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Name Description Availability

Electrical stimulators surgically implanted


Nerve Stimulators within nerve clusters with the recipient’s arms
Very Rare (-30)
and legs, speeding up reaction time. This
gives the recipient a +10 to all agility-based
tests while the cybernetic is active, which it
can be turned as a half action manually. Good
quality versions also impose a +2 to
initiatives, if the cybernetic was active before
initiatives were rolled.
Implanted banks of cogitators within the skull
Memory Banks of the recipient allow for bulk storage of
Scarce (-10)
information, with more advanced versions
housing even sensory information. This
cybernetic includes a data-jack which allows
for the information to be uploaded into
cogitators and other devices, transporting
information. This gives a +10 bonus to all
scholastic and forbidden lore tests, and Good
quality versions allow for perfect memory of
events the acolyte witnesses/experiences. This
data is also protected, requiring a -20 tech-use
test to access the Memory Banks, increasing
to a -30 penalty for Good quality versions.
Implanted within the trachea, this cybernetic
Voice Manipulator modulates the acolyte’s voice to fit whichever
Average (+0)
voice the acolyte’s wants to project, whether
calming and intellectual, to harsh and
threatening with precise emphasis. Any social
tests which involve the use of Fellowship
receive a flat +10 bonus, with Good quality
versions providing Unnatural Fellowship (1).
Made with reinforced steel, and long enough
Metal Claws to be steak knives with some variants, these
Rare (-20)
claws can do horrific damage in combat
comparable to that of more conventional
weaponry. If using unarmed attacks, increase
the Pen by 2 and change the damage type to
Rending. Also, can be used to assist in
climbing, giving a +10 bonus to all Athletic
tests made to climb objects. Good quality
version is retractable, and are therefore more
concealable, and give 3 Pen and +20 bonus to
Athletic tests made to climb objects.
Catch-all term for any cybernetic
Luxury Cybernetics enhancements made to affect a person’s
Scarce (-10)
appearance, affecting their social impact.
Increase all charm tests by +10, with Good
Quality version increasing the bonus to +20.
Located near the stomach, a reservoir is
Poison Reservoir surgically implanted and is designed to store
Scarce (-10)
about 1 kilo worth of liquid, or less if a
separate liquid is chosen at requisition. This
cybernetic can also be attached through piping
to the mouth and linked to the stomach. This
cybernetic allows the acolyte when grappled
with an opponent, as a full action, to vomit the
contents of the reservoir onto an enemy. It
counts as a ranged attack that can only be used
while in melee and grappled. If the acolyte is
in control of the grapple, they get a +30 on
their Ballistic test, and a -30 if they are not in
control. The damage, effects, and other
variables about the attack are determined by
the poison within the reservoir, as well as any
other liquid substance that has filled the
reservoir. This reservoir may also be attached
to the Metal Claws cybernetic, allowing for
any substance with the Toxic quality to be
sprayed from the claws as a free action. The
reservoir holds enough liquid for this action to
be done twice per refill of the reservoir.
A pouch made to disguise itself among the
Subdermal Pouch acolyte’s skin/metal, and store small objects
Average (0)
from prying eyes. These can be installed in 3
locations, the arms, the legs, and the body.
The arms can hold 1 kg of weight within each
pouch, the legs can hold 3 kg of weight per
pouch, and the body can hold 5 kg. These
pouches impose a -20 to all tests made to find
objects in said pouches if physically touching
the acolyte, and a -40 to tests where the
acolyte can not be touched, although these
tests do benefit from the use of the Auspex
tool. Good Quality versions can block Auspex
tools due to being made of special material.
Specially designed cybernetic eyes that are
Flash-Bulb Eyes translucent to some degree. Cogitators take
Very Rare (-20)
over the function of stimulating the occipital
lobe in the brain, so the acolyte is able to see
normally, but the eyes are replaced with
translucent material, allowing for light to
shine through. This allows for a special attack
to be made, whereas a half-action, the acolyte
draws from stored battery banks in the skull
and unleashes a torrent of light from their eye
sockets and has a range of 5 meters. This is
treated as a ranged weapon attack, with a +20
due to the easy nature of turning one’s head to
the enemy and can hit targets up to 2 meters
away if they are within 5 meters of the
acolyte. Attackers make an ordinary +10
Agility test or be blind for 1d5+1 round. The
acolyte’s eyes are then put into standby and
counts as being Blind for 1 full round as the
cogitator’s reboot from the sudden draw in
power.
A tool commonly used in underground hives
Integrated Multi-key for its favorable concealment factor, the
Rare (-20)
Integrated Multi-key functions exactly like a
regular multi-key, except surgically implanted
into an acolyte’s hand. The acolyte retains the
range of their biological/metal hand but
cannot hold anything while the multi-key is
activated. When anybody makes a test to spot
a person using this Integrated Multi-key
however, they suffer a -20 as an acolyte’s own
hand blocks most of the multi-key’s actions,
making it harder for them to be spotted
breaking-and-entering. Good quality variants
include an added ability to disrupt electronic
locks as well, giving a +10 to Tech-use tests
against electronic locks.
Whether through injections of metallurgy, or
Bone Replacement through outright replacement of an acolyte’s
Scarce (-10)
biological skeleton, the cybernetic can
enhance an acolyte’s ability to take certain
kinds of damage. Against any attack that is
has the Impact damage type, count the
acolyte’s toughness bonus as 2 higher for the
purposes of damage. Common quality variants
are usually used by high-risk job workers in
the manufacturing fields, while Good Quality
variants have more of a military purpose.
Good quality versions add +2 damage to all
unarmed attacks, as these add toughened skin-
weaving, allowing an acolyte to attack targets
without any fear of damaging their own
bodies. These cannot be used with the Metal
Claws cybernetic.
Implanted within the aorta of the heart, the
Detoxicator device stands ready to collect foreign and
Rare (-20)
harmful materials within the bloodstream. As
a free action, an acolyte can switch on the
Detoxicator, and any poisons, toxins, drugs,
etc. within the bloodstream is flushed from the
acolyte’s system, reversing all effects these
substances had on the acolyte. This can only
be done once, as the Detoxicator’s reservoir is
filled and needs a minor surgical operation to
drain the reservoir of its contents, at which
point the Detoxicator can be used again. Good
quality variants allow for more storage of
substances before needing to be surgically
removed, up to 3 times.

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