Nerve Stimulators are surgically implanted within nerve clusters, speeding up reaction time and giving bonuses to agility tests. Memory Banks are implanted in the skull to allow bulk storage and perfect recall of information with bonuses to related tests. A Voice Manipulator implants in the trachea to modulate the voice and grant bonuses to social tests involving Fellowship.
Nerve Stimulators are surgically implanted within nerve clusters, speeding up reaction time and giving bonuses to agility tests. Memory Banks are implanted in the skull to allow bulk storage and perfect recall of information with bonuses to related tests. A Voice Manipulator implants in the trachea to modulate the voice and grant bonuses to social tests involving Fellowship.
Nerve Stimulators are surgically implanted within nerve clusters, speeding up reaction time and giving bonuses to agility tests. Memory Banks are implanted in the skull to allow bulk storage and perfect recall of information with bonuses to related tests. A Voice Manipulator implants in the trachea to modulate the voice and grant bonuses to social tests involving Fellowship.
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.
SAFE Nail. Use of A Interlocking Nail With A Long Acting Antibiotic Releasing Core in Patients With High Infection Risk. Prospective Study in 27 Cases.