Cyberlimb cost can now be tailored to the characters attributes and more options have been given for Concealability ECU storage and the main difference is that prices have been cut by 25-50% A basic obvious cyberlimb with attributes of 4 will now cost 40.000,00.
Cybertorso gives a reduction in essence cost for cyberlimbs since a lot of the attachment and optical wiring to the brain goes straight through the torsos superstructure.
Cyberlimbs can now rival Titanium bonelaing when it comes to bonus in close combat (+2 to +4 to power.)
...
Yes, now your player can create monsters that can fill their entire bodies with secret gear, guns, wolkswagens, extra panther cannons and...

The point with these rules are not to favor Munchkinism but to make more streamlined rules and the ability to create a fully cybered character that can go toe-to-toe with your AVERAGE streetsamurai.
...
Average human streetsamurai with Bonelacing and Muscle augmentation, Strength 6: 185000 + attribute cost. Base damage in close combat= 14M (Stun) OR 7M Physical.
Average Borg dude with basic unmodified cyberlimbs, cybertorso (not skull) with old rules= 500.000,00+. Essence: 0,5. Damage in close combat= 6M stun (base attribute of limb: 4 +2 for 2 cyberlimbs)
...
The above example is just ONE of my many, MANY aggravations with cyberlimbs.
Ok, read and flame away.
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Revamped cyberlimb rules
Cyberlimb Bonuses & Penalties
Increased Resilience
The character gains the standard body modifications from M&M rules. The character gains no benefit against resisting the effect of diseases, poisons, gas or any other chemical. The body bonus is also added to the characters Overdamage display on the Condition monitor.
Dart guns & Capsule Rounds
Anyone trying to hit someone with dart or capsule rounds suffers a +1 TN modifier for every two cyberlimbs and a +2 for a cybertorso. The TN modifier is a separate TN from the actual attack test. The attack is made with a normal TN but at least one of those successes must be equal to or more than the modified TN for the drug to take effect, otherwise the dart/capsule hit a cyberlimb and will only do normal damage.
A Called Shot would follow the normal rules from M&M with the above exception. Even if one can find a gap in the armor one must still be able to find a piece of skin as well.
If the character becomes exposed to a chemical then its power will be raised by +1 for every two pieces of cyberlimbs the character has. A cybertorso would add another +2 to any drugs power.
Airborne chemicals
Airborne chemicals that work with a contact vector against skin would have a –1 to its power for every two cyberlimbs a character has, and another –2 for a cybertorso. Chemicals with an Inhalation vector would follow the normal rules and the power increased as in the above rules.
Localized Trauma
If a character has gotten a limb blown off and/or heavily damaged they have the option of removing it with a Complex Action. The pain receptors in the arm will (obviously) stop sending pain signals to the character’s brain since the limb is no longer connected to the body. However, the memory of the injury remains and is moved from physical to stun damage instead as the brain tries to cope with the false memory of pain. The trauma is very similar to people with ghost pains in amputated limbs.
Trauma dampener and/or pain editor is fully compatible with this rule.
Example: Billy’s right arm has been blown off just below the elbow by a burst of explosive rounds. Sparks fly from the jagged stump where it should have been and he grimaces in pain as he curls up behind cover. He grabs the arm at the shoulder and gives a mental command and the limb pops free from it socket, the sudden shock from the loss of pain is replaced by a nagging headache as the sensory feedback is disrupted and sends a flashback of misinformation to his brain.
Using a damaged limb
A character can connect any standard cyberlimb to his body but should be extra careful if the limb has taken damage since it might not behave the way they want it to.
Whenever a limb takes damage, note down the amount of boxes of physical damage the character took, the same amount will be taken by the limb (what limb is hit is, of course, decided by the GM). The character has, as mentioned above the choice of removing the limb and transfer the damage to Stun instead. If the character elects to reattach the limb after removing it he/she will have both the normal TN modifiers from wounds and an additional damage modifier from the limb since the damage has taken its toll on its motor functions.
Example: Billy examines the limb and realizes that he can remove the lower limb from the arm since only its attachment socket is left and attach his spare lower arm with a cyber SMG. With a few practiced movements he twists the arm into place on his shoulder and prepares to leap out of cover. He rolls out and get up on his knees and takes aim to cover his buddies.
Billy has taken a Moderate wound earlier in the fight and an additional Moderate wound that he transferred to Stun damage since he removed the damaged limb. He opens fire on the lurking enemies with his smartlinked cybergun SMG and has a TN of 8. He has a base TN of 4, Smartlink -2, Moderate wound +2, Moderate Stun +2, Damaged Limb (M) +2.
Increased Power
A character with one cyberlimb receives a +2 power bonus, and a Cybertorso+Cyberlimb gains a +4 power bonus (The Cybertorso includes extra servos and improved anchoring of the limb). Further limbs do not increase power.
Cyberlegs
A character with two Cyberlegs gains a +2 to their quickness when calculating movement.
Cyberskull
Cyberskulls ignore the effect of Called shots as long as they are called shots to the head (Called shot to the groin still raise the damage code.)
Armor
Armor is bought and installed as normal per SR3 rules.
Essence Reduction
A cyberlimb costs 15% less Essence if they are connected to a cybertorso. This rule does not apply to a Cyberskull. There is also an extra toll of -0,25 ECU for each limb on the torso due to the extra wiring but no Concealability loss.
Unnatural quickness due to excessive cyberware
A character with enhanced cyberlimb Quickness attribute above their natural value will not gain any Reaction bonuses from such attributes since it has no bearing on his actual reaction speed, only his actions when the threat has been identified. The character will not react to danger with the speed of his limbs but with the speed of his mind, eyes and the ability to perceive a threat.
If a character has a higher natural quickness Attribute than those of his artificial limbs then he would still use the natural attribute since the actual speed of the limbs has no bearing on the speed he perceives danger.
Installing the chrome
Modified ECU storage
A character can choose a model with less internal space for a reduction in price. For each ECU removed from the limb they would gain a -5% discount but they will also loose 1 point of Concealability for every 2 points of ECU removed since the limb will look less human and more of a ‘true’ artificial limb. The maximum discount a character can gain is 50% of the original price.
The same modification goes for Cyberskulls and Cybertorsos but there is a limit in how much ECU can be removed and still safely protect the internal organs. The maximum ECU that can be removed is 50% (round down) with the same restrictions and penalties that are applied to Cyberlimbs.
A character who begins the game with less than the average racial attributes of a limb will gain 0,5 ECU per point of attribute less than the limbs average value. A human with Strength of 2 and Quickness of 4 would gain 1 ECU to each limb.
Cyberlimb Pricelist
Cyberlimbs
Quickness x 5000
Strength x 5000
Cybertorso
75.000,00
Cyberskull
25.000,00
Synthetic Limbs
25% price increase
Alpha Grade
X2 price increase
Beta Grade
X4 price increase
Delta Grade
X8 price increase
Partial Cyberlimb
50% price reduction
-50% Essence cost
Cyberfoot / Hand
75% price reduction
-75% Essence cost
Modified ECU
5% price reduction
Per 1 ECU
Cyberlimb Edges & Flaws
Depending on the actual manufacturer of the Cyberlimb it might be some difference in performance and design.
Shoddy Design
-10% -1 Concealability
Cheap Internals
-10% -1 ECU*
Excellent Design
+10% +1 Concealability
Quality Internals
+10% +1 ECU*
*A partial limb has a +0,5/-0,5 ECU and a hand or foot has +/- 0,25. Cyberskull +/- 0,25 and Cybertorso +/- 1,0
Average Cyberlimb Statistics
Human / Elf
Strength 4 / Quickness 4
Dwarf / Orc
Strength 6 / Quickness 4
Troll
Strength 6 / Quickness 4
Essence Cost
Cybertorso: 1,50
Cyberskull: 0,50
Cyberlimb: 1,00
Improved Concealability VS Increased storage capacity
A character has the option of getting custom tailored cyberlimbs whenever they buy something with at least an Alpha grade rating. The character makes a choice of either making the limb more natural looking by streamlining the design or makes the choice of using a more effective internal structure of the limb, thus making more space for modifications.
Basic: No bonus
Alpha: Concealability +1 OR +10% ECU
Beta: Concealability +2 OR +20% ECU
Delta: Concealability +3 OR +30% ECU
Increasing Attributes
A character wishing to increase his cyberlimb strength/quickness above starting attributes before or after the game has begun must find a cyberdoc and pay a certain amount of yen based upon the strength he/she wishes to acquire. New characters only have to pay the usual improvement cost.
The cost is based upon the characters NEW strength / quickness value X5000 yen. So, if a character wants to improve his strength from say 4 to 6 it would cost (5*5000)+(6*5000)=(25000+30000)=55.000,00 per limb.
The character would also loose 0,5 ECU per attribute point on every limb above their racial modified limit. Stronger and quicker limbs above racial modified limit would also have a -1 to the limbs Concealability for every two attribute points (See “Attribute Limit” & “ECU calculation & Concealability modifiers”)
Cyberlimbs and Karma reduction
A character cannot increase his strength or quickness with karma if they do not have the muscles to train. If they have partial replacements or a single Cyberlimb then they would gain a -1 to karma costs per Cyberlimb for increasing their natural Strength and Quickness to a maximum of -4 for a full cybernetic replacement body.
Attribute Limit
A character can modify his strength and quickness up to his attribute maximum +4 and each point of modification above the racial modified limit (strength or quickness) costs 0,5 ECU. Above attribute maximum the cost is increased to 1 ECU per point.
Anything above the attribute maximum also cost an additional 0,10 ECU to the torso since the better (and bigger) servos and actuators takes more place than usual. If a character doesn’t have a cybertorso there will be an Essence cost of +0,10 per point and limb as well since the anchoring to the body must be reinforced.
A character with cyber arms and legs with 4 points of strength above attribute maximum would have to pay an additional Essence of +1,6. For a human that would be strength of 13 AND +2 to power in close combat. With a cybertorso they would have a basic damage of 13+4M Stun and no essence penalty, but the torso would loose 1,6 ECU due to a sturdier frame.
ECU calculation & Concealability modifiers
Attribute increase
-0,0 ECU
Attribute increase above racial modified limit
-0,5 ECU / -1 to Concealability per 2 point of modification.
Attribute increase above attribute maximum
-1,0 ECU per point and -0,10 ECU to Cybertorso per point.
-1 to Concealability per 2 points of modification.
Essence loss if no Cybertorso is available
-0,10 Essence/Attribute point.
See M&M for Implants and their ECU cost in M&M
See M&M for available ECU in cyberlimbs.
Higher Grade Limbs / Ware and ECU
Higher-grade ware in lower grade limbs take up less space, the opposite is also true about lower grade implants VS higher-grade limbs. Any kind of cyberware that takes up ECU in cyberlimbs have a 20% to 50% reduction or increase in storage size due to streamlining and ergonomic design.
Basic: +/- 0%
Alpha: +/- 20%
Beta: +/- 35%
Delta: +/- 50%
Example: A character using a Delta grade cyberlimb who wants a piece of standard cyberware that needs 4 ECU would now have to use 6 ECU since the limb and the ware doesn’t match in grade. If the opposite were done the character would have to pay 2 ECU since the limb is a standard limb and the ware is Delta and very compact.
Medical costs, repairs & complications
Medical Costs
Each limb adds 10% medical / repair costs and the torso adds +15%, the head has an additional +5%. The character must then pay an additional fee of +60% to the standard medical costs due to replacement parts, repairs etc if they had the full body replacement.
Shortened healing time
A character with heavy cyberlimb augmentation ha a lot shorter healing time since all they have to do is to replace mechanical parts and repair a cybernetic component compared to cloning new body parts and waiting for them to attach.
The character lowers his medical stay with 5% per limb and 10% for torso. For every two partial cyberlimbs a character has they reduce medical stay with 5%.
Cyberskulls
Cyberskulls gives a 5% price reduction to any operation that involves headware since there are easy to reach access ports and hatches.
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Comments? Flames? Praises?
