

Truth be told, water just isn't that friendly
an environment for a critter that's half meat and half machine. That doesn't
stop a lot of cyborgs , since they tend to be unfriendly types themselves.
This section deals with some
urgent concerns for bionic types in the aquatic environments of the New
South, as well as a load of ingenius new modifications that a cyborg can
use to make themselves more seaworthy.
BOUYANCY : SWIMMING : WATERPROOFING
NEW CYBERNETICS : CYBORG CHARACTERS
CYBORGS &
BUOYANCY:
First off, the big problem with having all
that heavy metal gear strapped, or grafted, on to your body is that you
sink like a bag of rocks. Use the list below to see how much weight is gained
from your add ons. The G.M. may opt to factor these weights into the subject's
Encumbrance. Future cybernetics entries will have the weight increase included
in the description.
(SEE HYDRAULICS: BOUYANCY)
LVL 1 HOOK OR WEAPON: LVL 2 CONCEALED GUN LEG: LVL3 LUNG ASSIST: LVL 4 ADVANCED VOICE BOX: |
2 lbs. or Weight of the Weapon 8 lbs. + Weight of Weapon 20 lbs. 1 lb. |
CYBORGS &
SWIMMING:
Most prosthetics tend to be kind of ungainly in the water, above or below
a certain Level of Sophistication. Level 1 Cybernetics are generally so
simple all they are is a little added weight, and Level 4 Cybernetics are
the same, but in this case because they meld so well with the cyborg's body.
The real problems come from the strap on attachments at Levels 2 and 3.
These devices tend to hamper free movement in the water, and thus reduce
the subject's Swimming Movement Rate by 1/2, unless specially constructed
for aquatic use.
Casting off such devices is time consuming and costly (unless you can get someone to retrieve them), but can save a cyborg's life. It takes up a beings full Attacks for a Combat Round to remove a prosthetic, during which even Swimming is suspended in favor of wrestling out of the device. Constitution costs are applied as if the subject were still Swimming, however.
If the subject enters the water without their attachments, they suffer whatever Movement Penalties are detailed in THE NEW WEST: CYBORGS: CRITICAL INJURIES, with this addition, creatures missing an arm or hand suffer Swimming Movement penalties as if they were missing a leg or foot. ^TOP^
WATERPROOFING:
Purely mechanical devices generally don't pay
no nevermind to being submerged in water, but electronics generally don't
fare so well when dunked.
Most Level 1 and 2 Cybernetics are unaffected by getting wet, unless they have some kind of electronic tool or weapon built in. In this case the cyborg should roll a Reliability Check for the device each time it's used underwater.
Level 3 Cybernetics present the biggest problem when submerged, due to their jury rigged nature. Unless sealed against the elements these devices will malfunction within 1d4 rounds unless a successful Reliability Check is rolled per round spent in the water.
Most Level 4 components are environment sealed and rated to a depth of 30 feet. Below this depth the seals could break, and after 1d6 rounds the cyborg should start rolling Reliability Checks. If a malfunction occurs it is vital for the subject to see their Maintenance center. ^TOP^
NEW CYBERNETICS : CYBORG CHARACTERS