From: | Brian Angliss <angliss@******.PSU.EDU> |
---|---|
Subject: | Cyborg Full Body Replacements conversions to ShadowRunII |
Date: | Thu, 1 Apr 93 14:11:19 -0500 |
+ Replacements. In ShadowRun, they are called Cyborgs. Feel free to ignore
+ what
I'm printing here. If you like it, good. If you see things that seem a little
strange, post a response. If you don't like them, flame me or ignore them
+ completely. It's your choice.
A little note: this is based off of a Essence of 6 as a maximum before the
+ player dies.
Cyborg full body replacements
Cyborgs, originally introduced by Ares Macrotech, are the ultimate in
+ cyberware bodily modifications. In cyborgs, the brain and spinal cord of the
+ person, as well as several vital internal organs(like the liver) are
+ transfered into the new cyberbody. Most of the old body's vital functions,
+ including blood circulation, digestion of nutrients, respiration, and
+ excretion are done by artificial systems that are better and more reliable
+ than the biological systems they replaced. The body is a massive skeleton of
+ polymer and high-tech alloys covered with teflon/gortex(myomer) and/or
+ hydrolic muscles. The borg has a fully metallic/ceramic exterior, making it
+ more resistant to temperature changes, environmental extremes, and dangerous
+ substances. Overall, if the Cyborg conversion was done in single steps, the
+ person would die of massive essence loss. As this conversion is done all in
+ one surgery, the essence cost from the operation is reduced. Borgs are still
+ very succeptable to pain, as tactile senses a
e
The social stigmas against borgs are tremendous. If you thought being
+ a troll was bad, how about a metal monster that can kill off any decent troll
+ without so much as a modicum of effort. Most people are even more terrified
+ of borgs than trogs(no insult intended), and thier extreme physical abilities
+ and appearance helps not at all. Your master sammy can still make him or
+ herself disappear into a crowd; borgs can't. Only the ultra rich or ultra
+ lucky or the corporations of the world can afford to maintain cyborgs in even
+ a small number. Several cost almost as much as a panzer, so all are
+ extremely rare.
Let's assume that a cyborg would have just about all the cyberware, of
+ one level or another, that there is in the books. From this, the base cost
+ would be approximately 3.6 million and the essence cost would be above 15
+ points. This is a problem. But the "all-at-once" packages reduce this
+ essence cost and price signifigantly.
Due to the extensive metal and polymer makeup of the borg system, Magic
+ has little or no effect on the borg. Mana based combat spells use the target'
+ s Willpowerx2 as a target number(TN from now on). Physical combat spells are
+ at Willx1.5 for a TN. Magical healing doesn't work. Period. The only
+ spells that work normally are illusion, controlling, and damaging
+ manipulations. While the "Decrease Cybered Attribute" spells work on the
+ target, their TN is 2x normal, just like mana combat spells, and spells that
+ increase attibutes are also unusable.
As far as the game goes and upgrading the cyborg, the brain has all the
+ necessary cyberware interface ports installed in surgery. This allows for
+ virtually unlimited expansion of internals without increasing essence cost.
+ This means that the only problem with expanding the cyborg is cost and
+ internal space. Neural bioware is the only allowed bioware. Almost all
+ cyborgs have a vehicular signature due to the massive amount of metal and
+ plastic in their bodies. Finally, all the extras and improvements are listed
+ in the end of the file.
Oops. Forgot to mention that the running multiplier of ALL the cyborgs
+ is 6. Yes, this means that the slowest cyborg can run faster than several
+ cars can drive.
Alpha Conversion: this is the most common and least expensive cyborg
+ conversion. It includes only the basest of sensory modifications and a full
+ set of options and spaces for extra stuff. On datajack, a display link, and
+ a softlink 4 are standard. The eyes are equipped with either low light or
+ thermo, the limbs have only the base strength, and external armor is
+ minimized. This has the effect of streamlining the body and making it appear
+ more human, if that is possible. Some of these borgs even wear clothing.
+ The most common modification is the Stylization option to change the
+ appearance of the borg.
Body: 12(+8 ballistic/+4 impact armor)
Quickness: 11+1/2 Original(natural)
Strength: 8+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal, 1d initiative
Signature: 10
Essence Remaining: .2(this is the maximum essence for any borg)
Base Cost: 2.5 million
Aquarius: this body conversion is specifically designed for water
+ operations. It's built-in options include passive and active sonar,
+ spotlights, a long range radio, water and chemically sealed hull(body), 16
+ hour aircell, neutral bouyancy(equal to water), an electrified hulll and a
+ high speed caterpillar drive for water propulsion. All the Alpha options are
+ also included and are included in all following cyborgs.
Body: 12(+8 ballistic/+4 impact)
Quickness: 11+1/2 Original
Strength: 13+Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal, 1d init.
Signature: 9(10 underwater)
Essence Remaining: .1
Base cost: 3.25 million
Copernicus: this cyborg is designed to operate normally(almost) in a 0-
+ g, vacuum environment like space. It is hardened against all forms of
+ radiation and has its surface coated to resist the searing orbital sun.
+ Other features of this body are improved reactions, full atmosphere seal(
+ treat as a chemseal), a 12 hour lung system, internal gyroscope, 12 hours of
+ fuel for micro-verniers, a 20 second burn rocket, a 20m grapple line, and
+ electromagnets in the hands and feet. It has a toolhand with a power
+ screwdriver, vac-solderer, micro-probe, and a wirecutter. Its legs are
+ double-jointed to allow them te be used as arms and legs. Its visual options
+ are full thermo and low light.
Body: 12(+8 ball./+4 impact)
Quickness: 12+1/2 Orignal
Strength: 8+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal +2, 2d init.
Signature: 9
Essence Remaining: .1
Base Cost: 3.35 million
Eclipse: this is a superb stealth cyborg, designed to penetrate and
+ eliminate, replacing entire special and black ops teams with a single, very
+ capable cyborg. It includes an internal gyroscope, a pain editor that also
+ edits out hot and cold, independently focusing and mobile cybereyes,
+ extendable toes for climbing, a smartgun link in both hands, ECM Military
+ Grade 1, full Ruthenium coating, a sound canceller, a Commlink X, and an
+ audio/visual boom connected to the eyes and ears of the cyborg. Weaponry
+ included in the package is a set of Dikote coated spurs, a hand with
+ hypodermic tipped fingers, a silenced machine pistol built inta the forearm,
+ and the other hand has fingers including fingerbombs, a dartgun, a lockpick,
+ and an aerosol sprayer. Further stealth is guaranteed by padding the feet,
+ reducing shock and movement noise.
Body: 12(+8 Ball/+4 Impact
Quickness: 14+1/2 Original
Strength: 8+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal +4, 3d init.
Signature: 10
Essence Remaining: .1
Base Cost: 4.0 million
Enforcer: this is a police cyborg, designed to handle and circumstance
+ whatsoever. Its impressive size and shape improve the intimidation factor,
+ and its speed allows it to chase down most malcontents. An orientation
+ system, fully mapped out for the Enforcers's jurisdiction, is included, as
+ are audio and visual recorders and sufficient memory for both. Additionally,
+ a microcomputer is implanted in one of the arms to store data and allow
+ access to police files. A stress analyzer is included for those punks who
+ try to pull a fast one, as are
light bars on the shoulders to let them know who is in charge. A tape
+ dispenser is also included to serve as handcuffs till a wagon shows up to
+ take them downtown. Both forearms include a tazer for those non-lethal
+ situations, but one of the legs contains a holster and additional ammo for
+ when tazers just won't do. The other leg has a space for holding 3 grenades.
Body: 14(+10 ball/+6 impact)
Quickness: 13+1/2 Original
Strength: 8+1/2 Original
Charisma: 1
Willpower: Original
Intelligence: Original
Reaction: Normal +2, 2d init.
Signature: 7
Essence Remaining: .1
Base Price: 2.9 million
Brimstone: Another municipal cyborg, this one fights fires. It has
+ the speed to avoid falling debris and the strength to break through
+ obstructions to get at trapped persons. Amplified hearing and a select sound
+ filter allow the cyborg to hear screams through the most violent flames, and
+ a low power radar system(treat as sensors 1) allow the Brimstone to see even
+ in the most chaotic of situations. A radio connects to any central authority.
+ This package has a high pressure water pump built into the torso that
+ accepts a hose in the back and pumps the water out an adjustable nozzel in
+ one of its arms. The other arm contains a CO2 fire extinguisher with a full
+ minute of use. Light bars similar to the Enforcer's are included, as is a
+ pain editor to counteract any cold or heat due to environmental extremes.
Body: 14(+10 ball/+6 impact)
Quickness: 12+1/2 Original
Strength: 12+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal +2, 2d init.
Signature: 7
Essence Remaining: .1
Base Cost: 2.8 million
Gemini: this is the cyborg for those who don't want to deal with
+ looking like a cyborg. The artificial muscles of the cyborg are arranged to
+ look just like a normal human or metahuman muscle structure. Synthetic skin
+ with normal texture and skin tones is then placed over the cyborg structure.
+ An independent processor takes care of faking breathing, pulse, normal body
+ temperature, blinking, and all other natural effects for the body. However,
+ the synthetic skin is limited in its armor effects and can be cut or burned.
+ If this occurs, it must be patched or the cyborg's true nature will be very
+ apparent. A sexual implant for the cyborg's sex is included to complete the
+ illusion. The synthetic skin can be made to change it's color, and the
+ facial features can be modified too(disguise option). It takes a heavy duty
+ scan(MRI, etc) to determine whether the person is a real or a cyborg, as
+ normal and even enhanced senses are not good enough to determine its nature.
+ This is the only cyborg without a ve
ic
Body: 12(+4 ball/+2 impact)
Quickness: 11+1/2 Original
Strength: 8+1/2 Original
Charisma: Original -1
Intelligence: Original
Willpower: Original
Reaction: Normal, 1d init.
Signature: N/A
Essence Remaining: .1
Base Cost: 3.7 million + 750000 for the disguise option
Wingman: this is the ultimate Rigger, incorporating a top of the line
+ rig and radically improved reflexes, as well as a gyroscope and fully
+ equipped optical and audio senses. For those aircraft, the Wingman has a
+ built-in parachute, and spurs and a leg holster for whenever the cyborg is
+ unlucky enough to get shot down. A tracking beacon keeps the downtime to a
+ minimum. Bio buffers designed to keep the body conscious provide shock
+ relief and stress free blood flow in those high-g situations like tight turns.
Body: 12(+8 ball./+4 impact)
Quickness: 16+1/2 Original
Strength: 8+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal +6, 4d init(+6, 4d init in vehicles too)
Signature: 8
Essence Remaining: .1
Base Cost: 5.5 million
Samson: this is the most powerful non-military cyborg, designed to
+ handle heavy construction and hazardous duty. To this end, Samson is
+ equipped with a chemseal, a radiation proof biosystem, and a radiation
+ detector. It has a very powerful thermite cutting/welding torch in one arm
+ and a technical scanner/data reader in the other. Each hand has a multitude
+ of tools in it, including a power screwdriver, a wrench, a socketwrench, a
+ drill, an electrical probe, wirecutters, and a variety of microtronics tools.
+ Flare proof eyes and a display link are include to protect the eyes and
+ provide information directly to the cyborg.
Body: 12(+8 ball/+4 impact)
Quickness: 11+1/2 Original
Strength: 16+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal, 1d init.
Signature: 5
Essence Remaining: .1
Base Cost: 3.5 million
Dragoon: this is the ultimate in combat cyborgs, incorporating just
+ about everything that would allow it to accomplish its mission. It has a
+ full optical and audio suite, 2 A-V booms, a tactical computer, a chemical
+ analyzer/ sniffer for tracking, underwater sonar, radar, E-M hardening, and a
+ radiation proof, removable biopod. It has a black box sense link recorder, a
+ pain editor, a commlink X, a chronometer, an IFF transponder and tracking
+ beacon, a satellite uplink and an onboard computer. In addition, it carries
+ a full battery fo ECM and ECCM, as well as Ruthenium for hiding, quickchange
+ limb mounts, and a large ammo hopper to feed ammo to whatever weapon is
+ mounted at the time. Generally, the cyborg in this body is placed in an
+ interchangable biopod so that the person`s off time is spent in an Alpha and
+ duty time in the Dragoon. The quickchange mounts allow any combination of
+ weapon to be mounted quickly, and the ordinance load customized to the
+ specific mission. Weapons mounted in this manne
a
Body: 18(+14 ball/10 impact)
Quickness: 16+1/2 Original
Strength: 18+1/2 Original
Charisma: 1
Intelligence: Original
Willpower: Original
Reaction: Normal +6, 4d init.
Signature: 4
Essence Remaining: .1
Base Cost: 9.25 million
Option explanations: the options listed below explain the effects of whatever
+ the cyborg would want, including improving attributes above the Alpha level.
Hardening: this provides total protection to the cyborg from E-M pulses
+ and also keeps massive electrical currents and voltages from shorting out the
+ entire body.
Price: 50000
Stylization: this is a customization of the cyborg's external
+ appearance, making it more sleek or fearsome, sexual, or whatever the owner
+ desires. This can improve the charisma of the cyborg to 3, but no higher,
+ unless the cyborg is a Gemini. If it is a Gemini, this option can increase
+ its charisma to its racial Maximum+1.
Price: 100000/level
Synthetic Skin: this is a skin look/feel alike that is only really
+ available for the Gemini cyborg. It looks, feels, and acts like real skin,
+ including hair, but doesn't repair itself and is succeptable to burning. If
+ it does burn off the cyborg, or even has a hole in it, the true nature of the
+ cyborg becomes apparent.
Price: 75000
Improved BODY: the cyborgs Body attribute can be improved up to a
+ maximum of 18(+14 ball/+10 Impact).
Price: 100000 per point(includes Armor)
Improved STRENGTH: this attribute can be improved from a base fo 8 to
+ a maximum of 18. Strength of the cyborg is always this base plus 1/2 the
+ original person's body.
Price: 75000 per point
Improved: Quickness: This can be upgraded from 11+1/2 original to 16+
+ 1/2 original.
Price: 125000 per point
Improved Reaction: this is wired reflexes for the cyborg. They cost
+ the same as regular Wired 1-3 and add to the cyborg's initiative and reaction
+ as they normally would.
Vehicle Control Rig: this is the same as the Rig for normal persons,
+ but built into a cyborg. Cost and effects are as normal.
ECM and ECCM: ECM works to improve the signature of the cyborg, and
+ ECCM subtracts any improved signature from ECM successes, just like in the
+ Rigger Black Book, pages 126-127. Prices are as norma, but ECM is limited to
+ Military grade 2 and ECCM is limited to Military grade 1 due to internal
+ space constraints in the cyborg.
Electrified Hull: this is literally an electrified metal body,
+ insulated from all internal systems to keep them from its effects. It does a
+ base 12S stun to all who come into contact with the body, and a +4 TN for all
+ actions for a base 10 turns, resisted by Willpower.
Price: 50000
Sonar: this is essentially Sensors of Level 3 for use underwater,
+ granting whoever has them the ability to see in the most cloudy water as
+ normal. Its range is 1km in every direction, and it only works in water. It
+ can be set active or passive. Sonar pings(active) directed at a human or
+ metahuman target do 10S stun and a +4 TN for a base 10 turns per ping, and
+ they can be sent as a burst of pings if necessary.
Price: 50000
Radar: this is just your Sensor system. Ratings vary, but there is a
+ maximum of Military grade 1 due to space constraints. They cost the same as
+ normal vehicle sensors.
Spotlights: These are small but powerful spotlights, generally placed
+ on the shoulders, that operate as lights, flash grenades(reusable) or a
+ FlashPak.
Price: 15000 per pair.
Caterpillar Drive: this is a small version of the "Hunt for Red
+ October" type caterpillar drive. It is capable of propelling the user up to
+ a vehicle speed of 40/120.
Price: 500000
Dual Purpose Legs: these are double-jointed legs that are capable of
+ operating as arms and hands. They have limited dexterity, so add +3 TN to
+ all tests using them as hands/arms.
Price: 50000/leg
Micro-Verniers: these are a thruster package consisting of 30
+ thrusters spread out over the body, aligned to provide maneuvering. Included
+ is enough storage for 12 hours of fuel. These are only capable of operation
+ in a micro- gravity environment, like space.
Price: 100000
Thruster Rocket: this is a powerful chemical rocket loaded with enough
+ fuel to achieve a vehicle speed of 400, but it only works in space. The fuel
+ would be totally exhausted once at this speed. This rocket has a total of 20
+ seconds burn time, generating an acceleration of 20 m/s.
Price: 100000
Grapple Line: this is a heavy metal cable with a magnetic tip to
+ attach to metallic targets. It is 20m long and is rocket fired in space. If
+ used as a weapon, treat it as a flail with a 2m length due to its limited
+ potential in a gravity well
Price: 10000
Internal Gyroscope: this is a gyro hooked up to the cyborg's sense of
+ movement, making it almost impossible to cause dizzyness or a loss of balance.
Price: 25000
Independant Cybereyes: these cybereyes are designed to be
+ independently moved and focused, allowing the user to focus on two things at
+ the same time, and they improve perception overall. Treat this as a +1 die
+ to all visual perception checks. But the effect of focusing on two things at
+ once causes a mild distraction, in game terms, a +1 target number to all
+ visual perception tests.
Price: 15000/pair
Audio/Visual Boom: this is a mobile, extendable rod containing an
+ exact duplicate of whatever audio and video inputs the the cyborg has in its
+ eyes and ears, allowing the cyborg to see and hear around a corner without
+ placing its head and body at risk. It operates only when consciously
+ activated, and the cyborg's normal inputs are dimmed/shut down to prevent
+ sensory overload.
Price: 20000
Stealth Foot Padding: this improves the stealth characteristics of a
+ moving cyborg, adding +1 to all perception rolls involving hearing the cyborg
+ while it's moving.
Price: 2000/pair
Extendable toes: these allow the cyborg to climb easier, but only work
+ in pairs. They grant a -1 TN to climb something.
Price: 5000 total(2 feet)
Ruthenium: this is a special coating that doesn't reduce the armor
+ value of the cyborg like normal Ruthenium does. This occurs because the
+ necessary substrate is bonded to the cyborg on top of existing armor. Extra
+ sensors beyond the base 4(included in price) are optional.
Price: 35000 + 5000/sensor above 4
Sound Canceller: this system analyzes the sound emitted by the cyborg
+ and uses implanted microspeakers to exactly cancel out these sounds. As it
+ is not perfect, the system only adds +4 to audio target numbers. If it takes
+ damage in combat, it may get out of allignment and amplify those sounds
+ instead, reducing the target numbers to hear the cyborg by -4.
Price: 50000
Tape Dispenser: this is only really used by the enforcer cyborg, but
+ is still available for others. It is a roll of thick, reinforced tape that
+ is generally used for makeshift handcuffs. It has an effective barrier
+ strength of 8 per use(1 meter). Each roll of tape holds 10 meters of tape.
Price: 1000(dispenser), 50(per roll of tape)
Waterhose system: this firefighting system combines a hose intake in
+ the torso with a high pressure pump and an adjustable nozzle in an arm. It
+ does 6M stun and fire on autofire all the time. Recoil is considered zero
+ for this. If someone is hit by the water stream, they must make a Strength(8)
+ tests or be knocked over.
Price: 30000
Fire Extinguisher: this is a CO2 fire extinguisher that has a full
+ minute of constant firing in its forearm canister. It does only blinding
+ damage for a base 10 turns, and quickness is used to avoid damage, not the
+ person's body.
Price: 10000
Sexual Implant: this is a bioware/cyberware system that simulates the
+ functioning of the sexual organs and the muscles responsible for their
+ operation. It does not perform the functions of the gonads themselves, but
+ can be set up to secrete the necessary fluids. Included is a sensory
+ improvement hardwired directly into the pleasure centers of the brain. As an
+ option, the sensory links can be set up to generate feedback, inducing rapid
+ euphoria. This form of feedback can be both physically and psychologically
+ addicting.
Price: 25000(feedback is free)
Built-In Parachute: this is literally a ripstop nylon parachute built
+ into the back and shoulders of the cyborg. It includes all the hardware
+ necessary to retract and reuse the 'chute.
Price: 5000
Biological Buffers: these are high stress blood pumps and hormone
+ activators as well as compression absorbers and jolt compensators. They
+ reduce all stun target numbers by 1/2 and drop all stun Damage codes by one
+ level. They also eliminate the possibility of blackouts from hard
+ acceleration and jolts.
Price: 100000
Radiation Proof Biosystem: this is just a simple lining of the
+ biological system with high density materials like lead to stop dangerous
+ radiation from injuring the nervous structures.
Price: 75000
Thermite Welder/Cutting torch: this powerful torch can cut throught a
+ full 10 barrier rating every second, meaning that it is capable of cutting a
+ half meter slice through a Barrier 10 thick wall or door every second. It
+ can weld half as fast. If used as a weapon, it will permanently reduce the
+ rating of both ballistic and impact armor by 4 each hit and also does 8S burn
+ damage in addition. It also has Elemental Fire side effects.
Price: 5000
Radiation Detector: this is an implanted geiger counter taht can
+ determine radiation levels as they rise.
Price: 2000
Techscanner: This is a chipjack and probe system that uses its
+ internal diagnostic systems to determine just what it is looking at and just
+ how to fix it if it is broken. It is essentially a level 6 Knowsoft with a
+ scanner installed.
Price: 50000 total
Interchangable Biopod: this is a removable container holding the
+ biological systems of the cyborg. It is most common in military cyborgs,
+ allowing the biosystem to be transferred from an on-duty body to an off-duty
+ body and back again.
Price: 15000
Quickchange Limb Mounts: these allow the arms and legs to be rapidly
+ removed and switched out for another limb within minutes.
Price: 50000/limb
Longevity Module: this is a high tech, reloadable medkit and
+ biomonitor built into the biosystem, repairing any damage to the biosystem as
+ it occurs.
Price: 25000
Laser Armor: this works by reflecting and/or transferring the energy
+ of a laser weapon. Its total armor rating is (Ballistic+Impact)/2 rounded
+ down.
Price: 75000
Transponder: This is the normal IFF transponder used by the military
+ to identify friends from foes.
Price: 1000
Satellite Link: this is a computer and uplink system that allows
+ telecommunications and Global Positioning location access through satellites.
Price: 10000
Ammo Hopper: this is a space implanted in a cyborg to handle massive
+ amounts of ammo. It has enough space to hold 5000 rounds of any kind of
+ ammunitoin and is fireproof and armored at the same rating as the rest of the
+ cyborg.
Price: 10000
Well, that's about it. Enjoy.
Brian