Table
of
Contents
Welcome to
Olympus
The State of
the World
Game
Mechanics
Characters
Attributes
& Skills
Actions &
Combat
Cybernetics
Equipment
What's New
Downloads
Game Design
Notes
Links
Guestbook
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VI. CYBERNETICS
Cybernetics are a very important part of Appleseed. Shirow's
worlds are full of human-machine interfaces. It appears that in the
world of Appleseed, humanity and technology have meshed almost seemlessly--in
fact, it is a constant theme in his works. Therefore, it is very
easy to find cybernetic implants in the developed world, particularly Olympus
and Poseidon. Below are some examples of available implants and full-body
replacements.
While Shirow's work is full of cybernetics, he actually spends very
little time explaining them. For example, Briareos has a regular
Bat-belt of gear packed into him, but we often don't know it exists until
it pops up at an opportune time. So, the cybernetics listed below
are a combination of my best guess from Shirow's work and imports from
other gaming systems. It is a very basic list. I recommend
that you find other sources, such as the game Cyberpunk and it's myriad
of sourcebooks, to fill in the gaps. As always, which cybernetics
are available are up to the GM.
Design notes: I've been working on the idea
of a D6 Appleseed game for a number of years. One of the things that always
stopped me in my tracks was developing a decent system for using cybernetcs
and armor in a D6 game. Honestly, they never worked very will in
the old Star Wars game. Likewise, in other gaming systems, cybernetics
add layer upon layer of new rules, making character creation a very lengthy
process. Finally, they always have the potential of imbalancing the
game (every try to play a purely human Solo in Cyberpunk while surrounded
by borged-out comarades?).
I'm mainly concerned with keeping the system easy to use.
So, that means some of the "realism" of the cybernetics will go right out
the window. This may seem at odds with Shirow's worlds, in which
he takes great pains to explain the logic behind his creations and to keep
them firmly based in reality (in fact, that's one of my favorite things
about his work). However, one thing is clear in Shirow's Appleseed:
cybernetics do not turn their bearer into a superman. It is abundantly
clear that cyborgs can be taken down with relative ease by "normal" characters
with the proper skills and equipment. That is the spirit in which
I have developed cybernetics for this game.
Finally, this is a work in progress. I will change
it as I playtest. I invite you guys to do the same, and to let me
know what changes you make. If someone has implemented a better system,
let me know.
CONTENTS
Introduction
Cybernetic Limbs
Optical Implants
Audal Implants
Artifical Organs
Interface Equipement
Miscellaneous Implants
Full-body Implants
One-stop Shopping
INTRODUCTION
Cybernetics are most often implanted because the person has suffered
a sufficiently grievous injury that replacement is necessary. With
modern medical advances, it is often possible to regrow lost body parts.
However, cloning cells requires a great deal of time and expense is often
not available to most people. Cybernetics offer a relatively affordable
option.
Cybernetics are just machines. This means that they suffer the
same defects and weaknesses as other high-performance machinery.
They suffer from structural stress, long-term use, clogging from dirt,
bad wiring, and malfunctions. Most cybernetics require constant maintenance.
A fair estimate is that they require about 1-5% of their original cost
in upkeep each month (GM's discretion). Obviously, this adds up over
time. Most people with many implants sign up for long-term maitenance contracts
to keep prices down.
Game notes: One option for a GM who has characters with
implants is to say that the implant goes inoperative when the character
Complicates while using that particular implant. The implant will
not work until Jury-rigged or repaired.
CYBERNETIC LIMBS
When a person loses a limb and cannot have it cloned and regrown, they
will often get the limb replaced with a cybernetic prosthetic. In
spite of general misconceptions, most prosthetic limbs are relatively fragile
things that do not grant the bearer super strength or other powers.
Because they are usually made with a combination of bio-mechanical, ceramic,
and electronic parts, they can be damaged nearly as easily as someone's
real arm. When a person is fitted with a cybernetic limb they must
also "built-up" in other ways. You can't just attach a chunk of metal
to someone's shoulder--it would rip right out. So, a lattice work
of supports are also implanted throughout the torso to provide additional
support.
Cybernetic Arms:
Cybernetic arms come in a wide variety of shapes, sizes, and quality.
They may sometimes have other devices implanted in them (each arm is considered
to have 2 "slots" for additions).
Strength Value: serves as the Strength Attribute when this
arm is used.
Dexterity: Approximating the fine motor skills of the
human body is not easy. Many of the cheaper cybernetics out there
make no such attempt. But the higher level ones equal and even surpass
human abilities. The Dexterity value applies not only to Dex-based
skills but to all Attribute and Skill checks that require fine motor skills,
such as Mechanics, Electronics, First Aid and Craftsmanship, that are attempted
with the prosthetic.
Armor Value: This is the layer of protection that surrounds
the cybernetic unit. This is treated as normal armor and is cumulative
with other armor worn over it.
Durability: Represents the amount of damage the prosthetic
can take before it will cease to function.
Cost: initial cost to buy the arm and have it surgically
attached at the rating. All costs are cumulative (Thus an arm with
a Strength of 1D and Sensitivity of -3D will cost 6000 dollars).
Maintenance: cost to keep the arm functioning that must
be spent each month. For each month that passes without maintenance,
there is a cumulative 1 in 6 chance that the arm will malfunction when
used. Thus, after 2 months, there is a 2 in 6 chance, etc.
Strength Value
|
Cost
|
Maintenance
per month
|
|
Dexterity |
Cost
|
Maintenance
per month |
1D
|
5000
|
50
|
|
1D
|
1000
|
50
|
2D
|
10,000
|
100
|
|
2D
|
5000
|
100
|
3D
|
20,000
|
150
|
|
3D
|
10,000
|
150
|
4D
|
40,000
|
200
|
|
4D
|
25,000
|
200
|
5D
|
100,000
|
400
|
|
5D
|
50,000
|
400
|
6D
|
300,000
|
600
|
|
6D
|
150,000
|
600
|
7D
|
750,00
|
1000
|
|
7D
|
500,000
|
1000
|
8D
|
1.5 million
|
5000
|
|
8D
|
1 million
|
5000
|
Armor Value
|
Cost
|
Maintenance
per month
|
|
Durability |
Cost
|
Maintenance
per month |
5
|
500
|
none
|
|
5
|
500
|
10
|
10
|
750
|
15
|
|
10
|
1000
|
25
|
15
|
1200
|
25
|
|
15
|
2000
|
50
|
20
|
2000
|
75
|
|
20
|
5000
|
100
|
25
|
5000
|
100
|
|
25
|
10,000
|
150
|
30
|
10,000
|
125
|
|
30
|
50,000
|
300
|
35
|
25,000
|
150
|
|
35
|
100,000
|
700
|
40
|
75,000
|
200
|
|
40
|
500,000
|
1500
|
Cybernetic Legs:
Cybernetic legs are almost always installed in pairs. It is difficult
to balance a person with only one articifial leg. If this is the
case, the character suffers -1D to all Dexterity rolls that rely upon movement.
The legs may sometimes have other devices implanted in them (each arm is
considered to have 2 "slots" for additions).
Strength Value: serves as the Strength Attribute when this
leg is used.
Jumping Bonus: This is added to any jumping rolls that
are made.
Dexterity: Approximating the fine motor skills of the
human body is not easy. Many of the cheaper cybernetics out there
make no such attempt. But the higher level ones equal and even surpass
human abilities. The Dexterity value applies not only to Dex-based
skills but to all Attribute and Skill checks that require good balance,
such as Stealth and Perform: Dance.
Armor Value: This is the layer of protection that surrounds
the cybernetic unit. This is treated as normal armor and is cumulative
with other armor worn over it.
Durability: Represents the amount of damage the prosthetic
can take before it will cease to function.
Cost: initial cost to buy the arm and have it surgically
attached at the rating. All costs are cumulative (Thus an leg with
a Strength of 1D and Dexterity of 3D will cost 15,000 dollars).
Maintenance: cost to keep the arm functioning that must
be spent each month. For each month that passes without maintenance,
there is a cumulative 1 in 6 chance that the leg will malfunction when
used. Thus, after 2 months, there is a 2 in 6 chance, etc.
Strength Value
|
Cost
|
Maintenance
per month
|
|
Jump
Bonus
|
Cost
|
Maintenance
per month
|
1D
|
5000
|
50
|
|
-2D
|
1000
|
50
|
2D
|
10,000
|
100
|
|
-1D
|
2000
|
100
|
3D
|
20,000
|
150
|
|
0D
|
5000
|
200
|
4D
|
40,000
|
200
|
|
+1D
|
10,000
|
500
|
5D
|
100,000
|
400
|
|
+2D
|
25,000
|
1000
|
6D
|
300,000
|
600
|
|
+3D
|
50,000
|
3000
|
7D
|
750,00
|
1000
|
|
+4D
|
100,000
|
7500
|
8D
|
1.5 million
|
5000
|
|
+5D
|
500,000
|
15,000
|
Dexterity
|
Cost
|
Maintenance
per month |
1D
|
1000
|
50
|
2D
|
5000
|
100
|
3D
|
10,000
|
150
|
4D
|
25,000
|
200
|
5D
|
50,000
|
400
|
6D
|
150,000
|
600
|
7D
|
500,000
|
1000
|
8D
|
1 million
|
5000
|
Armor Value
|
Cost
|
Maintenance
per month
|
|
Durability
|
Cost
|
Maintenance
per month
|
5
|
500
|
none
|
|
10
|
500
|
10
|
10
|
750
|
15
|
|
15
|
1000
|
25
|
15
|
1200
|
25
|
|
20
|
2000
|
50
|
20
|
2000
|
75
|
|
25
|
5000
|
100
|
25
|
5000
|
100
|
|
30
|
10,000
|
150
|
30
|
10,000
|
125
|
|
35
|
50,000
|
300
|
35
|
25,000
|
150
|
|
40
|
100,000
|
700
|
40
|
75,000
|
200
|
|
45
|
500,000
|
1500
|
To whip up cybernetics quickly, see the One-Stop
Shopping Chart.
OPTICAL IMPLANTS
Standard Implant
Cost: 5000
A standard implant will replace one of the
eyes of the person undergoing the procedure. It will provide the
cyborg with standard human vision and have 2 "slots" in which other options
may be fit.
Broad Spectrum
Cost: 5000
A Broad Spectrum option allows the cyborg to see
in visual ranges beyond what the standard human eye can see. This
includes seeing Ultraviolet light, which provides a kind of vision in dark,
outdoor conditions. It also increases the bearer's ability to distinguish
between colors, allowing him to discern between different objects more
easily. The bearer gets a Boost in all Seach and Tracking rolls that
depend upon visual cues.
Light Amp
Cost: 2500
Light Amp permits the user to adjust light
levels at will. This allows him to see in very minimal amounts of
available light. The optic will also quickly compensate for flashes
of bright light, giving the bearer +2D to Resistance rolls when attempt
to avoid strobe or flash effects that would otherwise render him blinded.
Magnification
Cost: 5000
With Magnification, the bearer can adjust his lens to
either see very small objects (as if using a microscope) or to magnify
objects in the distance (as if using a pair of binoculars). At standard
cost, the optic will magnify small objects by 50x and far away objects
by 10x. The purchaser can seek better optics that will double these
values, but at three times the cost.
Extendable Eye
Cost: 2500
An extendable eye may be stretched out from the
bearer's body up to 1.5 meters. Usually, a cyborg with this option
actually has a pair of "bunny ears" (like Briareos). Otherwise, it's
a little disconcerting to see someone's eye come out of the socket and
stretch for over a meter...
Camera
Cost: 5000
The camera option permits the bearer to use his
eye as a kind of video and still camera. The information recorded
may be broadcast to another location via a tiny internal modem (note that
such transmission can usually be detected and easily traced). The
quality depends on the cost of the optic. At 5000, it's pretty much
equivalent to a standard hand-held video camer. At 15,000 you have
professional news quality. At 100,000 you can shoot Citizen Kane
II with it.
Computer Link
Cost: 2500
A linked optic can display information transmitted
from a computer via an internal modem or direct link (which is untraceable).
This is useful to get a Heads-Up Display of data, maps, and other important
pieces of information.
Weapons Link
Cost: 7500
With this option, the bearer can link a specially
prepared weapon (add 10% to the weapon's cost) directly to his eye.
This grants a Boost to all shots with that weapon. Furthermore, with
a round of aiming, the bearer gets an additional +1D to hit (in addition
to the normal +1, so +2 all together).
AUDAL IMPLANTS
Standard Implant
Cost: 5000
The standard audal implant provides the bearer
with normal human hearing (perhaps a bit better) and the ability to increase
or decrease volumes at will. This gives the bearer a +1D to Search
and Tracking rolls that depend on sound. A standard implant has 2
"slots" for additional options.
Comm Link
Cost: 2500
The standard communications link acts like
a phone or two-way radio receiver (but not a transmitter). As such,
it is easily intercepted and traced. A secure link will cost about
10,000 dollars (Difficult Communications rolls to hack it) and fills an
additional slot. A small vocal transmitter can be implanted for an
additional 5000 credits (this is not considered to take up on of the "slots"
on the character).
Wide Frequency
Cost: 2500
This upgrade gives the bearer hearing that
far exceed normal human ranges. It more closely resembles that of
a dog. The bearer can turn this on and off at will (otherwise he'd
be barking whenever a siren was turned on). The bearer gets +2D to
Searching and Tracking rolls that depend upon sound.
Broadband Receiver
Cost: 2500
With this addition, the character can use
the implant to scan all unprotected cellular and radio waves. This
includes a kind of "cyborg-emergency" channel that all cyborgs (apparently)
tune into. Note that most cellular transmissions are protected by
some level of encryption and the bearer of this implant cannot hack those
without additional equipment.
Quick Translator
Cost: 10,000
The QT must be linked to a personal computer
on the person's body. When it is, it will quickly translate any known
human language. Note that the translater is not fullproof and in
its haste it may mistranslate some words (a fun little twist for the sadistic
GM). But, the listener will get at least the gist of the conversation.
Decrypter
Cost: 10,000
The Decrypter option permits the bearer to
upload any signals intercepted or directly heard into a companion computer
and attempt to break the code. For the Base cost, this will act as
Security skill of 3D for breaking codes only. For each additional
Die, add 5,000 x the new value. Note that this is cumulative.
So a 5D decrypter will cost 10,000 (based) + 20,000 (level 4), + 25,000
(level 5). The Decrypter cannot exceed 6D. The time required
to break the encryption depends upon the complexity of the code (GM's discretion).
Recorder
Cost: 2500
With an implanted recorder, the bearer can
download any information that is intercepted or overheard to a memory package
kept on the body (or to which the information is transmitted). The
bearer can record 4 hours before having to upload the information.
The recorder's memory can also have music (or other audio) uploaded into
it and played back at the wearer's will.
ARTIFICIAL ORGANS
Aside from the peg-legs and hand-hooks of old sea captains, artifical
organs are probably humanity's oldest form of cybernetics. Despite
the war, they have come a long way since the 20th century. For game
purposes, assume that any standard human organ may be replaced with an
equivalent artificial counterpart. Those implants will be fairly
expensive, but will not require great amounts of maintenace. Furthermore,
they do not bestow additional abilities on the bearer. The implants
below are those rare items with do increase the bearer's abilities.
Inhalation Filtration System
Cost: 15,000
The IFS attempts to protect the bearer from
any harmful substances in the air. It acts as a very advanced gas
mask and is always operational. Normal toxic gasses and airborn allergens
will have no effect on the bearer. However, new toxins that have
not been identified by the IFS's creators may get though the filtration
system. In these cases, the bearer has +2D on Resistance rolls against
the "new" toxin.
Nerve Amp
Cost: 25,000
This is actually a series of implants which
serve to increase the response time and sensitivity of the bearer's nerves.
This results in slightly increased reaction time and hand-eye coordination.
This grants a Boost to all Dexterity-based skills and and the character
acts as if his initiative were 1 die higher.
Epidermal Filtration System
Cost: 20,000
Like the IFS, the EFS serves to keep toxins
out of the body. With the advances of biological and toxicological
warefare, the danger of airborn weapons has increased signficantly.
The EFS is not perfect, but can be the difference between life and death.
It gives the bearer +2D to resist all airborn toxins that act through absorption
through the skin.
Blood Filtration System
Cost: 50,000
Life the other FS's, BFS sifts through the
bearer's blood and removes harmful elements that it can recognizes.
This gives the bearer +2D to resist diseases and drugs that work in the
bloodstream (this includes alcohol). The BFS must be "recharged"
every month for a cost of 5000 dollars.
Muscle Lacing
Cost: 20,000 x new Strength level.
Muscle lacing is a technique in which the
surgeon's implant a series of biological and artificial materials that
support and enhance the bearer's strength. The technique is still
being developed and is not fullproof, but it can provide some significant
increases. The costs are cumulative (thus a character going from
a natural Strength of 2D to 5D must pay 3Dx20,00 +4Dx20,000+5Dx20,000 =
240,000 dollars! However, the lacing is not noticeable with most
detectors, unless a close medical exam is done. The Lacing has an
upkeep of 100 dollars per month. If the character's muscles are severely
damage by other means (gunshot wounds, for example), the Lacing will have
to be repaired or replaced (GM's discretion). Finally, the biological
materials will disintigrate over time, meaning the entire system must be
rebuilt after 5 years. Lacing cannot be used to upgrade prosthetic
limbs.
Brain Box
Cost: 20,000
With a brain box, the bearer's brain is complete
protected from physical damage. It is wrapped up in an extremely
strong layer of metals and ceramics that will resist bullets, heat, cold
and even a lack of oxygen (internal tanks will supply up to 1 hour of oxygen
necessary to keep the brain alive). This is a good thing if the rest
of the bearer's body is destroyed.
INTERFACE EQUIPMENT
There are a wide variety of ways for people to interface with computers
and other technology. The most standard are listed below.
Brain Plug
Cost: 10,000
This interface unit permits the user to plug his
nervous system directly into a computer. It allows for instaneous
transfer of information from the brain to the computer (and visa versa).
The bearer is still limited by the bounds of human abilities however.
It increases the speed of all Computer Op/Prog rolls by 50% (a character
can do 2 such actions in a round without penalty). It also provides
a +1D and a Boost to all such rolls. It also permits completely secure
transactions between the person and the computer. Finally, multiple
bearers may connect to one another through some kind of server-CPU to instantly
share thoughts (as the High Council does).
Note that Brain Plugs are not very common,
even in Olympus. This is probably because standard user-interfaces
have advanced so far. It is a fairly invasive procedure and there
needs to be a $50/month upkeep.
MISCELLANEOUS IMPLANTS
FULL-BODY REPLACEMENTS
Full-body
replacements are pretty rare in developed countries, even Olympus (which
probably has the highest per capita Full Borg population). They only
occur when the victim has suffered such grievous harm that his body is
destroyed and full replacement is the only way he will survive. Even
then, he must have friends in high places (or a large personal fortune)
to pay for the replacement.
If the Borg is being built at Character Creation, see that section for
appropriate rules. Later in the game, rather than build a full 'borg
from scratch (putting together each componant), consult the table below
and choose the desired value and record the appropriate cost. Remember
to note the monthly maintenance cost!
Next, the standard full borg will have 2 standard optic implants, 2
standard audal implants, a brain plug, a brain box, and all the various
filtration systems. For an additional investment, the Borg can purchase
install up to 8 optical implants and 8 audal implants. GM's may decide
to permit fewer or more slots as appropriate.
If this takes too long, consult the One-Stop Shopping
Catelog below.
Strength Value: This replaces the character's former Strength
attribute completely. This value always starts at 1D.
Sensitivity: Approximating the fine motor skills of the
human body is not easy. Many of the cheaper cybernetics out there
make no such attempt. But the higher level ones equal and even surpass
human abilities. The Sensitivity modifier applies to all Attribute
and Skill checks that require fine motor skills, such as Mechanics, Electronics,
Craftsmanship and even Martial Arts, that are attempted with the prosthetic.
Constitution Value: This replaces the character's former
Constitution attribute completely. This value always starts at 1D
Jump Bonus: This is added to any jumping rolls that are made.
Armor Value: This is the protective value of the 'Borg's
outer shell. It may be layered with additional armor. This
costs 1% of the orginal cost to repair each point which is damage.
Base HP: This replaces the former hit points that the
character had. Roll Strength + Constitution (or Resistance) as normal
to add additional HP's.
Strength Value
|
Cost
|
Maintenance
per month
|
|
Dexterity Value
|
Cost
|
Maintenance
per month
|
1D
|
20,000
|
200
|
|
1D
|
25,000
|
400
|
2D
|
40,000
|
400
|
|
2D
|
50,000
|
800
|
3D
|
80,000
|
700
|
|
3D
|
100,000
|
1500
|
4D
|
150,000
|
1200
|
|
4D
|
250,000
|
3000
|
5D
|
500,000
|
2000
|
|
5D
|
750,000
|
5,000
|
6D
|
1 million
|
5000
|
|
6D
|
1.5 million
|
10,000
|
7D
|
5 million
|
10,000
|
|
7D
|
7 million
|
20,000
|
8D
|
10 million
|
20,000
|
|
8D
|
15 million
|
40,000
|
Constitution
|
Cost
|
Maintenance
per month
|
|
Jump
Bonus
|
Cost
|
Maintenance
per month
|
1D
|
10,000
|
100
|
|
-2D
|
1000
|
50
|
2D
|
20,000
|
200
|
|
-1D
|
2000
|
100
|
3D
|
50,000
|
500
|
|
0D
|
5000
|
200
|
4D
|
100,000
|
1000
|
|
+1D
|
10,000
|
500
|
5D
|
200,000
|
2000
|
|
+2D
|
25,000
|
1000
|
6D
|
500,000
|
5000
|
|
+3D
|
50,000
|
3000
|
7D
|
1 million
|
10,000
|
|
+4D
|
100,000
|
7000
|
8D
|
5 million
|
20,000
|
|
+5D
|
500,000
|
15,000
|
Armor Value
|
Cost
|
Maintenance
per month
|
|
Base HP
|
Cost
|
Maintenance
per month
|
5
|
5000
|
none
|
|
10
|
10,000
|
100
|
10
|
10,000
|
150
|
|
15
|
20,000
|
250
|
15
|
20,000
|
250
|
|
20
|
50,000
|
500
|
20
|
50,000
|
750
|
|
25
|
100,000
|
1000
|
25
|
100,000
|
1000
|
|
30
|
500,000
|
1500
|
30
|
300,000
|
1250
|
|
35
|
1 million
|
3000
|
35
|
750,000
|
1500
|
|
40
|
5 million
|
7000
|
40
|
1.5 million
|
2000
|
|
45
|
10 million
|
15,000
|
ONE-STOP SHOPPING
Adding up the value of various companants can be cumbersome, especially
for GM's trying to come up with 'Borgs on the fly. The table below
are intended to facilitate your cyborg-shopping spree.
Implants
The Implant Packages assume that the character has chosen 2 standard
implants and fully outfitted them with options.
Implant Package
|
Constituents
|
Cost
|
Combat Optics |
Weapons Link, Light Amp, Broad Spectrum, Magnification |
25,000 |
Crook's Optics |
Broad Spectrum, Computer Link, Light Amp, Magnification |
20,000 |
Civilian's Optics |
Camera, Computer Link, Light Amp, Magnification |
20,000 |
Combat Audio |
Secure Commlink, Wide Frequency, Broadband Receiver |
20,000 |
Civilian's Audio |
Commlink, Broadband Receiver, Recorder, Wide Frequency |
15,000 |
Combat Internals |
All Filtration systems, Nerve Amp |
110,000 |
Assasin's Internals |
IFS, Nerve Amp, Muscle Lacing |
220,000 (assuming character went from 3D to 5D Strength) |
VIP's Internals |
All Filtration systems, Brain box, Brain plug |
115,000 |
Prosthetics
Prosthetic Package
|
Constituents
|
Cost
|
Combat arm |
5D Str, 0D Sens, AV=20, Dura=20 |
117,000
|
Civilian arm |
3D Str, 0D Sens, AV=5, Dura=10 |
31,500
|
Combat legs |
5D Str, 0D Sens, AV=20, Dura=25, Jump +2D |
132,000
|
Civilian legs |
3D Str, -1D Sens, AV=10, Dura=15, Jump 1D |
23,750
|
Full-body Replacements
Perfect for the man who has everything (or nothing, as the case may
be...)
Body Type
|
Constituents
|
Cost
|
Standard Combat Borg |
5D Str, 4D Dex, 5 Con, AV=30, HP=30, Jump +2D +Combat Optics, + Combat
Audal, + Combat Internals |
1,130,000
|
Advanced Combat Borg |
7D Str, 6D Dex, 6D Con, AV=40, HP = 40, Jump +4D, + Combat packages. |
4,755, 000
|
|