Alterated
Alternity
Alternative
/

Cybernetics

Cybernetic technology combines complex computer electronics with the human nervous system. Some cyber gear is purely decorative, used to make a techno fashion statement. Other cyber gear serves a necessary function, replacing limbs or organs lost to accident or disease. Finally, there’s the gear that users believe give them an edge—cyber weapons, defenses, and utilities to make a cyberknight stand out from the crowd.

Cyber gear may or may not be available in a given campaign, and even in those where cyber gear can be purchased, the Gamemaster might limit quantities and availability. The only campaigns in which some form of cybernetics must be used are those that include the mechalus (one of the alien species described in Chapter 2). Because mechalus have natural cybernetic enhancements, it’s not possible to have that species in a campaign setting without also using at least some of these rules. If you want to create a hero who uses cybertech, your Gamemaster will tell you if the character must be a mechalus or if cybernetics are also available to heroes of other species.

Installing Cyber Gear

Any living creature can be outfitted with cyber gear. There are two important things to remember about cyber gear: the initial skill point cost to train a character in the use of the equipment, and the limits imposed by the character’s own Constitution.

A character must spend skill points to prepare himself for cyber gear installation. The cost is 10 skill points. Why a skill point charge? Because learning to use a nanocomputer isn’t an easy thing to do, and even learning to function with passive implants such as body plating requires intensive training. (There is no skill point charge for some items, as outlined on the Cybernetic Gear table.)

A character’s Constitution score determines the upper limit of the amount of cybernetics his body can support. All cyber gear has a “size” associated with it. No character can possess gear whose sizes total more than his Constitution score. For example, Kreg has a Constitution score of 10. He can handle gear that totals up to 10 points, but his body automatically rejects any gear that puts him above this number of points.

Allergic Reaction

For flavor or as a story and roleplaying element, either the Gamemaster or a player can determine that a supporting cast member or hero is “allergic” to cyber gear. In such a case, the character has a high degree of body rejection for cyber implants, and is thus prohibited from using and receiving such items.

Cyber Gear for Starting Heroes

Even if the Gamemaster has decided to allow the use of these optional rules in his campaign setting, the cost of purchasing cybernetic equipment and having it installed may put such enhancements beyond the financial reach of a hero who’s just about to begin his career (in other words, a character that’s being created by a player). There are two basic ways to deal with such a situation:

  • The Gamemaster may select (or allow the player to select) one or more pieces of cyber gear that are considered to be automatically installed in the hero-to-be. The cost of the equipment and its installation might be ignored (or absorbed by an organization that employs the hero), or it could be that the hero will have to work to pay off the expense of having his body enhanced. (The 10 skill point cost must always be paid, however.)
  • A hero who wants cyber gear might be required to save his money and skill points until he can pay for the installation himself.

If a hero is being created with cyber gear already in place, the player must decide what equipment to have installed immediately after assigning the hero’s Ability Scores. Ability Score adjustments that need to be made because of cyber gear can be taken into account before the creation process continues.

Cyber Surgery

Any character with the Medical Science - surgery skill and the cyber installation rank benefit can attempt to install cyber gear. A reputable cybernetic surgeon or a cheap cyber “chop shop” might both be available from which to purchase and have cyber gear installed, though each has its own costs and risks.

  • Reputable cyber surgeons are more expensive, but have tools and facilities rated Good (-2 bonus to skill check). Good cyber surgeons have surgery skill scores ranging from 17 to 19. Of course, Good facilities and those who work in them are rare.
  • Reputable but lesser cyber surgeons have Ordinary facilities (-1 bonus to skill check), and surgery skill scores ranging from 13 to 16. These facilities are more common than Good facilities, but you won’t find one on every street corner.
  • A chop shop is much less expensive, but substandard tools and facilities provide the surgeon with a +2 penalty to his skill check. Typical chop shop surgeons have surgery skill scores ranging from 6 to 12.
›
Gear Nanocomp. Mass Size Cost
▼ Progress Level 6
BattleKlaw Yes 1 2 300 / 600 / 900
› A BattleKlaw is a cybernetic weapon that improves the damage a character can inflict on a normal Unarmed Attack. It appears as a single metal talon that ends in a sharp point. An Ordinary BattleKlaw is fixed in position, either attached to living bone or a cyberlimb. A Good BattleKlaw is retractable, either attached to living bone or a cyberlimb. An Amazing BattleKlaw requires an exoskeleton and a cyberlimb to use. The cost, mass, and size is for a single BattleKlaw. If a character adds a second BattleKlaw to his body, the cost, mass, and size are doubled.
BioArt** - - - 50 / 100 / 200
› BioArt is a subdermal neon implant that produces a glowing tattoo on the surface of the skin (it's lit from beneath). It can also come in the form of fiber-optic filaments in the hair, eyelashes, or beard. BioArt is purely decorative. The better the quality, the flashier the design. BioArt requires no expense in skill points and no nanocomputer, and it can't be rejected by the recipient (no Constitution feat check necessary).
BioWatch** - - - 50 / 100 / 300
› A BioWatch is a subdermal timepiece, either analog or digital, that shows the current time and has a variety of other functions. A BioWatch is hidden beneath the flesh, invisible until a fingertip or some other small object is tapped against it. Then the glow shines through the flesh, showing the time and other information on the surface of the skin for a few seconds. A BioWatch requires no expense in skill points and no nanocomputer, and it can't be rejected (no Constitution feat check necessary).
Body Plating: Ordinary - 20 2 1500 / - / -
› Body plating combines metal and plastic armor, which is then bonded to a character's body. Even the best camouflaged body plating is obvious on close inspection. Body plating doesn't require a nanocomputer, but skill points must be spent to learn to move with the protective covering. Ordinary body plating provides protection of d4 (LI), d4 (HI), d4-1 (En).
Body Plating: Good - 40 3 - / 3000 / 4500
› Good body plating provides protection of d6 (LI), d4+1 (HI), d4+1 (En).
Body Plating: Amazing - 60 4 - / - / 3000
› Amazing body plating reduces the character's Dexterity score by 2 points and provides protection of d8+1 (LI), d6+1 (HI), d6+1 (En).
Cyberlimb Yes 10 2 500 / 1000 / 2000
› A cyberlimb replaces a limb lost to damage or disease, or is installed simply as an "improvement" over the original flesh and bone. Cyberlimbs can have other equipment installed within them. An Ordinary cyberlimb adds +1 to Strength; a Good cyberlimb adds +2 to Strength and requires an exoskeleton; an Amazing cyberlimb adds +3 to Strength and also requires an exoskeleton. The Strength increase applies only to the cyberlimb being used.
Cyberoptics Yes - 1 1000 / 1500 / 2000
› Cyberoptics replaces a living eyeball or adds an extra sensory device to a character. It can be attached to another part of the body, such as the hand, the forehead, or the back of the neck, or mounted to the side of the head, instead of being placed in an eye socket. The Ordinary version provides normal vision and also operates as a digital camera. A Good cyberoptic operates as a 50x zoom lens and provides extended vision. An Amazing cyberoptic operates as a 300x zoom lens.
Fast chip Yes - 1 500 / - / 3000
› A fast chip is a device that has been banned in most civilized locales due to the dangers associated with its use. A character equipped with a nanocomputer, a fast chip, and reflex operates at a level above most other people. The fast chip provides a bonus to the character's action checks. The fast chip must be accessed; it remains active for a number of rounds related to the quality of the character's nanocomputer (Marginal, 1; Ordinary, 2; Good, 3; Amazing, 4), or until the character shuts it off, whichever comes first. At the end of a period of use, the character suffers 1 point of fatigue damage. Use of a fast chip leads to the condition known as cykosis.
MusclePlus Yes 2 2 1000 / 2000 / 3000
› MusclePlus replaces living muscle with strong, highly durable synthetic material that increases a character's normal Strength score in those limbs that receive the treatment. Ordinary MusclePlus provides a +1 Strength increase; Good provides a +2 Strength increase but requires an exoskeleton; Amazing provides a +3 Strength increase but requires both an exoskeleton and a cyberlimb.
Nanocomputer - - 1 1000 / 2000 / 3000 / 4000
› Without a nanocomputer and its cytronic circuitry, most other pieces of cyberware are useless. The nanocomputer provides an interface between the subject's central nervous system and his cyberware, allowing him to control cyberlimbs, deploy weaponry, etc. Each cybernetic system requiring conscious control takes 1 of the nanocomputer's active memory slots, so a character with two cyberlimbs and a BattleKlaw must allocate 3 of his nanocomputer's slots to the direction of his cyberware. Nanocomputers cannot read 3Ds, download data, or otherwise interact with the world around the character unless some kind of interface device is purchased and installed-a NIJack, a 3D drive, or a comm port. Marginal: $1,000, 3 slots, None Processor Bonus. Ordinary: $2,000, 4 slots, -1 step Processor Bonus. Good: $3,000, 5 slots, -2 steps Processor Bonus. Amazing: $4,000, 6 slots, -3 steps Processor Bonus.
NIJack Yes - 1 500 / - / -
› A neural interface jack, or NIJack, is a plug located in the neck or head that allows data cables to be connected to a character's cytronic circuitry system. A NIJack is required to use a gridcaster. All NIJacks are of Ordinary quality.
Optic screen Yes 2 - 250 / - / -
› An optic screen is a lens attached to a living eyeball or cyberoptic gear. It acts as a heads-up display, showing data from a nanocomputer or other computer source. The optic screen doesn't interfere with a character's normal vision (or the vision provided by the cyberoptics); the images it projects are translucent and set out of the direct field of view. All optic screens are of Ordinary quality.
Self-repair unit Yes 2 2 1000 / 2000 / 3000
› The cybernetic self-repair unit is an internal piece of equipment that includes a supply of raw material and a horde of nanite robots. It requires a nanocomputer. When commanded via the nanocomputer, the nanites turn the raw material into components and begin repairing damaged cyber gear. It takes 1 hour to repair each wound point and 2 hours for each mortal point. An Ordinary unit repairs up to 4 wounds or 2 mortals; Good can fix 6 wounds or 3 mortals; Amazing can repair 8 wounds or 4 mortals. Replacement material costs $1000/$2000/$3000.
Subdermal comm - - 1 - / 500 / -
› This is standard comm gear that's installed in the throat and head, providing a character with a hidden communications system. No one can hear incoming calls, and a whisper is all that's needed to send back a message. Subdermal comm gear has a range of 1,000 kilometers for surface communications, and can reach into high planetary orbit to contact a ship or space station, provided an unobstructed path exists between the receiver and the sender. All of this gear is of Good quality.
Subdermal weapon mount: Ordinary Yes 2 2 250 / - / -
› Subdermal weapons are offensive devices hidden within a character's body that can be exposed to inflict damage. Weapons that weigh 1 kg or less require Ordinary mounts. They can be installed in natural limbs or in cyberlimbs.
Subdermal weapon mount: Good Yes 2 3 - / 500 / -
› Weapons that weigh up to 3 kg require Good mounts. These must be installed in cyberlimbs.
Subdermal weapon mount: Amazing Yes 2 4 - / - / 750
› Weapons that weigh more than 3 kg and up to 6 kg require Amazing mounts. These must be installed within cyberlimbs that are attached to exoskeletons. Weapons that weigh more than 6 kg can't be made into subdermal equipment.
Artificial Ear Yes 0.1 1 1000 / 2000 / 4000
› The artificial ear is a sensitive microphone capable of detecting extremely low and high frequency sounds, normally outside the range of human hearing, such as sonar transmissions or dog whistles. Its hearing is magnified (Ordinary x10, Good x25, Amazing x50), and it gains a bonus to skill checks involving the ability to detect sound, such as Awareness-intuition checks to avoid surprise, Security-security devices checks against tumbler-type locks, and so on. If the subject has two artificial ears, he can use the skill check bonus (-1, -2, or -3 steps) to offset darkness-related combat penalties because of his ability to locate his enemy through sound.
Artificial Eye Yes 0.1 1 1000 / 2000 / 4000
› This device is a video imaging system that replaces one of the user's own eyes. It provides magnification (Ordinary x10, Good x25, Amazing x50) and a bonus to skill checks where visual acuity might be important, such as Investigate-search or Awareness-perception checks (-1, -2, or -3 steps). For twice the listed cost, an artificial eye includes image enhancement or thermal technology, conferring the benefits of image or thermal goggles in addition to the simple magnification.
▼ Progress Level 7
CF skinweave** - 1 1 1000 / 2000 / 3000
› CF skinweave is carbonate fiber woven together with living flesh to provide hidden protection against damage. The level of protection is determined by the quality of the CF skinweave: Ordinary, add 2 stun points to durability rating; Good, add 2 stun points and 1 wound point; Amazing, add 2 stun points, 1 wound point, and 1 mortal point. No nanocomputer is required for CF skinweave, and no skill points must be spent to have it installed.
Data slot, passive** - 1 1 500 / 700 / 900
› A passive data slot is an external storage facility for a 3D or other data medium. Most are designed to be hidden, and are used by couriers and others seeking to move data without the knowledge of others. A data slot is considered to be passive because it isn't connected to a nanocomputer—the character can't access the data stored within him but can only transport it to its destination. No nanocomputer is necessary to add this gear, and no skill points need to be spent.
ER slot Yes 1 1 500 / 1000 / 1500
› An ER slot (short for "emergency room") is an attachment designed to contain a trauma pack II. With the pack and the ER slot, the pack's contents are automatically injected into the character when he falls unconscious due to knockout. The ER slot can also be manually activated by the character at any time.
ER slot, passive** - 1 1 500 / 1000 / 1500
› The passive ER slot works just like the regular ER slot, except it can't be manually activated by the character.
Exoskeleton Yes 30 3 2000 / 3000 / 4000
› An exoskeleton provides reinforcement and structural integrity to a character's natural skeleton. Cyber gear that enables the body to perform beyond its normal limits requires an exoskeleton; without such reinforcement, the cyber-equipped body can tear itself apart when powerful servomuscles interact with relatively fragile natural equipment. In addition to anchoring powerful cyber gear, an exoskeleton increases a character's durability rating, depending on the quality of the implant: Ordinary, add 2 stun points; Good, add 2 stun points and 2 wound points; Amazing, add 2 stun points, 2 wound points, and 2 mortal points.
Neural 3D, ext. Yes 1 1 500 / 750 / 1000
› An external neural 3D is cyberware that can be added to a character who has already had a nanocomputer and cytronic circuitry installed. An external neural data slot provides an input drive that can be accessed from outside the body; an open slot is visible where a 3D or other data storage medium can be placed. An Ordinary data slot can use 3Ds; a Good or Amazing slot can use both 3Ds and X3Ds.
Reflex Yes - 2 - / 2000 / -
› Reflex is specialized cytronic circuitry that can be added to a body's cytronic circuitry system for the express purpose of allowing that body to make use of enhance programs. Enhance programs utilize the reflex wiring to allow the body to perform faster, more accurately, and with better control. All reflex is of Good quality. Enhance programs are a special kind of computer software that can only be used by cyber-equipped characters. For a character who has a nanocomputer and reflex wiring installed in his or her body, each different type of enhance program provides a bonus to the character's use of a particular physical skill or physical characteristic, as the program and the reflex wiring work together to augment the character's physical skill. The use of an enhance program inflicts stun damage on the user for every round or portion of a round that the program is running. The amount of damage depends on the quality of the program: Ordinary, 1 stun; Good, 2 stuns; Amazing, 3 stuns. (There are no enhance programs of Marginal quality.) Stun damage from multiple enhance programs running in the same round is cumulative. Each enhance program provides a -1, -2, or -3 bonus, depending on its quality (Ordinary, Good, or Amazing). Physical skills that can be stored on an enhance program include Athletics, Melee Weapons, Unarmed Attack, Acrobatics, Manipulation, Primitive Ranged Weapons, and Modern Ranged Weapons. On a Critical Failure, the GM may call for a cykosis check. An enhance program takes up 3 slots of active memory. The standard cost of such a program is $1000 for Ordinary quality, $2000 for Good quality, and $3000 for an Amazing program. Each specific type of enhance program must be purchased separately. It does no good for a character to have two copies of the same specific program running in the same round, because the benefit provided by the second program is not cumulative—but the stun damage is. Characters must be careful about how they acquire enhance programs, because some aren't what they appear to be. Enhance programs can be rigged to inflict wounds instead or stuns, or they can be designed to give penalties instead of bonuses, and some might even do both types of harm to an unsuspecting user.
Accelerator Yes 0.075 - 2500 / 5000 / 10000
› The accelerator uses the subject's cybernetic control systems to drastically enhance his reaction speed. The recipient must have reflex wiring and a nanocomputer to support the accelerator, or the device is useless. The accelerator provides the following benefits: Ordinary: +2 Action Check Score Increase, None Actions/Rd Increase, $2,500. Good: +3 Action Check Score Increase, +1 Actions/Rd Increase, $5,000. Amazing: +4 Action Check Score Increase, +2 Actions/Rd Increase, $10,000. In order to receive the accelerator bonus, the character's nanocomputer and reflex wiring must be of equal or better quality. Otherwise, the accelerator is limited in its effect to the weakest of the three systems. Using an accelerator doubles the stun damage inflicted by triggering an enhance program.
Subdermal NIJack Yes - 1 - / 700 / -
› These mostly hidden NIJacks are installed in the wrist or forearm so that a gridcaster gauntlet can be plugged into the arm without the need for running exposed cables to the neck and head. All subdermal NIJacks are of Good quality.
Wireless NIJack Yes - 1 - / 1000 / -
› The wireless neural interface jack is a sensor located on the outside of a character's head, usually high on the side or back of the neck where it can be hidden by hair. When activated, it completes a data link with a computer or gridcaster that has a similar sensor. A wireless NIJack performs all functions of a regular NIJack but transfers data via radio emissions. The character must be within line of sight and no farther than 10 meters from the interfaced system.
Scanner Implant Yes 0.35 2 / 1 / - 1250 / 2500 / 3750
› The scanner implant is a magnetic resonance device that can be installed in the user's eye or hand. It provides the cybernetic character with the ability to see into or through walls or objects, as long as he is within 1 meter of the object to be scanned. (Ordinary size 2, Good size 1, Amazing size -).
Endoskeleton Yes 15 3 4000 / 6000 / 8000
› One of the most difficult pieces of cyberware to install, the endoskeleton provides all of the benefits of a cybernetic exoskeleton-but it's hidden inside the user's body. Large portions of the user's natural skeleton are replaced or reinforced with carbonide alloy structural members. The endoskeleton can anchor cybernetic limbs, MusclePlus, and similar systems just like the exoskeleton, and it provides the user with 3 extra stun/wound/mortal points for Ordinary, Good, or Amazing quality implants.
Subdermal Armor Yes 15 2 1500 / 3000 / 6000
› Consisting of flexible CF bands inserted over the vital portions of the body, subdermal armor is much less obvious than body plating. It doesn't have the stopping power of external armor, but it doesn't affect the user's agility and doesn't advertise his special edge. Ordinary armor stops d4-1 (LI), d6-2 (HI), d6-2 (En); Good armor stops d6-1 (LI), d8-3 (HI), d8-2 (En); and Amazing armor stops d6+1 (LI), d6 (HI), d6 (En).
Systemic Reinforcement Yes 4 - 5000 / 10000 / 15000
› This piece of cyberware serves to effectively increase a character's cyber tolerance score. The subject's vital functions-breathing, circulation, immune responses, etc.-are supplemented by nonintrusive synthetic systems. Systemic reinforcement adds 1, 2, or 3 points to the subject's cyber tolerance score for an Ordinary, Good, or Amazing piece of equipment.
Cortex Bomb - 0.1 1 1500
› The cortex bomb is one of the most brutal means available of ensuring compliant behavior. It's a small radio-activated or timed explosive charge, implanted in the subject's skull. If detonated, the bomb kills the victim in a grisly display. Radio detonators must be within 200 meters to function; cluttered terrain or interior walls may reduce this substantially. Removing a cortex bomb is possible, but if the surgeon achieves a Critical Failure, the bomb goes off, causing d4m to the surgeon and anyone else within 5 meters of the victim.
Deflection Web Yes 3 2 3500
› This is simply a deflection inducer installed in the subject's body. When activated, it increases the subject's resistance modifier against physical or energy attacks by +2, but hinders the subject's own attacks with a +1 step penalty. The web's endurance is only 5 rounds; the charge pack is usually hidden on the calf or upper arm, and changing it requires an entire round.
GP (General Purpose) Implant Yes - 2 / 3 / 4 500 / 1000 / 2000
› Almost any piece of gear imaginable can be installed in a general purpose module. Items weighing 1 kg or less can be installed with Ordinary implants; items weighing up to 3 kg are Good implants; and items weighing up to 10 kg are Amazing implants. Powered items include power leads that the character can use to recharge his internal batteries. Common items chosen for GP implants include gauntlets, cutting torches, vidcams, flashlights, zero-g webs, and powered grapnels. General purpose implants cost $500, $1,000, or $2,000 for Ordinary, Good, or Amazing modules, plus twice the cost of the equipment to be installed.
Comm Port Yes 0.1 - 500 / 1500 / 2500
› This is a frequency-agile transceiver hardwired to the user's nanocomputer. Through the port, the user can receive and transmit comm signals, video feed (if he has an optic system), or datastream feed. Using a comm port for a radio conversation is distracting, so the character suffers a +1 step penalty to actions he takes while communicating. Unlike the subdermal transceiver, which takes its cues from subvocalizations, the comm port is controlled directly by the wearer's mind through his nanocomputer. The comm port has a range of 20/50/200 km for an Ordinary, Good, or Amazing installation.
Gunsight Yes 0.3 - 1500 / 2500 / 4500
› There are three components in this system: a vidcam mounted on the wearer's weapon, a wire lead from the vidcam to the wearer's cytronic circuitry, and an optic screen, artificial eye, or cyberoptic system in the user's head (not included in the package). When activated, the vidcam projects crosshairs in the user's field of vision, showing exactly where the gun is pointing. The system provides a -1, -2, or -3 step bonus to the user's attack skill checks with the ranged weapon in question. The cybernetic gunsight is especially deadly when used in conjunction with an enhance program.
System Link Yes 0.3 1 1000 / 2000 / 4000
› Resembling the innate mechalus ability to directly interface with computer hardware, the system link is an extension of the user's cytronic circuitry net that can bypass manual controls, keyboards, or displays. The user delivers commands to the vehicle or system in question through a direct neural link, speeding his reactions and increasing his precision. The link provides a -1, -2, or -3 step bonus to one specialty skill under Vehicle Operation or System Operation. This bonus is not cumulative with any bonus for the quality of a vehicle's onboard computer. Additional specialty modules can be purchased for $500 each.

A cyber surgery procedure is considered a single skill check if the hero purchases cyber gear during the hero creation process or between adventures. If another hero attempts to install a character’s cyber gear, the Gamemaster might consider it a complex skill check requiring multiple successes.

In scenes in which a cyber surgery installation is played out, remember to apply situation modifiers based on the quality of the facilities being used and the number of items being installed during the same procedure (each additional item provides a cumulative +1 penalty).

Surgery Results

In cyber surgery, the possible results of the surgeon’s skill check are as follows:

  • Critical Failure: Installation not successful, patient suffers d4 points of mortal damage.
  • Failure: Installation not successful, patient suffers 1 point of mortal damage.
  • Any success: Cyber gear installed.

In some circumstances (see “Cyber Tolerance” below), the patient may be required to immediately make a Constitution feat check to determine if his body accepts or rejects the implant. If this check fails, the implant does not take hold, and the result of the surgery is considered a Failure (see above).

Even if the surgery results in a Failure or a Critical Failure, the surgeon will almost certainly demand payment for his or her services.

Cyber Tolerance

The hero’s cyber tolerance score, which is the same as his Constitution score (except for mechalus characters, who use CON +4), is a measure of how much cyber gear a character can have, how easy it is for the character’s body to accommodate a new piece of gear, and how a character who’s loaded with cybernetics is affected by damage he or she suffers.

A character’s cyber tolerance score is recorded with three sections (left/center/right):

  • First section (left): one-half the character’s Constitution score, rounded down.
  • Second section (center): one-quarter of the character’s Constitution score, rounded up.
  • Third section (right): the number that makes the total of all three numbers equal to the character’s Constitution score.

Every time a character has a new piece of cyber gear installed, mark off a number of boxes equal to the size of the equipment, moving from left to right through the different sections.

When a surgeon succeeds in the installation of a new device that would cause more than half of the character’s cyber tolerance boxes to be marked, then the character must make a Constitution feat check to determine if his or her body can accommodate the new gear. This check is modified by the quality of the surgeon’s facilities (-2, -1, or +2), the number of items being installed in the current procedure (cumulative +1 penalty for every item after the first), and the degree of success achieved by the surgeon (-1, -2, -3 bonus on Ordinary, Good, or Amazing result). Note: Mechalus characters are exempt from having to make this Constitution check.

Example: The cybered-up hero Taylor Windsor has a cyber tolerance score of 12 (6/3/3). He is already equipped with a reflex (size 2) and Good body plating (size 3). He goes through another surgical procedure to have MusclePlus (size 2) installed. The surgery succeeds, so he has now used up more than half of his cyber tolerance boxes (7 out of 12). This means he has to make a Constitution feat check to see if his body accepts or rejects the new gear. If the check fails, the surgery result becomes a Failure instead—Windsor suffers 1 point of mortal damage, and the MusclePlus doesn’t get installed after all. If the check succeeds, the MusclePlus is now part of his body—but since he has used up more than half of his cyber tolerance boxes, he’ll have to make Constitution feat checks from now on every time he has a new piece of gear added.

Note: When all of a character’s cyber tolerance boxes are marked, he or she is unable to receive any more cybernetic enhancements.

Damage to Cyber Gear

Damage to a cyber-equipped hero is recorded normally, and repaired normally, as long as the hero has not had a significant amount of cyber gear installed. But the circumstances change when a hero has enough gear installed to use up more than half of his cyber tolerance boxes.

  • If one or more boxes in the center section of the line are marked, any mortal damage the hero suffers is considered damage to his or her cyber gear—it remains (and all penalties associated with the damage continue to apply) until it is successfully repaired by a cyber surgeon.
  • If one or more boxes in the right section of the line are marked, any mortal damage or wound damage to the hero is considered damage to his or her cyber gear, with restrictions as noted above.

If a cybernetic character suffers damage amounting to more than half of his total mortal rating in a single battle, then the Gamemaster can declare that some or all of the character’s cyber gear has been destroyed. Destroyed cyber gear must be replaced, as described in Installing Cyber Gear.

Cykosis

An inherent danger associated with some cyber gear installation (particularly the fast chip and the reflex), is the mental illness known as cykosis. This ailment twists a character, making him behave more like a machine than a living being. This twist is homicidal and unpredictable, and it shouldn’t be the goal of any hero. When a character succumbs to cykosis, he or she goes violently insane. If this happens to a hero, he becomes a supporting character (controlled by the Gamemaster) who seeks out others with the same condition—the cybernetic misfits known as cykoteks (pronounced “psychotics”). Every character with an installed fast chip must make a successful cykosis check (a Will feat check used for this specific purpose) to stave off the onset of cykosis. These checks are made whenever a character accesses the fast chip to improve his or her action check. A character’s cykosis score is listed on the supplemental hero sheet. It is equal to one-half of the character’s Will score, rounded up. On any Failure result, one of the character’s available boxes is used up (indicate this by putting an “x” or some other mark through it). On any Critical Failure, two boxes are used up. On any success, the boxes are left unchanged. With each box used up, the character moves closer to becoming a cykotek. If all of a character’s boxes are used up, he or she succumbs to cykosis. The Gamemaster may rule that other situations in addition to the use of a fast chip require a character to make a cykosis check.

Enhance Programs

Enhance programs are a special kind of computer software that can only be used by cyber-equipped characters. For a character who has a nanocomputer and reflex wiring installed in his or her body, each different type of enhance program provides a bonus to the character’s use of a particular physical skill or physical characteristic, as the program and the reflex wiring work together to augment the character’s physical skill.

The use of an enhance program inflicts stun damage on the user for every round or portion of a round that the program is running. The amount of damage depends on the quality of the program: Ordinary, 1 stun; Good, 2 stuns; Amazing, 3 stuns. (There are no enhance programs of Marginal quality.) Stun damage from multiple enhance programs running in the same round is cumulative.

Each enhance program provides a -1, -2, or -3 bonus, depending on its quality (Ordinary, Good, or Amazing). Physical skills that can be stored on an enhance program include Athletics, Melee Weapons, Unarmed Attack, Acrobatics, Manipulation, Primitive Ranged Weapons, and Modern Ranged Weapons.

An enhance program takes up 3 slots of active memory. The standard cost of such a program is $1000 for Ordinary quality, $2000 for Good quality, and $3000 for an Amazing program.

Each specific type of enhance program must be purchased separately. It does no good for a character to have two copies of the same specific program running in the same round, because the benefit provided by the second program is not cumulative—but the stun damage is.

Characters must be careful about how they acquire enhance programs, because some aren’t what they appear to be. Enhance programs can be rigged to inflict wounds instead of stuns, or they can be designed to give penalties instead of bonuses, and some might even do both types of harm to an unsuspecting user.

Table P53: Cybernetic Gear

›
Gear Nanocomp. Cost
▼ Progress Level 6
BattleKlaw Yes 300 / 600 / 900
Mass: 1
Size: 2
› A BattleKlaw is a cybernetic weapon that improves the damage a character can inflict on a normal Unarmed Attack. It appears as a single metal talon that ends in a sharp point. An Ordinary BattleKlaw is fixed in position, either attached to living bone or a cyberlimb. A Good BattleKlaw is retractable, either attached to living bone or a cyberlimb. An Amazing BattleKlaw requires an exoskeleton and a cyberlimb to use. The cost, mass, and size is for a single BattleKlaw. If a character adds a second BattleKlaw to his body, the cost, mass, and size are doubled.
BioArt** - 50 / 100 / 200
Mass: -
Size: -
› BioArt is a subdermal neon implant that produces a glowing tattoo on the surface of the skin (it's lit from beneath). It can also come in the form of fiber-optic filaments in the hair, eyelashes, or beard. BioArt is purely decorative. The better the quality, the flashier the design. BioArt requires no expense in skill points and no nanocomputer, and it can't be rejected by the recipient (no Constitution feat check necessary).
BioWatch** - 50 / 100 / 300
Mass: -
Size: -
› A BioWatch is a subdermal timepiece, either analog or digital, that shows the current time and has a variety of other functions. A BioWatch is hidden beneath the flesh, invisible until a fingertip or some other small object is tapped against it. Then the glow shines through the flesh, showing the time and other information on the surface of the skin for a few seconds. A BioWatch requires no expense in skill points and no nanocomputer, and it can't be rejected (no Constitution feat check necessary).
Body Plating: Ordinary - 1500 / - / -
Mass: 20
Size: 2
› Body plating combines metal and plastic armor, which is then bonded to a character's body. Even the best camouflaged body plating is obvious on close inspection. Body plating doesn't require a nanocomputer, but skill points must be spent to learn to move with the protective covering. Ordinary body plating provides protection of d4 (LI), d4 (HI), d4-1 (En).
Body Plating: Good - - / 3000 / 4500
Mass: 40
Size: 3
› Good body plating provides protection of d6 (LI), d4+1 (HI), d4+1 (En).
Body Plating: Amazing - - / - / 3000
Mass: 60
Size: 4
› Amazing body plating reduces the character's Dexterity score by 2 points and provides protection of d8+1 (LI), d6+1 (HI), d6+1 (En).
Cyberlimb Yes 500 / 1000 / 2000
Mass: 10
Size: 2
› A cyberlimb replaces a limb lost to damage or disease, or is installed simply as an "improvement" over the original flesh and bone. Cyberlimbs can have other equipment installed within them. An Ordinary cyberlimb adds +1 to Strength; a Good cyberlimb adds +2 to Strength and requires an exoskeleton; an Amazing cyberlimb adds +3 to Strength and also requires an exoskeleton. The Strength increase applies only to the cyberlimb being used.
Cyberoptics Yes 1000 / 1500 / 2000
Mass: -
Size: 1
› Cyberoptics replaces a living eyeball or adds an extra sensory device to a character. It can be attached to another part of the body, such as the hand, the forehead, or the back of the neck, or mounted to the side of the head, instead of being placed in an eye socket. The Ordinary version provides normal vision and also operates as a digital camera. A Good cyberoptic operates as a 50x zoom lens and provides extended vision. An Amazing cyberoptic operates as a 300x zoom lens.
Fast chip Yes 500 / - / 3000
Mass: -
Size: 1
› A fast chip is a device that has been banned in most civilized locales due to the dangers associated with its use. A character equipped with a nanocomputer, a fast chip, and reflex operates at a level above most other people. The fast chip provides a bonus to the character's action checks. The fast chip must be accessed; it remains active for a number of rounds related to the quality of the character's nanocomputer (Marginal, 1; Ordinary, 2; Good, 3; Amazing, 4), or until the character shuts it off, whichever comes first. At the end of a period of use, the character suffers 1 point of fatigue damage. Use of a fast chip leads to the condition known as cykosis.
MusclePlus Yes 1000 / 2000 / 3000
Mass: 2
Size: 2
› MusclePlus replaces living muscle with strong, highly durable synthetic material that increases a character's normal Strength score in those limbs that receive the treatment. Ordinary MusclePlus provides a +1 Strength increase; Good provides a +2 Strength increase but requires an exoskeleton; Amazing provides a +3 Strength increase but requires both an exoskeleton and a cyberlimb.
Nanocomputer - 1000 / 2000 / 3000 / 4000
Mass: -
Size: 1
› Without a nanocomputer and its cytronic circuitry, most other pieces of cyberware are useless. The nanocomputer provides an interface between the subject's central nervous system and his cyberware, allowing him to control cyberlimbs, deploy weaponry, etc. Each cybernetic system requiring conscious control takes 1 of the nanocomputer's active memory slots, so a character with two cyberlimbs and a BattleKlaw must allocate 3 of his nanocomputer's slots to the direction of his cyberware. Nanocomputers cannot read 3Ds, download data, or otherwise interact with the world around the character unless some kind of interface device is purchased and installed-a NIJack, a 3D drive, or a comm port. Marginal: $1,000, 3 slots, None Processor Bonus. Ordinary: $2,000, 4 slots, -1 step Processor Bonus. Good: $3,000, 5 slots, -2 steps Processor Bonus. Amazing: $4,000, 6 slots, -3 steps Processor Bonus.
NIJack Yes 500 / - / -
Mass: -
Size: 1
› A neural interface jack, or NIJack, is a plug located in the neck or head that allows data cables to be connected to a character's cytronic circuitry system. A NIJack is required to use a gridcaster. All NIJacks are of Ordinary quality.
Optic screen Yes 250 / - / -
Mass: 2
Size: -
› An optic screen is a lens attached to a living eyeball or cyberoptic gear. It acts as a heads-up display, showing data from a nanocomputer or other computer source. The optic screen doesn't interfere with a character's normal vision (or the vision provided by the cyberoptics); the images it projects are translucent and set out of the direct field of view. All optic screens are of Ordinary quality.
Self-repair unit Yes 1000 / 2000 / 3000
Mass: 2
Size: 2
› The cybernetic self-repair unit is an internal piece of equipment that includes a supply of raw material and a horde of nanite robots. It requires a nanocomputer. When commanded via the nanocomputer, the nanites turn the raw material into components and begin repairing damaged cyber gear. It takes 1 hour to repair each wound point and 2 hours for each mortal point. An Ordinary unit repairs up to 4 wounds or 2 mortals; Good can fix 6 wounds or 3 mortals; Amazing can repair 8 wounds or 4 mortals. Replacement material costs $1000/$2000/$3000.
Subdermal comm - - / 500 / -
Mass: -
Size: 1
› This is standard comm gear that's installed in the throat and head, providing a character with a hidden communications system. No one can hear incoming calls, and a whisper is all that's needed to send back a message. Subdermal comm gear has a range of 1,000 kilometers for surface communications, and can reach into high planetary orbit to contact a ship or space station, provided an unobstructed path exists between the receiver and the sender. All of this gear is of Good quality.
Subdermal weapon mount: Ordinary Yes 250 / - / -
Mass: 2
Size: 2
› Subdermal weapons are offensive devices hidden within a character's body that can be exposed to inflict damage. Weapons that weigh 1 kg or less require Ordinary mounts. They can be installed in natural limbs or in cyberlimbs.
Subdermal weapon mount: Good Yes - / 500 / -
Mass: 2
Size: 3
› Weapons that weigh up to 3 kg require Good mounts. These must be installed in cyberlimbs.
Subdermal weapon mount: Amazing Yes - / - / 750
Mass: 2
Size: 4
› Weapons that weigh more than 3 kg and up to 6 kg require Amazing mounts. These must be installed within cyberlimbs that are attached to exoskeletons. Weapons that weigh more than 6 kg can't be made into subdermal equipment.
Artificial Ear Yes 1000 / 2000 / 4000
Mass: 0.1
Size: 1
› The artificial ear is a sensitive microphone capable of detecting extremely low and high frequency sounds, normally outside the range of human hearing, such as sonar transmissions or dog whistles. Its hearing is magnified (Ordinary x10, Good x25, Amazing x50), and it gains a bonus to skill checks involving the ability to detect sound, such as Awareness-intuition checks to avoid surprise, Security-security devices checks against tumbler-type locks, and so on. If the subject has two artificial ears, he can use the skill check bonus (-1, -2, or -3 steps) to offset darkness-related combat penalties because of his ability to locate his enemy through sound.
Artificial Eye Yes 1000 / 2000 / 4000
Mass: 0.1
Size: 1
› This device is a video imaging system that replaces one of the user's own eyes. It provides magnification (Ordinary x10, Good x25, Amazing x50) and a bonus to skill checks where visual acuity might be important, such as Investigate-search or Awareness-perception checks (-1, -2, or -3 steps). For twice the listed cost, an artificial eye includes image enhancement or thermal technology, conferring the benefits of image or thermal goggles in addition to the simple magnification.
▼ Progress Level 7
CF skinweave** - 1000 / 2000 / 3000
Mass: 1
Size: 1
› CF skinweave is carbonate fiber woven together with living flesh to provide hidden protection against damage. The level of protection is determined by the quality of the CF skinweave: Ordinary, add 2 stun points to durability rating; Good, add 2 stun points and 1 wound point; Amazing, add 2 stun points, 1 wound point, and 1 mortal point. No nanocomputer is required for CF skinweave, and no skill points must be spent to have it installed.
Data slot, passive** - 500 / 700 / 900
Mass: 1
Size: 1
› A passive data slot is an external storage facility for a 3D or other data medium. Most are designed to be hidden, and are used by couriers and others seeking to move data without the knowledge of others. A data slot is considered to be passive because it isn't connected to a nanocomputer—the character can't access the data stored within him but can only transport it to its destination. No nanocomputer is necessary to add this gear, and no skill points need to be spent.
ER slot Yes 500 / 1000 / 1500
Mass: 1
Size: 1
› An ER slot (short for "emergency room") is an attachment designed to contain a trauma pack II. With the pack and the ER slot, the pack's contents are automatically injected into the character when he falls unconscious due to knockout. The ER slot can also be manually activated by the character at any time.
ER slot, passive** - 500 / 1000 / 1500
Mass: 1
Size: 1
› The passive ER slot works just like the regular ER slot, except it can't be manually activated by the character.
Exoskeleton Yes 2000 / 3000 / 4000
Mass: 30
Size: 3
› An exoskeleton provides reinforcement and structural integrity to a character's natural skeleton. Cyber gear that enables the body to perform beyond its normal limits requires an exoskeleton; without such reinforcement, the cyber-equipped body can tear itself apart when powerful servomuscles interact with relatively fragile natural equipment. In addition to anchoring powerful cyber gear, an exoskeleton increases a character's durability rating, depending on the quality of the implant: Ordinary, add 2 stun points; Good, add 2 stun points and 2 wound points; Amazing, add 2 stun points, 2 wound points, and 2 mortal points.
Neural 3D, ext. Yes 500 / 750 / 1000
Mass: 1
Size: 1
› An external neural 3D is cyberware that can be added to a character who has already had a nanocomputer and cytronic circuitry installed. An external neural data slot provides an input drive that can be accessed from outside the body; an open slot is visible where a 3D or other data storage medium can be placed. An Ordinary data slot can use 3Ds; a Good or Amazing slot can use both 3Ds and X3Ds.
Reflex Yes - / 2000 / -
Mass: -
Size: 2
› Reflex is specialized cytronic circuitry that can be added to a body's cytronic circuitry system for the express purpose of allowing that body to make use of enhance programs. Enhance programs utilize the reflex wiring to allow the body to perform faster, more accurately, and with better control. All reflex is of Good quality. Enhance programs are a special kind of computer software that can only be used by cyber-equipped characters. For a character who has a nanocomputer and reflex wiring installed in his or her body, each different type of enhance program provides a bonus to the character's use of a particular physical skill or physical characteristic, as the program and the reflex wiring work together to augment the character's physical skill. The use of an enhance program inflicts stun damage on the user for every round or portion of a round that the program is running. The amount of damage depends on the quality of the program: Ordinary, 1 stun; Good, 2 stuns; Amazing, 3 stuns. (There are no enhance programs of Marginal quality.) Stun damage from multiple enhance programs running in the same round is cumulative. Each enhance program provides a -1, -2, or -3 bonus, depending on its quality (Ordinary, Good, or Amazing). Physical skills that can be stored on an enhance program include Athletics, Melee Weapons, Unarmed Attack, Acrobatics, Manipulation, Primitive Ranged Weapons, and Modern Ranged Weapons. On a Critical Failure, the GM may call for a cykosis check. An enhance program takes up 3 slots of active memory. The standard cost of such a program is $1000 for Ordinary quality, $2000 for Good quality, and $3000 for an Amazing program. Each specific type of enhance program must be purchased separately. It does no good for a character to have two copies of the same specific program running in the same round, because the benefit provided by the second program is not cumulative—but the stun damage is. Characters must be careful about how they acquire enhance programs, because some aren't what they appear to be. Enhance programs can be rigged to inflict wounds instead or stuns, or they can be designed to give penalties instead of bonuses, and some might even do both types of harm to an unsuspecting user.
Accelerator Yes 2500 / 5000 / 10000
Mass: 0.075
Size: -
› The accelerator uses the subject's cybernetic control systems to drastically enhance his reaction speed. The recipient must have reflex wiring and a nanocomputer to support the accelerator, or the device is useless. The accelerator provides the following benefits: Ordinary: +2 Action Check Score Increase, None Actions/Rd Increase, $2,500. Good: +3 Action Check Score Increase, +1 Actions/Rd Increase, $5,000. Amazing: +4 Action Check Score Increase, +2 Actions/Rd Increase, $10,000. In order to receive the accelerator bonus, the character's nanocomputer and reflex wiring must be of equal or better quality. Otherwise, the accelerator is limited in its effect to the weakest of the three systems. Using an accelerator doubles the stun damage inflicted by triggering an enhance program.
Subdermal NIJack Yes - / 700 / -
Mass: -
Size: 1
› These mostly hidden NIJacks are installed in the wrist or forearm so that a gridcaster gauntlet can be plugged into the arm without the need for running exposed cables to the neck and head. All subdermal NIJacks are of Good quality.
Wireless NIJack Yes - / 1000 / -
Mass: -
Size: 1
› The wireless neural interface jack is a sensor located on the outside of a character's head, usually high on the side or back of the neck where it can be hidden by hair. When activated, it completes a data link with a computer or gridcaster that has a similar sensor. A wireless NIJack performs all functions of a regular NIJack but transfers data via radio emissions. The character must be within line of sight and no farther than 10 meters from the interfaced system.
Scanner Implant Yes 1250 / 2500 / 3750
Mass: 0.35
Size: 2 / 1 / -
› The scanner implant is a magnetic resonance device that can be installed in the user's eye or hand. It provides the cybernetic character with the ability to see into or through walls or objects, as long as he is within 1 meter of the object to be scanned. (Ordinary size 2, Good size 1, Amazing size -).
Endoskeleton Yes 4000 / 6000 / 8000
Mass: 15
Size: 3
› One of the most difficult pieces of cyberware to install, the endoskeleton provides all of the benefits of a cybernetic exoskeleton-but it's hidden inside the user's body. Large portions of the user's natural skeleton are replaced or reinforced with carbonide alloy structural members. The endoskeleton can anchor cybernetic limbs, MusclePlus, and similar systems just like the exoskeleton, and it provides the user with 3 extra stun/wound/mortal points for Ordinary, Good, or Amazing quality implants.
Subdermal Armor Yes 1500 / 3000 / 6000
Mass: 15
Size: 2
› Consisting of flexible CF bands inserted over the vital portions of the body, subdermal armor is much less obvious than body plating. It doesn't have the stopping power of external armor, but it doesn't affect the user's agility and doesn't advertise his special edge. Ordinary armor stops d4-1 (LI), d6-2 (HI), d6-2 (En); Good armor stops d6-1 (LI), d8-3 (HI), d8-2 (En); and Amazing armor stops d6+1 (LI), d6 (HI), d6 (En).
Systemic Reinforcement Yes 5000 / 10000 / 15000
Mass: 4
Size: -
› This piece of cyberware serves to effectively increase a character's cyber tolerance score. The subject's vital functions-breathing, circulation, immune responses, etc.-are supplemented by nonintrusive synthetic systems. Systemic reinforcement adds 1, 2, or 3 points to the subject's cyber tolerance score for an Ordinary, Good, or Amazing piece of equipment.
Cortex Bomb - 1500
Mass: 0.1
Size: 1
› The cortex bomb is one of the most brutal means available of ensuring compliant behavior. It's a small radio-activated or timed explosive charge, implanted in the subject's skull. If detonated, the bomb kills the victim in a grisly display. Radio detonators must be within 200 meters to function; cluttered terrain or interior walls may reduce this substantially. Removing a cortex bomb is possible, but if the surgeon achieves a Critical Failure, the bomb goes off, causing d4m to the surgeon and anyone else within 5 meters of the victim.
Deflection Web Yes 3500
Mass: 3
Size: 2
› This is simply a deflection inducer installed in the subject's body. When activated, it increases the subject's resistance modifier against physical or energy attacks by +2, but hinders the subject's own attacks with a +1 step penalty. The web's endurance is only 5 rounds; the charge pack is usually hidden on the calf or upper arm, and changing it requires an entire round.
GP (General Purpose) Implant Yes 500 / 1000 / 2000
Mass: -
Size: 2 / 3 / 4
› Almost any piece of gear imaginable can be installed in a general purpose module. Items weighing 1 kg or less can be installed with Ordinary implants; items weighing up to 3 kg are Good implants; and items weighing up to 10 kg are Amazing implants. Powered items include power leads that the character can use to recharge his internal batteries. Common items chosen for GP implants include gauntlets, cutting torches, vidcams, flashlights, zero-g webs, and powered grapnels. General purpose implants cost $500, $1,000, or $2,000 for Ordinary, Good, or Amazing modules, plus twice the cost of the equipment to be installed.
Comm Port Yes 500 / 1500 / 2500
Mass: 0.1
Size: -
› This is a frequency-agile transceiver hardwired to the user's nanocomputer. Through the port, the user can receive and transmit comm signals, video feed (if he has an optic system), or datastream feed. Using a comm port for a radio conversation is distracting, so the character suffers a +1 step penalty to actions he takes while communicating. Unlike the subdermal transceiver, which takes its cues from subvocalizations, the comm port is controlled directly by the wearer's mind through his nanocomputer. The comm port has a range of 20/50/200 km for an Ordinary, Good, or Amazing installation.
Gunsight Yes 1500 / 2500 / 4500
Mass: 0.3
Size: -
› There are three components in this system: a vidcam mounted on the wearer's weapon, a wire lead from the vidcam to the wearer's cytronic circuitry, and an optic screen, artificial eye, or cyberoptic system in the user's head (not included in the package). When activated, the vidcam projects crosshairs in the user's field of vision, showing exactly where the gun is pointing. The system provides a -1, -2, or -3 step bonus to the user's attack skill checks with the ranged weapon in question. The cybernetic gunsight is especially deadly when used in conjunction with an enhance program.
System Link Yes 1000 / 2000 / 4000
Mass: 0.3
Size: 1
› Resembling the innate mechalus ability to directly interface with computer hardware, the system link is an extension of the user's cytronic circuitry net that can bypass manual controls, keyboards, or displays. The user delivers commands to the vehicle or system in question through a direct neural link, speeding his reactions and increasing his precision. The link provides a -1, -2, or -3 step bonus to one specialty skill under Vehicle Operation or System Operation. This bonus is not cumulative with any bonus for the quality of a vehicle's onboard computer. Additional specialty modules can be purchased for $500 each.

** Can be installed at no cost in skill points.

© AAA 2026 [ Español ]
SYSTEM STATUS: ONLINE
×