| |
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)
- 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)
Skillwires
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
Cyborg rules
|
|
Tip: To turn text into a link, highlight the text, then click on a page or file from the list above.
|
|
|
|
|
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?
You don't have permission to comment on this page.