Cybernetics

Installing cybernetics

The process of installing cybernetic enhancements into people has an odd effect on their personality. As more and more cybernetics are implanted, the recipient of these implants begins to feel divorced from the rest of society. This worsens until eventually if too many enhancements are installed, the recipient suffers a psychotic break and, more often than not, goes on a killing rampage.

This phenomenon is known as Cybernetic Implant Psychosis Syndrome (CIPS) but most people refer to it as Cyberpsychosis.

To represent the effect of CIPS, whenever a character gets a new implant they must make a Spirit check for every 5 1 points of cybernetics. The check becomes more difficult each time it is made, gaining a -2 penalty.

1 The Cyber Tolerance Edge and Cyber Intolerant Hindrance change this value. See the relevant Edge/Hindrance for details.

Bioware has a similar, but lessened impact on the human psyche. As a result, the check for Bioware is unaffected by the number of points of cybernetics/bioware installed and the TN is always 4.

If this Spirit check fails the character gains theGhost in the Machine 2 hindrance. Should a second check fail then the character gains the More Metal than Meat 2 hindrance. A third failed check causes the character to undergo a complete psychotic break and become an NPC under the control of the GM.

2 These hindrances “stack” with other hindrances and the above is a slight simplification. See the relevant hindrance for details.

Fashionware

Fashionware relates to a slew of cybernetic devices that have little to no in-game effect. In essence these are 0-point items and do not require a CIPS check, regardless of how many points of cybernetics the character has already installed.

  • Biomonitor ($500) As per the Biomonitor from the IZ rules.
  • Skinwatch ($50) Subdermal timepiece
  • Shift-tat ($1-20) Colour changing tattoo
  • Coloured contacts ($1-20) Colour changing contact lenses
  • Synthskin ($400) Colour/pattern changing skin

Neuralware

  • Neuralware Processor ($1,000 / 0 point) A basic neural interface/processor that allows other neuralware modules to interface with the characters nervous system.
  • Boosterware ($500 / 1 point) Grants the Level Headed Edge. If the character already has the Level headed Edge then they gain the Improved Level Headed Edge.
  • Reactive Boosterware ($1,000 / 2 points) As Boosterware but also adds +1 to the character’s parry and a -1 penalty to anyone trying to shoot at them.
  • Speedware ($1,600 / 3 points) As Reactive Boosterware but also grants the Character the Quick Edge and increases the parry bonus to +2.
  • Tactile Boost ($100 / 1 point) Adds +2 to any Notice check using touch.
  • Olfactory Boost ($100 / 1 point) Adds +2 to any Notice check using smell.
  • Pain Editor ($200 / 2 points) Allows the character to ignore pain. Grants the character the Nerves of Steel Edge (or Improved Nerves of Steel if they already have the Nerves of Steel edge).
  • Smart Gun Link ($300 / 1 point) Allows the character to interface with a smart gun. With a smart gun the link increases the character’s Shooting skill dice type by 1 or adds +1 if already d12.
  • Vehicle Link ($100 / 1 point) As the Standard Vehicle Control Interface from IZ rules.
  • Advanced Vehicle Link ($300 / 2 points) As the Advanced Vehicle Control Interface from IZ rules.
  • Combat Vehicle Link ($1,000 / 3 points) As the Expert Vehicle Control Interface from IZ rules.
  • Basic Chipware Socket ($200 / 1 point) As the BasicKNOWcomp from IZ rules.
  • Advanced Chipware Socket ($500 / 2 points) As the AdvancedKNOWcomp from IZ rules.
  • Basic Active Skill Computer ($500 / 2 points) As the Basic Active Skill Computer from IZ rules.
  • Emotion Blocker ($200 / 2 points) As the Emotion Blocker from IZ rules
  • TAP ($3,000 / 0 points) Allows basic access to the ’net. Note the cost here is for characters that do not start with the Unplugged hindrance and other characters are assumed to have one already.
  • Advanced TAP ($9,000 / 1 point) Advanced TAP with hardened electronics. Provides a bonus of +2 to the character’s VR armour score when engaged in VR combat
  • Combat TAP ($25,000 / 3 points) Combat rated TAP with hardened and shielded electronics and built in ICE and AntiICE routines. Provides a bonus of +4 to the character’s VR armour score when engaged in VR combat

Implants

  • Basic Air Filter ($100 / 1 point) As per IZ rules.
  • Chemical Injection System ($75 / 1 point) As per IZ rules.
  • Chem. Sniffer ($200 / 1 point) As per IZ rules.
  • Sub-dermal Armor ($1,200 / 1 point) The character gains +1 Armor.
  • Sub-dermal Nano-weave ($2,500 / 2 points) The character gains +2 Armor.
  • Sub-dermal Plating ($4,000 / 3 points) The character gains +3 Armor.
  • Jump Jets ($6,000 / 3 points) As per IZ rules.

Bioware

  • Muscle Augmentation ($1,000) As per IZ rules.
  • Redundant Organs ($2,000) As per IZ rules.
  • Tailored Pheromones ($1,000) As per IZ rules.
  • Advanced Muscle Augmentation ($2,500) As per IZ rules.
  • Tailored Antibodies ($2,500) As per IZ rules.
  • Tailored Organs ($5,000) As per IZ rules.
  • Combat Muscle Augmentation ($5,000) As per IZ rules.
  • Nanoweave Organs ($7,000) As per IZ rules.

Cyberoptics

  • Cybereye ($500 / 1 point) module can accommodate up to 4 points of options
  • Image Magnification ($300 / 1 point) As per IZ rules.
  • Infra/Ultra Optics (IUO) ($400 / 1 point) As per IZ rules.
  • Flash Compensators ($200 / 1 point) As per IZ rules.
  • Night Vision Optics ($200 / 1 point) As per IZ rules.
  • Targeting scope ($500 / 2 points) Targeting reticle reduces the chance of friendly fire, when firing into melee you only hit an innocent bystander on a snake eyes (or a roll of 1 for a shotgun or automatic weapon). If combined with a smart gun it allows the character to use the Marksman edge with that weapon.
  • Vidcam ($300 / 1 point) Allows the character to record up to 20 minutes of video or take up to 200 photos. Recording does not include audio unless the appropriate cyberaudio module is installed.
  • Dartgun ($500 / 2 points) Poison dart launcher, holds one dart and requires successful Repair roll to reload (1/2/4 – 2d4 – ROF 1 – Poisoned)

Cyberaudio

  • Cyberear ($500 / 0 points) module can accommodate up to 4 points of options
  • Amplified hearing ($200 / 1 point) As per IZ rules.
  • Echolocation Module ($1,000 / 2 points) As per IZ rules.
  • Tactical System Radio ($300 / 1 point) As per IZ rules.
  • Digital recording module ($100 / 1 point) Records up to 2 hours of audio.
  • Bug detector ($100 / 1 point) Adds +2 to Notice check to detect electronic surveillance
  • Voice stress analyser ($200 / 1 point) Adds +2 to Notice checks when interrogating someone
  • Enhanced hearing range ($150 / 1 point) Allows the character to hear into the infra and ultrasound ranges

Cyberlimbs

  • Concealed Weapon Mount ($1,200 / 1 point) As per IZ rules. Firearms may be smart guns. Size depends on the limb (A cyberarm can fit a small or medium hand gun or a small sub machine gun, a cyberleg can fit a small, medium or heavy handgun or a small or medium submachine gun)
  • Storage Compartment ($50 / 0 points) As per IZ rules. Note: the addition of a storage compartment to a cybernetic limb does not increase the risk of CIPS.
  • Heavy Weapon Mount ($6,000 / 3 points) As per IZ rules. Firearms may be smart guns.

Cyberarms

  • Cyber Arm ($3,000 / 1 point) As per IZ rules (Standard Cyberarm).
  • Advanced Actuators ($1,500 / 1 point) Increases the carrying capacity of the cyber arm. As per IZ rules. (Advanced Cyberarm)
  • Gecko Cyberhands ($500 / 1 point) As per IZ rules.
  • Gyro Stabilizers ($750 / 1 point) As per IZ rules.
  • Built-in Hyperglove ($3,000 / 1 point) Basic hyperglove as per IZ Hacking 2.0 rules.

Cyberlegs

  • Cyber Leg ($2,000 / 1 point) As per IZ rules.
  • Advanced Actuators ($1,000 / 1 point) Increases the character’s jumping ability. As per IZ rules. (Advanced Cyberleg).
  • Tension Springs ($1,200 / 1 point) As per IZ rules.
  • Advanced Tension Springs ($2,500 / 2 points) As per IZ rules.
  • Combat Tension Springs ($4,000 / 3points) As per IZ rules.
  • Webfeet ($500 / 1 point) Doubles swim speed.

Cyberweapons

  • Razor Nails ($100 / 1 point) As per IZ rules.
  • Implanted Fangs ($50 / 1 point) Str + d4 – 2 melee weapon. Character in melee is counted as being unarmed
  • Retractable Claws ($400 / 2 points) As per IZ rules.
  • Retractable Blades ($800 / 3 points) As per IZ rules.
  • Big Knucks ($75 / 1 point) The kuncklebones are strengthened and enlarged. The character is considered to be armed with Brass Knuckles at all times.
  • Micromissile Launcher ($3,000 / 3 points) Concealed launcher fires micromissiles. The internal magazine holds 4 missiles. Whilst the launcher is concealed, it is bulky thus relatively easy to spot (+2 to Notice check to spot). Magazine requires a successful Repair roll to reload (12/24/48 – ROF 1 – 3d6 – Heavy Weapon)

Cybernetics

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