| Category |
Name |
Points |
Effect |
| Communications |
Commlink |
1 |
Two-Way Communications System Implanted in Character's Head |
| Radio |
1/2 |
Implanted Multi-Frequency Radio
|
| Telephone |
1/2 |
Implanted Telephone
|
| Recorder |
2 |
Digital Audio Recorder, Requires Memory Implant |
| Camera |
2 |
Installed with a Memory implant or Transmitter the Character may
record or transmit video.
|
| Data jack |
2 |
Allows use of a Cyberdeck to connect to computer terminals, aswell
as use of smart weapons and transmitters |
| Defense |
Sonic Dampener |
3 |
Absorbs damage from sonic weapons for the most part, causing them
to slow the character down but not stop the character or kill. |
| Shields |
3 |
Stops all matter from contact with the target for a very short time,
may only be used 3 times before a recharge of 8 hours is required.
Note: Matter may not pass through the shield while active. |
| Structure Shielding |
|
Standard cyborg anti-EMP shielding. Counteracts electromagnetic
pulses by rerouting theminto the ground, in the following two versions: |
| |
2 |
Counteracts electromagnetic pulse for 5 shots |
| |
4 |
Counteracts electromagnetic pulses permanently |
| Synaptic Accelerator |
2 |
The synaptic accelerator allows for fast reactions to situations.
Increasing response time to sudden shocks. (gunfire, screams, etc.)
|
| Augmentation |
Balance Augmentation |
2 |
Heightens balance, tumbling and acrobatics become easier to perform.
Can be used to walk wires, land safely after long drops. etc. |
| Boosted Reflexes |
3 |
Boosted Reflexes are similar to the synaptic accelerator in function,
but all reflexes are increased to a super human rate |
| Platelet Factory |
4 |
Platelet factories increase the body's ability to handle damage.
Cyborg suffers half normal bludgeoning damage and may survive large
falls safely. However to avoid cardiac arrest the 'borg must take
anticoagulants each day. Without the anticoagulants the 'borg has
12 hours before the first of several heart attacks |
| Cybernetic Symbiotes |
4 |
Cybernetic Symbiotes are woven into the cyborg's cellular structure
enhancing the healing rate of the character therein. The symbiotes
cannot instantly heal portions of the body, and wounds still hurt,
but the healing process is increased and in a day a user may regenerate
knife wounds, two days, bullet wounds, three days scar tissue. Recommended
for internal weapon users.
|
| Muscle Augmentation |
3 |
Muscle augmentation increases the cyborg's physical prowess, making
them stronger and faster. The advantage to this over complete replacement
is that it is less costly and the muscular tissue remains. The disadvantage
is that damage may still be done to muscular tissue and the implants
may be more easily destroyed.
|
| Adrenal Pump |
2 |
The adrenal pump temporarily increases speed and strength aswell
as resistance to pain, though it increases bleeding and comes with
a 50% chance the user will pass out after the adrenaline wears off. |
| Replacements |
Organ Replacements |
1 |
Heart, lungs, liver, stomach,
etc. Eyes, ears, etc: See "Sense Enhancements" |
| Bone Lacing |
3 |
Bone structure is grafted with
dense metals and become super resistant, bones may be bent, but not
broken, bludgeoning weapons will very rarely cause damage to bone,
etc. |
| Dermal Plating |
3 |
The body's flesh is grafted with armored plates where ever the cyborg
chooses during creation, said plating is thick enough to be bullet
proof and to absorb shock |
| Subdermal Armour |
2 |
Subdermal armor is much like dermal plating, but is only a thin
layer that rests just under the layer of skin, the plating is molded
to allow for free motion. |
| Muscular Replacements |
2 |
Muscular replacements are often used in cases of extensive muscular
damage, they fully replace the muscle in part of the body with cybernetics,
increasing strength, but not speed. |
| Limb Replacements |
3 |
Limb replacements take the place of arms and legs, giving the user
high levels of strength and speed |
| Move-by-Wire System |
3 |
The move-by-wire system increases the fluidity with which a cyborg
can move, though the user must take a pill daily, as the user's form
is in constant state of seizure |
| Sense Enchancements |
Vision Enhancements |
2 |
Multispectrum imaging modifies the cyborg's sight to read in any
one of the following spectrums: Low Light, Ultra-Violet, Thermal,
Infrared, Electrical, Sonic, Doppler.
|
| |
4 |
Modifies the cyborg's sight to read all the spectrums : Low Light,
Ultra-Violet, Thermal, Infrared, Electrical, Sonic, Doppler. |
| Auditory Enhancements |
3 |
With auditory enhancements the cyborg may adjust 'volume' on what
he hears, making him, at top volume, capable of hearing a whisper
at 60 feet, though sounds that are closer may become deafening |
| Olfactory Enhancements |
3 |
With the heightened sense of smell that olfactory enhancements brings
the user may track people or things by their scent, and may also closely
recall very distinguishable scents (perfume, burnt tires, etc) though
disgusting scents are extremely displeasing and may cause vomiting. |
| Weapons |
Eye Dart |
2 |
Fires a toxic or explosive dart. Reload takes 2 rounds |
| Eye Gun |
2 |
Fires a 6 mm round of any kind.
Reload takes 2 rounds.
|
| Oral Dart |
2 |
Fires up to two toxic or explosive darts. Reload takes 2 rounds.
|
| Oral Gun |
2 |
Fires up to two 6 mm rounds of any kind. Reload takes two rounds |
| Oral Whip |
3 |
Literally a whip that extends from the user's mouth. May be used
only to lash, not to strangle. |
| Oral Spur |
2 |
Fires a throwing star which may be tipped with toxins. |
| Rectractable Razors |
4 |
Extends razor sharp blades from the finger tips, palm (in spike
form), back of the hand, or elbow. Not recommended for use without
Cybernetic Symbiotes. |
| Weapon Compartments |
1 |
Compartment built into the body of the cyborg for storing of weapons.
May be lined with lead to avoid detection on most systems |
| |
2 |
Two compartments as above. |
| Dermal Sheath |
3 |
A 'pop up' gun or energy weapon which may be collapsed into a compartment
built into the body of the cyborg |
| Toxin Exhaler |
3 |
Breathes a spray of gas (tear, poisonous, nerve, your choice) at
the target. Reloads on its own, requires 6 rounds to reload. |
| Tactical |
Radar |
4 |
Radar for detecting local objects and people |
| Tactical Computer |
4 |
Used to 'tag' an opponent and predict it's next move, may tag up
to two opponents at once. When an opponent disappears from the line
of sight the computer loses the tag, it may be kept if a sensor system
exists, and the user is currently using the sensors. Full (level 3)
tags take time to build, each level of tagging a target takes the
equivalent of two rounds to activate, and the target(s) must be within
line of sight for this entire time |
| Weapons Display |
2 |
Weapons display gives the user a 'HUD' of sorts, displaying info
about integrated weapons and smart weapons, including ammo, range,
and time till reload |
| Smart Link |
3 |
Smart link allows functionality with smart weapons, letting the
user 'plug in' to get better aim with his gun (must have smart link
functionality) |
| Miscellaneous |
Cryptocircuit |
1 |
Encrypts cybernetic communications |
| Internal Air Tank |
3 |
Allows for storing of air for elongated breathing under liquid surfaces |
| Filtration Systems |
3 |
Filters toxic air into breathable oxygen for the cyborg |
| Skill Wires |
3 |
Implants skills into the cyborg's mind where needed, extra skill
wires cost unless supplied by GM |
| Toxin Extractor |
3 |
Extracts toxins from the cyborg's body giving resistance to poisons |
| Mnemonic Enhancer |
5 |
Gives enhanced memory using the cyborg's 'brain' with severe augmentation,
allows for storage of video audio and data. Requires data jack, camera,
and recorder. |