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CP2013 Arm Repair 1

Cyberlimbs are cybernetic arms and legs, including hands and feet, as well as additional built-in features.

Traits[]

Despite what some people think, having Cyberlimbs does not enable you to perform feats as if you were a superhero. They do, however, have many traits that make them stronger than regular human limbs:

  • Crushing: A cybernetic arm uses synthetic muscle fibers instead of flesh and blood. They don't get tired, and they don't feel pain. They are also much stronger than normal muscle tissue. This gives a cyberarm tremendous gripping power. All cyberlimbs can easily crush light metals, woods and plastics. They can crush glass and plastic to dust (although they can't crush lumps of coal into diamonds!). In combat, any crushing grip with a cyberarm will do 2D6 damage.
  • Pain: Cyberarms never grow tired, allowing the wearer to hang from high places indefinitely. You can turn off the touch sensors with the flick of a mental switch, eliminating pain and allowing you to perform feats such as reaching into raging fires, dabbling in tanks of liquid nitrogen, and picking up red-hot pokers. A gunshot wound to a cyberlimb has no pain effects; you don't have to make a saving roll against shock and stun.
  • Damage: Cyberlimbs can take (and dish out) a tremendous amount of damage, so much so that they are treated like machinery for the purposes of game combat. All cyberlimbs can take up to 20 points of structural damage before they are useless, and up to 30 total points of structural damage before they are destroyed. A cyberarm punch does 1D6 damage to its target; wall, car, someone's head; no matter. A cyberleg kick will do 2D6 damage.
  • Leaping: Cyberlegs employ powerful pistons and microservos, backed by bundles of synthetic muscles. With a pair of them, you can leap tremendous distances. Characters with paired cyberlegs can leap 6 meters straight up, or make a running jump of up to 8 meters.

Options[]

Cyberlimbs can be built or modified to include different capabilities from the base model. A single limb can include up to four of these options, including a hand or foot as appropriate.

Quick-change mounts: Allows the user to swap out the limb without the use of tools. These can also be installed at the wrist or ankle to swap out hand or foot options.

Hydraulic rams: Cyberlimbs with this option are conspicuously bulkier than their natural counterparts, but also more rugged and considerably stronger able to hit and squeeze three times harder than standard cyberlimbs.

Thickened myomar strands: Cyberlimbs with this option are tougher and stronger than standard cyberlimbs without the added bulk of hydraulic rams. They deal twice the damage and can enable the user to jump 50% higher and further.

Reinforced joints: Made of titanium steel rather than stainless, this option improves cyberlimbs' durability.

Artificial shoulders: These allow up to two additional cyberarms to be attached via a back-mounted frame.

Microwave & EMP shielding: Protects the limb from electromagnetic pulse and microwave attacks.

Coverings: Cyberlimbs come uncovered by default, but aftermarket coverings can be added. A variety of designs for plastic coverings are available, as well as fashionable Superchrome, armor, or lifelike "Realskinn" that can lessen the psychological impact of the limb replacement.

Hands & Feet[]

Cyberarms come without hands, and while cyberlegs do come with a basic foot, this can be replaced with a different option.

Basic hand: Made like a normal hand, without special features beyond the normal cyberlimb. Covered as part of the limb.

Ripper hand: As a standard hand, but with built-in rippers.

Hammer hand: Made of hardened titanium, this had contains a one-shot, reloadable, explosive shell-driven ram triggered when the user throws a punch, dealing 1d10 damage by default.

Buzz hand: Capable of retracting to expose monowires attached to a rotor mechanism, dealing 2d6+2 damage and cutting the SP of soft armor by 2 per hit.

Tool hand: A hand with small tools in each finger

  • 1- Modular screwdriver
  • 2- Adjustable wrench
  • 3- Battery-powered soldering iron
  • 4- Adjustable socket wrench

Grapple hand: Digits can hyperextend to form a throwing grapple. Includes 30m of line capable of supporting up to 200lbs.

Extention hand: Able to telescope up to 1m from the wrist. Can support up to 200lbs while extended.

Spike hand: Contains a spike suitable for climbing and attacking, potentially with poison. 1d6+3AP damage.

Modular hand: Contains tools suitable for subterfuge in the fingers.

  • 1 Drug injector
  • 2 1m garrote line extending from fingertip
  • 3 One-inch monoblade
  • 4 Lockpick

Talon foot: Can extend scratcher-like blades from the toes for 1d6 damage. Consider an edged weapon.

Tool foot: Contains the same tools as the Tool hand, plus a wire saw blade.

Web foot: Can extend webs from the sides of the foot and between the toes, enabling more adroit swimming at double speed.

Grip foot: Uses highly mobile toes and a substance on the soles to aid in climbing.

Spike heel: Contains a spike useful for climbing, anchoring, and kicking. 2d6AP damage.

Built-Ins[]

Some options are tools built into the limb for concealability. Examples include:

Cybermodem: A miniaturized cybermodem can be installed, directly integrated into the nervous system. Program chips accessible via an access port. Must be jacked into a network connected device to function, powered by rechargeable battery or external cord.

Cellular Cybermodem: A highly expensive cybermodem able to connect to the Net wirelessly via cell network when in large cities.

Digital recorder: A unit able to record and download input from digital hardware.

Audio/Video tape recorder: Uses microcassette tapes to record audio and/or video data from connected devices.

Storage space: 2x2x6in locking storage space.

MiniCam: A small camera able to store up to 20 images on an easily exchanged chip.

MiniVid: A small pop-up video camera able to store up to 4 hours video on microcassette.

Hidden holster: A holster able to conceal an autopistol in the leg, maximum size based on the size of the leg as determined by body type. The smallest individuals can only carry a light pistol. Average people can hold a medium pistol, while the largest may choose a heavy pistol or folding shotgun (with two shell capacity and half the range of the original model).

LCD screen readout: A 2x4in screen able to display images from the user's cyberware. A cable can be extended to connect to aux ports or other's interface plugs.

Techscanner: A diagnostic tool compatible with a broad variety of devices; 60% chance to reduce repair difficulty by 3.

Cyberweapons[]

Cyberlimbs can also include built-in weapons, which are frequently designed for stealth rather than power. For more information, see Cyberweapons.

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