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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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Carcajou 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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PERSONAL DEFENSE
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Largely popular with people in dangerous occupations, Cybernetics
can provide various sorts of damage mitigation and personal
protection. The following summarizes the most common.
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DERMALINE
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This expensive, rare, and highly personalized enhancement is
relatively new and blends aspects of BioWare and Cybernetics.
Via a time consuming and difficult process and procedure, a
micronized suit of form-fitting body armor is integrated in
layers with the patients sub-dermal structures (laminal densa,
basal lamina, dermis). Laying under the epidermis (the outermost
layer of skin) this armor is largely invisible to the naked
eye unless the patient suffers skin damage that exposes it,
though there may be some visual hints on fairer skinned patients
(particularly around joints). This micro-armor can provide very
good protection against skin penetration and even blunt force
trauma due to its force-dispersing design. However tears / breakages
of the armor require repair; this can cost 1,000 to 5,000 credits
per breakage depending on size and complicating factors. Some
patients suffer skin blemishes, rashes, a feeling of itchiness,
or skin irritation in conjunction with this procedure but these
side effects usually subside after a couple of months once the
body adjusts to the implant.
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Lamelite Dermaline: Damage Resistance [up to 8 PD/8 ED];
Real Cost: 1 point per PD/ED, ~150,000 credits per (1 PD / 1
ED).
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DERMAL PLATING
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A relatively low-tech solution, there are various sorts of Dermal
Plating available; this consists of some form of metal and or
composite armor being embedded directly onto the patient's body.
It's a relatively simple procedure, but due to interference
with the skin's normal functions it does impose some difficulties
and extra trauma prevention. Dermal Plating does need to be
repaired when damaged, like any other Cybernetic device, but
under normal usage this replacement is effectively a routine
procedure. There are limits to how much protective gear can
be grafted on to a person (Light allows up to 6/6, Heavy allows
between 9/9 and 12/12). There are also weight concerns; Heavy
Dermal Plating generally requires a Reenforced Skeleton unless
the subject is exceptionally strong (STR 25 or higher). Dermal
Plating is usually only applied to the torso, but it is possible
to apply it to the legs and arms as well. A person could theoretically
get their head Dermal Plated but they would really be
better off just wearing a helmet for cosmetic reasons.
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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
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Head wounds are usually fatal without some form of protection.
Thus its perhaps unsurprising that some people in dangerous
lines of work like to have some built right in just in case.
Skull Plating is a relatively low-tech solution that basically
wraps metal and / or composite armor directly around the skull
of a patient. Unlike most forms of Dermal Plating, Skull Plates
are almost always sub-dermal for cosmetic reasons; however heavier
Skull Plating does somewhat deform the head and is detectible
with the naked eye. Also for cosmetic reasons and weight bearing
concerns, the thickness of Skull Plating is not as great as
Dermal Plating and thus the amount of protection provided is
not as great. Reenforced Skeletons almost invariably include
a lesser form of Skull Plating and it is common for patients
to upgrade it to full Skull Plating.
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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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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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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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