GURPS CYBERNETICS PDF

No cost reduction for these looks is allowed, however. Lifting and Extra Effort Anyone whose body is partly, but not completely, bionic will have two ST values: one for his normal body and another for his limbs. If extra effort is required see p. Full cyborgs have one ST value; maximum lift is ordinarily 25 x ST. A failed roll does 1 point of damage to each limb involved and the cyborg body.

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No cost reduction for these looks is allowed, however. Lifting and Extra Effort Anyone whose body is partly, but not completely, bionic will have two ST values: one for his normal body and another for his limbs. If extra effort is required see p. Full cyborgs have one ST value; maximum lift is ordinarily 25 x ST.

A failed roll does 1 point of damage to each limb involved and the cyborg body. In general, a cyborg will not be as powerful as a super of the same ST when it comes to lifting see p. SU83 , but this is realistic: SF cyborgs cannot toss tanks around, but they can dish out a lot of damage and carry a lot of equipment.

Cyborgs and Body Armor Cyborgs with the Unnatural limitation p. Tailor-made suits will cost twice as much as equivalent armor in a normal size. For this reason, most societies will outlaw cyberlimbs with superhuman DX. A cyborg with a DX of 20 or higher can have his body react involuntarily: any time the cyborg is startled or surprised an engine backfiring behind him, or a child yelling "Boo! Cybernetic Aliens Alien physiology will affect the construction of cyborgs.

Some alien races may be more culturally inclined to use cybernetics than humans; those civilizations might actually be one or two TLs above the norm when it comes to bionic technology. Others may reject all implants for ethical or biological reasons. Every level of Increased ST see p. The limits on DX are also increased by the same amount. ST and DX penalties will reduce the maximums. DX is reduced the same amount.

Mindswitch System Psionic TL The Mind-Transfer Machine will impose the personality of the subject on the cyborg body, and transfer it back whenever necessary. The process requires 5 minutes and a successful Electronics Operations Psychotronics roll by the operator.

This system lets governments use ultra-powerful cyborg warriors without worrying about what to do with those cyborgs when they are not needed. The cyborgs can enjoy a normal life when not on duty some may become too enamored of the power of their metal bodies, which may result in interesting mental disadvantages.

Perhaps most importantly, GMs will be able to dictate when the cyborg bodies will be used. Living Metal Components TL Variable For double the normal costs, bionic parts can be completely made up of living metal see p.

Monomolecular Claws TL9. CY32 can be given monomolecular edges at TL9. This adds 1d to cutting damage, and armor protects with only half DR. If claws are illegal or restricted, these will be even more so. Hyperdense Claws TL The combination allows hyperdense weapons to cut through most materials like a hot knife through butter.

Motion Amplifiers TL A cyborg with ST 22, for instance, would do 20d instead of 2d damage with a punch, or could jump feet instead of 17 feet.

The Motion Amplifier is neurally inter-faced see p. UT79 to the cyborg, who can decide when to use the H-field. The Motion Amplifier will not help in lifting, which requires a constant effort, but can be used for pushing, throwing or hammering at objects.

Using an H-field for any one action drains one charge from the field; a D-cell provides charges. For the round during which an H-field is activated for an action, it provides DR 50 to its wearer, which is cumulative with the DR of any other Force Screen or armor. The generator is built inside the body, and has a HT of Pressure Resistance. The numbers given below assume Earth ocean depths.

This modification is only available as a feature of a Full Cyborg Body. The maximum depth the cyborg can reach will depend on the thickness of its armor minimum 3 at TL8. Each level of Pressure Resistance allows the cyborg to resist 5 atmospheres per point of DR. Weapon Arm. The barrel of the weapon is installed on the arm socket; the power source is usually mounted on the back. The weight of the weapon cannot exceed Light Encumbrance. Only beam weapons, gauss guns and light rockets can be installed in this way; an autocannon or artillery piece would generate too much recoil.

The most common Weapon Arms are Gatling Lasers, but the stronger cyborgs can mount light vehicular weapons. The weapon arm is basically a stiff tube that cannot bend at the elbow, which may cause problems in narrow or confined spaces.

If the cyborg does more damage in an attack than the DR of the arm, the weapon takes damage.

INGER ENKVIST PDF

Better, Stronger, Faster

By using this site, you agree to the Terms of Use and Privacy Policy. Chip slots, accelerated reflexes, memory flesh, living metal skin, reinforced skeletons, thermal imaging eyes, neural interfaces, cognitive enhancement, ripsnakes, etc. So Unhealing Total, 1 arm would be points. Find More Posts by Hellraezer.

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The short version is that you take the appropriate disadvantage One Arm in this case and then apply a Mitigator B based on the limitations of the cybernetics. Cybernetics Pages using deprecated image syntax. A low-capacity interface jack allows operation of devices equipped for computer or mental control with no bonuses to that operation. Find More Posts by NeverCool. A character could buy a single cybernetic eye or ear for half cost.

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