Cyborg Special Cybernetics D20

== Cyborg's Special Cybernetics D20 System ==
Utilizing the perk, Advanced Cybernetic (found in the perk list), a cyborg character is capable of customizing functions below to craft their own unique perk. Each section represents a different part of the body and has limiters which is dependent on the user's charisma stat block. Special Cybernetics are different from average cybernetics as they go beyond enhancing the body to further heights and are considered military-grade. Read up lore on SSE's cybernetics to learn more about the origins and in-universe functions.
To install the cybernetics, another character with the cyber-doc perk must be available. They must follow the routine of rolling below and if they fail, they cannot install cybernetics into the cyborg for twenty-four hours due to the risk of doing pro-longed surgery without rest. Cybernetics can be changed, replacing the previous one with the new upgrade. Special installments can also be collected and certain cybernetics need to be collected/made to be installed.
===== Steps to successfully install cybernetic =====
* Have the Cyber-Doc Perk.
* Roll INT for handling cybernetics. Add all the INT difficulty for success ceiling for the roll.
* Surgery roll difficulty is set by the brain installment. Use CFT or MED roll.
* If they all succeed, the cybernetic is installed. If they fail once, wait twenty-four hours in the role-play but if another attempt is made before such time passes, the cyborg will die if it fails again.
===== Sanity Limiter =====
The average sanity limit all cyborgs start with is 0. A brain installment and charisma stat is required to bring up the limit. Whenever the user uses cybernetics, they must roll a sanity check with D8. If their limit is lower than their roll, they avoid repercussions. If their roll is equal or lower than their limit, they will subtract from their sanity limit. When the entire sanity limit drops to 0, the user will lose their sanity and attack everyone while hallucinating; this will be permanent if left alone and can only be stopped within twenty-four hours by a cyber-doc once the user is somehow restrained. The limit recovers after the character rests.
Every time the user experiences repercussions, they also lose 1 HP until they reach 5 HP and they no longer lose HP.
An example on how to track cybernetics for a stat and perk build:
====== Cyborg Character Example ======
* INT+3, CHA+2, NTR-1
* Advanced Cybernetic, Android Anthology, Carry-On
* Analyst Archetype
* Cyber: AAB-AAN-AAT (Limit: D6)
AAB is the Processor AA circuit, AAN being the Reflex Tuner, and AAT the Twin Hearts. All limits including the charisma stat are added to make D6.
Cyborg Cyber Installment
 	BRAIN (Frontal Cortex) (B)	NERVES (N)	TORSO (T)	LIMBS (L)	EYES (Ocular System) (E)
AA	Processor AA
* Limit Increase: +1
* Surgery roll difficulty: D5+
This processor allows the use of any cybernetic, one each.	Reflex Tuner AA
* Adds 1 to Limit
* INT difficulty: +3
* 3 times per day. 1 Day cooldown.
This gives the user MVT +5 when user reacts to PER gun attacks.	Twin Hearts AA
* Adds 2 to Limit
* INT difficulty: +5
* 1 time per day. 1 Day cooldown.
This heals the user +5 HP to self-heal themselves and takes a turn.	Bayonet Sleeve AA
* Adds 2 to Limit
* INT difficulty: +1
* Infinite. Can be broken.
This lets the user spring out a blade from their arms. One blade per arm. They get a +2 to melee attack rolls.	Hard Scope AA
* Adds 1 to Limit
* INT difficulty: +3
* 2 times per day. 1 Day cooldown.
This lets the user enhance their sight when using guns. PER +2 to each shooting action taken.
AB	Instiller AB
* Limit Increase: +2
* Surgery roll difficulty: D8+
This processor allows the use of one nerves & torso cybernetics each.	Maneuver Disposition AB
* Adds 2 to Limit
* INT difficulty: +5
* 3 times per day. 1 Day cooldown.
The user can roll MVT twice and choose the higher number.	Blood Pump AB
* Adds 1 to Limit
* INT difficulty: +5
* 2 times per day. 1 Day cooldown.
The user avoids exhaustion for a moment, granting them a second attack action in a turn.	Howitzer Wrist AB
* Adds 3 to Limit
* INT difficulty: +2
* 2 times per day. 1 Day cooldown.
This lets the user form one arm of choice into a cannon and shoot out an energy ball with a range of 1 yard. It does 3 damage on impact.	Thermal Sight AB
* Adds 1 to Limit
* INT difficulty: +3
* Infinite. Can be broken.
This lets the user see with thermal sight to detect lifeforms or heat signatures of any kind.
AC	Water-Cooling AC
* Limit Increase: +3
* Surgery roll difficulty: D12+
This processor allows the use of one nerves, one limbs & one eyes cybernetics.	Force Reduction AC
* Adds 2 to Limit
* INT difficulty: +5
* 3 times per day. 1 Day cooldown.
This user guarantees to avoid being stunned by a blunt melee attack to the head and body for that turn. Can be activated during enemy turns when they attack.	Lung Filter AC
* Adds 1 to Limit
* INT difficulty: +5
* Infinite. Can be broken.
The user avoids can utilize these specialized lungs to breathe under water and filter out identified dangerous gases.	 	
AD	Optic Resolution AD
* Limit Increase: +3
* Surgery roll difficulty: D12+
This processor allows the use of two eyes cybernetics.	 	 	 	
Exclusive/Special Cyber Installment
 	BRAIN (Frontal Cortex) (B)	TORSO - FULL BODY (T)	APPROVED CHARACTERS
SA	Plasma Radiator SA
* Limit Increase: +1
* Surgery roll difficulty: D0+
This processor allows the use of full-upgrade plasma alteration.	Plasma Alter SA
* Adds 1 to Limit
* INT difficulty: This can be self-installed.
* Infinite. Cannot be broken.
The user can generate green plasma along their body, allowing them to propel themselves into a powerful cloak of energy. When the user gains this ability, they are incapable of taking in any other cybernetic. They are capable of doing three special actions below but can only activate two at a time and only at the same time: 
Action 1: The user can propel themselves upwards with green plasma, superheating the floor beneath their feet. This lets them propel into the sky for three turns before needing to land. Cooldown: 3 turns.
Action 2: The user creates a secondary layer of plasma over the entirety of their body which acts as Level III body armor. Cooldown: 3 turns. Cannot do this with action 3.
Action 3: The user can focus their plasma into their palms, allowing them to fire a pellet of green plasma which does a minor explosion when it lands on a target, causing them to be knocked back. Can only be shot once per turn and acts as a bonus action, allowing the user to fire their gun or do another attack. Cooldown: 3 turns. Cannot do this with action 2.	Kyla Goodall
NH	Shifting Core NH
* Limit Increase: +1
* Surgery roll difficulty: D0+
This processor relies on the existence of the Shifting Core.	Plasma Alter NH
* Adds 1 to Limit
* INT difficulty: This can be self-installed.
* Infinite. Cannot be broken.
The user utilizing the Shifting Core can activate several highly advanced cybernetics that would usually be impossible to utilize due to the overload of information necessary to control extra limbs and such. Having extra limbs and cybernetics, the user can do two attack actions in a turn from the selection of actions below or an additional third if the action is marked with x2:
Action 1 - Sword Limbs (x2): The user can utilize two additional limbs that can hold melee equipment but not ranged equipment for additional melee attacks. This can also be used to transport objects.
Action 2 - Jetpack : The user can activate a low self-powered jetpack from behind to temporarily fly with a limit of 12 ft high from the ground. It increases movement rolls always by +3 when flying and lasts for three turns before needing another 3 turns to recharge.
Action 3 - Power Fist: The user can use a cybernetic attached to their right arm that increases melee attack rolls by +2 and grappling actions with that arm by the same bonus.	Trevor Noir Jacqueline
Category:Dice System
Category:Technology
Category:1E - First Edition