Cybernetics Tables

for

Street Fighter: The Roleplaying Game

Cyborg Creation / Errata / Index

[This is an area under construction and exists in an incomplete state with no guarantee of ever being completed.]

Here players and GM's alike can find tables for some sample cybernetics for the game. Many of these entries were adapted from Cyberpunk 2020 and thus provide a framework for converting cybernetic systems from other games if desired. The table is broken into two parts: the main costs and prices and then a second table listing all the separate stat effects and additional information for each part. Prices in-game are not listed.

All values are for the default Type 1 parts. Subparts are also listed under the part they fit in with the exception of Limb Comparment which can be put into arms or legs. Neither mundane electronics nor weapons are not listed here.

Key:
Name: name of listed part
Two columns with Ma (Major) and Mi (Minor) indicating the part's class.
Two columns with Point Cost and Chi Cost for those expenses per part.
The Vulnerabilities column indicates what damage types ignore hardness and armor.
The Slots column lists how many subpart slots major cybernetics offer.
The Health, Body, and Armor columns include any modifiers for these three statistics based on part. They otherwise use the ratings for their size and part quality. Note that Health bonuses from cybernetics are not applied if the cyborg is damaged by disease, poison, or bleeding since the bonus reflects the increased damage capacity of the materials the part is made out of.

Name of Part Ma Mi Cost Chi Vulnerabilities Slots Health Body Armor
Armor Plating x 3 0 electricity/acid 0 +3 +1 +1
Ear Module x 2 .2 electricity/sonic 2
--Audio Booster x 1 .2 1
--Level Damper x 1 0 0
--Radio Scanner x 1 0 0
--Voice Recorder x 1 0 0
Bionic Eye x 1 .2 2
--Anti-Dazzle x 1 0 0
--Image Enhancement x 1 0 0
--Infrared Sensor x 1 0 0
--Ultraviolet Sensor x 1 0 0
Boneweave x 2 .3 0 +2
Boosterware x 4 1 0
Chi Battery x 2 0 electricity 0
Cyber Arm x 6 1 electricity/acid 2 +2
Cyber Leg x 6 1 electricity/acid 2 +2
Hand/Foot x 3 .5 electricity/acid 1
Hip/Shoulder x 3 .5 0 +2 +1
Jaw Replacement x 2 .8 acid 2
--Implanted Fangs x 1 0 acid 0
--Artificial Tongue x 1 .1 0
--Voice Modulator x 1 0 0
Limb Compartment x 1 0 3
Rippers x 1 0 electricity/acid/freeze 0
Shielding x 1 0 0
Skinweave x 2 .3 0 +1
Spinal Reinforcement x 2 .4 1
Tactile Booster x 1 .1 0
Torso Reinforcement x 10 2 electricity/acid 4 +2 +1 +4
--Adrenal Booster x
--Artificial Heart x
--Integrated Oxygen Supply x
--Ventricular Assist Device x

 

A limb with electrical shielding cannot also have Boosterware as the two conflict.

Stat bonuses from cybernetics and maneuvers do NOT stack with one another. Only one can take effect at a time. In addition if multiple cybernetic parts can affect one stat (except Health) only the largest modifier is ever applied at one time.

Armor Plating

Increases limb's armor rating and ability to shrug off damage. Treat armor as a straight dice pool reduction to the source of damage unless it is a type the armor is vulnerable to. Cybernetic limbs come with an innate armor rating. Adding Armor Plating to them increases their armor value.

Audio Booster

When activated increases the volume of all audio input by a percentage value. Provides +2 dice to hearing-related Perception checks but -1 soak versus sound based attacks while active.

--Level Damper (Ear sub part)

Does the opposite of the Audio Booster by dynamically filtering out sound over a set decible threshold. The cyborg cannot be deafened or stunned by loud noise.

--Radio Scanner (Ear sub part)

Built in simple radio receiver.

--Voice Recorder (Ear sub part)

Usually used to record voices but actually just records all audio input while activated. The basic model can store up to 60 minutes for later playback.

Bionic Eye

What it sounds like, an artificial eye.

--Anti-Dazzle (Eye sub part)

Filters out light over a specified intensity threshold to prevent the optic nerves from becoming overloaded. The cyborg cannot be blinded or stunned by bright lights.

--Image Enhancement (Eye sub part)

Uses software to scale up visual input. Can provide the cyborg with telescopic sight and visual zooming.

--Infrared Sensor (Eye sub part)

Optics for the infrared spectrum. When activated this input replaces normal and ultraviolet modes.

--Ultraviolet Sensor (Eye sub part)

Optics for the ultraviolet spectrum. When activated this input replaces normal and infrared modes.

Boneweave

Invasive procedure to replace layers and portions of bone with a synthetic, non-porous material to increase the bone's stress threshold. Boneweave gives the cyborg +1 soak versus impact type damage.

Boosterware

Temporarily excites and hyperstimulates the central nervous system to speed up response times but it is very costly in metabolic terms. Recovering Chi takes twice as long because of the metabolic drain. When activated the cyborg gains +1 Dexterity for up to 1 hour.

Chi Battery

Storage unit for Chi. Each battery stores up to 3 Chi. The batteries charge 1 Chi per day provided no Chi is used that day and have an operational life of 16 to 24 months before they must be replaced.

Cyber Arm

Cybernetic arm replacement.

Cyber Leg

Cybernetic leg replacement.

Hand/Foot

A cybernetic hand or foot, respectively usually to replace one lost due to illness or injury.

Hip/Shoulder

Replacement of hip and/or shoulder bones and joints with synthetic analogs to replace bones damaged by injury or illness.

Implanted Fangs

Considered a stylish embellishment these fangs retract into the jaw when not in use.

Jaw Replacement: Replacement of lower mandible and upper jaw with synthetic analogs.

--Artificial Tongue (Head sub part)

An artificial tongue, usually part of a full jaw replacement, that comes standard with an array of sensors at the cost of losing one's sense of taste.

--Voice Modulator (Head sub part)

Dynamically adjusts the tone and pitch of one's voice.

Limb Compartment (Limb sub part)

Tiny built-in storage space for a limb. Leg compartments are larger than their arm counterparts.

Rippers: 2 - 3 inch blades mounted on the forearm that can retract into a compartment underneath. Highly illegal.

Skinweave

Microthreads are woven under the upper layers of skin to toughen it. -2 dice penalty to checks requiring flexibility (since the skin has lost some of its elasticity) but provides armor. It provides an additional 2 soak versus cutting and slashing damage. Skinweave can make surgery and injections more difficult since it, by design, makes it harder to get through skin.

Shielding

Provides armor for the shielded part to protect against fire, electricity, or acid.

Independent Oxygen Supply (I.O.S.) (Chest sub part)

A storage tank contained oxygen this unit can be installed in any cybernetic limb. It comes in small, medium, and large varieties but another other then small must be installed into an artificial torso. Each rank increases the amount of time the character can hold their breath by 10 minutes (30 if they are inactive or unconscious).

Ventricular Assist Device (VAD) (Chest sub part)

This device, which does not require the same level of major surgery that an artificial heart does, helps boost a weak heart by taking on some of the load. There are certain drawbacks: The artificial surface of a VAD tends to promote clotting necessitating the patient takes regular anti-coagulents. Contact with these surfaces also proves damaging to white blood cells and this can leave the patient with a higher risk of infection.