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Cyborg rules

Page history last edited by Veggiesama 16 years, 4 months ago

(Assumptions/changes from core rules in blue)

 

Cranial Containment Unit (CCU)

  • Cost: 250,000 nuyen (+10,000 nuyen for Cyborg Adaptation vehicle mod); Availability: 18
  • Delta-grade only (already figured into cost).
  • Includes:
    • Integrated commlink (Rating 4): Each Matrix attribute can be upgraded as normal
    • Simsense booster: +1 IP for the Matrix (already figured into Initiative) 
    • Control rig: +2 on all Vehicle skill tests
    • Hot-sim modified sim module: +2 bonus for all Matrix Actions (all jumped-in actions are Matrix Actions)
    • Skillwires (R5): Handles skillsofts up to Rating 5. Up to 10 skillsofts at a time. Simple Action to change selection.
  • Capacity 12 (no bioware) for additional cyberware, according to Arsenal.
    • (I am not sure which cyberware can be applied to the CCU, since it's not the drone body or sensor systems.) 
  • A cyborg is always considered "jumped-in" to its drone body
    • However, the cyborg does not need to spend a Complex Action each turn to drive its body

 

Cyborg PCs

  • Your drone body determines your physical attributes
  • Your brain's base metatype (human, ork, etc.) determines your mental/special attribute minimums/maximums
  • The CCU costs 250,000 nuyen (50 BP / 100 Karma)
    • Add this cost to your metatype cost for character creation purposes

    • This cost doesn't count against your maximum Karma for nuyen
  • Mental attribute costs are doubled
  • Most active skills are restricted, so cyborgs generally use skillsofts
    • Skillsofts and skillsoft program options don't count against your maximum Karma for nuyen
  • Choose a cyborg origin:
    • Clonal brain: +1 bonus to Vehicle skills. No knowledge skills. Active skills capped at 5, except Cracking and Electronics. +2 bonus to Sanity Tests.
    • Adult brain: Transfers Active, Knowledge, and Language skills. -1 penalty to non-skillwire Combat, Physical, Social, and some Technical Tests. Active skills capped at 5, but pre-existing skills aren't capped. -2 penalty to Sanity Tests.
    • Child brain: Transfers Active and Language skills. Active skills capped at 5. No bonus/penalty to Sanity Tests.
  • Choose a cyborg origin (alternative house rules for simplicity):
    • Clonal brain: +1 bonus to Vehicle skills. Active skills capped at 3, except Cracking and Electronics. +2 bonus to Sanity Tests.
    • Adult brain: Active skills aren't capped. -2 penalty to Sanity Tests.
    • Child brain: Active skills capped at 4. No bonus/penalty to Sanity Tests.
  • No pre-existing implants allowed, except for some cultured bioware (by GM approval).
  • Miscellaneous:
    • Cyborgs sink in water, but they don't drown
    • Immune to asphyxiation, starvation, and toxins
    • Resonance/Magic attributes automatically become 0

 

Cyborg Attributes / Skill tests

  • Body
    drone's Body + cyberarm enhancements
    Agility
    commlink's Response + drone's Handling + cyberarm enhancements
    Reaction
    commlink's Response + drone's Handling
    Strength
    drone's Body + cyberarm enhancements
    Charisma, Intuition,
    Logic, Willpower
    as normal, though they cost x2 Karma to raise
    Essence 0.1
    Magic/Resonance Always 0
    Movement rate Walking (medium-sized): human walking speed (10)
    Walking (large-sized): troll walking speed (15)
    Running: drone's Speed
    Attack test Gunnery + Sensor
    Anthroforms may use relevant weapon skill instead of Gunnery
    Defense test Response (+ Dodge if Full Defense)
    Damage resistance Body + Armor, hardened armor equal to drone armor
    Anthroforms can probably wear metahuman armor
    Infiltration test Infiltration + Response
    Initiative test
    Intuition + commlink's Response (4 IPs)
    Maneuvering test Vehicle skill + Response
    Perception test
    Perception + (Sensor or Intuition, whichever is lower)

 

Drone bodies

  • Maximum modification slots: 4 or Body rating, whichever is higher
  • The cyborg drones in Arsenal each have 2 Mechanical Arms, according to errata.
    • Optionally, the mechanical arms can be tricked out like full cyberlimbs (GM has final say).
    • Each obvious cyberarm has 15 capacity, while a synthetic cyberarm has 8.
    • Look at House Rules for how cyberlimbs work. Anthro drones have leg, leg, torso, arm, arm (divide by 5) for averaging purposes
  • Added a new House Rule to simplify the stupid, over-zealous Sensor upgrade rules

 

Biofeedback (AKA brain-slosh whiplash)

  • Any time the drone body takes Physical damage, the brain resists half that amount (round up) in Stun damage.

  • This damage is resisted with Willpower + Biofeedback Filter.
  • The brain is equipped with a Rating 6 damage compensator.
    • Ignores 6 Stun damage before determining injury mods.

       

Skillwires

  • Anthroform body: Skillsofts run normally.

  • Non-anthroform body: Regular skillsofts suffer a -2 penalty, or you can pay double costs/availability for a custom skillsoft.

 

Magic

  • All spells target the drone's non-living body (which is treated as an object), while the living brain cannot be targeted
  • Physical spells must beat Object Resistance (Threshold 6+)
  • Indirect combat spells are resisted with Armor x 2 (or just Armor for Elemental effects)
  • Mana spells are ineffectual, and the brain is undetectable by Assensing.

 

Maintenance

  • Maintained with Cybertechnology + Logic (20, 30 minutes) Extended Test every week.
  • Costs 2000 nuyen a week (or add +8000 nuyen to Lifestyle costs)
    • DocWagon is covering this cost as part of your employment contract
  • Transferring the CCU unit between drones takes 1 minute, but it takes a day to familiarize itself with the new body

 

Hacking

  • Commlink has active, passive, and hidden modes
  • Wifi can be disabled as a Free Action without losing control of the drone body
  • Simultaneous actions in the physical and Matrix worlds are treated like a hacker in multiple nodes

 

Sanity Test

  • Willpower + Intuition (1 + missed maintenance sessions) once a month
  • Failure burdens cyborg with 5 BP Negative Quality, or -1 Mental attribute/maximum 

Comments (2)

Veggiesama said

at 3:13 pm on Jun 14, 2010

Okay I'm done fiddling with this... I am still confused about when exactly Handling applies, whether cyberarm enhancements might make the cyborg TOO powerful, and what kind of additional cyber/bioware you can actually slap on the brain.

Tlasco said

at 1:15 pm on Jun 15, 2010

Well, I doubt cyberarm enhancements are a big deal. The max body I can load into it only increases the average up to 7 (with that damnable house rule).

Wait. If I have 7 body, so that mean I have 3 more slots to outfit my cyborg with?

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