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=== Cyberware === To insert cyberware into a being, one simply puts it into the according system. This way, that system may be enhanced. In rpg terms: Your cyberware may only cost up to a number equal to the according system number. So, if you have Organs 7, you can only replace a total of 7 points of Organs with Cyberware. With avarage humans, an artifical heart, stomach and kidneys is all a body can tolerate. A creature that has exchanged half or more of all Body points with cyberware is called a cyborg. A creature that has exchanged all of its Body points with cyberware is considered "burned out" and can no longer conjure magic and will be treated as a machine for all rule issues. By inserting cyberware, attributes may rise. The body scores however will remain the same until they are trained. Consider this example: - B with structure 8 may insert 8 cyberware points - B's bones are strengthened with metal. he also gets artificial ligaments. This costs 5 structure points, so now B's structure score is 8(5) - This cyberware gives +4 to strength. B's strength score rises accordingly - B could insert additional 3 points of structural cyberware. One last addition: body scores may only be raised by training or medical intervention (like a laser op for eyesight correction). Once a characters body score is completely gone cyberware, i.e. structure 8(8), that score can no longer be raised normally but has to be raised via artifical means during the game (more surgery). Body scores / physical / main attributes may be targeted directly in an attack. Dropping to zero in one system disables that system and may result in fatality. A cardio 0 means a cardio-vascular breakdown (bleeding out - dead). Same is true for organs 0 (heart attack or lungs failure - dead). A neural 0 is either unconsiousness if its temporary or a brain flatline (brain dead). As long as neural is above 0, there is still a chance to revive the character.
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