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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. But it's not all
a bed of roses either; there are costs involved. |
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COSTS OF OWNERSHIP |
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Unlike normal equipment, Cybernetics cost
both character points and money. A character
must pay the Real Cost of all their Cybernetics
and in addition pay a hefty fee for the
device itself and it's installation by trained
doctor-technicians. It ain't cheap.
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The adjoining calculator gives "rule
of thumb" guidelines as to how much
Cybernetics should cost in credits.
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Enter the Active Points and Real Cost of
the Cybernetic device, and select its Type
and Rarity. The calculator will automatically
determine the approximate credit cost of
the device. |
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REPAIRED NOT HEALED |
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When Cybernetic parts take damage they never
heal. They must be repaired by a qualified
mechanic, or if completely destroyed they
must be replaced. Devices that are implanted
internally are often just as expensive to
replace as they are to get in the first
place, while those that are embedded closer
to or at the surface of the skin are generally
cheaper to replace since most of the "wet
work" has already been done.
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COMPOSITE CYBERNETIC PARTS |
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Some Cybernetic devices might have several
small Powers bundled into them, such as
a CyberEye that has filters for a variety
of purposes that grant Night Vision, IR
Vision, UV Vision, and Flash Defense (Sight):
10. This is built as a Compound Power, and
all credit costs associated with its installation
are based on the total Active Points and
Real Cost. However the 30 Active Point cap
(described below) applies to the individual
Powers, not the total Active Points of the
Compound Power.
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For instance a character could have 10 Powers
in a Compound Power, and each sub Power
in it could have up to 30 Active Points,
but the monetary cost is based on the total
Active Points. |
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MAINTENANCE |
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As the cyberdoc says -- see me now or see
me later. At the GM's discretion, many Cybernetic
parts require scheduled maintenance, similar
to a car. How frequently this is necessary
and how much it costs is left to the GM
to decide based upon how much of the downside
of being a cyborg they want to be a factor
in their campaign. |
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As a recommendation though, just like the
maintenance required for a car is based
largely on usage, Cybernetics that are used
hard and put away wet so to speak should
require more frequent and more expensive
maintenance than Cybernetic devices that
see only normal wear and tear. |
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SURGICAL RECOVERY |
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It can take weeks or months to recover from
major surgeries, with a convalescent period
followed by physical therapy. Depending
on how serial or episodic a GM wants their
game to be this can be an inconvenience
to pacing and plot. It is left to the GM's
discretion how best to portray recovery
from Cybernetic surgery for their own campaign. |
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As a rule of thumb however it is recommended
that it take a number of days of recovery
equal to the highest Active Point total
of the Powers in a particular device minus
the character's CON (do not include any
CON acquired via BodyTech however). Special
circumstances like the Extra Healing Talent
can shorten this further, but no more than
half in most cases. Some extreme Cybernetics
might take much longer to recover from where
common sense indicates it is appropriate. |
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While recovering a character is considered
to be in a physically weak state and generally
unable to take actions requiring any amount
of exertion, the extent of which will depend
on exactly where the character was operated
on. A character can recover from multiple
surgeries simultaneously, thus it is common
for cyborgs to save up their money and have
several installations done all at once. |
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CLOSE QUARTERS
COMBAT |
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If the Close Quarters Optional Rule from
Dark Champions
is being used, Cyborgs have issues shifting
their bulk around in close quarters and
suffer the penalties listed in the adjoining
chart in addition to any other Close Quarter
Combat penalties they may suffer from. |
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Cyberarms |
-1 |
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Cyberlegs |
-1
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Dermal Plating |
-1 |
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Heavy Dermal Plating |
-2 |
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Exo-skeleton |
-2 |
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Hard Points |
-1 each |
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* This penalty applies
only for purposes of determining when a
character's Phase occurs.
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