Cybernetics

Cybernetics are a type of technology used in the campaing Reboot.exe

In the dystopian future, cybernetic enhancements are commonplace. Whether it be due to industrial accident, misfortune or a desire to upgrade' beyond regular human capacity, people from all walks of life are burdened and gifted by bizarre fusions of flesh and metal. Regardless of their reason for having cybernetics and regardless of the function of their implants there are some inescapable rules that must be lived by.

**RULE 1**

Cybernetics always require a power source, and this is almost always in the form of an advanced battery. While larger components may be able to plug directly into an outlet to charge, most have replaceable and rechargeable batteries. Typically, large components such as limbs must be recharged daily. Smaller implants such as brain chips often have lifespans from several months to years.

**RULE 2**

Cybernetics cause the body to reject them, the immune system attacking points of contact on a cellular level, and infection being a constant risk. With the exception of extremely minor self-contained implants with no physical interface to the body, all cybernetic users require regular injections of Fusion, a cocktail of antibiotics and immune suppressants specifically tailored to ensure the user stays healthy and their cybernetics functional. The level of cybernetic dependency is also directly corelated to the level of dependency on Fusion, with more augmented humans requiring more regular injections of the substance.

## **SCRAP**

Scrap tier cybernetics represent augmentations that have been pulled from trash piles, corpses or reject bins. They function, but are often unreliable and full of quirks.

#### **Prosthetic limb**

One of the most wildly varied and numerous cybernetics, a cybernetic limb offers crude functionality roughly equivelant to its biological counterpart.

* ITEM VALUE: X X
* FUSION DEPENDENCY: X X

#### **Synthetic organ**

Replacing the function of an organ is a significant technological marvel, and even the recycled examples perform the function. This includes eye replacements. Is effective enough to resolve conditions related to organ failure or disfunction. EG: Diabetes.

* ITEM VALUE: X X X
* FUSION DEPENDENCY: X X X

#### **Cybermancy transmitters**

Basic cybermancy systems installed into the brain and channeled through a clunky external box. These direct synaptic connections are out of date and their firewalls low quality. They allow level one Cybermancy.

* ITEM VALUE: X X
* FUSION DEPENDENCY: X X

#### **Concealed blade**

Utilizing a specialised discrete housing, a concealed blade may be drawn with a particular motion or phrase. The concealed weapon can be any small weapon.

* ITEM VALUE: X X
* FUSION DEPENDENCY: X

#### **Onboard computer**

Older designs of onboard computers comprise of holo projectors built into glasses or the skull that project an image in front of the eyes. Input is somantic through finger motions.

* ITEM VALUE: X X X
* FUSION DEPENDENCY: X X

#### **Hardmounted legbraces**

Obsolete proto-exosuit technology. Hardmounted Legbraces are drilled through flesh and into bones at joints, and offer hyraulic lifting assistance and stabilization. You have advantage on checks to lift heavy objects.

* ITEM VALUE: X
* FUSION DEPENDENCY: X X

## **GANGER**

Necessity is the mother of invention, and some of the most innovative cybernetic creations spawn from the combination of jury-rigged tech slum gangs put together in service of their criminal goals. Whether handmade by a slummer savant or hacked together from stolen implants, Ganger cybernetics are unique in that they are each a one of a kind custom creation tailor made for a specific purpose, or more often a specific crime.

#### **Cybermancy suite**

Transmitters, recievers and cognitive enhancement chips make up the core of a Gangers Cybermancy suite. While invasive, and far from pretty, the mess of ports and outputs are indeed powerful. This allows level two Cybermancy.

* ITEM VALUE: X X X
* FUSION DEPENDENCY: X X X X

#### **Brawler arms**

Prosthetic arms serve to return lost functionality to an amputee, Brawler arms are built to turn someones limbs into deadly sledgehammers. These brutal weapons count as small weapons, but when used in close combat they gain +1d6.

* ITEM VALUE: X X X X
* FUSION DEPENDENCY: X X X X

#### **Internal stim injectors**

Gangers who wish to ensure they can continue to stand and fight beyond their limits have internal stim injectors installed. In the event they take critical damage, their body is flushed with a coctail of drugs that blocks out the pain. Stim Injectors have 3 doses and must be re-purchased when empty if you wish to use them again. If you sustain an injury, the drugs flush your system and you ignore any and all negative dice modifiers from those injuries for 1 minute. This does not prevent the damage inflicted.

* ITEM VALUE: X X X
* FUSION DEPENDENCY: X

#### **Face value**

The complex technology required to permenantly remove someones face without killing them is a grim masterwork. This cybernetic replacement gives the grim visage of a steel skeleton. Its real function is to allow the user to replace their face on a whim from a preset collection of (5) custom designs. The user gains +3d6 to deception rolls in relation to identity concealment.

* ITEM VALUE: X X X X
* FUSION DEPENDENCY: X X X X X

## **COMMERCIAL**

Consumer grade modern technology sold in the Megacities of the world by large tech firms. Commercial cybernetics offer the most modern advancements in the field.

#### **Enhanced prosthetic limb**

A modern cybernetic offers temperature and touch sensitivity, as well as a tailor made finesse of your choice. Gain +1d6 to a single skill of your choice for checks that would use this cybernetic limb.

* ITEM VALUE: X X X X
* FUSION DEPENDENCY: X X X

#### **Occular bionics**

Machine eyes that appear almost identical to natural ones, including the sheen of moisture, only the micro adjustments of the lense iris give away occular bionics. Enhanced vision includes night vision mode and zoom functionality. Can be integrated with many other cybernetic implants. Grants nightvision and +1d6 to perception.

* ITEM VALUE: X X X X
* FUSION DEPENDENCY: X X X X

#### **Think faster**

Brand new on the market, upgrade your cognitive capacity with a suite of additional data processing centers. You gain +1 Intelligence.

* ITEM VALUE: X X X X X
* FUSION DEPENDENCY: X X X

#### **Audio recievers**

Small vibration sensors in the hand as well as auditory implants allow for extremely fine tuned hearing. Using this cybernetic, you can attempt perception checks through up to a foot of solid obstructions

* ITEM VALUE: X X X
* FUSION DEPENDENCY: X X

#### **Discrete onboard computer**

With a digital eye comes direct to brain visual connection, allowing for an advanced and completely discrete onboard computer that projects visual information directly to the brain. Gone are the days of screens and holograms.

*REQUIRES OCCULAR BIONICS*

* ITEM VALUE: X X X X
* FUSION DEPENDENCY: X X

## **CORPTECH**

Once, the most advanced technologies would have belonged to black ops sites of the various governments of the world. In 2090, it is the top secret R&D departments of the various Mega-Corporations that hold the true wonders of the technological world. Corptech is the street slang for the classified state of the art technology only available to the elite. Or those who can pry it from them.

#### **Cybermancy complete integration package**

Corptech Cybermancy runs microcabling and processors through your entire body, hard linked to your nervous system. Transmitters in the hands and face and a full suite of recievers allow for full immersion 'ghosting' into network systems. Unrivaled network breaching capacity and state of the art firewalls.

* ITEM VALUE: X X X X X
* FUSION DEPENDENCY: X X X X X X

#### **Nerve agent gas system**

A fully cybernetic respitory system filters chemical and toxic gasses. Discrete vials of a paralytic nerve gas can be triggered to rapidly create a cloud centered on you. This enhancement passively makes you immune to chemical and toxic gas, as well as able to survive up to ten minutes without air. Furthermore, it can be actively used once to incapacitate everyone within several meters.

* ITEM VALUE: X X X X X
* FUSION DEPENDENCY: X X X X

#### **Subdermal nanowave**

Cutting edge and expensive to the point of absurdity, Subdermal Nanoweave is a reactive layer of armor inserted under the skin. It provides the owner with an armour value of 3 at all times. This causes no penalties to combat and can stack with worn armor.

* ITEM VALUE: X X X X X X
* FUSION DEPENDENCY: X X

#### **Parting gift**

A vicious and expensive anti-hacking defence mechanism only available to cyborgs with ReBoot installed. If a hacking attempt breaches your personal firewall, your life is immediately terminated by Parting Gift, which detonates inside your skull. Not before your ReBoot is sent and delivering the most potent malware package available back at the source that hacked you.

*REQUIRES REBOOT*

* ITEM VALUE: X X X X X
* FUSION DEPENDENCY: X

**Source**

NuYou - A cyberpunk setting for the cogent roleplay system

Written by @NarratorDave