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Cyberspace

I choose to rewrite the modification section of cybernetics from the Science Fiction Companion to fit the world of Xethos. There is extensive cybernetics, expanded from the Science Fiction Companion book to include more options. All ancestries can have cybernetics, the monetary cost is effected by ancestry traits such as Big.

Modificiations are not limited to only cybernetics, but there is also DNA Splicing that implants animal genes into a person, these are not advasive as cybernetics, but are not reversable.

Both Cybernetics and DNA Splicing take Strain to install, which is a measure of how much the body or spirit can handle before it breaks. Strain is the lower of your Spirit or your Vigor. If you exceed half your Strain you begin taking potential side effects, and if you exceed your maximum Strain you enter a coma or die.

Side Effects Table

If you exceed half your Strain, you roll on the Side Effects Table with every new piece of cybernetics or DNA Splicing you get. The side effects are cumulative, for each piece that exceeds half your Strain. If you need to roll on the table, and already have gotten the result from a previous implant, roll again until you get a different result.

Roll (d20)Side Effect
1System Overload: The patient's body is overwhelmed by the modifications. Reduce either Spirit or Vigor by one die type (their choice).
2Neural Interference: The modifications interfere with the patient's nervous system. They gain the Hesitant Hindrance.
3–4Neural Block: The modifications impairs the "fight or flight" response, causing a -2 penalty to all Spirit tests to recover from Shaken.
5–6Labored Respiration: The modifications affect the patient's respiratory system, causing them to reduce Pace by 1 and Running Die one step.
7–8Complications: The modifications cause complications in the patient's body. The latest implant or splicing costs +1 Strain.
9–10Phantom Cramps: The patient suffers occasionally from phantom cramps in the area of the latest implant or splicing. When their Action Card is a club, they are Vulnerable.
11–12Sudden Shakes: The patient experiences sudden shakes in the area of the latest implant or splicing. When they draw a Club for their Action Card, they are Distracted.
13Paranoia: The patient becomes paranoid about their modifications. They gain the Suspicious (Major) Hindrance.
14–15Heightened Feedback: The patient experiences heightened feedback from the modifications. They gain the Thin Skinned (Major) Hindrance.
16–17Memory Loss: The patient suffers from memory loss. Besides role-playing effects, they have a -2 penalty to Smarts and Common Knowledge tests.
18Migraines: The patient suffers from migraines. When they roll a Critical Failure, they take a level of Fatigue (non-incapacitating). This can be recovered normally.
19Violent Episodes: The patient experiences violent episodes. They gain the Bloodthirsty Hindrance.
20Internal Bleeding: The patient suffers from internal bleeding, caused by a mistake in during the operation. The patient gains the Ailment (Major) Hindrance until the they receive medical attention.

Edges and Hindrances

The Science Fiction Companion has a short list of edges and hindrance related to cybernetics, those are all in effect.