Rules Changes
  1. Introduction
  2. Rules
  3. Conduct
  4. Posting
  5. Characters
  6. Conflict
  7. Glossary
  8. Frequently Asked Questions
  9. Background
  10. Timeline
  11. Politics
  12. Corporations
  13. Nations
  14. Other
  15. Night City
  16. Introduction
  17. Timeline
  18. Fax On File
  19. Location
  20. Weather
  21. Services
  22. Travel
  23. Driving
  24. Transportation
  25. Hospitals
  26. Police
  27. Personal
  28. Financial
  29. Media
  30. FlashMaps
  31. California
  32. Freeways
  33. Airport
  34. Ferry
  35. NCTC
  36. Bus Route
  37. NCART
  38. Colleges
  39. Lodgings
  40. Clubs
  41. Performing Arts
  42. Public Services
  43. Restaurants
  44. Shops
  45. Parking
  46. Controlled Urban Zones
  47. Little Italy
  48. Northside District
  49. City Center
  50. Upper Eastside
  51. Upper Marina
  52. West Hill
  53. Corporate Center
  54. Bank Block
  55. Med Center
  56. Old Downtown
  57. New Harbor Area
  58. Night City Univ.
  59. Lake Park
  60. JapanTown
  61. Little China
  62. Studio City
  63. Charter Hill
  64. The Suburban Sprawl
  65. South Night City
  66. Westbrook
  67. Pacifica
  68. North Oak
  69. Rancho Coronado
  70. Heywood
  71. The Combat Zone
  72. Miscellaneous
  73. Story Props
  74. Character Dossiers
  75. Rules Changes

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  1. Cybernetics in 2020

Cybernetics in 2020

Cybernetics are prevalent, and can raise a baseline to almost on par with Novas. The cybernetics rules for DarkAberrant are simplified and non specific, since for the most part the game concentrates on Novas, not enhanced baselines.

Mega-Attributes/Abilities/Enhancements
In general, mega-mental and mega-physicals can be purchased at a rating of 1. Ratings of 2 are available at SOTA clinics, but are double the cost. Any mega-ability can also be purchased. Note that abilities that deal with human emotion will seem somehow empty, even if technically proficient. Mega-Attributes/abilities do not come with a free enhancement, though note that the following can be installed: Crush, Shockwave, Quantum Leap, Thunderclap, Accuracy, Enhanced Movement, Catfooted, Rapid Strike, Adaptability, Durability, Resilience, Any Perception other than Quantum Attunement, Analyze weakness, Eidetic Memory, Enhanced Memory, Mathematical Savant, Speed Reading, Enahnced Initiative, and Multitasking. Any enhancement that requires quantum must have charges purchased for it. Up to 5 charges can be stored in the cyber-device. These are restored by recharging the device electrically.

Quantum Abilities
The following quantum abilities can be purchased in the form of cyber- netics, up to a rating of 3. Absorption, Armor, Body Modifications, Claws, Invulnerability, Psychic Shield, and Sensory Shield. No extras can be purchased for these abilities.

Standard Attributes
These can be purchased as cybernetics also, but as normal, the 5 maximum still applies.

Standard Abilities

As standard attributes above, but abilites have a few more options. They be purchased as a permanent part of the cyborg. But, in addition, abilities can be purchased either as data slugs which fit into plugs, or in the case of some abilities, they can be put into the tool, which the cyborg then plugs into. In this case, you pay for the plugs to get installed, and the device/slug separately. Also note that they can either be purchased as a bonus to the ability, or a substitution for the ability.

Cyber-Index
The cyber-index(CI) measures how human a cyborg still is, from the per- spective of his meat body, and his attitudes towards other humans. See the chart below for the amount garnered, but in general, this is the same as Taint for Novas. Unlike taint, there is no temporary CI, though CI is measured by increments of .1, and only a full point has any effect. Note that in Dark Aberrant, a CI of 8.5 or 85% replacement makes the cyborg considered not a human in the eyes of the law.

Purchasing Cybernetics
The chart below gives the cost of different abilities in Euro, and back- ground points. It also lists the CI gained (in .1s) when the device is implanted. All costs (Euro and CI) are cumulative.

Cyberware
Level 1
Level 2
Level 3
Level 4
Level 5
Mega-Attributes
125,000Eu
1d5+10CI

500,000EU
1d10+10CI

n/a
n/a
n/a
Mega-Abilities
75,000Eu
2d5+5CI
250,000EU
3d5+5CI
n/a
n/a
n/a
Mega-Enhancements
50,000Eu
n/a
n/a
n/a
n/a
--Charges
5,000Eu
1CI
10,000Eu
2CI
15,000Eu
3CI
30,000EU
4CI
50,000EU
5CI
*Quantum Abilities
15,000Eu
1d5CI
30,000Eu
1d5CI
50,000Eu
1d10CI
n/a
n/a
Absorption
35,000Eu
1d5+5CI
75,000Eu
1d5+5CI
100,000Eu
1d5+5CI
n/a
n/a
Invulnerability
50,000EU
1d5+5CI
150,000EU
1d5+5CI
250,000EU
1d5+5CI
n/a
n/a
Attributes
10,000EU
1d5CI
25,000EU
1d5CI
50,000EU
1d5CI
100,000EU
1d5+5CI
250,000EU
1d5+5CI
Abilities
7,500EU
2CI
15,000EU
2CI
30,000EU
2CI
50,000EU
5CI
100,000EU
5CI
Interface Plug
3,500EU
1CI
n/a
n/a
n/a
n/a
Skill Plug
5,000EU
1CI
n/a
n/a
n/a
n/a
Skill Aug. Slug
15,000EU
25,000EU
35,000EU
50,000EU
100,000EU
Skill Rep. Slug
10,000EU
20,000EU
20,000EU
25,000EU
50,000EU