Arachnoid
Cybershell [Biomorphic]
The Arachnoid-series is a popular cybershell that's roughly 3 feet in length and consists of a segmented body plan that is designed to emulate the body of a spider. Shells of this make an design have been around since the beginning of the interplanetary period and what gets called an "Arachnoid" is actually just a collection of cybershells that share a number of similar features, each one going by a different name but all of them lumped under the overarching title of "Arachnoid." It is produced by Pretecta, a subsidiary of Klugrobotik Aktiengesellschaft. The Arachnoid-series produced by Pretecta is currently on it's Mark-3 series Ettercap, the best known variant of the Arachnoid.
The center body consists of a cephalothorax that has two small manipulator limbs attached under it, while the large back end of the shell has many of the important components, as well as the heaviest armor, from which emerges eight legs in a semi-radial bilateral pattern. All told, the shell has 10 limbs, all but two of which can act as feet or as manipulators given the right condition. The eight limbs are roughly almost 6 feet in length when fully extended, and come with built in toolkits that allow them to repair objects and devices. Finally, they come with a number of vector thrusters that, while not allowing them to achieve appreciable velocities, still gives them the capabilities to jet around in microgravity. This makes the shell very popular in microgravity, where it can take advantage of the inbuilt flexibility of the materials that compose it, as well as its clinging pads, to bend into almost any shape while clinging onto almost any surface.
Arachnoids can also swap their feet manipulators out for wheels on all their legs at once, allowing them increased movement speed on the ground; hence the odd pricing of the various limitations. Arachnoids tend to use this to get around while in a gravity well, or where there's some degree of appreciable gravity. Lastly, pneumatic fixtures in the legs allow them to jump more effectively in low gravity, clearing impressive distances. These things all taken together provide for an interesting and useful cybershell.
The center body consists of a cephalothorax that has two small manipulator limbs attached under it, while the large back end of the shell has many of the important components, as well as the heaviest armor, from which emerges eight legs in a semi-radial bilateral pattern. All told, the shell has 10 limbs, all but two of which can act as feet or as manipulators given the right condition. The eight limbs are roughly almost 6 feet in length when fully extended, and come with built in toolkits that allow them to repair objects and devices. Finally, they come with a number of vector thrusters that, while not allowing them to achieve appreciable velocities, still gives them the capabilities to jet around in microgravity. This makes the shell very popular in microgravity, where it can take advantage of the inbuilt flexibility of the materials that compose it, as well as its clinging pads, to bend into almost any shape while clinging onto almost any surface.
Arachnoids can also swap their feet manipulators out for wheels on all their legs at once, allowing them increased movement speed on the ground; hence the odd pricing of the various limitations. Arachnoids tend to use this to get around while in a gravity well, or where there's some degree of appreciable gravity. Lastly, pneumatic fixtures in the legs allow them to jump more effectively in low gravity, clearing impressive distances. These things all taken together provide for an interesting and useful cybershell.
Interesting Facts
- While the base model is usually associated with a spider, this is mostly cosmetic; ants, termites, beetles, and crabs can be replicated with this design without changing anything. However, there are variants that do alter things.
- While Klugrobotik AG produces the most common and best known variant, VoidCorp also produces a variant that is used by their engineers when operating in microgravity conditions.
- "The Hive," one of the largest non-human habitats, makes use of heavily modified arachnoids, who crawl around on the surface of the asteroid performing a variety of different tasks.
- "Arachnoderbies" are one of the odder examples a sport in the Verge and Bleed; found in a handful of systems, this sport races arachnoids around a low-G track, attempting to take advantage of all their different methods of movement to come in first. Often the AGIs sleeved in these arachnoids are professional mag-lev racers who are between seasons.
Arachnoid-series "Ettercap Mk-3" 297 points
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Quirks Features Cost |
ST +2 [20]; HT +1 [10]
HP +4 [8]; SM -1 Absolute Direction (requires signal, -20%) [4]; Clinging (Requires Microgravity; -50%) [10]; Cortical Stack [6]; Damage Resistance 3 (Can't Wear Armor, -40%) [9]; Enhanced Move 1 (Ground; Temporary Disadvantage, No Legs, -20%) [18]; Extra Arms (8 Arms; Foot Manipulators, -30%; Long, SM +1, +100%) [136]; Extra Legs (8 legs) [15]; Machine [25]; Photographic Memory (Recorded Data only, -20%) [8]; Scanning Sense (Lidar) [15]; Sealed [15]; Super Jump 1 (Requires 0.2G, -40%) [6]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; XP, +80%) [17]; Telescopic Vision 4 (No Targeting, -60%) [8]; Temperature Tolerance 10 [10]; Vacuum Support [5]. Accessory (air jet, cyberbrain, and small computer) [3]. Cybershell Body [-15]; Horizontal [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, any hydrocarbon fuel) [-20]; Small Arms [-10]. Cannot Float [-1]. Individuals of the same model closely resemble each other. [0] $500,000 + cost of computer. LC 3. |
Arachnoid Variants and Family
There are countless Arachnoid variants, and it seems like for every small cybershell industry that starts up, their first product is a variant of the arachnoid in an attempt to carve a small slice out of a crowded market. The shell is so flexible that there are a large number of options for it, allowing it to be altered in some interesting ways.
Coleopteran variant (+41 Points)
Crustacean variant (+40 Points) Myrmex variant (-59 Points) Sensha variant (+36 Points) Tsuchigumo variant (+40 Points): |
While the base model of the Arachnoid resembles a spider, the Coleopteran model actually resembles something closer to a beetle, with a large exterior shell to protect it from falling rocks, six legs instead of eight, and a narrower body. While many of the changes are cosmetic, there are some other mechanical differences; for instance, they have hands that are also large digging claws, similar to what are found on the Digger pod, allowing them to excavate underground. Add DR 8 (Torso Only, -10%) [40], Tunneling (Move 2) [40], and reduce to Extra Arms 6 [-34] and Extra Legs 6 [-5]. 338 points.
The Crustacean variant of the Arachnoid resembles a large crab. It doesn't present may significant differences from itself and the standard arachnoid on the surface, however, the Crustacean variant is much more adapt at water movement, and often features a lotus coating that allows the water to flow over it without much difficulty, making it ideal for aquatic environments. It also has hydrostatic adaptations in the shell to protect it from crushing pressures. Add Amphibious [10], Doesn't Breathe [20], and Pressure Adaptation 2 [10]. Change the Restricted Diet to Fuel Cells [-0]. 337 points. The Myrmex variant are slightly thinner and have a more pronounced head than the average Arachnoid does, leading it to resemble an ant in structure. The main difference between the Myrmex and the standard variant is that the Myrmex tends to be smaller and weaker. The two manipulators emerge from the head, giving the impression of long mandibles in most models. Delete ST +2 [-20] and reduce to Extra Arms 6 [-34] and Extra Legs 6 [-5]. 238 points. The Sensha variant of the Arachoid is a much larger variant that's 9 feet long. Aside from being much stronger, however, there isn't much else beyond the the size difference and boosted strength (as well as impressive lifting capacity, making it ideal for hauling around heavy components) that makes the Sensha unique from the standard Arachnoid series, hence why it's usually considered to be a variant. Delete ST [-20] and add ST +5 (SM +1, -10%) [45], SM +1, and Lifting ST +4 (SM +1, -10%) [11]. 333 points. The Tsuchigumo is an even larger version of the Arachnoid, practically vehicle-sized and capable of carrying around individuals. They are not practical for micro-g and thus, aren't even used in micro-g, but sometimes find use during surface construction efforts. Delete ST [-20] and add ST +10 (SM +5, -50%) [50]. SM +5, and Lifting ST +8 (SM +5, -50%) [12]. 337 points. |
121-series Astrospider [Cybershell] |
283 points |
The astrospider is an elongated termite-like cybershell that features a large thorax that it stores mined materials in. The purpose of the shell is simple: they chew through asteroids, recycling raw materials and sifting through the raw materials they find. They are different from the Coleopteran variant of the Arachnoid in that they lack manipulators entirely and simply chew through the rock, in much the same way that termites might chew through wood. Their power source - radioisotopes - means that they can stay active for a long period of time even by themselves, so a group of astrospiders may spend months alone mining asteroids before returning to civilization to sell what they've mined.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Features Cost |
ST+4 (No Fine Manipulators, -40%; Size, -20%) [16]; HT+2 [20].
HP+8 (Size, -20%) [13]; SM+2. Absolute Direction [5]; Cortical Stack [6]; DR 10 (Can’t Wear Armor, -40%) [30]; Detect (Magnetic Fields) [10]; Discriminatory Taste (Only for Minerals, -50%) [5]; Doesn’t Breathe [20]; Double-Jointed [15]; Enhanced Move 1/2 (Ground) [10]; Extra Legs (6 legs) [10]; Lifting ST +6 (Size, -20%) [15]; Machine [25]; Payload 25 [25]; Payload 150 (Exposed, -50%; Loose matter only, stored in “stomach sac,” -20%) [45]; Pressure Support 1 [5]; Radiation Tolerance 5 [10]; Reduced Consumption 4 (Refuel once a month) [8]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Increased Range x10, +30%; Video, +40%) [17]; Temperature Tolerance 10 [10]; Tunneling (Move 1) [35]; Vacuum Support [5]. Accessories (Internal Ore Separation System, Small Computer). [2] Cybershell Body [-15]; Horizontal [-10]; Invertebrate [-20]; Maintenance (Electronics Repair and Mechanic skills, 4 people, Monthly) [-6]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Restricted Diet (Occasional, radioisotopes) [-30]. Individuals of the same model closely resemble each other |
Astropede (+5 points): A centipede or millipede like variant of the Astrospider, which serves a similar purpose. Increase to Extra Legs 16 [+5]. 288 points.
Astromaker (+312 Points): An astrospider that is capable of turning the raw materials it collects into anything that it has the blueprints to produce, via an implant fabricator in the abdomen of the shell. The fabricator cannot be removed and is not modular, and it runs off the power of the shell, which drains its cells whenever the fabricator is used. It's incapable of printing anything larger than SM +1. Snatcher (Creation, +100%; Large Items, +50%; Limited Use, 4 times per day, -20%; More Weight, 500lbs, +60%; Permanent, +300%; Preparation Required, 8 hours, -60%; Reduced Fatigue Cost 2, +40%; Requires Access to Proper Raw Materials, -80%; Requires Blueprint to Produce, -60%; Temporary Disadvantaged, Increased Consumption 4, -40%) [312]. 595 points.
Astromaker (+312 Points): An astrospider that is capable of turning the raw materials it collects into anything that it has the blueprints to produce, via an implant fabricator in the abdomen of the shell. The fabricator cannot be removed and is not modular, and it runs off the power of the shell, which drains its cells whenever the fabricator is used. It's incapable of printing anything larger than SM +1. Snatcher (Creation, +100%; Large Items, +50%; Limited Use, 4 times per day, -20%; More Weight, 500lbs, +60%; Permanent, +300%; Preparation Required, 8 hours, -60%; Reduced Fatigue Cost 2, +40%; Requires Access to Proper Raw Materials, -80%; Requires Blueprint to Produce, -60%; Temporary Disadvantaged, Increased Consumption 4, -40%) [312]. 595 points.
Arachne-series Centaur-Spider [Cybershell] |
168 Points |
This is a unique and relatively rare type of shell that never the less is used by two relatively famous clades in two very different capacities. The spider-centaur (or spidertaur, as it's also called) shell has the lower body of a spider's thorax and abdomen, but the cephalothorax is replaced by a human torso with arms, a head, and the like, calling to mind a centaur rather than a spider. This modification allows for a number of interesting possibilities, not least of all because it's upright and allows for manipulation in an upright posture. How human the upper torso is depends on the clade. The primary advantage of this model is that it provides a familiar-enough body structure for human digitals that sleeving into the shell isn't actively traumatic and damaging to the psyche, and the potential for a humanoid face removes some of the alienation that frequently surrounds the Arachnoid. However, since they are designed primarily for human and hominid digitals, they do not have the extended feet-hands of the standard model; they only have one set of manipulators. Some versions can even be attractive (or unsettlingly so) with the proper synthetic skin covering.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Quirks Features Cost |
ST +2 (SM +1, -10%) [18]; HT +1 [10]
HP +4 [8]; SM +1 Absolute Direction (requires signal, -20%) [4]; Clinging (Requires Microgravity; -50%) [10]; Cortical Stack [6]; Damage Resistance 3 (Can't Wear Armor, -40%) [9]; Enhanced Move 1 (Ground; Temporary Disadvantage, No Legs, -20%) [18]; Extra Legs (8 legs) [15]; Machine [25]; Photographic Memory (Recorded Data only, -20%) [8]; Scanning Sense (Lidar) [15]; Sealed [15]; Super Jump 1 (Requires 0.2G, -40%) [6]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; XP, +80%) [17]; Telescopic Vision 4 (No Targeting, -60%) [8]; Temperature Tolerance 10 [10]; Vacuum Support [5]. Accessory (cyberbrain and small computer) [2]. Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; Restricted Diet (Common, any hydrocarbon fuel) [-20]; Small Arms [-10]. Has a Neck Hit Location, but no special vulnerabilities there; Resembles a human until inspected closely (Prevents fully effective long-term disguise, but can still lead to a hostile reaction from people who find that they’ve been deceived, even accidentally) [-2]. Individuals of the same model closely resemble each other. [0] $500,000 + cost of computer. LC 3. |
Millipede-series Polypede [Cybershell] |
436 Points |
While many people assume that an Arachnoid-derived variant has to be spider-shaped, this isn't necessarily true. A good example of this is the Polypede variant, which is a modular cybershell that has four very different configurations, the most common of which is a spider-like configuration that is similar to the Arachnoid with some substantial differences, as well as a number of other loadouts - the tunneling worm, the working arm, and the rolling hoop form. This variant of the Arachnoid is something of a flexbot, and is relatively recent, only having emerged within the last 30 years (Bluefall time). The multiple forms that the Polypede can take give it an edge in some ways over the standard Arachnoid, although the Arachnoid's general flexibility and the overall inertia that the shell has within society make it more popular. The basic form of the Polypede is not unlike a Arachnoid, although it only has six legs instead of eight, and the arms are incredibly flexible. Furthermore, the six legs cannot be used as foot manipulators, and it lacks the ability to cling in microgravity.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Features Cost |
ST+12 (Size -10%) [108]; HT+2 [20].
SM +1. Absolute Direction (Requires Signal, -20%) [4]; Ambidexterity [5]; Cortical Stack [6]; Damage Resistance 40 (Can’t Wear Armor, -40%) [120]; Doesn’t Breathe [20]; Enhanced Move (Ground) 1/2 [10]; Extra-Flexible Arms (applies to standard two arms) [10]; Extra Legs (6 legs) [10]; Machine [25]; Photographic Memory [10]; Pressure Support 2 [10]; Radiation Tolerance 2 [5]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Sealed [15]; Shapeshifting (Alternate Form; Three forms, all less power; Reduced Time, +40%) [63]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 5 [5]; Vacuum Support [5]. Accessory (Distributed Microframe Computer, Cyberbrain) [2]. Cybershell Body [-15]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Common, any one hydrocarbon fuel) [-20]. Individuals of the same model closely resemble each other. $1,436,000 + computer; LC 3 |
Rolling Hoop Configuration (316 points): Add Enhanced Move (Ground) 2 [10], No Legs (Rolls) [0], and No Manipulators [-50].
Tunneling Worm Configuration (346 points): Add Tunneling (Move 1) [35], No Legs (Slithers) [0], One Arm [-20], Extra Flexible Arm [5]
Work Arm (301 points): Add No Legs (Sessille) [-50] and One Arm [-20] and Extra Flexible Long 4 Arm [45]. The arm has a reach of +5 hexes, although it must have somewhere solid to anchor itself before adopting this form.
Tunneling Worm Configuration (346 points): Add Tunneling (Move 1) [35], No Legs (Slithers) [0], One Arm [-20], Extra Flexible Arm [5]
Work Arm (301 points): Add No Legs (Sessille) [-50] and One Arm [-20] and Extra Flexible Long 4 Arm [45]. The arm has a reach of +5 hexes, although it must have somewhere solid to anchor itself before adopting this form.
Neue-series Volkspider [Cybershell] |
65 points |
Volkspiders are small Arachnoid variants that are often found around houses acting as domestic bots, running errands for families, cleaning vents and pipers, and the like. They have many of the same advantages, but the biggest exception is that they are much smaller than the typical arachnoid. They are less often used to house AGIs as they are puppeted by AGIs or LAIs, especially house AIs, and so don't come with a built in cortical stack. They are actually very easy to produce; children can buy kits and knock together a Volkspider within a few hours; using Mechanic and Electronics Repair skills on the Volkspider have a +3 bonus based on how easy they are to assemble.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Features Cost |
ST-2 [-20]; HT+1 [10].
HP-2 [-4]; SM -3. Clinging [20]; Damage Resistance 3 (Can’t Wear Armor, -40%) [9]; Doesn’t Breathe [20]; Extra Legs (6 legs) [10]; Infravision [10]; Machine [25]; Photographic Memory (Recorded Data only, -20%) [8]; Reduced Consumption 3 (Recharge/refuel once a week) [6]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Infrared Communication) [10]; Telecommunication (Radio; Video, +40%) [14]; Temperature Tolerance 2 [2]. Accessory (Cyberbrain, Small Computer) [2]. Colorblindness [-10]; Cybershell Body [-15]; Horizontal [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]; Short Arms [-10]. Individuals of the same model closely resemble each other. [0] $2,100; LC 4 |
Domestic Bot (+15 Points): A typical version of the Volkspider often found in well-off households; there are usually two or three at work at any given time that, all being puppeted by the house AI. Change to SM -2 and Reduced Consumption 2 (Recharge/Refuel once per day) [-2]; add Payload 5 [5] and the perk Accessory (Small Refrigerator Unit and payload bay) [2]; Delete Colorblindness [+10]. 80 points.
Securibot (+70 Points): A security version that is sometimes used by police departments and private security councils. These are usually sleeved with LAIs or NAIs that are programmed to do specific security tasks, but can be taken over at a moment's notice by a resident security AGI or LAI. Change SM to -2 and Reduced Consumption 2 (Recharge/refuel once a day) [-2]; add Basic Move +2 [10], DR 10 (Can't Wear Armor, -40%) [30], Extra Arms 1 (Weapon Mount, -80%) [2], Protected Sense (Vision) [5], and Sealed [15]; delete Colorblindness [+10]. 135 points; lower the LC by 1. Police versions often have Accessory (sirens and/or lights) [1]; military versions have Accessory (IFF Transponder) [1].
Techspider (+133 Points): A version of the volkspider that's used in space and in a vacuum, often allowing workers to get into places where they wouldn't normally be able to go, doing work on scaffolding and the like. It features retractable sharped blades to help with cutting. Change SM -2, Temperature Tolerance 7 [+5]; add Claws (Sharp Claws) [5], DR 12 (Can't Wear Armor, -40%) [36], High Manual Dexterity 4 [20], Microscopic Vision 3 [15], Pressure Support 1 [5], Protected Sense (Vision) [5], Radiation Tolerance 5 [10], Sealed [15], Sensitive Touch [10], Vacuum Support [5], and the perks Accessory (Built-in multi-purpose toolkit; micromanipulator tools) [2]. 198 points; lower the LC by 1.
Securibot (+70 Points): A security version that is sometimes used by police departments and private security councils. These are usually sleeved with LAIs or NAIs that are programmed to do specific security tasks, but can be taken over at a moment's notice by a resident security AGI or LAI. Change SM to -2 and Reduced Consumption 2 (Recharge/refuel once a day) [-2]; add Basic Move +2 [10], DR 10 (Can't Wear Armor, -40%) [30], Extra Arms 1 (Weapon Mount, -80%) [2], Protected Sense (Vision) [5], and Sealed [15]; delete Colorblindness [+10]. 135 points; lower the LC by 1. Police versions often have Accessory (sirens and/or lights) [1]; military versions have Accessory (IFF Transponder) [1].
Techspider (+133 Points): A version of the volkspider that's used in space and in a vacuum, often allowing workers to get into places where they wouldn't normally be able to go, doing work on scaffolding and the like. It features retractable sharped blades to help with cutting. Change SM -2, Temperature Tolerance 7 [+5]; add Claws (Sharp Claws) [5], DR 12 (Can't Wear Armor, -40%) [36], High Manual Dexterity 4 [20], Microscopic Vision 3 [15], Pressure Support 1 [5], Protected Sense (Vision) [5], Radiation Tolerance 5 [10], Sealed [15], Sensitive Touch [10], Vacuum Support [5], and the perks Accessory (Built-in multi-purpose toolkit; micromanipulator tools) [2]. 198 points; lower the LC by 1.
Xerexes-series Zero-G Stevedore [Cybershell] |
343 points |
The Zero-G Stevedore variant of the Arachnoid is a variant of the Arachnoid that is designed to operate exclusively in microgravity, and it does that very well, with a modified leg-arm arraignment from the standard Arachnoid that preserves the shape but adopts the shell for a life without verticals. This modified leg-arm arraignment is where it differs substantially; It features six legs, two of which are useable as hands or foot manipulators and the other four of which are tool mounts (or weapon mounts, given some tools can be used as weapons). Since it's designed for a freefall environment, using these leg-arms as legs results in the pod being forced to adopt a horizontal posture with no populators at all, given it lacks the to two forward-facing limbs that are common on the Arachnoid. Combine this with a miniature ion thrust drive capable of 1G thrust for 30 seconds (or lower thrust for longer periods; 0.5G for 60 seconds, for instance, or 0.25G for 120 seconds), and the Zero-G Stevedore becomes a variant that stands apart from a conventional Arachnoid, while still being obviously inspired by the cybershell.
Attribute Modifiers
Secondary Characteristic Modifiers Advantages Perks Disadvantages Quirks Features Cost |
ST+3 [30]; HT+2 [20].
HP+2 [4]; Air Move (actually Space acceleration) -1 [-2]. 360° Vision [25]; 3D Spatial Sense [10]; Clinging (Specific, Only materials on which magnetic clamps can work, -40%) [12]; Cortical Stack [6]; DR 18 (Can’t Wear Armor, -40%) [54]; Doesn’t Breathe [20]; Enhanced Move 5 (Space; Newtonian, -50%) [50]; Extra Arms 2 (Foot Manipulators, -30%) [14]; Extra Arms 4 (Tool Mounts, -80%) [8]; Extra Legs (6 legs; Temporary Disadvantage, Horizontal and No Fine Manipulators, -40%) [4]; Flight (Newtonian Space Flight, +25%; Space Flight Only, -75%) [20]; Lifting ST +4 [12]; Machine [25]; Nictitating Membrane 2 [2]; Night Vision 3 [3]; Perfect Memory [10]; Pressure Support 1 [5]; Radiation Tolerance 5 [10]; Scanning Sense (Radar; Extended Arc, 360°, +125%; Reduced Range, 1/2, -10%) [43]; Sealed [15]; Telecommunication (Cable Jack; Video, +40%) [7]; Telecommunication (Laser Communication) [15]; Telecommunication (Radio; Video, +40%) [14];Vacuum Support [5]. Accessories (Cyberbrain, Small Computer, Small Spotlights). [2] Cybershell Body [-15]; Hard of Hearing [-10]; Increased Consumption 1 (Requires periodic recharging, 4 hour endurance) [-10]; Maintenance (Electronics Repair and Mechanic skills, 2 people, Monthly) [-4]; No Sense of Smell/Taste [-5]; Restricted Diet (Very Common, power cells) [-10]. Cannot Float. [-1] Individuals of the same model closely resemble each other $334,000; LC 4 |