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