Cybernetics

The science of cybernetics is the alteration of organic creatures with artificial parts. These parts can be electronic, bio electronic, or mechanical in nature. A heavily modified creature is known as a cyborg, a combination of organic and artificial parts (as opposed to an android, which is wholly artificial).

Cybernetic modifications can enhance or improve natural capabilities, compensate for injuries, or grant entirely new capabilities. Anything from an artificial arm to retinal targeting implants to reinforced skin can be accomplished through the science of cybernetics. Even the mind can be altered, with improved cognitive functionality or extended data storage and memory.

Organic Limitations

A player-character or creature cannot continue adding cybernetic modifications indefinitely. The body can only take so much foreign matter before it starts to reject it. The number of cybernetic modifications allowed is equal to the subject's ENDURANCE attribute. Some cybernetic modifications increase ENDURANCE. In these cases, the original (unmodified) attribute is used to determine the limit of cybernetic alterations.

For the purpose of calculating this limit, a minor alteration counts as one modification, and a major alteration counts as two alterations.

A creature which has fully allocated its available cybernetic allowance changes its type to mechanoid. A mechanoid creature is vulnerable (1d6) to electricity damage and (2d6) to ion damage. Ion damage is specially designed to attack electronics and mechanoids.

If the setting uses the CHI attribute, each cybernetic alteration reduces the CHI dice pool by 1d6.

Advancement Level

Cybernetics are either 5C or 6B technologies, depending on the tone of the campaign.

Cybernetic Alterations

Enhancement

Type

Cost ($ or Cr)

Effect

Artificial arm

Major

100,000

+1d6 to  STRENGTH dice pool

Artificial leg

Major

125,000

+1d6 to AGILITY dice pool

Digiclaws Minor 100,000 +1d6 natural damage
Durarmor/sub-dermal plating Major 200,000 SOAK 5

Duraskin

Major

50,000

SOAK 2, SOAK 5 (fire)

Exosuit, partial

Major

75,000

+1d6 to STRENGTH dice pool

Exosuit, full

Major

175,000

+1d6 to STRENGTH, +1d6 to AGILITY

Hormonal regulators Minor 30,000 +1d6 to social interactions three times per day

Injector implant

Minor

18,000

One drug type, injects as a free action

Input jacks Minor 50,000 +1d6 to computer operations

Memory chip

Minor

25,000

+1d6 to LOG dice pool

Olfactory sensors Minor 25,000 +1d6 to smell-based INT checks

Psionic scrambler

Minor

50,000

+5 MENTAL DEFENSE

Retinal implant

Minor

15,000

Night, telescopic, magnifying, infra-red

Skeletal reinforcement

Major

110,000

+1d6 to ENDURANCE dice pool

Skill implant

Minor

15,000

1 new skill at 1d6

Static dynamo Major 50,000 Discharge energy as an attack

Weapon integration

Major

50,000

Plus price of weapon

Voice synthesizer

Minor

25,000

-   

Wavelength receiver Minor 50,000 Sense/read/hear energy/radiation wavelengths

Not every cybernetic alteration “takes”; some people are simply unsuitable candidates for a particular process. As an optional rule, the GM may require minor cybernetic alteration to succeed at a Difficult [16] END check, and major alterations a Demanding [21] END check. A failure means that that alteration cannot proceed.

Artificial Limbs Artificial arms and legs interface directly with nerves and work exactly like a regular limb – albeit stronger and faster. Arms add to STRENGTH, and legs increase AGILITY (cumulatively, so a full set of four limbs adds +2d6 STR and +2d6 AGI).

Digiclaws These sharp metal talons are hidden within the fingertips and release or detract as a reaction. A creature with digiclaws increases its natural damage by +1d6 and may inflict slashing or piercing damage. Characters or creatures with natural claws (including felans) cannot benefit from this enhancement.

Durarmor/sub-dermal plating Durarmor is a more substantial, advanced form of duraskin - an actual layer of armor under the skin. Flexible layers of resilient duranium increase a character's natural SOAK by 5.

Duraskin Duraskin is a skin transplant. The material is tougher than regular skin, as well as being fairly fireproof. It has a slight yellow tinge, however.

Exosuit Exosuits are old-fashioned, almost primitive forms of cybernetics. They consist of frameworks on the outside of the body which tap directly in to the wearer's nervous system, almost like an integrated suit of power armor. A partial exosuit covers just the upper half of the body, while a full exosuit includes the legs.

Hormonal Regulators A character with hormonal regulators is able to expel gathered hormones of various types for the appropriate situation. Three times per day the character may add +1d6 to a social attribute check with another living creature.

Injector Implants An injector implant stores a chemical or drug for rapid deployment as a free action. The implant stores three uses of the drug before it needs to be refilled.

Input Jacks These attachments allow you to interface with any electronic system (so long as it has an output), granting a +1d6 bonus to computer operations and cracking checks.

Memory Chip Memory chips increase a characters LOG attribute. Multiple chips can be implanted, which work cumulatively, but every two chips reduces the character's WIL dice pool by 1d6 as his sense of self is gradually eroded. Skill implants count towards this total.

Olfactory Sensors This cybernetic alteration laces the character’s nasal cavities with a mesh of metal that vastly increases its sense of smell, granting a +1d6 bonus to relevant checks (if the creature already has a scent-based bonus, this is cumulative).

Psionic Scrambler This crude cranial implant helps protect the user against psionic attacks. However, someone with this implant automatically has a PSI attribute of 0.

Retinal Implants These implants grant permanent powers of enhanced vision. A basic implant grants one ability from the list below (a character can have a different implant in each eye). More advanced implants offer multiple abilities in one device at the cost of the total value of each ability separately multiplied by the number of abilities.

Night vision This enables the user to see in darkness for 60'. Grants an environmental die in darkness or low-light.

Telescopic This doubles the user's visual range and increases range increments on weapons by 50%.

Magnifying This enables the user to see tiny details, increasing the chance to spot clues by a +1d6 bonus.

Infra-red This is a little like night vision, but has a longer range and only reveals objects or creatures which give off heat. Grants an environmental die in darkness, but not low-light.

Skeletal Reinforcement This lengthy and painful procedure fortifies a character's entire skeleton, bracing bones with layers of duranium. The over result is that the character's stamina is increased overall, as well as the ability to withstand physical damage.

Skill Implant A chip similar to the memory chip, a skill implant gives a character a brand new skill. Implants only grant a basic level of proficiency in the skill. Multiple chips can be implanted, with different skills, but every two chips reduces the character's WIL dice pool by 1d6 as his sense of self is gradually eroded. Memory chips count towards this total.

Static Dynamo A character with this modification is capable of storing up an impressive charge of energy. Three times per day when hit with a melee attack, they may release some of this energy on their attacker, dealing an amount of damage equal to the character’s total number of career grades.

Weapon Integration A character with an existing cybernetic limb can have a weapon integrated into it. The weapon operates as normal, but cannot be dropped or disarmed. The weapon must be two size categories smaller than the character, and must be paid for in addition to the integration.

Voice Synthesizer A voice synthesizer enables a character to use fake voices. When doing so, the character gains a +1d6 bonus to CHA checks made to deceive others.

Wavelength Receiver This implant affects the cerebral cortex, causing it to generate complex organic structures in the vision center of the brain that allow a creature to perceive wavelengths of energy. As a reaction a creature with a wavelength receiver can tune it to detect magnetic, radio, cellphone, radar, or even chi (and any other type of energy field the GM sees fit).