NEW CYBERNETICS

LEVEL 1 : LEVEL 2 : LEVEL 3 : LEVEL 4


NEW LEVEL 1 CYBERNETICS: ^TOP^
FLOATING ARM OR LEG : PRIMITIVE WATERPROOFING

FLOATING ARM OR LEG:
This functions just like a normal fake arm or leg, but is built of a Bouyant Material like cork or styrofoam, decreasing the wearer's tendency to sink. These devices weigh about a pound less on land, and decrease the Negative Buoyancy by 10 pound for an arm, and 20 pounds per leg. These devices cost about $30-$40 to get made, and are Reliability 17, because they are made of slightly weaker materials.
(SEE HYDRAULICS: BOUYANCY) ^UP^

PRIMITIVE WATERPROOFING:
This consists of tightly tying oiled skins or salvaged plastic over the cybernetic device to protect it from moisture. This type of protection is only effective down to 10 feet. Below that the wearer should roll Reliability Checks against a Reliability of 16 to see if the protection fails each round. Added weight is negligable, and it costs about $10 per device to have this done.
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NEW LEVEL 2 CYBERNETICS: ^TOP^

SEAGOING BODY FRAMES:
These devices are similar to Leg Braces and Full Body Frames, but are modified for an aquatic environment. This entails lighter, more flexible construction, with attachments for weights and or floatation devices to help control Buoyancy, as well as quick release buckles for a quick removal (1 Attack to release). These devices are Reliability 17, and weigh about 10 lbs. On land they reduce movement by a further -1 than normal body frames, because they aren't as sturdy. They cost an additional $50 over a normal frame. Add $20 for special floatation attachments that counteract the framework's Negative Buoyancy.
(SEE HYDRAULICS: BOUYANCY)

NEW LEVEL 3 CYBERNETICS: ^TOP^
AQUALUNG SYSTEM : AQUALUNG ADAPTOR : AUTODOC IMPLANT :
BASIC WATERPROOFING : ROTORS : WATER FEED & OXYGENATOR

AQUALUNG SYSTEM:
This is a reconstructed version of the Level 3 Lung Assist modification, built to allow a cyborg to operate up to 2 hours underwater from self recharging air tanks. Like it's landlocked cousin, this system is ponderous to operate on dry land, weighing roughly 30 lbs., but functions at a Neutral Buoyancy under water due to a built in Buoyancy Control Device (SEE EQUIPMENT). The system costs roughly $2000 to modify and install from a salvaged Dive Suit. It is Reliability 15, and comes environment sealed for depths down to 100 feet. The user is immune to Hypothermia and Pressure effects down to that depth.
(SEE HYDRAULICS: BOUYANCY) ^UP^

AQUALUNG ADAPTOR:
This device is made to operate in connection to a pre-existing Lung Assist unit on a cyborg. It functions similarly to the built in system, but not as reliably. It allows 1 hour of operation under the surface per tank, and has the added benefit of allowing for replacement tanks to be substituted as others are used up. The unit adds 15 lbs. to the cyborg's weight, but can be easily removed. It lacks the built in Buoyancy Control, and operates at a Reliability of 14. It can only function at depths down to 80 feet, and the rest of the Lung Assist system must be sealed to operate safely. This system costs $500 plus $100 per spare tank.
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AUTODOC IMPLANT:
Based off of the built in Autodocs found in many high end Powered Suits, this device is wired permanently into the cyborg, and actively monitors and cares for their physical well being. If the user is reduced to 0 Hit Points, the device will instantly heal 20 points, and then heal the cyborg an additional 1d10 points per round until it's drug banks run out or it registers perfect health. Installation of this device costs $1500, and actually increases the Autodoc's reliability to 14 due to the device becoming accostomed to a symbiotic use by a single patient. This implant adds 5 lbs. to the subject's overall weight. Refills cost the usual rate plus $100 for an expert to install.
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BASIC WATERPROOFING:
In this type of waterproofing, the device is protected by rubber or plastic wrapping that is bonded, usually with caulk or epoxy, to the parts in question. It usually costs about $50 for small devices, and $100 for larger attachments. This coating is Reliability 17, and allows for operations at depths down to 90 feet.
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ROTORS:
These systems are usually built onto a larger piece of equipment, like a Lung Assist or Full Body Framework. Operating on a single Hydrogen Cell, they can propel the cyborg thru the water at a rate of 30 for up to 20 rounds per cell. These devices are about as maneuverable as a Jet Ski or Microsub, and take up a Combat Attack to make a turn or re-orient the cyborg's body. On the plus side they allow for stable, effortless motion in the water, and the user gains a +1 to Melee and Ranged THAC0, and suffer no Fatigue Penalties for prolonged operation underwater. They cost $300 to install, and weigh about 15 lbs.
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WATER FEED & OXYGENATOR:
This device is built specially for sea going life forms who cannot survive in an air environment. It operates rather like a reverse Lung Assist, recycling water and running it in a constant stream thru the subject's gills. These systems cost $700, and are Reliability 15. They are usually fashioned from salvaged aquarium devices. A marine cyborg using one of these systems can operate on land for 2 hours before the water tank needs recharged and a new Hydrogen cell is needed. It weighs roughly 30 lbs.
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NEW LEVEL 4 CYBERNETICS: ^TOP^
ADVANCED WATERPROOFING : ARTIFICIAL GILLS : DEEP SEA FRAMEWORK :
DEEP SEA LIFE SUPPORT PACKAGE : HYDRO JETS : HYDRODYNAMIC PANTROPY: RETRACTABLE WEBBING : REMOTE & LINKUP : SONAR IMPLANT :
SYMBIOTIC LINKUP : TAIL IMPLANT

ADVANCED WATERPROOFING:
This entails special polymer sealants and baffles over air intakes that totally seal a device against depths of up to 200 feet. It's Reliability is 18. This process is one of the rare Level 4 modifications that can be purchased from a high tech installation, for about $200 on small devices and $350 on larger items.
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ARTIFICIAL GILLS:
These devices are installed in the throat of the cyborg, and allow for unlimited breathing underwater, as well as a total immunity to The Bends, due to the fact that the device is placing oxygen directly into the subject's bloodstream. The system can be switched off to allow normal breathing on land. The subject suffers no additional dangers from Poisonous Gas Attacks while on land, and is fully immune to poisons in water due to the Gills' filtration systems. Maintenance is crucial for this system. For every month missed there is a cumulative 10% that the system will stick in one mode or the other, trapping the cyborg on land or in the water. Since this device is directly connected to the circulatory system, there is a danger that if the system sustains over 20 points of damage, that the subject will bleed to death in a fashion similar to a mutant with the HEMOPHILIA(D) defect. Artificail Gills are Reliability 15, and add 10 lbs. to the cyborg's weight.
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DEEP SEA FRAMEWORK:
This modified version of the Reinforcing Frame, allows for operation at depths below 200 feet, without any problems from pressure. It is slightly heavier than a normal Reinforcing Frame, at 30 lb. Otherwise it is identical in function and Maintenance requirements.
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DEEP SEA LIFE SUPPORT PACKAGE:
This modification is based on normal Cybernetic Organs, but allows for operations at depths below 300 feet. A key feature of this system is a sophisticated gas exchange process, that eliminates danger from The Bends, Nitrogen Narcosis, and other effects of severe pressure. It can attach either to lungs or to Artificial Gills. It also posess' a built in Buoyancy Regulator, that keeps the user at Neutral Buoyancy at all times.
(SEE HYDRAULICS: BOUYANCY) Otherwise it functions identically to Cybernetic Organs in terms of Attribute increases and Maintenance needs. ^UP^

HYDRO JETS:
These systems channel water thru small jets for propulsion, allowing the cyborg to move at a rate of 40. They are generally built into larger systems like Cybernetic Limbs or a Framework, and draw their power from that device's power source, at a rate of 1 point per round of movement. Hydro Jets are much quieter and maneuverable than Rotor attachments. Missed maintenance causes a 5% chance per month missed that the jets will clog and become useless.
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HYDRODYNAMIC PANTROPY:
This is an extensive operation similar in nature to "The Moreau Treatment" (SEE THE NEW WEST: CYBORGS) that any being can undergo, converting them into an organism ideally suited for life underwater. Like "The Moreau Treatment", it entails the complete deactivation of the subject's nervous system due to it's drastic nature, leaving the subject with an effect similar to the NO NERVE ENDINGS (D) defect. The cyborg gains a +3 to Dexterity underwater, and never suffers penalties to Combat rolls or Fatigue, and is fitted with a Deep Sea Frame, improved Artificial Gills that carry no risk of bleeding to death, and Retractable Webbing. All of this is coated with a slick, completely waterproof biopolymer skin that reduces AC to a natural 8. Maintenance is vital, and missed maintenance will result in a reduction of -2 in Strength, Constitution, and Dexterity. Once one of the attributes reaches 0, the subject will die within 1d4 days. The cyborg that gets reconstructed this way had better really like the water.
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RETRACTABLE WEBBING:
This simple modification of cybernetic limbs allows for a +1 increase in Swimming Movement. When the subject is on land the webbing can be retracted into sockets between the digits. These devices are relatively simple and easy to power, and function similarly to Cyber Claws in terms of power and Maintenance needs. They are Reliability 15.
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REMOTE & LINKUP:
This modification comes in two parts, a small robotic remote unit, and a Brain Implant that allows the cyborg "parent" to tap into it's A.I. processor and experience everything it is experiencing thru it's sensors. The remote unit is usually little more than a sensor package on feet, fins, or rotors.The stats for a typical land based unit are: HD:1, HP:10, Movement:14, AC:4, M.S. 15 and no Thac0 or Attack forms to speak of. These microbots are usually under a foot long, and are generally equipped with Visual, Auditory, U.V., and I.R. sensors extending out to 50 feet. They are either powered by a Hydrogen Cell for up to 48 hours, or recharge in a special backpack unit worn by the parent cyborg. Control of the remote is exclusive to it's cyborg partner. The microbot is Reliability 17, and complete with carrying pack weighs about 15 lbs.

The "parent" can carry and deploy multiple remotes, but can only access information from one at a time. For each month of missed maintenance, there's a cumulative 10% that the parsing system will fail, causing the cyborg to suffer as if affected by the CONFUSION mutation when in video contact with the remote, and causing the remote to wander off in a random direction.

Modifications on Cybernetic Remotes can be done at a Level 2 or 3 level of sophistication, adding devices like weapons or comlinks to the little machines. Costs and additional weight are similar to those listed for adding such improvements to a cyborg. ^UP^

SONAR IMPLANT:
This device, linked directly to the cyborg's brain, allows them to operate as if they posessed the SONAR mutation. This device is Reliability 14. If maintenance is skipped the device's range will reduce by 10 feet per month, and will eventually reduce Perception by -1 per month as static builds up in the interface.
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SYMBIOTIC LINKUP:
Similar to the Remote & Linkup enhancement, but in this case the cyborg is partnered with a Robotic Unit of some type, most commonly a SoldierBot or some type of industrial or rescue type, although partnerships with Assault Cyborgs aren't unknown.

As with the remote, the cyborg can link up to the A.I. core of their partner and sense what they are sensing. The cyborg cannot, however, control the actions of the A.I. unit, which recieves it's orders directly from the Computer or Installation that created the partnership. Often the cyborg is meant to operate in tandem with or advise the robotic unit, under the command of a third party. One benefit, however, is that the bot will be programmed to protect it's partner, although the mission overrides the safety of either team member. Such arrangements were rumored to be just becoming common when the Big One hit, and are made nowadays at the whim of the A.I.'s that are still capable of creating such teams. ^UP^

TAIL IMPLANT:
This extra appendage is grafted to the base of a Cybernetic Spine, and allows for the benefit of a PREHENSILE TAIL and increasing Dexterity by +2. Weapons like tasers, blades, or poison needles that can inject 5 shots of Intensity Level 3d6 Poison can be added for an extra attack. Missed maintenance causes a gradual diminishing of control over the tail, losing 1 point from THAC0 per month, and a 10% cumulative chance per use that it will cease to function. It is Reliability 16, and weighs up to 7 lb. plus the weight of whatever weapons might be added.
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