Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
 
 
 
CYBERNETIC DEVICE DESIGN
There are a broad variety of Cybernetic devices possible, however some general guidelines apply to their general design.
ACTIVE POINT LIMITS
Cybernetics have a soft cap of 30 Active Points for run-of-the-mill commercially available devices. Better versions exist, up to 60 Active Points, but such devices are not mass produced; they are custom designed and tailored to suit the physical host and frequently require a good deal of fine tuning to keep operating at peak efficiency in addition to costing a lot of money.
Basically certain filthy rich NPC's with the resources and inclination such as a Yakuza oyabun or a top echelon Runner can afford such devices, but they are extremely rare. In most MetaCyber campaigns such devices would be encountered seldomly or never unless the GM started the campaign at a much higher point level. Thus for all intents and purposes 30 Active Points is the effective point limit for Cybernetics without GM permission.
"CYBERNETIC" LIMITATIONS
There are many ways to design Cybernetic devices in the HERO System. However some attempt at defining how certain basic concepts common to Cybernetics are handled is a worthwhile exercise to ensure consistency.
RESTRAINABLE, FOCI, AND NO LIMITATION
The following chart indicates when specific Limitations should be used to consistently model devices in a way that has internal consistency within the bigger picture of the setting.
CYBERNETIC LIMITATIONS
Limitation Circumstance
Restrainable (Physically, -1/4) When a Cybernetic device can be physically interfered with or prevented from functioning, but has no unshielded electronics that are vulnerable to an Electro Magnetic Pulse (EMP) or similar effect, and can't easily be removed from the character use Restrainable at this level.
Restrainable (by EMP's , -1/4) When a Cybernetic device cannot be physically interfered with or prevented from functioning, and can't easily be removed from the character, but has unshielded electronics that are vulnerable to an Electro Magnetic Pulse (EMP) or similar effect, use Restrainable at this level.
Restrainable (Fully, -1/2) When a Cybernetic device can be physically interfered with or prevented from functioning but not removed without surgery, and has unshielded electronics that are vulnerable to an Electro Magnetic Pulse (EMP) or similar effect, use Restrainable at this level.
Focus IIF (-1/4) When a Cybernetic device is shielded from EMPs (or lacks electronics), isn't obvious or easily accessible, but can be removed out of combat without surgery, use Focus at this level.
Focus IAF (-1/2) When a Cybernetic device is shielded from EMPs (or lacks electronics), isn't obvious, but is easily accessible and can be removed in combat without surgery, use Focus at this level.
Focus OIF (-1/2) When a Cybernetic device is shielded from EMPs (or lacks electronics), is not easily accessible, but is obvious and can be removed out of combat without surgery, use Focus at this level.
Focus OAF (-1) When a Cybernetic device is shielded from EMPs (or lacks electronics), but is obvious, is easily accessible, and can be removed in combat without surgery, use Focus at this level.
Visible (-1/4) When a Cybernetic device is shielded from EMPs (or lacks electronics), is not accessible, and cannot be removed without surgery, but is obvious (and would not normally be so), the Visible Limitation is appropriate.
No Limitation When a Cybernetic device is shielded from EMPs (or lacks electronics), is not obvious, or accessible, and cannot be removed without surgery, there is no Limitation.
RESTRAINABLE
Restrainable devices are generally sturdier than Foci based devices, but can still be interferred with by specific circumstances. Unlike Foci based devices Restrainable devices can't be directly targetted and damaged under normal circumstance.
However, while Restrainable devices are more durable than Foci based devices, since they are typically implanted or otherwise difficult to get at, replacing them is done at full expense, not using the "Replace" cost reducer on the price chart.
RESTRAINABLE (BY EMP)
Cybernetic devices that are Restrainable by EMP's are shorted out by Electro Magnetic Pulses and similar effects. Mild EMP's might only cause them to short out for a little while (a combat scene for example) until they can be reset, but stronger EMP's can require significant repairs to undo, and particularly strong EMP's can simply fry such devices completely and thus require them to be uninstalled and replaced with new ones.
At the GM's discretion, Cybernetic devices that have been shorted out and reset or repaired might acquire Activation Rolls (with no return in points to the character) indicating that their circuitry is damaged and no longer completely reliable.
RESTRAINABLE (PHYSICALLY)
Devices bought with Restrainable (Physically) lack electronics and can't be removed without surgery, but can be prevented from functioning by restricting the cyborgs ability to move them. This is typically used for Cybernetic melee weapons like KnuckleSpurs and CyberClaws.
FOCI
Cybernetic devices bought as Foci can be targeted and destroyed directly; the normal rules for breaking Foci apply. Since they are affixed, Cybernetic Foci are damaged when hit rather than knocked out of a characters grasp.
The good news is that when Cybernetic Foci are damaged or destroyed since they can be removed and replaced without surgery they are much easier to replace than Restrainable or No Limitation devices; use the "Replace" cost reducer to determine the credit cost.
Due to the 30 Active Point cap in effect for standard Cybernetics most items have a max of 6 DEF (30/5); however replacement body parts (Offsets), any device that is primarly defensive in nature, and any device the GM determines is particularly well made or sturdy are considered to be Durable which doubles their DEF. Further, as per the normal rules for breakable Foci if a Focus includes a defense Power then it may use its own DEF or the defense granted by the Power (whichever is higher).
NO LIMITATION, VISIBLE
Cybernetic devices bought with No Limitation are very difficult to affect or remove from the character. Usually this option is used for very simple devices that are mounted close to or in the body and have no electronics; such as Dermal Plating and Reinforced Skeletons, which are both essentially just metal parts attached to the cyborg.
For Powers in external devices of this nature such as Dermal Armor the Visible Limitation is appropriate if the Power would not normally be visible.