Roleplayer #26, October, 1991
Building a Better 'Borg
Advanced Bionics Rules
by C.J. Carella
The bionic rules from GURPS
Ultra-Tech and Cyberpunk
give an adequate overview for basic bionics at TL8. Those rules, however,
result in rather fragile cyborgs that do not seem to improve at higher tech
levels. Players who wish to create high-powered cyborgs like the Ly'Bahr
from the Wild Cards universe or the cinematic bionic characters
from movies like Robocop and Terminator may be forced
to drop both books and turn to GURPS
Supers. This may not be satisfying to gamers who want
to use technology to build their cyborgs much as they would use GURPS
Vehicles to design a car.
Below are some suggested rules and modifications to existing rules found
in Cyberpunk and Ultra-Tech.
They include expansions on the capabilities of cyborgs and improvements
at higher tech levels. Ideas for introducing advanced cyborgs in a campaign
are also provided.
The rules below take into account advances in technology that will affect
the power and durability of cyborgs. They also deal with the issues of cybernetic
strength and dexterity and alien cyborgs.
Note that page references to CY mean GURPS Cyberpunk,
SU refers to GURPS Supers, A is GURPS
Aliens and UT is Ultra-Tech.
New Cyborging Rules
Availability of Cybernetics
Some of the modifications below will make cyborgs much more powerful than
mere mortals. The rules below assume that these modifications will be costly
and/or restricted. Super-cyborgs will only be built if there is a need for
them (constant warfare, travel to hazardous areas, etc.), and they will
be controlled by the government or corporation that created them. In a military
or paramilitary campaign where the enemy will be heavily armed, cyborgs
will not unbalance to the game.
At Tech Levels above 8, cyborgs would be built only if there is a need for
people to have the durability and abilities of machines. Bionics will cease
to be needed for prosthetics beyond TL9, or if they are they will roughly
have the same capabilities as TL8 equipment, which does a good job in replacing
human limbs and organs.
Point Cost
The GM can use the Cyberpunk method -- one point
buys $5,000 worth of equipment. Alternatively, the finished cyborg can be
compared with GURPS Supers and charged points
as per a gadget. If all PCs are cyborgs, or if non-cyborg PCs have access
to technology that nullifies the advantages of cyborgs (for instance, a
military campaign where the cyborgs are scouts and the other PCs wear battlesuits
or pilot mecha), then assess only the money cost, which can be eliminated
if a Patron (such as the military) is providing the funds.
Damage to Bionic Parts
Bionics become more durable at higher TLs. The values given on p. CY31 and
UT46 are for TL8. Double the DR and HT values for every TL after that; PD
remains the same. A bionic arm at TL9 will have DR 6 and 12 hits; at TL10
the values will be DR 12 and 24 hits, and so on. At TL13, a Full Cyborg
Body (p. CY32 and UT46) will have DR 96 and will take 480 hits before being
disabled (of course, at TL13 the only full cyborgs allowed would be put
in very dangerous situations)! Cyborgs will thus be able to keep up with
the increased lethality of weapons at high TLs.
All bionic parts can be strengthened beyond their original DR and HT. For
every 10% increase in HT or DR (or extra point if HT is less than 10) increase
cost by 20%, up to double the original score of the bionic part.
Bionic Hit Points and Armor
The Extra Hit Points and DR gained through the cyborg modifications on p.
CY34 (including Bionic Reconstruction, Full Metal Jacket and Extra Hit Points)
are also doubled with every TL. At TL12, for instance, $20,000 worth of
Full Metal Jacket will provide 1 PD (up to 6 PD) and 16 DR. Extra DR for
cyberlimbs (see p. CY32) also increases in this way.
Bionic Strength
Bionic limbs can be stronger than those made of flesh and blood. However,
the power of those limbs is limited by the frailty of the human body and
the technology producing them.
Strength Limits
Bionic limbs attached to a human body cannot exceed ST 25, regardless of
the TL. Lifting power is limited by the body's ST; if a cyborg
tries to lift more than 25 times the human body's ST or make a hand-to-hand
attack employing full cyborg ST, roll against HT, at -1 per ST point difference
between the body and the bionic limb. The character then takes 1 point of
damage for every point by which he missed his roll. Someone with Bionic
Reconstruction or Full Cyborg Body can reach far beyond this limit, as limited
by TL. The potential ST of full cyborgs increases dramatically at higher
TLs, representing advances in artificial tissue technology. Use the table
below:
TL Bionic Reconstruction Full Cyborg Body
8 30 40
9 40 80
10 50 150
11 60 200
12 70 300
13 75 400
14+ 80 500
If the ST of the cyborg is over 2/3 of the maximum ST on the Bionic Reconstruction
Table, the body will automatically have the Unnatural limitation: exoskeleton
parts will be needed to reinforce the internal structure, giving the cyborg
thick limbs and inhuman size (7-9 feet tall). No cost reduction for these
looks is allowed, however.
The cost of cyborg ST is halved at TL9, divided by 10 at TL11, and divided
by 100 at TL13 +.
Lifting and Extra Effort
Anyone whose body is partly, but not completely, bionic will have two ST
values: one for his normal body and another for his limbs. If extra effort
is required (see p. B89) use the human's ST. Full cyborgs have one ST value;
maximum lift is ordinarily 25 x ST. Unlike biologicals, a cyborg' s maximum
lift cannot be increased without putting a strain on the machinery. If more
weight needs to be lifted, roll against TL2, -1 for every 10% increase in
weight. A failed roll does 1 point of damage to each limb involved and the
cyborg body. In general, a cyborg will not be as powerful as a super of
the same ST when it comes to lifting (see p. SU83), but this is realistic:
SF cyborgs cannot toss tanks around, but they can dish out a lot
of damage and carry a lot of equipment.
Cyborgs and Body Armor
Cyborgs with the Unnatural limitation (p. CY31) and Full Cyborg Body or
inhuman ST (see above) cannot wear normal body armor. Tailor-made suits
will cost twice as much as equivalent armor in a normal size.
Cybernetic DX
The maximum DX most cyborg limbs can attain at any TL is 20. Higher DX values
are possible, but dangerous; human reflexes simply cannot cope with such
speeds, and an intimation of danger can initiate a lethal response before
the cyborg's conscious mind can even realize what is going on. For this
reason, most societies will outlaw cyberlimbs with superhuman DX.
A cyborg with a DX of 20 or higher can have his body react involuntarily:
any time the cyborg is startled or surprised (an engine backfiring behind
him, or a child yelling "Boo!" for instance), roll 3d, +1 for
every DX point over 19. On a roll of 14 or higher, the cyborg's body or
limb reacts involuntarily in a manner appropriate to a danger situation;
this might consist of fast-drawing a weapon, jumping to the ground, or lashing
out. On a modified roll of 16 or higher, or on a critical failure, the cyborg's
body reacts dangerously to anyone around him (if the character is a walking
arsenal, the potential for death and destruction is limited only by the
GM's mercy).
Cybernetic Aliens
Alien physiology will affect the construction of cyborgs. Some alien races
may be more culturally inclined to use cybernetics than humans; those civilizations
might actually be one or two TLs above the norm when it comes to bionic
technology. Others may reject all implants for ethical or biological reasons.
ST and DX
An alien's racial ST will determine how much power his basic frame can withstand.
For every +1 bonus to ST, increase the maximum ST allowed to cyberlimbs
with a human body by the same amount, and increase the maximum increase
at each TL by 10%. Every level of Increased ST (see p. A14) increases the
maximum ST of cyberlimbs by 10 and the total ST per TL by 100%. The limits
on DX are also increased by the same amount. ST and DX penalties will reduce
the maximums. DX is reduced the same amount. ST penalties are doubled
to calculate the maximum ST of a cyberlimb; for cyborg bodies, use a -10%
penalty for every -l ST.
Example: the Jarils from GURPS Aliens have one
level of Increased ST and +1 ST, for a total average ST of 22. The maximum
ST of a cyberlimb attached to a Jaril body is 36; the maximum ST of a Full
Cyborg Body is increased by 110%, so at TL8 it would rise from 40 to 84!
On the other hand, the rodent-like Cidi have ST-6; the maximum ST of a Cidi
cyberlimb would be 13, and a fully-'borged Cidi, all 10 inches of it, could
not have a ST greater than 16 -- still a mighty mite!
New Accessories
Bioplastic Components (TL10) . . . . . Variable
For 50% increase to its cost, a bionic limb can have some of its parts built
with bioplastic (see p. UT71). A bionic part with bioplastic components
can regenerate up to 20% of its HT at the rate of 1 HT per every 6 hours.
The other 80% is made of metal parts and must be repaired normally.
Mindswitch System (Psionic TL10) . . . . . Variable
A Mind-Transfer Machine (see GURPS
Psionics, p. 67) can be used to allow a person to have
two bodies, a normal one and a cybernetic one, and to switch his mind back
and forth between them. This would in effect turn the cybernetic body into
a special form of battlesuit -- a temporary convenience that doesn't require
the user to sacrifice his humanity (unless something goes wrong, of course).
The cybernetic body is built around a blank clone of the subject ($10,000
for a clone body). The Mind-Transfer Machine will impose the personality
of the subject on the cyborg body, and transfer it back whenever necessary.
The process requires 5 minutes and a successful Electronics Operations (Psychotronics)
roll by the operator. A mind transfer machine weighs 1/2 ton and takes up
.5 cy. It costs $10,000,000.
This system lets governments use ultra-powerful cyborg warriors without
worrying about what to do with those cyborgs when they are not needed. The
cyborgs can enjoy a normal life when not on duty (some may become too enamored
of the power of their metal bodies, which may result in interesting mental
disadvantages). Perhaps most importantly, GMs will be able to dictate when
the cyborg bodies will be used.
Living Metal Components (TL13) . . . . . Variable
For double the normal costs, bionic parts can be com-pletely made up of
living metal (see p. UT104). Living metal regenerates at a rate of 10% the
hit points of the component per hour.
Monomolecular Claws (TL9) . . . . . $3,000
The bionic claws described on p. CY32 can be given monomolecular edges at
TL9. This adds 1d to cutting damage, and armor protects with only half DR.
If claws are illegal or restricted, these will be even more so.
Hyperdense Claws (TL12) . . . . . $6,000
These claws are made of synthetic diamond molecules, collapsed through gravitronics
to acquire extra hardness and a molecule-splitting edge. The combination
allows hyperdense weapons to cut through most materials like a hot knife
through butter. Hyperdense claws add 2d to all damage rolls, and armor protects
with 1/5 DR.
Motion Amplifiers (TL13) . . . . . $250,000
Motion Amplifiers, also known as H-fields (for "Hercules Field")
combine gravitic and force screen technology to greatly increase the force
of any motion made by the wearer. Sensors implanted throughout the cyborg's
body detect any motion (jumping or throwing a punch, for instance), and
increase the power behind that motion ten-fold. A cyborg with ST 22, for
instance, would do 20d instead of 2d damage with a punch, or could jump
170 feet instead of 17 feet. The Motion Amplifier is neurally inter-faced
(see p. UT79) to the cyborg, who can decide when to use the H-field. The
Motion Amplifier will not help in lifting, which requires a constant effort,
but can be used for pushing, throwing or hammering at objects. Using an
H-field for any one action drains one charge from the field; a D-cell provides
100 charges. For the round during which an H-field is activated for an action,
it provides DR 50 to its wearer, which is cumulative with the DR of any
other Force Screen or armor. The generator is built inside the body, and
has a HT of 60.
Pressure Resistance . . . . . $5,000 per level
Cyborgs can be designed to withstand the pressure of great ocean depths
or planets with dense atmospheres. The numbers given below assume Earth
ocean depths. This modification is only available as a feature of a Full
Cyborg Body.
The maximum depth the cyborg can reach will depend on the thickness of its
armor (minimum 3 at TL8). Each level of Pressure Resistance allows the cyborg
to resist 5 atmospheres per point of DR. For instance, a TL10 Full Cyborg
(DR 12) and three levels of Pressure Resistance can withstand 180 atmospheres
of pressure.
Weapon Arm . . . . . $500 per pound of weapon
This is a heavy weapon installed in a Full Cyborg Body where an arm would
go. The barrel of the weapon is installed on the arm socket; the power source
is usually mounted on the back. The weight of the weapon cannot exceed Light
Encumbrance. Only beam weapons, gauss guns and light rockets can be installed
in this way; an autocannon or artillery piece would generate too much recoil.
The most common Weapon Arms are Gatling Lasers, but the stronger cyborgs
can mount light vehicular weapons. These weapons must have HUD sights or
the SS number will be increased by 4. The Accuracy of weapons mounted on
a cyborg is reduced to 2/3 their normal value, rounded down.
The weapon arm is basically a stiff tube that cannot bend at the elbow,
which may cause problems in narrow or confined spaces. A cyborg can strike
with it in hand-to-hand combat, at A DX, doing swing damage, or parry with
it at 1/2 (not 2/3) Brawling, Judo or Karate skill, or 1/3 DX if no unarmed
combat skill is known. If the cyborg does more damage in an attack than
the DR of the arm, the weapon takes damage.
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