CYBERNETICS

Cybernetic Limbs Cybernetic Arms Cybernetic Legs Optical Implants Aural Implants Artificial Organs
Interface Equipment Misc Implants Droids Full Body Replacement One Stop Shopping Damage
The Force and Cyborgs Cloning

Cybernetics are most often implanted because the person has suffered a sufficiently grievous injury that replacement is necessary. With modern medical advances, it is often possible to grow lost body parts. However, cloning cells requires a great deal of time, expense, and often not available to most people. Cybernetics offer a relatively affordable option.

CHARACTER CREATION

When creating a cyborg player character, first determine if the cyborg is a full body replacement type, or a partial cyborg, or just someone with an implant or two. If the character merely has implants, allocate 1D for every implant, +1 for each 'slot' on the implant used. Artificial Organs cost 1D each at character creation. Implants cost 1D, and Neural Chips cost 4D for the receptacle and start out with two skills at 3D each. The specific purpose chips, such as the clock chip or the personality chip, cost an additional 1D each, at creation time.

For partial cyborgs, those having one or two limbs replaced with cybernetics, allocate attributes as normal. For the cybernetic limb, strength is 2D for each 1D allocated to it. One 'slot' for devices can be used per limb. Durability is 2D for each 1D allocated to it. Jumping bonus and Armor Dice are 1D for every 1D allocated. However, if the player chooses to take a minus to the jumping bonus, such as a -2D to jumping, he receives +2D to allocate to the character. (-2D to jumping is the max penalty, see below.) When creating a full body replacement cyborg, allocate attributes as normal, except strength and dexterity. For determining Strength and Dexterity, every 1D allocated gets 2D of attribute. Maximum of 8D strength or dexterity. Durability is tied into the strength dice. Use the rules above for any implants or jumping bonuses. Full Body Replacement cyborgs, that have obvious metal bodies receive the disadvantages: Unattractive Appearance at -3D, Unmistakable Feature/s at -2D. The character does not receive bonus dice for these disads.

Now, while it may seem at first that being a cyborg is a very inexpensive and easy way to create powerful characters, keep in mind the maintenance costs. Once you allocate dice to your parts, consult the charts below for maintenance costs. Tally all of them up, and that's what your cyborg needs to pay and find someone to do each month or start suffering penalties. So, on one hand they are very powerful, but on the other they have some big limits. See below for details.

Cybernetics are just machines. This means that they suffer the same defects and weaknesses as other high-performance machinery. They suffer from structural stress, long-term use, clogging from dirt, bad wiring, and malfunctions. Most cybernetics require constant maintenance. A fair estimate is that they require about 1-5% of their original cost in upkeep each month (GM's discretion). Obviously, this adds up over time. Most people with many implants sign up for long-term maintenance contracts to keep prices down.

Game note: One option for a GM who has characters with implants is to say that the implant goes inoperative when the character Complicates while using that particular implant. The implant will not work until Jury-rigged or repaired.

CYBERNETIC LIMBS

When a person loses a limb and cannot have it cloned and re-grown, they will often get the limb replaced with a cybernetic prosthetic. In spite of general misconceptions, most prosthetic limbs are relatively fragile things that do not grant the bearer super strength or other powers. Because they are usually made with a combination of bio-mechanical, ceramic, and electronic parts, they can be damaged nearly as easily as someone's real arm. When a person is fitted with a cybernetic limb they must also be "built-up" in other ways. You can't just attach a chunk of metal to someone's shoulder--it would rip right out. So, a lattice work of supports are also implanted throughout the torso to provide additional support.

Cybernetic Arms: Cybernetic arms come in a wide variety of shapes, sizes, and quality. They may sometimes have other devices implanted in them (each limb is considered to have 2 "slots" for additions).

Strength Value: serves as the Strength Attribute when this arm is used. Use the regular Strength attribute for damage, unless the Cyber arm is the target, then roll Armor Value + Durability vs. damage. What's left is damage to limb.

Dexterity: Approximating the fine motor skills of the human body is not easy. Many of the cheaper cybernetics out there make no such attempt. But the higher level ones equal and even surpass human abilities. The Dexterity value applies not only to Dex-based skills but to all Attribute and Skill checks that require fine motor skills, such as Repair Skills, Piloting Skills, Hide, Forgery that are attempted with the prosthetic. If the Character is replacing a lost limb, the new limb must be bought with enough Dex to replace the Dex dice that were lost with the original limb. Or beyond the previous level, if you have enough credits.

Armor Value: This is the layer of protection that surrounds the cybernetic unit. This is treated as normal armor and is cumulative with other armor worn over it. If Armor Value is beyond +2, then the arm is an obvious metal arm. Synthskin can hide only so much.

Durability: Represents the amount of damage the prosthetic can take before it will cease to function. When taking damage, add this die value to any armor die. See the Damage section below.

Cost: initial cost to buy the arm and have it surgically attached at the rating. All costs are cumulative (Thus an arm with a Strength of 1D will cost 5000 credits).

Maintenance: cost to keep the arm functioning that must be spent each month. For each month that passes without maintenance, there is a cumulative 1 in 6 chance that the arm will malfunction when used. Thus, after 2 months, there is a 2 in 6 chance, etc.

 

Strength Value
Cost Maintenance per month  
Dexterity
Cost
Maintenance per month
1D 5000 50   1D 1000 50
2D 10,000 100   2D 5000 100
3D 20,000 150   3D 10,000 150
4D 40,000 200   4D 25,000 200
5D 100,000 400   5D 50,000 400
6D 300,000 600   6D 150,000 600
7D 750,00 1000   7D 500,000 1000
8D 1.5 million 5000   8D 1 million 5000

 

 

Armor Value
Cost Maintenance per month  
Durability
Cost
Maintenance per month
+2 500 none   +2 500 10
1D 750 15   1D 1000 25
1D+2 1200 25   1D+2 2000 50
2D 2000 75   2D 5000 100
2D+2 5000 100   2D+2 10,000 150
3D 10,000 125   3D 50,000 300
3D+2 25,000 150   3D+2 100,000 700
4D 75,000 200   4D 500,000 1500

 

Cybernetic Legs: Cybernetic legs are almost always installed in pairs. It is difficult to balance a person with only one artificial leg. If this is the case, the character suffers -1D to all Dexterity rolls that rely upon movement, and is -5 to move. The legs may sometimes have other devices implanted in them (each limb is considered to have 2 "slots" for additions).

Strength Value: serves as the Strength Attribute when this leg is used. Use the regular Strength attribute for damage, unless the Cyber leg is the target, then roll Armor Value + Durability vs. damage. What's left is damage to the leg(s).

Jumping Bonus: This is added to any jumping rolls that are made.

Dexterity: Approximating the fine motor skills of the human body is not easy. Many of the cheaper cybernetics out there make no such attempt. But the higher level ones equal and even surpass human abilities. The Dexterity value applies not only to Dex-based skills but to all Attribute and Skill checks that require good balance, such as Stealth, that are attempted with the prosthetic. If the Character is replacing a lost limb, the new limb must be bought with enough Dex to replace the Dex dice that were lost with the original limb. Or beyond the previous level, if you have enough credits..

Armor Value: This is the layer of protection that surrounds the cybernetic unit. This is treated as normal armor and is cumulative with other armor worn over it.

Durability: Represents the amount of damage the prosthetic can take before it will cease to function. When taking damage, add this die value to any armor die. See the Damage section below.

Cost: initial cost to buy the arm and have it surgically attached at the rating. All costs are cumulative (Thus an leg with a Strength of 1D and Dexterity of 3D will cost 15,000 credits).

Maintenance: cost to keep the arm functioning that must be spent each month. For each month that passes without maintenance, there is a cumulative 1 in 6 chance that the leg will malfunction when used. Thus, after 2 months, there is a 2 in 6 chance, etc.

Strength Value
Cost Maintenance per month   Jump Bonus Cost Maintenance per month
1D 5000 50   -2D 1000 50
2D 10,000 100   -1D 2000 100
3D 20,000 150   0D 5000 200
4D 40,000 200   +1D 10,000 500
5D 100,000 400   +2D 25,000 1000
6D 300,000 600   +3D 50,000 3000
7D 750,00 1000   +4D 100,000 7500
8D 1.5 million 5000   +5D 500,000 15,000

 

 

Dexterity
Cost Maintenance per month
1D 1000 50
2D 5000 100
3D 10,000 150
4D 25,000 200
5D 50,000 400
6D 150,000 600
7D 500,000 1000
8D 1 million 5000

 

 

Armor Value
Cost Maintenance per month   Durability Cost Maintenance per month
+2 500 none   1D 500 10
1D 750 15   1D+2 1000 25
1D+2 1200 25   2D 2000 50
2D 2000 75   2D+2 5000 100
2D+2 5000 100   3D 10,000 150
3D 10,000 125   3D+2 50,000 300
3D+2 25,000 150   4D 100,000 700
4D 75,000 200   4D+2 500,000 1500

 

To whip up cybernetics quickly, see the One-Stop Shopping Chart.

OPTIONS

Biotech Neuro-shock Hand

Cost: 300 cr per pip of damage, with a base cost of 1000 cr for system, 1500 cr for operation to implant it. 150 cr maintenance
Force Potential Cost: -1
Note: Unllike the Repulse Hand, the cyborg can sense pain and sensation and looks like a real hand.

This cybernetic hand contains a series of miniature repulsorfield generators set into its palm and joints. When activated by a flexing motion, the fields activate and emit a fully-powered, short-range repulsor field, allowing the cyborg to push opponents away from their person, increase the power of their strikes in hand-to-hand combat, or even manipulate the fields to catch and parry blades, in a manner similar to a Repulse-hand. When determining Brawling damage, use the Shock Hand damage. Can't parry weapons, used for offense.

Repulse Hand

Cost: 300 cr per pip, with a minimum of 1500 cr for system, 70,000 cr for operation to implant it. 100 cr for maintenance
Force Potential Cost: -2
Note: The template doesn't allow a synthflesh covering, so it will always be a silver-blue metallic color. The hand doesn't contain any sensory capability, so the cyborg does not feel pain or touch through the hand.

The Repulse hand contains a small repulsor-generator inside it. Because of the repulsor-generator the hand forces melee weapons out of the way even before it touches the weapon---and this gives the owner of the hand an edge in combat. The hand can be used to parry melee weapons, the cyborg gains the Dex skill Repulse Hand at 0D, with 300 cr per pip in skill and must buy enough pips to equal to base Dex attribute. Repulse hand can be used in brawling to parry attacks, but the Repulsor generator isn't strong enough to cause damage, just enough to parry with.

 

 

OPTICAL IMPLANTS

Standard Implant

Cost: 5,000 cr for system, 1,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

A standard implant will replace one of the eyes of the person undergoing the procedure. It will provide the cyborg with standard human vision and have 2 "slots" in which other options may be fit.

Optical Options

Each of these options take up a slot in the optical implant, unless otherwise stated.

Broad Spectrum

Cost: 5,000 cr for system, 1,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

A Broad Spectrum option allows the cyborg to see in visual ranges beyond what the standard human eye can see. This includes seeing Ultraviolet light, which provides a kind of vision in dark, outdoor conditions. It also increases the bearer's ability to distinguish between colors, allowing him to discern between different objects more easily. The bearer gets a Boost in all Search and Tracking rolls that depend upon visual cues.

Light Amp

Cost: 2500 cr for system, 1,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

Light Amp permits the user to adjust light levels at will. This allows him to see in very minimal amounts of available light. The optic will also quickly compensate for flashes of bright light, giving the bearer +2D to Resistance rolls when attempt to avoid strobe or flash effects that would otherwise render him blinded.

Magnification

Cost: 5,000 cr for system, 1,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

With Magnification, the bearer can adjust his lens to either see very small objects (as if using a microscope) or to magnify objects in the distance (as if using a pair of binoculars). At standard cost, the optic will magnify small objects by 50x and far away objects by 10x. The purchaser can seek better optics that will double these values, but at three times the cost.

Extendable Eye

Cost: 2500 cr for system, 1000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

An extendable eye may be stretched out from the bearer's body up to 1.5 meters. Usually, a cyborg with this option actually has a pair of "bunny ears". Otherwise, it's a little disconcerting to see someone's eye come out of the socket and stretch for over a meter... Sometimes it can be a free-floating eye with its own repulsorlift (500 cr more).

Camera

Cost: 5,000 cr for system, 1,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

Cost: 5000 The camera option permits the bearer to use his eye as a kind of video and still camera. The information recorded may be broadcast to another location via a tiny internal modem (note that such transmission can usually be detected and easily traced). The quality depends on the cost of the optic. At 5000, it's pretty much equivalent to a standard hand-held video camera. At 15,000 you have professional news quality. At 100,000 you can shoot Citizen Kane II with it.

Computer Link

Cost: 2,500 cr for system, 500 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

A linked optic can display information transmitted from a computer via an internal modem or direct link (which is untraceable). This is useful to get a Heads-Up Display of data, maps, and other important pieces of information.

Weapons Link

Cost: 7500 cr for system, 1,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1

Cost: 7500 With this option, the bearer can link a specially prepared weapon (add 10% to the weapon's cost) directly to his eye. This grants +1D to all shots with that weapon. Furthermore, with a round of aiming, the bearer gets an additional +1D to hit (in addition to the normal +1D, so +2D all together).

AURAL IMPLANTS

Standard Implant

Cost: 5,000 cr for system, 1,000 cr for operation to implant it, 100 cr a month for upkeep.
Force Potential Cost: -1

The standard aural implant provides the bearer with normal human hearing (perhaps a bit better) and the ability to increase or decrease volumes at will. This gives the bearer a +1D to Search and Tracking rolls that depend on sound. A standard implant has 2 "slots" for additional options.

Comm Link

Cost: 2500 cr for system, 500 cr for operation to implant it, 30 cr a month for upkeep.
Force Potential Cost: -1
Note: Computer Op/Prog one level lower, takes half the time

The standard communications link acts like a phone or two-way radio receiver (but not a transmitter). As such, it is easily intercepted and traced. A secure link will cost about 10,000 credits (Difficult Comms rolls to hack it) and fills an additional slot. A small vocal transmitter can be implanted for an additional 5000 credits (this is not considered to take up one of the "slots" on the character).

Wide Frequency

Cost: 2500 cr for system, 500 cr for operation to implant it, 20 cr a month for upkeep.
Force Potential Cost: -1

This upgrade gives the bearer hearing that far exceeds normal human ranges. It more closely resembles that of a dog. The bearer can turn this on and off at will (otherwise he'd be barking whenever a siren was turned on). The bearer gets +2D to Searching and Tracking rolls that depend upon sound.

Broadband Receiver

Cost: 2500 cr for system, 500 cr for operation to implant it, 20 cr a month for upkeep.
Force Potential Cost: -1

With this addition, the character can use the implant to scan all unprotected comms frequencies. Note that most comms transmissions are protected by some level of encryption and the bearer of this implant cannot hack those without additional equipment.

Quick Translator

Cost: 10,000 cr for system, 1,000 cr for operation to implant it, 30 cr a month for upkeep.
Force Potential Cost: -1

The QT must be linked to a personal computer on the person's body. When it is, it will quickly translate any known language. Note that the translator is not foolproof and in its haste it may mistranslate some words (a fun little twist for the sadistic GM). But, the listener will get at least the gist of the conversation.

Decryption Module

Cost: 10,000 cr for system, 1,000 cr for operation to implant it, 30 cr a month for upkeep.
Force Potential Cost: -1

The Decryption Module option permits the bearer to upload any signals intercepted or directly heard into a companion computer and attempt to break the code. For the Base cost, this will act as Security skill of 3D for breaking codes only. For each additional Die, add 5,000 x the new value. Note that this is cumulative. So a 5D decryption module will cost 10,000 (based) + 20,000 (level 4), + 25,000 (level 5). The Decryption Module cannot exceed 6D. The time required to break the encryption depends upon the complexity of the code (GM's discretion).

Recorder

Cost: 2,500 cr for system, 500 cr for operation to implant it, 5 cr a month for upkeep.
Force Potential Cost: -1

Cost: 2500 With an implanted recorder, the bearer can download any information that is intercepted or overheard to a memory package kept on the body (or to which the information is transmitted). The bearer can record 4 hours before having to upload the information. The recorder's memory can also have music (or other audio) uploaded into it and played back at the wearer's will.

 

ARTIFICIAL ORGANS

Aside from the peg-legs and hand-hooks of old sea captains, artificial organs are probably the galaxy's oldest form of cybernetics. For game purposes, assume that any standard human or most alien organs may be replaced with an equivalent artificial counterpart. Those implants will be fairly expensive, but will not require great amounts of maintenance. Furthermore, they do not bestow additional abilities on the bearer. The implants below are those rare items that do increase the bearer's abilities.

Inhalation Filtration System

Cost: 15,000 cr for system, 1,000 cr for operation to implant it, 80 cr a month for upkeep.
Force Potential Cost: -1
Note: Computer Op/Prog one level lower, takes half the time

The IFS attempts to protect the bearer from any harmful substances in the air. It acts as a very advanced gas mask and is always operational. Normal toxic gasses and airborne allergens will have no effect on the bearer. However, new toxins that have not been identified by the IFS's creators may get though the filtration system. In these cases, the bearer has +2D on Resistance rolls against the "new" toxin.

Nerve Amp

Cost: 700 cr per +1 to dex attribute, 1,000 cr per +1 to dex, for operation to implant it, 100 cr per +1 to dex attribute a month for upkeep.
Force Potential Cost: -2

This is actually a series of implants which serve to increase the response time and sensitivity of the bearer's nerves. This results in slightly increased reaction time and hand-eye coordination. This grants a Boost to all Dexterity-based skills and for every 3 pips, initiative goes up +1.

Epidermal Filtration System

Cost: 20,000 cr for system, 3,000 cr for operation to implant it, 500 cr a month for upkeep.
Force Potential Cost: -2

Like the IFS, the EFS serves to keep toxins out of the body. With the advances of biological and toxicological warfare, the danger of airborne weapons has increased significantly. The EFS is not perfect, but can be the difference between life and death. It gives the bearer +2D to resist all airborne toxins that act through absorption through the skin.

Blood Filtration System

Cost: 50,000 cr for system, 1,000 cr for operation to implant it, 50000 cr a month for upkeep.
Force Potential Cost: -2

Like the other FS's, BFS sifts through the bearer's blood and removes harmful elements that it can recognizes. This gives the bearer +2D to resist diseases and drugs that work in the bloodstream (this includes alcohol). The BFS must be "recharged" every month for a cost of 5000 credits.

Muscle Lacing

Cost: 20,000 cr x new strength level, 5,000 cr x new strength level for operation to implant it, 50 cr x new strength level a month for upkeep.
Force Potential Cost: -4

Muscle lacing is a technique in which the surgeons implant a series of biological and artificial materials that support and enhance the bearer's strength. The technique is still being developed and is not foolproof, but it can provide some significant increases. The costs are cumulative (thus a character going from a natural Strength of 2D to 5D must pay 3Dx20,00 +4Dx20,000+5Dx20,000 = 240,000 credits! However, the lacing is not noticeable with most detectors, unless a close medical exam is done. The Lacing has an upkeep of 100 credits per month. If the character's muscles are severely damage by other means (blaster wounds, for example), the Lacing will have to be repaired or replaced (GM's discretion). Finally, the biological materials will disintegrate over time, meaning the entire system must be rebuilt after 5 years. Lacing cannot be used to upgrade prosthetic limbs.

Brain Box

Cost: 20,000 cr for system, 10,000 cr for operation to implant it, 150 cr a month for upkeep.
Force Potential Cost: -9
Note: Full Conversion Cyborg or a heavily modified body

Only for full conversion cyborg, or someone who has heavily modified their body. With a brain box, the bearer's brain is complete protected from physical damage. It is wrapped up in an extremely strong layer of metals and ceramics that will resist bullets, heat, cold and even a lack of oxygen (internal tanks will supply up to 1 hour of oxygen necessary to keep the brain alive). This is a good thing if the rest of the bearer's body is destroyed.

Simple Replacement Parts

Hand -Cost: 1,000

Eye -Cost: 2,750

Ear -Cost: 2,750

Heart -Cost: 5,000

Lungs -Cost: 4,000

INTERFACE EQUIPMENT

There are a wide variety of ways for people to interface with computers and other technology. The most standard are listed below.

Brain Plug

Cost: 10,000 cr for system, 5,000 cr for operation to implant it, 50 cr a month for upkeep.
Force Potential Cost: -1
Note: Computer Op/Prog one level lower, takes half the time

This interface unit permits the user to plug his nervous system directly into a computer. It allows for instantaneous transfer of information from the brain to the computer (and visa versa). The bearer is still limited by the bounds of human abilities however. It increases the speed of all Computer Op/Prog rolls by 50% (a character can do 2 such actions in a round without penalty). It also lowers difficuly level by one to all such rolls. It also permits completely secure transactions between the person and the computer. Finally, multiple bearers may connect to one another through some kind of server-CPU to instantly share thoughts. It is a fairly invasive procedure and there needs to be a 50 cr/month upkeep.

Borg Construct Aj^6

Cost: 80,000 cr for system, 70,000 cr for operation to implant it. 400 cr cheaper without Cyborg/Droid interface
Force Potential Cost: -3
Note: Increases Computer Prog/Repair by 2D; Increase any Knowledge or Technical skill by 1D, can store upto 8D of data. Can read the data in databanks at anytime.

The Aj^6 is a sophisticated cyborg construct that allows a being to become a cybernetic computer interface liaison able to mentally control computer systems. The device is implanted against the skull, and sends nanothreads into the brain to form a link between the biocomputer unit and the cyborg. In addition to what the brain plug above does, it can also utilize knowledge cartridges.

The Aj^6's internal computer stored vast amounts of data, though additional information could be accrued with the use of knowledge cartridges . These devices plugged into ports on the back of the Borg Construct, and held data on virtually any subject. This allowed cyborgs to load and process data as and when needed.

Despite the advantages of a Borg Construct, the Aj^6 came under criticism since it was seen to limit a wearer's personality, and almost literally turned them into walking machines. This resulted in a lack of face-to-face communication between a cyborg and other sentients, since their attentions were often turned to central computers.

Knowledge Cartridge(s)

A knowledge cartridge plugged into a slot on a Borg Construct Aj^6 cybernetic implant as a form of additional storage device, complimenting the Aj^6's internal memory. They are invaluable as they allow cyborgs to quickly and easily change the information that is accessible to them at that time. Cartridges come as either knowledge-based cartridges, providing general information, or technical cartridges that provide knowledge on specific technical applications.

Cost:

Knowledge Skill

Cost
Basic (3D) 250
Expert (5D) 750
Master (6D) 1,000

Technical Skill

Cost
Basic (3D) 500
Expert (5D) 1,500
Master (6D) 2,000


Force Potential Cost: 0
Note: Can only hold 6D worth of skills

MISCELLANEOUS IMPLANTS

Courier System

An implanted chip that allows user to carry data inside their person. Courier can't access info unless the implant is plugged into a droid or computer.

Cost: 5,000 cr for system, 20,000 cr for operation to implant it.
Force Potential Cost: -2
Note: can carry 8D of data, 50cr a month for upkeep.

FULL-BODY REPLACEMENTS

Full-body replacements are pretty rare in developed systems. Even on former Confluence worlds. They only occur when the victim has suffered such grievous harm that his body is destroyed and full replacement is the only way he will survive. Even then, he must have friends in high places (or a large personal fortune) to pay for the replacement. Or take out a big loan from a loan shark which usually can be worked off by working for the loan shark....

If the cyborg is created at Character Creation, see that section for appropriate rules. Later in the game, rather than build a full 'borg from scratch (putting together each component), consult the table below and choose the desired value and record the appropriate cost. Remember to note the monthly maintenance cost!

Next, the standard full cyborg will have 2 standard optic implants, 2 standard aural implants, a brain plug, a brain box, and all the various filtration systems. For an additional investment, the Borg can purchase install up to 8 optical implants and 8 aural implants. GMs may decide to permit fewer or more slots as appropriate. Also keep in mind that the limbs can each have 2 slots worth of devices implanted.

If this takes too long, consult the One-Stop Shopping Catalog below.

Strength Value: This replaces the character's former Strength attribute completely. This value always starts at 1D.

Jump Bonus: This is added to any jumping rolls that are made.

Armor Value: This is the protective value of the 'Borg's outer shell. It may be layered with additional armor. This costs 1% of the original cost to repair each pip of damage.

 

Strength Value Cost Maintenance per month   Dexterity Value Cost Maintenance per month
1D 20,000 200   1D 25,000 400
2D 40,000 400   2D 50,000 800
3D 80,000 700   3D 100,000 1500
4D 150,000 1200   4D 250,000 3000
5D 500,000 2000   5D 750,000 5,000
6D 1 million 5000   6D 1.5 million 10,000
7D 5 million 10,000   7D 7 million 20,000
8D 10 million 20,000   8D 15 million 40,000

 

 

Maintenance per month   Jump Bonus Cost Maintenance per month
100   -2D 1000 50
200   -1D 2000 100
500   0D 5000 200
1000   +1D 10,000 500
2000   +2D 25,000 1000
5000   +3D 50,000 3000
10,000   +4D 100,000 7000
20,000   +5D 500,000 15,000

 

 

Armor Value

Cost Maintenance per month
+2 5000 none
1D 10,000 150
1D+2 20,000 250
2D 50,000 750
2D+2 100,000 1000
3D 300,000 1250
3D+2 750,000 1500
4D 1.5 million 2000

ONE STOP SHOPPING

Adding up the value of various components can be cumbersome, especially for GM's trying to come up with 'borgs on the fly. The table below are intended to facilitate your cyborg-shopping spree.

Implant Packages

assume that the character has chosen 2 standard implants and fully outfitted them with options.

Implant Package Constituents

Cost

Combat Optics Weapons Link, Light Amp, Broad Spectrum, Magnification 25,000
Crook's Optics Broad Spectrum, Computer Link, Light Amp, Magnification 20,000
Civilian's Optics Camera, Computer Link, Light Amp, Magnification 20,000
Combat Audio Secure Commlink, Wide Frequency, Broadband Receiver 20,000
Civilian's Audio Commlink, Broadband Receiver, Recorder, Wide Frequency 15,000
Combat Internals All Filtration systems, Nerve Amp 110,000
Assassin's Internals IFS, Nerve Amp, Muscle Lacing 220,000 (assuming character went from 3D to 5D Strength)
VIP's Internals All Filtration systems, Brain box, Brain plug 115,000

Prosthetics

Prosthetic Package Constituents Cost
Combat arm 5D Str, 0D Sens, AV=2D, Dura=2D 117,000
Civilian arm 3D Str, 0D Sens, AV=+2, Dura=1D 31,500
Combat legs 5D Str, 0D Sens, AV=2D, Dura=2D+2, Jump +2D 132,000
Civilian legs 3D Str, 1D Sens, AV=1D, Dura=1D+2, Jump 1D 23,750

Full-body Replacements

Perfect for the man who has everything (or nothing, as the case may be...)

Body Type Constituents Cost
Standard Combat Borg 5D Str, 4D Dex, AV=3D, Jump +2D +Combat Optics, + Combat Aural, + Combat Internals 1,130,000
Advanced Combat Borg 7D Str, 6D Dex, AV=4D, Jump +4D, + Combat packages. 4,755, 000

Damage to Cybernetics:

When a cybernetic character is hit in combat and receives damage, he must roll the durability die and armor die vs. the damage rolled and consult on the chart. The character must also roll his non-enhanced Strength die for damage to his organics, plus Armor and ect., as normal. Full Body Replacement cyborgs, simply have to roll Armor dice + Strength dice vs. Damage Roll. Implants are affected differently, since they are below the skin and are somewhat delicate, see the Implant Damage chart below.

 

Damage Roll >= Durability+Armor Roll

Cybernetic unit is:
0-3 Not seriously damaged
4-8 Lightly damaged
9-12 Heavily damaged
13-15 Severely damaged
16+ Destroyed

 

Implant Damage Chart

Injury suffered by character:

Damage to Implants
Wounded Lightly Damaged (-1 pip)
Incapacitated Heavily Damaged (-1D)
Mortally Wounded Severely damaged (Useless, but may be repaired)
Killed Destroyed

Droids and Human Replica Droids

Some players will want to play a droid or Human Replica Droid, and that's ok, so far that the GM is able to balance the game, since droids can be very powerful in both skills and abilities. Needless to say, being a droid is expensive in terms of costs and sometimes in playability. See the Cynabar's Fantastic Technology - Droids book for more information and rules for creating one.

The Force and Cybernetic Replacements

Force sensitive characters can have cybernetic replacements but with a cost to force potential. Use the following chart:

Part FP Cost
Hand/Foot -1
Forearm/Foreleg -3
Entire Limb -5
Two Limbs -10
Three Limbs -15
Four Limbs -20
Per Organ -2
Torso -20

This chart assumes that the character is a humanoid, with four limbs. For aliens with more than four limbs, may need to come up with own rules.

Note: Some Krath or Sith techniques enable retention of FP beyond physical form.

Cloning

Cloning was the process of creating a genetically identical or—purposefully and specifically—modified copy of an original organism. It was also one of the key factors that facilitated the end of the Galactic Republic and the dawn of the Galactic Empire in its place. During Imperial times and after, cloning was very restricted in its application.

Cloning Replacement Parts

Officially, cloning replacement parts is illegal, and when you can find someone to do it, its extremely expensive.

Cloning expert races / groups

Kaminoans- Kamino
Polis Massans- Polis Massa
Khommites
Ithorians
Lurrians
Verpine
Columi
Yuuzhan Vong
Arkanian Microtechnologies