Cybernetics

Manaware intro

## Artys

East Grave's wizards of steel and wire. The back alley artificer, known colloquially as an arty, is the lifeblood of the black market manaware industry, allowing those on the wrong side of the law and the corporations to keep up with the never ending arms race. Stealing, salvaging, building, and installing manaware, the typical arty is a one man R&D squad and treated with a reverence and sanctity of a medic in a warzone even in the middle of an active gang war. While their most important function is removing all the backdoor shutdown routines from corporate wetware, allowing Graver Punks to do their work, most still find time for personal projects, building illegal cybernetics from scratch.

While the term was originally used only by the lower classes, specifically referring to the unlicensed doctors that they could afford, it has caught on with the upper crust in the last few years, much to the chagrin of Jutai clinic heads, who take this comparison as a personal sleight. Each individual arty has a wide range of possible skills and specialties, but all share a proficiency in complex item creation represented by the *Craft: Cybernetics* feat.

## Cybernetic Items

### Brain

Players can install 4 slots of cybernetic or biological manaware into their brains.

#### AIDCell

The AIDcell was designed to fill a niche more specific than the Remote Hacking Suite; those of the many drone operators within the city. While implanted, the AIDcell allows the bearer to pilot a drone as a swift action, instead of as their standard action.

#### Balance Augmenter

   Designed to assist with freerunners or pilots, the balance augmenter keeps the bearer stable, and helps with landing. The bearer of this augment receives a +10 bonus to Acrobatics checks made to make running jumps, or to balancing on slippery or uneven surfaces, such as walking across a tightrope or over ice sheets.

#### Cortex Bomb

Detonation of a cortex bomb within a person kills them instantly through massive damage. When purchasing this, you can spend an additional 50 G to add a d6 of damage dealt to every creature within 5 ft. of the bearer, up to a maximum of 5d6.

#### Ettin

This augment helps automatically identify hostile creatures and points of interest. The bearer may take 10 on perception checks even while pressured or in combat, and may make perception checks as a swift action.

#### FIRing Pin

MMs latest synapse adapter, the Full Integration Responding Pin otherwise known as the FIRing Pin, has an internal VI chip that assists the bearer’s manaware reflexes. When using a manaware augmentation’s ability, you may increase the speed of that action by 1 step, to a minimum of a swift action. (From full-round to standard action, standard to move action, move to swift.) If the manaware is already a swift action to use, you may use that ability as an immediate action instead.

#### Internal Metamagic Chip

The bearer of this manaware implant learns one Metamagic feat that they meet the prerequisites for.

#### Memlink

The Memory Link device assists in remembering and recalling knowledge. When retraining feats, features, talents or similar abilities, it only takes half the normal time. When recalling information you already possess, you gain a +15 to the check to remember.

#### Orientation System

The bearer of this augment cannot become lost except by magic, and always knows which way North is. The bearer also receives a +5 on Knowledge(Geography) checks regarding civilized areas and their surroundings.

#### Panther Cortex

Developed for law enforcement use, Panther Cortexes integrate muscle memory and combat simulations into the bearer, granting them the Deft Maneuvers and Powerful Maneuvers feats for as long as the chip is implanted.

#### Panther Cortex (S)

Developed for law enforcement use, Panther Cortexes integrate muscle memory and combat simulations into the bearer, granting them the Greater Brute, Greater Disarm, Greater Sunder, Greater Trip, Improved Grifting, Fast Feint, Talents so long as you possess the initial spheres,  for as long as the chip is implanted. None of these talents count towards your Unarmed Strike Damage progression.

#### Remote Geist Suite

An internal manaware chip that allows the creation and manipulation of sprite programs within technology. While installed, the bearer of this manaware receives the Technomancy sphere, and the Malfunction (program) talent, as well as a pool of 2 spell points to cast these abilities with. This pool of spell points may only be used to cast Technomancy sphere effects, and the pool refills whenever you could refill a normal spell pool. If you do not possess a casting ability modifier from a class or feat, you treat Intelligence as your casting ability for this sphere and it’s talents.

#### Remote Hacking Suite

An internal manaware deck that can be used to manipulate technological items hands free may be the most useful tool for an up and coming Graver. You gain the Tech Sphere if you do not already possess it, and the Remote Control Talent, as well as the Remote Hacking feat for as long as this augment is installed. The remote control gained through that talent is internal and does not require your hands to operate, nor does it require charges to operate. If you do not already have a Practitioner modifier, you treat Intelligence as your practitioner modifier.

#### TemPErance

The bearer of this implant gains a +7 bonus on concentration checks.

#### TemPErance (S)

When the bearer of this implant maintains concentration on a sphere effect, they may concentrate on two effects at once using that action. While concentrating on two sphere effects, this creature receives a -15 penalty on concentration checks.

### Spine

Players can install a single slot of manaware into their spines.

#### CAStor

Once per day, when you roll initiative, you may choose to activate your CAStor spine. When you do, you may act during the surprise round (treating that combat as though it had a surprise round if there isn’t already one) and may make both a move and standard action during the surprise round.

#### CAStor VIce

When you roll initiative, you may choose to activate your CAStor VIce spine. When you do, you gain a hero point and you may act during the surprise round (treating that combat as though it had a surprise round if there isn’t already one) and may make both a move and standard action during the surprise round. On subsequent rounds, you may activate the CAStor VIce again to gain another hero point as a swift action, but may only do so once per round. Every time you choose to activate the CAStor VIce you take 1d8 tolerance damage, +1d8 for every use of the ability in the last minute.

#### Rhyzor

As an action, the bearer of this manavented spine can expose the vanes running along the ridge in order to force ambient mana back into their body. The bearer makes a Use Magic Device check against a DC equal to 15 + the level of spell they’re attempting to regain. On a success, they regain the spell slot. This ability may only be used successfully once per day, and attempting the UMD check inflicts 2d6 Tolerance damage on the user.

#### Rhyzor (S)

As an action, the bearer of this manavented spine can expose the vanes running along the ridge in order to force ambient mana back into their body. The bearer makes a Use Magic Device check against a DC equal to 15 + ½ their Hit Dice. On a success they regain a number of spell points equal to ½ their Hit Dice. This ability may only be used successfully once per day, and attempting the UMD check inflicts 2d6 Tolerance damage on the user.

### Eyes

A player may replace 1 eye with a single slot of manaware. Eye options that take two slots must replace both Eyes, and only count their tolerance damage once. Eyes cannot be mix and matched, if both eyes are replaced they must use the same item. Any vision types granted inherently by the player's race are lost if both eyes are replaced with manaware.

#### Arcane Eye

Instead of the traditional pupil-like lens that allow cybereyes to mimic the look of the real thing, the Arcane Eye has a spell filigree engraved into it. The wearer can use a swift action to activate the filigree, giving them enhanced vision as if they had cast Detect Magic. This effect lasts indefinitely, until they deactivate it as a swift action.

#### MARgrave

Microexpression Analysis Retinas allow the bearer to better predict the true feelings of those around them, helpfully highlighting minor expression changes and habits to improve your abilities. MARgrave eyes give the wearer a +5 bonus on Sense Motive, Diplomacy, Bluff, and Perception.

#### PREdator

Predictive Retinal Enhancements are THE cutting edge of manaware tech, providing the wearer with the ability to peer a half-second into the future while active. Though their tolerance cost is heavy, many successful bodyguards and gangsters alike swear by them. Predators may be activated or deactivated as a free action, and have different effects in and out of combat.

* In combat, they provide a +4 Dodge bonus to AC, and a +4 bonus on attack rolls, but inflict 1d4 tolerance damage when activated and at the start of your turn.
* At all other times, they inflict 1d6 tolerance damage for every ten minutes of use (inflicted when activated, and at the start of each 10 minute interval), but provide a +5 manaware bonus to Initiative and to the following skills; Pilot, Ride, Sense Motive, Sleight of Hand, Acrobatics, Climb, Perception, and the bearer may take 10 on these skills even while pressured or in combat.

#### Visio Specs

These "eyes" are little more than a visor crudely bolted to the face and into the visual cortex. Very tolerance heavy for their quality, but their dirt cheap prices make them the obvious choice for any laborer who falls through the cracks in the cities medical welfare system.

### Arms

A player may replace 1 arm with a single slot of manaware. Arm options that take two slots must replace both arms, and only count their tolerance damage once. Players lose any natural weapons on limbs replaced.

#### ExoBrace

Developed as a quick-fire solution to lost limbs at the start of the Manadrought wars, Irondrath’s ExoBrace arm possesses no digits, instead allowing exceptionally cumbersome weapons to be mounted in place of a hand, with modification options to allow autoloaders or other options to be applied internally. When purchased, the bearer may choose a two-handed shoulder they possess to be integrated into the mount.

#### Healing Word

Equipped with a series of servos and rechargeable mana crystals, the Healing Word can be used to recharge other equipment or items. As a swift action the bearer may engage the servos, receiving a -2 penalty on Climb and Acrobatics checks, Combat maneuvers and attack rolls until the start of their next turn. While engaged in this way, the bearer stores 1 charge in the arm whenever they attempt a Climb or Acrobatics check, combat maneuver, or attack roll, to a maximum of 3. As a free action, the bearer may transfer any number of charges from the arm to a gadget or manaware device in their possession or that they are touching.

#### Hydraulic Exo-Arms

The bearer of a pair of Exo-Arms may treat their Strength score as if it were twice as high for the purposes of determining maximum pushing/dragging weights, and provides the bearer a +2 manaware bonus on climb checks. If the bearer also possesses a pair of Exo Legs, they may apply the increased push/drag weight to their carry weight, lifting weight, and the maximum weight they can lift over their head.

#### Manaware Hand

A very basic medical prosthetic produced by every company making manaware prosthetics for those lucky enough to not lose an entire limb. It doesn't occupy the full slot of an arm, but provides a small capacity for modification that is taken advantage of by individuals who seek out biomods instead of full cybernetics.

#### Manaware Prostetic

A very basic medical prosthetic produced solely by Talveld Pharmaceuticals. It has no functionality aside from use as an arm, and no capacity to be modified as it strives to be completely medically efficient. These prosthetics are a common sight among Monthlies injured in industrial accidents, part of the medical benefits package provided to the most impoverished in the city.

#### Regulus

A complex series of vanes similar to the ones on Onager’s spine mod, the Rhyzor dot this arm. When the bearer is targeted by a spell or sphere effect that targets only them, the bearer may make a melee attack roll against the incoming attack roll of the spell (or the DC of the incoming spell) as an immediate action, if the attack roll of the bearer

#### Shocking Grasp

Colloquially referred to as a shocker, this Kerahest arm has a rudimentary arc module within it that allows the wielder to make a melee touch attack that deals 3d6 nonlethal electricity damage. Whenever the wielder makes this attack, they take 1 tolerance damage.

### Legs

A player may replace 1 leg with a single slot of manaware. Leg options that take two slots must replace both legs, and only count their tolerance damage once.

#### CygnuStore

The premier leg option from Cygnus, this leg comes pre-modded with an internal compartment at no additional tolerance or monetary cost.

#### Gazelle

These digitigrade legs are a favorite for the animal-admirers among the city, and of the Kitsune, who often prefer them. Gazelle legs occupy both leg slots, and increase your movement speeds by 5ft. They come pre-built with the Shock Absorbers manaware mods, at no additional tolerance or monetary cost.

#### Hydraulic Exo-Legs

The bearer of a pair of Exo Legs may treat their Strength score as if it were twice as high for the purposes of determining maximum pushing/dragging weights, and provides the bearer a +2 manaware bonus on climb checks. If the bearer also possesses a pair of Exo Arms, they may apply the increased push/drag weight to their carry weight, lifting weight, and the maximum weight they can lift over their head.

#### Manaware Foot

A very basic medical prosthetic produced by every company making manaware prosthetics for those lucky enough to not lose an entire limb. It doesn't occupy the full slot of an leg, but provides a small capacity for modification that is taken advantage of by individuals who seek out biomods instead of full cybernetics.

#### Manaware Prostetic

A very basic medical prosthetic produced solely by Talveld Pharmaceuticals. It has no functionality aside from use as a leg, and no capacity to be modified as it strives to be completely medically efficient. These prosthetics are a common sight among Monthlies injured in industrial accidents, part of the medical benefits package provided to the most impoverished in the city.

### Dermal

Characters can install two slots of manaware into their skin.

#### BlooDCUrdle & Salus

A complex stacked group of dermal augments designed to disrupt all forms of nonvisual senses by suppressing vibrations, sound, smell, and body heat. Creatures with Blindsight and Blindsense must make perception checks to notice you, which they take a -10 circumstance penalty on. You benefit from Concealment against all creatures with only Blindsight or Blindsense and no other senses. You are considered Invisible to all creatures attempting to perceive you with senses based on thermal vision.

#### Subdermal Detection Spoof

Subdermal spoofs help resist scrying attempts and prevent cameras from getting a positive ID, and the bearer merely appears as a glitchy shape on feeds. The bearer gains a +5 on saves against Divination spells or Divination sphere effects targeting them, and other creatures trying to identify them through footage or camera feeds (even those implanted into constructs) receive a -20 circumstance penalty to any checks to identify them.

#### Subdermal Plating

A much heavier implantation of biosteel covering many of the body’s limbs and core targets provides a less maneuverable (if much stronger) option than subdermal reinforcement. You gain a +5 armor bonus to your AC, but have an armor check penalty of -3, a maximum Dexterity bonus of 3 and you reduce all speeds you possess by 10ft. (to a minimum of 5ft). You must have proficiency in medium armor to purchase or implant this augment. Firearms no longer target your touch AC while within their first range band.

#### Subdermal Reinforcement

A complex weave of biosteel mesh implanted around critical places. While wearing no armor (or armor with a lower AC bonus) you have a +1 bonus to AC. Firearms no longer target your touch AC while within their first range band.

### Internal

Players can install 4 slots of manaware into their internals.

#### Clearbreath, Orca, & Waterbreathing

The bearer gains the ability to breath water as well as air, and a +5 competence bonus on saves against inhaled poisons.

#### Detoxifier

The bearer gains a +10 competence bonus to saves against ingested poison.

#### SAvage & Werewolf

A cybernetic enhancement that overloads the adrenal glands, causing them to flood the body at will. As long as she’s not fatigued or exhausted, the user of a Werewolf/SAvage System can activate it as a swift action. While active, it grants a +2 circumstance bonus to Strength and Dexterity, a +1 morale bonus on Reflex saving throws, and a -2 penalty on Will saving throws. The user may use a Werewolf/SAvage System for up to 10 rounds per day, though the rounds need not be consecutive. Once the effects end, she becomes fatigued for twice as many rounds as she was under the Werewolf/SAvage System’s effects.

#### Shield Projector

Implanted projector, held subdermally in the shoulder. The bearer can use a swift action to gain the benefits of a shield spell for 1 minute. Activating this implant deals the bearer 1d4 tolerance damage

### Miscellaneous

Miscellaneous manaware does not take up a slot. Characters may only have one of any given Miscellaneous mod at a time unless otherwise noted.

#### Additional Eye Mount

Sometimes having access to additional eye mods can be far more useful, this eye socket can fit an additional manaware eye, with it’s own mod slots and features. If this eye is integrated forwards facing, you may perceive with any mod vision types the eye possesses in addition to the vision types of your original eye. If integrated rear facing or on a limb, enemies no longer gain a bonus on attack rolls from flanking you, unless their CR or level is at least 4 higher than your hit die.

#### Claws (Burrowing)

These curved claws are perfect for digging through soft ground, and provide a 10 ft burrow speed to the bearer. Additionally the wielder gains two 1d6 slashing primary natural attacks.

#### Claws (Climbing)

Kanahi brand retractable claws, made for both climbing and self defense, these claws retract back into the hands to allow them to be hidden. The bearer gains a +5 manaware bonus on climb checks, and a 1d4 claw primary natural attack (if applied to both arms, the bearer gains 2 claw attacks and a 10 ft. climb speed).

#### Claws (Razors)

The fingers of the bearer’s hand can flatten into blades, and provide the bearer a 1d6 primary natural attack, or two if applied to both hands.

#### Claws (Shredders)

Retractable knuckle-knives provide the bearer a 1d8 primary natural attack and a +4 bonus to grapple maneuver checks, but the modification is easy for a skilled eye to spot, inflicting a -5 on sleight of hand checks made to conceal the modification.

#### In-Comm Chip

Often a preference for gravers working in teams, In-Comm chips allow subvocal communication between gravers within 2000 ft of each other, so long as those gravers possess each other’s communication codes, as well as allowing the accepting of Cell-bloc calls handsfree. In-comm chips are stored in a small insert just beneath the jawline, and can be stolen with Sleight of Hand or a Steal maneuver, or looted from the unconscious. There are rumors of a technology that can intercept these communications, though nothing is available on the market.

#### Iron Maw

One of Irondrath’s more questionable manaware upgrades, ostensibly these sharp metal jaws are meant more as a fashion statement, but Irondrath construction is strong enough to shred through body armor, given enough force. The bearer gains a 1d6 bite primary natural attack.

#### Kanahi Network Chip

Colloquially known as the K-NET, this augment is designed to network the Kanahi brand input/output systems to prevent some tolerance bleed. The bearer reduces the tolerance cost of Kanahi brand manaware by -2, to a minimum of 1. This augment does not apply its benefit to Manaware listed as being produced by “All.”

#### Killswitch

Usually installed by individuals who specialize in operating in contaminated zones. The killswitch is a highly insulated device, essentially a black box made of odigomana insulating its diagnostic systems from even the wearer’s own body. When you reach or surpass 200% tolerance damage, the system activates and floods the body with the highest purity dose of Purify that won’t dissolve their veins. The user becomes nauseated for 1d4+4 hours, and all cybernetic manaware in their body is deactivated, losing all functionality for as long as they remain nauseated. The user heals 2d10+10 Tolerance damage at the start of every turn, and must make a DC 20 Fort save or take an equivalent amount of poison damage, halved on a success. The user continues healing Tolerance damage until they reach or fall below 50% of their tolerance, or their minimum whichever is higher. Can be destroyed as a full action, either preventing it from activating or ceasing the healing and reactivating your cyberware while leaving you nauseated.

#### Phase Spider Eyes

These simple eyes are really only good for detecting motion, but can be more easily mounted in odd places on already existing manaware, giving a +10 circumstance bonus to attempts to conceal the eyes. The bearer is harder to sneak up on and reduces the attack bonuses for flanking them by -1 for every phase spider eye they possess.

#### Rovagug Sockets

This pair of arm sockets is made to attach below the shoulders, and provides a second pair of slots a bearer can install arm manaware into. These additional arms are considered off hands, and they may use any of these hands for other purposes that require free hands.

#### Scent Booster

A hypersensitive air sampler integrated into the nose can allow for more information to be picked up through scent. The bearer gains the scent ability out to 15 ft, may pick out more specific information through smell, and may track targets using their Perception instead of Survival.

#### Selective Dampener

Reactive membranes over the ears prevent the bearer from being rendered deaf for longer than one round by non-magical effects. At the end of the bearer’s next turn, after being deafened by a non-magical effect, they regain hearing.

#### Vocal Mimic

A complex and highly illegal mod that allows the bearer to perfectly imitate voices from those they’ve heard speak for long enough. Any person the bearer has heard speak for at least 10 minutes can be mimicked with one voice saved at a time. This mod can be applied up to three times, each time adding an additional memory slot for another voice. The mod may be activated as a free action, but the bearer takes 1d6 tolerance damage when they activate the mod, and for every further minute they use the mod to speak.

#### Voice Modulator

This vocal mod can be activated as a free action to disguise the bearer's voice, providing a +20 on Disguise or Bluff checks to not sound like themselves, though the system cannot mimic other people’s voices.