Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Brian Angliss <angliss@******.PSU.EDU>
Subject: Cyborg Full Body Replacements conversions to ShadowRunII
Date: Thu, 1 Apr 93 14:11:19 -0500
This is the posting of my CyberPunk 2020 conversions regarding Full Body
+ 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

Further Reading

If you enjoyed reading about Cyborg Full Body Replacements conversions to ShadowRunII, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.