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There are a broad variety of Cybernetic
devices possible, however some general guidelines
apply to their general design. |
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ACTIVE POINT LIMITS |
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Cybernetics have a soft cap of 30 Active
Points for run-of-the-mill commercially
available devices. Better versions exist,
up to 60 Active Points, but such devices
are not mass produced; they are custom designed
and tailored to suit the physical host and
frequently require a good deal of fine tuning
to keep operating at peak efficiency in
addition to costing a lot of money.
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Basically certain filthy rich NPC's with
the resources and inclination such as a
Yakuza oyabun or a top echelon Runner can
afford such devices, but they are extremely
rare. In most MetaCyber campaigns such devices
would be encountered seldomly or never unless
the GM started the campaign at a much higher
point level. Thus for all intents and purposes
30 Active Points is the effective point
limit for Cybernetics without GM permission.
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"CYBERNETIC"
LIMITATIONS |
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There are many ways to design Cybernetic
devices in the HERO System. However some
attempt at defining how certain basic concepts
common to Cybernetics are handled is a worthwhile
exercise to ensure consistency. |
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RESTRAINABLE, FOCI, AND NO LIMITATION |
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The following chart indicates when specific
Limitations should be used to consistently
model devices in a way that has internal
consistency within the bigger picture of
the setting. |
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Restrainable (Physically,
-1/4) |
When a Cybernetic device
can be physically interfered with or prevented
from functioning, but has no unshielded
electronics that are vulnerable to an Electro
Magnetic Pulse (EMP) or similar effect,
and can't easily be removed from the character
use Restrainable at this level. |
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Restrainable (by EMP's
, -1/4) |
When a Cybernetic device
cannot be physically interfered with or
prevented from functioning, and can't easily
be removed from the character, but has unshielded
electronics that are vulnerable to an Electro
Magnetic Pulse (EMP) or similar effect,
use Restrainable at this level. |
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Restrainable (Fully, -1/2) |
When a Cybernetic device
can be physically interfered with or prevented
from functioning but not removed without
surgery, and has unshielded electronics
that are vulnerable to an Electro Magnetic
Pulse (EMP) or similar effect, use Restrainable
at this level. |
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Focus IIF (-1/4) |
When a Cybernetic device
is shielded from EMPs (or lacks electronics),
isn't obvious or easily accessible, but
can be removed out of combat without surgery,
use Focus at this level. |
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Focus IAF (-1/2) |
When a Cybernetic device
is shielded from EMPs (or lacks electronics),
isn't obvious, but is easily accessible
and can be removed in combat without surgery,
use Focus at this level. |
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Focus OIF (-1/2) |
When a Cybernetic device
is shielded from EMPs (or lacks electronics),
is not easily accessible, but is obvious
and can be removed out of combat without
surgery, use Focus at this level. |
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Focus OAF (-1) |
When a Cybernetic device
is shielded from EMPs (or lacks electronics),
but is obvious, is easily accessible, and
can be removed in combat without surgery,
use Focus at this level. |
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No Limitation |
When a Cybernetic device
is shielded from EMPs (or lacks electronics),
is not obvious, or accessible, and cannot
be removed without surgery, there is no
Limitation. |
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RESTRAINABLE BY EMP |
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Cybernetic devices that are Restrainable
by EMP's are shorted out by Electro Magnetic
Pulses and similar effects. Mild EMP's might
only cause them to short out for a little
while (a combat scene for example) until
they can be reset, but stronger EMP's can
require significant repairs to undo, and
particularly strong EMP's can simply fry
such devices completely and thus require
them to be uninstalled and replaced with
new ones.
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Since Restrainable devices are typically
implanted or otherwise difficult to get
at, replacing them is done at full expense,
not using the "Replace" cost reducer
on the
price chart. |
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At the GM's discretion, Cybernetic devices
that have been shorted out and reset or
repaired might acquire Activation Rolls
(with no return in points to the character)
indicating that their circuitry is damaged
and no longer completely reliable. |
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FOCI |
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Cybernetic devices bought as Foci can be
targeted and destroyed directly; the normal
rules for breaking Foci apply. Since they
are affixed, Cybernetic Foci are damaged
when hit rather than knocked out of a characters
grasp.
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The good news is that when Cybernetic Foci
are damaged or destroyed since they can
be removed and replaced without surgery
they are much easier to replace than Restrainable
or No Limitation devices; use the "Replace"
cost reducer to determine the
credit cost. |
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Due to the 30 Active Point cap in effect
for standard Cybernetics most items have
a max of 6 DEF (30/5); however replacement
body parts (Offsets), any device that is
primarly defensive in nature, and any device
the GM determines is particularly well made
or sturdy are considered to be Durable which
doubles their DEF. Further, as per the normal
rules for breakable Foci if a Focus includes
a defense Power then it may use its own
DEF or the defense granted by the Power
(whichever is higher). |
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NO LIMITATION AND RESTRAINABLE (PHYSICALLY) |
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Cybernetic devices bought with No Limitation
are very difficult to affect or remove from
the character. Usually this option is used
for very simple devices that are mounted
close to or in the body and have no electronics;
such as Dermal Plating and Reinforced Skeletons,
which are both essentially just metal parts
attached to the cyborg. |
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Similarly devices bought with Restrainable
(Physically) lack electronics and can't
be removed without surgery, but can be prevented
from functioning by restricting the cyborgs
ability to move them. This is typically
used for Cybernetic
melee weapons like KnuckleSpurs
and CyberClaws. |
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For Powers in external devices of this nature
such as
Dermal Armor the Visible Limitation
is appropriate if the Power would not normally
be visible. |
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