Cybernetics
 

cyborg
n : a human being whose body has been taken over in whole or in part by electromechanical devices; "a cyborg is a cybernetic organism"

Cybernetics and Wet ware are used often in soldiers that have lost limbs in battle, as well as those that choose to enhance themselves and be 'the best that they can be' by replacing their human forms with machinery. A person enhanced with Cybernetics and/or Wet ware can gain everything from enhanced senses and physical attributes to physical armour. A list of components available to Federation Cyborgs is available below.

Creating a cyborg is slightly more difficult than a regular human soldier, in that you have to choose the parts of the character that are wholly cybernetic, or augmented flesh. Parts are rated with point levels for creation to save trouble with overpowered characters. Normal cyborgs are allotted 15 points to start.

Cyborg point values for character creation are presently in testing. Numbers, implants, and other rules are subject to change at any time by GM right.

 

Cybernetics by Category

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, as well as use of smart weapons and transmitters
Defence
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 them into 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 as well 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 armoured plates where ever the cyborg chooses during creation, said plating is thick enough to be bullet proof and to absorb shock
Sub dermal Armour 2 Sub dermal armour 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 Enhancements Vision Enhancements 2 Multi spectrum 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.
Retractable 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.