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Cybernetics can be used to make a character faster, better,
stronger -- they have the technology just like the commercial
says and Lee Majors would be proud. Strength, Dexterity, Constitution,
and Body can be enhanced by Cybernetics. The only Secondary
Characteristic that can be raised via Cybernetics are Speed,
Running, and Leaping. However there are limitations on how much
these Characteristics can be improved..
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REINFORCED SKELETON
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If a Cybernetic device boosts a Primary Characteristic by more
than +10 points or SPEED by more than +1, the character must
also have their skeleton reinforced to bear the weight and/or
stress caused by such extreme Cybernetics, at full extra expense.
Further having one's skeleton impregnated with metal is a procedure
that takes a while to recover from; if the GM is enforcing Surgical
Recoveries, this procedure is treated as having 60 Active Points
for purposes of recovering from it.
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REINFORCED SKELETON:
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Durable: Armor (1/1); Real Cost: 3 points
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Reinforced Skull: +Armor (2/2); Locations (3-5; -1) Real
Cost: 3 points
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Tough Bones: +5 BODY; No Figured Characteristics (-1/2),
Only Applied To Appropriate Damage (-0); Real Cost: 7 points
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Metal Knuckles: HA +1d6; Hand Attack (-1/2); Real Cost:
3 points
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Heavy: Knockback Resistance -1"; Real Cost: 2 points
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Total Real Cost: 18 points; credits: ~936,000
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PUSHING
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Cybernetics cannot be Pushed; they do what they are designed
to do and no more.
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NO FIGURED CHARACTERISTICS
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Any Primary Characteristic bought as a Power via a Cybernetic
device that has Figured Characteristics must take the No Figured
Characteristics Limitation for -1/2.
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CYBERNETIC STRENGTH
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Cybernetics can grant sizable boosts in Strength, however unless
a cyborg's entire body is Cybernetic there are limitations to
how they can use this Strength. BodyTech Strength is explained
in detail on the
BodyTech page.
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JUSTIFICATIONS
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There are three possible justifications for Cybernetic Strength
enhancements:
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- Micro-servo Joint Enhancers
- Cybernetic Replacement Limbs
- Exo-Skeletons
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MICRO-SERVO JOINT ENHANCERS
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A more sophisticated (and Rare) approach to boosting Strength
via Cybernetics is the installation of micronized servos at
each of the patient's joints. Up to +5 STR can be gained in
this fashion without a Reenforced Skeleton, and up to +10 STR
with a Reenforced Skeleton.
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SERVO-JOINTS:
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Enhanced:+5 STR, Reduced Endurance (0 END; +1/2) (7 Active
Points); No Figured Characteristics (-1/2)
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Total Real Cost: 5 points; credits: ~150,000
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Strong:+10 STR, Reduced Endurance (0 END; +1/2) (15 Active
Points); No Figured Characteristics (-1/2)
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Total Real Cost: 10 points; credits: ~600,000
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REPLACEMENT LIMBS
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The process of getting replacement limbs is covered in more
depth in the
Replacement Parts document. There are many variations
on CyberArms, including various attachments, but the following
write up represents a run of the mill / off-the-shelf CyberArm
such as might be found on many a wannabe Amper. Full limb replacements
usually require a reenforced skeleton.
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Up to +20 STR can be gained from Cybernetic full limb replacements.
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CYBERARMS:
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CyberArms: No Arms Offset (25 Active Points);
OIF (Cyber-arms; -1/2); Real Cost: 17 points
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Strong: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active
Points); No Figured Characteristics (-1/2)
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Strong Grip: Clinging (normal STR) (10 Active Points);
Cannot Resist Knockback (-1/4)
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Total Real Cost: 38 points; credits: ~5,000,000
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NOTE: This is a particularly common form of Cybernetic
device and is priced accordingly. Better versions of CyberArms
use the Cybernetic Price Calculator to determine their costs
normally.
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EXO-SKELETONS
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Cybernetic Exo-Skeletons are a mechanical framework and servos
bolted or otherwise melded to a person and hooked into the host's
nervous system to allow them to be controlled by thought as
extensions of a persons normal limbs. Up to +20 STR can be gained
from Cybernetic full limb replacements.
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An older technology, some still favor Exo-Skeletons both because
they are effective and because they are a very good value for
the money, thanks to being outmoded technology. They are also
one of the few forms of Cybernetics that can be removed without
too much ill effect to the host, though not without leaving
behind extreme scarring.
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In addition to providing boosted Strength, Exo-Skeletons also
provide some other secondary benefits as indicated in the below
example. Exo-Skeletons can be more elaborate or personalized,
but the price rises steeply the farther one diverges from the
de facto industry standard.
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EXO-SKELETON:
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Servos: +10 STR, Reduced Endurance (0 END;
+1/2) (15 Active Points); No Figured Characteristics (-1/2)
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Weighted Knuckles: Hand-To-Hand Attack +2d6 (10 Active
Points); Hand-To-Hand Attack (-1/2), Restrainable (Physically;
-1/4)
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Hydraulic Running: Running +2", Reduced Endurance
(0 END; +1/2) (6 Active Points)
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Light Dermal Plating: Armor (6 PD/6 ED) (18 Active Points);
Hit Locations 11-13 (-1 1/2), Visible (-1/4)
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Heavy & Stable: Knockback / Knockdown Resistance
-2" (4 Active Points)
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Hardpoint: Extra Limb (1) (5 Active Points); Not An Actual
Limb; Only Usable to Hold / Fire Properly Fitted Guns (-1 1/2),
1 Limb Only (-1) plus Cybernetic Targeting Device:
Ambidexterity (no Off Hand penalty) (9 Active Points); Attached
Hardpoint Only (-2)
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Footclamps: Clinging +0 STR (10 Active Points); Visible
(-1/4), Restrainable (Physically; -1/4), Only In Contact With
the Ground (-1/4), Moves At 1/2 Velocity -- Each Hex Counts
as Two Hexes Of Movement (-1)
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