Full Body Conversions People do love machines - even well before 2029 AD

Contents

Introduction

At a local ripperdoc, a street borg is on the operating table. A lanky, unkempt-looking guy, clad in a dirty lab coat, and smelling of bad liquor is picking the insides of a small bullet hole in the armoured chest with a pair of tweezers. Suddenly the borg twitches and a squirt of blood hits the man's right eye. The man wipes his eyes and takes a swig of homebrew from a jug sitting on the top of the instrument cart. Borg : "You got it out yet ?"

Doc : "No, it's still in. It slipped a bit out though."

Borg : "You sure."

Doc : "Yeah, this is not my blood I'm wearing for makeup."

Borg : "How long is this gonna take ?"

Doc : "Depends."

Borg : "On what ?"

Doc : "On whether that runs out of booze." *points at the jug of homebrew* "Or you run out of blood."

Borg : "Oh. Well, be fast, I think I'm going to pass out soon."

Doc : "Me too."

But what the heck are those "borgs" ? Well, I wrote this sourcebook assuming you knew that. They were introduced into CP2020 in the Chromebook 2, and a few more designs were published in Chromebook 3. Plus, of course, a whopping mass of combat models on the Net. But let's assume you've never had any of these in your hands. A 'borg (or Full [cybernetic] Body Conversion, FBC) is a human cyborgised to the level where there's little left. Usually, only the brain and a part of the spinal cord, the rest is replaced with mechanical parts. There are multiple reasons to become "full metal" : grievous injury, incurable disease, career choice, or simply the need to cyborgise oneself beyond what is considered necessary. It is an expensive way, but some people do choose it anyway.

To my mind, Full Body Conversions are far too expensive to be popular. Of course, all the FBC types in the Chromebooks are built for specialist occupations, and thus don't have to come cheap - they are there to get the job done.

In the basic 2020 setting they are also unavailble for general public - their price is prohibitively high. Whether this is not a problem in our typical 2020 setting, it becomes less appropriate for in "later" settings, which have more advanced technology and should contain a higher number of 'borgs. I'm thinking about worlds like Ghost in the Shell, Appleseed, or Gunnm, where meeting a 'borg in the street is something that happens every minute.

The FBCs of 2020 are masterpieces of technology in this time, and surely they cannot come cheap. However, the advance of technology can allow making not only better things, but also make cheaper things, and even, make things simple and damn cheap. Maybe some of you remember how it was with quartz wristwatches in the eighties ? They were quite big, clumsy, and while they worked great, they were not much better than normal clocks. But soon after that there were damn cheap far-eastern wristwatches that were also measuring time, but were quite fragile. And nobody minded it, because you could buy one with your spare change... and I suppose similar thing would happen to FBCs.

The question is : why do people need to make themselves 'borgs ? Except for the rare few willing to swap their natural, perfectly functioning bodies for metal ones better suited to their work, the rest are going to become FBCs due to medical reasons. See, sometimes even the wonders of 2020 AD - era medicine, laser surgery, nanotech, "magic balls", advanced chemistry and cloned organ transplantology are not enough to save somebody's life. Be it a victim of cancer, some other deadly and incurable disease, a terrible accident, or your run-off-the-mill severe lead poisoning / deceleration trauma, one sometimes has no other way than to go full-metal just to survive. But all the FBCs in the books do not only cost fortune (my favourite way of showing relative costs is comparing the prices to your typical car, a family sedan in 2020, like Toyo-Chevrolet '17 Chevy, costs 10k eb, whereas the most basic 'borg, Alpha class, is 40k), but they also have numerous abilities being of little use for a normal human. Even the simplest one, Alpha, does have superhuman strength and endurance, also having movement speed and general coordination equal to those of Olympic athletes. Sure, it is nice to be super-strong, nearly indestructible, and fast and with great reflexes, but tell me : do you need it in your everyday life ? And, just by chance, does any of you possess such attributes ?

This superhuman feeling is going to be highly destructive to human psyche (Humanity loss that is). And it also costs you damn high...

So here we are. I believe that if the technology allows raising FBC performance for a little extra cash, it could also allow saving some eurobucks by making 'borgs with lower performance. More over, I'd like to mark technological advance in FBC technology.

First generation (around year 2020) is just what we got used to in Chromebooks. Generally the technological level is the same as in the main rulebook.

Second generation is the technology of the 2024-25 era, comparable to what we can see in Firestorm books. Things are similar, yet more advanced than first generation.

Third generation are 'borgs of 2027+ era. Things you do often see in books, comic books and movies. The best reference materials I've seen so far are Masamune Shirow's works.

Well, as I said in the very beginning, cheap FBCs are not a good thing in your regular CP2020 AD campaign. However, in stories taking place later, the FBCs would, I suppose, become more popular. Something an averagely wealthy person in a First World country could think about as a career choice or medical replacement.

A few notes on biopods

A biopod is the system containing cyborg's brain, back brain, and, in old models, spine (in many new models, only some parts of spine are used, the rest being substituted by mechanical means). A brain is placed in highly durable shell, filled with shock-absorbing gel, and submerged in a pool of cerebral-spinal fluid, which acts as transfer medium between the brain itself and blood (for unmodified humans) or terminals of artificial "lungs" and feeding system. Both systems are built into biopod, too. There's also a set of filters to remove organic waste products from the liquid. It also can be used to filter a drug out of borg's system, although this has to be manually triggered (and results in major hangover).

To become a 'borg, you need a surgical procedure of double Critical Level. This means you'd better do it in a hospital you really trust, 'cause you have a fair chance of passing away for good. Basically, if a doc with a hangover screws a Critical operation when replacing your meat arm with a metal one, you get in shock and have a massive hemorrhage. But hey, this is a hospital; they have medicines for the shock, wound dressings, and blood bank to replenish your stock of the red stuff. Not very easy, not very cheap, and sure as hell messy, but they can save you. But if they botch removing your brain from your skull and putting it into an artificial shell... well, there's no body to be resuscitated, so you are pretty likely to check what is on the "other side". And, of course, this operation costs double the Critical cost.

A biopod on itself doesn't have any HL listed. Not even an interchangeable one (in fact, every biopod is interchangeable. QCh biopods just make this easier and faster). What causes you to lose Humanity is the body shell you wear, and if you wear a lot of them, it hurts. Also, the cost of a typical biopod is included into the double Critical surgery. Of course, you can make it an additional expense if you feel it'll help you maintaining balance in your game.

The cerebral spinal fluid

The brain is surrounded and oxygenated by cerebral spinal fluid (CSF), not blood itself but a blood product. This could be directly cleansed and oxygenated internally, and provided with the proper amounts of glucose and synthetic hormones via a replenishment system that the FBC character would have in their domicile of sorts or the nearest FBC friendly ripperdoc or clinic. The only issue would be when the FBC takes a Critical to the biopod itself, and then things could get real bad real quick.

The total volume of the fluid at any one time probably varies between 70-120 ml in different subjects and its rate of formation is about 0.35 ml per min. It is thus replaced several times each day. There is also known to be a constant process of dialysis with exchange of various chemical constituents between the CSF and the blood across the ventricular empendyma, the perivascular spaces and the arachnoid membrane at all levels. Large molecules fail to enter the CSF from the blood because of the interposition of the vascular endothelium (the blood CSF barrier) but there is a rapid exchange of small molecular weight substances between the CSF and the extracellular fluid of the brain and cord. So is you had a detained "donor" you could theoretically milk them for a slow outward flow to keep you in business or do the quick and nasty "harvest" for a quick cash fix and a small glass of fluid, provided that you can get it to someone and spin the blood out of it in a centrifuge (really, it's not that bad, honestly).

And if we assume that a biopod would need about 1/2 a litre to add cushioning and floating potential as well as enough to run through the cyberliver / gills to keep it pure and full of brain loving goodness.

If it last for a month at a time this would create quite a need, wouldn't it ?

If you where really lax on your morals, you could use brain dead people. Keep them on artificial respiration etc, and fit a tap to their skull and drain some of the fluid every day. Of course the question is how unique is human cerebral spinal fluid would pig or simian fluid work just as well or as a bulking agent...

Swapping bodies

A replaceable biopod is just something alike to quick-change mount for limbs - here, you can just swap bodies in a moment, not mere limbs. Readjusting to another body takes about 5 minutes.

This doesn't mean, however, that you cannot move your brain from body to body if you don't have the interchangeable biopod. Sure you can, as you can have another limbs installed if you don't use quick-change mounts. This, anyway, requires about an hour (for a limb) of skilled technician's work in a fully equipped workshop. For a whole body, adjusting your biosystem to new body (and vice versa) can take a day or two...

Technically, it's pretty simple. Move the biopod from one body into another, reboot it, and voila. Now, there's the psychological art of the problem to be handled. You see, changing bodies like gloves isn't going to be without an effect. The more the bodies, the worse it gets. Changing bodies is disruptive to one's humanity. If you change your face, body & the rest often enough, you can forget how do you really look, and what you are really capable of. The kind of thing you could imagine on one of the covert types who do change their identities every few weeks. They become more like intellect with a set of quick-change identities. It is that frequent body change turns you into a kind of intellect without personality as well. Your "ghost" disappears.

Yes, it's Humanity what is affected. For every new body (and it means a body of another type, not another specimen of something you're used to), you loose a 1D6 HL, no reductions. If it looks the same, and is equipped with roughly the same options (GM call), you are not subject to this rule, or the HL is reduced.

For example : I used Ego-class body, but got into trouble and was convicted to work as an Ilya. Lose 1D6 HL. After six months, my Ilya was badly damaged and replaced with another Ilya. No lose. Soon after, I was extracted by my friends. They've brought me an Adam. Lose 1D6 HL. They should have been brought an Ego, these lazy idiots. If you merely swap between the bodies you're familiar with, it's another kettle of fish. First, you should roll HL for every body you're using, and keep it noted. Second, you should calculate the average HL for all of your bodies. This is the minimum Humanity Loss you may suffer.

When you're installed in one of your bodies, check for its HL. If it's lower than the average, use average. If the body's rating is higher, use the body's HL. The point is that while you're likely to be less sane in less human bodies, however, in a contrary situation HL wouldn't be that big. And yes, there's a point of having a very human body, even if your average HL rating keeps your Humanity pretty low : it's going to affect the average score. However, if you have just too many bodies, that 1D6's will be quickly accumulating...

Suggested period of disuse, required for a body to be dropped from the "frequently used" pool is 6 months, although details are up to GM. After all, psychological consulting is going to most likely shorten that.

"QCh" Quickchange Biopod (aka Interchangeable Biopod)

This is pretty a simple system - a set of links allowing a biopod to be quickly and easily moved from one body to another. Only a few bodies are being equipped with these as standard, as the cost of such a body is higher by 20000 eb, and the ability to quickly change bodies is useful only for a limited group of individuals. You can have a biopod with QCh interface installed in an unsuitable body, but this takes a lot of work, much more than with a regular biopod. QCh interfaced biopod can be ordered at no extra cost when the person is 'borged, but modifying an existing biopod to QCh standard costs 5000 eb. QCh interface uses one torso option space and there's no additional HL cost.

Biopod carry case

Consists of a reinforced, EMP-shielded Arasaka Jetsetter styled case, filled with shock absorbing foam. Basic optical and audio sensors, jacked via interface links are provided to provide rudimentary sensory input, along with a speaker for audio output. It is considered that the biopod will rely on its own breathing, power and nutritioning devices, however, custom made cases with built in "lungs", nutritive medium containers and batteries are available. A standard carry case does cost 3000 eb, and is meant to allow transport of a biopod for no longer than 24 hours.

Technological advance

Let's face it : no piece of gear is the bleeding edge forever. The Murphy's Law for Computers says that the best, fastest, most powerful machine ever made becomes obsolete just in the moment you pay for it. And so it is with cybernetics. The technological advance is a problem often neglected in role-playing games, and while within the fantasy genre, it isn't much of a problem. But in cyberpunk, when the new, revolutionary tech is one of the things it's all about, it becomes an issue. And then, it's supposed to go much faster than what I can see from my window.

Yesterday's bleeding edge is today's everyday use. Tomorrow it'll become so common you won't be able to imagine yourself living without it. In two days, a new, more advanced version will appear to take the market, and yesterday's marvel will become so cheap and common that they'll almost start adding it as a freebie to cornflakes. And in three days, you'll be able to find it only in a pawn shop, and nobody will be interested in buying it.

Sure, it doesn't go literally that fast, but that's the idea. We can't predict what will appear next on the cyberware market. What revolutionary changes will come, or when they will come. However, here you'll find a quick guideline. Use it as you prefer.

Wave Description Pricing Anything before First Wave Prototype created by start-up company 400% First Wave product Major corporate release until first major sales 300% 6 months after First Wave : Second Wave Competition begins to emerge 200% 18 months after First Wave : Third Wave Multiple, equally efficient brands on market 100% 3 years after the First Wave : Fourth Wave More advanced modules on the pocket 75% 6 years after the First Wave : Fifth Wave Company releases superior product to supersede this one 25%

The Making of Cyborg

Basic parts

You need several parts to build a cyborg, apart from the biopod. The biopod is only what allows you to survive outside of your natural body. Then there come the basics you need to build a Full Body Conversion. Two arms, two legs, and a torso (this includes head). You should also throw in the sensors : two cybereyes, a cyberaudio module, and a voicebox (either Boxalter or NewThroat) to give the borg the ability to speak.

Pressure and heat sensors, responsible for the sense of touch, are built in cyberlimbs and torso, and chemical sense (that is, smell and taste) are built in into right places in the head. You can, of course, boost their sensitivity by installing Tactile Booster, Enhanced Smell and analogical modules.

Usually players are not concerned about the wide variety of market-available cyberlimbs. A cyberarm is a cyberarm, and it doesn't matter whether we're talking about Raven Microcyb model F-24, Arasaka Neotech Type 17, or IEC Cyberarm Advanced (or whatever the brand name is). But - as with modern day computers - cyberware is produced in numerous styles and technologies, limited only with prices and market demand on them.

By the way - didn't you ever wonder that all cyberlimbs do have the same damage resistance, and can house the very same number of additional modules (optionware) ? Doesn't matter whether we're talking about a sleek, thin arm for a tiny lady, or a huge and "muscular" arm for a cybernetic body builder, all are alike...

And here we are.

First, the rule is that anybody buys him/herself a limb that matches his body type (BODY value). You can use another size of a limb, but this is pretty obvious for anyone observing you, and raises limb's HL by 50%. Superhuman-range (Body 11+) limbs are usually built on a special request only. Remember to add whole body's damage bonus to hits caused by cyberlimbs - the damage dealt is as well a matter of the limb's strength, as the strength of whole body.

Limbware interfaces

Limbware interfaces are something many people forget about. You have to remember that a cyberlimb module (arm, leg, partial arm / leg or independent hand) isn't just bolted onto your flesh and bone shoulder, hip, knee, and so on. It has to be bolted into a special socket for such appliance. Whether such a socket is installed on a live flesh or on another part of cyberware, this is another kettle of fish. More - your typical cyberlimb has two points with such interface sockets / links : one at shoulder (to allow the arm to be linked to the rest of the body, cyborg or flesh) and at the wrist, to allow a cyberhand to be installed.

These interface sockets do not have any apparent Humanity Loss assigned, as this relies on what would you attach to them. They have no apparent cost also, as this is included into an implantation cost of your metal limb. But nevertheless, they are there. Your arm can be disconnected and taken away in a matter of minutes, by a skilled cybertechnican (or in seconds by anyone, if you have quick change mounts), but that does not mean your bones and nerves do lay there bare and unprotected - the socket core, built around your bone, is still in place covering them.

Cyberware compatibility

So you have an IEC Cyberarm Advanced limb module, Arasaka Neotech ToolHand attached to it, with Tritech built-in TV, and cheap, no-name plastic cover, and you want it to work flawless ?

Sure, no problem. And easier than someone could think. All the cybertech use the same standards and basic technology. Much like PC computers of the early 2000s - it doesn't matter what parts your computer did have inside. You could use parts made by a dozens of producers around the world, put together in a place you never heard about, and have a working computer. You don't have to install only Dell parts, or only IBM parts. And, because the technology used, and common standards, all that works together. Sure, some parts are better, others are not so brilliant, and some can be a complete waste of money. Good parts will give you better performance. They may be also less damage-prone, or last longer. But still, it works, and you can use the computer to do what you need it for - write texts, surf the Net, play games.

Simply, it worked together, because it was designed to. And with cyberware, it goes along the same lines, including some unexplainable glitches, like the ones that used to ruin a day worth of your text writing in the early 2000s.

SDP rating for cyberlimbs

The original CP2020 rules bear several flaws - including the fact there's always a 10 point difference between "disabled" and "destroyed" status. It becomes especially visible when we get into the realm of high-SDP cyberlimbs. Thanks to the Taking Damage rules, we can now rule that Disabled level is 66% of the total SDP of a cyberlimb.

So, just to be clear : the SDP ratings in the tables below are total SDP, i.e. "to destroy". In most cases, "to damage" value is 10 points less, if you prefer to use the old system.

Tables

The following tables deal with both full limbs and other replacement limb-ware, if I can use such a word. However, only full cyberlimbs are useful in constructing FBCs. The rest is included for completeness sake only.

As you can clearly see, SDP and amount of option slots do vary depending on arm's size. A typical CP2020 value is listed as Average - sized cyberware, with book price matching it.

BODY Body type SDP Space Price 2 Very weak 8 0 550 eb 3-4 Weak 9 0 650 eb 5-7 Average 10 0 750 eb 8-9 Strong 11 0 850 eb 10 Very strong 12 0 950 eb 11+ Superhuman +1 for every BODY point over 10 0 +150 eb for every BODY point over 10

BODY Body type SDP Space Price 2 Very weak 22 2 2000 eb 3-4 Weak 26 3 2500 eb 5-7 Average 30 4 3000 eb 8-9 Strong 34 5 3500 eb 10 Very strong 38 6 4000 eb 11+ Superhuman +1 for every BODY point over 10 +1 for every 2 BODY points over 10 +700 eb for every BODY point over 10

BODY Body type SDP Space Price 2 Very weak 22 2 1200 eb 3-4 Weak 26 2.5 1600 eb 5-7 Average 30 3 2000 eb 8-9 Strong 34 3.5 2400 eb 10 Very strong 38 4 2800 eb 11+ Superhuman +1 for every BODY point over 10 +0.5 for every 2 BODY points over 10 +500 eb for every BODY point over 10

BODY Body type SDP Space Price 2 Very weak 16 1 1000 eb 3-4 Weak 18 1.5 1250 eb 5-7 Average 20 2 1500 eb 8-9 Strong 22 2.5 1750 eb 10 Very strong 24 3 2000 eb 11+ Superhuman +1 for every 2 BODY points over 10 +1 for every 4 BODY points over 10 +350 eb for every BODY point over 10

BODY Body type SDP Space Price 2 Very weak 16 0 600 eb 3-4 Weak 18 0.5 800 eb 5-7 Average 20 1 1000 eb 8-9 Strong 22 1.5 1200 eb 10 Very strong 24 2 1400 eb 11+ Superhuman +1 for every 2 BODY points over 10 +1 for every 4 BODY points over 10 +250 eb for every BODY point over 10

BODY Body type SDP Space Price 2 Very weak 34 2 14000 eb 3-4 Weak 36 3 18000 eb 5-7 Average 38 4 22000 eb 8-9 Strong 40 5 26000 eb 10 Very strong 42 6 30000 eb 11 Superhuman 44 7 34000 eb 12 Superhuman 46 8 38000 eb 13+ Superhuman +2 for every BODY point over 12 +1 for every BODY point over 12 +5000 eb for every BODY point over 12

Head SDP : SDP of a borg's head is equal to SDP of a full cyberlimb of the same BODY.

Cyberlimb variants and technologies

In the books, most tech is being made in "standard technology". Generally cyberlimbs don't differ from one another, only a few different models do stick out like sore thumbs. Now, 'borgs from all over the world can be created, and be somewhat more unique...

Clumsy limbs

Some types of cyberlimb technology create equipment that fails to meet standards. However, modifiers caused by these are not simply cumulative. E.g. : if you have a Chinese cyberarm, you are at -1 Ref and -3 Tech to all actions involving this arm. If you have a Chinese cyberbody, you still are on -1 Ref and -3 Tech, just now this applies to all actions performed with your body (driving a cyberlinked vehicle, for example, is usually unaffected).

Cyberlimbs of the world

Standard cyberwares : that's what we are used to, typical 2020-era cyberware, right out of the Cyberpunk 2020 handbook. This is what everyone does compare other styles to. Standard cyberware is being produced around the world.

Skeletal cyberwares : this form of cyberware is very basic and robotic in appearance, all servos and mechanics are clearly visible (for an example, a skeletal cybereye will clearly have a camera-type look). It's clearly obvious that the cyberware is not human in appearance.

Brazilian cyberwares : Brazilian cybernetics are conceptually close to European : they try to appear as human as possible. However, they do not keep up the raw power output of standard and European style cybernetics (this originates from the fact that in Brazil, superhuman-strength cyberlimbs are outlawed), and not as durable. Still, for everyday use they're absolutely okay. They're replacements, not replace-and-upgrade technology, and if you accept this idea, they'll suit you just fine. And they come with a nice price tag, making them quite popular around the world.

Chinese cyberwares : "Chinese cybertech" became a synonym of cheap, unreliable cyberware. Not that it comes only from China (Malaysia, Indonesia, India and some other countries have their share in this sector of market as well) or that Chinese can't manufacture quality stuff (they do). But the proverbial "Chinese take-away" suffers from the effects of inferior materials, manufacturing, and lack of adequate quality control, when trying to match performance of the standard cyberware with a much lower price tag. These tend to be always flawed with some problems. But hey, they're cheap, and you get what you've paid for.

NuTek cyberwares : this is a completely new idea. NuTek is something in-between cyberware and bioware : implants build of carefully blended cloned flesh and nano-build electronics. Whereas not necessary the best of both worlds, it does combine a number of advantages, including easier implantation, lower Humanity Loss, and the real feel of living tissue. Note : NuTek can't be used for FBC construction.

Russian cyberwares : this is a generic term - most of these cyberwares does come from Russia (and post-Soviet republics), but also from Eastern Europe, and there's at least one company in North America (Mexican Metals) that makes cyberware classified as "Russian". These cyberwares see to be quite primitive compared to Western standards, but if you can see past their brutish look, they're marvels of technology. Behind the former Iron Curtain, they do not jump to the newest materials, and they do not peel off safety margins to squeeze out a bit of extra performance. Instead, they do miracles with what they already know. Sure, this gives out crude cybernetics, and optional equipment may be limited, but Russian cyberwares are like AK-47 : they do not fail. No matter what you do and where, they remain as tough and reliable, if somewhat clumsy.

Outdated cyberwares : these cyberwares are pre-2013 era replacements and augmentations. Big, obvious and clumsy, they tend to combine flaws of several modern styles. However, they are quite tough, and can sometimes have various interesting solutions and ideas utilized, that weren't however used in later models. They're generally not produced any longer, and most of these are available only thorough second-hand market. Of course, custom manufacturing can make a difference, but then you should expect sky-high prices.

Orbital cyberwares : the pinnacle of modern cybertech. Using exotic and durable materials developed solely on orbital installations, the durability and sensory data quality of these masterpieces is staggering but the downside is that the costs are tripled. Only available on special order, but you tend to get what you paid for (now you know where that spoiled corporate brat got his totally chilly orbital crystal plated cyberoptics). Can be made almost indistinguishable from a normal human body part, but usually plated with materials not normally available on the open market. Also, several other types of cyberware can be made in Orbital technology, linking great design with superior materials. Also, orbital cyberwares are quite often equipped with EMP shielding, for safety reasons when in orbit.

Euro cyberwares : it is, generally, perfectly suited for hiding as a part of real body, undistinguishable from it. Generally, it requires 1 level higher Awareness to spot it with a naked eye, and as they are so non-obvious, Humanity Loss is lower - so it comes with a healthy price tag. Most of these are German, Swiss or Scandinavian models renowed for their durability, although French, Spanish and Italian have gained popularity thanks to better prices and clever marketing.

Japanese cyberwares : this cybernetics are marvels of micromachine engineering. Whatever you do, Japanese can make more advanced and smaller. And the processors in their cyberwares are much more advanced, allowing them to handle more peripheral equipment. It differs from series to series, but most Japanese cyberwares can handle 25% more options, and some even 50% more than their Western equivalents. Of course, said peripherals and options have to be Japanese tech as well, and are priced accordingly. They do come mostly from Japan, but the term is as generic as any - there are Korean companies that make this type of stuff as well, and at least one Chinese producer keeps within these standards.

Model SDP HL Damage dealt Space Price Notes Standard 100% 100% 100% 100% 100% Plain vanilla from the basic book. Skeletal 100% +1 per die 100% 100% 66% No realskinning, no superior myomars, but can use hydraulics without losing a space. Obviously, cannot be made to look human-like. Brazilian 50% 50%, +1 per die 50% 100% 75% Strength as meat limb of that BODY, and cannot be upgraded. Chinese 100% 100% 100% 100% 50% Poor precise movement control (-1 to ranged weapon attacks, -3 Tech). Only arms. GM's call : legs are -1 MA and -3 to attack rolls (in close combat). NuTek 50% 75% 75% -1 60% Cannot use cover (they come RealSkinned), neither use quick-change mounts, extra arms, hydraulics nor advanced myomars. All surgery costs are 1 level less serious. Russian 133% 125% 150% 75% 40% 5% failure when overstressed comes equipped with hydraulics (Solo of Fortune 1 / Chromebook 4). Outdated 110% 150% 100% 100% 25% Hard to get, and cannot work with most modern options (only these from the main book). Hard to repair (2005-2011 era cybertech) (Chromebook 3). Arms are -1 REF, legs -1 REF and -1 MA (-2 MA if both legs). Orbital 250% 100% 100% 100% 300% Orbital-made materials : composites, crystalline titanium, of superb endurance. For special orders, also European, Skeletal & Japanese models are made in this technology (choose the better characteristic, add prices) (Chromebook 1). Euro 100% -1 per die 100% 100% 150% Especially suited for RealSkinning. Mostly German or Swiss made. Japanese 100% 100% 100% 125% 200% The very best, most technologically advanced design. Mostly micro-machined (nanotech built), they need special, Japanese optionware (2x-3x price) to utilise the extra spaces. Repairs are also more expensive - and you may have to wait until they get the parts... Japanese hi-tech 100% 100% 100% 150% 300%

Additional SDP

Within the limits of particular technology, a cyberlimb can be produced with better quality standards, using better grade (and thus more resistant) materials, or just with sturdier construction. An additional 10% SDP costs 20% of the part's cost. However, you cannot go for more than 50% SDP this way. Cheap cybertech, made with poor quality control, and with your generic materials, is of course cheaper - every 10% less SDP gives you 5% cost save. Again, it cannot be less than -50% SDP total if the limb has to be working. Yup, even among Chinese cyberarms you can find sturdier models, and really cheap trash...

Skeleton cost

This is a cost of cyborg's basic parts - torso, arms, and legs (feet and hands included, although here we count that standard models are used) with given BODY (including extra cost caused by BODY increase due to tightened myomars, additional second generation myomars or hydraulics. For example, if you take a BODY 6 set with a +5 strength boost, which would cost +50% on the parts, you don't calculate Skeleton Cost for a BODY 11 borg, but a BODY 6, +50% extra). However, costs of additional SDP and technology modifiers are not included into skeleton cost. Skeleton cost is used to calculate costs of various additional control systems.

Cyborg Body

Cyborg has the BODY value you've chosen for it. A BODY 2 cyborg is going to be Very Weak - well, it is still built like a kid or a lady about 1,45 meter tall, little over 30 kilogram weight. It is damn light, so it is to be weak. Yup, you're right; it is also a damn rare model. However, you can build a body having great size, and great strength (HUGE Body value). An ACPA - sized 'borg, a thing often seen in various movies, isn't impossible - however, it is useful only in some (and even there - limited) military applications, as ACPA - sized body tends to be of ACPA - class weight... Most common people tend to buy bodies within normal human range (usually STR 5 to 10).

However, body's strength can be boosted without enlarging the body itself.

Tighter myomars (total BODY stat bought as optional : enhanced performance, 10% of the arms, legs and torso's cost per BODY point) will do the job. You cannot, however, raise the strength this way more than 8 points over your BODY. And this trick doesn't use option spaces. And well, there's not much point in upping strength in your arms only...

Second generation myomars (strengthened myomars from the main book) can be also used. However, they are much bulkier (eat a 25% of total slots on the body part in question), and their cost is 40% of the body (i.e. : if I buy a body - torso, four limbs and STR upgrade for 100000 eb total, no other options added, then equipping it with 2nd generation myomars is 40%). This trick doubles body's strength.

Hydraulics can be used for the same price and space requirements, but there's no way such a body could be made to look human. The body's strength is tripled (sic !).

Humanity Cost for increased MA and BODY

This is a tricky question. One could say that, comparing to other statistics increasing BODY and MA is not a big issue, and thus can be ignored as neglible. Another opinion is that there should be still some Humanity Loss. Now, you can use any formula, as there were a few suggested :

- 2 HL per every level of this characteristic above basic value (as in Chromebook 2).

- 1D6 per every point of this characteristic above your natural Body's Value (as for Muscle Grafts in CP2020).

- The same formula that is applied to ATTR changes.

Now, my idea is that the feeling of being superior to your former self, due to metal applied to your body, is what makes you feel not only something other than human, but also a better than human, is what makes you loose your sanity. A simple prosthetic replacement would be quite neutral. A replacement that you can use to outrun a car or punch holes in concrete walls, now that another story. Thus, HL for extra MA or BODY should depend on how much stronger / faster you are now, comparing to how strong / fast you were before you were 'borged.

Movement ability

It goes much the same way as for REF. Your basic myomar system can propel you with speed of MA 5, advanced myomar MA 4 (they are tougher, and somewhat more difficult to control) and hydraulics MA 3 (boy, these are powerful, but slow). Of course, you can buy a set of "muscles" that work faster, no problem. The price is overall 5% skeleton cost per level added, 10% in Superhuman Mobility range (MA 11+). Upper limit for hydraulics is MA 10, second generation myomars MA 15, whereas first generation myomars can propel you up to MA 20 (and some say that even faster... but that is still under development, as well as faster moving 2nd Gen.).

Movement Ability cost

MA Skeleton cost multiplier Standard 2nd generation myomar Hydraulics 3 - - free 4 - free 5% 5 free 5% 10% 6 5% 10% 15% 7 10% 15% 20% 8 15% 20% 25% 9 20% 25% 30% 10 25% 30% 35% 11 35% 40% impossible 12 45% 50% impossible 13 55% 60% impossible 14 65% 70% impossible 15 75% impossible impossible 16 85% impossible impossible 17 95% impossible impossible 18 105% impossible impossible 19 115% impossible impossible 20 125% impossible impossible

FBC weight

Ready, steady... Go ! If you are concerned with the weight of your borg for the purpose of airmobile operations, be careful. First, a human-sized borg can use a human-sized parachute, glider or whatever. There's isn't a reason why it couldn't. As for heavy ones, e.g. ACPA-sized borgs, you simply need a bigger 'chute. Damn, we can airdrop tanks nowadays... In fact we can airdrop anything we manage to get into air. As for airlift - just keep the weight down to the limits of a fleshie trooper, and there will be no problem. Otherwise... how often do you see a helicopter-transported MBT ?

Human-sized cyborgs tend to be fitting in human weight range. There are purposes for that :

- They usually live among humans, in normal, everyday urban environment, so they shouldn't for example, destroy chairs by just sitting on them.

- Many of them look like humans, and weighting much more than you look for isn't handy.

Anyway, that is not such a problem - composites, carbon fibre, glass fibre, lightweight metal alloys, even the old favourite, aviation-grade aluminium, are quite sturdy and acceptably light.

However, if you go into heavy-duty range, these are mostly military or industrial cyborgs, and there no one is too concerned about their weight (it makes only logistical problem when one has to transport them), just sturdiness and damage resistance.

Basic calculations are : BODY 2 'borg weights 30kg, then +10 kg per every +1 BODY up to 110 kg at BODY 10. Every BODY point over 10 weights 15 kg. These are the calculations made for male bodies, or bodies with undetermined sex characteristics. Female bodies are often made lighter, although it takes extra money. This costs 2% skeleton cost per every 5% of weight missing (however, not more than -25% weight, I suggest). Remember, this applies to sheer weight only, not overall look. With enough lead ballast you can look like filigree ballerina, and still weight over 150 kg... and vice versa.

If your borg has more than 2 arms, a tail, or some other weird stuff, add +10% weight for every extra limb (or a tail). It's a rough guideline, but should do.

An ACPA - sized FBC is going to have ACPA-like weight, anyway ! Remember to add Heavy Armour's weight to this. Now, as 'borgs don't go fat, a cyborg can be made weighting up to 50% more than the weight listed above (sometimes it's an effect of using sturdier construction, sometimes just built-in ballast to fulfil purchaser's requirements) without adverse effect to its performance nor extra cost. However, this is GM's call.

And what about height ?

How to translate BODY into height ? Honestly ? Do not. BODY hasn't much to do with height, weight nor overall broadness when we talk about normal humans. One of the reasons why BODY was divided into 3 stats in the Fuzion system... To quote Mort : "I know a little tawny guy's that 1.50 meters and hits like a bus, and I know a 2.03 guy that couldn't punch his way out of a wet paper bag."

So, here's my "rule of thumb" :

Borgs that are in human range of BODY are usually made in human size (one of the reasons why Hero-series borgs are kept in BODY 8 and given 2nd gen. myomars, even though it eats down spaces and in emergency situations extra strength is always a bonus, is that they simply must be able to fit where a human does fit, use human-sized tools, equipment and vehicles. A BODY 12 Attila would have a tough time trying to fit into cockpit of many vehicles... and impossible with some of them). I.e. 150-190 cm, with most bodies being 170-180 cm (a universal height would be 175 cm, enough to make a tall woman or not so high man).

Of course, nothing is going to stop you from making a BODY 2, 210 cm high one, but it wouldn't look proportional, unless given extra ballast. Borgs with BODY of 11+ can easily have 200-220 cm, and ACPA-borgs even 250-280. Hey, these are ACPA-sized...



New face, prettier face...

Attractiveness

There's nothing to stop you from changing your look (and Attractiveness) when you feel in mood - if you can afford it. However, you cannot "resell" your former look nor store it anywhere - all the covers are tailored to a specified borg, and cannot be used on another, thus if you choose to change your look, the money you've invested in the previous one are lost. As for HL, a new face costs you 1D6 HL, of course being an FBC reduces this to a simple 1. ATTR changes make you loose ATTR if this was upping ATTR only, as it was when you were converted.

RealSkinned, ExoDermed and TrueSkinned FBCs, as well as SuperChromed (and even plastic covered) models can be made physically attractive. The price is to be paid for every point of ATTR. The beginning point is 0. You can be made of any ethnic type for no extra cost (if you still do have ethnic type...).

Surgery cost (and effect) varies due to quality - poor quality is 50% cheaper (but you look like your generic surfer, and it is Average to spot), then you have more advanced variants (Difficult is 100% more expensive, Very Difficult 300%, and Impossible 500%).

ATTR can be made over 10 (yes !) - such FBCs are usually referred to as artbodies (artistic bodies - projected by artists to be of superhuman beauty). However, nothing comes free - a body that is more slender than whatever the Nature approved does not work well, and tend to have difficulties with stability and motoric control. Reduce REF on 1 to 1 basis (-1 REF for every ATTR point over 10).

I'd suggest limiting ATTR to the max value of 12. However, if one wants to allow even more radical beauty, the cost suggested would be to increase by 10000 eb per point, e.g. ATTR 13 would be 20000 eb / point, ATTR 14 30000 eb per point, and so on. Still, I have trouble with imagining myself an ATTR 12 person, let alone an ATTR 16 one...

There's a question on how increased beauty would affect one's humanity (look at the famous people who had changed their appearance a lot, and tell me that Michael Jackson was sane). If you look again (roughly) as you've looked before becoming FBC, there's no HL on that.

However, additional ATTR is as many D6 HL as ATTR points, less one (so +1 ATR is D3 HL, +2 ATR is 1D6, +3 is 2D6 and so on). Of course this is reduced as for all HL when you're a FBC, so it is not so awful. There's no additional HL for having new face (if you already have new body, having new face is not any longer an issue).

On the other hand, if you look like a human, it's good for your mental health. With a face made well enough you can even watch yourself in the bathroom mirror in the morning and not be able to remind yourself whether you are a fleshie, or a 'borg. And you have a fair chance of finding a sexual partner, which is very important to humans, canned or not...

ATTR Price per point 1-6 600 eb 7 900 eb 8 1200 eb 9 1500 eb 10 2000 eb 11 5000 eb 12 10000 eb

Reflex

Superhuman reflexes aren't always good This is a fact : if you want to hide your superhuman performance, or try to pass as a regular human / cheap 'borg, then moving with inhuman speed and insanely short reaction time isn't a good thing. However, it's not a much problem : usually you move at your top-edge only if you have to. There's not much point in keeping your reflexes low when you're already in combat, right ? If you're even more concerned with it, you can go for specialised software that will block your REF on a pre-set level (usually 6-8) and let it go on full power when issued a mental command. Such software can cost up to 500 eb.

Your cyborg body has nerves that transmit signals much faster than biological ones. Your brain is capable of processing signals faster, than your biological body was ever able to execute them. There's just one problem that lies between you and superhuman body coordination. The interface computer. A cheap, average model gives you coordination comparable to lower average human range. Of course, you can use better processor, and if you want to become a military combat cyborg (and survive) you have to. A basic model is built into body, for no extra cost.

However, better processors do cost. In Average Human range, it's 10% of the skeleton's cost per level (REF 5 being 10%, REF 6 20% and REF 7 30%), Human High Reflex 15% per level (REF 8 is 60%, REF 9 75%), and Human Top Grade 20% (120% skeleton cost for REF 10 processor). Superhuman Grade Reflex is affordable for the wealthiest only, like military, corporations and other high-echelon players (raise cost by 5% per every level over 10, beginning with REF 11 costing 25% per level, thus 7 levels, 175% skeleton cost total).

You can buy a cheap processor for the beginning, and then upgrade your body buying a new one. However, it is just that : you buy a new processor, for the full cost. As the processors are built for that particular model and BODY size (it has to be pre-programmed for cyborg's general weight), a second-hand market for such equipment is almost nonexistent. More FBCs keep their old processors as conversation pieces than are actually able to make any money from selling it.

Humanity loss is dealt with in a very similar way to ATTR raising : as long as your FBC REF is equal or lower than your old, meat body's REF, there's no HL. For every point between your 'borg REF and meat REF, HL is 2D6 up to REF 10. Every Superhuman Grade REF point is 3D6 (naturally, FBC creation rules break it down into simple 2 and 3, that can be even broken down further in some situations).

Upper limit for REF augmentation on full cyborgs is up to GM. I would suggest keeping the power level of processors within 10-12 for commercially available models, with 12-14 REF processors being available to corporations (or thorough damn high bribes) and 15 being a level for top-notch military borgs, and other superpowerful organisations. Anything over that is probably still under development in the most advanced cyborg science laboratories (and thus makes a potential adventure hook).

Reflex cost table

REF Skeleton cost multiplier 4 free 5 10% 6 20% (10% x 2) 7 30% (10% x 3) 8 60% (15% x 4) 9 75% (15% x 5) 10 120% (20% x 6) 11 175% (25% x 7) 12 240% (30% x 8) 13 315% (35% x 9) 14 400% (40% x 10)

Environmental adaptation

Note : it would be fully justified to require your players to pay these few hundred percent of the total 'borgs cost, since many systems do have to be modified to withstand adverse conditions. This applies especially to Extreme adaptations, as for many Serious ones an adequately modified cover would do well enough. Yet in some cases even fairly advanced upgrades can be pretty cheap. To sort it out in a quick, playable and not-too-unrealistic way I've decided to go for skeleton cost share, and that's what I'm using in sample FBC models created for this material.

Full Body Conversions are very resistant. In fact, they can survive in numerous situations where a human being would die almost instantly (or even in the very moment). But to be really able to not only survive, but also work efficiently under adverse conditions, a cyborg has to be properly modified. Extra heat shielding for high-temperature work, like fire fighting. Heating and insulation for arctic or space conditions (even myomars and micro-hydraulics can fall prey of extremely low temperatures and humidity - stiffen, block, or work in a way not designed to), and the cold would eventually penetrate the biosystem of an inadequately equipped borg, killing the brain. Water-resistant and marine composites for deep-sea borgs. Modified air filters allowing breathing in an atmosphere that has a limited amount of oxygen (like Mars or Venus). Extra brain protection for high-G cyborg pilots (the line started by famous Wingman). Radiation and contamination shielding for HazMat models.

All these are environmental adaptation. Of course, if you want a human-replica body just for everyday life, you don't need any of these... Generally, if a human can do in given conditions, a borg can do even better. For example, a human can survive in 30°C heat, although not necessarily comfortable (he'd prefer to have air conditioning or at least a fan nearby, and some cool drinks at hand. However, a longer exposure without adequate equipment can be dangerous or even fatal - in the example above, dehydration can be dangerous, but it won't be a big problem very soon). Borgs are perfectly comfortable in such conditions.

The realm of serious modifications are conditions that would kill an unprepared human very quickly (like : Sahara desert without enough water), but not necessary instantly. However, they can be crippling. Unprepared borgs are going to work in such conditions for some time, although with limited efficiency. Long-time exposure would cause discomfort and malfunction, death being quite possible.

Extreme conditions tend to kill humans instantly, and unprepared 'borgs - within minutes. Of course, adequately prepared 'borgs feel perfectly okay in extreme conditions.

Condition Moderate Serious Extreme Water (pressure) Fin & snorkel depth SCUBA depth Hardsuit depth Vacuum (pressure, lack of) Mount Everest Low-pressure atmosphere (Mars) No atmosphere (Moon) Gravity (acceleration) Motorbike Helicopter (or typical prop-job plane / osprey) Jet fighter / aerobatics plane Cold (temperature) Moderate climate winter Arctic winter Open space cold Heat (temperature) Moderate climate summer Sahara desert in summer Building on fire Acid / base (corrosives) Acid rain Typical corrosives Industrial, concentrated corrosives

Note : radiation protection is included into EMP hardening, so it's not included here.

Costs (percentage of skeleton cost)

Moderate : all borgs come prepared to withstand moderate conditions. You could use sub-standard materials to save some cash, but nobody really does it, as such parts don't sell. Raven Microcyb attempted to build a Martian 'borg saving on the stainless steel parts, since on Mars its usually dry like nowhere else. Luckily, the design team was stopped by company's chief projectant. No one would want such an expensive cyborg with such an obvious flaw, would they ?

Serious : every Serious environmental adaptation costs 20%.

Extreme : cost for Extreme conditions adaptations is 50%.

EMP hardening

A standard cyberware (FBC included) are not shielded against EMP, microwaves and similar unpleasantness. Such shielding can be obtained and included into the wares, although this is expensive. I'm going to use Flipper is Dead's EMP rules here :

Level 0 is just that : no hardening. And this is free.

Level 1 are electronics hardened for use in heavy EMP environments, loads of radio transmissions, and such (industrial grade or expensive cybertech can be provided with this upgrade built in). It costs about +100% of the cyberware (or equipment, as this applies there too) cost, no spaces. It stops up to 200 rads.

Level 2 are LEO-certified cybernetics (they can be safely used in space). Cost is about +200%, and this can stop up to 500 rads.

Level 3 is military grade, EMP-hardened cyberware. The cost is +800%, or even more - and it depends on where exactly did you managed to get it. It can stop even up to 1000 rads (the technologies used there were invented during the Cold War, to save own electronics in times of nuclear world war).

Note : level 4 hardening exists as well, but it's not presented here, since it's too bulky to be used on cyberlimbs.

Covering the body

Borg body cover and realism You've probably noticed that an "unit" of covering material does cost the same money, whether it's used to cover a BODY 2, or BODY 12 limb. I admit - it's not overtly realistic. But on the other hand, a model makes sense only as long as it's less detailed than the thing it is to represent. After all, ACPA covers (see Maximum Metal) do cost for the SP value, not for the size of the ACPA that uses them. So let's give it a break. However, if someone's so obsessed with realism, I'd suggest dividing the price of a cover by 6 (average BODY of a human), then multiplying it by the actual BODY of whatever body part you're going to apply it on. The effect should be pretty realistic...

You can leave your cyberlimbs uncovered, but that's not a wise move. They would be unprotected from elements. Would you want to electrocute yourself under a shower, because of your cyberarm short-circuiting ? True, I do exaggerate. Safety will jack in, and kill all the electricity in the said arm. Still, it isn't a welcomed solution. Better have it covered. The cover can be transparent if you wish, so internal mechanisms will be visible. Some techno-freaks do like it. And don't worry about loosing the look of your skeletal cyberlimb. Covering of your chosen style will be applied to it, and it will fit like second skin... or rather, like second layer of varnish.

Plastic cover : just plastic panels covering your cyberlimbs. For 1 eb, these are dull, pale basic colours. Nothing interesting. More expensive variants are painted, sculpted, made in numerous lifelike colours or transparent. Whatever you wish. As most simple covers, plastic cover does not take option spaces, as it is simply bolted on the external part of the cyberlimb. It also, as all the covers, provides basic waterproofing, so taking a shower won't short-circuit you. However, don't try swimming pool (dynamic pressure during jumps or swimming can reach the level of a serious diving depth for a split of a second) or sauna (loads of steam that can penetrate membranes, which are capable of stopping liquid water) with a cheap model - it can hurt you. The more expensive ones don't have such flaws.

SP 20 ballistic nylon : the basic armour for cyberlimbs, known almost as long as the cyberlimbs themselves. These are panels of rigid and elastic (on the joints) ballistic nylon, usually with ceramic scales buried deep inside for added protection. It is usually black, but you could also get a camo variant, if you'd really look for it.

Superchrome : cover made of light metal alloys, covered with chrome, nickel, or something similar and shiny (bootleg editions use just shiny paint). Precious metals, like gold, silver, and platinum and so on can also be used, although this causes price to go sky-high. Retro style is also fashionable these times, using copper or brass covers. It offers you similar protection as plastic cover, but every variant of Superchrome requires lot of work to keep it clean and shiny.

RealSkin : the early "skin" technology, it was in 2013 already in the streets. This imitates human skin, with small scars, hair, discolourments, and so on. A Difficult awareness roll is required to tell it from human skin on casual inspection. However, a more detailed check always unveils its nature. RealSkin has temperature of surroundings, and if cut, it's just a very, very good latex imitation of skin.

ExoDerm : nicknamed also WarmSkin, this is a late first generation upgrade of RealSkin, invented first for the original Raven Microcyb's "Gemini" FBC. ExoDerm contains tiny wire mesh and its own power source, thus it is heated up to around 36,6 degree Celsius (normal temperature of the human body - on some body parts it's a bit lower). Thanks to this you not only look human, but are as well warm as human (RealSkin has the temperature of surroundings, so on longer contact or when checked via some form of thermovision it will surely unveil it's nature).

TrueSkin : first, it is warm like real skin (similar effect as with ExoDerm). Each limb contains also a nanoid tank. The nanoids make the skin grow hair (a default setting is all the hair growing in the places where a live human has them, but this is often tuned into custom settings if you don't want to shave yourself every day for example. The colour and type of hair can be set also). They are artificial, acrylic fibres, but they look like real, and feel like real. And yes, you still have to visit a barber. Unless you set it otherwise (the hair are woven from stocks of raw acrylic material by specialised nanomachines replacing normal human's hair growing cells). They also carry synthetic pheromones and sweat to the places where such should emerge from your skin (again, these uses replenished storages, and can be used for various custom settings). Your fingernails also grow and have to be regularly cut.

They act as blood if your skin is punctured / cut / torn (purely for aesthetic reasons, but the nanoid mix looks, smells and tastes like blood. However, a simple optical microscope - or cybereye with microvision ability - is enough to identify it as artificial. Same goes for hair, sweat and so on). And also "heal" punctured skin as well as your natural body heals itself (no, it cannot restore internal SDP of a limb. Only the skin heals !).

You have to visit a licensed cybertechnican to replenish material stocks and tune up nanoids (if you want to change your hair colour for example). This costs 100 eb per limb (twice for torso) and should be done once a month. However, if you use this system a lot (like heavy sweating or losing significant amounts of "blood" due to injuries) it has to be performed more often, usually once a week (such maintenance takes one hour).

And you have to comfort your TrueSkin's need for one more element : water. The supplies are heavily concentrated, and need loads of water to dissolute and function properly. If you have just a TrueSkinned limb, this is not a problem - the system will filter the necessary water out of your organism, so the only difference is that you might be drinking a bit more liquids.

FBCs have, however, to remember that they should drink about 2-3 litres per day. Distilled water is best, although the system has filters allowing you to drink tea, coffee, beer and so on for the same effect (almost. The filters are routinely replaced when visiting a cybertech, and they grumble about your filters much the way doc used to grumble about your lungs when you were still fleshy and smoking).

However, quick-change mounts for limbs cannot be used, and pop-up accessories do not work perfectly well with TrueSkin.

Heavy Armour : a full 'borg can be equipped with heavy military armour equal to MetalGear or even better - an ACPA - grade defences. SP, cost and weight for such plating can be found in ACPA construction rules, in the Maximum Metal book. Remember that, like ACPA, a 'borg cannot use plating with SP bigger than twice his strength. Heavily armoured 'borgs are prone to the same weight problems as regular ACPA. Since sometimes it may be needed to buy heavy armour for a single cyberlimb (for example, a quick-change one), the rules for getting partial heavy armour are : each arm is 10% of total armour's cost, each leg is 20%. The body is the remaining 40%. Add 5% more, if you're buying only parts of the armour, not a complete set.

Cyberlimb Coverings

Cover HL Space Price Plastic cover 1 0 1-200 eb SP 20 ballistic nylon 2 0 200 eb Superchrome 3 0 200 eb RealSkin -25% 0 300 eb ExoDerm -30% 0.5 500 eb TrueSkin -40% 1 1000 eb Heavy Armour 13 (whole body) 0 varies

But that means a Heavy Armor - clad is going weight close to an ACPA ! Sure thing. You want it to be armored like a tank, it will be. And it will weight as much as one too. What do you expect ? Sure, you can use any kind of technobabble to justify armors that are lighter, but just as strong. But the thing is that if it is available for 'borgs, then it is available for ACPA as well and probably for personal armor as well. So, if you really are in a "munchkin mode", you can say that, for example, there are orbital-made armors that are 10% lighter, but 20% more expensive. Or apply the Universal Effectiveness Rule (CotW) in some other nasty way. Personally, I'd discourage even that 10% for 20% thing...

Notes : all data are for single limb. A torso and head will need 250% of the given cash, HL, and space requirements, a partial limb 75%, and an independent cyberhand 50%. The only exception is heavy armour, which is bought as a single homogenous shell, and thus the values for it are for complete body cover (but see the description anyway). All covers, except for Ballistic Nylon and Heavy Armour (as it would be of no effect on them) can be armoured, using a derivative Graded SkinWeave technology, with the same cost and HL values as Graded SkinWeave itself.

FBC armouring

FBC can use both Body Plating (total body plating, torso plate, faceplate, and cowl) and subdermal body plating in the same way as fleshies. They are, however, a subject to the same REF, MA and ATTR restrictions as humans. Thus subdermal armour is only medicorely popular, and heavier external armours are very, very rarely seen, as almost all 'borgs who need this level of protection tend to use Ballistic Nylon cover or Heavy Armours anyway.

Non-homogeneous body covers

Sometimes, you wish to apply different types of cover to various parts of your borg. Usually, this takes a form of an armored body, with RealSkin head. How to deal with that ? Head is considered to require 1 unit of cover. While it has smaller area to cover than, say, an arm, it's by far more complicated, so it cancels out in most cases.

In most cases, you simply calculate different type of cover into the cost and HL of it into the total for the body's cover. However, in case of using a Skin series cover, there comes the issue of HL modifier... Bad news here : unless at least 50% of the body's cover is homogeneous Skin, you aren't entitled to any HL reductions, and when it is, you get only a fraction of it, equal to the body's coverage share (said 50% RealSkin cover would be worth 12,5% knockoff of the total HL for the body). If there's less of it, simply note HL for that body part's cover as 0. Still, a RealSkinned face can be made pretty attractive, so it might give you the HL 5% reduction because of that.

How do built-in options emerge from a limb, without damaging the cover ?

First, not all of the built-ins have to be easily accessible. Quite a number of them need to be reached for maintenance purposes only, which isn't a problem, if you consider specialized tools cybertechnicans do use.

A number of options, however, need to emerge from the limb - built-in weapons are one of the most classical examples. These are placed within appropriately-prepared chambers, which keep the required environmental rigors, thorough access panels in the cover.

Whereas access panels in most covers are easy to imagine (however, please remember they are usually made to not be visible when not in use), it goes more difficult when there are Realskinned limbs on the agenda (not to mention more advanced Skins). How is it done ? By a "flesh" seal, very similar to the one used in subdermal pockets. However, unlike a subdermal pocket, it doesn't have to be pressure-sensitive, and easily openable form the outside. The main book calls for Diff 20 to detect a subdermal pocket - and since cyberlimb popup accessory covers are even better, I'd call for Diff 25 here... if you know what you're looking for first !

Humanity loss

The rules for humanity loss are not much changed, comparing to what you're used to. Every cyberware mounted on a FBC does only minimal HL possible for it (i.e. a set of wolvers, with nominal 3D6 HL, does only 3 HL). In the time of initial implantation, that is : when the borg is made, all such minimal losses are accumulated, and every full 6 points are changed into a single D6 of Humanity Loss.

However, this does not apply to the very basic elements of a 'borg. Arms, legs, cyborg torso, eyes, audio and vocobox (yes, this is an addition to standard Chromebook 2 rules. When they were creating the rules for first FBC they didn't knew about BoxAlters and NewThroats), plus neural processor and one set of interface I/O plugs. However, no armour - the armour is another kettle of fish, and it is not mandatory for FBCs any longer. You just summarise the die of theses basic system's HL, and add half of them into the dice pool of the FBC. Then the dice are rolled. After that, apply overall reduction, caused by cover (and possibly other attributes). Now, the conversion process is complete.

A sample HL calculation

2x cybereye, 4D6 HL

Cyberaudio, 2D6 HL

2x cyberarm, 4D6 HL

2x cyberleg, 4D6 HL

Cyborg torso, 8D6 HL

Neural processor 1D6 HL

Interface plugs 1D6 HL

BoxAlter vocobox 1D6+2 HL

Total : 25D6+3 HL

Halved into : 12D6+1D3+1 HL

Options :

2 sets of wolvers, 6D6 HL

Ballistic nylon cover, full body 13 HL

Total : 6D6+13 HL, applying minimal HL rule and D6 disruption : 6+13=19 / 6 = 3D6+1 HL

Complete body's HL : 15D6+1D3+2

FBC cost round up

No one is going to calculate the price down to every euro cent. At least not when we do have in mind a 'borg worth his name. So the prices are rounded up. The table below comes right from Maximum Metal book, but it applies to FBC as well.

Cost Round-up Less than 20k Up to full 100 up 20-50k Up to full 1k up 50-250k Up to full 5k up 250-500k Up to full 10k up Over 500k Up to full 50k up.

Discounts

20% it is a mass produced model. Everyone knows it, it's drawbacks and limitations, and it is available only in a very few finish variants (i.e. a "Gemini" available with only one male, one female face, two hair colours, ATTR is set dead, and you have to go to after-market cybershop to do any customisations). No Superhuman range performance is available in this model (except for military combat 'borgs).

10% it is still mass-produced, but an average variety of finishes is available, however it is still sold "stock". It is still recognisable as a standard model and most people will know its limitations.

5% are popular models, which can have over a hundred of finishes available on catalogue basis. Only experts on the FBC field would recognise them at first glance, and many customisations may be ordered from the factory.

'Borg tuning

PlasticMan 'borg, very cheap

Yup, that's an interesting idea. While you could simply swap for a new body, or change the parts (like Reflex processor) for a better one, some users could try fiddling and jury-rigging with whatever they already have installed for better performance. Usually this involves exceeding the manufacturer's safety limits, and squeezing some extra performance out of the existing parts - with maybe a few more tune-ups. There's no way full rules could be provided for it without using a volume several pages thick, and having more effort put in it than it's actually worth, as it would demand - among others - that an extensive catalog of spare parts to be created. The below are just guidelines.

Of all the stats, only MA and BODY can be quite easily upgraded without much parts being changed. Since those two characteristic do rely on myomar musculature (or hydraulic pistons), you could make them move above the producer's specifications. With myomar it's quite simple - they constrict when electrical impulse is fed into them. Add a bit more electricity, and they'll start constricting faster and stronger.

Hydraulics is trickier, but here the trick lies in careful manipulation with pressure of the hydraulic liquid, or changing it for one with different compression characteristics.

A rule of thumb calls for 1% of the skeleton cost as a price of new safety fuses, adjustments and other necessary parts 'n' programs, per every 10% of the tuned-up performance in either MA or BODY. However, when the tuned-up characteristic is being used with full power, it can fail due to overstressing (after all, your BODY 10 myomar musculature was designed to stand up to BODY 10 safety limits, and if you rigged it to work at BODY 12, it's your own risk !), and this usually goes really messy.

The chance of a mishap is 10% per every 10% of tune-up. Sure, there's a chance that tuned-up body would fail during routine operations, but it's neglible.

Even the most hardcore tuning enthusiasts rarely go above 30% boosting.

REF boosting : as it has been said elsewhere, 'borg REF depends on the processing capability of a computer chip, which translates neural impulses of the brain into computer signals for the body. The better processor, the better reaction speed.

ATTR nor SP can't be improved by jury rigging, right ?

Danger : exceeding the producer's specs !

Every time the boost is used (that is, your body is stressed to go on all-out, with its tuned-up performance), there's a chance something would get bad - equal to the percentile value of your boosting. If that happens, roll a D6 and add +1 per every 10% boost (or part of it) you have installed.

2 The boost fails; the body part in question continues to operate at standard performance level. Reboot system to get the boosted stat value back on line. 3 The boost fails and is damaged. The body part continues to operate at 75% standard performance level. Rebooting the system will bring the performance to the 100% standard. The boost requires repair. 4 The boost fails, and is damaged. The body part in question switches off. Rebooting will bring it to 50% standard value. Everything above that has to be repaired. 5 Partial system crash. The body falls down, and switches motoric functions off (sensors and biopod still operational, as they're not connected to the REF processor, nor myomar / hydraulic musculature). Rebooting brings back 25% of functions. 6 Partial system crash. As above, except no reboot will help you above the level of an octogenarian with advanced Parkinson (REF) and a crawling baby. Repair required. 7 As above, but sensors go dead as well, and you need a workshop-assisted reboot. Sensory deprivation may cause madness. 8 Electric arc / overstressing does 1D6 damage to the body part in question per every 10% boost (or part of it), for MA and BODY boosts. REF : the brain gets electric shock, which is comparable to the effects of Zombie program. 9+ Electricity / stress cause a mechanical failure. Myomar muscles melt down, hydraulic pistons do shatter, and fragments of either of them clog up the rest of the system. Programming goes crazy, sending the borg into epileptic twitches around the scene, completely out of control of the user (who would scream of pain, had he a vocobox still functioning), before the body shuts down as in 7. The parts have to be replaced. REF : the biopod shuts down. Only a quick rescue by qualified paramedics (Trauma Team unit, equipped for borg rescue) within 5 minutes will keep you alive. However, not necessary sane, given the sensory deprivation.

Costs & Rules of the tuning

1% of skeleton cost per 10% upgrade of MA & BODY, or part thereof. Only up to 20% are the parts (can be randomly determined by 2D10 roll), the rest is cybertechnican's pay. However, this requires specialized tools, computer programs and a lot of knowledge.

REF upgrades do count double their value for the purposes of cost and difficulty (so a +20% REF boost is going to cost as much as +40% MA boost, and be as difficult to do). Initiative boosts are possible. They are worked along the cost and difficulty lines of MA / BODY boosts, but they do count as REF boosts when a mishap happens. They are based on the borg's REF, naturally.

Theoretically, no boost can be more than +60% for MA / BODY, or +20% for REF. Hardly anyone does try to exceed half of these values... not that it stops some fools from trying it.

Cybertech Difficulty

Average up to +10% boost Difficult up to +20% boost Very difficult up to +30% boost Near Impossible up to +40% boost.

Every 10% or part thereof requires an additional Near Impossible roll (so, a +60% boost will require 3 rolls at diff 30).

The Ghostline : an interview with Carson Ballantyne

Carson Ballantyne, the head of Ballantyne Enterprises, a multi-purpose group of edgerunners, who can take on almost any kind of operations, from acquisition of goods to grey ops, is here for an interview. He is tall, about 2 meters, weighs about 180 kg and the stylized black marble plating makes him look like a statue made of black marble. The most notable feature in his frame are the softly glowing blue optics he has. We're going to ask him about his decision to become an FBC.

Ghostline : Well, Carson, tell us, how did you become an FBC ?

Carson Ballantyne : I was a perfectly normal young-and-cocky edgerunner back then. Having more mouth than brains seemed to have the desired effect on the other edgerunners, they got steamed up pretty much, slapping me off a little now-and-then. In between I got to have some friends and enemies as well, some of them proving to be a little more fatal to me than others. Once I was on a roll, when someone ran me over with a car. I got really busted up, my legs got broken in five places, my left arm almost ripped off and mangled half-way to nothing, my face was busted up and my skull cracked. A couple of ribs pierced my left lung, my spleen was like it'd been put through a meat grinder. I had two choices then, either the doctors would pull the plug on me, or I could have myself a new body, you probably can see which option took on.

GL : How did you come up with the Alpha Class frame of yours ?

CB : The frame was state of the art then, IEC just needed a suitable test-subject to run it, and they got me. The whole thing was completely free for me, they even paid me to do it. For the first five years I was stuck with the gleaming chrome finish and white optics. I was running up a plethora of test ranges then, explosives, live ammo, the real stuff and all I had in hand at the end of the day was a big paycheck and some routine maintenance. At the end of the fifth year, they decided to put me on field duty in their security division, and gave me a new plating job, this time, it was swat-black, to me it seemed to suck all the light out a room I was in, no matter how brightly it was lit. They knew that I was more than muscle, I was a smart guy, although a little rowdy sometimes, so they didn't treat me like a bundle of muscle. Although my job was a physical one, they seemed to like my tactical insight on the job, and so I was free to use my own discretion on the missions I had. I was on their payroll for fifteen years more, and when I wanted out, they seemed a little sad, but let me go nevertheless. About a year afterwards I was back on the streets, having paid for my latest upgrades, I now had a dark chrome plating job and smoldering red optics.

GL : So when did you get the look you have now ?

CB : I got this about a year ago. I'm old, almost fifty now, and got bored with that flashy young-gun-look I had on, so I upgraded it into this. I've got Raven's new CO-6000i-series optics now, they're nice, much better than any of the previous ones.

GL : So you're old, how does it feel to be almost fifty, and to be able to outrun a car and lift about a half-a-ton ?

CB : Well, my body doesn't age, wear or tear as much as a normal human body does, so it pretty much feels like it always did, amazing, but I've grown used to it as I've done it more than half my life. Sure, I've matured a lot, I've begun to like being alone now and then, but there's nothing that might sway me off some dirty work, because of my age, like some of the other old guys out there.

GL : How about your friends then, how do they see you ?

CB : They respect me in a way that I like, I'm the closest one to a boss in Ballantyne Enterprises, while there isn't literally a "boss" in the group. I'm serving as a suitable constant to their lives, as I've always been like this to them. I'm older and wiser, and they respect that too. I'm sure that they see the man inside this frame, not just the surface, the worst thing they have labeled me is a "bowling ball", because the back of my head resembles one from a distance. I've started to take it as an inside joke rather than a derogatory name.

GL : So you don't have anything against normal humans ?

CB : No, I don't see them as a "lower" stage of human life. I see them as equals, I know they have their weaknesses, but so do I. You don't have to be 2.5 meters tall and bullet-proof to qualify as a human being, you know. I just wish more FBC hosts would agree with me.

Everyday life issues of a Full Body Conversion

Adaptation

So you've awakened in your new cyborg body, feeling like a young god, with a little help from a physician you've stand up from your bed, made a first step into your new future... And have fallen like a dead body.

Changing bodies isn't a piece of a cake, smartboy. Your sense of touch, balance and coordination are at least as good as they were before. Most probably even better. But they aren't the same. You catch the difference ? Good.

You have a great, new body, guaranteed to work brilliant. But you have to learn how to use it. Things that you've learned as a baby - how to stand, walk, run, jump. How to hold, how to manipulate things. You know that sometimes it takes a month to learn how to grab an egg and not crush it ? And as you can crush a hand when greeting someone, adjusting to your artificial sense of touch is an important matter. Same goes to skills.

So how do you deal with this ? How does it look in the rules ?

Just after awakening your REF, MA and TECH are non-existent, and you cannot apply any skill based on these stats. You need one day's worth of exercise to regain one point of an attribute, and one day to regain two skill points. Yes, re-training to use all your REF, MA and TECH points can take you a long time (often over a month, if your new body has Superhuman - grade performance), and adjusting all your skills to your new body takes usually much longer.

You drift slowly into consciousness, first there's only bright white light and white noise, then the world takes the shape of a messy tech lab. You find yourself staring at the dusty grey ceiling with rows acoustic baffling laid on it, every detail of it is shown in perfect detail and colour, your sensitive hearing picks up the faint humming of the air recyclers even when there are several computers and other electronics humming, bleeping and whirring around you. Something stinks of industrial lubricants, topped over with a sweet smell of something organic. You feel the rough imitation leather of an oversized dentist's chair under you, when a female face with long red hair, brown eyes and fair skin floats into view from the left.

"Good morning, Mr Armitage", she says. "I didn't notice you were awake. How do you feel ?"

You open your mouth to speak, but only burst of garbled digital noise comes out. Her face disappears from your sight and you hear the crackle of a computer keyboard. There is a whine of electric servomotors as the seat lifts you into a sitting position. She returns to your view, you see that she is clad in a long, white lab coat.

"You can try to speak now," she says.

"I feel fine", you reply; your voice is strong and deep, like a male lion's growl.

"Good, can you stand up for me ?"

You try stand up, almost falling back onto the seat, as you abruptly notice that you have gained almost a foot in length and quite a bit on weight, leading you to overcompensate for balance. Still swaying you start to get a hang on staying upright. The swaying subsides rapidly as you get used to the weight of your new body on your brand new legs, and the onboard gyroscopes adjust to the change in posture. The girl makes a few notes onto a notepad in her hand.

"Can you walk for me ?" She says, walking across the floor to a rail on the wall.

Carefully, you hobble towards her, almost falling on your face a few times. With each wobbly step you take, you gain more confidence and experience on how to walk on your new legs. For you it feels like walking on stilts the first time, when you get into the right rhythm, you feel like you could walk for miles on end. When you reach the rail on the wall, you put your hand on it, trying not to squeeze it. You know that you could easily rip out a section of the wooden rail without much effort, and you don't want to do it. The girl hands you a tennis ball and you take it. There is a muffled shup as you overestimate the strength of your new arms and the ball caves in, ripping from the seams. The girl makes another note on the notepad and cracks a slight smile.

"I'm Doctor Emma Thompson, Mr Armitage", she says. "Your cyber-therapist."

Lifespan

So how long can you expect to live ? Of course, most full borgs cease to function because of hostile actions by third parties (that is : murder) or simply accidents. But if none of the things happen to them, how long are you going to live ?

You don't have a body any longer, so most diseases that are nightmares of modern society do not affect you. No heatstroke, no cancer, neither a number of other unpleasantinesses. The same goes for bacterial and viral diseases - your filters are really good, if something is able to pass thorough them, you're probably the last live being around, anyway. The only thing that limits your lifespan is the longevity of your brain, and its degeneration. Y'know, Parkinson and such.

So, how long ? Well, if you don't have genetic predisposition for brain diseases, you can expect at least 80 years, most probably 100. Theoretical evaluations say that a 'borg should be able to live up to 120 years without any problem, although no one is sure if he will reach this ripe age fully operational (as for clearance of his mind). Everything over 120 is pure hazard. Hey, in some countries average lifespan is still about 30 years !

The famous Longevity Module is meant to triple this amount. Of course, nobody has proved it so far...

Breathing

The cybernetic lungs of an FBC are small, but highly effective. Anyway, they don't have to provide much more oxygen than required by the brain itself. They are also equipped with high-grade toxin filters. In the effect, an FBC is not affected by almost any combat chemical and biological agents, and can comfort itself with just a single breath every 8 hours. Some models, especially those designed to be used in environment lacking oxygen, have doubled or even tripled oxygen storage cells. Aquatic models are often refitted with gills for prolonged underwater operations. FBC built for space exploration can also be equipped with filters, allowing them filtering oxygen out of the local atmosphere (provided oxygen is there...). This is a fairly common solution among Martian cyborgs.

Eating

A female cyberdoc wakes up in the middle of the night and decides to take a walk, and while at it comes across a path of open doors. She follows it and finds the project subject in a room-sized cooler in the middle of several dozen emptied diet supplement containers. The metallic face of the subject is covered by several smudges of reddish yellow goo, and it holds out a pair of fingers covered in the stuff, just midway to its mouth. "What the hell are you doing ? You're supposed to be offline and resting, mister." "Oh, sorry, I had a case of midnight munchies. Didn't want to wake you up by busting up a vending machine and you've told me not to go out at night, so I came here." "Yeah, that's pretty obvious. Do you know how much a container of the stuff we feed you costs ?" "No, but you can probably get the same stuff for 25 cents a jar from the K-mart at the corner just outside the facility. This is banana-watermelon-pineapple mash, isn't it ?"

The mechanical bodies do need power (either replaceable fuel cells or reloadable batteries) and a routine maintenance from time to time. But biopod's load needs water, carbohydrates, vitamins, protein and so on.

Early FBCs just use nutrient modules - plug it in (something like half-a-litre bottle - sized) into the right slot, and replace it regularly (about once per 4 weeks), and you're ok (this is also one of the few ways to poison a 'borg - tamper with his food supply. However beware, as specialised companies produce these). Many 'borgs, maybe except for pure combat models do have ability to eat and drink like humans also - purely for psychological and social reasons, as they have no functioning digestive systems. This is, however, true for 2020-era technology. Later models, particularly those of third generation, are going to have micromachine "stomach" where food and drink are disassembled (to pure carbohydrates, protein, and so on) by nanoids, then absorbed into cerebral spinal fluid to keep biological component alive. Sure, during the second generation it is going to use special "cyborg food" that looks and tastes like real thing, although is specially made for micromachine disassembly, but more advanced models are probably going to be able to feed on the same kibble as you and me.

The nutrient modules are also equipped with pre-programmed "menu" of tastes, which turn the right centres in the cyborg's brain with a simulated experience of eating whenever he wants. More futuristic prognosis say that biological reactors will be invented, able to turn human food into electrical power, needed to run 'borgs. This is, however, kind of science fiction still. If it's going to happen, it is anyway not to be seen for many years. And that only if it's going to happen.

Additional nutrient canisters

As for the nutrient canisters, I'd think that one canister of nutrient sludge (or "baby food" as they dubbed it in RoboCop), would be good for at least a month, I don't see ending up without nutrients a problem. The host just starts to get drowsy, edgy and hungry when the nutrient supply starts to dwindle. And when it goes out totally, he's probably on his way to replace the canister already, because he cannot think clearly and ends up in everybody's face more often than normal. Here's what I suggest :

- A normal canister (good for a month) takes 1 space and costs about 500 eb.

- A medium canister (good for two weeks) takes 0.5 spaces and costs about 250 eb.

- A small canister (good for a week) takes 0.25 spaces and costs 125 eb.

- An emergency canister (good for three days) takes no spaces and costs about 50 eb.

Using the toilet

Organic waste products have to be removed, that's true. Generally, it is done in the same way as for feeding : there's a removable waste container built into body, and it should be replaced monthly. Most 'borgs find this more comfortable than the alternative. In fact, only a few specialised espionage Geminis can urinate and defecate like humans.

Power supply

Batteries lose about 14,5% capacity per year, or about 1,2% per month. However, it's not likely to affect gameplay.

Let's face it : an FBC is a power hog, even without additional modules built in. And it isn't going to run on wishful thinking. It needs electric power. And a lot of it. Most 'borg models use 6 energy cells, and these can be of various types. One in each limb and 2 in the torso are a standard layout, making it 6 batteries total (you can use a lesser number; it'll proportionally reduce your power time). An additional battery is able to power biopod for 72 hours, thus keeping it alive (this is standard equipment on all biopods, and is meant as backup system). All the limbs come with space for 1 power source (torso with two) of one given type (if you bought hydrogen-powered arm, you cannot use batteries). Additional power cells can be built in, each taking ½ space and no HL cost. Those additional energy sources can be of different type (it's quite common on more adventurous 'borgs : they use batteries as a regular, day-to-day power source, but have also a hydracell or two built-in and kept as reserve).

Big 'borgs have energy requirements increased by 10% for every BODY point over 10. Thus, a BODY 20 'borg would need either a double number of power cells, or suffer 50% reduction of operational time.

Note that the lasting power time for the power cells is given with normal amounts of activity, which is medicorely active life in city limits, with a rather low amounts of intensive movement (like sports). Some times of activity use a lot of energy (fighting, running) and can wear down the power source much quicker (often to as low as 25% normal activity time). On the other hand, if you do almost nothing except lying down in your bed and reading books, your batteries will last much longer (often to as much as 200% normal activity time).

There are two main ways of dealing with the problem :

1. Compressed hydrogen fuel cells used as energy source. A 'borg needs 6 of them a month to function (each costs 100 eb), considering average energy output / activity. Military 'borgs usually run on these, but as they use to engage in high-energy using activities (like combat or running) a lot, they have to replace hydrogen cells every week, or sometimes even more often. When the hydrogen runs off, there is no longer electricity to power the 'borg, and it falls like a marionette with cut strings. This method of powering is also quite expensive (600 eb a month minimum for the power only). A side effect of using hydrogen fuel cells is that they produce water vapour. However, the amounts of the vapour from such small cells are negligible.

2. Rechargeable, advanced Nickel-metal hydride batteries, heavy-duty models (only the very old cyberware uses now-obsolete Lithium-ion batteries), they have almost no "memory effect". Their cost is comparable to fuel cells, but don't need replacing so often. As they wear down, they should be replaced once a year, but some borgs use theirs for 2-3 years and feel okay (although they're known to have "short breath", i.e. low amounts of energy available, as the battery's capacity eventually degrades). However, they are reloadable - a 'borg hooks up to power line, and recharges his batteries. It takes 4 hours with 220V current (6 with 110V), but the favourite are "fuel stations" used for loading electric cars - 5 minutes with such a thing, and borg's batteries are full and happy (480V industrial power line does pay the bills). A full load in the batteries is enough for 72 hours of normal activity. Next 72 hours the FBC remains active, but gradually losing power, which leads to loosing performance (reduce REF, MA and Body appropriately). Used mostly by civilian models. Each one costs 100 eb as well.

3. Nuclear batteries (or N-cells). These old-fashioned microminiaturised thermonuclear power cores are about the size of a normal D-Cell battery, but are known to keep 'borgs in functional condition for several years on end. Because of a built-in radiation shielding (a thin layer of lead-and-gold sheets just under the outer shell of the cell, with an RSP of 25*), they have a minimal radiation signature even in normal usage, yet the dosage of radiation in this case is not powerful enough to cause any actual damage to neither organic or any kind of electronic systems. However, if an N-Cell is damaged enough for the shielding to be punctured, a 10 millirad (1/1000th of a rad, according to Deep Space a human can safely cope up to 50 rads without adverse effects) radiation dosage per minute is inflicted to any being within one meter of the punctured N-cell, including the 'borg (an FBC can cope up to 100 rads without adverse effects, unless it's shielded from radiation) itself. This damage stops as soon as the N-Cell is disposed of or removed from the vicinity of the affected beings. Because of the potential radiation hazard, N-Cells are not recommended to be used as the backup batteries for the 'borg's biopod. These do cost 2500 eb apiece, and are usually replaced every 5 years.

* Radiation rules in Deep Space, have been used there so an RSP 25 means that the shielding will cut down 25 rads per turn, which is well enough to protect even an unshielded person from radiation effects, when working with N-Cells. If the cell becomes punctured, the shielding will not work.

Note : as there was a long dispute about nuclear-powered 'borgs, and most of opinions stated that such things are well above of what is usually considered reasonable tech level for 2020 (or even 2030) campaign. The N-Cells are presented here only for completeness' sake, and as such are absolutely optional thing.

Swimming

How do the borgs and water go along ? Well, as for water itself, all borg covers are waterproof, and thus will keep the user safe to a certain depth. An environmental adaptation can be applied to allow deep dives, if necessary.

But what happens if we drop a 'borg into a lake ? This depends on the model. If it was a 'borg meant for underwater work, it's not a problem - it will have appropriate equipment on board, including some form of mobility (a hydrojet, most likely) and construction, allowing for neutral buoyancy.

A heavy 'borg, like a seriously - armored ACPA-borg would sink like a stone - it has no displacement to counter its weight. That's why military 'borgs involved into sea operations are equipped with backpack-mounted hydrojets - both to propel them, and to keep them afloat thanks to raw engine power.

As for Geminis, they're not much heavier than humans, so they can swim like them. They have enough muscle power to compensate for balance problems, and their far greater stamina gives them an advantage over non-augmented humans. Still, they tend to use backpack-style floaters when swimming.

And if the water is shallow and the shore's nearby, why not to sink and have a walk on the bottom ?

Emergency buoyancy bladder

Cost : 200 eb / space, size : ½ space per 50 kg of the borg's weight (or part thereof), HL 0.5. Can be built into torso or upper arms (shoulders). Can be installed as separate, 0.5 space-sized units as long as the total displacement of the set meets the requirements.

This was meant as an emergency floatation device, that - when deployed - forms a collar around the borg's neck, keeping its head above the surface for almost infinity. It consists of carefully packed floatation bladder and a compressed gas cartridge. After use, the bag has to be checked for wear & tear, carefully repacked and fitted with a fresh gas cartridge (this procedure costs circa 20 eb).

Floater

This is a backpack buoyancy tank, resembling Scuba breath tanks used by humans. It's used to either provide the borg with a neutral buoyancy or allow it to control diving and surfacing at will. It does, however, not function as a breathing device. Floater is controlled by a neural interface as a standard, but manual controls are included as well (placed at the suspenders). The device weights 6 kg, and can be used by any borg of BODY 10 or less (bigger versions are available for special requests). Cost is 2000 eb. The producer advises not to dive below 100m deep with this unit.

Routine maintenance

Apart from repair and replacement of broken parts, and occasional tune-up, your body requires regular maintenance. Well, it wears down, and some parts will - in time - become malfunction-prone. Spare servos, safety switches, joint lubricants and so on will cost you 1D10% of your FBC catalogue price, per year. It's suggested to visit a cybertechnican for this maintenance every half a year. If you can do it yourself, it's great, but usually you have to visit a specialist, who charges 100-150% over the parts value.

Rebooting the system

This is a maintenance procedure involving a complete shutdown of the borg's systems, and restarting them again. Its length can be anything from 30 seconds (a regular reboot and it can be made even faster for performing this in combat situations) to several minutes (workshop-assisted reboot, especially if the biopod has been moved to a new body, which is being adjusted).

Borgs do like it in a way most people treat visiting their dentist - unpleasant (if not outrightly painful), but necessary. They tend to do it as rarely as possible.

Using drugs

Sometimes there's a need to give the 'borg some medicine. Although his mechanic body requires rather repairs and reprogramming than healing, sometimes the brain just needs some help.

Every borg has a medical substance access port, where a capsule, containing the medicine has to be inserted. This is never mounted on the outside (so forget about putting a dose of neurotoxin there when in close combat), but can be easily accessed by borg himself (or a trained physician). One warning - most doses are measured for a normal or slightly augmented human (body mass to dosage ratio is important here). As the borg has nothing more than the brain itself, a normal dose of any drug would most probably cause an overdose and death. In fact, they use really tiny amounts of drugs.

Every good pharmacy and chemist's store do offer "borg doses" in one-use capsules. Fixers, dealing with FBCs can also provide you adequately prepared doses of recreational (or any other) pharmaceuticals. This also means that injected (in a traditional way, that is : by syringe) or derm-applied drugs are of no use on 'borgs, and inhaled or ingested ones aren't really helpful as well.

Drugs, stimulating physical characteristics (REF, MA and BODY) are of little use for 'borgs. BODY and MA are purely artificial and cannot be enhanced by any pharmaceutical means. As for REF, it is a bit different. Although the nervous system has been replaced with wires (unaffected by drugs), reaction time is still, at least partially, dependent on the brain. A general speed of movement and hand-eye coordination cannot be improved by drugs, but reaction time can be lowered (all REF boosting drugs boost Initiative instead). Same is for cyberware and bioware the now-cyborg had before going metal.

Skill boosting drugs (except for Endurance and Strength Feat boosters), hallucinogens, sedatives and so on work as normal.

Autoinjector

Due to the fact FBCs use only minimal doses of drugs, the autoinjector (Chromebook 3), FBC variant, holds not 5 doses of different drugs, but 10 doses of each of 5 (possibly various) drugs (50 total).

Borgosis

Example I've added a few tricks to my Adam body, moving me from the Slightly Edgy status into Definitely Eccentric group. I was lucky so far - got Narcissist at level 1, and Nightmares at level 2 - unpleasant, but bearable things. Nightmares can't go any worse, but if I get Narcissist again, I'll jump straight to level 3 in it. Bad perspective... I take a die and roll : Split Personality. Although never had it before, it starts at level 3. Fuck. At least Narcissism stays at 1... We're great. Both of us. Dammit.

Borgosis : a complex of mental disorders observed mostly among people undergone Full Cybernetic Body Conversion ("borgs"). Said to be similar, yet not the same as the earlier diagnosed cyberpsychosis (Webster English Dictionary, 2021 Edition).

Note : the rules for specific mental disorders below are suggested only. You are encouraged to role-play them rather than simply apply skill modifiers.

However the person may show no symptoms of borgosis, the Humanity level, and thus Empathy, will be affected. Humanity loss caused by cyborgisation prior to full body conversion isn't taken into account when calculating 'borgosis effect. However, mental disorders caused by drugs or earlier cyborgisations aren't discarded - they are simply being counted separately. A GM may apply negative modifiers in situations likely to go along the disorder. Suggested value of the modifier is the level of the 'borgosis.

Borgosis level table

Humanity loss Level 0-10 Normal 11-25 Almost sane 26-35 Slightly edgy 36-45 Definitely eccentri