CYBERLIMB RULES

Ask any player what they think of cyberlimbs and no doubt they will recall examples of cyborgs punching through walls, snapping necks with one hand and walking through heavy arms fire with the bullets just ricocheting off. Basically just good clean Hollywood fun. Try the same in this game and the medtechs will collect you with a spatula.

Joe Public looses an arm in an accident - will he want a top grade artistic superchome cyberlimb? Or will he want the most realistic lookalike he can get? He's not going to need a built-in SMG or the terminatoresq bare bones look. Society *likes* being "normal" - hence the term - most people are not cybered up or even body pierced!

Cyberware has its roots in the military and as replacements for damaged limbs - most people do not fancy the idea of replacing a perfectly good meat limb with a cold metal one..... Thankfully, not everyone is the same. We still have a bizare double standard natural lookalike limbs are fine as are cyberoptics for "medical conditions", but big systems like limbs, fancy xenografts and military spec hardware gives a lot of people the fear.

Power Source

Limbs are powered by two microcells or by a system recharger (counting as two systems). Artificial hands or feet only require one microcell and count as one system on a system recharger. Hand/foot mounts allow the user to place any of the cyberhand or cyberfoot options on, so they can have the use of smaller cybernetic systems without having to replace the whole limb. The following sections cover the basic cyberlimb abilities and more details can be found under the Cyberlimb Types.

Endurance

Cyberlimbs use synthetic muscles and tough composites for joints. They are much more powerful than organic limbs, the muscles don't get tired and the user won't get cramp from poor circulation, allowing a wearer to hang onto a building ledge or rope for hours if required. A character with a two cyberlegs would not necessarily be able to run faster than a organic runner, but the cyber assisted runner would certainly be able to run at speed longer because his legs would not tire, although the rest of the body probably would sooner or later.

If a character has two cyberlegs then they will also be able to jump and leap much further due to the more powerful servos and muscles. The character can jump five metres from a standing position or can leap about eight metres from a running start (of no less than a four metre run up).

Attacks

Cyberlimbs are harder than meat and as they are powered by sturdy artificial muscles, they can really dish out some damage. Consult your limb's profile for more information.

Pain Control

A cyberlimb is not covered by weak organic circuits which scream blue murder at the smallest cut. Pain in a cyberlimb can be switched on or off with a mental switch. Characters will be able to dip their cyberarms into freezing water, walk across glowing coals and generally appear well 'ard. People shoot or hit in their cyberlimb will not have to check for being stunned.

Damage

As shown earlier, cyberlimbs can dish out a lot of damage. They can also withstand damage that would trash normal flesh and blood limbs. Cyberlimbs don't bleed, so a shot in the cyberarm will not spray blood everywhere- so it won't make a mess of your expensive Menurian jacket.

Cyberlimbs have their own damage points, which are similar to SDP. Note that limbs do not get the protection of the wearer's toughness score. Listed in the limb's profile are two values, SDP and TK.  The structural damage points are basically the limb's hit points and when these reach zero, the limb ceases to function. The to kill value is the point were the limb is damaged beyond repair and a new one must be purchased.

Space

Just like any other cybersystem, more advanced and compact designs exist. The basic cybersystem is considered level zero. Each extra level costs $500. The maximum space limit is listed in the limb's profile.

Options

Cyberlimb muscles are smaller and there is not any need for bulky blood vessels or solid bones inside them either. With all that empty space, there are loads of little gadgets and other technical toys you can cram in. Depending on where and what was bought, the limb will hold varying amounts of equipment.

The number of options possible inside a cyberlimb depends on the size of the cyberlimb AND the size of the wearer. The design of the item also can also increase its option capacity as the more expensive (and more advanced) limbs can hold much more than the cheap off-the-rack prosthetics. As people differ in size, so limbs differ in size and therefore capacity. It is possible to have no extra spaces if you are very small. The option modifier is the number of spaces gained or lost:

Endurance Capacity Modifer
Size:
1-2
3-4
5-7
8-9
10-12
13-15
16-18
Options
-2
-1
0
+1
+2
+3
+4