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Cybernetics

All cybernetics run off Spinal Core Weaves (SCW), which are essentially wires that run through the spinal cord and connect to the brain. They are made of a special material that can interface with the nervous system and allow for the control of cybernetic limbs and other enhancements. Via specialized devices people can connect to other individuals minds and share communication, data, and even hack control away of the cybernetic devices that a person holds dear.

Everyone that wants cybernetics, hack through a cyberdeck, or be part of the system gets a SCW installed upon hitting adolescence. It is almost a requirement in some schools and is a common practive for most people. Another usual piece of technology that is installed is a data port, which is a small port behind the ear that allows for direct connect to computer systems. Of course the illicit use of cyberdecks to hack into systems is a common use of data ports, but they have legal uses as well.

The SCW that is installed in to the body has a rating for the number of devices it can power and connect to. This is in addition to the Strain that getting cybernetic devices installed causes. The more devices you have, the more strain you have, and the more likely you are to have expeience side effects froom the installation and use of the device. From mild headaches to uncontrollable shakes, there is always a clear sign the cybernetic overload is taking its toll on the body.

Note: All of these devices replace the Science Fiction Companion's cybernetic devices, as they are more in line with the world of Xethos Lands.

Spinal Core Weave (SCW)

The SCW has a rating of 1 – 6, and can connect to twice its rating in devices. So a SCW with a rating of 3 can connect to 6 devices, while a SCW with a rating of 6 can connect to 12 devices. The higher the rating, the more powerful the SCW is, and the more strain it causes on the body.

SCW RatingDevice LimitStrainCredits
SCW Mk.I211,000
SCW Mk.II412,000
SCW Mk.III623,000
SCW Mk.IV825,000
SCW Mk.V1038,000
SCW Mk.VI12313,000

Devices

Below you find all of the devices that can be connected to the SCM, each in a section dedicated to the body part they are attached to. Some devices have ratings, others are a single rating device, this will be called out in the description of the device. The cost of the device is listed in credits, and the strain is listed as well. The strain is added to the strain caused by the SCW, so a person with a SCW Mk.3 and a cybernetic arm would have a total strain of 4 (2 from the SCW and 2 from the arm).

Head and Mind

Communication Implant – This implant allows for direct wireless communication with what remains of the cellular network in the settlements. It also allows for direct communication with other individuals who have the implant over short distances of up to 2 miles, 5 miles, or 10 miles depending on rating.

Data Ports – These are small ports about the size of a penny that are installed behind the ear, they are induction ports so no worry about debris getting into the ports. They allow for direct connection to computer systems, and are used for both legal and illegal purposes. They can connect to any computer to allow direct control of its functions with the mind, instead of input devices.

Emotional Suppressor – This device blocks emotional responses to stimuli, allowing the user to remain calm in stressful situations. It can be turned on and off at will, and has a single rating. It provides a +2 bonus to Intelligence-based Tests, Taunt, and Fear effects, but causes a -2 penalty to Persuasion when active.

Enhanced Hearing – Sound boosters in the ears allow the hearing of whispers conversations from across the room. They have a single rating and can be turned on and off at will. They provide a +2 bonus to Notice rolls to hearing checks.

Enhanced Vision – Visual boosters in the eyes allow for enhanced vision, such as night vision, or telescopic vision. They have a single rating and can be turned on and off at will. They provide a +2 bonus to Notice rolls to sight checks, and ignores all penalties for Dim or Dark Illumination.

Face Shifter – This device allows the user to change their facial features to some degree, allowing for disguise and identity concealment. It has a rating of 1 – 3, each rating provides a -2 to Notice rolls to detect the implant. The higher the rating, the more effective the disguise, bypassing higher level scanners and facial recognition software.

Precognitive Reflexes - This device allows the user to react to threats before they happen, giving them a +1 per rating to Parry and Notice rolls, to detect ambushes and traps.

Sensory Suppressors - This device allows the user to suppress certain senses, such as sight or hearing, to block out harmful stimuli. It has a single rating and can be turned on and off at will. It provides immunity to bright flashes, loud noises, and other sensory-based attacks, but causes a -2 penalty to all Notice rolls while active.

Simsenetic Interface – This device allows a user to record and playback sensory experiences, such as sights, sounds, and smells. It has a single rating and can be turned on and off at will. It allows the user to record and playback sensory experiences. Provides a +2 bonus to Notice rolls to recall recorded sensory experiences.

Synaptic Booster - This device enhances the user's cognitive abilities, enabling faster processing and improved multitasking, providing a +1 per rating to all penalties for Multi-Action.

Voice Emulator – This device allows the user to mimic any voice they have heard, allowing for impersonation and disguise. It has multiple ratings that provide a -2 to Notice rolls per rating to detect the implant. The higher the rating, the more effective the voice mimicry, bypassing higher level scanners and voice recognition software.

Cybernetic DeviceSCW SlotsStrainCredits
Communication Implant Mk.I11500
Communication Implant Mk.II111,000
Communication Implant Mk.III112,000
Data Port11500
Emotional Suppressor113,000
Enhanced Hearing111,500
Enhanced Vision112,000
Face Shifter Mk.I111,500
Face Shifter Mk.II113,000
Face Shifter Mk.III125,000
Precognitive Reflexes Mk.I112,000
Precognitive Reflexes Mk.II124,000
Precognitive Reflexes Mk.III237,000
Sensory Suppressors112,500
Simsenetic Interface115,000
Synaptic Booster Mk.I125,000
Synaptic Booster Mk.II1210,000
Voice Emulator Mk.I112,000
Voice Emulator Mk.II124,000
Voice Emulator Mk.III227,000

Arms and Hands

Aersol System – This device allows the delivering of poisonous gases or liquids through an injector port in the palm. It requires that the attacker make a touch attack (+2 Fighting) to deliver the substance to the target. The device has one charge and can deliver a variety of substances, such as tear gas, acid, or poison. It has a single rating and can be reloaded with the appropriate substance.

Bone Spurs – This implant installs retractable bone spurs in the forearms, allowing for close combat attacks. The spurs are razor sharp and can be used to slash and stab opponents. They have a two ratings, the first provided Strength + d4 damage, the second provides Strength + d6 damage, AP 2.

Cybernetic Arm – The entire arm is replaced with a mechanical substitute, allowing for enhanced durability. It provides +1 Toughness. The arm has a single rating.

Kinetic Force Arm – This device increase the strength of the user's arm, allowing them to deliver powerful blows with their arm. Melee weapons, natural weapons, and unarmed attacks made with the arm gain +2 damage per rating of the device. It has a rating of 1 – 2.

OmniTool Hand – This hand has any tool necessary for small jobs, from lock picks to pilers, the user is never without the right tool for the job. They are never penalized for missing tools to do a relevant skill check.

Power Fist – This device allows the user to knock equal sized opponents backwards with a powerful punch. +1 damage (does not stack with other damage bonuses) and the target must make an Athletics check at -2 or be knocked back 1d6 inches.

Shield Arm – Layers of composite polymer plating fan out from the forearm to provide protection against attacks. The rating 1 of the creates a small shield (+1 Parry), while rating 2 creates a medium shield (+2 Parry, -2 Cover). Firing through the shield is like firing through an obstacle: Hardness 12, +4 Armor.

Shock Conduit – This device delivers an electrical shock to the target on a successful touch attack (+2 Fighting). The target must make a Vigor check or be Stunned. The device must recharge for 1d4 rounds after each use.

Smartgun Link – This implant connects the SCW to a smart system equipped firearm, allowing for improved accuracy and targeting. The user ignores its rating in penalties for Called Shots, Cover, Range, Scale, or Speed. It has a rating of 1 - 4.

Cybernetic DeviceSCW SlotsStrainCredits
Aerosol System112,000
Bone Spurs Mk.I113,000
Bone Spurs Mk.II116,000
Cybernetic Arm125,000
Kinetic Force Arm Mk.I123,000
Kinetic Force Arm Mk.II225,000
OmniTool Hand114,000
Power Fist126,000
Shield Arm Mk.I124,000
Shield Arm Mk.II127,000
Shock Conduit125,000
Smartgun Link Mk.I112,000
Smartgun Link Mk.II114,000
Smartgun Link Mk.III227,000
Smartgun Link Mk.IV2210,000

Torso and Core

Adrenal Surge – This device injects a powerful stimulant into the user's bloodstream, providing a temporary boost to recover from Shaken or Stunned results. The rating of the device determines the bonus to resist Shaken or Stunned. It has a rating of 1 – 2.

Auto-injector – This device allows for the automatic injection of a substance of stimulants and anesthetics that let you ignore one point of Wound or Fatigue, and also provides +2 to resist Bleeding Out. The device has one charge and can be reloaded with the appropriate substance. It has a single rating and lasts for one hour after activated as a limited free action.

Biomonitor – This monitors the body's vitals and how to treat current conditions affecting the body. This provides a +2 bonus to Healing attempts to stabilize and treat conditions.

Hepatic Filter – This device monitors the bloodstream and filters out harmful substances, such as drugs or poisons. It provides a +4 bonus to resist the effects of drugs and poisons, and can also be used to detoxify the body from harmful substances. Side effect the user is never able to keep a buzz from any substance.

Nutrient Recycler – This device recycles nutrients from the user's waste, allowing them to go without food and water for extended periods of time. It provides a +2 bonus to resist starvation and dehydration, and allows the user to go without food for up to 3 days.

Oxygen Supply – This implant provided a supply of oxygen to the user, allowing them to breathe in environments with low oxygen levels or no oxygen at all. While active they can not drown and not affected by airborne toxins. It has three ratings and each rating provides 2 hours of oxygen supply, for a total of 6 hours at max rating.

Subdermal Armor – This implant provides a layer of protection under the skin, allowing the user to withstand more damage. It provides a +1 bonus to Armor per rating, up to a maximum of +3 at rating 3. Combined with DNA Splicing armor and worn armor, it can not exceed +10.

Cybernetic DeviceSCW SlotsStrainCredits
Adrenal Surge Mk.I113,000
Adrenal Surge Mk.II225,000
Auto-injector114,000
Biomonitor113,000
Hepatic Filter115,000
Nutrient Recycler114,000
Oxygen Supply Mk.I113,000
Oxygen Supply Mk.II125,000
Oxygen Supply Mk.III227,000
Subdermal Armor Mk.I114,000
Subdermal Armor Mk.II227,000
Subdermal Armor Mk.III3310,000

Legs and Feet

Balance Enhancer – This device enhances the user's balance and coordination, providing a +2 bonus to Athletics checks to avoid being Pushed or knocked Prone. It has a single rating.

Cybernetic Leg – The entire leg is replaced with a mechanical substitute, allowing for enhanced durability. It provides +1 Toughness per leg installed. The leg has only a single rating.

Kinetic Cushioning – This device absorbs the impact of falls and jumps, allowing the user to land safely from a fall of 5" (10 yards) or less without taking damage. Falling from higher heights enables an Athletics check to take half damage from the fall. This has a single rating.

Leaper – This device enhances the user's leg muscles, allowing them to jump great distances. The base distance is 2" (4 yards) per rating, and the user can make an Athletics check to jump even further. It has a rating of 1 – 3.

Running Legs – This device enhances the user's leg muscles, allowing them to run at high speeds. There are three ratings, Mk.I provides +2 Pace. Mk.II provides +2 Pace and increase running die one step. Mk.III provides +4 Pace and increase running die two steps. +4 Pace/+2 steps running die is the maximum increase, when stacking DNA Cheetah bonuses and this device.

Cybernetic DeviceSCW SlotsStrainCredits
Balance Enhancer113,000
Cybernetic Leg125,000
Kinetic Cushioning114,000
Leaper Mk.I113,000
Leaper Mk.II225,000
Leaper Mk.III237,000
Running Legs Mk.I113,000
Running Legs Mk.II225,000
Running Legs Mk.III337,000

Attribute Modifications

These devices provide a boost to the user's attributes, these increases are calculated as new limits in regards to Advancements. You must buy each rating in order, so you can not buy a Mk.II without buying a Mk.I first. If the increase goes over the ancestral maximum for the attribute, it costs double the the normal Strain cost.

Cognition Coprocessor – This device is a small computer implanted in the brain that provides a one die step increase to Smarts. It has three ratings and each increases a step.

Graphene Weave – This device is a layer of graphene implanted under the skin, providing a one die step increase to Agility. It has three ratings and each increases a step.

Limbic Regulator – This device is a small computer implanted in the brain that provides a one die step increase to Spirit. It has three ratings and each increases a step.

Myomer Weave – This device is a layer of myomer implanted under the skin, providing a one die step increase to Strength. It has three ratings and each increases a step.

Redundant Organs – This device installs redundant organs into the user's body, providing a one die step increase to Vigor. It has three ratings and each increases a step.

Cybernetic DeviceSCW SlotsStrainCredits
Cognition Coprocessor Mk.I115,000
Cognition Coprocessor Mk.II118,000
Cognition Coprocessor Mk.III1112,000
Graphene Weave Mk.I115,000
Graphene Weave Mk.II118,000
Graphene Weave Mk.III1112,000
Limbic Regulator Mk.I115,000
Limbic Regulator Mk.II118,000
Limbic Regulator Mk.III1112,000
Myomer Weave Mk.I115,000
Myomer Weave Mk.II118,000
Myomer Weave Mk.III1112,000
Redundant Organs Mk.I115,000
Redundant Organs Mk.II118,000
Redundant Organs Mk.III1112,000

Other Devices

EMP Shielding – This can be applied to any cybernetic device to protect it from electromagnetic pulses, such as those from an EMP grenade or an EMP blast. It has a single rating and can be applied to any device for an additional cost, there is no strain or SCW slots required.

Skill Boost – This device provides a boost to a specific skill, providing a +1 per rating to the skill. It has a rating of 1 – 2, and can be applied to any skill except Arcane Background Skills (Faith, Focus, Spellcasting, Psionics, Weird Science). Note you can not exceed a +2 from this cybernetic or DNA Splicing, though a +1 in each stacks.

Skill Wires – This device wires the user's brain and body to mimic the movements and knowledge necessary to use a specific skill, providing a base of die. Mk.I provides a d4 and one skill, Mk.II provides a d6 and two skills, and Mk.III provides a d8 and three skills. It has a rating of 1 – 3, and can be applied to any skill except Arcane Background Skills (Faith, Focus, Spellcasting, Psionics, Weird Science), this will override the learned die in the skill. For example, if the user is trained in Fighting at a d8, and slots a Fighting Skill Wire Mk.II, they would have a base of d6 in Fighting instead of the d8 from being trained.

Skill Wire Chips – These are the AI skill programs that are plugged into a Skill Wires system to grant skills. They have a single rating and can be applied to any skill except Arcane Background Skills (Faith, Focus, Spellcasting, Psionics, Weird Science). For example, a user with a Skill Wire Mk.II could slot a Driving Skill Wire Chip to gain a d6 in Driving.

Cybernetic DeviceSCW SlotsStrainCredits
EMP Shielding001,000
Skill Boost Mk.I113,000
Skill Boost Mk.II125,000
Skill Wires Mk.I224,000
Skill Wires Mk.II337,000
Skill Wires Mk.III4410,000
Skill Wire Chip00500