Skip Navigation Links
MetaCyber
Setting
History
Organizations
Runners
Fixers
Characters
OriginsExpand Origins
ArchetypesExpand Archetypes
Cool StuffExpand Cool Stuff
Amper
Adept
TuberExpand Tuber
Meta
Scroll up
Scroll down
Tuber Package
Scroll up
Scroll down
Shooter
Boomer
Scrapper
Hacker
Driver
Breaker
Patcher
Facilitator
Scroll up
Scroll down
MetaPowers
BodyTechExpand BodyTech
GearExpand Gear
Scroll up
Scroll down
CyberneticsExpand Cybernetics
BioWare
PharmiTechExpand PharmiTech
BiofeedbackExpand Biofeedback
Scroll up
Scroll down
Limbs & Organs
Device Design
Costs & Maintenance
Cybered Existance
Characteristics
Skills
Talents & Perks
Senses
Powers
Scroll up
Scroll down
Mechanics
Costs
Brands
Medicine
Scroll up
Scroll down
Cramming
Mechanics
Costs
History
Scroll up
Scroll down
Guns
Armor
Vehicles
Misc
Scroll up
Scroll down
GM
ParadigmExpand Paradigm
SupplementsExpand Supplements
TechnologyExpand Technology
PacFedExpand PacFed
NPCsExpand NPCs
Run Templates
Updates
Key Notes
Assumptions
Starting
Origins
Professions
Scroll up
Scroll down
Dark Champions
The Ultimate Vehicle
HERO System Vehicle Sourcebook
Gadgets & Gear
Scroll up
Scroll down
The NETExpand The NET
Computer Usage Skill
Computer Programming SkillExpand Computer Programming Skill
Scroll up
Scroll down
History
Mechanics
GM Notes
Scroll up
Scroll down
Languages
Skill Subgroups
Skill Modifiers
Software Development
Computer Hacking
Scroll up
Scroll down
San-San
Scroll up
Scroll down
By OriginExpand By Origin
By ArchetypeExpand By Archetype
By GroupExpand By Group
Scroll up
Scroll down
Amper
Adept
Tuber
Meta
Scroll up
Scroll down
Shooter
Boomer
Scrapper
Hacker
Driver
Breaker
Patcher
Facilitator
Scroll up
Scroll down
LIBRA
CHAZBOTS
GMs Vault
Scroll up
Scroll down
Contact Webmaster
KillerShrike.com
 
Skip Navigation LinksMetaCyber>Characters>Cool Stuff>BodyTech>Cybernetics
 
MetaCyber
 
 

Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
 
 
 
CYBERNETICS
The most common form of BodyTech by a far margin, Cybernetics have been around for decades in the MetaCyber setting and are thus pretty refined as technologies go. Quite a lot is possible using Cybernetics, ranging from replacing limbs and organs with technological versions of equivalent functionality, to versions that are better than a human equivalent.
SECTIONS
  • LIMBS & ORGANS: This section explains the concept of using a combination of Physical Limitations and "Partially Limited Offsets" to represent Cybernetic replacement parts, and details how Cybernetics interact with Hit Locations.
  • DEVICE DESIGN: This section details the Active Point limits applicable to Cybernetic devices, and the different sorts of Limitations that can be used to represent Cybernetics.
  • COSTS & MAINTENANCE: This section details the credit costs of Cybernetics, and some of the downsides of their installation and maintenance.
  • CYBERED EXISTANCE: This section details the Disadvantages inherent to life as a Cyborg, and explains both how the Distinctive Features incumbent to having Cybernetic devices grant a character extra points over their Disadvantage Maximum to spend on abilities, but conversely the potential to accrue Psychological problems as one becomes increasingly inhuman.
  • CHARACTERISTICS: This section details how Cybernetic devices can be used to enhance a character's characteristics.
  • SKILLS: This section details how Cybernetic devices can be used to approximate various skills, through the use of SkillSofts and Combat Assist Computers.
  • TALENTS & PERKS: This section details how Cybernetic devices can be used approximate a select few Talents & Perks through the use of Onboard Personal Computers and Brainjacks.
  • SENSES: This section details how Cybernetic devices can be used to grant comprehensively improved sensory capabilities, particularly via Cybernetic eyes and ears.
  • POWERS: This section details how Cybernetic devices can be used to gain various unusual abilities modeled with Power Contructs.