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Cybernetics can be used to grant Powers
to a character, but there are limitations
to what can be gained in this fashion.
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WEAPONS AND
EQUIPMENT |
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Generally just about any kind of weapon
or functioning personal device could be
made into a Cybernetic equivalent. It isn't
always useful or practical to do so, but
from a technological standpoint it generally
it is no great feat. Thus a Cybernetic version
of most standard guns and weapons could
theoretically be installed into a Cyborg
without undue fuss, as can most forms of
personal gear such as armor and communications
equipment. However since Cybernetics are
generally limited to 30 Active Points without
special GM permission or unusual circumstances,
it will generally be more efficient to just
use the normal device.
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Powers built with HKA, HA, RKA, and EB are
all acceptable so long as they have appropriate
technological SFX; for instance a Pulson
blaster based on the Pulson series of weapons
described in
Gadgets & Gear would be acceptable
but an attack that was more like a super
/ meta Power would not be.
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HARDPOINTS |
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In the case of guns, Hardpoints (described
below) are often a more viable alternative
than installing a Cybernetic equivalent.
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Hardpoints are simply fixed or mildly turreted
gun mounts with some low level Cybernetics
allowing a triggering mechanism to be used
via thought; using them a character can
just attach a normal gun acquired via their
Resource Pools or some other fashion to
a Hardpoint. |
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Once a gun has been fitted with a special
adapter for its trigger mechanism, it can
be mounted or unmounted on a Hardpoint as
a 1/2 Phase Action. To allow a gun to qualify
as a "Properly Fitted Gun" requires
a weapon-specific adapter kit that usually
costs ~500 credits and can be fitted to
most guns in about a Minute by anyone with
an appropriate Weapon Familiarity. |
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HARDPOINT: |
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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) |
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Cybernetic Targeting Device: Ambidexterity
(no Off Hand penalty) (9 Active Points);
Attached Hardpoint Only (-2) |
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Total Real Cost: 4 points; credits:
~112,000 |
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MELEE WEAPONS |
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Melee weapons are a popular and generally
efficient form of Cybernetics. Relatively
simple compared to guns, these devices can't
be disarmed or easily taken away from a
Cyborg, ensuring that they are practically
never completely unarmed. |
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CYBERNETIC MELEE WEAPONS: |
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Weighted Knuckles: Hand-To-Hand Attack
+3d6 (15 Active Points); Hand-To-Hand Attack
(-1/2), Restrainable (Physically; -1/4);
Real Cost: 8 points, 240,000 credits |
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Hammer Loads: Hand-To-Hand Attack
+6d6 (30 Active Points); Hand-To-Hand Attack
(-1/2), Restrainable (Physically; -1/4);
Real Cost: 17 points, 1,020,000 credits |
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Cat Claws: Killing Attack - Hand-To-Hand
1d6 (vs. PD) (15 Active Points); Restrainable
(Physically; -1/4); Real Cost: 12 points,
360,000 credits |
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Vole Claws: Killing Attack - Hand-To-Hand
2d6 (vs. PD) (30 Active Points); Restrainable
(Physically; -1/4); Real Cost: 24 points,
1,440,000 credits |
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Knuckle Spikes: Killing Attack -
Hand-To-Hand 1d6+1 (vs. PD), Penetrating
(+1/2) (30 Active Points); Restrainable
(Physically; -1/4); Real Cost: 24 points,
1,440,000 credits |
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MISCELLANEOUS
OTHER DEVICES |
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The following miscellaneous devices represent
some common or popular Cybernetic devices
and illustrate the sort of capability attainable
by Cybernetics. |
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MISC DEVICES: |
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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); Real Cost: 6 points,
~216,000 credits |
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Dermal Plating: Armor (8 PD/8 ED)
(24 Active Points); Hit Locations 11-13
(-1 1/2), Visible (-1/4); Real Cost: 9 points,
~432,000 credits |
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Heavy Dermal Plating: Armor (10 PD/10
ED) (30 Active Points); Hit Locations 11-13
(-1 1/2), Visible (-1/4); Real Cost: 11
points, ~660,000 credits |
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Skull Plate (Concealed): Armor (3
PD/3 ED) (9 Active Points); Hit Locations
4-5 (-1); Real Cost: 4 points, ~72,000 credits |
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Skull Plate (Visible): Armor (3 PD/3
ED); Hardened (+1/4) (11 Active Points);
Hit Locations 4-5 (-1), Visible (-1/4);
Real Cost: 5 points, ~110,000 credits |
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Heavy Skull Plate (Visible): Armor
(8 PD/8 ED); Hardened (+1/4) (30 Active
Points); Hit Locations 4-5 (-1), Visible
(-1/4); Real Cost: 13 points, ~780,000 credits |
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Targeting Scanner: Find Weakness
11- with All Attacks (30 Active Points);
Restrainable (-1/2), Sense Affected As Another
Sense (Radio & Sight; -1/4); Real Cost
17 points, ~1,020,000 credits |
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Internal Gyroscope: Knockback / Knockdown
Resistance -2" (4 Active Points); Restrainable
(by EMP's; -1/4); Real Cost 3 points, ~24,000
credits |
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Hermetically Sealed: Life Support
(Immunity All terrestrial diseases and biowarfare
agents; Immunity: All terrestrial poisons
and chemical warfare agents; Self-Contained
Breathing); Real Cost 30 points, ~1,800,000
credits |
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Secure Comms: Mind Link, Others With
Matching Comm Link, Specific Group of Minds,
Any distance, No LOS Needed, Number of Minds
(x2) (30 Active Points); Restrainable (by
EMPs; -1/4), Does Not Provide Mental Awareness
(-1/4), Verbal (-1/4); Real Cost 17 points,
~1,020,000 credits |
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