| C Y B E R N E T I C S & R O B O T I C S MicroMachines revolutionized the industry and opened the doors to a new direction in mankind’s evolution. Every corporation filed patents on their own MicroMachines. Some were used to clean pollution; some where used to miniaturize computers. However, they soon became the Rosetta stone into the new road into cybernetics. This began with the normal cyborg enhancements but exploded when the Cyberbrain was introduced. Cyberbrains changed how the planet dealt with computers. Now, citizens would be connected to a vast network of information all the time. They can store information in external memories. They can surf the net simply by closing their eyes. Computers were hardly necessary
The most important fact to consider is that many cybernetics are built to enhance…not replace. Cybernetics are automatically designed to look, feel, and move like normal human limbs. The trend of making one look inhuman with robotics is actually somewhat unpopular and is usually only used in military applications.
Table: Cybernetics glosses over all cybernetics from the basic replacements to the full body prosthetics.
Cybernetic |
Cost |
Capabilities |
Slots |
Rest |
Cyberbrain Models |
|
|
|
|
Class D |
1000 |
+2 all Knowledge Skills with 1 rank, +1 skill max,+1 to Gather Information and Computer use. |
1 |
-- |
Class C |
1250 |
+2 all Knowledge Skills with 1 rank, +1 skill max,+4 to Gather Information and Computer use. |
2 |
-- |
Class B** |
1500 |
+4 all Knowledge Skills with 1 rank, +1 skill max,+4 to Gather Information and Computer use. Detachable Braincase |
4 |
-- |
Class A** |
2500 |
+4 all Knowledge Skills, +1 skill max,+4 to Gather Information and Computer use. Detachable Braincase, +1 Int |
6 |
-- |
Robot AI Cyberbrains |
|
|
|
|
Defender |
1500 |
See Below. |
2 |
Lic(+1) |
Interpersonal |
1000 |
See Below. |
2 |
-- |
Servant |
500 |
See Below. |
0 |
-- |
Military Control AI |
3000 |
See Below. |
10 |
Mil(+3) |
Military Attack AI |
5000 |
See Below. |
10 |
ILL(+4) |
Cyberbrain Upgrades* |
|
|
|
|
Charisma Upgrade
(Robots Only) |
Special |
+2 bonus to Charisma. |
-- |
-- |
Divable AI (Robots only) |
1000 |
The AI can now Ghost Dive, allowing the invasion and attack of Cyberbrains and enemy installations (see later) |
-- |
Mil(+3) |
Feat Implant |
1500 |
Implant any feat. |
-- |
-- |
Intelligence Upgrade (Robots Only) |
Special |
+2 bonus to Intelligence. |
-- |
-- |
Language Chip |
100 |
Implant any known language |
-- |
-- |
Rage Implant |
750 |
+4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense once/day |
-- |
Mil(+3) |
Skill Chip (Robots only) |
Special |
8 ranks in any one of the following skills: Computer Use, Hackcraft, Demolitions, Disable Device, Listen, Repair, Search, or Spot. |
-- |
-- |
Skill Increase |
200 |
Add a Skill to one’s portfolio. It now becomes a class skill (if not already) and offers a +2 competency bonus to that skill. |
-- |
-- |
Skill Net (Robots only) |
1200-5000 |
A large bank of four skills from 4 – 12 ranks |
-- |
-- |
Skill Progit (Robots only) |
Special |
enables a robot to gain ranks in a single skill. |
-- |
-- |
Tongues Chip |
1500 |
Speak and understand all known languages. |
-- |
-- |
Voice Stress Analyzer |
500 |
+4 equipment bonus on all Sense Motive checks |
-- |
-- |
Wisdom Upgrade
(Robots Only) |
Special |
+2 bonus to Wisdom. |
-- |
- |
Cybernetic Replacements |
|
|
|
|
Enhanced Sensors
Class C |
800 |
+2 equipment bonus on Listen and Spot checks. |
-- |
-- |
Cybernetic |
Cost |
Capabilities |
Slots |
Rest |
Arm Class D |
350 |
No stat boost |
-- |
-- |
Arm Class C |
100 |
+2 Climb & Swim, +1 to hit |
-- |
-- |
Arm Class B |
2000 |
+1 Strength, +4 Climb & Swim, +2 Sleight of Hand, +2 to hit. |
-- |
-- |
Arm Class A |
2500 |
+2 Strength, +6 Climb & Swim, +2 Sleight of Hand, +3 to hit |
-- |
-- |
Burst Limb** |
2000 |
+8 Str for 1 round 1 / day / level. |
-- |
Lic(+1) |
Digidigits |
1000 |
-10 to Computer Use Rolls with manual connection. |
-- |
-- |
Enhanced Sensors
Class B |
1000. |
+4 equipment bonus on Spot checks and a +2 equipment bonus on Listen checks. |
-- |
-- |
Enhanced Sensors
Class A |
1500. |
+2 equipment bonus on Listen and Spot checks. The robot also gains a +1 equipment bonus on initiative checks. |
-- |
-- |
Hawkeye* |
2000 |
+2 to Spot checks. Darkvision 60 feet, Reduce the range penalty for Spot checks to –1 for every 60 feet of distance, +2 bonus to hit with all ranged weapons. Uplink with a military spy satellite overhead. |
-- |
Res(+2) |
Leg Class D |
350 |
No stat boost |
-- |
-- |
Leg Class C |
600 |
+5 speed |
-- |
-- |
Leg Class B** |
1000 |
+10 speed, +4 Jump, Swim, & Climb |
-- |
-- |
Leg Class A** |
1500 |
+15 Speed, +8 Jump, Swim & Climb |
-- |
-- |
Optic Class D |
350 |
Decode computer information and translate it. +2 to all Spot checks. |
-- |
-- |
Optic Class C** |
600 |
+2 to Spot checks. Darkvision 60 feet. Reduce range penalty for Spot checks to –1 for every 30 feet |
-- |
-- |
Optic Class B** |
1000 |
+2 to Spot checks. Darkvision 60 feet. Reduce range penalty for Spot checks to –1 for every 30 feet, Flare suppressors, +1 bonus to hit with all ranged weapons. |
-- |
-- |
Optic Class A** |
1500 |
+4 to Spot checks. Darkvision 60 feet. Reduce range penalty for Spot checks to –1 for every 30 feet, Flare suppressors, +2 bonus to hit with all ranged weapons. |
-- |
-- |
Total Immersion Optic |
1000 |
+10 to all Computer use checks when connected. |
-- |
-- |
Full Body Prosthetics* |
|
|
|
|
Angela CV-1 |
1500 |
Con, Str, Dex = 16, 2 Hardness or Dodge Bonus to AC |
10 |
-- |
|
|
|
|
|
Base Production |
500 |
Dex, Con, Str = 10, 0 Hardness |
2 |
-- |
Combat Class D |
5000 |
Dex, Con, Str= 10 +15 to invest. (Max Rank: Dex 18, Str & Con 20),
+1 to Hardness or Dodge Bonus to Defense. |
4 |
Mil(+3) |
Combat Class C |
7000 |
Dex, Con, Str= 10 +20 to invest. (Max Rank : Dex 18, Str & Con 22),
+2 Hardness or Dodge Bonus to Defense. |
6 |
Mil(+3) |
Combat Class B |
10000 |
Dex, Con, Str= 10 +25 to invest. (Max Rank: Dex 20, Str & Con 24),
+3 Hardness or Dodge Bonus to Defense |
8 |
Mil(+3) |
Combat Class A |
15000 |
Dex, Con, Str= 10 +30 to invest. (Max Rank: Dex 20, Str & Con 26),
+4 Hardness or Dodge Bonus to Defense. |
10 |
Mil(+3) |
Enhanced Mobility |
1000 |
Con, Str = 14, Dex = 20, 1 Hardness or Dodge Bonus to Defense |
3 |
-- |
Jameston type |
500 |
Dex, Con, Str = 3, 0 Hardness |
0 |
-- |
Perfect Beauty |
1000 |
Con, Str, Dex = 14, +5 to all Cha based skills, 0 Hardness |
4 |
-- |
Pioneer Combat |
18000 |
Dex 16, Con 16, Str 22, +Battle Boost@, 10 Hardness |
2 |
Mil(+3) |
Public Summit Model |
3000 |
Dex, Con, Str = 10 +15 to invest (Max Rank 18),
2 Hardness or Dodge Bonus to Defense. |
4 |
|
PKF Combat Class |
22000 |
Dex, Con, Str= 10 +30 to invest. (Max Rank 22), +5 to Cha based Skills, 5 Hardness or Dodge Bonus to Defense. |
8 |
Mil(+3) |
Type 2033 |
18000 |
Dex = 16, Con & Str= 10 + 24 to invest. (Max Rank 22), 10 Hardness |
8 |
Mil(+3) |
Y-3 Submersible Cyborg |
15000 |
Dex, Str, Con = 18, 4 Hardness, x3 Swim Speed, +20 to Swim rolls. |
6 |
Lic (+1) |
FBP Upgrades |
|
|
|
|
Agility Increase |
2000*** |
+1 Dodge bonus to Defense / level, +2 Ref Saves / Level |
-- |
Lic(+1) |
Anti-Shock |
1000 |
Do not take +50% damage from Electricity |
-- |
Mil(+3) |
Blade Weapon Mount |
500 |
Concealable blade in limb |
-- |
ILL(+4) |
Enhanced Regeneration |
1500*** |
Healing rate 1 hit point / round / level |
-- |
-- |
Death Simulation |
1000 |
Give the appearance of Death. |
-- |
-- |
Detachable Limb |
200 |
Limb breaks off on command |
-- |
-- |
| Dexterity Increase |
5000*** |
+2 Dexterity / Level |
-- |
-- |
Dislocating Limbs |
1500 |
Escape from all Grapple checks and Pins |
-- |
-- |
Enhanced Realism |
1000 |
+10 all Charisma based rolls, +1 Reputation |
-- |
-- |
Enhanced Organs |
500 |
+10 to all Fort Saves. |
-- |
-- |
Foam-Based Materials |
1000 |
swim penalty reduced by 10 (max = 0), -1 Hardness |
-- |
-- |
Haste |
5000*** |
Haste 1round / day / level |
-- |
Mil(+3) |
Increased Hardness |
1500*** |
+1 Hardness / level |
-- |
Mil(+3) |
Jump |
500*** |
+10 to Jump Rolls / level |
-- |
-- |
Cybernetic |
Cost |
Capabilities |
Slots |
Rest |
Overdrive |
1000 |
Base speed increased +30 for 10 rounds / day |
-- |
Lic(+1) |
Sexaroid |
500 |
Sexual organs implanted |
-- |
-- |
Shout |
500 |
Get really, really, loud |
-- |
-- |
Skin Sense |
500 |
+2 to all Demolitions, Disable Device, Escape Artist and Sleight of Hand skill rolls. Detect Magnetic fields. |
-- |
|
Speed Burst |
1000*** |
+10 Movement Rate / level |
-- |
-- |
Strength Boost |
1500 |
+4 Str bonus for ten rounds/day |
-- |
Lic(+1) |
Shock Circuit |
500 |
Melee touch attack deals 5d6 points of electric stun damage. +3 bonus on attack rolls if the opponent has a full body prosthetic |
-- |
Mil(+3) |
Spiders |
1500 |
Climb and travel on vertical surfaces or even traverse ceilings at 20 feet |
-- |
-- |
Strength Increase |
2000*** |
+2 Strength / level |
-- |
Lic(+1) |
Therm-Optic |
2000*** |
Thermoptic camouflage 10 rounds / day / level |
-- |
Mil(+3) |
Toughness Increase |
2000*** |
+2 Constitution / level |
-- |
Lic(+1) |
Cybernetic Devices |
|
|
|
|
Brain Blocker* |
500 |
Cuts all cyberbrain access. |
-- |
-- |
Brain-Case |
500 |
Transport Cyberbrains |
-- |
-- |
Corpse Remote |
1000 |
Remote control a fried Cyberbrain |
-- |
Mil(+3) |
Decot* |
500 |
Remote cyberbrain operation |
-- |
Mil(+3) |
Brain Surge |
500* |
Cyberbrain power surge (2d4 Int Drain) |
-- |
Mil(+3) |
|
|
|
|
|
External Memory* |
500 |
+4 to Gather Information, +10 to all Knowledge (history) |
-- |
-- |
Interceptors |
1000 |
Alternative surveillance technology. |
-- |
Mil(+3) |
Memory Eraser Plug |
500 |
Failsafe Memory wipe, -2-5 to Int. |
-- |
Mil(+3) |
Optic Enhancer Class B |
500 |
+1 bonus to ranged weapons,+2 to Spot checks, |
-- |
-- |
Optic Enhancer Class A
“Milispec” |
1000 |
+2 bonus to ranged weapons,+4 to Spot checks, Gain Combat Expertise Feat, +2 to all Ref saves. |
-- |
-- |
Plug Gun |
300 |
Futuristic Handcuffs |
|
Res(+2) |
Virtua Cap |
500 |
Virtual experience |
-- |
-- |
@ Special Rules. See Below
* Requires a Cyberbrain (not included)
** Requires a Full Body Prosthetic (not included)
*** Can be boosted (see below)
|
|
|
C O N S T R U C T I O N A N D R E P A I R
Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the Craft Cybernetics feat to build a cybernetic attachment.
Repairing a damaged or nonfunctional cybernetic attachment requires 10 hours of work and a successful Repair check (DC 25). A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the another, a character takes a –4 penalty on the check; without both kits, the penalty increases to –8.
I N S T A L L A T I O N A N D R E M O V A L
Installing or removing a cybernetic attachment, regardless of whether it’s a replacement or enhancement, requires a successful Treat Injury check. A character with the Cybernetic Surgery feat suffers no penalty on the check. B E N E F I T S A N D D R A W B A C K S
Cybernetic attachments provide countless benefits to their recipients. For example, cybernetic eyes can bestow darkvision or improve the accuracy of the recipient’s ranged attacks. A cybernetic brain implant can improve the recipient’s response time in a crisis, protect against mind-influencing attacks, or increase the flow of adrenaline throughout the body. The possibilities of cybernetic technology are endless. Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:
Electric Vulnerability: A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an anti-shock implant (see Cybernetic Enhancements, below).
Massive Damage Effects: Massive damage wreaks havoc with cybernetic attachments. Whenever a creature with cybernetic attachments fails a Fortitude save against massive damage, the GM should roll percentile dice and consult Table: Massive Damage Effects to determine what happens.
Normal Effect: The character immediately drops to –1 hit points and is dying.
Table: Massive Damage Effects |
d% Roll |
Effect of Failed Fortitude Save |
01–30 |
Normal Effect |
31–60 |
Attachment Disabled |
61–80 |
Normal Effect and Attachment Disabled |
81–100 |
Attachment Damaged and Side Effect |
Attachment Disabled: One cybernetic attachment (determined randomly or chosen by the GM) ceases to function until repaired (see Construction and Repair, above). The character suffers the effects of the disability—as noted in the description of the cybernetic attachment— for as long as the attachment remains disabled.
Attachment Damaged: One cybernetic attachment (determined randomly or chosen by the GM) continues to function but develops an unpleasant side effect that persists until the attachment is repaired (see Construction and Repair, above).
Side Effect: The character suffers a debilitating side effect as the result of a damaged attachment. Various side effects are presented on Table: Side Effects.
Table: Side Effects |
d% Roll |
Side Effect |
01–08 |
Blurred Vision: Character suffers a 20% miss chance on all attacks. |
09–17 |
Constant Trembling: Character takes a –2 penalty on Dexterity-based skill checks. |
18–25 |
Cybernetic Rejection: Character suffers 1d4 points of Constitution damage per day. |
26–34 |
Dizziness: Character takes a –1 penalty on attack rolls, saving throws, ability checks, and skill checks. |
35–42 |
Impaired Hearing: Static distortion imposes a –2 penalty on all Listen checks. |
43–50 |
Impaired Vision: Distorted images impose a –2 penalty on Spot checks. |
51–59 |
Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally. |
60–67 |
Muscle Cramps: Character moves at half speed. |
68–76 |
Muscle Fatigue: Character takes a –2 penalty on Strength-based skill checks. |
77–84 |
Power Surge: Character is shaken for 1 round if wounded; a successful Fortitude save (DC 12) negates. |
85–93 |
Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0. |
94–100 |
Sensory Overload: Character is stunned for 1 round if wounded; a successful Fortitude save (DC 15) negates. |
S P E C I A L R U L E S A B O U T C Y B E R N E T I C S
Broad Strokes
The most noteworthy aspect of the future resides in the extensive use of cybernetics. One could simply insert this setting into any old cyberpunk game and be done with it. However, some cyberpunk clichés no longer apply.
Cybernetics are common and safe throughout the globe. Such rules as cyber-psychosis and Humanity-loss no longer apply. Cybernetics do not strain one’s constitution or stamina.
The last change is a realistic one. Having a cybernetic arm does not give you superhuman strength…this is why so many opted for a full body prosthetic…it simply cures many problem with selective cybernetic replacements. |
Autistic Mode: Cyberbrains are almost always connected to the internet. One never needs to use it—like working on ones personal computer while on high-speed internet. Even though it is constantly connected, until a browser is opened, you don’t actually use the link. However, you can pull a cord from the modem. Cyberbrains are all connected via cellular and satellite. If one does not want to be open to the internet, they can activate Autistic mode. This cuts the connection to the internet, severing all communication in both directions. This is the most surefire way to prevent outside attack of ones cyberbrains (if one is paranoid enough). Autistic mode prevents any visual and aural communication and cuts off one’s cyberbrain to any external memory sources. All cellular communication is cut. This action must be voluntary by the cyberbrain and cannot be forced by an external source (although implanted viruses can also accomplish this). Anyone diving is instantly severed UNLESS that diver has safeguards against this and has in place preventative measures if the situation occurs (for example the Diver creates an illusion that the user is in Autistic mode while, in fact, not). Viruses inside are still inside and may still function even while in Autistic mode. However, barring these rare exceptions, Autistic Mode is the surefire way (like abstinence) to prevent outside attack.
While in Autistic Mode, the Cyberbrain maintains its +1 rank skill increase and its bonuses to Knowledge skills but looses its skill rank bonuses to Gather Information and Computer Use. Any abilities coming from outside sources (Hawkeye satellite data for example) do not operate. Activating Autistic mode is a move action. Deactivating Autistic Mode, however, takes more time. A full 10 rounds (1 minute) is required to re-attach the connections. Until then, the Cyberbrain is still in Autistic mode. This makes switching on and off from Autistic in combat unfeasible.
Even with Autistic mode on, direct linking via QRS plug will circumvent the severed link. Autistic mode only cuts off the cellular connection, not the QRS plug. Cyber blocker will cut both the cellular and the QRS plug. Someone in autistic mode can still hack into a target via direct link. However, if that target is connected to the net, a rival hacker can track into through the net and dive through the direct link as could the target that is being directly hacked.
It should be noted that the sever is not a physical disconnect as this is not possible. One with the right Hacking Key can circumvent Autistic Mode and reactivate the link.
Cybernetic |
Extent pushed |
Damage/round |
Arms* |
+2 Str |
1d6 damage to body, DC20 Fort or Dislocation |
Legs* |
+2 Str / +10 base speed |
1d4 damage to body, DC20 Fort
or Dislocation |
Full Body Prosthetic |
+2 Str / +10 base speed |
1d4 damage, DC15 Fort or Dislocation |
* Connected to tissue. |
Pushing Cybernetics: Most physical cybernetics (arms, lets, full body) have structural limits and how far they can be strained. The human body has pain receptors to tell it that it is overexerting itself. With cybernetics, this feeling can be toned down, allowing a cybernetic to be pushed beyond what it was designed to.
If someone wishes to push their bodies beyond
specifications, they can accomplish some truly remarkable acts. However, damage to the limb and body inevitably occurs.
For every round the limb is pushed, a Fort save must be made. The 1d6 damage is caused regardless. A failure results in dislocation and damage. For limbs connected to tissue, the limb is not damaged, the tissue is. The person is rendered unconscious for 1d6 minutes. The limb is now useless until repaired.
“Fingernails are applied by a specialist. For custom orders, a specific artist usually does body designs. This describes a full body cyborg.
Cyborgs with only a few artificial organs and prosthesis have a different set of problems. For example, when a prosthetic arm is attached… imagine an arm capable of lifting 120 lbs when attached to a work fixture. … But when attached to bone, the result is dislocation.
So partial cyberization can only supplement a human’s innate abilities. Total cyberization however, can create abilities that may exceed those of a human…or so it seems…” |
Full Body Prosthetics can be pushed more with greater results. Each time it is pushed, it only causes 1d4 damage and the Fort DC starts Exertion must be stacked every round and cannot be done suddenly. A character cannot suddenly push herself with a +6 strength. She must first do a round at +2, then the next round at +4, then the next round at +6. Stopping forces the character to start over. Every additional round exerting causes damage every round and the Fort DC increases by +2. Hardness does not absorb the damage. It is internal..
Dislocation for full body prosthetics results in the cyborg overheating and shutting down for 1d4 minutes.
Turning off the Pain: Full Body Prosthetics are totally cybernetic save for the spinal column and brain (usually). This means that, like a computer, certain senses can be turned off. The only sensation cyborgs sometimes have deactivated is their sense of pain. This appears to be a great idea in combat but ramifications do occur. Turning off one’s pain receptors is a free action but cannot be reactivated for at least ten rounds (one minute)
While pain is deactivated, the character incurs no adverse effects from massive damage. They cannot be stunned or rendered unconscious from physical damage. They can also make a full round action at 0 hit points before falling (instead of the normal half action). If pushed below 0 hit points (but before death), a Fort DC of 20 can allow the character a half action before dropping.
However, the drawback to all of this…
The character, while void of pain, also cannot receive information from touch sensors as effectively. There is not data feedback to the brain on how the body is performing. To translate this into game terms, the Cyborg suffers a –2 to Defense and a –1 to all hit rolls. She also suffers a –4 penalty on all Demolitions, Disable Device, Forgery, and Repair checks.
Cyborg Technology
by Yoshiki Sakurai
While cyberbrains enhanced "implosions" of mental senses (McLuhan), prosthesis technology, more widely known as "cyborg technology" that compensates physical bodies by mechanical gadgets, urged the direct "explosions" of manual skills. Starting its development in wartime medical studies, cyborg technology progressed quickly after the war and expanded its realm from the medical to military, as it ensured more power than the physical body could ever produce. However, it expanded no further; lengthy and costly maintenance, difficult machine-flesh consistency, and mental repulsions were too much of a block to make a mass penetration.
But the slowly spreading cyborg population gave birth to an interesting question. Why should human appearances be kept human-like? This significant question rhymes with one of the older days; why should robots be shaped human-like? And that is how Jameson-Cyborgs (box-typed cyborgs) came into market. One problem the increase of cyborgs created, was the deep gap between the cybernetically enhanced and the non-enhanced people. The gap itself was nothing new of course for in fact, it could be traced back to the oldest days in human history, widely observed between religions, races and nations. Cyborg technology created that old gap in a new place reproducing occasional bias, discrimination and hatred. In countermeasure, suggestions such as banning the use of the term 'Cyborg' were made, claiming that the word has a discriminative aspect, but beyond mere usage of certain vocabularies the feeling of 'otherness' was now overt between the two groups. |
Purchasing and Selling: More so than equipment, vehicles and weapons, cybernetics are an integral part of a character. Often, when a character wishes to sell his equipment, the GM can opt for to role-play the sale. Often times, the selling price can be anywhere from 25% to 50% of the purchase price. With swapping out cybernetics, there is value in the discarded components. There is a flat 50% trade-in value for all cybernetics including full body prosthetics assuming the parts being returned are in sellable condition. Non functioning or damaged cybernetics are useless. No skill rolls from experienced players can alter this trade-in percentage. It is a flat number across the board. The only component that cannot be traded in for any reason are cyberbrains. The parts removed cannot be refitted to anyone else. However, when upgrading in cyberbrain class, one needs only to pay the difference. Parts are just being added.
Of course, one can opt to keep her previous cyberbodies for future use (like Kusangi does). For ease and to give starting characters a break, the GM may opt to remove the restriction rating during character creation in the acquisition of cybernetics.
Cyberbrain Resurrection: Unless the character has been dropped to twice their Constitution below 0 (Con 14 = -28), their cyberbrain may still be recovered. If a character officially dies, the cyberbrain has the Constitution = minutes to find a new body or go under life support. If time runs out, the Ghost is unrecoverable and death is final. However, if a new body is found in time or if life support is brought in soon enough, the cyberbrain can survive, but the trauma of death is permanent. Even if recovered and the Ghost survives, all the Ghost’s mental attributes (Cha, Int, Wis) drop permanently by 1. If any attribute drops below 0, the Ghost cannot be recovered.
Removing a Cyberbrain safely from a body requires a successful Surgery DC DC30. A failure causes 1d4 point a permanent ability drain to all Mental attributes. Only Class B and Class A Cyberbrains can be removed this way. Class C and D don’t have enough cybernetic fail safes to keep the organics alive if the body is killed or if the brain is removed from the body. The chance of resurrection is a risky one and only to those two classes of Cyberbrain.
Cyborg Eating & Sleeping: In an attempt to simulate a normal human life pattern, cyborg companies built the majority of their models to require sleeping and eating. Sleeping comes from a need for all organic brains to require a rest period. Androids and Neurochip implanted robots also require a sleep period in order for them to decompile their experiences, recharge their power cells, and debug their cyberbrains as well as get necessary updates from the manufacturer.
However, cyborgs also need power. Powering full body prosthetic bodies requires ingesting food like normal people. It’s the food itself that’s important. Cyborgs can eat normal food. Implanted sensors transmit the proper flavor to the cyberbrain. It passes through their system with no ill or positive effects. Cyborg food looks stale, has virtually no smell, and is harmless to normal humans though having virtually no nutritional value. Cyborg food companies have made leaps in the technology of cyborg food to look close to something organic. First, it was a liquid paste similar to baby food. This soon got replaced with the burrito. This remained popular to the day even though more realistic looking food replaced it (although much more expensive). Power drinks and the meat-wraps remain the standard today. The food contains organic chemicals to maintain the brain but the primary useful component of Cyborg food are micromachines. They not only transmit useful nutrients to the organic portions of the cyborg, they also resupply the inbuilt micromachines, pumping through the body. Full Body Cyborgs carry a red blood-like circulatory system that powers the prosthetics. This blood never interacts with the organic portions of the body, even with full body prosthetics with only organic brains. No artificial blood products flow into the brain because of what is known as the “blood-brain barrier”—a special mechanism ensuring that foreign substances in the blood never attack the brain.
MicroMachined food resupply this system. Cyborg food, like normal food, never needs to be purchased by Players. It is assumed to be part of their normal lives. Cyborgs require eating in regular intervals like everyone else. They suffer from starvation from lack of eating like everyone else but the effects are more are quicker. Cyborgs that miss a day of food loose 1 point from each of their physical stats. This then drops 1d4 more points every additional day until food is ingested or the subject dies.
Cyborgs cannot get drunk unless they specifically tell their cyberbrain to do so. Some micromachined synthetic drinks can alter perceptions in the way alcohol can. Cyborg food also produces little waste, requiring a full body prosthetic to go to the bathroom similar to organic humans, at leas once every two days.
“…But the funny thing is, prosthetic bodies never toss in their sleep.” |
Forearm Recoil Energy: Cyborgs can virtually ignore FRE. With mastercraft weapons like the top end Seburo models, a cyborg can pull the trigger extremely fast (sometimes as high as 12 times per 3 seconds) and not jam the weapon. For mastercraft firearms with an “S” firing capacity (Single Shot), Characters with a modified Dexterity of 22+ (Assuming Cyborgs as few humans should be able to have a Dexterity this high) gain the Double Tap Feat for free. Those who already possess this feat may now initiate the action without incurring the –2 penalty.
Weight and Boyancy: Simple limb replacement incurs no penalty as the replacements are rather light. However, because of the near superhuman capabilities of full body cyborgs, their weight increased substantially. To reflect this, and since capacity reflects cost will body prosthetics, the penalty to all Swim checks are –1 per 1000 cost of the suit (Eg: Class A Cyborg costs 15 000 = -15 to all Swim skill rolls). There are modifications to offset this number plus the fact that increased strength offers bonuses as well.
Servicing: Cybernetics and all robotics require periodic serviving. Every month, a character must invest 5% of their total cybernetic value towards servicing. If this is not done, the cybernetic looses 10% of its abilities or capacity every month until it ceases functioning. C O M P O N E N T D I S C R I P T I O N S
Benefits: All the capabilities of the cybernetic.
Available Upgrade Slots: Cyberbrains and Full Body Prosthetics have options for upgrades. These are described later. Each upgrade occupies one slot. Some can be stacked. Other cannot. The available number of upgrades are listed with the specific model of FBP or Cyberbrain.
| Phantom Limb
Refers to the sensation that limbs lost, due to accident or disease, are still present. |
C Y B E R B R A I N S
75% of the population of Japan is equipped with a Cyberbrain. Cyberbrains may be anywhere from basic visual and data enhancements to a complete braincase. Cyberbrains are required for all body prosthetics. They are as commonplace now as desktop computers were at the turn of the century. It is accepted that at least one member of every household has one. Most children request theirs as early as twelve (although a few rare cases have seen them even younger). Young cyberbrain implants can be regulated and limited. Future upgrades remove these limiters, allowing access to the infinite knowledge of the Internet. Cyberbrains digitize ones own brain, eliminating the greatest prize of the grim-reaper, one’s memories. Now people hardly forgot anything and it could even upload their memories to an external source for access later, by either them or anyone else. As a result of being constantly connected to the net, defenses are placed on ones sensors and ghost to prevent attack. All cyberbrains carry basic firewalls and Ghost barriers but can be upgraded later (see later). There are dozens of different companies building cyberbrains but they can summarized into four classes. Class D (Cost 1000)
Benefits:+2 to all Knowledge Skills with at least 1 existing, +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +1 competency bonus to Gather Information and Computer use.
Available Upgrade Slots: 1 Class C (Cost 1250)
Benefits: +2 to all Knowledge Skills with at least 1 existing, +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +4 competency bonus to Gather Information and Computer use.
Available Upgrade Slots: 2 Class B (Cost 1500)
Benefits: This model of cyberbrain can only be used by Full Body Prosthetics. +2 to all Knowledge Skills with at least 1 existing, +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +4 competency bonus to Gather Information and Computer use. The cyberbrain is now a full detachable braincase, allowing quick swaps for cyberbodies (quick = ten minutes). If the subject is killed, the braincase maintains brain activity for Constitution = minutes, allowing a quick recovery to a life support system or another Cyberbody (This is assuming the braincase is, itself, not destroyed). If the body takes more than twice its Constitution in negative hit points, eg Con 12 = -24 hit points, it is assumed the brain case is breached and the brain is killed.
Available Upgrade Slots: 4 Class A (Cost 2500)
Benefits: This model of advanced cyberbrain can only be used by Full Body Prosthetics. +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +4 competency bonus to Gather Information and Computer use. The cyberbrain is now a full detachable braincase, allowing quick swaps for cyberbodies (quick = ten minutes). If the subject is killed, the braincase maintains brain activity for Constitution = minutes, allowing a quick recovery to a life support system or another Cyberbody (This is assuming the braincase is, itself, not destroyed). If the body takes more than twice its Constitution in negative hit points, eg Con 12 = -24 hit points, it is assumed the brain case is breached and the brain is killed. A microcomputer is implanted in cyberbrain. It contains skill-related information stored on a series of biological data chips, or biochips. The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus on all Knowledge checks. Subject also gains a +1 to Int.
Available Upgrade Slots: 6 R O B O T A I C Y B E R B R A I N S
Android AIs are basic and designed to fill in a specific purpose. With the exception of Neurochips, they are not designed to learn nor adapt and are not designed to overtly simulate human emotions. They are not capable of generating their own Ghost. Neurochips are somewhat different and the basic skeletons of Ghosts have appeared. Neurochips are used exclusively in think tanks at the beginning but soon, the desire of implanting them in humanoid bodies resulted in the creation of Bioroids. Bioroids are Neurochips implanted into actual modified Full Body Prosthetics, making them as close to human as technology can currently achieve.
There are two procedure for making Ghostless AI robots. The first route is using the following Cyberbrains and then implanting them in Cyborg bodies. This is the best route for GMs that allow PC created Androids. The other route is to create them from scratch (see later). The rules can be mixed. So a robot using the rules in the next section can be fitted with cyberbrain upgrades will Robot Cyberbrains listed here can have attribute upgrades using the later rules.
--They generally have low mental attribute scores but high skill rolls. Generally if a point-to-point comparison was used, Androids suffer a –4 to all Wis and Int and a –6 to Cha but have a +4 competency bonus to all Int based skills and any class skills.
--They cannot die or suffer any ill effects from massive damage.
--They can access the net and hack into corporations and other external memories but cannot actually Ghost Dive (unless given this unique ability).
--The don’t have access to the Hero Rule
--One can use these are create a whole robot from scratch with the robot creation rules later. AIs can also be boosted using the upgrade possibilities in that section. Available Upgrades listed here are for Cyberbrain upgrades and not stat or skill upgrades (described later) Defender (Cost 1500): These are often suit wearing men in black with hidden weapons for emergencies.
Attributes: Int 10, Wis 3, Cha 3
Noteworthy Skills: Balance +13, Climb +16, Computer Use +5, Jump +10, Listen +10, Navigate +7, Spot +12, Tumble +18, Hackcraft +4, Knowledge Events +10, Knowledge History +10
Feats: Improved Initiative, Combat Reflexes
Special: Because of the obvious security risk, these Cyberbrains carry a +5 on their Barrier Defense. They may also be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 2 Interpersonal (Cost 1000): Often seen following dignitaries around, these are often female, well dressed and easy on the eyes without being distracting. They are purchased to be secretaries and assistants. Occasionally, they are implanted in companion models.
Attributes: Int 10, Wis 3, Cha 8
Noteworthy Skills: Balance +12, Climb +16, Computer Use +14, Jump +5, Listen +10, Navigate +7, Spot +7, Tumble +8, Hackcraft +4, Knowledge Events +20, Knowledge History +20
Special: Because of the obvious security risk, these Cyberbrains carry a +5 on their Barrier Defense. They may also be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 2 Military AI (Cost 3000): These Cyberbrains are extremely rarely implanted in cyberbodies (there are laws against it). They find their application in AI controlled weaponry like Tanks and Attack Choppers. They are also used without bodies as active defenders of secured installations.
Attributes: Int 18, Wis 3, Cha 3
Noteworthy Skills: Balance +13, Climb +16, Computer Use +20, Jump +10, Listen +10, Hackcraft +10, Navigate +7, Spot +12, Tumble +18,
Feats: Improved Initiative, Combat Reflexes
Special: Because of the obvious security risk, these Cyberbrains carry a +5 on their Barrier Defense. They are also often equipped with Military Defense or Attack barriers (purchased separately) They may also be implanted with character levels. The purchase cost = the XP level desired.
Available Upgrade Slots: 10 Military Attack AI (Cost 5000): Military Attack AI never see use in cyberbodies, often being used to attack an enemy AI of facility or even invade other Cyberbodies. A good example of this type of system is the HA-3—a military AI created during World War IV. Like other Military AIs, It is not often utilized in blank Shells. It is used to infiltrate and take control of Ghost inhabited Shells, and utilize them for assassination or espionage. Viruses are used to remove the barriers and the HA-3 Dives in. The HA-3 is the benchmark for all Infiltrating AIs made after that but it is the oldest of these still in service. Most consider them antiques and, today, are easily tracked and defeated.
Attributes: Int 20, Wis 3, Cha 3
Noteworthy Skills: Balance +10, Climb +10, Computer Use +25, Jump +5, Listen +10, Navigate +7, Spot +10, Tumble +14, Hackcraft +24, Knowledge Events +10, Knowledge History +10
Special: They may be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 10 Neurochip (Cost 2000): Usually seen in Think Tanks, a few later found implantation in Bioroid bodies.
Attributes: Int 18, Wis 10, Cha 8
Noteworthy Skills: Balance +13, Climb +16, Computer Use +20, Jump +5, Listen +10, Navigate +7, Spot +12, Tumble +10, Hackcraft +10, Knowledge Events +15, Knowledge History +15
Special: They may be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 10 Servant type (Cost 500): Sever brain with basic functions. No character levels.
Attributes: Int 8, Wis 3, Cha 3
Noteworthy Skills: Balance +12, Climb +16, Computer Use +9, Jump +5, Listen +5, Navigate +5, Spot +6, Tumble +5
Available Upgrade Slots: 0 C Y B E R B R A I N U P G R A D E S Charisma Upgrade (Robots Only, see below): The robot is programmed with character and personality subroutines that enable it to better interpret and simulate humanoid behavior patterns and emotions. The upgrade provides a +2 bonus to Charisma.
Purchase Price: 300 x robot’s Charisma modifier before the upgrade. Divable AI (Robots Only, Cost 1000)
Benefit: The AI can now Ghost Dive, allowing the invasion and attack of Cyberbrains and enemy installations (see later)
Special: Only available to AIs. Feat Implant (Cost 1500)
Benefit: Implant any feat. The character must still meet all the requirements of the feat before implanting or the feat is useless until the requirement is met. Intelligence Upgrade (Robots Only, see below): Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Purchase Price: 500 x robot’s Intelligence modifier before the upgrade. Rage Implant (Cost 750): This cyberbrain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.
Benefit: The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense. The increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration, or any items that must be activated to function.
The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage. At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.
Special: Only useful in organic bodies. Language Chip (Cost 100)
Benefit: Implant any known language. The character can now understand that language fully but cannot speak it.
Skill Chip (Robots only, see below): A skill chip enables a robot to gain up to 8 ranks in any one of the following skills: Computer Use, Hackcraft, Demolitions, Disable Device, Listen, Repair, Search, or Spot. A robot can have multiple skill chips. However, skill chips do not allow a robot to benefit from skill synergy. A skill chip can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software). A Techie can reprogram a skill chip in 1 hour and can modify it to hold as many ranks as he has in the emulated skill.
Purchase Price: 20 × number of skill ranks.
Skill Increase (Cost 200)
Benefit: Add a Skill to one’s portfolio. It now becomes a class skill (if not already) and offers a +2 competency bonus to that skill. This chip can be purchases several times, each time, it can be applied to a new skill. Adding the same skill does not cumulate its effects.
Alternate Technology:
There are many other developments in the field of robots. The most notable not discussed here are Cebot—Centimeter Robots. These are usually designed to resemble insects. They employ Applied Entomology, using Insects as a basics for robots. They are employed in a variety of fields |
Skill Net (Robots only, see below): A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. The number of ranks in any given skill cannot exceed the programmer’s ranks in the skill being emulated. A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. A robot can have multiple skill nets. Skill nets allow a robot to benefit from skill synergy. A skill net can be reprogrammed one skill at a time. Replacing one skill with another or increasing the number of ranks of an already existing skill requires 1 hour of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Purchase Price: 1200 (four skills at 4 ranks each), 2500 (four skills at 8 ranks each), or 5000 (four skills at 12 ranks each). Skill Progit (Robots only, see below): Sophisticated emulation software encased in a thin but durable plastic casing, a skill progit enables a robot to gain ranks in a single skill. The number of ranks cannot exceed the programmer’s ranks in the skill being emulated. A factory-built progit typically holds 4, 8, or 12 ranks of a particular skill. A robot can have multiple skill progits. However, skill progits do not allow a robot to benefit from skill synergy. A skill progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Purchase Price: 10 × number of skill ranks. Tongues Chip (1500)
Benefit: This grants the character the ability to speak and understand all known languages. The subject can speak only one language at a time, although it may be able to understand several languages. It does not enable the subject to speak with those who don’t speak. Voice Stress Analyzer (Cost: 500): Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.
Benefit: The recipient gains a +8 equipment bonus on all Sense Motive checks. Wisdom Upgrade (Robots Only, see below): Adjustments to the robot’s sensors improve its perception, while new software enables it to act more intuitively. The upgrade provides a +2 bonus to Wisdom.
Purchase Price: 300 x robot’s Wisdom modifier before the upgrade. C Y B E R N E T I C R E P L A C E M E N T S
These are actual organic humans with cybernetic components. These are not meant for FBP save for the Burst Limb. Arm Class D (Cost 350)
Benefit: No stat boost Arm Class C (Cost 1000)
Benefit: +2 Climb & Swim, +1 to hit with weapons using Dexterity to strike Arm Class B (Cost 2000)
Benefit: +1 Strength, +4 Climb & Swim, +2 Sleight of Hand, +2 to hit with weapons using Dexterity to strike Arm Class A (Cost 2500)
Benefit: +2 Strength, +6 Climb & Swim, +2 Sleight of Hand, +3 to hit with weapons using Dexterity to strike Burst Limb (Cost 2000)
The burst limb is usually an arm featuring piston-assisted joints, capable of massive bursts of strength.
Benefit: For 1 round a day, as a free action, the limb can activate, offering up a +8 Strength to all actions that round, over its regular +2. Every 200 spent on the limb adds an additional use/day to a maximum 6.
Special: Requires FBP.  Digidigits (Cost 1000): The hand fingers split apart, once at the root, again at the second, and again at the tips, increasing the number of usable digits from 5 to 20. Moving at astounding speed, they type away at a computer terminal hundred of times faster than normal fingers can allow.
Benefit: The Computer Use penalty for accessing the internet manually over cyberbrain connect is –5 instead of –10. However, the limb is weak and physical actions with any arms where these hands are connected do so at a –4 str penalty.
Special: AIs penalty drops to 0 as they can operate Digidigits more efficiently.  Enhanced Sensors Class C: A hi-fidelity audio sensor, a chemical vapor scanner, and a pressure sensor that enables the recipient to perform tasks requiring manual dexterity. A robot with this sensor system gains a +2 equipment bonus on Listen and Spot checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile.
Purchase Price: 800 Enhanced Sensors Class B: A hi-fidelity audio sensors, a chemical vapor scanner, and pressure sensors. +4 equipment bonus on Spot checks and a +2 equipment bonus on Listen checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile.
Purchase Price: 1000. Enhanced Sensors Class A: This sensor system includes a hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows the recipient to not only perceive its surroundings but also target more effectively. +2 equipment bonus on Listen and Spot checks. All other skill checks are made without penalty. The robot also gains a +1 equipment bonus on initiative checks.
Type: Audio, Olfactory, Tactile Purchase Price: 1500.
Hawkeye (cost 2000): Special prosthetic eye that Saito is equipped with. It has various capabilities, including superhuman visual acuity, zoom functionality, night-vision, infrared, and meteorological data, applying color transforms, and overlaying them on top of a 3D display.
Benefit: +2 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 60 feet of distance (instead of –1 for every 10 feet). +2 bonus to hit with all ranged weapons. The Hawkeye resembles an eye patch. If opened, it begins an uplink with a military spy satellite overhead. After one round of aiming, it offers +4 bonus to ranged attack rolls past the first range increment. The round after that, the bonus increases to +6. After that, the Satellite takes over, maximizing targeting ability. 2d4 rounds later, the attack bonus increases to +20.  Leg Class D (Cost 350)
Benefit: No stat boost
| Visual Device Parts used for sight in prosthetic bodies that are used to gather light signals instead of the sight cells in the retinas of flesh and blood humans. In present technological terms, they can be thought of a similar to the CCDs in digital cameras and camcorders. Because there are over 100 million human sight cells, technology far superior to CCDs, with their mere millions of photo elements, is used. Incidentally, at a lab in America scientists have actually succeeded in giving sight to a blind man by implanting electrodes into his brain and taking signals input from CCDs and ultrasonic sensors, processing them in a computer, and sending them into his brain. The culprit in the Laughing Man incident hacked the visual devices of
cyberized people to hide his face. |
Leg Class C
Benefit: +5 speed Leg Class B (Cost 600)
Benefit: +10 speed, +4 to Jump, Swim, & Climb checks. Leg Class A (Cost 1000)
Benefit: + 15 Speed, +8 Jump, Swim & Climb Optic Class D (Cost 350)
Benefit: The Eye can now decode computer information and translate it. +2 to all Spot checks. Optic Class C (Cost 600)
Benefit: +2 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet).  Optic Class B (Cost 1000)
Benefit: +2 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet). Flare suppressors react instantly to bright flashes of light. Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient. +1 bonus to hit with all ranged weapons. Optic Bs no longer resemble human eyes. Optic Class A (Cost 1500)
Benefit: +4 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet). Flare suppressors react instantly to bright flashes of light. Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient. +2 bonus to hit with all ranged weapons. Optic As no longer resemble human eyes. Total Immersion Optics (Cost 1000): TIO resembles a normal set of Class C eyes with all the abilities that go along with those. However, when accessing the net, the area of the skull from the nose to the forehead tilt up to reveal a cyberlink connection where a specifically designed hook-up attaches. This offers the user the same advantages of using a full sizes Total Immersion Device.
Benefit: One must be wired to a Terminal to operate the TIO system. Simply opening the visor won’t work, it must be connected. While connected, the recipient receives a +10 bonus to all Computer Use rolls.  F U L L B O D Y P R O S T H E T I C S
Models without specific names are generic, emerging from dozens of corporations. One could easily invent a name, assign a model number and go from there. Each model looks different and there are hundreds of designs to choose from. It its illegal (+4) to steal another person’s design or have a model made to look like someone pre-existing. Usually, designs are built to include probably genetic cues of the owner. If someone is cyberized late in life, the model could be so identical, no one would know that person was cyberized. Of course, if one wants to adjust their appearance before finalizing the purchase, they can. They can make themselves, taller, short, thinner, fatter. They can change age, race, or even sex. All of these are included in the price. Most don’t actually try for the base models because they simply don’t stand out. However, base models are cheap and usually the assigned model for insurance cases or medical reasons. All Full Body Prosthetics can be modified even though some modifications are very illegal.
The final point to consider with Cybernetics is their weight. Most base models do not differ from their organic counterparts but military class cyborgs have a weight increase detailed with each model. This percentage is added to the normal weight a human should be. Angela CV-1 (Cost 1500): This was one of the early models of choice for Kusanagi. Its popular because of it higher abilities and upgrade potential. An additional 2 points may be spent on Hardness and/or as a Dodge Bonus to Defense. +25% weight.
Benefit: Con, Str, Dex = 16.
Available Upgrade Slots: 10 Base Production (Cost 1000)
Benefit: Dex, Con, Str = 10, 0 Hardness.
Available Upgrade Slots: 2 Combat Class D (Cost 5000): Combat Classes are usually easier to acquire than they sound. If someone ever served in the military or are even in the reserves, they can acquire one. If they are in contract with a corporation or Public Security, or if they have an existing prosthetic body and work for law enforcement, they can upgrade through those channels. Combat Classes are simple classes that are regulated by outside forces. The Class D is the most common and simplest. All Combat Classes maintain a human shape as they are designed to be a permanent FBP upgrade. However, high end models can have certain modifications that break the illusion. For example. Section 4 Rangers (to which Batou was a member) operate Class A combat models with Type A Optics.
Benefit: Dex, Con, Str = 10. An additional 15 points can be spent on those attributes. A maximum individual rank of 18 for Dex, 20 for Con and Str. An additional 2 points may be spent on Hardness or/and a Dodge Bonus to Defense & Reflex Saves. +50% weight.
Available Upgrade Slots: 4 Combat Class C (Cost 7000)
Benefit: Dex, Con, Str = 10. An additional 20 points can be spent on those attributes to a maximum individual rank of 18 for Dex or 22 for Str and Con. An additional 3 points may be spent on Hardness or/and a Dodge Bonus to Defense & Reflex Saves. +75% weight.
Available Upgrade Slots: 6 Combat Class B (Cost 10 000)
Benefit: Dex, Con, Str = 10. An additional 25 points can be spent on those attributes to a maximum individual rank of 20 for Dex, 24 for Str and Con. An additional 4 points may be spent on Hardness or/and as a Dodge Bonus to Defense & Reflex Saves +100% weight.
Available Upgrade Slots: 8 Combat Class A (Cost 15 000): The Class-A body by Megatech is a high end cyborg body that is being widely used in the industry today. Motoko uses this body (albeit it is modified). The Class-A is known for its highly sensitive tactile elements. The body is a 162, indicating that the micromachines used for skin sensation a extremely tiny. As well as being highly sensitive, the Class-A is also highly durable and quick even without modification. Different body styles are available on the open market and the apparent body type can be changed without affecting the actual strength of the unit.
Benefit: Dex, Con, Str = 10. An additional 30 points can be spent on those attributes to a maximum individual rank of 20 for Dex, 26 for Str and Con. An additional 5 points may be spent on Hardness and/or as a Dodge Bonus to Defense & Reflex Saves. +115% weight.
Available Upgrade Slots: 10 Enhanced Mobility (Cost 1500)
Benefit: Con, Str = 14, Dex = 18, 0 Hardness
Available Upgrade Slots: 3 Jameston Type (Cost 500)
No one is sure why the Jameston type is still on the market. It was first used as a prototype and then as a supplement in medical procedures. Still, some models made it on to the market as permanent prosthetic housings. It does have wheels though, allowing it a full 30 feet movement with its tiny body. Jameston types are considered Small creatures.
Benefit: Dex, Con, Str = 3, 0 Hardness
Available Upgrade Slots: 0  Perfect Beauty (Cost 1500): This is a popular one among consumers.
Benefit: Con, Str, Dex = 14, +5 to all Cha based skills, 0 Hardness
Available Upgrade Slots: 4 Pioneer Combat (Cost 18 000): The Pioneer Combat looks human to start off with but it can literally explode into a massive battle machine if need be. Its arms extend, the head opens up, and it turns into a monster. Even in normal mode, it barely passes off as human. Its eyes are permanently concealed around a visor and it has problems moving its jaw.
Benefit: Dex 16, Con 16, Str22. 10 Hardness. Battle Boost can be activated using a move action. The head opens up, the chest deploys and a the arms extend. While in battle mode, it Pioneer gains a 5 foot extension to is threat range. The head deploys sensors, giving it a +2 to all hit rolls. Its Strength increases to 26 and its Dex to 18. A mount in its chest can be fitted with an appropriate weapon. The only disadvantage to this mode is that the Pioneer suffers a –4 to Defense and a –2 to its Hardness. +125% weight.
Note: This model is almost totally exclusive for use with AI cyberbrains and seldom sees use as a prosthetic replacement.
Available Upgrade Slots: 2  Public Summit Model (Cost 3000)
A detuned military model.
Benefit: Dex, Con, Str = 10. An additional 15 points can be spent on those attributes to a maximum individual rank of 18. An additional 2 points may be spent on Hardness and/or as a Dodge Bonus to Defense, +50% weight.
Available Upgrade Slots: 4 PKF Combat Class (Cost 22 000): The top of the line PKF models look so close to human, there really is no way to distinguish. They are also stronger and more agile than some of the best military models on the market.
Benefit: Dex, Con, Str = 10. An additional 30 points can be spent on those attributes to a maximum individual rank of 22 for Dex, 28 for Str and Con. An additional 6 points may be spent on Hardness and / or as a Dodge Bonus to Defense. +2 to Cha based Skills. +50% weight.
Available Upgrade Slots: 10 Type 2033 (Cost 18 000): Type 2033 From Sagawa Heavy Industries is a full body replacement suit where the cyberbrain is implanted in a total hard suit with an extensive modifications capacity but zero camouflage. No sneaking around or passing off as human with this getup.
Benefit: Dex, Con, Str = 10. An additional 24 points can be spent on those attributes to a maximum individual rank of 28. 10 Hardness. Cannot wear external Armour. +200% weight.
Available Upgrade Slots: 8  Y-3 Submersible Cyborg (Cost 15000): The Y-S is a cyborg in shape of a submarine, covered with muscle tissue on both sides, extending back to a tail. It is useless out of water, but in its environment, its second to none.
Benefit: Dex, Str, Con = 18, 4 Hardness, x3 Swim Speed, +20 to all Swim rolls. The Y-3 receives NO penalty to swim rolls from Cybernetic weight. It cannot walk as it has no legs. It can also be equipped with harnesses to transport passengers. Its STR in regards to transporting is 26, rather than 18, when calculating Swim penalties and speed. The Y-3 still has arms which are concealed when at top speed. F U L L B O D Y P R O S T H E T I C U P G R A D E S
Unlike other upgrades, these can be boosted. It should be noted that stacking an ability increases its cost proportionally. The first upgrade is listed with the base cost. Every time an upgrade is doubled, its cost increases 150% from the previous upgrade. See below for details. You can never increase an upgrade more than 3 times. Each boost occupies an additional upgrade slot. If an upgrade rises an attribute over the legal limit (18), it increases its restriction code by one (Res+2 becomes Mil+3, etc.) Boosts can push beyond the spec of the prosthetic body. Agility Increase (Cost 2000, 5000, 12500)
Benefit: +1 / +2 / +3 Bonus to Defese. This also receives a +2 / +3 / +6 bonus to Reflex saves. Anti-Shock (Cost 1500): This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.
Benefit: The recipient cannot be stunned. The FBP also does not take additional damage from electricity.
The Cybernetic industry has been around for over 50 years. In the last 30, the industry has continued to climb and make strives in progress that dwarfed even the computer industry the century before. The world has MicroMachines to thank for that. However, this doesn’t mean that the industry has no antique models on the market. This also does not mean people are not walking the streets with antique or obsolete cybernetics operating. Entering the older areas of town, or wandering through homeless or refugee areas, one would find these archaic designs in operation or even for sale from sidewalk dealers. It should be noted and assumed that new characters would have the latest cybernetics from the main market and not strolling through downtown Newport with an optic cybernetic 20 years old and looking like someone stuck a pair of shot glasses on someone’s skull.
Of course, if one were to intentionally down tune their cybernetics, they could. One could intentionally, for character purposes, have older cybernetics. The cost would not change and the character would endure a penalty to charisma based skilled determined by how jarring the cybernetic is to look at (the penalty should be assigned by the GM). |
Blade Weapon Mount (Cost 500): The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a melee weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check. The cost listed is only for the mount. The weapons cost +200% is required to finish the procedure. Only small and medium blades can be concealed. If a large blade is used, it no longer becomes a hidden weapon.  Death Simulation (Cost 1000): You can appear completely dead to both observers and under examination.
Benefit: After taking a full round action, the recipient goes limp. The body looses all control. All vital signs vanish. The pulse is masked. The Cyberbrain goes on low-power mode. The brain has no control of the limbs. All pain receptors are shut off. The brain runs on minimum power and re-circulates an internal air supply on low consumption to prevent notable breathing. This effect can last for a full hour until it mandatorally reactivates to save the Cyberbrain from permanent damage. Only a full physical examination by a professional can reveal the truth. If the body reactivates in an environment that is deadly to the brain (Space), the recipient dies for real. Detachable Limb (Cost 200)
Benefit: Limb can be severed at will by the owner. This helps with swapping out limbs and also can double as a weapon by adapting the limb to carry a weapon and cramming explosives in it. The cost listed is in additional to the cost of the limb. Dexterity Increase (5000, 12500, 31250)
Benefit: +2 / +4 / +6 increase to Dexterity. Dislocating Limbs (Cost 1500): This enables the recipient to escape from tight situations
Benefit: The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The recipient can squeeze through areas half is narrow as a single foot. Enhanced Realism (Cost 2000): A professional has done a complete external makeover on the prosthetic, making it the most realistic and attractive body one can lay their eyes on.
Benefit: +5 all Charisma based rolls, +1 Reputation Enhanced Organs (Cost 500)
Benefit: +10 to all Fort Saves. Enhanced Regeneration (Cost 1500, 3750, 9375): Advanced Micromachines gave way to Nanocarbon Skin. This causes the prosthetic to regenerate from wounds instead of needed regrafts.
Benefit: The prosthetic body heals at 1 hit point / minute per level. Firearm Weapon Mount (Cost 500): The recipient has a subcutaneous firearm embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check. The cost listed is only for the mount. The weapons cost +150% is required to finish the procedure. Only small and medium weapons can be concealed. Large ones remove the illusion of concealability.  Foam-Based Materials (Cost 1000): Not all cyborgs sink. Some models are designed to float with special foam-based construction.
Benefit: The Swim Penality is reduced by 15 (Max= 0). However, the suit looses 1 Hardness. Haste (5000, 12500, 31250): The prosthetic moves and acts more quickly than normal. This extra speed has several effects.
Benefit: When making a full attack action, the FBP may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects). The FBP gains a +1 bonus on attack rolls and a +1 dodge bonus to Defense and Reflex saves. Any condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. The FBP movement increases by 20 ft to a maximum of 60 ft. This affects the FBP’s jumping distance as normal for increased speed. Boosting this ability increases the bonuses by one. Level 2 gains a +2 bonus on attack rolls, a +2 dodge bonus to Defense and Reflex saves. Movement increases by 30 ft to a maximum of 70 ft. Level 3 gains a +3 bonus on attack rolls, a +3 dodge bonus to Defense and Reflex saves. Movement increases by 40 ft to a maximum of 80 ft. Increased Hardness Cost 1500 / 3750 / 9375
Benefit: +2 Hardness per level to a maximum +6. +4 and +6 levels loose their human-like skin on the arms, legs, and torso, replaced with an outside metallic covering Jump (Cost 1000, 1500, 2250)
Benefit: +10 to Jump checks, +20 to Jump checks, +30 to Jump checks, Overdrive (Cost 1000):
Benefit: This upgrade increases your base land speed by 30 feet. There is no effect on other modes of movement, such as climb or swim. As with any effect that increases your speed, this affects your jumping distance (see the Jump skill). One can use this ability for 10 rounds / day. Sexaroid (Cost 500 / 1500): Oddly enough, sex organs are an option. For most public models, it’s a given and is usually added onto the price when purchased (+500). However, for Military models and Robots, it is not standard and must be purchased. In the future, chemical imbalances can be controlled so cyborgs are not controlled by their hormones as much as normal people. In combat situations, it can be considered a hindrance. Some soldiers with permanent FBPs have their organs removed before going into combat. It really is not that hard an operation. The Sexaroid name, itself, actually refers to the unlicensed and hidden practice of modifying AI cyberbodies with sex organs. Because of public opinion, few corporations equip any models out the door with this upgrade. However, most have subsidiary groups or allied fringe corporations that would gladly fill in this need.
Benefit: Equipped with proper functioning sex organs. The +1500 price is for the sexaroid modification to Ghostless AI cyberbodies. It has a +2 Restriction.
Where’s all the cool stuff…
…like glowing skin and gills. Why don’t people have three arms? Where are the…
…This is not 80s cyberpunk. In the world of Ghost in the Shell, as more people became cyberized, the need to maintain humanity escalated. Yes, those people do exist and I imagine someone made cybernetics to fulfill those desires…but they are such in a minority, they are not being discussed as part of this setting. These cybernetics are for those wanted to improve themselves…not turn themselves into freaks…
…or maybe I am just being judgmental… |
Shock Circuit (Cost 1000)
Benefit: A successful melee touch attack deals 5d6 points of electric stun damage. When delivering the jolt, the recipient gains a +3 bonus on attack rolls if the opponent has a full body prosthetic Shout (Cost 500): Get really, really, loud. The recipient can emit an ear-splitting yell that deafens and damages people in its path.
Benefit: Any creature within the area is deafened for 2d6 rounds. A successful save (Fort DC 20) negates the deafness. Any exposed brittle or crystalline object takes 3d6 points of sonic damage. Can be accomplished once a day. Skin Sense (Cost 500): This involves Micromachines being implanted in the FBP skin that react to pressure, changes in temperature, and magnetic fields.
Benefit: This offers +2 to all Demolitions, Disable Device, Escape Artist and Sleight of Hand skill rolls. It also offers +4 to any skill rolls to identify a gas the body is exposed to and allows spot checks for situations involving magnetism, temperature and pressure. Spiders (Cost 1500)
Benefit: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The prosthetic body must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing subject retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Strength Boost (Cost 1500)
Benefit: The recipient becomes stronger, granting a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. The recipient can activate and deactivate it as a free action and it lasts up to ten rounds a day. Strength Increase (Cost 2000, 5000, 12500)
Benefit: +2 Strength, +4 Strength, +6 Strength. Toughness Increase (Cost 2000, 5000, 12500)
Benefit: +2 Constitution, +4 Constitution, +6 Constitution. Speed Burst (Cost 1000, 2500, 6250)
Benefit: +10 Movement Rate, +20 Movement Rate, +30 Movement Rate. Therm-Optic Camouflage (Cost 5000, 9000, 12500): This technology enables its recipient to turn invisible for a short time.
Benefit: She gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location if she isn’t attempting to hide requires a Spot check (DC 40 if the creature is immobile or DC 20 if it is moving). While invisible, she gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space. Activating or deactivating therm-optics is a move action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, it must be recharged and cannot be used the rest of the day. Additional boosts increase it to 20 rounds/day and 30 round/day C Y B E R N E T I C D E V I C E S
These are separate components that can invade or attach themselves to cyberbrains or prosthetic bodies. They can cause damage or boost the cybernetic attached. Brain Case (Cost 500): The Braincase is resembles a small piece of luggage with a fully built life support system to keep a Class B or A Cyberbrain alive for transportation.  Brain Surge (Cost 500): More of a weapon, the Surge is a power pack with a neural plug designed to overload and fry cyberbrains. It is used as a last resort to cyberbrains that are dangerous and committing acts that endanger lives.
Benefit: To surge a cyberbrain requires a melee touch attack and then one round of a successful grapple. Attaching the plug initiates the surge, forcing a DC20 Will save. A success causes 2d4 Int drain (drain, not damage) to the target. A Failure fries the cyberbrain totally. Each Surge can only be used once. Cyberbrain Lock / Brain Blocker (Cost 500): The brain-blocker stops all contact between the Cyberbrain and the outside world. One can no longer contact the target with a Brain blocker or even locate them.  Corpse Remote (Cost 1000): An attachment plugs into someone’s cyberbrain. Similar to the Decot, the Remote allows total control of that cyberbody…but through the cyberbrain already implanted. There cannot be any neural activity in the cyberbrain or the Corpse remote would be totally overridden by the dominant brain control. However, since a Prosthetic Body still technically functions if the brain has been fried, one can attach a corpse remote the cyberbrain via plug-link and operate the prosthetic body via remote control. Benefit: Control a Full Body Prosthetic remotely through a fried cyberbrain. The range (barring interference) is 50 miles but it can be boosted (x2 cost = x2 range). All skills suffer a –4 to all rolls. The Defense suffers a –2 Penalty. All hit rolls (melee and ranged), suffer a –2 penalty as well. The Corpse can operate indefinitely until the controller needs to eat or sleep. The price listed is just for the remote. The Prosthetic Body must have a blanked or fried cyberbrain. Someone contacting the corpse via cyberbrain communication will pick up the remote cyberbrain as if the remote was possessing the shell. In fact, only Ghost diving or a scanner than can detect the remote signal will give away the remote’s identity. The Controller must be in a sleep state to operate the remote. Decot (Cost 500): A Decot is simply a cyberbrain with nothing but remote electronics and encryption software inside. It is tied to a remote transmitter attached to the back of another Ghost’s Cyberbrain. The Decot slaves all functions to the controller. The controller does not operate physically herself, going inert, totally dedicated to the Decot function. That Cyberbrain is now operating totally through telepresence. This is more than just hacking into androids because androids have limited function and this is not the same as Ghost hacking other cyberbrain because there is no resistance and no rolling. This is a full cyberbrain implanted into a full prosthetic body, controlled remotely by another cyberbrain.
It is also referred to as a Remote Control Humanoid Terminal. Because of the lack of any organics or even a ghost, Decots require no air nor food and because their purpose is usually reserved for rescue or military applications, they seldom are as fully equipped as normal prosthetic bodies. They often lack human imperfections, fingerprints, or even sexual organs. The Controller must be in a sleep state to control the Decot.
Benefit: Control a Full Body Prosthetic remotely. The range (barring interference) is 50 miles but it can be boosted (x2 cost = x2 range). The mental attributes of the Decot is the same as the controller. All skills suffer a –4 to all rolls. The Defense suffers a –2 Penalty. All hit rolls (melee and ranged), suffer a –2 penalty as well. The Decot can operate indefinitely until the controller needs to eat or sleep. The Decot requires neither since it has no organics. The price listed is just for the cyberbrain. The Prosthetic Body must be purchase separately. Someone contacting the Decot via cyberbrain communication External Memory (Cost 500): Since everyone can digitize their memory now, everything anyone encountered can be recorded for perfect recall later. Of course…you may not want to remember everything at all times. It can also be important to backup ones brain once in a while, like one who backs up their computer. If your brain gets hacked and something is d |