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FULL CONVERSIONS 2045 - A Cyberware Mod For CYBERPUNK RED (v.1.1)

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FULL CONVERSIONS 2045 v.1.

1
A Cyberware Mod for CYBERPUNK RED
BY EMPTY DINGO

IMAGE CREDIT: PONDSMITH, M. Chromebook Volume 2.


1st ed. Berkeley CA: R.Talsorian Games, 1992

Full Conversion Cyborgs (FC), the ultimate


expression of the “Metal is better than meat”
philosophy of the 2020’s. FCs have been used in
combat since the Bushfire Wars of 2017 and they
featured heavily during the 4th Corporate War.
FC’s faced considerable discrimination then; their
abilities provide superhuman prowess, which gave
them strong advantages in competing for
hazardous jobs, and their reduced Empathy made
them seem as cold and unfeeling as the
mechanical devices they resembled. It did not help
that many atrocities during the 4th Corporate War,
particularly against corporate family housing
zones, were committed by FCs.

Things are a bit better now… twenty-five years of


perspective will do that. FCs are still uncommon,
but most folk accept them or otherwise tolerate
them. FCs have decent representation in the
media and a number of documentaries have
showcased the heroism of FCs, often describing
the horrific injuries they sustained before the FC
process gave them a new lease on life. Pretty much everyone sees FCs as regular
people now.

It isn’t all great though. FCs still face occasional discrimiation. Some businesses refuse
to serve “metalheads”, and people still protest FC labor as “taking jobs away”; all the
same things people have been saying for centuries. FCs face additional risks from
organized cyberphobic groups like The Inquisitors, and a body (literally) full of tech is a
prime target for scavvers.

Living as a FC is like anything else in Night City, gato; know where you are and keep
your head on a swivel.
FULL CONVERSION REQUIREMENTS
The road to Full Conversion is a long one. Generally, a psychological profile is needed
in order to determine if the candidate has a sufficiently differentiated ego to withstand
the onset of cybernetic induced dissociation (in game terms, this means having an EMP
of 7+). The subject should be in Therapy leading up to the surgery, which itself is difficult
and expensive (requires a Hospital, two successful Surgery rolls at DV17 and costs
2000eb, plus an additional 1000eb for psychological tuning). This itself does not include
the cost of the cyberware, which is made to order. Since the candidate has already
been in Therapy (spent 2000eb, either in four regular sessions or two extreme sessions
as per RED p.376), they will have a psychological profile that can be loaded into an
expert system to model the potential for psychological dissociation. During the
procedure, a psychologist performs psychological tuning with an expert system via
Braindance. The process itself takes a couple of hours, but the patient perceives the
time to be weeks as they physically and behaviorally adjust to their new body.

FULL CONVERSION CONSTRUCTION


The basic FC body consists of two Cyberlegs, two Cyberarms, (basic hands & feet
included), Two Cybereyes, an Audio Suite, A Neural Link and two sets of Interface
Plugs. Finishing off the basic components is the Cybercore, the cybernetic torso and
head, and a resilient plastic and ceremetal “skin” that provides SP 4 protection all over.
Some organic systems, namely the brain and spinal column, lungs, much of the
digestive system and tongue, are implanted into the cybernetic body. Nearly every other
organ, and even blood, is replaced by cybernetics or synthetics. The FC can still eat
and enjoy food, but does not require much; just a few dozen grams of carbohydrate and
about 200ml of water per day will keep the organic systems fully functional. Physical
therapy is done by expert systems and Braindance feedback, stimulating nerves during
implantation to match the motor cortex’s mapping as closely as possible. By the time
the patient wakes up they are already as capable as they were before surgery, and
adaptation to their new body’s abilities is usually complete within a fortnight.

When breaking down the cost of a Full Conversion, it is assumed that psychological
tuning is part of the conversion process and greatly aids in preventing psychological
fracturing. Consider the FC process without pre-operation therapy and psychological
tuning:
Cyberware Cost (eb) Cost (humanity)

Neural Link 500eb 2d6 (7)

Interface Plugs 500eb 2d6 (7)

Cybereye x2 200eb 2d6x2 (14)

Audio Suite 500eb 2d6 (7)

Cyberarm x2 1000eb 2d6x2 (14)

Cyberleg x2 200eb 1d6x2 (6)

Cybercore 20,000eb 5d6 (18)

Total (including surgery) 24,900eb 22d6 (73)

Ending Stats (assuming all stats originally at 5, EMP at 7)

INT 5 REF 8 DEX 8 TECH 5

COOL 5 WILL 5 LUCK 5 MOVE 8

BODY 8 EMP 0 Humanity -3 HP/SDP 45 (SP 4)


This illustrates why attempting a street FC at the local ripperdoc almost always ends in
tragedy. The pre-surgery therapy and in-procedure tuning greatly reduce the effects of
Humanity Loss during the conversion process. In game terms, the character will roll for
the HL of the Cybercore (5d6), and everything attached to it at the time of the
conversion will have the Humanity Cost reduced to the minimum.

Cyberware Cost (eb) Cost (humanity)

Neural Link 500eb 2

Interface Plugs 500eb 2

Cybereye x2 200eb 2x2

Audio Suite 500eb 2

Cyberarm x2 1000eb 2x2

Cyberleg x2 200eb 1x2

Cybercore 20,000eb 5d6 (18)

Total (including surgery & therapy) 27,900eb 5d6+17 (35)


Ending Stats (assuming all stats originally at 5, EMP at 7)

INT 5 REF 8 DEX 8 TECH 5

COOL 5 WILL 5 LUCK 5 MOVE 8

BODY 8 EMP 4 Humanity 35 HP/SDP 45 (SP 4)

In regards to cybernetic option spaces, everything pretty much works out the same as it
does in the Corebook. The notable exceptions are that certain cyberware
(Contraceptive Implant and Grafted Muscle & Bone Lace) are moot because the FC no
longer has muscles or genitals. Other cyberware might function a little differently; Gills
function like a rebreather, Subdermal pockets are a slide-open compartment in the outer
covering, Cyberlimb coverings apply to the whole body (same cost in Humanity and
cash, what a bargain!), Skinweave will only work with a Realskinn covering, which is
needed for an FC that still wants to still pass for human, along with some Techhair, a
few trips to the bodysculpter to reduce the “uncanny valley” effect, and, of course, a
Mr.Studd or Midnight Lady to complete the illusion. Each piece of Borgware takes up
two External Cyberware option slots, and Linear Frames no longer require Grafted
Muscle & Bone Lace (because GM&BL is moot).

In combat, the FC functions exactly the same as any other character, just with lots of
enhancements. The Hit Points are calculated the same way and Critical Injuries have
the same effects. The only major difference is in regards to healing. Since the cyborg
body is mostly inorganic, it might be more appropriate to change HP to SDP (I’ll leave
that distinction up to individual Ref’s; some players may have concerns with their
character’s presenting as “things’ rather than “persons”. It’s better to have the
conversation, but it could also be a roleplaying opportunity...). Fixing Critical injuries will
still require a Medtech’s care, but HP/SDP can be “healed” as fast as your friendly
neighborhood Tech can replace the damaged parts. The only exception to this would be
when the FC’s HP/SDP is at zero or less. This would indicate that the organic systems
are at risk and/or damaged, and these would have to be stabilized like any other meat
before repairs can begin.

Finally, any new cyberware added after the conversion process (not replacements due
to repairs unless it's an upgrade) will have its regular Humanity costs payable by the
character. Paying the minimum Humanity Cost only applies during the conversion
process as an all-in-one package. Removal of existing components and/or swapping
them out for other things is subject to the standard rules regarding de-cyberization and
therapy from the RED Corebook.
EXAMPLE FC BUILD:
MAX-TAC EX “Jaeger” FULL CONVERSION
A young Exec wants to make his name in the company by prototyping a new Law
Enforcement cyborg (sounds like a Verhoeven film from before the Collapse if you ask
me, choom). A suitable candidate from the NCPD “volunteers”, and the conversion
process gets underway.

In addition to the base systems, a few additional items are needed in order for this FC to
fight crime. A braindance recorder is added because his memory needs to be
admissible as evidence, Kerenzikov Boosterware for improved reaction time, a popup
GL to soften up the cyberpsychos he's meant to hunt (with extra grenades stored in the
left leg), and a holster for his heavy smart machine pistol in the right leg. Strength
enhancements for hand to hand combat and Armor are installed to protect against
physical and electromagnetic damage. Finally, the Exec orders a Company Safeguard
(RED p.119) installed in the firmware, for insurance.

Cyberware Cost (eb) Cost (humanity)

Neural Link 500eb 2

Interface Plugs 500 2

Braindance Recorder 500eb 2

Kerenzikov 500eb 4

Cybereye x2 200eb 2x2

IR/UV/LL, Chyron, Targeting Scope 1100eb 1+1+1

Audio Suite 500eb 2

Amplified Hearing, Radio Communicator,


300eb 1+1+1
Voice Stress Analyzer

Cyberarm x2 1000eb 2x2

Popup GL, Subdermal Grip 1100eb 2+1

Cyberleg x2 200eb 1x2

Hidden Holster x2 (one holds x2


1000eb 2+2
Grenades)

Cybercore 20,000eb 5d6 (18)


Nasal Filters, Linear Frame Beta 5100eb 1+4

Body Plating, Hardened Shielding 6000eb 4+1

Total (including surgery & therapy) 43,500eb 5d6+45 (63)

Ending Stats (assuming all stats originally at 5, EMP at 7)

REF 8
INT 5 DEX 8 TECH 5
(+2 Initiative)

COOL 5 WILL 5 LUCK 5 MOVE 8

BODY 12 EMP 1 Humanity 7 HP/SDP 55 (SP13)

Thankfully, all that therapy helped keep our volunteer officer’s psyche (mostly) intact.
Otherwise, things might have ended up like a Frank Miller sequel to the aforementioned
Verhoeven film. Even though the end result has a rather high loss of humanity,
remember that you can take an additional post-operation therapy session to gain back
some of that lost humanity, as per RED, pp.229-30.

NEW BORGWARE
Using a Full Conversion cyborg body does open up some additional Cyberware options.
The Cybercore is considered Foundational Cyberware.

Name Install Description Cost HL

Replacement Torso & Head.


Has 7 Internal and 7
External options. Raises
REF, DEX, BODY, & MOVE to
8 when used as the
foundation for a Full
20,000
Cybercore Hospital Conversion Cyborg. A pair of 5d6
eb
Cybereyes and a Neural Link
(required) does not take up
spaces. Fashionware does
not take up spaces. Borgware
takes up 2 external spaces
unless otherwise noted.
Places the FC’s remaining
organic parts into a
self-contained unit with
independent life support.
Requires Cybercore. When
HP reaches 0, Death Save
penalties do not advance
Biopod Hospital 10,000eb 4d6
each Turn. Death Saves still
need to be made each Turn
when conditions require Death
Saves to be made each Turn.
Death Save penalties from
Critical Injuries still apply.
Takes up two internal options.

Replaces outer covering with


SP 13 Armor to all locations.
Requires Cybercore. No
encumbrance penalty. Does
not regenerate like Skinweave
Body Plating Clinic 5000eb 4d6
& Subdermal Armor. May be
combined with Hardened
Shielding and Superchrome.
Does not take up option
spaces.

FULL CONVERSIONS 2045: A Cyberware Mod for CYBERPUNK RED is unofficial content provided
under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG.
This content references materials that are the property of R. Talsorian Games and its licensees.

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