E.S.S.M. Fibers
(Electro-Stimulated Synthetic Muscle) Fibers
The theory behind the E.S.S.M. Fibers is based on how the human muscle system works. The
E.S.S.M. fibers are banded around the bionic skeletal frame, much like how the human muscle
tissue is banded around the skeleton. When the portions of the bionic body have been banded,
the E.S.S.M. fibers are connected to receptors that are connected, via electrical conduits,
to the subjects brain. When the brain wants the muscle to react, it sends an electrical
impulse down the conduits to the E.S.S.M. fibers. When the impulse reaches the fibers, a
micro computer translates the impulse into the desired action by stimulating the E.S.S.M.
fibers to contract or adduct as needed. The end result is a highly sophisticated, near-
human muscle system that is many times faster and stronger than its human counterpart.
==========================================================================================
New Bionic Strength Chart
Strength Restrained Punch / Full Strength Punch / Power Punch
15 or less: 1D4 SDC 1D6 SDC 2D4 SDC
16 TO 20: 1D6 SDC 1D4 MD 1D6 MD
21 TO 25: 2D6 SDC 1D6 MD 2D4 MD
26 TO 30: 4D6 SDC 2D6 MD 4D6 MD
31 TO 35: 6D6 SDC 3D6 MD 5D6 MD
36 TO 40: 1D4 MD 4D6 MD 1D4X10 MD
41 TO 50: 1D6 MD 5D6 MD 1D6X10 MD
51 TO 60: 2D4 MD 1D4X10 MD 1D8X10 MD
* Kicks will usually do one more die of damage than a regular punch. Tentacles will do
the same amount of damage as a punch, they can also inflict power punches. Tails do
punch damage with no power punch option.
==========================================================================================
Combat Fibers
-versatility
-power boosting
-redirect power:
1. Lifting: every 1 PS increase, 5% chance of breakage
2. Combat: every 1 PS increase, 10% chance breakage
Penalties for redirecting power (strength):
The first time it is used, there is a 10% chance of reducing the
integrity of the fibers, reduce PS by 5. For every time it is used
beyond once, add 2% to the chance for integrity loss. This chance is
rolled after every attempt to re-direct power. If the roll is failed,
then the loss of PS is immediate and no additional strength is gained.
3. Speed: increase 10 Spd points, 5% chance of breakage
Penalties for redirecting power (speed):
For every increase in speed, there is a cumulative 5% chance of having
the knee joints lock up due to the increase in friction. If this occurs
the original speed attribute will be permanently reduced 40%.
-durability
Construction Fibers
-tensile strength
-lift and carry is 1.5 times more than standard strength
-require maintenance
-needs constant repair due to the exertion put into the fibers- break
down after three months constant use.
------------------------------------------------------------------------------------------
F.O.Per. Nervous System
(Fiber Optic Peripheral) Nervous System
The peripheral nervous system can actually be replaced with a series of fiber optic cables
enhancing the overall speed and reflexes of the borg character. What this system does is
surgically implant a micro computer into the base of the brain, resting alongside the
medulla. This computer is fed into by all th synaptic nerve endings from the brain. The
fiber optics are fed into the computer as well. Then the cables are run to all main
portions of the body, where they feed into indiviual converter boxes. These boxes receive
the cable on one end, then feed out an electrical conduit on the other. This conduit is
the actually part that interfaces with the E.S.S.M. fibers. The whole system runs as such:
The brain decides on a particular action. The synapses convey n electrical impulse down the
nerve endings which transfer directly to the micro computer. This computer turns the
impulse into a light code which is sent down the fiber optic cable to the receiving coverter
box. This box then turns the light code back into an electrical signal. Finally, this
signal feeds the E.S.S.M. fibers with the appropriate signal for a desired action. Overall
this system increases reaction time impressively.
Bonuses:
+4 to P.P.
1 attack per melee
Spd increased by 15%
Penalties:
Joints tend to wear out quickly. Most major joints have a life of nearly a year(50%
chance of failure), while the smaller joints (wrist, ankles) have a shorter life a
only five months(70% chance of failure).
Feedback on my ideas?