Cyborg

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This page contains the custom Cyborg content added to the ShadowHaven. This material is in play test and is subject to change.

General Jarhead and Cyborg Rules

  • Jarheads, or otherwise called Cyborgs, consist of a brain in a Cranial Containment Unit (CCU), that can only interact with the world via the matrix.
  • Jarheads act as riggers, usually rigging the body their CCU is in. They are always considered to be in Hot-Sim while connected to the matrix, and due to the built-in Control Rig in the CCU they may treat vehicle actions as matrix actions (with an additional +1 to Vehicle skills).
  • Jarheads are immune to toxins not applied to their brain, and may not benefit from either drugs or BTLs.
  • Jarheads are immune to mana spells and have 15 object resistance. Their aura overlaps the CCU and extends no further. Line of sight on the CCU shows the aura.
  • A Jarheads Matrix Condition Monitor depends on the device that hosts them (commlink, RCC, deck) as normal. Whenever a Jarhead takes Biofeedback damage (which goes to their matrix condition monitor), it is resisted with Willpower + Firewall. If their matrix condition monitor is filled the CCU shuts down (and the Jarhead is left in sensory deprivation). They do not have a physical or a stun condition monitor, though the shells/vehicles/drones have their own condition monitor.
  • The CCU can be attached to a vehicle or drone of category medium or larger, if the vehicle or drone has a docking station installed. Swapping into another body takes about a minute and is a Logic + Cybertechnology [Mental] (2) test done by someone in control of hands (shell arms not counting when swapping to or from that shell).
  • For purposes of qualities, a CCU counts as 4 limbs for Cyber-Singularity Seeker, and a Shell counts as a Cybertorso for Hard Skin Mastery. Jarheads may not take any Infected, SURGE or Drake qualities. Cyborgs don’t qualify for some more qualities (example: biocomp, albino or lowlight vision). Such qualities will be hidden in chummer per default (no list provided, ask mechanics if unsure).

Jarhead Skills

  • Jarheads operate like riggers in many respects. To pilot any shell, vehicle, or drone that uses legs as the locomotive means use Pilot: Walker. Pilot: Groundcraft applies to anything with wheels, and so on.
  • Ranged attacks use Gunnery for any weapon in a mount, the appropriate ranged skill for any held ranged weapon, and melee attacks use the appropriate melee skill. All attacks made by Jarheads are complex actions regardless of firing mode. To determine recoil compensation for a Jarhead Shell, divide the strength by 4 and round up as normal, then add in additional rc equal to the value of the weapon(s) used and a further amount equal to the body of the Shell.
  • All vehicle and combat actions benefit from Hot-Sim rigger bonuses (+3) and a bonus equal to the combined total of the ratings of the Control Rig and Control Rig Boosters. All thresholds for vehicle actions are lowered by the rating of the Control Rig. Other matrix actions receive the standard Hot-Sim bonus (+2).
  • Additionally, all skills using activesofts for the Shell, drone, or vehicle the CCU is currently in receive a +1 bonus.
  • While using a shell, use the pilot walker skill in place of the athletics skill group.
Agility and Logic
  • Jarheads may use their choice of their Logic and their Shell’s Agility for Vehicle Tests.
  • Per ShadowHaven rules, Agility and Logic are not interchangeable for the following Agility-linked skills:
    • Escape Artist
    • Flight
    • Gymnastics
    • Locksmith
    • Palming

Jarhead Priority

  • Jarheads are usually made from clonal brains, sometimes from child brains, and rarely from adult brains. As they're metahuman and live in sensory deprivation for long stretches they tend to suffer from mental alienation and trauma that, when combined with the mental conditioning and chemical cocktails Jarheads are subjected to, results in specific metatype advantages being lost.
  • In order to play a Jarhead you must select the Jarhead option. You have half as many attribute points as other metatypes, but you only have mental attributes. You may not select a magic or resonance priority.
    • C: 0 special points
    • B: 3 special points
    • A: 6 special points
    • Charisma: 1/6(10)
    • Intuition: 1/6(10)
    • Logic: 1/6(10)
    • Willpower: 1/6(10)
    • Edge: 1/6(6)

CCU

  • A Jarhead's initiative is based on the hot-SIM initiative of the host device. Data-Processing is determined by the Cyberdeck, Rigger Command Console, or Commlink attached to the CCU.
  • Jarhead CCUs come standard with a hot-sim module, Skilljack R6, Skillwires R5, Control Rig R2, Commlink/RCC/Cyberdeck slot for the host device, save Datajack.
  • The CCU is nuyen free for cyborgs (assumed to be paid in metatype prio).
    • Docking Station:
    • Cost: 5000 nuyen
    • Avail: 5
    • Mod Slot cost: 0
    • Vehicle and drone mod needed to plug a CCU into a drone (of medium size or larger or anthro drone) or vehicle. Also functions as a rigger interface.

Shells

  • The standard Jarhead Shells come in 4 varieties:
    • Human-sized Synthetic
    • Human-sized Obvious
    • Troll-sized Synthetic
    • Troll-sized Obvious
  • Jarhead Shells of all varieties can only be operated by a CCU docked to the Shell. Jarheads do not need to spend a pass on Control Vehicle when Jumped-Into their Shell.
  • Obvious Shells look similar to the stereotypical FBR, complete with skull, with all obvious limbs. Due to their imposing nature, Jarheads in Obvious Shells take a -2 to all social tests except for Intimidation. Synthetic Shells appear to be a specific metatype (or variant thereof) depending on size (anything but troll and troll variants for the human shell), and qualify for Improved Synthskin.
  • Following the rules on Drone Limbs (R5 p. 125), the cyberlimbs on Shells have initial Strength equal to Body of the drone (and this Strength may as much as double) and an initial Agility of 5 (4 for troll shells) (which may also as much as double). Jarhead Shells do not have a Reaction attribute.
  • Jarhead shells act like anthro drones in most respects, with some notable exceptions. The first is that instead of having a speed attribute as normal drones or vehicles, their speed is based upon their leg agility. (Note that as they lack a speed attribute they do not apply combat penalties to attackers either.) They also lack a pilot and acceleration rating.
    • For mechanical purposes shells only have 4 limbs. Only 4 optimizations may be taken and full body average uses only 2 arms and 2 legs. Any exceptions to this will be listed specifically.
  • Shells can be repaired with the cybertechnology active skill at a -2 penalty. This is in addition to the automotive mechanics skill (at no penalty).
  • In addition to having much more capacity than standard drones, Shells are capable of wearing metahuman armor of the appropriate size due to their advanced design (see below). All stun damage is ignored, though due to being in Hot-Sim whenever physical damage is dealt to the Shell the Jarhead will suffer Biofeedback (as noted above). Note the calculation of whether damage is physical or stun is done pre-soak and electrical damage is always physical.
  • Cyborgs may wear normal metahuman armor, but only receive halve (rounded up) of the armor value from it. They may not gain armor from accessories, though they can still wear them. The Cyborg Armorsets provide the full armor bonus.

Human-sized Synthetic Shell

  • Cost: 130000 nuyen
  • Body: 4
  • Agility: 5 (can be increased to 10)
  • Strength: 4 (can be increased to 8)
  • Reaction: -
  • Sensors: 3
  • Capacity: 75
  • Condition Monitor: 13
  • Avail: 12F

Human-sized Obvious Shell

  • Cost: 260000 nuyen
  • Body: 5
  • Agility: 5 (can be increased to 10)
  • Strength: 5 (can be increased to 10)
  • Reaction: -
  • Sensors: 3
  • Capacity: 115
  • Condition Monitor: 14
  • Avail: 12F

Troll-sized Synthetic Shell

  • Cost: 180000 nuyen
  • Body: 6
  • Agility: 4 (can be increased to 8)
  • Strength: 6 (can be increased to 12)
  • Reaction: -
  • Sensors: 3
  • Capacity: 100
  • Condition Monitor: 14
  • Avail: 12F

Troll-sized Obvious Shell

  • Cost: 310000 nuyen
  • Body: 7
  • Agility: 4 (can be increased to 8)
  • Strength: 7 (can be increased to 14)
  • Reaction: -
  • Sensors: 3
  • Capacity: 140
  • Condition Monitor: 15
  • Avail: 12F

Shells and Cyberware

  • Jarhead Shells may accept any pre-existing cyberware that can fit into Capacity. Note this means no Cybereyes or Cyberears, but items that would fit into those are allowed. Shells may also have Drone Weapon Mounts.
  • They may not take any additional drone limbs. Sorry, no 142 armed troll.
  • If a cyborg operating a shell gets hit with an attack that would knock them prone, they will roll Damage Resistance for the purposes of knockdown. If the damage they would take after soak is equal to Physical Limit or 10 or higher, they're knocked prone. Getting hit with a Sweep melee attack may also knock them prone.
    • Calculate their physical limit with (Full body STR x 2 + BOD + INT) / 3

Custom Enhancements for Shells

  • In addition, Shells may take the following custom Enhancements:
Shell Armor
  • Cost: 3000 nuyen per rating
  • Capacity: [1] per rating
  • Avail: 12
  • Instead of using Cyberlimb Armor, Jarhead Shells use Shell Armor. Each rating provides 1 armor, up to rating 15.
Agility and Strength Customization
  • Jarhead Shells use Customized Agility and Customized Strength following the drone arm rules on R5 p. 125. (Note these do not take Capacity and have to be bought for each arm individually. Shells may not take Enhanced Strength or Agility.)
Emergency CCU Escape System
  • Cost: 15000 nuyen
  • Avail: 10
  • Capacity: [10]
  • In the event of Shell failure, this system automatically and safely ejects the CCU, towards a nearby ally if possible. Additionally it increases the CCU’s armor by 10 and gives the occupying brain an additional 2 hours of life support.
Improved Internal Structure
  • This is actually three separate mutually-exclusive enhancements, which are the equivalent of Bone Lacing.
  • Plastic
    • Cost: 8000 nuyen
    • Capacity: [15]
    • Avail: 8R
    • Provides +1 Armor and +1 Body (for damage soaking purposes only)
  • Aluminum
    • Cost: 18000 nuyen
    • Avail: 12R
    • Capacity: [30]
    • Provides +2 Armor and +2 Body (for damage soaking purposes only)
  • Titanium
    • Cost: 30000 nuyen
    • Avail: 16R
    • Capacity: [45]
    • Provides +3 Armor and +3 Body (for damage soaking purposes only)
Voice Mask (Shell)
  • Cost: 2000 nuyen per Rating
  • Avail: 8F
  • Capacity: [4] per Rating
  • Provides a standard Voice Mask.
Voice Mimic (Shell)
  • Cost: 20000 nuyen per Rating
  • Avail: 16F
  • Capacity: [8] per Rating
  • Provides a standard Voice Mimic.
Voice Modulator (Shell)
  • Cost: 5000 nuyen×rating
  • Avail: 3F per Rating
  • Capacity: [8] per Rating
  • Provides a standard Voice Modulator.

CCUs and Cyberware

  • CCUs have 50 Capacity with which they may implant the following custom Cyberware:

Cranial GPU

  • Cost: 40000 nuyen per Rating (4 Ratings)
  • Avail: 12, 16, 20, 24
  • Capacity: [5] per Rating
  • The Cranial GPU enhances a jarhead’s spatial awareness by running simulations of the surrounding environment faster than real-time in order to predict possible future outcomes, providing a +1 to Intuition per rating, up to rating 4. May only be installed into CCUs.

Encephalon Mk 2

  • Cost: 40000 nuyen per Rating (4 Ratings)
  • Avail: 6 per Rating
  • Capacity: [5] per Rating
  • The Encephalon Mk 2 is essentially a powerful logic engine, providing a +1 to Logic per rating, up to rating 4. Additionally, it provides +1 to all skills in the Electronics skill group. May only be installed into CCUs.

Skillwires Upgrade

  • Cost: 20000 nuyen
  • Avail: 24
  • Capacity: [5]
  • Upgrades the Built-In Skillwires in the CCU from Rating 5 to Rating 6. May only be installed into CCUs.

Control Rig Upgrade

  • Cost: 100000 nuyen
  • Avail: 15R
  • Capacity: [15]
  • Upgrades the Built-In Control Rig in the CCU from Rating 2 to Rating 3. May only be installed into CCUs.

Chipjack (CCU Adapted)

  • Cost: 1000 nuyen per Rating
  • Avail: 2 per Rating
  • Capacity: [2] per Rating
  • Functions as a standard Chipjack.

Internal Router (CCU Adapted)

  • Cost: 15000 nuyen
  • Capacity: [28]
  • Avail: 4
  • Functions as a standard Internal Router.

Jarheads and Bioware/Geneware

  • Jarheads may not have Bioware or Geneware of any kind.

Cyborg Armor Sets

  • The new Cyborg armor sets can not be worn by non-Cyborgs and provide their full armor value. They are not subject to the upgrade rules.
  • Cyborg Infiltrator Armor:
    • Cost: 5000 nuyen
    • Avail: 7
    • Capacity: 8
    • Armor: 7
    • Misc: Infiltrator armor does not appear to be armor visually.
  • Cyborg Light Armor:
    • Cost: 10000 nuyen
    • Avail: 15R
    • Capacity: 16
    • Armor: 11
  • Cyborg Medium Armor:
    • Cost: 15000 nuyen
    • Avail: 23F
    • Capacity: 24
    • Armor: 15
  • Cyborg Heavy Armor:
    • Cost: 30000 nuyen
    • Avail: 30F
    • Capacity: 30
    • Armor: 20

Jarhead Upkeep

Maintenance and Psychology

  • Every week a Jarhead must undergo routine maintenance in order to adjust the chemical levels inside the CCU, remove waste, install updated firmware, and so on. This is a Logic + Cybertechnology [Mental] (20, 30 minutes) extended test (repair spec applies). As this is a weekly test, it will need to be completed after each run - and in addition during runs that last longer than 1 week in-character. Each missed Maintenance session raises the Sanity test threshold by 1 for that month.
  • At the end of each month (when you pay Rent) Jarheads must make a Willpower + Intuition (2) Sanity test. The threshold is increased by 1 for each missed or failed maintenance session during the past month. Failure on this test means they must take a negative quality listed here worth 5 or more karma - or replace a negative quality listed here with another one worth at least 5 more karma. These qualities may be bought-off as normal, though doing so will normally cost twice the amount. Note that characters do not receive any bonus karma when they are forced to take these qualities, though Jarheads in character creation may take one or more of these at their discretion as normal. If your character must take a quality and cannot (due to already having all of them), your character must retire.

Jarhead Negative Qualities

  • These are based off of the qualities from SR4A Augmentation, pages 163-164.
Chronic Dissociation Syndrome Cost: -20 karma
Requires: N/A
The character receives a -3 penalty on any Willpower test other than spell defense and damage resistance tests.


Delusion Cost: -10 karma
Requires: N/A
The character has a firmly held (false) belief they cannot be persuaded out of. Any attempt to persuade them out of this belief must be counted with a new explanation as to why the belief is still true (from the player).


Dementia Cost: -30 karma
Requires: N/A
The character suffers from extreme memory loss, hallucinations, delusions, and loss of language skills. At the beginning of each scene, the character must roll LOG+WIL and consult the following table for effects.
Dementia Table
Result Effect
Critical Glitch The character lowers a mental attribute by 1.
Glitch Character is Catatonic until the beginning of the next scene.
0 Character feels physically lost and is uncertain of what year it is.
1 The character cannot remember anything to do with the current mission for this scene.
2 The character is distracted (-2 to all actions) for the scene.
3 The character cannot use more than 1 rank of any social skill for the scene.
4+ No effect.


Emotion Leak Cost: -10 karma
Requires: N/A
The character suffers a -2 to all social tests in which the other person is physically present.


Hallucinations Cost: -20 karma
Requires: N/A
Whenever the character is in a stressful situation they must make a Logic + Willpower (3) test. Failure means they are suffering from audio-visual hallucinations that seem real to the character and must be treated as real. At any point the GM may call for another Logic + Willpower (3) test to see if the hallucinations end. Other characters may assist with these tests by using Logic + Psychology [Mental] (treat this as an assist).


Dissociative Identity Disorder Cost: -20 karma
Requires: N/A
When this quality is taken, the player must divide the skills the character has in half (as evenly as possible). The character is now two people; each person receives half of the total skill list. In stressful situations the currently active person must make a Willpower + Charisma (3) test or switch to the other person. The currently active person may switch voluntarily by making a Willpower + Charisma (5, 1 minute) test.


Additional Jarhead Negative Qualities
  • Bad Luck
  • Gremlins
  • Phobia (any level)

Lifestyles

  • Jarheads have two options for lifestyles, depending on if they’re still beholden to the corporation that created them. Keep in mind that a corporation would not leave their actively supported toy cyborg to rust in a dumpster. A medium lifestyle can be expected, and a lower lifestyle should be explained.
    • Note: how lifestyle add-ons work is detailed on RF 219 under “Entertainment”
Jarhead (Corporate Support)
  • Monthly Nuyen Cost: 6000 nuyen
  • Point Cost: 4 LP
  • Minimum Lifestyle: High
  • The corporation takes care of their assets; the routine maintenance test between runs automatically succeeds. Requires Corporate SINner or Corporate Limited SINner.
Jarhead (Going Solo)
  • Monthly Nuyen Cost: 2000 nuyen
  • Point Cost: 2 LP
  • Minimum Lifestyle: High
  • The costs are lower and you’re buying the chemicals you need to live on your own dime. Fortunately the chemicals themselves aren’t too expensive, but this means you don’t have a dedicated team to do your routine maintenance. You must either make the test yourself each week or convince a contact to do it. A contact will charge 250 nuyen per connection for one week (note that the contact still needs to pass an Active check).

Jarheads in Chummer

  • You must have the ShadowHaven custom amends installed and working. See: Chummer Setup
  • Create a new character, and select "Cyborg" as your Metatype, you can find it under the metasapients tab.
  • Add a Cranial Containment Unit (CCU) to your cyberware list. You can only select standard grade for this, and you aren't eligible for any essence modifications. Furthermore you are not allowed to take any other cyber-, bio or nano ware, even if it would fit into the 0.1 essence left over.
  • Modifications to your CCU can be done via right clicking and adding a plug in. You need to add a commlink/RCC/deck to the Matrix Device Port, as you need a host device. Some modifications upgrade default sub systems such as the control rig, those just add a second higher rating rig in chummer. You do not actually get a second rig that way.
  • If you want to attach drones or vehicles to your CCU, you will have to add a docking station as a modification.
  • If you want to use a Shell you can select it under the category "Drones: Cyborg Shell".
  • You can add any drone mod (except for drone arms) to these shells, the special add ons like Shell Armor (found under "Cyborg" category), and also add any cyberware that fits into capacity. To add cyber ware just use the "Shell Cyberware Adaptor" mod to convert the desired amount of mod points into capacity and add it to the Adaptor. Ware that only fits into cyber arms/legs specifically need to be put into the Leg/Arm Adaptors.
  • The drone arms that come with the Shells need to have their attributes increased individually via customised AGI/STR, but can not take any other modifications, please add those to the Adaptor (example: add 2 skimmers to the shell, instead of 1 to each leg).