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
PharmiTech
Biofeedback
Scroll up
Scroll down
Limbs & Organs
Device Design
Costs & Maintenance
Cybered Existance
Characteristics
Skills
Talents & Perks
Senses
Powers
Scroll up
Scroll down
Guns
Armor
Vehicles
Misc
Scroll up
Scroll down
GM
ParadigmExpand Paradigm
SupplementsExpand Supplements
TechnologyExpand Technology
PacFed
Sample Adventure
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
Contact Webmaster
KillerShrike.com
 
Skip Navigation LinksMetaCyber>Characters>Cool Stuff>BodyTech>Cybernetics>Powers
 
MetaCyber
 
 

Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
 
 
 
CYBERNETIC POWERS
Cybernetics can be used to grant Powers to a character, but there are limitations to what can be gained in this fashion.
WEAPONS AND EQUIPMENT
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.
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.
HARDPOINTS
In the case of guns, Hardpoints (described below) are often a more viable alternative than installing a Cybernetic equivalent.
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.
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.
 
HARDPOINT:
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)
Cybernetic Targeting Device: Ambidexterity (no Off Hand penalty) (9 Active Points); Attached Hardpoint Only (-2)
Total Real Cost: 4 points; credits: ~112,000
 
MELEE WEAPONS
 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.
 
CYBERNETIC MELEE WEAPONS:
 
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
 
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
 
Cat Claws: Killing Attack - Hand-To-Hand 1d6 (vs. PD) (15 Active Points); Restrainable (Physically; -1/4); Real Cost: 12 points, 360,000 credits
 
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
 
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
 
MISCELLANEOUS OTHER DEVICES
The following miscellaneous devices represent some common or popular Cybernetic devices and illustrate the sort of capability attainable by Cybernetics.
 
MISC DEVICES:
 
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
 
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
 
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
 
Skull Plate (Concealed): Armor (3 PD/3 ED) (9 Active Points); Hit Locations 4-5 (-1); Real Cost: 4 points, ~72,000 credits
 
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
 
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
 
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
 
Internal Gyroscope: Knockback / Knockdown Resistance -2" (4 Active Points); Restrainable (by EMP's; -1/4); Real Cost 3 points, ~24,000 credits
 
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
 
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
 
Skip Navigation Links
MetaCyberExpand MetaCyber
SettingExpand Setting
CharactersExpand Characters
GMExpand GM
Contact Webmaster
KillerShrike.com
Scroll up
Scroll down
History
Organizations
Runners
Fixers
Scroll up
Scroll down
OriginsExpand Origins
ArchetypesExpand Archetypes
Cool StuffExpand Cool Stuff
Scroll up
Scroll down
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
PharmiTech
Biofeedback
Scroll up
Scroll down
Limbs & Organs
Device Design
Costs & Maintenance
Cybered Existance
Characteristics
Skills
Talents & Perks
Senses
Powers
Scroll up
Scroll down
Guns
Armor
Vehicles
Misc
Scroll up
Scroll down
ParadigmExpand Paradigm
SupplementsExpand Supplements
TechnologyExpand Technology
PacFed
Sample Adventure
NPCs
Run Templates
Updates
Scroll up
Scroll down
Key Notes