s voice becomes irresistibly compelling for 2 to 5 minutes, allowing them to greatly influence non-robotic creatures, i.e. "These aren’t the droids you’re looking for."

Electron Suppression: By disrupting the electron flow in the target’s circuitry, the psyker can immobilize a robotic target for 5 to 20 seconds.

Psychogenic Endurance: This ability increases the psyker’s physical endurance temporarily [3 to 7 minutes] by augmenting their body. This also increases the psyker’s pain threshold, allowing superhuman feats; such as running on a fractured leg.

Remote Circuitry Manipulation: The envy of Ethernauts everywhere, this power allows the psyker to enter the Ether without a direct interface. Psi-Hacking, as it has become known, also prevents neural-damage caused by black ICE.

Cerebro-Energetic Extension: The Psi-Amp temporarily [10 to 50 seconds] becomes a deadly melee weapon; focusing the Psyker’s mind into a razor-sharp projection of energy.

TIER FIVE

Advanced Cerebro-Stimulated Regeneration: The psyker’s regenerative powers are pushed beyond human limits, allowing the healing of major damage [internal bleeding, organ damage, broken bones, etc].

Soma Transference: The psyker can literally suck the life out of a living target, gaining their strength and healing wounds. Weaker creatures can be killed outright by this power.

Instantaneous Quantum Relocation: Over time [1 to 4 weeks], the psyker memorizes a specific location. Later on, they can literally ‘shift’ the quantum universe and teleport themselves to that location. The process must be repeated once this is done [although the memorization time will be shortened if the same location is chosen]. Psykers with this ability hint at an underlying ‘pattern’ to reality, that connects every point in the universe. Scientists scoff at this theory.

Imposed Neural Restructuring: The psyker’s influence over non-robotic creatures is so great, they can cause them to attack chosen targets. This effect is temporary [10 to 50 seconds] and ends if the psyker directs an attack at the controlled victim.

Metacreative Barrier: This power creates a wall of psionic force directly in front of you that lasts until destroyed. Flanking attacks are unaffected.

External Psionic Detonation: The psyker can place a "psionic-mine," which detonates should a living target come within 5’ of it. This psychic burst can cause unconsciousness or even brain damage. Enemy psykers are especially susceptible to this power and take increased damage.

Psychoreflective Aura: The psyker’s control of kinetic energy is so pronounced, they can reduce damage from such attacks by 60% [from 30 to 120 seconds].

Ed. Note: These rules are based directly on Irrational Games' award-winning "System Shock II." They are in no way meant to infringe on copyrights, but rather to pay homage to one of the best RPGs available for the PC.

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