ENHANCEMENTS

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**ENHANCEMENTS**

Cybernetic enhancements are available starting at Progress Level 6. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.

Each enhancement description 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.

**Hardness/Hit Points:** The hardness and hit points of the enhancement. Internal enhancements don’t have hardness.

**Base Purchase TN:** The purchase TN of the enhancement (or the components to build it), at its specified Progress Level. Cybernetic attachments arecheaper to buy at higher Progress Levels; for each raised step in Progress Level, reduce the purchase TN by 2.

**Restriction:** The level of license required to purchase the enhancement legally, and an appropriate black market purchase TN modifier.

**Shepherd Chip (PL 5)**

A shepherd chip is a tiny microchip containing the bearer’s identification information implanted beneath the skin of the wrist. Some computers can read a shepherd chip and extract its information; all shepherd chips can be made to receive information from other shepherd chips by way of a handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce and clearly identify yourself to another person. Of course, a shepherd chip can be made to not broadcast information in this way for privacy’s sake.

**Benefit:** In addition to basic identification information, many people have their banking and credit information keyed to shepherd chips so they no longer have to use physical money or credit cards. Businesses love this because it allows them to prevent shoplifting; if a person carries an item from the store, the item’s value is immediately deducted from his bank account. Additionally, at PL 6 and higher, shepherd chips can be linked to computers (particularly neural implants) so that more information than just identification can be transferred between two shepherd chips—a great boon to the espionage community because it allows for discreet information transfers. Some governments use shepherd chips (occasionally combined with nanobeacons; see page 65 of d20 Future) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly the predicament the opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerges as soon as the chips become widespread, making identity theft and falsification ever-present crimes in some communities.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase DC:** 12.

**Restriction:** None.

**Ammo Arm (PL 6)**

The recipient’s prosthetic arm is transformed into an extra magazine.

Benefit: This cybernetic enhancement must be purchased for a specific type and model of weapon that requires an ammo magazine. The weapon is modified so that its magazine type becomes linked (see Equipment in the modern SRD); the ammo arm feeds directly into the selected weapon. (Obviously, the weapon should be carried in the hand attached to the ammo arm.) Additionally, the weapon now has a magazine load equal to its original amount plus a value determined by the following

 Handgun
 Longarm

**Example:** A character with an ammo arm keyed to a TalMil sniper rifle now has a total ammo capacity of 105 (15 for the base + (15 x 6) = 105). An ammo arm keyed to a Falcon .45 would have a total ammo capacity of 260 (20 for the base + (20 x 12) = 260).

**Type:** Internal.

**Hardness/Hit Points:** 5/10 (magazine only).

**Base Purchase TN:** 25.

**Restriction:** Military (+3).

**Anti-Shock Implant (PL 6)**

This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.

**Benefit:** The implant negates the recipient’s special vulnerability to electricity (see Benefits and Drawbacks, above).

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 15.

**Restriction:** None.

**Climbing Claws (PL 6)**

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 TN 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.

**Base Purchase TN**: 16.

**Restriction:** None.

**Cosmetic Implants (PL 6)**

Cosmetic implants on this level go well beyond the plastic surgery of PL 5 and early PL 6. 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 (such as an elf or an orc), or a humanoid with animal traits (dog-men and cat- or rabbit-women are particularly popular), change ethnicity, or simply mold features to achieve greater beauty (or greater ugliness, if preferred).

**Benefit:** The exotic appearance of a recipient with cosmetic implants makes the initial reaction of other characters more severe. Those who find themselves liking the recipient are moved to greater helpfulness by his appearance. Those who initially dislike the recipient are pushed into true hostility by his unusual or highly sculpted looks. Any character who has an initial attitude of friendly toward the recipient has that attitude improved to helpful, and anyone with an initial attitude of unfriendly has it worsened to hostile.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/1.

**Base Purchase DC:** 21.

**Restriction:** None.

**Electro-Telescoping Optics (PL 6)**

The recipient’s eyes are replaced with ocular implants that combine the distance vision capabilities of binoculars (engaged through tiny muscular-controlled servos) with night vision goggles. All of the recipient’s eyes must be replaced to gain this benefit.

**Benefit:** Using the telescoping function reduces the range penalty for Spot checks to -1 for every 16 meters (instead of -1 for every 3 meters), but takes five times as long as making the Spot check unaided. In addition, the recipient gains darkvision out to a range of 20 meters. Of course, the optics also function like normal eyes.

**Type:** Internal.

**Hardness/Hit Points:** –/2 (per eye).

**Base Purchase TN:** 21.

**Restriction:** None.

**Explosive Implant (PL 6)**

This small explosive is implanted in the recipient’s body (almost always unwilling except for certain agents). The explosive can be triggered either remotely, by the recipient, or both; in any case, triggering the explosive kills the recipient instantly.

**Benefit:** The recipient can be killed remotely at the touch of a button, or under her own volition. Removing such an explosive requires both a Treat Injury (surgery) check (TN 25) as well as a Demolitions check (disarm explosive device) check (TN 20) to remove safely; failure of either check by 5 or more results in the device detonating and killing the recipient instantly.

Explosive implants are used by certain government agents (to give them a means of evading capture) or on ultra-dangerous criminals (although not in democratic societies, at least not officially). They have also been placed into standard cybernetic devices as everything from a means to ensure prompt payment for services rendered or to ensure the devices will not be used against certain parties or individuals. Some of these devices are attached to tracking beacons and triggered when the recipient wanders too far from a certain location and/or an attempt is made to remove the tracking beacon.

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 9 (+3 with Tracking Beacon).

**Restriction:** Illegal (+4).

**External Tool Kit (PL 6)**

The recipient’s prosthetic arm ends in a multipurpose tool instead of a hand.

**Benefit:** The recipient has a variety of tools attached to a prosthetic arm. Common tools include: Screwdriver (Regular and Cross-Tip), Knife Blade (Dam 1d4/19-20), Saw Blade, Scissors, Can/Bottle Opener, File, Wire Cutters, 16 meter monofilament wire (can support up to 200 kgs.), Flashlight, and Pliers. Each tool unfolds or slides out of the prosthetic.

An external tool mount can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –1 instead of the normal –4. The external tool kit is useful for most tasks, as determined by the GM, but may not be useful in all situations.

**Type:** Internal.

**Hardness/Hit Points:** 10/4.

**Base Purchase TN:** 19.

**Restriction:** None.

**External Tool Mount (PL 6)**

The recipient’s prosthetic arm ends in a tool instead of a hand.

**Benefit:** The recipient has a tool or tool kit (or other piece of equipment) of his size category or smaller attached to a prosthetic arm. Attempts to disarm the recipient of the attached tool automatically fail, though the tool can still be attacked (like any other weapon) in an attempt to destroy it.

**Type:** External.

**Location:** One arm.

**Hardness/Hit Points:** 10/5 (mount only).

**Base Purchase TN:** 14 (not including the cost of the equipment).

**Restriction:** None.

**External Weapon Mount (PL 6)**

The recipient’s prosthetic arm ends in a weapon instead of a hand.

**Benefit:** The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it.

**Type:** External.

**Hardness/Hit Points:** 10/5 (mount only).

**Base Purchase TN:** Melee weapon mount 15, ranged weapon mount 17 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Flexible Joints (PL 6)**

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.

**Base Purchase TN:** 18.

**Restriction:** None.

**Ground-Penetrating Audio (PL 6)**

The cyberware recipient’s ears are replaced with audio implants that simulate the effects of a ground-penetrating sonar array, allowing the cyberware recipient to more easily listen to sounds on the far side of barriers. The cyberware recipient’s ears must be totally replaced to gain any benefit.

**Benefit:** Ground-penetrating audio implants allow the recipient to press his ear against a barrier and take a fullround action to gain a +15 bonus on Listen checks made to hear noise on the far side. (A solid door provides a –15 penalty on Listen checks made through it.)

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2 (per ear).

**Base Purchase TN:** 15.

**Restriction:** None.

**Hearing Amplification (PL 6)**

Small, directional microphone implants provide the recipient with vastly superior hearing.

**Benefit:** Hearing amplification grants the character a +6 equipment bonus on Listen checks.

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 16.

**Restriction:** None.

**HUD Link (PL 6)**

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. (Any sensor can be attuned to her HUD link, increasing its purchase TN by 2.)

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. This also allows information to be transmitted to the cyberware recipient through broadcast from the VRNet or HINet.

An HUD link can be used to highlight the outline of a creature or object on mental command, granting a +2 bonus on Spot checks when pursuing a specific target.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/3.

**Base Purchase TN:** 19.

**Restriction:** None.

**Identity Chip (PL 6)**

Identity chips, more advanced versions of shepherd chips, provide identification without requiring visual recognition— a high-tech ID that functions even when the wearer is unrecognizable.

**Benefit:** An identity chip functions as both legal ID and a credit card. The recipient can make Wealth checks even when separated from his funds. It is extremely difficult to make a false identify chip, requiring the Craft Cybernetics feat as well as a TN 30 Computer Use check. The forger then makes a Forgery check. Any Computer Use or Forgery check made to attempt to identify a faked identity chip as a forgery gains a +5 bonus and is an opposed check against the original Forgery check used to create the fake chip.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/1.

**Base Purchase DC:** 5.

**Restriction:** None.

**Inertial Navigator (PL 6)**

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.

**Base Purchase TN:** 19.

**Restriction:** None.

**Injector Unit (PL 6)**

This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream.

**Benefit:** The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox (PL 6), boost (PL 6), neutrad (PL 6), sporekill (PL 6), or biocort (PL 7). As a free action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action.

**Type:** External.

**Hardness/Hit Points:** 2/5.

**Base Purchase TN:** 15 (medical hypos must be purchased separately).

**Restriction:** Licensed (+1).

**Jump Pistons (PL 6)**

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 6 meters (the TN is not doubled), and can jump a distance greater than her normal speed.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 18.

**Restriction:** None.

**Light Amplification Optics (PL 6)**

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).

**Base Purchase TN:** 20.

**Restriction:** None.

**Locking Joints (PL 6)**

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.

**Base Purchase TN:** 18.

**Restriction:** None.

**Microscopic Optics (PL 6)**

The recipient’s eyes are replaced with ocular implants that simulate the effects of microscopes, enabling her to perceive small objects more easily. The recipient’s eyes must be totally replaced to gain any benefit.

**Benefit:** Microscopic optics grant a +6 circumstance bonus on Search checks as well as a +4 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2 (per eye).

**Base Purchase TN:** 15.

**Restriction:** None.

**Nasal Filter (PL 6)**

A nasal filter is a microfilter built into both the nose and throat, filtering out toxins and impurities in the air the recipient breathes.

**Benefit:** The cyberware recipient gains a +6 equipment bonus on Fortitude saves made for gases or airborne poisons and diseases. A nasal filter does not count against the total number of cybernetic implants a character can have implanted.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/14.

**Base Purchase TN:** 18.

**Restriction:** None.

**Nightvision Optics (PL 6)**

The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.

**Benefit:** The recipient gains darkvision out to a range of 20 meters.

**Type:** Internal.

**Hardness/Hit Points:** –/2 (per eye).

**Base Purchase TN:** 19.

**Restriction:** None.

**Nutrient Tank (PL 6)**

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.

**Base Purchase TN:** 21.

**Restriction:** None.

**Parabolic Audio (PL 6)**

The cyberware recipient’s ears are replaced with audio implants that simulate the effects of a shotgun or boom microphone, enabling her to perceive distant sounds more easily. The recipient’s ears must be totally replaced to gain any benefit.

**Benefit:** Parabolic audio implants lessen the range penalty for Listen checks to –1 for every 10 meters of distance (instead of –1 for every 3 meters).

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2 (per ear).

**Base Purchase TN:** 15.

**Restriction:** None.

**Poker Face (PL 6)**

A series of cut-offs built into the recipient’s facial muscles allow him to adopt and maintain a completely blank expression at will.

**Benefit:** The recipient gains a +10 circumstance bonus on Bluff checks.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 18.

**Restriction:** None.

**Prosthetic Arm Universal Mount (PL 6)**

The recipient’s prosthetic arm ends in a universal mount, allowing the recipient to switch between any number of attachments (usually a weapon and a hand) on the recipient’s prosthetic arm.

**Benefit:** The recipient has a universal mount attached to a prosthetic arm. The universal mount is able to accept any attachments (i.e. melee weapon, ranged weapon, prosthetic hand) that have the universal mount conversion (see below).

Removing or connecting an attachment from the universal mount is a move action. Removing an attachment and then connecting another attachment is a full-round action. Removing and attaching an attachment to the universal mount requires the use of one hand (either the cyborg’s or a buddy’s).

Attempts to disarm the recipient of a connected attachment automatically fail, though the attachment can still be attacked (like any weapon or object) in an attempt to destroy it.

**Type:** External.

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Prosthetic Arm Universal Conversion (PL 6)**

This converts a weapon or other attachment to fit the prosthetic arm universal mount.

**Benefit:** The recipient is able to connect the attachment to a prosthetic arm outfitted with a universal mount.

**Purchase TN:** +1 to the purchase TN of the weapon; +2 to the purchase TN of a prosthetic arm (this outfits the normally integrated hand of a prosthetic arm into an attachment able to fit the universal mount).

**Restriction:** Military (+3).

**Sensory Recorder (PL 6)**

A sensory recorder is a small memory chip in the brain that connects directly to the optic nerve, cerebrum, and thalamus, recording everything the cyberware recipient experiences with his five senses.

**Benefit:** A sensory recorder can be turned on and off as a free action and automatically records everything the cyberware recipient experiences unless specifically deactivated. It has 24 hours of memory. The recipient can choose to save or overwrite memories at will. A small computer port allows the memories to be downloaded into another computerized medium (including a sensory playback computer or the HINet), allowing others to observe or even experience the memories. The cyberware recipient can turn on or off individual senses as he wishes.

It’s very difficult to fake the feed from a sensory recorder. It requires successful TN 30 Computer Use and Forgery checks to make a change to an existing sensory recorder memory, or to create one from whole cloth. Even when successfully done, an investigator who makes Computer Use and Investigate checks that beat the forger’s results realizes the recording is altered.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 25.

**Restriction:** Res (+2).

**Skill Implant (PL 6)**

This small brain implant enables its recipient to perform a specific skill more adroitly.

**Benefit:** The recipient gains a +2 competence bonus on checks made with one class skill of his choice. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill.

A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment.

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 20.

**Restriction:** None.

**Spurs (PL 6)**

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 Spot 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.

 Tiny
 Small
 Medium-size
 Large
 Huge
 Gargantuan
 Colossal

**Type:** Internal (external in use).

**Location:** One per limb installed into.

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 20.

**Restriction:** Mil (+3).

**Stabilizer (PL 6)**

A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.

**Benefit:** If reduced to negative hit points, the recipient automatically stabilizes.

**Type:** Internal.

**Hardness/Hit Points:** –/3.

**Base Purchase TN:** 22.

**Restriction:** None.

**Subcutaneous Body Armor (PL 6)**

Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin.

**Benefit:** The character gains a natural Defense Bonus to Defense. The bonus depends on the density of the armor: Light +2, Medium +5, Heavy +8.

**Type:** Internal.

**Hardness/Hit Points:** –/varies. The armor has one-quarter the maximum hit points of the recipient.

**Base Purchase TN:** Light 15, Medium 20, or Heavy 25.

**Restriction:** Military (+3).

**Subcutaneous Cell Phone (PL 6)**

The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.

**Benefit:** The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper; Listen checks made to hear the recipient suffer a –4 penalty. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot.

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 16.

**Restriction:** None.

**Subcutaneous Digital Audio Player/Recorder (PL 6)**

The recipient has a small data storage device installed underneath her skin, usually in the neck. A tiny speaker and microphone is located in each of the recipient’s ears.

**Benefit:** The recipient is able to listen to, and record, hundreds of digital recordings without anyone else being aware of the fact that she is doing this. Audio playback at a normal volume causes the recipient to suffer a -2 penalty to any Listen checks, with higher volumes increasing the penalty.

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 19 (+2 with subcutaneous cell phone).

**Restriction:** None.

**Subcutaneous Walkie-Talkie (PL 6)**

The recipient has a small transceiver installed underneath the skin of his throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.

**Benefit:** The recipient may carry on conversations using the subcutaneous walkie-talkie without raising her voice above a whisper; Listen checks made to hear the recipient suffer a –4 penalty. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot. While listening to the conversation, Listen checks suffer a -2 penalty.

The walkie-talkie is a high-end model that allows the programming of fifty different frequencies from thousands of choices—making it likely that the character can find a frequency that’s not being used by anyone else within range. It has a range of 20 kilometers.

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 19.

**Restriction:** None.

**Telescoping Limbs (PL 6)**

These cyberlimbs are capable of telescoping a considerable distance while continuing to function. The joints of one or more cyberlimbs are designed to lock in place, holding one position as long as the recipient wishes.

**Benefit:** Telescoping limbs applied to arms give the recipient an additional 1 meter of reach when extended (a total of 2 meters for Small or Medium-size characters), but prevent him from threatening the squares surrounding him (he can’t attack creatures or objects less than 2 meters away).

Telescoping legs allow a recipient to extend his legs to gain a +10 circumstance bonus to his base land speed, or a +8 equipment bonus on Jump checks, as well as allowing him to stand an additional 1 meter tall (increasing his reach upward by 1 meter). However, having extremely long legs is awkward, and while they are extended the recipient takes a –2 penalty to Defense.

Extending or retracting a limb is a free action that can be taken once each round.

**Type:** External.

**Location:** One per limb.

**Hardness/Hit Points:** 5/10.

**Base Purchase TN:** 17.

**Restriction:** None.

**Telescopic Optics (PL 6)**

The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.

**Benefit:** Telescopic optics reduce the range penalty for Spot checks to –1 for every 10 meters of distance (instead of –1 for every 3 meters).

**Type:** Internal.

**Hardness/Hit Points:** –/2 (per eye).

**Base Purchase TN:** 15.

**Restriction:** None.

**Tracking Beacon (PL 6)**

This small microchip is implanted in the recipient’s body (unwilling subjects usually have it placed near the brain or heart). The tracking beacon sends out a pulse every second that can be detected by a sensor attuned to the beacon’s frequency.

**Benefit:** The recipient (willing or unwilling) can be detected at up to a 500-kilometer radius (including by GPS satellites). Some of these devices have explosive implants attached to them that are triggered if an attempt is made to remove the tracking beacon and/or the recipient strays too far from a certain location (pain and paralysis implants are used for this as well).

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 9 (+3 with Explosive Implant).

**Restriction:** License (+1).

**Vehicle Control Jack (PL 6)**

A vehicle control jack is a computer port (with associated connection wires) that jacks into a computer-controlled vehicle for improved control and frees the driver’s hands for other activities.

**Benefit:** A vehicle control jack connects the mind of a character directly to the vehicle, starship, or mecha the character is currently piloting. The mind of the pilot directly links to the vessel, melding her consciousness with it. The pilot maneuvers the vessel with thoughts, cutting out the delay of her body’s reflexes. This grants a +4 bonus on Pilot or Drive checks while operating the vehicle she’s jacked in to. This system only works with vehicles that have an appropriate port for the control implant, as determined by the GM.

An unfortunate drawback to this link between pilot and machine is that if the vessel’s onboard computer system suffers trauma, such as when it takes damage, the pilot’s mind often takes damage as well. Whenever a controljacked vessel takes damage that affects the computer systems, the jacked-in pilot must make a TN 13 Will save or take 1d4 points of Wisdom damage.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 21.

**Restriction:** None.

**Voice Stress Analyzer (PL 6)**

Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.

**Benefit:** The recipient gains a +4 equipment bonus on all Sense Motive checks.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 17.

**Restriction:** None.

**Wheel Housing (PL 6)**

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.

**Base Purchase TN:** 14.

**Restriction:** None.

**Anaconda (PL 6-7)**

This strange attachment consists of a launcher and, depending on the PL, one or more semicircular rings. The rings have a range increment of 3 meters and require a successful ranged attack to hit the target. Once the target is hit, motors in the ring wrap around the target, holding it fast and at higher PLs constricting it.

At PL 6, an anaconda consists of a launcher and a single semicircular alloy ring. Once a ring has been fired the launcher can be reloaded with another ring as a move action. Once the ring hits the target, the target must succeed at a Reflex save ( TN 15) to avoid its effects. On a failed save, the target is entangled and unable to move until it either escapes with a successful Escape Artist check (TN 35) or breaks free with a successful Strength check (TN 30).

At PL 7, an anaconda launches energy rings rather than using metal. It functions exactly as the PL 6 ring, but the Escape Artist check TN increases by +5 (TN 40) as does the Strength check (TN 35). In addition, at the cyborg’s option the ring’s power level can be set to inflict 1d6 points of bludgeoning damage through constriction each round the target fails to escape. Setting the ring’s power level is a free action. The anaconda uses a power pack allowing 20 rings to be launched.

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 17 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Cyber Claws (PL 6-7)**

This attachment is a set of wickedly sharp claws that vary in their construction and the damage they cause depending on the Progress Level. Attacking with a set of claws is a melee attack.

At PL 6, cyber claws use advanced alloys and technology to inflict 2d4 points of slashing damage and have a critical threat range of 19-20.

At PL 7, cyber claws are monofilament weapons and inflict 2d6 points of slashing damage and have a critical threat range of 19-20.

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 16 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Fryer (PL 6-7)**

This attachment is a flame-thrower. A fryer can spray a 6 meters. cone or 13 meters. line (adjusting the fryer between cone and line is a move action) of either liquid fuel or plasma. Anyone caught within the cone must succeed at a Reflex save (TN 15) or take the listed points of fire damage. A successful save reduces the damage to one-half.

At PL 6, a fryer sprays liquid fuel from an internal fuel tank and inflicts 3d6 points of fire damage. The internal fuel tank carries enough fuel for 20 attacks. Refueling the tank is a Purchase TN 12.

At PL 7, a fryer sprays plasma from an external fuel tank and inflicts 3d10 points of fire damage. A PL 7 fryer is powered by a power pack that provides 20 attacks.

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+)

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Grenader Launcher (PL 6-7)**

This attachment fires Tiny grenades at any point within range. When the grenade reaches the designated target point, which can be a point in midair, it deals damage to all targets within its burst radius.

A grenade launcher fires the same ammunition as a rocket launcher (see Rocket Launcher below) and has the following

**range increments:**

Progress Level Range Increment

**PL 6** 6 meters.

**PL 7** 10 meters.

The purchase TNs are for a pack of six grenades are one less than for the equivalent rocket pack. A grenade launcher can only hold one grenade pack at a time. Changing out an empty grenade pack with a full one is a move action. Different types of grenades may be mixed in the same pack (calculate the average TN to come up with the purchase TN).

Grenade launchers are capable of single fire only at PL 6. At PL 7 and beyond, grenade launchers are capable of semi-automatic fire.

At the GM’s option, an automatic fire option may exist which allows the cyborg to fire all remaining granades in the launcher at the same target area. Such an attack increases the damage done by 1 additional die of damage (i.e. three shrapnel grenades fired into the same location cause 5d6 points of slashing damage) per additional grenade (a blobber imposes an additional -2 penalty to Dexterity for every additional grenade).

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+), A (optional at PL 6+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 20 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Mono-Blade (PL 6-7)**

A mono-blade is a large blade that has a single filament, and at later stages a single molecular, edge giving it tremendous penetrating power.

At PL 6, a mono-blade does 2d6 points of damage and has a critical threat range of 19-20.

At PL 7, a mono-blade does 2d8 points of damage and has a critical threat range of 19-20.

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 19 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Rocket Launcher (PL 6-7)**

This attachment fires Tiny rockets at any point within range. When the rocket reaches the designated target point, which can be a point in midair, it deals the listed damage to all targets within the listed radius.

Rockets have the following range increments: Progress Level Range Increment

**PL 6** 13 meters.

**PL 7** 20 meters.

The rocket launcher can fire the following rockets:

***Blobber***

The chemicals in this rocket produce a sticky, gooey compound that clings to targets in the area and slows them down.

 **Damage:** -6 penalty to Dexterity (if Dexterity reduced to 0 or lower, target is helpless and cannot take physical actions); blobber compound dissolves in 24 hours.

 **Save:** Reflex half (TN 12)

 **Burst Radius:** 1 meter.

 **Progress Level:** PL 6+

 **Purchase TN:** 14

***Concussion***

This rocket uses combustible chemicals to create a shockwave that knocks out targets in the burst radius.

 **Damage:** 4d6 points of nonlethal damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 5 meters.

 **Progress Level:** PL 6+

 **Purchase TN:** 15

***Corrosive***

Upon detonation, this rocket delivers a highly corrosive payload to the target area.

 **Damage:** 3d6 points of acid damage

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 1 meter.

 **Progress Level:** PL 6+

 **Purchase TN:** 14

***EMP***

This rocket releases an electromagnetic pulse that shorts out electronic devices within the burst radius.

 **Damage:** 3d6 points of electricity damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 6 meters.

 **Progress Level:** PL 6+

 **Purchase TN:** 16

***Explosive***

This rocket contains an explosive and incendiary compound that explodes upon detonation.

 **Damage:** 3d6 points of fire damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 3 meters.

 **Progress Level:** PL 6+

 **Purchase TN:** 16

***Gravitic Crusher***

Upon detonation, this rocket releases extremely strong gravitational forces within the burst radius.

 **Damage:** 6d6 points of bludgeoning damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 3 meters.

 **Progress Level:** PL 7+

 **Purchase TN:** 20

***Plasma***

The chemicals in this rocket spray superheated plasma over the area of effect.

 **Damage:** 3d10 points of fire damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 3 meters.

 **Progress Level:** PL 7+

 **Purchase TN:** 17

***Shrapnel***

This rocket is filled with hundreds of tiny ball bearings that shred any targets in the burst radius.

 **Damage:** 3d6 points of slashing damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 3 meters.

 **Progress Level:** PL 6+

 **Purchase TN:** 15

The purchase TNs are for a pack of six rockets. A rocket launcher can only hold one rocket pack at a time. Changing out an empty rocket pack with a full one is a move action. Different types of rockets may be mixed in the same pack (calculate the average TN to come up with the purchase TN). Rocket launchers are capable of single fire only at PL 6. At PL 7 and beyond, rocket launchers are capable of semi-automatic fire.

At the GM’s option, an automatic fire option may exist which allows the cyborg to fire all remaining rockets in the launcher at the same target area. Such an attack increases the damage done to the area by 1 additional die of damage (i.e. three shrapnel rockets fire into the same location cause 5d6 points of slashing damage) per additional rocket (a blobber imposes an additional -2 penalty to Dexterity for every additional rocket).

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+), A (optional at PL 6+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Shocker (PL 6-7)**

This attachment is a series of electrodes connected to a power supply. A shocker discharges electricity and is particularly effective against cyborgs.

At PL 6, a shocker is capable of inflicting 2d8 points of electricity damage on a successful melee attack. Due to recharge time, a shocker may only be used for one attack per round.

At PL 7, a shocker is capable of inflicting 3d8 points of electricity damage on a successful melee attack or fire an electrical bolt causing 2d8 points of electricity damage with a range increment of 6 meters. on a ranged attack. Due to recharge time, a shocker may only be used for one attack per round.

A shocker may operate on a power pack instead of running on an internal source. Using a power pack removes the recharge time, but limits the shocker to 25 attacks before the power pack needs to be replaced.

**Rate of Fire:** Single (PL 6+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Shock Strand (PL 6-7)**

This strange attachment unleashes a single thin metallic whip-like strand 5 meters in length. A shock strand is a melee weapon with reach. The strand is filled with electrons that unleash an electric shock once the whip has wrapped around a target or a target’s limb (requiring a successful melee touch attack). The cyborg can turn the electric shock function off and on as a free action.

When using the strand, the cyborg gets a +2 equipment bonus on opposed attack rolls when attempting to disarm an opponent (since the shocking strand is an attachment, the cyborg cannot be disarmed) A cyborg can use the strand to wrap around an enemy’s leg or other limb, making a trip attack with it by succeeding at a melee touch attack. However, because of the fact that the strand is an attachment, the cyborg cannot let go of the strand to avoid being tripped in turn if the trip attempt fails.

Once it has wrapped around the target, it is capable of unleashing an electric shock that causes electricity damage to the target.

At PL 6, a shock strand causes 2d6 points of electricity damage.

At PL 7, a shock strand causes 3d6 points of electricity damage.

A shock strand uses a power pack that provides it with the capability for delivering 20 shocks. With the power pack depleted, the shock strand is no longer able to deliver electricity damage, but it can still be used to make disarm and trip attempts.

**Hardness/Hit Points:** 7/3.

**Base Purchase TN:** 18 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Sledghammer (PL 6-7)**

This attachment is a metal fist driven by a quick-action piston that generates a tremendous amount of force making a sledgehammer a solid melee weapon. At

PL 6, a sledgehammer is a purely device driven by a kinetic explosion that deals 2d4 points of bludgeoning damage.

At PL 7, a sledgehammer is driven by a kinetic energy reaction and deals 3d4 points of bludgeoning damage.

All sledgehammers are run from power packs that provide them with 25 uses. A sledgehammer without a power pack deals 1d4 points of bludgeoning damage.

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 16 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Sonic Modulator (PL 6-7)**

This attachment generates a 10-meter cone of sound waves that have different effects depending on the setting selected. Switching between settings is a move action at PL 7. A sonic modulator is also known as a sonic cannon.

At PL 6 a sonic modulator is capable of producing a sonic wave that causes 3d6 points of nonlethal sonic damage to any living creature. Nonliving (such as robots) or deaf creatures are immune to this effect. Creatures that succeed at a Fortitude save (TN 15) take only half damage. In addition, creatures that fail their Fortitude save are stunned and deafened for 1 round.

At PL 7 a sonic modulator gains the capability to produce low-frequency wave that causes living creatures in the area of effect to become nauseated for 1 round. Nonliving creatures (such as robots) or deaf creatures are immune to this effect. Creatures that succeed at a Fortitude save (TN 15) are merely shaken for 1 round.

A sonic modulator is powered by a power pack that gives 20 shots.

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Anti-Flare Implants (PL 7)**

The recipient’s corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light.

**Benefit:** Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient.

**Type:** Internal.

**Hardness/Hit Points:** –/1 (per eye).

**Base Purchase TN:** 14.

**Restriction:** None.

**Aquaconverter Implant (PL 7)**

This basic cybernetic enhancement, created from a Fusion Age device, takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen directly into the recipient, allowing the recipient to breath under water.

**Benefit:** The recipient can breathe in or out of water without difficulty.

**Type:** Internal.

**Hardness/Hit Points:** -/4.

**Base Purchase TN:** 15.

**Restriction:** Licensed (+1).

**Artificial Muscle Fiber (PL 7)**

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).

**Base Purchase TN:** 18 (for +2 Str), 26 (for +4 Str), or 34 (for +6 Str).

**Restriction:** None.

**Artificial Twitch Fiber (PL 7)**

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).

**Base Purchase TN:** 18 (for +2 Dex), 26 (for +4 Dex), or 34 (for +6 Dex).

**Restriction:** None.

**Auditory Baffles (PL 7)**

The cyberware recipient’s eardrums are replaced with artificial devices equipped with sound baffles that react instantly to loud peals of noise.

**Benefit:** Deafening effects produced by loud noises have no harmful or debilitating effect on the cyberware recipient. She gains a +4 bonus on her saves against any other kind of effect produced by sounds or sonic energy that allow a saving throw.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/1 (per ear).

**Base Purchase TN:** 14.

**Restriction:** None.

**Avatar Backup (PL 7)**

A computer interface is placed between the cyberware recipient’s own memories and the program memory of his onboard VRNet or HINet access computer, allowing him to store additional program memory for his avatar.

**Benefit:** The cyberware recipient has an extra 5 blocks of program memory available for his avatar. (For more information on avatars, see Chapter Three.)

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/1.

**Base Purchase TN:** 20.

**Restriction:** None.

**Biofunction Regulator (PL 7)**

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.

**Base Purchase TN:** 29.

**Restriction:** Res (+2).

**Bio-Surger (PL 7)**

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.

**Base Purchase TN:** 25.

**Restriction:** Mil (+3).

**Body Repair Weave (PL 7)**

A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue.

**Benefit:** The recipient heals naturally at twice the normal rate.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 21.

**Restriction:** Licensed (+1).

**Boiler (PL 7)**

This attachment is a microwave generator. A boiler can send out microwaves in a 6 meters. cone or 13 meters. line (adjusting the boiler between cone and line is a move action). Anyone caught within the cone must succeed at a Reflex save (TN 15) or take 3d6 points of non-specific energy damage (this damage is not subject to energy resistance or damage reduction). A successful save reduces the damage to one-half.

A boiler is powered by a power pack that provides 15 shots.

**Rate of Fire:** Single, Semi-Automatic

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 20 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Bug Eyes (PL 7)**

These implants are large, obvious additional eyes and cameras that allow the cyberware recipient to look in all directions at once. They qualify as two additional eyes and any other visual enhancements must be bought for these additional eyes as well.

**Benefit:** The cyberware recipient has a 360-degree sphere of vision, allowing him a perfect view of creatures that might otherwise flank him. Thus, flanking opponents gain no bonus on their attack rolls, and characters with sneak attack dice are denied their sneak attack ability because the cyberware recipient does not lose his Dexterity bonus; however, they can still sneak attack him if he is caught flat-footed. The cyberware recipient’s Spot and Search checks gain a +4 equipment bonus. Concurrently, he takes a –4 penalty on saves against all gaze attacks.

**Type:** External.

**Location:** One head.

**Hardness/Hit Points:** 5/5.

**Base Purchase TN:** 22.

**Restriction:** None.

**Camouflaged Skin (PL 7)**

The cyberware recipient’s skin has tiny sensors able to observe nearby surfaces and tiny projectors able to change its texture and appearance to match its observations.

**Benefit:** As a free action, the recipient’s skin takes on the color and texture of nearby objects, including floors and walls. The recipient receives a +10 equipment bonus on Hide checks if wearing nothing to block his skin’s appearance and a +5 equipment bonus if wearing scant to normal levels of clothing and equipment. If his body is fully covered, the recipient’s skin gives him no bonus. This implant can be combined with luminous skin (see page 198 of d20 Future) for a total purchase TN of 20 and taking only one implant slot.

**Type:** Internal.

**Location:** One torso.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 19.

**Restriction:** Lic (+1).

**Chemical Air Analyzer (PL 7)**

This implant includes tiny air samplers built into the nasal membranes and an analyzing computer that identifies chemicals and scents found within each breath’s sample.

**Benefit:** The cyberware recipient gains the scent ability.

Additionally, she can make a TN 15 Wisdom check to identify common chemicals and organic compounds. A TN 20 Wisdom check allows the cyberware recipient to distinguish the exact chemical makeup of anything she smells, though the information might be too technical to be of much use without the appropriate Knowledge skill.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 23.

**Restriction:** None.

**Courage Implant (PL 7)**

Dozens of specialized systems are implanted throughout the recipient’s body – each near a major artery and two at the base of the recipient’s skull – and when the recipient’s body and mind begin to show the effects of fear the system immediately breaks down and rebuilds the recipient’s blood as it flows through each system, almost always eliminating the chemical composition that allows fear to dominate an individual.

**Benefit:** This cybernetic enhancement grants the recipient a +6 equipment bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.

**Type:** Internal.

**Hardness/Hit Points:** -/6.

**Base Purchase TN:** 32.

**Restriction:** Military (+3).

**Cyberport (PL 7)**

A cyberport is an interface that can be used to easily attach other cybernetic devices. For example, a cyberport built into a character’s arm is itself nothing more than a socket located at the shoulder, but any number of cyberlimbs can be jacked into the socket.

**Benefit:** By itself a cyberport does nothing however, special cybernetic devices can be jacked into a cyberport as a full-round action, requiring no surgery or skill check. Cybernetic devices designed to be jacked into a cyberport cannot be installed through normal surgery, and those designed for surgical implantation can’t be connected through a cyberport. A cybernetic device designed to be jacked into a cyberport has its purchase TN increased by 1, and is raised to PL 7 if normally PL 6 or lower.

A cyberport can take any cybernetic device that uses one slot in the port’s location. For example, a cyberport set in the recipient’s left arm can have any cybernetic device that takes one arm slot. If the cyberport is set in a limb, it replaces the existing flesh limb, so a character without a cybernetic device in that limb has no arm. Normal limb function is part of any cybernetic device designed to be jacked into a cyberport, so a character with a cyberport in his arm can use his arm normally when any cybernetic device is jacked into it.

**Type:** Internal.

**Location:** Any one.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 16.

**Restriction:** None.

**Data Archive (PL 7)**

A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.

**Benefit:** The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus on all Knowledge checks.

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 27.

**Restriction:** None.

**Daredevil (PL 7)**

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.

**Base Purchase TN:** 31.

**Restriction:** Res (+2).

**Dermal Motors (PL 7)**

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.

**Base Purchase TN:** 21.

**Restriction:** Lic (+1).

**Enhanced Immune System (PL 7)**

An augmenter system is tied to the recipient’s heart and bloodstream, increasing the effectiveness of the recipient’s natural ability to fight off poison and disease.

**Benefit:** This cybernetic enhancement grants the recipient a +2, +4, or +6 equipment bonus to resist the effects of poison and disease.

**Type:** Internal.

**Hardness/Hit Points:** -/8.

**Base Purchase TN:** 19 (for +2), 25 (for +4), or 31 (for +6).

**Restriction:** Restricted (+2).

**Enviro-Skin (PL 7)**

Each of the five different forms of enviro-skin is designed to be resilient against one damaging energy type. The skin is made of materials that resist the effects of acid, cold, electricity, fire or sonic damage. Each skin type also includes the necessary filters for breathing and eye coverings to keep the recipient protected against the energy type selected.

**Benefit:** The recipient gains resistance 10 against any one energy type (acid, cold, electricity, fire, or sonic). The resistance provided by this implant does not stack with other forms of energy resistance. If the skin is resistant to fire or cold, the recipient also gains a +4 bonus on Survival checks made to avoid damage from hot or cold environments (as appropriate). A recipient with enviro-skin resistant to sonic attacks cannot also have sonar skin (see page 35) and takes a –4 penalty on Listen checks.

**Type:** Internal.

**Location:** One torso.

**Hardness/Hit Points:** —/5.

**Base Purchase TN:** 26.

**Restriction:** None.

**Extra Memory (PL 7)**

Computerized memory chips are grafted into the wetware biological memory of the recipient. This allows memories to be more easily accessed and gives the recipient greater willpower by easing the strain on the remaining brain matter.

**Benefit:** On a failed Knowledge check, the cyberware recipient can use this implant to gain a new check with a +4 competence bonus. If that check succeeds, he instantly recalls information he had forgotten, but had successfully stored in backup cybernetic memory. Additionally, Autohypnosis becomes a class skill for the recipient.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 29.

**Restriction:** None.

**Feat Implant (PL 7)**

Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability.

**Benefit:** The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a metamagic or psionic feat.

**Type:** Internal.

**Hardness/Hit Points:** –/5.

**Base Purchase TN:** 25.

**Restriction:** Military (+3).

**Flight System (PL 7)**

A solar-powered cybernetic flight system includes large jets in the back that provide primary thrust and jets built into the feet or calves for directional control.

**Benefit:** A flight system allows the recipient to fly at a speed of 60 with good maneuverability. It provdes up to 10 minutes of flight when fully charged. It takes 1 hour to recharge.

**Type:** External.

**Location:** One torso, one in each leg.

**Hardness/Hit Points:** 7/15.

**Base Purchase TN:** 24.

**Restriction:** Res (+2).

**Fortified Skeleton (PL 7)**

The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.

**Benefit:** The recipient gains damage reduction 4/–.

**Type:** Internal.

**Hardness/Hit Points:** –/varies. The skeletal reinforcement has one-quarter the maximum hit points of the recipient.

**Base Purchase TN:** 32.

**Restriction:** Military (+3).

**Grapple Arms (PL 7)**

The recipient’s prosthetic arm is equipped with dozens of retractable grippers that can be engaged at will.

**Benefit:** This cybernetic enhancement grants the recipient a +4 equipment bonus to grapple checks. If the modified character possesses two prosthetic arms, each modified with this enhancement, the total equipment bonus to grapple checks is increased to +6.

Additionally, grapple arms can be engaged to assist the character when climbing; a character equipped with grapple arms (either a single arm or both arms) gains a +2 equipment bonus to Climb checks. Possessing two grapple arms does not grant a higher bonus to Climb checks.

**Type:** Internal.

**Hardness/Hit Points:** 5/12.

**Base Purchase TN:** 22 (for each arm).

**Restriction:** Military (+3).

**Gyroscopic Stabilization Implant (PL 7)**

This implanted system hardwire’s the recipient’s body with a mass of microchips and wires which all lead directly to the brainstem and inner ear. The system makes it more difficult for the recipient to be knocked off balance.

**Benefit:** The character gains a +4 equipment bonus on all Dexterity checks made to oppose a trip attack. A character with this cybernetic enhancement stands up from a prone position as a free action.

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 20.

**Restriction:** None.

**Initiative Implant (PL 7)**

The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.

**Benefit:** The recipient gains a +2 equipment bonus on initiative checks.

**Type:** Internal.

**Hardness/Hit Points:** –/10.

**Base Purchase TN:** 20.

**Restriction:** Military (+3).

**Internal Gyro (PL 7)**

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 Tumble checks.

**Type:** Internal.

**Location:** One torso.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 21.

**Restriction:** None.

**Internal Tool Kit (PL 7)**

The recipient has subcutaneous tools embedded in a prosthetic forearm or hand. The tools extend from the prosthesis and are visible when in use.

**Benefit:** The recipient has a variety of tools hidden under his skin. Common tools include: Screwdriver (Regular and Cross-Tip), Knife Blade (Damage 1d4/19-20), Saw Blade, Scissors, Can/Bottle Opener, File, Wire Cutters, 16 meter monofilament wire (can support up to 500 kgs.), Flashlight, and Pliers.

Each tool unfolds or slides out of the prosthetic. There are two types of internal tool kits based on where they are located; an internal tool kit can either be located in the hand or forearm. An internal tool kit can lessen the penalty for making Repair, Craft (mechanical), Craft (electronic), or Craft (structural) checks without appropriate tools to –1 (forearm) or –2 (hand) instead of the normal –4. The internal tool kit is useful for most tasks, as determined by the GM, but may not be useful in all situations. Spotting an internal tool kit requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The tools’ size (hand is Tiny, forearm is Small) applies a modifier to the Sleight of Hand check

**Type:** Internal.

**Hardness/Hit Points:** 10/2 (hand), 10/4 (forearm).

**Base Purchase TN:** 19 (forearm), 21 (hand).

**Restriction:** None.

**Internal Tool Mount (PL 7)**

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).

**Base Purchase TN:** 17 (not including the equipment or tool kit).

**Restriction:** None.

**Internal Weapon Mount (PL 7)**

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.

Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check.

**Type:** Internal.

**Hardness/Hit Points:** 10/5 (mount only).

**Base Purchase TN:** Melee weapon mount 17, ranged weapon mount 19 (the purchase TN does not include the prosthesis or weapon).

**Restriction:** Military (+3).

**Kata Calculator, Defensive (PL 7)**

A defensive kata calculator is a small chip that store millions of battle sequences and constantly compares them to the situation the cyberware recipient is currently facing, giving advance warning and taking minute actions to help defend him from common and probable attacks.

**Benefit:** The recipient gains a +1 insight bonus to Defense and on Reflex saving throws. If caught in a situation when his Dexterity bonus isn’t applied to his Defense, this bonus to Defense and saving throws does not apply.

Additionally, he gains a +4 bonus on Listen and Spot checks made to act in a surprise round.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 23.

**Restriction:** None.

**Kata Calculator, Offensive (PL 7)**

An offensive kata calculator is a small chip that stores millions of battle sequences and constantly compares them to the situation the cyberware recipient is currently facing, giving advance warning and taking minute actions to help her place accurate and effective blows against foes.

**Benefit:** The recipient gains a +1 insight bonus on attack rolls, as well as weapon damage rolls made against targets within 10 meters.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 23.

**Restriction:** Mil (+3).

**Laser Optics (PL 7)**

The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.

**Benefit:** Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 2d6 points of fire damage, threatens a critical hit on a natural 20, and has a range increment of 6 meters. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 2d6+2 points of fire damage).

A creature equipped with multiple laser eyes must fire them simultaneously at the same target.

**Type:** Internal.

**Hardness/Hit Points:** –/2 (per eye).

**Base Purchase TN:** Single 25, pair 28.

**Restriction:** Military (+3).

**Luminous Skin (PL 7)**

Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer.

**Benefit:** The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, luminous skin can illuminate squares occupied by or adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions.

**Type:** Internal.

**Hardness/Hit Points:** –/– (luminous skin ceases to function when the recipient is killed).

**Base Purchase TN:** 4 (6 for chronometer version).

**Restriction:** None.

**Mermaid System (PL 7)**

A mermaid system is a fishlike, legless tail for the lower body that replaces the recipient’s legs. In many cases, the recipient uses a cyberport to allow her to switch between normal replacement legs and a mermaid system.

**Benefit:** When using the mermaid system, the recipient gains a swim speed of 10 meters. Because she has a natural swim speed, the recipient normally doesn’t have to make Swim checks to move up to her speed. When the character is forced to make a Swim check, she gains a +8 bonus, and she can always take 10 on the check even if she is distracted or endangered while swimming.

A mermaid system does not allow the recipient to breathe underwater or survive unusual extremes of cold or pressure, though it is often combined with other cybernetic devices that do.

**Type:** External.

**Location:** All leg slots.

**Hardness/Hit Points:** 12/20.

**Base Purchase TN:** 26.

**Restriction:** None.

**Microcomputer (PL 7)**

The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.

**Benefit:** The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (purchase TN 5), allowing the recipient to transfer data without the benefit of a modem.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 35 (36 with integrated cellular modem).

**Restriction:** Restricted (+2).

**Mindscreen Implant (PL 7)**

A small implant in the recipient’s brain protects him against mental attacks.

**Benefit:** The recipient gains a +2 equipment bonus on saving throws against mind-affecting attacks.

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 28.

**Restriction:** Military (+3).

**Organ Remapping (PL 7)**

Organ remapping is an extensive set of minor cybernetic devices that relocate a recipient’s internal organs and add safety valves, cutoffs, back-ups, and alternatives to many of the more critical and fragile organic systems.

**Benefit:** The recipient’s massive damage threshold is increased by 5, and he gains a +4 bonus on Fortitude saves against massive damage.

**Type:** Internal.

**Location:** One torso.

**Hardness/Hit Points:** —/12.

**Base Purchase TN:** 26.

**Restriction:** Lic (+1).

**Oxygenator (PL 7)**

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.

**Base Purchase TN:** 14.

**Restriction:** None.

**Physical Stress Resistor (PL 7)**

A nanofactory designed to create millions of nanites, each one of which bonds with and enhances the cellular structure of the recipient, is installed in the recipient’s chest, making him better able to resist physical stress.

**Benefit:** The recipient gains a +4 equipment bonus to Fortitude saves.

**Type:** Internal.

**Hardness/Hit Points:** -/4.

**Base Purchase TN:** 36.

**Restriction:** Military (+3).

**Pickpocket (PL 7)**

A pickpocket is a tiny, prehensile metal tentacle with a fiberoptic camera that snakes forth from the recipient’s wrist. The pickpocket has a small claw at the end, which can move through small spaces and snare or manipulate objects.

**Benefit:** A pickpocket grants a +10 equipment bonus on Sleight of Hand checks made to take something from another character (see Sleight of Hand, page 72 of the d20 Sci-Fi Roleplaying Game). It can also be used to grab objects on the far side of a loose barrier (the pickpocket can fit through a hole as small as 1/2 inch), though it has a maximum of a 1 meter range and only a 1 Strength. A pickpocket can also be used to make Spot checks without exposing the recipient (allowing him to make a Spot check while maintaining full cover, though the implant itself is consider to only have nine-tenths cover). The fiber-optic camera is not designed for far viewing, however, and takes a –2 penalty on Spot checks per 1 meter of distance between the observer and the target.

**Type:** Internal (external in use).

**Location:** One arm.

**Hardness/Hit Points:** 2/5.

**Base Purchase TN:** 19.

**Restriction:** None.

**Popularity Chip (PL 7)**

This small chip is wired directly to the recipient’s brain. The personality chip makes the recipient more charismatic and outgoing – these chips can turn even the driest personality into a warm, friendly one.

**Benefit:** The character’s Charisma score is increased by 2 points.

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 35.

**Restriction:** Restricted (+2).

**Special:** Multiple personality chips may be installed into a character’s brain – the effects stack. Each chip counts toward the character’s maximum number of allowed cybernetic attachments.

**Power Saver Chip (PL 7)**

A power saver chip is a simple computer device hooked to the involuntary respiratory sections of the brain, allowing manual override and near-shutdown of the recipient’s breathing and life functions.

**Benefit:** As an attack action, the recipient can enter a trance so deep he is almost in suspended animation. Even sensors, abilities, and powers that detect life or thought are incapable of determining that he is alive. While suspended, he is aware of his surroundings. He feels the passage of 1 hour for every day that actually passes. Though on a slower schedule, he needs normal amounts of air, food, and water for every “day” (24 days) and begins to suffer the effects of thirst and starvation as appropriate.

If the cyberware recipient takes any damage, he comes out of the trance 4 rounds later. The cyberware recipient may voluntarily emerge from the trance as a full-round action. Otherwise, the trance can also be ended by a successful TN 20 Treat Injury check.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 16.

**Restriction:** None.

**Prosthetic Enhancer (PL 7)**

This implant attaches to a prosthetic arm or leg, making it stronger.

**Benefit:** If attached to a prosthetic leg, the prosthetic enhancer increases the recipient’s base speed by +1 meter. In addition, any unarmed attack made with an enhanced prosthetic leg deals an additional 1 point of damage.

If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage.

A prosthetic enhancer does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 22.

**Restriction:** None.

**Rage Implant (PL 7)**

This brain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.

**Benefit:** The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense.

The increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including spellcasting and manifesting psionic powers), or any items that must be activated to function.

The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage.

At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.

The increased Constitution triggered by the rage implant in now way obviates the negative levels bestowed for having too many cybernetic attachments.

**Type:** Internal.

**Hardness/Hit Points:** –/3.

**Base Purchase TN:** 24.

**Restriction:** Restricted (+2).

**Redundant Organs (PL 7)**

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.

**Base Purchase TN:** 18 (for +2 Con), 24 (for +4 Con), or 32 (for +6 Con).

**Restriction:** Res (+2).

**Reflex Wires (PL 7)**

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 Fast hero’s evasion ability.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 24 (class one), 28 (class two), 32 (class three).

**Restriction:** Mil (+3).

**Retractable Jetpack (PL 7)**

A standard jetpack is implanted into the recipient’s body, concealed beneath a fleshlike covering when not in use.

**Prerequisite:** Fortified Skeleton.

**Benefit:** The jetpack houses enough fuel cells for one hour of flight. The character can fly at a speed of 20 meters (good maneuverability). Replacement fuel cells have a purchase TN of 8. Extending or retracting the jetpack is a free action. The character cannot be wearing a backpack and any clothing or armor must be specially designed to allow the jetpack to function: the Purchase TN of customized clothing or armor is increased by +3. If the jetpack is in any way obstructed, built-in sensor and safety systems will prevent the jetpack from deploying on command.

Spotting a retractable jetpack requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The jetpack’s size – large – applies a modifier to the Sleight of

Hand check.

**Type:** Internal.

**Hardness/Hit Points:** 8/15.

**Base Purchase TN:** 32.

**Restriction:** Restricted (+2).

**Robotic Arms (PL 7)**

Robotic arms are different from replacement limbs, because they are additional arms connected to the shoulders and spine of the recipient. This generally gives the recipient four limbs she can use at once, though often with some reduction in skill.

**Benefit:** Having two additional limbs gives the recipient the option to carry and hold more items, which is the primary benefit. The recipient gains a +4 bonus on grapple checks. The robotic arms are treated as off hands in all respects. Each limb has room for one cybernetic enhancement of its own.

If the recipient wishes, she can use the robotic limbs to attack. If making a single attack, the recipient takes a –2 penalty on attack rolls. If taking a full attack action, the recipient can make two additional attacks (one with each robotic arm). The attacks with robotic arms are made at the recipient’s full attack bonus with a –8 penalty, and all other attacks are at a –4 penalty.

**Type:** External.

**Location:** Two torso.

**Hardness/Hit Points:** 5/16.

**Base Purchase TN:** 27.

**Restriction:** None.

**Scanning Optics (PL 7)**

The cyberware recipient’s eyes are replaced with ocular implants that simulate the effect of microscopes, enabling him to perceive small objects more easily. The recipient’s eyes must be totally replaced to gain any benefit.

**Benefit:** Scanning optics pore over every detail of an object or structure and analyze it for weaknesses. The results are displayed as a targeting signal to the cyberware recipient. If the recipient takes a full-round action to make a single attack at an object or structure, he can ignore up to 5 points of hardness, though this can never reduce hardness to less than 1.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2 (per eye).

**Base Purchase TN:** 19.

**Restriction:** Res +2.

**Secret Compartment (PL 7)**

A secret compartment capable of holding very small items is inserted into the body. The compartment is usually concealed near a body cavity (i.e. the roof of the mouth, the interior of the nostril).

**Benefit:** The recipient is able to hide items of Fine size (usually data storage devices) in the compartment. Such a compartment is difficult to locate, requiring a thorough body search to find (assume Search TN 30).

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 8.

**Restriction:** None.

**Shock Net (PL 7)**

A shock net is a web of tiny, conductive wires encasing the recipient’s exterior. At will, the recipient can cause the web to carry a strong electric shock to dissuade those attacking him or to aid in damaging a foe.

**Benefit:** When active, a shock net deals 1d6 points of electricity damage to the first creature or object that contacts the recipient hard enough to damage him (such as a successful melee attack or grapple), or that the recipient attacks with an unarmed attack or grapple attempt.

Activating or deactivating a shock net is a free action that can be taken once a round. The net only deals damage once each round to the first legitimate target—it takes a full round for it to build up another charge.

**Type:** External.

**Location:** One torso.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 23.

**Restriction:** Res (+2).

**Skeletal Seismograph (PL 7)**

This implant places extremely sensitive seismographs within the recipient’s skeleton, allowing her to detect vibration when in contact with a surface on which something is moving.

**Benefit:** The recipient gains tremorsense with a range of 60 feet.

A cyberware recipient with tremorsense automatically senses the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from her to the target she is sensing, the range defines the maximum distance of the shortest indirect path. She must be in contact with the ground, and the target must be moving. As long as the target is taking physical actions, including casting spells with somatic components, the target is considered to be moving.

**Type:** Internal.

**Location:** One torso.

**Hardness/Hit Points:** —/6.

**Base Purchase TN:** 25.

**Restriction:** Res. (+2).

**Sleep Simulator (PL 7)**

A complex computer system and modified injector unit are implanted into the recipient’s body granting him the ability to forego sleep. The character does not suffer the adverse effects of lost sleep though he gains the benefits of a full night’s sleep.

Benefit: This specialized injector unit is loaded with an adrenaline-like drug similar to, but more powerful than, boost. Named Suicide (see box), this powerful agent instantly floods the user’s body the instant he is fatigued or exhausted, immediately eliminating the feeling and restoring his body as if he had undergone a full eight hours of rest (this includes the recovery of any lost hit points). This device is automatic and does not require an action to activate. The system carries with it four doses of Suicide (see box for cost of replacement doses).

**Type:** Internal.

**Hardness/Hit Points:** -/4.

**Base Purchase TN:** 30 (Suicide doses must be purchased separately).

**Restriction:** Illegal (+4).

**Slicer (PL 7)**

This attachment is a marvel of technology. It consists of a monofilament wire that is literally used to cut one’s opponent to ribbons. It is 5 meters in length and virtually impossible to see when in action. A slicer cannot be used to make disarm or trip attacks. At PL 7, a slicer is about as thick as a strand of dental floss, causes 2d6 points of slashing damage, has a critical threat range of 19-20, and does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels.

**Hardness/Hit Points:** 10/3 (due to its thinness, the slicer has a +20 equipment bonus to its Defense).

**Base Purchase TN:** 19 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Sonar Skin (PL 7)**

Sonar skin generates a subtle field of sound waves well below the normal hearing range of any creature, and receives the echoes of those waves on microscopic sensors covering the recipient’s skin. This sonar system allows the recipient to “feel” his surroundings even in total darkness or when his sight would otherwise be obscured by his physical environment.

**Benefit:** The sonar field emanates from the recipient out to 20 meters, granting the effect of a 360-degree field of vision. The recipient ignores blindness, invisibility, darkness, and concealment, though he must have line of effect to a creature or an object to discern it (a creature on the far side of a pane of glass is beyond the sonar’s range). The recipient does not need to make Spot or Listen checks to notice creatures; he can detect and pinpoint all creatures in line of effect within 20 meters automatically.

**Type:** External.

**Location:** One torso.

**Hardness/Hit Points:** 2/6.

**Base Purchase TN:** 23.

**Restriction:** Res. (+2).

**Skill Plexus (PL 7)**

This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).

**Benefit:** The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 25 (does not include skill implants).

**Restriction:** None.

**Soundbox (PL 7)**

The cyberware recipient’s vocal cords are replaced with a speaker and extensive computerized sound library.

**Benefit:** The cyberware recipient can create a volume of sound that can be as quiet as a whisper or as loud as sixteen humans. She can choose the type of sound the implant creates and can change its basic character as a free action once each round. Talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting, and a roaring lion is equal to the noise from sixteen humans. If the recipient attempts to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a gunshot), she must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check, to avoid arousing suspicion. Regardless of what noise is made, it issues forth from the cyberware recipient’s location.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 22.

**Restriction:** None.

**Subcutaneous Digital Audio/Video Player/Recorder (PL 7)**

The recipient has a small data storage device installed underneath her skin, usually at the base of the skull. A tiny speaker and microphone is located in each of the recipient’s ears and one eye is replaced with camera optics.

**Benefit:** The recipient is able to listen to, view, and record, hundreds of digital audio and visual recordings without anyone else being aware of the fact that she is doing this.

Audio playback at a normal volume causes the recipient to suffer a -2 penalty to any Listen checks, with higher volumes (or concentrating to locate a specific recording or part in a recording) increasing the penalty.

Video playback occurs through the eye camera optics and causes the viewer to suffer a -2 penalty to any Spot checks (or greater if concentrating on locating a specific recording or portion of a recording).

Type: Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 21 (+2 with subcutaneous cell phone, +3 with walkie-talkie, +2 with nightvision optics, +4 with electro-telescoping optics).

**Restriction:** None.

**Tailgunner (PL 7)**

A tailgunner is a microcomputer wired to the cyberware recipient’s nervous system and the motive centers of his brain. It is capable of taking over a section of the recipient’s body and acting semiautonomously under the guidance of his subconscious mind, allowing him to do two things at once.

**Benefit:** The recipient’s mind is split into two independent parts. Each part functions in complete autonomy, like two characters in one body. The cyberware recipient’s new “second mind” does not control the majority of the character’s body, but it can use a single limb assigned to it to perform one purely physical attack or move action in a round if the action requires no more than a single limb action alone to complete. Because a tailgunner does not control such things as where the character looks or moves, any action it takes incurs a –4 penalty. Assigning or unassigning a tailgunner to a limb is a move action that can be taken once a round. The recipient cannot use a limb for normal actions while it is assigned to a tailgunner.

Although a tailgunner can take an action in the same round the recipient takes normal actions, it cannot act in every round. The subconscious section of the recipient’s brain used to make decisions for the tailgunner computer needs time to assess the situation after every action it takes. Thus, a tailgunner cannot act more often than once every other round. No effect that increases the recipient’s speed or number of actions increases the speed with which a tailgunner acts.

A tailgunner cannot be used to communicate in any way (it can’t type or write messages, for example), since it’s not capable of complex thoughts. Nor can it act if the recipient’s full brain is incapable of action (if he’s stunned, unconscious or dead). It can act in concert with the recipient, carefully choosing targets to attack, for example, or readying a piece of equipment for the recipient to use in the next round. If the recipient is subject to a compulsion or charm effect while a tailgunner is assigned to a limb, the tailgunner does its best to follow the compulsion as well.

It is possible to have more than one tailgunner installed, but doing so only increases the number of limbs the tailgunner system can use (one limb per tailgunner). All tailgunners in a single recipient must act in concert, taking the same action, though with two limbs the range of possible actions increases. A tailgunner can be assigned to a robotic arm if the recipient has one.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 27.

**Restriction:** Res (+2).

**Talent Implant (PL 7)**

Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability.

**Benefit:** The talent implant gives the recipient a single talent from any talent tree, regardless of whether or not he belongs to a class that includes that talent tree. The recipient must meet all other prerequisites of the talent to gain its benefits.

**Example:** A character without the Fast Hero class, but with a talent implant, would be able to select Evasion as his talent because the talent requires no other prerequisites than the selection of the Fast Hero class. The character could not select Defensive Roll or Opportunist, though, because those talents require Evasion as a prerequisite. If the character already had Evasion, either through another talent implant or some other means, then he would be able to select any talent that has Evasion as a prerequisite.

If the talent implant is destroyed, the granted talent is lost as well.

**Type:** Internal.

**Hardness/Hit Points:** –/5.

**Base Purchase TN:** 28.

**Restriction:** Military (+3).

**Targeting Optics (PL 7)**

The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.

**Benefit:** Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.

**Type:** Internal.

**Hardness/Hit Points:** –/2 (per eye).

**Base Purchase TN:** 17.

**Restriction:** Military (+3).

**Trauma Router (PL 7)**

The recipient’s internal organs and life-giving systems are controlled through a microcomputer that shunts blood away from wounds, toughens muscles to resist blows, and controls chemical flows to prevent shock.

**Benefit:** Trauma router reduces the impact of injuries, granting the recipient damage reduction 3/—, though any effect that damages him does a minimum of 1 point of damage. If combined with a fortified skeleton, the two systems together provide damage reduction of 5/—.

**Type:** Internal.

**Location:** One torso.

**Hardness/Hit Points:** —/10.

**Base Purchase TN:** 22.

**Restriction:** None.

**Viper Fang (PL 7)**

This implant is attached to a melee weapon placed in an internal or external weapon mount or a natural weapon (including spurs or a natural claw attack), connecting it to an internal reservoir of poisonous material.

**Benefit:** One of the recipient’s built-in melee weapons is connected to a reservoir. The reservoir holds up to four doses of any injury-based poison. The recipient must coat the weapon (as a free action) prior to making an attack roll. The poison remains effective for only 1 round. There is no chance of the recipient poisoning himself with his viper fang.

**Type:** Internal.

**Location:** One limb.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 29.

**Restriction:** Mil (+3).

**Wired Reflex Net Implant (PL 7)**

The recipient’s muscles and nervous system are enhanced with a web of wires and small energy boosters, the entire system feeding from nutrients found in the recipient’s bloodstream. This implant grants the recipients with near-inhuman reflexes.

**Benefit:** The character gains a +2 equipment bonus on all Dexterity checks. This bonus stacks with any one other equipment bonus to Dexterity.

**Type:** Internal.

**Hardness/Hit Points:** –/1.

**Base Purchase TN:** 30.

**Restriction:** Military (+3).

**X-Ray Optics (PL 7)**

The cyberware recipient’s eyes are replaced with ocular implants that can both emit and receive X-rays and convert them into images. The cyberware recipient’s eyes must be totally replaced to gain any benefit.

**Benefit:** The cyberware recipient gains the ability to see through 0.3 meters of brick or stone, 2 centimeters of metal or composite alloy, and up to 1 meter of wood, plaster, or dirt. Thicker substances or a thin sheet of lead block the recipient’s vision. X-ray vision has a maximum range of 6 meters and allows the recipient to see as if she were looking at something in normal light, even if there is no illumination.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/2 (per eye).

**Base Purchase TN:** 30.

**Restriction:** Lic (+1).

**Anaconda (PL 8 version)**

This strange attachment consists of a launcher and, depending on the PL, one or more semicircular rings. The rings have a range increment of 3 meters and require a successful ranged attack to hit the target. Once the target is hit, motors in the ring wrap around the target, holding it fast and at higher PLs constricting it.

At PL 8, the anaconda launches gravity rings. They function exactly as the PL 7 rings, but the Escape Artist and Strength check TNs are increased by a further +5 (to TN 45 and TN 40 respectively). In addition, the energy setting can be set to deliver either 1d6 or 2d6 points of bludgeoning damage through constriction each round the target fails to escape.

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 17 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Antigrav System (PL 8)**

A cybernetic antigrav system includes a primary antigravity generator of great energy efficiency that draws power from the recipient’s own body, along with two directional gravity thrusters also powered by the recipient’s biomass.

**Benefit:** An antigrav system allows the recipient to fly at a speed of 40 with perfect maneuverability.

**Type:** Internal.

**Location:** One torso, one in each leg.

**Hardness/Hit Points:** —/5.

**Base Purchase TN:** 25.

**Restriction:** Res (+2).

**Avatar Boost (PL 8)**

An avatar boost is a small chip that connects the recipient’s hindbrain with his onboard VRNet or HINet access computer, allowing him to use his brain’s calculating power to increase his avatar’s efficiency.

**Benefit:** The cyberware recipient’s avatar gains a +1 equipment bonus on attack rolls and damage rolls. (For more information on avatars, see Chapter Three).

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/1.

**Base Purchase TN:** 20.

**Restriction:** None.

**Cognitive Probe (PL 8)**

The cyberware recipient must have spurs or a piercing melee weapon in a cybernetic weapon mount to buy a cognitive probe. The cognitive probe can be inserted directly into the brain of a target and read the electric impulses within, translating them into readable thoughts, which are transferred to the cyberware recipient.

**Benefit:** Using a cognitive probe requires a fullround action that provokes attacks of opportunity. The cyberware recipient must succeed on an attack using a piercing melee weapon. The target must be restrained. (If the target dies, the probing fails.) The target is allowed a TN 13 Will save to negate the effects of the probe. Once a target has saved against a probe, it is immune to its effects for 24 hours.

If the probing is successful, the target’s memories and knowledge are accessible to the cyberware recipient, from memories deep below the surface to those easily called to mind. The cyberware recipient can learn the answer to one question per round, to the best of the target’s knowledge. Each round the target is allowed another Will save, and if successful, the target is not required to answer the question; however, making a save does not end the power.

The cyberware recipient poses the questions mentally and the answers are imparted directly to his mind. He can ask the subject a new question (or the same question) in subsequent rounds for a number of rounds equal to 3 + his Wisdom modifier. After this duration, the target has built sufficient resistance to resist the probe for 24 hours. The cyberware recipient and the target do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to the cyberware recipient’s questions.

**Type:** Internal.

**Location:** One arm.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 29.

**Restriction:** Mil (+3).

**Cyber Claws (PL 8 version)**

This attachment is a set of wickedly sharp claws that vary in their construction and the damage they cause depending on the Progress Level. Attacking with a set of claws is a melee attack.

At PL 8, cyber claws are molecular-edge weapons that inflict 2d8 points of slashing damage and have a critical threat range of 18-20.

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 16 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Feat Plexus (PL 8)**

This unit, implanted in the recipient’s brain, allows multiple feat implants to function as a single cybernetic attachment (see Feat Implant, above).

**Benefit:** The recipient may have up to four feat implants attached to the feat plexus, and together they are treated as a single cybernetic attachment. However, if the feat plexus is destroyed, all of the attached feat implants are destroyed as well.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 25 (does not include feat implants).

**Restriction:** Military (+3).

**Freezer (PL 8)**

This attachment is a cryonic generator. A freezer can spray a 6 meters. cone or 13 meters. line (adjusting the freezer between cone and line is a move action) of cryonic chemicals.

Anyone caught within the cone must succeed at a Reflex save (TN 15) or take 3d6 points of cold damage. A successful save reduces the damage to one-half.

A target reduced to negative hit points by the weapon instantly stabilizes.

Furthermore, if the ray deals sufficient damage to reduce the target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).

A freezer is powered by a power pack that allows 10 shots.

**Rate of Fire:** Single

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 22 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Fryer (PL 8 version)**

This attachment is a flame-thrower. A fryer can spray a 6 meters. cone or 13 meters. line (adjusting the fryer between cone and line is a move action) of either liquid fuel or plasma. Anyone caught within the cone must succeed at a Reflex save (TN 15) or take the listed points of fire damage. A successful save reduces the damage to one-half.

At PL 8, a fryer sprays plasma from an internal fuel tank and inflicts 3d10 points of fire damage. A PL 8 fryer is powered by a power attack that provides 50 attacks.

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+)

**Hardness/Hit Points:** 10/5

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Grenader Launcher (PL 8 version)**

This attachment fires Tiny grenades at any point within range. When the grenade reaches the designated target point, which can be a point in midair, it deals damage to all targets within its burst radius.

A grenade launcher fires the same ammunition as a rocket launcher (see Rocket Launcher below) and has the following

**range increments:**

Progress Level Range Increment

**PL 8** 13 meters.

The purchase TNs are for a pack of six grenades are one less than for the equivalent rocket pack. A grenade launcher can only hold one grenade pack at a time. Changing out an empty grenade pack with a full one is a move action. Different types of grenades may be mixed in the same pack (calculate the average TN to come up with the purchase TN).

At the GM’s option, an automatic fire option may exist which allows the cyborg to fire all remaining granades in the launcher at the same target area. Such an attack increases the damage done by 1 additional die of damage (i.e. three shrapnel grenades fired into the same location cause 5d6 points of slashing damage) per additional grenade (a blobber imposes an additional -2 penalty to Dexterity for every additional grenade).

**Rate of Fire:** Single or Semi-Automatic

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 20 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Invisiware (PL 8)**

This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine).

**Benefit:** By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible creature that isn’t attempting to hide requires a Spot check (TN 40 if the creature is immobile or TN 20 if it is moving).

While invisible, the creature gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space.

Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.

**Type:** External.

**Hardness/Hit Points:** 4/20.

**Base Purchase TN:** 35.

**Restriction:** Military (+3).

**Kata Computer, Defensive (PL 8)**

A defensive kata computer is a small chip that store millions of battle sequences and constantly compares them to the situation the recipient is facing, giving advance warning and taking minute actions to help defend her from common and probable attacks.

**Benefit:** The cyberware recipient gains a +2 insight bonus to Defense and on Reflex saving throws. If caught in a situation where her Dexterity bonus isn’t applied to her Defense, this bonus to Defense and saving throws does not apply.

Additionally, she gains a +6 bonus on Listen and Spot checks made to act in a surprise round.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 28.

**Restriction:** Res (+2).

**Kata Computer, Offensive (PL 8)**

An offensive kata computer is a small chip that store millions of battle sequences and constantly compares them to the situation the recipient is facing, giving advance warning and taking minute actions to help the recipient place accurate and effective blows against foes.

**Benefit:** The cyberware recipient gains a +2 insight bonus on attack rolls, as well as weapon damage rolls made against targets within 10 meters.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/4.

**Base Purchase TN:** 28.

**Restriction:** Mil (+3).

**Micro-Aural Communicator (PL 6)**

A micro-aural communicator (microcom) consists of three components that allow the recipient to communicate covertly. A tiny earpiece transmits incoming communications directly into the ear, at a volume far too low for others to hear. A small node placed on the inside of the throat allows the user to broadcast while speaking no louder than a whisper. A wristband functions as the input/output port for hooking other devices into a microcom.

**Benefit:** Using a microcom does not provoke a normal Listen check and cannot be heard by any normal means.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 18.

**Restriction:** None.

**Mindscreen Implant, Advanced (PL 8)**

This chip is an advanced version of the basic mindscreen implant.

**Benefit:** The recipient gains a +4 equipment bonus on saving throws against mindaffecting attacks.

An advanced mindscreen implant does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels.

**Type:** Internal.

**Hardness/Hit Points:** –/3.

**Base Purchase TN:** 32.

**Restriction:** Military (+3).

**Mono-Blade (PL 8 version)**

A mono-blade is a large blade that has a single filament, and at later stages a single molecular, edge giving it tremendous penetrating power.

At PL 8, a mono-blade does 2d10 points of damage and has a critical threat range of 19-20,

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 19 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Mutant Detector (PL 8)**

This device, implanted in the recipient’s brain and the palm of one hand, allows the user to scan the genetic makeup of anyone that he touches (palm to bare skin, most frequently during a handshake). The enhancement is programmed to almost instantly compare the genetic structure of the target to a database of known species and can alert the user to the exact mutations possessed by the target (if any).

**Benefit:** Scanning a target’s genetic structure requires direct contact with the target’s bare skin for a minimum of three seconds. After that point the system requires a single round to process the data and convey the result to the user.

**Type:** Internal.

**Hardness/Hit Points:** -/2.

**Base Purchase TN:** 35.

**Restriction:** Military (+3).

**Mutation Implant (PL 8)**

Created on Moreau Station, the mutation implant is a series of chips that are installed into the recipient’s body. These chips, as well as a small number of implants wired to the recipient’s nervous system and any appropriate cosmetic modifications, grants the recipient a small number of special abilities that mimic known genetic mutations.

**Benefit:** The mutation implant gives the recipient any number of mutations as long as their total cost does not exceed 4 mutation points. A character equipped with a mutation implant may not take mutation drawbacks in attempt to gain more beneficial mutations from the enhancement.

If the mutation implant is destroyed, the granted mutations are lost as well.

**Type:** Internal.

**Hardness/Hit Points:** 2/10.

**Base Purchase TN:** 35.

**Restriction:** Illegal (+4).

**Neural Computer Link (PL 8)**

The most advanced form of computer interface in the Energy Age, a neural computer link connects the brain and a computer system. It eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the optic centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways a neural computer link allows the user to access the computer as if used conventionally. A neural computer link connects to a computer system through a network jack built into the base of the skull.

**Benefit:** Using a neural computer link allows information to be downloaded directly into the brain. The character’s own mind becomes a hard drive full of basic information, granting the character direct knowledge of a particular subject almost instantaneously. Though this benefit does not allow the character to gain skill ranks, it does reduce the time required for Computer Use and Research checks to free actions. This applies only when the user is connected to a specific computer being used for the Computer Use or Research check.

A neural computer link can be connected, by means of the body’s central nervous system, directly into the user’s shepherd chip (see page 19). Whenever data is transferred through the shepherd chip, such as a person’s identity, that knowledge is immediately loaded into the character’s brain. Essentially, this means that any two characters with shepherd chips and neural computer links can instantly know one another simply by shaking hands.

Neural computer links can also be connected to nanites in a character’s bloodstream. As in the case of piloting- and driving-assisting nanites, these nanites interface directly with the neural link and allow the character to give commands simply by thinking them, eliminating the need for a nanite translator (see Nanites, page 63).

A neural computer link can also be used to access a VRNet or HINet.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 25.

**Restriction:** None.

**Neural Network Jack, Wireless (PL 8)**

A natural extension of neural computing technology, a wireless neural network jack plugs into a neural computer link and allows for remote access to computer networks. Additionally, a wireless neural network jack with the satellite datalink gadget can connect to any global or galaxy-spanning computer network instantaneously. If a neural computer link is the basic means of connecting the human mind to a computer, a wireless neural network jack is the means of connecting the human mind to massive computer networks.

**Benefit:** A wireless neural network jack allows a character to access the VRNet or HINet with no penalties or Computer Use limitations. A wireless neural network jack is useless unless the user also has a neural computer link.

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 12.

**Restriction:** None.

**Neuron Boosters (PL 8)**

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.

**Base Purchase TN:** 19 (for +2 Int), 25 (for +4 Int), or 33 (for +6 Int).

**Restriction:** None.

**Personality Mapping (PL 8)**

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.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/1.

**Base Purchase TN:** 30 (for +2 Cha), 34 (for +4 Cha), or 38 (for +6 Cha).

**Restriction:** Mil (+3).

**Piercrcing Optics (PL 8)**

The recipient’s eyes are replaced with ocular implants that allow the recipient to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, this cybernetic enhancement provides the affected character with an accurate computer-rendered image of what lies beyond intervening objects.

**Benefit:** The recipient may, as a free action, activate the optic’s sensors and see through a wall, floor, object, or creature at a range of up to 33 meters. The optics can penetrate 5 centimeterss of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.

**Type:** Internal.

**Hardness/Hit Points:** -/2 (per eye).

**Base Purchase TN:** 22.

**Restriction:** Restricted (+2).

**Prosthetic Booster (PL 8)**

This implant attaches to a prosthetic arm or leg, making it stronger.

**Benefit:** If attached to a prosthetic leg, a prosthetic booster increases the recipient’s base speed by 10. In addition, any unarmed attack made with an enhanced prosthetic leg deals an extra 1d4 points of damage. If attached to a prosthetic arm, a prosthetic booster grants a +4 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with the arm deals an extra 1d4 points of damage. A prosthetic booster does not count toward the total number of cybernetic attachments the recipient can have before gaining negative levels (see Standard Cybernetics

Ruless, page 7).

**Type:** Internal.

**Location:** None.

**Hardness/Hit Points:** —/2.

**Base Purchase TN:** 24.

**Restriction:** None.

**Psi Implant (PL 8)**

This brain implant stimulates neuron activity in underdeveloped regions of the recipient’s brain, unlocking latent psionic abilities.

**Benefit:** The recipient gains the Wild Talent feat.

**Type:** Internal.

**Hardness/Hit Points:** –/2.

**Base Purchase TN:** 31.

**Restriction:** Military (+3).

**Rocket Hands (PL 8)**

These cybernetic hands can launch from the recipient’s arm and fly around a room at a short range, acting as the cyberware recipient directs.

**Benefit:** Rocket hands can be fired off to make an unarmed or melee weapon attack at range, or can be used to perform any action at range that can normally be performed with one hand. The hands have a maximum range of 20 meter and a range increment of 6 meter. Each hand has a 10-minute fuel charge, which must be restored by refueling (Wealth check 14 to refuel a hand).

**Type:** External.

**Location:** One arm per hand.

**Hardness/Hit Points:** 5/10.

**Base Purchase TN:** 23.

**Restriction:** None.

**Rocket Launcher (PL 8 version)**

This attachment fires Tiny rockets at any point within range. When the rocket reaches the designated target point, which can be a point in midair, it deals the listed damage to all targets within the listed radius.

Rockets have the following range increments: Progress Level Range Increment

**PL 8** 26 meters.

The rocket launcher can fire the following rockets:

***Cryonic***

The chemicals in this rocket cause a cryonic effect in the burst radius.

 **Damage:** 8d6 points of cold damage.

 **Save:** Reflex half (TN 15)

 **Burst Radius:** 3 meters.

 **Progress Level:** PL 8+

 **Purchase TN:** 19

The purchase TNs are for a pack of six rockets. A rocket launcher can only hold one rocket pack at a time. Changing out an empty rocket pack with a full one is a move action. Different types of rockets may be mixed in the same pack (calculate the average TN to come up with the purchase TN). Rocket launchers are capable of single fire only at PL 6. At PL 7 and beyond, rocket launchers are capable of semi-automatic fire.

At the GM’s option, an automatic fire option may exist which allows the cyborg to fire all remaining rockets in the launcher at the same target area. Such an attack increases the damage done to the area by 1 additional die of damage (i.e. three shrapnel rockets fire into the same location cause 5d6 points of slashing damage) per additional rocket (a blobber imposes an additional -2 penalty to Dexterity for every additional rocket).

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+), A (optional at PL 6+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Shocker (PL 8)**

This attachment is a series of electrodes connected to a power supply. A shocker discharges electricity and is particularly effective against cyborgs.

At PL 8, a shocker is capable of inflicting 3d8 points of electricity damage on a successful melee touch attack or fire an electrical bolt causing 2d8 points of electricity damage with a range increment of 13 meters. on a ranged attack. A shocker may be used to make additional attacks per round, melee or ranged, but each additional attack reduces the shocker’s damage by 1d8 due to the reduced recharge time.

A shocker may operate on a power pack instead of running on an internal source. Using a power pack removes the recharge time, but limits the shocker to 25 attacks before the power pack needs to be replaced.

**Rate of Fire:** Semi-Automatic (PL 8+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Shock Strand (PL 8 version)**

This strange attachment unleashes a single thin metallic whip-like strand 5 meters in length. A shock strand is a melee weapon with reach. The strand is filled with electrons that unleash an electric shock once the whip has wrapped around a target or a target’s limb (requiring a successful melee touch attack). The cyborg can turn the electric shock function off and on as a free action.

When using the strand, the cyborg gets a +2 equipment bonus on opposed attack rolls when attempting to disarm an opponent (since the shocking strand is an attachment, the cyborg cannot be disarmed) A cyborg can use the strand to wrap around an enemy’s leg or other limb, making a trip attack with it by succeeding at a melee touch attack. However, because of the fact that the strand is an attachment, the cyborg cannot let go of the strand to avoid being tripped in turn if the trip attempt fails.

Once it has wrapped around the target, it is capable of unleashing an electric shock that causes electricity damage to the target.

At PL 8, a shock strand causes 4d6 points of electricity damage.

A shock strand uses a power pack that provides it with the capability for delivering 20 shocks. With the power pack depleted, the shock strand is no longer able to deliver electricity damage, but it can still be used to make disarm and trip attempts.

**Hardness/Hit Points:** 7/3.

**Base Purchase TN:** 18 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Sledghammer (PL 8 version)**

This attachment is a metal fist driven by a quick-action piston that generates a tremendous amount of force making a sledgehammer a solid melee weapon.

At PL 8, a sledgehammer is driven by a gravitic energy reaction and deals 4d4 points of bludgeoning damage.

All sledgehammers are run from power packs that provide them with 25 uses. A sledgehammer without a power pack deals 1d4 points of bludgeoning damage.

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 16 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Slicer (PL 8 version)**

This attachment is a marvel of technology. It consists of a monofilament wire that is literally used to cut one’s opponent to ribbons. It is 5 meters in length and virtually impossible to see when in action. A slicer cannot be used to make disarm or trip attacks. At PL 8, a slicer is about as thick as a human hair, causes 2d8 points of slashing damage, has a critical threat range of 18-20, and does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels.

**Hardness/Hit Points:** 10/3 (due to its thinness, the slicer has a +20 equipment bonus to its Defense).

**Base Purchase TN:** 19 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Sonic Modulator (PL 8 version)**

This attachment generates a 10-meter cone of sound waves that have different effects depending on the setting selected. Switching between settings is a free action at PL 8. A sonic modulator is also known as a sonic cannon.

At PL 8 a sonic modulator gains the capability of producing destructive sound waves that deal 3d6 points of lethal sonic damage to any target. Creatures that succeed at a Fortitude save (TN 15) take only half damage. In addition, creatures that fail their Fortitude save are stunned and deafened for 1 round.

A sonic modulator is powered by a power pack that gives 20 shots.

**Rate of Fire:** Single (PL 6+), Semi-Automatic (PL 7+)

**Hardness/Hit Points:** 10/5.

**Base Purchase TN:** 21 (the purchase TN does not include the prosthetic arm or weapon).

**Restriction:** Military (+3).

**Synapse Remapper (PL 8)**

A synapse remapper is a set of wires networked into the recipient’s brain that replaces existing information with a preloaded set of facts and knowledges. A synapse remapper grows along the nervous system of the recipient, making changes throughout the body and even altering ingrained skills.

**Benefit:** When this cybernetic device is implanted, the cyberware recipient can choose to spend his most recently gained skill points differently (picking new skills and abandoning old ones) and to choose a different feat from the one he selected when advancing from his previous level to his current level. If he is simply moving skills points around among skills he already possesses, the recipient can make these decisions in the 24 hours after surgery, but any new skill the recipient wishes to take must be programmed into the remapper before it is implanted.

The recipient can undo decisions of these sorts that were made at lower levels if the synapse remapper is set to do so before it is installed. The recipient must abide by the standard rules for selecting skills and feats—he cannot take feats for which he doesn’t qualify or take cross-class skills as class skills.

Using this implant causes some loss in mental clarity, and thus costs the recipient 50 XP to reformat choices made when he reached his current level. For each additional previous level into which the revision reaches, using the implant costs an additional 50 XP. All XP costs and skill and feat decisions must be made within 24 hours of the surgery to implant the remapper; once made, the decisions cannot be changed again (without a new synapse remapper, requiring additional surgery and a new XP cost).

Once new choices have been made, destroying the synaptic remapper has no effect.

**Type:** Internal.

**Location:** One head.

**Hardness/Hit Points:** —/1.

**Base Purchase TN:** 25 (+1 per skill added).

**Restriction:** None.

**Talent Plexus (PL 8)**

This unit, implanted in the recipient’s brain, allows multiple talent implants to function as a single cybernetic attachment (see Talent Implant, above).

**Benefit:** The recipient may have up to four talent implants attached to the talent plexus, and together they are treated as a single cybernetic attachment. However, if the talent plexus is destroyed, all of the attached talent implants are destroyed as well.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 30 (does not include talent implants).

**Restriction:** Military (+3).

**Ultimate Tool Kit (PL 8)**

The recipient’s has a set of custom-designed (the GM and/or player are encouraged to design such a kit) subcutaneous tools embedded in a prosthetic forearm or hand. The tools extend from the prosthesis and are visible when in use.

**Benefit:** The recipient has a variety of tools hidden under his skin. In addition to the common tools listed in the external and internal tool kits, the following are possible: Electrical tool kit, Mechanical tool kit (w/ power tools), Search-and-Rescue kit, Surgery Kit.

In addition because the tools are self-powered the following are possible: Plasma torch, Full Computer Interface with microcomputer, Rotary Saw, Power Drill, Grapple gun with grapple tag, 35 meters of thin Duracable (holds up to 500 kgs.), and powered winch (raises 10 meters per round).

Each tool unfolds or slides out of the prosthetic. There are two types of ultimate tool kits based on where they are located; an ultimate tool kit can either be located in the hand or forearm.

An ultimate tool kit located in the hand can only have 1 kit (i.e. full electrical tool kit or full mechanical tool kit or search-and-rescue kit) in addition to the tools.

An ultimate tool kit located in the forearm can have up to 4 kits in addition to the listed tools. Spotting an ultimate tool kit requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The tools’ size (hand is Tiny, forearm is Small) applies a modifier to the Sleight of Hand check.

Despite its name, an ultimate tool kit may not be useful for all tasks as determined by the GM.

**Type:** Internal.

**Hardness/Hit Points:** 10/2 (hand), 10/4 (forearm).

**Base Purchase TN:** 24 (either).

**Restriction:** None.

**Wired Reflex Net Implant, Advanced (PL 8)**

Identical to the basic wired reflex net implant except that the recipient gains a +2 bonus to Dexterity in addition to the +2 equipment bonus on Dexterity checks.

**Base Purchase TN:** 34.

**Mutation Plexus (PL 9)**

This unit, implanted in the recipient’s brain, allows multiple mutation implants to function as a single cybernetic attachment (see Mutation Implant, above).

**Benefit:** The recipient may have up to four mutation implants attached to the mutation plexus, and together they are treated as a single cybernetic attachment. However, if the mutation plexus is destroyed, all of the attached mutation implants are destroyed as well.

**Type:** Internal.

**Hardness/Hit Points:** –/4.

**Base Purchase TN:** 40 (does not include mutation implants).

**Restriction:** Illegal (+4).