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Cybernetics

PCs may begin with a cybernetic implant instead of a mystic Gift at the GM’s discretion. Cybernetic implants do not take up item slots; however, each cybernetic implant is associated with one of a PC’s six Abilities. Each Ability may have only one implant assigned to it. Cybernetics cannot boost a PC’s stats past the natural 20/+10 maximum.

d20 IMPLANT ABILITY EFFECT
1 Air Current Microsensor PSY You suffer no navigation or combat penalties from blindness or darkness.
2 Alluring Fakeface EGO You are extraordinarily beautiful. +2 to EGO.
3 Autoglot HeadBank INT +2 to INT. You understand all languages.
4 Backup Heart CON +2 to CON. +5 max HP.
5 Carbide Knucklebones STR Your bare fists deal d8+2 damage.
6 Cyberliver CON You gain immunity to all poisons. You cannot get drunk.
7 Dazzleskin Filaments CON You are immune to energy weapons. Disadvantage when trying to hide.
8 Dopamine Synthesizer EGO +2 to EGO. You are immune to fear, panic, and embarrassment.
9 Dorsal Jump-pack DEX You have hover-jets mounted on your back. You fly slowly and loudly.
10 Ferrosteel Exo-Skeleton STR Add +2 to Armour and STR. Subtract -2 from DEX. You cannot swim.
11 Finger Syringe DEX One finger is a hidden injector. You can load it with any tonic or poison.
12 Hydraulic Biceps STR +2 to STR. Add STR bonus to weapon damage.
13 Hyper-elastic Tendons DEX +2 to DEX. You can jump like a frog.
14 Merciless Cybereyes DEX +2 to DEX. Add DEX bonus to ranged weapon damage.
15 Mercurial Fakeface EGO Your face can alter its features and colour at will.
16 Sub-dermal Ceramic Plating CON +2 to Armour. Cannot be removed.
17 Sub-dermal Insulation CON Immunity to all damage from flames, cold, and electricity. Cannot be removed.
18 Tactical Bioscanner PSY You know the Armour, Hit Points, and Morale of any Biological creature.
19 Tactical Technoscanner INT You know the Armour, Hit Points, and Morale of any Synthetic creature.
20 Trauma-Response Rig CON Make a CON save to ignore the results of Wound rolls. Works once per day.