Somatic Systems





These systems are concerned with output as opposed to sensory input. Sensory systems gain information about the surroundings; somatic systems affect the surroundings instead.


A Note on Vocal/Voice Systems

Vocal systems are audio effect devices and processors which enhance or alter the human voice. Most of these systems are implanted in or near the larynx. They can be switched on or off at will.


Audio Damping Cost: $15,000 per level (*). Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg per level. Power: 5 per minute.
Microspeakers scattered about the body create an audio diffraction pattern which helps to eliminate just about all sounds in the immediate vicinity of the cyborg. This gives +2 to Stealth skill for each level of the advantage when the "opposing party" is depending on hearing rather than sight for detection--this benefit is halved if the cyborg moves at all.


Cyber Arm Cost: $10,000 or more. (*) Operation Cost: $2,000. Recovery: 1 week. Mass: +0.6 kg; +1 kg for ST>14. Power: Approx. 30 per hour.
This includes the entire arm from the shoulder down, including a hand of the same quality as the arm. An arm without its hand, if anyone wants one for any reason, costs half the regular cash price. An arm needs electrical power to operate; a D cell, which is the standard type for an arm, will last for about 20 to 21 days of 16-hour activity. Feats of great ST, such as lifting something or punching someone, will cost extra Power: Assume a drain equal to the applied ST per such feat (per second, in the case of "long actions"). Less than full ST may be applied, to save power.
An arm with ST 10 and no DX bonus costs $10,000. For each +1 to ST up to ST 15, add $10,000; beyond ST 15, add $20,000 per point (max ST 20). For +1 DX, add $10,000; for +2 DX, add $20,000. A "monsterarm" of ST 20 and +2 DX will thus cost $180,000 if entirely realistic (or $90,000, or $36,000 if obviously a cyberarm). A Cyberarm, like a Cyberhand, has PD 1, DR 3, and additional armor can be bought at $1,000 per DR. Works just like with hands, except it takes 3 points of DR to add 0.1 kg to mass. A Cyberarm takes 6 hits to cripple. Note that, if crippled, both the arm and hand will be useless, but repair costs should be calculated for a handless arm unless the hand is also damaged.


Cyber Hand Cost: $5,000 or more. (*) Operation Cost: $2,000. Recovery: 1 week. Mass: +0.2 kg; +0.3 for ST>14. Power: Approx. 10 per hour.
Fully functional hand, including all 5 fingers. Any ST and DX bonuses only count on tasks using the hand, not the arm (grasping, crushing, manual-dexterity tasks). A hand requires electrical power to run; a C cell fits in the palm, and will last for 6-7 days, assuming 8-hour sleep periods where the hand is turned off. This assumes regular, modest activity. For feats of great strength (where the hand's ST is applied in squeezing etc., any situation where a ST roll for the hand is called for), power consumption increases dramatically. Assume any such feat to drain one point per two points of ST applied toward the roll, per second in the case of "long actions" (less than full ST may be used, to save power).
A prosthetic hand, that is, one with ST 10 and no DX bonus, costs $5,000. For each +1 increase to ST, increase the cost by $5,000 up to ST 15, and by $10,000 per point for ST above 15, maximum 20. For a +1 DX bonus, add $5,000; for a +2 DX bonus, add $10,000. (A ST 20 hand with +2 DX will cost $90,000--or "only" $18,000 if obviously artificial, or $45,000 if "middling".) A cyberhand has PD 1, DR 3, and takes 4 hits to cripple. Cyberarmor can be purchased for it: 1 DR costs $500, and every 12 points of DR add 0.1 kg to mass. For every 3 DR purchased, PD goes up by 1 (to a maximum of 6, after which only DR can increase).

Cyber Leg Cost: $15,000 or more. (*) Operation Cost: $2,000. Recovery: 1 week. Mass: 0.6 kg, + 0.2 kg per +25% Move. Power: Variable.
This includes the entire leg with a foot. A leg needs electrical power to operate. Power consumption is about 100 per hour of walking, 150 per hour of jogging, and 200 per hour of running. Using a Kick attack will drain 10 points per shot. A D cell (standard fare) will last for about a month of modest activity. When dealing with increased-efficiency legs, the power consumption increases by the same percentage as the Move bonus of the leg (a +50% leg would drain 15 points per kick, but would also do +3 damage). A true-to-life prosthetic leg (no bonuses) will cost $15,000. For $30,000, a leg can be bought that will boost Move by 25% (and Jumping distance, provided the kickoff is from this leg). Kicking damage is at +2. For each additional +25% Move bonus (includes another +1 to kick damage), add $15,000 to price. When dealing with legs with dissimilar Move bonuses, the actual bonus should be the average of the two legs' bonuses. Thus, a human with one normal leg and a +25% one would gain an actual Move bonus of +12.5%--that is, he wouldn't even get a +1 to Move unless Move was already 8 or more. The same bonus also counts for Jumping distance and Dodge defense. The maximum Move bonus should be +75%. A Cyberleg has PD 1, DR 3, and takes 6 hits to cripple. Armor can be added at $1,000 per DR, which works exactly like it does for arms.


Elastic Face Cost: $90,000. Operation Cost: $10,000. Recovery: 4 weeks. Mass: Negligible. Power: 1 per 10 minutes of adjustments.
Controllable microdevices are arranged under the skin, allowing subtle changes in bone structure and skin tension, creating (or removing) wrinkles, dimples, and scars. Chemicals exuded onto the skin alter its color, moisture and general tone. The user can alter his appearance dramatically.
It takes only 5 minutes to make a pre-planned drastic change, but as much as 3 hours to specificially imitate someone else. This very experimental system adds +5 to Disguise skill, or it may be used to make one slightly more attractive, giving an extra +1 reaction modifier.

Full Body Prosthesis Cost: $250,000 (*). Operation Cost: $20,000. Recovery: 4 weeks. Mass: Varies widely. Power: Varies.
The entire body is replaced, only parts of the head are still organic (this does, of course, include the brain). It also requires all arms, legs, eyes and ears to be replaced with cybernetic prostheses (if the cyborg wants them, that is). Bodily needs such as eating, drinking, and breathing are practically removed (some nourishment is still required for the brain, but internal storage takes care of this and needs only replenishing every few months); excreting is eliminated. So is the capacity to bear or sire children, although sexual functions are retained if the full cost is paid for a "natural" body. The original character's ST is no longer interesting; however, the rest of the stats should be kept as they are. DX is a function of the nervous system (and at least parts of that is retained); IQ is in the brain; and HT should be remembered, because the brain still ages and must make aging rolls when it reaches a high enough age. Many other Cyber Systems are impossible to combine with this modification: Bear in mind that no longer does the cyborg have a digestive system, a skeleton, muscles, a heart, or even a respiratory or circulatory system (except for the vestiges needed to keep the brain alive). The cyborg needs electric power to function; just remaining operative is cheap at a power consumption of 10 per hour. Room for an E cell is included, this is intended to power all additional cybersystems (all four limbs, at the very least). There's room for two E cells, for backup power. Natural healing ceases; damage must be repaired. However, the cyborg is now immune to poison (unless injected into brain) and disease, and can even survive for quite a long time in a vacuum. Since human frailties are eliminated, there is hardly any limit to the strength of cyberlimbs--no skeleton to damage here!
The robotic body takes 15 hits to cripple, and has PD 1, DR 3. To figure out its mass, take the mass you'd expect from a live human of the same height and build, and increase it by 50%--there's quite a bit of metal in there. This also includes basic mass of limbs--just add the extra mass for cyberlimbs. However, the extra mass of the cyborg body and limbs should not be added to encumbrance (except when trying to swim...) Additional hits can be purchased at $10,000 (mass 1 kg) each, up to a total of 25 hits. Only torso or head hits reduce these hit points; and only after twice that much damage has been taken does the cyborg risk terminal life-support failure for the brain. Make HT rolls just as for an organic character to see if the cyborg loses consciousness or dies because of damage to the body or brain. Another bonus gained from this modification is that all cyberlimbs effectively function one "step" better in power--any arms get an additional +1 to ST, and the legs get a free +25% Move bonus, all at no extra cost. Calculate encumbrance limits based on the ST of the arms.
More armor can be purchased for $2,000 (mass 0.1 kg) per DR for the torso, and/or $1,000 per DR (5 points of DR mass 0.1 kg) for the head. This functions just as for limbs. Note that other, non-humanoid body configurations are possible, though they will probably never be common. Specifics for such vary tremendously, and each type should be designed separately, maybe using the Robot (or even Vehicle) Design rules. Note that full cyborgs will usually have severe problems trying to swim or even float--but that doesn't matter as much, since they can't drown.


Hidden Compartment Cost: $1,000. Operation Cost: $2,000. Recovery: Immediate. Mass: Negligible. Power: None.
Any arm or leg (of the cybernetic variety) can easily be fitted with a secret compartment of up to 2 l. This modification costs only $1,000.


Silver Tongue Cost: $6,500. Operation Cost: $1,000. Recovery: 1 week. Mass: Negligible. Power: 1 per month.
This is a cybernetically monitored and modified sound chamber in the larynx, programmed to create a soothing carrier wave whenever the cyborg is speaking, singing, humming or whistling. This gives a +2 reaction modifier, just like the Voice advantage, and is cumulative with that advantage. It also gives the user the benefit of a -3 penalty on any Detect Lies roll made against him. It is negated by Audio Damping.

Sonic Amplifiers Cost: $5,000 (*). Operation Cost: $1,000. Recovery: 2 weeks. Mass: 0.1 kg. Power: 5 per hour.
This is a built-in, high-volume sound system. The user is insulated from any deleterious effects (if he wants to be). Anyone with Audio Damping or Sound Edit-Out, or anyone deaf, will not be affected either. Volume capacity may be increased; each doubling of price (and point cost) increases maximum decibel capacity by 10. There are several possible applications:
Voice: You can project your voice like a megaphone. Your enemies can hear your taunts, loud and clear. Your friends will more likely hear your distant cries for help. A sudden shout, when unexpected, may distract foes. Any time you do this, your opponents must make an IQ roll, with a +2 for Hard of Hearing disadvantage, or be Mentally Stunned (p. B122).
White Noise: The sound system generates random, multi-frequency noise. All Hearing rolls within 10 m are at -3; from 11-20 m, at -1.
Music: You can stride into combat (or daily life) with your own soundtrack (volume is adjustable from very loud to deafening--or, for wimps, down to low). When suddenly turned on, this can Mentally Stun other people like a shout.


Subsonic Vocal Range Cost: $20,000. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: None.
This allows the cyborg to "tune" his normal voice down into the subsonic ranges. When used in combination with Subsonic audio perception, it allows covert speech. Range is about one block.


Subvocal Mike Cost: $500. Operation Cost: $200. Recovery: 2 days. Mass: Negligible. Power: 1 per week.
This is a small internal microphone which can pick up extremely low-volume speech (barely whispered in the back of your mouth, completely inaudible even to someone standing right next to you) and relay this to any Auditory device (such as a recorder or radio transmitter).


Ultrasonic Vocal Range Cost: $20,000. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: None.
This allows the cyborg to "tune" his normal voice up into the ultrasonic ranges. When used in combination with Ultrasonic audio perception, it allows covert speech. Range is about a kilometer. This has side effects: Dogs in the area will howl, and some children (as well as several animals apart from dogs) may be aware of a high-pitched sound.


Vocal Emulator Cost: $25,000. Operation Cost: $1,000. Recovery: 1 week. Mass: Negligible. Power: 1 per month.
This is a specialized microprocessor which stores voiceprints and acts in synch with the laryngeal muscles to duplicate these voices when the cyborg speaks, effectively mimicking other people. Input may be set in the unit when implanted, or may come from Auditory systems (or a computer implant). The device itself can store 10 voiceprints at a time.


Vocal Modulator Cost: $5,000. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: 1 per 10 days.
This allows the cyborg to create bizarre voice effects, such as may be done with synthesizers. The standard model allows 5 special effects, capacity may be expanded for $500 per effect. Popular effects include "Grumble", "Echobox", "Fuzztone", "Reverb", "Helium" and "Banshee" modes.



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