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
ℂ
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
ℂ
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
ℂ