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LIMBS & ORGANS: This section
explains the concept of using a combination
of Physical Limitations and "Partially
Limited Offsets" to represent Cybernetic
replacement parts, and details how Cybernetics
interact with Hit Locations.
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DEVICE DESIGN: This section details
the Active Point limits applicable to Cybernetic
devices, and the different sorts of Limitations
that can be used to represent Cybernetics.
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COSTS & MAINTENANCE: This section
details the credit costs of Cybernetics,
and some of the downsides of their installation
and maintenance.
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CYBERED EXISTANCE: This section
details the Disadvantages inherent to life
as a Cyborg, and explains both how the Distinctive
Features incumbent to having Cybernetic
devices grant a character extra points over
their Disadvantage Maximum to spend on abilities,
but conversely the potential to accrue Psychological
problems as one becomes increasingly inhuman.
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CHARACTERISTICS: This section details
how Cybernetic devices can be used to enhance
a character's characteristics.
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SKILLS: This section details how
Cybernetic devices can be used to approximate
various skills, through the use of SkillSofts
and Combat Assist Computers.
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TALENTS & PERKS: This section
details how Cybernetic devices can be used
approximate a select few Talents & Perks
through the use of Onboard Personal Computers
and Brainjacks.
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SENSES: This section details how
Cybernetic devices can be used to grant
comprehensively improved sensory capabilities,
particularly via Cybernetic eyes and ears.
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POWERS: This section details how
Cybernetic devices can be used to gain various
unusual abilities modeled with Power Contructs.
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