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Cybermods

During character creation, each player can choose any number of cybermodifications for free, but the cost of these upgrades cannot exceed 20,000 ℂ .

Cyber modifications are a sandbox for players’ imagination. Although you will find examples of specific improvements below, Cyber first and foremost proposes a system for constructing implants and determining their market value, so that each of you can literally create whatever you want.

Creating cybermodifications

Try to describe verbally what the cybermod is supposed to change (possibly how it is supposed to work), this will give you an idea of the abilities being modified. A fictional description of a given cyber modification can also give a lot of satisfaction.

Each enhancement consists of one base element that determines where the cyber modification is mounted in the character’s body (head, arms, legs, torso) and some number of elements that modify stats of the character (after all, they are enhancements). Each element that modifies a stat has a generalised price. The sum of all the elements that make up the developed modification determines the final price of the cybermodification.

Base element Price
Head 2000
Arm 1000
Leg 1500
Body 5000

Once a base element has been selected, any number of enhancements modifying stats can be added to it, as long as they do not exceed applicable maximum values.

Try to make a fictional description for every enhancement. This is especially important with abilities that describe entire groups of character activities. One can imagine a cybernetic modification that generally strengthens the character’s body (+X BIO) but there will also be situations where we only care about enhanced speed or stamina and these are described by the same ability.

Cosmetic modifications: Cybermodifications that are only intended to produce an aesthetic effect (body covered in fur, cat’s eyes, hair changing colour, etc.) cost as much as the base element associated with the body part in which they are fitted.

Enhancement Price Activation
+1 to character’s HP 1 000 yes
+1 to the selected ability (BIO,PSY,INF) on test 7 000 yes
+1 to the selected ability when tested for a specific activity group 4 000 yes
+1 to Armor when dealing with BIO damage 10 000 -
+1 Inventory slot 1 000 -
mounted weapon type of damage dice * 1500 -
neuroprocesor for hacking and firewall* type of damage dice * 1500 -
easy/difficult test for one selected ability 3 500 yes
critical damage that does not injure the target 1 500 yes
critical damage that inflicts additional injuries type of damage dice * 500 yes
additional functionality that does not modify game mechanics, e.g. tools in the hand, infrared eye, antitoxin filters 1 000 each -

* Note: the neuroprocessor allows hacking and firewall actions to be performed in the Infosphere but also allows software to inflict damage on the owner’s PSY.

Implant shielding

Total reduction of INF damage caused by EMP weapons is not possible, but each character can purchase EMP shielding:

Modification Price Max per PC Activation
+1 Armor when resolving INF damage 10 000 +3 -

Examples of classical cybermods

Name Effect
Dermal armor +1 armor
Subdermal pocket +1 inventory slot
A cache in cyberarm/cyberleg +1 inventory slot
Neuroprocessor Infosphere’s hacking and firewall capabilities
Network coprocessor +1 for INF tests
Musculo-skeletal reinforcement +1 for BIO tests
Behavioral processor +1 for PSY tests
Neuroimpulse accelerator +1 BIO for tests relating to the speed of reaction
Muscular stabiliser +1 BIO for tests involving precise body handling
Cognitive booster +1 PSY for tests related to cognition, knowledge, learning
Bio/psy/neural stimulator Easy tests for BIO/PSY/INF
Tactical biosystem +1 HP during resolving the attack
Targeting implant selected critical injuries without wounds
Drone/vehicle neurocontroller +1 BIO for steering tests
Weapon neurocontroller Critical damage inflicting additional wounds

The simplest interface for hacking on the Infosphere

  • Description: Neuroprocessor implant, with built-in broadband antenna for wireless transmissions and optical socket for wired connection.
  • Enhancements: base element (head), neuroprocessor d4
  • Price: 2000 + 6000 = 8 000

Cybernetic hand with extendable claws

  • Description: Dark metal limb, covered with synthetic leather. On the forearm, on the inner side, a small cache that opens with a pressure. In the hand placed four long, steel, extendable claws.
  • Enhancements: base element (hand), +1 inventory slot (cache), claws d6
  • Price: 1000 + 1000 + 9000 = 11 000

Dermal armour

  • Description: A thin plasteel mesh placed under the skin, covering the arms, chest and back. A small generator built into the hip allows an additional electrical charge to shock anyone who touches the character.
  • Enhancements: base element (body), +1 armor, electric charge d4, critical damage: paralysis for d4 rounds
  • Price: 5000 + 10000 + 6000 + 1500 = 22 500