You are on page 1of 5

Implants

Science expands the capabilities of humanity every day; we do things now that would have been considered
witchcraft and sorcery only a few decades ago. We have concurred the worst of the old world and come out on top.
Even the dreaded Black Death fell under the heel of science. And in a world where monsters exist science has not
missed the queue.
The healing of the infirmed and the improvement of the human condition has long been a goal of many sciences.
From the first attempts to release “evil spirits” by drilling onto the skull; to the first time man strapped a wooden peg
to the stump of his ruined leg; man has never been satisfied. We always rise to the challenge. Finally the tools to not
only fix but improve on the human form are in are grasp.
Implants are an abstraction with the Cyborg Template; instead of tracking every piece of cybernetics and inch of
silicon in the cyborg we track the broad systems. Newly created Cyborgs have only a few implants; there systems
need time to adjust before more can be heaped on. While it is possible to create a fully decked out cyborg with
implant after implant fresh from the table; they would almost certainly die as there systems broke down under the
strain. Or loss their minds trying to coop with the new sensations and information.
As a full blown Cyborg costs a staggering amount to produce not many are willing to throw away that much money.

Using Implants:
The basic system for using Implants varies depending on the individual power in question. Some implants depend
on the cyborg’s skills, others on attributes, still more are always active once purchased.

Gaining Implants:
Implants are classified according to their core concept and are ranked by dots. These ranks do not need to be
purchased in sequential order. For example, a player could purchase a four-dot Telecom Implant, without ever
having to buy any of the lower-ranked Telecom Implants. He may also purchase multiple Implants of the same rank
(possessing two or more four-dot Telecom Implants, for example). There are, however, some Implants that require
certain lower-ranked Implants as prerequisites. These exceptions are clearly marked.
Each Classification has two specialized implants theses implants are considered there affinity implants. Other
Cyborgs can purchase levels in these implants but at an increased cost.
New Implants need to be installed in the body of the cyborg. The cyborg must be versed in cybernetic engineering or
find a cyber doc to install new implants.

Telecom:
Telecommunications this category of implants includes systems dedicated to the transfer of information to and from
the cyborg. These Implants allow the cyborg to communicate over distances, intercept transmissions, even remote
control appropriate Items.

Transmit (o)
The cyborg is equipped with radio systems allowing him to make and receive transmissions.

Sensory:
Sensory implants predictably enhance the cyborg’s existing senses and even add whole new senses. Eyes enhanced
or replaced, ears tuned to ultrasonic ranges

Bionic Eye (•)


The cyborgs eyes have been replaced or enhanced giving them enhanced visual acuity. These replacements often
include a protective layer and enhanced light filters and photoreceptors. While not truly granting night vision; it
certainly cures night blindness.
Cost: none
Dice pool: none (Modifies visual based perception rolls)
Action: reflexive
This implant grants a +2 dice modifier to visual perceptions; the Implant also reduces penalties to visual perceptions
by 2 dice.

Bionic Ear (•)


Artificial eardrums can be far more reliable than flesh and blood ones. Audio cut offs are also installed in most
models. If the decibel level exceeds a certain amount the receiver simply stops transmitting to the brain until the
noise levels drop to an acceptable level. The Implant is also tuned to noises far outside the normal human range.
Dipping into the ultra and sub sonic ranges.
Cost: none
Dice pool: none (Modifies hearing based perception rolls)
Action: reflexive
This implant grants a +2 dice modifier to perceptions involving hearing; the Implant also renders the user immune to
penalties caused by loud noises. This also renders the cyborg deaf for as long as the sound is present.

Olfactory booster (•)


The human nose is a dull thing; compared to most animals the human sense of smell is a joke. This system boosts
the cyborg’s olfactory capabilities, cramming the nasal cavity with artificial olfactory sensors.
Cost: none
Dice pool: Wits + Survival
Action: Instant
This system allows the cyborg to track by sent alone; Doing so uses Wits + Survival and an extended action, with
each roll representing about 10 minutes of tracking. In rolls to determine reaction to surprise, the Cyborg character
gains two bonus dice unless the Storyteller deems that smell could not play a part for some reason (e.g. the Cyborg
is facing scentless antagonists or was recently dosed with pepper spray). This Implant also aids a character who’s
fighting blind by smell (see World of Darkness Rulebook, p. 166). Once activated, requiring its own Wits +
Survival roll, this power remains in effect for 24 hours unless the cyborg desires to end it early.

Thermograph (••)
The eyes of the cyborg have been tuned to the infrared spectrum allowing him to preserve heat as visible light. This
is useful for finding targets in the dark or ones visibly concealed. The thermograph can also penetrate thin cover
such as flimsy walls.
Prerequisite: Bionic eye
Cost: 1 Fuel
Dice pool: none
Action: Instant
When this Implant is activated it, lasts for the reminder of the scene unless the Cyborg spends an instant action to
turn it off. While active the cyborg perceives heat as visible light.

Night vision (••)


Using light amplification technologies the Cyborgs eyes can adjust to near total darkness allowing him to see in the
dark. Most systems marry light amplification with near infrared systems ensuring the system will operate in total
darkness as well.
Prerequisite: Bionic eye
Cost: 1 Fuel
Dice pool: none
Action: Instant
When this Implant is activated it, lasts for the reminder of the scene unless the Cyborg spends an instant action to
turn it off. While active the cyborg can see in darkness although in a monotone black and white or green. Exposure
to any strong light source causes the cyborg to need to succeed on a Stamina roll or go blind until he succeeds on a
stamina check to reinitialize the system.

Voice stress analyzer (••)


This implant analyzes the vocal patterns of speech and relays the information to the cyborg. Most often used to tell if
someone it telling the truth or not the system also can reveal the general emotional state of an individual. The system
is not fool proof, a practiced liar can fool the system.
Cost: None
Dice pool: Wits + Empathy vs. Composer + Subterfuge
Action: Instant (note the cyborg must spend a full turn to analyze the vocal patterns)
Roll results:
Dramatic Failure: The system miss reads the vocal quos and gives false results.
Failure: Results are inconclusive.
Success: The cyborg is able to tell whether the given statement is false or true; or get the general mood of said
target.
Exceptional Success: The system is able to give more detailed data possibly giving reasons for deception of
detecting the possibility of lies by omission.

Enhanced visuals (••)


This system uses a HUD to overlay relevant data on the cyborgs field of vision. This system allows the cyborg to see
farther and clearer as well as add relevant data from other systems and give a basic read out of the cyborgs health.
The system out lines targets to enhance visibility as well as reduce glare or interference from particulate matter in
the air.
Prerequisite: Bionic Eye
Cost: none
Dice pool: none (Modifies visual based perception rolls)
This implant grants a +4 dice modifier to visual perceptions; the Implant also reduces penalties to visual perceptions
by 3 dice.

Active Scan (•••)


The cyborg is installed with a complicated series of sensors he can use to gather information about the world around
him. He can get information on people and objects in his surroundings. The Active scan Implant uses a powerful
micro computer to interpret all the information the taken in by the cyborg’s five senses and compiles them for the
user.
Cost: 1 fuel
Dice pool: Intelligence + Science (Possibly contested)
Action: Instant
Once activated the implant can provide information on the surrounding environment, the scan can give an idea of a
targets health, detect any implants, provide a layout of structural weaknesses, even concealed weapons.
Countermeasures or magic call for a contested roll.
Roll result:
Dramatic Failure: The scan is misinterpreted by the implant
Failure: Results inconclusive.
Success: The implant revels mundane information; such as concealed weapons the health of a target and so on. If
used to scan an object it can reduce its effective durability by 2.
Exceptional success: The scan revels more detailed information as well as highlighting any anomalies in area
(magical or paranormal evidence; only the presence not nature.)

Combat analyzer (•••)


A battle field is a chaotic place and one must keep track of potentially hundreds of variables; this implant helps keep
the cyborg alive. This Implant combines targeting assistance and state of the art analysis programs to continuously
update the user with vital information.
Cost: 1 fuel
Dice pool: Intelligence + (Firearms, Brawl, or weaponry) + Assimilation
Action: reflexive
Roll result:
Dramatic Failure: The cyborg misinterprets the data and opens himself up to attack. The character losses there
defense for the round.
Failure: The cyborg fails to find an opening of opportunity for defense.
Success: the cyborg reads the data correctly and takes the advantage. The character ignores an amount of defense
and/or cover for the turn, equal to the cyborg’s Assimilation rating.
Exceptional Success: The cyborg’s Assimilation counts as one higher.

3600 Vision (••••)
Minute visual receptors are implanted at strategic points around the cyborg’s body. When activated the Implant
provides the Cyborg with all around vision.
Cost: None
Dice pool: Wits + Assimilation
Action: Instant
Roll result:
Dramatic failure: The cyborg fails to interpret the visual input and suffers fragmented vision, suffering an -2 penalty
to all dice pools that involve sight (including attacks) for the reminder of the scene.
Failure: The cyborg fails to interpret the input, and shuts down the system.
Success: For the remainder of the scene, the Cyborg’s vision extends in every direction around him. As long as he
can see at all, he can perceive in 360 degrees. It is almost impossible to surprise the Cyborg by sneaking up on him,
and he may use his Defense normally against attacks from the rear. Additionally, 360o vision grants him +1 Defense
while active.
Exceptional Success: The Cyborg gains two bonus dice to all sight-based perception rolls for the duration of the
scene.

Millimeter wave (••••)


A miniature radar system is installed in the cyborg, this system uses low intensity radio waves to paint the users
surroundings. The radio waves bounce of objects and people and the system interprets the data and feeds the cyborg
an understandable picture.
Cost: 1 fuel
Dice pool: None, although perception rolls might be required while using it
Action: Instant
Once activated the Implant remains active for the reminder of the scene. While active the cyborg can see in
complete darkness and takes no penalties from smoke, ect. This system also reveals invisible individuals or object as
long as they are solid. (an emephereal ghost remains off the radar.)

Tight band imaging (•••••)


This implant uses high frequency radio waves to pierce objects.
Prerequisite: Millimeter wave
Cost: 1 fuel
Dice pool: None, though it might modify the circumstances of perception rolls
Action: Instant
For the duration of the scene the cyborg can see through material objects within 20 yards. Tight Band Imaging
allows the Cyborg to automatically and reflexively ignore concealment factors such as fog, mist or physical
obstructions. This applies to concealment penalties to perception rolls as well.
If the cyborg take one instant action to scrutinize an object or person, and her player succeeds at a Wits +
Composure roll, she may add two bonus dice to her next roll to attack that target. She has focused on the interior of
her subject and targeted its weak points.
Additionally, with an instant action, the Cyborg can peer through solid material, spotting a stolen artifact stuffed in a
coat pocket or identifying a thug waiting behind the door. If the Promethean takes time to specifically look in a set
location, the Storyteller may allow the attempt to automatically succeed or may require a perception roll depending
upon the circumstances.
The dense nature of lead interferes with this power. Objects with lead may provide concealment or completely block
the tight band imaging. As well as materials designed to absorb energy.

Neural enhancements:
A wide array of cognitive implants are available, these go beyond the standard computer systems needed to run
implants.

Hemispheric Disjunctive Node (•)


This implant severs the neurons bridging the hemispheres of the brain and replaces them with an artificial neuron
cluster. When activated the implant temporarily severe the bridge connecting the two halves of the brain. This has
the effect of allowing the cyborg to hold two separate lines of thought; but at a cost. Severing the connection means
the artistic and logical portions of the brain no longer communicate making social interaction difficult.
Cost: 1 fuel
Dice pool: none
Action: Instant
Duration: Prolonged (one scene)
The Cyborg can hold two thoughts simultaneously, allowing him to perform two separate extended-action
knowledge tasks (as opposed to instant actions or extended tasks involving physical labor) at the same time. He
could, for example, research old technical specs while composing a poem, but could not do either while also fixing a
car. Also while this implant is active the cyborg takes a -3 penalty to social interactions.

Emotional Dampers (•)


This implant insulates the emotional center of the brain utilizing similar artificial neuron clusters used in the
Hemispherical disjunctive node. When triggered the cyborg feels no emotions.
Cost: 1 fuel
Dice pool: none
Action: Instant
Duration: Prolonged (one scene)
This implant renders the cyborg immune to fear, and emotional manipulation; blunting his emotional response
completely.

You might also like