New Cybernetic Class Options & Revisions

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New Cybernetic Class Options & Revisions

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Cybernetics, Bio-Systems, and Bionics Availability & Modifications:
Ninjas & Superspies: Cyber-Attachments, Cyber-Disguises, & Cyber-Implants; reduce the price of all items by 30%.
Heroes Unlimited Second Edition: Bionics; unchanged.
Aliens Unlimited Galaxy Guide: New Bionic Systems; Double all prices.
Mutants in Orbit: Bioware; Triple all prices
Rifts Bionics Sourcebook (or individual Rifts books containing Bionics such as the Main Book, Japan, Warlords of Russia, New West, Triax, Canada, Underseas, Coalition Wars One. HOWEVER, Magic Bionics & Psionic Enhancements are unavailable): Cybernetics & Bionics; Double all prices, Convert M.D.C. on a one-to-one basis to S.D.C. for damages and damage capacity, A.R. modifications as follows:
Cyber-Armor
Partial Conversion Bionics, A.R. & S.D.C. as per HU2
Full Conversion Bionics, A.R. & S.D.C. as per HU2
Body Transplant Bionics, A.R. & S.D.C. as per HU2
LL-SB Light Labor Slave Borg Armor, A.R. 9
LE-B1 Light Espionage Armor, A.R. 11
LI-B2 Light Infantry Armor, A.R. 14
MI-B2 Medium Infantry Armor, A.R. 16
HI-B3 Heavy Infantry Armor, A.R. 18
Deep-Sea Environmental Body Armor, A.R. 18
Homemade M.D.C. Armor, Unavailable.
Fury Beetle Armor, Unavailable.
Triax Extra Armor Plating, A.R. +1 for man-sized, +2 for horse-sized
Russian Head Collar & Hood, A.R. 7
Russian Helmet and/or Face Plate, A.R. 6
Russian Cyber Shield, Human-sized, A.R. is NA
Russian Cyber Shield, Giant-Sized, A.R. is NA
Specific Cyborg Chassis (i.e. Triax, Coalition, Japan, Bandito Arms, Free Quebec, Sovietski & Warlords of Russia) are unavailable.

The Cyborg P.E./Chi Conundrum: You know you love it. Here’s how it works. Even with a Brain Transplant Cyborg, there’s still something alive in the cyborg. Hence the Cyborg has Chi. There’s no debate about this. It’s a simple fact deriving from the following statements:
1) Heroes Unlimited Second Edition, page 104: “...the only differences are the living brain...” Which indicates that the brain is alive.
2) Revised Ninjas & Susperspies, page 16: “All living beings have Chi.”
From these two statements it is a given fact that Cyborgs have Chi. Since we know this to be true, we can take this a step further, (from Revised N&S, page 16) “P.E., the character’s Physical Endurance, is the main “battery” of Chi.” Which tells us, since all cyborgs have Chi, that all cyborgs have a P.E. attribute to determine that Chi. Naturally it follows that since cyborgs have P.E., they also have Hit Points. Welcome to the wonderful world of Ninjas & Superspies.

Cyber Martial Artist
*Shrug* It’s an idea.
Attribute Requirements: As per Martial Art Style.
Starting Age: 16
Base S.D.C.: 20
Martial Art Forms: Choose one style from the list: Aikido, An Yin, Ba Gua, Bak Mei, Bok Pai, Ch'a Ch'uan, Chao Ta, Chi Hsuan Men, Chin-Na, Choy-Li-Fut, Gui Long, Han Yu, Hsing-I, Lee Kwan Choo, Li Chia, Liang Hsiung, Mien Chuan, Moo Gi Gong, Pao Pat Mei, Sankukai Karate, Shan Tung, Shih Ba Ban Wu Yi, Snake Style, Tai Chi Chuan, Taido, Tang Su, Te, Tong Lun, Triad Assassin, Yu Sool, and Zanji Shinjinken Ryu. If the GM allows, a non-Exclusive style from the PMAN may be selected.
Educational Level: Special Training
Superspy Modifications Available:
Cybernetics Option: All N&S cybernetics, Mutants in Orbit Bioware, and Rifts Cybernetics are available.
Bionics Option: Select Partial or Full Conversion Borg from Heroes Unlimited Second Edition or Rifts.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Character can select any two (2) Basic skill programs.
Secondary Skills: Choose any six (6).
Money: $2,000
Cybernetics Expense Account: $1.25 million. Bionics Option Account: Partial or Full Conversion cost plus $2.5 million.
Income: Character can teach martial arts for $150 a week. Base pay at an agency is $500 per week.
Level Advancement Bonuses: Receive one additional Secondary Skill at 4th, 8th, and 12th levels.
Social Contacts: Character keeps track of every publicly known cybernetic researcher in the field. There a 75% chance of recognizing or tracking down any of these researchers. In addition, there's a 15% chance that any cybernetic researcher will recognize the character.

*Cyber Agent
Okay, this is basically unchanged, however, I recommend using the cybernetics/bionics availability of the Cyber Martial Artist (above) instead of the existing one. I should also note that both the Wired Agent & the Gadgeteer Agent lose their Cybernetic Superspy modifications.

*Cyborg Soldier
Again, basically unchanged, with the same recommendation as the Cyber Agent and some new options for the Man-Machine variant:
01-15 Full Cranial Damage (see N&S, page 56)
16-30 Massive Body Trunk Damage (see N&S, page 56)
31-45 Right Side Destroyed (see N&S, page 56)
46-60 Left Side Destroyed (see N&S, page 56)
61-70 Lower Extremities Destroyed. I don’t know why this wasn’t included in the original, since it seems the most likely occurrence for soldiers stepping on land mines. Both Legs have been blown off. Unlimited Cyber-Attachment replacements are available, so long as they’re within Expense Account limits. Additionally, a total of two Body Cavity Implants can be purchased. Implant/Cyber Expense Account: $550, 000.
71-80 Bionic Implants (see HU2, page 118)
81-90 Bionic Weapon System (see HU2, page 119)
91-00 Bionic Sensor System (see HU2, page 119)

Cyber-Cop
The police variant of the Cyborg Soldier
Attribute Requirements: I.Q. 8 or higher
Starting Age: 20
Base S.D.C.: 25
Martial Art Style: Choose either Hand to Hand Expert (Agent) or Martial Arts (Agent) or can spend three (3) skill programs for one of the following Martial Art Styles: Tae Kwon Do Karate, Kyokushinkai Karate, Isshin-Ryu Karate, or Jujutsu.
Educational Level: Equal to about two years of college.
Superspy Modifications Available:
Cybernetics Option: All N&S cybernetics, Mutants in Orbit Bioware, and Rifts Cybernetics are available.
Bionics Option: Select Partial or Full Conversion Borg from Heroes Unlimited Second Edition or Rifts.
Man-Machine Option: Identical to the revised table for the Cyborg Soldier.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Automatically receives the Police/Law Enforcement (Basic Cop) skill program. In addition, select two (2) Police skill programs. Also, select one (1) Basic skill program.
Secondary Skills: Select any six (6).
Money: $12,000
Implant/Cyber Expense Account: $450,000
Income: Base pay as an agent is $1,200 per week.
Level Advancement Bonuses: Receive one new Secondary skill at 3rd, 6th, 8th & 12th levels.
Social Contacts: Cyber-Cops are usually well connected to other police agencies. The character has a 33% chance of locating a former friend, acquaintance, or key figure of these groups. In addition most cops have dealt with criminals and crime organizations and can find an informant, major crime figure or former convicted felon (25% chance). Major police or other law enforcement agencies have a 20% chance of identifying the character and criminals have a 15% chance of identifying the character.

Cyberpunk
The genre come to life for your cybernetic criminals.
Attribute Requirements: I.Q. 8, P.P. 12
Starting Age: 16
Base S.D.C.: 10
Martial Art Styles: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: General and Special Training.
Superspy Modifications Available: None
Cybernetics Option: Choose a total of four (4) from among Implants, Cyber-Attachments and Cyber-Disguises. Note that the character is limited to a maximum of one Cyber-Attachment. Any Bioware from Mutants in Orbit or Cybernetics from Rifts are also available as Implants.
Bionics Option: Partial Conversion only.
Basic Minimum Skills: Basic Mathematics, Read/Write Native Language, Speak Native Language.
Available Skill Programs: Select any three (3) Rogue/Criminal skill programs. Also, select two (2) Basic skill programs.
Secondary Skills: Select any eight (8).
Money: $9,000
Implant/Cyber Expense Account: $1,000,000, Partial Conversion Option: $7,000,000 total, so the Partial Conversion must be paid for out of this amount.
Income: Base pay is $425 a week when at an agency.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 6th, 9th, and 13th levels.
Social Contacts: The character has served time in prison. Roll for country and roll 1D20 for number of years (and add to age). Character can also easily pass for an underworld criminal (60% + 5% per level). The character has a chance of finding a former friend, accomplice; or acquaintance in most criminal hang-outs or organizations (20% in country of origin, 31% in country where the character was jailed, and 7% everywhere else). This cuts both ways, since other criminals have a 7% chance of recognizing the character.

*Gizoid Gizmoteer
Unchanged.
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