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Apr 22 15 10:26 PM

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Cybernetic Augmentation

Damaging Cybernetic Augmentations
Augmentations can be attacked by targetting the limb in question (-4 penalty to attacks) and if that limb is hit, every 10 points of damage done through armor, cripples 1 option space worth of cyberware in that area. Therefore if a character with cybernetics were to take 20 damage to their left arm, two option spaces worth of cybernetics are damaged and need repairs. This damage is still taken to the character's Health Points as normal.  

Bioelectric Power 
Many cybernetic systems and rebuilds feed off the body's own bioelectric power, which requires a steady metabolism and healthy individual to fuel these systems. A healthy character produces Power Points equal to their Fatigue score. Every round that a cybernetic system with power requirements, is running, uses 1 Fatigue (Power) point from their bioelectric system for each Power Point. Batteries and other implant options allow supplements that can be used to power these systems without reducing the endurance of the user. 

Overheating
If a character using cybernetics runs out of Power Points (or Fatigue), reducing it to 0, the character either has two options, 'run hot' or to power down all power-using enhancements. If a character runs hot, they begin to overheat, taking damage per point of Power Usage that is over their limit or past 0. This damage continues each round while the character is 'running hot'. Example: A character who is running hot while using a Strength Rebuild Beta, suffers 3 damage per round (the power usage of the cybernetics), while the augmentation is still active. 

Thermal Vision & Cybernetics
The thermal signature of a cyborg is much 'hotter' than an ordinary biological target, for every 2 points of Power spent per round, an opponent using Thermal sight and gear gains a +1 to Awareness skill checks to locate them (to a max of +6). 
Adjusting Augmentation Power Usage Advanced level cybernetic augmentations, can be dialed down below their maximum bonus to reduce the power usage (Example: A Strength Rebuild Alpha can be used to give +4d6 bonus for 4 power points per round, or be reduced to +1d6 bonus for 1 power point per round. This bonus is adjustable, but scales with the bonus of lower-level benefits). 

Power Augmentations 
Type 1 Bioelectric Battery (Stores 3 Power Points, can be recharged from Bioelectrics), Procedure: Subdermal, Availability: Common, Price: Very Cheap
Type 2 Bioelectric Battery (Stores 6  Power Points, can be recharged from Bioelectrics), Procedure: Subdermal, Availability: Common, Price: Cheap
Type 3 Bioelectric Battery (Stores 9 Power Points, can be recharged from Bioelectrics), Procedure: Subdermal, Availability: Uncommon, Price: Cheap
Type 4 Bioelectric Battery (Stores 12 Power Points, can be recharged from Bioelectrics), Procedure: Subdermal, Availability: Uncommon, Price: Normal
Type 5 Bioelectric Battery (Stores 15 Power Points, can be recharged from Bioelectrics), Procedure: Subdermal, Availability: Restricted, Price: Normal
Type 6 Bioelectric Battery (Stores 18 Power Points, can be recharged from Bioelectrics),  Procedure: Subdermal, Availability: Experimental, Drawback: These batteries stay hot when fully charged and can raise the internal temperature of a body they're installed in, causing a -2 penalty to Stamina skill checks against extreme heat, Price: Costly

Bioelectric Power Generator Delta (Generates 2 Power Points per round), Procedure: Open Surgery, Availability: Common, Price: Normal
Bioelectric Power Generator Gamma (Generates 4 Power Points per round), Procedure: Open Surgery, Availability: Common, Price: Costly
Bioelectric Power Generator Beta (Generates 6 Power Points per round), Procedure: Open Surgery, Availability: Uncommon, Price: Costly
Bioelectric Power Generator Alpha (Generates 8 Power Points per round), Procedure: Open Surgery, Availability: Uncommon, Price: Very Costly
Experimental Bioelectric Generator (Generates 10 Power Points per round), Procedure: Vital, Availability: Experimental, Drawback: Overcharge, excess Power Points not being used can cause the user to suffer from extreme heat and they take 1 damage per round per unused power points from 'running hot', Price: Expensive
Bioelectric Charging Port (Allows transfer of Power Points to external devices, wireless charging option - but every 2 Power Points = 1 Power Point for the device due to energy bleed. Only 2 Power Points can be transferred per round), Option Space: 1, Availability: Common, Price: Cheap
Electric Leech Energy Drain (Allows conducting and absorbtion of power from external generators or batteries by placing hands on it or plugging into it, counts as 1d6 armor from Electrical based attacks and you can absorb up to your Willpower score in Power Points per round), Option Space: 1, Availability: Illegal, Price: Normal
Thermal Dampers (Vents heat from cybernetics to prevent detection by Infrared or Thermal optics, reduce awareness bonus granted by running 'hot' with cybernetics by -4 to a minimum of 0), Option Space: 1, Availability: Restricted, Price: Costly

Cybernetic Augmentations

Physical Augmentations
Strength Rebuild Delta (+1d6 to Body based skill checks: Athletics, Martial Arts, Rend), Power Usage: 1, Option Space: 1 per location, Procedure: Open Surgery, Availability: Restricted, Price: Costly
Strength Rebuild Gamma (+2d6 to Body based skill checks: Athletics, Martial Arts, Rend), Power Usage: 2, Option Space: 1 per location, Procedure: Open Surgery, Availability: Illegal, Price: Costly
Strength Rebuild Beta (+3d6 to Body based skill checks: Athletics, Martial Arts, Rend), Power Usage: 3, Option Space: 1 per location, Procedure: Open Surgery, Availability: Illegal, Price: Very Costly
Strength Rebuild Alpha (+4d6 to Body based skill checks: Athletics, Martial Arts, Rend), Power Usage: 4, Option Space: 1 per location, Procedure: Open Surgery, Availability: Illegal, Price: Expensive
Experimental Strength Rebuild (+5d6 to Body based skill checks: Athletics, Martial Arts, Rend), Power Usage: 5, Option Space: 1 per location, Procedure: Open Surgery, Availability: Experimental, Price: Very Expensive, Drawback: Physical Strain, if the augmentation has been active for over 6 hours, the user must begin to make a Hard difficulty Tolerance check each round or suffer 1d6 Blunt damage, as the human body begins to break down from the strain of using augmented muscles. 
Boneweave Hardening (+1d6 to unarmed damage, +5 Health Points), Procedure: Open Surgery, Availability: Restricted, Price: Normal
Retractable Glider Wings (Movement +2 while flying, use Acrobatics skill for piloting), Procedure: Subdermal, Availability: Restricted, Price: Costly
Internal Parachute (After 20yds of falling, no damage and deploys parachute to slow descent, use acrobatics to help land), Procedure: Subdermal, Availiabilty: Restricted, Price: Normal
Impact Foam Crash System (This system deploys automatically when the velocity of the user reaches a dangerous level and external sensors detect a crash imminent or can be deployed via spending an action. It provides 6d6 Armor Value against Blunt attacks as the body sprays a foam that coats the limbs and solidifies to provide cushioning on impact. This material must be broken out of with an Easy Diff. Rend check after the impact or the user is considered stunned. This system can be used 6 times before it needs reloaded with foam. Foam reloads are a Very Cheap (Diff. 6) price), Power Usage: 1, Procedure: Open Surgery, Availability: Uncommon, Price: Normal

Armor & Skin Augmentations
Armor Types: Kinetic, Laser, Explosive, Sonic, Electric, Fire, Blade, Blunt
Body Plating Type 1 (1d6 Armor Value of 1 Armor Type to all locations), Procedure: Subdermal, Availability: Restricted, Price: Very Cheap
Body Plating Type 2 (2d6 Armor Value of 2 Armor Types to all locations), Procedure: Subdermal, Availability: Restricted, Price: Cheap
Body Plating Type 3 (3d6 Armor Value of 3 Armor Types to all locations), Procedure: Subdermal, Availability: Restricted, Price: Normal
Body Plating Type 4 (4d6 Armor Value of 4 Armor Types to all locations), Procedure: Subdermal, Availability: Illegal, Price: Normal
Body Plating Type 5 (5d6 Armor Value of 1 Type to one location), Procedure: Subdermal, Availability: Illegal, Price: Costly
Body Plating Type 6 (6d6 Armor Value of 1 Type to one location), Procedure: Subdermal, Availability: Experimental, Price: Costly
Deployable Cyber Shields
These retractable shields can be deployed as cover against one direction of attack, providing additional armor in the same manner as cover.
Combat Shield Type 1 (1d6 Armor Value of 1 Armor Type), Procedure: Minimal, Cost: 15, Availability: Restricted, Price: Very Cheap
Combat Shield Type 2 (2d6 Armor Value of 2 Armor Types), Procedure: Minimal, Cost: 30, Availability: Restricted, Price: Cheap
Combat Shield Type 3 (3d6 Armor Value of 3 Armor Types), Procedure: Minimal, Cost: 45, Availability: Restricted, Price: Normal
Combat Shield Type 4 (4d6 Armor Value of 4 Armor Types), Procedure: Minimal, Cost: 60, Availability: Illegal, Price: Normal
Combat Shield Type 5 (5d6 Armor Value of 5 Armor Types), Procedure: Minimal, Cost: 75, Availability: Illegal, Price: Costly
Combat Shield Type 6 (6d6 Armor Value of 6 Armor Types), Procedure: Minimal, Cost: 90, Availability: Experimental, Price: Costly
Smartcamo Skin Delta (Adaptive camoflauge skin layering, provides a +1d6 to Stealth when visual cues are involved, blocks Thermal and heat detection), Power Usage: 1, Option Space: 1 per location, Procedure: Subdermal, Availability: Illegal, Price: Costly
SmartCamo Skin Gamma (Adaptive camoflauge skin layering, provides a +2d6 to Stealth checks when visual cues are involved, blocks thermal and heat detection), Power Usage: 2, Option Space: 1 per location, Procedure: Subdermal, Availability: Illegal, Price: Very Costly
SmartCamo Skin Beta (Adaptive camoflauge skin layering, provides a +3d6 to Stealth checks when visual cues are involved, blocks thermal and heat detection), Power Usage: 3, Option Space: 1 per location, Procedure: Subdermal, Availability: Illegal, Price: Expensive
SmartCamo Skin Alpha (Adaptive camoflauge skin layering, provides a +4d6 to Stealth checks when visual cues are involved, blocks thermal and heat detection), Power Usage: 4, Option Space: 1 per location, Procedure: Subdermal, Availability: Illegal, Price: Very Expensive
Experimental SmartCamo Skin (Adaptive camoflauge skin layering, provides a +5d6 to Stealth checks when visual cues are involved, blocks thermal and heat detection), Power Usage: 5, Option Space: 1 per location, Procedure: Open Surgery, Availability: Experimental, Drawback: Stiffness at the joints and leathery skin layering provides a -2 penalty to Acrobatics skill checks., Price: Very Expensive
Electric Skin Delta (Anything touching the Armor, unarmed attacks, takes 1d6 Electric damage), Option Space: 1 per location, Power Usage: 1, Availability: Restricted, Price: Cheap
Electric Skin Gamma (Anything touching the Armor, unarmed attacks, takes 2d6 Electric damage), Option Space: 1 per location, Power Usage: 2, Availability: Restricted, Price: Normal
Electric Skin Beta (Anything touching the Armor, unarmed attacks, takes 3d6 Electric damage), Option Space: 1 per location, Power Usage: 3, Availability: Illegal, Price: Normal
Electric Skin Alpha (Anything touching the Armor, unarmed attacks, takes 4d6 Electric damage), Option Space: 1 per location, Power Usage: 4, Availability: Illegal, Price: Costly
Experimental Electric Skin (Anything touching the Armor, unarmed attacks, deals 5d6 Electric damage), Option Space: 1 per location, Power Usage: 5, Availability: Experimental, Drawback: Overcharge, if the Electric skin is powered and running for more than 6 rounds, it starts dealing 1d6 Fire damage to the character using it, per round, Price: Costly
Fashion Skin (Shifting skin patterns, this skin type can form complex and shifting image patterns - not only can it be used to mimic the skin color or appearance of another person or object superficially from a distance - about 10 yards or more it provides a +2 to Deception for disguise or +2 to visual Stealth - but it can also be used as a screen to display video images or moving animations across the body of the user. Typically when installed it simply has one reoccuring pattern - but users with a Neural Computer can change this pattern from existing files with no issue. A Fashion Skin program uses 1 Active Memory and costs a Very Cheap price. Fashion Skin is seen as a status symbol among some groups and grants a +2 to Socialize skills at the Game Master's discretion.), Power Usage: 1, Option Space: 1 per location, Procedure: Subdermal, Availability: Uncommon, Price: Normal
Shift Tattoo (Similar to Fashion Skin, this type of augmentation uses a single changing or shifting pattern which is tattooed just under the skin using special ink and glows through. The ink responds to the changing tides of the user's biorhythm and certain 'moods' may cause the tattoo to change to a preset pattern or image. It may provide a +1 to socialize skill checks on a Game Master discretion - such as among a gang as a status symbol. The tattoo typically covers only one part of a user's body and is not as versatile as Fashion Skin), Option Space: 1, Procedure: Subdermal, Availability: Common, Price: Cheap

Internal Augmentations 
Replacement Internal Organs (This option can be taken up to four times, Lungs, Heart, Stomach & Intestines, Liver & Kidneys. Each time it is taken it adds 5 Health Points and imparts organ specific functions listed below. Replacement organs cost no option spaces, since they replace existing organs), Procedure: Complex, Availability: Uncommon, Price: Normal (each organ replaced)
-Replacement Lungs (+2 to Fatigue score, can hold breath twice as long)
-Replacement Heart (+4 to Fatigue score)
-Replacement GI Stomach & Intestines (+2 to Stamina checks to resist ingested toxins, chemicals, or poisons)
-Replacement Liver & Kidneys (+2 to Tolerance checks when filtering toxins from the bloodstream or processing intoxicants, Drugs and Alcohol only have half normal duration)
Oxygen Surplus Collector (Provides 6 hours of oxygen), Procedure: Open Surgery, Availability: Restricted, Price: Normal
Lung Filter (Filters airborne toxins and inhalents, giving a +4 to stamina checks against substances in the air), Option Space: 1, Availability: Common, Price: Normal
Environmental Regulator (protects against extremes of heat and cold, +4 to Stamina checks against environmental effects), Power Usage: 2, Procedure: Open Surgery, Availability: Uncommon, Price: Normal
Skeletal Rebuild (adds 10 Health Points, increases Augmentation Threshold for Cyberware by 3), Power Usage: 0, Procedure: Critical, Credits, Availability: Experimental, Drawback: Having a metal skeleton causes discomfort and has a tendency to rub against flesh around the joints, characters must roll for Cyberware rejection every 3 months., Price: Very Costly
Digestive Pouch (Allows up to a Size 1 object to be swallowed and reguritated without harm, this item can only be detected with X-Rays and deep medical scanners, Very Hard Diff. Medical skill check), Power Usage: 0, Procedure: Open Surgery, Availability: Illegal, Price: Costly
Adrenal Tap (Artificial gland that promotes adrenaline production of the adrenal gland during fight or flight responses, grants a +4 to Opportunity skill checks), Power Usage: 1, Option Space: 1, Procedure: Critical, Availability: Illegal, Price: Costly
Vocal Emulator (This augmentation allows a user to speak in stored voice patterns - typically recorded via an external wireless device or by using Auditory Augmentations. Grants a +4 to Deception skill checks when impersonating another person's vocal patterns), Precodure: Open Surgery, Availability: Restricted, Price: Costly
Drug Injector Pump (This implant can hold up to 6 doses of a single drug, chemical, or toxin and can inject directly into the user's system at the user's control or when their medical health falls to such a low degree that narcotics are needed to boost the system and help stabilize the user - the effects depend on the chemical or drug, but typically require a Tolerance check), Option Space: 1, Procedure: Minimal, Cost: 150 Credits + Cost of Chemical/Toxin/Drug, Availability: Restricted, Price: Normal

Sensory Augmentation
Note on Sensory Augmentation (All sensory augments, whether Optical or Auditory, can be used to record their personal experience and save it to a datafile within the user's Neural Computer if they have one, or via an external device that is keyed to their augmentation frequency. Optical augmentation records only video. While Auditory Augmentation records only Audio. If the character has both they have sound and video recordings of everything they do in a given day. Some characters with illegal lifestyles delete these files rather than save them, in order to avoid having evidence against their activities. Sensory Augmentations can be used set by default to record or to automatically delete all data after a set time. Additionally both types of Augmentation allow sensory input from the Augmented Reality Net to be fed into the user's awareness. )
Optical Augmentation Delta (+1d6 to Perception skill checks when using visual cues), Power Usage: 1, Procedure: Open Surgery, Availability: Restricted, Price: Costly
Optical Augmentation Gamma (+2d6 to Perception skill checks when using visual cues), Power Usage: 2, Procedure: Open Surgery, Availability: Illegal, Price: Costly
Optical Augmentation Beta (+3d6 to Perception skill checks when using visual cues), Power Usage: 3, Procedure: Open Surgery, Availiability: Illegal, Price: Very Costly
Optical Augmentation Alpha (+4d6 to Perception skill checks when using visual cues), Power Usage: 4, Procedure: Open Surgery, Availability: Illegal, Price: Expensive
Experimental Optical Augmentaiton (+5d6 to Perception skill checks when using visual cues), Power Usage: 5, Procedure: Vital, Availability: Experimental, Drawback: Insomnia, must make a Resist check of Hard difficulty to get to sleep, the advanced optic nerves alter sleep patterns by making it harder to get into REM sleep, Price: Very Expensive
Antique Optical Sensors (1 sensory option), Power Usage: 1, Procedure: Minimal, Availability: Common, Price: Cheap
Outdated Opitcal Sensors (2 sensory options), Power Usage: 1, Procedure: Minimal, Availability: Common, Price: Normal
Standard Optical Sensors (3 sensory options), Power Usage: 2, Procedure: Minimal, Availability: Uncommon, Price: Normal
Advanced Optical Sensors (4 sensory options), Power Usage: 2, Procedure: Open Surgery, Availability: Uncommon, Price: Costly
High Tech Optical Sensors (5 sensory options), Power Usage: 3, Procedure: Open Surgery, Availability: Restricted, Price: Costly
Experimental Optical Sensors (6 sensory options), Power Usage: 4, Procedure: Vital, Availability: Experimental, Drawback: Hallucinations, if you've run your optical sensors for more than 6 hours, you have to make a Resist skill check of Hard difficulty or suffer from occasional visual hallucinations, especially on critical failures of awareness. The nature of these hallucinations are the choice of the Game Master, Price: Very Costly
Sensor Antenna (allows mounting of up to 2 Option Spaces of auditory or optical sensory equipment, protrudes from head), Option Space: None, Procedure: Minimal, Price: Cheap
Antique Auditory Sensors (1 sensory option), Power Usage: 1, Procedure: Minimal, Availability: Common, Price: Cheap
Outdated Auditory Sensors (2 sensory options), Power Usage: 1, Procedure: Minimal, Availability: Common, Price: Normal
Standard Auditory Sensors (3 sensory options), Power Usage: 2, Procedure: Minimal, Availability: Uncommon, Price: Normal
Advanced Auditory Sensors (4 sensory options), Power Usage: 2, Procedure: Open Surgery, Availability: Uncommon, Price: Costly
High Tech Auditory Sensors (5 sensory options), Power Usage: 3, Procedure: Open Surgery, Availability: Restricted, Price: Costly
Experimental Auditory Sensors (6 sensory options), Power Usage: 4, Procedure: Vital, Availability: Experimental, Drawback: Feedback, if the auditory sensors have been running for more than 6 hours, they suffer from audio feedback from loud noises. Any signifcantly loud noise does 1d6 Sonic damage to the user, ignoring armor, Price: Very Costly
Auditory Augmentation Delta (+1d6 to Perception skill checks when using audio cues), Power Usage: 1, Procedure: Minimal, Availability: Restricted, Price: Costly
Auditory Augmentation Gamma (+2d6 to Perception skill checks when using audio cues), Power Usage: 2, Procedure: Minimal, Availability: Illegal, Price: Costly
Auditory Augmentation Beta (+3d6 to Perception skill checks when using audio cues), Power Usage: 3, Procedure: Minimal, Availability: Illegal, Price: Very Costly
Audtiory Augmentation Alpha (+4d6 to Perception skill checks when using audio cues), Power Usage: 4, Procedure: Minimal, Availability: Illegal, Price: Expensive
Experimental Auditory Augmentation (+5d6 to Perception skill checks when using audio cues), Power Usage: 5, Procedure: Open Surgery, Availability: Experimental, Drawback: Background Noise, if you run your Auditory Augmentation for more than 6 hours, you pick up random background noise on occasion, especially when critically failing on awareness rolls. This background noise can be anything, but its an irritating distraciton, causing a -2 penalty to all actions while it effects you, Price: Very Expensive

Optical Sensory Options: 
Night Vision (halves the penalty from darkness), Availability: Common
React Optic (Artificial muscles within the optics pull the eyes rapidly towards detected movement to minimize danger from collision or quick moving dangers, this can be disabled or enabled with a thought. When enabled, provides a +2 to Opportunity and Initiative against fast moving threats, -4 to Awareness when trying to notice objects that are not moving), Availability: Restricted
Thermal (no penalty from darkness from warm targets, can track targets by heat signature giving a +2 to Investigate skill checks when applicable), Availability: Uncommon
Ultraviolet (halves the penalty from darkness, allows view into the UV spectrum), Availability: Uncommon
Picture in Picture (Allows a small window to hover in field of vision connected to another optical device or devices, window can be expanded or contracted through thought, allows user to split their attention between multiple optics - suffering a -2 to Awareness between both), Availability: Common
Image Enhancement (+1 to Awareness and Investigation), Availability: Common
Augmented Reality (Allows overlay of AR Net), Availability: Common
Virtual Reality (Allows overlay of Virtual Reality and remote control of Avatar programs), Availability: Uncommon
Range Finder (gives a distance in meters to an object you're looking at), Availability: Common
Telescopic Vision (decreases the difficulty for ranged attacks by one category), Availability: Uncommon

Auditory Sensor Options: 
Subsonic Enhancer (Can hear within the subsonic range at 50 yards, +2 to auditory awareness when listening to subsonic noise), Availbility: Uncommon
Sound Damper (Prevents hearing damage or deafening from loud noises), Availability: Common
Audio Enhancer (Can pinpoint specific conversations or noises within hearing range, filtering noise for a +2 to auditory awraeness), Availiability: Common
Channel Listener (You can hear online radio, electronic audio, music, or phone calls from your computer or wireless electronic device, directly into your ears), Availability: Common
Mood Music (Your auditory package detects stress levels in your body and plays preprogrammed music and binural frequencies to suit your mood and environment, providing a +2 to Resist skill checks, but with a -2 to Awareness skill checks based on audio cues), Availability: Common
Sonar (negates darkness penalties within 100 yards), Availability: Restricted
Gunfire Sensor (detects gunshots within 100 yards and pinpoints location to HUD or wireless device GPS), Availability: Restricted

Neural Augmentations
Nerve Rebuild Delta (+1d6 to Initiative skill checks), Option Space: 1, Power Usage: 1, Procedure: Open Surgery, Availability: Restricted, Price: Costly
Nerve Rebuild Gamma (+2d6 to Initiative skill checks), Option Space: 1, Power Usage: 2, Procedure: Open Surgery, Availability: Illegal, Price: Costly
Nerve Rebuild Beta (+3d6 to Initiative skill checks), Option Space: 1, Power Usage: 3, Procedure: Open Surgery, Availability: Illegal, Price: Very Costly
Nerve Rebuild Alpha (+4d6 to Initiative skill checks), Option Space: 1, Power Usage: 4, Procedure: Open Surgery, Availability: Illegal, Price: Expensive
Experimental Nerve Rebuild (+5d6 to Initiative skill checks), Option Space: 1, Power Usage: 5, Procedure: Vital, Availability: Experimental, Drawback: A character who has their nerves enhanced to this level perceives everything in slow-motion while its active, making it hard to communicate at times. This can be a frustrating experience and causes a -2 penalty to Resist checks while active as a user becomes frustrated and impatient, Price: Expensive
Neural Computer 
Having a Neural Computer makes you vulnerable to Geist-Hacking, but you can run programs and access the Net with a mere thought at no extra action penalty.
Antique Neural Computer (Same as Antique Computer, mentally controlled), Power Usage: 1, Procedure: Vital, Availability: Uncommon, Price: Cheap
Outdated Neural Computer (Same as Outdated Computer, mentally controlled), Power Usage: 1, Procedure: Vital, Availability: Common, Price: Normal
Standard Neural Computer (Same as Standard Computer, mentally controlled), Power Usage: 2, Procedure: Vital, Availability: Common, Price: Costly
Advanced Neural Computer (Same as Advanced Computer, mentally controlled), Power Usage: 2, Procedure: Vital, Availability: Uncommon, Price: Costly
High Tech Neural Computer (Same as High Tech Computer, mentally controlled), Power Usage: 3, Procedure: Vital, Availability: Restricted, Price: Very Costly
Experimental Neural Computer (Same as Experimental Computer, mentally controlled), Power Usage: 3, Procedure: Complex, Availability: Experimental, Price: Expensive
-Neural Regulator Delta (Provides  +1d6 to Resist skill checks), Procedure: Open Surgery, Availability: Uncommon, Price: Normal
-Neural Regulator Gamma (Provides +2d6 to Resist skill checks), Procedure: Open Surgery,  Availability: Uncommon, Price: Costly
-Neural Regulator Beta (Provides +3d6 to Resist skill checks), Procedure: Open Surgery, Availability: Restricted, Price: Costly
-Neural Regulator Alpha (Provides +4d6 to Resist skill checks), Procedure: Open Surgery, Availability: Restricted, Price: Very Costly
-Experimental Neural Regulator (Provides +5d6 to Resist skill checks, causes 1 Fatigue loss per round of use), Procedure: Open Surgery, Availability: Experimental, Drawback: The Regulator becomes addictive, users get used to controlling their emotional state and find it difficulty to operate without it active. Use the rules for addiction at Challenging Difficulty to not use the regulator at least once per day, Price: Very Costly
-Computer Hardware Option (Same as Hardware Options, takes away from the Option Spaces of the Neural Computer - does not count against Cybernetic Body Option Spaces), Procedure: Open Surgery, Option Cost: Same as Hardware Option, Cost: +Cost of Hardware Option
-Phantom Limb Nerve Splitter (Allows a mental switch between your physical body and virtual control of a net Avatar. Takes 1 action), Option Cost: 1, Procedure: Open Surgery, Availability: Uncommon, Price: Costly
-Neural Net Link (Allows simultaneous control of Avatar and physical body without penalty for extra action), Option Cost: 1, Procedure: Open Surgery, Availiabiltiy: Common, Price: Costly

Movement Augmentations
Leg Rebuild Delta (+1d6 to Speed skill checks for movement purposes: Acrobatics, Sprint), Power Usage: 1, Procedure: Open Surgery, Availability: Common, Price: Costly
Leg Rebuild Gamma (+2d6 to Speed skill checks for movement purposes: Acrobatics, Sprint), Power Usage: 2, Procedure: Open Surgery, Availability: Uncommon, Price: Costly
Leg Rebuild Beta (+3d6 to Speed skill checks for movement purposes: Acrobatics, Sprint), Power Usage: 3, Procedure: Open Surgery, Availability: Restricted, Price: Very Costly
Leg Rebuild Alpha (+4d6 to Speed skill checks for movement purposes: Acrobatics, Sprint), Power Usage: 4, Procedure: Open Surgery, Availability: Restricted, Price: Expensive
Experimental Leg Rebuild (+5d6 to Speed skill checks for movement purposes: Acrobatics, Sprint), Power Usage: 5, Procedure: Open Surgery, Availability: Experimental, Drawback: Physical Strain, if used for longer than 6 hours, a character must succeed a Hard Difficulty Tolerance skill check or suffer 1d6 damage every round of continued use as the stress of high-speeds wears on the body, Price: Expensive
Magnetic Grip (For walking or gripping on metal surfaces, +4 to Acrobatics for balance), Option Space: 1/per leg, Power Usage: 2, Procedure: Subdermal, Cost: 200 Credits, Availability: Uncommon, Price: Normal
Hydraulics (+2 to Athletics and jump distance, +1d6 to unarmed damage), Option Space: 1/per leg, Power Usage: 1, Procedure: Open Surgery, Availability: Restricted, Price: Normal
Leaper Leg Rebuild (+4 to Athletics and jump distance), Option Space: 1/per leg, Power Usage: 1, Procedure: Open Surgery, Availability: Uncommon, Price: Normal
Flexible Joints (+2 to Acrobatics skill checks to escape bonds or grapple attacks), Option Space: 1/per limb, Procedure: Open Surgery, Availability: Illegal, Price: Normal
Silent Gel Footpads (+2 to Stealth skill checks when auditory cues are involved), Option Space: 1/per limb, Procedure: Subdermal, Availability: Illegal, Price: Cheap
Weapon Augmentations
Retractable Weapon System (A character may conceal a retractable weapon), Power Usage: (Varies on weapon system), Availability: Illegal, Price: (Same as Weapon Type)
-Hold-Out Gun, Type: Kinetic, Rof: 1-2, Damage: 1d6, Ammo: 10, Range: 30yds, Qualities, Price: Cheap
-Thunder Knuckles, Type: Kinetic, Rof: 1, Damage: 3d6, Ammo: 4 (.410 ga.), Range: 10yds, Qualities: Spread Shot, Price: Normal
-Grenade Launcher, Type: Explosive, Rof: 1, Damage: Special (Grenade Type), Ammo: 1, Range: 50yds, Qualities: Launcher, Explosive, Price: Normal
-Sub-Gun, Type: Kinetic, Rof: 1-3, Damage: 2d6, Ammo: 20, Range: 50yds, Qualities: Automatic, Price: Normal
-Pop-Up Laser, Type: Laser, Rof: 1-2, Damage: 5d6, Ammo: Powered (Off Bioelectric Power), Range: 50yds, Qualities: Powered, Price: Normal
-Flame Thrower, Type: Fire, Rof: 1, Damage: 3d6, Ammo: 6, Range: 20yds, Qualities: Incendiary, Spread Shot, Price: Cheap
-Knuckle Blades, Type: Blade, Damage: 4d6, Qualities: None, Price: Normal
-Palm Spike, Type: Blade, Damage: 3d6, Qualities: Armor Piercing, Price: Cheap
-Extendable Blade, Type: Blade, Damage: 3d6, Qualities: Balanced, Price: Cheap
-Pop-Out Baton, Type: Blunt, Damage: 3d6, Qualities: Stun, Price: Cheap
Auto Reloader (A character with this augmentation can reload their weapon from an internal magazine instantly without needing an action. The amount of ammo this augmentation can hold inside an internal magazine depends on the damage of the weapon. 1d6-2d6 damage weapons can hold 10 rounds magazines, 3d6-4d6 damage weapons can hold 6 round magazines, 5d6-6d6 damage weapons can hold 4 round magazines), Power Usage: 1, Option Space: 1/2 per magazine, Cost: 100 Credits + Ammo cost, Availability: Illegal
Aersol Dispersal System (This system holds 6 doses of a chemical or drug that is then aerosolized into a gas that effects 10yds per dose used, 1 dose can be dispersed as an action. More doses can be forced out at once by spending 1 extra power per dose), Power Usage: 1, Option Space: 1 per location, Cost: 600 Credits, Availability: Illegal
EMP Emitter (This system is an Electromagnetic pulse emitter which effects 10yds per 1 power point spent to radiate a cloud that stuns all unshielded electronic devices, including robots and cyborgs within the area - for 1d6 minutes), Power Usage: 1 per 10yds (max of 6), Option Space: 2, Cost: 1,000 Credits, Availability: Illegal
Aura Canister System (This system is a series of small canisters and microexplosives spaced evenly along the body which can be deployed in a radius equal to the grenade type. The equivelent is similar to a Grenade of a set type and can be used once but must be reloaded afterwards. Reloads cost twice the normal amount of a grenade), Power Usage: 1, Option Space: 1 per location, Cost: 100 Credits, Availability: Illegal
Detachable Bomb (This system is one of the more deadly and clearly illegal, often used only by terrorists who are wiling to sacrifice a hand or foot, replacing it with a synthetic prosthesis that conceals a high-explosive compound. The hand or foot acts as a grenade and can be detached to initiate a fuse that detonates within 1-6 rounds at the user's choice. Up to four of these devices can be installed at any one time. The limbs function as normal until detached and new grenade hands/feet can be attached to 'reload' the device.), Power Usage: 1, Option Space: 1, Cost: 100 Credits + Cost of Grenade, Availiability: Illegal. 

Hidden Implants 
Hidden Implants are designed to be installed or function within someone's body without them being aware. These are often taken as a flaw at character creation or can occur later in game. Some characters may opt to have Hidden Implants into their own bodies, if they don't always trust themselves. Hidden Implants are designed to be hard to locate in the human body, they are often minaturized or made with materials that do not show up on X-Rays very easily, they require sophisticated medical scanning equipment to properly locate. Locating a Hidden Implant is a Medical skill check equal to the Detection Difficulty listed below. To minimize the presense of the implants, they are often inactive until activated remotely by the character who implanted them, that way they don't become a permanent power drain on the implanted character - who would eventually notice that he's unable to turn off all his or her implants. If a character suffers from an Electro Magnetic (EMP) attack, there is a chance that Hidden Implants are permanently damaged on a successful Deus Ex skill check, the difficulty set by the Game Master. 
Hidden Bioelectric Battery (This is the same as a normal cybernetics battery, only its unknown to the user and used to activate and power hidden implants), Procedure: Subdermal, Detection Difficulty: Average, Option Space: 1, Cost: +Cost of Battery Type, Availability: Restricted
Locator (This bug transmits the GPS location of a character wirelessly at all times via a subdermal RFID chip), Procedure: Subdermal, Detection Difficulty: Hard, Option Space: 1, Power Usage: 1, Cost: 50 Credits, Availability: Common
A/V Monitor (This bug wirelessly transmits encrypted data that the character sees and hears from their nervous sensory input to a user's Network account, multiple users may view it in some cases. Treat as a Antique computer with a Encryption Unit installed filling its Option Space), Procedure: Minimal Invasive, Detection Difficulty: Average, Option Space: 1, Power Usage: 1, Cost: 130 Credits, Availability: Restricted
DreamNet Module (This module is the same as a Neural Computer hardware option of the same name, with the twist that it can be remotely activated when the character goes to sleep without their realizing it. The character must already possess a Neural Computer), Option Space: 1 (takes away from the Computer's spaces, not cybernetic body space), Procedure: Open Surgery, Detection Difficulty: Very Hard, Cost: +Cost of the DreamNet Module, Availability: Illegal
Chemical Injector Pump (This implant can hold up to 3 doses of a single drug, chemical, or toxin and can inject directly into the user's system when activated with a wireless command by the person in control of this implant - the effects depend on the chemical or drug, but typically require a Tolerance check), Option Space: 1, Procedure: Open Surgery, Detection Difficulty: Hard, Cost: 75 Credits + Cost of Chemical/Toxin/Drug, Availability: Illegal
Heart Stopper (This implant is designed to kill an character its implanted in when it receives a specific encrypted signal, it is similar to a pacemaker except that it shocks a healthy heart into stopping, killing the character in 1d6 rounds. Medical attention can bring the character back to life, but additional signals can keep triggering further heart attacks unless the device is removed), Option Space: 1, Procedure: Vital, Detection Difficulty: Average, Cost: 300 Credits, Availability: Illegal
Cortex Bomb (A microexplosive implanted right into the cortex of the brain, this device when triggered explodes, killing the character instantly and doing 1d6 damage to anything within 1 yard of the character's head), Option Space: 1 Procedure: Vital, Detection Difficulty: Hard, Cost: 600 Credits, Availability: Illegal
Behavior Module (This module can only be installed into a character with a Neural Computer and takes up 1 space as a Hardware Option, it uses psychological behavior programs to install a designed mental flaw. A common example used by corporations is a Phobia of harming a employee of the company in question - forcing a penalty to actions while they attempt to harm a employee), Procedure: Open Surgery, Detection Difficulty: Very Hard, Cost: 100 Credits per point of Mental Flaw, Availability: Illegal
Paralytic Module (This module can only be installed into a Neural Computer and takes up 1 space as a Hardware Option inside the Computer. When activated by an encrypted signal, it causes the character to seize up and be paralyzed as if they were stunned. The paralysis lasts until a second signal ends it. The paralysis can sometimes be mistaken for death if medical response teams fail an Easy difficulty Medicine skill check), Procedure: Open Surgery, Detection Difficulty: Very Hard, Cost: 600 Credits, Availability: Illegal, Price: Costly
Motor Control Module (This module can only be installed into a Neural Computer and takes up 1 space as a Hardware Option inside the Computer. When activated by an encrypted signal, it allows a user real-time control over motor functions of the character or if automated, it activates a preprogrammed routine. Sometimes these modules are used for something as simple as habitually drawing a corporate logo whenever you write or it can be used to force a person to become a sleeper agent assassin. Use of a Control program is required to seize control over an individual and the control only lasts for a number of rounds equal to the Dedicated Active Memory of the program. A particularly strong willed character can attempt to break the Control program by making a Near-Impossible Resist skill check), Procedure: Open Surgery, Detection Difficulty: Very Hard, Cost: 2,000 Credits, Availability: Illegal, Price: Very Costly


Biotech Augmentation

Krome World News: The "Chupacabras" as they have been dubbed by the Media, are a violent group of Homo Sapiens Chimera that have begun as the result of illegal biotech experiments by Drug Lords in the slums of Mexico City. It is believed that the leaders of the gang, who require human stem cells to stave off the process of rapid aging, run the gang from inside a Federal Mexican Prison that has been infiltrated by Cartel influence. How they continue to get this cannibalistic biomatter into the prison, is a carefully guarded secret...

Genetic Mapping
To become enhanced with Biotech Augmentation, one must first undergo Genetic Mapping, these procedures are typically done by Biotech Clinics and can be expensive (A Normal priced procedure). Performing a Genetic map requires an Average Science (Genetics) skill check for an individual in order to map their genes correctly, if this roll fails, a mutation will occur following implantation of any Biotech Augmentation that does not conform to a character's unique genetic map. Some individuals discover they have a dormant genetic disorder during mapping, these people are often called "Potents" or potentials, a short version of "Potential Mutative Risk" or PMR. This disorder makes them a mutation risk automatically. Most clinics will not risk implantation on a PMR. Characters can choose to be a PMR at character creation by taking the "Mutative Risk" flaw. 

Biotech Augmentations

Gene Resequencing Enhancements
Gene Resequencing Enhancements restructure the core of human genetics, enhancing the capabilites in one specific category for human reactions. All Gene Resequencing is considered a Noninstrustive Procedure, but often takes 1 week before the benefits of the genetic augmentations become active. 

Biotech Fatigue Cost
Some Biotech Augmentation Enhancements require a Fatigue Cost to be spent in Fatigue points to activate the benefits of that Augmentation for 1 round. 

Body Enhancements
Muscle Mass Stimulation Delta (+1d6 to Body-based skill checks), Fatigue Cost: 1, Availability: Restricted, Price: Very Costly
Muscle Mass Stimulation Gamma (+2d6 to Body-based skill checks), Fatigue Cost: 1, Availability: Illegal, Price: Expensive
Muscle Mass Stimulation Beta (+3d6 to Body-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Very Expensive
Muscle Mass Stimulation Alpha (+4d6 to Body-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Astronomical
Experimental Muscle Mass Stimulation (+5d6 to Body-based skill checks), Fatigue Cost: 3, Availability: Experimental, Price: , Drawback:

Speed Enhancements
Improved Mobility Delta (+1d6 to Speed-based skill checks), Fatigue Cost: 1, Availability: Restricted, Price: Very Costly
Improved Mobility Gamma (+2d6 to Speed-based skill checks), Fatigue Cost: 1, Availability: Illegal, Price: Expensive
Enhanced Mobility Beta (+3d6 to Speed-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Very Expensive
Enhanced Mobility Alpha (+4d6 to Speed-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Astronomical
Experimental Mobility Enhancement (+5d6 to Body-based skill checks), Fatigue Cost: 3, Availability: Experimental, Price: , Drawback: 

Perception Enhancements
Heightened Senses Delta (+1d6 to Perception-based skill checks), Fatigue Cost: 1, Availability: Restricted, Price: Very Costly
Heightened Senses Gamma (+2d6 to Perception-based skill checks), Fatigue Cost: 1, Availability: Illegal, Price: Expensive
Heightened Senses Beta (+3d6 to Perception-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Very Expensive
Heightened Senses Alpha (+4d6 to Perception-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Astronomical
Experimental Heightened Senses (+5d6 to Perception-based skill checks), Fatigue Cost: 3, Availiability: Experimental, Price: , Drawback: Physical mutations have enhanced the character's senses beyond normal maxims for humans, resulting in bat-like earlobes for picking up sensitive sounds, reflective eyes with perfect night vision, pits on the tongue allow for sensing body heat and a more sensitive canine-like nose for sense of smell. Characters mutated in this fashion suffer a -2 penalty to Social-skill checks. 

Intelligence Enhancements
Neurological Resurfacing Delta (+1d6 to Intelligence-based skill checks), Fatigue Cost: 1, Availability: Restricted, Price: Very Costly
Neurological Resurfacing Gamma (+2d6 to Intelligence-based skill checks), Fatigue Cost: 1, Availability: Illegal, Price: Expensive
Neurological Resurfacing Beta (+3d6 to Intelligence-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Very Expensive
Neurological Resurfacing Alpha (+4d6 to Intelligence-based skill checks), Fatigue Cost: 2, Availability: Illegal, Price: Astronomical
Experimental Neurological Resurfacing (+5d6 to Intelligence-based skill checks), Fatigue Cost: 3, Availability: Experimental, Price: , Drawback: The character becomes obsessive compulsive, gaining a single focus that occupies most of their time. This could be an obsession with cleanliness.

Skin Modifications
Toughened Skin (1d6 Armor Value, protects against 1 Type), Availability: , Price: Cheap
Carapace (2d6, every die of Armor Value, protects 2 Types), Availability: , Price: Normal
Carapace (3d6, every die of Armor Value, protects 3 Types), Availability: , Price: Costly
Carapace (4d6, every die of Armor Value, protects 4 Types), Availability: , Price: Very Costly
Chameleon Skin (Skin changes color to match patterns of surroundings, +1d6 to Stealth skill checks), Availability: Illegal, Price: Costly
Advanced Chameleon Skin (Skin changes color to match patterns of surroundings, +2d6 to Stealth skill checks), Availabilty: Illegal, Price: Very Costly

Metabolic Modifications
Accelerated Healing Rate (Heal twice the normal rate per day, (Body+Stamina)x2), Availability: Restricted, Price: Normal
Regeneration (Heal 1 Health Point per round, the ability to regrow vital organs), Availability: Experimental, Price: Expensive
Toxin Processor (+2 to Stamina skill checks against toxins, poisons, and drugs), Availability: Common, Price: Cheap
Enhanced Immune System (+4 to Stamina skill checks against diseases and viruses), Availability: Uncommon, Price: Costly
Enhanced Digestion (Only require half the normal intake of food and water), Availability: Uncommon, Price: Cheap
Reactive Blood Clotting (No longer suffer the Critical Effect of Bleeding), Availability: Uncommon, Price: Normal

Natural Weapons
Retractable Claws (Gain +1d6 to unarmed damage as Blade type), Availability: Illegal, Price: Cheap
Fangs (Gain +1d6 to unarmed damage as Blade type, bite), Availability: Illegal, Price: Cheap
Poison Glands (Natural Attacks are poisonous), Availability: Illegal
-Weak Poison (Easy Difficulty Stamina skill check), Price: Cheap
-Average Poison (Average Difficulty Stamina skill check), Price: Normal
-Strong Poison (Hard Difficulty Stamina skill check), Price: Costly
-Very Strong Poison (Very Hard Difficulty Stamina skill check), Price: Very Costly
Type of Poison (Choose 1 type)
-Sedative (Character is unable to act for 1d6 minutes, treat as stun)
-Hallucinogen (Character suffers -2 penalty to Perception skill checks, Suffers from Hallucinations on failed Awareness skill checks)
-Neurotoxin (Damage is 2d6 per round for 6 rounds)

Glandular Augmentations
Revulsion Phermone Gland (Grants a +1d6 to Taunt skill checks), Procedure: Intrusive, Availability: Experimental, Price: Normal
Seduction Phermone Gland (Grants a +1d6 to Persuade skill checks), Procedure: Intrusive, Availability: Experimental, Price: Normal
Terror Phermone Gland (Grants a +1d6 to Intimidate skill checks), Procedure: Intrustive, Availability: Experimental, Price: Normal
Adreno-Defibrilator (This is a auto defibrilator made using an injection of adrenaline directly into the heart and an electrical shock into the heart from an electric eel gland. This system provides a +4 to Deus Ex skill checks to recover from near-death), Procedure: Vital, Availability: Experimental, Price: Costly, Drawback: Death-addiction. 



Mutation Risk
Those who are PMRs or Potential Mutative Risks, suffer a mutation for every Biotech Augmentation that is installed in them if they fail their Fortune skill check. Each Mutation is cumulative and two mutations of the same type add their penatlies together. Other characters may also gain Mutations for each 1 Biotech Augmentation they possess that exceeds their Augmentation Threshold and fail their Fortune skill check.

Mutations (roll 1d6)
1. Physical Deformity (-1 to Social rolls)
2. Physical Disability (mishapen bodyparts, -1 to physical Statistic Score, roll 1d6 or Game Master choice: 1-2. Body, 2-4. Speed, 5-6. Perception)
3. Reduced Fatigue (you lose 1 Fatigue from your maximum Fatigue Pool)
4. Immunodeficency (-1 to Stamina skill checks when resisting disease or virus from an Immune System Imbalance)
5. Severe Allergy (One type of common chemical or substance becomes an allergen forcing a Hard difficulty Stamina skill check or inflicting 1d6 damage and a -2 penalty to all skill checks for 1d6 minutes)
6. Inhuman Diet (You must have a chemical or food that is not usually in the human diet in order to live, every day you go without this substance, you suffer a -1 to your Fatigue Pool maximum, cumulative penalty per day.)

Biotech Augmentations

Mutation Index (Most individuals can undergo a number of mutations equal to their Augmentation Threshold before they require suffer from risk of mutation. Each Bioware installment past their Augmentation Threshold, imparts a mutation risk, requiring a Easy difficulty Deus Ex skill check or suffering from mutation.)

Homo Sapiens Chimera

A Human that has undergone too much biotech to register genetically as a human being, becomes known as a Homo Sapiens Chimera. A Chimera is too far biologically beyond their limit for genetic manipulation and often are full mutants (Bioware implants twice their Body score or more). At this level, a human can only breed with others of its kind with similar biotech implants, or risk still birth. Additionally, their physiologies and needs are often vastly different, along with more common appearance needs - meaning that those attempting to treat them with Medicine skill checks suffer a -2 penalty to their skill checks.

Last Edited By: citizenx Apr 23 15 12:11 AM. Edited 2 times