Cyborgs
Ralts took a drag off of the cigar and tapped the ashes onto the concrete floor of the show-lot. Blowing the smoke into the air, he grinned at the buyers who were standing before him with cred-chips in hand.
"So, cyborgs are where you're at? Now, some of you are from different technologically advanced societies, at different levels. My company doesn't believe in handing too far advanced material over, so I'll be showing you seperately." He looked at each of them with his cerasteel eyes. "I will sell the pertinant technological data to you, based upon your progress levels. Do not try and cheat an arms dealer."
With that, he brightened, and turned toward a flat, low-slung building marked with heavy environmental control machinery.
"Join me, gentlemen, and see where metal meets flesh, and both become more."
Cyborg: (noun) A cybernetic organism. Part man, part mechanical prothesis.
Cyborg: (adj) Cybernetically augmented.
In the Nova Wars Universe, only Terra-Human's nervous systems are rudimentary and rugged enough to handle cybernetics. All other races are too far "evolved" and cannot handle the implants due to nueralogical shock, as well as thier bodies being too "sensitive" to handle the invasiveness of the surgery and implantation procedure. Only Terra-Human self-image can handle the feel, yearn for the feel, of the implant within themselves.
Ralts waved his hand at several clearsteel cases, in which human torso's rested, legless, armless, headless. Some were bulky and crude, like rough manniquens made of clay, others were sleek and looked like stylized chrome statues of the idealized person. Others were blocky and menacing looking. Male and female both, half of the torso was covered with synth-skin, the other half armor, and when it rotated, it showed the complex technology inside.
"The base of your full conversion package, gentlebeings. The cybernetic torso. It replaces heart, lungs, liver, intestines, with a fusion engine capable of extracting energy from 98% of the mass. Developed mid-21rst Century Terra, this is availabe to all of you. Only the micronization used is varying." Ralts smiled. "The heart, if you would."
Torso Replacement is your base chassis, the *light* version. For combat chassis, etc, you need to add in the enhancements that follow the chassis types.
For this, the base implant amount is:
Head: Con Modifier +1
Torso: Con Modifier Doubled
Upper Arms: Con Modifier +1
Lower Arms: Con Modifer
Hands: Con Modifier -1
Thighs: Con Modifier +2
Shins: Con Modifier
Feet: Con Modifier -1
Each cybernetic that goes over this limit, drops the Con Modifier by one for the purposes of everything but cybernetic enhancements.
In the case of torso replacement, the character is immediately loses all constitution bonuses to fortitude, hit points, etc. They still retain a constitution score, however, due to the few remaining biolgoical parts. However, they suffer a -8 penalty to Constitution, and they may only have as many cybernetics as a fully artificial limb replacement may contain.
A character with a cybertorso may not keep any limbs or other biological features (aside from synth-skin replacements) except for thier brain and 2-3 inches of spinal cord.
Torso Replacement (PL 7)
This is the beginning of full cybernetic conversion for a character. The cyber-torso means, simply, having your brain scooped out and put in a life support chassis, and your body entirely replaced.
The character does NOT become a contruct, is still subject to critical hits, mind affecting spells, psionics and massive damage checks.
The Torso replacement comes complete with organ replacement, advanced prosthetic limbs, and a basic cerbral chassis, although these can be purchased seperately.
• Type: External
• Hardness: 10 (limb hardness (If Any) is raised to meet torso, torso hardness does not increase to meet any limb hardness)
• Hitpoints: 100 bonus hit points base for the chassis.
• Slots: 4
• Base Weight: 200 lbs
• Base Purchase DC: 32
• Restriction: Liscensed (+1)
Improved Torso Replacement [PL 8]
As per Torso replacement, this one takes advantage of newer materials, better minaturization, and faster processors, as well as better cyberentic technology. The torse is better armored
The Torso Replacement comes complete with Advanced Artifical Organs, Hyperlimbs and an advanced cerberal chassis.
• Type: External
• Hardness: 15 (limb hardness is raised to meet torso)
• Hit Points: 150 bonus hitpoints to total
• Slots: 8
• Base Weight: 175 lbs
• Base Purchase DC: 35
Advanced Torso Replacement [PL 9]
With advances in nanotechnology, hyperwave computers, and tougher, more resiliant materials that are also lighter and able to handle the rigors of combat. The Torso Replacement comes complete with Advanced Artifical Organs, Hyperlimbs and an advanced cerberal chassis.
• Type: External
• Hardness: 25 (limb hardness is raised to meet torso)
• Hit Points: 200 bonus hitpoints to total
• Slots: 12
• Base Weight: 100 lbs
• Base Purchase DC: 40
Chassis Options
reenforcement: This involves further structural integrity reenforcement, stronger materials, and thicker armor. Each level taken of this uses one slot, and increases the following:
DR: +1/-
Weight: 15 lbs
Hit Points: 50
Base Purchase DC: one half total torso cost
External weapon mount
This involves internal power leads and energy storage, or ammunition storage, targeting system leads, reenforcement and mount substructure. The weapon mount is capable of carrying a single weapon up the same size as the cyborg. For weapon capacity larger, another slot must be devoted to muntions and structural reenforcement. If reenforment (above) is chosen, and the weapon uses external munitions storage, then the weapon may be one sized larger than the cyborg for free.
A weapon may be a maximum of one size larger than the cyborg.
Weight: 20 lbs
Hit points: No change
Base Purchase DC: 1/5th base torso cost.
Energy Shield Projector [PL 8]
The ability to adjust lines of magnetic force to create a nearly physical field around the cyborg requires massive power and generators. This protects the cyborg, but also means that no onboard energy weapons, flight systems or high power scanning/communications may be used while the field is up due to power drain.
Defense Bonus: +6 deflection bonus
DR: 5/lasers
Slot use: 2
Base Purchase DC: 1/4 base torso cost
Environmental support [PL 7]
Adding in micronized starship life support systems, additional nutriant storage, and air purifiers, the cyborg may live off of internal live support for 1 hour per rating (up to 10) and exist in vacuum/hostile environments without damage via suffication.
Slot Use: 1 + 1/4 rating (rounded down)
Base Purcahse DC: 1/10 base torso cost +2 per Rating (Max of 10)
Hyperlimbs [PL 8]
Hyperlimbs replaces the former biological limb with advanced alloys, software, computers and high tensile constrcuts. With memetic polyalloys and nanofluid resiviors, complete with micro-creation engine, the Hyperlimb is today's answer to computers and implants of the past.
Benifit: A hyperlimb not only duplicates the previous limbs function, but has enhanced strength, reflexes and toughness. It does not count toward the total number of cybernetic attatchments and allows up to 2 additional attatchments on that limb free of cost. In the case of full body replacement, the hyperlimb has as 1/4 of the slots of the torso +2. The limb has +4 strength, +2 Dex. Creation Engine software allows those slots to be automatically configured on the fly as long as the fees are promptly paid up by the onboard nanoconfiguration nanites.
• Type: External
• Hardness/Hit Points: 10/20 (for each limb, 10 bonus HP to total)
• Base Purchase DC: 25
• Restriction: Liscensed (+1)
Cerebral Chassis[PL 7]
By removing the brain and putting it in a nutrient filled resivior, attaching optical cybernetics and connecting neural motor control tissue to cybernetic body controls, this cybernetic removes the physical body entirely. Mnenomic enhancers are added, as well as hardware and software for constant diagnostics. Radio implants keep the brain in contact with other cerebral chassis within 20' (12 channel)
Benift To your meat body? None. They toss it in the dumpster. Con, -8, Str: Reduced to zero, Dex: Reduced to Zero, +4 Int, Cha -8. Constitution bonus is set at +4 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip.
• Type: External
• Hardness/Hitpoints: 0/5
• Base Purchase Price: 40
• Restriction: Liscensed (+1)
Military Cerebral Chassis [PL 8]
As above with the following changes:
Constitution bonus is set at +8 for the amount of cybernetics the character can recieve. The following are not considered to have a cost: Visual sensors, audio sensors, audio speech device, ID chip. Robotic accessories and sensor systems are considered to be cybernetic implants.
Intillegence +8, Spot, Search, Listen +4 equipment bonus.
• Hardness/Hit points: 10/30
• Base Purchase Price: 50
• Restriction: Military (+3)
OK, I overdid it again yesterday, so I've gotta lay down for awhile. I know, you want it now, but give me a day or two to get more in depth. Tell me if there are any glaring errors beyond fine tuning in the above.
--Ralts