Cybernetics

Bodily failure and combat injuries are commonplace enough in Blueshift to make for a thriving cybernetic market. Organs and limbs are created, bought, and sold every day. Most of their flaws have long since been corrected, and feedback mechanisms for control and precision are capable of delivering better results than your own natural body parts(though some might argue that).

Whether you lost a limb in an accident or just want to ‘beef up’, someone is willing to sell you what you’re looking for.

This is not without cost, however. It takes time to get used to a new cybernetic part and training to learn how to control it accurately. Then, there’s the loss of circulatory system, bone marrow, and more. The end result is that while you might be stronger or faster, your body is less able to handle stresses and biological threats placed upon it. In game terms, this translates to needing a feat ( Cybernetic Modification ) to represent your time spent getting used to the device, and a -1 Fort for every Device Slot the limb or body part awards. You need only take the feat once. Even if you do not perform a ‘total’ replacement, this cost is mandatory and cannot be removed through surgery or any other form of healing.

When you exceed 4 Device Slots worth of Cybernetic Modifications, you gain ‘Weakness to Electricity’, and take an additional 50% electrical damage.

Cybernetic parts can be multifunction(via the Gadget system) or single purpose, but typically each Device Slot can only handle one cybernetic device. Some devices take 2 or more slots, and very few don’t take any at all.

All cybernetics assume the character has some flesh leftover. Total body replacements aren’t unheard of, but tend to be very unlikely. A character could, if they so chose, take cybernetics in each slot, up until they run out of Fort save to spend, taking the penalties and benefits alike.

Unless otherwise noted, cybernetics don’t add or subtract noticeably from a character’s weight.

Standard Cybernetic Device Locations
Location Device Slots
Head 1
Torso 2
Left arm 2
Right arm 2
Left leg 2
Right leg 2

Cybernetic Enhancements

Each enhancement includes the following information:
Benefit: What the cybernetic enhancement allows its recipient to do.
Type: Enhancements can be external or internal. External enhancements are subject to sunder attacks; internal enhancements are not.
Location: This describes where the cybernetic device is installed and how many slots it takes up at that location.
Hardness/Hit Points: The hardness and hit points of the enhancement. Internal enhancements don’t have hardness.

General Enhancements

Cosmetic Implants +1
Cosmetic implants on this level go well beyond plastic surgery. This is full-blown body appearance modification, allowing the recipient to look like nearly any humanoid of approximately the same shape. It’s possible to look like another species, a human with animal traits, change ethnicity, or simply mold features to achieve greater beauty(or greater ugliness, if preferred).
Benefits: Circumstantial. In some situations, a character may be more inclined or less inclined to aid the character based on changes to their opinion.
Type: Internal.
Location: None.
Hardness/Hit Points: —/1.

Artificial Muscle Fiber +1, +2, +3
The recipient’s muscles are replaced with artificial muscle fiber that is much stronger and more resilient than flesh.
Benefit: Artificial muscle fiber gives the recipient a +2, +4, or +6 equipment bonus to Strength.
Type: Internal.
Location: One per limb, and one torso.
Hardness/Hit Points: —/4 (per location).

Artificial Twitch Fiber +1, +2, +3
Artificial twitch fibers enhance the recipient’s reaction time, agility, and fine motor control with additional fast-twitch and slow-motor control fibers and nerve boosters.
Benefit: Artificial twitch fiber gives the recipient a +2, +4, or +6 equipment bonus to Dexterity.
Type: Internal.
Location: One per limb, and one torso.
Hardness/Hit Points: —/4 (per location).

Dermal Motors +1
Dermal motors are tiny servos hooked into the recipient’s skin and nervous system. They can pull or push the skin, causing it to take different shapes. The recipient can make his skin tighter or looser, change the shape of his ears or nose, change the skin’s texture, and even add or remove moles, wrinkles, and blemishes. In addition to the dermal motors, the system includes tiny reserves of pigment, allowing the recipient to change skin color as well.
Benefit: The recipient gains a +5 bonus on Disguise checks and does not take a penalty for not having the appropriate makeup and gear to attempt a disguise.
Type: Internal.
Location: None.
Hardness/Hit Points: —/4.

Reflex Wires +1, +2, +3
Reflex wires are artificial nerves that replace the majority of the recipient’s nervous system. Reflex wires can carry more information more quickly, allowing the recipient to act with surprising quickness and efficiency.
Benefit: Class one reflex wires grant the recipient a +4 equipment bonus on his initiative checks. Class two reflex wires grant the bonus of class one and also grant the recipient an additional two attacks of opportunity each round, just as if the recipient had taken the Combat Reflexes feat and had a +2 Dexterity modifier. The attacks gained from the reflex wire stack with attacks of opportunity granted by the feat. Class three reflex wires grant all the
benefits of class two and also grant the recipient the benefit of the evasion ability.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/2.

Limb Enhancements
The following enhancements are specific to limbs.

Climbing Claws +1
The recipient has small, sharp spikes that can slide from hands, wrists, elbows, knees and feet. This makes climbing much easier and allows melee attacks when otherwise unarmed.
Benefit: A recipient with climbing claws gains a +5 equipment bonus on Climb checks and is always considered to have climbing equipment. If the recipient beats the DC of a Climb check by 5 or more, he is not considered flatfooted. Additionally, the climbing claws act as spurs, though they deal damage as a creature two size categories smaller than the recipient (see Spurs, below).
Type: Internal (external in use).
Location: One in each arm and leg.
Hardness/Hit Points: 5/5.

Flexible Joints +1
The joints of the recipient are replaced with double-jointed hinges that can actually change their rigidity, becoming flexible in any direction.
Benefit: Flexible joints grant a +10 circumstance bonus on Escape Artist checks. Additionally, the recipient can make an Escape Artist check to escape restraints (other than a grapple) as a full-round action (as opposed to 1 minute). The recipient can squeeze through a tight space in half the time normally required.
A character cannot have both flexible joints and locking joints (see below).
Type: Internal.
Location: None.
Hardness/Hit Points: —/2.

Jump Pistons +1
The recipient’s legs have powerful pistons built into her calves, allowing her to make sudden and amazing jumps from a stationary position.
Benefit: Jump pistons give the recipient a +10 equipment bonus on Jump checks. The recipient takes no penalty on Jump checks if unable to move at least 20 feet (the DC is not doubled), and can jump a distance greater than her normal speed.
Type: Internal.
Location: None.
Hardness/Hit Points: —/2.

Internal Tool Mount +1
The recipient has a subcutaneous piece of equipment or equipment kit embedded in her body, usually in a prosthetic forearm or hand. The tool extends from the prosthesis and is visible when in use. Often, a tool kit is designed so that each finger of a hand is a different tool.
Benefit: Attempts to disarm the recipient of the attached equipment automatically fail, and the equipment itself cannot be attacked unless it is extended. Extending or retracting the equipment is a free action.
Spotting a subcutaneous piece of equipment requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The tool’s size applies a modifier to the Sleight of Hand check.
Type: Internal.
Location: Two arm.
Hardness/Hit Points: 10/5 (mount only).

Internal Weapon Mount +2
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.
The weapon’s size applies a modifier to the Sleight of Hand check. Weapons integrated in this manner function as though they are being held in one hand, taking all of the penalties that might confer.
Special: You must also purchase the weapon to be mounted. The cost of breaking it down and integrating it is part of the cybernetic’s cost, and it may be modified as normal before and after it is mounted.
Type: Internal.
Location: Two arm.
Hardness/Hit Points: 10/5(Mount only)

Locking Joints +1
The joints of both arms are designed to lock in place, holding one position as long as the recipient wishes.
Benefit: Locking joints can only be added to existing cyberlimbs, and both arms must be cybernetic devices for any benefit to be gained.
The recipient can lock any joint in his body into a set position. Once locked, the joint stays in the position without effort on her part. This allows her to keep a grip on an object, hang by one arm, or do anything else possible with a locked joint without suffering the effects of fatigue.
For example, a character with locking joints that falls off the side of a building and grabs a windowsill can hold it for as long as she wishes. If the recipient makes a Strength check to grab, hold, or restrain something, she can use the same check result as long as she wishes, until it fails. Additionally, locking joints improve the recipient’s chances in a grapple, granting her a +4 equipment bonus on grapple checks. (She cannot reuse her grapple check result from round to round because a grapple is much more active than simply holding something.)
A character cannot have both locking joints and flexible joints (see above).
Type: Internal.
Location: None.
Hardness/Hit Points: —/2.

Spurs +1
The recipient has a retractable set of blades (normally 2 or 3 blades) built into his forearm or foot. The weapon extends from the prosthesis and is visible when in use.
Benefit: A spur is a specific kind of internal weapon mount available at an earlier PL and possessing some advantages over generic weapon mounts. The spur deals an amount of damage based on the recipient’s size (see below); this damage can be added to an unarmed attack using that limb made by the recipient. The blades of a spur are the length of the recipient’s forearm or calf and are considered to be a weapon of the same size category as the recipient.
Attempts to disarm the recipient of a spur automatically fail, and the spur itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. Spotting a retracted spur requires a successful Perception check opposed by the recipient’s Sleight of Hand check.
The recipient gains a +2 bonus on this check, but no further modifier is given for the spur’s size.

Recipient Size Spur Damage
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special: A Spur may be modified with Weapon Gadgets as though it were a normal melee weapon.
Type: Internal (external in use).
Location: One per limb installed into.
Hardness/Hit Points: 10/5.

Wheel Housing +2
Built into the bottom of the recipient’s feet are concealed housings into which four in-line wheels are stored. Popping out easily, these nearly friction-free wheels allow the recipient to move as easily as a skater on ice.
Benefit: When the wheels are extended (a free action), the recipient can slide along solid ground as if on smooth ice. Built-in gyroscopes and flywheels allow the recipient to
retain equilibrium with ease, and integral brakes allow the recipient to gracefully skate along the ground, turn, or stop suddenly if desired. The recipient’s land speed increases by 15. (This adjustment is treated as an equipment bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance.
The recipient can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal and skating down a decline increases her speed by an additional 15. (This adjustment is treated as a circumstance bonus.)
Type: Internal.
Location: One in each leg.
Hardness/Hit Points: 2/5.

Head Enhancements

HUD Link +1
The cyberware recipient’s eyes perform as a heads-up display (HUD) and are connected to an internal radio that receives visual and audio input and transmits her audio output.
Benefit: The cyberware recipient can cause information from any device designed to work with her HUD to overlay her field of vision, allowing her to read the information without looking at the equipment.
If the cyberware recipient also has a subcutaneous cell phone and microcomputer, all three devices work in concert. This allows her to communicate with other communication devices, including radios held by allies.
An HUD link can be used to highlight the outline of a creature or object on mental command, granting a +2 bonus on Perception checks when pursuing a specific target.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/3.

Inertial Navigator +1
A series of motion detectors and inertia-based distance readers are installed into the cyberware recipient’s head, wired directly to his inner ear.
Benefit: You know how far you’ve traveled and in what direction in relation to a fixed starting point. You can have one “starting point” defined at a time, plus one per point of Intelligence bonus. Until you reset your starting point, you are aware of your exact distance and route back to the fixed starting point. You can also retrace your steps along this path automatically, even through a maze, without resorting to a using a map. If you are moved in some way without traveling the space in-between (such as if subject to a teleport or other hyperspace effect), you do not know how far you’ve traveled or in what directions, and your mental “map” has a large hole in it.
Combined with an HUD and a way of downloading a map (such as a microcomputer), a character knows his exact location in relation to a starting point.
Type: External.
Location: One head.
Hardness/Hit Points: 5/10.

Light Amplification Optics +1
The cyberware recipient’s eyes are replaced with ocular implants that amplify the available light to allow for better vision in dim conditions. The recipient’s eyes must be totally replaced to gain any benefit.
Benefit: The recipient gains low-light vision.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/2 (per eye).

Biofunction Regulator +1
This brain implant regulates the autonomous functions of the body, such as breathing, heart rate, gag reflex, fever, and response to foreign materials.
Benefit: The cyberware recipient is immune to the dazed and nauseated conditions. Additionally, since the body responds rationally to all drains on its internal resources, she gains a +2 bonus on Fortitude saves against poison and disease, and the benefit of the Endurance feat.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/2.

Daredevil +1
This brain implant clamps down on the center of the brain that causes fear, preventing the cyberware recipient from experiencing the emotion.
Benefit: The cyberware recipient is immune to the cowering, panicked, and shaken conditions. As a side effect, he feels other emotions less intensely as well and gains only half the benefit of any morale bonus.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/2.

Targeting Optics +1
The cyberware recipient’s eyes are replaced with ocular implants that use a projected targeting crosshair to improve the recipient’s aim. The cyberware recipient’s eyes must be totally replaced to gain any benefit.
Benefit: Targeting optics grant a +1 bonus on attack rolls made with ranged weapons.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/2 (per eye).

Neuron Boosters 2,3,+4
Neuron boosters are tiny electrical generators specifically attuned to the neurons of the recipient’s brain, helping the neurons work more quickly and powerfully, and increasing the recipient’s ability to take in information, draw conclusions, and store and recall data.
Benefit: Neuron boosters give the cyberware recipient a +2, +4, or +6 equipment bonus to Intelligence.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/1.

Personality Mapping +2, +3, +4
Personality mapping is a computerized implant that suppresses personality traits in the recipient that are normally considered unpleasant (dullness, self-centeredness, lack of compassion) and enhances the traits that make people more likable. Implanted chips negate antisocial attitudes within the brain. The result is a more outgoing, personable, likable recipient. Of course, it also tends to create someone who smiles and speaks in an even tone even when very angry or when committing an act of violence.
Benefit: Personality mapping gives the recipient a +2, +4, or +6 equipment bonus to Charisma.
Special: This benefit does not count towards the use of psionics.
Type: Internal.
Location: One head.
Hardness/Hit Points: —/1.

Torso Enhancements

Nutrient Tank +1
A nutrient tank contains a reserve of protein and vitamins in an internal reservoir.
Benefit: The recipient can go without food and water for three days, subsisting entirely on the contents of the tank, at which point the reservoir is empty. Afterward, it takes three days of eating and drinking at a normal rate to refill the reservoir.
Type: Internal.
Location: One torso.
Hardness/Hit Points: —/5.

Antistun Implant +1
This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.
Benefit: The recipient cannot be stunned.
Type: Internal.
Location: One torso.
Hardness/Hit Points: —/4.

Bio-Surger +2
A bio-surger is a timing computer tied to all the functions of the body. It can, for a very brief period, increase the speed of all the body’s functions, including muscle speed and reaction time. The strain placed on the surger prevents it from working continuously.
Benefit: The recipient can activate a bio-surger as a free action, gaining an additional move action in the current round. The recipient cannot activate this implant when it isn’t his turn. A bio-surger can be used twice every 24 hours.
Type: Internal.
Location: One torso.
Hardness/Hit Points: —/2.

Internal Gyro +1
A series of gyrostabilizers is installed in the torso and linked directly to the inner ear and the recipient’s reflex nerves.
Benefit: The recipient recovers instantly from a fall and can absorb some damage from falling. She lands on her feet no matter how far she falls, and she takes damage as if the fall were 10 feet shorter than it actually was. This benefit affects her and anything she carries or holds (up to her maximum load).
If the character has 5 or more ranks of Tumble, she also gains a +2 equipment bonus on Acrobatic checks.
Type: Internal.
Location: One torso.
Hardness/Hit Points: —/2.

Oxygenator +1
This implant is a reservoir of compressed oxygen that is released directly into the bloodstream when oxygen levels are too low.
Benefit: The recipient can do without air for 10 minutes before having to hold her breath. Once the 10-minute reservoir is exhausted, the implant cannot be used again for 24 hours. It recharges by culling oxygen from the cyberware recipient’s lungs and skin pores.
Type: Internal.
Location: One torso.
Hardness/Hit Points: —/7.

Redundant Organs 2,3,+4
Redundant organs are backups for the body’s cardiovascular, adrenal, and digestive systems. These backups allow the recipient to take considerably more punishment than an unaugmented human.
Benefit: Redundant organs give the cyberware recipient a +2, +4, or +6 equipment bonus to Constitution.
Type: Internal.
Location: One torso.
Hardness/Hit Points: —/14.

Cybernetics

Blueshift DeuxExe