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Cybernetics List
 

Title
Cost (kDo)
HP
Socket
Toll
Complexity Score
Basic Appendage
1,000
1 DHP
Arm, Hand, Eye, Leg, or Foot
None
13
Blaster Arm
2,000
1 DHP
Arm&Hand
-1 Wisdom
15
Blind Eyes
5,000
3 HP
Eye
-1 Wisdom
18
CychoSkeleton
10,000
2 DHP
All except eyes, spine, and brain
-1 Wisdom
16
EXOSpine
10,000
N/A
Spine
-1 Constitution, -1 Wisdom
21
Hidden Compartment
1,000
N/A
Arm or Leg
-1 Constitution
12
Hydraulic Musculature
10,000
N/A
Arm&Arm&Leg&Leg&Torso
-1 Constitution, -1 Wisdom
20
Iron Fist
1,000
1 DHP
Hand
-1 Wisdom
12
MagnoHand
4,000
1 DHP
Hand
-1 Wisdom
15
MemoChip
10,000
N/A
Brain
-1 Wisdom
15
Odyn Eye
10,000
3 HP
Eye
-1 Wisdom
22
Rogue Hands
10,000
1 DHP
Hand&Hand
-1 Wisdom
15
Rogues Eye
1,000
3 HP
Eye
-1 Wisdom
15
Sudden Injectors
10,000
1 HP
Torso
-1 Constitution, -1 Wisdom
17
Support Arm
10,000
1 DHP
Spine
-1 Wisdom
17
Thresher Arm
2,000
1 DHP
Arm&Hand
-1 Constituion
14

Basic Appendage

This cybernetic replaces the function of a lost limb. It confers no other benefit than replacing lost bodily function.

Hack Penalty:

The cybernetic limb ceases to function, causing the same penalties as dismemberment.

Blaster Arm

This cybernetic turns the user’s arm into a hidden M6Z blaster. While concealed, the arm appears to be a normal arm. Recognizing the arm as not natural requires a difficulty twenty (20) Wisdom Attribute Roll.


By spending one (1) AP, a character with a Blaster Arm may shift their arm into its blaster mode. While in blaster mode, the character may attack with this arm as if it were a M6Z blaster. The character may spend one (1) AP to retore the appearance of their cybernetic to that of a normal arm.

Hack Penalty:

This cybernetic limb may have its ability to change modes disabled, its ability to fire disabled, or it may be disabled completely, which results in it behaving as a dismembered limb.

Blind Eyes

This cybernetic allows a character to make Hacking attempts from a distance of seven (7) meters.

Hack Penalty:

This cybernetic may have its ability to hack from distance disabled or it may be disabled completely, causing the same penalties as an eye dismemberment.

CychoSkeleton

This special armor is installed into the user’s skin. The user gains two (2) DHP that must be damaged before they take normal HP damage. Once this armor is broken, the character gains a stack of Open Wounds. The armor must be surgically removed or repaired using a Trade(Cybernetic Surgeon) Roll.

Hack Penalty:

This cybernetic cannot be hacked.

EXOSpine

This cybernetic allows the user to store a Metra Suit. By spending twelve (12) AP, the user may call the Metra Suit from their spine, allowing them to don it rapidly. They may retract the Metra Suit for the same AP cost. When retracted, there is no obvious indication that the character has a Metra Suit available to them at any time.


If the Metra Suit is destroyed, the character gains a stack of Open Wounds. A simultaneous Trade(Cybernetic Engineer) and Trade(Cybernetic Surgeon) must be performed to install a new Metra Suit. Alternatively, the spine may be removed, a new suit placed within the spine, and then the spine may be reinstalled.

Hack Penalty:

This cybernetic may have its ability to be called or retracted disabled.

Hidden Compartment

This cybernetic creates a hidden storage compartment within its user’s body roughly one (1) foot in length and two (2) inches in diameter. This compartment is unnoticeable to observers without a Difficulty twenty (20) Wisdom Attribute Roll. By spending four (4) AP, an item can be placed or taken from the compartment.

Hack Penalty:

This cybernetic cannot be hacked.

Hydraulic Musculature

This cybernetic replaces a good portion of a character’s musculature. The character gains a plus two (+2) bonus to their Strength Attribute Modifier.

Hack Penalty:

This cybernetic cannot be hacked.

Iron Fist

This cybernetic, despite its name, is not made of Iron. This cybernetic increases the lethality of their fists, allowing them to deal 1d4 damage plus their Strength Attribute Modifier with unarmed attacks. Unlike other cybernetics, a character may have an Iron Fist on each hand and only receive the Toll penalty once.

Hack Penalty:

This cybernetic cannot be hacked.

MagnoHand

This cybernetic allows characters to pull metallic objects to them from a distance of six (6) meters. By spending six (6) AP, a character may pull a metallic object weighing one (1) kg or less. If the object is being held by another character, they may spend two (2) AP to make a difficulty twelve (12) Strength Attribute Roll to hold onto the object.

Hack Penalty:

This cybernetic may have its ability to pull objects disabled, resulting it behaving like a Basic Appendage.

MemoChip

This brain chip increases a characters Intellect Attribute Modifier by one (1). This increase in Intellect does not increase a character’s number of Trade Points.

Hack Penalty:

This cybernetic cannot be hacked.

Odyn Eye

By spending twelve (12) AP, a character with an Odyn Eye can detect how many cybernetics are within a ten (10) meter radius around them. By spending an additional twelve (12) AP, they may make a Trade(Hacker) roll to determine which individuals around them have cybernetics.


This Trade Roll is compared against a different Difficulty for each individual containing a cybernetic. The Difficulty to identify a character as containing a cybernetic is equal to the highest complexity score among cybernetics the character has plus that characters Intellect Modifier.

Hack Penalty:

This cybernetic may have its ability to perceive cybernetics disabled or it may be disabled completely, causing the same penalties as an eye dismemberment.

Rogue Hands

This cybernetic increases a characters Dexterity Attribute Modifier by one (1).

Hack Penalty:

This cybernetic cannot be hacked.

Rogues Eye

This cybernetic provides a plus one (+1) bonus to all attack rolls. This bonus increases to plus two (+2) if the attack roll is a Targeted Strike. Additionally, this cybernetic provides a plus two (+2) bonus to Wisdom Attribute Rolls involving perception.

Hack Penalty:

This cybernetic be completely disabled, removing its bonuses and causing the same penalties as an eye dismemberment.

Sudden Injectors

This cybernetic has up to six (6) openings that may have an Injection inserted into them. As an Instant Action, by spending two (2) AP, the wearer of this cybernetic can inject any of the inserted injections. Replacing or inserting a new injection takes one (1) minute and must be done by another character.

Hack Penalty:

This cybernetic can be completely disabled, which prevents the user from utilizing their injections.

Support Arm

This cybernetic provides an extra arm that can be utilized by the character. The character has full control of the arm, though the arm utilizes a separate four (4) AP pool to perform actions each cycle on the character’s turn. The Support Arm can perform any actions or maneuvers that the character knows that can be performed with a single arm and hand. This AP cannot be combined with another character’s normal AP to perform actions. For example, the AP cost of firing a Heavy Blaster cannot be split between the character and the Support Arm.


The Support Arm can perform actions that would assist the character wielding it. For example, the character and the Support Arm may both simultaneously repair a single SolarLink component. Regardless of the owner’s Celerity, the arm should always be treated as taking three times as long to perform actions. For any long duration activities that utilize assumed Trade Rolls, divide the progress of the Support Arms progress by three (3).


This Support Arm is treated as having a Strength Attribute Modifier of minus two (-2), a Dexterity Attribute Modifier of plus one (+1), a Celerity Attribute Modifier of minus eight (-8), and no Constitution Attribute Modifier. If the arm ever performs an action that requires an Intellect, Wisdom, Willpower, or Sociability Attribute Roll, it uses the characters Attribute Modifier.

Hack Penalty:

This cybernetic can be hacked to completely disable it, it behaves as though is dismembered.

Thresher Arm

This cybernetic is a sharp blade that is attached to the character’s arm. This blade is normally concealed within the characters arm, requiring a difficulty twenty (20) Wisdom Attribute Roll to perceive. By spending one (1) AP, the character can extrude or retract the blade. By spending four (4) AP, a character can use the blade as a melee weapon that deals 1d6 physical damage.


Unlike other cybernetics, a character may have a Thresher Arm on each Arm&Hand and only receive the Toll penalty once.

Hack Penalty:

This cybernetic cannot be hacked.

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