CYBERNETICS

Note that this work is adapted from Mike Lynes Cybernetics for Appleseed http://appleseedd6.tripod.com/Cybernetics.html

MOTIVATION

I recently got involved in restarting an old WEG D6 Star Wars game, and our GM had us all develop new characters. In the process I came up with a character concept to have a completely Cyborged out character. Players familiar with Palladium Games' Rifts, or even RoboCop will be familiar with the concept. However, this was not as easy as I had first surmised. The old WEG Star Wars rules are very light on rules for cybernetics, even though they are made mention in the main game book.

A bit of internet searching led me to find that, while there are a few places with data about specific cybernetics for D6 Star Wars, the actual game mechanics are to be found in the Cracken's Rebel Field Guide supplement.

One quick trip to Ebay later and I'd obtained a copy for myself. It was rather disappointing. While that book houses the best set of rules for decking out your character with cybernetics, they largely dismiss the idea by slapping a restrictive rule that counters Force Points atop a pricing system for cybernetics that is very expensive and inconsistent, and in my opinion nonsense. There is also a lot of text around that section that specifically discourages characters from using cybernetics. It make a lot of mention that people with cybernetics are thought of as "less than human (or whatever)". This is a real shame because it makes the Star Wars universe a little less diverse than it should be.

A few people, like Mike, had come up with their own systems, but these were generally built on top of other rules addendums, making them difficult to use in our game that was still based in the old D6 base system.

Finally, I found the relaunch of the D6 engine by WEG published in their D6 Space rules. These had fully realized Cybernetics rules, but, like Mike's rules, they were built atop a modified D6 ruleset. These rules work fairly well, but rely heavily on the new rules for "creation points", and I would need to convince my GM to invest the time to familiarize himself with the new creation rules. That seemed a lot to ask, and really should be unnecessary.

So I came back to Mike's Applseed rules. They were sensible, simple, and it would be pretty trivial to reset them to work with the basic SW D6 system. I also endeavored to make the system compatible with the new D6 Space system. The rules from Cracken's Field Guide will be included as optional rules, in the form of Cyber Points, since I feel they make little sense given characters like Darth Vader who is a Force user with significant cybernetics.

Star Wars is a rich, large and dynamic universe in which characters like Darth Vader and General Greivous share space with their entirely organic counterparts. Even if the act of "borging" is frowned upon in one part of the galaxy, it is a large place with a lot of people. B'omarr Monks, can't be the only ones in robotic bodies. In addition, the Star Wars universe is a dangerous place. People need specific rules to deal with the odd Jedi encounter that seems to always end in a severed limb.

So, here they are, I hope you enjoy and find use for them in your corner of the Star Wars universe!

CONTENTS

Introduction
Cybernetic Limbs
Optical Implants
Aural Implants
Artificial Organs
Interface Equipement
Miscellaneous Implants
Full-body Implants
One-stop Shopping


INTRODUCTION
Cybernetics are most often implanted because the person has suffered a sufficiently grievous injury that replacement is necessary.  With modern medical advances, it is often possible to regrow lost body parts.  However, cloning cells requires a great deal of time and expense is often not available to most people.  Cybernetics offer a relatively affordable option.

Cybernetics are machines just like Droids.  This means that they require maintenance to operate at peak performance. Like Droids, it is assumed routine maintenance is simple to perform and needed items are readily available. One major effect is that Cybernetics do not suffer wounds like an organic.

Another important game effect is to remember that cybernetics are a combination of inherent traits, your character's stats and skills, and equipment.

CYBERNETIC LIMBS
When a person loses a limb and cannot have it cloned and regrown, they will often get the limb replaced with a cybernetic prosthetic.  In spite of general misconceptions, most prosthetic limbs are relatively fragile things that do not grant the bearer super strength or other powers.  Because they are usually made with a combination of bio-mechanical, ceramic, and electronic parts, they can be damaged nearly as easily as someone's real arm.  When a person is fitted with a cybernetic limb they must also "built-up" in other ways.  You can't just attach a chunk of metal to someone's shoulder--it would rip right out.  So, a lattice work of supports are also implanted throughout the torso to provide additional support.

All cybernetic limbs have several traits in common. These are : Strength, Dexterity, Armor Value, Durability, and Cost which are defined below. Cybernetic legs add the traits of Jumping and Speed.

Strength : This is the raw lifting power of the limb, and equates to the Strength attribute. For the calculation of damage, if only one limb is cybernetic, damage done by that limb is calculated from the limb's attribute alone for gripping and crushing. For hitting and kicking, you will need the average of your cyber limb's strength attribute, and that of your natural body. Use pip values if necessary and round down. If at least two limbs are cybernetic, of the same strength value, and one of them remains "anchored", the full strength of the cybernetics can be applied.

Strength Example 1: Beauregard has a Str attribute of 4D, and a cybernetic arm with a Strength Attribute of 7D. He punches his opponent for 5D+1 in damage. The difference between 4D and 7D is 3D. 3D divided by 2 is 1.5D, which rounds down to 1D and a pip.

Strength Example 2: Kilgor has a Str attribute of 3D, and a cybernetic arm and leg, each with a Strength Attribute of 7D. He can punch for the full 7D in damage because he is planted with his artificial leg and punching with his artificial arm in unison.

Dexterity : This is the finesse of the limb, and equates to the Dexterity attribute, however, the Dexterity value applies not only to Dex-based skills but to all Attribute and Skill checks that require fine motor skills, such as Mechanics, Electronics, First Aid and Craftsmanship, that are attempted with the prosthetic. For the use of Dex based skills, if only one limb is cybernetic, only actions done by that limb alone are calculated from the limb's attribute. For many actions, like Dodge, you will simply not get the benefit of the limb. If the GM allows, you may be able to average the values for certain actions. If at least two limbs are cybernetic and of the same dexterity value, your GM may allow the full or half bonuses, depending on the limbs and actions in use. If three or more limbs are cybernetic, the dex values of the limbs should be treated as the dex value of the character.

Dexterity Example 1: Beauregard has a Dex attribute of 3D, and his cybernetic arm has a Dex of 6D. He would shoot a weapon held in his cyber arm based upon the 6D attribute, but would still perform Dodges based on his natural attribute of 3D.

Dexterity Example 2: Kilgor has a natural Dex of 4D, and his cybernetics have a Dex of 6D. He would shoot a weapon held in his cyber arm based upon the 6D attribute, but, in his case, would perform Dodges on the average of the attributes, or 5D.

Dexterity Example 3: After a near death explosion Tor has all 4 limbs and much else replaced by cyber parts, all with values of 5D for Dexterity. All Dex rolls for Tor are performed at 5D now. His natural Dex is ignored and, in fact, should be removed from his character sheet. He is likely to have had to pay a lot of character points and credits if these were gained in game.

Armor Value : This replaces the Strength attribute for the purpose of damage defense rolls. This is treated as the Strength Attribute would and is cumulative with any armor worn over it. This applies only when the limb in question is hit. If all limbs are converted you may, at the GM's discretion use this value for all defense rolls. It is not recommended to have an Armor Value that is less than the Strength of the limb. If this is the case, any attacks made with the limb at full strength will, in turn, cause damage back to limb. Use the difference between the Strength and the AV as the damage rolled to the limb.

Low Armor Example: Beauregard has a temporary arm in place, with a Strength of 3D but only an Armor Value of 2D. He punches an enemy for the full 3D of damage, but since the AV of the arm is only 2D, he has to roll damage to the arm. The roll would be 1D vs the arm's 2D of armor.

Durability : This replaces Wound levels for an artificial limb. When an artificial limb is hit, it is not wounded in the same way as an organic creature. Stun damage is entirely ignored, bouncing harmlessly off the inorganic material. Damage levels of wounded or better come off the Durability value. These can not be regained until repaired (or at least jury rigged). If the limb reaches 0 durability, it ceases to function. If twice the durability rating is sustained as damage, the part is beyond salvage and will have to be replaced.

Cost : This is the cost to buy a cybernetic part with a stat of the given value. When a part is purchased, you will need to pay for all of the stats for the part at the same time.

Cost Example: Beauregard is replacing the temporary arm with a new permanent one. The arm will have the following values: Strength:7D ($750k), Dexterity:6D ($150k), Armor Value:8D ($75K), Durability:25 ($10K) for a total of $985,000 (dollars, credits, latinum or whatever).

Jumping : This value is simply added to any jumping rolls that are made.

Speed : This value is the speed at which you can travel. It is recommended to match the speed value to any organic leg(s) you may have, as you will be limited to the lower of the two speeds, and will suffer a 1D penalty to any efforts that require coordinated effort like Jump, Dodge, or Climb. This penalty can be negated after a month or so of practice on the leg, but you will still be limited to the lower of the two speed values.

Creating a Cyber Character

At the time of Character Creation, adding cybernetics should be a simple task. Since all characters start with (roughly) the same number of base points, a character with cybernetic components would build up his attributes as normal and should be able to simply "declare" some parts to be cybernetic. This is possible because the base cybernetic parts should match his attributes and abilities as bought with character points. Additional cybernetic implants, or bonuses should be limited to a few items, roughly equivalent to the starting equipment for the rest of the party. This can be done as an allotment of money, or the GM may simply grant the player a number of upgrades. For this purpose, a bonus of +1d to a cybernetic attribute counts as 1 upgrade, regardless of the number of cybernetic limbs affected. Standard Durability should be 20.

Note to GMs. It is generally more costly for a cybernetic upgrade than it would cost for the equivalent gear. For a starting character, you will want to allow them a bit more cash to spend to get up to the equivalent equipment of their comrades, or grant them built-in tools that are the same as any starting gear you would give the players. If all the players get light armor with +1D protection, a secure comm link and a blaster, you may allow the borg to have the comm built in to his ear, and have a +1D to AV. But don't go too far either. You probably don't want to give them free arm mounted blasters or built in vibro-claws, since these would be weapons that can not be removed.

Cybernetic Creation with Money Example 1: Phil is initially creating the character Beauregard, and he wants Beau to have a cyber arm. Phil generates the the following stats, Strength (4D), Dexterity (3D), Knowledge (2D), Perception (4D), Mechanical (2D), Technical (3D). To simply match his current stats in Strength and Dex, and a durability of 20 would cost $57,000. The GM offers him to round up to $100k, so he has $43k left to spend on upgrades. He bumps the Dex to 4D +15K, Armor Value to 7D +23K, and Durability to 25 +5K. Note: the stats used in other examples are from versions of Beau at later times in his adventures.

Cybernetic Creation with Upgrades Example 2: Tom is creating the character Kilgor, and he wants him to have a cyber arm, leg, eye and ear as well as nose, mouth, throat, lungs heart and digestive system. Roughly half his body. Tom generates the the following stats, Strength (3D), Dexterity (4D), Knowledge (3D), Perception (3D), Mechanical (2D), Technical (3D). To match his current stats in Strength and Dex, with a durability of 20, speed 10 and no jump bonus limbs alone would cost $106,200. To keep it simple, the GM decides instead of using money, he can have a total of 4 upgrades. Tom can have +1 level stat boosts, some built in gear or whatever. Tom chooses to Add +1D to Strength and Armor Value, and adds an internal computer and hidden compartment in his leg, with a weapon holster. Note: the stats used in other examples are from versions of Kilgor at later times in his adventures.

Cybernetic Hands and Arms:
Cybernetic arms come in a wide variety of shapes, sizes, and quality.  They may sometimes have other devices implanted in them. Each arm is considered to have 2 "slots" for additions, and each hand only 1. If the player only wants a hand, you can halve the cost listed in the charts. Strength bonuses, if any, would only apply to grip.

Strength ValueCost DexterityCost
1D5000 1D1000
2D10,000 2D5000
3D20,000 3D10,000
4D40,000 4D25,000
5D100,000 5D50,000
6D300,000 6D150,000
7D750,00 7D500,000
8D1.5 million 8D1 million

Armor ValueCost DurabilityCost
1D500 5500
2D750 101000
3D1200 152000
4D2000 205000
5D5000 2510,000
6D10,000 3050,000
7D25,000 35100,000
8D75,000 40500,000

Cybernetic Legs:
Cybernetic legs come in a wide variety of shapes, sizes, and quality.  They may sometimes have other devices implanted in them. Each leg is considered to have 2 "slots" for additions, and each foot only 1. If the player only wants a foot, you can halve the cost listed in the charts. Strength bonuses from a single foot, if any, would not apply to damage unless the foot itself has a grip.


 

A note about the Speed attribute. You will note that only the even numbers are displayed. This is simply for space considerations. You can opt to have an odd number speed. Simply split the difference of the higher and lower cost that is listed. If I want a leg with a speed of 9, take speed 8, 10,000 and speed 10, 25,000, and average them 35,000/2 = 17,500.

Strength ValueCost Jump BonusCost
1D5000 -2D1000
2D10,000 -1D2000
3D20,000 0D5000
4D40,000 +1D10,000
5D100,000 +2D25,000
6D300,000 +3D50,000
7D750,000 +4D100,000
8D1.5 mil +5D500,000

Dexterity ValueCost SpeedCost
1D1000 21000
2D5000 42000
3D10,000 65000
4D25,000 810,000
5D50,000 1025,000
6D150,000 1250,000
7D500,000 14100,000
8D1 million 16500,000

Armor ValueCost DurabilityCost
1D500 10500
2D750 151000
3D1200 202000
4D2000 255000
5D5000 3010,000
6D10,000 3550,000
7D25,000 40100,000
8D75,000 45500,000

Tremor Sensor
Cost:  4000
     Foot sensor picks up sonic vibration, allowing the character to detect the presence of anything within 20 meters if it's moving in contact with the ground. With a search versus sneak opposed roll, the subject can also determine the precise location of the target. Subject must activate sensor and remain motionless to use this ability.
Source: Hero's Guide (page 131)
Uses 1 foot slot, but can also be implanted in a natural foot.

To whip up cybernetics quickly, see the One-Stop Shopping Chart.

OPTICAL IMPLANTS
Standard Implant
Cost: 5000
     A standard implant will replace one of the eyes of the person undergoing the procedure.  It will provide the cyborg with standard human vision and have 2 "slots" in which other options may be fit.

Broad Spectrum
Cost:  5000/15,000/40,000
    A Broad Spectrum option allows the cyborg to see in visual ranges beyond what the standard human eye can see.  This includes seeing Ultraviolet light, which provides a kind of vision in dark, outdoor conditions.  It also increases the bearer's ability to distinguish between colors, allowing him to discern between different objects more easily.  The bearer gets a Boost in all Search and Tracking rolls that depend upon visual cues. Cost reflects a +1D, +2D or +3D bonus. The +3D bonus required both available slots.

Light Amp
Cost:  2500
     Light Amp permits the user to adjust light levels at will.  This allows him to see in very minimal amounts of available light.  The optic will also quickly compensate for flashes of bright light, giving the bearer +2D to Resistance rolls when attempt to avoid strobe or flash effects that would otherwise render him blinded.

Magnification
Cost:  5000,15,000
   With Magnification, the bearer can adjust his lens to either see very small objects (as if using a microscope) or to magnify objects in the distance (as if using a pair of binoculars).  At standard cost, the optic will magnify small objects by 50x and far away objects by 10x.  The purchaser can seek better optics that will double these values, but at three times the cost.

Extendable Eye
Cost:  2500
    An extendable eye may be stretched out from the bearer's body up to 1.5 meters.  Usually, a cyborg with this option actually has a pair of "bunny ears" (like Briareos).  Otherwise, it's a little disconcerting to see someone's eye come out of the socket and stretch for over a meter...

Camera
Cost: 5000 and up
    The camera option permits the bearer to use his eye as a kind of video and still camera.  The information recorded may be broadcast to another location via a tiny internal modem (note that such transmission can usually be detected and easily traced).  The quality depends on the cost of the optic.  At 5000, it's pretty much equivalent to a standard hand-held video camer.  At 15,000 you have professional news quality.  At 100,000 you can shoot Citizen Kane II with it.

Computer Link
Cost: 2500
     A linked optic can display information transmitted from a computer via an internal modem or direct link (which is untraceable).  This is useful to get a Heads-Up Display of data, maps, and other important pieces of information. Needs a separate computer link or OBC to operate.

Weapons Link
Cost:  7500
     With this option, the bearer can link a specially prepared weapon (add 10% to the weapon's cost) directly to his eye.  This grants a Boost to all shots with that weapon.  Furthermore, with a round of aiming, the bearer gets an additional +1D to hit (in addition to the normal +1, so +2 all together).

AURAL IMPLANTS
Standard Implant
Cost:  5000
     The standard aural implant provides the bearer with normal human hearing (perhaps a bit better) and the ability to increase or decrease volumes at will.  This gives the bearer a +1D to Search and Tracking rolls that depend on sound.  A standard implant has 2 "slots" for additional options.

Comm Link
Cost: 2500
     The standard communications link acts like a phone or two-way radio receiver (but not a transmitter).  As such, it is easily intercepted and traced.  A secure link will cost about 10,000 (Difficult Communications rolls to hack it) and fills an additional slot.  A small vocal transmitter can be implanted for an additional 5000 credits (this is not considered to take up one of the "slots" on the character).

Wide Frequency
Cost:  5000/15,000
     This upgrade gives the bearer hearing that far exceed normal human ranges.  It more closely resembles that of a dog.  The bearer can turn this on and off at will (otherwise he'd be deafened whenever a siren was turned on).  The bearer gets +1D per level to Searching and Tracking rolls that depend upon sound.

Broadband Receiver
Cost:  2500
     With this addition, the character can use the implant to scan all unprotected communication and radio waves.  Note that most cellular transmissions are protected by some level of encryption and the bearer of this implant cannot hack those without additional equipment. Can be combined with a Comm link at no additional slot usage.

Quick Translator
Cost: 10,000
     The QT must be linked to an external computer or OBC.  When it is, it will quickly translate any known language.  Note that the translater is not fullproof and in its haste it may mistranslate some words (a fun little twist for the sadistic GM).  But, the listener will get at least the gist of the conversation. Assume a 3D language skill to translate common languages. Exotic languages like Ewok or Wookie are not likely to have any chance to succeed. While the skill granted by the implant can be lower than the equivalent skill, it should have many more languages available than a person is likely to know.

Decrypter
Cost: 10,000
     The Decrypter option permits the bearer to upload any signals intercepted or directly heard into a companion computer and attempt to break the code.  For the Base cost, this will act as Security skill of 3D for breaking codes only.  For each additional Die, add 5,000 x the new value.  Note that this is cumulative.  So a 5D decrypter will cost 10,000 (base cost) + 20,000 (level 4), + 25,000 (level 5).  The Decrypter cannot exceed 6D.  The time required to break the encryption depends upon the complexity of the code (GM's discretion). Works with a broadband reciever above.

Audio Recorder
Cost: 2500
     With an implanted recorder, the bearer can download any information that is intercepted or overheard. The information recorded may be broadcast to another location via a tiny internal modem (note that such transmission can usually be detected and easily traced) or to an OBC.  The bearer can record 4 hours before having to upload the information.  The recorder's memory can also have music (or other audio) uploaded into it and played back at the wearer's will. If tied to an OBC the record space is effectively unlimited.

ARTIFICIAL ORGANS
For game purposes, assume that any standard human organ may be replaced with an equivalent artificial counterpart.  Those implants cost approximately 5000 per unit.  Furthermore, they do not bestow additional abilities on the bearer.  The implants below are those rarer items with do increase the bearer's abilities.

Inhalation Filtration System
Cost: 15,000
     The IFS attempts to protect the bearer from any harmful substances in the air.  It acts as a very advanced gas mask and is always operational.  Normal toxic gasses and airborn allergens will have no effect on the bearer.  However, new toxins that have not been identified by the IFS's creators may get though the filtration system.  In these cases, the bearer has +2D on Resistance rolls against the "new" toxin.

Epidermal Filtration System
Cost: 20,000
     Like the IFS, the EFS serves to keep toxins out of the body.  With the advances in biological and toxicological warefare, the danger of airborn weapons has increased signficantly.  The EFS is not perfect, but can be the difference between life and death.  It gives the bearer +2D to resist all airborn toxins that act through absorption through the skin.

Blood Filtration System
Cost: 50,000
     Like the other FS's, BFS sifts through the bearer's blood and removes harmful elements that it can recognizes.  This gives the bearer +2D to resist diseases and drugs that work in the bloodstream (this includes alcohol).  The BFS must be "recharged" every month for a cost of 5000 dollars.

Nerve Amp
Cost: 25,000
     This is actually a series of implants which serve to increase the response time and sensitivity of the bearer's nerves.  This results in slightly increased reaction time and  hand-eye coordination.  This grants a Boost to all Dexterity-based skills and and the character acts as if his initiative were 1 die higher.

Skeletal Reinforcement
Cost: 10,000 + 50,000 for surgery
     Subject gains +1D to resist physical damage. Not applicable to parts of the body that are already prosthetic.

Muscle Lacing
Cost: 20,000 x new Strength level. 
     Muscle lacing is a technique in which the surgeon's implant a series of biological and artificial materials that support and enhance the bearer's strength.  The technique is still being developed and is not foolproof, but it can provide some significant increases.  The costs are cumulative (thus a character going from a natural Strength of 2D to 5D must pay 3Dx20,00 +4Dx20,000+5Dx20,000 = 240,000 dollars!  However, the lacing is not noticeable with most detectors, unless a close medical exam is done.  If the character's muscles are severely damaged (gunshot wounds, for example), the Lacing will have to be repaired or replaced (GM's discretion).  Finally, the biological materials will disintigrate over time, meaning the entire system must be rebuilt after 5 years.  Lacing cannot be used to upgrade prosthetic limbs.

Ultrasound Sight Enhancer
Cost: 12,500
     Sensory motion system implant feeds input directly into the user's brain, creating a three-dimensional, black and white, sonic graph of the user's surrounding. An Easy sensors total is required to properly calibrate wave receptors once implantation nodes are in place. Otherwise, a Very Easy Perception roll is required periodically (varies according to species) for normal use. Normal operating range is 50 meters and function is equally good in all environmental conditions excepting those involving severe electrical disturbances.
Source: Galladinium's Fantastic Technology (page 37)

Brain Box
Cost:  20,000
     With a brain box, the bearer's brain is complete protected from physical damage.  It is wrapped up in an extremely strong layer of metals and ceramics that will resist bullets, heat, cold and even a lack of oxygen (internal tanks will supply up to 1 hour of oxygen necessary to keep the brain alive).  This is a good thing if the rest of the bearer's body is destroyed.

INTERFACE EQUIPMENT
There are a wide variety of ways for people to interface with computers and other technology.  The most standard are listed below.

Brain Plug
Cost: 100,000
    This interface unit permits the user to plug his nervous system directly into a computer.  It allows for instantaneous transfer of information from the brain to the computer (and visa versa).  The bearer is still limited by the bounds of human abilities however.  It increases the speed of all Computer Op/Prog rolls by 50% (a character can do 2 such actions in a round without penalty).  It also provides a +1D Boost to all such rolls.  It also permits completely secure transactions between the person and the computer.  Finally, multiple bearers may connect to one another through some kind of server-CPU to instantly share thoughts.
     Note that Brain Plugs are not very common.  This is probably because standard user-interfaces have advanced so far and it is a fairly invasive procedure and there are other options. 

Cyborg Construct
Cost:80,000
    Increases computer programming/repair by 2D. Increases any Knowledge or Technical skill by 1D. Construct can store up to 8D worth of additional information. Cyborg can read the data in his data banks at any time.
    Source: Cracken's Rebel Field Guide (page 31), Hero's Guide (page 130)
    Note, as written, this thing is silly, should be revised, mixing concept of scholarchip reader (D6 Space p49, and brain plug above)

On Body Computer (OBC)
Cost:20,000
    The basic OBC is a simple computer that is implanted within the body of the cyborg. It can be in a limb, consuming a "slot", or in the body itself. The system tracks the health of the body, heart rate, blood pressure and the like, and can transmit the data to the user via an audio or video implant, or both. This adds +1D to first aid rolls used on oneself, or if the data can be transmitted to others. In addition, when linked to recording implants it allows for significantly greater storage and retrieval of data. The OBC can be linked to an external computer via a simple data plug, hidden in a limb or under a bit of synth skin, or wirelessly.
    It is important to note that while the OBC is implanted in the user, and monitors the body, it is not terribly different from a normal external computer, and is not linked to the user in the same way as a Brain Plug or Cyborg construct. Therefore no bonuses are gained when using an OBC to perform any form of hacking rolls.

MISCELLANEOUS IMPLANTS
 

Dermal Plate
Cost:Varies. Armor is added per unit on a per limb basis. Head and torso are each counted as an individual body part for cost calculation. Use either the arm or leg Armor Value chart for cost.
    This is additional armor plating added over natural skin. It operates in the same way as the Armor Value attribute for a prosthesis. Dermal plating can not be added to a cybernetic part as that value IS the AV for that limb.

Drug Dispenser
Cost:10,000 to 15,000 plus cost of drugs
    This is a simple and convenient method for injecting drugs, both legal and illegal into the body. The effects of the drug are the same as they would be under injection under a normal method. An internal dispenser is generally designed to deploy one type of drug in proper dosage. It is relatively simple to adjust one to dispense other chemicals or a different dosage. The more expensive models can be adjusted on the fly if the character has any internal interface.

FULL-BODY REPLACEMENTS
Full-body replacements are pretty rare in the galaxy. While a few cultures have embraced discarding mortal flesh for robotic "perfection", most individuals see it as loosing an element of their humanity.  Full replaceement only occurs when the victim has suffered such grievous harm that his body is destroyed and full replacement is the only way he will survive.  Even then, he must have friends in high places (or a large personal fortune) to pay for the replacement.

If the Borg is being built at Character Creation, see that section for appropriate rules.  Later in the game, rather than build a full 'borg from scratch (putting together each component), consult the table below and choose the desired value and record the appropriate cost. 

Next, the standard full borg will have 2 standard optic implants, 2 standard aural implants, a brain plug, a brain box, and all the various filtration systems.  For an additional investment, the Borg can purchase install up to 5 optical implants and 5 aural implants, more than double the number available to the typical implant owner.  This represents the additional space avaliable when the engineers do not have to worry about as much "wetware".  GM's may decide to permit fewer or more slots as appropriate.

If this takes too long, consult the One-Stop Shopping Catelog below.

Durability : Note the following changes for the Durability value as applied to a "simple" artificial limb. This replaces Wound levels for the entire body. When a full borg is hit, it is not wounded in the same way as an organic creature. Stun damage is entirely ignored, bouncing harmlessly off the inorganic material. Damage levels of wounded or better come off the Durability value. These can not be regained until repaired (or at least jury rigged). If the borg reaches 0 durability, it ceases to function, including life support for the remaining organic parts. The player must roll an "easy" roll each minute using Armor Value. After each 5 minutes of in-game time, the difficulty is raised by 1. Failure of two consecutive rolls means the life support systems have completely failed and the character is dead. Every 10 points of damage below 0 immediately raises the difficulty and forces a roll. If twice the durability rating is sustained as damage, the character is beyond salvage and is dead.
 A successful roll to repair or jury-rig can keep the character's life support systems functioning longer than normal. This is generally not possible by the character themselves at or below 0 Durability. The exact results of the rolls would be determined by the skills involved and the situation.
 
 

Strength ValueCost Dexterity ValueCost
1D20,000 1D25,000
2D40,000 2D50,000
3D80,000 3D100,000
4D150,000 4D250,000
5D500,000 5D750,000
6D1 Mil 6D1.5 Mil
7D5 Mil 7D7 Mil
8D10 Mil 8D15 Mil

Jump BonusCost SpeedCost
-2D2000 22000
-1D4000 44000
0D10,000 610,000
+1D20,000 820,000
+2D50,000 1050,000
+3D100,000 12100,000
+4D200,000 14200,000
+5D1 Mil 161 Mil

Armor ValueCost DurabilityCost
1D5000 1010,000
2D10,000 1520,000
3D20,000 2050,000
4D50,000 25100,000
5D100,000 30500,000
6D300,000 351 Mil
7D750,000 405 Mil
8D1.5 Mil 4510 Mil

ONE-STOP SHOPPING
Adding up the value of various components can be cumbersome, especially for GM's trying to come up with 'Borgs on the fly.  The table below are intended to facilitate your cyborg-shopping spree.

Implants
The Implant Packages assume that the character has chosen 2 standard implants and fully outfitted them with options.
Implant Package
Constituents
Cost
Combat Optics Weapons Link, Light Amp, Broad Spectrum, Magnification 25,000
Crook's Optics Broad Spectrum, Computer Link, Light Amp, Magnification 20,000
Civilian's Optics Camera, Computer Link, Light Amp, Magnification 20,000
Combat Audio Secure Commlink, Wide Frequency,  Broadband Receiver 20,000
Civilian's Audio Commlink, Broadband Receiver, Recorder, Wide Frequency 15,000
Combat Internals All Filtration systems, Nerve Amp 110,000
Assasin's Internals IFS, Nerve Amp, Muscle Lacing 220,000 (assuming character went from 3D to 5D Strength)
VIP's Internals All Filtration systems, Brain box, Brain plug 115,000

Prosthetics
 
Prosthetic Package
Constituents
Cost
Combat arm 5D Str, 4D Dex, 7D AV, 20 Dur
117,000
Civilian arm 3D Str, 2D Dex, 4D AV, 10 Dur
31,500
Combat legs 5D Str, 4D Dex, 6D AV, 25 Dur, +2D Jump
132,000
Civilian legs 3D Str, 2D Dex, 4D AV, 15 Dur, +0D Jump
23,750

Full-body Replacements
Perfect for the man who has everything (or nothing, as the case may be...)
 
Body Type
Constituents
Cost
Standard Combat Borg 5D Str, 4D Dex, 6D AV, 25 Dur, +2D Jump, + Combat Optics, + Combat Audio, + Combat Internals
1,130,000
Advanced Combat Borg 7D Str, 6D Dex, 8D AV, 35 Dur, +4D Jump, + Combat Optics, + Combat Audio, + Combat Internals
4,755, 000

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