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{\bf SOMATIC SYSTEMS}\\
These systems are concerned with output as opposed to sensory
input. ~Sensory systems gain information about the
surroundings; somatic systems affect the surroundings instead.\\
\\
{\bf Elastic Face}\\
{\bf Cost:} \$90,000. ~\\
{\bf Operation Cost:} \$10,000. ~{\bf Recovery:} 4 weeks. ~\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per 10 minutes of adjustments.
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Controllable microdevices are arranged under the skin,
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allowing subtle changes in bone structure and skin tension,
creating (or removing) wrinkles, dimples, and scars. 
Chemicals exuded onto the skin alter its color, moisture and
general tone. ~The user can alter his appearance dramatically. 
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It takes only 5 minutes to make a pre-planned drastic
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change, but as much as 3 hours to specificially imitate
someone else. ~This very experimental system adds +5 to
Disguise skill, or it may be used to make one slightly more
attractive, giving an extra +1 reaction modifier.\\
\\
{\bf Vocal/Voice.}\\
Vocal systems are audio effect devices and processors which
enhance or alter the human voice. ~Most of these systems are
implanted in or near the larynx. ~They can be switched on or
off at will.\\
\\
{\bf Subsonic Vocal Range}\\
{\bf Cost:} \$20,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This allows the cyborg to "tune" his normal voice down into
the subsonic ranges. ~When used in combination with Subsonic
audio perception, it allows covert speech. ~Range is about one
block.\\
\\
{\bf Ultrasonic Vocal Range}\\
{\bf Cost:} \$20,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This allows the cyborg to "tune" his normal voice up into the
ultrasonic ranges. ~When used in combination with Ultrasonic
audio perception, it allows covert speech. ~Range is about a
kilometer. ~This has side effects: ~Dogs in the area will
howl, and some children (as well as several animals apart from
dogs) may be aware of a high-pitched sound.\\
\\
{\bf Vocal Modulator}\\
{\bf Cost:} \$5,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per 10 days.\\
This allows the cyborg to create bizarre voice effects, such
as may be done with synthesizers. ~The standard model allows 5
special effects, capacity may be expanded for \$500 per effect. 
Popular effects include "Grumble", "Echobox", "Fuzztone",
"Reverb", "Helium" and "Banshee" modes. \\
\\
{\bf Sonic Amplifiers}\\
{\bf Cost:} \$5,000 (*).\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 2 weeks.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 5 per hour.\\
This is a built-in, high-volume sound system. ~The user is
insulated from any deleterious effects (if he wants to be). 
Anyone with Audio Damping or Sound Edit-Out, or anyone deaf,
will not be affected either. ~Volume capacity may be
increased; each doubling of price (and point cost) increases
maximum decibel capacity by 10. ~There are several possible
applications:
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{\it Voice.\/} ~You can project your voice like a megaphone. 
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Your enemies can hear your taunts, loud and clear. ~Your
friends will more likely hear your distant cries for help. ~A
sudden shout, when unexpected, may distract foes. ~Any time
you do this, your opponents must make an IQ roll, with a +2
for Hard of Hearing disadvantage, or be Mentally Stunned (p.
B122).
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{\it White Noise.\/} ~The sound system generates random, multifrequency noise. ~All Hearing rolls within 10 m are at -3;
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from 11-20 m, at -1.
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{\it Music.\/} ~You can stride into combat (or daily life) with
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your own soundtrack (volume is adjustable from very loud to
deafening--or, for wimps, down to low). ~When suddenly turned
on, this can Mentally Stun other people like a shout.\\
\\
{\bf Subvocal Mike}\\
{\bf Cost:} ~\$500.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per week.\\
This is a small internal microphone which can pick up
extremely low-volume speech (barely whispered in the back of
your mouth, completely inaudible even to someone standing
right next to you) and relay this to any Auditory device (such
as a recorder or radio transmitter). \\
\\
{\bf Vocal Emulator}\\
{\bf Cost:} \$25,000.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per month.\\
This is a specialized microprocessor which stores voiceprints
and acts in synch with the laryngeal muscles to duplicate
these voices when the cyborg speaks, effectively mimicking
other people. ~Input may be set in the unit when implanted, or
may come from Auditory systems (or a computer implant). ~The
device itself can store 10 voiceprints at a time.\\
\\
{\bf Audio Damping}\\
{\bf Cost:} \$15,000 per level (*).\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg per level. ~{\bf Power:} 5 per minute.\\
Microspeakers scattered about the body create an audio
diffraction pattern which helps to eliminate just about all
sounds in the immediate vicinity of the cyborg. ~This gives +2
to Stealth skill for each level of the advantage when the
"opposing party" is depending on hearing rather than sight for
detection--this benefit is halved if the cyborg moves at all. \\
\\
{\bf Silver Tongue}\\
{\bf Cost:} \$6,500.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per month.\\
This is a cybernetically monitored and modified sound chamber
in the larynx, programmed to create a soothing carrier wave
whenever the cyborg is speaking, singing, humming or
whistling. ~This gives a +2 reaction modifier, just like the
Voice advantage, and is cumulative with that advantage. ~It
also gives the user the benefit of a -3 penalty on any Detect
Lies roll made against him. ~It is negated by Audio Damping. ~\\
\\
{\bf Manipulation.}\\
\\
{\bf Cyberhand}\\
{\bf Cost:} \$5,000 or more. (*)\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} +0.2 kg; +0.3 for ST$>$14. ~{\bf Power:} Approx. 10 per hour.\\
 ~Fully functional hand, including all 5 fingers.\\
Any ST and DX bonuses only count on tasks using the hand, not
the arm (grasping, crushing, manual-dexterity tasks). A hand
requires electrical power to run; a C cell fits in the palm,
and will last for 6-7 days, assuming 8-hour sleep periods
where the hand is turned off. ~This assumes regular, modest
activity. ~For feats of great strength (where the hand's ST is
applied in squeezing etc., any situation where a ST roll for
the hand is called for), power consumption increases
dramatically. ~Assume any such feat to drain one point per two
points of ST applied toward the roll, per second in the case
of "long actions" (less than full ST may be used, to save
power).
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A {\bf prosthetic} hand, that is, one with ST 10 and no DX
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bonus, costs \$5,000. ~For each +1 increase to ST, increase the
cost by \$5,000 up to ST 15, and by \$10,000 per point for ST
above 15, maximum 20. ~For a +1 DX bonus, add \$5,000; for a +2
DX bonus, add \$10,000. ~~(A ST 20 hand with +2 DX will cost
\$90,000--or "only" \$18,000 if obviously artificial, or \$45,000
if "middling".) ~A cyberhand has PD 1, DR 3, and takes 4 hits
to cripple. ~Cyberarmor can be purchased for it: ~1 DR costs
\$500, and every 12 points of DR add 0.1 kg to mass. ~For every
3 DR purchased, PD goes up by 1 (to a maximum of 6, after
which only DR can increase).\\
\\
{\bf Limbs.}\\
\\
{\bf Cyberarm ~}\\
{\bf Cost:} \$10,000 or more. (*)\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} +0.6 kg; +1 kg for ST$>$14. ~{\bf Power:} Approx. 30 per hour.\\
This includes the entire arm from the shoulder down, including
a hand of the same quality as the arm. ~An arm without its
hand, if anyone wants one for any reason, costs half the
regular cash price. ~An arm needs electrical power to operate;
a D cell, which is the standard type for an arm, will last for
about 20 to 21 days of 16-hour activity. ~Feats of great ST,
such as lifting something or punching someone, will cost extra
Power: ~Assume a drain equal to the applied ST per such feat
(per second, in the case of "long actions"). ~Less than full
ST may be applied, to save power. 
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An arm with ST 10 and no DX bonus costs \$10,000. ~For
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each +1 to ST up to ST 15, add \$10,000; beyond ST 15, add
\$20,000 per point (max ST 20). ~For +1 DX, add \$10,000; for +2
DX, add \$20,000. ~A "monsterarm" of ST 20 and +2 DX will thus
cost \$180,000 if entirely realistic (or \$90,000, or \$36,000 if
obviously a cyberarm). ~A Cyberarm, like a Cyberhand, has PD
1, DR 3, and additional armor can be bought at \$1,000 per DR. 
Works just like with hands, except it takes 3 points of DR to
add 0.1 kg to mass. ~A Cyberarm takes 6 hits to cripple. ~Note
that, if crippled, both the arm and hand will be useless, but
repair costs should be calculated for a handless arm unless
the hand is also damaged. ~\\
\\
{\bf Cyberleg} ~\\
{\bf Cost:} \$15,000 or more. (*)\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.6 kg, + 0.2 kg per +25\% Move. ~{\bf Power:} Variable.\\
This includes the entire leg with a foot. ~A leg needs
electrical power to operate. ~Power consumption is about 100
per hour of walking, 150 per hour of jogging, and 200 per hour
of running. ~Using a Kick attack will drain 10 points per
shot. ~A D cell (standard fare) will last for about a month of
modest activity. ~When dealing with increased-efficiency legs,
the power consumption increases by the same percentage as the
Move bonus of the leg (a +50\% leg would drain 15 points per
kick, but would also do +3 damage). 
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A true-to-life prosthetic leg (no bonuses) will cost
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\$15,000. ~For \$30,000, a leg can be bought that will boost
Move by 25\% (and Jumping distance, provided the kickoff is
from this leg). ~Kicking damage is at +2. ~For each additional
+25\% Move bonus (includes another +1 to kick damage), add
\$15,000 to price. ~When dealing with legs with dissimilar Move
bonuses, the actual bonus should be the average of the two
legs' bonuses. ~Thus, a human with one normal leg and a +25\%
one would gain an actual Move bonus of +12.5\%--that is, he
wouldn't even get a +1 to Move unless Move was already 8 or
more. ~The same bonus also counts for Jumping distance and
Dodge defense. ~The maximum Move bonus should be +75\%. ~A
Cyberleg has PD 1, DR 3, and takes 6 hits to cripple. ~Armor
can be added at \$1,000 per DR, which works exactly like it
does for arms. ~\\
\\
{\bf Hidden Compartment}\\
{\bf Cost:} \$1,000. ~\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} Immediate.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
Any arm or leg (of the cybernetic variety) can easily be
fitted with a secret compartment of up to 2 l. ~This
modification costs only \$1,000.\\
\\
{\bf Full Body Prosthesis}\\
{\bf Cost:} \$250,000 (*).\\
{\bf Operation Cost:} \$20,000. ~{\bf Recovery:} 4 weeks.\\
{\bf Mass:} Varies widely. ~{\bf Power:} Varies.\\
 ~The entire body is replaced, only parts of the head are
still organic (this does, of course, include the brain). ~It
also requires all arms, legs, eyes and ears to be replaced
with cybernetic prostheses (if the cyborg wants them, that
is). ~Bodily needs such as eating, drinking, and breathing are
practically removed (some nourishment is still required for
the brain, but internal storage takes care of this and needs
only replenishing every few months); excreting is eliminated. 
So is the capacity to bear or sire children, although sexual
functions are retained if the full cost is paid for a
"natural" body. ~The original character's ST is no longer
interesting; however, the rest of the stats should be kept as
they are. ~DX is a function of the nervous system (and at
least parts of that is retained); IQ is in the brain; and HT
should be remembered, because the brain still ages and must
make aging rolls when it reaches a high enough age. ~Many
other Cyber Systems are impossible to combine with this
modification: ~Bear in mind that no longer does the cyborg
have a digestive system, a skeleton, muscles, a heart, or even
a respiratory or circulatory system (except for the vestiges
needed to keep the brain alive). ~The cyborg needs electric
power to function; just remaining operative is cheap at a
power consumption of 10 per hour. ~Room for an E cell is
included, this is intended to power all additional
cybersystems (all four limbs, at the very least). ~There's
room for {\bf two} E cells, for backup power. ~Natural healing
ceases; damage must be {\bf repaired}. ~However, the cyborg is now
immune to poison (unless injected into brain) and disease, and
can even survive for quite a long time in a vacuum. ~Since
human frailties are eliminated, there is hardly any limit to
the strength of cyberlimbs--no skeleton to damage here! ~
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The robotic body takes 15 hits to cripple, and has PD 1,
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DR 3. ~To figure out its mass, take the mass you'd expect from
a live human of the same height and build, and increase it by
50\%--there's quite a bit of metal in there. ~This also
includes basic mass of limbs--just add the extra mass for
cyberlimbs. ~However, the extra mass of the cyborg body and
limbs should not be added to encumbrance (except when trying
to swim...) Additional hits can be purchased at \$10,000 (mass
1 kg) each, up to a total of 25 hits. ~Only torso or head hits
reduce these hit points; and only after twice that much damage
has been taken does the cyborg risk terminal life-support
failure for the brain. ~Make HT rolls just as for an organic
character to see if the cyborg loses consciousness or dies
because of damage to the body or brain.
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Another bonus gained from this modification is that all
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cyberlimbs effectively function one "step" better in power-any arms get an additional +1 to ST, and the legs get a free
+25\% Move bonus, all at no extra cost. ~Calculate encumbrance
limits based on the ST of the arms.
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More armor can be purchased for \$2,000 (mass 0.1 kg) per
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DR for the torso, and/or \$1,000 per DR (5 points of DR mass
0.1 kg) for the head. ~This functions just as for limbs. ~Note
that other, non-humanoid body configurations are possible,
though they will probably never be common. ~Specifics for such
vary tremendously, and each type should be designed
separately, maybe using the Robot (or ~even Vehicle) Design
rules. ~Note that full cyborgs will usually have severe
problems trying to swim or even float--but that doesn't matter
as much, since they can't drown.
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