| 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. |