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Mörktober Post #1: Cy_Borg Feats

Mörktober 2024 is here! And, since I have been so wrapped up in Cy_Borg the past few months, I have planned all my entries as materials for that game. First up is a set of eight feats for Cy_Borg in the vain of Mörk Borg’s Unheroic Feats. They are great for extending a Cy_Borg game into a campaign, allowing the characters to get better without all the focus being on increasing numbers.

Cy_Borg Feats

Punks may gain a feat to a maximum of three when getting better. They can be gained at random, by choice, or obtained as narrative achievements.

Weilder of Fate (Oct. 11, Thirteen)

You don’t know why, but when things go well for you, they seem to really go well for you.

  • Whenever you roll a d20, if the result is 13, you have the option to add 4 to the roll or gain a glitch (up to your maximum).

Bladesworn Adept (Oct. 3, Blade)

You’ve spent the majority of your life playing with knives. You’ve mastered their control, always finding the best place to stick them to inflict the most damage.

  • When attacking with a bladed melee weapon, you crit on a 19 or 20.

  • Any roll above 15 ignores a point of armor.

Built to Move (Oct. 1, Skeleton)

You suffered the excruciating surgery to outfit your skeleton with mechanized joints, making you abnormally flexible.

  • Your agility is permanently increased by one, and you can move 50% further than the average person in the same amount of time.

  • Fumbling an agility test overloads your joint servos. You are unable to move for d4 turns while they reboot.

Survival Minded (Oct. 24, Fear)

A traumatic childhood has instilled you with crippling anxiety and fear. Your heart rate races, and your survival instincts kick in when facing death.

  • You roll 2d2 and take the higher result when checking to see if an Emergency Response team arrives.

  • Whenever you’re dealt 5+ damage by a single attack and fail a Presence DR12 test, you act irrationally (controlled by GM) for the next d3 turns.

Street Savvy (Oct 28, Pact)

You’ve made a membership pact with one of Cy’s street gangs. You are infamous, ordinary people fear you, and the cops want to kill you.   

  • You roll 2d20 on non-combat presence checks and take the higher result.

  • Cops will spot you on sight and immediately attempt to arrest you.

Fortune’s Blessed (Oct. 23, Fortune)

Unlike the countless poor souls around you, you’ve never had to worry about money. It just seems to find its way to you.

  • Double the amount of creds on any credsticks you find.

  • There is a one in six chance that a mission you complete pays an additional 25%.

Oracular Visionary (Oct. 6, Oracular)

Even as a child, you remember having vivid dreams that came true. Now, after years of experimentation with psychosomatic drugs, you can channel this ability to predict small glimpses of the future.

  • You take a custom drug cocktail and slip into a deep sleep, awakening with d2 hints about the future. (You describe what you wish to know, and the GM reveals your cryptic visions.) All tests are +2DR for the next day until you complete a conventional rest.

Easily Mistaken (Oct. 17, Disguise)

Years spent living on the streets have taught you how to hide in plain sight.

  • Agility tests are -2DR when attempting to hide inside a crowd.

  • You roll 2d20 and take the higher result when attempting to hide your identity or avoid detection while disguised.

Read On.

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