Cybernetics
Cybernetics are the implementation of synthetic modifications. These can be used for a - oh for cripes sake this is a rough draft, GUESS what they are. They have no limitations like charges or battery life but are susceptible to electronic interference
Cybernetics require masters of the craft in order to construct and very advanced surgeons to apply. As such they are not easily available to all. They are also extremely painful to apply, taking one without needing it (i.e. a missing limb) may require a will or fortitude check to see if your character has the bravado to go through the operation (this usually only applies if your receiving them from backdoor doctors instead of professionals. As professionals have anesthesia).
Cybernetics are limited to 1 per character unless they take the Cybernetic Being talent or the Cyber benefit. The limit can increase without maximum, eventually the character can become a complete machine, this has its own disadvantages though.
Name | Location | Effect | Cost |
Night-sight | Eyes | Grants 120 ft darkvision, but converts vision to black and white | 2500 |
Scanner | Eye | +30% Sight | 2500 |
Jumper | Dual legs | +25% jump | 1500 |
Runner | Dual legs | +10 base movement speed (does not effect actual speed skill) | 1750 |
Strength-arm | Arm | +5 fitness modifier when using modified arm(s) (includes melee damage) | 1350 |
Net Interface | Eyes | An implant hooked up to the galactic web, confers +15 to all knowledge checks as you google information. | 1500 |
Spotter | Eyes | +10% attack with ranged weapons +20% Sight when you specifically know what you're looking for. | 1500 |
Asassins-blade | Arm | A modifiable dagger remains lodged in the wrist to be deployed at will as an immediate action. It is well shielded from scanning and general search attempts, but not impossible to find. Damage of 1d4, counts as a dagger and can be modified to use special daggers that you can afford at time of surgery but it is not interchangeable after initial installation. | 2200 |
Knight-blade | Arm | A modifiable sword remains lodged in the forearm to be deployed at will as an immediate action. It isn't well hidden from scans or a very touchy frisking. Damage of 1d8, counts as a short or long sword.and can be modified to use special daggers that you can afford at time of surgery but it is not interchangeable after initial installation. | 1600 |
Hidden gun | Arm | Fixed into the forearm is a hidden barrel and 3 round cylinder that can modify its chamber to use various pistol ammunition, defaults to 2d4+5 damage ammunition. This weapon has 3 shots before needing to be tediously reloaded (4 standard actions) but is shielded from scanning and remains hidden within the arm. | 3800 |
Arm-gun | Arm | Fixed onto the forearm are two barrels with a 20 round magazine (in total). The RoF is considered 2 as both barrels fire in rapid succession. Defaults to 2d6+6 damage ammunition but can be swapped with various rifle ammo. This weapon is treated as a normal firearm and is very easily found in scans. | 2800 |
Arm cannon | Arm | Fixed into the forearm is a large caliber barrel, the hand associated with the arm is modified to be retractable and compacted around the barrel so the weapon can be fired. This weapon is considered hidden and may be loaded with a single rocket, grenade, or other similar round. It is easily spotted in scans however despite being visually impossible to see. | 4400 |
Hack interface | Arm | Designed to plug into any interface and attempt to take control. Uses the Computer Use skill. | 2600 |
Snake Fang | any | In any given body part a modification for a small needle injector or simply a holding case may be put in to allow for poisonous substances. The container is reinforced and sealed to prevent accidents from poisoning the owner. This is rather difficult to find in security scans and visually impossible to notice until deployed. | 1800 |
Ethi Charger | any | The ethi charger is used typically by those who don't use magic yet rely on ethi enhancements on their equipment. It grants 4 expendable charges a day for use on armor or weapons. This can be taken multiple times and put into different body parts. | 1500 |
Torch | Arm/eyes (counts as 2) | Allows for a partially hidden (more so out of the way) modification of a welding torch/cutter and dimmers in the eyes to allow for spontaneous use of really hot fire for welding things shut/open, lighting substances, or just plain pyromania. Good for engineers who frequently do such work. | 2250 |