The popular myth about cyberlimbs is that they enable
their owners to perform all kinds of superheroic feats.
To a point, it's true; cyberlimbs can be designed with
boosted strength and speed, using synthetic muscle fibers
and silicon chips. What you won't find are people running
at 200 miles an hour, bending steel bars with their hands
or throwing Volkswagens around. Why can't you go around
lifting cars and punching down walls like the cyborgs in
the comics? Simple physiology. The replacement limb must
be able to work in concert with the remaining
"meat" parts of the body. Even if your arm was
ten times stronger than before, the back and shoulder
muscles supporting that cyberlimb wouldn't be - and
they'd shred long before the artificial muscles did. But
within limits, a cyber-equipped person can do some pretty
impressive party tricks:
Crushing: A cybernetic arm uses
synthetic muscle fibers instead of flesh and blood. They
don't get tired, and they don't feel pain. They are also
much stronger than normal muscle tissue. This gives a
cyberarm tremendous gripping power. All cyberlimbs can
easily crush light metals, woods and plastics. They can
crush glass and plastic to dust (although they can't
crush lumps of coal into diamonds!). In combat, any
crushing grip with a cyberarm will do 2D6 damage.
Pain: Cyberarms never grow tired,
allowing the wearer to hang from high places
indefinitely. You can turn off the touch sensors with the
flick of a mental switch, eliminating pain and allowing
you to perform feats such as reaching into raging fires,
dabbling in tanks of liquid nitrogen, and picking up
red-hot pokers. A gunshot wound to a cyberlimb has no
pain effects; you don't have to make a saving roll
against shock and stun.
Damage: Cyberlimbs can take (and dish
out) a tremendous amount of damage, so much so that they
are treated like machinery for the purposes of game
combat. All cyberlimbs can take up to 20 points of
structural damage before they are useless, and up to 30
total points of structural damage before they are
destroyed. A cyberarm punch does 1D6 damage to its
target; wall, car, someone's head; no matter. A cyberleg
kick will do 2D6 damage.
Leaping: Cyberlegs employ powerful
pistons and microservos, backed by bundles of synthetic
muscles. With a pair of them, you can leap tremendous
distances. Characters with paired cyberlegs can leap 6
meters straight up, or make a running jump of up to 8
meters.
These are things which can be done to a
basic cyberlimb to improve its strength, damage capacity,
or flexibility. In addition to these improvements,
artificial shoulders can be mounted at waist level to
provide extra arms. A cyberlimb on hold up to 4 options
or built-ins. A hand or foot is considered to be one
option. (Cyberlimbs automatically come with basic foot
modules).
Quick-change mounts: These allow the
user to change cyberlimbs without using tools. The limb
is bayonet mounted, and can be removed by depressing a
thumb catch and twisting to the left. Quick-change mounts
may also be used at the wrist or ankle. Joints to allow a
variety of hands or feet to be used. To calculate HL,
average the HC's of all the options you're using with the
mount, then double it.
Hydraulic rams: Common to Soviet
cyberwear, rams are bulkier and heavier than myomar
fibers (the limb will not pass inspection as real no
matter how well covered by Realskinn), but can take
more damage (30 SOP to disable, 40 to destroy). Limb
strength is also increased (3x crush, punch, and kicking
damage).
Thickened myomar strands: These give
limbs greater strength (2x normal damages) and durability
(+5 SDP). Leaps are increased by 50%.
Reinforced joints: These are made of
titanium steel instead of stainless and add +5 SDP to the
cyberlimb.
Artificial shoulders: These are
swivel joints which can be mounted to a back mounted
frame. This allows up to two extra arms to be mounted at
waist level. The unit has an SDP of 25.
Microwave & EMP shielding:
Protects your cyberlimb from electromagnetic pulse and
microwave attacks. Shielding may be placed on any type of
limb no matter what covering is used; it is placed
internally, using up one space in the limb.
Coverings: White all cyberlimbs come
in a stripped or uncovered state, they can be covered in
a variety of ways. The cheapest method is a plastic
covering, available in a variety of colors with
airbrushing or transparent with imbedded tights and
holography. A plastic covering may also be chromed (a
popular option) or covered with a metallic skin tinted in
golds blues greens reds or silvers. The most expensive
option is Realskinn, a flexible plastic that looks
very much like skin with follicles hairs, small scars and
imperfections, it has a 75% chance of passing as a
"meat" limb to all but the closest inspection.
In lieu of a covering, the cyberlimb can be armored
with Kevlar and ballistic plastic. This armor covering
protects the limb with an SP of 20 However, you may not
cover or chrome an armored limb.
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