Cybernetics (Optional Ruleset)

### Rules

Cybernetics are augments to the body that grant it's recipient fantastic abilities; at the cost of their humanity and constitution.

* Each Cybernetic has a listed humanity cost. Each 10 Humanity cost incurs one permanent WIS drain for as long as the Cybernetic(s) remain implanted. This Drain can be healed via traditional means if the cybernetic is removed.
* Weapons can only be placed on Cybernetic limbs.
* Cybernetics that require a saving throw have a DC = 10 + user's Total number of HD
* Some cybernetics can be pushed beyond their normal limits and *Overclocked*; allowing them to be used well beyond their normal capabilities. Doing so has a cost in the form of CON damage. The exact cost and reward of Overclocking is unique to each Cybernetic.

### Available Slots

* Processor x 1.
* Weapon x1,
* Sub-weapon x1,
* Internal Organs x3
* Slotless (Infinite but not stackable)
* Eye x 2.
* Body x1.

## Weapons

Weapons

Arms grant the user the effects of the *Improved Unarmed Strike feat.*

Legs grant a +5 bonus to the user's base speed.

Gold and Humanity costs indicated are for either two arms or two legs, not individual limbs. Cybernetic Limbs are a precursor to all cybernetic weapons; and do not fully occupy the Weapon slot on their own.
 Monowire
*Finesse, Disarm, Grapple, Trip, Steal, Always Masterwork*

The Monowire can inflict normal weapon damage upon a successfully attempted combat maneuver, such as a successful trip, grapple, or steal attempt. After doing so; the Monowire cannot inflict this extra damage again for 1d4 rounds of cooldown (Unless *Overclocked*)

*Overclock:* You can use the Monowire's bonus damage effect on combat maneuvers beyond the first per round; but doing so has an increasing cost in Constitution damage. The second boosted attack costs 1 CON Damage; the third costs 2 CON Damage, the fourth costs 3 CON damage, and so on.
 Mantis Blades

On a charge, you can make a pseudo-pounce. Resolve your normal charge attack normally with any weapon, including manufactured melee weapons, natural weapons, or the Mantis blade itself. After the Initial charge attack is resolved, you can attack again with any number of Mantis Blades you possess (up to 4 additional blades / 4 extra attacks); treating them as secondary natural attack(s) (Full BAB -5 to hit; 1/2 STR / DEX to DMG).
 Maine Cannons

Grappled targets receive a -4 on this Reflex save. Pinned targets receive no saving throw. The damage die of the Maine cannon does not change with effective size increases / decreases.

This cannon has a cooldown phase; and cannot be used for 1d8+1 Rounds after activation.
*Overclock*: This cannon can be fired again while cooling down, but at the cost of CON Damage. This effect can be used more than once per day, even consecutively, but doing so incurs doubling amounts of constitution damage. The first use of the cannon while still on it's initial cooldown incurs one CON damage. The second use during cooldown incurs two damage. The third use incurs four CON damage; and so on. Using this Overclock also resets the initial Cooldown time; and forces the user to re-roll the cooldown time, taking either the new result, or keeping the old one, whichever is longer.
 Micro Missile

Each missile uses the User's total number of HD in place of a Base attack bonus to determine Attack bonus. It targets touch AC within 45ft.

Size increases / decreases do not alter the damage of Micro Missiles; it never requires traditional reloading; and it's cooldown cannot be reduced in any way. It always requires a standard action to fire.

*1d20 per HD P/B/S, Medium Firearm, 20 X4 Critical, One handed, Splash weapon, Always masterwork.*

This Silo has a cooldown phase; and cannot be used for 1d4+1 Rounds after activation.

*Overclock:* This missile launcher can be fired again while cooling down, but at the cost of CON Damage. This effect can be used more than once per day, even consecutively, but doing so incurs increasing amounts of constitution damage. The first use of the cannon while still on it's initial cooldown incurs one CON damage. The second use during cooldown incurs two damage. The third use incurs three CON damage; and so on. Using this Overclock also resets the initial Cooldown time; and forces the user to re-roll the cooldown time, taking either the new result, or keeping the old one, whichever is longer.

## Eyes

Eyes

You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target.

You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment provided by darkness. This spell provides no benefits to your allies and no benefits against creatures other than the target.
 Mobile Database

If successful, you not only note the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that particular enemy. Note that this bonus on attack and damage rolls applies only to that specific creature.

This bonus lasts for the duration of an encounter, or until you attempt a new Knowledge check to use this ability on a different target.
 X-Ray eyes

Overclock: You take 1 CON damage per minute of use beyond the 10th.
 Thermal Vision
 Night Vision