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There are a broad variety of Cybernetic devices possible, however some general guidelines
apply to their general design.
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ACTIVE POINT LIMITS
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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.
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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
most intents and purposes 30 Active Points is the effective point limit for Cybernetics
without GM permission or where a specific exception is permitted.
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"CYBERNETIC" LIMITATIONS
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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.
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RESTRAINABLE, FOCI, AND NO LIMITATION
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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.
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Restrainable (Physically, -1/4)
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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.
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Restrainable (by EMP's , -1/4)
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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.
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Restrainable (Fully, -1/2)
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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.
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Focus IIF (-1/4)
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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.
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Focus IAF (-1/2)
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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.
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Focus OIF (-1/2)
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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.
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Focus OAF (-1)
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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.
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Visible (-1/4)
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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.
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No Limitation
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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.
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RESTRAINABLE
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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.
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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.
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RESTRAINABLE (BY EMP)
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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.
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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.
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RESTRAINABLE (PHYSICALLY)
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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 or apply them. This is typically used for Cybernetic
melee weapons like KnuckleSpurs and CyberClaws.
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FOCI
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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.
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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.
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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).
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NO LIMITATION, VISIBLE
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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.
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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.
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