Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
 
 
 
CYBERNETIC CHARACTERISTICS
Cybernetics can be used to make a character faster, better, stronger -- they have the technology just like the commercial says and Lee Majors would be proud. Strength, Dexterity, Constitution, and Body can be enhanced by Cybernetics. The only Secondary Characteristic that can be raised via Cybernetics are Speed, Running, and Leaping. However there are limitations on how much these Characteristics can be improved...
REINFORCED SKELETON
If a Cybernetic device boosts a Primary Characteristic by more than +10 points or SPEED by more than +1, the character must also have their skeleton reinforced to bear the weight and/or stress caused by such extreme Cybernetics, at full extra expense. Further having one's skeleton impregnated with metal is a procedure that takes a while to recover from; if the GM is enforcing Surgical Recoveries, this procedure is treated as having 60 Active Points for purposes of recovering from it.
 
REINFORCED SKELETON:
Durable: Armor (1/1); Real Cost: 3 points
Reinforced Skull: +Armor (2/2); Locations (3-5; -1) Real Cost: 3 points
Tough Bones: +5 BODY; No Figured Characteristics (-1/2), Only Applied To Appropriate Damage (-0); Real Cost: 7 points
Metal Knuckles: HA +1d6; Hand Attack (-1/2); Real Cost: 3 points
Heavy: Knockback Resistance -1"; Real Cost: 2 points
Total Real Cost: 18 points; credits: ~936,000
 
PUSHING
Cybernetics cannot be Pushed; they do what they are designed to do and no more.
NO FIGURED CHARACTERISTICS
Any Primary Characteristic bought as a Power via a Cybernetic device that has Figured Characteristics must take the No Figured Characteristics Limitation for -1/2.
CYBERNETIC STRENGTH
Cybernetics can grant sizable boosts in Strength, however unless a cyborg's entire body is Cybernetic there are limitations to how they can use this Strength. BodyTech Strength is explained in detail on the BodyTech page.
JUSTIFICATIONS
There are three possible justifications for Cybernetic Strength enhancements:
  • Micro-servo Joint Enhancers
  • Cybernetic Replacement Limbs
  • Exo-Skeletons
MICRO-SERVO JOINT ENHANCERS
A more sophisticated (and Rare) approach to boosting Strength via Cybernetics is the installation of micronized servos at each of the patient's joints. Up to +5 STR can be gained in this fashion without a Reenforced Skeleton, and up to +10 STR with a Reenforced Skeleton.
 
SERVO-JOINTS:
Enhanced:+5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); No Figured Characteristics (-1/2)
Total Real Cost: 5 points; credits: ~150,000
Strong:+10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
Total Real Cost: 10 points; credits: ~600,000
 
REPLACEMENT LIMBS
The process of getting replacement limbs is covered in more depth in the Replacement Parts document. There are many variations on CyberArms, including various attachments, but the following write up represents a run of the mill / off-the-shelf CyberArm such as might be found on many a wannabe Amper. Full limb replacements usually require a reenforced skeleton.
Up to +20 STR can be gained from Cybernetic full limb replacements.
 
CYBERARMS:
CyberArms: No Arms Offset (25 Active Points); OIF (Cyber-arms; -1/2); Real Cost: 17 points
Strong: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
Strong Grip: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)
Total Real Cost: 38 points; credits: ~5,000,000
NOTE: This is a particularly common form of Cybernetic device and is priced accordingly. Better versions of CyberArms use the Cybernetic Price Calculator to determine their costs normally.
 
EXO-SKELETONS
Cybernetic Exo-Skeletons are a mechanical framework and servos bolted or otherwise melded to a person and hooked into the host's nervous system to allow them to be controlled by thought as extensions of a persons normal limbs. Up to +30 STR can be gained from Exo-Skeletons.
An older technology, some still favor Exo-Skeletons both because they are effective and because they are a very good value for the money, thanks to being outmoded technology. Also, since they are not as limited by miniturization concerns related to a human form factor, they can grant extreme strength magnification. They are also one of the few forms of Cybernetics that can be removed without too much ill effect to the host, though not without leaving behind extreme scarring.
Many full conversion cyborgs, particularly those designed for a military function, use externalized / Exo-Skeleton based technology in addition to mechanized limbs to maximize strength.
In addition to providing boosted Strength, Exo-Skeletons also provide some other secondary benefits as indicated in the below example. Exo-Skeletons can be more elaborate or personalized, but the price rises steeply the farther one diverges from the de facto industry standard.
 
EXO-SKELETON:
Servos: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2)
Weighted Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (Physically; -1/4)
Hydraulic Running: Running +2", Reduced Endurance (0 END; +1/2) (6 Active Points)
Light Dermal Plating: Armor (6 PD/6 ED) (18 Active Points); Hit Locations 11-13 (-1 1/2), Visible (-1/4)
Heavy & Stable: Knockback / Knockdown Resistance -2" (4 Active Points)
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) plus Cybernetic Targeting Device: Ambidexterity (no Off Hand penalty) (9 Active Points); Attached Hardpoint Only (-2)
Footclamps: Clinging +0 STR (10 Active Points); Visible (-1/4), Restrainable (Physically; -1/4), Only In Contact With the Ground (-1/4), Moves At 1/2 Velocity -- Each Hex Counts as Two Hexes Of Movement (-1)
Total Real Cost: 50 points; credits: ~15,000,000
NOTE: This is an older form of Cybernetic device and is bargain priced. Better versions of Cybernetics use the Cybernetic Price Calculator to determine their costs normally.
 
CYBERNETIC DEX & SPEED
Cybernetic DEX and SPEED enhancements are made possible via a variety of techniques, and the good news is they don't require Cybernetic limbs. However they are a high-demand item and the procedures to install the necessary relays and wiring is intensive and thus they are expensive upgrades and require a high degree of individualization to work properly; use the "Custom" option of the Cybernetic Cost Calculator.
DEX BOOSTERS
There are several different techniques for increasing reaction time via the installation of electronics, microprocessors, synaptic signal amplifiers, and so forth. The following examples demonstrate different variations of "hot reflexes".
 
HOT REFLEXES:
Wired:+5 DEX (15 Active Points); No Figured Characteristics (-1/2), Restrainable by EMP (-1/4); Real Cost: 8 points, ~720,000 credits
Shielded Wire: +5 DEX (15 Active Points); No Figured Characteristics (-1/2); Real Cost: 10 points, ~900,000 credits
Tweaked: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Restrainable by EMP (-1/4); Real Cost: 17 points, ~3,060,000 credits
Shielded Tweaked: +10 DEX (30 Active Points); No Figured Characteristics (-1/2); Real Cost: 20 points, ~3,600,000 credits
 
SPEED BOOSTERS
Similar to (and often combined with) DEX boosters there are a number of ways to enhance a character's SPEED via Cybernetics. The following examples demonstrate different variations of "accelerated responsiveness".
 
ACCELERATED RESPONSIVENESS:
Revved Up:+1 SPD (10 Active Points); Restrainable by EMP (-1/4); Real Cost: 8 points, ~480,000 credits
Sheilded Rev:+1 SPD (10 Active Points); Real Cost: 10 points, ~600,000 credits
Overtwicthed: +3 SPD (30 Active Points); Restrainable by EMP (-1/4); Real Cost: 24 points, ~4,320,000 credits
Sheilded Overtwicth:+3 SPD (30 Active Points); Real Cost: 30 points, ~5,400,000 credits
 
CYBERNETIC MOVEMENT
Cybernetics can greatly enhance a character's ability to Run and Leap, and also to Climb very well. However the 30 Active Point cap for Cybernetics in general does not apply in this case; no more than 20 Active Points can be applied to improve Running, Swimming, or Leaping. In all cases a Cyborg must also have Cybernetic legs (plural) to purchase these devices.
 
MOBILITY UPGRADES:
 
Footclamps / Pitons / Finger Hooks: Clinging +15 STR (15 Active Points); Visible (-1/4), Restrainable (Physically; -1/4); Real Cost 10 points, ~360,000 credits
Hydraulic Running: Running +6", Reduced Endurance (0 END; +1/2) (18 Active Points); Real Cost 18 points, ~648,000 credits
Hydraulic Leap: Leaping +8" (Accurate), Reduced Endurance (0 END; +1/2) (20 Active Points); Real Cost 20 points, ~800,000 credits