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- 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
|
|
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
|
|