TEXT: senior officer Mikael van Atta 
   
   Full Body Conversions 
  A new view 
  People do love machines – even well before 2029 AD. 
   
  A Cyberpunk 2020 RPG unofficial 
  guide to ‘borgs 
  Created at: 
  Aka “cheapFBC” 
  Revised & expanded, edition 2.8 
   
  1
  
  Contents: 
  Credits: 
  Introduction ................................................................................. 4 
  A few notes on biopods ................................................................. 5 
  Swapping bodies ........................................................................... 6 
  Technological advance ……………………………………......…….. 7 
  Cyberpunk v3 interface? …………………………………………... 8 
  The Making of Cyborg ................................................................. 9 
  Basic parts ..................................................................................... 9 
  Cyberlimb variants and technologies .......................................... 12 
  Additional SDP ............................................................................ 14  
  Skeleton cost ............................................................................... 14 
  Cyborg BODY .............................................................................. 14 
  Movement Ability ......................................................................... 15 
  FBC weight .................................................................................. 15 
  I would like to thank those who 
  helped me in creating the original 
  Cheap FBC material: 
   
  Snowtiger 
  Co-author and flavor text specialist 
  Companero 
  Borg sociologist 
  Mort 
  Proofreader from hell 
  Wisdom000 
  And what about height? ……………………………………………. 16 
  Attractiveness .............................................................................. 16 
  Reflex .......................................................................................... 17 
  Environmental adaptation ............................................................ 17 
  EMP hardening ............................................................................ 18 
  Covering the body ....................................................................... 19 
  A note on FBC armoring .............................................................. 21 
  Humanity Loss ............................................................................. 21 
  FBC cost round up ...................................................................... 21 
  Tuning …………………………....…………………………………... 22 
  Everyday life issues of a Full Body Conversion .................... 25 
  Adaptation ................................................................................... 25 
  Lifespan ....................................................................................... 25 
  Breathing ..................................................................................... 26 
  Eating .......................................................................................... 26 
  Using the toilet ............................................................................. 27 
  Power supply ............................................................................... 27 
  Swimming …………………………………………………………..... 28 
  Routine maintenance .................................................................. 29 
  Using drugs ................................................................................. 29 
  Borgosis …………………………………………………………….... 30 
  Therapy ………………………………………………………….…… 35 
  Dressing ...................................................................................... 41 
  Sleeping ...................................................................................... 41 
  Resting ........................................................................................ 42 
  Gender of the body …….…………………………………………… 42 
  Having sex ................................................................................... 42 
  Having kids .................................................................................. 43 
  Children as ‘borgs ……………………….…………………………. 44 
  Taking damage …………………………………………………….. 45 
  Full borgs and electricity ……………….……………………….… 46 
  Dying ........................................................................................... 47 
  De-borging ………………………………………………………...… 47 
  What the borgs do in their spare time? ……..………………... 49 
  Borg organizations …………………….………………………….... 49 
  Do ‘borgs dream of electric angels? ………...………………...….. 52 
  Jattenhand ……………………………..…………………………..... 54 
  Borg sports ……………………………..………………………….... 57 
  Motorball ………………………………..………………………….. 57 
  Weird ideas ................................................................................ 59 
  Cyborg-driven vehicles ............................................................. 59 
  Brain-jar system .......................................................................... 59 
  Tight-pack system ....................................................................... 59 
  ACPA Borgs ............................................................................... 59 
  Head spaces on Borgs ................................................................ 60 
  External spaces ........................................................................... 60 
  Imager 
  DragoonCav 
  Manu 
  Stephane 
  Joe Q. Public 
  Freakboy6117 
  Chromedog 
  Vampire 
  Psiberzerker 
  Draconas 
  Rockwolf66 
  Dog Soldier 
  Webby 
  CitizenX 
  Lolad 
  Solosncorps 
   
  And the rest of great community 
  called „Views from the Edge” 
   
  Also,  
  Nieseryjna 
  My resident computer expert 
  Andrew A. James 
  Author of Refbook, without which 
  my work would be taking thrice as 
  much effort 
   
  - senior oficer Mikael van Atta 
   
  2
  
  How many limbs can a borg have? …………..……...…….…...… 60 
  Sample FBC designs ................................................................ 63 
  Borg models compilation ……………………..……...…………..... 64 
  Rostovic Ilya Mooromyets ........................................................... 65 
  Biodyne PM-01 FCBC “PlasticMan” ............................................ 66 
  Belo Horizonte Adam / Eva ......................................................... 67 
  Militech Attila ............................................................................... 68 
  Raven Microcyb / Versace Angel ................................................ 70 
  Raven Microcyb Ghost ................................................................ 71 
  TripleCo Ego ……….………………………………………..……… 73  
  IEC Golem ………………………………………………………..… 74 
  TraumaTeam / IEC Model 14 “Wheelchair” ……….…………… 75 
  Rockwell EMPM ………………………………………..………….. 76  
  Mexican Metals Sidewinder …………………………….……….. 77 
  Mexican Metals Anaconda ………………………….…….……... 78  
  Bodyweight / Ardek BX-100 ERB “Jameson” Mk.1 ……………... 79 
  Bodyweight / Ardek BX-100 ERB “Jameson” Mk.2 ……………... 81 
  Saab-Bofors Icarus …………………………….……………….….. 82 
  Olympia Cybernetics / IEC Hero ….……..….………………….… 84 
  Olympia Cybernetics / IEC Apollo ……………………………...… 85 
  Olympia Cybernetics / IEC Aesklepios …………...……………… 86 
  Olympia Cybernetics / IEC Themis ………...…………………..… 87 
  Olympia Cybernetics / IEC Ares ………………………………..… 88 
  Olympia Cybernetics / IEC Hades ………………….……………. 89 
  Belo Horizonte Sebastian ……………………………………….… 91 
  Sukhoi Cyberwares Stalker ……………………………………..… 93 
  CINO Nautilus ………………………………………………………. 95 
  Utopia Galileo ……………………………………………...……..… 96 
  Mitsubishi – Koryidansu Jason …………………………………… 98 
  Militech Agamemnon ……………………………………………. 100 
  SyCust Naga …………………………………...………………..… 102 
  SyCust Chiron ………………..……..…………………………..… 103 
  Appendix 1: Wereborgs ........................................................... 104 
  Appendix 2: Full Metal Slang ................................................... 107 
  Appendix 3: Inhuman transportation modes ............................ 109 
  Transport modes descriptions ................................................... 110 
  Tails .......................................................................................... 110 
  Centauroid bodies ……………….……………………..…………. 112 
  Appendix 4: The Book of Forgotten Tech ................................ 113 
  Cyberarm blades ………………………...…...…………………… 120 
  Partial Body Conversions ………………...…………………….… 121 
  Appendix 5: Anima …………………………………………….… 123 
  Appendix 6: Cyberware brand names ..................................... 127 
  Appendix 7: Quick Construction tables ……..…………………. 128 
  Appendix 8: Borg Character sheet …..……………………….… 130   
  "Are you bored of 
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  who may see this as the 
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  Disclaimer: 
  This is a non-approved supplement to Cyberpunk 2020 role-playing game. 
  Cyberpunk 2020, Maximum Metal, Chromebook and a number of other names 
  appearing in the text are property of R. Talsorian Games. 
  There are other names used as well in the text that are property of appropriate 
  companies. 
  Violation of these laws is not the author’s intention. 
  - Snowtiger 
  Cover art are Hajime Sorayama’s “Gynoid” graphics. Used without permission. 
  Illustrations within the text come from sources too numerous to list. They are 
  used without permission as well. 
   
  3
  
  Introduction 
  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 / Battle Angel Alita, 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... 
  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 (exact amount of original tissue differs from setting to setting and 
  from GM to GM). 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. 
  And that’s the book about them. 
  - senior officer Mikael van Atta 
  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."  
  - 
  Snowtiger 
   
  Please note that what Snowtiger is talking about is rather 
  a Partial Body Conversion. I give them a brief passage in 
  this sourcebook. 
  - Mikael van Atta 
  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 10 k e$, whereas the most basic 'borg, Alpha class, is 40 k), but they also have 
  numerous abilities being of little use for a normal human. Even the simplest one, Alpha, does have 
   
  4
  
  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. However I had 
  no contact with Cybergeneration, so I cannot relate these data to CyberGen lines. 
   
  Of course, this is purely my idea, and is someone wants to trash that „generation babble”, well, 
  please do. These are purely guidelines for GM, but if you state that the entire tech is available in your 
  regular 2020 AD campaign, then don’t grumble – just do it. 
  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).  
  Adventure hook: 
  If the cerebral spinal fluid can only be used for so long and the ubiquitous 
  'THEY' say that their new fluid is synthetic but it really is the nasty little 
  trade of underground merchants of all colours of darkness and vileness... 
   
  Another one: 
  When at first we find a process that is needed (RL insulin dependence 
  w/o insulin production, IG: CSF use without a means of production) 
  without a morally acceptable source (tailored pig IRL insulin, synthetic 
  CSF as proposed) we use the real thing. 
   
  I know that this gets into organ letting and what I think of the Red Cross 
  and their blood drives (I know, I'm just paranoid and they really do help 
  people) but one could also donate Cerebral Spinal fluid at a price (see 
  plasma donors for $ here in the States and other areas as well) and 
  when there is a need that is great for an amount that is large (how much 
  again, in a biopod? Yeah that is a lot!) One could see an artificial pool of 
  eager donors that may be giving against their will ("beat the body, but 
  don't touch the head" or "You paralysed them from the neck down? 
  Good. (Looks at the poor unfortunate person on life-support Cha 
  CHING!!!!!") 
   
  Oh the wicked possibilities!  
  - Joe Q. Public
   
  5
  
  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. 
  FYI: The cerebral spinal fluid 
  The brain is surrounded and oxygenated by 
  Cerebral Spinal Fluid, 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. 
  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 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) 
   
  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...  
   
  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. 
  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 
   
  If it last for a month at a time this would create 
  quite a need, wouldn't it? 
  - Joe Q.Public 
   
  If you where really lax on your morals (grin) - 
  and this is cyberpunk after all - 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... 
   - Freakboy6117 
   
  6
  
  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… 
  “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 20’000e$, and 
  the ability to quickly change bodies is useful only for a limited 
  group of individuals. You can have a biopod with QCh interface 
  installed in an unsuitable body, but this takes a lot of work, 
  much more than with a regular biopod. 
  A QCh interfaced biopod can be ordered at no extra 
  cost when the person is ‘borged, but modifying an existing 
  biopod to QCh standard costs 5’000e$.  
  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 interface uses one torso option space 
  There’s no additional HL cost. 
  - Mikael van Atta
   
  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.  
  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 3000e$, and is meant to allow transport of a 
  biopod for no longer than 24 hours. 
  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. 
   
   
  7
  
  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% 
   
  Cyberpunk v3 Interface? 
  CheapFBC vs. Cee-Metal 
  As it has been stated in the Cyberpunk v3 handbook, Livemetal ‘borgs of 203X and good old 
  FBC of 2020 have little in common. One of the reasons is cheapFBC project was started when there 
  were completely on evidence indicating v3 was ever to be published. All we had was Cyberpunk 2020, 
  and our imagination. But I believe it served us well. 
  Weren’t Mike Pondsmith serious about his ‘borg ideas (among others) in v3, I’d have taken it 
  as the funniest joke in the history of Cyberpunk series. LiveMetal? What is it meant to be? 
  As long as I remember, full body conversions were the ultimately mechanical blends of human and 
  machine. But they are machines, definitely. And just some of them try to mimic humans. 
  Reconsider a few things. First, if you replace the body and most of the nervous system (as well as all 
  the musculature), your previous physical strength and movement speed are going to be only an effect 
  of the body’s performance. The reflexes can be argued upon, as reaction speed and agility may well 
  depend on natural predispositions, but anyone wearing the same shell is going to have the same 
  muscle strength. Also, while you could probably turn a biopod into a “minibody” moving on its own, it’ll 
  have to contain a lot of devices that are of little use within a cyborg body, but do consume valuable 
  space and energy. 
   
  We did never thought of cyborgs maintaining separate enclaves far away from other humans, 
  rather seeing those groups mixing and merging in the same environment. If you intend to play v3 with 
  Cee-Metal like it’s portrayed in the book, you’ll have little application for cheapFBC. It’s more detailed, 
  and thus less likely to be translated into v3 rules and mindset. 
   
  However, there are things that may be of use, mostly the Everyday Life Issues section. 
   
  8
  
  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. 
  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.  
  -senior officer Mikael van Atta 
   
  9
  
  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 (BOD 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. 
   
   Nota bene: 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. There’s also an additional 
  column with ‘ware prices, listed as „Cheap cybertech”. 
  Well, as the whole article was meant to help creating 
  more affordable FBCs, the prices for parts have been to 
  be seriously reduced. However, a BOD 12 part will cost 
  as much as a standard such piece of cyberware right 
  from the main book (please remember that, according 
  to CP2020 supplements, cyberlimbs are equivalent of 
  BOD 12). 
   
  Independent cyberhand: (wrist-down) can use 4 cyberfingers or a single cyberarm option (GM’s 
  call, most cyberweapons are too big). Almost any cyberhand variant is available (+50% price). Typical 
  1d10 crush damage (as it uses only its own myomars, not these of a full arm), 1d6 HL. 
  Price 
  BOD 
  Body type 
  SDP 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  8 
  550e$ 
  225e$ 
  3-4 
  Weak 
  9 
  650e$ 
  265r$ 
  5-7 
  Average 
  10 
  750e$ 
  335e$ 
  8-9 
  Strong 
  11 
  850e$ 
  425e$ 
  10 
  v.strong 
  12 
  950e$ 
  550e$ 
  +150e$  
  +100e$ 
  11+ 
  Superhuman 
  +1 for every BOD point over 10  
  for every BOD point over 10 
   
  Cyberarm: Typical 1d6 punch, 2d6 crush damage, 2d6 HL, 
  BOD 
  Body type 
  SDP 
  spaces 
  Price 
  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. 
  - senior officer Mikael van Atta
  SDP rating for Cyberlimbs 
  The way I’ve dealt with cyberlimb SDP 
  in the CheapFBC 2.5 (and previous editions as 
  well) was simply a mechanical improvement of 
  the original CP2020 rules. However, it bears 
  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, 
  introduced in 2.5 ed., 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. 
  - Mikael van Atta 
   
  10
  
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  22 
  2 
  2000e$ 
  1000e$ 
  3-4 
  Weak 
  26 
  3 
  2500e$ 
  1250e$ 
  5-7 
  Average 
  30 
  4 
  3000e$ 
  1500e$ 
  8-9 
  Strong 
  34 
  5 
  3500e$ 
  1750e$ 
  10 
  v. strong 
  38 
  6 
  4000e$ 
  2000e$ 
  +700e$  
  +500e$ 
  11+ 
  Superhuman 
  +1 for every BOD point 
  over 10 
  +1 per every 2 
  BOD > 10 
  for every BOD point over 10 
   
  Cyberleg: same as for arm, but 2d6 kick damage. Note: a cyberleg has to be equipped with some 
  kind of a cyberfoot, which takes 1 slot (only very rare models use 2 slots). A foot option space is not 
  included in the following data (i.e. Average Body cyberleg has 3 free slots, and 1 reserved for 
  cyberfoot) 
  Price 
  BOD 
  Body Type 
  SDP 
  Spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  22 
  2 
  1200e$ 
  600e$ 
  3-4 
  Weak 
  26 
  2,5 
  1600e$ 
  750e$ 
  5-7 
  Average 
  30 
  3 
  2000e$ 
  900e$ 
  8-9 
  Strong 
  34 
  3,5 
  2400e$ 
  1050e$ 
  10 
  v. strong 
  38 
  4 
  2800e$ 
  1200e$ 
  +500e$  
  +400e$ 
  11+ 
  Superhuman 
  +1 for every BOD point 
  over 10 
  +0,5 per every 
  2 BOD > 10 
  for every BOD point over 10 
   
  Partial cyberarm (down elbow): crush 1d10, punch 1d6-2, HL 1d6+3 
  Price 
  BOD 
  Body type 
  SDP 
  Spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v.weak 
  16 
  1 
  1000e$ 
  500e$ 
  3-4 
  Weak 
  18 
  1,5 
  1250e$ 
  625e$ 
  5-7 
  Average 
  20 
  2 
  1500e$ 
  750e$ 
  8-9 
  Strong 
  22 
  2,5 
  1750e$ 
  875e$ 
  10 
  v. strong 
  24 
  3 
  2000e$ 
  1000e$ 
  +350e$  
  +250e$ 
  11+ 
  Superhuman 
  +1 for every 2 BOD 
  points over 10 
  +1 per every 4 
  BOD > 10 
  for every BOD point over 10 
   
  Partial cyberleg (knee down) cannot use Movement Enhancing options, nor can’t it enhance Jump 
  value. Kick damage is as normal kick with meat leg +2, HL 1d6+3. Same as cyberleg, there’s always 
  1 extra slot for cyberfoot installation. 
  Price 
  BOD 
  Body Type 
  SDP 
  Spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  16 
  0 
  600e$ 
  300e$ 
  3-4 
  weak 
  18 
  0,5 
  800e$ 
  375e$ 
  5-7 
  average 
  20 
  1 
  1000e$ 
  450e$ 
  8-9 
  strong 
  22 
  1,5 
  1200e$ 
  525e$ 
  10 
  v. strong 
  24 
  2 
  1400e$ 
  600e$ 
  +250e$  
  +200e$ 
  11+ 
  superhuman 
  +1 for every 2 BOD 
  points over 10 
  +1 per every 4 
  BOD > 10 
  for every BOD point over 10 
   
  Cyborg replacement torso - Biopod, neural processor and a single set of interface plugs are built-in 
  (although neither not included in HL nor cash costs). Typical HL is 8d6. 
  Price 
  BOD 
  Body type 
  SDP 
  spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  34 
  2 
  14’000e$ 
  7’000e$ 
  3-4 
  Weak 
  36 
  3 
  18’000e$ 
  8’700e$ 
  5-7 
  Average 
  40 
  4 
  20’000e$ 
  10’500e$ 
  8-9 
  Strong 
  44 
  5 
  24’000e$ 
  12,500e$ 
  10 
  v. strong 
  48 
  6 
  28’000e$ 
  14’000e$ 
  11 
  Superhuman 
  50 
  7 
  32’000e$ 
  17’000e$ 
  12 
  Superhuman 
  52 
  8 
  36’000e$ 
  20’000e$ 
   
  11
  
  +5’000e$  
  +2’000e$ 
  13+ 
  Superhuman 
  +2 per every BOD over 
  12 
  +1 per every 
  BOD over 12 
  per every BOD over 12 
   
  Head SDP 
  Cyberlimb variants and technologies 
  Since 
  I 
  did 
  never 
  explained that in appropriate way… 
  and, frack, even treated it a bit 
  loosely in more than a few cases… 
  Here’s the answer for Mort’s 
  expressed question (and numerous 
  questions from other people that I 
  suppose simply never made it to 
  my ears: 
  In the books, most tech is being made in “standard 
  technology”. I mean, cyberlimbs generally don’t differ from one 
  another. Only a few different models do stick out like sore thumbs. 
  Russian cyberware in Solo of Fortune 1 (and Chromebook 3), 
  Orbital arm in Chrome 1, “Enable” series in Chrome 3... Not much. 
  And no coherency here… Using the technologies invented by R.Tal 
  (as well as some found on the Net… and a few invented by myself, I 
  made the following listing. And now, ‘borgs from all over the world 
  can be created, and be somewhat more unique… 
  SDP of a borg’s head is 
  equal to SDP of a full cyberlimb of 
  the same BOD.  
  Note: I’m working on a similar table that you could use to apply to 
  other cyberware parts, like optics, audio and the like. Since it’s 
  going to be more complicated, it’ll surely take me a lot of time… but 
  well, you can always use the following as guidelines… 
  - Mike van Atta 
   
  Cyberlimbs of the world: 
  Standard cyberware - 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. 
  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). 
  Skeletal cyberware - 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 cyberware - 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 cyberware - 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, 
   
  Cyberwares of the World 
  This is a companion book for the 
  ChapFBC, detailing various technologies for 
  making cyberlimbs, optics, audio, vocoboxes 
  and so on. Whereas not as big as this book, 
  it covers many issues omitted here. 
   
  12
  
  and the real feel of living tissue. Note: NuTek can’t be used for FBC construction. 
  Russian cyberware - 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 technology - 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 cyberware - 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. 
  EuroCyberware - 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 cyberware - 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. 
   
  Cyberlimb variants and technologies 
  Model 
  SDP 
  HL 
  Damage 
  dealt 
  spaces 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 BOD, 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) 
   
  13
  
  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) 
  European  
  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 
  100% 
  100% 
  100% 
  150% 
  300% 
  Hi-tech 
   
  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 BOD increase due to tightened myomars, additional 
  second generation myomars or hydraulics. For example, if you 
  take a BOD 6 set with a +5 strength boost, which would cost 
  +50% on the parts, you don’t calculate Skeleton Cost for a BOD 
  11 borg, but a BOD 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:  
  Humanity Cost for increased MA and BOD 
   Cyborg has the BOD value you've 
  chosen for it. A BOD 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). 
  This is a tricky question. One could say that, comparing to other 
  statistics increasing BOD and MA is not a big issue, and thus can 
  be ignored as neglible. This is the theory that was applied to 
  Cheap FBC when this material was edited for the first time. 
  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 BOD should depend on how much stronger / 
  faster you are now, comparing to how strong / fast you were before 
  you were ‘borged. 
   
   However, 
  body's 
  strength 
  can 
  be 
  boosted without enlarging the body itself.  
   Tighter myomars (total BOD stat 
  bought 
  as 
  optional: 
  enhanced 
  - senior officer Mikael van Atta
   
  14
  
  performance, 10% of the arms, legs and torso’s cost per BOD 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 – this is a 
  change comparing to 2.5 rules, back then it was a simply 1 space per limb and 2 on torso), and their 
  cost is 40% of the body (i.e.: if I buy a body - torso, four limbs and STR upgrade for 100'000e$ total, 
  no other options added, then equipping it with 2gen 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!).  
   
  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.). 
   
  FBC weight: 
  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, 
  Movement Ability cost 
  - 
  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: BOD 2 ’borg weights 30kg, then +10 
  kg per every +1 BOD up to 110 kg at BOD 10. Every BOD point 
  over 10 weights 15kg. 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 150kg… 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 
  Skeleton cost multiplier 
  MA 
  Standard 
  2  Generation 
  Myomar 
  Hydraulics 
  nd
  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 
  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? 
  - Mike van Atta 
   
  15
  
  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 BOD into height? Honestly? Do not. BOD hasn’t much to do with height, 
  weight nor overall broadness when we talk about normal humans. One of the reasons why BOD 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 BOD are usually made in human size (one of the reasons 
  why Hero-series borgs are kept in BOD 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 BOD 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). 
  New face, prettier face... 
  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. 
  - Mikael van Atta 
  Of course, nothing is going to stop you from making a 
  BOD 2, 210cm high one, but it wouldn't look proportional, unless 
  given extra ballast. 
  Borgs with BOD of 11+ can easily have 200-220 cm, and 
  ACPA-borgs even 250-280. Hey, these are ACPA-sized... 
   
  Attractiveness 
  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 10’000e$ per 
  point, e.g. ATTR 13 would be 20’000e$ / point, ATTR 14 – 
  30’000e$ 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 is sane). If you look again (roughly) as you've 
  looked before becoming FBC, there's no HL on that. 
  ATTR 
  Price per point 
  1-6 
  600e$ 
  7 
  900e$ 
  8 
  1'200e$ 
  9 
  1'500e$ 
  10 
  2'000e$ 
  11 
  5'000e$ 
  12 
  10'000e$ 
   
  16
  
  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... 
   
  Reflex: 
  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 BOD 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). 
  Reflex cost table 
  REF 
  Skeleton Cost 
  multiplier 
  4 
  free 
  5 
  10% 
  6 
  20% (10%x2) 
  7 
  30% (10%x3) 
  8 
  60% (15%x4) 
  9 
  75% (15%x5) 
  10 
  120% (20%x6) 
  11 
  175% (25%x7) 
  12 
  240% (30%x8) 
  13 
  315% (35%x9) 
  14 
  400% (40%x10) 
  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)  
  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 500e$. 
  - Mikael van Atta 
   
  Environmental adaptation 
  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 
   
  17
  
  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. 
  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? 
  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. 
  - senior officer Mikael van Atta 
  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 FID'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 
   
   
  18
  
  Covering the body 
  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 e$, 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. 
  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 BOD 2, or BOD 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 BOD of 
  a human), then multiplying it by the actual BOD of whatever 
  body part you’re going to apply it on. The effect should be 
  pretty realistic… 
  Myself, I won’t trouble my mind with it: the system 
  that exists so far is detailed enough for my needs. 
  - Mikael van Atta 
  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. 
  Cyberlimb Coverings 
  Cover 
  HL 
  Spaces 
  Cost 
  Plastic cover 
  1 
  0 
  1-200e$ 
  SP 20 ballistic nylon 
  2 
  0 
  200e$ 
  Superchrome 
  3 
  0 
  200e$ 
  RealSkin 
  -25% 
  0 
  300e$ 
  ExoDerm 
  -30% 
  0,5 
  500e$ 
  TrueSkin 
  -40% 
  1 
  1000e$ 
  Heavy Armour 
  13 (whole body) 
  0 
  Varies 
  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. 
  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 – this is definitely second generation technology (and some may consider it’s even 
  more advanced, third generation tech), TrueSkin is just a step behind a real (or cloned) human skin. 
   
  19
  
  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 100e$ 
  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) 
  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! 
  - Mike van Atta 
  However, quick-change mounts for limbs 
  cannot be used, and pop-up accessories do not work 
  perfectly well with TrueSkin. 
  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? 
  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. 
  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… 
  - Mikael van Atta
   
   
  20
  
  A note on 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. 
  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. 
   
  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. 
  - Mikael van Atta 
  Humanity loss 
  A sample HL calculation: 
  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.  
  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 
  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. 
  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 
  Then the dice are rolled. 
  After that, apply overall reduction, caused by cover (and 
  possibly other attributes). Now, the conversion process is 
  complete. 
   
  FBC cost round up 
  No one is going to calculate the price down to every e-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. 
   
  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. 
  disruption: 6+13=19 / 6 = 3d6+1 HL 
   
  Complete body’s HL: 15d6+1d3+2 
   
  21
  
  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 
  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 BOD 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 BOD. However, 
  when the tuned-up characteristic is being used 
  with full power, it can fail due to overstressing 
  (after all, your BOD 10 myomar musculature 
  was designed to stand up to BOD 10 safety 
  limits, and if you rigged it to work at BOD 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. 
  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: 
  d6+boost level: 
  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 BOD 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. 
   
  ATR nor SP can't be improved by jury rigging, right? 
   
  22
  
   
  1Costs & Rules of the tuning: 
   
  1% of skeleton cost per 10% 
  upgrade of BOD & MA, 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). 
  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). 
  Initiative boosts are possible. 
  They are worked along the cost and 
  difficulty lines of MA / BOD 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 / BOD, or +20% 
  for REF. Hardly anyone does try to 
  exceed half of these values... not that it 
  stops some fools from trying it. 
   
                                                             
  1 The picture is actually the only original one made for CheapFBC, an early concept of PlasticMan ‘borg.  Thank you, Mina ☺ 
   
  23
  
   
   
  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 6'6", weighs about 
  400lbs 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 eight-feet-tall and bullet-proof to qualify as a human being, you know. I just wish more FBC 
  hosts would agree with me. 
  - Snowtiger 
   
  24
  
  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 
  - Snowtiger 
   
  25
  
  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  
  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 
  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?" 
  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€$. 
  - A medium canister (good for two weeks) takes 0.5 spaces 
  and costs about 250€$. 
   
  "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?" 
  - A small canister (good for a week) takes 0.25 spaces and 
  costs 100€$. 
  - An emergency canister (good for three days) takes no 
  spaces and costs about 50€$. 
   - Snowtiger 
  - Snowtiger
   
  26
  
  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. 
   
  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: 
  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 BOD point over 10. Thus, a 
  BOD 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 100e$), considering average energy output / activity. Military 'borgs usually run on 
  these, but as they use to engage in high-energy using activities (like combat or running) a lot, they 
  have to replace hydrogen cells every week, or sometimes even more often. When the hydrogen runs 
  off, there is no longer electricity to power the 'borg, and it falls like a marionette with cut strings. This 
  method of powering is also quite expensive (600e$ 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 
  Batteries lose about 14,5% capacity per 
  year, or about 1,2% per month. However, it 
  is not likely to affect gameplay. 
  - Mike van Atta
   
  27
  
  performance (reduce REF, MA and Body appropriately). Used mostly by civilian models. Each one 
  costs 100 e$ as well.
  3. Nuclear batteries (or N-cells, from hereon). 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 2500e$ 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? 
   
  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 BOD 10 
  or less (bigger versions are available for 
  special requests). Cost is 2000e$. The 
  producer advises not to dive below 100m 
  deep with this unit. 
  - Mikael van Atta 
  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 
   
  28
  
  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. 
  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). 
  - senior officer Mikael van Atta
  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. 
  Emergency buoyancy bladder 
  Cost: 200e$ / space, size: ½ space per 50kg 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 20e$). 
  And if the water is shallow and the 
  shore’s nearby, why not to sink and have a walk 
  on the bottom? 
  - Mikael van Atta 
   
  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. 
  - Mikael van Atta 
   
  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 BOD) are of little use for ‘borgs. 
  BOD 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. 
   
   
   
   
  29
  
  Borgosis 
  ‘Borg humanity loss / personality disorders 
   
  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 Ed.) 
   
  Note: the rules for specific mental disorders 
  below are suggested only. You are encouraged to 
  role-play them rather than simply apply skill modifiers. 
  The system was inspired by the cyberpsychosis rules 
  presented in the 
  Dark 
  Metropolis 
  sourcebook, form 
  Ianus Games. It 
  has, however, to 
  be written in a 
  quite different way, 
  to suit it for ‘borg 
  needs. 
  Borgosis level table 
  0 - 10 points    
  Normal 
  11 – 25 points  Almost Sane 
  26 - 35 points   Slightly Edgy 
  36 - 45 points    Definitely Eccentric 
  46 - 60 points   Generally Crazy 
  61-75 points    
  Mad like the Hatter 
  76+ points    
  Absolutely Insane 
   
  As you can see to the left, the brackets for several 
  levels of borgosis are wider than in original rules. This was 
  intended. Remember that, 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. 
   
  How many disorders? 
  Every time a character goes into 
  a new ‘borgosis threshold level, 
  a roll for a disorder table should 
  be made (of course, the disorder 
  can be also chosen, up to GM’s 
  discretion, by the player or GM 
  himself). If the effect is a 
  disorder 
  the 
  character 
  had 
  gained earlier, he merely adjusts 
  it to the current level. If it’s 
  something he hadn’t yet the 
  (dubious) pleasure to suffer, he 
  gains a new disorder, starting 
  with the current ‘borgosis level, 
  in addition to all the mental 
  problems he gained before. 
   
  Level: 0: Normal. 
  No distinctive symptoms. 
   
  Level: 1: Almost Sane 
  Dorian Grey syndrome: Take a chance? No, thanks. 
  Waste not, want not as they say. And believe me, gambling is a 
  thing for fools. You dislike putting yourself at risk, trying to stay 
  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 random table, part 1 
  D100 
  Level 1: Almost Sane 
  01-11 
  Dorian Grey syndrome 
  12-22 
  Pyromania 
  23-33 
  Hyperactivity 
  34-44 
  Narcissism 
  45-56 
  Borg Superiority complex 
  57-67 
  Split personality 
  68-78 
  Inferiority complex 
  79-89 
  Phobia 
  90-00 
  Stutter 
  D100 
  Level 2: Slightly Edgy 
  01-11 
  Dorian Grey syndrome 
  12-22 
  Pyromania 
  23-33 
  Hyperactivity 
  34-44 
  Narcissism 
  45-56 
  Borg Superiority complex 
  57-67 
  Split personality 
  68-78 
  Inferiority complex 
  79-89 
  Phobia 
  90-00 
  Nightmare disorder 
  D100 
  Level 3: Definitely Eccentric 
  01-08 
  Dorian Grey syndrome 
  09-16 
  Pyromania 
  17-24 
  Hyperactivity 
  25-32 
  Narcissism 
  33-44 
  Borg Superiority complex 
  45-52 
  Split personality 
  53-60 
  Inferiority complex 
  61-68 
  Phobia 
  69-76 
  Severe addiction 
  77-84 
  Depersonalization disorder 
  85-92 
  Narcolepsy 
  93-00 
  Light delusion 
  Note: new levels of a disorder include the 
  previous. 
   
  30
  
  out of dangerous places (which, in a cyberpunk world is rather hard) 
  Pyromania Fire’s cool. Haven’t ever seen those guys at rock concerts, waving their lighters? 
  Cool, ain’t it? And candle light is so lovely... You like fire, often lighting small fire's for the sake of doing 
  it. A finger lighter is a given, probably you have a lot of candles where you live as well. (Think Pyro 
  from the x-men movie) 
  Phobia: Ugh, I’ve told you, I don’t like spiders, they’re disgusting... You can force yourself to 
  face the object of your phobia, but you prefer not to. You feel serious discomfort doing so, thus in most 
  of the situations you won’t even close. Note: phobia is a strong, non-rational fear against something. It 
  can be something that ordinary people don’t consider frightening, or something that is not dangerous 
  or frightening at all. 
  Light Hyperactivity: You weren’t made to sit still for hours! Nor to waste time waiting! You’re 
  a man of action! C’mon, let’s do it! The character feels jumpy and edgy, have problems sitting still. Etc. 
  A negative modifier can be applied to all tests where patience is required.  
  Lightly narcissistic: Thank you, thank you, you’re too kind. You don’t have to praise me, I do 
  know I’m good. The character thinks about himself as somebody better than the people around. He’s 
  good-looking, intelligent, well-behaved, and knows it. This may be not well taken by other beings, but 
  on a jet-set party it’s likely to go unnoticed... 
  Stutter: Y-yes, I-I’m interr...rrested. O-of course. The character stutters and stumbles when 
  speaking, especially if he feels the matter being discussed is important in some way. This may 
  seriously hinder communication and interpersonal relations. 
  Superiority complex: Metal is better than meat. You 
  have anything to say? C’mon down here and say it again, sucker! 
  You often find yourself questioning the authority of fleshies, and 
  often start thinking that you are superior to "regular" humans. 
  You seldom act on it. Different from narcisstic that you see Borgs 
  as superior, not you. You tend to be brass, bold and cocky. 
  Borgosis random table, part 2 
  D100 
  Level 4: Generally Crazy 
  01-08 
  Dorian Grey syndrome 
  09-16 
  Pyromania 
  17-24 
  Hyperactivity 
  25-32 
  Narcissism 
  Emerging split personality: Yes, my precious. We’ll go 
  there, and have this issue solved... The character talks or 
  mumbles to himself, often not noticing. Again, not something 
  other people take well. 
  33-44 
  Borg Superiority complex 
  45-52 
  Split personality 
  53-60 
  Inferiority complex 
  Inferiority complex: I’ll do as you say, I’m sure you do 
  know better. You think being a borg makes you "less" worth, 
  often following orders without thinking about it. Your personality 
  is often a shy one.  
  61-68 
  Phobia 
  69-76 
  Near death addiction 
  77-84 
  Serious delusion 
  85-92 
  Imminent explosive behavior 
   
  93-00 
  Antisocial personal disorder 
  Level 2: Slightly Edgy 
  D100 
  Level 5: Mad like the Hatter 
  Dorian Grey syndrome: Listen, with my longevity 
  module, I can live well over two hundred years. By your 
  standards, this means I’m immortal. You want me to risk my 
  immortality just to prove this bastard I’m better? Calm down. He’ll 
  overdose within less than ten years. I’ll be there for over a 
  hundred to piss on his grave. You are what most people would 
  call a coward, backing down from challenges that might hurt you. 
  01-10 
  Dorian Grey syndrome 
  11-20 
  Pyromania 
  21-30 
  Hyperactivity 
  31-40 
  Narcissism 
  41-50 
  Borg Superiority complex 
  51-60 
  Split personality 
  61-70 
  Inferiority complex 
  Pyromania: There’s something mystical in fire. Modern 
  heating can warm your body, but only a real, live flame could 
  warm your soul. I think I really have to get a fireplace for my 
  apartment... The fire's start getting bigger (bonfire big) 
  71-80 
  Phobia 
  81-90 
  Borderline personality 
  disorder 
  91-00 
  Obsessive-compulsive 
  personality disorder 
  Phobia: Yuck... eat a snake? But the guys will laugh at 
  me if I don’t... SpecForces type who’s afraid of snakes... ok, man, 
  take a deep breath, and imagine it’s a chicken... You will not face 
  the object of your phobia, unless your social status (or life, or 
  health) depends on it. Most of the cases, you just back off. 
  D100 
  Level 6: Absolutely Insane 
  01-12 
  Dorian Grey syndrome 
  13-24 
  Pyromania 
  25-36 
  Hyperactivity 
  Hyperactivity: So what if I’m drumming with my fingers? 
  You didn’t liked when I whistled tunes, you didn’t liked me 
  singing, didn’t like me walking around the room, didn’t like me 
  playing with matches... What should I do to please you, lay dead 
  in a coffin? You are tense and have problem relaxing. If confined 
  in a room you tend to pace, drum with your fingers and similar 
  things. Sitting still starts to be a mental challenge. 
  37-48 
  Narcissism 
  49-64 
  Borg Superiority complex 
  65-76 
  Split personality 
  77-88 
  Inferiority complex 
  89-00 
  Phobia 
  Note: new levels of a disorder include the 
  previous. 
  Narcissistic: Hmmph! You couldn’t‘ve recognized a 
   
  31
  
  masterpiece, even if it did jumped out of the forest and kicked your ass! The graffiti I made is perfect!  
  You are what most people call egoistic, always put yourself in first hand and so on. 
  Nightmare Disorder: Aieeee! No, leave me at peace! ... ugh... a nightmare again, darling. 
  God... good it wasn’t real... you have nasty nightmares, often waking in the middle of the night (the 
  second part of the sleep period, to be precise). Needless to say, you don’t wake up rested after that. 
  Superiority complex: You want to tell me what I should, and what I shouldn’t do, officer? 
  Don’t make me laugh. Metal is better than meat. Let me show you: I’ll get into that blazing building and 
  bring that shiny bit back. (a minute later) See? And all I need is some cleaning. You start referring to 
  fleshies as meatbags, squshies or similar. You don't dislike humans, just look down on them, perhaps 
  you tease your partner about his weakness (come on, I’m barely jogging, can’t you run at 30 km/h?) 
  Split personality: Shouldn’t have done that, my precious. Shouldn’t have taken interest in 
  pharmacy... No, but why not? It’ll get you good, my precious...  you often second-guess yourself. Light 
  moodswings and new interests start to appear. 
  Inferiority complex: Would that be good? Or now, maybe it’s better? No, no, I really want to 
  hear your opinion... You want to please others, generally appearing as a considerate person. 
   
  Level 3: Definitely Eccentric 
  Dorian Grey syndrome: Ok, I’ll take a desk job, boss. No, no more any risky assignments. 
  You want to fire me then? Shheeesh... Okay.  Fieldwork isn't for you; you leave that up to the stupid 
  muscle. You’re more content with sitting in your apartment, watching and planning. 
  Pyromania Flames.... they’re beautiful. Similar, yet different every time... I can stare at them 
  for hours... Fire's might mesmerize and distract you (if they are big enough). 
  Phobia: Aieee! A spider! Sergeant, kill it, quick! This is an order! Even compromising yourself 
  in the eyes of the people won’t make you face the object of your phobia. Most of the cases, you just 
  freak out completely, and run away screaming – no matter who’s looking. 
  Hyperactivity: Why do you want me to stop? I tell you, I’ll get crazy if I stop doing something. 
  I’m not a lazy type like you. You have problems staying in the same place for long, feeling increasingly 
  nervous and caged if you can't do something physical (yes, if you’re thinking about sex, it counts). You 
  start getting shaky, having problem holding things still. 
  Narcissistic: Hello, hello, I’m glad to see you too, ladies and gentlemen. Hey, I’M HERE. NOT 
  OVER THERE!! Aww. Fuck. Just like the president of the US is such a big thing. You have problems 
  when you’re not the center of attention, unable to see the interest in anything not relating to you, low 
  self-esteem is a problem. 
  Severe addiction: I can’t stand it any longer... Please, give me... at least a little bit so I could 
  stand for the big thing later... Don’t be cruel, I really need it...You are addicted to something, like sex, 
  booze or drugs. Note: this is a heavy addiction, like alcoholism and nymphomania / satyriasis. And 
  since you’re a ‘borg, getting the rush might be hard, because no matter how much you drink, you won't 
  get drunk. 
  Depersonalization Disorder: Jesus Christ, why? Why are my hands doing that? Where I’m 
  going? You start thinking about yourself in third person, often leading to the fear that you’re not in total 
  control of your own body. 
  Light delusion: “Don’t speak, write me notes. The whole house is tapped.” So, would you like 
  a cup of coffee? You believe in something that's not real. This has to be a non-bizarre illusion that is 
  something that could really happen - like your partner is 
  cheating, somebody bugged your house, and you were an 
  adopted child. Stuff like that. 
  Phobia list: 
  1. 
  Autophobia: fear of being alone¨ 
  Narcolepsy: “Yawn... Must get some stimulants, or I’ll 
  fall right here. I know it’s a very important meeting... Sorry, 
  just I can’t stand it, gentlemen.” You often feel sleepy, leading 
  to lapses in concentration or perhaps even falling asleep at 
  inappropriate times. This usually wears of in about 10 
  minutes. 
  2. 
  Bacteriophobia: fear of bacteria 
  3. 
  Achluophobia: fear of darkness 
  4. 
  Thanatophobia: fear of dying 
  5. 
  Pyrophobia: fear of fire 
  6. 
  Arachnophobia: fear of spiders 
  7. 
  Herpetophobia: fear of reptiles 
  Borg superiority complex: Get outta my way, you 
  fleshbag! I’m gonna park my car here, so take your wimpy 
  ass-wagon where it belongs – while it’s still able to move on 
  its own! Along with yourself! You can’t stand it, then get outta 
  here! If I see you around next month, meathead, I’ll whack 
  you with your fuckin’ car! You start to be an asshole to 
  humans, seeing them as weaklings and losers. You often 
  refuse fleshies just for being fleshies. You don't tend to have 
  8. 
  Anthropophobia: fear of people 
  9. 
  Heliophobia: fear of sunlight 
  10. Agoraphobia: fear of open spaces 
  Please keep in mind that this is just a 
  sample – there are hundreds, if not 
  thousands, of various phobias, and 
  virtually anything could be an object of 
  one. 
   
  32
  
  non-augmented friends, except in a professional capacity. 
  Split personality: C’mon, let Alvin deal with them. I’ll kill them quick and sure. Trust Alvin, 
  Adam, my precious...I’ll end the fight. A second personality starts to appear under stress. It has great 
  similarities to you, sharing your memories and goals. 
  Inferiority complex: I’m no good here... I’m no good anywhere. I’ll better get out to not disturb 
  you... You feel bad for being you, go out of your way to help others, self-critical.  
   
  Level 4: Generally Crazy 
  Dorian Grey syndrome: Home sweet home? Nope. My home is my castle! I’m not going 
  anywhere. No, sure I can. I simply do not want to, clear? Getting out of your apartment start's to 
  become a mental challenge, you start to become agoraphobic. 
  Pyromania There’s nothing like the smell of napalm in the morning... I love it. You start using 
  fire as a weapon (if you aren't already), carrying around a can of flammable liquid of some sort. If 
  you’re a techie, you might make some rather fascinating weapons... 
  Phobia: How did I got both my arms broken? Well, you see, a spider came on me, out of 
  nowhere, and I had no other way than to jump out of the running car...You’ll do almost anything to 
  avoid the object of your phobia, including risking serious injury. 
  Near death addiction: Yeah, that’s it. That makes me feel the life. There’s nothing like a little 
  walk on a breast of a window, 50 floors above busy streets in the rush hours. You need to put yourself 
  of the edge, brushing with death to feel alive, often perceiving the normal world as incredibly boring 
  and dull. You’re brash and wild, participating in different extreme sports to get your rush - for example: 
  no rules fighting, street racing and base jumping.  
  Intermittent Explosive Disorder: Have this, motherfucker! And this, and this! I’ll kill you, you 
  filth... ... ...Jesus Christ, what I’ve done! Hey, are you okay? Give me a mark! Bro’, forgive me... forgive 
  me, I really didn’t wanted it! You have episodes of violence, feeling an overwhelming urge to cause 
  damage, such as smashing furniture. these episodes might last for hours, but you do feel bad about it 
  afterwards. 
  Antisocial Personal Disorder: De facto, there’s only one person in the world you’re 
  concerned with: yourself. Your life, your health, your welfare, your fun. You want to do something, you 
  do it. No matter whether it’s against their puny laws, or something. You want a lollipop, you rip it from 
  the kid on the street. And yeah, break his leg in the process. See, the kid’s screaming, trying to run 
  away on his broken legs. Damn, it looks so funny! You should do it again. The character becomes a 
  sociopath. No legal, social, moral or ethical restrictions do bind him, as he goes for whatever he wants. 
  However, a show of deadly force can still warn him off... for a time. 
  Delusion: “You must be either stupid or crazy to not believe me! There is a conspiracy behind 
  the scenes, the reality is manipulated from outside! I tell you, we have to kill all the bearded men in 
  glasses – they are the agents of the Unspeakable Horrors!” This is the bizarre variety; you might 
  believe that your parent's are a bunch of aliens, that a mutated rat wants to kill you so it can use your 
  energy's to power a cd of death, or anything 
  else that's suitably unrealistic. 
  Incompatible disorders:  
  There are a number of mental problems that are 
  mutually exclusive. For example, you can’t be both 
  narcissist and have inferiority syndrome. 
  Hyperactivity: I know, I know, pill-time. 
  The damned Breakfast Of The Champions. I’ll 
  take them, and maybe I’ll be able to lie down 
  and take some sleep. If I don’t spill these pills 
  around again... You’re a freaking energizer 
  bunny! you are unable to stay in one place for 
  more than a few seconds, more than likely you 
  are using some sort of sedatives to keep it in 
  check. You suffer from severe performance loss 
  in motoric functions. 
  The mutually exclusive list includes: 
  Narcissistic vs. Inferiority syndrome, 
  Borg Supremacy syndrome vs. Inferiority syndrome, 
  Near death vs. Dorian Grey syndrome, 
  Narcolepsy vs. Hyperactivity 
  Some phobias can exclude some disorders (like, a 
  person suffering from a pyrophobia – a fear against fire – 
  won’t get pyromaniac), but this has to be handled on 
  individual basis. 
  Narcissistic: “We’ll part the money in 
  the right way, guys. I take one half, you can 
  split the other half between yourselves. Why 
  are you looking at me like that? You want to 
  deny me my rightfully earned part, you greedy, 
  greasy swine?” You’re greedy, egocentric and 
  an all-around self-centered asshole, unable to 
  even relate to other people. 
  Please note that if the person has split personality, 
  there are no incompatibilities mentioned above (we assume 
  that one personality will be, for example, shy and suffer from 
  inferiority, while the other is brash, narcissistic borg 
  supremacist). 
  If a roll indicates a disorder that would conflict with 
  one you already have, gain a level in the disorder you 
  already have (or reroll, if that’s impossible). 
  Borg superiority complex: So what? 
  Taking advantage of a fleshling ain’t sin. I’m 
   
  33
  
  higher evolved than he. Would you call outsmarting a chimpanzee a sin? You dislike humans, similar 
  to racist behavior: you might rob a man, steal his car, but physical violence is still kept in check. 
  Usually. 
  Split personality: Hey, Adam... I know you’re a pacifist, but let’s face it – either we beat them, 
  or they’ll nail us. Trust me, I’m with you for all the time. But Albin, you’re going to harm them! Can’t 
  make an omelet without crushing eggs, Adam. Would you prefer ourselves to be harmed? Your other 
  personality starts to change, becoming more unlike you, getting slightly different goals; it also starts to 
  emerge easier. 
  Inferiority complex: Maybe i should walk to work. Yeah, maybe the inquisition will shoot at 
  me...You actively punish yourself in different ways, often trying to make yourself as miserable as 
  possible. 
   
  Level: 5: Mad like the Hatter 
  Pyromania: Burn, baby, burn, flames will get higher! Arson, pure and simple. 
  Dorian Grey syndrome: Please don't hurt me! And these people... I want them to go away, 
  please! You are an agrophobic (phobia against crowds) and even the threat of bodily harm can make 
  you sing like a bird. 
  Phobia: Stay where you are or I’ll jump! And fuck the altitude! You’ll do literally everything to 
  avoid the object of your phobia, including risking your life in an almost certainly deadly way. 
  Borderline personality disorder: There is no grey zone. Nothing in the middle. There’s only 
  good and evil, black, and white. Anyone stating anything different is just a liar, trying to abuse you. If 
  they aren’t with you, then they are against you. Even your family and relatives. You do love them, but 
  they are wrong.  Characterized by extreme "black and white" thinking, mood swings, emotional 
  reasoning, disrupted relationships and difficulty in functioning in a way society accepts as normal. 
  Obsessive-Compulsive Personality Disorder: The fork is not placed right. No, really. This is 
  important. Let me check. See? It’s half a degree to the left. I can’t accept it... It should be placed in the 
  right way! What were you saying, darling? You have problems showing and feeling emotions. 
  perfectionism and indecisiveness are some of the symptoms. Essentially, everything must be right. 
  Hyperactivity: If they make me wait here longer than fifteen seconds, I think I’m going to kill 
  somebody. Frack, how long they can make me wait? You can't function in normal society, you must do 
  something all-the-time, and you must do it fast. If you’ve ever seen somebody on stimulant drugs 
  (amphetamine, ecstasy and the like) this is it – well, five times as much. 
  Narcissistic: I’m out! If you can’t respect my genius, then you’re not worthy of my company! 
  You lock yourself away from the people who can't understand the greatness that is you. You can't see 
  why people don't bow down to your superiority, making you confused. 
  Borg Superiority complex: How do you like that, you worm? Huh? That's for walking the 
  same side of the road! This is for looking at me! This is for...for...DIE!You start with physical violence, 
  beating and hurting humans. 
  Split personality: But stealing is wrong, and i don't even want it! But i do, so come on, for 
  me? No! Please? Okay, but just this once. your personality is going wild, often acting in direct opposite 
  to your wishes, your control can slip at anytime. 
  Inferiority complex: Yes master, right away master, would you like to hit me? Ofcourse 
  master. Now i'm gonna go shoot myself in the foot. If that is alright with you master? You start to 
  seriously 
  hurt 
  yourself, 
  implanting 
  yourself with slavechips and similar, as 
  well as removing your ability to filer out 
  pain. 
  Medication: 
  It is possible to suppress symptoms of most mental 
  disorders by the right drugs.  
  Psychoactive drugs are the right way to do it. These are 
  specialized medicaments are generally available a prescription only, 
  from specialized chemists stores, and even they don’t keep them in 
  stock (must be specially ordered). If using Altered States drug rules, 
  such drugs do have x4 modifier, and can suppress a disorder by 1 
  lever for every 2 strength points. They are also designed against each 
  disorder separately, and tend to have a number of unpleasant side-
  effects as well. 
   
  Level: 6: Absolutely Insane 
  Dorian Grey syndrome: No, 
  mum. I won’t come to see you. See, it’s 
  too risky; the city is so dangerous 
  these days. No, I don’t want you to 
  come here as well. What if you get 
  some terrible disease in the street and 
  come here with it? You can’t even 
  leave your apartment, you won't see 
  anybody (they might want to kill you) 
  and you have food and such delivered 
  to you door. You at most might trust 
  Ordinary drugs, mostly sedatives, can be used to suppress 
  symptoms of a few disorders as well. However, they are much less 
  effective: 1 level per 3 levels of strength in the said effect, plus they 
  do have all the listed effects (main, side and after) as well. However, 
  they may be bought readily, sometimes even from vending machines. 
   
   
  34
  
  your cyberdoc. Maybe. 
  Pyromania And so does Lord speak: take the heathen like dead wood, and put them into fire. 
  And flame will clean all impurity... Burn! Fire is glorious, a tool of god(s). And it's your job to spread its 
  divine beauty everywhere, engulfing the entire world in its cleansing beauty. 
  Phobia: Yep, Max was a really tough fella. Good friend, too, and a real help in a fight. We’ve 
  lost him to a practical joke: we knew he was afraid of spiders, so one of the guys bought a huge, hairy 
  rubber spider at a joke shop and dropped it on Max out of surprise. Poor Max is a human vegetable 
  now... You can’t stand to the object of your phobia. If confronted with it, you fall into comatose (for how 
  long, it’s up to GM. Quite possibly for the rest of your life). 
  Hyperactivity: Can’t stop. No, really. You can afford to be lazy, but I have all these things to 
  do. Not a second to waste. Rest? C’mon, I’ll rest in my grave, once I’m dead. Until then, I have things 
  to do... You are essentially so charged that you "burn out" causing brain damage as your brain 
  overloads itself. Until then, it's like you’re hyped up on combat drugs. 
  Narcissistic: You’re the best of the best, the most worthy being in the Known Reality. You 
  can’t go wrong. You’re the Master, the God. Everybody should submit to your will – or be destroyed if 
  they don’t. They want to oppose? You’ll kill them. All of them. They submit? Good. You can start 
  recruiting followers – finally, you’ll show the world who is the boss. The character automatically attacks 
  anyone who does not admire him, or does criticize or simply do not bow to his whims. Often starts 
  plotting a plan for “world domination”. 
  Borg Superiority complex: Homo Sapiens Cyberneticus. This is what we are. The next step 
  in the ladder of evolution. And as the Darwin’s Rule says, we will drive out the inferior species. The so-
  called Homo Sapiens Sapiens. The dreaded fleshlings. We’ll make the world free of them – the next 
  link of evolution has arrived! The more intelligent ones do sometimes stay in the shadows, planning 
  and plotting, but as often they just waltz out for a destruction derby. 
  Split personality: Yes! NO! Let’s kill them! No, it would be wrong, it would make us evil! Yes, 
  nobody would ever know anything! But I can’t... Yes, yes, you can... or let me do the dirty job... You’re 
  like Two Face, constantly battling over your own body. You tend to lose. 
  Inferiority complex: You’re worthless, not a human, and not a machine. You can’t do 
  anything right. You’re so clumsy in your actions that there is no chance for you to ever improve. 
  There’s only one way you can go to end this misery: end your own pity by yourself. The character tries 
  to commit suicide, most likely in some quick, if brutal way. The attempts will be repeated until 
  successful. 
   
  Therapy 
  What actually is cyberpsychosis? And what 
  exactly does cause it? Well, hordes of experts do still 
  squabble and argue over this, and they can’t conclude 
  to an acceptable definition. So we can’t say either.  
  Some things are certain, though: 
  1. It is a mental condition. 
  2. It is generally perceived as an unwanted one. 
  3. It is somehow linked to cyberware, most likely to 
  the process of obtaining it, and most probably has 
  to do with the process of adapting one’s psyche to 
  it (or rather – lack of such adaptation and 
  acceptation – this would explain why kids, being 
  naturally more adaptable than adults, are affected 
  by cyberpsychosis in a much lesser degree.). 
  So, while we don’t know what it exactly is, and 
  we have only a vague idea of what does cause it, we 
  have found a few ways to counter this problem. And some of them do seem to actually work. 
  Psychiatry is a funny science… 
  CYBERPSYCHOSIS IS NOT A NEUROSIS, 
  MANIA OR FLAW. 
   
  IT IS A LACK OF HUMAN WEAKNESS. 
   
  JOIN US. OR DIE.* 
   
  (*of unspecified causes containing, but not limited 
  to, natural death due to limited biological warranty, 
  sudden shock loadings in excess of the maximum 
  rating of biological structural elements, or 
  cascading systems failures caused by failure of 
  non-redundant system-critical components.) 
  - Malek77
   
  Adaptation therapy 
  The experts have created a therapy concept, based overcoming the adaptation stress they 
  perceive as the most destructive to human personality in the whole experience of getting wired. The 
  thing is, the therapy has to take place immediately after implantation, (or, if that’s possible, begin even 
  some time before it) to counter the causes, not the effects. 
  Game mechanics: if the therapy is started immediately after implantation, then the overall 
  amount of Humanity lost due to that (and only that!) implant is reduced by the percentile amount 
   
  35
  
  depending on the therapy chosen. Please keep in mind that the reduction is applied to HL after all 
  other reductions – due to technology used, cover material and others – have been applied, and dice 
  rolled. 
  The adaptation therapy has to take place right after the surgery. It can reduce HL caused only 
  by that implantation, by allowing the subject to adapt into his new existence more smoothly. It uses 
  traditional consulting, VR simulations, psychoactive chemicals, hypnosis (along with post-hypnotic 
  suggestion), personality conditioning, subliminal suggestion and whatever more the modern 
  cyberpsychiatry finds effective – or at least promising… 
  There are three levels of this therapy: 
  - 
  Standard. Provides a 25% reduction to Humanity Loss. Since it takes 4 hours a day, the 
  subject can keep re-training to use his skills and stats at ½ normal rate. This therapy is fairly 
  commonly available, and the subject doesn’t have to live in the hospital for the duration – he 
  can just visit it every day for a 4-hour session of therapy. The cost is 1’000e$ per week. 
  - 
  Intensive. Provides a 33% reduction of HL. However, it takes a lot of time – in fact, the subject 
  is participating in therapy 24/7, although not all this time is taken by actual counseling and 
  training – for example, when the subject is 
  performing other tasks, he is targeted by 
  music carrying subliminal suggestions for his 
  subconsciousness. The cost is 5’000e4 per 
  week. 
  - 
  Special. This rare, expensive (and still 
  somewhat experimental) therapy provides a 
  whopping 50% reduction of HL. It is ran in 
  non-stop VR immersion, leaving absolutely no 
  time for anything else – including maintaining 
  contact with the outside world. VR, drugs, 
  subliminal 
  suggestions 
  and 
  hypnosis 
  supervised by a team of highly trained psychiatrists do allow for amazing effects. However, the 
  procedure is costly, available only in a few most advanced hospitals (usually university clinics 
  ran by the best medical universities in the world). And even if there’s a hospital that could 
  handle it, some countries legislations forbid such therapy as “unethical”. 
  - Chief, you ever question the ethics of the neural 
  surgeons who monkey around inside your brain? 
  - They undergo psychiatric evaluations, especially 
  those in security. There’s object to stringent 
  screening of their personal lives. Of course, those 
  who check…hm… are only humans. 
  - I guess once you start doubting, there is no end 
  to it. 
  (Batou and chief Aramaki, Ghost in the 
  Shell movie) 
  Also, if you have anything to hide, you’d better avoid this option. Whereas every contact with a 
  psychologist could lead to spilling your secrets to him, undergoing the special therapy means 
  your doctors will know everything about you. 
  Probably more than yourself. Sure, it’s hard to 
  shock a psychiatrist, but that’s not the point. The 
  point is, they are only human… and they can spill 
  your secrets further, to people who could be 
  possibly very interested in such… the cops, your 
  enemies, or simply the media. Some of them won’t 
  be interested in anything less than a full-sized 
  skeleton in a closet, but for the others (especially if 
  you’re a public figure) even petty sins could be a 
  precious catch. Even if it’s only gossip about 
  them… So, how much do you trust your therapists? 
  Costs 10’000e$ per week. 
  What if I break a therapy? 
  For example, I have signed for a 16-week Standard 
  therapy (25% HL reduction) after going full metal. But 
  after 8 weeks I had to leave the hospital to help my 
  friends. What then? 
  Since you’ve done 8 out of 16 weeks, i.e. 50%. Thus, 
  for simplicity’s sake, you’re entitled to 50% of its 
  effects, i.e. 12,5% HL reduction total. Of course, your 
  money is gone and no refunds will be made. 
   
  Can I come back and resume the therapy?  
  I was needed only for a few days, now I’m 
  back and I want to continue. 
   
  Calculating therapy’s length 
   
  Well, since you had place and time booked 
  for a pre-set period, so if there’s any time left of it, 
  you’re welcomed back. However, if you want to get a 
  full effect of the therapy, you’ll have to make up for the 
  days abandoned, and the later, the more difficult it 
  becomes. For every day skipped, you’ll need two extra 
  days. And yes, you have to pay for these. Should you 
  skip once again, then every skipped day will require 
  two more days – even if that rule was applied before! A 
  hint: it’s easier, faster and cheaper to not skip your 
  therapy time. 
  We keep to the Chromebook 2 rules here: you 
  need 1 week for a Neglible surgery, 2 for a 
  Standard, 4 for a serious and 8 for Critical. A borg’s 
  therapy requires 16 weeks (2xCR). All the fee has 
  to be paid in advance. For simplicity’s sake, 4 
  Neglible surgeries equal 1 Standard, 2 Standard = 
  1 Serious, 2 serious = 1 Critical, when you’ve 
  undergone a major implantation and want to adapt 
  to it in bulk. 
  Note: please keep in mind that those rules – 
  especially when combined with HL reduction due to 
  other factors (especially cover material) can knock 
  - Mike van Atta 
   
  36
  
  HL to as low as 25% of the rolled value (i.e. 50% off a TrueSkinned ‘borg with all the bells and 
  whistles, then next 50% of what’s left due to “special” therapy). While this is intentional, while it is 
  intentional, this may also have a potentially destabilizing effect on game balance, severely weakening 
  the major anti-cyberware safety of Cyberpunk game mechanics – EMP reduction and the menace of 
  cyberpsychosis. However, the cost is high, especially with the more advanced therapies, which is 
  going to limit their popularity. The same problem stops the governments from making a therapy 
  mandatory for every cyborg – such regulation would be simply impossible to enforce. 
  Obviously, only a single adaptation therapy can be taken for every implantation. For 
  simplicity’s sake, a new ‘borg shell is always counted as a 2xCR surgery, no matter how many options 
  are crammed into it. Having that in mind, an adaptation therapy can be taken along with every extra 
  shell, to determine HL level for it, as for the rules in “swapping bodies” paragraph. 
   
  Other methods 
   
  Okay, your adaptation therapy is already over and you’re back to everyday life. What else can 
  be done to help your mental health? 
  - 
  you may try to suppress particular symptoms with right medication. This won’t help your social 
  skills (EMP), but can make your company bearable. Or, in some cases – survivable. 
  - 
  You might make yourself more sociable and easy-going with right chips (for example, Stress Chip 
  from Chrome 1). It won’t help against your psychoses; it would effectively boost your EMP for the 
  purpose of social situations. 
  - 
  You can use behavioral chipware, aka moddies. Some of them would make you only more 
  sociable, but the really good ones are going to overlay a complete personality over your 
  psychoses and social skills. And some personalities are truly gregarious…   
  - 
  Social skills can be also boosted with some drugs. Of course, mining them with other drugs could 
  be harmful… 
  Of all these methods, most do have some drawbacks. Meds are okay, but they tend to have 
  unpleasant side effects, plus you have to be wary of what do you mix them with. The drugs are usually 
  illegal, and this means their quality may be not the same as for those Ministry of Health – approved 
  stuff you get from your chemist’s. Behavioral chipware can be worn for about 24 hours before Artificial 
  Personality Rejection Syndrome will kick in, although this time varies from person to person. Yet 
  APRS is always a nasty bitch. Besides, some of 
  us just don’t like the feeling of not being 
  yourself. Ordinary chips are okay, but their 
  effect is pretty limited. 
   
  So what else you can do?  
  Well, the good news is that, although 
  we aren’t exactly sure what cyberpsychosis is, 
  we can try to cure it. Some methods invented to 
  cure other mental problems have proven 
  effective in some cases of cyberpsychosis. And 
  the psychiatry had made a few steps forward – 
  we aren’t limited to the tricks Freud and Jung 
  used in the dawn of this trade – we have 
  hypnosis, VR sims, braindance... and more than 
  enough drugs to back that up. 
   
  Ongoing counseling / therapy: 
  The therapy is, in essence, applying an outside pressure on someone’s psyche to change it. 
  And, like all other ways of making one’s change his mind its difficulty is based on the person’s mental 
  resilience. Or, game-wise speaking, Cool rating. As it has been said in the “Wildside” sourcebook, 
  difficulty for such task is obtained by multiplying one’s Cool by x2,5 – thus giving a factor named 
  Stability. It is up to GM to decide what the tools are needed, but I suggest applying negative modifiers 
  due to exhaustion and the like apply to both therapist and patient – when you are half asleep, you 
  aren’t very receptive. nor very persuasive. The only exception is for some psychoactive drugs, which 
  may lower the patient’s Stability by their Strength.  
  The amount of Humanity restored is equal to the number by which the therapist’s skill roll has 
  beaten the patient’s stability. However, it cannot be greater than patient’s current EMP value. Well, 
  counseling doesn’t work well on true psychos. A botched roll is likely to actually cause a further loss of 
  Humanity (I suggest a 1d10 loss). 
   
  37
  
  A therapy roll could be made every counseling session. However, a session can’t be more 
  frequent than twice a week, and less frequent than once a month, should the therapy be considered 
  “continuous”. However, to make it take longer, GM can chose an option to apply an average result 
  once per every 4 sessions of therapy. Therapy does need time – not only for the counseling itself, but 
  to let the ideas and suggestions root themselves into patients mind… Yes, it is a lengthy business. 
   
  How to use this with a HL system like the Ianus’ or Blackhammer’s? I.e. one having the 
  Humanity Loss broken down into several separate psychoses? Then the only thing you have to is 
  declare which psychosis is being cured this time, and then reduce it by the amount rolled. Once you 
  get above the threshold level for a certain effect, it ceases to apply to your character (however, should 
  you drive a particular psychosis down to zero and below, all excess points will be lost). It works the 
  same with the ‘borgosis rules presented in this book: once you drop from the HL level, a symptom is 
  considered cured (although should you cyber yourself more, it will most likely reappear). 
   
  Now, if your EMP has dropped to 0 or below, you can’t use this path. To be honest, people 
  who are completely mad, insane beyond the point where they can be allowed to live on their own, are 
  difficult to cure, and simply attending weekly consultations isn’t likely to help them. However, I suggest 
  that the people who still have a few points of Humanity left (technically leaving them on the very edge 
  of cyberpsychosis – below EMP 1, but still above the complete zero) should be able to regain a 
  fraction of an Humanity point (as the rules would indicate, i.e. a character with EMP 0,4 – 4 Humanity 
  points – can retrieve maximum 0,4 Humanity per roll) until they climb back to the EMP 1.  
   
  Note that – according to Ianus and Blackhammer rules – anyone with starting EMP lower than 
  10 gets some points to distribute among his psychoses even before the game starts. I suppose it is to 
  represent all those little phobias, egocentrisms and the like most of use seem to have – to some 
  degree. But –in game mechanics terms – these rules do allow to help those little problems as well, 
  thus bringing the “initial” HL to zero, and your humanity to 100. And I find this okay. But once your 
  Humanity can best the original score, a question arises: what happens to your EMP then? 
   
  It would be all too easy to say that since 10 Humanity = 1 EMP, then 100 Humanity = 10 EMP, 
  period. However, we touch a problem here that wasn’t addressed in the Cyberpunk sourcebooks: 
  raising character statistics (it was declared nonexistent, however, there are examples of characters 
  having their stats raised in various sources – for example, Santiago in “Never Fade Away” story / 
  scenario in the main book has Int 5, in NeoTribes the same character – if 7 years later – has Int 7). 
  Anyway, I don’t think it should be as easy as I pointed in the beginning. My call (and I’ve been using 
  this rule for some time now) is to allow a character to have more Humanity than their EMP indicates. 
  These excess points won’t unbalance the game – maybe I have Humanity at nice round 100 level, but 
  since my starting EMP was 7, not ever being 
  brought back from the Edge by modern 
  cyberpsychiatry is going to make me more 
  sociable than my “sane” state, i.e. EMP 7. 
  These extra points will form a buffer that would 
  be depleted by further implants before they 
  start taking their toll on EMP itself. And by 
  allowing these therapy rules to be used you 
  agree 
  that 
  the 
  Damocles’ 
  Sword 
  of 
  cyberpsychosis 
  isn’t 
  needed 
  any 
  longer, 
  anyway. Sure, the cyberpsychosis is a problem 
  to be considered and be wary of, but it 
  becomes curable. 
  Advancing one’s stats 
  This is a topic too important and wide to cover it in this 
  book. However, I’d like to present a simple yet elegant 
  system used by a GM I played once with – and with good 
  effect, even if it lacks finer detail. 
  For every game session survived, the character receives a 
  single stat improvement point. Raising a stat by one point 
  requires the stat’s value in points. Every statistic can be 
  upgraded only once this way, and it can’t reach superhuman 
  values (11 or more). 
  - Mike van Atta 
   
  Costs of therapy 
   
  When allowing my players to undergo 
  therapy, I used to charge them the standard 200e$ a 
  visit (the sum listed in CP2020 as the cost of medical 
  counseling). Feel free to adjust the cost, especially, 
  if the psychiatrist is an expensive (that probably 
  means “good”, and surely “popular” one), and you 
  want to limit the therapy’s availability. However, keep 
  in mind that the listed cost for a day in hospital in 
  300e$, and intensive care is 1’000e$ a day. 
  An average cyberpsychiatrist 
  Int 7-8 (generally all the guys monkeying 
  around with one’s mind are quite bright) 
  Revealent skill at 5-6 (professional level). 
  The skill can be either Psychological 
  Counseling or Cyberpsychiatry (literally, GM’s call, 
  since no skills were described in the rules…) Better 
  specialists are likely to charge substantially more for 
  their time. 
   
  - Mike van Atta
   
  38
  
  The tools of the trade 
  There are numerous techniques that can be used in dealing with cyberpsychosis, and they need the 
  use of various equipment. Here, I can merely suggest what can be useful… and what effect would it 
  have. 
  - 
  basic counseling – no equipment needed and no modifiers applied. 
  - 
  Full VR - +3 to therapist’s roll, however, GM may require a separate VR to be created for 
  every patient (which is going to drive the price quite high). 
  - 
  Drugs. Add medicine’s Str to the roll. Cost – at least one dose must be used per session. 
   
  Okay, so I’ve gone cyberpsycho… what now? 
   
  The first question is: how would anyone 
  notice? Ok, now seriously – would anybody mind? 
  Not 
  all 
  cyberpsychos 
  are 
  the 
  ravaging 
  cybermonsters the media show us. If you’re just an 
  anti-social, solitary (yet harmless) type, you are 
  pretty likely to be left to yourself. You won’t bother 
  them, they won’t bother you. If you are a rampaging 
  monstrosity going to mash all squishies into a pulp 
  by the end of the week, you’re most likely to be shot 
  by Psychosquad. And since they aren’t the type of 
  guys famous for taking prisoners, you should 
  consider that as “shot to pieces”. If you are 
  sentenced for some serious crime, and found to be 
  a cyberpsycho (or, in fact, mentally ill in some other 
  way 
  that 
  would 
  make 
  you 
  not 
  adequately 
  responsible for your actions), you are going to be 
  put into PsychoBlock until you get better (read: for 
  the duration, given the fact there’s no real therapy 
  being undertaken in 97% of psychoblocks). The 
  court can, of course, judge as well that you are 
  merely pretending to be insane, trying to avoid 
  punishment – and sentence you to death (see 
  “Protect & Serve” sourcebook). Not an healthy 
  option, right? 
   
  However, if you have caring friends, family, 
  or a very expensive medical insurance, you might 
  be put into an asylum or mental hospital (however, if 
  you are of legal age, either your consent agreement 
  or court sentence is required to keep you there!). 
  Sure, you can also apply by yourself, but here we 
  touch one of the real problems with insanities: the majority of affected people do not think of 
  themselves as ill and needing treatment.  
  Spontaneous remission (optional rule) 
  In medical slang, “remission” means 
  recovery. “Spontaneous” – God only knows what 
  caused it. There are known cases of people 
  recovering from serious illnesses and grievous, 
  theoretically mortal wounds, reasons unknown. 
  Ordinary folk do call it “a miracle”.  
  And yes, there are cases known of 
  “spontaneous remission” from cyberpsychosis. But, as 
  with any kind of miracle, this is extremely rare. 
  So, if you want to check whether your 
  character is that much lucky, simply test your luck 
  against any obscene difficulty your GM’s whim sets. 
  Myself, I suppose that Diff 40 should be appropriate if 
  the person is staying in a nice, calm place that is 
  meant to improve his mental health (like a hospital). If 
  he’s being kept in a psycho-block, Diff 50 would be 
  suggested. The roll shouldn’t be made more often 
  than once every 6 months, but if GM states that the 
  character can try this only once in a lifetime, it’s ok as 
  well. As I’ve said, it’s a miracle after all. 
  If you are lucky, you regain 1d10 EMP (i.e. 
  1d10x10 Humanity) at once. Boom. Spontaneous 
  remission. 
   
  There’s a catch, however. Such rapid 
  improvement usually causes major shock to one’s 
  psyche, as you realize what you’ve done while being 
  nuts… and how evil it was. Which commonly results in 
  a depression, and suicide attempts aren’t unknown. 
  - Mike van Atta
   
  Dropping the Chrome 
  Now, as for asylums, psycho-blocks and 
  the like – the first thing they are going to do is 
  removing as much cyber as they can. If we’re 
  talking about a nice, well-paid private mental 
  hospital, they’ll do to great lengths to provide 
  you with organic replacements for the parts 
  removed (okay, if you are a ‘borg, this becomes 
  a real problem). Of course, you’ll have to pay 
  extra for these, but hey- those poor crazies in 
  PsychoBlocks aren’t even that lucky. In a 
  PsychoBlock, the personnel will rip away 
  everything you can live without (legs, arms, 
  eyes…) – not more, because having you 
  constantly 
  hooked 
  up 
  to 
  the 
  life-support 
  machinery would be too expensive. And yes, 
  they are going to sell your cyber to the highest 
  “Too unstable to accept any meat transplants” 
  I’m not a medic, so I’d suggest a simple rule 
  here: test your luck vs. Diff 10. If you’re unlucky, your body 
  won’t accept body-bank replacements. If you haven’t met 
  Diff 6, even cloned ones will be rejected. 
   
  Of course, body bank parts are readily available, 
  and – unless you have a full set of “spare parts” waiting 
  somewhere – providing cloned ones can take quite a 
  while. 
   
  The “instability”, resulting in transplant rejection 
  could be probably cured. However, it would take several 
  years of therapy, and a lot of specialized (and expensive) 
  drugs, which tend to have nasty side effects. To sum it up, 
  it isn’t an option one would consider in game terms, 
  although not impossible fluff-wise. 
  - Mike van Atta 
   
  39
  
  bidder to help paying for your upkeep in a governmental penal facility. 
   
  If you’re lucky, or famous, the penal system might be showing mercy – i.e. providing you with 
  organic transplants. Very few prisons make this a routine procedure, due to costs. And even then, if 
  you are unlucky, your body might be destabilized by Metal so far it will reject organic transplants. 
  However, the real problem is with ‘borgs – they are often reduced to merely a brain with a set o 
  interface plugs, floating in a life-support tank… 
   
   
   
  Okay, so you have dropped all the cyber you 
  could, received (or not…) organic replacements and 
  you want to know what that was for. The answer is 
  “cold cyborg”, by analogy to “cold turkey”, a method 
  used in drug addiction therapy. The points are to get 
  you rid off cyber and show you that you can live 
  without it. Of course, some rudimentary therapeutic 
  procedures are applied, so are drugs – even in a 
  PsychoBlock (unless, of course, the guy who runs it 
  is more corrupted than he should, and he finds 
  better uses for the money he receives for curing the 
  inmates…). The “cold cyborg” period takes between 
  6 months and 2 years (4+2d10 months), and effects 
  in regaining a certain amount Humanity.  
   
  To calculate it, take all the cyber removed 
  from your body and calculate the minimal HL for it 
  (i.e. a basic cyberarm module has HL of 2d6, so the 
  minimal HL will be 2). Once the “cold cyborg” is 
  over, you will regain half of that sum.  
   
  The point isn’t to give you all your humanity 
  back – this is simply impossible (and stupid, game-
  wise speaking). The point is to give you a chance of 
  being pushed over the edge of sanity – in the right 
  direction, this time. Once you obtain a Humanity 
  value that is above zero, not below it, you can 
  undertake 
  regular 
  counseling 
  to 
  regain 
  your 
  Humanity in the ordinary way. Well, the point is to not make dropping all the cyber a quick and easy 
  way of regaining all the HL lost. Still, removing the cause of your problems definitely will help your 
  sanity, and if you remove all of it, you’re likely to be back among those moderately sane. 
   
  Also, keep in mind that this system favors characters that had high starting EMP than those 
  who always had problems with themselves. 
   
  How to apply these rules when using the 4-
  psychosis system? 
   
  Yes, these rules have been invented 
  with either CheapFBC’s Borgosis rules, or 
  standard HL system. But if you’re using the 
  Ianus Games’ 4-psychosis rules (or the 
  Blackhammer’s variant), you can follow one 
  of these ways: 
  1. If 
  you 
  were 
  noting 
  which 
  cyborgisations caused what type of 
  Humanity Loss (not to mention 
  value…), it’s easy. Simply remove it 
  from where it was added. 
  2. If you weren’t tracking it (well, 
  nobody’s perfect…), then simple 
  reversing becomes impossible. If 
  so, I’d suggest consulting the table covering the connections between particular types of 
  psychosis and classes of cyberware. Removing the cyber should effect in removing HL points 
  from the psychosis marked as the most probable for this type of cyber. Once there’s no points 
  left, switch for the next one in the possibility queue. 
  Former cyberpsychos and implantations 
  You’ve surely heard that former alcoholics or drug 
  junkies, if cured, shouldn’t take even a single dose of their 
  poison ever, because it is likely to ruin all the therapy and turn 
  them into addicts again? And ex-cyberpsychos aren’t unlike 
  that. Sure, I’m exaggerating a bit, but that’s how it generally is. 
  While implanting a skinwatch isn’t going to push you over the 
  Edge, any cybernetics installed on a character that was brought 
  from the depths of cyberpsychosis is going to have a double 
  effect on said character’s Humanity. No matter he had exactly 
  the same cyber before. If a SkinWatch has a nominal HL of 0,5, 
  a former cyberpsycho will lose 1 HL for it. 
  So, be careful, cat. Be very, but very, careful. You 
  have been warned. 
  - Mike van Atta 
  For example, the queue for NeuralWare is: Alienation, Obsession, Paranoia, and Egotism. So, 
   
  40
  
  removing my neuralware, I should remove points from Alienation, as long as there are any. 
  Once there are none left, I should remove them from Obsession. And so on. 
   
   
  The abstract of the rules 
  These rules are somewhat abstract – I feel I’ve said that a few times in this chapter, and I’ll surely say it again. 
  However, I couldn’t have gone more specific without defining the cyberpsychosis itself. And my personal opinion on it is 
  just that: my personal opinion. On the VftE forum we’ve spent a lot of time and effort discussing its nature, and weren’t 
  able to reach a consensus.  
  Therefore, if you’re looking for detailed rules for therapy, I’d suggest you to consult some other sources. The 
  “Call of Cthulhu” RPG (by Chaosium) seems to be one of the beret choices. After all, they deal a lot with madness 
  there… and methods of curing it as well. The “Sanity” in CoC matches Cyberpunk Humanity closely enough to allow for 1 
  to 1 conversion for the sake of therapy. And – in case you haven’t known – there was a full set of Cyberpunk 2020 to Call 
  of Cthulhu and back again conversion rules, published in Interface 2.2 (among other sources). 
  - Mike van Atta
  Dressing 
  A FBC doesn’t generally have to dress. Their shell is 
  capable of keeping them alive and well in most conditions 
  that happen in human-hospitable regions. Only during really 
  cold winter some additional insulation is required, and even 
  that only for the models that weren’t adapted for such 
  environment and conditions. Of course walking nude isn’t the 
  best option either, if there’s a possibility of being arrested for 
  immoral behaviour. 
  However, most ‘borgs who wear clothes, do wear 
  them for their social value and function. They just want to 
  look well. 
  If a FBC is of human size (Body between 2 and 10) 
  and has a typically built body (two arms, two legs, human 
  torso, and no un-human appendages), then it can easily 
  wear human clothes. Plastic – covered and SuperChromed 
  models have to be especially aware about what they are 
  going to wear on, as it’s difficult to find clothes fitting such an 
  inhumanly coloured being. 
  BOD 11-12 clothes can be sometimes found in 
  stores selling to cyber-modified humans, although the choice 
  is somewhat limited. 
  For anyone above BOD 12 clothes have to be 
  custom-made, but such big FBC are usually combat models, who have little need and use for clothes. 
  Even more, if they have some sort of sophisticated camouflage wired into their cover, using clothes 
  could interfere with it... 
  Although many fashion companies are currently 
  issuing and selling whole lines of CyberWear, most FBC 
  tend to wear normal human clothes, either generic 
  fashion, or hand-made and especially tailored for them 
  (tailor craft is meeting its renaissance nowadays), as they 
  are at least averagely wealthy professionals.  
  Just head down to B0RG5 R U5, or Big, Tall, 
  and Mechanical, and pick something out. 
  - Psiberzerker 
  Or they just don’t wear any clothes at all... 
   
  Sleeping 
  Even if your machine body does not need rest 
  (which is not exactly true – it requires to loose the extra 
  heat you’ve created working very intensively), your brain 
  still requires it. And it needs as much sleep as it needed 
  when you were still a fleshie... That’s why many ‘borgs use 
  built-in sleep inducers. Sure, you can go on drugs for a few 
  days, but finally you’ll have to rest. 
  And, by the way – borgs sleep with their eyes 
  closed. Unless, of course, their bodies are programmed to do otherwise… 
   
  41
  
   
  Resting 
  Full cyborg doesn't tire. Not in the way a human does. His breath has nothing to do with how 
  long he can run. His muscles do not hurt. He's not getting thirsty. Nor sweats. Nothing this like. And 
  food canisters or main power batteries do not have to be replaced every day. 
  So someone could think that a 'borg can run for days non-stop. And this is not true. 
  First, the brain has to sleep. The other problem is machine endurance. Both myomars and hydraulics 
  can work long, but they produce a kind of waste: heat. And that's what limits 'borg endurance. 
  Hydraulics can work for (Bod-MA X3 hours) without overheating due to friction-induced heat 
  and then require a ((Bod+MA) x10 minutes) cooling period of light activity or less for the heat build-up 
  to dissipate.  
  Myomers (including advanced myomers) would work for (Bod -MA X5 hours) without 
  overheating and then require a ((Bod+MA) X5 minutes) cooling period of light activity or less for the 
  heat build-up to dissipate.  
   
  Gender of the body 
  Cybertechnology can give the body any shape, regardless of whatever reproductive organs it is 
  equipped with (if any). This is solely a matter of preference. There are, generally, four types of bodies 
  being produced, each usually fitted with a matching face: 
  - 
  Male. Tends to look more athletic (in overall shape), with wide shoulders and slim hips. 
  - 
  Female. While there are several 
  models of female bodies that 
  are 
  athletic 
  as 
  well, 
  an 
  archetypical female body has 
  hips wider than waist, and 
  shoulders to match them. 
  - 
  Hermaphroditic (slang: “herm”) 
  is in between of male and 
  female 
  type, 
  sharing 
  some 
  characteristics of both. Matching 
  faces cause uninformed people 
  to mistake a herm for either a 
  male or female (usually the 
  other). This is a rare type, 
  usually available only for special 
  request. 
  - 
  Non-gender-specific (slang; “no-
  sex”) shuns any body shape 
  characteristic for a gender, going for pure functionality. This type of body is quite common in 
  utility borgs, also, non-humanoid models tend to use this shape. 
  Think of body gender as if it were blood groups: male and female are meant to fit the general 
  population, males and females. Herm users are very, very rare, and these bodies do not fit to general 
  population. A no-sex body is an equivalent of a 0 group – anyone can use it, even if it is not a perfect 
  match. 
   
  Having sex 
  Sex drive is one of the most basic human instincts. Perhaps even the most basic. Of course, 
  right training, or pharmaceutical means can suppress it. It can be replaced with electric stimulation of 
  pleasure centres in the brain. Modern technology can do it all. But the effects are just not satisfactory. 
  Lack of sex drive – and the lack of sexuality itself – is nearly as disrupting to human psyche as having 
  the instinct, but no means to utilise it.  
  Fortunately, a FBC can be equipped with right organ replacements (Mr Studd or Midnite 
  Lady), usually installed on a torso slot (there’s no technical obstacles to utilise a free space on any 
  cyber body part, and in fact some cyborgs do it, although it looks pretty insane, and many 
  cyberpsychiatrists take it as a sign of serious mental disorder). 
  Hooray, you’re able to do „it” again (and this is worth an overall reduction of HL by 5%).  
  The problem is getting a partner if you look like a waste bin, behave like a waste bin, and 
  smell like a machine workshop. Of course fetishism can always help. And you can always look for a 
  partner among these like you. Now, here the problem begins, as the old proverb states that „You need 
  two to dance a tango”. RealSkinned, ExoDermed or TrueSkinned models are in the best situation here 
   
  42
  
  – they can pass as humans, and thus – even if their potential partner knows that he/she is going to 
  bed a ‘borg – are pretty easily accepted (this works on their benefit, adding next 5% of overall 
  humanity restored). 
  Super-chromed models only in 
  shape do resemble humans, although 
  they can be still made damn attractive. 
  And whereas having sex with a chromed 
  cyber-lady is not something I would call 
  normal, and I would definitely feel funny 
  doing so, I won’t say a definite „no” if 
  given such a proposition. You don’t 
  believe me? Then have a look on these 
  old Hajime Sorayama’s art. Does make an 
  impression, huh? Plus, Cyberpunk world 
  is a pretty weird place, and there are 
  enough weirdoes, fetishists and people 
  just looking for a new experience... 
  Plastic-covered models either fall 
  into the same niche as SuperChromed, if 
  they are well made, although those with a 
  cheap plastic cover tend to be much less 
  accepted, as they’re neither super-stylish, 
  nor human-like. 
  The most miserable category are 
  armoured ‘borgs. Ballistic armour just isn’t 
  made to be good-looking. They are made 
  to stop attacks. Not to caress and be caressed. And since the overall appearance of combat borg is 
  usually made to be intimidating, well... Would you ever consider making love with a two and a half-
  meter tall, gun toting waste bin? The more lucky of combat cyborgs have quick-change biopods and 
  spare, „civilian” humanlike bodies for off-duty time. 
  But the rest can only hope some weirdo would get 
  interested in them, when they leave the barracks. 
  And as usually they don’t (would you let a gun-toting 
  waste bin to go into the city ‘cause he wants a 
  leave?) they are forced to find partners among the 
  other ones like them. Believe me; if you haven’t 
  heard the sound made by a pair of Dragoons having 
  sex, you haven’t heard anything. And you don’t even 
  want to know how this does look like. 
  As for forming stable relationships, it goes 
  along similar guidelines, although lasting relations with FBCs are not something common. And a long-
  lasting relation between two ‘borgs is something particularly rare, although not completely unknown. 
  *a cheap motel, at midnight* 
   
  Knirk! Whirr-irrr! WHAM! Knirk! WHAM! Knirk! 
  WHAM! 
   
  Man: "Would'ya stop banging the trash cans together 
  out there, people are tryin' to friggin' sleep in here!!" 
   
  *in the neighbouring room, an alpha class male gets 
  up from the bed, retracts his Studd-implant and pulls 
  his boxers back up, while the female one stays in 
  bed.* 
   
  Alpha-man: You just wait here, honey, I'll go tell the 
  nice young man next door to keep his mouth shut. 
   
  *The male gets out the door* 
   
  CRASH! Shuffle, Bump! 
   
  Alpha-man: "YOU KEEP YOUR MOUTH SHUT OR 
  I'LL 
  TIE 
  YOUR 
  SPINE 
  ONTO 
  A 
  KNOT!" 
  Man: "Uh, okay, sir! Just don't hurt me!" 
  - Snowtiger
   
  Having kids 
  Well, bad news here: even the most advanced ‘borgs cannot bear nor father children. A hint: 
  before you get „canned”, visit a reproductory clinic and leave sample of your reproductive cells (semen 
  or ovaries) in liquid nitrogen deep-freezing, so you could ask for them later. Artificial insemination does 
   
  43
  
  the job when you are full metal. Of course, there’s a need for a partner, and a (flesh) woman is needed 
  to bear the child, but these are problems that can be overcome. 
  Of course, you can always go 
  for cloning, using one of your brain 
  cells as a source, and even use 
  genetic recombination technique to 
  mix your genes with genes of another 
  person, thus allowing even two FBCs 
  to have a baby. 
  Nevertheless, keep in mind that in 
  many countries there are regulations 
  forbidding FBCs to have kids, either 
  their own, or adopted (much like in 
  late 
  20th 
  century 
  it 
  was 
  about 
  homosexual couples).  
   
  Children as ‘borgs 
  Since we are at the kids already… What if we put a minor in a FBC shell? Apart from the easy 
  to imagine trouble when your typical, hyperactive teenager goes full-metal? 
  First, human children are adaptable. Unbelievably adaptable, if not outright frighteningly able 
  to tune to the situation encountered. And the younger they are the better for them. Since they will grow 
  in the new situation, they’ll soon start accepting it as normal… no matter how far from normality would 
  it be. The history gives us numerous examples – kids growing up during a war will perceive a war as a 
  natural state of things. Hey, it’s out there. Everyday. They don’t know another life.  
  “Home of the Brave” sourcebook gives us some rules for applying cyberware to minors. 
  According to HotB, any cyberware applied to a kid of age 11 or younger would have HL divided by 3. 
  From the age of 12 to 15, HL will be halved. From age 16 up, apply full HL, as such characters are 
  considered adult in the rules of CP2020 (I would argue with that, but since it’s an, errr… minor issue, 
  let’s leave it). Of course there’s a long list of adverse effects most cyberware classes would have on a 
  kid’s biology and growth.  
  But we’re talking about FBC here. They do not grow (well, the brains do). They lack most of 
  their glands (required hormones are applied to the 
  biopod as needed). They would avoid most – if not all – 
  these problems. 
  What if we take a baby and turn it into a ‘borg? 
  Anne McCaffrey depicts such a problem in her 
  “Brainship” series. Although her “Armored”, pilots of the 
  brainships are – in CheapFBC terms – BrainJar systems 
  hardwired into spaceships, the problems are well-
  depicted. Her Armored ones are mostly babies born in 
  disfigured bodies, saved from death by converting them 
  into “FBC” (hey, they aren’t even humanoid! These are 
  “columns”, armored sarcophagi containing a small, 
  surgically adapted body with huge head and brain, but 
  brainships tend to refer to their ships as their “bodies”)), 
  then raised in a special government facility, and 
  rigorously trained for their intended roles. 
  Naturally, it costs a fortune. 
  But the effecting personalities are… not exactly 
  human. I mean, they seem to have a good deal of 
  Empathy, just their ways of thinking and perception of 
  humans is quite different from what we are used to. 
  Brainships are aware of their limitations – but so are of 
  the limitations of humans. Yet they can be trusted with 
  diplomacy, human relief and even military missions. I 
  suppose it’s a matter of the way in which they were 
  raised up, under a constant supervision of wary 
  psychologists and pedagogues. So, I suppose it would 
  be possible in Cyberpunk as well. You could raise borg-
  children to be anything you want. Caring, responsible 
   
  44
  
  beings that wouldn’t harm a fly… or heartless, cold-blooded killers.  
  In fact, just as with “real” children. The point is – they wouldn’t lose Humanity. It’s rather a 
  matter of training what kind of humanity – if any – would they develop. 
  But let’s deal with the mechanical side. A kid ‘borg would need maintenance much more often 
  than an adult, and then – applied with greater care. Just the hormonal alterations are going to give the 
  caretaker a hard time. Then, I suppose most – if not all – countries, allowing kids to go True Metal, 
  would require a constant psychological supervision over the minor by a fully qualified specialist. It is 
  also likely that a child would have software limiters put on its body, should it ever have to deal with 
  other children. After all, when you’re young, many disputes can be possibly settled with fists. Kids do 
  not generally have the strength to seriously harm (an occasional black eye doesn’t count) each other 
  (although it isn’t true any longer for teenagers), but if you are a ‘borg, things can get nasty. So 
  probably they would have their physical strength limited to a value typical for a child of that age. To 
  keep on par, the body would have to be periodically swapped for a bigger model. The point is to 
  accommodating the growing child brain, rather than the psychological aspect – a 10-year-old should 
  be as big as a 10-year-old. Not more and not less. I gave a thought to bodies that would contain 
  extendable options to be modified as the child matures, but it would be only a partial solution. And 
  although one could think about a shapechanging / nano-modified shell, I find it to be more trouble than 
  it’s worth. 
   It is also possible that there could be government, corporate or the like facilities, where such 
  borg-kids would be trained. From ones truly adapted into society, to totally obedient metalhead 
  stormtroopers for some forsaken cause. Some GM would like to use this option to flood the world with 
  FBC yenitseri, but keep in mind that this is a process requiring several years of training and 
  indoctrination, not to mention expensive maintenance, to produce even a handful such personalities. 
  So I doubt whether it would ever become popular – even in the grimiest, most totalitarian regimes. 
  Please also keep in mind the problem of technological advance. Whereas a ‘borg doesn’t have 
  to wait about 20 years for its body to reach top condition, it doesn’t learn that much faster than a 
  normal human. And since borgs weren’t invented before year 2000 (and I suppose the first, crude 
  ones were created about 2010), you need several years. First, to get the technology needed to make 
  the technology of transplanting baby brains into biopods available. Then, to make it reliably safe. 
  Then, to find someone who would get the idea. Then, again, years needed for training. If you want a 
  child borg character to appear in year 2020 or close to this date, keep in mind he would be pretty 
  young. Simply before it wasn’t possible to create them earlier… 
  There’s one more thing worth mentioning as we speak of ‘borg children. The shells 
  themselves. A child is inconspicuous. A child can operate in well-populated area without drawing 
  attention. This is why many intelligence agencies – both governmental and corporate – do often equip 
  their ‘borg agents with child shells, either modified civilian ones or custom made “mini-Ghosts” that 
  pack a wallop in a kid silhouette (Japanese do excel in such, due to long experience in creating “cute” 
  effect and significant achievements in miniaturization). Of course, even the most souped-up “kid-borg” 
  isn’t going to be as high on stats as a full-sized one could be. The number of options is also quite 
  limited. But such a ‘borg isn’t meant to fight, just to observe and call for reinforcements if necessary, 
  and with stats high enough, as well as the right optional (and 
  carried) equipment they’re likely to hold their own until cavalry 
  arrives.  
  Several police departments have been using child 
  shells, crewed by experienced officers, to round up 
  pedophiles, kidnappers, or for invigilation. Covert agents in kid 
  shells are also useful in penetrating youth gangs and 
  underage criminal activity. 
   
  Taking damage 
  Borgs don't feel pain, do they? 
   
  The answer - as stated below - is "no, they don't". A 
  borg can disconnect the pain receptor interface. He will feel 
  hits, pressure, and so on, but it wouldn't cause pain. 
  However, it doesn't mean the borg can take hits 
  without adverse effects until it shuts down. No. If you're a 
  fleshie, wounds can incapacitate you because of pain, shock, 
  and blood loss. But even if you're really hard (or simply 
  drugged), tough-as-nails, and you laugh at pain, you will be 
   
  45
  
  affected with wounds. Shattered muscles can't flex very well. Cut strings will immobilize whole limbs. 
  Cut nerves won't transmit impulses further. 
  And the same is with 'borgs. Bullets and blades do penetrate borg's hide, but in reality they 
  don't 
  do 
  abstract 
  "damage 
  points". 
  They 
  sever 
  neural 
  transmission 
  wires, 
  cut 
  the 
  metal/plastic/composite strings and shatter hydraulic pistons / myomar muscles. Which means the 
  borg can't use the damaged body parts as well as if they weren't damaged... The system provides us 
  with the threshold point where a cyberlimb becomes non-operational – 2/3 of its total SDP value. 
  However, it’s not like it works perfect until that point, and shuts down after it has been reached. The 
  efficiency loss is a gradual process. 
  To make it easier, think of it as an equivalent to human wound levels. Simply, there are more 
  “wound 
  boxes” 
  on 
  a 
  cybernetic body part and 
  there are no such things as 
  pain, shock, and blood loss 
  (however, put a damaged 
  cyberlimb in water, and a 
  shortcut is quite likely…).  
  Pain Editor  
  'Borgs do not mount pain editors - they don't need any. 
  Simply, the same way you can turn off pain receptors in your 
  cyberarm (allowing you to put it into campfire and pick up 
  that sausage you've just dropped), a full 'borg can do with 
  any part of his body. Of course, remember that "street 
  'borgs", that are just human torsos & heads closed in 
  armoured shells, aren't so lucky. 
  - senior officer Mikael van Atta
   
  Full ‘borgs and electricity 
  How do we determine “wound” levels?  
  We do divide the "still working" SDP into 3 parts. 
  Part one (up to 1/3 "working" SDP lost) - "warning!". No adverse effects - backup 
  lines do compensate the damage. Equivalent to a light wound on a human being. 
  Part two (up to 2/3 "working" SDP lost) - "malfunction...". -1 to all actions with this 
  limb (not -2, since pain is not a factor here). Equivalent to a serious wound. 
  Part three: (between 2/3 and "disabled") - "system critical". 50% reduction of all the 
  stats for tasks performed with this body part. Equivalent to a critical wound. 
  Example: your standard-issue 
  cyberarm SDP 20/30. So, we 
  have the "disabled" level made 
  at 20 (21 damage and you 
  have it disabled). 
  Part four: "disabled" level achieved - "system shutdown..." – equivalent to a mortal 
  wound. 
  Note 1: if a torso was damaged, this applies to all actions. 
  Note 2: if head was damaged, sensors (eyes, ears, radar, etc) placed 
  there will be affected. 
  Divide the remaining 20 by 3 = 
  6,66(etc). Not good... but round 
  up, and we have 7 "scratch", 7 
  "damaged" and 6 "critical" 
  points of SDP. Clear? 
  Fractions are rounded up - first in "warning", than in "critical" levels, if 
  needed - in favor of the cyborg. 
  - Mikael van Atta 
  Typical damage is not a problem any 
  longer, but what happens when a full ‘borg 
  gets zapped with a taser? This is a tricky 
  question. On the one hand, tasers were 
  invented 
  to 
  bring 
  down 
  humans, 
  not 
  machines. On the other hand, electricity is a 
  pretty good way of damaging electronics. 
  However, it would be far too easy to knock 
  down a combat ‘borg worth a whole heap of 
  money with a 10eb zap-stick... 
  And tasers are not the only form of electricity a borg can face. 
  As (mostly) mechanical beings, ‘borgs cannot be stunned – they don’t fall into shock, they can turn 
  their pain receptors off, and these few internal organs they still do possess are well-protected against 
  concussion. But still, there is a lot of mechanical “nerves” and “muscles” that tend to conduct electricity 
  exceptionally well. Thus, following rules do apply to ‘borgs (and humans with cyberlimbs affected by 
  electricity): 
  - 
  “killing” electric attacks, like a hit from Volt Pistol or putting fingers into a wall socket: even if a 
  ‘borg is armored, it doesn’t help (special, anti-electricity 
  insulation would be more useful), although electricity does 
  only half of the damage rolled. That’s because on live 
  humans electricity causes burns and can cause heart attack, 
  whereas borgs lack heart, and most damage is to resistors 
  and safety fuses, not to the limb’s superstructure itself (thus 
  SDP loss is much smaller than the damage roll would 
  indicate). There’s also no need for a stun save, although 
  adverse effects of a stun are comparable to taser’s. 
  FID Tasers 
  If you’re using the 
  Flipper Is Dead’s Taser rules 
  (which are IMHO way better than 
  the standard), simply use them 
  as they are: roll Body save (plus 
  EMP rating) versus the tasrer’s 
  Stun rating. It the borg didn’t 
  passed the test, all points it didn’t 
  made it by are applied as a 
  negative modifier. 
  - 
   “stunning” electricity attacks, like taser or electrified police 
  nightstick: no need for a stun save, but negative modifiers (-2 
  per hit, usually – as in most taser models description) are 
  applied for the same duration as for a human. Electric attack 
  - Mike van Atta 
   
  46
  
  causes a lot of “fuzz” on ‘borg’s artificial nerves, so, whereas it is not stunned, it loses reaction 
  speed, agility, and overall effectiveness. Several taser hits can subdue even a ‘borg – 
  jamming his nerves well enough to prevent him from taking any action. However, this would 
  be effective only for a short time. 
  EMP-hardened borgs can reduce negative modifier by the value of their EMP shielding, on one-to-
  one basis (thus, a grade 2 EMP protection makes the ‘borg immune to most commercially available 
  tasers, as they do cause only -2 modifier). 
  Someone could ask why the biopod isn’t affected as 
  well. The answer is – it partially is. However, the biopod is a 
  really safe box, and it’s additionally insulated. Thus, the shock 
  it takes is counted into the negative modifiers described 
  above. 
   
  Dying: 
  Sure, if we blast a ‘borg into myriad pieces, it will do, 
  but what about more conventional methods - bullets and 
  blades? 
  The head contains the brain and kind of last-ditch 
  rescue system. If the head is destroyed - well, welcome to the 
  heaven where chromed angels sing to the glory of the 
  chromed Lord. You're dead. But if torso is destroyed, or head 
  separated from it, there's still a chance of survival. So your 
  rescue system comes into action - saving (by instant freezing 
  and drug / nanotech application) your brain. Roll 1d10 to 
  indicate your death state, and call TraumaTeam (in late 
  settings they should be equipped to save borgs as well as 
  fleshies), increasing Death 
  State in normal way. And when the specialists come, they use right 
  equipment to revive your brain (or find it frozen into a stone and 
  useless). After that (if you're still alive, that is) you can begin a long 
  and expensive process of getting and adjusting new body. In the 
  meantime, you need as much time to heal as a normal human would, 
  and you could have lost some memories (as the neurones in your 
  brain were destroyed by ice), including some skill levels (GM’s call). 
  Frying FBC netrunners 
  Well, that's a problem, at least 
  as long as you're trying to fry one. Since 
  they're more machine than men, some 
  forms of anti-personnel attacks are 
  useless against them. For example, a 
  Hellhound 
  program 
  causes 
  damage 
  (2d10) by stopping one's hear (artificially 
  induced heart attack). But, as an FBC has 
  no heart, he's immune to such tricks. 
  On the other hand, if you could 
  hit a borg with dedicated anti-system 
  software, like Flatline program, it could be 
  deadly - imagine shutting down one's life-
  support system. 
  I suppose this should lead into 
  more GitS - styled combat... but his is to 
  be further investigated...  
  -Mike van Atta 
  Of course, you can also die because of your power sources 
  running out (but this takes quite a time) and not being able to power 
  your life-support system. If you can’t breath (usually because you’re in 
  space or underwater), you’re dead in 5-10 minutes after your time for 
  another breath comes (a hint – breath as often as you could, so you’ll 
  have an 8-hour backup). You can starve yourself to death by not 
  changing food container (this takes about 3 days). Then, of course 
  you can electrocute yourself or fall the prey of EMP. Both these things 
  first of all turn your life support off, thus leaving you 5-10 minutes air 
  reserve. As your sensors usually go dead as well, absolute sensory 
  deprivation can make you crazy in just a few minutes. Complete 
  sensory deprivation is one of the few things ‘borgs are really afraid of. 
   
  De-borging 
  And what if you have changed your mind and don’t want to be a ‘borg any longer? Yes, I know 
  – when pigs fly. But let’s pretend, okay? You’d have several options. 
   
  If you want immortality, you may download your mind into the Net, as described in Rache 
  Bartmoss Brainware Blowout. This problem is well-covered there. 
   
  Switching back into human form – borgs call it “fleshing out” – is much more difficult. It’s up to 
  GM then whether such means are available in his campaign at all. 
   
  The first method, surgical, is technologically simpler. You need a fresh body your brain will be 
  transplanted to. Here’s where the simplicity ends: you’ll need a complete cloned body. That is so, 
  because complete bodies are a rare offer from body banks. Besides, you need the best genetic match 
  possible if you don’t want to risk transplant rejection. And since it’s your brain to be rejected, there’s 
  nothing to make fun of. Of course, the body doesn’t have to be exactly like your original one – some 
  minor modifications, like cybernetics implantation, may be already done to it. Birth defects overcame, 
   
  47
  
  genetically-transferred illnesses neutralized, and so on. As for Humanity cost, treat it as a “bodyswap”, 
  although a Mk. 1 human body will have no HL on itself. Thus the only HL experienced will be due to 
  the change itself. Still, the surgery is a risky one, requiring a double Critical level. Personally, I’d rate it 
  as a Third Generation tech. 
   
  The second method requires mind transfer technology. You scan your mind and transfer it into 
  a fresh, cloned body with a blank mind. It is described (with satisfying set of detail) in the Hardwired 
  sourcebook. Whereas the rules for Hardwired state such mind-scans cannot be stored for prolonged 
  periods, the following book by Walter Jon Williams (“Voice of a Whirlwind”) points out clearly that such 
  records can be kept safe for whole decades. Of 
  course, either way there’s a risk of losing some 
  parts of memory and obtaining unpleasant mental 
  problems. If you want my opinion, that would be well 
  beyond even the Third Generation tech.  
  Here you’ll find the Blackhammer Archive’s text on 
  cloning. The site itself is one of the best Cyberpunk 
  2020 repositories I know, rivaling the Datafortress. 
   
  But, of course, your campaign could be 
  stretching so far to include even such advanced 
  technologies. 
   
  Anyway, if you want to know a few things 
  about cloning in Cyberpunk, the Blackhammer’s 
  Cyberpunk Project has the best material on that I’ve 
  ever seen. And yes, they cover brain transplants. 
   
   
  48
  
  What the ‘borgs do in spare time 
   
  Borg organizations 
  By Companero 
   
  There are a relatively small number of borgs, most of borg groups are relatively small. The 
  Combine is the largest, while supra thought is common and the faceless and collectives can both 
  claim a couple of thousand adherents. The others are limited to smaller covens scattered across the 
  globe, or individual adherents. Still, do not consider these to be homogenous, as like not all the racist 
  groups are one, even if they do share the same (or similar) ideology. 
   
  Political:  
   
  Borg supremacists: 
  This is the earliest and most infamous Borg 
  organization. 'Metal is good, meat is obsolete' is the 
  simplest form of supra philosophy, and probably as far 
  as most of them get. Those philosophical types who run 
  the movement have a more solid foundation, based on 
  cyberpsychosis. 
  Supra political cells have varying philosophies 
  and ideals, and most have no explicit programme of 
  violence. Some leave human society and form colonies 
  in the desert, but like all borg communities these tend to 
  be very small. Most groups console themselves by trying 
  to encourage borgs in corporate servitude to revolt 
  against their employers, and supra borgs come in all 
  models, most without a dedicated cell, rather a pile of downloaded literature and a grudge. 
  'Cyberpsychosis, as seen by meat doctors, is a 
  defect, an - as they say - psychosis. I say this is 
  Wrong! I say it is merely the next state of being! 
  I say it is the hardening of the obsolete, 
  indecisive human spirit into something solid, 
  something strong enough to break the old 
  world, and bring about the new, stronger world!' 
  - attributed to the 'Steel Soul', 20 minutes after 
  the bombing of a anti-metal meeting in a church 
  in Houston, February 2023. 
  - Companero 
  The Supras have links to most other borg groups, to varying degrees. They claim kinship with 
  the Immortals and the Builders, but the former are in reality victims of self loathing and the latter don't 
  care about politics. The faceless and the collective are regarded as just manifestations of borg 
  superiority, albeit weird ones. Supra leaders loathe the Combine for remaining within the meat political 
  arena, seeking to transcend it completely, although many members share affiliation.  
   
  Combine: 
  The Combine is an early political association of borgs fighting corporate servitude. The 
  Combine sees borgs as another oppressed minority, albeit a very, very small one, divided against 
  itself. Inspired by old left thought, they campaign for Borg employment rights and try to expose 
  corporations that 'abuse' borgs. The Combine is essentially a union, made more difficult because the 
  what exactly 'abuse' constitutes is a difficult question for borgs, and the very nature of the creation of 
  most 'working' borgs implies their employer has a stake. Combine borgs can be of any type, although 
  military types are rarest. 
  The Combine usually operates within human politics, with a lot of meat support. However, this 
  very act causes many more political motivated borgs to spurn them, including the supras, who believe 
  that borgs are superior and should take, not just another group. The Combine are ignored by the 
  Faceless and Collective, although both support its aims of freeing borgs from corporate indenture, and 
  many Builders could not carry out their actions without Combine help in setting up new lives first. The 
  Combine dislikes the Immortals intensely, because they feel that their actions undermine their political 
  program by causing anti borg feeling. All this said, a large number of borgs with no interest in 
  philosophy join the combine, and it is one of the largest groups. 
   
  Psychological: 
   
  Faceless: 
  While most borg groups formed after the borgs came into being, many faceless chose to 
  become borgs after joining this group, which composes only a few cells in a few cities.  
  Faceless philosophy, devised in a series of texts by early borg, AI and ghost theorists is very 
  complicated, but it comes down to a number of points: 
   
  49
  
  • 
  There is freedom in masks (although that is far simpler an explanation than they would 
  wish for). 
  • 
  Manufacturing of objects creates purity, free from kinks and mistakes that an individual 
  would make. Individuality is flawed, like a hand made pot is flawed compared to a 
  manufactured one. 
  • 
  Society is a machine with flawed, individual parts that do not fit together as they should. 
  Harmony within a given society works when the machine is functioning properly. 
  • 
  Modularity works: for a machine to be effective and repairable the parts must be 
  interchangeable and simple. Society is a machine, and thus the same concepts apply. 
  Essentially, faceless covens consist of a borgs with completely stock, unmodified bodies. In 
  some covens all models are the same, in other covens, different ones are used by different members. 
  It is often impossible to tell a devotee of faceless philosophy from other borgs. Specialized shapes are 
  most common. Many faceless tend to be individual (wrong word...) borgs working with companies to 
  make the 'machine' work faster, and many faceless do not agitate against indenture. The faceless 
  believe that when all people have attained a metal body of certain stock types specialized in certain 
  roles, society will function as a perfect machine, free from distress or agitation, capable of creating 
  anything new. 
  The faceless always use stock borgs, often using the same mechanical vocal pattern. 
  Faceless philosophy shares elements of supra thought, and the two groups are connected. 
  Faceless tend to ignore the Combine, but many graduate to the Collective, which is a newer group 
  stealing members from older faceless cells. The Builders stand in complete opposition to Faceless 
  thought with their reckless, unspecialized individuality, while the Immortals are simply juvenile, 
  somehow not adapting to their superior form. The faceless are a small sect in most places, although 
  many borgs are aware of the philosophy, and some meatheads aspire to become faceless borgs, 
  searching for discipline and place in the cyberpunk world. Faceless memes are subtly encouraged by 
  the corporations, reasoning (wrongly) that it serves their aims... 
   
  Immortals:  
  No-one knows how long a borg lives. They don't catch disease. They are armored against 
  trauma that would kill a man. They can avoid pain. A borg can walk away from a car crash without any 
  trouble. Imagine the kind of extreme sports these guys can get away with... 
  The Immortals are a group of borgs, mostly independent types, corporate runaways and so 
  on, who's feelings of invincibility lead them into a series of nihilistic activities - partly related to borg 
  feelings: unable to feel pain in the traditional sense, and with feelings suppressed by the lack of 
  chemical stimulation, it takes a lot to make them feel anything - and a lot of them want those feelings 
  back again, so they do whatever they can to feel a rush...  
  Street races are the most famous and spectacular Immortal activity, in the city or out in the 
  desert, often resulting in spectacular crashes. Individual Immortal covens engage in even crazier 
  activities, often lethal for bystanders. Many are just a step away from cyber-psychosis, and murder 
  often follows. Others gain their kicks through more altruistic means - firefighting borgs often join the 
  immortals, as do rescue workers and others who put themselves into extreme danger that only they 
  can survive. 
  Immortal borgs tend towards heavier models, with a focus on amour plating. Human forms are 
  the norm, because it allows them to operate in most machinery and gain the widest selection of 
  experience within the human sphere. Immortals are scattered through the borg community, with major 
  cells in orbit and in major urban areas. 
  The Immortals tend to be fairly individualistic and in many cases apolitical, spurning the 
  Combine. The Collective too, melding consciousness’, seems anathema to a group who are effectively 
  trying to regain their feelings. The builders appear tools to the Immortals, who are confused by their 
  desire to leave their humanity behind completely. The faceless evoke similar feelings, although the two 
  groups rarely come into contact. 
  The Immortals have a strange relationship with the Borg Supremacists - many covens are 
  interconnected with Supra cells, and many Immortals claim affiliation with the supra groups, claiming 
  that their ability to walk away from what would kill a man makes them superior. However, at the very 
  core of the movement is a desire to return to human feelings by any means, and while neither side 
  realizes it, their aims are mutually opposed at the deepest level. 
   
   
   
   
   
  50
  
  Technical: 
   
  Collective: 
  The Collective are a group who took borghood as a method of combining their personalities 
  completely with others. They live and work in total connection, able to experience anything another 
  borg feels through the Link, to form a collective consciousness. 
  The link grew out of a module used by emergency borgs as a co-ordination tool, and the 
  machine is very simple to install. Small Collectives are common within corporations and military units. 
  Originally these systems were used to share thoughts and experiences, but in the case of The 
  Collective, the modifications went further than they did in most groups. 
  The Collective is not merely an experience sharing group, it is something else entirely. Using a 
  modification program, collective borgs merge their personalities into a whole, with one voice. Individual 
  consciousness is essentially lost, but incorporated into the whole. The Collective Consciousness 
  changes a little with each new convert. Each borg's individual mental capacity is used by the 
  Collective Consciousness to increase its own mental power. The Collective Consciousness uses each 
  borg to its own ends. 
  There are some things that cause concern to those outside the collective. Many collective 
  borgs have taken the upgrade without those around knowing, and carry out their lives as before, 
  except serving the Consciousness (which doesn't appear to have any explicit plans as yet, beyond 
  perhaps incorporating smaller, less conscious collectives). And even while it has only a few hundred 
  members now, some people (those who know about the real truth of the largest group) think that it is 
  already tending towards cyberpsychosis... 
  The smaller collectives come from all groups of borgs - there are immortal collectives, supra 
  collectives, builder collectives... the larger consciousness seems to regard supras as potential if 
  unpredictable allies, the faceless as a group of potential converts, the Immortals as self loathing 
  failures to be avoided, and every other borg as someone to incorporate if possible. Right now, it 
  seems to be mostly concerned with experience and expanding its horizons. Both groups can be of any 
  model. 
   
  Builders: 
  The builders are a small group of independent borgs with means. Believing that they have left 
  behind their humanity already, they see no reason to continue to appear human. A biopod does not 
  need a human form body to operate a machine it is plugged into, so why should there be a human 
  form body at all? Newer members start by changing the appearance of their frame to take after old 
  golems, baroque steampunk apparitions, changing at will and always creating newer ideas until the 
  human form is left behind forever... 
  The builders are one of the newest and best sources of innovation in the borg community. 
  They change their bodies every way. Starting with Golems, they graduate onto creating new body 
  forms, tails, tripod and quadruped bodies, multiple arms and legs, even spider legs and outlandish 
  forms. They create new frames, while builder covens pool resources to create such objects with 
  CADAM machines and so on. They have run across problems - even upgraded, the human mind can 
  only operate so many limbs at once, and while programs can be created to compensate, this is a 
  stumbling block on the way to creating completely new forms. Other problems have also been found, 
  but nothing halts builder enthusiasm. 
  Builders share information in much the same way as any other enthusiastic techie, over 
  forums and at small conventions. Famous builders tend to be idolized within the community for their 
  newest body form, while their meat neighbors look on in horror at their outlandish visage. The 
  continual changing of body can lead to cyberpsychosis very quickly in some cases, and some builders 
  are mentally unbalanced. The only commonality among builder frames is detachable biopods. Most 
  builders have financial means available, and there are few of them, usually rich eccentrics. 
  The builders have little contact with the Combine. Some form collectives but The Collective 
  itself spurns them. The builders embrace their borg from rather than rejecting it, so the immortals tend 
  to be ignored or pitied, although a few builders test their frames in Immortal contests. Essentially 
  Builder culture is an outgrowth of Suprematism, but the builders consider their exploits to be personal 
  exploration rather than to a political purpose. The builders in general do not like the faceless at all - 
  after all, borgs are still individuals, not just the cog in some machine...  
   
  The Elementals 
  The Elementals, never a big organization, became full borg to get back to nature. 
  Seriously. I kid you not. 
   
  51
  
  The idea goes like this - borgs are created of metal, which is one of the elements of the earth. 
  By returning to metal, one can return to the earth. Lists of the theological and philosophical 
  inconsistencies inherent in that can be found at  
  2
  www.elementaltheologicalandphilosophicalinconsistancies.tvcnet 
   
  How this manifests itself is in a group of borgs who have retreated into the wastelands. Most of them 
  sport modified borgs with piezoelectric generators placed wherever possible, and are masters of 
  power conservation. They are also hermits by tendency. Look up Epicureanism, and consider the 
  whole of nature to be the garden... 
   
  Beyond this vague hedonism of thought and back to nature philosophy, there isn't much to connect 
  individual Elementals. Some of them take up vigilantism against corporations like Petrochem, and at 
  least one Borg out in the Bayou has created a major urban legend around himself, appearing out of 
  the swamp like the Thing from the Black Lagoon, covered in vines and plant growth, and ripping apart 
  an illegal hunting party with his bare hands... 
   
  Anti-Borg Organizations: 
   
  (Authors note: Most anti-borg organizations are also anti cyberware organizations, but not 
  necessarily visa versa - in fact FBCs face less stigma than the very heavily cybered, since groups like 
  Mothers Against Consumer Eugenics aren't really sure what the hell to make of borgs, especially 
  indentured ones.  
   
  The problem is, MACE and related groups aside, most anti-cyberware groups fall into the 
  category of religious (and probably religious) wackos. This author has no intention of going into the 
  theological justification that the Evangelical Church of South Georgia had for persecuting borgs before 
  getting their just desserts, any more than I intend to go into the reasons of finance and continued 
  survival-with-guns-pointed-at-their-heads that the Islamic Council of the UAE declared that the Emir of 
  Abu Dhabi's decision to go Immortal was entirely theologically acceptable and in line with Sharia. So 
  the anti-borg organization section will take on a different character to the Borg group.) 
   
  Do ‘borgs dream of electric angels? 
  FBC and religion 
   
   
  Author’s note: religion is a difficult and 
  delicate issue, and shouldn’t be treated lightly. What 
  is written below is basically a speculation, based on 
  author’s ideas (and a few other sources). It is by no 
  means complete and exhaustive study, and it’s 
  absolutely not meant to insult anyone’s religious 
  beliefs. 
   
  Although religion is a problem often 
  neglected in Cyberpunk, it is by no means 
  insignificant. It is far too important to numerous 
  people in the world to be considered not 
  significant... even in 2020-era. Sure, one can argue 
  that FBC are a good evidence for atheists - we can 
  do what was once thought to be available to the 
  Maker only, so there is no Maker (call him Jesus, 
  Brahma, Allah, Jehovah, or simply God). Vivat 
  rationalism. But on the other hand, what makes the 
  difference between an FBC (especially a heavily 
  augmented one) and a humanoid robot? Do AI have 
  souls? What happens to your ghost when you die? 
                                                             
  2 You may notice the server is located in some flooded part of the TVC, somewhere far away in Companero’s private 
  Cyberpunk universe. We are truly sorry for any connection problems that may happen thus.  
   
  52
  
  What exactly IS a ghost? (remember Major's problems from GitS?).  
   
  We can’t say. We do not know. 
   
  However, institutionalized religion would have to answer these questions. It couldn’t pretend 
  that such things do not exist… although quite a few are likely to say that “It ain’t in the holy books, 
  therefore it’s a work of the Evil One”. You have to remember that most religions are very 
  traditionalistic, if not outright reactive. On the other hand, they have to change. The world around does 
  change and the followers do so as well. Thus, the doctrine can either follow the changes, and decide 
  which are acceptable, and which have to be banned from a theological point of view, or begin loosing 
  followers. Because people are going to do things, that aren’t in the holy texts and if you point them out 
  as sinners, some of the will simply abandon the religion. Religions (mostly) no longer have the power 
  to dictate to their constituents what they can or cannot do, and if a large enough portion of The People 
  want to get 'borged up, The Church is going to have to go with it eventually. Kicking and screaming, 
  maybe, but they'll go. Of course, there will be enormous space for splinter churches and cyber-bigots 
  around, which leads to some possibilities for religious wars and riots against Satan's spawn, but by 
  and large, mainstream religions will go with it eventually. Sure, it’s pretty likely that some sects of 
  major religions will follow different paths here, but again, we can’t predict this. 
   
  As far as it goes for cybernetics and FBC, there are two typical points of view, both somewhat 
  extreme: 
  • 
  Conservative: we were created to the Maker’s likelihood, therefore we are as perfect as 
  possible, and works of the Maker. Any fiddling with it is usurping Maker’s power, and a sign of 
  sinful pride. This is unacceptable. 
  • 
  Liberal: true, we are Maker’s creations. However, he had given us reason as well, right? And 
  the reason is to be used. Cybernetics are creations of this reason, and meant to improve our 
  lives. Thus, there’s nothing wrong in using them – if the Maker would not approve it, he’d 
  never let us invent such things. 
   
  In fact, most religious officials fit somewhere between these two statements. 
   
  See, there’s pretty simple logic behind this: cybernetics is, first of all, a form of prosthetics. 
  Sure, prosthetic teeth aren’t exactly the same level of technology… But only an extremely hardcore 
  traditionalist would oppose them. Then, why oppose contact lenses? And then there come more 
  advanced and invasive prosthetics. Why use a fake leg, if cybernetic prosthetics are available? They 
  are fully functional replacements… And so on. So, every 
  faction within a religion has to mark the border on its 
  own. Since it isn’t all that obvious. 
  New religions: 
  A few interesting religions of the 2020 
  era that might be somewhat popular among 
  ‘borgs: 
   
  How particular religions could react to ‘borgs? 
  DDI aka Digital Divinity, Inc - hard to 
  tell whether it's more a church, or a corporation. 
  Basic concept: the Net is the first creation of 
  Humanity that is infinite. Thus, it is a proof of the 
  Humanity's godhood. Interfacing with the net 
  allows the followers to experience nirvana, 
  accepting the infinity and becoming part with it. 
  (from Wildisde) 
   
  Islam: Will use borgs as further proof of the 
  unholy decadence of the west (lets face it, unless their 
  religion changes drastically they will still be in the 12th 
  century), and so launch a new Jihad. However, there’s 
  already an excellent passage on Islam and cybernetics, 
  and it doesn’t make these two automatically opposed. 
  You can find it in the When Gravity Fails sourcebook. 
  Catholicism/Anglicanism: Will originally call it 
  unholy and the spawn of the devil, but will one day induct 
  a borg pope/archbishop and so make it holy writ that 
  borgs 
  can 
  go 
  to 
  heaven 
  too. 
  Whereas 
  many 
  traditionalists were shouting that cyborgising is against 
  the will of God, the official position of the Catholic Church 
  was first that cybernetics are allowed for prosthetic 
  reasons only, then, after the New Catholic Reformation, it 
  became just allowed. However, going cyber is still 
  considered a very dangerous to your soul, and many 
  priests treat it as a sin. Going FBC was first forbidden to 
  Christians, as after such operation you practically cease 
  to exist. As you're doing this of your own will, that meant 
  suicide (which is a deadly sin according to Christianity). 
  Now, in the very early 2020s, first 'borgs have been 
  recognized 
  to 
  (still) 
  have 
  souls 
  (see 
  Firestorm: 
  Stormfront, there's an NPC Aquarius 'borg with such 
  event meant in his history). 
  Realism - the world is nothing but a 
  huge, perfect virtual reality simulation (Matrix?). 
  Who had created it and for what purpose, 
  remains unknown, but probably these were 
  gods, intending to pass the time. (from Wildside) 
  Malism - the world is evil, the people 
  are sinners, and there's no way to make it any 
  better. Pray for Armageddon, for it's the only 
  way to end this misery. (from Wildside) 
  The Immortal Pyramid - humans are 
  nothing but particularly cunning animals. There 
  is no soul, and no afterlife. If you die, you cease 
  to exist at all. Thus, do whatever possible to 
  avoid dying. Use whatever protective measures 
  you can. If possible, download your personality 
  into the Net... (from Home of the Brave) 
  - Mikael van Atta 
   
  53
  
   
  Uniting/Presbyterian /Pentecostal: Will embrace the 
  new technology as "a gift from God" because they will use it to 
  heighten their emotions and so get more of a "buzz" out of 
  church. 
   
  Baptists: Will be divided, and never agree with 
  anyone else, or indeed each other, and each church will go 
  their separate ways, as they do, some accepting borgs to 
  preach, others banishing them from their churches and 
  claiming there is no place in heaven for one such as them. 
   
  Buddhists: Won’t care, nothing really exists anyway. 
   
  Atheists: Will hail it as further proof that god doesn't 
  exist, and then proclaim the technology to BE god, so 
  contradicting themselves. 
   
  Agnostics: Still won't know if it is really real or is it all 
  just a dream.... 
   
  Jehovah’s Witness: Will still be door knocking, 
  however there will be new signs on fences "JW's beware: 
  Uncontrolled BORG inside programmed to kill". 
   
  Mormons: Will discover a new "golden template" that 
  expressly states that borgs are some other mysterious lost 
  tribe of Jews and that Jesus was really a borg and so all borgs 
  really are Mormons, gods incarnate on earth. 
   
  Jattenhand 
  Borg philosophy 
   
  "Learn to accept." – Rick 
   
  So what is this "Jattenhand"? 
  The founder of Jattenhand, Rick Denning, 
  was a young Parkour practitioner, turned 'borg in an 
  effect of unrelated road accident. 
  He was a student of the Stockholm 
  University as well. Thus, he became one of the most 
  important subjects of the university-run research 
  program in psychology, and methods of diagnosing, 
  suppressing 
  and 
  counteracting 
  cyberpsychosis 
  ('borgosis wasn't recognized as a separate disorder 
  back then). Sure, the program was state-funded, and 
  there were corporate grants as well, but that's not 
  the point.  
  One of the psychologists was a Zen 
  practitioner as well, and he insisted on implementing 
  Zen philosophy into the counseling, as a possible 
  way to teach the subjects the acceptance of their 
  new self. In this 
  particular case, it 
  worked. 
  Zen 
  meditation 
  and 
  acceptance, as well 
  as 
  respect 
  for 
  every living thing 
  got mixed with the 
  "free move, free thought" philosophy lying behind advanced Parkour. 
  The effect was early Jattenhand, a way incorporating Parkour as 
  improvised kata's, Zazen meditation for mental stability, and 'borg 
  superhuman performance to make the impossible into reality. 
  Rick on borgs and fleshies 
  “Just like a caterpillars hatch into 
  butterflies, we become borgs. 
  But not all caterpillars hatch into 
  butterflies, nor do all humans 
  become borgs. 
  But all caterpillars that survive 
  hatch into something. 
  But none of these creatures has 
  a reason to hate the caterpillar, 
  for they too were caterpillar once. 
  And just like they hatched into 
  something else, so will the rest.” 
   
  What's it all about? 
  - Mike van Atta 
  Jattenhand is a philosophy about adapting and accepting to 
   
  54
  
  being a borg. About using the speed, precision and strength that your new body grants you. Not only 
  in combat but in everyday situations. When your eating breakfast (if you do that) driving your car or 
  helping your wife with the cleaning. It's about realizing and accepting that your not human anymore, 
  and using the abilities of your cyborg body to there fullest extent. 
   
  There are several aspects to Jattenhand, the bigger it is, the more time is spent teaching it. 
  Movement: the biggest and most basic aspect, it's the aspect that really shows of its parkour 
  roots. It about doing parkour, borg style. jumping between rooftops, performing aerial maneuvers that 
  not even a circus performer would think of and other 
  things that would make your average parkour performer 
  yellow with envy. Every Jattenhand user loves this, 
  running across the city, finding new, unexplored routes 
  and just having a blast, either alone or with friends and 
  fellow users. 
  Combat: The smallest aspect, 
  this is a fighting style that incorporates 
  capoeira, bok pai, fu chiao pai and several 
  other arts. The preferred way of attack is 
  hit n run. Where the user never stops 
  moving, jumping between enemies and 
  using the environment to his advantage. If 
  used in a more classical way, it looks like 
  a multi style art, with smooth stance 
  changes, 
  sweeping 
  attacks 
  and 
  handstands. Using the environment is still 
  a major tactic. 
  Meditation and philosophy: This 
  aspect is the one which clearly shows the 
  Zen part of Jattenhand. Philosophical 
  discussion 
  with 
  Rick, 
  meditation 
  in 
  unorthodox places and lots of plain thinking. The 
  discussions are done both in groups and one on one, 
  often at the lounge of the "school". The meditation is often 
  performed in unusual ways, such as in the net or while 
  running. 
   
  So where do you learn it? 
  In a small bar in night city, owned by Rick, named 
  the Bucket o Bolt. The bar's main clientele are borgs, with 
  opened minded parkour users a close second. The 
  second floor serves as apartments for Rick and JH users 
  and student who don't have there own place. The basement serves as the hangout for the Jh and local 
  parkour users. The basement features a gym (mostly used by fleshies. The borgs only use it for fun, or 
  testing new hardware) a small room used for installing and tuning cyberware and various form of 
  entertainment. However, very little actual training in 
  Jattenhand is done here; it mostly serves as a meeting 
  place. 
  Rick on "unenlightened" 'borgs: 
  "They are fighting themselves. They’re no 
  longer human, they pretend to be, and yet hate 
  it at the same moment. And then they wonder 
  why humans do not trust them. Some of them 
  do better in this fight, some - and this is tragic - 
  do not do well. 
  JH Combat 
  Key attacks: 
  strike 2 
  A fight with yourself is a fight you can't truly 
  win, for if you're victorious, then you're the 
  defeated as well.  
  punch 2 
  kick 2 
  disarm 0 
  Abandon this path of self-mutilation, and accept 
  what you are. Do not mistake your imaginations 
  for the reality." 
  sweep 3 
  block 1 
  dodge 4 
   
  grapple 0 
  On Gemini conversions: 
  throw 0 
  "We have changed ourselves. We have made 
  ourselves to fit the environments in which we 
  do live and work.  
  hold 0 
  choke 0 
  escape 4 
  Some of us do work mainly among humans, so 
  they do chose a human shape to fit this 
  environment. However, becoming a gemini is a 
  two-edged blade. They are not struggling 
  against the memoirs of their humanity as 
  strongly as non-Geminis, but for this reason 
  they don't question themselves.  
  ram 3 
  - Mort
  A Gemini is an easy way to accept your 
  change, but a difficult one to accept you're not 
  a human any longer. In other words, it makes 
  your first step on the path of Jattenhand easier, 
  but the following one much harder." 
  - Mike van Atta 
   
  I wanna learn! 
  Well, you get little choice in the matter, since Rick 
  handpicks his students. He often chooses parkour 
  performers that recently got a FBC. If you do get picked, 
  you’re in for a bumpy ride. Not only will you struggle with 
  learning the moves, but you will be forced to give up your 
  very humanity. The end result is something that is not 
  quite human. 
  Votum Separatum on skills: 
  Since I do use quite a different rules for 
  Martial Arts, my call is that you’d actually need 
  a few more skills for JH to work: JH combat, 
  Athletics, Stamina (yes, even on a ‘borg), 
  Meditation, and JH philosophy – each of them 
  on the same level as others, except for 
  Stamina, which could be half of that level. 
  But that’s just me. 
  - Mike van Atta 
  In game terms you will have to learn two skills, or aspects. JHcombat and JHmovement.  
  Jhcombat is, for all extent and purpose, a standard martial art. This is knowing how to use your body 
  in combat. 
  Jhmovement is the knowledge of the parkour-like aspect of Jattenhand. This is how to best 
   
  55
  
  traverse your surroundings, and looking good while 
  doing it. This is the knowledge of flips, vaults and 
  jumping techniques. 
  By combining JHcombat and JHmovement, 
  you get JHphilosophy. This is used instead of 
  Empathy for the Jattenhand user. This represent that 
  the Jattenhand user is no longer human, but 
  something else. 
   
  So, what do I need to know? 
  Well, for starters, the average Jattenhand 
  practitioner isn't your typical Buddhist monk type. 
  They tend to be wild, crazy and fun-loving (not that 
  hermit-like types aren’t at all possible).  
  Secondly, we get some fun statistics! There 
  are about 15-20 trained practitioners and 10 trainees. 
  7 out of 10 students fail the training. 
   
  What fun stuff to I get to do? 
  Well, apart from kicking ass, you get the tag. 
  Not the silly little thing you play in kindergarten, mind 
  you. No, you get JHtag. Basically it's tag. With borgs. 
  And fighting. Needless to say, it's violent.     Of 
  course it's fun. 
  You also get the nice sessions (as in not 
  including kicking each other of rooftops) with your fellow jattenhanders, and the occasional fleshie 
  parkour user. 
  Mr Toad, FBC-only option. HL 3d6, 400e$, 1,5 
  space. Torso spaces only! 
  It's thicker and longer (3 meters) than a standard 
  cyberwhip (see chrome 1). However, the strangest 
  part is the placing. Mr Toad is housed down the 
  throat, like a cybersnake, and most of the whip itself 
  rests in a torso compartment when not in use. It can 
  be, however, launched in blink of an eye, sliding 
  upwards and being swung by its own myomars.  
  The whip and it's anchoring point are strong enough 
  to withstand most of the human borgs swinging on it, 
  however, large models (over 100 kg) should be wary 
  that although the whip should bear them simply 
  hanging, putting it against dynamic changes is risky 
  (reliability VR, if there would be a need to test it). 
  The end of the tentacle can be covered with mild 
  adhesive to help it snatching small items. However, 
  the adhesive itself couldn't hold anything heavier 
  than, say, a pen, and - given the huge speeds the 
  whip reaches - it couldn't be seen as a reliable way 
  of holding anything (thus the tentacle does usually 
  wrap around the item in such a situation). 
  - Mike van Atta 
   
  A players guide to Jattenhand 
  So, you wanna play a jattenhand borg? Assuming that your character fits, the first thing is 
  really showing that parkour is a 
  major part of its life. Small things, like 
  vaulting a fence instead of opening 
  the gate. 
  Thing is, parkour ain't for 
  everyone. Jattenhand ain't for all the 
  borgs 
  that 
  do 
  parkour. 
  So, 
  Jattenhand is rare. Really rare.  
  Secondly, 
  remember 
  that 
  your character has removed itself 
  from humanity. How you show this is 
  up to you, but learning Jattenhand is 
  a major change in a characters life. 
  It's up there with losing your virginity 
  and being born. 
  If you come out the same, 
  with nothing but a flashy martial art 
  to show, you've missed the point. 
  Another thing that's really 
  important, especially in cyberpunk, is 
  clothes. You not gonna see a female 
  traceur in a long dress, or a tight pair 
  of jeans. The key is freedom. Non 
  restrictive clothing is very important; 
  the style doesn't matter as long as 
  you can move freely. Secondly, 
  secure pockets. After all, you don't 
  want that important piece of data 
  falling out of your pants fifty feet in 
  the air, do you? However, even 
  How does PanzerFaust look like? 
  Since we’re already in the Martial Arts matter? 
   
  I'd think PanzerFaust looks like something out of a proverbial 
  giant robot anime (although there's no fight-&-flight scenes and buildings 
  are rarely slagged), although on a human-sized scale. You know, 'borgs 
  start a fight and for the first few minutes, it seems like a normal bar fight 
  scene, but then one of them throws the other through a reinforced 
  concrete wall. 
  Style-wise, it might be something combining several human 
  fighting styles, as well as moves humans are not capable of doing, and 
  allowing the 'borgs to use the full capabilities of their bodies.  
  - Snowtiger 
   
  As for PanzerFaust, I think Snow is right. It's a no-holds-barred 
  punching-kicking-grappling style, similar to modern Sambo or military 
  variants of, say, ju-jitsu. You know, no rules except for "you have to 
  survive, and he does not" - thing.  
  Of course, this was designed for FBC. It can incorporate all 
  the techniques humans can perform, including those you have to train 
  for years and be exceptionally fit and flexible to begin with.  
  So there are going to be all the nastiest, most brutal tricks 
  invented in the martial arts history, like Muai Thay kicks. All on full 
  power.  
  Techniques the fleshies won't use, because they might be 
  effective, but are too risky. You can't fight with a broken leg... but if 
  you're a borg, your leg won't break! And even if, so what? You can 
  always buy a new one... 
  - Mike van Atta
   
  56
  
  thought the style of clothing changes from user to user there are a few common nominators. A very 
  popular accessory is lightbands, bracelets filled with glowing liquid. When worn they produce light 
  streaks, making the flashy moves even cooler.  
  Being borg: something that goes even further to show your borgness: customization. Do what 
  you like, just as long as you do it. Fiber optic hair, marble skin, glowing eyes or headmounted air 
  vents. Personality is important and originality is the key. 
  Then there's combat. In gunfights, show of. In fact, 
  show of. Period. Spinning flips, butterflies, cartwheels. For 
  you, they are as easy as breathing. 
  JH Slang:  
  A few phrases to get you started. 
  Mäster: master. Rarely used. 
  And last but not least, cyberware. For this, think 
  like a traceur. Could you use a cyberwhip to swing with? 
  Would catfeet give you better grip? I can't tell you what 
  would work, that's up to you and your GM. 
  traceur: a parkour or Jattenhand user. 
  Jam: doing Parkour or Jattenhand with others. 
   
  Borg sports 
  Some futurologists did predicted ‘borg sports to 
  be solely combat sports. Sure, their greater physical 
  prowess, as well as injury-resistance, makes them well-
  suited to such activities. However, becoming a ‘borg 
  doesn’t make one a destructoholic, so visions of ‘borgs 
  playing “rip’n’smash” or football with an explosive-
  rigged ball haven’t come true. 
  Yes, there are some combat sports among 
  FBC, like cyborg wrestling, or Motorball (described in 
  the next chapter). But majority of the ‘borg sports are 
  just adapted variants of the sports regular humans do 
  attend, and that’s simply because there’s no way in 
  which ‘borgs could be competing directly with humans. 
  Their physical capabilities make them far out of any 
  possibility for a fair competition. And since fair 
  competition is what sport is all about… 
  It did took a while to set the standards for ‘borg 
  sports. Some, like performance sports – pole vault, 
  jumping, swimming – had to be eliminated, since this 
  had turned into plain competition not between 
  participants, but the tech teams who were preparing the 
  bodies. Others needed to have additional rules set – 
  mostly to limit the amount of body modifications 
  allowed. Of course, the equipment used does need to be made especially for this… 
  But the effects are interesting, especially in team sports. When you have two teams of ‘borg 
  soccer players, each body with exactly the same performance level, it becomes purely a game of skill, 
  and elaborate tactics (that’s why the Combat Crystal rigs are thought to be a big hit next season), even 
  if you need a slow-motion replays to see the whole artism of an action. 
   
  Motorball 
  FBC combat sport. 
  (yup, stolen from Battle Angel Alita / Gunnm manga... so what?) 
   
  The motorball was invented in Germany, as a past-time among local IEC factory's worker 'borgs, but 
  soon became a popular sport among FBC elsewhere. 
   
  The rules: 
  The Ball: it’s a 40kg „ball” (about the size of basketball one), with 6 independent, motorized 
  balls sticking out of it. The balls move in random directions, propelling the ball, if it isn’t carried by a 
  ball-keeper. There are series of holes (grouped by three) on the surface. If player’s fingers are put into 
  the holes, the propelling balls are stopped. 
  The track: the track is of various lengths, and there may be any kind of obstacles and weird 
  inventions on it – loops, tunnels, tight curves, and the like. Generally, most tracks are between 1 and 3 
  kilometers in length, and they surprisingly resemble rollercoasters... 
  The players: these are exclusively FBCs, usually specially modified bodies (called “wett zeug”, 
   
  57
  
  after the original, German description). Although 
  there’s a lot of league-enforced limitations on wett 
  zeug 
  performance 
  and 
  construction, 
  two 
  most 
  universal are: 
  - at least one arm, at least one leg per wett 
  zeug (note that a monowheel counts as “leg”)  
  - only built-in (or firmly attached), close-combat 
  weapons are allowed. 
  The winner. There are a few variants of 
  winning 
  conditions, 
  two 
  most 
  common 
  are:  
  1. The one who makes a full round on the track 
  holding the motorball, wins. 
  2. A number of circles are made by all the participants. 
  The one, who holds the motorball when crossing 
  “Finish” line after his last circle, wins. 
  Like in car races, players do start from 
  computer-generated pole-position, and the ball is 
  launched randomly on the track during the first circle 
  (or dropped by a car leading the group of players, this 
  varies from track to track). If the ball falls off-track, or is 
  destroyed (that is, it can’t propel itself any longer), a 
  new one is launched. 
  There’s pit-stop, as in races, localized at the 
  start / finish line. You can get there for repairs. 
  However, if you stay in pit-stop for longer than 10 minutes, you’re disqualified. However, the ball-
  keeper can’t enter the pit-stop (ever wondered, why quick-change mounts are so popular in 
  Motorball?) 
  Fighting on the pit-stop entry is penalized in overall rating points. Also, going back on track is 
  penalized as well – you should go forward only. If you stop on-track – for any reason – for one minute 
  or longer, you’re disqualified. Actual penalties do differ from league to league. 
  If there are only two players left on track, they enter so-called “showdown” – a one-on-one 
  combat not limited by the 
  stopping or going back rules.  
  “Low Impact bloodsport? You gotta be kidding…” 
  Well, the Low Impact / High Impact bloodsports (see Wildside) differ in that in low 
  impact bloodsport, a participant's death can happen, but is not a goal as itself. In 
  high impact bloodsport, a death of a participant is very likely, and almost expected 
  to happen, or is a goal on itself.  
  Legality: Motorball is 
  being technically classified 
  as Low Impact Bloodsport, 
  but – due to the destruction 
  visible on track – many 
  officials perceive it as High 
  Impact 
  Bloodsport. 
  Thus, 
  Motorball is illegal in most 
  areas (but where it’s legal, 
  it’s usually transmitted on TV 
  in prime time, even to places 
  that wouldn’t allow such 
  sport to happen on their 
  territory). 
  Cyborg wrestling is considered Low Impact, and I’ve classified Motorball as similar. 
  Sure, you can be killed on the track, but the point is to get the ball to the finish line. 
  Besides, wett zeugs are specifically designed for this type of game, and have 
  appropriately reinforced construction. Remember, BAA is artist's vision... but I can't 
  honestly imagine participants getting pulped to death each race. As long as the 
  biopod remains undamaged, even a borg who lost the rest of his body is pretty 
  likely to rejoin the league as soon as his manager gets a new wett zeug. 
  For a fleshie, having an arm ripped off is a death sentence. For FBC, that's merely 
  a discomfort. So, although this is a damn brutal sport, it's not that lethal... 
  - Mikael van Atta 
   
   
  58
  
  Weird Ideas 
  FBC are a quite new and still somewhat experimental technology. Although there are some 
  ways of doing things that have been already generally accepted, once every time someone comes out 
  with a new idea. This can be revolutionary, or awkward, useful or useless... nevertheless, it’s usually 
  too weird to be mass used... 
   
  Cyborg-driven vehicles:  
  The basic idea is to use a ‘borg to drive a vehicle, usually a combat one. ‘Borgs are potentially 
  much better pilots than fleshies, and, although it can change on daily basis, they’re still better than AI 
  systems. The reason is they combine human intuition and experience with machine-like reaction time 
  and endurance. 
  The simplest way is to put a ‘borg in place of normal pilot, and let it drive the vehicle, either by 
  manual controls, or – better – thorough interface link (on interface, there’s only –1 cumulative penalty 
  for multiple actions), and – combined with his superhuman reflexes, a single FBC can successfully 
  control a fairly complicated vehicle. A FBC can control a cyber-linked tank single-handed (or rather, 
  single-minded) – driving, firing the main gun and spotting for new targets – something you’d need at 
  least 3 ordinary tank crewmen to do. And he’s doing all that with only –3 modifier – with his REF 14 
  and boosted perception, it places him still well above ordinary tank crew. Not to mention he takes up 
  only 1 seat, so you can throw two out and use the space for ammo, for example. 
  Sure thing, the army just fell in love with the idea. And began to experiment. 
  The most widely known incident was when a FBC-controlled tank went berserk and fled from 
  Fuji testing grounds in 2017. It rampaged from Osaka to Tokyo, until a joint strike force of Arasaka and 
  JSDF gunned it down. What happened? Cyberpsychosis. They used an interchangeable biopod to 
  drive the tank. You think they’ve abandoned the idea? Nope. It was clear to them it needed a few 
  modifications, that’s all. 
  Nowadays biopod-driven vehicles are considered a dead end – you need a „brain controller” 
  or „mood regulator”, like the one being used to prevent Dragoon FBCs from going psycho, and the 
  effect is similar – most of the personality is lost, same goes for initiative and creativity, leaving just a 
  little more than organic-based AI driver. Not what generals consider their wet dream. Still, some 
  armies, corporations and people use these old „brain jar” systems. 
   
  Brain Jar driver system: 
  You need only a biopod of a borg. The vehicle must be equipped with biopod socket (0,5 
  space, provides power to life support system, interface linkage, and „brain controller”) that costs 
  15’000 e$. A rudimentary REF processor is also required, but it’s needed only to interpret data 
  between the brain’s interface and vehicle. It’s being build in the vehicle, costing mere 1’000 e$ per 1 
  Ref. Although cheap, this system has a few disadvantages. Apart from its potential psychosis, the 
  biopod lacks personal mobility. It has no body except for the vehicle. If the vehicle is disabled or 
  destroyed, the ‘borg cannot run away – even in the vehicle was equipped with an equivalent of 
  ejection seat (such systems do exist), it has to depend on its internal life support, power system and 
  whatever SAR group being sent to retrieve it. No one likes his best pilots hanging helplessly on some 
  tree, so Brain Jar system is considered a dead end in cybertech development. 
   
  Tight Pack driver system: 
  This is how the problem is solved nowadays. You take a normal cyborg with a standard-sized 
  body (anywhere in human range, although the smaller, the better), pack the body tightly and stuff it 
  into a specially designed compartment in the cockpit. It takes 0,75 spaces, no extra cost. This makes 
  use of the fact that ‘borg can stay motionless for hours, even in a position a fleshie would consider to 
  be a sophisticated form of torture. Yet the body remains fully operational, and can operate 
  independently from the vehicle when dismounted or ejected.  
  Please note that all input data are received thorough interface, from vehicle’s sensors. Tight 
  Pack compartment is designed to take as few space as possible while still allowing for use of rescue 
  equipment (equivalent to ejection seats), but not to provide a good all-around view. 
   
  ACPA Borgs: 
  As I’ve mentioned in the main tables, regarding FBC size / BOD, there’s nothing to stop you 
  from building an ACPA-sized ‘borg. Note, however, it’ll have similar advantages and disadvantages as 
  a regular ACPA. Not to mention you can leave your ACPA shell in the warehouse and go on leave in 
  your flesh, but you can’t do it with your FBC shell. Thus, interchangeable biopods are generally a 
   
  59
  
  must. And, of course, there are no much applications 
  for an ACPA-borg, especially a heavy model, except 
  purely military duties. ACPA-borgs make great grunts, 
  except for the fact they can be sometimes too big and 
  too heavy for urban combat, just like fleshies in ACPA 
  suits (and are completely useless in everyday life – 
  think about the size of their fingers). But in the open 
  field, they’re general’s wet dream. Sure, they usually 
  can’t be trusted if not fitted with behavioural regulator, 
  and are far too expensive to even replace flesh 
  soldiers... 
  ACPA-borgs in everyday life 
  Maybe becoming ACPA-'borg sounds 
  nice, but remember you would stick out like a sore 
  thumb in a crowd, as they're about two-to-three 
  feet taller than the average Alpha Class 'borg. I'd 
  imagine that they have some difficulties fitting into 
  vehicles and using things designed for normal 
  people (cellphones and common household 
  remotes, ATMs etc). 
  I mean, typing messages using an 
  antique "Net-Slug" terminal or a cellphone would 
  be akin to normal Joe Cyberpunk pushing the keys 
  with a sausage, but that can be countered by 
  plugging into the device or using vocal controls if 
  present, and to use a car it would probably have to 
  be a cargo truck or a van (with cybernetic controls), 
  and that'd be an awfully tight fit at best. I'd suggest 
  a pair of normal-sized utility arms for this kind of 
  jobs, and the abovementioned cyber-controls for 
  vehicles. 
  In short, treat ACPA-borgs as ACPAs, not 
  FBCs, just nastier. 
  And then to the obvious, you'd probably 
  have to use a tailor if you ever want to wear 
  clothing ever again (even for camouflage 
  purposes), unless you want to use a cargo tarp for 
  camouflage (but you probably would not get into 
  night clubs and places like that with a cargo tarp 
  slung over your oversized shoulders). Of course if 
  your shell has adaptive camo, the camouflage 
  issue is solved, and you could use some stylized 
  colour for festive occasions. 
  Of course, using an interchangeable 
  biopod would solve all these things, as you could 
  have an Alpha Class or a Gemini body for off-duty 
  purposes, and you would use the ACPA-body only 
  when in active duty. 
  - Snowtiger
  ACPA spaces vs. Cyborg spaces 
  After consulting MaxMetal and a few other books I 
  came to a conclusion that ACPA spaces are about 
  twice the size of a cyborg space. Weapons taking 1 
  space on a cyberarm tend to take 1/2 space on an 
  ACPA, although ACPA variants tend to be 
  equipped with much more ammo. I take this as an 
  effect of lack of consequence from R.Tal, they were 
  making "popup weapons in cyberlimbs" size 
  variation without going into much detail, obviously 
  stating that option spaces on a BOD 10 limb are 
  bigger than on the BOD 4 limb, but their number is 
  stable. I took a directly opposite approach - "option 
  space" represents a set amount of free space, 
  bigger limbs just do have more of these. 
  On the other hand, since you must fit only a 
  quick-change biopod into the suit, and not a full-sized 
  human, there’s a lot more space for extra equipment. 
  And with a good Ref processor, this baby would 
  outclass a regular ACPA equipped with coprocessor 
  and fleshie pilot as far as coordination and reaction 
  speed is concerned. 
  In fact, only three things have to be clarified: 
  - senior officer Mikael van Atta
  ACPA 'borg’s Interface system. This is equal in 
  performance to ACPA Wide Range HUD (Initiative 
  Bonus +0, Direct Fire Bonus +2, provided the 'borg 
  has smartgun subprocessor, and combat ones usually 
  do have. Note,  however, that none of the upgrades listed as standard for such Interface is included – 
  they have to be installed separately, usually as cyberoptic options). A better one, like VR interface, can 
  be installed as extra set. 
  Spaces. The number of spaces is derived from borg's Body stat. Each ACPA Space is equal to 2-3 
  cyborg spaces (GM's call, I think that x2,5 would be closest call - ACPA equipment was being built 
  quite bulky and resistant, where cyborg parts had to by concealable first). 
   
  60
  
  Humanity Loss for the systems adapted from ACPA equipment: use the HL for the closest cybertech 
  equivalent. For example, all cyberarm guns have HL of 2d6. Therefore, any ACPA gun you adapt for 
  use on your ACPA ‘borg is pretty likely to be 2d6 HL. Even if it is longer than you are tall… If a system 
  doesn’t have an equivalent, use your common sense. 
   
  Head spaces on 'borgs: 
  In Cheap FBC, torso and head are generally bought as a single piece, with an amount of 
  "option spaces" located there, but without pointing out any more precise location. While this depends 
  on a particular model, and the spaces are usually equally distributed among lower and upper torso, 
  some people would like how's that exactly. And since ACPA can have some of their equipment 
  installed in their heads, it'll be nice to deal with it, right? 
  First, remember that the head is already being packed with a lot of optionware. A brain, vision 
  equipment (cybereyes or similar, usually two), audio receptors and processors (cyberaudio), voicebox 
  (either BoxAlter or NewThroat, usually mounted in throat of course), plus typically a moving jaw, 
  ventilation ducts (yes, air intakes and exhausts can be fitted on any body part, but usually they are in 
  the same place as on normal humans, both because it helps you being human-like, and because it's 
  one of the better localisations on a bipedal, upright creature. You think why the evolution placed these 
  right there?), and olfactory & contact chemical sensors (nose and tongue, that is). Quite a lot, huh? 
  Sure, you can freak around a bit, moving some of these elsewhere (or dropping them out completely), 
  but still, you're not to gain much. So this is rarely 
  used. 
  Only one ACPA-borg has been presented in this book, 
  since I find them too narrowly specialized. However, 
  several models can be found in the Corporate / 
  Military FBC section of Datafortress 2020. Please 
  keep in mind that the link was up to date when I was 
  creating this material. Datafortress is known to change 
  its address sometimes. 
  Of course, you can decide you want another 
  shape of head, for example a cone-head. This 
  would give you the extra room. Or when you 
  become an ACPA-borg, you can decide for a large, 
  unproportional head, that's the same effect (ACPAs 
  do regularly have quite big helmets, nothing new). 
  Just don't pretend you're a "human-looking 'borg" 
  anymore. 
  All in all, up to 25% of "body" spaces can be 
  declared as head spaces when the FBC body is 
  bought. However, only small options (GM's call) can 
  be installed there, if the head is not to gain 
  "inhuman" features. 
   
   
  External spaces: 
  Optionware can be fitted on the outside of a cyberlimb / body, like it can be mounted on ACPA 
  as "external equipment". Maximum amount of spaces for such things is the number of internal spaces 
  on that body part, -2 (direct offspring of ACPA rule). Remember however, that such 'ware isn't 
  protected by the armour, nor by any means it cannot be said to be human-looking. Apart from that, a 
  full set of external optionware almost doubles the 'borgs amount of "options", thus driving energy use 
  thorough the roof! GM should reduce FBC operational time then, even by up to 50%. All in all, it’s 
  rarely seen... 
   
  How many limbs can a borg have? 
  With artificial shoulders and multisection modules, you can go for a pretty high number of 
  these. However, with a lot of extra arms you’ll probably have to use an elongated torso, which will 
  have adverse effect on your balance. You might find it easier to crawl than walk upright. 
  But the real problem emerges when you try to use all those limbs. See, your brain isn’t used to 
  having more than four limbs, two of them prehensile. Some mammals do have prehensile feet, and 
  even prehensile tails, but that’s all. No vertebrate has more than four limbs, so our brains are really 
  evolved far away from having to cope with such.  
  Sure, with enough time you’ll teach your brain how to recognize third or fourth arm, or sixth 
  and fifth leg. The point is, however, not in recognizing them, and not even in just moving them. The 
  problem is coordination. 
  Legs are easier to cope with. After all, the number of things you do with them is somewhat 
  limited – you mainly walk or run. A “backbrain” computer, built into a multisection module, will cope 
  with it, keeping your legs from getting in their own way. Jumping is going to be a problem, however, as 
  your body is much longer than you ever though it’ll be, and has completely different movement 
  mechanics. 
   
  61
  
  Kicking someone (or even a couple of “someones”) is another kettle of fish.  
  Arms are more difficult to handle, since we use them for precision tasks (Yes, there are 
  disabled artists, who paint keeping a brush between their toes, but they’re rare. Even more so in 2020, 
  when prosthetic replacements are readily available). And most people (apart from those few 
  ambidextrous ones) have one hand dominant, the other being the “off-hand”. Even with a dozen of 
  arms, only one will be dominant… Also, whereas you can try doing more things at once (you don’t 
  have to count on boosted reflexes to try punching four opponents at once – you simply have enough 
  fists), you have to divide your awareness between them, and this translates into multi-action penalty. 
  Just a simple processor isn’t enough to deal with it. While we can dream about gizmos like 
  “Hecatonchires” (“Hundred-handed”) processors, that would allow us to control immense number of 
  devices and operations, such things do not exist yet. I’d say they’re above the level of even the third 
  generation technology. 
  After all, it doesn’t make much difference to the game mechanics on how many arms do you 
  have: you still can’t do more things at once, and the only advantage is that you won’t ever lack the 
  proverbial third hand to hold you something.  
   
  62
  
  Sample FBC designs: 
  Below, you’ll find several examples of Full Body Conversions created with these rules. All of them 
  have been calculated using „cheap cybertech” prices. No HL caused by increased REF or ATTR has 
  been counted in, as these losses are handled on individual basis. Same goes for MA and BOD – 
  caused Humanity Loss. Although these FBCs have been constructed in various technologies, there’s 
  no specific technological level / generation assigned. 
  Standard neuralware – many of the ‘borgs below have their neuralware listed as “standard”. This 
  means they do have a neural processor (mandatory for all ‘borgs) and a single set of interface plugs. 
   
  FBC general table 
  Model 
  Price 
  HL dice 
  HL 
  reduction 
  modifier 
  Minimum HL 
  (with modifier 
  applied) 
  Average HL 
  (with modifier 
  applied) 
  Maximum HL 
  (with modifier 
  applied) 
  Ilya 
  Mooromyets 
  11-22’000e$* 
  16d6+6,5 
  - 
  22,5 
  62,5 
  102,5 
  PlasticMan 
  15,300e$ 
  19d6+1/2d6-0,5 
  - 
  20 
  70 
  117,5 
  Adam/ Eva  
  25’000e$ 
  9d6+1/2d6+1 
  35% 
  10,5 (6,8) 
  35 (22,75) 
  58 (37,7) 
  Attila 
  360-
  600’000e$* 
  27d6+3,5** 
  - 
  30,5 
  98,5 
  165,5 
  Angel 
  400’000e$ 
  9d6+1/2d6+3 
  50% 
  12,5 (6,25) 
  37 (18,5) 
  119,5 (59,75) 
  Ghost 
  550-
  650’000e$* 
  12d6+1/2d6+1,5 
  50% 
  14 (7) 
  45,5 (22,75) 
  76,5 (38,25) 
  Ego 
  50’000e$ 
  12d6+1/2d6+3 
  40% 
  15,5 (9,3) 
  47 (28,2) 
  78 (46,8) 
  Golem 
  40’000e$ 
  12d6+1/2d6+2 
  - 
  14,5 
  46 
  77 
  Wheelchair 
  10’300e$ 
  15d6+2 
  - 
  17 
  55 
  92 
  EMPM 
  10’300e$ 
  23d6+2 
  - 
  25 
  83 
  140 
  Jameson 
  Mk.1*** 
  9,050e$ / 
  7’100e$ 
  18d6+2 / 
  12d6+1d6/2+1 
  - 
  20 / 13,5 
  65 / 44,5 
  110 / 76 
  Jameson 
  Mk.2*** 
  9,050e$ / 
  8’300e$ 
  18d6+2 / 15d6 
  - 
  20 / 15 
  65 / 53 
  110 / 90 
  Icarus 
  170’000e$ 
  14d6+1d6/2+1** 
  - 
  15,5 
  51,5 
  88 
  Hero 
  110’000e$ 
  16d6+1d6/2+1,5 
  - 
  18 
  66 
  100,5 
  Apollo 
  110’000e$ 
  19d6+2d6/2+1 
  - 
  21 
  70,5 
  121 
  Aesklepios 
  115’000e$ 
  18d6+2d6/2+1 
  - 
  20 
  67 
  115 
  Themis 
  110’000e$ 
  18d6+1d6/2+2 
  - 
  20,5 
  66,5 
  113 
  Ares 
  145’000e$ 
  18d6+1d6/2+1,5 
  - 
  20 
  66 
  112,5 
  Sebastian 
  (generic) 
  21’000e$ 
  6d6+1d6/2+7 
  30% 
  13,5 (9,45) 
  29,5 (20,65) 
  46 (32,5) 
  Stalker 
  650’000e$ 
  27d6+2 
  - 
  29 
  96 
  164 
  Nautilus 
  90’000e$ 
  19d6 
  - 
  19 
  66,5 
  119 
  Galileo 
  130’000e$ 
  20d6+2 
  - 
  22 
  72 
  122 
  Jason 
  250’000e$ 
  17d6+3 
  - 
  20 
  62,5 
  105 
  Agamemnon 
  2’150’000 e$ 
  28d6+1d6/2+2,5
  ** 
  - 
  31 
  102 
  173,5 
  Naga 
  65’000e$ 
  14d6 
  - 
  14 
  49 
  84 
  Chiron**** 
  700’000e$ 
  12d6 
  - 
  12 
  42 
  72 
  * depending on model  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ** due to the CyberTrooper moddy, HL for this borg is usually irrelevant. 
  *** There are two sets of calculations on the Jameson borgs, mostly because they are so non-
  standard constructions that many factors depend on interpretation. 
  **** Please note that Chiron isn’t a body on its own, just an add-on to a standard body, replacing its 
  legs. 
   
  63
  
   
  Borg model compilation 
  There are several ‘borg models available from various sources, and most of them tend to fill 
  one of many niches available for such things. Below, I’ll list Chromebook ‘borgs and their (estimated) 
  CheapFBC equivalents. Since I follow a design philosophy completely different from that presented in 
  Chromebooks, the matches aren’t likely to be perfect. 
  Also, please note that 95% of the ‘borgs available on various c-punk websites are strictly 
  combat models. 
   
  Chromebook 
  ‘borgs 
  Source: 
  Niche / 
  purpose 
  cheapFBC ‘borgs 
  Niche / purpose 
  Alpha Class 
  Chrome 1 
  General 
  purpose 
  Golem, Hero,  
  Customizable general-
  purpose bodies 
  Aquarius 
  Chrome 1 
  Sea borg 
  Nautilus 
  Underwater laborer 
  Brimstone 
  Chrome 1 
  Firefighter 
  Apollo (Hero variant) 
  Firefighter 
  Copernicus 
  Chrome 1 
  Space borg 
  Galileo 
  Space borg 
  Gemini 
  Chrome 1 
  Human replica 
  Adam/Eva, Ego, Angel, 
  Sebastian 
  Human replica bodies 
  Eclipse 
  Chrome 1 
  Special ops 
  Ghost 
  Secret agent / 
  commando body 
  Enforcer 
  Chrome 1 
  Police 
  Themis (Hero variant) 
  Police shocktrooper 
  Samson 
  Chrome 1 
  Worker 
  Ilya Mooromyets 
  Borg laborer 
  Dragoon 
  Chrome 1 
  Combat 
  Attila, Ares (Hero variant) 
  Combat 
  Wingman 
  Chrome 1 
  Pilot 
  Icarus 
  Pilot 
  Sheol 
  Chrome 2 
  Haz-mat 
  Hades (Hero variant) 
  Haz-mat handling 
  Kildare 
  Chrome 2 
  Doctor 
  Aesklepios (Hero variant) 
  Paramedic 
  Wiseman 
  Chrome 2 
  Netrunner 
   
  No equivalent so far 
  Spyder 
  Chrome 2 
  Espionage 
  Stalker 
  Reconnaissance 
  Burroughs 
  Chrome 2 
  Martian borg 
  Jason 
  Martian borg 
  Daioni 
  Shockwave 
  ACPA-Borg 
  Agamemnon 
  ACPA-borg / ‘borg C3 
  station 
  Anaconda, Sidewinder 
  Sport body 
  No equivalent 
  “Wheelchair”, EMPM-01, 
  Jameson, PlasticMan 
  Medical replacement 
  body 
  No equivalent 
  Chiron 
  Centauroid chassis 
  No equivalent 
  Naga 
  Wereborg 
  No equivalent 
   
   
  64
  
  Rostovic Ilya Mooromyets 
  There’s only one explanation why FBC don’t tell their 
  children „if you’ll be nasty, you’ll grow up to be an Ilya” – because 
  full ‘borgs don’t have kids. Ilya Mooromyets (Ilya the Wall-breaker, 
  named after popular hero of Russian folk tales, renewed for his 
  great strength) is a cheap, mass-produced Russian Full Body 
  Conversion used for heavy labour in factories, oil rigs and 
  wherever its great strength can be useful.  That’s the light side of 
  Ilya. The dark side is numerous such cyborgs used for slave 
  labour in the infamous labour camps of Gulag. 
  Using FBC for slave labour can sound crazy, but isn’t so 
  out of sense. They are stronger, don’t tire, don’t get ill, and die 
  much, much rarer than normal humans. It is also hard to run away 
  in an Iliya. Besides, if the political situation changes, you can 
  always move the biopod from a labour ‘borg into a civilian body, 
  and send the former convict wherever the government needs him. 
  Ilya is equipped with only the very basic stuff, like anti-
  dazzle and level damper to allow him working in heavy, industrial 
  conditions, and pain stimulator to keep them doing what a guard 
  had told them to. They work as lumberjacks, miners, and builders... There’s an EMP-hardened (grade 
  2) variant that is usually used for uranium ore mining and nuclear reactor maintenance. 
  Almost all Ilyas are poorly maintained, and their overall look doesn’t even resemble humans. 
  Here they are, slaves-convicts of Gulag in the Cyberpunk Era... 
  Additional equipment: 
   
  Pain centre stimulator – this 
  implant, activated via radio by 
  third party, causes blinding, 
  agony-like pain in the subject, 
  thus 
  dropping 
  the 
  victim 
  completely 
  unable 
  to 
  do 
  anything. Used for prisoner 
  control. HL: 2 (included)  
  Technology Note: this FBC is built in Russian technology. 
   
  General info: 
  Type: heavy labour / slave cyborg 
  Cost: 11’000e$ (“hardened” variant: 22’000e$) 
  Weight: 140 kg 
  Cover: cheap plastic (usually orange / black „hazard” striping) 
  Energy source: batteries  
   
  Performance: 
  BOD: 10 (30, due to built-in hydraulic rams) 
  MA: 3 
  REF: 4 
  ATTR: none 
  SP: none 
   
  Sensors: 
  Optics*: Anti-dazzle (L & R), 1 free slot each. 
  Cyberaudio*: level damper, 1 free slot 
  VocoBox: Boxalter (1 free slot) 
  Neuralware: standard + pain centre stimulator *2* 
   
  * uses Soviet cybereyes and cyberaudio. See ChromeBook 4. 
   
  SDP allocation:  
  Head: SDP 51 
  L.Arm: SDP 51, standard hand, 3 free slots 
  R.Arm SDP 51, standard hand, 3 free slots 
  Torso: SDP 64, 3 free slots 
  L. Leg: SDP 51, standard foot, 2 free slots 
  R.Leg SDP 51, standard foot, 2 free slots 
   
  Total HL: 16d6+6,5 
   
   
  65
  
  Biodyne PM-01 Full Cybernetic Body Conversion 
  (Nicknamed „PlasticMan”) 
  PM-01 FBC was one of the first commercially available FBCs 
  in history, and the one being best known. A ‘borg equivalent to Ford 
  model T (although it was available in more color variants than simply 
  black).  
  Nowadays, it’s clumsy, outdated, and long out of production 
  (Biodyne, the company manufacturing it had collapsed many years 
  ago). Still, bootleg copies are being made around the world, and 
  some “PlasticMen” are available on used cybertech market – prices 
  vary widely, based on actual age, producer, condition, after-market 
  modifications... 
   
  Technology Note: this FBC is built on Outdated technology. The 
  price has been calculated along Cheap FBC rules, yet in reality this 
  could be only a suggested market price for a new, bootleg copy. 
   
  General info: 
  Type: basic body replacement cyborg 
  Cost: 15’250 e$ 
  Skeleton cost: 24’500 e$ 
  Weight: 90 kg 
  Cover: average-quality plastic (numerous colors available) 
  Energy source: batteries  
   
  Performance: 
  BOD: 8 
  REF: 5 (6*) 
  MA: 4 (6*) 
  ATTR: none 
  SP: none 
   
  * Outdated body parts cause the reduction (see Enable Cyberlimbs, 
  Chromebook 3). Ref processor and movement myomars are capable 
  of performance equal to 6 stat value, but because of the limbs 
  construction, effective performance is limited as shown. 
   
  Sensors: 
  Optics**: L & R: 4 free slots each 
  Audio***: 6 free slots 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard**** 
   
  ** Revelation cyberoptics (see Chromebook 3) are used. They provide +1 to visual Awareness rolls. 
  *** Spectrum cyberaudio is used. Apply –1 to balance rolls. +1 or +2 to audio Awareness rolls do apply 
  (depending on microphone set used, consult Chromebook 3) 
  **** Neuralware uses outdated Model 100 (see Chromebook 3) interface plugs. 
   
  SDP Allocation: 
  Head: SDP 36 
  Torso: SDP 47, 5 free spaces 
  L Arm: standard hands, SDP 36, 4 free spaces 
  R Arm: standard hands, SDP 36, 4 free spaces 
  L Leg: standard feet, SDP 36, 3,5 free spaces  
  R Leg: standard feet, SDP 36, 3,5 free spaces 
   
  Humanity loss: (19d6+1d6/2) – 0,5 HL 
   
   
  66
  
  Corporation Farmaceutica de Belo Horizonte Adam / Eva 
  Adam / Eva is a cheap, basic Gemini FBC. Yet 
  it’s a great market success, being produced and sold – 
  under license agreements or as bootleg copies – all over 
  the world. Sure, it’s generally just an artificial human, but 
  that’s what keeps this model popular.  
  Adam / Eva comes with a very limited choice of 
  face finishes, hair styles and similar features (initial 
  edition had only four faces – two male and two female 
  each with its distinctive hair color and cut. As they’ve 
  become popular in other parts of the world, license 
  agreements were made to produce ‘borgs matching local 
  phenotype). The bodies are covered with RealSkin, what 
  gives them impression of being human, but this is far too 
  easy to unveil, and their faces are just too generic – they 
  just look like straight from cheap cosmetic surgery 
  boutique(hence the nickname “Barbie and Ken”),. Still, 
  for some people that is enough. Besides, there’s a huge 
  modification after-market for Adam / Eva’s, so if you 
  want to change your face, or modify your body in any 
  other way, it’s pretty easy. 
   
  Technology note: this FBC is built in Brazilian 
  technology. 
   
  General Info: 
  Type: basic human-replica cyborg 
  Cost:  25’000 e$ (24’750 E$, to be precise) 
  Skeleton cost: 15’700e$ 
  Weight: 70 kg 
  Cover: RealSkin (generic quality beauty) 
  Energy source: batteries  
   
  Performance: 
  BOD: 6 
  REF: 6 
  MA: 6 
  ATTR: 6 (generic) 
  SP: none 
   
  Sensors: 
  Optics: L & R: 4 free slots each 
  Audio: 6 free slots 
  Vocobox: BoxAlter, 1 free slot 
  Neuralware: standard 
   
  SDP Allocation: 
  Head: SDP 20 
  Torso: SDP 25, MrStudd (Adam) or Midnite Lady (Eva), 3 free spaces 
  L Arm: standard hand, SDP 20, 3 free spaces  
  R Arm: standard hand, SDP 20, 3 free spaces  
  L Leg: standard foot, SDP 20, 3 free spaces  
  R Leg: standard foot, SDP 20, 3 free spaces  
   
  Humanity loss: 9d6+1d6/2+1 
  Note: due to realskinning, physical attractiveness and ability to participate in sexual contacts, overall 
  HL is reduced by 35%. 
   
   
  67
  
  Militech Attila 
  Militech Attila is a typical modern 
  combat FBC. Whereas too big and obvious for 
  clandestine operations, it makes great attack 
  unit (generals tend to refer to it as “cybernetic 
  stormtrooper”). Although it has a power output 
  and lift capability comparable to a light ACPA, 
  Attila is still not much bigger than a powerfully-
  built human. This allows it for the use (although 
  not always comfortable) of many human-made 
  weapons, vehicles and other equipment, thus 
  vastly enhancing its tactical flexibility. 
  Stock Attilas do not come with built-in 
  weapons, since it’s considered wiser arming 
  them with ‘borg variants of standard firearms 
  (the most common is 12,7mm / .50 cal assault 
  rifle, although 14,5mm assault rifles are also 
  popular, especially where Soviet equipment 
  was once widely used – for stats of such 
  weapons, see SoF 2). Yet all four limbs are 
  equipped with twin quick-change mounts, allowing outfitting the borg to given mission in a matter of 
  minutes. This is truly a “Two-Legged Weapons Platform”. 
  Attila is definitely a team player, being equipped with Combat Crystal and a wide area of data 
  transmitting options (tight-beam radio, standard radio, laser communication and infrasound speaking). 
  It has broad range of sensors as well. 
  And, with the addition of Cybertrooper behavioral chip, Attila becomes cyberpsychosis-proof, 
  intelligent, dedicated and obedient combat unit, a commander’s dream. 
  Attila is available in two variants of REF performance (standard Attila with REF 14, and REF 
  15 Attila Plus) and three of EMP Protection. Thus both these information are included in the name, 
  e.g. Attila I Plus or Attila II. 
   
  Technology note: Attila is being based on standard parts. 
   
  General Info: 
  Type: assault cyborg 
  Cost: depends on variant, see table below 
   
  Attila 
  Attila Plus 
  EMP protection grade 1 
  360’000e$ 
  400’000e$ 
  EMP protection grade 2 
  390’000e$ 
  430’000e$ 
  EMP protection grade 3 
  600’000E$ 
  650’000e$ 
  Skeleton cost: 42’400e$ 
  Weight: 340 kg 
  Cover: Militech P-Steel Composite Armor (SP40 Heavy Armor), with built in Reactive Armor (see SoF 
  2), thermal baffling and Militech Mirage Gear camouflage. 
  Energy source: hydrogen cells  
  EMP Hardwiring: depends on model. 
   
  Performance: 
  BOD: 12 (24*) 
  REF: 14 (15 for Attila Plus model) 
  MA: 15 
  ATR: not applicable 
  SP: 40 
   
  * With enhanced myomars 
   
  Sensors:  
  Optics: uses “bug eyes”, see Chromebook 3. Option package: Anti-dazzle (L&R), Low-light (L&R), 
  Infrared (L&R), Image enhancement (R), Teleoptics (R), Targeting scope (R), Time / date display (L), 
  Times Square + (L), 
   
  68
  
  Audio (standard model): level damper, amplified hearing, enhanced hearing range, radio link, radar 
  detector, and scrambler. 
  Vocobox (NewThroat): subsonic speaking, volume regulation. 1 free space. 
  Neuralware: Processor, Interface plugs, Kerenzikov +2, Tactile boost, Olfactory boost, Cybermodem 
  link, Vehicle link, Machine/tech link, Smartgun link, Chipware socket (with behavioral chipware / 
  moddy link), Echolocation co-processor, Lockdown, Cyberdetection computer, Combat Crystal, 
  Braindance recorder. Cybertrooper moddy included into the package. 
  Sensory extension (“rabbit ear”): Anti-dazzle, Laser communicator, Thermograph, Ultraviolet. Tight-
  beam radio and frequency changer. 
   
  Other features: 
  Attila comes with two Serious environmental modifications: it’s adapted to remain fully operational in 
  hot and cold weather. 
  Grade 1, 2 or 3 EMP shielding is also built in. 
   
  SDP Allocation 
  Head: 40 SDP 
  Torso: 52 SDP. Built-in options: Quick-change biopod, Radar, Autoinjector, Radiation detector, 
  Chemical analyzer, Gyrostabilisation. 
  R Leg: 40 SDP, standard foot, pelvis and ankle quick-change mounts, 1,375 free spaces 
  L Leg: 40 SDP, standard foot, pelvis and ankle quick-change mounts, 1,375 free spaces 
  R Arm: 40 SDP, standard hand, shoulder and wrist quick-change mounts, 2,25 free spaces 
  L Arm: 40 SDP, standard hand, shoulder and wrist quick-change mounts, 2,25 free spaces 
   
  Total Humanity Loss: 27d6 + 3,5 
  Note: due to widespread use of Cybertrooper Moddy, HL is usually considered irrelevant. 
   
  Spare limbs:  
  Spare arms and legs for Attilas are readily available from Militech. They have been calculated as 
  simply limb modules with all the same features as a full Attila, including armor, IR baffling and so on. 
  Each of them is supplied with 2 Quick-change mounts, but you can resign from the wrist / ankle one 
  (this saves 400e$ and gives one space). The module is supplied without hand / foot which has to be 
  purchased separately. 
   
  Arm 
  Leg 
  EMP protection grade 1 
  9’965e$ 
  8’130e$ 
  EMP protection grade 2 
  12’965e$ 
  10’130e$ 
  EMP protection grade 3 
  30’965e$ 
  22’130e$ 
   
  Borg weapons - Since we’re speaking of combat ‘borgs, what the ‘borgs tend to pack? 
  Glad you’ve asked. Borgs are all too often portrayed packing absurdly big weapons, just for the thrill of that look. 
  In fact, it’s the matter of what do they carry these guns for, at the first place.  
  If you have a military ‘borg, like the Attila, and want it to go tank-hunting, then it’ll likely need a railgun, or ATGM 
  launcher. Sure, a ‘borg can swing a railgun with ease no human is capable of, and carry more ATGM spares than any 
  human. But that does not mean every ‘borg carries these weapons. Choose your target, and it’ll show you what guns you’ll 
  need.  
  For most of time, ‘borg troopers do use assault rifles, in either 12,7mm or 14,5mm caliber – simply for their utility. 
  These weapons aren’t more cumbersome to them than regular AR to human infantrymen, and give them ability to effectively 
  fight most ‘borgs and ACPA, as well as some of the light armored vehicles. Not to mention regular troopers, no matter what 
  personal armor are they going to wear. 
  For strictly anti-personnel ops against fleshies, a simple general-purpose machinegun is all you need – adequate 
  power, and loads of belted ammo. 
  Now, as we go into the realm of civilian ‘borgs, we can see that many of them do not have the strength to use 
  some of the insanely powerful guns that keep filling gun shows. And apart from that, such monster hand cannons tend to be 
  rare, and thus easily traceable. Some Freud’s followers do claim that carrying the biggest handgun one could afford is a way 
  of compensating for one’s Mr.Studd (or the lack of it).  
  A reasonable ‘borg out in the city does carry a normal, commercially available handgun, not necessary in the 
  12mm+ range. Frightening boosters off with the very size of your gun sounds reasonable, until you face a punk on Black 
  Lace. Not even packing a 16’ naval gun is going to impress such one… 
  - Mikael van Atta
   
  69
  
  Raven Microcyb / Versace Angel 
   
  If Adam / Eva is a 
  low-key Gemini body, then 
  Angel is a top-shelf – in fact, 
  one of the best artbodies that 
  aren’t made for individual 
  order only. 
  The body itself as well 
  as its control systems, is 
  pretty standard, yet good 
  quality European technology.  
   
  Technological note: this 
  FBC is built on European 
  technology.  
   
  General Info: 
  Type: high-quality general-
  purpose artibody 
  Cost: 400’000 e$ 
  Skeleton cost: 14’800 e$ 
  Weight: 80kg  
  Cover: Trueskin, with good 
  quality plastic/ artistic job 
  (Very Difficult to recognize the 
  look as not being nature’s 
  work).  
  Energy source: batteries 
   
  Performance: 
  BOD: 7 
  REF: 9 (7*) 
  MA: 7 
  ATTR: 12 
  SP: none 
   
  * superhuman beauty causes 
  the Reflex loss. 
   
  Sensors: 
  Optics: L & R: 4 free slots 
  each 
  Audio: 6 free slots 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard 
   
  SDP allocation: 
  Head: SDP 30 
  Torso: SDP 40, Mr.Studd / Midnite Lady, 3 free spaces 
  L Arm: SDP 30, standard hand, 3 free spaces  
  R Arm: SDP 30, standard hand, 3 free spaces 
  L Leg: SDP 30, standard foot, 3 free spaces  
  R Leg: SDP 30, standard foot, 3 free spaces  
   
  Total humanity loss: 9d6+1d6/2+3 HL  
  Note: due to trueskinning, physical attractiveness and ability to participate in sexual contacts, overall 
  HL is reduced by 50%. 
   
   
  70
  
  Raven Microcybernetics Ghost  
  (also known as „Black Raven”) 
   
  Ghost has been projected as commando / 
  secret agent FBC. It combines a dedicated combat 
  cyborg performance with artibody human look of a 
  Gemini. Since it has to be able to pass as human 
  being (or at least, a civilian FBC), Ghost lacks heavy 
  armor or raw physical strength of Militech Attila. 
  However, it’s heavy on sensors, quick and able to 
  use 
  its 
  advantages 
  against 
  milspec 
  ‘borgs, 
  augmented humans and any ordinary fleshies.  
  It has to be remembered, however, that 
  Ghost is primarily a covert ops ‘borg, not a combat 
  model. Sure, it can hold its own, but it’s not what it is 
  built for. 
  Ghosts are marketed with corporate security 
  and investigations divisions in mind. Governmental 
  agencies, if they can afford it, tend to build more 
  technologically advanced equivalents of this FBC (it 
  is 
  said 
  that 
  Raven 
  builds 
  such 
  bodies 
  for 
  governmental contractors as well, just this is 
  classified. These high-performance Ghosts are 
  nicknamed “Black Ravens”). One of the better known 
  Ghost’s equivalents are Megatech Class A Special 
  bodies, used by Japanese state agencies (they’re 
  made in Japanese High Tech technology, probably Orbital as well). 
  Low-performance Ghosts are sold on the open market as expensive artbodies. Since they are 
  very expensive, very few people who would find use for a “secret agent” body, can afford it. 
  Of course they are not being sold as “low-performance Ghosts” – only people who are aware 
  of “true Ghost” specifications know that this is not exactly “the original artbody of the Secret Services 
  of the world”. 
   
  Technology note: this FBC is built in standard technology, with +50% SDP upgrade. 
   
  General Info: 
  Type: special purpose human-replica cyborg. Geared for intelligence and commando duty 
  Cost: depends on the variant, see table below 
   
  “cheap” Ghost 
  “true” Ghost 
  Black Raven 
  Price: 
  550’000e$ 
  600’000e$ 
  650’000e$ 
  Skeleton cost: 28’480e$ 
  Weight: 80 kg 
  Cover: TrueSkin (good quality, albeit of limited attractiveness. Difficult to tell from nature’s work) 
  Energy source: varies. Primary power source are batteries. However, there’s backup power source in 
  form of 3 hydrogen cells to be used in emergency situations.  
   
  Performance: 
  BOD: 7 (+8 Strength due to thickened myomars, BOD 15 total) 
  REF: 11 (“cheap” Ghost) / 13 (“true” Ghost) / 15 (“Black Raven”) 
  MA: 15 (“cheap” Ghost / 20 (“true” Ghost & “Black Raven”) 
  ATTR: 7 (good quality) 
  SP: 10 (Skinweave analog wired into the TrueSkin), with feature alteration system and Militech Ghost 
  camouflage system built in. 
  EMP Hardwiring: grade 3 
  Sensors: 
  Optics: standard, Antidazzle (L & R), Lowlight (L), Teleoptics (L), Image Enhancement (L), Times 
  Square Display (R), Infrared (R), Thermal imaging (R), Time / Date Display (R) 
  Audio: standard, Radio Link, Phone Splice, Scrambler, Bug Detector, Level Damper, Enhanced 
  Hearing 
  Vocobox: NewThroat, Forked Tongue, Voice Pattern, 1 free slot 
   
  71
  
  Neuralware: standard, Processor, Interface plugs, Tactile boost, Olfactory boost, Taste boost, 
  Cybermodem link, Smartgun link, Vehicle link, Dataterm link, Machine / tech link, Chipware socket with 
  ChipLock, Cyberdetection computer, Lockdown, Sandevistan boosterware, BlackBox braindance 
  recorder 
   
  SDP Allocation: 
  Head: SDP 45 
  Torso: SDP 60, Sexual implant, 1 Reserve hydrogen fuel cell 
  L Arm: standard hand, SDP 45, Satellite phone, Storage space, Cyberfingers: Wirecutter / Scissors, 
  Lockpick, Interface plug 
  R Arm: standard hand, SDP 45, Storage space, 1 free space (usually used for cybermodem upgrades) 
  L Leg: standard foot, SDP 45, Motion detector, Cellular cyberdeck  
  R Leg: standard foot, SDP 45, 2 Reserve hydrogen fuel cells, Autoinjector,  
   
  Humanity loss: 12d6+1d6/2+1,5 
  Note: due to trueskinning, physical attractiveness and ability to participate in sexual contacts, overall 
  HL is reduced by 50%. 
   
   
  72
  
  TripleCo Ego 
   
  Ego is a mid-line Gemini, a human-replica 
  cyborg popular among those who need something 
  better than Adam / Eva with its low performance 
  and generic beauty. It’s being built on pretty 
  standard-quality parts, without a try to save by 
  using inferior ones, but also without price-boosting 
  superior technology. All in all, it sets a good 
  average level, and is quite liked for its versatility 
  and sturdiness, which is much superior to Belo 
  Horizonte model. 
   
  Technological note: this FBC is built on 
  Standard technology. 
   
  General info: 
  Type: good quality human-replica cyborg 
  Cost:  50’000e$ (49’225 e$ precisely) 
  Skeleton cost: 18’500 e$ 
  Weight: 90 kg 
  Cover: WarmSkin with average quality plastic job 
  (difficult to recognize the look as not being 
  nature’s work) 
  Energy source: batteries  
   
  Performance: 
  BOD: 8 
  REF: 8  
  MA 8  
  ATTR: 8,  
  SP: none 
   
  Sensors: 
  Optics: L&R: 4 free spaces each 
  Audio: 6 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard 
   
  SDP Allocation: 
  Head: SDP 34 
  Torso: SDP 44, MrStudd/ MidniteLady, 2,75 free space 
  L Leg: SDP 34, standard foot, 3 free spaces 
  R Leg: SDP 34, standard foot, 3 free spaces 
  L. Arm: SDP 34, standard hand, 3,5 free spaces 
  R. Arm: SDP 34, standard hand, 3,5 free spaces 
   
  Humanity Loss: 13d6+1d3+1 HL 
  Note: due to realskinning, physical attractiveness and ability to participate in sexual contacts, overall 
  HL is reduced by 40%. 
   
  73
  
  IEC Golem 
   
  IEC produces the Golem quite as a Do-It-
  Yourself” FBC. They provide this high-grade main 
  component, and the buyer has to finish it, customizing 
  it to his needs. Golem is big and strong, very sturdy, 
  and capable of accepting almost any set of equipment 
  you’d wish it to use. 
  It is, however, pretty raw. It has the basic 
  reflex processor, and rudimentary mobility control, so 
  you could use it out of the box, but it lacks even a 
  most basic outer casing. 
  It’s a rare thing to see a stock Golem, but 
  heavily-modified variants are pretty common. 
   
  Technological note: this FBC is built on Standard 
  technology. 
   
  General info: 
  Type: high-grade component 
  Cost: 24’000e$ (23’900e$ precisely) 
  Skeleton cost: 20’800e$ 
  Weight: 120kg 
  Cover: none. It’s up to buyer to install a cover that fits 
  his needs. 
  Energy source: batteries  
   
  Performance: 
  BOD: 10 
  REF: 4  
  MA: 5  
  ATTR: none  
  SP: none 
   
  Sensors: 
  Optics: L&R: 4 free spaces each,  
  Audio: 6 free spaces,  
  Vocobox: BoxAlter, 1 free space,  
  Neuralware: standard,  
   
  SDP Allocation: 
  Head: SDP 38 
  Torso: SDP 48, 6 free spaces 
  L Leg: SDP 38, standard foot, 4 free spaces 
  R Leg: SDP 38, standard foot, 4 free spaces 
  L. Arm: SDP 38, standard hand, 6 free spaces 
  R. Arm: SDP 38, standard hand, 6 free spaces 
   
  Humanity Loss: HL 12d6+1d3+2 
   
   
   
  74
  
  TraumaTeam / IEC Model 14 Emergency Replacement Body 
  (Nicknamed „Wheelchair”) 
   
  The „Wheelchair”, as it’s usually called, is a small, weak, poorly coordinated FBC on an 
  unusual (but cheap!) tri-wheeled chassis. Trauma Team invented it (with a little help from IEC) as a 
  temporal replacement body for it’s cyborg patients, especially those who have their everyday bodies 
  undergoing serious repair, modification, or damaged beyond repair, and waiting for a delivery of a new 
  one. Rather than have the biopod kept on drugs, and linked to massive life-support machinery, TT 
  invented a cyborg equivalent to wheelchair. It’s skeletal construction allows for easy access to all 
  internal parts, EasyClean™ plastic cover can be quickly washed and disinfected (initial series of Model 
  14’s were clad in white only, but it was found to be depressing on both users and other patients – now, 
  they’re produced in a number of nice, pastel colors – blues, greens and reds). A number of recently 
  produced Model 14’s are equipped with quickchange biopods, to allow transferring patient into the 
  “Wheelchair” in a matter of minutes. 
  A number of FBC possess Model 14 bodies as 
  spares, just in case they’ll have to leave their everyday 
  use body for repairs. However, since “Wheelchair” is 
  physically inferior to most humans, they prefer to use 
  these only within safe locations, and even then only if 
  necessary. 
   
  Technological note: this FBC is built on Skeletal 
  technology 
   
  General info: 
  Type: budget emergency replacement body 
  Cost: 10’300 e$ (10’203,8 e$ precisely)*.  
  Skeleton cost: 9’380 e$ 
  Weight: 30kg 
  Cover: cheap “EasyClean™” plastic (50e$ per 
  location)  
  Energy source: batteries  
   
  * Note: a Quick-change Biopod – equipped version is 
  available for 30’300e$. 
   
  Performance: 
  BOD: 2 
  REF: 4  
  MA: 5 
  ATTR: none  
  SP: none 
   
  Sensors: 
  Optics: Kiroshi Mono-Vision, 6 free spaces,  
  Audio: 6 free spaces,  
  Vocobox: BoxAlter, 1 free space,  
  Neuralware: standard,  
   
  SDP Allocation: 
  Head: SDP 24 
  Torso: SDP 34, 2 free spaces,  
  Multiwheel assembly (3-wheeled) SDP 31, 4 free spaces  
  L. Arm: SDP 22, standard hand, 2 free spaces  
  R. Arm: SDP 22, standard hand, 2 free spaces  
   
  Humanity Loss: 15d6+1,25 HL (Note: due to blatantly inhuman appearance, and to get rid of that 
  funny “0,25 HL” thing, round up to a full 15d6+2 HL is suggested)  
   
  75
  
  Rockwell Enhanced Mobility Prosthetic Modification 
   
  The first widely produced cybernetic replacement 
  body, and probably the first functional FBC as well, 
  Rockwell EMPM was meant for people whose bodies 
  were completely destroyed, and for quadriplegics. It used 
  a wide, heavy chassis on rubber tracks to allow the user 
  any mobility – and to avoid balance problems that were 
  common among walking machines. 
  In it’s time, this was bleeding edge of technology. 
  Nowadays, it’s but a museum piece. EMPM’s 
  aren’t produced any longer, not even as bootleg copies. 
   
  Technological note: this FBC is built in Outdated 
  technology. 
   
  General info: 
  Type: medical replacement body 
  Cost:  10’300e$* (10’244 e$ precisely) 
  Skeleton cost: 11587,5 e$ 
  Weight: 60 kg 
  Cover: good quality plastic 
  Energy source: batteries  
   
  * Note: this is the price due to the rules in this sourcebooks. However, in its best time, this FBC 
  reached price exceeding 100’000 e$. 
   
  Performance: 
  BOD: 4 
  REF: 5  
  MA 5  
  ATTR: not applicable 
  SP: none 
   
  Sensors: 
  Optics: L&R: Revelation Cyberoptics, 2 free spaces each 
  Audio: Spectrum Cyberaudio, no option spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard (using outdated Model 100 plugs) 
   
  SDP Allocation: 
  Head: SDP 29 
  Torso: SDP 40, 3 option spaces,  
  Tracked chassis: SDP 57, 7,5 space 
  L. Arm: SDP 29, standard hand, 3 spaces, 
  R. Arm: SDP 29, standard hand, 3 spaces, 
   
  Humanity Loss: 23d6+1,25 HL  
  Note: since the body is quite inhuman anyway, a round-up to 23d6+2 HL is suggested. 
   
   
  76
  
  Mexican Metals Sidewinder 
   
  The Sidewinder is one of the few wett zeugs 
  (Motorball race / combat bodies) that are actually being 
  produced. Most of such shells are constructed by a race 
  team’s techs on individual basis, and accustomed to the 
  user’s preferences. Sidewinders are a common sight in 
  the amateur league, however, and some of the less 
  well-doing Motorballers in the professional circuits also 
  stick to this model, although it’s then heavily modified. 
  A few features of the Sidewinder that are worth 
  noting (and often copied in professional bodies) are the 
  techscanner / radio link telemetry set, allowing the chief 
  mechanic of the team following the damage status, and 
  quickchange mounts to keep pit-stop repair times as 
  short as possible. Please keep in mind that the 
  Sidewinder does have no cyberpsychosis suppression 
  equipment installed. 
  Please note that – as a bloodsport – Motorball 
  is generally legal in very few places, and only there 
  regulations do allow purchase of ‘borgs like the Sidewinder. And even there, it’s usually not street-
  legal, being restricted to the proper Motorball tracks only. 
   
  Technology Note: this FBC is built on Standard technology 
   
  General info: 
  Type: Motorball „wett zeug” 
  Cost: 80’000e$ (77’692e$ to be precise) 
  Skeleton cost: 16’515e$ 
  Weight: 90kg 
  Cover: SP20 ballistic nylon (often painted in bright colors)  
  Energy source:  batteries 
   
  Performance: 
  BOD: 8 
  REF: 10  
  MA: 30  
  ATTR: none 
  SP: 20 
   
  Sensors: 
  Optics: L & R: standard, 4 free spaces each, OptiShield with AntiDazzle, Times Square Plus and 
  Time/Date on top of that 
  Audio: tight-beam radio, scrambled, level damper, 3 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard 
   
  SDP Allocation: 
  Head: SDP 34 
  Torso: SDP 44, quickchange biopod, techscanner, gyrostabilisator, 2 free spaces,  
  L Arm: mace hand, SDP 34, quickchange mount, BigRipp, whip, 2 free spaces  
  R Arm: mace hand, SDP 34, quickchange mount, BigRipp, whip, 2 free spaces  
  Multiwheel assembly, SDP 51, quickchange mount, 6 free spaces,  
   
  Humanity loss: 21d6+1d3+0,5 HL 
   
   
  77
  
  Mexican Metals Anaconda 
   
  Anaconda is a market follow-up of the Sidewinder: an FBC 
  combat sports body. However, Mexican Metals used their experience 
  from the previous model that had achieved only a mediocre success. 
  Since Anaconda is meant for the professional circuit (its price tag 
  shows this clearly), it’s meant to be customized to the user’s needs. 
  Thus, it has a pretty rudimentary basic package, but a lot of space for 
  options to fit particular user’s combat style.  
  Generally, there are as many Anacondas as users – some 
  equipped with hydraulic rams for extra strength, others with double-
  jointed, rotary limbs, even others with heaps of build-in weaponry. 
  They do have to comply with particular sports rules and personal 
  taste of the user. 
  However, quick-change limbs are almost unheard about, 
  after a few cases when these were used against the combatant – by 
  simply unlocking and removing them from an opponent. 
   
  Technological note: this FBC is built on Standard technology, with 
  oversized legs. 
   
  General info: 
  Type: cybernetic gladiator / hand-to-hand combat shell 
  Cost: 110’000e$ (109’400e$ precisely) 
  Skeleton cost: 22’400e$ 
  Weight: 120kg 
  Cover: SP 20 ballistic nylon  
  Energy source: batteries  
   
  Performance: 
  BOD: 10 (oversized legs of BOD 12) 
  REF: 12  
  MA 10  
  ATTR: none  
  SP: 20 
   
  Sensors: 
  Optics: L&R: Antidazzle (L&R), microvideo (L), Dodgeball ®, 2 (L) and 1 ® free spaces 
  Audio: radio link, 5 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard 
   
  SDP Allocation: 
  Head: SDP 38, 
  Torso: SDP 48, quick-change biopod, 5 free spaces,  
  L Leg: SDP 40, 4,5 free space,  
  R Leg: SDP 40, 4,5 free space,  
  L. Arm: SDP 38, 6 free spaces,  
  R. Arm: SDP 38, 6 free spaces,  
   
  Humanity Loss: 13d6+1d6/2+4,5 
   
   
  78
  
  Bodyweight Life Preservation Systems/Adrek Robotics 
  BX-100 ERB Mk.1 
  Emergency Replacement Body 
  (Nicknamed "Jameson, Mk.1") 
  By Snowtiger 
   
  The "Jameson" is a down-to-
  the-ground, cheap-as-dirt replacement 
  body for use during you regular body 
  is in for repairs. Its basic configuration 
  is nothing impressive to look at, it's a 
  simple metal box atop four stout peg-
  legs with a pair of arms installed at the 
  center of its top face on a rotating 
  mount that can be turned 180 degrees 
  both vertically and horizontally. The 
  one on the left is an interface arm, it 
  has a set of interface plugs, a 
  retractable, articulated physical probe 
  for pushing buttons and typing on 
  keyboards, and a small manipulator 
  claw for picking up small objects and 
  otherwise interacting with the world 
  around. The one on the right is a 
  sensor boom that can be used to see 
  things that are outside the main 
  camera's FOV, it contains a small 
  fiberoptic camera and a microphone 
  pickup. The boxy main body sports a 
  small digital video-camera on its forward face, internal microphones for audio pickup and a simple 
  voice-box for communicating with the outside world. The legs are barely worth mention, as they're just 
  four short peg-legs on limited mobility mountings on the lower corners of the side faces of the main 
  body. They're articulate enough to allow basic mobility at a slow pace, but lack the sufficient 
  articulation to allow the body to traverse neither stairs nor steep inclines on its own. It is, however able 
  to utilize all ramps under 30 degrees of inclination, so it can enter most buildings with ramps for the 
  disabled. It cannot jump, and dropping from extensive heights can damage its leg mountings. It is, 
  however, light enough to be lifted by a single unaugmented person, and thus can enter most vehicles 
  and other places it cannot go on its own. 
  Most "Jamesons" are found on small cybernetic clinics tending only FBC hosts, along with 
  some less-than-legal establishments (read: ripperdocs) and 'borg communities. Its simple design 
  means that it's cheap to maintain and fairly easy to modify. As it’s an older, almost obsolete design, it's 
  very hard to find a completely off-the-shelf "Jameson"(presented by the stats below). This also means 
  that all modifications are made on rebuilt "Jamesons" and aren't therefore available for a stock unit. 
  With a stock "Jameson" the performance values can be upgraded up to a max of 5 per stat, but some 
  rebuilt "Jamesons" can have aftermarket modifications to 
  allow even greater range of mobility and articulation of 
  limbs. It's rumored that some of these rebuilt "Jamesons" 
  have had their fixed biopod mountings replaced with 
  receptables for Interchangeable biopods, although they 
  are not available for stock "Jamesons".  
  Jameson ‘borgs 
  Yes, I’ve noticed there’s something 
  wrong with the calculations on the Jamesons. 
  However, since they’re non-standard creations, 
  I wasn’t able to exactly  re-work them and put 
  the absolutely correct costs here. I’ve put my 
  calculations and estimations in italics instead. 
  Use whichever you do like. 
   
  Technological note: this FBC is built on Skeletal 
  technology, because its limbs do not have the full 
  function range of a human being, they're counted as 
  partial cyberlimbs. Body costs, 3300 e$. 
  - Mike van Atta
   
  General info: 
  Type: budget emergency replacement body 
  Cost: 9,050 e$ / 7’100e$ according to my calculations - Mike 
  Skeleton cost: 6,204 e$ / 4760e$ as far as I could deal with it. 
   
  79
  
  Weight: 50kg 
  Cover: cheap plastic (20e$ per location, body counts as one location)*  
  Energy source: batteries 
   
  * Note: Available in a limited range of colors (Red, blue, green, white, and black), although rebuilt 
  models can have other colors as well 
   
  Performance: 
  BOD: 2** 
  REF: 2** 
  MA: 2** 
  ATTR: none 
  SP: none 
   
  ** Note: Can be upgraded to a max of 5 
   
  Sensors: 
  Optics: High-grade digital video camera, 2 
  free spaces 
  Audio: Omnidirectional microphone setup, 
  2 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard. 
  Snowtiger did use “skeletal” cyberoptic, 
  cyberaudio and vocobox from the 
  “Cyberwares of the World” handbook. 
  However, as far as I know, a “skeletal” 
  cybereye should have 4 option spaces, and 
  “skeletal” audio should have 6) - Mike 
   
  SDP Allocation: 
  Body: SDP 30, 2 free spaces / I believe it 
  should be 34 SDP - Mike 
  Legs(4): SDP 16, no free spaces*** 
  Interface Arm/Manipulator(left): SDP 16 
  (Pair of interface plugs in an articulated 
  mount, physical probe, manipulator claw) 
  Jameson construction notes: 
  1. All limbs are considered partial cyberlimbs, because none of 
  them are fully functional when compared to normal cyberlimb 
  standards. Also, as the the main body is just a simple metal-
  framed case, it shouldn't cost as much as a full FBC torso (the 
  3,300 e$ comes up to 5,000 e$ if you disregard the skeletal 
  tech cost modifier and go for standard tech instead). I'm still 
  having a debate with myself if even that price tag is too low. I 
  also calculated the body's HC as 6d6, rather than 8d6, simply 
  because the box shape is a bit easier to fit options with than a 
  borg body that has to at least mimic humanoid body shape. The 
  amount of limbs builds up the rest of the HC, and because 
  there are so many limbs (seven in total, four legs and three 
  manipulators (I'm counting the interface arm as a manipulator 
  as it can be used to type on keyboards and keypads as well as 
  used as a convenient extendable plug-in device), it bumps up 
  the HC quite a bit.  
  Sensor Arm(right): SDP 16 (fiberoptic 
  camera, microphone), 1 free space 
  *** Note: Stats per limb. 
   
  Humanity Loss: 18d6+2 / 12d6+1d3+1 as 
  for me… however, that whole torso was a 
  weird idea from the very beginning - Mike 
   
  2. Those stats are for humanoid and near-humanoid ('borgs 
  with inhuman transportation devices instead of legs) bodies, the 
  Jameson is neither, plus it has short legs (low MA), poor 
  coordination (low REF), and the legs as well as the primary 
  manipulator arms (utility pincers) are frail so it cannot carry 
  much else than itself (low BODY), so that drops the stats. 
   
  Popular Options/Upgrades: 
   
  LiveWire Prehensile Interface Plugs (most 
  rebuilt "Jamesons" have these already). 
  400e$, *2* 
  - Snowtiger 
  MA Upgrade (improved leg mountings), 
  cost and HC as in CheapFBC 
   
  - This is what I was able to hear from Snowtiger about how did 
  he made up Jamesons. Thus, if you want to re-create this 
  technology, you’re on your own. 
  REF Upgrade (improved motoric system 
  processors), cost and HC as in cheapFBC 
  BOD Upgrade (Reinforced structure, 
  improved hydraulics), cost and HC as in 
  cheapFBC. 
  Nevertheless, it’s a great example of elastic, creative approach 
  to the rules. 
  - Mikael van Atta 
  Utility Pincers, cost and HC as in 
  cheapFBC. 
   
   
  80
  
  Bodyweight Life Preservation Systems/Adrek Robotics 
  BX-100 ERB Mk.2 
  Emergency Replacement Body, modified 
  (Nicknamed "Jameson, Mk.2") 
  By Snowtiger 
   
  The stats below represent a modified Jameson, contrary to the original version presented 
  above. Such bodies are also available right from the producer, as many were made in the late 
  production series. 
   
  Technological note: this FBC is built on Skeletal technology, because its limbs do not have the full 
  function range of a human being, they're counted as partial cyberlimbs. Body costs 3300 e$. 
   
  General info: 
  Type: budget emergency replacement body 
  Cost: 9,800 e$(rounded from 9,704 e$)  / 8’300e$ according to my calculations - Mike 
  Skeleton cost: 6,864 e$ / 9’000e$ - Mike 
  Weight: 50kg 
  Cover: cheap plastic(20e$ per location, body counts as one location)*  
  Energy source: batteries 
   
  * Note: Available in a limited range of colors(Red, blue, green, white, and black), although rebuilt 
  models can have other colors as well 
   
  Performance: 
  BOD: 2** 
  REF: 2** 
  MA: 2** 
  ATTR: none 
  SP: none 
   
  ** Note: Can be upgraded to a max of 5 
   
  Sensors: 
  Optics: High-grade digital video camera, 2 free spaces 
  Audio: Omnidirectional microphone setup, 2 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard. 
   
  SDP Allocation: 
  Body: SDP 30, 2 free spaces 
  Legs(4): SDP 16, no free spaces*** 
  Interface Arm: SDP 16(LiveWire Prehensile Interface Plugs, along with a physical probe and a 
  manipulator claw), 1 free space 
  Sensor Arm(right): SDP 16 (fiberoptic camera, microphone), 1 free space 
  Utility Pincer(2): SDP 10, no free spaces*** 
  *** Note: Stats per limb. 
   
  Humanity Loss: 18d6+2 / 15d6 - Mike 
   
  Popular Options/Upgrades: 
  LiveWire Prehensile Interface Plugs(most rebuilt "Jamesons" have these already). 400e$, *2* 
  MA Upgrade (improved leg mountings), cost and HC as in cheapFBC 
  REF Upgrade (improved motoric system processors), cost and HC as in cheapFBC 
  BOD Upgrade (Reinforced structure, improved hydraulics), cost and HC as in cheapFBC. 
  Utility Pincers, cost and HC as "partial cyberlimbs" in cheapFBC, only halved, due to the simplicity of 
  these limbs. 
   
  81
  
  Saab-Bofors Icarus 
   
  Saab-Bofors consortium has a long and respectable 
  history in producing military hardware, including some of the 
  more innovative designs. They’ve also found their way into 
  cyberware market, and their products have gained healthy 
  reputation as well. 
  One of the better known (in military circles) products of 
  Saab is their aircraft. They do not only stand up to world 
  performance standards, but also tend to sport some unique 
  innovations that become obvious in time – and then everyone 
  wonders why those Swedes had got the idea first. 
  However, modern combat craft began to suffer from 
  the weakest link in the chain: the pilot. Whereas planes 
  themselves are capable maneuvering very tightly even on 
  ultra-Mach velocities without any harm, a human pilot – even in 
  a bulky g-suit - can withstand only that much stress before he 
  loses the ability to fight further. Yet no AI can replace a human 
  pilot so far, at least in combat missions. FBC pilot seemed to 
  be the best option – but Wingman borgs were found absolutely 
  unacceptable by Saab-Bofors. Their brand new Saab J-45 Svärdet3 (the Sword, according to out 
  resident Swedish interpreter) cyberfighter needed more. 
  And that’s where the Icarus comes from. It’s innovative, yet surprisingly reasonable 
  construction. It is light and as strong as ordinary human (there was an idea to make the pilot ‘borg the 
  size of a child, to save on space and weight, but it was rejected, as such a borg would need a cockpit 
  to be made especially for it), since there’s simply no need for more. It’s battery – powered, for it cuts 
  down on maintenance, and – contrary to ground combat borgs like Attila, it doesn’t use much energy 
  when in action, and can even power itself from the plane’s systems, if appropriate links have been 
  provided in cockpit (in J-45, they were). It is equipped with internal parachute, but this is meant as 
  backup only – normally, Icarus is ejected along with the seat, using the parachute and survival 
  supplies attached to it. Borg’s optic system is one of the best packages for air combat ever designed, 
  including the highly-valued Blue Max subsystems. No matter whether the aircraft has old-styled 
  manual controls or cyberlink, transparent canopy or all-around armor with external cameras – Icarus 
  will handle it equally well.  
  Icaruses are also adapted to adverse conditions, so they can survive cockpit depressurization 
  even on extreme heights. Some organizations are taking advantage of it, employing these borgs as 
  aero-orbital and space pilots (although some minor modifications are often applied). Also, situations 
  are known of Icaruses successfully driving various other vehicles in combat. Recently, commercial 
  airlines began inquiring Saab-Bofors for a stripped-down Icarus variant to be used on their commercial 
  air- and spaceplanes. 
  What’s worth noting, Icarus is meant to be full interchangeable with a flesh pilot – a regular, 
  unaugmented human can fly the plane, then Icarus can do it as well, without any readjustments 
  needed. In fact, this was one of the requirements in the J-45 Svärdet program: that the very same 
  fighter could be piloted by human and ‘borg. The only equipment in the cockpit an Mk.1 human 
  wouldn’t have use of is interface cables and power links. 
   
  Technological note: this FBC is built on Standard technology. 
   
  General info: 
  Type: cyborg pilot 
  Cost: 190’000e$ (186’950e$ precisely) 
  Skeleton cost: 15’700e$ 
  Weight: 60kg 
  Cover: top-quality plastic, usually covered in appropriate ground camouflage pattern 
  Energy source: batteries 
   
                                                             
  3 The J-45 Svardet can be seen here: http://datafortress2020.110mb.com/milcat/mfighters.html , courtesy of 
  Datafortress 2020. Please note that the page is graphic-heavy, and might take a while to load. 
   
  82
  
  Performance: 
  BOD: 5 
  REF: 15 
  MA : 8 
  ATTR: none  
  SP: none 
   
  Sensors: 
  Optics: L&R: Blue Max* (L&R), teleoptics 
  (L&R), 
  image 
  enhancement 
  (L&R), 
  thermograph (L), ultraviolet (R) Optishield: anti-
  dazzle, Times Square Plus, time / date display, 
  low-light. 
  Audio: level damper, sound editing, 4 free 
  spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: standard plus psycho restrainer / 
  Cybertrooper 
  moddy 
  rig, 
  Kerenzikov 
  boosterware +2, chipware socket, vehicle link, 
  smartgun link 
   
  Other features:  
  Icarus comes equipped with grade 2 EMP 
  hardening, 
  and 
  three 
  Extreme 
  level 
  environmental adaptations: vacuum, cold and 
  gravity stress. 
  *Blue Max – HL 1, 700e$, 1 space. Surely you’ve heard 
  about Dodgeball, a cyberoption that analyzes opponent’s 
  movement in hand-to-hand combat, allowing to predict his 
  further moves and thus both avoid his strikes better, and 
  aim your own attacks more effectively. The effect of Blue 
  Max is similar, but its field of expertise isn’t a mere barroom 
  brawl, just aerial combat. When multi-ton, cybercontrolled 
  fighters worth zillions of eurobucks throw superfast missiles, 
  AI missiles and cannon bursts at each other, squeezing out 
  dozens of G in tight turns at supersonic speed, Blue Max 
  gives pilots the edge they need. Game effect: like the 
  Dodgeball, Blue Max gives a +1 to attack rolls and vehicle 
  dodge (i.e. increase “to hit” difficulty level by 1) against a 
  particular opponent after a brief moment of observation. 
  Blue Max requires neural processor – it relies on it’s extra 
  processing power to cut the observation time down to 15 
  seconds (still a lot of time when in combat).  
   
   
  Note: Saab-Bofors is still working on “Viggen” (“the 
  Thunderbolt”) system, a Combat Crystal’s equivalent for 
  Icarus ‘borgs, to allow perfect coordination of aircraft 
  squadrons. It is to rely mainly on craft’s laser 
  communications system for coordination. Cost of such a 
  device is yet unknown. 
  SDP Allocation: 
  Head: 30 SDP  
  Torso: 40 SDP, built-in parachute, quick-
  change biopod, 
  L Leg: 30 SDP, 1 space, standard foot 
  R Leg: 30 SDP, 1 space, standard foot 
  L. Arm: 30 SDP, gyrostabilizer, 1 free space, standard hand 
  R. Arm: 30 SDP, autoinjector, 1 free space, standard hand 
   
  Humanity Loss: 14d6+1d6/2+1 
  Note: due to widespread use of Cybertrooper Moddy, HL is usually considered irrelevant. 
   
   
  83
  
  Olympia Cybernetics / IEC Hero 
   
   
  The Hero class, a design from Olympia Cybernetics (now 
  produced by IEC, under license agreement) has proven to be a 
  massive success. While not outstanding in any particular field, it 
  is a good all-around platform, and several specialized variants are 
  based on it. Hero was – from the very beginning – designed with 
  crisis reaction forces in mind – fire brigades, ambulance services 
  and police forces. It is small enough to use any equipment 
  designed for humans, including load-bearing equipment, tools, 
  weapons, and vehicles. It’s well-armored, so it can enter a 
  blazing, collapsing building (advanced heat shielding comes 
  handy here) or any other disaster site without fear, and still strong 
  enough to move debris with its own hands. There’s also a moddy-
  capable socket, if the buyer prefers to have his emergency 
  personnel issued such, and a handsome amount of space for 
  further upgrades. 
   
  Please note that Hero and its variants were intended as 
  duty-only bodies, thus all are equipped with quick-change biopod 
  sockets, standard. 
   
  Technological note: this FBC is built on Standard technology.  
   
  General Info: 
  Type: base for emergency service ‘borgs 
  Cost: 110’000e$ (precisely:105’715e$) 
  Skeleton cost: 16’500e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon  
  Energy source: batteries 
   
  This model comes with one Extreme-level environmental adaptation versus heat. 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 12 
  MA: 12 
  ATTR: none 
  SP: 20 
   
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: Anti-Dazzle (L&R), Times Square Plus (L). 3 free spaces (R) 
  Audio (standard): radio, scrambler, level dampener, sound editing, enhanced hearing range, 1 free 
  space 
  Vocobox: BoxAlter, Volume (used usually as a megaphone) 
  Neuralware: processor, interface plugs, chipware socket (modified to accept moddy chips) 
   
  SDP allocation: 
  Head: SDP 34 
  Torso: SDP 44, Quickchange Biopod, 2,75 free spaces 
  L Arm: SDP 34, standard hand, 3,75 free spaces  
  R Arm: SDP 34, standard hand, 3,75 free spaces 
  L Leg: SDP 34, standard foot, 3,625 free spaces  
  R Leg: SDP 34, standard foot, 3, 625 free spaces  
   
  Total humanity loss: 16d6+1d6/2+1,5 HL  
   
   
   
  84
  
  Olympia Cybernetics / IEC Apollo 
   
   
  The most commonly seen of the Hero variants, 
  Apollo is equipped with a genuine set of tools – all for 
  one purpose. Get to the disaster site, remove any 
  obstacles in its way, and get people out of there! 
  Contrary to the old model, Brimstone, it doesn’t drag a 
  heavyweight water pipe attached to its back – a small 
  CO2 extinguisher is built in, but it is meant as an 
  emergency measure – normally, the borg carries a 
  conventional, hand-held fire hose. There are chemical 
  and radiation scanners as well, so the borg can detect 
  such dangers. Variants protected vs. radiation and 
  chemicals are available (see Olympia Cybernetics / IEC 
  Hades), but the standard model can use human-issue 
  protective means, if a need arises. 
   
  Note: the Apollo presented here is equipped 
  with an external, cyber-controlled fire extinguisher 
  backpack with extendable foam jet / sensory unit boom. 
   
  Technological note: this FBC is built on Standard 
  technology.  
   
  General Info: 
  Type: firefighting ‘borg 
  Cost: 110’000e$ (precisely:108’565e$) 
  Skeleton cost: 16’500e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon  
  Energy source: batteries 
   
  This model comes with one Extreme-level environmental adaptation versus heat. 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 12 
  MA: 12 
  ATTR: none 
  SP: 20 
   
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: Anti-Dazzle (L&R), Times Square Plus (L). Thermal imaging (R), LowLight 
  (R), 1 free space (R) 
  Audio (standard): radio, scrambler, level dampener, sound editing, enhanced hearing range, 1 free 
  space 
  Vocobox: BoxAlter, Volume (used usually as a megaphone) 
  Neuralware: processor, interface plugs, chipware socket (modified to accept moddy chips) 
   
  SDP allocation: 
  Head: SDP 34 
  Torso: SDP 44, Quickchange Biopod, radar, 1,75 free space 
  L Arm: SDP 34, Grapple hand, ChainRipp, 1,75 free spaces  
  R Arm: SDP 34, Extension hand, CO2 extinguisher, cutting torch, 1,75 free spaces 
  L Leg: SDP 34, standard foot, chemical analyzer, 2, 625 free spaces  
  R Leg: SDP 34, standard foot, radiation detector, 2, 625 free spaces  
   
  Total humanity loss: 19d6+2d6/2+1 HL  
   
   
  85
  
  Olympia Cybernetics / IEC Aesklepios 
   
  Aesklepios is the paramedical variant of Hero. It isn’t a full-fledged doctor, but it is meant to be 
  a lifesaver, not cosmetic surgeon for the rich. It is to ride ambulances to the meanest back streets of 
  the town. Several are used as battlefield medics as well. An Aesklepios carries all the tools it may 
  need in it’s arms: there are two sets of Microwaldo bracers (effectively, Aesklepios has more hands 
  than a whole surgical team), modular hands with medical instruments, 
  two storage bays for extra utensils, taser grips re-tooled into use as 
  defibrillator paddles (with extra batteries to compensate the power 
  drain) – not to mention these can be also used to zap anyone trying to 
  interfere. Also, a gas jet is provided – usually, its reservoirs are filled 
  with antiseptics, to be sprayed upon the patient. However, Olympia 
  Cybernetics is considering adding more of these, to allow quick 
  application of tissue glue and spray-on casts, as soon as those 
  technologies are patented by TraumaTeam. 
   Aesklepios is usually seen carrying a huge backpack or bag 
  with supplies – IV’s, stretchers, oxygen supply, mylar blankets, wound 
  dressings – that would make anyone but an Olympic athlete fall to the 
  ground. 
   
  Technological note: this FBC is built on Standard technology.  
   
  General Info: 
  Type: Paramedic ‘borg 
  Cost: 115’000e$ (precisely:111’950e$) 
  Skeleton cost: 16’500e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon  
  Energy source: batteries 
   
  This model comes with one Extreme-level environmental adaptation versus heat. 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 12 
  MA: 12 
  ATTR: none 
  SP: 20 
   
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: Anti-Dazzle (L&R), Times Square Plus (L). Thermooptics (R), low-light (R), 
  micro-optics (R) 
  Audio (standard): radio, scrambler, level dampener, sound editing, enhanced hearing range, 1 free 
  space 
  Vocobox: BoxAlter, Volume (used usually as a megaphone) 
  Neuralware: processor, interface plugs, chipware socket (modified to accept moddy chips), tactile 
  boost 
   
  SDP allocation: 
  Head: SDP 34 
  Torso: SDP 44, Quickchange Biopod, , 2,75 free spaces 
  L Arm: SDP 34, Medical Modular hand, medscanner, microwaldo bracer, taser grip, 0,75 free space 
  R Arm: SDP 34, Medical Modular hand, gas jet, microwaldo bracer, taser grip, 0,75 free space 
  L Leg: SDP 34, standard foot, storage space, additional battery, 2,125 free spaces  
  R Leg: SDP 34, standard foot, storage space, additional battery, 2,125 free spaces 
   
  Total humanity loss: 18d6+2d6/2+1HL  
   
   
  86
  
  Olympia Cybernetics / IEC Themis 
   
  Police model of the Hero, Themis is meant to 
  be used as a SWAT or Max-Tac commando, although 
  they were successfully fielded as Riot troops as well. 
  There’s nothing preventing Themises fulfilling any police 
  duty, simply they are too expensive to be widely used. 
  Still, in any SWAT situation, they’re going to do just fine. 
  In fact, Themises perform so well that the 
  military asked for a combat variant, which Olympia had 
  designated Ares. 
   
  Technological note: this FBC is built on Standard 
  technology.  
   
  General Info: 
  Type: Police ‘borg 
  Cost: 110’000e$ (precisely:109’140e$) 
  Skeleton cost: 16’500e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon  
  Energy source: batteries 
   
  This model comes with one Extreme-level 
  environmental adaptation versus heat. 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 12 
  MA: 12 
  ATTR: none 
  SP: 20 
   
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: Anti-Dazzle (L&R), Times Square Plus (L). LowLight (R), Targeting scope 
  (R), Image enhancement (R)  
  Audio (standard): radio, scrambler, level dampener, sound editing, enhanced hearing range, 1 free 
  space 
  Vocobox: BoxAlter, Volume (used usually as a megaphone) 
  Neuralware: processor, interface plugs, chipware socket (modified to accept moddy chips), Kerenzikov 
  +2, smartgun link 
   
  SDP allocation: 
  Head: SDP 34 
  Torso: SDP 44, Quickchange Biopod, 2,75 free spaces 
  L Arm: SDP 34, standard hand, gas jet, taser grip, 1,75 free spaces  
  R Arm: SDP 34, standard hand, Black Book computer, taser grip, 1,75 free spaces 
  L Leg: SDP 34, standard foot, 3,625 free spaces  
  R Leg: SDP 34, standard foot, restraint strip dispenser, 2,625 free spaces  
   
  Total humanity loss: 18d6+1d6/2+2 HL  
   
   
  87
  
  Olympia Cybernetics / IEC Ares 
   
   
  While Ares, the military Hero variant, can’t match Attila as a “cybernetic shocktrooper”, it is still 
  a valuable asset. Militech may try to ridicule it, since Ares isn’t as strong, as fast, or as resilient as their 
  model, but Olympia points out one small thing: price. You can have almost two and a half Ares borgs 
  for the money you’d need to buy a simplest Attila. And Ares comes with grade 2 EMP shielding 
  standard. And if the protection is too weak, you can always dress it in some XL-sized flak jacket for 
  extra armor. Plus, Ares will fit into any standard transport, combat or utility vehicle, and it won’t 
  damage the shocks, unlike a 340kg Attila. 
   
  The commanders who like to flex their muscles are going to lobby for Attila. But Ares is not as 
  expensive, and it can do most of the same things. That’s 
  why so many countries prefer it over Militech’s product. 
   
  Technological note: this FBC is built on Standard 
  technology.  
   
  General Info: 
  Type: military ‘borg 
  Cost: 145’000e$ (precisely:143’065e$) 
  Skeleton cost: 16’500e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon with Militech Mirage Gear 
  camouflage system equivalent build-in. 
  Energy source: batteries 
   
  This 
  model 
  comes 
  with 
  one 
  Extreme-level 
  environmental adaptation versus heat. Also, EMP grade 
  2 hardening is provided. 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 12 
  MA: 12 
  ATTR: none 
  SP: 20 
   
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: Anti-Dazzle (L&R), Times Square Plus (L). LowLight (R), Targeting scope 
  (R), image enhancement (R)  
  Audio (standard): radio, scrambler, level dampener, sound editing, enhanced hearing range, 1 free 
  space 
  Vocobox: BoxAlter, Volume (used usually as a megaphone) 
  Neuralware: processor, interface plugs, chipware socket (modified to accept moddy chips). Kerenzikov 
  +2, smartgun link 
   
  SDP allocation: 
  Head: SDP 34 
  Torso: SDP 44, Quickchange Biopod, radar, sensory extension (with 4 free optical and 2 audio 
  spaces). 0,75 free space 
  L Arm: SDP 34, standard hand, 3,75 free spaces  
  R Arm: SDP 34, standard hand, 3,75 free spaces 
  L Leg: SDP 34, standard foot, 3 extra batteries, 2,125 free spaces 
  R Leg: SDP 34, standard foot, 3 extra batteries, 2,125 free spaces  
   
  Total humanity loss: 18d6+1d6/2+1,5 HL  
   
   
  88
  
  Olympia Cybernetics / IEC Hades 
   
   
  A 
  rare 
  sight, 
  Hades 
  is 
  hazardous-
  environment Hero variant. It is protected far more 
  than a standard Hero, it can cope with a chemical 
  spill, nuclear reactor leak, biohazard – in fact, nearly 
  any problem that would otherwise require the use of 
  most severe protective means, or even remotes-only. 
  Like Apollo variant, it has some tools built in, but 
  generally relies on hand-held equipment. Thanks to 
  extensive sensor system, it can work even in the 
  worst kinds of smoke (not even white-phosphorus 
  smoke is going to stop it!). The one quality that is 
  often seen as disadvantage is the lack of additional 
  air reserve. However, Olympia Cybernetics replies 
  that requiring even a Hades to work in a place so 
  dangerous it can’t breathe in it, for over 8 hours is 
  asking for an accident, and thus lack of additional air 
  supply is to force regular checkups on Hades ‘borgs 
  when working in harshest conditions. 
   
  Standard moddy link is rarely used, however, 
  some Hades borgs are being equipped with the 
  “Rescue Ranger” moddy. 
   
  Note: the Hades presented here is equipped 
  with an additional backpack tank meant to disperse 
  liquid chemical neutralizers. The two jets are fully adjustable due to cybernetic control. 
   
  Technological note: this FBC is built on Standard technology.  
   
  General Info: 
  Type: base for emergency service ‘borgs 
  Cost: 270’000e$ (precisely:263’440e$) 
  Skeleton cost: 16’500e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon, usually in orange (or yellow)-black “hazard” striping 
  Energy source: batteries 
   
  This model comes with Extreme-level environmental adaptations versus heat and corrosives, and 
  Serious-level adaptations versus cold, pressure and lack of pressure. Grade 3 EMP hardening is 
  included. 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 12 
  MA: 12 
  ATTR: none 
  SP: 20 
   
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: Anti-Dazzle (L&R), Times Square Plus (L). Thermograph and 2 free spaces 
  (R) 
  Audio (standard): radio, scrambler, level dampener, sound editing, enhanced hearing range, 1 free 
  space 
  Vocobox: BoxAlter, subsonic speaking 
  Neuralware: processor, interface plugs, chipware socket (modified to accept moddy chips), 
  echolocation co-processor 
   
  SDP allocation: 
   
  89
  
  Head: SDP 34 
  Torso: SDP 44, Quickchange Biopod, radar, 1,75 free spaces 
  L Arm: SDP 34, standard hand, squirter, cutting torch, satellite uplink, 1,75 free spaces 
  R Arm: SDP 34, standard hand, squirter, semi-contained searchlight (800m range, white light) , 1,75 
  free spaces 
  L Leg: SDP 34, standard foot, movement detector, chemical analyzer , 1,625 free spaces 
  R Leg: SDP 34, standard foot, radiation detector, mini-computer (PCX-equivalent), 1, 625 free spaces 
   
  Total humanity loss: 19d6+1d6/2+2,5 HL  
   
  90
  
   
  Belo Horizonte Sebastian 
  “We’ll treat your child like a king!” – BH Sebastian’s marketing slogan 
   
  BH Sebastian is meant as a 
  medical replacement / Gemini body 
  for children. Rumor says that the 
  first one was invented for major 
  shareholder’s nephew, who was 
  crippled in an accident. Whether 
  true or not, it is fact that BH put a 
  lot of attention into Sebastian line, 
  and show great care for fitting them 
  to specific users.  
  Sebastian is a body that can be 
  factory-fitted for a child of almost 
  any age (there are variants with 
  higher 
  Body 
  rating 
  as 
  well, 
  although the basic BOD 2 is the 
  most popular), any sex and any 
  look. This is meant to provide a 
  body as close to the original look of 
  the child as possible, and minimalise personality loss and emotional trauma. Because it means every 
  Sebastian has to be personalized, BH maintains a small stock of “generic” Sebastian bodies in ready-
  to-ship condition for emergency orders. However, those bodies are usually only rented for a limited 
  time, that is – until the proper, personalized body can be finished and delivered. Such a “generic” body 
  is Attr 6, good quality in RealSkin cover, and costs 21’000e$. 
   
  Technological note: this FBC is built on Brazilian technology. The data below depict a “raw” 
  Sebastian, without any cover. Belo Horizonte can deliver this model in such condition, but they usually 
  insist that they produce the requested look and cover. 
   
  General info: 
  Type: Gemini medical replacement body for children 
  Cost: 11’500e$ (precisely 11’435 e$) plus cover costs. 
  Skeleton cost: 10’800 e$ 
  Weight: 30 kg (optional ballast available for extra weight) 
  Cover: varies from order to order. Usually WarmSkin. 
  Energy source: batteries 
   
  Performance: 
  BOD: 2 
  REF: 6  
  MA: 5  
  ATTR: varies   
  SP: none 
   
  Sensors: 
  Optics: Brazilian L&R: 3 free spaces each,  
  Audio: Brazilian, 4,5 free spaces,  
  Vocobox: Brazilian BoxAlter, 0,6 free space (i.e. effectively no free spaces),  
  Neuralware: standard,  
   
  SDP Allocation: 
  Head: SDP 11, 
  Torso: SDP 17, 2 free spaces,  
  L Leg: SDP 11, standard foot, 2 free spaces,  
  R Leg: SDP 11, standard foot, 2 free spaces,  
  L. Arm: SDP 11, standard hand, 2 free spaces,  
  R. Arm: SDP 11, standard hand, 2 free spaces,  
   
  91
  
   
  Humanity Loss: 6d6+1d6/2+7 HL 
   
  Note: depending on the cover variant, a Sebastian can be entitled to varying HL reductions. They are 
  also considered to be attractive, however, they lack Mr.Studd / Midnite Lady implants (BH company 
  politics call it would be “inappropriate” to equip a child with fully-functional sexual organs. Sebastian-
  class ‘borgs do have realistic genitalia made of the cover material, but these are not useable, and 
  provided only for completeness sake. Of course after-market modifications are possible…), since they 
  are not meant to participate in sexual contacts. Generally, depending on cover type, a Sebastian is 
  entitled to HL reduction of 30-45%. Please check the “Children as borgs” chapter for more information. 
   
   
  92
  
  Sukhoi Cyberwares Stalker 
   
  If you’ve thought all Russian 
  ‘borgs to be hulking, clumsy uglies like 
  the infamous Ilya Mooromyets, let the 
  Sukhoi Cyberwares prove you wrong.  
  Meet the Stalker. 
   
  Contrary to many opinions, this 
  is it’s true name (originating from a 20th 
  century SF novel, “Roadside Picnic”, by 
  A.&B. Strugacki, it doesn’t have that 
  sinister meaning attributed to the term 
  “stalker” in English – in modern 
  Russian, it means someone capable of 
  recon and exploration in  the most 
  dangerous places). The Stalker is a 
  dedicated military scout / commando 
  shell. Contrary to secret agent / 
  commando 
  Ghost 
  from 
  Raven 
  Microcyb, it lacks the ability to pass as 
  a human being, but it is able to take 
  (and deliver!) much more punishment. 
  Its mission is to gather intelligence on 
  battlefield or behind enemy lines, being 
  able to perform acts of sabotage, wage irregular warfare and generally do most of the things you 
  expect from elite recon / commando unit. 
   
  Spetsnaz, the elite of Russian Special Forces, is said to keep a number of Stalker shells ready 
  for their ‘borg operatives. Several such shells have been purchased by other armies for their 
  reconnaissance and commando units; although it is rumored they usually decide to drop the “security” 
  self-destruct explosive charge Stalker comes with. 
   
  Note: Stalker has both batteries and hydrogen fuel cells. Fuel cells are the preferable power 
  source for a military borg (due to the unit’s high power output), and thus should be replaced on as-
  needed basis. However, Sukhoi’s engineers were aware that battlefield situation is usually less than 
  perfect, and restocking might be not possible. So, the power system hardwired into the borg is 
  rechargeable batteries – thanks to this, Stalker can re-power from any power output available. 
   
  Technological note: this FBC is built on Standard technology, with +50% SDP upgrade  
   
  General Info: 
  Type: military reconnaissance ‘borg 
  Cost: 650’000e$ (precisely: 639’288e$) 
  Skeleton cost: 33’300e$ 
  Weight: 90kg  
  Cover: SP 20 ballistic nylon with Reactive body plating, Ghostsuit and IR baffling  
  Energy source: batteries (basic) & hydrogen power cells (additional) 
   
  This model comes with Serious level environmental adaptations vs. cold, heat, pressure, lack of 
  pressure, gravity and Grade 3 EMP hardening  
   
  Performance: 
  BOD: 16* (*8, +8 due to tightened myomars) 
  REF: 15  
  MA: 20  
  ATTR: none 
  SP: 20  
   
  Sensors: 
  Optics: standard cybereyes, Anti-dazzle (L&R), image enhancement (R), UV (R), microoptics (R), 
  teleoptics (L), Infrared (L), low-light (L) 
  Audio: standard cyberaudio, sound editing, level damper, enhanced hearing range, radar detector, 
   
  93
  
  amplified hearing, bug detector 
  Sensory boom (cyberoptic: anti-dazzle, low-light, thermo vision, infrared, audio: wideband radio 
  scanner, tight-beam radio), Self-destruct charge, Remote targeting link Vocobox: BoxAlter, with 
  subsonic speaking 
  Neuralware: standard, Sandevistan, Tactile boost, Olfactory boost, Vehicle link, Smartgun link, 
  Machine/Tech link, Cybermodem link, Chipware socket, Cyber-detection computer, Echolocation, 
  Lockdown, Black Box recorder, can accept moddies. 
   
  SDP allocation: 
  Head: 51 SDP 
  Torso: 66 SDP, no free spaces, quickchange biopod, High-power radar w/ IFF transponder, Sensory 
  boom, Self-destruct charge, Remote targeting link 
  L Arm: 51 SDP, 2 free spaces, tool hand, Digital recorder, Gyro-stabilizer, Satellite uplink,  
  R Arm: 51 SDP, 1 free space, Surveillance cyberhand, Built-in blade (machete-sized, 2d6 damage), 
  Line & clamp launcher, Laser mike, Built-in microcomputer (PCX – class) 
  L Leg: 51 SDP, no free spaces, Climb foot with Catspaw Stealth coating, 3 Hydrogen fuel cells,  built-
  in radio set 
  R Leg: 51 SDP, no free spaces, Climb foot with Catspaw Stealth coating, 3 Hydrogen fuel cells, built-in 
  ECM set 
   
  Total humanity loss: 27d6+2 HL 
   
  94
  
  CINO Nautilus 
   
  The Nautilus was meant as an equivalent for Hydrosubsidium’s Aquarius. It isn’t anything 
  fancy – it is a rugged, effective underwater worker (although military versions aren’t unknown – 
  equipped with heavy armor, decoy launchers and boosted 
  performance), with good attention paid to security – it can not only 
  work undersea for much longer than Aquarius, but it can bail out in 
  case of an emergency or failure almost like from a bottle of 
  champagne. It is also intended to be able to care for fleshie 
  colleagues – it utilizes a pretty unique emergency rebreather 
  system, fed from borg’s own gills. 
  Note that it is considered essential for every diver to have 
  a knife at hand, and Nautilus’ knife compartment can carry almost 
  any combat / survival knife the user is comfortable with (in fact, 
  underwater versions of IMI Chainknife are the most popular 
  choice). 
   
  Technological note: this FBC is built on Standard technology.  
   
  General Info: 
  Type: undersea operations body 
  Cost: 90’000e$ (precisely: 88’620e$) 
  Skeleton cost: 20’800e$ 
  Weight: 110kg  
  Cover: high-quality plastic  
  Energy source: batteries 
   
  This model comes with Extreme-level 
  environmental adaptation versus pressure 
  and a Serious-level adaptation vs. cold. 
  Emergency rebreather 
  This system is an assembly consisted of compressed helium 
  canister (a modified Secondary Breathing Tank), a mixer unit 
  linked to borg’s own oxygen supply / gills, and a mouthpiece. It is 
  meant to provide air to a human victim of an underwater mishap. 
  Since the helium supply is limited, it cannot be used for longer 
  than one hour, provided the human minimizes its air demand by 
  remaining calm and motionless. The gills can copy with increased 
  oxygen demand caused by a human for up to 3 hours. The whole 
  assembly takes 2 spaces, costs 400e$ and has HL of 1. 
   
  Performance: 
  BOD: 10 (20*)  
  REF: 6  
  MA: 6  
  ATTR: none 
  SP: none 
   
  -Mike van Atta 
  nd
  * due to 2  generation myomars 
   
  Sensors: 
  Optics (standard): L & R: LowLight (L&R), 3 free spaces 
  Audio (standard): Radio link, Level damper, Enhanced hearing range, 3 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: processor, interface plugs, chipware socket, ULF transceiver, machine/tech link 
   
  SDP allocation: 
  Head: SDP 38 
  Torso: SDP 48, Quickchange Biopod, underwater propulsion system, saltwater gills, 0,5-space 
  emergency floatation bladder, 0 free spaces 
  L Arm: SDP 38, webbed hand, semi contained searchlight (800m range), heavy sonar 0,5-space 
  emergency floatation bladder, 1 free space  
  R Arm: SDP 38, webbed hand, Emergency rebreather, 0,5-space emergency floatation bladder, 2 free 
  spaces 
  L Leg: SDP 38, webbed foot, ULF radio antenna & reel, built-in computer (PCX equivalent) 1 free 
  space  
  R Leg: SDP 38, webbed foot, chemical analyzer, 2-space sized knife holster, 0 free spaces  
   
  Total humanity loss: 19d6 
   
   
  95
  
  Utopia Galileo 
   
  When Cybermatrix created their space operations 
  ‘borg, Copernicus, they had an idea that wasn’t half bad. But it 
  was far from being perfect… mostly because it was designed 
  by dirtsiders, not Highriders. By people who know a lot about 
  living in space – in theory. But they lack practical knowledge. 
  For example, even if the borg itself isn’t much concerned with 
  the atmosphere or radiation status, this information are critical 
  to the fleshies working side by side with it. And there’s nothing 
  like a chemical and radiation analyzer at hand in a situation like 
  this! 
  Utopia is an orbital corporation, and they know their 
  FBC will have to deal with the same issues they do deal with 
  on daily basis. What they wanted, thus, was more like a space 
  equivalent to all-purpose borg, a FBC platform that could be 
  used for everyday operations inside and outside of habitats, 
  living and working among humans.  
  So various interesting designs, like four-armed 
  “quaddies” were left on the design boards, and the Galileo was 
  given a basic humanoid shape. Like to Copernicus, it is 
  protected well enough to make it safer from debris than a 
  human in a space suit – however, the key to survival in space 
  isn’t the armor, but fail-safe construction of multiple 
  redundancy, achieved thorough the use of Orbital-made 
  materials. 
  Galileo ‘borgs are especially common in the Belt area. 
   
  Technological note: this FBC is built on Orbital technology.  
   
  General Info: 
  Type: space operations ‘borg 
  Cost: 130’000e$ (precisely: 125’255e$) 
  Skeleton cost: 15’700e$ 
  Weight: 90 kg 
  Cover: SP 20 ballistic nylon  
  Energy source: batteries 
   
  This model comes with Extreme-level environmental adaptation versus lack of pressure, cold and a 
  Serious-level adaptation vs. heat, as well as Grade 2 EMP hardening.  
   
  Performance: 
  BOD: 6 
  REF:  8  
  MA:  6  
  ATTR: none 
  SP: 20 
   
  Sensors: 
  Optics (standard): L & R: LowLight (L&R), AntiDazzle (L&R), Thermal Vision (L), Cyberoptic 
  Rangefinder (R), 1 free space each eye. 
  Audio (standard): 6 free spaces 
  Vocobox: BoxAlter, 1 free space 
  Neuralware: processor, interface plugs, chipware socket, full ambidexterity processor 
   
  SDP allocation: 
  Head: SDP 75 
  Torso: SDP 100, Maneuvering thrusters, built-in radar, 0 free spaces 
  L Arm: SDP 75, standard hand with Magnetic Grip option, Gyrostabilizer, pop-up searchlight (500m 
  range model), solid oxygen battery (1 space-sized, good for 16 hours), 1 free space.  
   
  96
  
  R Arm: SDP 75, space tool hand 
  with Magnetic Grip option, radiation 
  detector, chemical analyzer, 2 free 
  spaces 
  L Leg: SDP 75, prehensile leg & 
  grappling foot with Magnetic Grip 
  option, 
  satellite 
  uplink, 
  storage 
  space, 0 free spaces  
  Space tool hand 
  This is a variant of the standard Tool Hand, adapted to the use 
  in null-gravity and void of space – the screwdriver has a counter-rotating 
  balance, the soldering iron is a vacuum model, and so on. All for mere 
  50% increase in cost.  
   
  Cyberoptic rangefinder 
  This small laser rangefinder was designed to allow people 
  precision distance guessing. Simply look at whatever you want and know 
  how far away it is. Accuracy is limited by atmospheric conditions, distance 
  and the size of the object, and of course it isn’t as good as vehicle-
  mounted rangefinders, but still useful. Generally, 5 km range is 
  considered standard, provided you can see the target at all. It would be 
  especially useful in space, letting people almost instinctively guess how 
  far they are from things and thus how much energy they need to get 
  there, but since helmet visors tend to interfere with it, it isn’t very popular. 
  Almost all models work outside of the visible spectrum, usually in IR. 
  400e$, 1 HL, 1 cyberoptic space. May be considered as +1 to 
  maneuvering in space, or +1 to hit with ranged weapons outside Short 
  range, at GM’s discretion. 
  R Leg: SDP 75, prehensile leg & 
  grappling foot with Magnetic Grip 
  option, built- in radio set, 0 free 
  spaces,  
   
  Total humanity loss: 20d6+2 
  - Mikael van Atta 
   
  97
  
  Mitsubishi – Koryidansu Jason 
   
  Jason, named after the leader of the 
  mythical Argonauts, was designed to be an 
  explorer. “To boldly go where no man…” – of 
  course, this is just the marketing slogan. Due to 
  budget reasons, the world it is suited to work at is 
  Mars. A new world, nevertheless. And requiring a lot 
  of precaution to be explored safely. 
  Like Ardek Robotics’ Burroughs, Jason is 
  somewhat a basic package, meant to be outfitted to 
  specific tasks on as-needed basis. However, design 
  team put a lot of effort to make it suited to long-
  range scouting missions – a Jason is equipped with 
  additional nutrient canister, extra energy source, 
  and a very sturdy construction. Provided some kind 
  of energy outlet is available (and Jasons do often 
  carry portable solar / wind power generators in their 
  equipment), it can perform scouting mission for 
  week without a need to restock.  
  Please keep in mind, however, that even 
  this marvel of Japanese technology, built with the 
  most 
  advanced 
  Orbital-grade 
  material, 
  isn’t 
  completely maintenance-free. To maximize its 
  durability, 
  it 
  is 
  suggested 
  to 
  not 
  perform 
  maintenance duties in situations, where Marian dust 
  can get inside of the mechanism. Although the 
  cover (along with Optishield) was designed to be 
  especially durable, and is – theoretically – able to 
  withstand a Martian sandstorm, any testing of this 
  fact may be performed on user’s own risk only. 
   
  Due to high cost, compared to the standard 
  Burroughs, Jasons are almost never seen outside of 
  JAB forces on Mars. 
   
  Technological note: this FBC is built on Orbital / Japanese High-Tech technology. It uses Japanese 
  High Tech sensors. All options for this borg (except for neural options) are 3 times more expensive. 
   
  General Info: 
  Type: Mars operations ‘borg 
  Cost: 250’000 e$ (precisely: 247’840e$) 
  Skeleton cost: 25’900e$ 
  Weight: 90 kg 
  Cover: SP 20 ballistic nylon (1300, 13) 
  Energy source: batteries (primary), hydrogen fuel cell (secondary). 
   
  This model comes with Serious-level adaptation vs. cold, heat and lack of pressure, as well as Grade 
  1 EMP hardening. (160%) = 41’440e$ 
   
  Performance: 
  BOD: 8 (16*) 
  REF: 8 (60%) 20’720 
  MA:  8 (20%) 
  ATTR: none 
  SP: 20 
   
  Sensors: 
  Optics (Japanese High Tech standard): Cyberoptic logocompass (L), 4 free spaces (L), 6 free spaces 
  (R) 
  Optishield: (Japanese High Tech), Times Square Plus, LowLight, Time/Date display, 1 free space 
   
  98
  
  Audio (Japanese High Tech standard): sound editing, 8 free spaces 
  Vocobox: Japanese HighTech BoxAlter, 1,5 free space 
  Neuralware: processor, interface plugs, chipware socket,  
   
  Sand Feet 
  SDP allocation: 
  This is simply a variant of the 
  “swimming” web feet – the “fingers” spread 
  apart, and thin, fan-like sheeting (or high-
  resistant film, like Kevlar fabric, that depends 
  on the model) is spread between them, 
  allowing to distribute your weight over a bigger 
  area (useful when you have to walk on sand, 
  snow, mash or any else terrain not dense 
  enough to support your weight – it counts as 
  “having larger feet”). While these don’t perform 
  well as fins (and vice versa), they are very 
  useful in the environment they were designed 
  for. Cost & HL as for Web Feet. 
  Head: SDP 85 
  Torso: SDP 110, nutrient canister (1 month worth) 3 
  additional fuel cells, 3,125 space 
  L Arm: SDP 85, standard hand, build-in radio, 1 extra 
  battery, 3,125 space,  
  R Arm: SDP 85, standard hand, satellite uplink, Radio 
  lantern / homing beacon, 1 extra battery, 3,125 space  
  L Leg: SDP 85, Sand foot, 2 extra batteries, 2,937 free 
  space,  
  R Leg: SDP 85, Sand foot, 2 extra batteries, 2,937 free 
  space 
   
  Total humanity loss: 17d6+3 (round up from 
  17d6+2,75)  
  - Mike van Atta 
   
   
  99
  
  4
  Militech Agamemnon
   
  When Militech made Attila combat ‘borg, it 
  soon became the object of wet dreams of most 
  generals in the world. So, Militech went along “the 
  more, the better” line, creating Agamemnon. 
  However, it seems they’ve lost the link with reality 
  somewhere in the process. One of the reasons 
  why Attila remained a general’s dream – and 
  usually only a dream! – was the price tag. And 
  Agamemnon was meant to be even more 
  expensive.  
  Militech’s ‘borg construction department 
  were also unable to make their mind about the 
  new design – was it to be a commander model, or 
  heavy weapons platform? Those two roles don’t 
  mix up well, but that didn’t stop the R&D team 
  from borrowing a number of subsystems from the 
  ACPA division, and installing these in their new 
  project. The advantage was to be having a ‘borg 
  whose sensor and communications range would 
  be on par with ACPA and many vehicles. 
  So, here it is – Militech Agamemnon, the 
  biggest and scariest ‘borg in the yard, stuffed with 
  expensive electronic equipment and providing a 
  first-class target to any anti-vehicle system on a 
  battlefield. A perfect case of what they call 
  “putting all your eggs in a single basket”… Plus, 
  the HL caused by this package requires it to use 
  Cybertrooper moddy, which – in fact – cancels 
  most of the mental qualities that would make an 
  useful battlefield commander… 
  Popular add-ons include drone bays 
  (using either the free spaces in right arm, or 
  bigger spaces gained thanks to rearranging option 
  placement) 
  and 
  externally-mounted 
  heavy 
  weapons (especially big autocannons, or hand-
  held Gatling guns) 
   
  Technology note: Agamemnon is being based 
  on standard parts. 
   
  General Info: 
  Type: ACPA-borg 
  Cost: 2’150’000 e$ (precisely: 2’111’355,5e$) 
  Skeleton cost: 85’190 
  Weight: 753 kg 
  Cover: Militech Crystalline Steel (SP80 Heavy 
  Armor), with built in Reactive Armor, thermal 
  baffling and Militech Mirage Gear camouflage. 
  Energy source: hydrogen cells. A secondary set is 
  included. 
   
  This model comes with EMP grade 3 hardening, 
  Extreme heat, Serious cold, Serious pressure and 
  Serious 
  lack 
  of 
  pressure 
  environmental 
  adaptations. 
                                                             
  4 Kudos to Agamemnon of VftE staff for suggesting the name. 
   
  100
  
   
  Performance: 
  BOD: 20 (40*) 
  REF: 15  
  MA: 15  
  ATR: not applicable 
  SP: 80 
   
  * With enhanced myomars 
   
  Sensors:  
  Optics: uses a “bug eye” (R) and a standard one (L). Option package: AntiDazzle (L&R), LowLight 
  (L&R), Infrared(L&R), Image enhancement (L), Times Square Plus (R) 
  Audio (standard model): level damper, amplified hearing, enhanced hearing range, radar detector, 
  wideband radio scanner and scrambler.  
  Vocobox (NewThroat): subsonic speaking, volume regulation. 1 free space. 
  Neuralware: Processor, Interface plugs, Black Box, Remote Targeting, Combat Crystal, C3(ACPA-
  grade), Smartgun, Dataterm, Cybermodem, Kerenzikov +2, Tactile boost, Olfactory boost, 
  Machine/tech link, Chipware socket (with behavioral chipware / moddy link), Echolocation co-
  processor, Lockdown, Cyberdetection computer. Cybertrooper moddy is included into the package.  
  Sensory extension (“rabbit ear”): AntiDazzle, Thermal imager, Image enhancement, Teleoptics, Tight 
  beam radio and Amplified hearing  
   
  SDP Allocation 
  Head: 48 SDP 
  Torso: 68 SDP. Quickchange biopod, AGAMS, Radar (ACPA-grade), Radio lantern / homing beacon, 
  Gyrostabilizer, 1 free space 
  R Arm: 48 SDP, Standard hand, Rabbit ear, ACPA-grade laser comlink, Built-in computer, Drone 
  control deck (cybernetic), 4,25 free space,  
  Cybernetic drone control deck – just as 
  in Chromebook 2, apart from the fact it is 
  built into the cyborg. I followed computer 
  rules here: 1 space, 1600e$,  HL 1 (like a 
  cybermodem, it doesn’t differ that much 
  after all). 
  L Arm: 48 SDP, Standard hand, ECM (ACPA-grade), Painting 
  laser, Satellite uplink, 2 spare hydrogen cells, 0,25 free space  
  R Leg: 48 SDP, Standard foot, Doc Richter movement 
  detector, MAD (ACPA-grade), 3 spare hydrogen cells, 0,375 
  free space 
  L Leg: 48 SDP, Standard foot, ECCM(ACPA-grade) Radiation 
  sensor Chemical analyzer, 1 spare hydrogen cell, 0,375 free 
  space  
  - senior officer Mikael van Atta 
   
  Total Humanity Loss: 28d6+1d6/2+2,5 
  Note: due to widespread use of Cybertrooper Moddy, HL is usually considered irrelevant. 
   
   
  101
  
  SyCust Naga 
   
   
  When the brightest star of Indian Bhangra 
  music, Devarsi Ahmad, decided to swap his cancer-
  devastated body for an FBC shell, he turned to SyCust 
  to provide him with “something special”. What they’ve 
  finally come up with was a being out of Hindi myths and 
  legends: a naga, half-human, half-snake protector of 
  waters. Someone in SyCust had really done their 
  homework well. 
  The idea was accepted, and re-appearance of 
  Devarsi Ahmad created a major follower movement, of 
  which some people went that far they did also adopted 
  the naga shape. Thanks to the fact, the (somewhat 
  simplified, to cut on costs) body is still being produced, 
  although in very limited numbers, and available mostly 
  on on-demand basis. 
  Needles to say, the original one is still 
  performing well, as any attendant of Mr. Ahmad’s 
  concerts can tell you. 
   
  Technology Note: this FBC is built on Standard 
  technology. 
   
  General info: 
  Type: wereborg 
  Cost: 65’000 e$ (precisely: 61’826e$) 
  Skeleton cost: 17’300 e$ 
  Weight: 80 kg 
  Cover: modified TrueSkin  
  Energy source: batteries  
   
  Performance: 
  BOD: 7 
  REF: 6  
  MA: 6  
  ATTR: 6, very good quality  
  SP: none 
   
  Sensors: 
  Optics: standard, Infrared (L&R): 3 free spaces each,  
  Audio: standard, 6 free slots  
  Vocobox: BoxAlter, 1 free space. Usually tuned for hissing pronunciation, but this is simply a matter of 
  personal choices in the programming. 
  Neuralware: standard,  
   
  SDP Allocation: 
  Head: 30 SDP 
  Torso: 40 SDP, 1,5 free spaces,  
  L Arm: 30 SDP, 3 free spaces, standard hand, 
  R Arm: 30 SDP, 3 free spaces, standard hand,  
  Please note that TrueSkin does not entitle for HL 
  reduction in this particular case, since it doesn’t eve 
  resemble human skin – the TrueSkin technology was 
  used to give the realistic effect as well as regenerative 
  capabilities. However, it does not cause additional HL. 
  Snaketail: 45 SDP, 5,5 free spaces,  
   
  Humanity loss: 14d6 
   
  - senior officer Mikael van Atta 
   
  102
  
  SyCust Chiron 
   
  Note: please consult the “Centauroid Borgs” section of 
  Appendix 3 for more information on such bodies. The Centaur 
  presented on the illustration is a complete assembly, consisting of a 
  Chiron chassis covered in TrueSkin, and a slightly modified torso. 
   
  Chiron is the most popular of the centauroid bodies, having 
  the statue of an idealized destrier of Middle Ages – the body of a 
  perfect knightly warhorse, replicated with modern materials. Since 
  centauroids are a small and diverse community, Chiron seems to 
  be the only model that have ever seen any serial production – and 
  because of that, it comes without any cover – the user has to fit it 
  with one of his liking. Various pseudo-skin models are popular, 
  although a significant minority of Chrome-plated Chirons also 
  exists. Same with REF processors – they are usually made for 
  specific clients, to match their everyday specs. No tail has been 
  mounted in the standard body, since it is up to the user. 
   
  Technological note: this system is built on Standard technology.  
   
  General Info: 
  Type: centauroid body 
  Cost: 700’000e$ (precisely: 676’104e$) 
  Skeleton cost: 171’600e$ 
  Weight: 260kg (many users request optional ballast to bring the weight closer to that of a real horse, 
  usually 450- 600kg) 
  Cover: none installed 
  Energy source: batteries 
   
  Performance: 
  BOD: 20 
  REF: none installed 
  MA: 20 
  ATTR: none 
  SP: none 
   
  Sensors: 
  No optics, audio or vocobox. 
  Neuralware: processor, interface plugs, horse-body’s MA processor 
   
  SDP allocation: 
  Torso: SDP 68, 2 quick-change mounts (to fit user’s pelvis-level quickchange mounts), 16 free spaces. 
  L Front leg: SDP 48, 6,5 free space, standard hoof 
  R Front leg: SDP 48, 6,5 free space, standard hoof 
  L Rear Leg: SDP 48, 6,5 free space, standard hoof 
  R Rear Leg: SDP 48, 6,5 free space, standard hoof 
   
  Total humanity loss: 12d6. 
   
  103
  
  Appendix 1: Wereborgs 
  Exotic Cybernetic Full Body Conversions 
   
  Some people feel the need to 
  change their bodies for metallic, artificial 
  ones. Sometimes the cause is career 
  choice, or medical requirement, or 
  whatever else. 
  Some people feel they should 
  go 
  Exotic, 
  turn 
  into 
  animal-like 
  humanoid beings. This is mostly fashion 
  statement, or an effect of some kind of 
  personality disturbance. Although not 
  always. 
  Now there are those who do 
  both things at once. Cybernetic Exotic 
  Conversions or simply Wereborgs. 
  Becoming a Wereborg is not an 
  easy thing, as most of the cybersystems 
  have to be custom – built. Digitigrade 
  „animal” cyberlegs can be constructed, 
  but there’s no mass demand for them, 
  so there also is no supply. And the 
  same goes for all such ‘wares. 
  Humanity Loss is dealt similarly 
  to that of normal FBC – exotic parts 
  cause some extra HL, but it is not so big 
  (when you’re an artificial being, it 
  doesn’t matter that much whether you’re 
  artificial human, werewolf or just a 
  metallic robot-like being. 
  Wereborgs can be built using 
  almost any technology, but the purpose 
  is to remind living beings, so in fact Russian and Skeletal cyberwares are out of question, as NuTek 
  technology in most cases is. Most exotic modifications are used for aesthetic purposes only. Exotic 
  fashion depends mostly on nanotech and biotech, which are of little use for FBCs, and have to be 
  replaced by similar – looking cyberware. The general rules for exotic conversions can be found in 
  ChromeBook 2 
   
  Exotic change 
  HL 
  Cost 
  Notes 
  Minor face change 
  1d6/2 
  5% torso cost 
   
  Major face change 
  1d6 
  10% torso cost 
   
  Short muzzle 
  1d6 
  10% torso cost 
   
  Long muzzle 
  2d6 
  15% torso cost 
   
  Mandibles 
  3d6 
  15% torso cost 
   
  Fangs 
  Varies 
  Vampires, Sharkgrin, whatever you want 
  Claws 
  1d6+1 
  20% hand / foot price 
   
  Retractable claws 
  2d6 
  200% hand / foot price 
   
  Scratchers 
  1d6 
  +100e$ per hand / foot 
  Standard scratchers applied to a cyberhand / foot 
  Rippers 
  Use Ripperhand / Talon Foot from the main book 
  Short („Bunny”) tail 
  2 
  100% single Cover value 
   
  Regular tail 
  See below 
  Uses Dan Bailey’s Cybertail from Information 
  Overload netbook 
  Digitigrade legs 
  +1d6 / leg 
  300% of leg cost 
  See below. Affects Skeleton cost 
  Fur / Scale / skinchange 
  0 to 3d6 
  200% cover cost 
  See Cover, below 
  Heavy scales 
  Special, see below 
   
  Exoskeleton 
  Not applicable 
   
  Frame alteration 
  2d6 
  300% skeleton cost 
  See below. Affects Skeleton cost. 
   
  104
  
   
  Notes: 
  Cover: any cover except for armour can be made to look like non-human skin. Of course 
  plastic scales or feathers are worth nothing on the longer run, but hey, some people think it’s cool. 
  Superchrome can be made like scales, although it is not too good as feathers, and feels definitively 
  nylon with fur. If you want really nice skin, fur or feathers, you should go for a Skin variant. As most of 
  the wereborgs are insanely wealthy to begin with, most of them go for TrueSkin, as TrueSkin scales, 
  feathers and hair really grow, and feel like real (the same technology that allows TrueSkin grow hair 
  and fingernails is used to grow fur, feathers or scales that cannot be told from live with non-augmented 
  senses).  
  Cybernetic tail: surgery code MA (if used on fleshie), or uses 1 option space on a ‘borg 
  (usually on torso). Can be covered, of course (50% cover cost for a limb, but uses the same amount of 
  space). Please note that cybertail options are not the same as cyberlimb options, even if the table 
  below uses the same formula as regular cyberware tables. As a cybertail is an additional limb and not 
  something you are normally used to, it requires a custom-made Ref chipset, and it is included into 
  Skeleton cost (see digitigrade legs, below). Also, its size doesn’t have to match your body size. Tail 
  BOD value has to match the body’s only if you want to use it for prehensile functions; it is also 
  suggested for combat tails. However, a tail with BOD smaller than your body does not affect MA. A tail 
  of BOD equal or greater requires a custom-made mobility (MA) system to use its weight for balance. A 
  tail which has BOD more than 2 points over the cyborg’s BOD itself does modify MA and REF by –1 
  per every 2 BOD points difference. 
  Cybertail: typical 1d6 damage (-1 to hit modifier), 3d6 HL 
  Price 
  BOD 
  Body type 
  SDP 
  spaces 
  Regular CP2020 
  Cheap cybertech 
  2 
  v. weak 
  7 
  1 
  1500e$ 
  500e$ 
  3-4 
  Weak 
  9 
  1,5 
  1750e$ 
  750e$ 
  5-7 
  Average 
  10 
  2 
  2000e$ 
  1000e$ 
  8-9 
  Strong 
  12 
  2,5 
  2250e$ 
  1250e$ 
  10 
  v. strong 
  13 
  3 
  2500e$ 
  1500e$ 
  +400e$  
  +250e$ 
  11+ 
  Superhuman 
  +2 for every BOD point over 10 +1 per every 2 
  BOD > 10 
  for every BOD point over 10 
  Prehensile, 1000e$, 1d6 HL, 2 spaces. You can use it for simple manipulation, or hang on it 
  (provided the tree will withstand your weight, you cybermonkey). 
  Lizard „disposable” tail 50e$, 1/2d6 HL, 0,5 option space – an equivalent to quick-change 
  mount. Unlocks on simple mental command, so anyone who held you by tail remains holding your tail, 
  but not you any longer. 
  Variable length tail 100e$, 1d6 HL, 1 option space – a popular fashion statement, this tail can 
  be shortened and elongated at will (size can be changed by 75%).  
  Sensory extension 150e$, 2d6 HL, 1 option space. A cybertail equivalent to „rabbit ears”. 
  Can contain up to 2 cyberoptic options, and up to 3 audio. 
  Interface tail 100e$, 1d6HL, 0,5 option space. This is a standard cybernetic interface port 
  mounted in the tip of the tail. 
  Combat tail 200e$, HL 2, 1 option space. A variant of advanced myomar application, it 
  doubles the strength of a tail (this translates into 2d6 damage, although not when using The Sting or 
  Blade). 
  Blade 500e$, HL 3, 0,5 option space, a small, dagger-like blade extending from the end of a 
  tail, it does +1d6 stabbing damage (that is 2d6 total). Illegal. 
  The Sting 1000e$, HL 6, 1 option space A hollow variant of Blade, paired with 3-dose 
  container for drug or toxin (and a compressed air canister adapted from medical drug applicators).  
  Illegal. 
  CyberBeast – 3000e$, HL 4d6, 2 option spaces – this is your regular cybersnake, disguised 
  as a cybertail. It already is a combat tail (doing 1d6 damage) and Lizard tail. 
  Any (GM’s call) Cyberfinger variant can be also used for 0,5 option space equivalent and 
  200% finger cost, HL unchanged. Just in case you want a cigarette lighter in your tail... 
  Digitigrade legs – these animal legs (usually 3-joint) do not change the body’s MA per se. 
  Instead, their cost is added to body’s Skeleton Cost, as such inhuman mode of movement requires 
  special MA systems and REF processors that have been tuned for such a body. As this often means 
  custom-built, well... All SDP and Option space values remain the same. 
  Heavy scales – any cover can be moulded to resemble heavy, scaly skin. Most covers can be 
  also armoured by means of Graded Skinweave (variant), even up to SP 16. So you can have an 
   
  105
  
  equivalent of Heavy Scales if you really want. But Heavy scales themselves are a thing for fleshies 
  only. Sorry. 
  Frame alteration – this is a 
  touchy modification. You can have a body 
  changed in height and broadness by 40% 
  (a fleshie is limited to 25%) without 
  changing your BOD value. However, 
  short-legged forms (like Fantasy Series 
  dwarves and halflings) tend to have –2 MA 
  modifier (Their MA is lower by 2 than their 
  body MA would suggest, in other words, 
  you have to pay for MA 10 to get MA 8). 
  Option spaces remain unchanged if size 
  change is minor, or it is compensated 
  dimensionally (a shorter body can contain 
  the same amount of optional wares if it is 
  proportionally more massive), otherwise 
  it’s GM’s call). However, if you want a 
  BOD 8 frame with the size (height and 
  broadness) of a BOD 2 frame, well… in 
  fact you need a BOD 2 frame with +6 BOD 
  due to tighter myomars, not a reduced size 
  BOD 8 shell… 
  Behaviour chips – let’s face it: if 
  you turn into an animal, you want to not 
  only look like one, but also behave like 
  one. And that’s what behaviour chips are 
  for, among others. As FBC tend to have 
  devastating effect on human psyche, and 
  exotic conversions are just second to 
  them, there’s also a high demand for chips 
  that would change their behaviour into 
  something socially acceptable. There are 
  enough sociopaths out there in the street, 
  and 
  cyborg 
  werebeasts 
  rampaging 
  thorough the City are no what anybody really wishes for. 
  But I thought about some more shapeshifting wereborgs… 
   
  Generally speaking, it is possible. But in fact it is 
  more trouble than it is worth. And has no practical application. 
   
  Don’t even start with that “style over substance” 
  with me – a borg who has no substance to back up his style, is 
  worth nothing.  Even if he’s a frackin’ shapeshifter. 
   
  Right, let’s go to the business. To effectively 
  “shapeshift” you need memory-shape materials, either plastics or 
  ceramics. Yes, we have something like that in Cyberpunk – in the 
  Ianus Games’ supplement “King of the Concrete Jungle”. You’ll 
  need to build a whole ‘borg in that technology, and equip it with 
  appropriate options. Below you’ll find a characteristic string in the 
  CheapFBC format. 
  Model 
  SDP 
  HL 
  Damage 
  dealt 
  spaces price 
  Modularware 
  100% 
  75% 
  100% 
  50% 
  133% 
  Modularware cannot be used with 2nd Generation 
  Myomer nor hydraulics, it doesn’t require microwave shielding – it 
  does effectively come with Grade 2 EMP-shielding and Serious-
  level environmental adaptation to cold. It is naturally armoured up 
  to SP 17, and cannot use additional armour. Due to ceramic 
  construction, it is almost undetectable as well. 
  Modularware is available in Canada and in Canada only 
  (i.e. illegal elsewhere) – even there, it isn’t easy to obtain. 
  Besides, I’d say that it’s far too cheap for the options included, not 
  to mention possibilities. 
  If you ask my opinion, it’s munchkinism. I’d need to deal 
  with it more seriously, but I lack time and will at the moment. I 
  wouldn’t approve these in my game. And should I meet you on a 
  street, using a modular-based shapeshifter borg, I’ll shoot you. 
  With .477 Express silver-jacketed DPU bullets. 
  - Mike van Atta 
  I suggest using „When Gravity Fails” moddies here, for they may be used to add a few points to user’s 
  EMP – a deliberately handy trick. In my campaigns, these become available in 2024-5, along with new 
  generation of neural interfaces. 
   
  106
  
  Appendix 2: Full Metal Slang
  The Word on the Street about Full Conversion Cyborgs  
  „Hey, metalboy! Have you put new batteries in your Mr.Studd or you’re just 
  glad to see me?” 
   
  Aquaman:
  Go Panzer:
   A full conversion cyborg designed 
  for 
  aquatic 
  operations 
  (e.g. 
  Dynalar's 
  Aquarius). 
   To equip oneself for heavy 
  combat, usually by upgrading the borg 
  body/switching limbs (see Panzer). 
  ArtBody: any cyborg body projected to be 
  very attractive (although not necessary to look 
  human). Especially custom-built bodies with 
  ATTR over 10. 
  GP: for “General Purpose (body)”, any human-
  like Gemini FBC, especially if of human-range 
  performance and/or mass produced. 
  Haunted: Derogatory term used by "true 
  borgs" when referring to a full borg with a 
  demonstrated conscience/high Empathy. 
  Barbie: A female "Humanoid Full Conversion" 
  (Gemini or comparable models), especially 
  low-key 
  styled. 
  Considered 
  extremely 
  derogatory by the said group. Any human 
  using the term would be dead in the next 10 
  seconds. 
  Herm: a shell with hermaphroditic features. 
  Hydracell Bunny: A female FBC powered with 
  hydrogen fuel cells, especially those with sexy 
  styling. Sometimes considered derogatory by 
  the said group. More widely, any H-cell 
  powered ‘borg (derogatory) 
  Body-Swap: Change a Biopod between full-
  conversion bodies. 
  Boomer: 
  Inquisition:
  A full conversion borg; the term is 
  often used to refer to those borgs near- or 
  completely cyberpsycho. 
   The Cyberpsycho Squad of any 
  police force; as opposed to the street gang 
  known as the Inquisitors. 
  Ironman / Ironmaiden: any obviously non-
  human Borg (essentially, any not being a 
  Gemini). Considered derogatory by some 
  members of the said group. 
  Brain-Swap: Undergo full-body conversion. 
  Bunny: any cyborg equipped with Sensory 
  Extensions. Derogatory. 
  Canned Meat: Derogatory term applied to full-
  conversion 
  cyborgs 
  by 
  non- 
  or 
  lightly-
  augmented persons. 
  Juice drinking: Act of powering reloadable 
  batteries on a borg, especially if using some 
  kind of wall socket. 
  Canned Pork: Derogatory term used toward 
  full borgs serving in the police forces. 
  Ken: A male "Humanoid Full Conversion" 
  (Gemini or comparable models) especially low-
  key styled. Considered extremely derogatory 
  by the said group. Any human using the term 
  would be dead in the next 10 seconds. 
  False-Face:
  1. Dummy facemask cyberware.  
  2. A 
  cyborg 
  equipped 
  with 
  such 
  an 
  appliance. 
  Fleshie: 
  Meatboy/girl:
  An 
  un-augmented 
  or 
  lightly 
  augmented human. 
   See Fleshie. 
  Meathead: See Fleshie. 
  Flesh out: opposite to Fully Enhance – 
  replacing a full-body conversion with a human 
  body. 
  Metalhead: See Canned Meat 
  Meat-Lover: 
  See 
  Haunted; 
  also, 
  a 
  full 
  conversion cyborg who has a regard for non-
  enhanced life / spends most of time with non-
  full conversion cyborgs. 
  Fleshling: See Fleshie 
  Fully 
  Enhance: 
   
  To 
  undergo 
  full-body 
  conversion. 
  E.g.: 
  "Henderson 
  went 
  fully 
  enhanced after that bombing took most of his 
  body." 
  Mk.1 – also “Mk.1 body”, an unmodified human 
  body. A “plain vanilla Mk.1” is completely 
  natural human body. 
  Fullfaker:
  Near-True: 
  Moderately 
  - 
  to 
  heavily 
  -
  augmented 
  human 
  without 
  full-body 
  conversion. 
  1. A Trooper, whether in Assisted Combat 
  Personal Armour or not.  
  No-sex: a shell with absolutely no gender-
  specific features. 
  2. Anyone in Assisted Combat Personal 
  Armour. 
  Gemini: Full borg designed to look human. 
  From the first human-design borg, Raven 
  Microcyb's Gemini. 
  Panzer:
  1. A combat-oriented full conversion cyborg.  
  2. A full-conversion borg trained in the 
  martial art of PanzerFaust. 
  Ghost: The personality, consciousness or 
  conscience; the humanity of the cyborg. Often 
  referred to as if it were a tangible, distinct and 
  separate body part. Used similar to 'gut' in gut 
  feeling: "I have a whisper in my ghost...". 
  PanzerFaust: The martial art designed for full 
  conversion cyborgs. See 
  . 
  Solo of Fortune 2
  Probe(s):  
   
  107
  
  1. An interface spike, similar to that used in 
  the movie Robocop, usually extends 
  between the two middle fingers of the 
  cyberhand. Can also be used for a 
  makeshift survival blade, but needs a 
  thorough cleanup afterwards to clean up 
  blood residue and other stuff that might 
  interfere with the data pickups.  
  2. A set of LiveWire interface cables (in this 
  case the plural form is used). 
  Pure Chrome: A full conversion cyborg. Most 
  commonly used by full conversion cyborgs with 
  low Empathy as an adjective for themselves. 
  Pure Metal: See Pure Chrome. 
  Robocop: Full borg serving in the police 
  forces. Typically not derogatory (unlike Canned 
  Pork). 
  Skeleton: basic hardware of the ‘borg – arms, 
  legs, torso and head. 
  Shell: A full-conversion borg body, typically 
  one built to accept an Interchangeable Biopod 
  option. This term is most often used by such 
  cyborgs. E.g.: "I think I'll take the Enforcer shell 
  today." 
  Smasher's Run: Any direct confrontation or 
  duel between a full conversion cyborg and an 
  un-augmented or lightly augmented human; 
  typically for the purpose of settling an 
  argument over whether "Metal is better than 
  Meat". 
  Softie: See Fleshie.  
  Softshell/Softie: Built humanoid enough to 
  pass. 
  Spam-in-a-Can: See Canned Meat; more 
  often applied to full-conversion cyborgs with 
  Interchangeable Biopods. 
  Squishie: See Fleshie. 
  Sword - Any FBC using primarily bladed 
  cyberweapons 
  (both 
  conventional 
  and 
  powered) or bladed melee weapons (including 
  powertools such as angle grinders, circular 
  saws and chainsaws). The term comes from 
  the movie Screamer, where killer robots 
  equipped with various bladed weapons were 
  called "Autonomous Swords". 
  Tank: From "walking tank": any full-conversion 
  borg intended for heavy combat/warfare (e.g. 
  IEC's Dragoon). 
  Trash can: a poor-quality „near-true” street 
  ‘borg. Derogatory. 
  True 
  Borg: 
  See 
  Pure 
  Chrome. 
  Often 
  shortened to "True". 
  Truefaker: See Fullfaker. 
  Tune-up: a routine visit to cybertech, usually 
  monthly. 
  TWLP: Acronym for Two-Legged Weapons 
  Platform, usually used in military slang, means 
  a heavily armed and armoured combat borg or 
  ACPA. Not usually considered derogatory. 
  Vitamins: any dietary supplement for cyborgs. 
  Usually this means food canister. 
  Voomer See Boomer. 
  Wannabe Fleshie: See Gemini. Mostly used 
  as an insult by undisguised full conversion 
  cyborgs.(Also 
  Wannabe 
  Softie; 
  Wannabe 
  Squishie) 
  Wannabe True:
  1. A more derogatory version of Near-True.  
  2. Someone 
  wearing 
  Assisted 
  Combat 
  Personal Armour (see Fullfaker). 
  Wereborg: any FBC with Exotic (pseudo-
  animal) styling, especially an equivalent of 
  Major Exotic Package. 
  Wett zeug: a Motorball sport body, meant for 
  an on-track use only. Also, any fast, close 
  combat-oriented shell. 
   
  Sources 
  , anime feature, Masamune Shirow (Manga Entertainment dub) 
  Ghost In The Shell
  Solo of Fortune 2, Cyberpunk 2020 Supplement, R.Talsorian Games 
  Chromebook 2, Cyberpunk 2020 Supplement, R. TalsorianGames 
  Robocop, feature film, Orion Entertainment 
  AD Police, anime series (Manga Entertainment dub) 
  Bubblegum Crisis, anime series (AnimEigo dub) 
  The twisted brains of: 
  • 
  Robert Farquhar  
  • 
  VftE staff 
   
  108
  
   
  Appendix 3: Inhuman transportation 
  modes 
   
  Although rarely, yet sometimes FBC constructors want their 
  creations to make use of such inhuman methods of propelling 
  themselves. Wheels, tracks, mouseball-like „casters” or fish-
  like tails, these things are not very popular – they tend to be 
  less practical in use than legs (yes, they tend to be very useful 
  in a single specified environment, but are not as universal as 
  legs). Yet they can be encountered. Note: each of the optional 
  modules is a full „waist-down” set for a FBC, replacing two 
  legs and two feet. Yet prices, HL and other data are given in 
  comparison to a single cyberleg. Non-standard ones, like 
  Japanese multicasters, or Russian tracked chassis, can be 
  found (although they are really rare, and if someone has them, 
  they have been either bought tenth-handed or delivered on a 
  special order). Price is low, as they don't use most of the 
  advanced myomar muscles, just simple electric motors (tails 
  are exception – they do use first generation myomars). They 
  don't "tire" as myomars, and can easily propel a 'borg much 
  faster than legs. Yet they cannot be masked to look natural. It 
  is also impossible to use most Martial Arts moves when 
  having such an unit mounted (all body mechanics are 
  different) - although it is said that appropriate techniques are being developed for PanzerFaust. Of 
  course, you can still brawl somehow... 
  Note: prices are for the system only. Due to their lack of popularity, they are not usually available, and 
  have to be provided at special request (which can make the price x2 - x3 up). 
   
  Inhuman modes of transportation 
  Model 
  SDP 
  HL 
  spaces 
  price 
  Cost per 1 MA 
  Monowheel 
  100% 
  300% 
  150% 
  35% 
  1,5% 
  Multiwheel 
  150% 
  300% 
  200% 
  30% 
  2 % 
  Monocaster 
  125% 
  300% 
  125% 
  60% 
  2% 
  Multicaster 
  175% 
  300% 
  175% 
  50% 
  2,5% 
  Tracked 
  200% 
  500% 
  300% 
  25% 
  3 % 
  Propeller  
  100% 
  300% 
  200% 
  40% 
  3% 
  Snaketail 
  150% 
  250% 
  250% 
  400% 
  7% 
  Fishtail 
  150% 
  250% 
  250% 
  300% 
  5% 
  Multisection module 
  25 SDP 
  2d6 
  See below 
  1’500e$ 
  +100% 
   
  Acceleration and deceleration: 
  Since some ‘borgs, especially wheeled models, can achieve vehicle-grade speeds, 
  accelerating and decelerating can take up a significant amount of time. A human can go from a full 
  stop into all-out run within single turn, but speeding like a car would take more time. Thus, these few 
  borgs who move on wheel, tracks or balls are subject to vehicle rules, respectively they accelerate and 
  decelerate as bikes (mono wheel and monocaster), cars (multiwheel / multicasters) and tracked APC 
  (tracked ones). Extra Acc and Dec can be bought as in MaximumMetal – use the borg’s skeleton cost 
  instead of „vehicle’s SDP cost”. 
   
  „Help! I speeded too much and have to maintain control!” 
  Well, your fault. If you crash into something, you still have a fairly nice chance of survival, 
  unless you were rolling a few hundred kilometres per hour. Sorry boy... But in the meantime, be 
  optimistic. All „vehicle” manoeuvring modifiers do apply to you, besides you receive +2 bonus for being 
  a cyber-controlled vehicle, and +3 for better handling (now, if you don’t know how to handle your own 
  body, you shouldn’t be allowed of any utensil more dangerous than a disposable teaspoon). And your 
  GM may allow you to use athletics or skating skills as „driving” skill. Most of the time you don’t need 
  any rolls, these are applied only when you’re trying to travel real fast... 
   
  109
  
   
  Transport mode descriptions: 
  Monowheel (also two wheels side by side), this is a very fast method of movement, yet useful 
  only on rather flat and firm surfaces. It requires gyrostabiliser (1000e$, 1 space, 1d6 HL – see Chrome 
  1) to help them keep balance. Monowheeled 'borgs are, however, quite agile and they usually deal 
  with stairs by locking the wheel and jumping up or down. 1 MA costs 1,5% skeleton cost of a ‘borg, 
  and it’s practically unlimited. Since they can reach potentially great speeds, as single-wheeled vehicles 
  they are subject to same rules as motorbikes. 
  Multiwheel (either three, or four, larger number of wheels is rare), this rig is more stable than 
  monowheel, and more resistant, if somewhat slower and bulkier. Gyrostabiliser is not required. This 
  system costs 2 % skeleton cost per 1 MA, and there’s no upper limit except for your common sense. 
  Wheeled ‘borgs were tested on race tracks, exceeding 300 km/h (yes, there are no practical use for 
  them. So what, you think it stopped anyone?). However, GM may apply the same rules to speeding 
  ‘borg as to speeding car (see MaxMetal). 
  Tracked (one or two tracks, usually rubber rather than steel, to protect floors) suspension is 
  slow, but reliable. Blatantly inhuman, track chassis handles rough terrain well. It was applied to some 
  of the heavier military 'borg projects. It costs 3% skeleton cost per 1 MA, and – although it is not a rule 
  carved in stone – tracked ‘borgs shouldn’t be made faster than 80 km/h. It can manoeuvre according 
  to tracked APC rules. 
  Casters: Casters are spherical wheels, which function basically like powered mouse-balls 
  (there are motorised rollers in the caster casing that roll the sphere to produce propulsion). They are 
  more manoeuvrable than normal wheeled propulsion systems and the 'borg can literally turn on a 
  dime, and can even cope with stairs by locking the caster and jumping up or down them. A typical 
  caster comes with a rubberised surface to ensure traction on most level terrains, this rubber surface 
  can be stylised to fit the 'borg's overall style. Treat casters as wheeled systems (respectively 
  Monowheeled and multi-wheeled – e.g. Monocasters do need gyrostabilisation). Casters are also 
  more manoeuvrable – on slow speed (up to normal human’s fast walk /slow jogging) they can make 
  instant direction changes, turning on the spot, or moving back ways / sideways on a moment notice. 
  On greater speed it’s not that easy (momentum becomes too great), yet they still gain additional +3 to 
  all manoeuvre attempts. The drawback is that the ball and rollers tend to catch dirt, and require careful 
  maintenance to keep them fully operational – traction problems are a bane of Caster-users. 
  Propeller blade – it consists of usually two (singular ones tend to drive off-course a bit) 
  coaxial, multi-fan propeller screws in a protective casing (like Fantail system on helicopter tail rotors). 
  This is the mechanical competitor to Fishtail set. Easy 
  to control and manoeuvre, Propeller system is equipped 
  with angle adjustation utensils, giving it most of the 
  advantages of vectored thrust.  Propeller-driven FBC 
  pay 3% skeleton cost per 1 MA, in water only. Upper 
  limit is 35 MA. 
   
  Tails:  
  Snaketails are not more popular than other Inhuman 
  Transportation modes, but Fishtails have achieved 
  limited popularity among ocean dweller 'borgs. They 
  use myomar technology, not electric motors, as 
  previous models did. 
  Snaketail (requires to be at least 3-4m long to 
  work, I suppose) your typical Naga image, snake from 
  waist down. I can see no real advantages of it, although 
  the tail is prehensile, and can be used as weapon 
  (dealing as much as 150% of a cyberleg's kick damage 
  with a swing, or 300% on a boa constrictor - like crush). 
  It is not the best way to propel yourself around as well – 
  it takes 7% skeleton cost per 1 MA, and can’t move you 
  faster than 15 MA (10 on 2nd Gen. Myomar, and 5 on 
  hydraulics... have you ever heard about a hydraulically-
  driven snake?). 
   
  A snaketail example on a variant of a Naga shell 
  One aspect of having a snake body that is hard to imagine – at least if you do not deal with 
  snakes on regular basis – is that al. this long body can easily become a monstrous spring. A man can 
  crouch to accumulate energy in its legs. Still, human legs do bend only at the joints. A snake body 
   
  110
  
  doesn’t have that limitation. It can become one big spring… Have you seen that old documentaries 
  about arboreal jungle snakes, jumping from one tree to another? Well… That’s it. A snake – given it 
  has time to prepare – can add its length to the jump distance. Also, if the tail is somewhat coiled, the 
  snake can maneuver on it as easily as we humans balance on our feet. But you can’t use the tip of 
  your toe as support to extend your head a few meters 
  to the front. Or side. A snake can do it easily. This 
  makes it a deadly enemy in close combat: when 
  fighting a human, you have to count in his arms range 
  and how far can he leap from where he stands. For 
  snake, the lean range can be several meters longer! 
  Fishtail. This module mimics water creature’s 
  movement - fin can be either horizontal (like dolphin) or 
  vertical (like shark), it depends on model. Fishtails are, 
  of course, useful in water only. They allow great 
  movement ability in water, up to 20 MA (15 and 10, 
  respectively with 2nd Gen. Myomar, and hydraulics), at 
  5% skeleton cost per 1 MA (remember that a legged 
  being has its MA severely reduced when in water). 
  Also, you can perform "tail bash" like a whale (and 
  that's a deadly manoeuvre, given the strength and 
  mass used – 200% kick damage, and since it’s an 
  attack invented for underwater combat, don’t apply any 
  ”kick” restrictions here!)... 
   
  A SuperChromed Fishtail 
  Multisection - pelvis equivalent to artificial 
  shoulders, this module allows you to mount two extra legs. Prices and performance are comparable to 
  artificial shoulders, but you can have more than just a single pair - any number of multisection modules 
  can be linked to your lower spine (rear to pelvis) and then subsequently to each another, creating a 
  centipede-like image. Not that it has any practical use, but it's possible (and for some people, that’s 
  just enough)... each Multisection unit can mount two legs (or one Inhuman Transport module listed in 
  this section). It can also mount up to 20% of option spaces available to torso of matching BOD. Note 
  that when calculating MA cost, each Multisection adds 
  +100% to the actual cost... 
   
  A centaur-like effect of applying a single 
  multisection module in a very weird True-skinned 
  ‘borg. 
   
  111
  
  Centauroid ‘borgs 
   
  It is a subculture among ‘borgs, true, but a distinctive one: the Centaurs. Yes, they go for the 
  look of ancient Greek mythological centaur, the being that was depicted as human from waist up, and 
  a horse below. While creating a biological body of such a type has proven to be impractical – if not 
  simply impossible – cybernetic ones are available.  
  Their users claim centaur form has numerous advantages, like, much greater stability and mobility, 
  but, in fact, they tend to be simply unwieldy. Still, there are people who aren’t warned off by such 
  things. 
  Centauroid body is usually detachable; thanks to quick-change mounts in the “horse’s” “neck” 
  and humanoid body’s pelvis – height leg anchor points. Below, a quadruped body begins, usually 
  formed to resemble an equine body. It is usually well-oversized, comparing to the torso. It typically 
  consist of a slightly modified cyborg torso, four legs (there can be more, just it isn’t common) and a tail. 
  Since there’s no need for a biopod rig or life-support equipment, but also no head (in which the biggest 
  part of biopod, containing brain, is housed), the torso has 2 more option spaces than it’s size would 
  indicate – which means damn a lot of spaces, since even a pony-sized body isn’t smaller than BOD 
  12. Apart from that, statistics for both body and legs are calculated normally. The tail is a particular 
  case – a horse’s tail can’t have any options installed in it – it’s mostly hair, so count it as a “small tail”, 
  like the rabbit’s one. 
  The body does always have a Serious Frame Alteration feature (see Wereborgs section), and 
  the legs are usually Digitigrades. HL counts as normal, however, so unless it’s a permanent, first body, 
  the loss is going to be really painful. 
  Apart from that, there’s a serious problem here, concerning mobility – you’ll need a specialized 
  REF and MA co-processors to have the body moving properly, since there’s no way a humanoid brain 
  (de facto, a brain of any mammal) could deal with having a centauroid body. Never, ever in our 
  evolutionary history had we such a posture and our brains simply aren’t prepared to handle it. Even 
  with the co-processors you’re going to need awhile to get used to the new shape. Cost of such 
  processors are pretty high as well: MA costs 7% per level (starting from zero) of the centaur’s body’s 
  skeleton cost, +1% per level above 6. Generally, the boundaries are wide – horse-sized bodies were 
  known to be able to run as fast 
  as MA 35. They use same 
  myomar 
  or 
  hydraulic 
  musculature as regular bodies, 
  though, thus the limits for other 
  technologies than standard 1st 
  generation myomar may be 
  more narrow. REF costs are 
  15% higher than for standard 
  bodies 
  – 
  usually, 
  the 
  processor is installed to match 
  the power of the one installed 
  in the ‘borg itself. A gyroscope 
  is a popular addition. 
  Humanity loss: this is 
  another tricky question – first, 
  the shape itself is blatantly 
  inhuman. Centauroid bodies 
  tend to cause massive HL – it 
  is calculated as if they were 
  part of a basic body (i.e. half of 
  their cost for a non-‘borg, 1d6 
  of every 2d6). 
   
  A SuperChromed centaur 
  Please note that a complete assembly is shown here, consisting of a centauroid 
  chassis and a – specially adapted – standard torso. 
   
  112
  
  Appendix 4: The Book  
  of Forgotten Tech 
  In Chromebooks 2 and 3, there were numerous exotic options built into the ‘borgs being presented. 
  Some of the stuff came from previously published books, some were covered in later publications. 
  Many of them had altered names. And some 
  were nowhere explained. I took an effort to 
  unveil at least some of these forgotten 
  technologies. 
   
  Ambidexterity 
  co-processor 
  – 
  ambidexterity is achieved in two ways, 
  generally. It can be the Ambidexterity Chip 
  (Chromebook 1), that is available in two 
  variants – the basic one allows for typical 
  ambidexterity (no -3 penalty off-hand, 800e$), 
  whereas 
  the 
  advanced 
  one 
  allows 
  full 
  ambidexterity – including independent use of 
  each eye (thus e.g. shooting at two different 
  targets, 1050e$). It’s a normal chip, and 
  requires Chipware Socket (or free interface 
  socket). 
  Alternatively, 
  Neural 
  Bridge 
  (Chromebook 4 – 600e$, HL 1d6+2) can be 
  used, that allows for typical ambidexterity. 
  This, however, is a biotech that has to be 
  applied to a brain. There are naturally 
  ambidextrous humans, and this technology just 
  makes you one of them (this translates as no -
  3 off-had penalty as well), so this feature 
  cannot be included into a cyborg body (only 
  into his brain, thus swapping bodies with 
  biopod). 
  The built-in variant, used in some cyborgs, is 
  little 
  more 
  than 
  the 
  chip, 
  just 
  being 
  permanently hardwired into neural processor, 
  so it doesn’t take up space in the socket. 
  Breaking options into fractions 
  Working with the CheapFBC rules, you’ll 
  sometimes find yourself with odd fractions of an option 
  space left. Now, there comes a question – can a piece of 
  built-in equipment be installed in several places at once? 
  The answer, as usually is “it depends”. The rule of 
  thumb says that if it’s mostly electronics, then it can be 
  broken into several pieces that will be installed separately. 
  For example, a built-in radio set, which takes 2 options. I can 
  see no reason why it couldn’t be installed as 2x1, or even 
  4x0,5 space, or even in some more weird combination. They 
  have to be linked together, but when within a cyborg body, 
  it’s not a problem. 
  However, if the option in question is mostly 
  hardware, it cannot be broken that way. For example, 
  headlights must be as big as they are, for summing up 2x0,5 
  space small searchlights isn’t going to give as much light as 
  a single 1-space one. 
  This procedure does not cause any costs, 
  however, if any of the body parts containing such a broken-
  down equipment becomes damaged, then the system is 
  affected as a whole, just as if it was installed solely in that 
  part. 
  However, to not complicate up things, my ‘borg 
  designs in this book do not make use of this rule (except for 
  Nautilus, whose 1,5 space floatation bladder was parceled 
  into three 0,5 space ones). 
  - Mikael van Atta
  Black Book microcomputer: a cyberlimb built-in, it takes 1 space, costs 500e$ and is 1d6 HL. 
  It comes EMP – shielded, grade 1. A civilian model, E-book, is 200e$ and 1d6 HL, and it’s not 
  shielded. 
  Black Box – this is a compact braindance recorder (15’000e$, 2d6 HL, neuralware option). 
  Whereas using digital audio / video recorder would be significantly cheaper, Black Box allows for 
  registration of all sensor data (audio, video, olfactory, touch, radar, radio...). 
  Built-in blade – although nature and method of operation of cyberarm blades is still under 
  discussion, I’m going to list these blades here as simply retractable “survival knives” (in fact, they’re 
  big knives; some could call them even small machetes). Both variants are 1 space, 1d6 HL weapons. 
  A steel blade costs 300e$ and does 1d6+3 damage. A monoblade edition is 1500e$ and 
  2d6+3damage. 
  Built-in camouflage suit (like Militech Ghost camo on Eclipse and Militech Mirage Gear on 
  Dragoon, along the lines for Cam-O-Skin): this is a camo suit interwoven into ‘borg’s cover. It can be 
  interwoven with any type of cover, except for cheapest plastic ones. The cost is equal to the suit’s cost 
  (a cyborg version of Ghost suit costs 5300 e$), the trade-off is that cyborg version cannot be taken off 
  and isn’t armored. HL is 1d6/2. 
  Built-in ECM set – a compact electromagnetic jammer. It can disrupt radio and cellular 
  transmissions, radar waves, and wreak significant chaos in cybernetically-enhanced senses. However, 
  without a right skill, it’s a blanket effect (covering everything and everyone in a regulated, 5 to 50m 
  radius), creating a load of fuzz on enemy radars. This does mean you’re undetectable, but not 
  unnoticed (e.g. as if a hot smoke grenade has been discharged – you can’t see who is inside and 
  where exactly, but on the other hand, the smoke around means they are somewhere there and doing 
  something they don’t want you see). However, a properly trained electronic warfare specialist can 
   
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  detect and determine enemy detectors type and capability, jam them in a way they wouldn’t see 
  anything suspicious, and do all this on a subtly tuned frequencies that he wouldn’t affect own side’s 
  communications. 
  It uses 2 spaces, 2950E$ and HL 2 
  Built-in microcomputer – a built-in PCX minicomp, it costs 2400e$ (I’m using the guideline 
  worked down for black book: implant version = 2x non-implant version) and has 1d6+1 HL. Due to 
  space restrictions, cyberlimb variant doesn’t have screen nor keyboard (it’s operated via cybernetic 
  linkage, hence the price), nor any other peripherals. However, it has a full set of I/O ports, so 
  peripherals can be jacked in, or it can utilize user’s cybernetics instead of peripherals (e.g. use Times 
  Square Plus or subdermal viewscreen as a screen, chipware socket as chip drive, and so on). 
  Built – in radio set – this is an equivalent to typical military radio set, so-called manpack radio 
  (since it’s roughly backpack sized). It is capable of voice transmission, Morse-code telegraphy, and 
  data transmission (although it should be used for small amounts of data, and it’s not fast enough for 
  active netrunning). It can also perform burst transmissions (the message is recorded before, then 
  compressed into a split-eye short “burst” of information and emitted, thus making it less probable to be 
  detected and almost impossible to be localised. Naturally, you need another burst-transmission-
  capable radio to receive the message and decompress it). Cyberaudio module is required to operate 
  this set. Alternatively, standard microphone and loudspeaker / headphone sets can be used, the 
  module is also equipped with computer I/O ports. To prevent opposition listening to your messages, 
  frequency-hopping ability is used (frequency changing-pattern chips cost 150e$ a piece. Without an 
  identical chip installed it’s considered to be impossible to stay tuned for longer than a few seconds or 
  even less). An external scrambler / descrambler can be attached, or cyberaudio scrambler can be 
  used as well. The one included with the set is Very Difficult to de-code. Range depends on the 
  antenna used. No external antenna reduces the range to 3 kilometres. A typical military “whip” wire 
  antenna (about 2m long, usually attached to backpack) raises range to 15 km. Longer antennas, like 
  6m wire, can be used only as stationary, but they have a range of 25 km. Larger antennas are usually 
  mounted on vehicles or as a part of bigger broadcasting installation and paired with amplifiers. Their 
  range varies from 30-40 km for a jeep-mounted set with longer antenna and small amplifier (yet it can 
  be used on a move) to several hundred kilometres for a large and powerful sets with stationary-only 
  antennas. Power supply is rechargeable, replaceable batteries that provide 168 hours of operational 
  readiness, but real power reserve depends on how heavily the radio is used. 
  It uses 2 spaces, 2650E$ and HL 2. First described in Interface magazine, 1#2. 
  CO2 Extinguisher – described in Chromebook 1 as “Icer” (1 space, 200e$, 1d6/2 HL). 
  Additional gas canisters can be installed 
  per 0,5 space, 0,5 HL and 100e$. Each of 
  these canisters contains as much gas as 
  the basic “Icer” itself. 
  Hecatonchires Processor 
  This is but a predicted tech, so if it’s ever available in 
  the game (I advise to not do so) the exact cost and size are up to 
  GM.  
  Combat Crystal (comes from: 
  Hardwired): a Neural Cybernetic option, 
  combat crystal requires either Kerenzikov 
  or 
  Sandevistan 
  initiative 
  booster 
  as 
  prerequisite. 
  Some 
  form 
  of 
  data 
  interchange (usually a Cyberaudio Radio 
  Link) is also required. This is a military 
  cyberware used to maximize effectiveness 
  of small infantry units. It ensures that 360 
  degrees space around the group is 
  observed, cover used to maximum effect, 
  suppressing fire laid properly, and moving 
  team-mates are given proper fire cover. In 
  fact, there’s not much voluntary action 
  promoted by this system, but the whole 
  team goes with perfect coordination and 
  great efficiency. At least 5 troopers with 
  Combat Crystal are required to get it 
  working.  It gives +1 modifier to all attack 
  rolls, 
  +2 
  to 
  defence 
  rolls 
  and 
  +2 
  Awareness. GM option: combat crystal – 
  equipped units always have better Initiative 
  than these who are not equipped with it. 
  Suggested HL is 3d6. Hecatonchires (“Hundred-
  handed”) processor allows the user to perform a number of 
  actions simultaneously. The system operates as a semi-AI, 
  utilizing user’s knowledge and ability (thus, his skill level) to 
  perform things ordered by him, but without his supervision – 
  without his mind even being aware of that. For example, you 
  could drive a car via Hecatoncheires, and it’ll go just as good as if 
  you were driving it with your very own hands. However, you’re at 
  the controls of an AV, several meters above the car, and you 
  have to really concentrate on piloting. However, all systems 
  controlled by Hecatoncheires have to be digitally linked to it (in 
  the example above, the car has to be cyberlinked, and under 
  remote control of the AV pilot. It is suggested to pilot the AV via 
  cyberlink as well).  
  It’s up to GM, how many operations a given 
  Hecatoncheires system can supervise, also, how big it’s going to 
  be. Early ones are likely to use several spaces (if it’s possible at 
  all to install one into a ‘borg), whereas late models are likely to be 
  as small as neural co-processors, taking no space. Likewise, 
  prices are GM’s call, although I’d suggest that Hecatonchires 
  system should always be expensive. 
  - Mikael van Atta 
   
  114
  
  Note, however, that communication between crystals can be jammed (depending on its nature) ruining 
  the effect. 1500 E$, 2d6+2 HL. 
  CyberSteroids - It is a new way of enhancing borg’s Strength, tripling its original value. 
  However, 
  they 
  are 
  much 
  cheaper 
  than 
  Hydraulics, costing flat 300e$ per 1 BOD of the 
  borg, they take no spaces and do not limit 
  performance. They can be switched on and off, 
  but – contrary to hydraulics – they aren’t meant 
  to be used as general-purpose muscles, since 
  they need a dedicated power source. (a 
  rechargeable battery, good for 10 hours of use). 
  Cybersteroids do triple only the basic BOD – 
  there’s no point in outfitting a 2nd Generation 
  Myomar / Hydraulics – equipped ‘borg with 
  them.) 
  Electrified hull – it has been described 
  in Chromebook 3 as “Eelskin” (1d6 HL, 1400e$, 
  built into body cover). 
  Glue ball launcher – spring powered 
  launcher, shooting 1” balls, used to emergency 
  patching of holes in space. Effective range is 10 
  meters, and each ball can cover a hole of up to 5 
  cm in diameter. Internal clip holds 3 balls. Cost: 
  100e$, 1 HL, and 1 space.  
  Grenade holster – a variant of regular 
  cyberleg weapon holster (same cost: 100e$ and 
  HL 1), adapted to carry grenades instead of a 
  gun. It can hold either 3 standard grenades, or 5 
  minigrenades (this must be specified during 
  installation). There are also variants used to hold 
  spare ammunition, like 40mm grenades (roughly 
  equal to mini-grenades), 20mm grenades (circa 
  12 per holster) or even more shotgun rounds. 
  Hand Taser (Enforcer) – this is nothing 
  else than Tazer Grip (Chromebook 1), a 
  cyberarm option (150e$, 2d6-2 HL, 1 space). 
  Headlights – in fact, a little more than 
  high-power torchlights built into a cyberlimb. 
  Modern 
  ones 
  are 
  very 
  energy-efficient; 
  generating almost no heat (did you know that 
  Edison – invented light bulbs emitted only 2% of 
  energy as light, and 98% as heat?). These lights 
  don’t have their own battery packs; instead they 
  run off limb’s power supply. These are narrow-
  beam searchlights, rather than wide-beam 
  floodlights, since floodlights tend to not fit well 
  into an option space. Two variants do exist: pop-
  ups (that are hidden until deployed, but when 
  deployed, they’re not protected by limb’s cover) 
  and semi-contained (partially sticking above 
  limb’s surface, but fully protected by its cover). 
  Both variants are fully adjustable, with 360 
  degree rotation ability. 
  Built-in holsters: 
  Note: In my opinion cyberleg holster – if it is to 
  hold a regular firearm, not a stripped down version - 
  should take up two spaces, as it uses whole upper leg. 
  The standard version can hold a P – concealability 
  weapon (knife, derringer or other small pistol). Its grenade 
  version – one standard or two mini grenades. Double – 
  sized variant (two spaces), able to hold most of the J – 
  sized guns (or 3 standard grenades), costs 200% and has 
  the same HL (200e$, 1HL). 
  In this sourcebook we do take that "space’s" size 
  is not tied to a limb's size, but it’s rather a set amount of 
  arrangeable space (thus bigger cyberlimbs do have more 
  of these). Therefore, you’ll need that much space to hide a 
  weapon of following size: 
  1 space for a pocket-concealable weapon 
  (derringer, small pistol, knife) 
  2 spaces for jacket-concealable weapons (most 
  handguns, small submachine guns, big knives, like your 
  typical combat / survival blade) 
  at least 4 spaces for a long coat - concealable 
  weapon. And this only with GM's approval. 
   
  Bigger guns - except for specific cases - cannot 
  be hidden. Why? Because of their overall length!  
  You can quite easily conceal a gun in upper or lower part 
  of the arm or leg. But these do have limited length. For 
  example, my lower forearm has about 9"/23cm of useable 
  length (I'm about 6'/180 cm tall, and probably about BOD 
  6 in CP terms). So, no matter how I'm going to arrange 
  space within it, I won't put anything longer than those 20-
  something centimeters in it. No way. And, due to the fact 
  there’s either elbow or knee standing in the way, you 
  couldn’t use all of the limb’s spaces to hide a weapon – 
  merely half of them. 
  Torso. Whereas it's much bigger, and can hold a 
  respectable number of spaces inside, it provides a 
  problem with this application: it has to be flexible. You 
  can't insert any big, hard object, like a SMG or rifle (or 
  sword) into it, or it will somehow interfere with turning and 
  bending (I assume that we want the borg to be able to 
  bend like a fleshie does). You can use some place inside 
  the chest area (ribs make it pretty non-flexible anyway) but 
  it's still not much more length available. No way to hide 
  your typical rifle (thinking AKM here) in, even with the 
  stock collapsed. 
  Okay, maybe ACPA-borgs would be able to hide 
  such big guns. But smaller ones? No way. Of course, you 
  could always try to disassemble the weapon and hide it as 
  parts. However, you’re not going to gain much, unless you 
  can separate the barrel into several parts. This is up to 
  GM. 
  • 
  basic model has a range of 50m, costs 
  100e$, and takes 0,5 space. 
  • 
  more powerful one is 100m range, 
  300e$, 1 space 
  Of course, you can always fit these externally, in 
  something like a backpack. But that's not something we're 
  for, right? 
  • 
  the strongest currently available has a 
  range of 500m, costs 800e$ and takes 1 
  space as well. 
  - Mike van Atta 
   
  115
  
  These are white-light versions. Both IR and UV variants do exist, they cost 50% more. Please note 
  that ranges are given for normal air clearance. HL 1 per light. 
  High power radar – this is a more powerful variant of a standard radar system, and due to its 
  larger antenna it cannot be implanted into flesh. It takes 2 cyberware spaces, costs 800e$ and takes 
  1d6 HL. The range – if not obstructed – can reach 8 km, although in space it’s often limited by various 
  electromagnetic interference. In ground mode, it’s about 2 km, and dense terrain (e.g. city) can cut it 
  down to as low as 200m. 
  High power sonar – sonar equivalent to the above. Takes 2 cyberware spaces, costs 1600e$ 
  and 1d6 HL. The range is 40m active, 150m passive mode. Underwater, it’s respectably, 400m and 
  1500m. 
  IFF transponder – there are a few ways to let your allies know you’re on their side. Usually, 
  an IFF is used. However, it’s often mistaken on how it works. It’s not a wise move to attach to yourself 
  a radio beacon transmitting constantly “I’m a friend” with coded signal. This would mean it screams 
  also “I’m here!” to every electronic warfare device around, and if you’re not emitting the signal they use 
  to designate friends, they’ll automatically identify you as foe. 
  So, IFF transponder is usually wired into radar (or sonar) emitter and bursts a directional transmission 
  in response to other radar’s scanning (like: “oh, you’ve seen me? Well, I’m actually a friend”). Of 
  course, this doesn’t allow passive detection devices to “ask” your IFF. But hey, even today an infantry 
  patrol tends to rely on their eyes and ears, not radar. That’s why visual recognition marks are still 
  being painted on military hardware… Cost is 10% of the radar’s / sonar’s cost, no spaces or HL. 
  Line & clamp launcher – another piece adapted from ACPA equipment. This is spring-
  powered cable and winch system. 20 meters of cable that can support up to 500 kg, a winch (can drag 
  up no more than 300kg), and either magnetic clamp or grapnel. The cable is 20 SDP. Whole set costs 
  400e$, takes 1 space and is 1 HL 
  MAD – Magnetic Anomaly Detector is rarely used on full borgs, since it’s difficult to shield from 
  the borg’s own magnetic anomaly effect (on vehicles, it’s usually done by installing MAD on a long 
  antenna). It takes 1 space, HL 1 and 2000e$. It can detect large metallic objects (like armored 
  vehicles) on up to 100m. Gauss weapons can be detected on up to 300m (firing impulse only). 
  Masking / feature alteration system – although it has been described in Chromebook 2, 
  some more explanations are needed. This seems to be a more primitive variant of Feature Alteration 
  from When Gravity Fails, as it doesn’t have to work on a living face, just on a ‘borg’s one. It consists of 
  numerous liquid silicone pouches on one’s face, linked to hidden reservoirs. Pumping those pouches 
  up or down can change the shape of your facial features within two minutes to make you look quite 
  different than before. Hair color is altered by oil-diluted pigments dispersed from hair cells on head. It 
  takes about 3 hours to fully affect a medium-length hair. HL 2, 1000e$. 
  Parachute – a tightly-packed arachno-silk chute. It’s used to allow Wingman ‘borgs safe 
  evacuation from damaged aircraft. Minimum open height is 60m. This parachute is much smaller than 
  one meant for a human, thus forcing much greater descending velocity. Since descend is so fast, this 
  parachute cannot be used by humans – only FBC can safely take the landing with such speed. Also, 
  no ‘borg weighting more than 150kg can use this system. Bigger ones aren’t usually used as pilots, 
  anyway, and if airdrop insertion is required, most ‘borgs use heavy – duty backpack parachutes (the 
  biggest of them were originally designed to paradrop ACPAs). It takes 3 spaces, and costs 5000e$. 
  HL 2d6. 
  In fact, ‘borgs prefer using regular human rescue gear (like ejection seats included with most 
  combat aircraft) than the built-in parachute.  
  Prehensile legs: such legs are quite common among ‘borgs projected for zero-gravity use, 
  also can be found on these rare models intended to be arboreal. It’s a quite simple modification, 
  requiring two cyberlimb options being installed: double-jointed (knee) and 360o Rotating Joints (ankle) 
  - 1120 e$, 1d6/2 +2 HL, 1 space all together (each leg).  “Climbing” cyberfeet mounted on such a leg 
  unit make functional, if clumsy (-3 all actions) hands. 
  Psycho restrainer - I weren’t able to determine what exactly was used to keep Dragoon from 
  becoming a rampaging cyberpsycho apart from psychoactive chemicals (and that tends to produce 
  minds I won’t trust with any coordinated military action). However, after a brief discussion, a 
  conclusion arisen that it was some kind of behavioral chipware. Although Chromebook 2 mentions 
  such chips, it doesn’t determine how they work. Thus, I had to turn to “When Gravity Fails” 
  sourcebook, where a whole chapter is devoted to construction and use of behavioral chips, known as 
  “moddies”. The one being most often used in military ‘borgs is called “Cybertrooper” moddy (see 
  below). 
   
  116
  
  nd
  Note: in my campaign, moddies are a 2  generation tech, available together with new 
  generation of neural processors. if you want them to be used in regular CP2020 campaign, I suggest 
  using following tech: 
  • 
  Modified Chipware Socket, Surgery: N, Cost: see below, HL 0, requires a regular chipware 
  socket. This variant contains an additional slot for a single moddy chip (which is not being 
  counted against a maximum number of active chips a person can use). Note: under laboratory 
  conditions, engaging multiple moddies on a single person was tested. Effect was always 
  schizophrenia.  
  Moddy Socket cost: although in When Gravity Fails moddy link costs 500EM (50% of the locally 
  available processor/interface/ chipware socket combo), I’d suggest it costs 1000e$ in regular CP 
  2020 setting, since it’s well – ahead of technological level for regular neuralware. If cory implants 
  are available, the cost drops to 500e$. A moddy can be safely used for a number of hours equal 
  to user’s current Cool x4 (generally, 24 hours 
  are considered safe limit). After that time, 
  Implanted Personality Rejection Syndrome 
  begins to act, systematically reducing chip’s 
  effectiveness, and reducing the user’s psyche 
  to a set of exaggerated emotions. Note: 
  moddies are psychologically addictive. 
  Sons of Alessi 
  Personality Chipware Line 
  Sons of Alessi found itself a niche on the market – 
  their moddies are substantially cheaper (if somewhat simpler) 
  than others, and are build especially with the Olympia Hero – 
  series ‘borgs in mind. Sons of Alessi offer substantial 
  discounts for wholesale deals. 
  How does a moddy work?  
   
  It overlays it’s programming on user’s 
  personality. The programming can be either a 
  full personality, an emotion (or set of them) or 
  a fictious story. User’s personality remains 
  present, but subdued – he remembers who he 
  is, who his friends and what his goals are, yet 
  acts along the lines set by moddy. For 
  complete 
  information 
  about 
  moddy 
  construction and usage, consult When Gravity 
  Fails sourcebook. 
  The “Sergeant Bulldog” 
  Type 1 Moddy, Common, 1800e$ total 
  Effects: COOL +3, EMP +3, +4 resistance vs. persuasion & 
  fast-talk 
  Sons of Alessi had actually bought the copyrights to 
  the personality of a popular TV series character, Sergeant 
  Bulldog. This moddy turns the user into a hard-bitten, 
  stubborn policeman, incorruptible and impervious to smooth 
  talking – yet one who can show compassion to those in need. 
  This chip is pretty popular among police SWAT ‘borgs, since 
  it gives them not only the necessary alignment, but also the 
  image and behavior that most people expect from SWAT 
  teams. After all, everybody’s watching the adventures of 
  Sergeant Bulldog, right? 
  • 
  Cybertrooper Moddy (rare Type 2 
  moddy, cost: 6550 e$) 
  As those familiar with WGF would notice, it’s a 
  variant of classical Perfect Soldier moddy. 
  Cybertrooper, like Perfect Soldier, turns the 
  user into commander’s dream: dedicated, 
  intelligent killing machine, with stone tolerance 
  to bloodshed, yet obedient and willingly 
  following orders from his superiors.  
   
  The “Rescue Ranger” 
  Type 2 moddy, Uncommon, 1150e$ 
  Effects: COOL +3, EMP +3 
  Another product from the Sons of Alessi, this moddy 
  is a common stuff among ‘borg firemen and paramedics – 
  they remain calm under extreme stress, but still show 
  empathy to those in need. There are two variants – one 
  geared towards a paramedic, the other – fireman, as they 
  have different priorities, but the difference is not 
  overwhelming, and those two chips are generally 
  interchangeable. Several routines have been written in, to 
  ensure the way the ‘borgs speak will match what is usually 
  seen on TV shows depicting work of emergency services. 
  As an additional subroutine, Cybertrooper also 
  sets 
  user’s 
  mind 
  just 
  a 
  step 
  above 
  cyberpsychosis – not human enough to care 
  about outcome of his actions, except for the 
  strictly 
  tactical 
  effects. 
  If 
  you 
  order 
  Cybertroopers to raze a village to the ground 
  and kill everyone living there, they won’t ask 
  you why do you order them to murder 
  innocent women, children and elderly. They’ll 
  bark out a short “Yes, sir!” and fulfill the order. 
  Needless to say, in hands of a commander 
  lacking proper morals, they can commit every 
  atrocity. And do it with ruthless efficiency 
  (unlike cyberpsychos, they’re not cruel per se, 
  they just use the most effective way – from a 
  military point of view – to fulfill their orders). 
   
  The “Commando” 
  Type 2 moddy, Uncommon, 1050e$ 
  Effects: COOL +3, EMP -2 (but never below 1!) 
  Intended for the Ares ‘borgs, Commando keeps the 
  user determination up. However, Commando is still following 
  orders, and not very likely to go cyberpsycho. Sure, it’s not as 
  psycho-proof as the Cybetrooper, but also costs only a faction 
  of the Militech’s chip. 
  Still, although they don’t tell good from evil, 
  they surely can tell own forces from enemies, 
  thus they are not so dangerous to own troops 
  as Dragoons were. 
   
  - Mike van Atta
  Game mechanics: EMP set at flat 1 (no 
   
  117
  
  amount of cyberware can raise or lower it), +3 COOL (up to max 11), +2 INT in all combat-related 
  tasks (including Awareness), -2 INT in all non-combat related tasks. This moddy cannot accept 
  any daddies. 
  Radiation shielding – Popular equipment on haz-mat cyborgs, this feature is covered by 
  EMP-shielding. 
  Radio lantern / homing beacon – this utensil broadcasts an easily identifiable radio signal on 
  a pre-set frequency (usually an international emergency frequency), allowing a rescue party to find 
  you. It cannot be used to transmit other information (at least, without some tampering). The range at 
  which beacon’s signal can be picked up and traced is 100 km in ideal conditions (like orbital 
  conditions: open space and no electromagnetic 
  interference). In ground – to – air mode (e.g. you’re on 
  the ground, and SAR ‘copter has been dispatched to 
  pick you), usual range is 80-100 km in good conditions, 
  but can drop to 50-60 in bad conditions. In ground-to-
  ground mode, you shouldn’t hope for more than 20-30 
  km in flat, clear terrain, and in urban conditions it can be 
  limited to less than 10 km. This beacon holds its own 
  power source (reloadable battery) good for 36 hours of 
  constant broadcasting, but can run off body’s power 
  source as well. Cost is 500 e$, 1 HL, 1 space. 
  Remote targeting link – 1500e$, 0,5 HL, 0 
  spaces. A cyborg version of this utensil doesn’t use its 
  own transmitter to send / receive indirect fire data. 
  Instead, it relies on other communication forms built into 
  the user’s body. All it does, is calculating the data. This 
  is a neural option. 
  Replacing arms with weapons 
  This is possible, and some people find 
  it “cool”. The advantage is that the borg won’t 
  lose the gun too easily, and it is much cheaper 
  and less complicated than having the same gun 
  built into a cyberarm. 
  Restraint strip dispenser – common police 
  modification, it’s a little more than a storage space for 
  plastic restrain strips. It can hold a dozen of these one-
  use handcuffs, and mounts a spring to feed them to 
  dispenser access slot. 150e$, 1 HL, 1 space. 
  The disadvantage, however, is that the 
  bigger gun, the more unwieldy will it be in 
  confined spaces, and that you forego a fully 
  functional arm. 
  Satellite uplink – from user’s point of view, this 
  is little more than a built-in satellite phone. Just like a 
  cell phone, but you have the range everywhere on 
  Earth. It has a small antenna array that has to be 
  deployed when you wish to use the phone (whether it’s 
  a satellite dish or simply a telescopic antenna, depends 
  on the model). On its own, the link can transmit voice, 
  but it can be linked to computer and used as a modem. 
  When used by ‘borgs (or seriously augmented humans) 
  it’s usually linked to neural processor and cyberaudio, 
  for hands-free operation, but it can be operated via 
  small numeric keypad as well, and microphone / 
  speaker is built in as well. It functions as GPS positioner 
  as well. 1 space, collapsible antenna included. HL 3, 
  2000e$.  
  A few issues that have to be 
  addressed: 
  • 
  Humanity cost is always 2d6, no matter 
  what kind of gun you install. 
  • 
  Size varies – most personal weapons are 
  acceptable on a “rule-of-thumb” basis. As 
  for heavy weapons, consult Maximum 
  Metal for their size (remember that 1 ACPA 
  space equals 2-3 cyberarm spaces… 
  however, in this particular case, I’d suggest 
  applying x2 modifier, since we’re no longer 
  limited by the problem of fitting a gun into 
  an arm). A gun can take as many spaces 
  as there would be in an arm of the same 
  size, plus 2. I.e. a BOD 6 arm (which does 
  normally hold 4 spaces) can be replaced by 
  a gun taking no more than 6 spaces. Keep 
  in mind that even if space requirements are 
  met, a borg may lack BOD to withstand the 
  recoil! 
  Secondary breathing tank – there are a few 
  ways to deal with extended life support on ‘borgs (like 
  the Aquarius and Copernicus ‘borgs are equipped with). 
  The simplest of them is installing an additional air tank 
  in the breathing system. Every ‘borg has a “lung” 
  running off a storage canister, refilled with every breath-
  in. Efficiency of that lung plus the low oxygen demand 
  of the biopod (compared to a complete body) allows for 
  up to 8 hours of use per refill (i.e. breath-in). However, 
  to prolong this period, more tanks can be installed – 
  each of them being simply a small, pressurized gas 
  tank. These can be installed theoretically in any body 
  part, however, because of practical means (these have 
  to be linked up to the central breathing system) 
  • 
  Cost is 150% of the gun itself (you need 
  servos to move it as the borg’s neural 
  signals call it to and a frame to rig an – 
  usually big, heavy and causing massive 
  recoil – gun to the borg’s frame). 
  Smartsighting can be bought separately. 
  - Mikael van Atta 
   
  118
  
  secondary breathing tanks are installed almost exclusively in torso. 1 space, 200e$, 0,5 HL per an 8-
  hours tank. 
  Silenced cyberfoot – this is an another name for Catspaw Stealth Cyberfoot (Chromebook 4) 
  Solid oxygen battery – like the one installed in Aquarius ‘borgs. It uses blocks of chemically – 
  bound oxygen, the same as used in Independent Air Supply implant. It’s available in various sizes, 
  and can be installed in any part of the body, although torso is preferred. The system itself costs 100e$, 
  plus the cost of a sufficiently large amount of chemically bound oxygen. Humanity cost is, in every 
  case, 2. 
  1 – space sized variant is good for 16 hours. Refill cost: 400e$ 
  ½ space variant: 8 hours, 250e$ 
  ¼ space variant: 4 hours, 150e$ 
  Sound neutralization system – overpriced, and over-adverted, this system doesn’t emit 
  “counter-sound” the advert claims. In fact, it works on a simpler principle – by emitting a “white noise” 
  buzz that covers other sounds, yet fits as “background noise”. It is so tuned, that human ear doesn’t 
  recognize it (that is, it’s heard, but not noticed). The sound affects human perception, de-concentrating 
  people and thus making it harder to them to notice something is wrong. A prolonged exposure (over 
  approx. 15 minutes) can lead to serious headache, yet in operational conditions a single human rarely 
  is exposed on such stimuli that long. 
  In game terms, this is -3 to hearing awareness rolls. A level damper doesn’t affect it (it’s not a 
  loud, sudden sound), but sound editor can be set to ignore the “buzz”, thus making the emitter lose its 
  efficiency. HL 1d6+1, 2000e$, takes 1 space. 
  Space maneuver / main jet – another ACPA equipment derivative, it’s scaled down ACPA 
  space maneuver rocket. It requires 2 spaces, 800 e$ and HL 2d6 as well. Offers +2 to space 
  maneuvering. It allows 20 seconds of main thrust or 12 hours of maneuver jets usage. Velocity change 
  5 m/s on main jet. Spare fuel cartridges are 5e$ apiece. 
  It is worth noting that – although it’s described as “rocket”, this system doesn’t utilize rocket 
  nor jet engine technology, as this would be dangerous and unpractical. Whereas chemical engines of 
  that kind provide great fuel effectiveness and reaction speed, they also produce vibration, noise, and 
  heat, as well as possibly harmful side effects. Such things won’t be tolerated inside of a habitat, where 
  non-borged humans do live. Modern ‘borg space maneuvering systems do use neutral gas cartridge 
  (either CO2, or, more often, nitrogen) to propel themselves, in exactly the same way space 
  maneuvering units do work. While they are less effective than classical rockets, they have almost no 
  side effects, and spare gas canisters are much cheaper (and refillable). 
  Squirters – these are chemical dispensers installed on the original haz-mat ‘borg, Sheol, to 
  neutralize chemical contaminants. In fact, these are slightly modified Icers with variable loads (exact 
  load depends on assignment) and should be treated like such. 
  Thermal baffling – full ’borgs do not generate much heat, especially if they aren’t moving a 
  lot. In above – zero (Celsius scale) temperatures, they don’t differ much from surrounding 
  temperature, over 12 degrees C they are generally in the same temperature as air around them. Of 
  course, heavy work causes myomar muscles to emit heat, and hydrogen cells emit water vapor 
  (although in small quantities). Yet there’s sometimes a need to baffle IR signature of a ‘borg, usually a 
  military model. This costs 10% of the body’s cost, no spaces taken (as with other camouflages, this is 
  a cover modification). IR baffling can be combined with any cover, although it’s useless with ExoDerm 
  and TrueSkin, as they are made to emit heat in a human-like pattern and temperature (of course you 
  can turn the Exoderm off to make your thermal baffling useful, but you’d need a few minutes to cool it 
  down and dissipate heat). HL 2. 
  ULF Radio – this is an underwater communications set. It consists of ULF Transceiver (1d6/2 
  HL, neural option) and 100m wire antenna on a reel (1 HL, built into a cyberlimb – usually a leg). The 
  whole set costs 200 e$, and allows for voice transmission on distance about 15km. Data can be 
  transmitted even farther (depending on conditions). 
  Underwater propulsion system (aka “caterpillar drive”) – this is a scaled down derivative 
  of EuroArms Deepwar™ ACPA “floater”. This one costs 5000e$, and uses 2 spaces on torso section 
  (however, can be also installed in a fishtail module, if the borg is equipped with such). HL 2d6, 
  maximum speed is 54 km/h (MA 30). Underwater propulsion unit runs off main batteries. 
  Warning lights – these are police / ambulance – like warning lights. They have no other uses 
  (e.g. can’t be used to blind anyone). Cost: 100e$, HL 0,5, 0,5 space if mounted externally (1 space if 
  pop-up). 
  Water jet / fire extinguisher – this toy, tested on early Brimstone fire-fighting ‘borgs, consists 
  of a heavy-duty water pump installed on the borg’s back (2 spaces, standard fire-fighting water hose is 
  attached there), and linked by series of high-pressure pipes to a regulated nozzle in the wrist (another 
   
  119
  
  3 spaces). While it allows the borg for infinite supply of high-pressure water, it also means it has to 
  drag a several meters long and quite heavy water hose. Not that a borg cannot stand the weight, but it 
  still can limit it’s mobility in a blazing building. And disconnecting it takes precious seconds… 
  Nowadays, old – fashioned hand-held water jets are popular among firemen borgs, mostly because 
  they can be dropped in a blink of an eye if there’s need to move quickly. HL of this system is 2d6, and 
  it costs 1700e$. 
   
  Cyberarm Blades 
  This is an old problem. What you can see in the Book of Forgotten Tech of the CheapFBC, is 
  merely accepting the status quo. However, it needed a more serious approach. Many of the 
  cyberweapons in Cyberpunk came there because they “looked cool”, without any regards for realism. 
  The “wolvers” are a good example of it: they were literally stolen from the X-Men comic books. Sure, 
  these are cool. But first, they’re not going to deal 3d6 damage. They’re thin, thinner than knives, and 
  not much longer. Sure, we could agree that each of these blades equals a knife, and since there are 3 
  of them… Whoops, wrong point. See, if you shoot 3 bullets, each worth 1d6 (.22) damage, you do not 
  roll 3d6 versus the armor. You check each of the bullets separately. And the same it goes with 
  wolvers. Suddenly, it’s not that lethal, right? Still, if they hit someone unarmored, they’re going to make 
  real mess… 
  Not to mention the way these are implanted, housed, and deployed. For example, wolvers are 
  usually shown reaching circa 30 cm from their access points in the back of the hand. Now, make a 
  simple exercise: take a ruler, and check how you’re going to hide these 30 cm in your forearm. Unless 
  you’re really big, this is impossible. Not to mention you wouldn’t have more than 3-5 cm of the blade 
  still in the housing on the back of your hand. What does this mean? Circa a 15:1 leverage ratio when 
  you hit anything with a slash of your wolvers. Now, if these are housed in a flesh arm, this is pretty 
  likely to tear them out and apart. A real pain, not to mention screwing your blades… and leaving a lot 
  of your blood spilled around the scene. 
  Rippers. Sure, that’s cool, having blades springing out from your fingertips. But 5-7cm length 
  depicted in the rulebook would require taking place within the finger, up to a second joint. Whether the 
  finger would be replaced with artificial one or left biological, it would have to be stiff. Simply, with a 5 
  cm blade inside it won’t be flexible at all. So no bending your fingers any longer. And this is damn 
  uncomfortable. 
  The only option is to have rippers like Molly had – small, flat, double-edged blades under your 
  fingernails. Taking my hand as an example (I’m 182 cm / almost 6’ tall, on my better days), this would 
  mean no more than 2 cm blades, and that’s the best assumption. I’d guesstimate that 50% of the 
  blade’s length would have to stay inside of the finger, anchored there and acting as counter-lever. 
  What we are left with, are essentially scratchers. Not that you can’t kill someone with them, but this 
  wouldn’t be so easy. 
  But then there are cyberarms. You can use a much more space in these, since you don’t have 
  to worry about veins, bones, muscles and nerves – their cybernetic equivalents can be arranged as 
  you wish to allow installing whatever-you-wish inside. Still, the 
  blade can’t be longer than the part it is housed in.  
  Votum separatum on cutting 
  weapons damage 
  But then why not make it fold? A typical folding knife 
  consists of a blade, and a handle that covers the blade when 
  folded. But change the handle for a twin-blade set that would cover 
  the primary blade when folded, maybe add a third such a segment 
  to house these two, and attach the butt-end of the whole assembly 
  to the cyberarm’s wrist. It’s all nice and dandy when folded – it 
  hides within the forearm. When deployed, the segments unfold, and 
  the hand (useless for the time) is moved out of the way, usually to 
  the underarm. In a moment, you have a blade that is almost 2, 
  sometimes 3 times as long as your forearm. 
  What I'm saying is that a 
  broadsword does about as much 
  damage as a .22LR (which is 
  under-rated in CP2020) and a 2-
  handed weapon like a greatsword/ 
  axe/ polearm hits about the 
  damage of a 9mm. One thing to 
  remember about "damage" in an 
  RPG is that it's not about cutting 
  power; it's about the chances 
  target X will be dropped by an 
  attack with this weapon in one 
  shot. If I hack off a limb with one 
  hit with a broadsword is the 
  immediate result any different than 
  shattering the bone with a 9mm 
  round? 
  Sure, it has its weak points: the joints. But still, it’s an 
  impressive blade, which can rival proper melee weapons.  
  Since the way they are linked to the arm, such blades can’t 
  be used for proper fencing – you lack the wrist mobility needed for 
  those fancy movements. Also, due to their length, everything larger 
  than a knife-length (well, maybe short-sword, in a pinch) are too 
  unwieldy to be effective as thrusting weapon. Still, as cutting (or 
  rather cleaving…) blades, these work pretty well. They have the 
  proper length, and although the lower parts of the blade tend to be 
  - Psychophipps 
   
  120
  
  sharpened as well, you usually use only up to top 1/3 part of the blade to actually hit the target the rest 
  is mainly to provide the reach and leverage. 
  The rules below will allow you to create cyberlimb blades under the abovementioned 
  mechanics. Please note that damage listings are my guesstimations, and they do not equal damage 
  listings given in CP2020 official rules. Use them, or lose them – I needed them mainly to reflect the 
  scale. Take in mind that this takes different approach to conceal ability: blades tend to be flat, long 
  objects, so one that could be strapped to a shin or forearm and hidden in a sleeve of one’s cloth (P 
  conceal ability) won’t necessarily fit into a pocket (also P conceal ability) – CP conceal ability rules 
  were invented for guns. 
  Blade master table: 
  Blade length 
  Damage 
  Concealability of equivalent 
  Equivalent carried blade 
  Up to 4” / 10cm 
  1d6/2 
  P 
  Pocket knife, Swiss Army Knife 
  Up to 12” / 25cm 
  1d6 
  J 
  Survival / combat knife, bayonet 
  Up to 24” / 50cm 
  2d6 
  L 
  Short sword, machete, wakizashi 
  Up to 36” / 80cm 
  3d6 
  L/N (GM call) 
  Long sword, scimitar, katana 
  Up to 48” / 100cm 
  4d6 
  N 
  Bastard sword 
  Up to 72” / 160cm 
  6d6 
  N 
  Two-handed sword, no-dachi 
   
  Now, using the master table for bladed weapons, we can 
  determine Humanity Loss: 1d6HL, +1d6 per every damage die of 
  a blade. 
  Spaces used: 1 per damage die. However, the blade 
  can’t take more than 50% of a cyberlimb’s total spaces. So, 
  under CheapFBC rules, an Average-sized (Bod 5-7) cyberarm, 
  that can hold 4 spaces, can’t house anything bigger than a 
  machete-sized (2d6 damage, 3d6 HL) blade. 
  Cost: 50e$, +100e$ / damage die. The abovementioned 
  machete would thus cost 250e$.  
  Psiberserker’s rule: 
  When dealing with wounds 
  from bladed weapons, apply 1 extra 
  damage per turn per 1d6 of the 
  weapon’s damage, due to bloodloss. 
  A successful dressing of the 
  wound stops it. 
  - Psiberserker 
  Optionally, the top part of the blade (the one you use to cut) can be made out of monocrystal, 
  giving it +1d6 damage extra. It costs +300% of the system (not +500% as in typical rules, because the 
  monocrystal blade makes only a part of the whole assembly). 
   
  Partial Body Conversions 
  Before biopods like those of the modern FBC were 
  developed, Partial Body Conversions were created. The basic idea 
  was to replace all the limbs with cybernetics, shell the torso in an 
  armored cuirass (breastplate & back plate), head in a cowl and 
  faceplate, and fit the whole thing with a set of then-modern audio & 
  optical sensors. Most of these conversions were used in the armed 
  forces, but a few were present in police forces as well, especially in 
  Detroit (now completely replaced by proper ‘borgs). 
  An interesting idea was to leave a PBC one meat arm, as 
  well as going for only a partial coverage of the face and – sometimes 
  – torso. Whereas this meant abandoning the all-around armor and 
  environmental protection, it allowed the PBC to have one arm and 
  one eye still useable, should its mechanics fail. Naturally, most of 
  the noted examples were built that way rather for the owner’s fancy, 
  not for practical reasons – and they have never been widely used. 
  In it’s time PBC were an interesting idea. They had several 
  advantages: with heavy armors and mechanized limbs they were 
  very durable, very resistant to damage and given very high stamina 
  (that’s mostly thanks to the fact their organisms didn’t had to supply 
  whole bodies with blood, oxygen and nutrients, also, there was much less flesh to be moved around). 
  They could be further updated with modified internal organs. However, the psychological impact was 
  devastating. Besides, PBC were usually thought about more like machines than humans, which added 
  to psychological problems. 
  Nowadays, they are almost no longer seen around, except for cheap “Street borgs” which 
  utilize the same technology. However, Militech did try to revive the idea with their Xenon system. 
  Note: HL of PBC is handled on normal basis, not preferential FBC basis. Also, although it 
   
  121
  
  would be up to the spirit of CheapFBC to design every PBC to fit the users BOD score, I recently got 
  another idea.  
  PBC were generally made in a specific 
  BOD, much like FBC. The most typical was BOD 
  12, since these packages were meant to be big, 
  intimidating and mean business. Where this 
  would call for an Oversized cyberware penalty to 
  HL score, I suggest a preferential approach in 
  this particular case: charge a PBC in the very 
  same manner an FBC would be charged for BOD 
  exceeding his human BOD value, including the 
  “minimal HL” rule of FBC. 
  Both Militech Xenon and Tin Woodsman (aka Robocop) 
  can be seen at D-Roc’s great Datafortress site: 
   
   
  122
  
  Appendix 6: Anima 
  Anima – (Latin) the spirit within, one that moves the object 
  (sometimes translated as a “soul”). Also, a kind of pseudo-intelligent 
  computer program, used mostly to run drones. 
  (Webster English Dictionary, 2022 ed.). 
   
  Anima (plural is the same as singular) are programs made to 
  run drones… as well as pretty complicated robots and androids. 
  However, don’t let their clever behavior and smooth talks mislead you 
  – Anima are not Artificial Intelligences. They are mere programs. 
  How an Anima is different from an AI? First, AI is self-aware, 
  and has some free will. It’s an intelligent being, capable of 
  improvisation and creativity. Anima are just programs, not more self-
  aware than your digital, net-capable refrigerator. They can’t be 
  creative. 
   
  Still, a well-programmed Anima can make an impression of a 
  real personality, if it’s needed (much alike to a character in a 
  computer role-playing game). They can react to changing 
  environment and adapt to it. 
   
  Where are they used?  
   
  Mostly in military, to run reconnaissance and combat drones / 
  remotes. They lack the imagination of humans, but usually react faster, and they can work under 
  human supervision to compensate for the lack of their imagination. Plus, they are cheap, comparing to 
  big-time military hardware or trained soldiers. 
   
  Honda Asimo 
  An early Anima-driven android 
   
  Apart from that, Anima can make companions, assistants, helpers… have you seen Ghost in 
  the Shell: Stand Alone Complex? The mechanical “secretaries” in red costumes are Anima, contrary to 
  “true AI” Fuchikomas (easily distinguishable when a Fuchikoma overloads secretary’s logic with the 
  famous “liar’s paradox” – a true AI wouldn’t let such a minor problem stop it down!). Or whatever you 
  wish them to do, provided you take in mind they are not too bright… 
   
  Similar pseudo-AI are being used for quite a while in Net applications. The famous Igor 
  assistant program is one of the better known ones. 
   
  Hardware 
  You need a computer that will run an 
  Anima. While really small ones can be ran out of 
  a E-Book class palmtop, usually a more powerful 
  computer is used, most likely a Microtech IIKL 
  workstation equivalent. While Anima themselves 
  tend 
  to 
  be 
  large 
  programs, 
  their 
  expert 
  programming is what can really hurt your 
  hardware requirements. 
   
  Nine out of ten Anima run robots of 
  various kind, so you’ll need a body for it. Here, 
  only Anima in ‘borg bodies are dealt with, so I 
  won’t describe a whole system for creating 
  robots. Citizen X’s Robot rules (available from 
  Datafortress) cover robots by far well enough. 
   
  When installing Anima-running computer 
  inside of a ‘borg body, you can either mount it 
  instead of a biopod (so it won’t take any spaces), 
  or in a normal way, supplementing a biopod (then 
  usually the biopod is given priority in decisions 
  over the Anima, which is used to run the body 
  when the user is not connected). 
   
  Software 
  From a technical point of view, Anima are Controller programs (diff 10), that can also have 
  Interactive function (diff 10) if they are to interact with people in social situations (something military 
  drones do not need to).  
  And what about a „True” AI? 
  I don’t cover them here. The AI have been 
  already decently covered in Interface magazine. You 
  should refer to it… 
  But, since we are here, I’m going to give a few 
  guidelines. 
  First, forget about the “AI” system from the 
  Maximum Metal. It’s a military system, which means it’s 
  too limited to be really smart. The grunts are too afraid to 
  allow anything like that! 
  Instead, take a decent computer / cybermodem, 
  and upgrade it to the point where it will be able to house 
  an AI. Yup, it’s going to cost you. Then, apply the AI core 
  program, and equip it to your expectation with skills (and 
  leave some memory for gained experience… AI do 
  learn…). Install the whole thing in a shell, just like in the 
  Anima case. 
  The statistics are going the usual way. Physical 
  are given by the body, mental by the ghost. You have to 
  install a REF processor and keep in mind that AI’s INT 
  will limit the top value of the REF. Simply; REF can’t be 
  higher than INT. Since AI are usually damn smart, it’s 
  rarely an issue… 
   - Mike van Atta 
   
  123
  
  They can also have Conversational ability (which allows them to express themselves vocally in 
  a way humans can understand), Pseudo-intelligence (in fact, Neural Network – like structure, which 
  allows for many amazing feats… but is by no way comparable to what we call Intelligence! See below) 
  and usually have Memory (diff 5) ability and Recognition (diff 2) to help them. 
  Since Anima spend most of their time (if not all of it) as real-world robots and androids, not as 
  net programs, they sometimes do not have Icons at all, and those that do use simple, Cartoon 
  representations of their bodies (very rare civilian models have Realistic icons) (diff 1-5) 
  Program Strength varies widely. The 
  more Power an Anima has, the more skills it can 
  run.  
  Neural Networks of various complexity 
  You can have neural networks of various 
  degrees of complexity. Those more complicated are 
  "smarter", however more difficult to create, and they do 
  work longer to reach a conclusion (simply because they 
  are more complicated - they have more links between 
  logic cells to check). The number of possible linkings 
  between the cells rises damn quickly when you increase 
  the number of cells. 
   
  Statistics 
   
  While Anima are not humans, we are 
  used to human stats, and Anima – dealing with 
  humans – have to be treated in a similar way. 
   
  Intelligence – as stated before, Anima 
  have no intelligence on their own. They can’t 
  think. They merely execute programs. However, 
  some Anima have neuron network programming 
  build into their code. If we forlorn the pointless 
  investigation of the chapter of computer science 
  that deals with neuron networks, we can point a 
  few effects quickly. First, it gives out a limited 
  ability of learning. Not learning in the sense of 
  “raising skills”, but of mastering the skill there 
  already are, including something that is called 
  professional intuition”. When a neuron network-
  equipped Anima tries to do some mental task, 
  you may roll twice – one Skill+1d10 roll, and one 
  pseudo-Intellect+1d10 roll, ad choose the better 
  result. However, pseudo-Intellect score can’t be 
  greater than the Skill value. 
  The "intellect" option for programs in the 
  CP2020 rules gives "Int" of 6, and raises difficulty of the 
  program by 6. 
  My call: neural networks have Difficulty of 1 per 
  level of Int, up to INT of 6. Above that, raise difficulty by 1 
  per level. 
  Diff 8 for Int 7, 
  Diff 10 for Int 8 
  Diff 12 for Int 9 
  Diff 14 for Int 10. 
   
  Remember, however, this is pure neural 
  network, it knows nothing from the start! 
  - Mikael van Atta 
   
  Reflexes – this is governed by the body. However, the more complicated program, the better 
  coordination it can control. Effective REF can’t be higher than Anima’s program Strength (which would 
  limit Anima to the REF 10 max, unless a GM calls for higher maximum score of program Strength). 
  Ref-based skills will be added to it for skill rolls. 
  Tech Aptitude – Anima have no Tech. None at all. Some parts of equipment will still add to the 
  appropriate rolls, but there’s no something like Tech for Anima. 
  Cool – It’s a complicated business. Robots do not have Cool as such. Any skill based on Cool 
  works on flat skill value. However, robots do have Stability rating (aka "chicken factor" in the 
  programmer slang), which represents difficulty to convince the robot that situation has exceeded 
  normal parameters, and it should, for example, back off to protect it's integrity. The Stability is totally 
  up to the programmer - low Stability gives cowardly Animas (Stability of 5-10 being common in 
  commercial applications), while high Stability gives Animas that are bold and careless (many military 
  robots have complete disregard for their own safety). 
  Empathy – robots, by definition, have no empathy. However, they might use pretty advanced 
  programming based on extensive databases, making their behavior appropriate to the situation and 
  human expectations (and since they use sensors that equal our eyes, ears, skin etc – or even 
  sometimes superior ones – they can get pretty a lot of information about our mental state). 
  Luck – can a robot be lucky? Since we can’t determine what exactly the Luck is, not to 
  mention reproducing it in an artificial way, it’s up to GM. You can declare al robots bad-luck losers by 
  definition (Luck 0), or you can roll a 1d10 to determine Luck of every single robot in your game, or… 
  you might have yet another idea. 
  Movement Ability, Body (i.e. physical strength) and Attractiveness are purely physical things, 
  and they depend on the robot’s body type. 
   
  Skills 
  Like other computers, Anima can have skills. And these are not mere skill-chips, but skills of 
  much higher value. Computer skills cost 50e$ per level, up to level 4. Above level 4, they cost 100e$ 
  per level (i.e. +6 would cost 400e$). Maximum value for computer skills is +10 (which makes the most 
   
  124
  
  advanced Anima equal to average human professionals when it comes to mental tasks). Skills take 1 
  MU per level. Both costs and MU use need to be multiplied by Difficulty modifier. 
  An Anima can have as many skills as double value 
  of its program Strength. The skill levels are limited only by 
  MU available (yes, Strength 10 anima can have 20 Skills, 
  each of value of 10… which is calling for a MU 200 
  databank, minimum). 
  However, you have to remember that, if anima has 
  no given skill, it can't do that thing. Not at all: it doesn't know 
  how. 
  See, if you're a human, you are assumed to have 
  some basic idea about many skills. You might have no 
  driving license, and probably never driven yourself, but 
  you've seen how a car is driven, even if only on TV. You 
  have a rudimentary idea how this is done. Enough to seat in, and roll your REF+10, hoping that with 
  the massive "never did it before" modifier you'll be, however, lucky enough to have a go. 
  An anima has no bloody idea how a car works, probably not even what it is. You can tell it to 
  take a seat behind the wheel, sure. But when you tell it to turn it on and drive, it'll do nothing: it has no 
  knowledge. 
  You don't need Basic Repair skill to take a hammer and use some nails. Sure, you won't 
  hammer them straight, you're pretty likely to waste a lot of nails (depending on your Tech) and the 
  material you're hammering them in. And it's quite likely you'll end with a very sore finger. But you at 
  least know how to hold a hammer. 
  Anima without the skill does not know how to hold a hammer, yet alone use it. It doesn't even 
  know what a hammer is, and what it is used for. 
  And anima, even with neuron network program, isn't going to figure anything out of its area of 
  expertise. It can find a way to do something better and more efficiently, or even solve a problem it 
  encounters during performing a task, but this is true only as long as it does have some skill in the 
  subject in question. 
  No skill, no action. 
  Having MA and REF, Anima can move itself. Having Conversation function, it would be able to 
  speak (however, it knows no language – you have to install a skill for it). Having no Awareness, it 
  won’t have a clue that it should pay attention to that car coming in when the robot itself stands in the 
  middle of motorway. Sure, when it notices it, it’s the robot’s Stability to determine what it will do… 
  Learning. 
  Whereas 
  neuron 
  networks are capable of learning (they can 
  even develop professional intuition!), it's 
  not learning like humans do. Anima can 
  learn how to perfect bits of its everyday 
  tasks, and it can learn to solve problems it 
  encounters, but it's not learning in the 
  meaning of gaining any skill levels. Only 
  true AIs are capable of such feats. 
   
  Initiative 
   
  Robots tend to react fast. They act 
  much faster than humans, at least in most 
  of cases. However, the more complicated 
  they become, the more they have to take 
  into consideration (“to think about”, if they 
  were thinking). And this makes them slow 
  down. While it has little influence on 
  civilian droids, as they rarely are exposed 
  to combat situations, programmers of 
  military Anima have to balance it out 
  carefully: the big Anima can be pretty 
  smart (having a lot of skills), but they are 
  slower on reaction. Small Anima are fast, 
  but they have limited number of skills. 
   
   
  125
  
  Bonuses: 
  All Anima have a basic initiative modifier of +10 (exactly like Combat Sense in the initiative 
  terms). 
  This is further boosted by the quality of the computer used: +1 per every INT of the machine. 
   
  Penalties: 
  -1 per every INT point of neural network (“Pseudo-Intellect”) 
  -1 per every 2 points of MU used (round down)* 
   
  * Please note that this may be understood as MU of the complete program, including skills, or just of 
  the core Anima. Personally, I’d suggest the second option – use only MU of the Anima’s core program. 
   
  126
  
  Appendix 6: Cyberware brand names 
  Below, you’ll find several sample names of 
  various manufacturers, divided into categories. Note, 
  however, 
  that 
  “technology” 
  isn’t 
  tied 
  to 
  a 
  geographical location. While Russian cyberwares 
  are produced mainly in Russia (and former Eastern 
  Bloc), they’re just big, tough, somewhat primitive 
  cyber. And cyber matching these guidelines is 
  produced in many places of the world. 
  Man: "Oh, you have a Ferrari cyberarm. I thought I 
  recognized that shade of red not to mention that logo 
  it has near the elbow. How much did you pay for it?" 
   
  Woman: "I'd rather not talk about that, but I can say it 
  was rather Expensive."  
  -Snowtiger 
  If you don’t like the table (can be used as a random table with a d10) given below, invent your 
  own. After all, it’s meant only as a method of adding some flavor. A cherry on a cake. 
   
  7. Medtronics 
  2. 
  Sony 
  Standard 
  8. Synthes Switzerland 
  3. 
  Samsung 
  1. 
  IEC (International 
  Electric Corporation) 
  9. J&J (Johnson & 
  Johnson) 
  4. 
  Hitachi 
  5. 
  Microtech 
  2. 
  Raven 
  Microcybernetics 
  10. Life Vision 
  6. 
  Nikkon 
   
  Skeletal 
  7. 
  Kiroshi 
  3. 
  Arasaka Neotech 
  8. 
  StrykerTech 
  4. 
  Militech Cybernetics 
  1. Storm Tech 
  9. 
  Hosaka 
  5. 
  Motorola 
  2. Adrek Robotics 
  10. Hyundai 
  6. 
  Modernbody 
  3. SyCust 
  7. 
  Hillard Corporation 
   
  4. Nexus Robotics 
  8. 
  Daimler-Benz 
  European 
  5. Lead's 
  1. Daimler-Benz 
  9. 
  Ericsson 
  6. Life Vision 
  2. Telefunken 
  10. Panasonic 
  7. Cyberdyne 
  3. Blaupunkt  
   
  8. O.R.Marco 
  4. Saab-Bofors 
  Soviet 
  9. X-treme Technologies 
  5. Thomson 
  1. 
  Rostovic 
  10. Hyperion 
  6. Nokia 
  2. 
  Sukhoi CyberWares 
   
  Orbital 
  7. Electrolux 
  3. 
  Lomo 
  8. EBM (European 
  Business Machines) 
  4. 
  PCT (Polish Cyber 
  Technologies) 
  1. Utopia 
  2. Replitech 
  9. Phillips 
  5. 
  Mexican Metals 
  3. Mitsubishi 
  10. Zeiss 
  6. 
  HSW (Huta Stalowa 
  Wola) Poland 
  4. Kiroshi  
   
  5. Paradigm Robotics 
  7. 
  CZ (Ceska Zbrojovka) 
  Brazilian 
  6. Biomarine 
  1. 
  Belo Horizonte 
  8. 
  SRC (Soviet Resale 
  Cyberware) 
  7. TerraNova 
  2. 
  Cyphire 
  8. StellarFox 
  3. 
  Bodyweight  
  9. 
  IRE NASU 
  9. Hyperion 
  4. 
  Cobretti Cybernetics 
  10. Tyco Electronics 
  10. Gestalt GMBH 
  5. 
  Sons of Alessi 
   
  Chinese 
  6. 
  ANS (Advanced Neural 
  Systems) 
   
  1. 
  CCMIC 
  NuTek 
  7. 
  Stryker 
  2. 
  Yang Ming 
  1. mindWire 
  8. 
  Actaris LTDA 
  3. 
  Radio Shack 
  2. Modernbody 
  9. 
  Girardi & Cia 
  4. 
  Ono-sendai 
  3. In Finty Technologies 
  10. Spider Tecnologia 
  5. 
  Bintang 
  4. RGA (Revolution  
  Genetics of Antarctica) 
  6. 
  KraftMatrix 
   
  7. 
  Samsung 
  5. Wyzard Technologies 
  Outdated  
  1. Biodyne 
  8. 
  HKC Electronic 
  6. Cyclops International  
  2. IEC 
  9. 
  Coby International 
  7. Fox Industrial 
  3. Modernbody 
  10. Shenzen L*Time 
   
  8. SyCust 
  4. DermaTech Inc. 
  9. Pacesetter 
  5. General Products 
  10. Maas Biolabs
  Japanese 
  6. AuraSound 
  1. 
  Mitsubishi 
   
   
   
   
  127
  
   
  128
  Appendix 7: Quick Construction tables 
   
  The 
  following 
  tables 
  are meant to help you 
  creating your own ‘borg 
  quickly… provided it is 
  a standard design, i.e. 
  a basic human shape. 
  You remember how a 
  Skeleton 
  Cost 
  is 
  calculated? Take the 
  cost of all arms and 
  legs of a given BOD 
  you’re going to install, 
  add a suitable torso, then +100e$ for every limb (to fit it with a 
  hand or foot – at this point of calculation we assume standard 
  ones only). Some of the BOD modifications (tightened myomars, 
  2nd Generation Myomars, Hydraulics) are going to affect 
  Skeleton cost. So are various crazy ideas like non-human modes 
  of transport. 
  But most of the time you will be creating typical bodies. 
  Humanoid, one torso, two 
  arms, 
  two 
  legs, 
  all 
  of 
  matching BOD. So, to ease 
  your work, here are sample 
  Skeleton Costs for typical bodies of BOD 2 to 20: 
   
  Cyberlimb Price Tables 
  Having been doing a lot of high-BOD ‘borgs for Datafortress update, I found calculating their 
  basic statistics simply boring. While CheapFBC had tables with 
  BOD in 2 to 10 range (suitable for normal humans and their 
  equivalents), here come tables for BOD 2-20. Still, there are only 
  full limbs and torsos. And if you want anything even bigger, you 
  have to calculate it yourself. Same with any bizarre combinations. 
  Typical Skeleton Costs 
  Standard body, all parts of 
  matching BOD type. Standard feet and 
  hands included. 
  BOD 
  Body Type 
  Cost as in 
  Cheap FBC 
  2 
  v. weak 
  10’800e$ 
  3-4 
  Weak 
  12’900e$ 
  5-7 
  Average 
  15’700e$ 
  8-9 
  Strong 
  18’500e$ 
  10 
  v. strong 
  20’800e$ 
  11 
  Superhuman 
  25’600e$ 
  12 
  Superhuman 
  30’400e$ 
  13 
  Superhuman 
  34’200e$ 
  14 
  Superhuman 
  38’000e$ 
  15 
  Superhuman 
  41’800e$ 
  16 
  Superhuman 
  45’600e$ 
  17 
  Superhuman 
  47’400e$ 
  18 
  Superhuman 
  53’200e$ 
  19 
  Superhuman 
  57’000e$ 
  20 
  Superhuman 
  60’800e$ 
  Since we’re talking about typical sets… 
  A 
  typical 
  sensor 
  package 
  consists of 2 standard cybereyes (500e$, 
  2d6 HL, 4 option spaces each), a standard 
  cyberaudio module (500e$, 2d6 HL, 6 
  option spaces), a BoxAlter vocobox 
  (400e$, 1d6+2, 1 option space) and neural 
  processor (1000e$, 1d6 HL) with single set 
  of interface plugs (200e$, 1d6 HL). 
  Total: 3100e$, 9d6+2 HL. 
  - Mike van Atta 
  Cyborg replacement torso 
  Biopod, neural processor and a single 
  set of interface plugs are built-in 
  (although neither not included in HL 
  nor cash costs). Typical HL is 8d6. 
  BOD 
  SDP Spaces 
  Price 
  2 
  34 
  2 
  7’000e$ 
  3-4 
  36 
  3 
  8’700e$ 
  5-7 
  40 
  4 
  10’500e$ 
  8-9 
  44 
  5 
  12,500e$ 
  10 
  48 
  6 
  14’000e$ 
  11 
  50 
  7 
  17’000e$ 
  12 
  52 
  8 
  20’000e$ 
  13 
  54 
  9 
  22’000e$ 
  14 
  56 
  10 
  24’000e$ 
  15 
  58 
  11 
  26’000e$ 
  16 
  60 
  12 
  28’000e$ 
  17 
  62 
  13 
  30’000e$ 
  18 
  64 
  14 
  32’000e$ 
  19 
  66 
  15 
  34’000e$ 
  20 
  68 
  16 
  36’000e$ 
   
  Every BOD level in Superhuman 
  Cyberarm: 
  Typical 1d6 punch, 2d6 crush 
  damage, 2d6 HL, 
  BOD 
  SDP Spaces 
  Price 
  2 
  22 
  2 
  1’000 e$ 
  3-4 
  26 
  3 
  1’250 e$ 
  5-7 
  30 
  4 
  1’500 e$ 
  8-9 
  34 
  5 
  1’750 e$ 
  10 
  38 
  6 
  2’000 e$ 
  11 
  39 
  6,5 
  2’500 e$ 
  12 
  40 
  7 
  3’000 e$ 
  13 
  41 
  7,5 
  3’500 e$ 
  14 
  42 
  8 
  4’000 e$ 
  15 
  43 
  8,5 
  4’500 e$ 
  16 
  44 
  9 
  5’000 e$ 
  17 
  45 
  9,5 
  5’500 e$ 
  18 
  46 
  10 
  6’000 e$ 
  19 
  47 
  10,5 
  6’500 e$ 
  20 
  48 
  11 
  7’000 e$ 
   
  Every BOD level in Superhuman 
  range gives +1 SDP, +0,5 space, 
  +500e$ modifier. 
  Cyberleg 
  Same as for arm, but 2d6 kick 
  damage. Note: a cyberleg has to be 
  equipped with some kind of a 
  cyberfoot, which takes 1 slot (only 
  very rare models use 2 slots). A foot 
  option space is not included in the 
  following data. 
  BOD 
  SDP 
  Spaces 
  Price 
  2 
  22 
  2 
  600 e$ 
  3-4 
  26 
  2,5 
  750 e$ 
  5-7 
  30 
  3 
  900 e$ 
  8-9 
  34 
  3,5 
  1’050 e$ 
  10 
  38 
  4 
  1’200 e$ 
  11 
  39 
  4,25 
  1’600 e$ 
  12 
  40 
  4,5 
  2’000 e$ 
  13 
  41 
  4,75 
  2’400 e$ 
  14 
  42 
  5 
  2’800 e$ 
  15 
  43 
  5,25 
  3’200 e$ 
  16 
  44 
  5,5 
  3’600 e$ 
  17 
  45 
  5,75 
  4’000 e$ 
  18 
  46 
  6 
  4’400 e$ 
  19 
  47 
  6,25 
  4’800 e$ 
  20 
  48 
  6,5 
  5’200 e$ 
   
  Every BOD level in Superhuman 
  range gives +1 SDP, +0,25 space,  
  +400e$ modifier. 
  Head SDP 
  SDP of a borg’s head is 
  equal to SDP of a full cyberlimb of 
  the same BOD.  
  - Mike van Atta 
  
   
  129
  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. 
   
  Cyberlimb variants and technologies 
  Model 
  SDP 
  HL 
  Damage dealt 
  spaces price 
  Standard 
  100% 
  100% 
  100% 
  100% 
  100% 
  Skeletal 
  100% 
  +1 per die 
  100% 
  100% 
  66% 
  Brazilian 
  50% 
  50%, +1 per die 
  50% 
  100% 
  75% 
  Chinese 
  100% 
  100% 
  100% 
  100% 
  50% 
  NuTek 
  50% 
  75% 
  75% 
  -1 
  60% 
  Russian 
  133% 
  125% 
  150% 
  75% 
  40% 
  Outdated 
  110% 
  150% 
  100% 
  100% 
  25% 
  Orbital 
  250% 
  100% 
  100% 
  100% 
  300% 
  European  
  100% 
  -1 per die 
  100% 
  100% 
  150% 
  Japanese 
  100% 
  100% 
  100%  
  125% 
  200% 
  Japanese Hi-tech 
  100% 
  100% 
  100% 
  150% 
  300% 
   
   
   
   
   
  Movement Ability cost 
  Skeleton cost multiplier 
  MA 
  Standard 
  2nd Gen. 
  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% 
  80% 
  impossible 
  16 
  85% 
  impossible 
  impossible 
  17 
  95% 
  impossible impossible 
  18 
  105% 
  impossible 
  impossible 
  19 
  115% 
  impossible 
  impossible 
  20 
  125% 
  impossible 
  impossible 
  Attractiveness cost table 
  ATTR 
  Price per point 
  1-6 
  600e$ 
  7 
  900e$ 
  8 
  1'200e$ 
  9 
  1'500e$ 
  10 
  2'000e$ 
  11 
  5'000e$ 
  12 
  10'000e$ 
  Multiply the result by the 
  quality of the job. 
  Reflex cost table 
  REF 
  Skeleton Cost 
  multiplier 
  4 
  free 
  5 
  10% 
  6 
  20% (10%x2) 
  7 
  30% (10%x3) 
  8 
  60% (15%x4) 
  9 
  75% (15%x5) 
  10 
  120% (20%x6) 
  11 
  175% (25%x7) 
  12 
  240% (30%x8) 
  13 
  315% (35%x9) 
  14 
  400% (40%x10) 
  15 
  495% (45%x11) 
  Cyberlimb Coverings 
  Cover 
  HL 
  Spaces 
  Cost 
  Plastic cover 
  1 
  0 
  1-200e$ 
  SP 20 ballistic nylon 
  2 
  0 
  200e$ 
  Superchrome 
  3 
  0 
  200e$ 
  RealSkin 
  -25% 
  0 
  300e$ 
  ExoDerm 
  -30% 
  0,5 
  500e$ 
  TrueSkin 
  -40% 
  1 
  1000e$ 
  Heavy Armour 
  13 (whole body) 
  0 
  Varies 
  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. 
  
  ‘Borg Character Sheet 
  Courtesy of Wisdom000 – a color version is available from Datafortress 2020 
   
  130
  
  Borgs 
   
  Full Body Conversions.
  Better than Human. 
   
  How are they created? 
  How do they live? 
  What do they do in their 
  spare time? 
   
  Enter the realm of 
  everyday borgs. This 
  sourcebook will allow you 
  to re-create borgs like in 
  Ghost in the Shell or 
  Appleseed. Borgs who are 
  much more than just 
  rampaging, metal 
  monsters – borgs being 
  the living, thinking… and 
  feeling entities that make 
  a part of a Cyberpunk 
  world’s population. 
   
  There is a number of 
  prejudicing about 
  cyborgs: 
  They got it easy. 
  They never age,  
  never tire. 
  Yeah right, and they’re all 
  psychos. 
   
  You won’t find any super 
  combat cyborgs in this 
  book. You’re going to find 
  a book that really explains 
  how they work, how they 
  live and how they could 
  think. 
   
  Have  
  A New View. 
   
  131
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Cybernetics - Cheap FBC 2.8 by Van Atta.pdf