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Fallout 2d20 - Cyborg Parts and Implants
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Fallout 2d20 - Cyborg Parts and Implants
Scarring may occur in others, which may internal structure, but the relative
also be a telltale sign of modifications, softness of tissue can also cause
especially around the cranial region and inadvertent damage to implants,
depending on the apparent precision of requiring more precision and patience.
the scars.
Inversely, dissecting a super mutant is
To identify the possible abilities of such difficult for the sheer volume of mass
implants, a test must be made by the required to cut open. The flesh of super
observer. The default attribute for this mutants is resistant to surgical
test is Intelligence + Science or Repair lacerations and their bones equally dense
with the difficulty based on how hidden and extremely resistant to cutting or
the implants are and on how much breaking, though power assisted tools
possible pre-knowledge the observer would make dissecting a super mutant
has. easier, and alternatively to Intelligence,
Strength + Medicine or Repair may be
Gimme Those used in order to get through a super
mutant’s thicker musculature.
Implants can be acquired from fallen
enemies exactly the same way they were Failing the checks to remove the
put there: opening the person up. Just implants for all races may damage them
like with identifying implants, dissecting requiring additional repair, and
a corpse to specifically loot implants complications may destroy the implants
requires an Intelligence + Medicine or permanently.
Repair with the difficulty based on the
race of the deceased and how destroyed It is also possible to steal the implants
the corpse is. Alternatively, transporting a out of an unconscious foe, but whether
corpse to a proper facility may also make they wake up mid-surgery, or even wake
the dissection easier. up post-surgery, is a matter of chance.
For every check to remove an implant,
Race Difficulty Comp. Range
have the enemy NPC roll a wake up roll
Human / Synth 2 20 Endurance + Survival starting at (3) and
Ghoul 3 19 - 20 decreasing by 1 for additional checks.
Super Mutant 4 17 - 20
Crippled limbs rules still apply to
Humans are the easiest to dissect and scavenged parts. If an enemy had their
take the implants out of due to extensive left arm crippled and their left arm was
pre-established knowledge base on how mechanical, that arm would require
to do so. Ghouls are closest to humans in repairing after being taken.
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Fallout 2d20 - Cyborg Parts and Implants
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Fallout 2d20 - Cyborg Parts and Implants
32 - 36 Reflex Booster
37 Motor-Muscled Memorizer
38 - 39 Probability Calculator
40 Quantum Aggregator
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Fallout 2d20 - Cyborg Parts and Implants
18 - 19 Rifled Palm
1d20 Leg Implant table
20 Pneumatic Upgrade
1-5 Replacement leg
21 Gauss Upgrade
6-8 Kinetic Accelerator
22 Flashbulb
9 - 11 Nanobionic Musculature
23 - 24 Gyro Wrist
12 - 13 Magnetic Plantigrade Padding
25 - 26 Stabilized Actuators
14 - 15 HERMES Heels
27 - 28 Neural Datalink
16 - 17 All Terrain Legs
29 - 31 Taser grip
18 ACHILLES Anchor Heels
32 - 34 Plated Knuckles
19 DOLOS Tread Dampeners
34 - 37 Magnetic Palm
20 Weight Absorber
38 Remote Hand
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Fallout 2d20 - Cyborg Parts and Implants
List of Implants
Primary Statistic Implants
Electropolymer Muscle 12k From the minds at Cambridge Polymer Labs, LLC, once STR +2
Enhancers planned for Power Armor, scrapped and repurposed for
● Replaces use by normal human beings. Replicating the chemical
Hypertrophy enhancement process used to enhance T-51b,
Accelerator electropolymer enhancers are ingrained into the muscles,
allowing greater performance enhancement.
Optics Enhancer 6k Enhances the vision of the user to a 20/10, greatly PER +1
increasing visibility, readability, and general vision
performance.
Retinal Sharpeners 12k Some robots have a single eye or even three, humans only PER +2
● Replaces Optics need two to get the job done! Specialized VISION
Enhancer enhancements allow the base retinas of the user to see far
beyond what the average human can, and even match or
surpass certain robot models
Cingulate Cortex Cutoff 12k Cuts off the typical fight or flight reaction the brain would END +2
● Replaces typically stipulate upon being faced with such a situation,
Nociception allowing those with the implant to act and react
Regulator immediately, while relaxing otherwise overtaxed areas of
the brain and body.
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Fallout 2d20 - Cyborg Parts and Implants
Random Access Mind 12k The RobCo Random Access Mind (RAM) takes the INT +2
● Replaces Logic combined efforts of the RoboBrain program, and
Co-Processor condenses the thought processes of approximately 25
thousand individuals into a singular chip. The result is a
single individual having the intellects and thought
processes of thousands, with 0 drawbacks! (Warning,
aspects of delirium, including head voices, psionic
influence, and mental insanity are greatly exaggerated.)
Probability Calculator 6k You’ll be feeling lucky tonight with the Probability LUK +1
Calculator! Outperforms basic logic co-processing to
provide entirely random situations and their results,
calculating only the best probabilities that something will
or will not happen.
Quantum Aggregator 12k Not even the House on the Strip can match your lucky LUK +2
● Replaces Probability charm! Utilizes miniature quantum vacuum tubes to
Calculator predict thousands of potential situations and their
likelihood, from being struck by lightning to whales falling
from outer space.
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Fallout 2d20 - Cyborg Parts and Implants
Head Implants
Replacement eye 750 An artificial eye that acts just like the real thing. Can look See
description
(right/left) like the real thing too! Or show off to your friends and
family with your ever apparent mechanical eye with
multiple styles! Re-roll 1d20 on Perception checks
involving sight.
Telescopic Eyes 1k Enhanced vision modes allow the increase of a weapon’s See
description
● Eye upgrade range by one zone three times an encounter. Outside of
combat, they act like a set of high power binoculars.
(Requires at least one replacement eye, does not count
toward implant limit)
Vision modes 2k Switch between thermal, infrared, night, X-Ray (10 ft of See
description
● Eye upgrade depth), and normal vision modes. These eyes can also
see the radio spectrum and detect gamma waves.
Passive activation and switching. (Requires at least one
replacement eye, does not count toward implant limit)
Transi-stored eyes 4k Pre-War experimental transistors allow for the observation See
description
● Eye upgrade and learning of targeted enemy maneuvers and attack
patterns to properly predict their movements. After
observing an enemy for 1 round as a major action,
reduces user difficulty to hit by 1 and increases enemy
difficulty to hit the user by 1.
Coiled Mind 4k Ditched your brain because it was weighing you down. See
description
You really didn’t need it anyway. Head cannot be crippled.
(does not work in conjunction with The Backup Me and
Reinforced Braincase)
PHILOTES Voice 2.5k Change your voice on the fly to be the most soothing for Speech +1
Barter +1
Modulator the listener. Exude that charm and have the voice to
match, or seal the deal at the office. Also allows for the
free change of your voice at any time as your normal
speaking voice.
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Fallout 2d20 - Cyborg Parts and Implants
Voice storage 1.5k State of the art before the war, this voice storage system See
description
● Voice mod upgrade procedurally generates one additional voice from
in-person recordings of a chosen target making
impersonations an insignificant task.
Voice storage 500 Utilizing the Wattz Electronics Play-It-For-Me system, See
description
extension greatly enhanced by modern holodisk technology, the
● Voice mod upgrade storage system can allow the user to record up to six
voices, with perfect synchronization.
ECHO Cochlear 1k Originally designed for the hearing impaired and then See
description
Implant militarized by the DIA, this implant functions better than a
normal ear. If a tree fell in the middle of the woods, you
would hear if anyone cared. Allows for enhanced listening
of any target, either from a block away or across the room
in a crowded party; eavesdropping is a sitch. Additional
functions include noise canceling software to filter
harmful noise (such as from a high frequency burst or
flash bang), real-time audio enhancement, as well as voice
isolation filtering and recording. These voices can be used
by the voice storage implants. Additionally, re-roll 2d20 on
any Perception checks that involve hearing.
HECATE Substance 1k The tip of your tongue is replaced with an analyzer See
description
Analyzer capable of determining details of any substance applied
to it. The implant appears normal at any possible casual
glance in comparison to other tongues. The information is
relayed directly back to the brain and cannot be turned off.
The analyzer can differentiate compounds, solutions,
mixtures and pure substances easily and will give detailed
information on what it analyzes; however, it is up to the
user to determine the meaning. Example use: analyzing
blood which results in blood type, a DNA profile to
compare to later results, the age of the blood from air
contact, etc. The tongue also allows for the early warning
on the ingestion of poison and causes an involuntary
spitting before anything harmful is swallowed as well as
the name of the poison.
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Fallout 2d20 - Cyborg Parts and Implants
Torso Implants
Toxin Binders 1k Twice a day, nano-particulates in your blood bind to toxins See
description
and suppress them from damaging your cells negating
their effects, this negates the persistent damage from any
poison attacks or ingesting poison.
Rad Filters, Stage I 1k RadAway, now in internal size! Remove 5 points of See
description
radiation once a day.
Rad Filters, Stage II 2k Asbestos filtering in your stomach prevents any radiation See
description
● Removes previous from entering your whole body from food or other
ingestibles. Remove 5 points of radiation three times a
day.
EREBUS Nano-Bots 4k While they might be “nano”, these miniature robots See
description
generate a stealth field as small as a picometer,
combining across the body to generate a stealth radiation
field on par with the Hei Gui suit.
Symbiotic Coagulators 5k A race of microscopic, intelligent parasites now live within See
description
your colon; however, they are keenly aware of the dangers
outside your body and will do their best to repair any
damage done to it to keep you alive. When your torso is
crippled, the parasites stop any bleed damage from
occurring with the use of interlaced nano-wiring. Damage
caused by persistent (energy and physical) is also halved
in both damage and time.
Adrenal Reaction 2.5k Once a day, your heart is injected with a regulated dose of +4
initiative
System adrenaline produced and stored in your body. The
Once a day
resulting shot increases your initiative by 4 points for that
encounter. This can be done at the very start of an
encounter or during. The system may even be activated
outside of your turn to get the drop on an enemy.
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Fallout 2d20 - Cyborg Parts and Implants
Artificial Heart 1k Followers first utilized this technology to save patients in +2 poison
resist.
need of critical operation, repurposing prosthetic hearts
found in Pre-War hospitals. With time and improved
technology, these hearts began to surpass even the most
advanced bio-organic hearts.
Artificial Spine 2k You might be Spineless, but you’re not a jellyfish! Utilizing See
description
processes similar to the refining of Saturnite, the artificial
spine makes for an excellent backbone. Should you find
one outside one’s body, it also makes for a great spear.
PHOENIX Monocyte 10k Rise like a Phoenix from even the most deadly wounds. See
description
Breeder Increases the body’s natural regenerative process.
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Fallout 2d20 - Cyborg Parts and Implants
Arm Implants
Replacement Arm 1k An artificial arm that acts just like the real thing. Can be See
description
(right/left) disguised with appropriate clothing. +1 DR (all types,
except energy) to a specific limb. Additionally re-roll 1d20
on strength checks involving arms, or 2d20 with two
replacement arms.
Mechanical hand 1k An artificial hand that acts just like the real thing, but See
description
(right/left) looks obviously mechanical. Can be disguised with gloves
or other appropriate clothing, and can be used in
conjunction with a Replacement Arm. Digits may also be
acquired for each finger (see pg. 16). Does not count
towards the implant limit if an arm is already acquired.
Hollow Hand 1k Allows for the complete hiding (no stealth check) of a See
description
small, one-handed weapon or other item in a mechanical
forearm designed to look like a real arm and hand. Items
with the concealed quality may be hidden inside as an
additional item. Spring loaded into the arm, retrieving the
object is an instant action instead of a minor action. May
be hidden but will still appear on X-Ray scans and ping
metal detectors.
Kinetic Accelerator 2.5k +1 Athletics checks involving arms, +1 throwing and +1 See
description
unarmed; extra melee attack upon activation, twice an
encounter.
Rifled Palm 1k Hidden from view, in your forearm to palm is a single shot See
description
pistol, rifle, or shotgun. Close range, Small guns or
Unarmed + Agility test; 4[CD] for pistol cartridges, 5[CD]
for rifle cartridges, 7[CD] for shotgun shells. The arm and
the round this part uses is picked during install and
cannot be changed on the fly. An Intelligence + Repair (1)
can change this with the right parts and time. Rounds can
be triggered on contact (reach attacks without penalty
from other melee attackers) or manually (ranged attacks).
Cannot obtain Hollow Hand implant in the same arm.
Pneumatic Upgrade 1.5k Instead of a gun cartridge, fire either caps or coins (or See
description
● Rifled palm upgrade anything else that can fit) through a pneumatic tube at
your target at enough velocity to pierce flesh or metal. Is
relatively silent.
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Fallout 2d20 - Cyborg Parts and Implants
Gauss Upgrade 2k Utilizing 2mm EC as the battery and ammo. Energy See
description
● Rifled palm upgrade Weapons may be used instead of small guns or unarmed.
Flashbulb 1k A 16,000 lumen miniature bulb is built into the wrist or See
description
palm. Make an attack against an enemy, using Unarmed
or Athletics, with a success blinding them for 3 rounds,
making their difficulty to hit -1, and their difficulty to hit
others +1.
Gyro Wrist 3k Allows one’s wrist to rotate 360 degrees, with no pain or Lock +1,
Repair +1,
complex maneuvers required. Just don’t let the
Pilot +1
micro-holding joints lock up.
Lockpick +1, Repair +1, Pilot +1
Stabilized Actuators 3k Make only the most precise of movements with the S. Guns +1
B. Guns +1
largest or smallest of guns. Allows precise aiming,
Throw +1
regardless of gun or situation.
Small Guns +1, Big Guns +1, Throwing +1
Neural Datalink 3k Think like a RoboBrain, without the unnecessary ethical Science +1
E. Wep +1
quandaries! Allows the brain to automatically interface
Med. +1
with any unlocked terminal, hacked robot, or artificial
entity. Does not prevent viruses or corruption.
Science +1, Energy Weapons +1, Medicine +1
Taser grip 2k Pads in the thumb and index finger deliver a multi kilowatt See
description
shock using Agility + Unarmed or Athletics. A successful
hit makes the target prone for 2 rounds and they are
unable to act. Works only on organic humanoids not in
power armor and robots with an opposition Endurance
test. Does not work in conjunction with digit upgrades that
have replaced the thumb and index finger.
Plated Knuckles 3k Give a new meaning to brass knuckles and lay boxers out See
description
flat. Adds specialized chambers to the knuckles for
insertion of any heavy material, from steel to osmium.
+4[CD] to unarmed attacks
Magnetic Palm 2k A super magnet built into the palm that can be turned on See
description
and off at will. This magnet can easily stick to most metal
surfaces. Works well in conjunction with Magnetic
Plantigrade Padding. Gives remote hand vertical climb.
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Fallout 2d20 - Cyborg Parts and Implants
ASTRAPE - EMP 4k A micro EMP generator contained within the shoulder, See
description
Generator bursts up to medium range centered on the user, causing
10[CD] of energy dmg to electronics and power armor.
Remote Hand 3k Detach and control your mechanical hand. Hand can See
description
operate control surfaces and open or carry up to 50lbs.
Vertically jump 5ft. In combat, has 10hp and can make a
4[CD] punch or strangle an opponent and decrease their
DEF by 1 while it strangles.
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Fallout 2d20 - Cyborg Parts and Implants
Miniature light 25 A 100 lumen light is built into the tip of your finger. See
description
IR/UV light 100 Infrared and Ultraviolet light, effective up to 10m. See
description
Wire cutters 200 Bisecting from the installed finger sprouts cutters that can See
description
cut through wires to chain link fences and everything in
between. Makes difficulty checks with Repair involving
wires -1 easier, and stealth checks to get through fences
-1 easier.
Video finger 1k Send video to a remote linked terminal, pip-boy, or other See
description
video screen. Variable zoom function and can switch
between IR, Lowlite, and color Codac video. Works great in
conjunction with a remote hand.
Laser Pointer 500 A red laser pointer; when laid against a weapon, it can be Re-roll
1d20 when
a makeshift laser sight, allowing the re-roll of 1d20 for
on and
weapon attacks, but also adds difficulty to sneak tests. +1 difficult
Avoid direct eye contact. to sneak
Autopick 1k A small but durable lockpick that can be used on any See
description
mechanical lock. Works like a Wattz electronic lockpicker.
Requires 5 fusion cell charges to charge for repeated use.
Parabolic microphone 500 When used in conjunction with a Pip-Boy or holotape See
description
recorder, it can discreetly record conversations with ease.
Also works with just receiving sound for the remote hand.
Lighter 50 For when you lose your lighter too much. Hopefully you See
description
don’t lose your finger. The first joint of the finger flips out.
1 flamer fuel per extended use, or every 5 uses.
Welding torch 500 Similar to the lighter but the flame jet can achieve enough See
description
heat to cut metal up to 3’’ deep. 10 flamer fuel per use on
5ft of metal. Makes difficulty checks with Repair involving
metal plates -1 easier; also increases sneak difficulty +2.
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Fallout 2d20 - Cyborg Parts and Implants
Laser jet cutter 1k Just like the welding torch, a powerful laser jet extrudes See
description
from the digit that’s able to cut through most metal up to
1 foot deep. 3 energy cells per use on 5ft of metal. Makes
difficulty checks with Repair involving metal plates -1
easier, but also increases sneak difficulty +1.
Ballistic Finger (blunt) 25 A spring loaded finger that can be launched forward. Can See
description
be a regular mechanical finger (3[CD]), a knifed finger
(6[CD]), or a miniature explosive (10[CD]). Full control of
how it launches or if the knife/explosive activates.
Ballistic Finger (knife) 40 6[CD] CD, additionally knife finger can be used in a See
description
slashing attack, and does the damage of a combat knife.
Ballistic Finger (EXP) 150 10[CD] CD, explosive finger is NOT reusable and only See
description
explodes to reach range. Agility + Explosives/Throwing
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Fallout 2d20 - Cyborg Parts and Implants
Leg Implants
Replacement leg 1k An artificial leg that acts just like the real thing. +1 DR (all See
description
(right/left) types, except energy) to specific leg. Must be bought for
each leg. Additionally re-roll 1d20 for strength checks
involving legs, or 2d20 with two legs.
Kinetic Accelerator 1k +1 Athletics involving legs; extra move action upon See
description
activation, twice an encounter. Allows a jump of 5ft with
no required test.
Magnetic Plantigrade 1k Allows for the sticking to metal surfaces, even upside See
description
Padding down. It is as natural as walking on the ground. Magnets
must be activated to work. Extended use of 2 minutes
requires the consumption of 4 fusion cells and an
additional 4 fusion cells for every 2 minutes after. Running
out of fusion cells means gravity takes over.
All Terrain Legs 2k No matter the terrain, get where you need to be. Reduce See
description
the difficulty by 1 for difficult terrain checks, and further
allows to re-roll 1d20 for checks involved with terrain.
ACHILLES Anchor 3k Plant yourself firmly into the surface you’re standing on. See
description
Heels Helps in preventing you from being forced prone, knocked
off a ledge, or pulled forward or pushed backward. Works
in conjunction with magnetic plantigrade padding.
Strength + Athletics may still be required with sufficient
force as you are NOT an unmovable object. +2 to any
opposition tests.
DOLOS Tread 3k Padded soles make your step incredibly light. Sneak +1 Sneak +1
Dampeners and may re-roll on all d20s for stealth checks.
Weight Absorber 1k Carry weight +100 and falling from a great height reduces Carry +100
and 8CD
damage by 8[CD]. Must still make Athletics check to land
negate fall
on feet. dmg
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Fallout 2d20 - Cyborg Parts and Implants
Special Implants
Wired Reflexes 10k Advanced technology from the Institute has increased See
description
your reaction speed. One free major and two free minor
actions during combat. The actions may be used at
separate times.
Pain Inhibitor 15k Pain is a distraction, and in combat distractions get you See
description
killed, so ignore the bullet in your gut and put one in theirs.
Upon activation of getting attacked, the user may reduce
the damage by 8[CD]. Twice an encounter.
Reinforced Braincase 5k Your brain is now protected by a bullet resistant brain See
description
case, suspended in bio med gel. This modification is
visible to all. +3 DR (all types) to head; stacks with
helmets. -1 to Charisma, and NPCs react negatively to
your appearance. A wig or hat can hide this, however.
The Backup Me 10k A special chip in your head stores your consciousness to See
description
be implanted into another body. Technology of this kind is
excessively rare as it required full teams of scientists with
both knowledge in cloning and brain implantation. Limited
to test runs before the Great War, the Backup Me was
largely made for the elites of society that could afford its
exuberant price and who were desperate to stay in power.
Y-17 Take Me Home 7.5k When HP drops to 0, the Y-17 takes control of the user’s See
description
body. The first action the Y-17 does is to get the user to
safety and then attempts to stabilize its dying user as a
free action using internal electrodes and blood
coagulants. Its TN for the test is 18. Whether or not it is
successful, the Y-17 continues fighting using the user’s
unconscious body until the fight is over. The player takes
control of their Y-17 system. If the user is stabilized, they
live and can seek further medical assistance and are in
full control again. If dead, the Y-17 is the player until its
death. (See Y-17 as a PC below) Additionally, limb loss
only occurs from a critical of 10 or more damage, however
injuries occur as normal.
NEMEAN Sub-Dermal 5k Plating built into your body has made it inherently harder +2 DR
Ballistic/
Armor to pierce your body; +2 DR against ballistic and poison
Poison,
damage sources; stacks with armor. (All limbs, cannot All limbs
obtain Phoenix Assault)
Saturnite Plates 10k Replace the metal plates with metallic ceramic plates that -2 CHA
+5 DR
● NEMEAN upgrade, give +5 DR against ballistic and poison, but causes -2
Ballistic/
replaces previous Charisma from the excessive scarring and squarish Poison,
musculature. All limbs
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Fallout 2d20 - Cyborg Parts and Implants
Bio Med Gel Layer 10k The preservative substance allows for increased +5 DR -2 CHA
+5 DR
● PHOENIX upgrade, from Energy and Radiation sources, but causes -2
Energy/
replaces previous Charisma from the weirdly squishy looking appearance of Radiation,
the body. All limbs
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Fallout 2d20 - Cyborg Parts and Implants
Neither the author nor the content within is endorsed, sponsored, or affiliated with
Bethesda, ZeniMax Media, Modiphius Entertainment, or any FALLOUT franchise.
The FALLOUT® franchise and related logos are owned and a registered trademark
of ZeniMax Media Inc.
Any trademarked names are used in a fictional manner; no infringement is intended.
This is a work of fiction. Any similarity with actual people and events, past or
present, is purely coincidental and unintentional except for those people and events
described in an historical context.
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