Invasive
Invasives, also known as Cyborgs, are a Clade of Deviants whose Variations are the result of foreign objects grafted onto or implanted into their bodies. Despite the nickname, not all Invasives have mechanical or technological additions: a mystical artifact or parasitic organism are just as likely to trigger the Divergence.
Overview
The moment of Divergence fuses the foreign material to the Deviant's body, and removing it is all but impossible (not that some Invasives don't try). The grafts and implants often require some degree of maintenance, without which the Deviant suffers various negative consequences.
The conspiracies that create Invasives tend to see the implants as far more important than the person they're attached to; if the current host is too troublesome or non-cooperative, a new one can be found eventually. They also make excellent soldiers, as their augmentations make them exceptionally durable against physical harm. Their implants protect them, even at the cost of their own functionality.
Traits
Invasives tend to favor Physical Attributes and a mix of Merits. Their Stamina is either very high or very low; some endured their Divergence and came out stronger for it, while others suffered terribly but gained in other areas.
Their Scars often reflect the requirements and limits of their implants: they require special fuel or maintenance, they have a cool-down or charge-up period, or they tend to fail at the worst possible moment.
References
- DTR: Deviant: The Renegades Rulebook, p. 40-41

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Cephalists · Chimerics · Coactives · Invasives · Mutants | |