Hardware: CyberDoc
Hardware: Cyber Doc by Zenvis
The Cyber Doc is a whiz at building, modifying, repairing, maintaining and designing all kinds of cybernetic and bionic devices, they can also implant cybernetic and bionic modifications in humans, mutants and aliens alike. This character would be very interested in meeting the cyber docs of Rifts Earth (and Rifts space).
Medical Related Skills and Bonuses:
Select three medical or science skills (+20%)
The following are in addition to Scholastic and Secondary skills.
- Biology (+30%)
- Botany (+10%)
- Xeno-biology (+10%)
- Chemistry (+5%)
- Chemistry Analytical (+5%)
- Medical Doctor (+30%)
- Anthropology (+5%)
- Advanced Mathematics (+26%)
- Research (+16%)
- (medical) Forensics (+10%)
- Weapon Systems (+10%)
- Electrical Engineering (+15%)
- Mechanical Engineering (+10%)
Special Medical Skills:
- Repair Cybernetic, Bionic and Bio-System Devices: 84%+2% per level of experience. The Cyber Doc can repair any broken, melted or electronically fried cyber system (for the sake of space I will refer to Cybernetics, Bionics and Bio-System as a cyber system). If parts are need to create the replacement, the character can with ease recreate a duplicate to do exactly what the original did so long as there is enough of the original to determine functionality.
- Modify Cybernetic, Bionic and Bio-System Devices: 68% +2% per level of experience. The character can take a preexisting bionics, cybernetics and bio-systems design and modify them to perform better under greater pressure. That means the character can add as much as +20% to range, damage, duration, P.S. or P.P. to a cyber system. However under the new stress the cyber system has a 5% chance of break down.
- Build Cybernetic, Bionic and Bio-System Devices: 50% +3% per level of experience. The character has the experience and technique to mimic super powers though cyber systems. However its is nowhere near the experience of Super Invention character (half duration/range/damage and no bonuses). Characters lack the experience to create a super power at quite the efficiency of the Super Invention character. Characters attempting to mimic super powers will have to roll on the the following table.
- Cyber System Surgery: 70% +3% per level of experience. The character has the experience and technique to install a cyborg as long as the parts are provided. The character is experienced enough to create super soldiers, bionic characters or give simple cyber systems to mutants and humans alike.
Cyber System Construction Penalties
- -5% install modified hands and feet or joints
- -10% install internal organs
- -15% install enhanced sense (Additional -10% if its the face i.e. eyes ears etc..)
- -15% install cyber limbs
- -15% install unique cyber system augmentation
- -20% install additional special appendages
- -20% install cyber-weapons
- -20% install prehensile appendages & features
- -20% install cyber system tail(s)
- -25% install cyber-disguises
- -35% install cybernetics or bio-systems on a super powered, psychic, or magic characters (success means that the being that has the new implants are now have a cyber system with no penalty to their powers, a miss by 10% means that the character still has cyber systems but now super powers are halved. A failed roll beyond that means the character is a victim of tragedy and has lost all of their powers.)
- -50% install cyber systems on a alien (an additional -25% for plants, mineral or insect aliens)
- -10% build modified hands and feet or joints
- -10% build cyber-weapons
- -10% build prehensile appendages & features
- -10% build cyber system tail(s)
- -15% build enhanced sense
- -15% build internal organs
- -15% build cyber limbs
- -15% build unique cyber system augmentation
- -15% build additional special appendages
- -15% build cyber-disguises
Time restrictions: With the complexity of each task, the G.M. and the player will have to get together to determine the time restriction in complexity. I would recommend 1 hour to 1 day of work for each penalty point. Also, the hours will be broken up by the need to consume food, fluids rest and sleep. Some estimates for work are:
- 1. Diagnosis - 5D6 minutes.
- 2. Maintenance - 10+1D20 minutes.
- 3. Minor repair - 1D4 hours.
- 4. Minor mutation repair - 1D6 hours.
- 5. Major work - 2D6 hours.
- 6. Major mutation repair - 3D6 hours.
- 7. Research and Development of cyber system - One day for each penalty point.
- 8. Development of cyber system weapons or armor - 2 days for each penalty point.
Determining Equipment
The character has access to millions of dollars worth of cyber systems in their shop. Presumably their shop is a hidden one. Either in a basement or in an abandon building, if not then they work for a major organization.
The shop has a vast amount of equipment. Everything from scalpels to a top of the line operating table. Its also assumed that the character has at least one assistant (1D4). There is also a 30% chance that the assistant has minor cyber system construction to assist the hero.
- 01-15 $1 million
- 16-26 $2 million
- 27-38 $3 million
- 39-50 $4 million
- 51-60 $5 million
- 61-70 $6 million
- 71-80 $7 million
- 81-90 $8 million
- 91-00 $9 million
The big financial creations (costing 2 million or more) need financial sponsors or backers - presumably a private individual could raise as much as 1.5 million on their own especially some one of this character's talent. Roll on the following table to determine the status with the sponsoring organization.
Status with the sponsoring organization:
- 01-20 Raised all the money himself: He has no investors, but his purchases and comments may have garnered some interest from one of the following groups...
- 01-25 Military
- 26-50 Private Organization
- 51-75 Criminal Organization
- 76-00 A government (not necessarily their own)
- 21-30 A very wealthy but ordinary investor: As long as their profits double and they get the positive recognition that they deserve, they're happy. If they don't get repaid within the allotted period (probably 2D4 years), and receive the glory that they want (the more the better), they will sue the character or come after the inventions and experiments with lawyers and/or private agencies. Along with taking back their money, stuff or both, the sponsor will smear the character's name and reputation into the ground (criminal or hero, they don't care).
- 31-50 A wealthy individual or exclusive private industry: All responsibilities have been fulfilled and the relationship remains friendly and positive. Unless the character becomes a pariah, he can freelance for them at any time (and for top dollar).
- 51-60 (? Information Incomplete - Stone Gargoyle)
- 61-70 Allowed to leave after a great antagonism/conflict: Not friendly, but may aid the character for personal gain, or if it is felt that the situation definitely (unavoidably) required it.
- 71-80 Thrown out of the program: All ties are permanently severed. The character is disliked, perhaps even hated.
- 81-90 Ran away: The character packed up and took the mutant/research/formula with them (motives will be well intentioned if a good character). The character is secretly hunted by the organization which remains extremely hostile, but the organization will not authorize violence to be used against the character (he is still potentially a great money earner). They want their property back and some measure of revenge or justice, but are not murderers.
- 91-00 Ran away: The character is marked as a public target and a bounty is been issued for the return of their "ex-employee" and any materials that he may of stolen. These people are murderous and hostile. Dead or alive, they want it all back and some serious revenge!
Other Stuff:
- Alignment: Any alignment can be chosen, but heroes should be generally good alignment.
- Other Skills: Only those from the Cyber Doc list and any learned though Scholastic education or picked up as Secondary skills. As a electronically inclined individual the character get a +10% bonus to any electrical skill, as well as medical and science skills.
- Hand to Hand Combat: Hand to Hand basic; this skill can be upgraded to Hand to Hand: Expert at a cost of one skill or Martial Arts or Hand to Hand Assassin at a cost of two skills.
- Attacks per melee: As with all super beings and in this instance the Hardware character automatically gets two attacks per melee. Additional attacks must be developed though hand to hand combat and/or boxing skills.
- Weapons and Armor: Unless the character is extremely wealthy, only conventional weaponry and equipment can be available, however, as a Cybernetics expert, the Cyberdoc has access to all sorts of advanced, micro engineered weapons that can be easily converted from implants to workable hand held devices.
- Structural Damage Capacity (S.D.C.): All Hardware characters have a base of 35 S.D.C., plus any S.D.C. gained from physical training. Multiple hardware classification do not provide additional S.D.C.
- Other Options: The G.M. may allow players to use the Bionics, Cybernetics and any other cyber system table to enhance their game.