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CYBERNETICS RULES


SUPER CRITICAL INJURIES : MUTATIONS AND CYBERNETICS
LEVEL 1 : LEVEL 2 : LEVEL 3 : LEVEL 4

Genetics were the big kid on the scientific block back before the Big One, but a lot of advances were being made in the fields of robotics and cybernetics. This section deals with some experimental rules for using technology to correct the mistakes of fate or nature, and Mutant Bastards being Mutant Bastards, well, a lot of mistakes have been made. Not that attempts to revive this ancient science are 100% error free themselves. Read on and make sure your mechanic washes their hands properly.

GENERAL RULES:

The definition of a cyborg, in terms of the Mutant Bastards campaign, is any interface between a living organism and a man made device, for the purpose of improving on the organism. Thus a man with a simple hook or peg leg has as much claim on the title of cyborg as someone with a sophisticated mechanical limb or a computer brain implant.

Now, unless the subject is a couple beans short of a burrito (which, again, isn't that unusual these days) there has to be a reason for replacing natural parts with less reliable substitutes. Obvious reasons would be to counteract the effects of a mutational defect, or for a Mutant Animal to gain some of those human luxuries that evolution saw fit to withhold. The other main reason is catastrophic loss of different body parts due to disease, combat, and accidents.

Most editions of Gamma World, at least the ones I'm familiar with (1st. and 2nd. edition) don't use specific hit location tables, mainly to keep things running at a decent pace and to avoid getting too grisly. But grisly is the name of the game when it comes to jury rigged cybernetics, so here's a quick rule so all you mutants can go out and start mangling yourselves.

SUPER CRITICAL INJURIES: ^TOP^
In my campaign I use the Critical Hit rule where if a natural 20 is rolled then the attack does double damage. In this case, if said critical hit ALSO ends up rolling for maximum damage (resulting in double maximum damage), then roll 1d10 on the following table. I'd also say to use this table if a single, massive attack takes you down to under 25% of your Hit Points.

This ain't gonna be pretty.

 01  Internal Injury  Victim reduced to half their Strength and Constitution scores. Must rest 2 rounds for every 3 rounds of strenous activity. Will die if not taken care of within 1d4 days.
 02  Hand Severed  Victim loses 1 attack if they had more than one/round Unable to use 2 handed weapons. -2 to Dex.-1 to Hit in combat.
 03  Foot Severed  Movement reduced to 1/2, -2 to Dexterity.
 04  Arm Severed  Victim loses 1 attack if they had more than one/round -2 to Dex., -2 Str., -3 to Hit in combat
 05  Leg Severed  Victim rendered immobile without aid. -4 to Dexterity
 06  Eye Put Out  -1 to AC, -4 on all Ranged Attacks. -2 to Surprise checks. -4 Per. Totally blinded characters have a -5 on all actions. 1/2 to Perception
 07  Ear Damage  -3 to Surprise. -4 to Charisma due to impaired speech. -4 Per.
 08  Disfigurement  Charisma reduced to 3
 09  Appendage Lost This means loss of a special physical feature, like a tail or tentacles as well as the loss of the appendage's mutational abilities. Mutants without new appendages and PSH's Roll Again.
 10  Head Trauma  -3 to Int. and Chr. -4 to Perception, 50% development of Defective Mental Mutation or Loss of 1 beneficial Mental Mutation.

Now that that's all over with, on to the various things Post Apocalypse science can do to put you back together. Let me say right now that this material is not intended to make light of folks with real handicaps (if you'll pardon the term), it's meant for those who wish to make their characters more colorful. It also is meant to show that with a little ingenuity and a measure of orneryness, a critter can turn a disadvantage into a dangerous weapon. Turning lemons into lemonade is the best way to survive in the wastelands of Merica.

MUTATIONS AND CYBERNETICS: ^TOP^
Certain mutations allow for a better interface between a body and the more sophisticated implants, namely Symbiotic Attachment and Magnetic Control. These abilities allow a mutant cyborg to operate with no loss of Dexterity or Combat THAC0, due to either their unique nerve structure or the direct mental control of the device's elecronic and metallic parts.

LEVEL 1 CYBERNETICS: ^TOP^
This is pretty simple stuff, the kind of things anyone with a little patience and a definite need can throw together without the aid of any kind of experts. These devices are pretty reliable, and only cost for materials, and maybe a little help from a blacksmith or handyman.

HOOK: A simple replacement for a lost hand, allowing for the use of a two-handed weapon with only a -2 penalty. It's generally not intended for use as a weapon in itself, but a sharpened hook can do 1d6 damage in a pinch. Costs about $50 to get one made. A hook has a Reliability of 19.

PEG LEG: This can be made of any material, preferably a light one like wood or plastic. Allows a being missing a lower extremity to move at half their movement rate alone, or at 3/4 movement with the aid of crutches. Crutches alone allow movement at 1/2 their original rate. Peg legs cost $20 to be carved and fitted with a leather attachment. Crutches and canes can be easily improvised, but cost about $10 if you want to get 'em special made. All peg legs are 19 Reliability.

SMUGGLER'S ARM / LEG: A false arm or leg can be hollowed out to conceal small cargoes, and most town guardsmen never think to search a fake limb for contraband or concealed weapons. A hollow false leg costs $70, and can hold about 5 kg. or 10 lb., a false arm costs $50, and can hold about 2.5 kg. or 5 lb. A smuggler's prosthesis is Reliability 18.

TRICK PEG LEG: With a little tinkering and a small investment of gold a peg leg can be turned into a surprise attack option, by concealing a dagger blade in the shaft, spring loaded to pop out at the touch of a switch. The weapon is ungainly, with a -3 to Hit, but it's better than nothing. A crutch can also be modified this way, turning it into a -1 Spear for emergencies. To customize a peg leg or crutch this way costs about $30. It's Reliability is 16.

WEAPON: Any basic melee weapon smaller than a longsword can be fixed onto the stump of a hand. This allows the user to make an extra melee attack with their now specialized limb. The weapon does full damage, but is used with an additional -1 penalty to Hit. A weapon for a severed hand costs the price of the weapon plus $10 for the fitting. The Reliability is 18.

LEVEL 2 CYBERNETICS: ^TOP^
Here's where it begins to get interesting. Level 2 prosthetic devices are laden with special gimmicks and basic mechanical functions that require a bit more expertise than simple hooks and peg legs. A Mechanical Genius is required to put together these bizarre attachments, and they tend to cost more.

CONCEALED GUN LEG: This is basically a better crafted fake leg, rather like a Smuggler's Leg, with a firearm hidden inside. A special trigger mechanism is built into the prosthesis so that it can be fired quickly and easly. Shotguns are the most popular version, but rifles of all kinds and even the occasional spear gun have been sighted. The leg fires at a -2 to hit, and has a 30% chance per combat round of going off spontaneously. The leg must be removed to be reloaded, but it usually has a little room inside for a couple of extra clips. The weapon suffers no loss in Reliability. A gun leg costs $80 plus the cost of the weapon.

GRIPPER CLAW: A crude mechanical arm or hand prosthetic that uses wires to move a two fingered claw, capable of rough manipulations of simple objects. The subject can use two handed weapons and devices with only a -1 penalty. A Mutant Animal using a pair of these can function as if they had the Crude Hands Animal Mutation. (They are often the simplest prosthetic a handless animal will go for.) These devices cost $80 for a hand, $100 for an arm with a locking elbow joint. Both are Reliability 17.

INTERCHANGIBILITY: If a fella's got the time this can simply be a matter of unbuckling one prosthesis and strapping on another one, but generally a New Westerner has neither the time, money, or storage capacity for carrying around multiple trick prosthetics. Switching prosthetics, say, from a Gripper Claw to a Pistol Hand, takes two Combat Rounds. A solution to this problem is a special mounting that doesn't have to be removed, that allows different devices to be attached in the space of a Round. The Reliability of devices modified for an interchangeable arm or wrist mount is reduced a further -3 beyond the reduction for a normal, non-changeable prosthetic. Projectile weapons recieve a further -1 to hit because they aren't as solidly mounted and the trigger mechanism is more complex. The mount costs $100 for a wrist, and $120 for an arm, and to modify any tool or weapon costs $50 plus the cost of the tool. Devices requiring a power source cannot be made interchangeable at this level of cybernetics.

LEG BRACES: A framework of metal and leather straps that allow an animal with No or Partial Bipedal Ability to function as if they were Fully Bipedal, although their Movement rate is reduced to 3/4. They also are still incapable of operating vehicles. Use of these devices is rather uncomfortable, and for every two hours worn the animal must remove them for an hour and rest, although they are still capable of moving and operating at their normal levels. Any longer and the wearer begins to take 1d4 Points of Damage per turn, from the frames chafing and cutting into the skin. These devices cost about $90 for a regular size animal, double or triple for larger animals. Really big animals (like cattle or large horses, etc.) can't use leg braces. These frameworks can also help to lessen the negative effects of the Weakened Skeleton (D) defect. Humans wearing a body frame subtract -2 from their Movement. A full body framework costs $200. One with built in Gripper Claws is $340. This adds -1 to AC. All frames are Reliability 18.

POWERED MELEE WEAPON HAND: This requires a better mounting, and some provision for the power source, thus is more complex than mounting a simple weapon. Chainsaws are a popular option, but tasers and molly weapons (Vibro blades & daggers) have been used to good effect as well. The weapon is used with a -2 penalty, and loses -1 on it's Reliability. This kind of mounting costs $55, $70 for a larger weapon like a chainsaw or other power tools.

PROJECTILE ARM/ HAND: By hooking a special triggering mechanism to a wrist or shoulder mounting, a subject can replace their lost member with a Ranged Weapon, even something high tech like a laser weapon (although these are a bit ungainly and prone to breakage. Reliability - 4). The most common variety is a miniature crossbow that does 1d6 dmg out to 30 yds, but ballistic weapons, especially pistols, are not unknown. Rifles and full size crossbows are generally only used to replace entire arms. The weapon is fired with a -2 penalty to Hit, and must be reloaded with the remaining hand at double the time it would normally take to reload. During combat there is a 20% of the weapon firing accidentally, with results determined by the G.M. Once modified for a prosthetic, a weapon is difficult to use normally (-3 to Hit) and it's Reliability drops -2 from it's original level. This gimmick requires $75 plus the cost of the weapon to have done for a hand, $100 plus weapon cost for an arm mounted rig.

PROSTHETIC LEG: A better version of a peg leg, with some shock absorption and better balance. Brings Movement up to only 3/4 without crutches or a cane, and allows Movement -2 with the aid of a crutch or cane. Can be used effectively in pairs with the help of a cane or crutches for 3/4 Movement. Costs $85, and is Reliability 18.

SURPRISE PROJECTILE ARM: This is similar to the Projectile Arm/Hand, but a little more craft has gone into it, to disguise it as a normal false limb. The weapon is also generally more of a one shot device, firing a single bullet or crossbow bolt for normal damage. It is -2 to Hit, with a Reliability of 16. It also has a 20% chance to go off accidentally in combat.

LEVEL 3 CYBERNETICS: ^TOP^
This is the best you can get without some really amazing resources, and even then this stuff is pretty rare. Level 3 cyborgs begin to look and function like the popular conception, part organism, part robot, but in reality the majority of the parts detailed in this section are just very advanced prosthetics. A Mechanical Genius is needed to create the necessary parts, install, and maintain them. For some of the parts requiring implantation, at least two trained Healers, with access to an Autodoc Unit, if not more advanced artifact medical facilities, are necessary to do the surgery and bone grafts required. The process is still rather dangerous and painful, and there is a 40% per operation that the new parts will be rejected, effecting the subject like Level 10 Intensity Poison and making any future attempts at the procedure impossible.

LUNG ASSIST: This rare, dangerous, and costly cybernetic modification is done using a recycled life support system from a suit of Powered Armor. The system is rewired so that it functions in a similar fashion to an iron lung, but it allows for almost full mobility. It can save the life of a victim of massive internal injuries, and can improve the condition of a mutant with the Poor Respiration (D) mutation (In this case they can operate for twice the number of rounds of strenuous activity before they have to rest.) On the down side the apparatus is cumbersome, reducing movement to 1/2, but on the up side the unit makes it's wearer immune to gas and aroma based attacks. It can run for an entire day on a single Hydrogen Cell, or be wired to an Atomic Cell. (Using the optional rules, it draws 1 point per day from the Atomic Cell.)

ROBOTIC ARM: These are usually built from parts salvaged from man size robotic units or otherwise useless suits of Powered Armor. They can come with any range of attachments, depending on what's available, but most often a robot arm terminates in a three fingered pincer that allows for crude manipulation of objects. The limb is powered by a single Hydrogen Cell, capable of operating a day on a cell. (Often it behooves a cyborg to get hold of some Solar Power Cells in this instance.) The limb can also be wired to draw power from an Atomic Cell, if one is available. (In this case the limb uses 1/2 per normal day, 1 point per strenuous day, if our Power Suit Rules are used.) These devices are usually operated by voice command, giving them a +2 to Initiative in combat, but the Dex penalty reduced to -1, and the limb adds +3 to Strength and +2 to Melee Damage. If used as a weapon with a pincer hand, the arm does 2d6 damage. The wearer fights with a -1 to Hit in Melee. It's Reliability is 12. A unit like this costs $1000 to obtain for just a basic arm. Special attachments replacing the pincer cost $100 plus the cost of the weapon or device to modify and attach. Powered devices can be wired to draw off of the arm's power source, but will drain it in 1/2 the time, and reduces Reliability to 10.

MULTIFUNCTION ARM: A Robotic Arm can be modified to carry multiple attachments, up to3 small devices, such as pistols, melee weapons, tools, or different gripping claws for different tasks. The tools are mounted on a special rotating assembly that allows rapid switching by voicecommand. A cyborg can switch weapons and attack in a Melee Round. The assembly adds $700 to the cost of the limb, along with a cost of $100 plus the price of the attached device for each additional feature. The Reliability of the overall arm is 10.

WINCH ARM: A very special robotic arm, that requires more attention than your average attachment. The device fires a special gas powered grappling hook up to 100 feet, and is equipped with a back mounted winch that can pull the rope in at a top rate of 50 ft./rnd. The limb is cumbersome, and has a Reliability of 11. It costs $1700 to build, plus $200 for a replacement Co2 canister. good for 20 shots. If used as a weapon, the grappling hook does 2d4 dmg, and can be used to Entangle opponents.

ROBOTIC LEG: Like Robotic Arms, these devices are salvaged from Powered Armor or Robots with humanoid proportions. Also like the Arms, they respond to voice commands. If programmed correctly, a single Robotic Leg allows a subject to move at their Original Movement Rate -3. It's up to the wearer to keep pace with their leg. It's possible to double one's movement rate in times of danger, but the subject takes 1d6 points of damage per round spent running. In pairs these legs can carry their wearer at a rate of 18 Movement, but it's rather like riding in a strange vehicle. In pairs the legs can make jumps of up to 8 feet, or 16 foot long jumps with a running start. This is a dangerous maneuver, and the wearer must make a Dex check and a Reliability check to avoid falling or running into something for 2d6 damage. A single leg can't make power jumps. The Dexterity reduction from a lost leg is reduced to -2 when using these units. In combat and other stressful situations there is a 2% that the limbs will go out of control and carry the wearer off at top speed in a random direction. The leg(s) must be manually deactivated to stop. These devices are powered solely by Atomic Cells, usually from the units they were salvaged from. (Their operation, using the optional rules, costs 1 point per day of regular activity, 2 points per day of hard travel or combat.) Robotic Legs have a Reliability of 13, and cost $1000 for one, and $1500 for a pair. Mutant Animals without Full Bipedal ability can pay $2000 to have a set of armor legs modified to fit on their hind legs, allowing Full Biped locomotion for as long as the subject desires. Overuse of these devices will cause the Animal's hind limbs to atrophy, reducing their natural movement rate 1 point per week spent exclusively in a set of Robotic Legs. If Movement is reduced to zero the animal is crippled without the cybernetic limbs, suffering -4 to Dexterity and totally immobilized without aid.

VOICEBOX: Another hijacked robotic part, the voder box, can be fashioned by a Mechanical Genius into a throat implant that allows Mutant Animals without vocal chords to speak as if they had Crude Vocal Chords. The sounds this unit makes usually aren't pretty, but they get the point across. It costs about $900 to build. An animal that fails their percentile check in stress situations won't revert to animal noises, rather, the Voicebox will play back random phrases from it's original programming. This device is Reliability 10. For an extra $500 the Voicebox can be wired to record and playback sounds in a similar fashion to the Sound Imitation mutation, short of Sonic Blasts.

LEVEL 4 CYBERNETICS: ^TOP^
These modifications are the realm of the Ancients, and are only possible in an artifact hospital facility equipped for this sort of thing. They require he expertise of an A.I. unit with full programming and an up to date database. These devices are true cybernetics, machine parts melded almost seamlessly with the organic body, allowing for miraculous feats and improved physical abilities. Prices for these parts and enhancements are subject to negotiation with the facility that can build them. After a device is installed, the subject usually has to come in once a month for maintenance and calibration, at a cost of $100 a visit for each basic system to $300 for each advanced system, or face the gradual deterioration of their cybernetic enhancements. Call it the high Cost of Living. A Mechanical Genius can perform this maintenance as well as a Robotics Workshop, usually at doubled rates.

ADVANCED VOICE BOX: These built in electronic vocal chords allow a Mutant Animal to speak as if they had Sophisticated Vocal Chords, and the voice produced is much pleasanter than more primitive models. These devices also allow the user to imitate any sounds they wish, and can make a Sonic Blast attack if used in combination with a Reinforcing Frame and Advanced Audio. This is only possible once per day, and increases the frequency of maintenance. The device is Reliability 14, and if maintenance is skipped will begin transmitting gibberish on a cumulative 10% chance per conversation. Charisma drops by -2 per month of delinquent maintenance.

ARM WEAPONS: While basic Melee Weapons of longsword size or smaller can be installed at a Reliability of 17 and no need for maintenance, many cyborgs opt for more effective devices, like built in tasers or molly weapons in the hand, or built in pistols or semi-automatics in the forearm. The entire forearm can be replaced with a chainsaw or even an MPAL Laser if one is available, although this renders the limb effective only in combat, and reduces the devices Reliability by -2. Most Powered Melee or Ballistic Weapons operate at a Reliability of 14, decreasing at -1 per month of missed maintenance. Weapons that jam or malfunction are rendered useless until they're taken back into the shop to be repaired. These devices draw off of the arm's power source, using 1 point per round of operation with the optional rules.

BRAIN IMPLANTS: This is about as sophisticated as it comes, actually building a small A.I. core into the skull of a cyborg. This allows the subject to function as if they had a Dual Brain, doubling their attacks per round. These cores can be configured for different uses. The Combat Model bestows the benefit of Military Genius, while other models allow for Scientific or Mechanical Genius by including an analytical database. When used with a mutant posessing Mental Mutations, the A.I. Core can be configured as a resonator, bestowing Mental Multiplyer on the subject, or as a filter acting as a Mind Shield. Again, maintenance is crucial for such a serious implant, and if not performed the subject's Mental Strengh drops by 3 points per month, with a cumulative 25% chance of developing a Brain Defect. If Mental Strength is reduced to 0 the cyborg will die of a massive brain seizure. Like the Cybernetic Spine, these devices allow an A.I. unit to tap directly into the cyborg's brian, taking over control of the body.

COMLINK IMPLANT: Wired directly into the brain, this device allows for direct communication to robotic units and other communication devices. It's Reliability 14, and will stop working if maintenance is missed. It runs on a single Hydrogen Cell, or draws negligable power from an Atomic Cell.

CYBER CLAWS: A basic weapon system able to be installed in Cybernetic Hands, retractablerazor blades are built into the fingers. The claws do 1d6 damage per hit, and are easy to conceal under gloves. Missed maintenance leaves a cumulative 5% chance per use that the weapons will stick in their sheaths, rendering themselves useless. Cyber Claws are Reliability 16. They are mainly mechanical in nature, drawing minimal power to activate and deactivate.

CYBERNETIC EAR: A miniaturized microphone hooked directly into the auditory nerve, this implant restores normal hearing. It's Reliability 14. These devices have a tendency to pick up interference from radio units and atomic cells, and when within 10 feet of such things the user's Perception suffers a -2 from static. Missed maintenance will cause a gradual buildup of static, reducing Perception by -1 each month. A wearer of a Cybernetic Ear suffers double damage from Sonic attacks, and Reliability must be rolled to see if such attacks don't disable the ear.

ADVANCED AUDITORY SENSORS: A super sensitive pickup with limited processing software installed in the brain, this allows the user to filter loud noises, making them immune to Sonic Blasts, as well as the capability of picking up very faint sound and amplifying them. The cyborg can't be surprised. This device is Reliability 12. If maintenance is missed the Perception loss per month is doubled.

CYBERNETIC EYE: This sophisticated and delicate micro-camera can transmit black and white images along the optic nerve, reducing the penalty from a lost eye to a -1 to Perception. Depth perception isn't perfect, so the user suffers a -2 to Ranged attacks. If Cyber Eyes replace both original eyes, the subject is returned to their original Perception -3. There is only a -1 to Hit in Ranged Combat. The eyes have special filters that make their user immune to laser flash and other blinding attacks. Missed maintenance causes the eye's tracking servo's to go out of alignment, causing a cumulative -1 per month to both Perception and to Hit in Ranged combat. The eye is Reliability 12, and runs off of a Hydrogen cell for a month. It's drain on an Atomic Cell is minor.

ADVANCED OPTICS PACKAGES: These specialized cameras require some limited computer brain implants to process the information, as well as special focusing chambers and lens arrays that make this modification very obvious, and reduce Charisma by -3. Infared, Ultraviolet, Night Sight, and Telescopic sights are all possible (only 1 type per eye) aswell as a Targeting system that can add +3 to Hit in Ranged Combat. The eye can be switched between it's special mode and a normal video feed at will. These optics are Reliability 10, and if maintenance is missed there is a cumulative 5% chance per use that the eye will burn out, rendering it blind until it can be repaired.

CYBERNETIC LIMBS: These fabulous devices duplicate the function and form of a lost appendage, totally negating any penalties from the loss of the original. The only difference between these hands, arms, legs or feet and the originals is a +1 to Initiative, indicating a slight slowing of reflexes in the interface between nerves and circuits. They are also rather obviously robotic in origin, but much easier to conceal under clothing than simpler cybernetic devices. These limbs have a Reliability of 16, which drops by 2 points every month the subject misses their cybernetic checkup. Dexterity and Strength drop 1 point for every month missed, and the subject suffers a cumulative -1 to Hit in Combat. These device are very power efficient, requiring a single Hydrogen Cell for a week's functioning. (Again, Solar Cells are a good idea.)

ADVANCED ARM REPLACEMENTS: These devices, when used in tandem with a Reinforcing Frame or a Cybenetic Spine, raise a subjects Strength to a level of 21. These arms can punch for 3d6 damage. They are Reliability 15, and degrade at twice the rate of normal Replacement Arms if their monthly maintenance is missed. They require an Atomic Cell to function, using points in the optional rules in the same fashion as a suit of Powered Armor. This is usually carried in a special backpack unit. These devices are impossible to conceal.

ADVANCED LEG REPLACEMENTS: Only available in pairs, and used with a Reinforcing Frame or Cybernetic Spine, these allow their user to Move at a rate of 22, and jump 10 feet vertical or 20 feet with a running start. The legs require an Atomic Cell, drawing 1/2 point of power (using the optional rules) and 1 point per day of heavy travel. For every month of missed maintenance, the Movement rate is reduced by 3 points, and there is a cumulative 10% per jump that the cyborg will land wrong, causing 3d6 points of damage to themselves. The legs are normally Reliability13.

CYBERNETIC ORGANS: These sophisticated implants take the place of various internal organs, and can be used to negate the effects of such harmful defects as Weight Decrease (D), Increased Metabolism(D), and Poor Respiration (D), as well as helping those who have suffered terrible internal injuries. The user's Constitution is brought to a level of 15. Poisons effect the cyborg as if they were Constitution 18. Missed maintenance will result in a decrease in Constitution of 1 point per month. If 0 Constitution is reached the cyborg will die. These systems have a 14 Reliability.

ADVANCED LUNG SYSTEM: Special filters and chemical processors render the cyborg immune to gas attacks, and also enable them to operate on a closed life support system for up to an hour. If maintenance is missed, the first month there is a 10% per use that the cyborg suffers an effect similar to Intensity Level 10 Poison, from the chemicals breaking down. Each month the subject is delinquent the Intensity Level goes up 2 points. The lungs are Reliability 12.

CYBERNETIC SPINE: A relatively unobtrusive implant that allows a cyborg to operate with Advanced type limbs, or to add an extra set of regular Cybernetic Arms for an extra Attack. By itself the spine counteracts Weakened Skeleton (D), and adds a +3 to the user's Strength. The spine also allows A.I. units with the right codes and a comlink unit to override the subject's motor system and take control of the body for it's own purposes. Without maintenance the subject loses 2 from their Movement Rate per month, until they are completely paralysed. This device is Reliability 12, and runs off of a single Hydrogen Cell for up to a month. It's power drain on an Atomic Cell is negligible.

REINFORCING FRAME: A co-ordinated exoskeleton that is bolted directly onto what remains of the natural skeleton, this device totally negates the Weakened Skeleton (D) and Weight Decrease(D) defects, and allows any cyborg to use Advanced type limbs. The framework increases the subject's Strength by +4, and reduces all Melee Attacks made against the cyborg by 1/2. This device is Reliability 14, and requires no power, being a sophisticated mechanical apparatus with pneumatic shock absorbers. Missed maintenance on this advanced system will reduce the subject's Dexterity and Movement Rate by 1 per month, until the user is immobilized. Mutant Animals with the wherewithal prefer these devices, equipped with basic hands wired directly into their nervous system, over the more primitive Level 2 body frames. Such a framework can give an animal the benefits of Full Biped and Sophisticated Hands for an unlimited period, although they operate at -2 on Dexterity, and the danger of muscle atrophy from over use is ever present.

THE "MOREAU TREATMENT": This is a pretty serious procedure that a Mutant Animal can undergo, giving them the benefit of being fully Humanoid, with a 75% chance of being able to fit into artifact armor and vehicles designed for Purestrains. It involves the total reconstruction of the skeletal system and the addition of a Reinforcing Frame. On the down side it's such a serious operation that the pain centers are disconnected, leaving the subject with an effect similar to the No Nerve Endings (D) defect. Maintenance is crucial for survival, and each month of maintenance skipped results in a reduction in Strength, Dexterity, and Constitution of -2 . When one of the attributes reaches 0, the subject is rendered immobile, and will die in 1d4 days. A critter's gotta be either really driven or crazier than a jackalope to want to put themselves thru this.

Jarheads!
N.P.C. CYBORGS

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