Cybernetics

Cybernetics represents a new category of gear available to characters that have sufficient resources and connections to obtain them. Generally speaking, only certain Government elements and powerful Gangspossess the ability to graft cybernetic implants – a high-tech automated surgical suite is required to do the work.

Cybernetics carry a personal cost as well as a monetary one. Please see GAMEPLAY below for more details.

Any surgery that requires limb replacement also eliminates any advantage the character may have had from that limb originally (i.e. if you have 2 Machine Gun Arms you can’t drive a truck). Robot characters gain 2 cybernetic enhancements for free at creation. They can continue to bolt on additional enhancements at no penalty.

Characters with Cybernetic Enhancements can use the "Take it on the Plating" rules described in the

GAMEPLAY section below.

Cybernetic Enhancement List

Enhancement Name Loc. Cost Effect

Machine Gun Arm Arm 1 HP; 1500 Chips Rate of Fire: 3; 2d6 damage; 24/48/96

range; Snapfire; Arm replaced

Rocket Launcher Arm Arm 1 HP; 2500 Chips 4d6 damage; 24/48/96 range; Medium

Blast Template; Heavy Weapon; Arm

replaced

Night Vision Eye Head 1 HP; 1000 Chips Eye replaced; can see in dark

Targeting Reticle Head 1 HP; 500 Chips +1 on all Shooting rolls; no eye loss

Armor Grafting Torso 1 HP; 500 Chips Armor +2; metal plates grafted to torso

Power Claw Hand 1 HP; 1000 Chips +2 to all Strength rolls; hand replaced

Slicer Arm Arm 1 HP; 1000 Chips STR +d8 damage blade arm; arm replaced

Drill Arm Arm 1 HP; 1000 Chips STR +d6 damage; arm replaced; AP: 2

Power Leg Leg 1 HP; 1000 Chips +2 Pace; leg replaced; +d6 jumping

Rocket Leg Leg 1 HP; 1000 Chips Fly for 3 rounds; leg replaced

Shielded Vitals Torso 2 HP; 2000 Chips Any time you would be shaken, attacker

re-rolls once

Juicer Torso 2 HP; 2000 Chips Can eat people to heal wounds

Redundant Life Support Torso 2 HP; 1000 Chips Ignore 1 injury of your choice

Vengeance Device Torso 1 HP; 500 Chips When you die, you explode for 5d6

damage Large Blast

HP = Humanity Points. Every point lost reduces your Humanity statistic by one die type

Machine Gun Arm: One forearm is replaced with a down-sized light machine gun. The character loses the

function of one hand. When the gun is being fired, the character must remain stationary to stabilize

themselves. The gun is belt fed and can hold 100 bullets on a full string.

Rocket Launcher Arm: Once forearm is replaced with a down-scaled rocket launcher tube. The character

loses the function of one hand. The launcher must be manually reloaded after each shot. This weapon

qualifies as a Heavy Weapon.

Night Vision Eye: One eye is replaced with a robotic eye that grants thermal night vision.

Targeting Reticle: An optical readout is implanted in the character's eye socket. This device gives a +1 bonus to all Shooting rolls. Eye replacement is not required.

Armor Grafting: Metal plates are surgically embedded in the character's body, imparting a +2 Armor bonus. This enhancement can be taken multiple times.

Power Claw: One hand is replaced with a pincer-style industrial claw. The character suffers a -2 penalty to any task involving the use of fine motor skills (Lockpicking, surgery, repair, etc.) Any Strength task performed with this claw gains a +2 bonus.

Slicer Arm: One forearm is replaced with a sword or axe blade. The character loses the function of one hand. This appendage can inflict STR+d8 melee damage

Drill Arm: One forearm is replaced with an industrial drill. The character loses the function of one hand. This appendage can inflict STR+d6 melee damage with Armor Piercing 2.

Power Leg: One leg is replaced by a piston-driven robotic leg. This appendage increases the character's Pace by 2 and adds 1d6 to all jumping related rolls.

Rocket Leg: One leg is replaced by a rocket-boosted robotic leg. The character can ignite the leg to gain limited flight capability for 3 rounds (Pace 6). Once the leg is used, it needs to be refueled before it can beignited again.

Shielded Vitals: The character's vital organs are protected by a special internal housing. Any time the character would be Shaken by damage, they gain a free soak roll without spending any Bennies.

Juicer: The character's mouth, esophagus and stomach have been replaced by a horrific looking metallic contraption that can mulch and blend organic material for food. For every fresh corpse that the character mulches, they can heal 1 Wound. Characters with a Juicer automatically gain the Cannibal hindrance.

Redundant Life Support: The character's vital organs are hooked up to an internal power source that is designed to kick into gear when the body experiences major organ failure. This can be used one time to ignore any injury or mortal wound of the character's choice. One used, this augmentation needs to be reinstalled to work a second time. Subsequent installations do not carry an additional Humanity cost.

Vengeance Device: The character has a bomb implanted in their chest cavity that is wired to explode when their heart stops. The explosion inflicts 5d6 damage to all targets in a Large Blast Template area.