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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.
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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. |
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HAD A LITTLE WORK DONE:
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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 |
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VISIBLY ENHANCED:
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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 |
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EXTREMELY ENHANCED:
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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 |
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DANGEROUSLY ENHANCED:
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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 |
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BORGED OUT:
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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 |
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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.
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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.
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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.
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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.
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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.
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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.
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