Cyborg/Robot
Ever cyborg or robot needs electricity or energy to keep all his or her parts working. Once all your points have been used up you will 1 of 2 things depending on what you are, cyborgs will have their cyborg parts cease to function, making those locations heavier, so any limb that has it can't be used to attack only defend. Now for Full robots all your parts cease to function. You are now powered down and need to be plugged into a power source in order to star working again.
You use 1 point every hour to stay powered so keep track
Electricity Points
Based on how much of body is robotic
To determine how many E points you have follow this
All the perks have a location that you will be required to be robotic in some way. Check them out and determine what area you wish to have be robotic/cyborg implant
Each limb location is worth 15 points, while the torso and head equal 20 points. Altogether this is 100 points
To be a cyborg you must be under 2/3 mechanical or 66% aka less than 66 points
If you go over you are now considered to be a robot, and since most of your parts are no longer organic it’s had to keep the soul there on its own, and often the soul (spirit) has left
Example of some powers you will have access to
Energy Blast (Part: any) (Bean Bag Blue) 1 pt damage (cost 10e)
Repair [Part: Head] (Knowledge on how to repair yourself tools needed assuming you don't have internal damage to vital functions you can repair yourself, must have in order to use the perk self-repair) [Part: Head]
Electrical Shock [Part: One arm](Zap touch) (cost 5e)
Overcharge [Part: Any](all 100% of your electrical points need at least 25 points to start process) Destroys an electrical (computer) Device with chips
Super Beam [Part: Arm torso] Deals 3 points of change to location (cost 20e)
Light (at will as long as you have E-points) (Part: Any)