Cyborg Creation

Source: Marvel RPG and more

Described below are the rules for creating Cyborgs in the Marvel RPG Universe. Cyborgs are normal humans that gain superhuman powers or abilities from mechanical or bio-engineered parts that have been installed in their body. Because normally humans that become cyborgs have stats up to the maximum human potential their stats are rolled on somewhat different columns.

Character Creation:

Cyborgs use the following columns to determine their stats:

Rank Feeble Poor Typical Good Excellent Remarkable Incredible Amazing
Fighting: 01-03 04-08 09-20 21-35 36-60 61-80 81-95 96-00
Agility: 01-02 03-06 07-20 21-40 41-70 71-90 91-00 -
Strength: 01-05 06-20 21-60 61-90 91-00 - - -
Endurance: 01-05 06-10 11-20 21-40 41-80 81-00 - -
Reason: 01-10 11-25 26-45 46-75 76-95 96-00 - -
Intuition: 01-10 11-25 26-40 41-60 61-80 81-97 98-00 -
Psyche: 01-15 16-30 31-60 61-80 81-00 - - -

Number of Implants:

After the stats are determined you must roll on the following table to determine the amount of implants the character has (see threshold rating below). The table also includes the maximum amount of resource points the character can spend on implants as well as the maximum amount spend on the implants individually. A character may decide to take less implants with a total amount of resource points equal to or less than the maximum allowed.

Die Roll # of Implants Res. Points total Max. Res. Points
01-10 3 20 10
11-20 4 30 10
21-35 5 40 15
36-55 6 50 18
56-70 6 65 20
71-85 7 70 25
86-98 7 90 30
99-00 8 120 Unlimited

Talents:

Talents are determined normally.

Implanting:

Threshold Ratings

There is a maximum amount of implants the human body can handle. This is called the Threshold Rating. There are 2 different Threshold Ratings. The first one is the Cyberware Threshold, the second one the Bioware threshold. The total amount of implants cannot exceed the Threshold, but Cyberware and Bioware do not conflict unless otherwise noted.

The Cyberware Threshold is equal for everyone, it is equal to 100.

The Bioware Threshold is equal to the Endurance rank Number.

Effects of Cyber/Bio-ware:

The more Cyberware someone posseses the more difficult it is for the body to heal naturally. Instead of the normal Endurance rank number the character can heal he can only heal a percentage equal to his current Threshold rating. (For example: a character with Remarkable Endurance and 40 points of Cyberware threshold remaining would only heal 40% of 30 = 12 points of damage.) This limitation can be overcome by installing a self-regenerating device with each implant. This however adds 50% to the resource costs and Threhold costs.

Whenever a character takes more than Am damage from a single attack the Judge must make a roll at the remaining Cyberware Threshold Rank to determine if a system is damaged. A white result means a random determined system is damaged. The exact effects are up to the Judge.

Bioware has no effects on healing and it is somewhat more difficult to damage. Whenever a character's health drops below 0 a Bioware Threshold roll must be made, a white result means a bioware system is damaged. A second roll determines how badly the damage is. A second white result means the system must be replaced entirely. A green result means it needs repair for at least 50% of the total costs. A yellow result means it needs 25% repairs and a Red result means only temporary disablement.

To repair Cyberware or Bioware a character needs the Medicine skill and either cybernetics (for Cyberware) or bio-engineering (for Bioware) skills. The costs for Cyberware repair are usually 20% of the total costs.

When Implanting a doctor must make a skill FEAT and check on the table below (the judge should decide if this must be done when character creating or only when implanting during the campaign).

FEAT Result
White End. FEAT or die, lose 1 point Threshold permanently
Green Success
Yellow Success, -5% Threshold cost
Red Success, -15% Threshold cost

Cyberware:

Chemical Analyzer

Cyber Threshold: 4

Resource Rating: Typical

This implant allows the character to analyze compounds with a +2CS on their chemistry skill.

Cranial Bombs

Cyber Threshold: -

Resource Rating: varies

Cranial Bombs are placed somewhere in the wearer's body and can be detonated by remote. Kink Bombs force the bearer to make a Yellow Endurance FEAT or die, Micro Bombs kill the bearer instantly and Area Bombs kill the bearer instantly and inflict Amazing damage to anyone within 1 area. There are three different forms of Cranial Bombs:

Datajack

Cyber Threshold: 4

Resource Rating: Typical

A datajack allows the wearer to plug devices directly into his head. He can use this to directly view video images or control computerized devices. It gives the wearer Remarkable computer communication and computer control at the wearer's Reason rank.

Encephalon

Cyber Threshold: varies

Resource Rating: varies

An Encephalon increases the wearer's Reason, there are 2 levels:

Memory

Cyber Threshold: varies

Resource Rating: varies

Implanted memory allows the character to store data of any kind. To use this he must also posses a Datajack.

Olfactory Booster

Cyber Threshold: 4

Resource Rating: Typical

This gives the character the Hyper-Olfactory (DT7) power at Remarkable rank.

Orientation System

Cyber Threshold: 8

Resource Rating: Good

An Orientation System can analyze a character's whereabouts (at a planet of which it contains maps) with Un accuracy. It can also display various country and city maps.

Softlink

Cyber Threshold: 5

Resource Rating: Typical

A Softlink contains 2 open slots for chips on which professional skills are imprinted. With these chips the character can use those skills. The costs of the chips are Good except for uncommon skills for which the Judge should determine the price.

Tactical Computer

Cyber Threshold: varies Resource Rating: varies A tactical computer is used to tag an opponent and predict it's next move, it can tag (Reason/10 + level of tactical computer) opponents. An orientation system adds 2 to the effective level of the tactical computer, additional hearing or visual senses also increase it's rank by 1. To tag an opponent the computer must make a roll on the ability listed below with a -1CS modifier for each area the opponent is beyond the first. When an opponent disappears from the line of sight the computer gets a -1CS for each meter the opponent moved while out of line of sight.

For each attack against a tagged opponent the character then gets a bonus determined from the table below.

Tactical Computer
Rating Ability Cyberware Threshold Resource Rating
Level 1 Excellent 60 Remarkable
Level 2 Remarkable 75 Incredible
Level 3 Incredible 85 Amazing

 

Effect Table (all fraction rounded down)
White no effect
Green (level/3) +1CS bonus
Yellow (level/2) +2CS bonus
Red level +3CS bonus

Additionally the tactical computer gives +1 Initiative/level

Commlink

Cyber Threshold: 6
Resource Rating: Good
This is a normal commlink system only implanted in the character's head.

Crypto Circuit

Cyber Threshold: 2
Resource Rating: Excellent
This Circuit scrambles or descrambles messages with In ability.

Radio

Cyber Threshold: 12
Resource Rating: Typical
A Radio-transmitter with a larger area than the normal Commlink, only it is easier to overhear.

Radio Reciever

Cyber Threshold: 8
Resource Rating: Typical
A normal implanted reciever.

Telephone

Cyber Threshold: 10
Resource Rating: Typical
An implanted telephone.

Balance Augmentation

Cyber Threshold: 8
Resource Rating: Good
The character gets a +2CS for tumbling and acrobatic tests.

Damper

Cyber Threshold: 2
Resource Rating: Typical
The character gains resistance vs. sonic attacks at Excellent rank.

Hearing Amplification

Cyber Threshold: 4
Resource Rating: Typical
The character gains Hyper-Hearing at Remarkable rank.

Recorder

Cyber Threshold: 5
Resource Rating: Typical
If combined with the Memory implant a character can record things he hears.

Camera

Cyber Threshold: 8
Resource Rating: Typical
If combined with the Memory implant a character can record things he sees.

Low-Light

Cyber Threshold: 4
Resource Rating: Typical
The character can see better in darkness and suffers -2CS less penalties.

Vision Magnifier

Cyber Threshold: 4
Resource Rating: Typical
The character gains telescopic vision (DT17) at Feeble rank.

Thermographic

Cyber Threshold: 4
Resource Rating: Typical
The character gets Thermal Vision (DT18) at Incredible rank.

Eye Weapons

Cyber Threshold: varies Resource Rating: varies

Weapon Damage Cyber Threshold Resource Rating
Eye Dart Poor (possible poison) 5 Typical
Eye Gun Typical 8 Typical

They both can fire only once and take 2 rounds to reload. After firing the character is at -1CS for 1-4 rounds.

Oral Weapons

Cyber Threshold: varies
Resource Rating: varies

Weapon Damage Cyber Threshold Resource Rating
Oral Dart Poor 5 Typical
Oral Gun Typical 8 Typical
Oral Whip Typical 5 Good
Oral Spur Typical 5 Typical

The dart and the gun also take 2 rounds to reload although they can be fired twice.

Bone Lacing

Cyber Threshold: varies Resource Rating: varies There are three types of bone lacing: Plastic Poor body armor; Aluminium Typical body armor +1CS damage (not above Remarkable); Titanium Excellent body armor +2CS damage (not above Incredible). Plastic Cyber Threshold: 10 Resource Rating; Typical Aluminium Cyber Threshold: 23 Resource Rating; Good Titanium Cyber Threshold: 45 Resource Rating: Excellent.

Cybertorso

Cyber Threshold: 25
Resource Rating: Excellent
A Cybertorso gives Typical body armor and halves the Cyber Threshold for strength increase in the limbs. It can also be plated, this gives body armor equal to the resource Rating spend. This body armor counts only for hits on the torso.

Cyberskull

Cyber Threshold: 13
Resource Rating: Excellent
A Cyberskull gives Poor body armor and can also be plated like a Cybertorso for the same costs.

Retractable Razors

Cyber Threshold: 4
Resource Rating: Good
This gives the character retractable claws for Excellent edged damage.

Internal Air Tank

Cyber Threshold: 5
Resource Rating: Typical
Increases the character's endurance by +4CS for purposes of holding ones breath.

Fingertip Compartment

Cyber Threshold: 2
Resource Rating: Typical
Allows the character to store small objects.

Muscle Replacement

Cyber Threshold: varies
Resource Rating: varies
Each level increases the character's Strength and Agility by +1CS (not above Monstrous), level 3 also increases Fighting by +1CS.

Level Cyberware Threshold Resource Rating
1 20 Excellent
2 40 Remarkable
3 60 Incredible

Smartlink

Cyber Threshold: 5
Resource Rating: Typical
The smartlink gives the character +1CS to hit when shooting a firearm. Firearms must be be made "smart" which doubles the normal costs.

Cyberlimbs

Cyber Threshold: varies
Resource Rating: varies
Each limb can be replaced with a cyberlimb which gives the character Typical body armor. The limbs can also be plated like the Cyberskull and Torso. They can hold containers for weapons and items and their strength can also be upgraded.

Limb Cyberware Threshold Resource Rating
Cyber Arm/Leg 20 Excellent
Cyber Hand/Foot 7 Good
Cyber Forearm/Lower Leg 13 Excellent

A covering to make it look natural costs an extra 2 resource points. Increases strength (up to Unearthly) costs resource ranks and Cyberware Threshold equal to strength/3 (rounded up).

Move-By-Wire System

Cyber Threshold: varies
Resource Rating: varies
Move By Wire increases the smoothness with which a character moves. But since to character lives in a constant state of seizure he must make an Endurance FEAT every month or suffer cardiac arrest. For each level of Move By Wire he gets a -1CS on Endurance.

Level Effect Cyberware Threshold Resource Rating
1 +1CS Agility, Fighting, +2 Initiative, 1 extra attack 50 Excellent
2 +2CS Agility,Fighting, +4 Initiative, 2 extra attacks 77 Remarkable
3 +3CS Agility,Fighing, +6 Initiative, 3 extra attacks 100 Incredible

 Boosted Reflexes

Cyber Threshold: varies Resource Rating: varies

Level Effect Cyberware Threshold Resource Rating
1 +1 Initiative, +1CS multiple attack tests 10 Good
2 +2 Initiative, +2CS multiple attack tests 20 Excellent
3 +3 Initiative, +3CS miltiple attack tests 30  Remarkable

Boosted reflexes are not compatible with the Move by Wire system or Wired Reflexes.

Dermal Plating

Cyber Threshold: varies
Resource Rating: varies
Dermal Plating gives body armor equal to Resource Points x 2, Cyberware Threshold equals Resource Points spend.

Dermal Sheath

Cyber Threshold: varies
Resource Rating: varies
Dermal Sheath gives body armor equal to Resource Points x 3, Cyberware Threshold equals Resource Points x 1.5. Dermal sheaths can be outfitted with adaptive coloration (5 resource points extra).

Filteration Systems

Cyber Threshold: 8
Resource Rating: Excellent
This gives the character resistance to gasses and poisons at Excellent rank.

Skill-Wires

Cyber Threshold: 30
Resource Rating: Remarkable
Just like Softlink this implants allows the character to use chips with skills upon it, Skill-Wires can handle up to 10 skills and can handle all sorts of skills, so not only Proffesional skills.

Wired Reflexes

Cyber Threshold: varies
Resource Rating: varies

Level Effect Cyber Threshold Resource Rating
1 +2 Initiative, +1CS attack 40 Excellent
2 +4 Initiative, +2CS attacks 60 Excellent
3 +6 Initiative, +3CS attacks 100 Remarkable

Wired reflexes are not compatible with boosted reflexes or the move by wire system.

Platelet Factory

Bio Threshold: 4
Resource Rating: Good
Platelet factories increase the body's ability to handle damage. A character with Platelet factories suffers -1CS damage from attacks (attacks of more than Unearthly damage do normal damage). However to avoid cardiac arrest a character must take a dose of anticoagulants each day. One dose costs Poor resource points but are hard to come by. When the character doesn't take the anticoagulants he must make an End.FEAT every 12 hours with a -1CS penalty for each day without the anticoagulants. If he fails to make a yellow result he goes into cardiac arrest. Platelets cannot be damaged.

Symbiotes

Bio Threshold: varies
Resource Rating: varies
Symbiotes grant the character Regeneration, but the character's food consumption increases also.

Level Regeneration Food/Beverage intake Bio Threshold Resource Threshold
1 Feeble (2/10 rounds) +50% 4 Good
2 Poor (4/10 rounds) +70% 7 Excellent
3 Good (1/round) +100% 10 Excellent

Symbiotes cannot be damaged.

Synthacardium

Bio Threshold: varies
Resource Rating: varies
A Synthacardium boosts the heart's capabilities.

Level Increase Bio Threshold Resource Rating
1 +1CS Endurance 2 Good
2 +2CS Endurance 3 Good

Orthoskin

Bio Threshold: varies
Resource Rating: varies
A skinlayer that provides armor.

Level Body Armor Bio Threshold Resource Rating
1 Poor 5 Good
2 Good 10 Excellent
3 Excellent 15 Excellent

Tailored Pheromones

Bio Threshold: varies
Resource Rating: varies
This bioware gives the character emotion control on the opposite sex at a power rank equal to twice the Resource rating spend. The Bio Threshold is equal to half the Resource rating spend.

Adrenal Pump

Bio Threshold: varies
Resource Rating: varies
An adrenal pump temporarily increases the character's statistics. It lasts for 1d6 minutes per level and after the character suffers damage equal to twice the amount of minutes the pump was active. Note however that although a character can fall unconscious from the damage he cannot die from it.

Level Effect Bio Threshold Resource Rating
1 +1CS F,A,S,E,P, +2 Initiative 13 Excellent
2 +2CS F,A,S,E,P, +4 Initiative 25 Excellent

No stat can be raised above Unearthly and damage is taken from the extra health first.

Toxin Extractor

Bio Threshold: varies
Resource Rating: varies
The Toxin Extractor gives the character resistance to toxins at a level of 2x Resource Points spend (max. 25). The Bio Threshold is 1/2x resource Points spend (rounded up).

Cerebral Booster

Bio Threshold: varies
Resource Rating: varies
The cerebral booster raises Reason and Intuition:

Level Increases Bio Threshold Resource Rating
1 +1CS Reason, Intuition 5 Excellent
2 +2CS Reason, Intuition 10 Remarkable

Mnemonic Enhancer

Bio Threshold: varies
Resource Rating: varies
The Mnemonic enhancer giver the character Total Memory (M33) at a rank equal to 2x Resource Points spend (max. 25). The Bio Threshold is 1/2x Resource Points spend (rounded up).

Synaptic Accelerator

Bio Threshold: 15
Resource Rating: Excellent
The synaptic accelerator allows +1CS Attack and +2 Initiative.

Toxin Exhaler

Bio Threshold: 6
Resource Rating: Good
With the Toxin Exhaler the character can spit or breath up to Remarkable level poisons. Note that the character is not immune himself.

Enhanced Articulation

Bio Threshold: 6
Resource Rating: Good
Enhanced Articulation gives +3 Initiative.

Muscle Augmentation

Bio Threshold: varies
Resource Rating: varies
Each level gives +1CS Agility and Strength. The Bio Threshold is equal to 8 points per level and the Resource rating is equal to 20 + level. No stats can be increases above Monstrous.