03.00 Physical Cyber-Enhancements d6
Fitted in place of the inner ear, the Equilibria improves balance. Uses of acrobatics, beast riding, dodge, and meleecombat (defensive only) receive a +1D bonus when the Equilibria is in use.
Artificial tendons used to support cyber- limbs (those which increase Strength by +1D to +2D). Normal muscle would tear under the stress of cyberlimb use, but Synthemuscle can act as a shock absorber. Synthemuscle with cyberlimbs ( or a cybernetic skeleton) provides STR+1D (a cyberleg provides STR+1D; a cyberleg plus synthemuscle provides STR+2D). If installed without a cyberlimb being present, Synthemuscle provides a +1D to STR
NetWorld Intradermal Plate
The most expensive and dangerous cybernetic operation is to have thick, rubbery intradermal plate installed over one’s major muscles. Intradermal plate is normally installed on the chest and arms and can stop anything short of a blaster.+2D
Furtherinan AdrenoCharger Dispenser
A small injector fitted onto the adrenal glands, the AdrenoCharger shoots adrenaline directly into the bloodstream. This has the effect of increasing Dexterity and Strength by +1D for five minutes, At the end of this period, the character suffers a -1D penalty to all Dexterity and Strength-related actions for 25 minutes.
Furtherman EndorphoCharger Dispenser
Fitted into the intestinal tract, the EndorphoCharger dispenser is activated by SimNerve. It releases a dose of endorphin into the system, increasing the character’s STR by +2 for 15 minutes. At the end of the boost period the character takes two stun-results in successive rounds.
Becker QuickKill Dispenser
Created by a small corporation headquartered in a Inner Rim system, Becker QuickKill is an improved version of the best of Furtherman’s combat drugs. It combines the effects of the AC and EC drugs and minimizes the effects. The character injected with a dose of QuickKill (also known as “Cue-kay”) gains a +1D to all actions involving Strength, and Dexterity for ten minutes. At the end of this time, the character suffers no ill effects. However, if the character is injected with QuickKill again in a twenty-four hour period, the character receives the normal bonuses, but “psyches out” – he or she becomes incredibly paranoid (+1D+2 to resist any persuasion attempts, but -1D versus any tricks that feed the character’s paranoia) and very violent. The negative effect lasts for twenty minutes. If a third or subsequent dose is taken within twenty-four hours of the latest dose, the effects get even worse and take longer to go away (progressively).
Because of several legal suits pending (Furtherman is currently trying to gain control of Becker and will probably succeed – unless someone like NetWorld or Brodie “White Knights” the situation), QuickKill is increasingly hard to get – and is even illegal in some areas of space (Furtherman has been throwing its political weight around). However, some Imperial garrisons and some corporate troops are beginning to stock up on Q-K.
Brodie MindEnhance Injector
Attached to the base of the brain, the MindEnhance releases a stimulant into that organ which raises the Knowedge attribute by +1D by for 15 minutes. Attempting to release a second dose of MindEnhancer while the first is still in effect will result in the Mind dropping by -2D. The character suffers a stunned damage result upon using the MindEnhance and another at the end of the fifteen minute period.
NetWorld PainShield Injector
Designed for use by corp marines (and often included with their body armor), PainShield blocks the effects of physical damage. Thus, a character who is wounded twice will not suffer the penalty to all skill attempts due to the effects of the PainShield, although the wound is still present. (Characters who are incapacitated will still suffer the two stuns per round of activity, however, as their inability to feel the pain does not negate the damage.)
A single does of PainShield will block discomfort for 15 minutes. At the end of this time, the character will suffer a stunned damage result and incur all the penalties associated with the wounds he or she has suffered.
This is a small box filled with neural injectors that can be fitted beneath the skin. Each box can hold up to three doses of a particular drug (or a variety of same). Unfortunately, using the Furtherman “all purpose” requires one action – the character must spend an action manually triggering the injector. It does not require SimNerve to use.
Prosthetics & Cyberlimbs
Despite the feeling among the Empire that cyberware (especially prosthetics) is somehow corrupting, prosthetics remain very big sellers, both through legitimate outlets and street surgeons. These fully functional arms and legs range from the top-of-the-line models (constructed of high quality plasteel and lined with SimNerve to relay sensations) to the cheapest units, made of metal and unable to feel anything. These are often constructed haphazardly and are too bulky to cover convincingly with syntheflesh.
Prosthetics are used to replace lost hands, arms or legs. Often, mercenaries, corp marines or adventurers in need of an edge will have a limb cut off and replaced with something cyber.
All prosthetics require SimNerve running between limb and brain for purposes of control, as well as Synthemuscle to prevent bones from cracking due to stress.
Note: Strength and Dexterity bonuses are for actions using the affected limb. For example, a Cyberleg of STR+ 1 doesn’t apply if the character is crushing a can with her hand. However, Strength bonuses to the hand being used would be applicable. Gamemaster’s discretion as to whether any bonus applies in a given action.
These can be attached to normal arms or fitted on to cyberarms. Base-line models are simply metallic or plasteel hands, while more advanced units can have tools or weapons included in the digits (these provide a +2 bonus to lock picking and prestidigitation skill checks).
Cyberhands can rend or crush wood, plasteel and some softer metals. They provide a STR+1 bonus to their users.
A basic replacement hand (no Strength or Dexterity adds) can be purchased for 3000 credits. Cyberhand can provide bonuses to Strength and/ or Dexterity as listed in the charts. Costs are cumulative, so for a hand with STR+1/DEX+2, the cyber rating would be 1.5, and the cost would be 12,000 credits. The basic replacement Cyberhand is necessary before adding options.
The cost for a cyberhand with STR+0; DEX+0 is 3000 credits. Its cyber rating is 0.5. The difficulty to install it is Moderate, the wound level caused is wounded twice and the Systems Toughness is 7D.
Options can be added to the standard cyberhand.
Personal interchangeable digits for a basic cyberhand mount. Favored by techies for delicate work. [Adds +1D on all repair skills (may specialize for an extra +1)] Hand includes: Cutters, ratchet attachment (selfsizing), micro-torch, probe electronics
Magic options adds +1D to Hide:sleight-of-hand and +2 to pickpockets. User’s note: Compartments and such allow sleight of hand and less legal pursuits.
Artist kit attachment
These spray or liquid painting digits used by artists are comprised of small cylindrical canisters of paint mounted with mini-sprayer or pressure brush. Available for most species with identifiable digits.
Adds +1D on Medic/First aid skills, which include pulse rate, injection system, and a cleansing system for wounds, burns, etc.
Cyberarms, always include the cyberhand of the same cyber rating. The basic cyberarm (STR+0/ DEX+0) costs 4000 credits and has a 0.5 cyber rating. The costs of added capabilities are cumulative, so a cyberarm with STR+2/DEX+l costs 11,200 credits and has a cyber rating of 2.
In order to use a cyberarm rated at STR +2 or above, synthemuscle is required. Synthemuscle is also required for systems which are rated at DEX +1D+1 and above. This reflects the extra body strength required to compensate for motions of the arm. Cyberarms have a difficulty is Moderate to install, a system Toughness of 7D and cause an incapacitated wound level.
|Strength Add||Cyber Rating||Cost|
|Dexterity Add||Cyber Rating||Cost|
*Must have exoskeleton for body to be able to support modifications of this level without taking damage.
Brodie, McGinley and Furtherman are fully committed (or at least should be committed) to the belief that the handshake is not dead. Every deal should be closed with one. Why? Well, how else are you going to get up close and personal to use these wonders of hand destruction?
Part of the hand’s power cell energy is diverted into an electrical attack. You light up my life … Fleet is definitely not too keen on these shockers. [For 100 days off of the life of the battery, a damage value 5D electrical attack may be made (touch range only).] In ESN-supported systems, this electrical attack costs the user three stunned results]
A high-compression gas cartridge can be loaded into the base of the Brodie RamFist hand replacement. When the gas is released (when you hit somebody), the hand extends at high velocity. Up to ten punches may be made from a single gas cartridge. Body Blow! Body Blow! Go For The KNOCKOUT! [RamFist does STR+2D/7D damage.]
A small gas nozzle may be placed in a fingertip or on the back of a punk’s hand that can be triggered to release a small amount of gas. Gas cartridges can be purchased to cause effects anywhere from sleep to acidic burn to nausea (to simple blinding (small paint spray or fog cloud). It’s even tougher to see if someone blasts your eyes with acid. Heh, heh …[Sleep gas: Moderate STR check or unconsciousness for five minutes. Acid: damage value 4D. Nausea: Moderate STR check or vomiting for three rounds. Blinding: Add +2D to the difficulty of sight-based skill checks.]
Furtherman Cutting Edge
Furtherman has produced a cyberhand that opens up to reveal a miniature buzzsaw. This saw can be used to cut through wood, plasteel locks, and even flesh, the latter being its most helpless victim. Because they are difficult to detect or remove, these are illegal on most Core Worlds. Now, if only I had one … [Damage value STR+1D/7D.]
Cyberleg installation includes one foot of the same cyber rating and adds level. The basic cyberleg (STR+0/DEX+0) costs 6000 credits, and has a cyber rating of 0.5. Similarly to cyberhands, in order to use a cyberleg rated at STR+1D or above, synthemuscle is required. The same is true for cyberlegs rated at DEX+1D+1 and above. This reflects the extra body strength required to compensate for motions of the leg. Cyberlegs have a Moderate difficulty to install, a system Toughness of 7D, and cause an incapacitated wound level. Cyerlegs increase ones running speed and jumping ability. (+2 to movement rating every level of STR)
|Strength Add||Cyber Rating||Cost|
|Dexterity Add||Cyber Rating||Cost|
*Must have exoskeleton for body to be able to support modifications of this level without taking damage.
Need that special boost on the run? Check out these mobility enhancers. These are produced by an independent corporation that has been specializing in footwear since the early pedestrian days. Named after Hermes, or some other ancient religious figure, I never can remember who.
Extendable wheels can be dropped down from the base of these foot replacements that increase a user’s speed. [Adds +10 to movement running speed limit. Requires use of skill, skating. Add +1D to the difficulty if traveling over less than even terrain, +2D if attempting to go uphill.]
If skating isn’t your thing, perhaps you’d prefer flight. A series of gas nozzles placed along the bottom and back can be used to given limited flight capabilities. They aren’t terrific but they are functional. One gas cartridge will last one hour. I wasn’t born with wings, so I gotta even the odds somehow. [50 meters vertical limit; 140 meters horizontal limit. Treat like rocket pack.They are usable only by people with the Rocket pack operations skill and, even then, at +2 to the difficulty number.]
For the outdoorsman in the crowd, the corporation has provided extendable spike footwear. The foot replacements will help mountain climbers, runners, and cat burglars hold on even the slickest surfaces. [Add +2D to running or climbing skill checks on nonstandard surfaces.]
Primarily for Espos and mercs, these foot replacements generate a low-grade magnetic field which secures a person to magnetic surfaces such as ship hulls. Somehow I think cat burglars are more likely to use these than clampons. [While secured, fall prone results can be ignored and a person’s resistant Strength for pushing or pulling is increased by +2D. Note: Plasteel is considered magnetic.]
These metallic or plasteel bones can be purchased as a whole skeleton or in individual parts. Physicians have found it is easier to simply replace the skeletal structure of someone who has had a catastrophic accident than go through a long period of treatment and therapy to heal them.
Cyberskeletons do not increase Strength. They provide support. Cyberlimbs and muscle combinations that add +10 or more to a character’s Strength can only be supported with a cyberskeleton. Cyberskeleton bones are extremely hard to break – a power suit’s sphincter valves won’t cut through them, and neither will most weaponry.
Gamemasters should also keep in mind that there can be serious drawbacks to cyberskeletons. For example, a character is shot in the chest with a slugthrower – he need not fear that the bullet will shatter a rib, but it may ricochet off one and cause even more damage. Or, the character’s muscles and tendons may be pressed and torn by the impact more than if they’d had the natural “give” of a bone. In addition, a character with a complete cyberskeleton masses 175% of his or her pre-cybered mass.
Special features that can be added to cyberlimbs for an additional cost, sheaths are concealed compartments that can be used to hold weapons or other small items. They are normally concealed under syntheflesh and can be opened only through a mental signal from the arm or leg’s owner (unless, of course, the cyberlimb is damaged).
These are definitely a no-no as far as Imperials and Espos are concerned, but if you can get a hold of them, life will be so much better. By the way, their manufacturer, Blacktronics, is one of the best in the illegal weapons division. But somehow, I suspect that McGinley might just outdo them soon.
This arm-mounted energy weapon fires a low-level sonic beam that resonates clean through a target. It is easily concealable, but it draws a lot of power. [In ESN-systems, the user suffers three stunned results and a power cell is drained 200 days.]
Range Damage Short Medium Long Price Ammo/Cost 7D 3-25 75 150 20000 30/125
Based upon the principles of the ancient neutron bomb, this is the preferred weapon of cyberware thieves. Not only does it cause a vicious amount of damage, it leaves non-organic materials (read: cyberware) unharmed (well, maybe a little gooey). Because, like the Sonic Disruptor, there are no magazines, it draws energy directly from power cells or ESN. [The power cell cost is 250 days. The ESN cost is five shock.]
Range Damage Short Medium Long Price Ammo 8D 3-15 50 100 20000 20
Weapons and Weapon Systems
Cybernetic weaponry is normally concealed beneath syntheflesh or included with a cybernetic arm or leg. It is triggered through impulses sent from the brain via SimNerve. Most Cyber weapons are highly illegal in Imperial space.
A small-caliber slugthrower that can be concealed in the wrist. It is a favorite among cyberweapons as it is easily concealed by syntheflesh and does not place the strain on the arm that larger weapons do. Firearms Skill
A powerful submachinegun fitted into the forearm, the Enforcer is one of the more impressive slugthrowers currently available for subdermal use. The firing port is concealed in the heel of the hand and is fired by bending the hand back. Firing takes place at a mental command relayed via SimNerve. Skill: Firearms Skill
Long, lethal blades, claws are stored in the forearm and spring from the top of the wrist. Combat with claws is considered melee, with them doing STR+1D damage. Cyber ratings given are for one set of claws. Skill: melee combat
Similar to above, save that the claws carry a powerful charge with them. This makes them able to do more damage. When drained, they do the same damage as normal claws. Skill: melee combat
Thin daggers that extend from fingers or toes upon mental command. They average two centimeters in length, but larger and smaller daggers are available. Razortips do a STR+1D damage in melee combat. Skill: melee combat
Sharp, plasteel replacements for the canine teeth, these can be either solid or hollow and filled with drugs or acid. Skill: Brawling
Stored in the wrist, razor wire can be snapped at an opponent with a sharp movement of the forearm. Up to two meters long, razor wire does STR+2D/6D damage. If the melee combat check fails by 10 or more, the razor wire snaps back on its wielder and does normal damage. Skill: melee combat
Commonly known as “stubs,” these mini-projectiles replace the last segment of the finger. Rockets fire from the fingertips either singly or in groups, and explode on impact. The rockets are only accurate for four meters. Characters can replace one or more fingertips at a cost of 700 credits each, but the basic firing and interface unit must be purchased to operate. Rockets are illegal cybertech on planets which forbid weaponry. Damage Value (per Rocket) 3D+1
Furtherman Cyber-weapon Scope
Upon SimNerve command, the scope switches view to that of a Cyber-eye. When combined with Brodie LED, EyeHUD or a similar system, the scope allows the view to be windowed on the display. This allows the user to aim around corners while only exposing the weapon to potential hostile fire. Cyber-eye, SimNerve, EyeHUD or other “full screen” display systems are required. A neural jack-interfaceable gun is also required. The Cyber-weapon scope isn’t itself cyberware and its connections work through existing cyberware, so it doesn’t carry a cyber rating or an installation difficulty.
A Body Club usually replaces an arm or leg. Now, a normal person would just go to Brodie or the like and get something decent installed. But for the loonie on the fringe, the Body Club has some attraction. The Body Club is just that: a club with a stub to act as a hand or foot, except that the Club is electrified so it can act as a stun baton. A power battery is implanted in the body (ESN won’t provide enough of a kick), as well as insulation to protect the user from zapping himself. Some “kinder” dealers even provide prosthetic hooks to act as hands when the user isn’t out zapping. The Club has to be recharged by plugging it into a power pack, or outlet (a surge protector is advised for the safety conscious – of course, the safety conscious individual isn’t using a Body Club). [Damage Value STR+3D/7D. Provides 20 hits before needing to be recharged(Reduce damage value by +1D for a drained Club). A mishap means the user may have zapped himself.]
Now anyone can spit like a snake. Venom is a sac of toxin (the user can choose the toxin) implanted in the roof of the mouth with a pressurized projection system which enables the user to spit a venom at an opponent at close range. Part of the installation process is getting a vaccine/antidote installed at the same time. Don’t let your medic forget this part – some unethical practitioners will install the system, then charge extra for the antidote. (Damage value determined by the toxin).
Street names of a few of the more popular toxins are Dufuss, Somynide and Scud. These toxins aren’t legal, and a streetwise attempt (Prohibited for Dufuss, Extremely Illegal for Somynide and Scud) is required to obtain them. Base costs are listed, but these may vary by as much as 20% depending on locale.
Dufuss reduces the Knowedge & Perception attributes by -2D within 10 seconds of skin contact. Over the next hour, these attributes will decrease by another -1 pip. Dufuss isn’t fatal, but recovery takes 4 to 6 weeks, with attributes returning at the rate of +1 pip per week. The antidote is usually in a liquid form and removes the toxin’s effects immediately upon ingestion. Cost: Dufuss: 600 (Antidote: 750).
Somynide is fatal if left untreated. Upon skin contact, the victim loses -2 pips to Strength and -1 pip to Perception. Within 10 minutes, the victim loses another -2 pips to Strength and -1 pip to Perception. This continues every 10 minutes until the victim falls unconscious. Unless an antidote is applied, the victim will fall into a coma and eventually die. The antidote stops the progression of Attribute loss, then enables recovery at +1 pip per hour for each Attribute. The antidote works on skin contact. Cost: Somynide: 1200, (Antidote: 1800).
Scud attacks the victim’s central nervous system. Within 5 seconds of skin contact, the victim takes a mortal wound unless a check versus Strength is made (Moderate difficulty). If the roll succeeds, then the victim takes a wound instead. Another check should be made every ten seconds. Immediate treatment is necessary to avoid death. The antidote works on skin contact, removing one wound level per hour. Cost: Scud: 2400 credits, (Antidote: 3200 credits – or more, depending on desperation, and how well the victim gets along with his traveling companions!).
Martial Arts Enhancements
Due to weapons being outlawed on many “civilized” planets, several advancements have been made to make the martial arts expert deadlier. These cybernetic augmentations may still be noticeable by sensor or vision checks. Local customs vary as to their acceptability.
Subdermal blocking plates
These are placed on the blocking areas of the arms and legs. They add +1D to brawling blocks and provide +1D physical/ 0 energy for the limb when taking damage from blocking.
Subdermal Knuckle Implant
These are plasteel implants which cover the knuckles and the back of the hand and add STR+1D to punches. Also available in touch-activated version. The user just touches the activation patch, usually located under a limb or on back of neck.
Subdermal Foot Implant
Subdermal knuckle implants have also been adapted to the feet, providing STR +1D to kicks.
Flex-version Subdermal Implants
Upon SimNerve command, the plates will harden. This option reduces noticability until fighting. Then, once the fight is over, the plates will return to their original flexible state.
Cost: Hand 1200 Foot: 1500. Very Difficult to detect on active search while flexible. Heroic success to detect on casual search while flexible.
When it’s time to Use Your Head!!! The HeadButt plate gives a STR+2 on brawling and martial arts strikes when using the head.
Armor & Armor Systems
Furtherman has recently developed hand /body mini-shields which are activated by mental (SimNerve) command. Upon activation, the shields spring open. In appearance and shielding capability, they are like insect carapaces. In normal use, these appear to be merely skin-grafted decorations. Mini-shields are usually placed on wrists, ankles, and the chest or torso. They are often decorated as jewel-tone plates or inserts. A mini-shield may also be worn as a jewel inserted on the forehead or bellybutton.
TOU/Max Value: +1D physical / +2 energy
Note: Mini-shield is also available in a non-cybernetic spring-loaded bracelet version which is activated by a shake of the wrist. This is reputedly a ‘genuine” article made by Kestarian artisans.
Electro-Magnetic Pulse Shielding
In general, cyberware is installed with a basic level of interference shielding. Still, this shielding level is designed only to handle ambient interference levels. For protection against concentrated electromagnetic fields or pulses, EMP shielding is required. The EMP shielding comes in degrees of effectiveness.
All EMP Shielding I levels increase the difficulty of attempts to shut down or damage the protected electronics. Anyone using cyberware should take the first level it they wish to travel in space comfortably (i.e., without having their system shut down).
|Level I||System TOU+3||+25%|
|Level II||System TOU+1D+2||+40%|
|Level III||System TOU+2D||+60%|
EMP weapons fire concentrated pulses of wide spectrum electronic frequency. These pulses attempt to disable or shut down electronics. The EMP weapon attacks the target system’s Toughness. Use the results chart to figure wounds. Treat results as if the equipment had taken physical damage. An EMP bomb is also listed; the bomb’s decreased effectiveness is due to its widespread pulse.
|Hold out pistol||2||TOU||2000|
|Heavy Assault Rifle||30||TOU-4||4300|