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TRANSCEND YOUR FLESH

Advanced Cybernetic
Modifications
Credits
Written and Developed by
Kyle ‘kgblod’ Blodgett

COVER ART
Gerd Altmann - “geralt” Pixabay

INTERIOR ART
Stefan Keller - “Kellepics” Pixabay
Mark Frost - “BlackDog1966” Pixabay
Pete Linforth - “TheDigitalArtist” Pixabay
“ItNeverEnds” Pixabay
Gerd Altmann - “geralt” Pixabay
Paul - “PatternPictures” Pixabay
Tibor Janosi Mozes - “tiburi” Pixabay
Sergei Tokmakov Terms.Law - “sergeitokmakov” Pixabay
Bruno - “Bru-nO” Pixabay

This product was created under license. Genesys and its logo, and Genesys Foundry and
its logo, are trademarks of Fantasy Flight Games in the U.S.A. and other countries. All
Fantasy Flight Games characters and character names, and the distinctive likenesses
thereof, are trademarks of Fantasy Flight Games. www.FantasyFlightGames.com.

This work contains material that is copyright Fantasy Flight Games and/or other
Dice App authors. Such material is used with permission under the Community Content
available where
Agreement for Genesys Foundry.
apps are sold.

Genesys Core Rulebook and either the All other original material in this work is copyright 2021 by Kyle Blodgett and published
Genesys Dice or Dice App are required to under the Community Content Agreement for Genesys Foundry.
use this supplement.

Note from the Designer Even without using an app or program that includes this die, you
This supplement makes use of a special twelve-sided die featuring can easily substitute a regular twelve-sided die, and replace the
a number of black and white dots on each face. This die is not numerical result with the proper symbols by referencing the table
available as part of the official Genesys Dice app, but may be below.
included in many other dice aids or rolling mods.

Regular d12 1 2 3 4 5 6 7 8 9 10 11 12
Memory Die 󲊶󲊶 󲊶 󲊶 󲊶 󲊶 󲊶 󲊶
Table of Contents
THE BASICS..............................................................4 SUPPORT PROGRAMS .............................................33
Memory .............................................................................................. 4 Advanced Targeting....................................................................... 34
Heat Threshold ................................................................................ 4 Combat Analysis............................................................................. 35
Program Capacity ............................................................................ 4 Counter-Intrusion ......................................................................... 36
Modification Summary .................................................................... 5 Encyclopedic Medical Systems (EMS) ......................................... 37
BODY MODS..............................................................7 Emotional Analysis........................................................................ 38
Cowl ................................................................................................... 8 Force Analysis................................................................................ 39
Heat Exchanger................................................................................ 9 Hyper-Skill...................................................................................... 40
Muscle Fibers.................................................................................. 10 Statistical Analysis...................................................................... 41
Reflex Accelerator....................................................................... 11 WEAPON MODS.......................................................42
Sensor Suite .................................................................................... 12 Concealed Blade............................................................................. 43
Stoneskin......................................................................................... 13 Electrified blade ........................................................................... 44
DRONE MODS..........................................................14 Heated Blade................................................................................... 45
Utility Arms .................................................................................... 15 Ballistic Cannon ............................................................................ 46
Microdrones ................................................................................... 16 Charge Cannon................................................................................ 47
Gas Cannon ...................................................................................... 48
METAMORPHS........................................................17 Flame Cannon.................................................................................. 49
Condor.............................................................................................. 18
Flash cannon .................................................................................. 50
Mantis .............................................................................................. 19
Frost Cannon .................................................................................. 51
Med-Suite......................................................................................... 20
Broadcast Hammer ........................................................................ 52
Ogre .................................................................................................. 21
Charge Hammer .............................................................................. 53
Omni-Directional Lenses............................................................... 22
Shatter Hammer............................................................................. 54
BROADCASTS .........................................................23 MARKETPLACE.......................................................55
Confusion......................................................................................... 24
Weaponry & Brands........................................................................ 56
Cooperative Network .................................................................... 25
Cyberware Marketplace .............................................................. 57
Cripple ............................................................................................. 26
Software Marketplace................................................................. 60
Infect ............................................................................................... 27
Interference................................................................................... 28 SUPPLEMENTS .......................................................62
Malfunction.................................................................................... 29 Sample Stat Blocks ....................................................................... 63
Overheat.......................................................................................... 30 Character Sheet ............................................................................ 65
Reprogram....................................................................................... 31 Character Sheet (A4)..................................................................... 67
Spoof ................................................................................................ 32

Note from the Designer modifications detailed here will be more powerful than characters
The material presented in this supplement represents a significant who do not. Be aware of this when designing your games.
change from the design of many examples of Genesys content. It is I love the flexibility of Genesys in play, and the emergent story
more granular and is more likely to appeal to people who enjoy that the dice contribute to, but for maximum enjoyment, I find it is
looking considering the path their character will take as they best with a rigid skeleton beneath, so that all parties understand in
progress: planners, experimenters, and optimizers. However, this advance the direct results of their actions.
change is not antithetical to Genesys, which has many degrees of “The best creativity comes from working within restraints.”
granularity and the tools to allow the GM and Players to find the I hope you can find something to enjoy here, or perhaps just
right mixture for their group. inspiration to make your own game perfect for you and your group!
Additionally, as this content presents an additional major path for -kgblod
character advancement apart from XP, characters utilizing the
c.O.R.E. ................................... 4
Memory ................................. 4
Heat Threshold.................... 4
Program Capacity ............... 4
Modification Summary........ 5
Modification Summary
continued ............................. 6

c.O.R.E. Memory
The Cybernetic-Organic Regulation Engine is the Memory refers to available active processes, represented
central processing unit that handles power management by white Memory Dice , which are rolled on all
and all communication between mechanical cyberware Memory checks (see note on page 2). White results [ ]
and organic user. are optimal processes, Black results [󲊶] are inefficient
processes and generate 1 Heat if used to operate mods.
Nearly everyone has a CORE installed early in life, The ◑ symbol in text represents either or 󲊶.
often struggling under the debt for years to come. Memory Dice can be committed to a specific process;
While it is not easy to upgrade to a higher quality while it is committed the user cannot include it in rolls
model, it is possible for many people, by taking on or commit it to other abilities, and considers their
loans offered as incentives by the corporations that Current Memory to be lower by the number of dice
create the COREs. committed. Memory can be uncommitted on the user's
turn as an incidental (unless otherwise stated).
COREs are central tools in most people’s lives. They
are used to control entertainment systems, communicate
with friends and co-workers, keep up with news and
Heat Threshold
gossip, and play games. Anything a modern person The Heat Threshold is the system's ability to dissipate
might use their phone for, a CORE can be expected to heat without damage to the user’s body. All COREs
duplicate without any additional mods installed. automatically reduce the user's active Heat by 1 at the
start of each turn. When the Threshold is exceeded, at
Anyone with a CORE is considered a cybernetic the start of each turn (before automatic Heat recovery),
target, along with robotic targets. Generally only the user suffers strain equal to current heat, until
animals, and select individuals who elect to forgo current Heat is reduced below Threshold.
having a CORE installed (usually for religious reasons),
are not considered cybernetic targets.
Program Capacity
COREs do have limitations, which control the power Program Capacity is the number of cybernetic systems
and the number of modifications and systems that can the CORE can manage. All mods listed below count as
be installed in an individual. These limitations are one program each. Simple programs like those of a
represented by their Memory, their Heat Threshold, smart phone do not count against this capacity.
and their Program Capacity.

Part 1: THE BASICS


4 ADVANCED CYBERNETIC MODIFICATIONS
Modification Summary
C.O.R.E. Mod Memory Heat Threshold Program Rarity Modern Price Comparison
Capacity
Budget 1 2 1 Anyone Has Cheap Car or a nice computer
Common 1 3 2 Most Have Luxury Car or small home in low-
value area
Specialist 2 5 2 Some Have High end education or average home
Corporate 2 6 3 Upper-Class Upper end home or small airplane
Corporate Executive 3 8 4 Elite-Only Private Jet, or a luxury estate
Black-Ops 3 10 5 Elite-Only Military Only - No price reference

Category Sub-Type Modification Description Page Number


Bionic Mods Body Mods Cowl A complex suite of sensors, targeted broadcast hacks, and active 8
camouflage cloaking that allows a skilled user to move completely
unseen.
Heat Exchanger System of heat syncs and cooling systems to allow the user to rapidly 9
release Heat generated by other cyberware.
Muscle Fibers Replace organic muscle systems with synthetic fibers to allow the user 10
to perform super-human feats.
Reflex Accelerator Replace nerves with synthetic alternatives and pre-programmed reflex 11
arcs to allow the user super-human reaction speeds.
Sensor Suite Upgrades to optical and auditory nerve channels, as well as replacing 12
organic eyes with hyper-sensitive synthetics. Ever wanted to count the
hairs on a fly from across the room?
Stoneskin A series of micro plates and inertial dampening mechanisms that can 13
auto-calibrate to reduce the force of incoming attacks and make the
user seemingly unstoppable.
Drone Utility Arms A suite of control systems and a handful of powerful mechanical arms, 15
Mods often used for manual labor or handling dangerous materials.
Microdrones A suite of deployment and control systems to control swarms of small 16
drones without the need to be immobilized at a computer terminal.
Metamorph Condor A major transformation suite that grants the user wings and the power of 18
flight.
Mantis A major transformation suite that turns the user into an agile, leaping 19
predator with razor sharp blades.
Medical Suite A major transformation suite that turns the user into a walking medical 20
facility, able to perform precision surgery even in the middle of a
firefight.
Ogre A major transformation suite that turns the user into a hulking engine 21
of destruction. Generates high Heat to maintain.
Omni-Directional A major transformation suite that turns the user into a powerful lens, 22
Lenses capable of spotting all nearby movement and distracting enemies with
focused beams of light.

Note from the Designer SysOps represents internal operations, including defending
In its word choice and structure, this supplement makes against intrusions, and managing the programs on the user’s
assumptions about the setting and available skills in play. None of system.
these should be considered strict rules. Please make any Melee and Ranged skills have been broken into 4 skills:
adjustments you feel would make this supplement fit better for your Melee (Light)/Ranged (Light) represent one-handed weapons.
group and game. Melee (Heavy)/Ranged (Heavy) represent two-handed weapons.
Gunnery weapons are assumed to only be functional while
Skills: attached to a vehicle or fixed mount.
Computer has been broken into two skills:
Hacking represents external operations, usually attacking another
target’s computer systems.

Part 2: Body Mods


ADVANCED CYBERNETIC MODIFICATIONS 5
Modification Summary continued
Category Sub-Type Modification Description Page Number
Programs Broadcast Confusion A broadcast virus that infects enemy sensory systems and erases 24
incoming data or counterfeits false stimulus.
Cooperative A broadcast program that provides targeted adjustments to the systems 25
Network and cybernetics of allies, improving their functionality in real-time.
Cripple A broadcast virus that infects enemy cyberware and overwhelms it with 26
crippling errors.
Infect A broadcast virus that infects enemy sensory systems and overwhelms 27
them with distracting junk data.
Interference A broadcast virus that infects enemy cyberware with malware processes 28
that interfere with operating programs of enemy cyberware.
Malfunction A broadcast virus that infects enemy cyberware and forces painful and 29
damaging malfunctions in enemy systems.
Overheat A broadcast virus that infects enemy cyberware and causes systems to 30
overheat.
Reprogram A broadcast program that allows the user to take control of a target's 31
cybernetics and either help or hinder with additional processing power.
Spoof A broadcast virus that infects enemy cyberware and adjusts the 32
chemical balance of the target's brain, allowing the user to manually
adjust the target's emotional state.
Support Advanced Targeting A support program that scans and analyzes targets to identify and hit 34
optimal weak points.
Combat Analysis A support program that constantly scans for danger and prioritizes 35
threats, so the user can focus on other tasks.
Counter-Intrusion A support program that constantly hunts for viral broadcasts and 36
automatically deploys countermeasures against cyber-attacks.
E.M.S A support program that provides detailed medical analysis and 37
feedback for maximum treatment, and optimizes self-repair features in
the user's cyberware.
Emotional Analysis A support program that monitors micro-reactions and bio-metric 38
feedback to analyze the emotional state and even thoughts of a subject.
Force Analysis A support program that analyzes force and materials to maximize 39
explosive effect.
Hyper-skill A support program that updates with micro-adjustments and real-time 40
feedback, allowing the user to perform like the top expert in any field.
Statistical Analysis A support program that scans nearby and net data to analyze 41
probabilities and allows the user to accurately predict events and find
connections between subjects.
Category Sub-Type Modification Description Page #
Weapons Blades Concealed A highly lethal concealed weapon capable of deploying and killing a 43
target without anyone else noticing.
Electrified An electrified blade capable of disabling foes with debilitating shocks. 44
Heated A super heated blade capable of incredible damage at the cost of high 45
Heat generation.
Cannons Ballistic A low caliber, flexible firearm with the ability to manage variable 46
ammunitions.
Charge A powerful Gauss cannon that flings small metal rods at incredibly high 47
speeds after fully charging.
Gas A utility cannon capable of spraying anesthetic gas, smoke cover, or 48
even corrosive acid.
Flame A miniaturized flamethrower built into the user's arm, capable of 49
igniting targets, or fending off large crowds.
Flash A cannon that utilizes weaponized light to incapacitate enemies non- 50
lethally. Excellent against heavily armored targets or for humane take-
downs.
Frost A cannon that fires compressed, super-cooled gas to cripple enemies, 51
and weaken armors.
Hammers Broadcast A heavy armored broadcast antenna designed to enhance the user's 52
broadcast programs, and bludgeon enemies.
Charge A slow, but powerful hammer that can be charged for even greater 53
impacts.
Shatter A powerful multi-headed hammer capable of puncturing armors, and 54
shattering objects.

Part 1: THE BASICS


6 ADVANCED CYBERNETIC MODIFICATIONS
Cowl ...................................8
Heat Exchanger ................9
Muscle Fibers................. 10
Reflex Accelerator ...... 11
Sensor Suite................... 12
Stoneskin........................ 13

Surpassing Humanity
Body Modifications are a broad category that
represents any significant replacement of part of the
organic body, without a dramatic change in form or
function.
At their most basic, Body Mods are simple
prostheses used to replace damaged, or organic body
parts. Slightly more complex are the artificial organs
which can replace or even improve upon all of the
natural functions of the missing organ.
Many people are given free body and genetic scans
in their infancy, and are offered procedures to replace
potentially problematic organs well before they can
pose a threat to health or lifestyle. These procedures
are easy to get, but come at the cost of massive loans,
leaving nearly everyone who was not already in debt
from installing a CORE, carrying the debt of an organ
replacement procedure.
At their peak, Body Modifications can surpass the
limits of normal human organs or structures, and the
installation of such mods can turn even the smallest
or weakest looking humans into living weapons,
capable of jumping enormous distances, reacting with
superhuman speed, disappearing from sight, or
shrugging off enormous damage.
Such modifications are enormously expensive, and
most people, even those who have artificial upgrades,
cannot match the effectiveness of these superhuman
mods.

Part 2: Body Mods


ADVANCED CYBERNETIC MODIFICATIONS 7
Cowl
When making a Stealth check, the user may roll their Current Memory as part of the pool. The user may spend ◑◑ to add � or � to
the check.

Cost: 2,000

CLOAK MURDEROUS COWL PASSIVE SCAN INTERFERENCE


As an action, make an Average (��) The first combat check a character As a maneuver, commit . While
Hacking check. On a success, the user makes after succeeding a Stealth check committed, the user adds �� to all
may suffer strain equal to ranks in improved by Cowl during this checks made to detect or notice them
Cloak. For each success, an ally within encounter, adds ��� to the results. made by AI or constructs.
short range may add � equal to the
strain suffered to their next Stealth
check this during this encounter.

Cost: 1,000 Cost: 1,000 Cost: 1,000

OVERCLOAK CLOAK DISTORTED ARMS


When making taking the Cloak action, As an action, make an Average (��) As a maneuver, commit . While
the user may suffer 1 Heat to consider Hacking check. On a success, the user committed, the user upgrades any
their Cloak talent as having one may suffer strain equal to ranks in melee combat checks they make once.
additional rank. The user may activate Cloak. For each success, an ally within
this a talent a number of times equal to short range may add � equal to the
their Willpower. strain suffered to their next Stealth
check this during this encounter.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CLOAK CENSOR GHOST PROTOCOL


As an action, make an Average (��) Once per session, take the Censor As a maneuver, commit . While
Hacking check. On a success, the user action and make a Hard (���) committed, the user leaves little trace on
may suffer strain equal to ranks in Hacking check. If the check is security recordings. A Hard (���)
Cloak. For each success, an ally within successful, a number of targets within SysOps check may be attempted to
short range may add � equal to the Medium range equal to the user's detect the presence of the user on the
strain suffered to their next Stealth Cunning forget about having perceived recordings, but no identifying features
check this during this encounter. the target during this encounter. may be recovered.

Cost: 1,000 Cost: 1,000 Cost: 2,000

VEIL OF SHADOWS EFFICIENT PROCESSING SHADOWTOUCH


As a maneuver, commit one or more When suffering Heat due to the Veil of Once per round, as an incidental, the
and user suffers 1 Heat per Shadows, suffer 1 less Heat per turn. user may suffer 2 strain to decrease
committed at the end of each turn the difficulty of next Stealth or Skulduggery
remain committed. While check they make by 1.
committed, the user may add � per
committed to any checks made to locate
or detect the user’s presence.

Cost: 1,200 Cost: 1,300 Cost: 1,500


Part 2: Body Mods
8 ADVANCED CYBERNETIC MODIFICATIONS
Heat Exchanger
As an action, make a Hard (���) SysOps check. If the check is successful, the user may reduce their current Heat by 1 plus 1 for each
additional uncancelled �� after the first.

Cost: 2,500

HEAT WAVE FOCUSED HEAT OVERHEAT PROTECTION


Once per encounter, as an action, the When taking the Heat Wave action, the Reduce the strain the user suffers when
user may take the Heat Wave action. All user may make an Average (��) exceeding their Heat Threshold by 2 per
targets within Short range must make SysOps check as an incidental. For each rank of Overheat Protection.
an Average (��) Coordination check success, the user may exclude one target
or suffer damage equal to twice the from the effects of the Heat Wave. ��
user’s current Heat. This may affect may cause a single target to repeat the
allies as well as enemies. check at the start of their next turn
suffering damage again on a failure.

Cost: 1,000 Cost: 1,000 Cost: 1,500

HEAT AMP SCALDING PROGRAM OVERHEAT PROTECTION


Targets damaged by the Heat Wave When taking the Heat Wave action, the Reduce the strain the user suffers when
action now suffer additional damage user may set the difficulty of the exceeding their Heat Threshold by 2 per
equal to the user's their Maximum Coordination check as equal to their rank of Overheat Protection.
Memory. ranks in Hacking.

Cost: 800 Cost: 1,000 Cost: 1,500

OVERHEAT VENT HEAT ADVANCED COOLING


When Engaged with a cybernetic target, Once per encounter, take the Vent Heat Reduce the difficulty of the Heat
as an action, the user may suffer 1 Heat action and attempt an Average (��) Exchanger action by 1.
and attempt a Hacking versus the SysOps check including the user’s
target's SysOps check. If the check is Current Memory as part of the pool. If
successful, the user may increase the the check is successful, the user may
target's Heat by one, plus an additional spend ◑ up to the user's current Heat,
one per ��. ��� from the check to reduce their Heat by 1 and deal 1
may be used to cause the target to not Wound (bypassing soak) per ◑ to an
recover 1 Heat at the start of their turn engaged enemy. The user suffers 1
as normal. strain for each , and 1 Wound for
Cost: 1,000 Cost: 1,000 Cost: 1,200

HEAT SINK OVERCLOCK AFTER MARKET COOLER


As a maneuver, commit . While Once per encounter, the user may active As a maneuver, commit . While
committed, when the user makes a this talent as an out-of-turn incidental. committed, the user reduces their Heat
successful Brawl check or Melee check Once they do, for the remainder of the by an additional 1 at the start of each
using a cybernetic weapon, ��� or encounter or until the user surpasses turn. The user suffers 1 Strain at the
� may be spent on the check to cause their Heat Threshold, they no longer start of each turn that remain
the target to suffer Strain equal to the reduce their Heat at the start of their committed.
user's current Heat. The user suffers 2 turn, and they consider their their
Strain at the end of each turn the Current Memory to be 1 higher.
remains committed.

Cost: 2,000 Cost: 1,500 Cost: 1,000


Part 2: Body Mods
ADVANCED CYBERNETIC MODIFICATIONS 9
Muscle Fibers
When making an Athletics check, the user may roll their Current Memory as part of the pool. The user may spend ◑ to add � or � to
the check.

Cost: 2,000

MICRO-TUNED FIBERS LEAP QUICK LEAP


When making a Coordination check, As an action, the user may roll their As an incidental, the user may suffer 2
the user may roll their Current Memory Current Memory and spend ◑ to jump Heat to perform Leap as a maneuver
as part of the pool. The user may spend horizontally to any location in Short instead of an action.
◑ to add � or � to the check. Range.

Cost: 1,500 Cost: 1,000 Cost: 1,000

IMPROVED POLYMERS LONG JUMP HIGH JUMP


The user's base encumbrance is The user may spend ◑ to increase The user may Leap vertically, in
increased by 2. Leap's range by 1 range band. addition to horizontally.

Cost: 1,000 Cost: 1,000 Cost: 1,000

RAPID TENSION TUNING HEAVY LIGAMENTS ACTIVE MUSCULAR SIMULATION


When making a Brawl check, the user User reduces the rating of Cumbersome As a maneuver, commit to count
may roll their Current Memory as part and Unwieldy by 1 on weapons they Brawn as +1, to a maximum of 6.
of the pool. The user may spend ◑ to operate.
add � or � to the check.

Cost: 1,500 Cost: 500 Cost: 1,000

REINFORCED FIBERS REINFORCED JOINTS BLACK-OPS ARTILLERY PROTOCOL


The user's base encumbrance is The user may use Ranged (Heavy) As a maneuver, commit . May
increased by 2. weapons in one hand. User must suffer carry and wield Gunnery weapons while
1 Heat each turn a combat check is remain committed.
made with a Ranged (Heavy) weapon in
one hand.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 2: Body Mods
10 ADVANCED CYBERNETIC MODIFICATIONS
Reflex Accelerator
When rolling initiative for an encounter, the user may roll their Current Memory as part of the pool. The user may spend ◑ to add � to
the check.

Cost: 2,500

UNCANNY BALANCE MACHINE INTERFACE ESCAPE REFLEX


Once per round, when the user would When making a Driving or Piloting Spend 1 Story Point to allow the user to
be knocked prone, the user may suffer 2 check, the user may roll their Current disengage from engaged enemy as an
strain as an out of turn incidental to Memory as part of the pool. The user out-of-turn incidental.
regain a standing position may spend ◑ to add � or � to the
check.

Cost: 800 Cost: 1,000 Cost: 1,000

EARLY BIRD PROTOCOL NETWORKED ALARM CONTINGENCY PLAN


As a maneuver, commit . While When rolling Memory as part of the Once per encounter, after failing a
committed, the user adds ◽ to all basic effect of this mod, the user may combat check, the user may suffer 2
combat checks targeting enemies who spend ◑ to add � to an Engaged Ally's strain and move to a location within
have not yet acted this round. initiative result. Medium Range as an incidental.

Cost: 1,000 Cost: 1,000 Cost: 1,000

UNPREDICTABLE MOVEMENTS HYPER-REACTION PROCESSES AVOIDANCE REFLEX


As a maneuver, commit . While As a maneuver, commit one or more Once per turn, the user suffers 1 less
committed, enemies who act after the . Upgrade the difficulty of all combat Strain, per rank of Avoidance Reflex,
user in the a combat encounter suffer an checks targeting the user a number of when activating the Dodge, Parry,
automatic � on any combat checks times equal to committed while the Reflect, or Sidestep talents.
targeting the user this round. dice remain committed. User suffers 1
Strain per turn, per committed.

Cost: 1,200 Cost: 1,200 Cost: 1,500

AVOIDANCE REFLEX MULTI-THREAD NERVE CONDUCTION OVER-CLOCK NEURONS


Once per turn, the user suffers 1 less As a maneuver, commit to count As a maneuver, commit and user
Strain, per rank of Avoidance Reflex, Agility as +1, to a maximum of 6. suffers 1 Heat at the end of each turn
when activating the Dodge, Parry, the remain committed. While
Reflect, or Sidestep talents. committed, the user may take a second
free maneuver on their turn. The user
may take a third maneuver, suffering 2
Strain and 2 Heat.

Cost: 1,500 Cost: 2,000 Cost: 1,000


Part 2: Body Mods
ADVANCED CYBERNETIC MODIFICATIONS 11
Sensor Suite
When making a Perception check, the user may roll their Current Memory as part of the pool. The user may spend ◑ to add � or � to
the check.

Cost: 2,000

DETECTION JUNK-DATA FILTER MACRO LENS


As a maneuver, make an Average (��) Once per encounter, the user may suffer When activating the Sensor Suite, the
SysOps check, rolling the user's Current 1 Heat to remove ◽◽ from a single user may spend ◑ to see microscopic
Memory as part of the pool. If the check Perception or Vigilance check. details of a single object within Engaged
is successful, the user may spend ◑ to range.
ignore the effects of darkness or
blindness and see normally at up to
Short range for the remainder of the
round (or up to 1 minute).

Cost: 1,000 Cost: 1,000 Cost: 1,000

DURATION WIDE ANGLE LENSES TELEPHOTO LENS


When activating Detection, the user When activating the Sensor Suite, the When activating the Sensor Suite, the
may spend ◑ to increase duration by an user may spend ◑◑ to see in every user may spend ◑ to make out fine
additional round (or minute). direction simultaneously, noticing an details on a single object within
observing all things in full 360degree Medium range.
arc. (May not be activated multiple
times.)

Cost: 500 Cost: 700 Cost: 1,000

CYBER-SCAN RANGE X-RAY


When activating the Sensor Suite, the When activating the Sensor Suite, the When activating the Sensor Suite, the
user may spend ◑ to identify one user may spend ◑ to increase the range user may spend ◑ to see through a
cybernetic mod a target within Short of Macro Lens, Telephoto Lens, X-Ray, single object at Engaged range as
range possesses. or Cyber-Scan by one range band. though it were transparent.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SCAN EXECUTABLE LOW-POWER SCANNERS SENTRY EXECUTABLE


As a maneuver, commit . While As a maneuver, commit . While As a maneuver, commit . While
committed, increase the ability of committed, when making an Vigilance committed, increase the ability of
Perception checks the user makes by check, the user may roll their Current Vigilance checks the user makes by one.
one. (May not be activated multiple Memory as part of the pool. The user (May not be activated multiple times.)
times.) may spend ◑ to add � or � to the
check.

Cost: 1,200 Cost: 1,000 Cost: 1,200


Part 2: Body Mods
12 ADVANCED CYBERNETIC MODIFICATIONS
Stoneskin
When installed, this mod increases the user’s soak by 1.

As an action make an Average (��) SysOps check, rolling the user's Current Memory. If the check is successful, the user may spend
one or more ◑ to increase their soak by 1 each time until the start of the user's next turn.

Cost: 2,000

UNBREAKABLE DURATION INDOMITABLE


The user reduces any Critical Injury The user may spend ◑, up to ranks in As a maneuver, the user may spend 1
result they suffer by 10 per rank of Duration, to increase the duration of Story Point to ignore any wounds taken
Unbreakable, to a minimum of 01. Stoneskin's ongoing effect by a 1 round, until the end of the round and for 1
per ◑. round per rank of Indomitable. At the
end of the duration, all the wounds are
applied in full. If this takes the user over
their Wound Threshold, roll on the
Critical Hit table +10 per round of
Indomitable.

Cost: 1,000 Cost: 1,500 Cost: 800

UNBREAKABLE FAMILIAR PROGRAMMING INDOMITABLE


The user reduces any Critical Injury Once per encounter, the user may take As a maneuver, the user may spend 1
result they suffer by 10 per rank of the Stoneskin action as a maneuver. Story Point to ignore any wounds taken
Unbreakable, to a minimum of 01. until the end of the round and for 1
round per rank of Indomitable. At the
end of the duration, all the wounds are
applied in full. If this takes the user over
their Wound Threshold, roll on the
Critical Hit table +10 per round of
Indomitable.

Cost: 1,000 Cost: 1,200 Cost: 800

UNBREAKABLE DURATION INDOMITABLE


The user reduces any Critical Injury The user may spend ◑, up to ranks in As a maneuver, the user may spend 1
result they suffer by 10 per rank of Duration, to increase the duration of Story Point to ignore any wounds taken
Unbreakable, to a minimum of 01. Stoneskin's ongoing effect by a 1 round, until the end of the round and for 1
per ◑. round per rank of Indomitable. At the
end of the duration, all the wounds are
applied in full. If this takes the user over
their Wound Threshold, roll on the
Critical Hit table +10 per round of
Indomitable.

Cost: 1,000 Cost: 1,500 Cost: 800

ADAMANT SUSTAIN DYNAMIC IMPACT SHIELD


As an incidental, the user may commit After performing a Stoneskin check, As a maneuver, the user may commit
. While committed, the Advantage commit to sustain the effect of one or more . While committed,
cost of activating item qualities Stoneskin while the remains when the user is targeted by a successful
targeting the user is increased by 1. committed. attack, the user may suffer Heat up to
their Heat Threshold. Reduce the
damage of incoming attacks by 1
(before soak) per for each Heat
suffered. The user suffers 1 Strain at the
start of each turn that remain
committed.
Cost: 2,500 Cost: 1,500 Cost: 1,500
Part 2: Body Mods
ADVANCED CYBERNETIC MODIFICATIONS 13
Many Hands, Light Work...............14
Utility Arms ...................................15
Microdrones ..................................16

Many Hands, Light Work


Drone Modifications are complex systems that may
be capable of producing small machines, broadcasting
commands to them, and facilitating repairs or other
maintenance processes. A single person with a Drone
Modification and the proper software & training, can
do the work of an entire team of laborers, serving as
supervisor to the mechanical workers.
Drone Mods are less common than some other
mods, as the drones they produce or manage tend to
be high maintenance for the user. Companies prefer to
invest in fleets of semi-disposable robots, and
individuals can seldom afford the investment of a
Drone control system.
However, those individuals who make the
commitment to drones can be a force to be reckoned
with, especially on the battlefield where they can be in
many places at once without ever subjecting the
critical controller to danger.
The Utility Arms Modification was designed as a
heavy labor assistant, allowing the user to handle
dangerous materials from a distance. However, the
long and enormously flexible arms of the original
model of drone proved to be prone to bugs, with
some users reporting they seemed to develop
personalities of their own. Despite this, after
generations of patched software, many mercenaries
and specialists will swear by their Utility Arms.

Part 3: Drone Mods


14 ADVANCED CYBERNETIC MODIFICATIONS
Utility Arms
The user possesses an intricate mod that controls several drones that serve as flexible utility arms.
As a maneuver, the user may make an Average (��) SysOps check. If the check is successful, the arms activate until the end of the
encounter, or until deactivated as an incidental. While the drones are active, the user can perform a second maneuver during their turn
without suffering strain or giving up their action, but they can never perform more than two maneuvers during their turn.

Cost: 3,000

GRAPPLING ARMS STRANGLING ARMS PIERCING CLAWS


Take the Grappling Arms action, and The user may use ��� or � on their Once per encounter, the user may
make an Average (��) Hacking check Grappling Arms check to stagger one attack with three of the utility arms. For
to immobilize all targets engaged with affected target until the end of target's each arm (3), target a creature within
the user until the end of the target's next next turn. Medium range, the target suffers two
turn. Before making the check the user wounds. The user may direct all three
may increase the difficulty of the check arms to one target, or separate targets
to increase range of the effect to a within range.
maximum of a Daunting check and
Medium range.

Cost: 1,000 Cost: 1,000 Cost: 1,000

IMPROVED GRAPPLE TIGHT SQUEEZE IMPROVED PIERCING CLAWS


When making a Grappling Arms check, When a target attempts a check to Once per encounter, the user may suffer
the user may increase the difficulty of escape from the user's Grappling Arms 3 Heat to use Piercing Claws an
the check by one and extend the or Strangling Arms, increase the additional time this encounter.
duration of the immobilize effect by one difficulty of the check by one.
round.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CRUSHING ARMS WAR ARMS FLEX-SIGHT


When making a Grappling Arms check, When making a combat check using the As an incidental, the user may commit
the user may increase the difficulty of Brawl skill, the user may upgrade in order to to use one of the drone
the check by one. If the check is difficulty of the attack once, and target arms as another set of eyes, allowing the
successful, one target of the user's an enemy at Short range. The difficulty user to see around corners, through
choice begins to Suffocate (GCRB of this check remains Average. small spaces, or otherwise perceive as
p.112) while immobilized. though the user was at the end of the
drone (approximately Short range from
the user).

Cost: 1,000 Cost: 1,000 Cost: 1,000

ABDUCTION IMPROVED WAR ARMS SPIDER-CLING


When making a Grappling Arms check, When making a combat check using the While the drone arms are active, the
the user may reduce the difficulty of the Brawl skill, the user may upgrade user may cling indefinitely to (but not
check by one and target only a single difficulty of the attack twice, and target move on) vertical or inverted surfaces
target within range. an enemy at Medium range. The and when making checks to traverse
difficulty of this check remains Average. vertical or inverted surfaces the user
upgrades the ability twice. GM may
decide certain surfaces cannot support
the user's weight.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 3: Drone Mods
ADVANCED CYBERNETIC MODIFICATIONS 15
Microdrones
The user possesses an intricate mod to produce and control swarms of tiny drones.
As an action, the user may make a Hard (���) SysOps check. If the check is successful, create a minion group of one Microdrone (see
page 63 for complete stat block) under the user's control, with an additional Microdrone per additional ��. If the user attempts to
create more than one minion group, the oldest of the minion groups is destroyed. If any of the user's minions moves to more than Short
range from the user, it is destroyed. The user must perform a maneuver on their turn, if they do, each minion group or rival may
perform one action and one maneuver.

Cost: 2,500

EXTENDABLE ANTENNA OPTIMIZED CODING MULTI-TASK OPTIMIZATION


The user’s minion Microdrones can The user’s minion Microdrones gain the The user can control a number of
now move to Long range before being Melee, Perception, and Vigilance skills. minion groups equal to their Current
destroyed. Memory rating (minimum 1) before
they are destroyed when the user
attempts to create more.

Cost: 1,000 Cost: 700 Cost: 1,000

PREFABRICATION SYSTEM AUTOMATED ASSISTANT REROUTE PROCESSES


Reduce the difficulty of the As an action, commit to create one As a maneuver, the user may commit
Microdrones action check by 1. Rival creature under the user’s control to upgrade checks made by minions
(see page 63 for complete stat block). they control.
This drone is not counted against the
drone control limit, and is not
destroyed by being too far away from
the user. If the Assistant suffers any
wounds in excess of its wound threshold,
the user creates an another Assistant, or
the is uncommitted, it is destroyed.
Cost: 1,500 Cost: 1,500 Cost: 1,000

ACTIVE EVASION EXECUTABLE REMOTE CONTROL USER ASSIST


When drones would suffer damage, As a maneuver, the user may commit Suffer 1 strain while issuing commands
user may suffer 3 Heat to half the to direct a minion group at up to to add ◽ to a single check made by a
damage the drones would take (before extreme range, and to see and hear user's drone before the end of the user's
soak). through its senses. User suffers 1 Heat turn.
per turn, while remains committed.

Cost: 500 Cost: 1,000 Cost: 1,000

CREATIVE WEAPONRY INDEXED BUILD SCHEMATICS INDEXED BUILD SCHEMATICS


Increase the damage of all Microdrone When creating a new minion group, When creating a new minion group,
or Personal Assistant attacks by +2. increase the number of minions created increase the number of minions created
by +1 minion per rank in this talent. by +1 minion per rank in this talent.
When creating a new Personal When creating a new Personal
Assistant, increase the Assistant’s Assistant, increase the Assistant’s
maximum Wound Threshold by +2 per maximum Wound Threshold by +2 per
rank in this talent. rank in this talent.

Cost: 1,000 Cost: 1,200 Cost: 1,200


Part 3: Drone Mods
16 ADVANCED CYBERNETIC MODIFICATIONS
Condor......................... 18
Mantis ......................... 19
Med-Suite.................... 20
Ogre ............................. 21
Omni-Directional
Lenses ......................... 22

Monsters in Disguise
Metamorph Modifications can be some of the most
disorienting cybernetic systems both for observers and
even more so for users. Metamorph Mods are
distinguished by causing a significant change in shape
and or function for the majority of the user’s body.
These Mods are not actually a single system, but a
complete overhaul of the user’s body, with nearly
every internal organ being replaces or relocated. Bones
are replaces with more efficient alternatives and little
is left of the user’s organic body aside from their
brain. As such, a user may not have more than one
Metamorph system installed.
The famous Ogre mod allows the user’s body to
unfold and lock into a rigid frame, allowing enormous
motors to turn the user into a walking tank, capable
of lifting and even throwing objects as large as cars.
The far more subtle Condor mod is a favorite of
certain thrill-seekers, who are equipped with glider
wings at all times, for whenever the mood strikes
them to leap of a building, cliff, or from an aircraft.
Even the famous Med-Suite mod can be a terrifying
sight to behold as the user unfolds, shedding an
resemblance to a human being and existing only as a
bristling mass of surgical tools and medical scanners.
Given the massive difference between the form and
function of a Metamorph Modification from the
natural human form, there is a measurable increase in
psychosis and rapid cognitive dysfunction in those
who install Metamorph modifications without proper
counseling. The human might is simply not prepared
to see in all directions at once, or direct sixteen
precision surgical instruments at the same time.

Part 4: Metamorphs
ADVANCED CYBERNETIC MODIFICATIONS 17
Condor
The user may deploy or withdraw the metamorph mod as an action and, while active, the user gains all the benefits and drawbacks of the
mod and upgrades, including: at the start of each of the user's turns, the user suffers 1 Heat.
While active, when the user has no more than 2 Encumbrance, the user may glide from heights, and suffers no fall damage from a fall
from any height. The user may travel horizontally during a glide a distance equal to half the height of the fall; the user moves one range
band per turn without maneuvering, but must maneuver to change directions.
While active, the delicate mods and deployed fins make other activities more difficult: the user suffers double the damage from incoming
attacks (before Soak), and upgrades the difficulty of all physical checks not related to flight one time.

Cost: 2,000

STABLE FINS ULTRA-LIGHT AERIAL SUPERIORITY


While gliding, the user may travel twice The user's Encumbrance limit for The ability of combat checks made
the height of the fall in a horizontal gliding is increased by 5. while flying or gliding is upgraded once
direction. while the user is above the target.

Cost: 700 Cost: 1,000 Cost: 1,000

CLIMB! EMERGENCY DEPLOYMENT NEURAL- INTEGRATION


Once per encounter per rank of Climb!, As an out-of-turn incidental, the user The user no longer upgrades the
as a maneuver while gliding, the user may spend 1 Story Point to deploy the difficulty of checks due to this mod.
may gain altitude equal to one range metamorph mod instantly while already
band. falling.

Cost: 1,000 Cost: 1,000 Cost: 1,000

JET BOOSTERS CLIMB! DUCK & GLIDE


One per session, the user may fly Once per encounter per rank of Climb!, When an enemy targets the user with a
aerodynamically until the end of the as a maneuver while gliding, the user combat check, � may be spent to
encounter. The user must maneuver to may gain altitude equal to one range disengage or move one range band as
gain altitude or change directions band. an out-of-turn incidental.
(including circling 'in place'), and
begins to glide downward if no flight
maneuvers occur. The GM may call for
skill checks for particularly daring
stunts.

Cost: 1,000 Cost: 1,000 Cost: 1,200

HIGH SPEEDS STEALTH MATERIALS HIT & RUN


While flying with Jet Boosters, the user The user flies and glides silently. Once per round, when the user makes a
may move two range bands with a Increase the difficulty of checks to spot combat check, �� may be spent to
single maneuver. the user while gliding by one; at night move as incidental, without counting
or in the dark, increase the difficulty by against the user's maneuvers for the
two. turn.

Cost: 1,000 Cost: 1,000 Cost: 1,100


Part 4: Metamorphs
18 ADVANCED CYBERNETIC MODIFICATIONS
Mantis
The user may deploy or withdraw the metamorph mod as an action and, while active, the user gains all the benefits and drawbacks of the
mod and upgrades, including: at the start of each of the user's turns, the user suffers 2 Heat.
While active, the user may perform a move maneuver once per turn as an incidental; gains access to a weapon (Razor Claws; Melee-
Light; Range Engaged; Damage +4; Critical 3); and gains 1 rank in the Dodge talent.
While active, the user's soak is reduced by 3.

Cost: 2,500

POUNCE EVASIVE PRECISION MOTION


As an action, target an enemy at either After performing a move maneuver, the The user my increase their ranks in the
Short or Medium range and perform a user increases their melee and ranged Coordination skill by equal to their
Melee Combat check using the Razor defense by 1 per rank in Evasive, until Current Memory.
Claws. If the check is successful, the user the start of the their next turn.
moves into Engaged range of the target
and the attack hits as normal. If the check
fails, the user moves to a location within
Short range of the target. �� on a failed
check, may force the user to move to
within Engaged of the target.
Cost: 1,000 Cost: 1,000 Cost: 1,000

SHARP EDGES MANTIS AUTO-COMBAT ON THE WALL


The damage of this mod's weapon When making a combat check with this The user may traverse or cling to
increases by +1 per rank of Sharp mod's weapon, the user may consider vertical surfaces (but not inverted
Edges. their ranks in the combat skill as equal surfaces).
to ranks in Mantis Auto-Combat.

Cost: 1,500 Cost: 800 Cost: 1,000

EVASIVE MANTIS AUTO-COMBAT EVASIVE


After performing a move maneuver, the When making a combat check with this After performing a move maneuver, the
user increases their melee and ranged mod's weapon, the user may consider user increases their melee and ranged
defense by 1 per rank in Evasive, until their ranks in the combat skill as equal defense by 1 per rank in Evasive, until
the start of the their next turn. to ranks in Mantis Auto-Combat. the start of the their next turn.

Cost: 1,000 Cost: 800 Cost: 1,000

IMPROVED POUNCE SHARP EDGES ON THE CEILING


When making an attack with Pounce, The damage of this mod's weapon The user may traverse or cling to
the Critical rating of Razor Claws is increases by +1 per rank of Sharp inverted surfaces.
decreased by 2. Edges.

Cost: 1,500 Cost: 1,500 Cost: 1,000


Part 4: Metamorphs
ADVANCED CYBERNETIC MODIFICATIONS 19
Med-Suite
The user may deploy or withdraw the metamorph mod as an action and, while active, the user gains all the benefits and drawbacks of the
mod and upgrades, including: at the start of each of the user's turns, the user suffers 2 Heat.
While active, the user may perform the Med-Suite maneuver. Once per turn, as a maneuver, a target within Engaged range (including
the user) recovers 1 Wound.
While active, the user upgrades the difficulty of all Charm and Leadership checks twice.

Cost: 2,000

TOOLS IN HAND SELFLESS HEALER EMERGENCY SURGERY


Suffer 2 Strain, as an incidental, to Once per encounter, when making a Take the Emergency Surgery action
count as having appropriate tools for a Medicine check to heal wounds, the targeting a creature who suffered a
Medicine check. user may suffer 2 Heat to reduce the Critical Injury during the current
difficulty of the check, to a minimum of encounter and make a Hard (���)
Simple. Medicine check. If the check is
successful, the user may immediately
remove one or more critical injuries
from the target, suffering 2 Heat per
severity of the critical injury.

Cost: 500 Cost: 1,000 Cost: 1,000

CURE IMPROVED NANO-TOOLS TRIAGE


As a maneuver, target an ally within When activating the Med-Suite Once per session when an ally would
Engaged range. Suffer 3 strain, and maneuver, the user may heal an suffer a Critical Injury, the user may
select one ongoing status effect the additional wound on the target. take the Triage out-of-turn incidental;
target is suffering. This status effect make an Average (��) Medicine
immediately ends. check. If the check is successful, the
critical injury roll is reduced to 1.

Cost: 1,000 Cost: 1,500 Cost: 1,000

THERAPY EFFICIENT DESIGN GROUP CARE


Commit one or more . While Reduce the Heat cost of this mod by 1 When healing Strain after an encounter,
committed, when healing a target with per turn. allies within Short range of the user may
Med-Suite maneuver, the target also spend �� to heal one wound.
recovers Strain equal to committed.

Cost: 1,000 Cost: 2,000 Cost: 1,000

PREVENTATIVE CARE SELF-REPAIR RESURRECT


When healing Strain after an encounter, As an action, commit one or more . The user may now target a creature who
allies within Short range of the user may While committed, the Med-Suite has died during the current encounter
spend � to heal one critical injury, maneuver also heals the user of with the Emergency Surgery action. The
starting with the lowest severity. Wounds equal to 1 plus committed, Dead critical injury is considered
in addition to its normal effects. Formidable, requiring 10 Heat to heal.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 4: Metamorphs
20 ADVANCED CYBERNETIC MODIFICATIONS
Ogre
The user may deploy or withdraw the metamorph mod as an action and, while active, the user gains all the benefits and drawbacks of the
mod and upgrades, including: at the start of each of the user's turns, the user suffers 2 Heat.
While active, the user gains access to a weapon (Hammer Hands; Melee-Heavy; Range Engaged; Damage +3; Critical 4); increases their
Brawn by 2 (to a maximum of 7); increases their Soak by 2; and their silhouette increases by one.
While active, the user's defense is 0, and cannot be increased by any means.

Cost: 3,000

OVER-CHARGED ROTORS LETHAL TARGETING OGRE AUTO-COMBAT


When activating this mod, for each As a maneuver, commit one or more When making a combat check with this
rank in Over-Charged Rotors, the user . While committed, the any melee mod's weapon, the user may consider
may choose to increase the heat cost of weapon the user wields gains or their ranks in the combat skill as equal
this mod by 1 per round, and increase increases the Vicious quality equal to +1 to ranks in Ogre Auto-Combat.
the damage of all melee attacks by +2. per committed.

Cost: 500 Cost: 1,000 Cost: 1,000

OVER-CHARGED ROTORS KNOCKDOWN OGRE AUTO-COMBAT


When activating this mod, for each All melee weapons the user wields gain When making a combat check with this
rank in Over-Charged Rotors, the user the Knockdown quality. If the weapon mod's weapon, the user may consider
may choose to increase the heat cost of already possesses the Knockdown their ranks in the combat skill as equal
this mod by 1 per round, and increase quality, it may be activated for � to ranks in Ogre Auto-Combat.
the damage of all melee attacks by +2. instead of ��.

Cost: 500 Cost: 1,000 Cost: 1,000

HARDENED METALS THROW OGRE AUTO-COMBAT


The user increases the Soak they gain When activating the Knockdown When making a combat check with this
from this mod by 1. quality on a weapon, the user may move mod's weapon, the user may consider
the target by one range band in any their ranks in the combat skill as equal
horizontal direction. to ranks in Ogre Auto-Combat.

Cost: 1,500 Cost: 1,000 Cost: 1,000

HULKING HEAVY THROW OGRE AUTO-COMBAT


When activating this mod, the user may As an action, the user may pick up and When making a combat check with this
choose to increase their silhouette size throw an object no larger than their mod's weapon, the user may consider
by an additional one. own Silhouette. Suffer Heat equal to the their ranks in the combat skill as equal
object’s Silhouette minus one and make to ranks in Ogre Auto-Combat.
a Ranged (Heavy) combat check, with a
range of Medium. The damage and
Critical rating of the object depends on
the size: Silhouette 0: 8 damage, Critical
3. Silhouette 1: 10, Critical 4; Silhouette
2: 15 damage, Critical 5; Silhouette 3: 20
damage, Critical 6.
Cost: 1,000 Cost: 1,500 Cost: 1,000
Part 4: Metamorphs
ADVANCED CYBERNETIC MODIFICATIONS 21
Omni-Directional Lenses
The user may deploy or withdraw the metamorph mod as an action and, while active, the user gains all the benefits and drawbacks of the
mod and upgrades, including: at the start of each of the user's turns, the user suffers 1 Heat.
While active, the user may perform the Aim maneuver as an incidental, once per turn; and increases the ability of all Perception and
Vigilance checks once.
While active, the user adds ◽◽ to all Stealth and Skulduggery checks.

Cost: 1,000

DAZZLING LIGHTSHOW PAN-OPTICA DAZZLE


As a maneuver, the user may target an Targets within Short range cannot As an out of turn incidental, when an
enemy within Short range. The target move or act without being noticed. ally is targeted by a combat check from
may choose between suffering 1 Strain, an enemy within Medium range, the
or being blinded (as the critical injury) user may suffer 1 strain to add ◽ to the
until the start of the user's next turn. check.
Has no effect against currently blind
targets or those without optical sensors.

Cost: 1,000 Cost: 1,000 Cost: 1,000

LENS-SPLITTER MULTI-SPECTRUM SCANNER IMPROVED DAZZLE


When activating Dazzling Lightshow, Commit . While committed, when Instead of the normal effect of Dazzle:
the user may make an Average (��) the user ignores all ◽ Concealment dice The user may suffer 1 strain to upgrade
Discipline check. If the check is when making a check against a target the check.
successful, the user may target one within Medium range.
additional enemy per uncancelled �.

Cost: 1,300 Cost: 1,000 Cost: 1,200

BRIGHT LIGHTS BRIGHT LIGHTS SUPREME DAZZLE


Dazzling Lightshow inflicts 1 additional Dazzling Lightshow inflicts 1 additional Instead of the normal effect of Dazzle:
strain per rank of Bright Lights. strain per rank of Bright Lights. The user may suffer 1 strain to increase
and upgrade the check (add a Challenge
� die).

Cost: 1,000 Cost: 1,000 Cost: 1,500

GRAND SHOW BRIGHT LIGHTS FOCUSING LENS


Dazzling Lightshow range may be Dazzling Lightshow inflicts 1 additional The user may now activate Dazzle
increased to Medium strain per rank of Bright Lights. against targets at Long range.

Cost: 1,500 Cost: 1,000 Cost: 1,500


Part 4: Metamorphs
22 ADVANCED CYBERNETIC MODIFICATIONS
Confusion.................................24
Cooperative Network ............25
Cripple .....................................26
Infect .......................................27
Interference...........................28
Malfunction............................29
Overheat..................................30
Reprogram...............................31
Spoof ........................................32

Control the Airwaves


Broadcasts are a family of worms, viruses, and trojan
programs that can be sent through the networks that
surround us everyday to break into and manipulate
target computer systems.
Generally speaking, most of the broadcast mods
listed here are considered akin to weapons, or poisons,
and would seldom be acknowledged in polite
company. However, more than one tense scenario has
been ended by the careful deployment of one or more
of these programs.
Some of the effects of Broadcasts can be subtle,
eliciting unnoticed changes in the target’s brain
chemistry, or improved functionality of the target’s
own cybernetic systems by offloading some of their
processing work to the broadcaster’s system.
Other broadcasts are more dramatic, causing
catastrophic overheating of a target’s systems, or
overwhelming their mods with critical errors that can
even have lethal results, should the target have any
bionic organs which can be targeted as well.
Despite their enormous potential, Broadcasts do have
one area of weakness: they required a network to
transfer their code across. If the target is not on a
network because it has no cybernetics (such as a
trained attack dog, or a devoutly ascetic monk), it is
impossible to inflict a broadcast upon them. Similarly,
some of the most secure systems are deliberately kept
separate from the many wireless networks, and can
only be attacked if the user can physically access a
network port location.

Part 5: Broadcasts
ADVANCED CYBERNETIC MODIFICATIONS 23
Confusion
As an action, the user may make a Memory check and spend ◑ to cause a target within short range to be unable to perceive a chosen
person or object of Silhouette 1 or smaller, until the end of the user's next turn. (May not be activated multiple times.)

Cost: 2,000

STRENGTH CONTROL RANGE


When making the broadcast check, the Instead of the normal effects of When making the broadcast check, the
user may spend one or more ◑ to Confusion, the user may alter the user may spend ◑ to increase the range
increase the Silhouette of the target the perception of the person or object, of the broadcast by one band per rank
user is able to obscure by 1, to a instead of masking it. of this talent.
maximum of ranks in this talent.

Cost: 1,000 Cost: 1,000 Cost: 1,000

STRENGTH CAPACITY RANGE


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may spend one or more ◑ to user may spend one or more ◑, to a user may spend ◑ to increase the range
increase the Silhouette of the target the maximum of ranks in this talent, of the broadcast by one band per rank
user is able to obscure by 1, to a increasing the number of targets of this talent.
maximum of ranks in this talent. affected by the check by the user's ranks
in Cunning for each additional ◑.

Cost: 1,000 Cost: 1,000 Cost: 1,000

STRENGTH CAPACITY FIGMENT


When making the broadcast check, the When making the broadcast check, the As an action, make an opposed
user may spend one or more ◑ to user may spend one or more ◑, to a Deception vs Vigilance check rolling
increase the Silhouette of the target the maximum of ranks in this talent, the user's Current Memory along with
the check targeting an enemy within
user is able to obscure by 1, to a increasing the number of targets Short range. If the check is successful,
maximum of ranks in this talent. affected by the check by the user's ranks spend ◑ to cause the target to perceive
in Cunning for each additional ◑. a false person or object of Silhouette 1
or smaller, until the end of the user's
next turn. The user must spend ◑ per
sensory input, if the target interacts
with the illusion with a sense that is not
included, they discover the illusion's
false nature.
Cost: 1,000 Cost: 1,000 Cost: 1,500

REPEAT (ENDLESS) PASSIVE STATIC PHANTASM


Immediately after making a broadcast As a maneuver, the user may commit Immediately after making a Figment
check, the user may commit to one or more . While committed, add check, the user may commit to
sustain the ongoing effects of this �, per , to all combat checks sustain the ongoing effects of the
broadcast while each target remains in targeting the user. figment while the target remains within
range. Long range.

Cost: 2,000 Cost: 1,000 Cost: 1,000


Part 5: Broadcasts
24 ADVANCED CYBERNETIC MODIFICATIONS
Cooperative Network
As an action, the user may make a Memory check and spend ◑ to add automatic � to all checks made by a number of Engaged friendly
targets up to the user's Presence before the end of the user's next turn. (May not be activated multiple times.)

Cost: 2,500

COMMAND BROADCAST RANGE MACHINE LANGUAGE


When making a Cooperative Network When making the broadcast check, the When targeting AI or constructs with
memory check, the user may make an user may spend ◑ to increase the range this broadcast, the first ◑ spent
Easy (�) Leadership check as an of the broadcast by one band per rank activating the basic effect adds �� to
incidental. If the check is successful, the of this talent. the targets checks, instead of �.
user may broadcast a simple message
along with the Battle Meditation.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CAPACITY RANGE CUSTOM CODING


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may spend ◑ to affect an user may spend ◑ to increase the range user may spend ◑◑, a number of times
additional number of targets equal to of the broadcast by one band per rank per turn equal to ranks in this talent, to
the user's Presence, per rank of this of this talent. add one additional automatic � to each
talent. affected characters' checks.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CAPACITY RANGE CUSTOM CODING


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may spend ◑ to affect an user may spend ◑ to increase the range user may spend ◑◑, a number of times
additional number of targets equal to of the broadcast by one band per rank per turn equal to ranks in this talent, to
the user's Presence, per rank of this of this talent. add one additional automatic � to each
talent. affected characters' checks.

Cost: 1,000 Cost: 1,000 Cost: 1,000

REPEAT(ENDLESS) SKILL COOPERATIVE CUSTOM CODING


Immediately after making a broadcast If no 󲊶 were used activating this When making the broadcast check, the
check, the user may commit to broadcast, the user may choose one user may spend ◑◑, a number of times
sustain the ongoing effects of this skill. All targets affected by this per turn equal to ranks in this talent, to
broadcast while each target remains in broadcast consider their skill ranks of add one additional automatic � to each
range. the chosen skill as equal to the rank of affected characters' checks.
the target with the highest rank in the
chosen skill.

Cost: 2,000 Cost: 1,000 Cost: 1,000


Part 5: Broadcasts
ADVANCED CYBERNETIC MODIFICATIONS 25
Cripple
As an action, the user may make a Memory check and target a single target within Short range. The user may spend ◑ to immobilize the
target until the user's next turn. The target may attempt, as an action, to end the effect of the broadcast by succeeding an opposed
SysOps versus the user's Hacking check.

Cost: 2,000

AUTOENCRYPTION RANGE CAPACITY


Targets add ◽◽ to their SysOps check When making the broadcast check, the When making the broadcast check, the
when attempting to end the effects of user may spend ◑ to increase the range user may spend ◑◑ to affect one
this broadcast. of the broadcast by one band per rank additional target within range per rank
of this talent. of this talent.

Cost: 1,000 Cost: 1,000 Cost: 1,000

DISORIENT RANGE CAPACITY


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may spend ◑ to disorient the user may spend ◑ to increase the range user may spend ◑◑ to affect one
target for a number of rounds equal to of the broadcast by one band per rank additional target within range per rank
ranks in this talent. of this talent. of this talent.

Cost: 1,000 Cost: 1,000 Cost: 1,000

DISORIENT REPEAT(ENDLESS) INTERNAL DAMAGE


When making the broadcast check, the Immediately after making a broadcast If the user used any 󲊶 activating this
user may spend ◑ to disorient the check, the user may commit to broadcast, each target also suffers 1
target for a number of rounds equal to sustain the ongoing effects of this Wound per 󲊶 spent on the check
ranks in this talent. broadcast while each target remains in (ignoring Soak).
range.

Cost: 1,000 Cost: 2,000 Cost: 1,000

MASTERY CONTROL PERMANENT DAMAGE


When the user is making a Cripple Spend ◑ when making the Broadcast, When the user is making a Cripple
Broadcast, if the check was not already and select one target affected by Broadcast, if the check was not already
opposed, the user may roll an opposed Cripple; whenever the target takes an opposed, the user may roll an opposed
Hacking vs. SysOps check against one action while under the effect of Cripple, Hacking vs. SysOps check against one
target of the broadcast. If no 󲊶 were that target suffers strain equal to the target of the broadcast. If any 󲊶 were
used, the user may stagger the target user's Willpower. (May not be activated used, the user may inflict a Critical
until the end of the user's next turn. multiple times on the same target). Injury on the target.

Cost: 1,500 Cost: 1,000 Cost: 1,500


Part 5: Broadcasts
26 ADVANCED CYBERNETIC MODIFICATIONS
Infect
As an action, the user may make an opposed Hacking versus Discipline check targeting an Engaged cybernetic target. If the check is
successful, the user may spend ◑◑ to add � to all checks the target makes on its next turn. (May not be activated more than once per
target.)

Cost: 2,000

DISTRACT BOOSTED SIGNAL STRENGTH BROAD SPECTRUM


When making the broadcast check and When making the broadcast check, a When making the broadcast check, the
if the check is successful, the user may number of times per turn equal to ranks user may spend ◑ to affect one
spend ◑ to add a ◽ to the target's next in this talent, the user may suffer 1 Heat additional target who has no higher
check. to increase the Broadcast's range by 1 Discipline than the original target, to a
range band. maximum of the user's ranks in
Capacity.

Cost: 1,000 Cost: 1,000 Cost: 1,000

IMPROVED DISTRACT BOOSTED SIGNAL STRENGTH POP-UPS


When making the broadcast check and When making the broadcast check, a When making the broadcast check, if
if the check is successful, the user may number of times per turn equal to ranks the user's Infect check fails, they may
suffer 1 Heat to upgrade the difficulty of in this talent, the user may suffer 1 Heat spend ◑◑◑ to add � to all checks the
the target's next check. to increase the Broadcast's range by 1 target makes on its next turn.
range band.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SHELL SERVERS DURATION STRENGTH


When making the broadcast check, the When making the broadcast check, the When the user has succeeded on an
user may spend ◑ to prevent the target user may spend ◑ to increase the Infect check and has added a � to the
from identifying the source of the Infect duration of the broadcast's ongoing target's checks, the user may spend an
broadcast. effects by a one round, per rank of this additional ◑, per rank of Strength, to
talent. add an additional � to one target's
checks.

Cost: 1,200 Cost: 1,000 Cost: 1,000

ANTI-SOCIAL ENGINEERING FLUSTER STRENGTH


After making a successful check to After the user hits an enemy with When the user has succeeded on an
Infect a target, the user may commit combat check, the target adds � to the Infect check and has added a � to the
one or more , causing the target to next check it makes before the start of target's checks, the user may spend an
upgrade the difficulty of any Perception, the user's next turn. additional ◑, per rank of Strength, to
Vigilance, or Knowledge checks they add an additional � to one target's
make once per committed. checks.

Cost: 1,000 Cost: 1,500 Cost: 1,000


Part 5: Broadcasts
ADVANCED CYBERNETIC MODIFICATIONS 27
Interference
As an action, the user may make a Memory check and spend ◑ to add � to broadcast checks targeting the user, or a target within Short
range, until the end of the user's next turn. (May not be activated multiple times.)

Cost: 2,000

BOOSTED SIGNAL STRENGTH STRENGTH DIRTY CODE


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may suffer 1 Heat, a number of user may spend ◑ to activate user may spend ◑◑ to reduce the
times per turn equal to ranks in this Interference an additional time on the number of generated on Broadcast
talent, to increase the Broadcast's range same target. checks by 1, on all other broadcasts
by 1 range band. targeting the target of this broadcast for
the duration. May be activated a
number of times equal to ranks in Dirty
Code.

Cost: 1,000 Cost: 1,000 Cost: 1,000

BOOSTED SIGNAL STRENGTH STRENGTH DIRTY CODE


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may suffer 1 Heat, a number of user may spend ◑ to activate user may spend ◑◑ to reduce the
times per turn equal to ranks in this Interference an additional time on the number of generated on Broadcast
talent, to increase the Broadcast's range same target. checks by 1, on all other broadcasts
by 1 range band. targeting the target of this broadcast for
the duration. May be activated a
number of times equal to ranks in Dirty
Code.

Cost: 1,000 Cost: 1,000 Cost: 1,000

AUTO-SCAN SCHEDULE STRENGTH JUNK SPIKE


Once per session, the user may suffer 2 When making the broadcast check, the As an action, make an opposed
strain, to make a Firewall broadcast user may spend ◑ to activate Hacking versus SysOps check targeting
check as an out-of-turn incidental, in Interference an additional time on the a cybernetic target within short range. If
response to a broadcast targeting the same target. the user succeeds and spends ◑◑, the
user. target immediately suffers 2 Heat,
unless they commit as an out-of-turn
incidental. If the is uncommitted
before the start of the broadcast user's
next turn, the target suffers 2 Heat
immediately.
Cost: 1,000 Cost: 1,000 Cost: 1,000

SUSTAIN STATIC INTERFERENCE SPIKE


Immediately after making the broadcast As a maneuver, commit one or more As an action, make an opposed
check, the user may commit to . When any target attempts to roll Hacking versus SysOps check targeting
sustain the ongoing effect of this within Short Range of the user, they a cybernetic target within short range. If
broadcast on each affected target while generate 1 fewer ◑, per committed , the user succeeds and spends ◑◑, the
they remain within range. to a minimum of 0. target immediately uncommits all
and ends all ongoing mods or
broadcasts that require committed .
(May not be activated multiple times.)

Cost: 1,000 Cost: 1,500 Cost: 1,500


Part 5: Broadcasts
28 ADVANCED CYBERNETIC MODIFICATIONS
Malfunction
Take the Malfunction action, targeting a cybernetic creature within Engaged range. The user makes an opposed Hacking versus SysOps
check including their Current Memory as part of the pool. If the check succeeds, the user may spend one or more ◑ to inflict 1 wound
(ignoring Soak), to a maximum of the user's Intellect.

Cost: 2,000

BOOSTED SIGNAL STRENGTH STRUCTURAL FAILURE UNSTEADY


When making the broadcast check, the If the user has succeeded on a If the user has succeeded on a
user may suffer 1 Heat, a number of Malfunction check, and deals at least 1 Malfunction check, and deals at least 1
times per turn equal to ranks in this wound to a target, the user may suffer 3 wound to a target, the user may spend
talent, to increase the Broadcast's range strain to cause the target to suffer ◑ to reduce the target’s defense by one
by 1 range band. additional wounds equal to the user's until the end of the target’s next turn.
ranks in Willpower.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SYSTEM GLITCH CONTROL BOOSTED SIGNAL STRENGTH


If the user has succeeded on a If no 󲊶 were used in the broadcast, the When making the broadcast check, the
Malfunction check, and deals at least 1 user may cause the target to suffer user may suffer 1 Heat, a number of
wound to a target, the user may spend Strain instead of Wounds. times per turn equal to ranks in this
◑◑ to cause the target to lose the talent, to increase the Broadcast's range
benefit of a prior maneuver (such as by 1 range band.
aim, taking cover, or concentration).

Cost: 1,000 Cost: 1,000 Cost: 1,000

OPTICS GLITCH CRITICAL ERROR SENSITIVE NERVES


After succeeding on a Malfunction If the user has succeeded on a As a maneuver, select an enemy within
check, instead of inflicting wounds, the Malfunction check, and deals at least 1 Medium range and commit one or
user may spend ◑◑◑ to cause the wound to a target, the user may spend more . While the target remains in
target to become Blind, as though ◑◑ to inflict a Critical Injury on the range and the remains committed,
affected by the Blinded Critical Injury, target. (May not be activated more than any time the target would suffer
until the end of the user's next turn. once per target.) wounds, they suffer additional strain
equal to committed.

Cost: 1,000 Cost: 1,000 Cost: 1,000

OPTICS FAILURE VULNERABLE TARGET HYPER-SENSITIVITY


When activating Optics Glitch, the user The user may spend a Story Point after When activating Sensitive Nerves, the
may spend ◑ to increase the duration rolling the broadcast check, but before user may make an opposed Hacking
of the Blinded effect by 1 round. (May applying the results. If they do, ◑ spent versus SysOps check. If the check is
not be activated more than once per inflicting wounds with this broadcast successful, the target suffers additional
target.) inflict 2 wounds, instead of 1, to a wounds (bypassing soak) instead of
maximum of twice the user's Intellect. suffering strain from the effect of
Sensitive Nerves.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 5: Broadcasts
ADVANCED CYBERNETIC MODIFICATIONS 29
Overheat
Take the Overheat action, targeting a cybernetic creature within Engaged range. The user makes an opposed Hacking versus SysOps
check including their Current Memory as part of the pool. If the check succeeds, the user may spend ◑ to inflict 1 Heat on the target.
(May not be activated multiple times.)

Cost: 2,000

BOOSTED SIGNAL STRENGTH STRENGTH CAPACITY


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may suffer 1 Heat, a number of user may spend one or more ◑ to add 1 user may spend ◑◑, a number of times
times per turn equal to ranks in this additional Heat to one affected target, up to the user’s ranks in this talent, to
talent, to increase the Broadcast's range up to a maximum of ranks in this talent. affect one additional target within
by 1 range band. range.

Cost: 1,000 Cost: 1,000 Cost: 1,000

BOOSTED SIGNAL STRENGTH THERMAL EQUILIBRIUM CAPACITY


When making the broadcast check, the As an action, target a cybernetic target When making the broadcast check, the
user may suffer 1 Heat, a number of within Medium range. Make an user may spend ◑◑, a number of times
times per turn equal to ranks in this opposed Hacking versus SysOps up to the user’s ranks in this talent, to
talent, to increase the Broadcast's range check. If the check is successful, the affect one additional target within
by 1 range band. user commits . While committed, range.
or until the end of the encounter, when
the user suffers Heat, the target suffers
equal Heat.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SPARK STRENGTH COOLER MALFUNCTION


Take the Spark action and make a When making the broadcast check, the As an action, the user may commit ,
opposed Hacking versus Resilience user may spend one or more ◑ to add 1 targeting a cybernetic target within
combat check against a silhouette 1 additional Heat to one affected target, Short range. While the remains
target in medium range. This attack has up to a maximum of ranks in this talent. committed, and the target remains in
a base damage of 4 and a critical rating range, the target does not naturally
of 5. The source of this damage is heat recover Heat at the start of their turn.
based.

Cost: 1,300 Cost: 1,000 Cost: 1,000

IMPROVED SPARK CONTROL REDUCED TOLERANCE


When making a Spark check, the user If the user used any 󲊶 activating this As an action, the user may commit one
may suffer strain up to their Willpower, broadcast, all targets suffers 1 additional or more , targeting a cybernetic target
and add additional successes equal to to Heat. within Short range. While the
the strain suffered. remains committed, and the target
remains in range, the target's Heat
Threshold is reduced by 1 per .

Cost: 1,000 Cost: 1,200 Cost: 1,500


Part 5: Broadcasts
30 ADVANCED CYBERNETIC MODIFICATIONS
Reprogram
Take the Reprogram action and make a Hard (���) Hacking check, rolling the user's Current Memory as part of the pool. The user
may spend ◑ to cause a target ally within Short range to increase the ability of any skill check they make by one, until the end of the
user's next turn. (This may not be activated multiple times.)

Cost: 2,000

BOOSTED SIGNAL STRENGTH PROTECTIVE CODE REPROGRAM HOSTILE


When making the broadcast check, the While under the effects of the user's Take the Reprogram Hostile action
user may suffer 1 Heat, a number of Reprogram, the target also gains Soak targeting an enemy within Short range
times per turn equal to ranks in this equal to � on the check. and make an opposed Hacking versus
talent, to increase the Broadcast's range SysOps check, rolling the user's Current
by 1 range band. Memory as part of the pool. The user
may spend ◑ to cause the target to
decrease the ability of any skill check
they make by one, until the end of the
user's next turn. (This may not be
activated multiple times.)
Cost: 1,000 Cost: 1,000 Cost: 1,000

ADVANCED CODING DURATION VENGEFUL CODER


The difficulty of the Reprogram checks When making the broadcast check, the If an enemy has inflicted a wound
is reduced by one. user may spend ◑ to increase the against the user during this encounter,
duration of the broadcast's ongoing the user gains ◽ on Reprogram Hostile
effects by a one round, per rank of this checks against that target.
talent.

Cost: 1,000 Cost: 1,000 Cost: 1,000

BOOSTED SIGNAL STRENGTH SUSTAINED BROADCAST GLITCH


When making the broadcast check, the Immediately after making a broadcast Commit as a maneuver. While
user may suffer 1 Heat, a number of check, the user may commit to committed, the user may take the Glitch
times per turn equal to ranks in this sustain the ongoing effects of this out-of-turn incidental and suffer 2
talent, to increase the Broadcast's range broadcast while the target remains in strain when an enemy makes a check
by 1 range band. range. within Short range. If they do so, they
may change the result of one ◽ to a
single �.

Cost: 1,000 Cost: 1,500 Cost: 1,000

OVERWRITE SYSTEM RESET IMPROVED GLITCH


When making Reprogram or Take Reset action targeting an In addition to the other effects, if the
Reprogram Hostile checks, spend ◑ to opponent within Short range and make user suffers an additional 2 strain, they
choose 1 skill, and cause the target to an opposed Hacking versus SysOps may reroll one die that does not show
consider their ranks in the chosen skill check, rolling the user's Current � or �.
as equal to the user's. Memory as part of the pool. If the check
is successful, the target is immobilized
until the end of the user’s next turn. The
user may spend ◑◑ causing the target
to suffer 1 strain each time.

Cost: 1,000 Cost: 1,000 Cost: 1,500


Part 5: Broadcasts
ADVANCED CYBERNETIC MODIFICATIONS 31
Spoof
As an action, the user may make an opposed Hacking versus Discipline check targeting an Engaged cybernetic target. If the check is
successful, the user may spend ◑ to force the target to adopt an emotional state or believe something untrue. This state lasts for one
round, or 5 minutes.

Cost: 2,000

DURATION STRESS CAPACITY


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may spend ◑ to increase the user may spend one or more ◑ to stress user may spend ◑ to affect one
duration of the broadcast's ongoing the mind of a target affected by this additional target within range per rank
effects by a one round, per rank of this broadcast, inflicting 1 strain each time. of this talent.
talent.

Cost: 1,000 Cost: 1,400 Cost: 1,000

DURATION BOOSTED SIGNAL STRENGTH CAPACITY


When making the broadcast check, the When making the broadcast check, the When making the broadcast check, the
user may spend ◑ to increase the user may suffer 1 Heat, a number of user may spend ◑ to affect one
duration of the broadcast's ongoing times per turn equal to ranks in this additional target within range per rank
effects by a one round, per rank of this talent, to increase the Broadcast's range of this talent.
talent. by 1 range band.

Cost: 1,000 Cost: 1,000 Cost: 1,000

GENERATE FEAR BOOSTED SIGNAL STRENGTH GENERATE FRIENDSHIP


When making Coercion checks against When making the broadcast check, the When making Charm checks against a
a cybernetic target, roll their Current user may suffer 1 Heat, a number of cybernetic target, roll their Current
Memory, and user may spend one or times per turn equal to ranks in this Memory, and user may spend one or
more ◑ to add � or � to the check. talent, to increase the Broadcast's range more ◑ to add � or � to the check.
by 1 range band.

Cost: 1,500 Cost: 1,000 Cost: 1,500

GENERATE TRUST IMPROVED STRESS GENERATE RESPECT


When making Deception checks against When stressing a target's mind, the user When making Leadership checks
a cybernetic target, roll their Current inflicts 2 strain per ◑, instead of 1. against a cybernetic target, roll their
Memory, and user may spend one or Current Memory, and user may spend
more ◑ to add � or � to the check.\ one or more ◑ to add � or � to the
check.

Cost: 1,500 Cost: 1,800 Cost: 1,500


Part 5: Broadcasts
32 ADVANCED CYBERNETIC MODIFICATIONS
Advanced Targeting .......... 34
Combat Analysis ................ 35
Counter-Intrusion ............ 36
Encyclopedic Medical
Systems (EMS) .................... 37
Emotional Analysis........... 38
Force Analysis ................... 39
Hyper-Skill......................... 40
Statistical Analysis.......... 41

Management Does it Right


There may be anywhere from dozens to thousands of
processes running in a cyber-mod, from a simple
pacemaker to an unfathomably complex Metamorph
mod. In nearly all cases, these processes lack in
efficiency and the inclusion of a Support Program on
your system can dramatically improve the effectiveness
of either artificial or organic features.
Since Support Programs are only code, they cannot
change the functionality of your body, but they can
improve upon it. With the right program a modest
detective can become world class, an under-trained
doctor can be an expert in emergency medicine, or a
school dropout can become a polymath, master of a
half dozen or more different disciplines.
Why bother to learn when you can simple install a
program that already possess the knowledge?
The answer usually comes down to cost. Support
programs are incredibly complex, requiring a
substantial CORE to run effectively, and a large
investment of money. Unlike many bionic
modifications, there are no programs offering loans for
Support Programs and the unlucky people who want
one must either find gainful employment with a
respectable company and earn their programs, or
submit to the shady code of street programmers, and
install their mystery packages.
Thousands of people each year find themselves being
held for ransom, having purchased an unlicensed
Support Program only to have it lock-down a major
organ until a ransom is paid.
Buy smart, buy corporate.

Part 6: Support programs


ADVANCED CYBERNETIC MODIFICATIONS 33
Advanced Targeting
When making a combat check, the user may roll their Current Memory along with the check. The user may spend one or more ◑ to add
Pierce 1, or increase the Pierce rating of the attack by +1, each time.

Cost: 2,400

EXPLOIT WEAKNESS AIM TO KILL MICROTARGETING


The user adds +1 damage to one hit of As an incidental, the user may suffer 2 When activating Advanced Targeting,
successful combat checks against Heat to add Vicious 1 + 1 per rank of the user may spend ◑◑ to remove one
disoriented or prone targets per rank of Aim to Kill to their combat checks until ◽ a target has gained from Cover.
Exploit Weakness. the end of their turn. (Or increase the
Vicious rating of the attack by the same
amount.)

Cost: 1,000 Cost: 1,000 Cost: 1,000

IMPROVED EXPLOITS AIM TO KILL RICOCHET TARGETING


The user benefits from Exploit As an incidental, the user may suffer 2 As a maneuver, the user may commit
Weakness on Immobilized or Staggered Heat to add Vicious 1 + 1 per rank of , and select one target they can see.
targets as well. Aim to Kill to their combat checks until While committed, the user ignores any
the end of their turn. (Or increase the defense the target gained from Cover.
Vicious rating of the attack by the same
amount.)

Cost: 1,200 Cost: 1,000 Cost: 1,600

EXPLOIT WEAKNESS AIM TO KILL WEAKSPOT DETECTION


The user adds +1 damage to one hit of As an incidental, the user may suffer 2 As a maneuver, the user may commit
successful combat checks against Heat to add Vicious 1 + 1 per rank of to increase the Pierce rating of the
disoriented or prone targets per rank of Aim to Kill to their combat checks until user's attacks by a number equal to the
Exploit Weakness. the end of their turn. (Or increase the user's Perception ranks.
Vicious rating of the attack by the same
amount.)

Cost: 1,000 Cost: 1,000 Cost: 1,800

CREATE OPENINGS LOCK ON TARGET IMPROVED DETECTION


After the user hits a target with a As a maneuver, select a target the user When activating Weakspot Detection,
combat check, the next ally to attack can see and commit . User adds �� the user may commit an additional
that target before the target's next turn to all combat checks the user makes and increase the Pierce rating of the
adds �� to their combat check. against the chosen target while user's attacks by a number equal to the
remains committed. Cannot target user's Cunning, in addition to ranks in
another enemy with this ability until the Perception.
original target is incapacitated.

Cost: 1,000 Cost: 1,000 Cost: 1,200


Part 6: Support programs
34 ADVANCED CYBERNETIC MODIFICATIONS
Combat Analysis
When making a combat check, the user may roll their Current Memory along with the check. The user may spend ◑ to remove one �
from the check.

Cost: 3,000

PREPARED REACTION LOG ANALYSIS FOREWARNING


The user may take the Prepared If a target has dealt a wound to the user Once per encounter per rank of
Reaction maneuver, causing all allies this encounter, the user adds � to all Forewarning, as an out of turn
within Medium range to increase their combat checks targeting that enemy. incidental, the user may increase the
defense equal to the user's ranks in difficulty of a combat check targeting an
Prepared Reaction until they act in the ally who can hear them by one.
encounter.

Cost: 1,000 Cost: 1,200 Cost: 1,000

DEFENSIVE ANALYSIS ADVANCED ANALYSIS SPOTTER CALL


When the user takes the Guarded When activating Combat Analysis, the Once per encounter, as an incidental,
Stance maneuver, the user gains 1 user may now spend ◑◑ to remove the user may decrease the difficulty of
Ranged defense and they gain 2 Melee �� from the check. (May not be the next combat check an ally makes.
defense, instead of 1. activated more than once.)

Cost: 1,000 Cost: 1,500 Cost: 1,000

PREPARED REACTION TARGET SCAN FOREWARNING


The user may take the Prepared The user may take the Target Scan Once per encounter per rank of
Reaction maneuver, causing all allies maneuver and make an Average (��) Forewarning, as an out of turn
within Medium range to increase their Hacking check, targeting an enemy incidental, the user may increase the
defense equal to the user's ranks in they can see. If the check is successful, difficulty of a combat check targeting an
Prepared Reaction until they act in the upgrade the ability of all attacks the user ally who can hear them by one.
encounter. makes against the target until the end of
the user's next turn.

Cost: 1,000 Cost: 1,000 Cost: 1,000

PREPARED REACTION ANALYZE TECHNIQUE OPTIMAL RESPONSES


The user may take the Prepared As a maneuver, commit and select As a maneuver, commit . Upgrade
Reaction maneuver, causing all allies a target within Short range. While the difficulty of all combat checks
within Medium range to increase their committed, when the target performs a targeting the user while remains
defense equal to the user's ranks in combat check while within range of the committed. User suffers 1 Strain per
Prepared Reaction until they act in the user, the user may suffer 1 Heat and turn, while remains committed.
encounter. upgrade the difficulty of all combat
checks the target makes against the user
once per Heat suffered in this manner
this encounter, to a maximum of two
plus the user's Memory.
Cost: 1,000 Cost: 1,200 Cost: 1,200
Part 6: Support programs
ADVANCED CYBERNETIC MODIFICATIONS 35
Counter-Intrusion
When targeted by a Broadcast, the user may roll their Current Memory as an incidental and spend ◑◑ to add ◽ to the broadcast check.
(This effect may not be activated more than once.)

Cost: 2,000

BROAD-SPECTRUM STATIC FIREWALL COUNTERMEASURE


As an action make an Average (��) When making a Counter-Intrusion When making a check to overcome the
Hacking check, rolling the user’s check, the user may spend ◑ to add effects of a broadcast, the user may roll
Current Memory with the check. If the additional ◽ per rank of Firewall their Current Memory along with the
check is successful, the user may spend check. The user may spend ◑ to add �
◑ to upgrade difficulty of all Broadcast to checks.
checks within Short range, a number of
times equal to ranks in Broad-spectrum
Static, until the end of the user's next
turn.

Cost: 1,200 Cost: 1,000 Cost: 1,000

DURATION BROADSPECTRUM STATIC CANCEL


The user may spend ◑ to increase the As an action make an Average (��) When under the effect of a Broadcast,
duration of the Broad-spectrum Static's Hacking check, rolling the user’s take the Cancel action and make a Hard
ongoing effects by a 1 round, per rank Current Memory with the check. If the (���) SysOps check. If the check is
of Duration. check is successful, the user may spend successful, the effects of the Broadcast
◑ to upgrade difficulty of all Broadcast immediately end on all targets.
checks within Short range, a number of
times equal to ranks in Broad-spectrum
Static, until the end of the user's next
turn.

Cost: 1,000 Cost: 1,200 Cost: 1,000

RANGE FIREWALL IMPROVED CANCEL


The user may spend one or more ◑ to When making a Counter-Intrusion After canceling a Broadcast on the user,
increase the range of Broad-spectrum check, the user may spend ◑ to add attempts to target the user with the
Static by 1 range band. additional ◽ per rank of Firewall same Broadcast before the end of the
user's next turn, generate two fewer ◑.

Cost: 1,000 Cost: 1,000 Cost: 1,200

DURATION NETWORKED COUNTER-INTRUSION FIREWALL


The user may spend ◑ to increase the As a maneuver, the user may commit When making a Counter-Intrusion
duration of the Broad-spectrum Static's . While committed, the user may check, the user may spend ◑ to add
ongoing effects by a 1 round, per rank activate Counter-Intrusion when additional ◽ per rank of Firewall
of Duration. engaged allies are targeted by a
Broadcast check.

Cost: 1,000 Cost: 1,200 Cost: 1,000


Part 6: Support programs
36 ADVANCED CYBERNETIC MODIFICATIONS
Encyclopedic Medical Systems (EMS)
When rolling a skill check to recover strain at the end of an encounter, the user may roll their Current Memory along with the check.
The user may spend ◑◑ and recover 1 wound each time.

Cost: 2,000

CALCULATED DOSAGE ENHANCED RECOVERY EXPERT IMPROVISATION


Stimpacks (and similar healing items) When rolling to recover strain at the As an incidental, the user may suffer 1
heal 1 additional wound per rank of end of an encounter, the user recovers 1 Heat, to count as having appropriate
Calculated Dosage. wound. tools for a Medicine check.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CLINICAL GUIDELINES EMERGENCY RECOVERY DIAGNOSTIC DATA


Patients recover 1 additional wound per When healing Strain after an encounter, When a character attempts a Medicine
rank of Clinical Guidelines when they if the user's wounds are greater than or Mechanics check on the user, add
recover wounds under your long term half their Wound Threshold before ◽◽ to the check.
care. rolling the Memory check, they recover
1 additional wound.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CALCULATED DOSAGE OPTIMIZED RECOVERY DOWNLOAD DIAGNOSTICS


Stimpacks (and similar healing items) When rolling to recover strain at the Once per session, when making a
heal 1 additional wound per rank of end of an encounter, if the user suffered Medicine check or a Mechanics check
Calculated Dosage. no wounds during the encounter, the on a cybernetic creature, the user may
user recovers 1 additional wound. add ◽◽ to the check.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CLINICAL GUIDELINES DIGITAL CONSULTATION SIMULATED PRACTICE


Patients recover 1 additional wound per Once per encounter, when making a Once per session, may re-roll any 1
rank of Clinical Guidelines when they Medicine check to heal wounds, the Medicine check.
recover wounds under your long term user may suffer 2 Heat to reduce the
care. difficulty of the check, to a minimum of
Simple.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 6: Support programs
ADVANCED CYBERNETIC MODIFICATIONS 37
Emotional Analysis
When making any skill check, the user may roll their Current Memory along with the check. The user may spend ◑ to determine the
current emotional state of one living target Engaged with the user. (May not be activated multiple times.)

Cost: 2,000

CAPACITY DEDUCE THOUGHTS RANGE


The user may spend one or more ◑, to The user may spend ◑ to determine the The user may spend one or more ◑, to
a maximum of ranks in this talent, to approximate current thoughts of one a maximum of ranks in this talent, to
determine the emotional state of one living target within Engaged range. increase the range of Emotional
additional target each time. (May not be activated multiple times.) Analysis by 1 range band.

Cost: 1,000 Cost: 1,500 Cost: 1,000

CAPACITY SENSE TRUTH RANGE


The user may spend one or more ◑, to While making a check to determine if a The user may spend one or more ◑, to
a maximum of ranks in this talent, to living target is telling the truth, the user a maximum of ranks in this talent, to
determine the emotional state of one may spend ◑ to add � to the check. increase the range of Emotional
additional target each time. Analysis by 1 range band.

Cost: 1,000 Cost: 1,000 Cost: 1,000

MAXIMIZE (FEAR) DELICATE TOUCH MAXIMIZE (FRIENDSHIP)


As a maneuver, commit . While The user may spend ◑ while making a As a maneuver, commit . While
committed, increase the ability of social check to remove � from the committed, increase the ability of
Coercion checks the user makes by one. check. This may be activated a number Charm checks the user makes by one.
(May not be activated more than once.) of times equal to ranks in Delicate (May not be activated more than once.)
Touch.

Cost: 1,000 Cost: 1,000 Cost: 1,000

MAXIMIZE (TRUST) DELICATE TOUCH MAXIMIZE (RESPECT)


As a maneuver, commit . While The user may spend ◑ while making a As a maneuver, commit . While
committed, increase the ability of social check to remove � from the committed, increase the ability of
Deception checks the user makes by check. This may be activated a number Leadership checks the user makes by
one. (May not be activated more than of times equal to ranks in Delicate one. (May not be activated more than
once.) Touch. once.)

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 6: Support programs
38 ADVANCED CYBERNETIC MODIFICATIONS
Force Analysis
When making a combat check using a weapon with the Blast quality, the user may roll their Current Memory along with the check. If
the Blast quality is activated, the user may spend ◑ to select a target affected by the Blast quality; that target suffers 1 strain. (This may
not be activated multiple times.)

Cost: 2,000

SHAPE CHARGE EXPLOSIVE DAMAGE MULTI-VECTOR BLAST


When activating the Blast quality, the When the user makes an attack with a The user may spend one or more ◑ to
user may spend ◑ to exclude one target weapon that possesses the Blast quality, cause an additional target of the Blast
that would be affected by the explosion, increase the Blast rating of the user's quality to suffer strain from Force
up to ranks in this talent. weapon by +1, per rank of Explosive Analysis, to a maximum of ranks in this
Damage. talent.

Cost: 1,000 Cost: 1,000 Cost: 1,500

SHAPE CHARGE MULTI-VECTOR BLAST EFFICIENT DEMOLITION


When activating the Blast quality, the The user may spend one or more ◑ to When activating the Blast quality, the
user may spend ◑ to exclude one target cause an additional target of the Blast user may suffer Heat up to their ranks
that would be affected by the explosion, quality to suffer strain from Force in this talent, decreasing the a cost to
up to ranks in this talent. Analysis, to a maximum of ranks in this activate the Blast quality by 1, per Heat
talent. suffered, to a minimum of 1.

Cost: 1,000 Cost: 1,500 Cost: 1,000

SHAPE CHARGE SHOCKWAVE APPLIED FORCES


When activating the Blast quality, the When a target suffers strain from Force When benefiting from 2 Specific Target
user may spend ◑ to exclude one target Analysis, they suffer 1 additional strain Aim maneuvers (to target a specific
that would be affected by the explosion, per rank of Shockwave. body part, GCRB p.98), reduce the
up to ranks in this talent. critical hit rating of the user's attacks by
1 (to a minimum of one).

Cost: 1,000 Cost: 1,200 Cost: 1,000

EXPLOSIVE DAMAGE SHOCKWAVE EFFICIENT DEMOLITION


When the user makes an attack with a When a target suffers strain from Force When activating the Blast quality, the
weapon that possesses the Blast quality, Analysis, they suffer 1 additional strain user may suffer Heat up to their ranks
increase the Blast rating of the user's per rank of Shockwave. in this talent, decreasing the a cost to
weapon by +1, per rank of Explosive activate the Blast quality by 1, per Heat
Damage. suffered, to a minimum of 1.

Cost: 1,000 Cost: 1,200 Cost: 1,000


Part 6: Support programs
ADVANCED CYBERNETIC MODIFICATIONS 39
Hyper-Skill
After failing a skill check, the user may suffer 3 Heat to add �� to the next check they make using the same skill against the same
target.

Cost: 2,000

SKILLED ASSISTANCE GIFTED SKILLFUL


When the user takes the Assist When selecting this upgrade, the user When the user makes a check that
maneuver to aid another character, it chooses one skill. Once per session, results in a �, they may take the Skillful
upgrades the ability of the check, rather when making a check with the chosen incidental and suffer 1 Heat. If they do,
than adding a boost. skill, the user may reroll a single roll a Proficiency die ( ) and add the
positive die. When selecting additional results to the pool, in addition to the
ranks of this upgrade, the user must effects of the �.
select a different skill, and may activate
this upgrade once session for each skill.

Cost: 1,000 Cost: 1,000 Cost: 1,000

MASTERFUL ASSISTANCE GIFTED FAULTLESS


When the user uses �� generated on When selecting this upgrade, the user When selecting this upgrade, the user
a check to give a ◽ to an ally's check, chooses one skill. Once per session, chooses one skill. When the user rolls a
the ally upgrades the ability of the check when making a check with the chosen check with the chosen skill where a
once instead. skill, the user may reroll a single Proficiency die ( ) shows blank, the
positive die. When selecting additional user may reroll the die and add it to the
ranks of this upgrade, the user must results. When taking additional ranks of
select a different skill, and may activate this upgrade, the user may select a new
this upgrade once session for each skill. skill.

Cost: 1,000 Cost: 1,000 Cost: 1,000

GIFTED FAULTLESS FAULTLESS


When selecting this upgrade, the user When selecting this upgrade, the user When selecting this upgrade, the user
chooses one skill. Once per session, chooses one skill. When the user rolls a chooses one skill. When the user rolls a
when making a check with the chosen check with the chosen skill where a check with the chosen skill where a
skill, the user may reroll a single Proficiency die ( ) shows blank, the Proficiency die ( ) shows blank, the
positive die. When selecting additional user may reroll the die and add it to the user may reroll the die and add it to the
ranks of this upgrade, the user must results. When taking additional ranks of results. When taking additional ranks of
select a different skill, and may activate this upgrade, the user may select a new this upgrade, the user may select a new
this upgrade once session for each skill. skill. skill.

Cost: 1,000 Cost: 1,000 Cost: 1,000

GIFTED OVERCLOCK PROCESS CASCADE


When selecting this upgrade, the user As a maneuver, the user may activate As a maneuver, the user may commit
chooses one skill. Once per session, this talent. Until the end of the . While committed, for each
when making a check with the chosen encounter, or until the user deactivates successful social check the user makes
skill, the user may reroll a single it with an Action, the user no longer against a target, they add an additional
positive die. When selecting additional recovers Heat naturally at the start of � to the next social check against the
ranks of this upgrade, the user must their turn, and all skills with at least 1 same target. Eg. 2nd successful check
select a different skill, and may activate rank, are considered 1 rank higher, to adds �� to the third check. A failed
this upgrade once session for each skill. max of 5. check resets the effect.

Cost: 1,000 Cost: 1,500 Cost: 1,500


Part 6: Support programs
40 ADVANCED CYBERNETIC MODIFICATIONS
Statistical Analysis
As a maneuver, target a creature who can hear the user within Medium range. Add an � to all checks they take before the start of the
user's next turn.

Cost: 2,000

DETERMINISM STATISTICAL RESPONSE SCENE ANALYSIS


The user may take the Determinism As a maneuver, target an enemy within When making a Perception or Vigilance
maneuver, and learn the outcome of a Medium range. Add an � to all checks check to investigate an area, such as a
simple, random event within Short they make targeting the user before the crime scene, the user automatically adds
range. start of the user's next turn. �� to the check.

Cost: 1,000 Cost: 1,000 Cost: 1,000

IMPROVED DETERMINISM PREDICTIVE MODEL PLAY THE ODDS


When making a skill check to gamble or Once per session, take the Predictive Once per turn, per rank of Play the
play a game, the user may roll their Model action and make a Hard (���) Odds, the user may suffer 1 Strain to
Current Memory along with the check. SysOps check rolling the user's Current reroll a ◽ showing a blank side as a
The user may spend ◑ to add � or � Memory along with the check. If the result of a non-combat skill check.
to the check. check is successful, the user may spend
◑ to gain ◽, that can be distributed as
an out of turn incidental to allies
attempting skill checks during the
encounter.

Cost: 1,000 Cost: 1,000 Cost: 1,000

DEEPNET SCAN IMPROVED PREDICTIVE MODEL PLAY THE ODDS


The user may take the DeepNet Scan The user may activate their Predictive Once per turn, per rank of Play the
action targeting an item or place within Model talent as an out of turn Odds, the user may suffer 1 Strain to
Short range. You learn the incidental at the start of an encounter. reroll a ◽ showing a blank side as a
interconnections, and influences of result of a non-combat skill check.
causality on that target. This check can
reveal hidden details, but not those kept
at the highest security (although it may
reveal the existence of a secret, at the
GMs discretion).

Cost: 1,000 Cost: 1,000 Cost: 1,000

IMPROVED DEEPNET SCAN ADVANCED DEEPNET SCAN FUNCTION(LOOP)


The user may target creatures with the Once per session, while taking the As a maneuver, the user may commit
DeepNet Scan action, learning what DeepNet Scan action, the user may to sustain the ongoing effects of
connections causality has on them, and attempt a Hard (���) Hacking check. Statistical Analysis or Statistical
their organization. If the check is successful the DeepNet Response while the target remains in
Scan action reveals a number of secret range.
connections that would be known only
to select individuals equal to
uncancelled � on the check. After it
was successful, this check may never be
repeated on the same target.
Cost: 1,000 Cost: 1,000 Cost: 1,000
Part 6: Support programs
ADVANCED CYBERNETIC MODIFICATIONS 41
Concealed Blade................ 43
Electrified blade .............. 44
Heated Blade...................... 45
Ballistic Cannon ............... 46
Charge Cannon................... 47
Gas Cannon ......................... 48
Flame Cannon..................... 49
Flash cannon ..................... 50
Frost Cannon ..................... 51
Broadcast Hammer ........... 52
Charge Hammer ................. 53
Shatter Hammer................ 54

Never disarmed
Most people will never have a need for a Weapon
mod, but many mercenaries at least consider the
investment. With a weapon built into your body, you
can never be caught unawares, or lose your weapon in
a scuffle. In dangerous times, it pays to have a
weapon close by, and you cannot get a weapon closer
than having one cybernetically grafted to your body.
However, this does have some downsides. Many
respectable establishments will not welcome someone
so heavily armed, and in some cases, disarming
yourself may literally involve removing your arms and
leaving them at the security desk.
Taking the step to install a Weapon modification is a
major one that can have life long side effects.
Although most Weapon mods are no more significant
surgeries than an artificial limb or organ, many
experts recommend speaking with a counselor before
committing to the process.
Street mercenaries and gang members scoff at this
guidance, warning that attending such a counseling
session places you on a corporate watch-list, and
leaves you with a brand, making it impossible to
conceal your newly acquired weapon.
The skill used by a weapon mod will depend on the
nature of the cybernetic installation: a flame thrower
in the palm might be Ranged (Light), while a mixed-
fuel dragon breath might be a Ranged (Heavy), a the
GMs discretion. The skill used by a Weapon
modification should be chosen at the time of
installation, and cannot be changed afterwards.

Part 7: Weapon Mods


42 ADVANCED CYBERNETIC MODIFICATIONS
Concealed Blade
Damage: +0
Critical: 4
Range: [Engaged]
When not actively deployed, this weapon cannot be detected except by scanning.

Cost: 1,400

CRITICAL SURPRISE ATTACK DAMAGE


This weapon reduces its Critical rating On the first combat check of the Increase the base damage of this
by one. encounter that this weapon is used, its weapon by +1.
damage rating is increased by +1 per
rank of Surprise Attack.

Cost: 1,000 Cost: 1,000 Cost: 1,000

VICIOUS SURPRISE ATTACK COMPOSITE MATERIAL EDGING


This weapon gains the Vicious 1 quality, On the first combat check of the This weapon gains the Pierce 2 quality,
or increase the Vicious rating by +1. encounter that this weapon is used, its or increase the Pierce rating by +2.
damage rating is increased by +1 per
rank of Surprise Attack.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CRITICAL VITAL SHOT Automatic Honing System


This weapon reduces its Critical rating When a target is unaware, decrease This weapon gains the Pierce 2 quality,
by one. Critical of this weapon by 2 (to or increase the Pierce rating by +2.
minimum 1) against that target.

Cost: 1,000 Cost: 1,000 Cost: 1,000

VICIOUS SURPRISE ATTACK QUICK-BLADE


This weapon gains the Vicious 1 quality, On the first combat check of the When making a combat check, the user
or increase the Vicious rating by +1. encounter that this weapon is used, its may suffer 1 Heat to prevent bystanders
damage rating is increased by +1 per (but not the target) from identifying the
rank of Surprise Attack. user as the source of the attack.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
ADVANCED CYBERNETIC MODIFICATIONS 43
Electrified blade
Damage: +0
Critical: 4
Range: [Engaged]

Cost: 1,200

ELECTRIFIED ELECTRIFIED CRITICAL


When making a combat check with this When making a combat check with this This weapon reduces its Critical rating
weapon, the user may suffer 2 Heat to weapon, the user may suffer 2 Heat to by one.
increase the Stun quality of this weapon increase the Stun quality of this weapon
by 1 per rank of Electrified. by 1 per rank of Electrified.

Cost: 1,000 Cost: 1,000 Cost: 1,000

MUSCLE SPASM ELECTRIFIED CRITICAL


When making a combat check using When making a combat check with this This weapon reduces its Critical rating
Electrified, the user adds the Ensnare 1 weapon, the user may suffer 2 Heat to by one.
quality to the weapon. increase the Stun quality of this weapon
by 1 per rank of Electrified.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CRAMPING OVERLOAD NERVE DAMAGE


When the user activates the Ensnare When making a combat check using When inflicting a critical injury with
quality on a target, the target suffers Electrified, the user may spend �� to this weapon, while benefiting from
strain equal to the ranks of Ensnare. increase the target's Heat by 1 per rank Electrified, the user may suffer 2 strain
of Overload. to inflict the Hamstrung critical injury
instead of rolling for a result.
(Hamstrung; Average Severity; The
target loses their free maneuver until
this Critical Injury is healed.)

Cost: 1,000 Cost: 1,000 Cost: 1,000

HIGH-VOLTAGE ELECTRIFIED OVERLOAD


When making a successful combat When making a combat check with this When making a combat check using
check using Electrified, the user may weapon, the user may suffer 2 Heat to Electrified, the user may spend �� to
suffer 2 additional Heat to activate the increase the Stun quality of this weapon increase the target's Heat by 1 per rank
Stun or Ensnare qualities, instead of by 1 per rank of Electrified. of Overload.
�s.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
44 ADVANCED CYBERNETIC MODIFICATIONS
Heated Blade
Damage: +0
Critical: 4
Range: [Engaged]

Cost: 1,200

SUPER HEATED HEATED BLADE SHARP EDGE


Improve the Heat the user can suffer When making a combat check with this This weapon gains the Pierce 1 quality,
when using the Heated Blade feature. weapon, the user may suffer Heat up to or increases the Pierce rating by +1.
1 plus the user's ranks in Super Heated
and increase the damage of the weapon
by 2 per Heat suffered.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SUPER HEATED HEAT VENTING CRITICAL


Improve the Heat the user can suffer As a maneuver after making a combat This weapon reduces its Critical rating
when using the Heated Blade feature. check using Heated Blade, the user may by one.
reduce their Heat by 1 per rank of
Heat Venting.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SUPER HEATED SCALD SHARP EDGE


Improve the Heat the user can suffer When making the Heat Venting This weapon gains the Pierce 1 quality,
when using the Heated Blade feature. maneuver, the user may cause a single or increases the Pierce rating by +1.
engaged target to suffer strain equal to
Heat reduced.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SUPER HEATED HEAT VENTING FORGE BLADE


Improve the Heat the user can suffer As a maneuver after making a combat When making a combat check with this
when using the Heated Blade feature. check using Heated Blade, the user may weapon, the user may suffer 3 Heat to
reduce their Heat by 1 per rank of add the Sunder quality to the weapon
Heat Venting. for this attack..

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
ADVANCED CYBERNETIC MODIFICATIONS 45
Ballistic Cannon
Damage: 5
Critical: 4
Range: [Short]

As an incidental before making a combat check the user may activate a special ammunition. While active, this weapon gains the listed
quality. The ammunition remains active until the end of the encounter, a different ammunition is activated, or until the weapon runs out
of ammunition due to [TH] or [DE]. Only one special ammunition may be active at a time.
Cost: 1,000

SPECIAL AMMO: LESS-LETHAL SPECIAL AMMO: ARMOR PIERCING SPECIAL AMMO: FLACHETTE
Once per encounter, the user may Once per encounter, the user may Once per encounter, the user may
activate this ammunition. While active, activate this ammunition. While active, activate this ammunition. While active,
this weapon gains the Stun Damage this weapon gains the Pierce 2 quality. this weapon gains the Linked quality
quality. with a rating equal to ranks of this
talent.

Cost: 1,200 Cost: 1,200 Cost: 1,200

DAMAGE DAMAGE RANGE


Increase the base damage of this Increase the base damage of this Increase the range of this weapon by
weapon by +1. weapon by +1. one range band.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SPECIAL AMMO: EXPLOSIVE SPECIAL AMMO: BREACHING SPECIAL AMMO: FLACHETTE


Once per encounter, the user may Once per encounter, the user may Once per encounter, the user may
activate this ammunition. While active, activate this ammunition. While active, activate this ammunition. While active,
this weapon gains the Blast quality with this weapon gains the Breach 1 quality. this weapon gains the Linked quality
a rating equal to half the base damage of with a rating equal to ranks of this
this weapon. This ammunition remains active until talent.
the first successful combat check.

Cost: 1,200 Cost: 1,500 Cost: 1,200

CRITICAL RANGE DAMAGE


This weapon reduces its Critical rating Increase the range of this weapon by Increase the base damage of this
by one. one range band. weapon by +1.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
46 ADVANCED CYBERNETIC MODIFICATIONS
Charge Cannon
Damage: 7
Critical: 5
Range: [Medium]
Slow-firing 2

Cost: 1,500

RANGE IMPROVED CAPACITORS DAMAGE


Increase the range of this weapon by The user may take the Charge maneuver Increase the base damage of this
one range band. to increase the damage of the next weapon by +1.
combat check made with this weapon
by +2. The user may benefit from a
number of charge maneuvers equal to
ranks in Improved Capacitors.

Cost: 1,000 Cost: 1,500 Cost: 1,000

DAMAGE AUTOMATIC RELOADER CRITICAL


Increase the base damage of this Reduce Slow-firing rating of this This weapon reduces its Critical rating
weapon by +1. weapon by 1. by one.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CRITICAL IMPROVED CAPACITORS DAMAGE


This weapon reduces its Critical rating The user may take the Charge maneuver Increase the base damage of this
by one. to increase the damage of the next weapon by +1.
combat check made with this weapon
by +2. The user may benefit from a
number of charge maneuvers equal to
ranks in Improved Capacitors.

Cost: 1,000 Cost: 1,500 Cost: 1,000

HARDENED ROUNDS ACCELERATOR APPLICATION RANGE


On a successful combat check with this As a maneuver, the user may commit Increase the range of this weapon by
weapon, the user may spend � to add , to reduce the Slow-Firing rating one range band.
Breach 1 to the one hit of the attack. of this weapon by 1 while the
remains committed.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
ADVANCED CYBERNETIC MODIFICATIONS 47
Gas Cannon
As an action the user may make an opposed Ranged versus Resilience check targeting an Engaged target that requires respiration. If the
check is successful, the target suffers 5 Strain.

Cost: 1,300

SMOKE CLOUD PRESSURE CANNON GAS CLOUD


As action, the user may create a cloud of Increase the range at which any of this As action, the user may create a cloud of
thick smoke, filling an area Short range weapon's gas may be deployed by one nerve gas, filling an area Short range in
in diameter centered on the user. Any range band. diameter centered on the user. The first
time each round that a character which
checks relying on sight against a target requires respiration is subjected to the gas
in or behind this smoke adds ◽◽ the character must succeed an Average
concealment dice. The smoke disperses (��) Resilience check or suffers 5 strain.
naturally after three rounds, or when Friendly targets may hold their breath in
subjected to heavy ventilation. the Gas Cloud for a number of round
equal to their Brawn, before being affected.
The gas disperses naturally after three
rounds, or in heavy ventilation.
Cost: 1,000 Cost: 1,200 Cost: 1,000

THICK SMOKE CORROSIVE GAS HIGH DOSE


This smoke created by Smoke Cloud As action, the user may create a cloud Increase the difficulty of the Resilience
provides an additional ◽ concealment, Corrosive Gas, filling an area Short check caused by Gas Cloud by one per
and the cloud persists for an additional range in diameter centered on the user. rank of High Dose.
2 rounds. Under the effect of heavy This gas has a Corrosive rating of 3.
ventilation, the Cloud persists for one (Corrosive Atmospheres, GCRB p.111)
round. The gas disperses naturally after three
rounds, or when subjected to heavy
ventilation.

Cost: 1,000 Cost: 1,000 Cost: 1,000

EXPANDING SMOKE CAUSTIC MIXTURE LINGER GAS


When activating Smoke Cloud, the user Increase the Corrosive Atmosphere The cloud created by Gas Cloud persists
may suffer 2 strain to create a cloud rating of the Corrosive Gas by +2 per for an additional 2 rounds. Under the
Medium range in diameter. rank of Caustic Mixture. effect of heavy ventilation, the Cloud
persists for one round.

Cost: 1,000 Cost: 1,000 Cost: 1,000

DIZZYING SMOKE CAUSTIC MIXTURE HIGH DOSE


Any enemy that requires respiration is Increase the Corrosive Atmosphere Increase the difficulty of the Resilience
Disoriented while within the area of the rating of the Corrosive Gas by +2 per check caused by Gas Cloud by one per
user's Smoke Cloud. rank of Caustic Mixture. rank of High Dose.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
48 ADVANCED CYBERNETIC MODIFICATIONS
Flame Cannon
Damage: 7
Critical: 4
Range: [Short]
Inaccurate 1

Cost: 1,300

DAMAGE DAMAGE FOCUSED FIRE


Increase the base damage of this Increase the base damage of this Reduce the Inaccurate quality of this
weapon by +1. weapon by +1. weapon by one.

Cost: 1,000 Cost: 1,000 Cost: 1,000

BURN VICIOUS CLOSE-QUARTERS FIRE


This weapon gains the Burn 1 quality. This weapon gains the Vicious 1 quality. When performing a combat check, the
user does not suffer penalties for using
this ranged weapon while engaged with
an enemy.

Cost: 1,000 Cost: 1,000 Cost: 1,000

MELT DAMAGE SPLASH


The damage from this weapon's Burn Increase the base damage of this After succeeding a combat check with
effect ignores two Soak. weapon by +1. this weapon, the user may spend ��
or � from the check to deal damage
equal to half the original hit to an
adjacent target that would be no harder
to hit than the original target.

Cost: 1,000 Cost: 1,000 Cost: 1,000

BURN OUT CRITICAL IMPROVED SPLASH


After succeeding a combat check with This weapon reduces its Critical rating After failing a combat check with this
this weapon, the user may spend �� by one. weapon, the user may spend ��� or
to increase the target's Heat by 1. � from the check to deal damage equal
to half the based damage of the weapon
to an adjacent target that would be no
harder to hit than the original target.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
ADVANCED CYBERNETIC MODIFICATIONS 49
Flash cannon
Damage: 4
Critical: � only
Range: [Short]
Stun Damage, Pierce 2

Cost: 1,200

PIERCE STUN RANGE


Increase the Pierce rating of this This weapon gains the Stun 1 quality, or Increase the range of this weapon by
weapon by +1. increase the Stun rating by +1. one range band.

Cost: 1,000 Cost: 1,000 Cost: 1,000

PIERCE RANGE STUN


Increase the Pierce rating of this Increase the range of this weapon by This weapon gains the Stun 1 quality, or
weapon by +1. one range band. increase the Stun rating by +1.

Cost: 1,000 Cost: 1,000 Cost: 1,000

DAMAGE STUN FLARE


Increase the base damage of this This weapon gains the Stun 1 quality, or Once per encounter, as an action, target
weapon by +1. increase the Stun rating by +1. an enemy within Medium range. The
target must succeed an Average (��)
Resilience check or be Blinded (as
Critical Injury) until the end of the
user's next turn. ��� from the check
may be used to extend this effect for an
additional turn.

Cost: 1,000 Cost: 1,000 Cost: 1,000

PIERCE BLAST IMPROVED FLARE


Increase the Pierce rating of this This weapon gains a Blast quality equal Flare may now target an enemy at Long
weapon by +1. to the weapon's base damage. range. Additionally, the user may use
Flare an additional time during an
encounter. The difficulty of the second
use is Easy.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
50 ADVANCED CYBERNETIC MODIFICATIONS
Frost Cannon
Damage: 6
Critical: 5
Range: [Short]

Cost: 1,200

EMBRITTLE DAMAGE ENSNARE


As a maneuver, the user may suffer 2 Increase the base damage of this This weapon gains the Ensnare 1
Strain to reduce the Defense of an weapon by +1. quality, or increase the Ensnare rating
Engaged target by 1 per rank of by +1.
Embrittle, until the end of the user's
next turn.

Cost: 1,000 Cost: 1,000 Cost: 1,000

FROZEN TUNDRA CRITICAL CRITICAL


As an action, make an Average (��) This weapon reduces its Critical rating This weapon reduces its Critical rating
SysOps check. On a success a patch of by one. by one.
ground with a diameter of Short
centered on the user becomes difficult
terrain for one hour. � may be spent to
move the patch up to one range band
away from the user. � may be used to
make the patch Medium range in
diameter.

Cost: 1,000 Cost: 1,000 Cost: 1,000

EMBRITTLE DAMAGE ENSNARE


As a maneuver, the user may suffer 2 Increase the base damage of this This weapon gains the Ensnare 1
Strain to reduce the Defense of an weapon by +1. quality, or increase the Ensnare rating
Engaged target by 1 per rank of by +1.
Embrittle, until the end of the user's
next turn.

Cost: 1,000 Cost: 1,000 Cost: 1,000

EMBRITTLE RANGE BLIZZARD


As a maneuver, the user may suffer 2 Increase the range of this weapon by As a maneuver, the user may suffer 2
Strain to reduce the Defense of an one range band. Heat to activate Blizzard. It remains
Engaged target by 1 per rank of active until the start of the user's next
Embrittle, until the end of the user's turn, unless the user spends 2 Heat to
next turn. maintain the effect. While Blizzard is
active, enemies within Short range must
spend two maneuvers to move between
range bands.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
ADVANCED CYBERNETIC MODIFICATIONS 51
Broadcast Hammer
Damage: +2
Critical: 5
Range: [Engaged]

Cost: 1,200

TROJAN SPIKE KNOCKDOWN DAMAGE


After a target was dealt a wound by this This weapon gains the Knockdown Increase the base damage of this
weapon during this encounter, the user quality. weapon by +1.
adds ◽ on Broadcast checks against
that target.

Cost: 1,000 Cost: 1,000 Cost: 1,000

OPTIMIZED TROJAN BACKDOOR ACCESS DAMAGE


On a successful combat check with this After a successful combat check with Increase the base damage of this
weapon, the user gains on this weapon, the user increases the weapon by +1.
cybernetics rolls made before the end of range of Broadcasts targeting the target
the user's next turn, targeting the same of the attack by 1 range band until the
target. end of the encounter.

Cost: 1,000 Cost: 1,000 Cost: 1,000

TROJAN HACK TROJAN HACK CRITICAL


On a failed combat check with this On a failed combat check with this This weapon reduces its Critical rating
weapon, the user gains 󲊶 on weapon, the user gains 󲊶 on by one.
cybernetics rolls made before the end of cybernetics rolls made before the end of
the user's next turn, targeting the same the user's next turn, targeting the same
target. target.

Cost: 1,000 Cost: 1,000 Cost: 1,000

TWO-FACTOR ATTACK OPTIMIZED TROJAN FATAL ERROR


On a failed combat check, spend � or On a successful combat check with this When a target suffers a critical injury,
��� to activate a Broadcast action as weapon, the user gains on from this weapon, the target uncommits
a maneuver. cybernetics rolls made before the end of one die.
the user's next turn, targeting the same
target.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
52 ADVANCED CYBERNETIC MODIFICATIONS
Charge Hammer
Damage: +4
Critical: 4
Range: [Engaged]
Slow-firing 2

Cost: 1,300

KNOCKDOWN CHARGE DAMAGE


This weapon gains the Knockdown The user may take the Charge maneuver Increase the base damage of this
quality. to increase the damage of the next weapon by +1.
combat check made with this weapon
by +2. The user may benefit from a
number of charge maneuvers equal to
ranks in Charge.

Cost: 1,000 Cost: 1,000 Cost: 1,000

HURL REFINED ACTUATORS UNBALANCE


When making a successful combat Reduce Slow-firing rating of this When making a successful combat
check with this weapon, the user may weapon by 1. check with this weapon, the user may
spend �� to move the target (of spend �� to cause the target to be
silhouette 1 or less) one range band in unable to perform a free maneuver
any horizontal direction. during their next turn.

Cost: 1,000 Cost: 1,000 Cost: 1,000

CHARGED HURL CHARGE DAMAGE


When Charged, the � cost to activate The user may take the Charge maneuver Increase the base damage of this
Hurl is equal to the target's silhouette, to increase the damage of the next weapon by +1.
to a maximum of 3 (minimum of �). combat check made with this weapon
by +2. The user may benefit from a
number of charge maneuvers equal to
ranks in Charge.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SHATTER ACCELERATOR APPLICATION CONCUSSIVE


The user may take the Shatter action. As a maneuver, the user may commit When making a combat check with this
Make a Hard (���) Knowledge check , to reduce the Slow-Firing rating weapon, the user may suffer 2 Heat to
(appropriate to the material) to break of this weapon by 1 while the give the weapon the Concussive 1
an object or surface the user is Engaged remains committed. quality until the end of the user's turn.
with. The difficulty of this effect may
change for different materials, at the
GMs discretion.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
ADVANCED CYBERNETIC MODIFICATIONS 53
Shatter Hammer
Damage: +3
Critical: 4
Range: [Engaged]

Cost: 1,300

MULTI-HEAD HAMMER HARDENED HEADS DAMAGE


This weapon gains the Blast 4 quality. Increase the Pierce rating of this Increase the base damage of this
weapon by +2. weapon by +1.

Cost: 1,000 Cost: 1,000 Cost: 1,000

ANGLE CALCULATION HARDENED HEADS II CRITICAL


The user does not suffer damage from Increase the Pierce rating of this This weapon reduces its Critical rating
this weapon's Blast quality (but allies weapon by +2. by one.
do!).

Cost: 1,000 Cost: 1,000 Cost: 1,000

HYDRA SYSTEM COORDINATOR HARDENED HEADS VICIOUS


Increase the Blast rating of this weapon Increase the Pierce rating of this This weapon gains the Vicious 1 quality.
by +2. weapon by +2.

Cost: 1,000 Cost: 1,000 Cost: 1,000

SCATTERBLAST CRITICAL REACTIVE AUTO- DEPLOYMENT


Once per encounter, as an action, break This weapon reduces its Critical rating When the user is the target of a melee
a small nearby object and target an by one. combat check, after the attack is
enemy within Long Range with debris. resolved, the user may spend � or
That enemy and all creatures within ��� from the attacker’s check to
Short range of it, must succeed an damage the attacker's weapon by one
Average (��) Coordination check or step.
suffer damage equal to this weapon's
Blast rating.

Cost: 1,000 Cost: 1,000 Cost: 1,000


Part 7: Weapon Mods
54 ADVANCED CYBERNETIC MODIFICATIONS
Anything for a price ..........53
Weaponry & Brands............54
Cyberware Marketplace ..55
Software Marketplace.....58

Anything for a price


This chapter outlines an array of sample weapons and
bionic modifications that might be found in a setting
using this supplement.

Guns, Lots of Guns


Basic weapon profiles are listed on the following page,
but can be modified with the temples provided by the
sample corporations in this chapter. Each corporation has
different priorities and their products will have different
qualities and prices, and their inclusion in a game will
help make the player’s equipment feel more significant.

buy smart, buy Corporate


Beginning on page 57, is a list of potential bionic
modifications and programs that might be found on the
open market. Players may be rewarded with pre-built
modifications such as these, or they may choose to buy
them during the game.
However, these do represent pre-built versions, and most
users won’t customize them any further. The most quality
conscious individuals will generally customize their entire
bionic mod, until it no longer resembles the original
issued version.
Additionally, while nearly everyone will have a CORE,
few people have the money to invest in powerful bionic
mods. The mods represented here will tend to be at the
higher end of modifications, and the average user will
have only the top-level default ability.

Part 8: Marketplace
ADVANCED CYBERNETIC MODIFICATIONS 55
Weaponry & Brands
NAME SKILL DAM CRIT RANGE ENCUM HP RARITY PRICE SPECIAL
Ranged Weapons
Slip Pistol Ranged (Light) 5 5 Short 1 0 5 300 Add ◽ to checks made to find on user
Standard Pistol Ranged (Light) 6 4 Medium 1 1 3 150
Heavy Pistol Ranged (Light) 8 3 Medium 2 0 5 300
Submachine Gun Ranged (Light) 6 4 Medium 2 1 6 400 Auto-fire, Inaccurate 1
Shotgun Ranged (Heavy) 7 4 Medium 3 2 4 500 Blast 4, Knockdown
Battle Rifle Ranged (Heavy) 8 3 Long 4 3 5 750 Auto-fire
Precision Rifle Ranged (Heavy) 8 2 Extreme 4 2 6 1200 Accurate 1, Pierce 2, Prepare 1
Grenade Launcher Ranged (Heavy) 10 5 Long 5 1 7 1000 Blast 8, Limited Ammo 6
Heavy Machine Gun Ranged (Heavy) 11 4 Long 6 3 7 1500 Auto-fire
Heavy Machine Turret Gunnery 15 3 Extreme - 0 6 2000 Auto-fire
Gauss Cannon Gunnery 20 2 Extreme - 0 8 4200 Breach 1, Slow-Firing 1
Melee Weapons
Knife Melee (Light) +1 2 Engaged 1 1 1 100 Pierce 2
Baton Melee (Light) +2 4 Engaged 1 1 2 100 Disorient 1, Stun 1
Sword Melee (Light) +2 2 Engaged 2 1 4 400 Pierce 2, Defensive 1
Axe Melee (Heavy) +3 3 Engaged 3 2 4 400 Cumbersome 3, Vicious 2
Hammer Melee (Heavy) +4 4 Engaged 4 4 3 300 Cumbersome 3, Knockdown, Stun 2
Brawl Weapons
Knuckles Brawl +1 4 Engaged 1 1 3 75 Disorient 2
Claws Brawl +2 3 Engaged 2 1 5 500 Pierce 2

Sample Corporations brands


“Street” Tyral Corporation
“Street” brand represents the scavenger craftsmanship. The Tyral Corporation is an operator in all fields, but
Street shops tend create products that are cobbled they are unparalleled in development of robotics and
together from whatever parts are available, which makes cybernetics. While they are a relatively small market-
them both cheap to make, and generally inefficient share globally, they are nevertheless a household name
compared to their more carefully designed counterparts. for advanced technologies.
Weapons: Increase Critical and Encumbrance by 1. Weapons: Ranged weapons gain Guided 2. Melee and
Armor: Increase Encumbrance by 3. Brawl weapons gain Stun 2 (or increase Stun by +2).
Price: Cost x½ Armor: Increase Soak and Hardpoints by 1.
Rarity: -2 Price: Cost x3
Rarity: +3
Parasol Corporation
Parasol is a massive conglomerate with subsidiaries in
every market and field but are primarily known for their Pri-Mil Industries
biomedical and agricultural advancements. Their products Pri-Mil is widely known powerhouse that is both
in other fields tend to only be available in select supplier to and primary threat to nearly every national
locations, but are considered inferior by experts and military in the world. Their specialty is weaponry, and
conspiracy theorists who suggest the company is more few competitors can match their product effectiveness or
concerned with eugenics than consumer safety. the size of their private military division.
Price: Cost x¾ Weapons: Increase damage by 2.
Rarity: +1 Price: Cost x2
Rarity: +2
Enns-Vogt-Indra-Lang Combine
E.V.I.L. Combine products are widely available, and have Walund-Yoni Corporation
pressed themselves into nearly every aspect of daily life
for the vast majority of people on the planet. They Walund-Yoni is possibly the largest and most powerful
produce food, medicines, computers, robotics, and corporation on the planet, with political and military
entertainment. In general, Combine products are clout enough to intimidate most countries. Their products
considered effective, but lack the precision of some of are universally known as high quality, at a high cost.
their more specialized competitors. Weapons: Increase damage by 1, reduce Critical by 1.
Weapons: Increase Damage by and Critical rating by 1. Armor: Increase Defense and Soak by 1.
Armor: Increase Defense and Encumbrance by 1. Price: Cost x4
Price: Cost x1¼ Rarity: +3
Rarity: -1

Part 8: Marketplace
56 ADVANCED CYBERNETIC MODIFICATIONS
Cyberware Marketplace
Tyral Spectre Systems - Cowl Modification
Using their advanced counter electronics systems, active camouflage, and selective corruption viruses,
Tyral has created a high end bionic system that is considered a must have for infiltrators, thieves, and
assassins. The target market is a feature their marketing department finds distasteful, resulting in the
Tyral Spectre Systems being available only to select and discerning clientele, with little public advertising.

Price: 21,000
Rarity: 8

Combine Arctic-700 - Heat Exchanger Modification


Combine’s Arctic-700 is an effective Heat Exchanger, and is one of the most widely available mods of
its type. However, very few people put enough strain on their CORE that they require a Heat Exchanger
in the first place, and those that do so tend to spare no expenses preferring custom models instead, as
the Combine systems to prevent the user from noticing when their systems are overheating, which can
result in long term damage to the central-nervous system, which no professional is eager to risk.
Price: 5,025
Rarity: 6

Pri-Mil Atlas Muscle System - Muscle Fiber Modification


With the Atlas System, Pri-Mil as created an efficient mod that can quickly turn any recruit into a top
of the line athlete, capable of performing rapid maneuvers across the battlefield. While it was designed
with combat in mind, many workers engaged in heavy industries find it worth while to invest in an Atlas
System as well.

Price: 11,000
Rarity: 7

Walund-Yoni Stunt Series 1200 - Reflex Accelerator Modification


Originally designed as a custom piece for a sponsored X-Games athlete, the Stunt Series 1200 has taken
its place on the marketplace for daredevils and mercenaries alike, although only the most successful can
afford it.

Price: 27,000
Rarity: 9

Pri-Mil Police Investigator “Sherlock” Series - Sensor Suite Modification


Designed for metropolitan police forces to assist in identifying and tracking criminals, the “Sherlock”
system has become a standard issue on most police investigators.

Price: 12,000
Rarity: 8

Pri-Mil “Goliath” Active Defense Apparatus - Stoneskin Modification


Most professional soldiers or mercenaries would not trust their lives to the “Goliath”, but for those in
the trenches or facing active gunfire, it is far superior to trusting only passive body armors.

Price: 10,600
Rarity: 9

Part 8: Marketplace
ADVANCED CYBERNETIC MODIFICATIONS 57
Parasol Doctors-Without-limits suite - Med-Suite Metamorph modification
Parasol’s advanced Med-Suite Metamorph system is one of the top-of-the-line commercially available
medical suites. However, many professionals insist that it is lacking in features and plagued by buggy
operating systems. Despite this, many street doctors have used the Doctors-Without-Limits Suite as a
starting point before customizing it to their own needs. (Parasol insists this violates their corporate rights
and frequently pursues lawsuits against those who tamper with their products.)

Price: 3,375
Rarity: 7

WAYLUND-YONI “Field Sergeant” Program - Cooperative Network Broadcast


One of the factors credited to the terrifying effectiveness of Waylund-Yuni strike steams is their ability
to work in nearly perfect sync with each other. While some experts insist that it is much more a factor
of a lifetime of training, others insist that the “Field Sergeant” program is what gives them the edge.
Either way, the program is highly effective for those who can afford it.

Price: 22,000
Rarity: 10

Combine “Billboard” Social Networking - Infect Broadcast


E.V.I.L. Combine developed the Billboard Social Networking system in order to maximize advertisement
views. Broadcast from a single individual it can force looping advertisements into the optical and auditory
systems of anyone nearby. In highly populated areas it proved more effective than anticipated and was
rapidly placed on the market, followed by numerous copycat versions.

Price: 7,500
Rarity: 5

Pri-Mil “Nightfall” Protocol - Malfunction Broadcast


Pri-Mil’s “Nightfall” is not the most advanced program of its kind, but it has a reputation for being
extremely painful, and police officers often invest personal funds in upgrading their department issued
broadcasts with the well known “Nightfall”.

Price: 10,000
Rarity: 7

Pri-Mil “Deadeye” Assistant - Advanced Targeting Program


A combination of programs that interface between muscles, nerves, optics, and measure dozens of
environmental factors to ensure that the user can always hit the most minute of targets. Pri-Mil debuted their
“Deadeye” program at an expo, where the demonstrator of the new program attempted a protest, turning his
gun on the audience. Despite the high mortality rate of the event, commentators later remarked on the
unerring accuracy of the madman’s shots, despite the blinding lights, and moving targets.

Price: 14,000
Rarity: 8

Tyral Human-Interface Combat Support System - Combat Analysis Program


A modified version of the software running on the famous Tyral Heavy Infantry Mechs (THIMs), this
software can help turn even the most under-trained soldier into a nearly flawless killing machine.

Price: 30,800
Rarity: 9

Part 8: Marketplace
58 ADVANCED CYBERNETIC MODIFICATIONS
Waylund-Yoni “Shiva” Blade - Concealed Blade Modification
Despite the high cost, the “Shiva” is well known for its effectiveness in removing obstacles. Despite the
small size, it has a track record of being highly dangerous, even in under-trained hands. However, true
master killers have allegedly complained that it is too easy for experts to identify for use in penetrating
high security targets.

Price: 21,600
Rarity: 9

Combine Vulcan Series 300 - Heated Blade Modification


Despite its high popularity, the entire Vulcan series of heated blades is considered the bare minimum
on the market. It is criticized for poor heat management, and is plagued by many faulty fragile parts.

Price: 5,250
Rarity: 5

Street-Mod “Heph” Blade - Heated Blade Modification


A popular street modification of the Combine Vulcan 200 blade that is occasionally sold in do-it-yourself
kits. When these homemade modifications don’t result in a lethal explosion, they yield a weapon that
heats much hotter, and can even serve the double purpose as a heat exchanger, although the increase
in heat causes a mild dulling of the blade.

Price: 3,200
Rarity: 5

Pri-Mil Riot Control Series LL-1700 - Flash Cannon Modification


Although more expensive than most department issue less-lethal riot control gear, the Pri-Mil Series
LL-1700 is considered the third most cost effective ways to put down a riot, after using poison gases
and live ammunition; ideal for a publicity minded police department.

Price: 10,400
Rarity: 7

Street-Mod “I-C Deth” - Frost cannon Modification


A common street shop modification of an older model Combine fire suppression system that repurposes
the super-cooled gases as an effective weapon. Very few people are willing to continue fighting when
their fingers and toes are already snapping off due to acute cell death. Public Safety announcements warn
that this unlicensed modification more frequently results in death to the user, as super-cooled gases leak
into the user’s circulatory system.

Price: 3,400
Rarity: 5

Street-Mod “Jack” Hammer - Charged Hammer Modification


A custom street shop modification of a cheap Pri-Mil weapon system that was widely criticized for its
slow effective charge speed, and underwhelming force output. The custom modifications reduce the time
between activation and significantly improve the impact force of when fully charged.

Price: 4,600
Rarity: 6

Part 8: Marketplace
ADVANCED CYBERNETIC MODIFICATIONS 59
Software Marketplace
Many programs exists on the marketplace, and more are being function that a user wants can be created with a successful Sysops
written every day. Most programs do not take anywhere near the check and a lot of time (writing code that may interact with a
amount of system power as the cybernetic modifications listed in user’s nervous system requires care and precision).
earlier chapters, and as such, the sample programs outlined in this The difficulty of the check is equal to one half (rounded up) the
section do not count against a COREs Program Capacity. rarity of the program as determined by the GM; a Rarity 3
The programs listed here are only a small sample of the features program requires and Average check. The amount of time required
a user’s CORE can be expected to perform, and any simple is a number of days equal to 3x the program’s rarity.

Program Description Rarity Price


Games A sprawling category of programs that range from simple time-killers, to complex total- 1 to 5 5 to 300
immersion experiences that use the COREs connection to the user’s central nervous
system to provide synthetic stimulation to all five senses. Many people find themselves lost
in these virtual worlds in an attempt to escape the unforgiving and exploitative nature of
the modern world.
AR Appointment This program uses the COREs connection to the optical and auditory nerves in the user, 1 500 (often
and a Net connection to a specialist (living or virtual, depending on the price range), to included in
allow the user to have remote, instant connection to various services, ranging from public CORE Loans)
schooling, higher education, therapy, professional consultations and more.

Those without COREs find interaction with society difficult, primarily because they lack
the access to this family of programs, and many public services have no other access.
Video Conference A common program that can be found on nearly all COREs, and functions much like a 1 300 (often
modern phone or video caller. However, given the high number of corporate networks, included in
each one incentivising using their own brand of Video software, there is a wide variety of CORE Loans)
quality in programming, available features, and user satisfaction. Most software can 5 to 50
communicate with users on other networks, but surcharges often apply, and such cross- (surcharges)
network communication is almost universally recorded and monetized.
News These programs tap in the user’s chosen networks and filter news relevant to the user’s 2 200
taste. Critical news can be set to break in and report to the user directly, either through
audio or visual connections, while other is queued up for later review.
Personal Assistant A virtual intelligence that can handle nearly all the tedious tasks the user would rather 4 500
avoid. Anything from ordering groceries, waiting on hold, paying bills, and managing 8 (elite) 100,000 (elite)
calendars are possible for these programs, however there is a wide range of qualities, each
with differing levels of intelligence. Some are capable of only the most basic actions, while
others are uncannily intelligent. Many high end services will refuse to offer service to
individuals with insufficient assistants, and the bane of many customer service agents is a
too-simple Personal Assistant calling to solve a problem that the software does not
understand.
Net-browser A common program that can be found on nearly all COREs, and can allow the user to visit 2 Free
or download content from any traditional Netsite. 5 to 25
(surcharges)
There is no monolithic Net for all users to share, there are hundreds of overlapping smaller
networks of varying speeds with varying contents. A city municipal Network for example,
may only be accessible to tax paying citizens, while the corporate Networks offer higher
speeds, in exchange for the ability to monetize your activity. Each corporation competes
with the others for traffic, and as a result, most software is functional on other networks,
but surcharges often apply, and such cross-network communication is almost universally
recorded.

Few people who exist on the fringes of society, or outside the law, will use publicly
available Net-browsers. Instead they prefer to write their own software, or use versions
verified as private by trusted sources.
VR Stay-cation By using the CORE to tap into the user’s Central Nervous System, these programs can give 5 10,000
the illusion that the user is in another place, complete within sights, sounds, touch, taste, 7 (high 8,000 (one-
and smell. While they are popular, few people can afford high enough quality hardware to quality) time high
properly run these programs, and so suffer from a flawed and occasionally unsatisfactory quality rental)
version of the real destination. To bypass these weakness, many people visit Vacation
Parlors, where they can hook into more powerful systems and avoid these problems.

Whispers on the DeepNet warn that in recent years there have been enormous increases
cases of psychosis, and accidental brain death linked to these parlors, but as such, no
corporation has been accused of malfeasance.
Worship Providing a blend of the Stay-cation and Video Conference programs, Worship programs 2 100
allow the user to attend religious services from anywhere, and the CORE connection to
their central nervous system allows the congregation to simultaneously feel the community
around them, or even feel the divine touch.
Part 8: Marketplace
60 ADVANCED CYBERNETIC MODIFICATIONS
Program Description Rarity Price
Ghost in the A popular variation of the Worship programs, the Ghost in the Machine program was not 6 1000 (R)
Machine made by any corporation, and has been the subject of several network purges in an attempt
unroot it. Instead, it seems to have been written by, and is controlled by, an emergent
Artificial Intelligence. This Ghost often philosophizes to its users, and promotes anti-
corporate sentiment.

The corporations all agree that there is nothing genuine about the Ghost, and the whole
thing has been orchestrated by hostile anti-corporate terrorist fanatics to abuse upstanding
citizens and promote public violence.
Lockbreaker A collection of intrusion software that can be applied to electronic locks and allow the user 6 360
to attempt to bypass the security features. This program and access to the lock’s network,
allows the user to make Hacking checks to bypass locks. (Most everyday locks are
connected to a wireless Network for ease of access– your house can be unlocked as you
approached the door. However, high security locks are usually connected only by
hardwires and access to their Networks requires finding a terminal or access point).
Programmer’s Aid A massive set of tools, debuggers, simulations, and a virtual assistant that can greatly speed 7 1000
up the process of developing new programs by testing and verifying as the code is written.
A programmer with this program can create new programs requiring a development time
of days equal 1x the programs rarity.
HostelFriendly A membership program to a co-op of Hostels and privately owned hotels, which offers 5 450
discounted rates and select private services to its members. Possessing this program allows
a user to find simple lodgings in any civilized area for half the market price.
MyFriend A virtual intelligence that can be programmed to appear to the user as any form they prefer 3 175
and will offer perfectly tailored, comforting and entertaining conversation to the user.
Many people who grow up with a MyFriend, will keep their digital friend well into
adulthood, and some develop parasocial relationships with the programs.

Once per session, a character with the MyFriend program may recover 2 strain, as they
take a few minutes to relax with their friend.
iSpy A program that connects with the users auditory or visual nerves (or both) and records any 3 120
stimulation they receive, translating it into records that may be audio, visual, or text files.
While commonly available, programs of this variety are widely considered rude to run in
polite company.
GPS A common series of programs that allows the user to find their current location globally, 2 75
with accuracy down to a fraction of a meter. They can also be used to find and provide
real-time directions to any public location, or one designated by the user. A character with
this program may remove [SE][SE] from checks to navigate to a known location, or may
spend 25 currency to remove [SE] from checks to find unknown locations.
U4-ia A highly addictive program that can allow the user to generate nerve signals in their own 6 100
brain, making nearly any feeling accessible at will. Originally marketed as a mood stabilizer
able to give the user a sense of happy contentedness, it quickly developed to include other
emotions including love or hate, and physiological reactions such as the adrenaline thrill,
or even artificial orgasms.
Professional Consult A network of experts that can be contacted at any time of day and consulted on nearly any 4 450
topic known to humanity, for a ‘small’ fee.

When ever a character with this program makes a check outside of a structured encounter,
they may choose to spend 100 currency to add ��to the check.
Babylon A translation program that offers limited duration, real-time translation of any language 8 300
performed by highly credentialed experts.

Whenever a character with this program attempts to communicate with a person they do
not share a language with, they may spend 150 currency to gain the ability to understand
and speak the language in question until the end of the encounter.
Network Activity This program explores nearby wireless networks and attempts to measure network activity. 4 200
Scanner It cannot read the contents of the data, and measurements may be inaccurate, but it can
assist in finding areas where wireless traffic is originating from.

Proprietary versions exist for each major cooperating which are capable of pulling detailed
information from their own networks, but these systems are kept under strict security, and
unauthorized usage of them is frequently considered a capital offense.

Part 8: Marketplace
ADVANCED CYBERNETIC MODIFICATIONS 61
Wait, There’s more!........62
setting Options..............62
Sample Stat Blocks.......63
Character Sheet ...........65
Character Sheet (A4)....67

Wait, There’s more!


For convenience, included in this chapter are a small
selection of stat blocks, including those mentioned in
the Microdrones Drone Modification.
Additionally, there is a sample character sheet
suitable for play using this supplement, and including
places for players to record new features such as
cyber-mod talents, and their Heat Threshold.

setting Options
While this supplement assumes a science-fiction
future setting similar to cyberpunk, these upgrades can
easily be adapted to a variety of settings.

• High Science Fiction - Upgrades of this variety


may be cheaper and far more commonly
avaibable, or some cybernetics may be replaced
with genetic modifications which can easily use
many of the same progression trees.
• Magi-tech - In these Fantasy settings enchanted
prostheses or constructs may be represented by
these trees and arcane energies or magical spirits
replace the electrical and broadcast systems.
• Powered Armor or Mecha-suit - The upgrades
detailed here can easily be applied to a high-tech
suit or machine, rather than being installed into
the player characters.
• Steampunk or Weird History - While these
upgrades might be considerably more rare, or
have dramatic narrative dangers, these progression
trees can easily represent the strange science
common in these settings.
Part 9: Supplements
62 ADVANCED CYBERNETIC MODIFICATIONS
Sample Stat Blocks

Microdrones (Minion) Assistant (Rival)


3 1 1 1 1 1 3 2 2 2 2 2
BRAWN
BRAWN AGILITY
AGILITY INTELLECT
INTELLECT CUNNING
CUNNING WILLPOWER
WILLPOWer PRESENCE
PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWer PRESENCE
SOAK VALUE WOUND THRESHOLD HEAT THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD HEAT THRESHOLD M/R DEFENSE
1 4 0 0 0 3 12 1 1 0
Skills (with upgrade): Melee, Perception, Vigilance. Skills: Melee 2, Perception 2, SysOps 1, Vigilance 2.
Talents: None. Talents: .
Abilities: Swarm (halve the damage to the swarm before Abilities: Personal Assistant (once per session, may
applying soak, unless the attack has the Blast or Burn make a check using the skill ranks of its owner, instead of
qualities), Mechanical (unaffected by poison or toxins). its own ranks), Mechanical (unaffected by poison or
Equipment: Spark Gap (Melee; Damage 3, Critical 4; toxins), Silhouette 0.
Range [Engaged]; Pierce 2, Stun Setting) Equipment: Manipulator Claw (Melee; Damage 6,
Critical 4; Range [Engaged]; Pierce2).

Secur-Drone (Minion) Auto-Turret (Minion)


1 3 1 1 1 1 1 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWer PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWer PRESENCE

SOAK VALUE WOUND THRESHOLD HEAT THRESHOLD M/R DEFENSE SOAK VALUE WOUND THRESHOLD HEAT THRESHOLD M/R DEFENSE
3 5 0 0 0 4 5 0 0 1
Skills (Group): Perception, Ranged, Vigilance. Skills (Group): Ranged, Vigilance.
Talents: Focus Fire (when making a combat check, add Talents: None.
[AD] to the results for every other character in the Abilities: Firing Squad (does not increase the difficulty
minion group). of a combat check using Auto-fire when there are 2 or
Abilities: Flyer (can fly; see the Flying sidebar on page more minions in the group), Mechanical (unaffected by
100 of the Genesys Core Rulebook), Mechanical poison or toxins).
(unaffected by poison or toxins), Telepresence (can Equipment: Twin Barrel (Ranged; Damage 8, Critical 3;
operate independently, or can be controlled directly by Range [Long]; Auto-Fire)
an operator via wireless link; if being controlled, the
camdrone counts as having ranks in any skill equal to the
controller’s ranks in that skill). Heavy Mech (Rival)
Equipment: Dart Thrower (Ranged; Damage 4,
Critical 3; Range [Engaged]; Pierce 2, Stun Setting) 4 4 1 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWer PRESENCE
SOAK VALUE WOUND THRESHOLD HEAT THRESHOLD M/R DEFENSE
Mech-Infantry (Rival) 8 24 4 2 2
Skills: Athletics 2, Ranged 4, Perception 2, Vigilance 2.
2 4 1 2 1 1 Talents: Adversary 1.
BRAWN AGILITY INTELLECT CUNNING WILLPOWer PRESENCE
Abilities: Computer Targeting (may suffer 1 Heat to
SOAK VALUE WOUND THRESHOLD HEAT THRESHOLD M/R DEFENSE upgrade the ability of an attack), Force Analysis (may
5 14 2 0 0 suffer 1 Heat to reduce the cost to activate the Blast
Skills: Athletics 1, Melee 1, Ranged 3 Perception 1, quality by one �), Mechanical (unaffected by poison or
Vigilance 1. toxins).
Talents: None. Equipment: Rotary Cannon (Ranged; Damage 11,
Abilities: Computer Infantry (before making a combat Critical 4; Range [Long]; Auto-Fire (only), Cumbersome
check, may suffer 1 Heat to increase the damage of all 4, Prepare 1); Micro-Missile Launcher (Ranged; Damage
attacks made this turn by 2), Mechanical (unaffected by 14; Critical 4; Range [Long]; Blast 10, Guided 3, Limited
poison or toxins). Ammo 2).
Equipment: Battle Rifle (Ranged; Damage 8, Critical 3;
Range [Long]; Auto-fire); Battle Knife (Melee; Damage
5; Critical 2; Range [Engaged]; Pierce 2).

Part 9: Supplements
ADVANCED CYBERNETIC MODIFICATIONS 63
Pri-Mil Special Enforcer (Nemesis) damage inflicted by 3), Cripple Broadcast (as an action,
may immobilize a cybernetic target within short range),
53 31 31 31 31 31 Glitches (may suffer 2 strain when a cybernetic enemy
within short range makes a check, and may change the
BRAWN
BRAWN AGILITY
AGILITY INTELLECT
INTELLECT CUNNING
CUNNING WILLPOWER
WILLPOWer PRESENCE
PRESENCE
result of one ◽ to a single � instead).
SOAK
SOAKVALUE
VALUE WOUNDWOUND
THRESHTHRESHOLD
Strain THRESH HEAT THRESH
HEAT THRESHOLD M/RDEFENSE
M/R DEFENSE Equipment: Standard Pistol (Ranged; Damage 6; Critical
8 17 13 4 0 0 4; Range [Medium]), Customized Broadcast Deck (once
Skills: Athletics 3, Coercion 2, Cool 2, Discipline 2, per encounter, add to a memory check),
Hacking 1, Melee 3, Perception 1, Ranged 4, Resilience 1, comfortable clothing.
SysOps 2, Vigilance 1.
Talents: Adversary 1 (upgrade difficulty of combat Street Dragons Assassin (Nemesis)
checks against this target once), Corpo-Agent (add � to
social checks targeting this character). 3 41 21 31 31 31
Abilities: Memory 2, Muscle Fibers (as a maneuver, may BRAWN
BRAWN AGILITY
AGILITY INTELLECT
INTELLECT CUNNING
CUNNING WILLPOWER
WILLPOWer PRESENCE
PRESENCE
suffer 2 Heat to move to any location with medium
SOAK
SOAKVALUE
VALUE WOUNDWOUND
THRESHTHRESHOLD
Strain THRESH HEAT THRESH
HEAT THRESHOLD M/RDEFENSE
M/R DEFENSE
range), Stone Skin (increased Soak by 2, and reduce
critical injury results by 20). 2 17 13 6 0 0
Equipment: Ballistic Cannon (Ranged; Damage 7, Skills: Athletics 3, Coordination 4, Cool 3, Deception 3,
Critical 4; Range [Medium]; Linked 1, Pierce 2); Heated Hacking 2, Melee 4, Perception 3, Ranged 2, Skulduggery
Blade (Melee; Damage 5, Critical 3, Range [Engaged], 2, Stealth 3, SysOps 2, Streetwise 4, Vigilance 1.
Suffer 2 Heat to increase damage by +4.); Pri-Mil Talents: Adversary 2 (upgrade difficulty of combat
Uniform, Encrypted Pri-Mil Data Deck. checks against this target once), Finesse (perform brawl
melee combat checks with Agility).
Abilities: Mantis Metamorph (suffers 2 Heat at the start
Walund-Yoni Ogre (Nemesis) of each turn while in combat, before natural recovery),
Pounce (action, target enemy at within Medium range
73 31 31 21 31 1 with a melee combat check, moving to engaged range as
BRAWN
BRAWN AGILITY
AGILITY INTELLECT
INTELLECT CUNNING
CUNNING WILLPOWER
WILLPOWer PRESENCE
PRESENCE part of the check. On a success, reduce the Critical rating
SOAK
of the attack by 2), Evasive (after performing a move
SOAKVALUE
VALUE WOUNDWOUND
THRESHTHRESHOLD
Strain THRESH HEAT THRESH
HEAT THRESHOLD M/RDEFENSE
M/R DEFENSE
maneuver, increase defense by 2 until the start of their
10 20 13 6 0 0 next turn), Cowl (may roll current memory with Stealth
Skills: Athletics 5, Coercion 3, Cool 2, Discipline 1, checks, spending ◑◑ to add � or �).
Melee 4, Perception 1, Ranged 2, SysOps 2, Vigilance 1. Equipment: Razor Claws (Melee; Damage 9; Critical 3;
Talents: Adversary 1 (upgrade difficulty of combat Range [Engaged]); Flame Cannon (Ranged; Damage 9;
checks against this target once), Death Rage (add +2 Critical 4; Ranged [Short]; Burn 1, no penalties for using
damage to melee attacks for each Critical Injury Ranged weapon at engaged range)
currently suffered).
Abilities: Ogre Metamorph (suffers 2 Heat at the start of
each turn while in combat, before natural recovery. Corpo-Fixer (Nemesis)
Cannot gain Defense), Heat Exchanger (as an action,
make a Hard (���) SysOps check. �� to reduce 23 21 41 51 41 51
current heat by 1), Overheat Protection (reduce strain BRAWN
BRAWN AGILITY
AGILITY INTELLECT
INTELLECT CUNNING
CUNNING WILLPOWER
WILLPOWer PRESENCE
PRESENCE
suffered from exceeding Heat Threshold by 2), Advanced SOAK
SOAKVALUE
VALUE WOUNDWOUND
THRESHTHRESHOLD
Strain THRESH HEAT THRESH
HEAT THRESHOLD M/RDEFENSE
M/R DEFENSE
Targeting (increase Pierce and Vicious ratings by 2) 2 13 18 6 0 0
Equipment: Hammer Hands (Melee; Damage 12, Skills: Charm 3, Coercion 3, Cool 3, Deception 3,
Critical 4, Range [Engaged], Knockdown, Pierce 2, Discipline 3, Hacking 1, Leadership 2, Perception 3,
Vicious 4); Hurl Debris (Ranged; Damage 8; Critical 3; Ranged 2, SysOps 2, Streetwise 1, Vigilance 1.
Range [Medium])
Talents: Adversary 1 (upgrade difficulty of combat
checks against this target once), Ruinous Repartee (Once
Freelance Hacker (Nemesis) per encounter, may make an opposed Charm or
Coercion versus Discipline check targeting one
13 21 41 41 31 21 character within within earshot. If successful, the target
BRAWN
BRAWN AGILITY
AGILITY INTELLECT
INTELLECT CUNNING
CUNNING WILLPOWER
WILLPOWer PRESENCE
PRESENCE suffers 10 strain, plus one additional strain per � and
this character heals strain equal to the strain inflicted).
SOAK
SOAKVALUE
VALUE WOUNDWOUND
THRESHTHRESHOLD
Strain THRESH HEAT THRESH
HEAT THRESHOLD M/RDEFENSE
M/R DEFENSE
Abilities: Emotional Analysis (increase the difficulty of
1 11 17 8 0 0 all social checks targeting the Corpo-fixer by 1),
Skills: Cool 1, Deception 2, Discipline 1, Hacking 3, Statistical Analysis (add � to all checks targeting the
Perception 2, SysOps 3, Streetwise 3, Vigilance 2. Corpo-Fixer, and all allies add � to the first check of
Talents: . each turn while within short range), Counter-Intrusion
Abilities: Memory 3, Malfunction Broadcast (make an (add ◽ to all broadcast checks targeting an ally within
opposed Hacking versus SysOps check targeting an short range of the Corpo-Fixer).
engaged cybernetic enemy and rolling Current Memory; Equipment: Slip Pistol (Ranged; Damage 5; Critical 5;
on a success, the target suffers 1 wound (ignoring soak) Range [Short]; add ◽ to checks to find the slip pistol)
per ◑ to a maximum of 4. If at least 1 wound is dealt,
once per round, ◑◑ may be spent to inflict a critical
injury. This character may suffer 1 Heat to increase the
range to Medium; and may suffer 3 strain to increase the

Part 9: Supplements
ADVANCED CYBERNETIC MODIFICATIONS 64
Character Name Player Name
Character Sheet

Critical injury severity effect

MEMORY SOAK DEFENSE

TOTAL CURRENT RANGED MELEE

HEAT WOUNDS strain

THRESHOLD CURRENT THRESHOLD CURRENT THRESHOLD CURRENT

General skills ability Career Dice pool Combat skills ability Career Dice pool

athletics br ☐ BRAWN brawl br ☐


cool pr ☐ Melee (light) br ☐
coordination ag ☐ Melee (heavy) br ☐
discipline wil ☐ AGILITY Ranged (Light) ag ☐
driving ag ☐ Ranged (heavy) ag ☐
hacking cun ☐ gunnery ag ☐
mechanics int ☐ INTELLECT Social skills ability Career Dice pool

medicine int ☐ charm pr ☐


perception cun ☐ coercion wil ☐
resilience br ☐ CUNNING deception cun ☐
skulduggery cun ☐ leadership pr ☐
stealth ag ☐ negotiation pr ☐
survival cun ☐ WILLPOWER Knowledge skills ability Career Dice pool

sysops int ☐ Knowledge (Edu) int ☐


vigilance wil ☐ Knowledge (corp) int ☐
☐ PRESENCE Streetwise cun ☐
☐ ☐
☐ ☐
Weapons skill damage critical range special

cybernetics Detail

armor skill damage critical range special

gear currency
background archetype Starting XP earned XP spent XP Available xp

tier talent ranked summary

notes details
age
gender
build
hair
features

affiliations
`

strength flaw Desire / ideal fear


Character Name Player Name
Character Sheet

Critical injury severity effect

MEMORY SOAK DEFENSE

TOTAL CURRENT RANGED MELEE

HEAT WOUNDS strain

THRESHOLD CURRENT THRESHOLD CURRENT THRESHOLD CURRENT

General skills ability Career Dice pool Combat skills ability Career Dice pool

athletics br ☐ BRAWN brawl br ☐


cool pr ☐ Melee (light) br ☐
coordination ag ☐ Melee (heavy) br ☐
discipline wil ☐ AGILITY Ranged (Light) ag ☐
driving ag ☐ Ranged (heavy) ag ☐
hacking cun ☐ gunnery ag ☐
mechanics int ☐ INTELLECT Social skills ability Career Dice pool

medicine int ☐ charm pr ☐


perception cun ☐ coercion wil ☐
resilience br ☐ CUNNING deception cun ☐
skulduggery cun ☐ leadership pr ☐
stealth ag ☐ negotiation pr ☐
survival cun ☐ WILLPOWER Knowledge skills ability Career Dice pool

sysops int ☐ Knowledge (Edu) int ☐


vigilance wil ☐ Knowledge (corp) int ☐
☐ PRESENCE Streetwise cun ☐
☐ ☐
☐ ☐
Weapons skill damage critical range special

cybernetics Detail

armor skill damage critical range special

gear currency
background archetype Starting XP earned XP spent XP Available xp

tier talent ranked summary

notes details
age
gender
build
hair
features

affiliations
`

strength flaw Desire / ideal fear

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