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Cyborgs for Street Fighter

Hybrid Maneuvers / Errata / Animal Hybrids / Schools / Index

Ugh, canít we just pretend these things were never added to the game? Please? Not only do they reek of Sci-Fi that doesnít blend very well with the world of Street Fighter but the rules for them were poorly thought out and the artwork is super cheesy.

Come on, just take one look at Icepick in the Playerís Guide and not laugh. I dare ya.

Cyborgs are referenced in Street Fighter the Animated Movie by a scientist working for M. Bison. However this is a case of getting terminology mixed up. The units that appear in the movie are fully synthetic machines used for not-so-covert reconnaissance. A cyborg is a person using a mechanical device to augment themselves. Anyone who depends on glasses is already a cyborg by definition Ö

*sigh*

Alright, here are the rules governing cyborgs. There is an inherent level of unfairness in allowing cyborg characters into a campaign. The Player's Guide does touch on some of this and is well-worth the read for anyone seriously considering utilizing them. Since some maneuvers can be replicated by machinery there is always a balance problem with players who will want to run around the usual technique acquisition process and literally buy their way into the elite. This alone makes their addition to the game something that must be carefully considered.

One important distinction is that cybernetics are not the same as prosthetics. A prosthetic limb is not combat-ready and can be readily detached from its mount for maintenance and storage. Cybernetic limbs are literally grafted onto the body, their electronics woven into the central nervous system, and cannot be removed easily. A trained and properly equipped doctor with sufficient ranks in the Cybernetics skill is required to install or remove any piece of cybernetic hardware.

Choosing Enhancements

Each dot in the Cybernetics background provides the character with 6 points that they may spend on their parts using the cybernetics tables as a guide. These points are for both the large-scale hardware like limb replacements and smaller things like subparts. They are per limb so having two cyberarms or legs would cost 12 points. A character may opt to take a half limb instead of a full limb replacement. This means that only the arm from the elbow down or the leg from the knee down has been replaced. Hand and foot replacements are purchased separately.

There are two levels to limb replacements. Type 1 are the basic parts and require no additional support structures. They are light enough that their weight is only marginally higher than the original limb and they can be concealed under most conventional clothing. These use the default stats.

Type 2 limbs are heavier, military-grade hardware and consequently require additional enhancements just to be useable. A cybernetic limb might be strong but it still has to be supported by the rest of the body. For this reason Type 2 cybernetics do not cost more points themselves but require a Boneweave to strengthen the skeleton and a hip replacement for legs or shoulder replacement for arms. Type 2 limbs have 2 additional points of Body, +1 Hardness, and an additional +1 to strength checks using that limb. Any torso reinforcement requires a Boneweave, hip replacement, and spinal reinforcement. A Type 2 torso requires two cyber legs in addtion to the Type 1 requirements in order to carry the increased load.

For Animal Hybrids wing and tail replacements use the same costs as a basic cyberarm.

More information about specific parts, their individual costs and requirements is part of the part list.

Other Costs and Modifiers

A cyborg created as a brand new character starts with 12 health instead of the standard 10. Cybernized limbs do not feel pain or fatigue nor are they subject to poison or bleeding damage. Each part may have its own specific elemental vulnerabilities but they are almost universally affected by acid and electricity. Contact with acid will dissolve the plastic and metals necessitating part replacement. A sufficient electrical shock will short out a part and leave it useless until repaired. If the cyborg suffers unsoaked damage from electricity each major part along the current's path must make an immediate soak roll to avoid additional damage.

Each individual limb can sustain up to 20 points of aggravated damage before being rendered inoperable. An artificial torso can sustain up to 50 points. This damage cannot be recovered using healing special maneuvers or rest and must be restored by being repaired by a skilled technician. If an artificial torso is disabled this way the character will die without immediate medical attention. Limbs that lose half their health operate at a reduced function - suffering a permanent -1 to their Soak and effective Strength until repaired. Once a part has dropped below 50% health it is at risk of being destroyed due to a cascading failure if it receives any further damage. Each time they take further damage they must make a Soak roll versus the damage sustained. If this fails the part shuts down. If the Soak roll botches the part catastrophically fails - the results of which are subject to GM discretion Once such limbs drop to 25% remaining health they lose the stat bonuses they normally grant until they can be properly repaired.

One thing that cannot be properly modeled in-game is the constant risk of infection and rejection by the body and additional injury to bone and soft tissue if an adjacent cybernetic module is damaged or malfunctions. For example a cybernetic arm socketed into a person's shoulder joint can do quite a bit of extra damage to that person if the joint attachment is dislodged. Although a qualified cyberdoc will take precautions to prevent or minimize such injuries - making sure the joint is in good condition at the time of the procedure and the joint is properly reinforced - GMs are always encouraged to be creative in this department.

Downsides

In Street Fighter tournaments being cybernetically enhanced can cause major headaches for a fighter. Beyond issues of athletic integrity and an even playing field many fighters, particularly high Honor traditionalists, despise cyborgs as a corruption of their sport. In strictly traditional tournaments cyborgs are, as a class, banned from competing. Thus cyborgs only ever appear on the rosters of Freestyle and Duelist tournaments. Unless the venue is particularly favorable to these fighters they must work much harder to earn glory and fame. Thus, all Glory and Honor gains in tournament bouts are reduced by 1 each. This reduction can push the gain to zero or a negative number - wherein the cyborg would actually lose renown! Resentment and hostility runs deep.

Cyborgs also have a host of other difficulties in their lives. Most have to go deep into debt to obtain their enhancements and end up effectively enslaved to a large corporation or immoral military R&D department. They are also extremely vulnerable to developing Cyber Psychosis, a dissociative mental illness for which there are few effective cognitive treatments due to how new cyborgs are. For these reasons (among others) cyborgs are required to take on at least 6 points of flaws related to their enhancements for which the cyborg receives no freebie points. (Note that body-based flaws like Missing Limb are not eligible for this if said part has been replaced.)

Optional Chi Cost

This optional rule can help control the power of cyborgs in a campaign if they are running amok. This rule results in cybernetics coming at the cost of losing part of one's connection to the Hado. This is reflected in a gradual erosion to a character's permanent Chi and their maximum Chi cap. This is what the values in the Chi Cost table on the cybernetics page mean. Chi costs are cumulative, permanent, and must be paid immediately. Fractions of a point should be noted on the character sheet but the character retains that dot until such time as the fraction becomes a whole number. For example a character with 4 permanent Chi takes on enough cybernetics to lose 1.5 points. Their permanent Chi drops to 3 and their permanent Chi cap drops to 9. If they gain an additional .5 through other cybernetics they will lose an additional permanent Chi dropping it to 2 and the Chi cap to 8. The minimum, however, is always 1.

For these costs it is per part, meaning that with the exception of hip and shoulder replacements pair sets actually cost double the listed amount.