Cyborg
 

 

 

Amidst the hidden eddies of the shadows there are those who are largely feared or unwelcome because they have seemingly sacrificed every last vestige of supposed humanity by going borg. In truth history supports the popular urban myth that to keep company with cyborgs is to court an early grave. Divorced as they are from the majority of what would constitute human frailties, running into a fire fight that a borg is running into is usually a sure fire way to get your ticket punched in a spectacularly gruesome manner. Most borgs are created with specific uses or purposes in mind, though rumors abound of the rare exceptions who have somehow escaped the obvious pitfalls of such an existence and roam the streets and alleyways of the plex unknown and generally unwanted.

   
  Cyborgs usually retain only their spinal column and brain, if that; which are housed within a host of possible models or shells that span the range from inhuman looking and horrific, to all but imperceptible. The borgs that look just like humans are generally the longest lived and obviously, the most capable of losing themselves in the sea of humanity; a humanity that if it knew what they were, would recoil at their presence. Those unable to effect a human-like appearance often attempt to pass themselves off as merely android or robotic automatons. Despite the fact that several sim-sense and other famous personalities often toy with the scream sheets about whether they're wholly human or not, the usual cyborg passes unseen and is an outcast even to their own sense of what equates to normalcy. Such is the general lot in life for those who through choice, cruel twist of fate or accident, end up a ghost in a shell...
   

 

   

CYBORG Quickjump

   
   

 

   
   

CYBORGS

   
   

ESSENTIAL OPTiONS

   
   

 

   

 

   

CYBORGS

   
 

 

 

 

 

Type

Function

Cost

INDEX

   

 

   
 

Base Cyborg

Base Humanoid Cyborg 

 

  Strength 22   Agility 22 2500000 28
 

        Base Non-Humanoid Cyborg             

   
  Strength 30   Agility 30 5000000 32
  Max Humanoid Cyborg    
  Strength 30   Agility 30 500000/p-point 30
  Max Non-Humanoid Cyborg    
  Strength 38   Agility 38 900000/p-point 34
  Cyborgs are vastly more powerful than your average human. The requirements of eating, drinking, and breathing are no longer necessary though this option can be added if the client desires. Sleep is however still a necessity, though 4 hours in any given 24 hour period is generally sufficient. Airborne toxins, gases and the like, unless they're nanite, or especially acidic in nature; have no affect upon cyborgs, nor can all but the most dire or lengthy of exposures to radioactive material cause them any discomfort. Cyborgs can exist even in the vacuum of space for a seemingly indefinite amount of time. The strength, agility and resilience of cyborgs is disconcerting to even the most jaded of borg hunters. Bionic in nature, a cyborg can bend steel rods an inch in diameter with base attributes. Housing offensive and defensive weapons and countermeasures within one's form becomes infinitely more plausible and even desirable to those who have taken on a new existence as something that is more, yet less than human.
  Note: Each carries its own vulnerabilities and all are susceptible to EMP detonations if not shielded. (In such a case the body goes inert for 1-7 days, after which the power cells remaining life is reduced by half, if the subject doesn't have a power cell, he or she will survive but their body will not function. (See Beacon Star Contract) Immune likewise to most diseases, poisons and the like, cyborgs in general have very little to fear, unless they're foolish or extremely unlucky. Due to the innate power of a cyborg and its potential threat to the powers that be, most are built with kill or inhibitor switches, or worse. A free roaming cyborg with a grudge is an enemy few can afford.
   

 

   
 

Cybernetic Endoskeletal Frame

Composition     Damage Resistance Rating     Armor Points     Barrier Rating 

 

 

1:Humanoid Carbon Steel             -2                             60                      4

1:1500000 28
  Non-Humanoid Carbon Steel          -3                             80                     4 3750000 30
 

2:Humanoid Tungsten Alloy           -4                           100                     8          

2:3500000 28
 

Non-Humanoid Tungsten Alloy        -5                           120                     8

7000000 32
 

3:Humanoid Poly-Ceramic             -4                            120                    10

3:5500000 28
 

Non-Humanoid Poly-Ceramic          -5                            140                    10

9500000 34
  4:Humanoid Bio-Ceramic               -4                            100                     8 4:7500000 28
 

Non-Humanoid Bio-Ceramic            -5                            120                    8

12000000 34
  Cyborgs are generally composed of two primary facets, to the exclusion of any subsequently added cybernetic wares. The Cybernetic Endoskeletal Frame describes the would-be cyborg's essential life support container and systems as well as a base skeletal framework pursuant to that ordered. Cost can further vary with individual endoskeletal designs.
  Note: In most cases, standard practice with would-be cyborgs; voluntary and otherwise, involves the implantation via the void of memories relating to some situation, accident etc. that has incapacitated them for the duration of the process. This has been found to ease the augmentative ordeal as a whole. In the case of voluntary augmentations, the subject is usually consulted for a decision on the chosen memory implantation.) In all but the case of bio-ceramics, the primary difference between the types is durability and resilience to injury. In the case of bio-ceramics, the exoskeleton is composed of experimental ceramics that incorporate special nanite tiers that allow the frame to naturally repair and regenerate itself if harmed. In the case of the other frames, specific nanite solutions and power cells must be used. The costs reflected above are the benchmark, not taking into account special designs and or size variances. (Bio-ceramics regenerate at the following rate: 5HP/hr)
   

 

   
 

Cybernetic Exoskeletal Frame

Composition     Damage Resistance Rating     Armor Points     Barrier Rating 

 

 

1:Humanoid Carbon Steel             -2                             60                      4

1:1500000 28
  Non-Humanoid Carbon Steel          -3                             80                     4 3750000 30
 

2:Humanoid Tungsten Alloy           -4                           100                     8          

2:3500000 28
 

Non-Humanoid Tungsten Alloy        -5                           120                     8

7000000 32
 

3:Humanoid Poly-Ceramic             -4                            120                    10

3:5500000 28
 

Non-Humanoid Poly-Ceramic          -5                            140                    10

9500000 34
  4:Humanoid Bio-Ceramic               -4                            100                     8 4:7500000 28
 

Non-Humanoid Bio-Ceramic            -5                            120                    8

12000000 34
  In the case of exoskeletons, the variability in sculpture can be sharply contrasting. Some choose a form that can be further augmented so that they can pass as simply human, while others choose to take extra measures to utilize the freedom of form to terrify or potentially influence those they meet. Whatever the case, almost anything is possible, given enough credit and time. The Cybernetic Exoskeletal Frame refers to the strengthened musculature.
  Note: In all but the case of bio-ceramics, the primary difference is durability and resilience to injury. In the case of bio-ceramics, the exoskeleton is composed of experimental ceramics that incorporate special nanite tiers that allow the frame to naturally repair and regenerate itself if harmed. In the case of the other frames, specific nanite solutions and power cells must be used. The costs reflected above are the benchmark, not taking into account special designs and or size variances. (Bio-ceramics regenerate at the following rate: 5HP/hr)
   

 

   
 

Host VAI Processor

Type          Statistics          Data-Transfer Rate          Repair Bonus 

 

 

1:           Raptor  +1 Intuition +2 Intell           +5                        +15%

1:1000000 28
 

2:           Reaver  +2 Intuition +3 Intell           +8                       +20%

2:2500000 30
 

3:           Hades   +3 Intuition +4 Intell           +10                      +25%

3:5000000 32
  The primary systematic processor orchestrates and controls the various sensors spread throughout the outermost layer of the cyborg's exoskeleton and are linked with the endoskeleton as well as the host sentience for purposes of orientation and awareness of their new body. These connections allow the subject to perceive variations such as temperature, pressure, damage, etc. however unlike non-cyborgs, this information is either acted upon (Power is re-routed or repairs are initiated, etc.) or remains simply information. (ie. Physical damage to all but the last vestiges of the subject's endoskeleton aren't necessarily cause for worry much less detrimental to the subject, except where such damage might hinder mobility.)
  Note: The main difference between the Hades and Raptor processors is memory/repair functionality, each being related to the orchestration of nanite solutions to effect repairs, tertiary systems relate to pre-set checks and balances imposed by the host sentience to keep the cyborg from crushing or otherwise maiming those it doesn't intend to via its unnatural strength and composition. The host VIA acts as a quasi-sentient companion system, incorporating sub-systems and wares for use and seeing to the continued trouble-free function and updating concerning possible problems. Likewise in cases where the cyborg is being monitored the VAI alerts biomonitors and the appropriate specialists if any problems are detected, such as cyber-psychosis and the like. Host VAI Processors cannot be used in conjunction with VAI microprocessors.
   

 

   

 

 

 

 

Essential Options

Type
Function
Cost
Legality Pating

Cyberware or Bioware

Variable

Variable

As per individual Cyberware or Bioware

This general category refers to a cyborg equivalent of most pieces of cyberware. This likewise refers to those biowares that primarily relate to the passage of neurons or enhancement of the mind. The primary difference is that the price for cyborgs is lessened by 20% for each potential augmentation. Surgery costs and difficulty are lessened as well.
Note: Since the cyborg is only organic with respect to the subject's central nervous system and brain (the cerebellum and spinal column), only bioware/cyberware that affects these facets of the subject can benefit the cyborg. In terms of speed enhancement, a cyborg's limit is effectively the equivalent of a stepped move-by-wire system lvl 4.
 

Power Cell

    Type            Life           System  

Requires license and Registration is highly illegal otherwise.

1: Duron        1 year          14 1:100000
2: Terrigen     5 years        16 2:500000
3: Orion         5/years        18 3:1000000
4: Infurnace  10/years       18 4:5000000
5: Vanguard   20/years      20 5:10000000
6: Neu-Life    25/years       20 6:15000000
Though the term power cell is and sounds generic, these cells are tailor-made for cyborg and advanced android systems and are both rare and extremely costly to all but the financial elite or Corporately connected. The primary function of the cell is to provide a reactive and functioning comprehensive basic schematic blueprint of the total cyborg form and provide raw energy to maximize and aid in the fluid functioning of the cybernetic primary and sub-systems. These cells likewise are equipped with miniscule if potent specialized nano-factories that produce the pseudo-nourishment that keep the organic brain and spinal column of the subject from deteriorating.
Note: Power cells cannot be yanked from one cyborg and placed into another. Un-imprinted power cells must be utilized instead.
 

Tailored Nanite Solution

Nanite Type

 

Requires license and Registration is highly illegal otherwise.

1:                    alloyed poly-steel 1:5000/per dose
2:                      poly-ceramics 2:10000/per dose

3:                      bio-ceramics

3:22000/per dose
4:                      tri-titanium  4:45000/per dose
Nanite solutions in essence act as memory nanites when the cyborg has a functioning power cell. The advanced systems of the power cell act as the conductor for the solutions, which follow its direction in effectively repairing/healing damage. The various solutions each repair/heal a total of 20HP per dose and remove the outward appearance of scarring on the cyborg's two skeletal frames.
Note: Through the use of these nanite solutions whole arms and or legs, etc. can be regrown, but in such a case the subject must also have access to a bio-technician or be capable of slaving a sizable mainframe or the like to their power cell's system for reconstitution. To replace a missing limb etc. a full 5 doses of the respective Tailored Nanite Solution must be utilized. Tailored Nanite Solutions are both heavily priced and often pirated. The price is used as a control against cyborgs who go rogue, and many renegade cyborgs find themselves found out and destroyed when they are looking for the bare essentials of their continued existence. Likewise these solutions are used by various military and guerilla forces around the globe to repair vehicles, mech, mecha, weapon platforms, etc.
 

Beacon Star Contract

Plan              Response Time

 

-

1:            Silver            10-15 minutes 1:250000
2:            Gold              5-10 minutes 2:500000
3:          Platinum         5 minutes or less

3:750000

The Beacon Star Contract is an option that can only be taken either at the initiation of creating a cyborg or during a near, to complete overhaul. Essentially what this equips the cyborg with is a last ditch propelled ejection system as well as specially formulated gel-foam landing package. In the event the subject's cybernetic body is in imminent threat of destruction, the subject can initiate the sequence which will alert Beacon Star who will have an armed response team sent to your location (If near a populated center.) where they will recover the subject's vital organic remains and return them to a Beacon Star facility where further recovery and repair can take place. The sum displayed as the cost is to be paid yearly. There are a few potential drawbacks to the Beacon Star system. First, the ejection module will only function where it is safe for it to do so. (ie. If you're indoors it will not eject, lest it deal more damage to the subject.) Likewise, if the subject is beyond the area of coverage he or she forfeits their right to expect Beacon Star to live up to its contractual predefined window of response.
 

Dikot-Sheathing

Bonuses: Barrier/R   HP

 

-

+1       +15

90000

Through this process the subject's cybernetic form is further augmented by immersion in a nanite-based dikot solution which adds both greater resilience and strength to the base material that forms the subject's endo or exoskeletons if not both.
Note: Due to the inherent mutable nature of Bio-Ceramic endo and exoskeletons this process is unavailable for such cyborg frames.
 

Tailored Epidermal Lattice

Complexity  Regenerative/R  HP

 

-

1:  6          1HP/per hour    20 1:120000
2:  6          5HP/per hour    30 2:200000
3:  6         10HP/per hour   40

3:400000

The Tailored Epidermal Lattice refers to the cyborg's skin, with respect to those who do not embrace the generic non-human appearance that is the default of all cyborgs, and is always an option. This bio-latticework, which is a symphony of engineering, involving intricate layers laid over the subject's exoskeleton and tailored to readily mimic both texture and firmness. This false layering process allows a cyborg both to change his or her outer appearance with relative permanence and ease, as well as grants them the free roaming ability to walk among their frail peers without fear of discovery, even if things were to grow dangerous or intimate, to a point. The epidermal lattice requires a powercell to function, and is capable of simulating most emotives, or environmental effects, hair growth, (composed of micro-filament) goose bumps, sweaty palms, wounds, etc. The lattice regenerates HP automatically if damaged and exudes the appearance of the supposed wound to a lesser degree, making it easier to hide the fact that the bullet is stuck between the subject's exoskeleton and the false flesh. If the HP value is negated by damage, the lattice accrues further damage as it would otherwise, with its regenerative properties halted until the damage ceases. Then regenerates from whatever the damage total is regardless of negative numbers as the lattice gradually reproduces nanites.
 

Detailed Form

Statistics  

-

+2 Attractiveness/ +1 Charisma

250000

This refers to mechanical and sculpted variances beyond the creation of a anatomical form, making the cyborg capable of much of what their form implies. For instance the subject can be capable of the act of mating, (though unless other sources are used the cyborg is for obvious reasons sterile), and if alternative means are used can simulate and experience pregnancy through the use of this procedure. Likewise the subject can effectively mimic and trigger a host of various nuances, crying, greater expression, emit scent, etc. This process is most often used for human appearing cyborgs, whether by design or choice. Psychological tests have determined that cyborgs without this simple alteration which allows them certain touchstones of basic human and day to day existence, tend to slip into cyber-psychosis and the like more easily.

 

 

 

Various Cyborgs