Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
 
 
 
CYBERNETIC EXISTANCE
Back in the old days Cybernetics were clunky and very visible, but nowadays many items can be disguised pretty effectively to the naked eye. However, even if a character has only concealed Cybernetics they still can't fool a metal detector or similar equipment and must take a Distinctive Feature that reflects this.
As a character gets more borged out they will get as many as 25 extra points back from their Distinctive Feature, but meanwhile they become more and more inhuman, until finally they are effectively a robot with a human brain (a state referred to as a "full conversion borg").
Some Cyborgs start out with some minor cosmetically concealed devices, and may or may not become more visibly cybered over time depending on what new devices they add (if any). Other people get extreme Cybernetics on their initial foray usually by necessity, such as if it's the only way to sustain their existance due to some horrible accident or greivous injury.
CYBERNETIC DISTINCTIVE FEATURE
Characters with Cybernetics must take a Distinctive Feature indicating that they are detectable by various means and the points from this Distinctive Feature do not count against the character's Disadvantage maximum; the character gains the points from the Disadvantage which effectively allows them to have more character points than other non-Cybernetic characters.
However, there are some caveats. The main limitation is that the points gained from the Distinctive Feature must be spent on Cybernetics. They can be used to offset the cost of the device triggering the gaining of the Disadvantage, making it that much easier for a character to become more and more borged. The other caveat is explained in more detail below in the More Machine Than Man section.
 
HAD A LITTLE WORK DONE:
Those with Cybernetics that are not visible to the naked eye must take the following Distinctive Feature; this can put them over their Disadvantage maximum in which case they get 5 extra character points back for it to spend on Cybernetics (only).
Distinctive Feature: Cybernetically Enhanced; Detectable with Special Equipment; Not Distinctive In Some Cultures, Not Concealable; -5 points
Total EGO Rolls Required: 1
 
VISIBLY ENHANCED:
Those with Cybernetics that are visible to the naked eye must take the following Distinctive Feature; this can put them over their Disadvantage maximum in which case they get 10 extra character points back for it to spend on Cybernetics (only).
Distinctive Feature: Cybernetically Enhanced; Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone; Not Distinctive In Some Cultures; -10 points
Total EGO Rolls Required: 2
 
EXTREMELY ENHANCED:
Those with Cybernetics that are visible to the naked eye and also extensive must take the following Distinctive Feature; this can put them over their Disadvantage maximum in which case they get 15 extra character points back for it to spend on Cybernetics (only).
Distinctive Feature: Cybernetically Enhanced; Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone; Not Distinctive In Some Cultures; -15 points
Total EGO Rolls Required: 3
 
DANGEROUSLY ENHANCED:
Those with Cybernetics that are visible to the naked eye and include obvious weapons must take the following Distinctive Feature; this can put them over their Disadvantage maximum in which case they get 20 extra character points back for it to spend on Cybernetics (only).
Distinctive Feature: Cybernetically Enhanced; Not Concealable; Extreme Reaction; Detectable By Virtually Everyone; Not Distinctive In Some Cultures; -20 points
Total EGO Rolls Required: 4
 
BORGED OUT:
Those with Cybernetics that are extreme to the point of rendering the Cyborg nearly or completely robotic must take the following Distinctive Feature; this can put them over their Disadvantage maximum in which case they get 25 extra character points back for it to spend on Cybernetics (only).
Characters with this level of Cybernetics generally must purchase the Automaton Special Powers Cannot Be Stunned and Does Not Bleed. Particularly extreme Cyborgs might be allowed to take the Takes No STUN ability instead, though the points involved make this option more likely for NPC's.
Distinctive Feature: Robotic Body; Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; -25 points
Total EGO Rolls Required: 5
 
ESCALATION
If a character starts off with mild Cybernetics and then gains more devices that bump them into a more Distinctive state, the character gains the difference in Disadvantage Points, not the full amount.
EXAMPLE: A character starts off with some cosmetically hidden CyberEyes, and must take the first 5 point level of Cybernetic Distinctive Feature, "Had a Little Work Done". The character can use the 5 points gained in this fashion to help cover the point cost of their CyberEyes, or use them later on more Cybernetics.
Later the character gets retractiable claws installed. Because they are usually concealed, the character's Distinctive Feature does not get any worse.
Still later the character ends up on the losing end of a firefight and has to have major Cybernetic additions. The character gains a couple of cyberlimbs, and gets Dermal Armor as well. Their Distinctive Feature jumps right up to the 15 point "Extremely Enhanced" level and the character gains 10 more character points (the difference between the 15 point and the 5 point levels of the Distinctive Feature) to spend on Cybernetics.
DECLINATION
In the unlikely event that a character has Cybernetic devices removed to the point that their Distinctive Feature becomes less severe, the character must pay back the points that came with that level of Distinctive Feature. This can usually be accomplished by counting some of the points of the devices that have been removed against the owed points.
MORE MACHINE THAN MAN
Each time a character gains Cybernetic devices that make their Distinctive Feature get worse, the character must make an EGO Roll for each new level that their Distinctive Feature has escalated to at -1 per 100 Active Points of Cybernetics they have. If they fail this EGO Roll, a character gains a Psychological Disadvantage of equal points value as the Cybernetics Distinctive Feature they currently have.
At the GM's discretion the character might take an Enraged of some form instead of a Psychological Disadvantage, for the same points.
EXAMPLE: A character starts off with some cosmetically hidden CyberEyes, and must take the first 5 point level of Cybernetic Distinctive Feature, "Had a Little Work Done". The character must make an EGO Roll at -1 per 100 Active Points of Cybernetics they have. If they fail this roll the character gains a 5 point Psychological Limitation.
The character later gains a couple of Cybernetic appendages and Dermal Armor, and their Distinctive Feature escalates up to the "Extremely Enhanced" category. The character's Distinctive Feature has escalated two levels, thus they must make two EGO Rolls at -1 per 100 Active Points of Cybernetics they have. If they fail the first one they gain another 10 point Psychological Limitation (equal to the 2nd level of their Distinctive Feature) and if they fail the second they gain another 15 point Psychological Limiation (equal to the 3rd level of their Distinctive Feature.
Alternately and at the GM's discretion the character could make an existing Psychological Limitation 10 points / 15 points more severe instead of getting a new one.
NO POINTS BACK
A character gaining a Psychological Disadvantage in this fashion does not gain any points from it; it is added to their character sheet in addition to all their other Disadvantages.
WHAT KIND OF CRAZY?
The Psychological Disadvantage can be just about anything, but should have some bearing on the character's progressing inhumanity. Some Cyborgs begin to lose their ability to feel emotion, others feel depressed and disconnected from other people, others become overly attached or fascinated by their Cybernetic state, and still others become recklessly overconfident -- sure that whatever happens to them it can be fixed.
A player should be creative, but as always the GM has final approval of whatever they select. These Disadvantages can be gotten rid of during play by appropriate roleplaying and spending Experience Points to buy them down. For instance a character gaining a Psychological Limitation in this fashion could seek therapy or otherwise overcome their new mental instability, and the player of the character could spend Experience Points to buy the Psychological Limitation down and eventually pay it off entirely.
Alternately a character can also use PharmiTech to temporarily offset their Psychological Limitations, though of course this comes with the risk of long term side effects inherent to PharmiTech use.
Characters that continue to add Cybernetics over time could conceivably have to make and potentially fail their EGO Rolls on several occasions and thus become quite mentally unstable.