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Written and Designed by Jeremy Calvert

Cyborg Parts and Implants


Fallout 2d20 - Cyborg Parts and Implants

Implants and You For example, Atraris is a normal human


with 6 Endurance and therefore has 3
Implants and replacement limbs were rare regular implant slots for each limb, 1
before the war and rarer even after the special implant slot for the entire body,
war. The knowledge to install these parts and 2 slots for primary stat implants.
is limited to a select few of well studied Atraris is in need of an eye implant from
individuals and those in possession of losing his left eye in combat, but already
auto-docs such as The Institute, the has 3 implants in his head and thus
Brotherhood of Steel, the Followers of the cannot receive a new eye. However, if he
Apocalypse, and the Unity. took the Cyber Limbic System perk from
the level he earned, he would be able to.
Prosthesis is also not limited to humans
as humans, ghouls and super mutants are Implants marked as upgrades do not
essentially the same organically, implants count toward the implant limit, however,
require little tuning. It would not be out of the associated implant must be already
the ordinary to see a former high ranking installed for an upgrade to be properly
officer of the Unity with cybernetic cranial equipped.
enhancements. For obvious reasons,
robots cannot use implants.
Perks
However, all the super science in the Name Description
world cannot greatly improve the
Battle Scarred From injuries sustained in a previous
endurance of the body being implanted, ● Pre-req: battle, you required extensive surgical
so a body can only accept so many Endurance 8 replacements to stay alive. Gain two
implants before it begins to reject the free implant slots to use on any limb
that are independent from your
surgery, which may lead to permanent
implant limit. These can be divided
disability or permanent death. such as a single head implant and an
arm implant. Does not include special
implants or primary stat implants.
Endurance: Your body’s natural limit
Man-Machine Two additional torso implants
Implant limit: (Endurance/2) + perks per limb
Cyber Limbic Two additional head implants
Special implants limit: (Endurance/4) + perks
Go-Go Gadget Two additional arm implants (1 for
each arm or 2 for one arm)
Primary Stat implants limit: (Endurance/3)
Mechanized Two additional leg implants (1 for
Marathoner each leg or 2 for one leg)
The implant limit of a body is obtained by
its endurance (rounding down). All Phantom Body One additional special implant
Syndrome
Implant limits are independent of each
other. Assimilate Acquiring parts from enemies is
easier by 2, to a minimum of 0.

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Fallout 2d20 - Cyborg Parts and Implants

Crippled Limbs and Implants Replacing Implants


Should a limb with an implant be crippled All implants can be replaced with another
and injured from an attack, the limb in implant for the same limb; however, an
question cannot use its active abilities. implant must be in the slot for the
This does not apply to implants with character from now on. The only
passive bonuses, but the limb is still exception would be to preserve the limb,
crippled and normal rules apply. eye, or other part in bio-med gel to
Additionally, the limb will also require an reattach it at a later date.
Intelligence + Repair check (2) to fix the
implant, or the use of a robot repair kit. Primary stat implants may be replaced or
Alternatively, the player can go to an removed entirely without penalty. Special
Auto-Doc or Doctor/Repairman to pay for Implants cannot be replaced and are
a fix. permanent.

Special Implants cannot be disabled by a Upgrades may also be removed without


crippled body part, but can still be penalty.
deactivated by EMP.
Identifying Implants in the Wild
EMP Deactivation It is entirely possible to encounter an
The non-passive effects of limbs can be augmented individual in any situation,
deactivated with an EMP burst. This whether or not they make their implants
occurs to any subject caught within a known is up to them. The most common
burst, which affects all their limbs. The implants are obvious even with a passive
deactivation is temporary, lasting 3 observation - such as a mechanical hand
rounds after exposure to an EMP. After clicking on a table as a patron plays
the deactivation is over, the activated cards - but these can be easily concealed
effect of any limb can then be with the right clothing.
reactivated.
Implant abilities are also not obvious at
Exposure to another EMP burst does not just a cursory glance. What might just be
reset the temporary deactivation (i.e. 1 a mechanical hand could possibly be a
round of deactivation remaining will not mechanical hand with 2 explosive
reset back to 3 rounds), but if the limbs fingers, a taser grip, and a rifled palm
are active again, they can be deactivated loaded with shotgun shells. Other
again. implants may be obvious, such as
NEMEAN Sub-Dermal leaving the user
Primary stat implants are unaffected. with slightly square musculature which
sticks out despite the clothes they wear.

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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

Experiencing Sudden Limb Loss


Torsos and Heads do not suffer a
Combat is a brutal affair that can lead to complete severing like arms and legs.
more than a loss of resources and life; Heads receive debuffs for the loss of a
sometimes it can cost an arm or a leg nose, eyes, ears, etc. when it is part of a
and an eye or other protruding failed limb loss check (see table below).
appendage.
Additionally, torso injuries should have a
For players, limb loss occurs when they sporadic bleeding to represent the loss of
are downed and made dying by a critical function to an organ. Roll Endurance +
hit of Physical or Energy damage. Based Survival with difficulty based on number
on the amount of damage received, the of existing injuries every new day to
player must make a Luck + Survival or determine the reappearance of bleed.
Athletics check according to the table
below. Debuffs persist until a replacement limb
(cyber or clone grown) is acquired.
Crit. damage Difficulty Comp. Range
d20 Head part Effect
5 1 20
1–2 Face -2 CHA
6-8 2 20
3–7 Ear +1 difficulty for listen PER
9 - 11 3 19 - 20 checks, -1 CHA

12 - 14 4 19 - 20 8–12 Nose +1 difficulty for smell PER


checks, -1 CHA
15+ 5 18 - 20
13–18 Jaw Eating/Drinking becomes a
difficult task.
Success means that the limb that was hit END + Survival (2)
by the attack is still attached, but they are
19–20 Eye One eye: -3 PER
still dying and suffer injuries as per Both eyes: -6 PER, blind
normal rules.

Failure causes the limb that received the


hit to become severed from the body.
When a limb is severed, the injury
sustained is permanent and cannot be
fixed using a Treat Injury check, with the
exception of bleeding out. Proceed with
normal dying rules based on built up
injuries; counting the now severed limb
as an injury. Any complications are an
automatic failure.

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Fallout 2d20 - Cyborg Parts and Implants

Loot Tables 1d20 Head Implant table


Occasionally, while exploring a 1 Coiled Mind
technologically advanced area or looting
2-3 Replacement eye
from an equally advanced faction, the
4-5 AR Eyes
party may happen upon implants ready to
be installed while searching and looting. 6-7 Vision modes

8-9 Telescopic Eyes


1d20 Implant table
10 - 11 PHILOTES Voice Modulator
1-2 Primary Stat implant table
12 - 13 Voice storage
3 - 6 Head implants table
14 - 15 Voice storage extension
7 - 10 Arm implants table
16 - 17 ECHO Cochlear Implant
11 - 14 Torso implants table
18 - 19 HECATE Substance Analyzer
15 - 18 Leg implants table
20 Transi-stored eyes
19 - 20 Special implant table

1d20 Torso Implant table


2d20 Primary Statistic Implant table
1-4 Toxin Binders
2-6 Hypertrophy Accelerator
5-8 Rad Filters, Stage I
7 Electropolymer M.E.
9 - 10 Rad Filters, Stage II
8 - 12 Optics Enhancer
11 EREBUS Nano - Bots
13 Retinal Sharpeners
12 Symbiotic Coagulators
14 - 18 Nociception Regulator
13 Adrenal Reaction System
19 Cingulate Cortex Cutoff
14 - 15 Artificial Lungs
20 - 24 Empathy Synthesizer
16 - 17 Artificial Heart
25 Pathognomonic Predictor
18 - 19 Artificial Spine
26 - 30 Logic Co-Processor
20 PHOENIX Monocyte Breeder
31 Random Access Mind

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

2d20 Arm Implant table 29 - 31 Laser jet cutter

2-5 Replacement Arm 32 - 33 Mace spray

6-8 Mechanical Hand 34 HYPNOS spray

9 - 11 Digit Upgrade (roll Digits Table) 35 - 36 Ballistic Finger (normal)

12 - 13 Hollow Hand 37 - 38 Ballistic Finger (knife)

14 - 15 Kinetic Accelerator 39 Ballistic Finger (explosive)

16 - 17 Nanobionic Musculature 40 Quick Change upgrade

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

39 ASTRAPE - EMP Generator 1d20 Special Implant table


40 BRONTE - Hyperfrequency Emitter 1-2 Wired Reflexes

3-4 Pain Inhibitor


2d20 Digits table
5-6 Reinforced Braincase
2-5 Miniature light
7-8 The Backup Me
6-9 IR/UV light
9 - 10 Y-17 Take Me Home
10 - 13 Wire Cutters
11 - 12 NEMEAN Sub-Dermal Armor
14 - 16 Video finger
13 - 14 PHOENIX Assault Enhancement
17 - 19 Autopick
15 - 16 NEMEAN or PHOENIX upgrade
20 - 22 Parabolic microphone
17 - 18 S.M.I.L.E
23 - 25 Lighter
19 - 20 Skeletal Reinforcements
26 - 28 Welding torch

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Fallout 2d20 - Cyborg Parts and Implants

List of Implants
Primary Statistic Implants

Name Cost Description Effect

Hypertrophy 6k Med-Tek’s Hypertrophy Accelerator takes the base STR +1


Accelerator functions of Buffout and similar products, and applies
them at a rate the human body can reasonably withstand,
enhancing strength slightly

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

Nociception Regulator 6k The telegraph on chems! Adds a miniature system of END +1


neural extensions to the brain, allowing thought processes
to expand and mental exhaustion to come to a halt.

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.

Empathy Synthesizer 6k Internalized chemical imbalance injections and CHA +1


miniaturized Moog synthesizers allow your facial
expressions and speech to give off short bursts of genuine
empathy, regardless of the person being talked to or the
situation being discussed.

Pathognomonic 12k Pathognomy? Gno-problem with the HalluciGen CHA +2


Predictor Pathognomonic Predictor! Specialized neural suggestion
● Replaces Empathy gasses, concentrated into a small area of the
Synthesizer hippocampus, allow speakers to "predict" the responses
and potential reactions of themselves and their
conversational partners.

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Fallout 2d20 - Cyborg Parts and Implants

Logic Co-Processor 6k Processes logic in a more co-efficient state, calculating INT +1


approximately 100 logical approaches per minute.

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.)

Reflex Booster 6k Similar to the processes utilized in Vault-Tec’s Assisted AGI +1


Targeting System, the Booster slightly enhances all
chemical reactions and balances found in the body areas,
from the neck to the toe.

Motor-Muscled 12k Repurposed from the work-in-progress Y-17 Trauma AGI +2


Memorizer Override Harness program, the M3 allows users to repeat
● Replaces Reflex the same action over and over, with none of the work or
Booster effort needed to do so. Firing a trigger becomes as easy as
blinking, while making complex maneuvers becomes as
simple as breathing.

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

Name Cost Description Effect

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.

AR Eyes 1k Real-time target analysis gives details on weapons, target See


description
● Eye upgrade condition in a numerical scale (HP remaining), and their
current armor and weaknesses. (Requires at least one
replacement eye, does not count toward implant limit)

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.

The target must be performing combat actions for the


implant to properly analyze their patterns, otherwise the
data is insufficient and cannot properly predict anything.
The target data is stored for a full day before it is erased.
(Requires at least one replacement eye, does not count
toward implant limit)

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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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

Name Cost Description Effect

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.

Controllable stealth field, same effect as stealth boy. Does


not conceal thermal signature. Usable twice a day.

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.

Artificial Lungs 2k Developed by Followers of the Apocalypse for traversal See


description
into heavily irradiated or submerged areas, the aptly
named artificial lungs function as a rebreather, allowing
long-term functionality even in the most dangerous of
environments. Rebreathers filter water and toxins
passively allowing for water breathing and innate
poisoned air resistance.

+2 to poison resistance from air based poisons. Also


allows for survival in low/no oxygen environments, but
this feature has been rarely tested.

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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.

Resist poisons with better blood circulation, +2 poison


resistance.

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.

Two rounds to heal crippled to normal.

PHOENIX Monocyte 10k Rise like a Phoenix from even the most deadly wounds. See
description
Breeder Increases the body’s natural regenerative process.

Regenerate health without having to rest once per day.


Healing functions like rest healing. Can be performed
while dying to stabilize self and heal injuries; however, you
will still be prone when becoming conscious.

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Fallout 2d20 - Cyborg Parts and Implants

Arm Implants

Name Cost Description Effect

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.

Nanobionic 5k Limb regeneration, two rounds to heal crippled to normal. See


description
Musculature Must be bought per leg. Works once a day.

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.

8[CD] damage, pierce 1, suppressed and persistent


(physical). Consumes 8 caps/coins/etc per shot. Locks
Gauss Upgrade, but can be replaced.

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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.

10[CD] damage, pierce 3. Consumes a single 2mm EC.


Locks Pneumatic Upgrade, but can be replaced.

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.

Enemies with prior knowledge or who have already been


affected can make an Agility + Athletics (1) to avoid its
effect. Medium range.

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.

When used in combat, the first injury to an arm does not


cause the user to drop their held weapon or item (as long
as it is made of metal and it is in the hand that has this

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Fallout 2d20 - Cyborg Parts and Implants

upgrade). If not healed, a second arm injury causes a


normal injury effect.

Additionally, grapples involved with disarming are easier


by 1.

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.

Cost 15 fusion cells to use. No targeting required. Robots


must further have their Endurance + Repair tested or go
offline: difficulty (2). Electronics include people with
implants as well, but they simply have their implants
cease function as per EMP Deactivation rules.

BRONTE - 4k HF Burst centered on the user, causing deafness to all See


description
Hyperfrequency around them once per day. Cost 15 fusion cells to use. No
Emitter targeting required. People must pass an Endurance +
Athletics test or temporarily lose 4 Perception for 3
rounds (lowers initiative) and be dazed for 1.

Test is based on proximity to the user. Reach difficulty (5),


close difficulty (4), medium difficulty (3), long difficulty (2),
extreme difficulty (1). Does not affect robots or user.

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.

Enemy may make a Strength/Agility + Athletics to remove


it during their turns when strangled, but only once a turn.
Must use a robot repair kit to heal. The user is handless
while the remote hand is detached and can only use
one-handed weapons effectively and incurs a +2 difficulty
using two-handed weapons.

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Fallout 2d20 - Cyborg Parts and Implants

Digits for mechanical hand


Each finger (including thumb) can get a digit upgrade and does NOT count toward the implant
limit. There’s a total of 5 slots per hand (obviously) and each finger looks relatively normal for a
mechanical hand and can be used like normal fingers.
● Pull My Finger upgrade (2k caps): Twist and pull off fingers to quickly replace with another
finger. Minor action in-combat to perform.

Name Cost Description Effect

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.

In combat, 4[CD] to organics, and 6[CD] to robots.


Perception/Agility + Unarmed Piercing 1, Persistent;
reach.

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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.

In combat, inflicts 6[CD] to organics, and 8[CD] to robots.


Perception/Agility + Unarmed, Piercing 3; reach.

Mace spray 1.5k With a successful Perception/Agility + Unarmed or See


description
Athletics check, unaware enemies can be made blind and
dazed for 3 rounds. Enemies aware of the spray are
harder to hit by +1. Super Mutants and Ghouls can resist
the mace by rolling an Endurance + Survival (2). Close
range.

HYPNOS Spray 3k An experimental field agent tool to incapacitate actors in See


description
the field by spraying them with a strong, fast acting
sedative that puts those under its effects in a coma like
sleep. Holds approximately 3 uses, and must be refilled
when empty. Creation of additional sedatives requires
Intelligence + Medicine (3) or the payment of 100 caps to
a doctor or professional. The spray comes out from the
wrist and the target must make an Endurance + Survival
test with difficulty based on origin (Human (3), Ghoul (2),
Super Mutant (1), Robots are immune).

If failed, the target is put to sleep for 12 hours - 30


minutes for Super Mutants - with no chance of waking up
normally. If the target is aware of the spray or in combat,
an Agility + Unarmed must first be passed. Roll 4[CD] and
any effects rolled may spread to other targets in close
range. All targets make separate Endurance + Survival
tests.

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.

Close range. Agility + Unarmed / Throwing

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

18
Fallout 2d20 - Cyborg Parts and Implants

Leg Implants

Name Cost Description Effect

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.

Nanobionic 5k Limb regeneration, two rounds to heal crippled to normal. See


description
Musculature Must be bought for each arm. Works once a day.

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.

HERMES Heels 2k Jump 20ft with an Agility + Athletics check of 1. An See


description
additional 10ft increases difficulty by 1 (i.e. Athletics
check of 5 can jump 60ft). Jumps of 10ft require no test.
Jumps may be vertical or horizontal long jumps. Users
must aim for a set height or end up possibly under or
overshooting their target and suffering an Agility +
Athletics check (every 10ft adding 1 to difficulty) with a
complication range of 18-20 to land without damage.

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

19
Fallout 2d20 - Cyborg Parts and Implants

Special Implants

Name Cost Description Effect

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

PHOENIX Assault 5k Reactive elements in your body have made it inherently +2 DR


Energy/
Enhancement harder to pierce your skin; +2 DR against Energy and
Radiation,
Radiation damage sources; stacks with armor (All limbs, All limbs
cannot obtain NEMEAN Sub-Dermal)

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

Serotonergic 5k A secretly developed US Army implant that would have See


description
Measured Infantry made soldiers enjoy the act of killing and phase out the
Longevity Enhancer use of Psycho. Now you can enjoy killing just as much as
(S.M.I.L.E) a GI. Generate 2 AP from any kill you commit, this AP
cannot be added to the group pool and must be used or
lost.

Skeletal 15k Nanomachines have overwritten the sequence of your See


description
Reinforcements osteoblasts which have increased your bone density to
double the normal amount; greatly increasing the
durability of your skeleton. The damage required to cripple
a limb is now 10 points.

Y-17 Take Me Home system as a PC


The Y-17 is a robotic skeletal system that is longer be able to communicate through voice, but
grafted onto the bones of its user. In the event of other means such as signing or writing can be
the user’s permanent death, the Y-17 becomes the utilized.
PC’s new character. The Y-17 can do much of the
same actions as its user when they were alive. The Y-17 is a robot and the body is just a puppet
The Y-17 will use the character’s body as its own. for it to exist; the PC is now immune to Radiation
The body in question will not be preserved on its or Poison damage. However, EMP damage is still
own and will eventually rot until it is a skeleton. a concern and can disable the Y-17.
Clothing and possible holographic projections can
disguise the rotting corpse puppet, and the use of Because of combat analytical capabilities of the
bio med gel may prevent excessive rotting. Y-17, it retains all the skills of its user body, but
Additionally, NPCs will react negatively to an cannot level up or gain new skills. It is
obviously dead body being controlled in front of permanently stuck at the level the user died at.
them, however, they must otherwise make a
HP for the Y-17 is a permanent 20, but it retains
Perception + Medicine (2) to discern a well
the defense of its user’s body. The Y-17 requires
disguised corpse.
robot repair kits to heal its lost health and once
The Y-17 can speak by manipulating the user’s the Y-17 runs out of HP, it is permanently out of
vocal cords to mimic speech, often taking commission. The Y-17 ignores any initial injuries
wholesale from the user’s personality for the that may hinder movement when taking over, and
cadence and tone of their speech which is once in control cannot be injured with an attack
procedurally generated. This is produced through of 5 damage, instead requiring 10 or more.
the larynx, but as the body rots, the Y-17 will no

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Fallout 2d20 - Cyborg Parts and Implants

This content is available free of charge and licensed under a


Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

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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