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Cybernetics


Cybernetics augmentation is usually installed for medical reasons, but hunters are installed for combat. These augmentations are mechanical parts that do not heal except via the Repair skill.

Agility Augmentation

Muscles are firmed up, and the body is increased to increase the character's agility.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Properties: Increase the Agility bonus by +2.


Arm Replacement

You have replaced one of your arms with a cybernetic replacement. It matches the strength and agility of your body; its auto-sensing equipment does not allow it to exceed what the rest of the body can tolerate.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d6 Properties: Gain cybernetic pool as per the Final Calculations Derived Abilities in Character Creation. Replaces bionetic ability bonus increase.


Audio Package

You have enhanced audio receivers installed in your ears, enabling you to hear sounds others can not.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d8 Requires: Core Electronics Package. Properties: You gain +1 Perception checks when using hearing.


Booster Jets

Micro-jets are installed in the feet, enabling the character to leap farther when engaged.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d6 Properties: Can leap 20 feet horizontally and 10 feet vertically when engaged.


Core Electronics Package

This core electronics package includes a universal computer jack, a radio with a 20-mile range, a gyro-compass, and a clock calendar. It is also a requirement for many other electronic packages. The universal computer jack is required to “see” the EGN in all its visual glory.

Currency Cost: 1 die. Stability Cost: 1 Rarity d8 Properties: When plugged into a jack, the universal jacks provided +1 to Hacking, Locks & Traps: Electronic, Technical: Electronics, Technical: Mechanical, and Technical: Software skills.


Environmental Sensors

Sensors that detect disease, poison, and radiation within 120 feet.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d8 Requires: Core Electronics Package. Properties: Detects disease, poison, and radiation within 120 feet with a +1 to Perception. Increase the bonus to +2 if within 60 feet.


Hand-to-Hand Reaction Wiring

It increases hand-to-hand combat effectiveness and only applies to melee combat.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d6 Requires: Wired Reflexes. Properties: Adds +2 to Combat: Melee and +1 to Defense Melee.


Internal Life Support

Tanks of air and nutrients are installed in the body to allow the character to go without consuming anything or breathing.

Currency Cost: 2 dice. Stability Cost: 2 Rarity: d6 Properties: Makes the character immune to airborne disease, poison, and drowning. It lasts 48 hours before needing a recharge.


Language Translator

The character has a built-in translator of all known languages. The system can learn a new language with a teacher in 8 hours.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Requires: Core Electronics Package. Properties: Translates all known languages for the character. Prompts how to speak the words in return for what it hears.


Leg Replacement

You have replaced one of your legs with a cybernetic replacement. It matches the strength and agility of your body; its auto-sensing equipment does not allow it to exceed what the rest of the body can tolerate.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d6 Properties: Gain cybernetic pool as per the Final Calculations Derived Abilities in Character Creation. Replaces bionetic ability bonus increase.


Leg Upgrades

Enhanced cybernetic installation speeds up the movement of the legs, allowing them to travel further distances as quickly as before.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d8 Properties: Increase Stride by +2 and jumping distance by 5 feet.


Lockpick Fingers

The fingers have built-in retractable lock picks and can pick mechanical locks.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Properties: Grant +1 to Locks & Traps: Mechanical.


Nano-Repair System

A nanorobotic system that repairs damage to organic components. It also treats diseases and poisons that enter the body.

Currency Cost: 3 dice. Stability Cost: 2 Rarity: d6 Properties: It repairs one health pool, which happens automatically when sleeping each day. Poison and diseases are eradicated on a 5 or 6 on a d6.


Optics Package

Optics enhancement to allow vision in darkness and immunity to sudden changes in light level.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d8 Requires: Core Electronics Package. Properties: Ignores illumination penalties and +1 Perception checks when sight-based. Immune to blinding flashes.


Range Data System

A range finder is installed in the optics, allowing the detection of the distance to the target to account for that distance when firing accurately.

Currency Cost: 1 die Stability: 1 Rarity: d8 Requires: Optics Package. Properties: Ignore two points of range penalties to all Combat: Missile and Combat: Firearms checks.


Signal Booster

Increase the range of the Core Electronics Package's built-in radio to a 100-mile range. Navigation through the detection of radio towers is boosted.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Requires: Core Electronics Package. Properties: 100-mile range radio. +1 Survival checks for navigation.


Strength Augmentation

Muscle mass is increased in the body to increase the strength of the character.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Properties: Increase the Strength bonus by +2.


Synthetic Organ Replacement

Damaged organs are replaced with synthetic duplicates that enhance the character's endurance.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d8 Properties: Increase the Endurance bonus by +2.


Targeting Eye

Links a calibrated weapon to a target retinal on the eye, providing much-improved accuracy.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Requires: Optics Package. Properties: Provides a +2 to Combat: Firearms with a calibrated weapon. Calibration takes 1 minute to perform.


Torso & Head Replacement

The body and head are replaced with cybernetics, protecting the brain and vital organs in thick machine parts.

Currency Cost: 3 dice. Stability Cost: 2 Rarity: d6 Requires: 2x Arm Replacement, 2x Leg Replacement. Properties: Gain cybernetic pool as per the Final Calculations Derived Abilities in Character Creation. Replaces bionetic ability bonus increase.


Ultimate Walking Tool Kit Package

The character's hands hold retractable tools, which allow them to repair equipment. However, they still need spare parts.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Properties: Grants a +1 to Locks & Traps: Electrical, Locks & Traps: Mechanical, Technical: Electrical, and Technical: Mechanical when attempting repairs or lock picking.


Vehicle Interface Package

Integration with a vehicle or power armor is needed to control it better.

Currency Cost: 2 dice. Stability Cost: 1 Rarity: d8 Requires: Core Electronics Package. Properties: Grants a +1 to Drive or Pilot skill when using a vehicle or power armor. It also provides +1 Technical: Electrical when repairing the vehicle or power armor.


Wilderness Scout Package

Installs identification tools that identify all manner of fauna and flora in the wilderness, noting what is and is not safe to consume.

Currency Cost: 2 dice. Stability: 1 Rarity: d8 Requires: Core Electronics Package. Properties: Grants a +1 to Survival skill.


Wired Reflexes

Enhanced signals are sent along the nervous system to improve speed.

Currency Cost: 1 die. Stability Cost: 1 Rarity: d8 Properties: Increases Quickness bonus by +2.