Cybernetics

Neo-Cyber

Slot Sub Slot
Head
Cranium
Eyes
Ears
Mouth
Nose
Neck
Torso
Chest/Back
Shoulders
Abdomen
Arm(s)
Upper Arm
Forearm
Hand
Leg(s)
Thigh
Calves
Foot

Neo-Cyber directly interfaces with a creature’s body. The first pieces of Neo-Cyber were bulky, crude prosthetics designed prior to the current erra to restore functionality of amputees. The technology was adapted and expanded to encompass a wide array of both civilian and military applications.

The process of grafting Neo-Cyber onto a living creature is an arduous one, requiring hours of surgery where the prospective user’s body is bolted, riveted, wired, or otherwise bound to the new piece of hardware. The tech used in creating Neo-Cyber connects directly to the recipient’s consciousness through a spiritual bond with the less understood properties of Neo-Cyber and its interaction with a soul. Each piece of Neo-Cyber has an implantation value that indicates how invasive the implant is.

Neo-Cyber Limit: The total combined implantation values of all Neo-Cyber implanted in a single creature can't exceed either that creature's Constitution score or Charisma score —a creature's Constitution sets the physical limit of what its body can accept in the form of Neo-Cyber implants, while the creature's Charisma sets the mental limit of what its spirit can control. An implant whose implantation value would cause the total to exceed -either- of these two scores does not function but still takes up a body slot. In addition, as long as a character has Neo-Cyber implants installed whose combined implantation exceeds his Constitution or Charisma, has Disadvantage on all saving throws.

A creature with neither a Constitution score nor a Charisma score cannot receive benefits from Neo-Cyber, but a creature with only one of these scores can.

Electrical (Lightning) Vulnerability: Characters who have Neo-Cyber gain Vulernability to Lightning damage types.

Installation: Installing a piece of Neo-Cyber takes a number of hours equal to the Neo-Cyber’s implantation value if the installation is done by hand. The target must be willing or helpless during the entire installation, at the end of which the installer attempts a Wisdom (Medicine) check. On a success, the target takes Constitution damage equal to the Neo-Cyber's implantation value and the Neo-Cyber immediately activates. On a failed check, the target still takes the Constitution damage but the installation fails; a new attempt to install the Neo-Cyber can be made, although it's wise to wait for the Constitution damage to heal before trying again.

Implantation DC Formula: Wisdom (Medicine) (DC 8 + (The IMP Value x 2)). It is also the Intellengence (Arcana) or (Engineering) DC to correctly identify the Neo-Cyber.

Craft DC Formula: Intellengence (Engineering) (DC 8 + (The IMP Value x 2)). For all crafting rolls the user is at Disadvantage. The Widget cost to craft an item is 50% the total price of a piece of Neo-Cyber in Mechanical, Electrical, and Medical Widgets (divided evenly)

Installing Neo-Cyber requires an open body slot for the implantation. The list of availible slots is listed below. Depending on complexity and design, items can take subslots (specific or not) or the entire root element per installation requirements.

Enhancement: Installing or removing an Neo-Cyber enhancement (a piece of Neo-Cyber designed to augment an existing implant) requires a Intellengence (Engineering) check rather than a Wisdom (Medicine) check. A single piece of Neo-Cyber may only possess one enhancement.

Installation Costs: An NPC generally charges an amount equal to ((30% the total price of a piece of Neo-Cyber) x the implantation value) for the service of installing or extracting the item.

Extraction: Neo-Cyber can be extracted using the same procedure as implanting it, with a failed Wisdom (Medicine) check indicating the attempt to extract the item failed. Failure by 5 or more indicates the subject takes Constitution damage as though it were a failed implant. Fortunately, extraction is a simpler task than installment, and the Wisdom (Medicine) check is made with Advantage. Extracting a piece of Neo-Cyber from a dead body requires no Wisdom (Medicine) check but takes a number of minutes equal to the Neo-Cyber's implantation value. You can only install or extract a single piece of Neo-Cyber at a time.

Due to their primarily metallic construction, implanted pieces of Neo-Cyber counts as wearing metal armor for the purpose of classes that restrict that soft of thing.

Each piece of Neo-Cyber has a full description, including a set of abbreviated statistics at the start. Neo-Cyber with [Enhancement: Yes] listed in their description are components that enhance other pieces of Neo-Cyber.

Neo-Cyber implantation and Construction assumes access to the appropriate facilities and instrumentation required for such delicate tasks.

Maintenance: Neo-Cyber needs to be kept in good condition and maintained. An Engineering Kit is required for daily maintenance and recharging the characters various Neo-Cyber. This kit contains various tools, lubricants and other necessary items to keep Neo-Cyber in good working order.

With the use of this Kit you can recharge your various Neo-Cyber items via some form of electrical generation (wall outlet, vehicle port, generator or batteries). If using batteries they grant charges and take an amount of time for the Engineering Kit to transform the power to the Neo-Cyber capacitors, the following conversion is required; Battery (B = 10 Charges/10 Minutes, M = 25 Charges/25 Minutes, H = 100 charges/1 Hour). Once a battery is depleted by the Engineering Kit and stored in the Neo-Cyber capacitor, the battery must be recycled and replaced. For any other form (not batteries) the rate is 100 charges per hour.

Repair: To repair damaged Neo-Cyber, make an Intelligence (Engineering) Test. Items repaired in this fashion are recovered one step on the table below. An item that is already damaged, moves up or down respectively on the chart by one step.

Damaging Neo-Cyber: Neo-Cyber runs the risk of being damaged, this can be as slight as an annoyance to life threatening. When a character takes a Critical Hit, roll percentile and consult the table below to determine what if anything happens. The GM will determine which Neo-Cyber is effected (usually randomly).

% Roll Damage Effect Repair DC Widget Cost Time
01-60 Normal *uneffected by Critical Hit None None None
61-70 Inoperable 10 0 1 Action
71-80 Lightly Damaged 12 5 Short Rest
81-90 Moderately Damaged 15 8 Short Rest
91-96 Heavily Damaged 18 10 Long Rest
97-100 Destroyed Special Special Extraction & Replacement

Neo-Cyber Table

  • Enhancement (Enh): If the item is an Enhancement to other Neo-Cyber or not. | This is the purchase price for the item and does not include the installation costs. | Tech Level required to purchase. | This is the part of the body into which the Neo-Cyber must be implanted. A single slot can only ever host a single piece of Neo-Cyber. Neo-Cyber slots are separate from normal magic item slots and do not count as being used for the purpose of worn magic items.
  • Weight (Wgt): This is the weight of the Neo-Cyber in pounds. Once installed, the Neo-Cyber’s weight does not count against a creature's encumbrance.
  • Implantation (Imp): A numerical value indicating how invasive the Neo-Cyber is. The higher the number, the more invasive the grafting process. Implantation influences the time and difficulty of installing and removing the Neo-Cyber.
  • Capacity (Cap): Neo-Cyber run on energy and have built-in capacitors for storing power. This entry lists the maximum capacity for each piece of Neo-Cyber. Enhancements that have a capacity override the default capacity for an implant changing the base prostetic's capacity limit; others draw power directly from the base prostetic. If an implant is depleted of charges, it ceases functioning until it can be recharged. | This entry notes the cost in charges of Neo-Cyber units that a piece of Neo-Cyber requires. Neo-Cyber that do not have sufficient power to meet their usage requirements immediately cease functioning. Neo-Cyber enhancements add additional energy costs to an implanted piece of Neo-Cyber.
d# Item Enh Cost TL Slot Wgt Imp Cap Usage
01 Thruster Unit Yes 2,250 3 Hand 4 lbs. 1 none 5 charges/round
02 Implanted Weaponry Yes 5,000 3 Arm 1 lbs. 2 special special
03 Phalanx Battery Yes 500 4 Chest/Back 4 lbs. 2 40 special
04 Prosthetic Limb, Full No 500 2 Arm or Leg 12 lbs. 2 30 1 charge/day;
05 Prosthetic Limb, Partial No 250 2 Hand or Foot 4 lbs. 1 25 1 charge/day;
06 Prosthetic Claw Yes 550 3 Hand 4 lbs. 1 none none
07 Strength Boost I Yes 6,000 3 Arm +10lbs. 2 none 5 charges/round
08 Strength Boost II Yes 24,000 3 Arm +10lbs. 4 none 10 charges/round
09 Strength Boost III Yes 42,000 3 Arm +10lbs. 8 none 15 charges/round
10 Surefoot Talons Yes 1,000 3 Feet(2) 4 lbs. 1 none none
11 Quickstrider Legs No 8,750 2 Leg(2) 17 lbs. 4 60 1 charge/day

Cybernetics Descriptions

Anti-Flare Implants

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Eyes) 0.5 lbs. +1 none 2 charges/per use

The recipient's eyes are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light. Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient. These eyes activate automatically as a Reaction.

Anti-Shock Implant

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Cranium or Neck) 0.5 lbs. 2 5 1 charge/per use

This tiny implant, embedded near the recipient's brain stem, protects itself and other cybernetic hardware against electricity damage. The implant negates the recipient's vulnerability to electricity due to Neo-Cyber implantation. This implant activates automatically as a Reaction.

Anti-Stun Implant

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Torso (Chest/Back or Abdomen) 0.5 lbs. 2 5 1 charge/per use

This implant, embedded near the spine, shields the recipient's nervous system against stunning attacks. The user gains Advantage to make the save. This implant activates automatically as a Reaction.

Auditory Baffles

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Ears) 0.5 lbs. +2 None 2 charge/per use

The cyberware recipient’s eardrums are replaced with artificial devices equipped with sound baffles that react instantly to loud damaging noise. Deafening effects produced by loud noises have no harmful or debilitating effect on the cyberware recipient. She gains Advantage on her saves against any other kind of effect produced by sounds or sonic energy that allow a saving throw. This implant activates automatically as a Reaction.

Biofunction Regulator

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Torso (Chest/Back or Abdomen) 1.25 lbs. 3 5 1 charges/per day

This brain implant regulates the autonomous functions of the body, such as breathing, heart rate, gag reflex, fever, and response to foreign materials. Since the body responds rationally to all drains on its internal resources, she gains Advantage on Constitution saves against poison and disease, and the benefit of Advantage on Constitution saves to avoid Exhaustion.

Bio-Surger

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Torso (Chest/Back or Abdomen) 1.5 lbs. 3 2 1 charge/per use

A bio-surger is a timing computer tied to all the functions of the body. It can, for a very brief period, increase the speed of all the body’s functions, including muscle speed and reaction time. The strain placed on the surger prevents it from working continuously. The recipient can activate a bio-surger as a Bonus Action, gaining an additional move action in the current round. The recipient cannot activate this implant when it isn’t his turn. A bio-surger can be used twice per Long Rest.

Body Repair Weave

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Torso (Chest/Back or Abdomen) 1.5 lbs. 3 3 1 charges/per day

A delicate weave of subdermal biowires stimulates and repairs the body's damaged tissue. The recipient heals naturally faster than others do. On a Short Rest, the character receives twice his Constitution Bonus (minimum 0) to HD spent to recover, rather than the normal flat Constitution bonus. For a Long Rest, the character receives one additonal HD recovered to the normal 1/2 total HD.

Bug Eyes

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Head (Cranium) 0.1 lbs. 3 30 1 charges/per day

These implants are large, obvious additional eyes that allow the cyberware recipient to look in all directions at once. They qualify as two additional eyes and any other visual enhancements must be bought for these additional eyes as well. The cyberware recipient has a 360-degree sphere of vision, allowing him a perfect view of creatures that might otherwise attempt to sneak up on him. Thus, characters with sneak attack dice are at Disadvantage when attempting to approach this recipient; however, they can still sneak attack him if he is caught Suprised or if there is another enemy with 5ft of him. The cyberware recipient’s Perception and Investigation checks gaining Advantage on those rolls. Concurrently, he Disadvantage on saves against all gaze attacks.

Chemical Air Analyzer

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Nose or Mouth) 0.75 lbs. 3 5 1 charge/per day

This implant includes tiny air samplers built into the nasal membranes and an analyzing computer that identifies chemicals and scents found within each breath’s sample. The cyberware recipient can make a DC 8 Wisdom (Perception) check to identify common chemicals and organic compounds; She can also make a DC 15 Wisdom (Perception) check that allows the cyberware recipient to distinguish the exact chemical makeup of anything she smells, though the information might be too technical to be of much use without the Intelligence (Sciences) skill.

Cognitive Probe

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 5 Any 1.75 lbs. 3 10 1 charge/per round

Several long, prehensile micro-wires snake forth from the recipient. The cognitive probes insert themselves directly into the brain of a target and read the electric impulses within, translating them into readable thoughts, which are transferred to the cyberware recipient. Using cognitive probes requires an Action. The target must be restrained. (If the target dies, the probing fails.) The target is allowed a Wisdom save (DC = 8 + INT Modifier + Prof Bonus of the cyberware recipient) to negate the effects of the probe. Once a target has saved against a probe, it is immune to its effects for 24 hours.

If the probing is successful, the target’s memories and knowledge are accessible to the cyberware recipient, from memories deep below the surface to those easily called to mind. The cyberware recipient can learn the answer to one question per round, to the best of the target’s knowledge. Each round the target is allowed another Wisdom save, and if successful, the target is not required to answer the question; however, making a save does not end the power.

The cyberware recipient poses the questions mentally and the answers are imparted directly to his mind. He can ask the subject a new question (or the same question) in subsequent rounds for a number of rounds equal to 3 + his Wisdom modifier + Prof Bonus. After this duration, the target has built sufficient resistance to resist the probe for 24 hours. The cyberware recipient and the target do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to the cyberware recipient’s questions.

Daredevil

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Cranium or Neck) 0.5 lbs. 1 30 1 charge/per day

This brain implant clamps down on the center of the brain that causes fear, preventing the cyberware recipient from experiencing the emotion. The cyberware recipient is immune to the Frightened condition. As a side effect, he feels other emotions less intensely as well and gains only half (minimum 1) the benefit of any Inspiration bonus.

Data Archive

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Head (Cranium) 1.5 lbs. 3 5 1 charges/per day

A data archive is a microcomputer implanted in the recipient's skull. It contains skill-related information stored on a series of biological data chips called biochips. The recipient gains access to an information database that grants Advantage on all Intellegence skills recall factual information and statistical data. This essentially allows the character to research, compile and retain information. However, it is just that information; it does not aid in actively performing any skills.

Dermal Motors

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Cranium) and Torso (Select One) 2.5 lbs. 4 10 1 charge/per minute

Dermal motors are tiny servos hooked into the recipient’s skin and nervous system. They can pull or push the skin, causing it to take different shapes. The recipient can make his skin tighter or looser, change the shape of his ears or nose, change the skin’s texture, and even add or remove moles, wrinkles, and blemishes. In addition to the dermal motors, the system includes tiny reserves of pigment, allowing the recipient to change skin color as well. The recipient gains Advantage on Charisma (Deception) checks made to disguise yourself. The device lets you add your proficiency bonus to any ability checks you make to create a visual disguise even without a Disguise Kit.

Enviro-Skin

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Torso (Select Two) 2.0 lbs. 5 6 1 charge/per hour

Each of the five different forms of enviro-skin is designed to be resilient against one damaging energy type. The skin is made of materials that resist the effects of acid, cold, electricity, fire or sonic damage. Each skin type also includes the necessary filters for breathing and eye coverings to keep the recipient protected against the energy type selected. The recipient gains Resistance against any one energy type (Acid, Cold, Fire, Lightning or Thunder). The resistance provided by this implant does not stack with other forms of energy Resistance. If the recipient is Vulnerable to the Resistence type for any reason, the benefit confered by this implant removes the Vulnerability rather than grant the Resistence. If the skin is resistant to Fire or Cold, the recipient also gains Advantage on Constitution saves made to avoid damage from hot or cold environments (as appropriate). A recipient with enviro-skin Resistant to Thunder attacks cannot also have Sonar Skin and has Disadvantage on Wisdom (Perception) checks to listen.

Feat Implant

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Cranium) or Torso (Select One) 3.0 lbs. 5 10 1 charge/per day

Thanks to a microcomputer implanted in the recipient's brain or a series of implants wired to the recipient's nervous system, the recipient gains special knowledge or some extraordinary ability. The feat implant gives the recipient a feat. The recipient must meet all of the feat's prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat (and any dependancies) is lost as well. A feat implant cannot duplicate a metamagic or psionic feat.

Feat Plexus

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 2 of (Head (Cranium), Torso (Select One)) 2.0 lbs. 8 7 1 charge/per day

This unit implanted in the recipient, allows benefit of multiple feats to function as a single cybernetic implant (see Feat Implant, above). The recipient gains two feats attached to the feat plexus, and together they are treated as a single cybernetic implant. However, if the feat plexus is destroyed, the granted feats (and any dependancies) are lost as well. A feat plexus implant cannot duplicate a metamagic or psionic feats. The first feat may cover the pre-reqs for the second feat.

Flight System

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 5 Torso (Back) and Legs (Feet or Calves) 10.0 lbs. 8 20 1 charge/per round

A cybernetic flight system includes small wing struts and large jets in the back that provide primary thrust; small thrusters built into the feet or calves for directional control. A flight system allows the recipient to fly at a speed of 60ft (the user may burn energy faster to gain a speed increse to 120ft at two charges per round). The user may carry a weight equal to or less than their own body weight at a cost of twice the charges per round.

Fortified Skeleton

Enhancement Cost TL Slot Wt Imp Capacity Usage
No See below 5 Torso (All) 30.0 lbs. 8 10 1 charge/per day

The recipient's skeleton is fortified with high-impact polymers increasing his ability to shrug off physical damage. The recipient gains damage reduction (Blugeoning, Piercing and Slashing).

Type Effect Cost
Mk I DR 1 00
Mk II DR 2 00
Mk III DR 3 00

Ground-Penetrating Audio

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes See below 2 Head (Ears) 0.5 lbs. +1 None 1 charge/per round

The cyberware recipient’s ears are replaced with audio implants that simulate the effects of a ground-penetrating sonar array, allowing the cyberware recipient to more easily listen to sounds on the far side of barriers. Ground-penetrating audio implants allow the recipient to press his ear against a barrier and take an Action to gain Advantage on Wisdom (Perception) checks made to hear noise on the far side.

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes See below 3 Head (Eyes) 0.5 lbs. +1 or (+2 if used with subcutaneous cell phone and/or microcomputer) None 1 charge/per day

The cyberware recipient’s eyes perform as a heads-up display (HUD) and are connected to an internal radio that receives visual and audio input and transmits her audio output. The cyberware recipient can cause information from any device designed to work with her HUD to overlay her field of vision, allowing her to read the information without looking at the equipment.

If the cyberware recipient also has a subcutaneous cell phone, Inertial Navigator, and/or microcomputer, all these devices work in concert. This allows her to communicate with other communication devices, including radios held by allies. An HUD link can be used to highlight the outline of a creature or object on mental command, granting Advantage on Wisdom (Survival) checks when pursuing a specific target.

Identity Chip

Enhancement Cost TL Slot Wt Imp Capacity Usage
No See below 2 Any 0.25 lbs. 1 30 1 charge/per day

Identity chips provide identification without requiring visual recognition- high-tech ID cards that function even when the wearer is unrecognizable. An identity chip functions as legal ID, medical record and a credit card. Some schools, civil and government facilities and coprorations also embed security clearance and other access information in an Identity Chip.

Implanted Weaponry

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Arm (Upper & Forearm) 1 lbs. (special) 2 Special Special

A single Simple Melee Weapons or One-Handed Small Arms can be implanted in a prosthetic arm. Melee weapons extend or retract as a Bonus Action. Ranged weapons are fired from the forearm through a port in the palm or by disassembling the hand to form part of the barrel. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, doubling reloading time. Implanted weapons are well concealed; detecting one requires a thorough search Wisdom (Perception) DC 16.

Implanted weaponry can be damaged or destroyed, but cannot be disarmed. The cost, price, and weight of the weapon to be implanted are added to the cost, price, and weight listed in this stat block.

Sheathing or unsheathing an implanted weapon drains 1 charge from the Neo-Cyber it is attached to.

Initiative Implant

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Torso (Chest/Back or Abdomen) 1 lbs. (special) 2 5 1 charge/per day

The initiative implant consists of a series of wires threaded around the recipient's spinal cord and attached to the recipient's nervous system. The implant stimulates faster response times. The recipient gains Advantage on initiative checks.

Internal Gyro

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Torso (Chest/Back or Abdomen) and Head (Ear) 1 lbs. (special) 5 5 1 charge/per day

A series of gyrostabilizers is installed in the torso and linked directly to the inner ear and the recipient’s reflex nerves. The recipient recovers instantly from a fall and can absorb some damage from falling. She lands on her feet no matter how far she falls, and she takes damage as if the fall were 10 feet shorter than it actually was. This benefit affects her and anything she carries or holds (up to her maximum load). The character gains proficiency in Dexterity (Acrobatics); if she is already Proficient, she gains Advantage on the checks.

Inertial Navigator

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Head (Ear) 0.1 lbs. 1 20 1 charge/per day

A series of motion detectors and inertia-based distance readers are installed into the cyberware recipient’s head, wired directly to his inner ear. You know how far you’ve traveled and in what direction in relation to a fixed starting point. You can have one “starting point” defined at a time, plus one per point of Intelligence bonus. Until you reset your starting point, you are aware of your exact distance and route back to the fixed starting point. You can also retrace your steps along this path automatically, even through a maze, without resorting to a using a map. If you are moved in some way without traveling the space in-between (such as if subject to a teleport or other hyperspace effect), you do not know how far you’ve traveled or in what directions, and your mental “map” has a large hole in it. Combined with an HUD and a way of downloading a map (such as a microcomputer), the character can travel between the known locations without following any predefined paths and he knows his exact location in relation to the starting points.

Injector Unit

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Any 0.5 lbs. 1 20 1 charge/per day

This unit, attached the recipient's forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient's bloodstream. The injector unit has three built-in hypos and each hypo holds a single dose of one of any potion the character could create or obtain. As a Bonus Action during his turn the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as an Action per hypo.

Invisiware

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Torso (All) 0.5 lbs. 4 10 1 charge/per round

This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin. By using invisiware to bend light around its body, a creature can turn Invisible. Activating or deactivating invisiware is a Bonus Action.

Kata Calculator

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Torso (All) 1.5 lbs. 4 7 1 charge/per day

An offensive kata calculator is a small chip that stores millions of battle sequences and constantly compares them to the situation the cyberware recipient is currently facing, giving advance warning and taking minute actions to help her place accurate and effective blows against foes. The recipient gains a +1 bonus on attack rolls, as well as weapon damage rolls made against targets within 30 feet.

Laser Optics

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 4 Head (Eyes) 1.5 lbs. +2/+2 None Special

The recipient's eye or eyes are replaced with ocular implants capable of firing thin laser beams. Using laser optics is an Attack Action. A "laser eye" deals 1d6 points of Radiant damage per charge, threatens a critical hit on a natural 20 and has a range of 10/30 feet. An additional eye adds 1d6 to the damage roll and consumes 1 additional charge. A creature equipped with multiple laser eyes must fire them simultaneously at the same target. The creature equipped with laser Optics may extend the range of the laser by doubling the charge cost; this doubles the range. Alternatively, the creature may increase the damage by 1 die (total), by doubling the charge cost.

Luminous Skin

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Any 1.5 lbs. 2/2 25 1 charge/per day

Special skin grafts create luminous displays on the recipient's flesh. Most recipients use it purely for decoration. but the same technology can provide a built-in chronometer. The chronometer serves the same function as a wristwatch including date, time, local weather and phases of the moon. and alarm functions. The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. A character with luminous skin illuminates a 10ft radius in dim light for 1 charge per hour. The character my opt to increase the range or brightness level by doubling the charge costs for each. If the user also has a microcomputer, files and images may also be displayed.

Microcomputer

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Head (Cranium) 1.5 lbs. 3 5 1 charges/per day

The recipient has a miniature computer attached to his nervous system, usually at the base of the skull. The recipient may attempt Intelligence (Computer Use) checks as a Bonus Action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable, allowing the recipient to transfer data or operate the device directly.

Microscopic Optics

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Eyes) 0.1 lbs. +2 None +1 charge/per minute

The recipient’s eyes are replaced with ocular implants that simulate the effects of microscopes, enabling her to perceive small objects more easily. Microscopic optics grant Advantage on Wisdom (Perception) checks to search (within 10 ft) as well as Advantage on Tool Kit checks made in regard to small or finely detailed objects. Activating or deactivating Microscopic Optics is a Bonus Action. While Activated the user is at Disadvantage on Wisdom (Perception) check to discern things at a distance.

Mindscreen Implant

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Cranium) 0.1 lbs. +2 None 1 charge/per use

A small implant in the recipient's brain protects him against mental attacks. The recipient gains Advantage on saving throws against mind-affecting attacks. This implant activates automatically.

Nasal Filter

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Neck) 0.3 lbs. +1 None 1 charge/per round exposed

A nasal filter is a microfilter built into both the nose and throat, filtering out toxins and impurities in the air the recipient breathes. The cyberware recipient gains Advantage on Constitution saves made for gases or airborne poisons and diseases. This implant activates automatically when a harmful agent is detected.

Nightvision Optics

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Eyes) 0.1 lbs. +1 None 1 charge/per hour

The recipient's eyes are replaced with ocular implants that enable the character to see better in the dark. The recipient gains darkvision out to a range of 60 feet.

Nutrient Tank

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Torso (Abdomen) 4.0 lbs. +2 None 1 charge/per day use

A nutrient tank contains a reserve of protein and vitamins in an internal reservoir. The recipient can go without food and water for seven days, subsisting entirely on the contents of the tank, at which point the reservoir is empty. Afterward, it takes three days of eating and drinking at a normal rate to refill the reservoir.

Oxygenator

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Neck) or Torso (Chest) 1.5 lbs. +2 None 1 charge/per minute

This implant is a reservoir of compressed oxygen that is released directly into the bloodstream when oxygen levels are too low. The recipient can do without air for 10 minutes before having to hold her breath. Once the 10-minute reservoir is exhausted, the implant cannot be used again untill after a Long Rest. It recharges by culling oxygen from the cyberware recipient’s lungs and skin pores.

Parabolic Audio

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Ears) 0.75 lbs. +2 None 1 charge/per hour

The cyberware recipient’s ears are replaced with audio implants that simulate the effects of a shotgun or boom microphone, enabling her to perceive distant sounds more easily. Parabolic audio implants grant Advantage on Wisdom (Perception) checks to listen.

Personality Mapping

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Cranium) 1.0 lbs. +2 None 1 charge/per use

Personality mapping is a computerized implant that suppresses personality traits in the recipient that are normally considered unpleasant (dullness, self-centeredness, lack of compassion) and enhances the traits that make people more likable. Implanted chips negate antisocial attitudes within the brain. The result is a more outgoing, personable, likable recipient. Of course, it also tends to create someone who smiles and speaks in an even tone even when very angry or when committing an act of violence. Personality mapping gives the recipient Proficincy in Charisma (Persuasion); if the character is already proficient, she gains Advantage. The character gains Advantage on Charisma (Performance) checks as well, but not Proficiency.

Phalanx Battery

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Body (Chest/Back or Abdomen) 4 lbs. 5 50 Charges Special

A phalanx battery is a special Neo-Cyber augmentation that acts as a battery. This battery acts as an Neo-Cyber capacitor and can store energy. A phalanx battery has a induction port, allowing the battery to recharge any standard electrical or Neo-Cyber device. A character with this enhancement may power (Recharge) any other Neo-Cyber enhancement or devise with charges from this source as a Bonus Action.

Pickpocket

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 4 Arm (Hand) 1 lbs. +2 None 1 charge/per round

A pickpocket is a tiny, prehensile metal tentacle with a fiberoptic camera that snakes forth from the recipient’s wrist. The pickpocket has a small claw at the end, which can move through small spaces and snare or manipulate objects. A pickpocket grants Advantage on Dexterity (Sleight of Hand) checks made to take something from another character. It can also be used to grab objects on the far side of a loose barrier (the pickpocket can fit through a hole as small as 1/2 inch), though it has a maximum of a 5-foot range and only a 1 Strength. A pickpocket can also be used to make Wisdom (Perception) checks without exposing the recipient (allowing him to make a check while maintaining full cover, though the implant itself is consider to only have three-quarters cover). The fiber-optic camera is not designed for far viewing, however, and has Disadvantage on Wisdom (Perception) checks if there is more than 20 feet of distance between the observer and the target.

Poker Face

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Head (Any) 1.0 lbs. +1 None 1 charge/per day

A series of cut-offs built into the recipient’s facial muscles allow him to adopt and maintain a completely blank expression at will. The recipient gains Advantage on Charisma (Deception and Intimidation) checks.

Power Saver Chip

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Body (Chest/Back or Abdomen) 2.0 lbs. 4 24 Charges 1 charge/per day

A power saver chip is a simple computer device hooked to the involuntary respiratory sections of the brain, allowing manual override and near-shutdown of the recipient’s breathing and life functions. As an attack Action, the recipient can enter a trance so deep he is almost in suspended animation. Even sensors, abilities, and powers that detect life or thought are incapable of determining that he is alive. While suspended, he is aware of his surroundings. He feels the passage of 1 hour for every day that actually passes. Though on a slower schedule, he needs normal amounts of air, food, and water for every “day” (24 days) and begins to suffer the effects of thirst and starvation as appropriate. If the cyberware recipient takes any damage, he comes out of the trance 4 rounds later. The cyberware recipient may voluntarily emerge from the trance as a Action. Otherwise, the trance can also be ended by someone other than the recipient with a successful DC 10 Wisdom (Medicine) check.

The unit also has the ability to extend it's usage, by using 2 charges per day, He feels the passage of 0.5 hour for every day that actually passes (24 hours = 42 real time days). However, in this mode, he is not aware of his suroundings. He may not voluntarily emerge from the trance and requires some external force to awake him. The Wisdom (Medicine) check by someone other than the recipient to awaken him early becomes DC 15.

Prosthetic Eye

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Head (Eyes) 0.1 lbs. 1 30 1 charges/per day

The recipient's eyes are replaced with an artificial ones. These prosthetics can be customized, the user may select color (natural or unnatural) and design (cat's eyes or the like).

Prosthetic Ear

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Head (Ear) 0.3 lbs. 1 30 1 charges/per day

The recipient's ear is replaced with an artificial one. These prosthetics can be customized, the user may select shape (elf's ears etc)

Prosthetic Limb, Full

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Arm or Leg 12.0 lbs. 3 30 Charges 1 charge/day

Neo-Cyber prosthetics have come quite far since their invention nearly 200 years ago. A full prosthetic limb completely replaces an ordinary limb with arms connecting at the shoulder and legs at the hip. A basic prosthetic limb Neo-Cyber provides no additional function beyond restoring a lost limb, but can be upgraded with prosthetic limb enhancements for additional cost.

Prosthetic Limb, Partial

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Hand or Foot 4.0 lbs. 2 25 Charges 1 charge/day

A partial prosthetic limb replaces a missing hand or foot, granting full functionality back to the lost appendage. A basic prosthetic limb Neo-Cyber provides no additional function beyond restoring a lost limb, but can be upgraded with prosthetic limb enhancements for additional cost.

Prosthetic Claw

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Hand 2.0 lbs. 1 None None

A prosthetic claw is an enhancement for a full or partial Neo-Cyber prosthetic, replacing the hand with a clawed appendage. A prosthetic claw grants one claw natural attack that deals damage appropriate to its user’s size (1d4 for a Medium-sized creature, 1d3 for Small.) A prosthetic claw is a cumbersome enhancement and imposes Disadvantage on attack rolls made with melee or ranged weapons wielded in the prosthetic claw.

Proverb Chip

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Cranium) 1.0 lbs. 3 30 Charges 1 charge/per day

A proverb chip is an extremely advanced microcomputer programmed with the common sense of an entire lifetime of experiences. The chip does not contain memories, just intuitive truths of the sort normally gained through life experience. The information is instinctively available to the cyberware recipient, allowing her to make better decisions, analyze her available information more intuitively, and draw upon her faith in her ability to overcome mental doubt, instability, or fear. A proverb chip gives the cyberware recipient Proficincy in Wisdom (pick two) skills. If the character is already Proficient, he then gains Advantage.

Quickstrider Legs

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Legs(Thigh) 6.0 lbs. 4 None 1 charge/day

Quickstrider legs are specially constructed Neo-Cyber legs only sold and installed in pairs. These limbs consist of flexible steel bows replacing the calf of an Neo-Cyber leg, creating a characteristic curved appearance. This Neo-Cyber grants a 10ft enhancement bonus to land speed, and Dexterity (Acrobatics) jump checks are made with Advantage. The implanted creature is always considered to have a running start when making Dexterity (Acrobatics) checks to jump.

Rage Implant

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 500 4 Body (Chest/Back or Abdomen) 4 lbs. 3 8 Charges 4 charges/per Activation

This brain implant dramatically increases the amount of adrenaline and testosterone the recipient's body produces. The recipient can activate the implant as a Bonus Action. Upon doing so, See Barbarian (Rage). She may choose to end the Rage as a Bonus Action. At the end of a Rage, the character gains one level of Exhaustion. While berserk, the character cannot become Frightened or Stunned. If her hit points fall below 0, she remains conscious and continues to take actions normally until she calms down or dies.

Redundant Organs

Enhancement Cost TL Slot Wt Imp Capacity Usage
No Special 4 Special 4 lbs. Special 4 Charges 1 charge/per day

Redundant organs are backups for the body’s cardiovascular, adrenal, and digestive systems. These backups allow the recipient to take considerably more punishment than an unaugmented human. Redundant organs give the cyberware recipient a +2, +4, or +6 bonus to Constitution. This increase in Constitution cannot be used to increase the amount (Cybernetics Limit) of cyberware the user can install.

Type Effect Imp Slot Cost
Mk I Constitution +2 4 Body (Pick One) 00
Mk II Constitution +4 6 Body (Pick Two) 00
Mk III Constitution +6 8 Body (All) 00

Rocket Hands

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Arms (Hands) 2.0 lbs. +2 10 Charges 1 charge/per detatchment or reconnection

These cybernetic hands can launch from the recipient’s arm and fly around a room at a short range, acting as the cyberware recipient directs (via Concentration). As a Move Action, Rocket hands can be fired off. They can make an unarmed or melee weapon attack at range, or can be used to perform any action at range that can normally be performed with one hand. The hands have a Speed of 20ft and a maximum range of 60 feet. The hands have 5-rounds flight time, which can be restored by reconnecting and recharging. The hands work in conjunction with each other and cannot be operated independantly.

Sensory Recorder

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 5 Head (Cranium) 2.3 lbs. 4 2 1 charge/per day

A sensory recorder is a small memory chip in the brain that connects directly to the optic nerve, cerebrum, and thalamus, recording everything the cyberware recipient experiences with his five senses. A sensory recorder can be turned on and off as a Bonus Action and automatically records everything the cyberware recipient experiences unless specifically deactivated. It has 24 hours of memory. The recipient can choose to save or overwrite memories at will. A small computer port allows the memories to be downloaded into another computerized medium (sensory playback computer or other data storage device), allowing others to observe or even experience the memories. The cyberware recipient can turn on or off individual senses as as a Bonus Action. It’s very difficult to fake the feed from a sensory recorder. It requires successful DC 16 Intelligence (Computer Use) and Forgery Kit (Intelligence) checks to make a change to an existing sensory recorder memory, or to create one from whole cloth. Even when successfully done, an investigator who makes Intelligence (Computer Use) and Intelligence (Investigation) checks that beat the forger’s results realizes the recording is altered.

Shock Net

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Body (Pick One), Arms (Pick One), and Legs (Pick One) 3.75 lbs. 4 10 Charges 1 charge/per use (2 rounds)

A shock net is a web of tiny, conductive wires encasing the recipient’s exterior. At will, the recipient can cause the web to carry a strong electric shock to dissuade those attacking him or to aid in damaging a foe. When active, a shock net deals 1d6 points of Lightning damage as a Reaction to the first creature or object that contacts the recipient hard enough to damage him (such as a successful melee attack or grapple), or that the recipient attacks with an unarmed attack or grapple attempt. Activating or deactivating a shock net is a Bonus Action. The net only deals damage once each round to the first legitimate target—it takes a full round for it to build up another charge.

Skeletal Seismograph

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Legs (Feet) or Arms (Hands) 2.25 lbs. 4 10 Charges 1 charge/per day

This implant places extremely sensitive seismographs within the recipient’s skeleton, allowing her to detect vibration when in contact with a surface on which something is moving. The recipient gains Tremorsense with a range of 60 feet. She must be in contact with the ground, and the target must be moving. As long as the target is taking physical actions, including casting spells with somatic components, the target is considered to be moving.

Skill Implant Port

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Head (Cranium) 0.75 lbs. 2 7 Charges 1 charge/per day

This small brain implant enables its recipient to perform specific skills more adroitly. This small port, typically located on the character's temple, consists of a small jack/socket and accompanying chip. The recipient gains Proficiency with one Skill, Language, or Tool Proficiency. If the character is already Proficient, he then gains Advantage.

Skill Plexus Port

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 4 Head (Cranium) 1.5 lbs. 3 5 Charges 1 charge/per day

This unit implanted in the recipient's brain, allows the benefit of multiple skill chips to function as a single cybernetic attachment (see Skill Implant, above). The recipient may have up to two skill chips attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, both of the skills benefits are lost.

Sonar Skin

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 3 Body (Any) 3.25 lbs. 4 7 1 charge/per day

Sonar skin generates a subtle field of sound waves well below the normal hearing range of any creature, and receives the echoes of those waves on microscopic sensors covering the recipient’s skin. This sonar system allows the recipient to “feel” his surroundings even in total darkness or when his sight would otherwise be obscured by his physical environment. The sonar field emanates from the recipient out to 60 feet, granting the effect of a 360-degree field of vision. The recipient ignores blindness, invisibility, darkness, and concealment, though he must have line of effect to a creature or an object to discern it (a creature on the far side of a pane of glass is beyond the sonar’s range). The recipient does not need to make Wisdom (Perception) checks to notice creatures; he can detect and pinpoint all creatures in line of effect within 60 feet automatically.

Soundbox

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 Head (Mouth or Neck) 0.75 lbs. 3 7 Charges 1 charge/per day

The cyberware recipient’s vocal cords are replaced with a speaker and extensive computerized sound library. The cyberware recipient can create a volume of sound that can be as quiet as a whisper or as loud as sixteen humans. She can choose the type of sound the implant creates and can change its basic character as a free action once each round. Talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting, and a roaring lion is equal to the noise from sixteen humans. If the recipient attempts to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a gunshot), she must succeed on a Charisma (Deception) check with Advantage opposed by the listener’s Wisdom (Insight) check, to avoid arousing suspicion. Regardless of what noise is made, it issues forth from the cyberware recipient’s location.

Spurs

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 2 Arm (Forearm) or Leg (Calves) 1.0 lbs. 2 None 1 charge/for Extending or retracting

The recipient has a retractable set of blades (normally 2 or 3 blades) built into his forearm or calf. The weapon extends from the prosthesis and is visible when in use. The spur deals an amount of damage based on the recipient’s size (see below); this damage can be added to an unarmed attack using that limb made by the recipient. The blades of a spur are the length of the recipient’s forearm or calf. Attempts to disarm the recipient of a spur automatically fail, and the spur itself cannot be attacked unless it is extended. Extending or retracting the weapon is a Bonus Action and consumes 1 charge. Spotting a retracted spur requires a successful Wisdom (Perception) check opposed by the recipient’s Dexterity (Sleight of Hand) check.

Recipient Size Spur Damage
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Stabilizer

Enhancement Cost TL Slot Wt Imp Capacity Usage
No 0,000,000 2 (Any) 0.65 lbs. 1 1 1 charge/per use

A stabilizer releases chemical coagulants into a dying recipient's bloodstream to prevent excess blood loss, effectively stabilizing him. If reduced to 0 hit points, the recipient automatically Stabilizes. The unit has a single dose chemical reservior that must be refilled after use, this takes 1 minute.

Object Size Weight Cost
Stabilizer Compound (one dose) Tiny 0.2 lb. 300

Strength Boost

Type Enhancement Cost TL Slot Wt Imp Capacity Usage
Mk I Yes 0,000,000 3 Arm +10 lbs. See Table See Table See Table
Mk II Yes 0,000,000 3 Arm +10 lbs. See Table See Table See Table
Mk III Yes 0,000,000 3 Arm +10 lbs. See Table See Table See Table

Neo-Cyber limbs installed in pairs can be enhanced with additional strength by improving the servos and aetheric amplifiers installed in them. These modifications dramatically increase the energy required to maintain the limbs and the strength enhancements are not always considered to be active in order to conserve power. A strength boost enhancement is activated or deactivated as a Bonus action.

Strength boost enhancements in an Neo-Cyber limb are always obvious whenever the limb is visible. Such limbs are unusually bulky or possess external components.

Type Enhancement Bonus Implantation Capacity Usage
Mark I +2 Str 6 6 5 charges/round
Mark II +4 Str 8 6 10 charges/round
Mark III +6 Str 10 6 15 charges/round

Surefoot Talons

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 1,000 3 Foot(2) 4 lbs. 1 None None

This enhancement replaces the feet of a pair of prosthetic legs with three-toed talons like those of a bird. The wide sides of the feet and sturdy composition grants a 5ft speed increase to land speeds and allow the user to ignore the adverse movement effects of difficult terrain. This enhancement is only sold and installed in pairs and its price is reflective of this.

Subcutaneous Body Armor

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 1,000 3 Foot(2) 4 lbs. 1 None None

Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient's skin. Benefit: The character gains a natural armor bonus to Defense. The bonus depends on the density of the armor: Light +2, Medium +5, Heavy +8.

Subcutaneous Cell Phone

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Neck) 0.25 lbs. 1 30 1 charge/per day

The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient's ear. The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper; Wisdom (Perception) checks made to hear the recipient suffer Disadvantage. The tiny speaker implanted in the recipient's ear enables her to hear the other side of the conversation, but others cannot.

Tactile Touch Wires

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Neck) 0.25 lbs. 1 30 1 charge/per day

These sensitive implants are dozens of long, prehensile wires that can snake forth from the recipient’s hands and forearms. Each wire has a tiny touch sensor, allowing the recipient to feel with them and distinguish extremely fine details on any surface. A recipient with tactile touch wires can make a Search check in a 10-foot-by-10-foot area, or on a volume of goods 10 feet on a side, as a single action. Making Search checks becomes an attack action for the recipient (rather than the normal full-round action). Additionally, the recipient gains a +5 bonus on Search checks.

Targeting Optics

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Neck) 0.25 lbs. 1 30 1 charge/per day

The recipient's eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient's aim. All of the recipient's eyes must be replaced to gain any benefit. Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.

Telescopic Optics

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 0,000,000 3 Head (Neck) 0.25 lbs. 1 30 1 charge/per day

The recipient's eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient's eyes must be replaced to gain any benefit. Telescopic optics reduce the range penalty for Spot checks to -1 for every 30 feet of distance (instead of -1 for every 10 feet).

Thruster Unit

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 2,250 4 Arms (Hands) or Legs (Feet) 4 lbs. 2 15 1 charge/round

Neo-Cyber thrusters are special resonance chambers contained in the hands of Neo-Cyber prosthetics. These enhancements must be installed in pairs and the cost for Neo-Cyber thrusters reflects this. Neo-Cyber thrusters are activated as an Bonus action and grant a fly speed of 20 ft (having Thruster Units in both your Hands & Feet grants a fly speed of 40). Their user can ascend at half speed and descend at double speed. While flying, a creature with Neo-Cyber thrusters implanted in the Hands slots who attempts to use its hands for any other purpose (such as to attack or cast a spell with somatic components) falls immediately. The user may carry a weight equal to or less than their own body weight at a cost of twice the charges per round.

An Neo-Cyber thruster can be fired offensively as a ranged attack with a range of 10/20 ft. that consumes 5 charges per shot fired. A creature struck by an Neo-Cyber thruster takes 1d4 points of Force damage and is pushed back 5 ft. A successful DC 13 Strength save negates the push effect. The damage from this attack is considered a Force effect and affects incorporeal creatures normally.

Vehicle Control Jack

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 2,250 4 Arms (Hands) or Legs (Feet) 4 lbs. 2 15 1 charge/round

A vehicle control jack is a computer port (with associated connection wires) that jacks into a computer-controlled vehicle for improved control and frees the driver’s hands for other activities. A vehicle control jack connects the mind of a character directly to the vehicle, starship, or mecha the character is currently piloting. The mind of the pilot directly links to the vessel, melding her consciousness with it. The pilot maneuvers the vessel with thoughts, cutting out the delay of her body’s reflexes. This grants a +4 bonus on Pilot or Drive checks while operating the vehicle she’s jacked in to. This system only works with vehicles that have an appropriate port for the control implant, as determined by the GM. An unfortunate drawback to this link between pilot and machine is that if the vessel’s onboard computer system suffers trauma, such as when it takes damage, the pilot’s mind often takes damage as well. Whenever a controljacked vessel takes damage that affects the computer systems, the jacked-in pilot must make a DC 13 Will save or take 1d4 points of Wisdom damage.

Voice Stress Analyzer

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 2,250 4 Arms (Hands) or Legs (Feet) 4 lbs. 2 15 1 charge/round

Sensors attached to the recipient's optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response} and enable the recipient to better determine the emotional states of others. The recipient gains a +4 equipment bonus on all Sense Motive checks.

Wheel Housing

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 2,250 4 Arms (Hands) or Legs (Feet) 4 lbs. 2 15 1 charge/round

Built into the bottom of the recipient’s feet are concealed housings into which four in-line wheels are stored. Popping out easily, these nearly friction-free wheels allow the recipient to move as easily as a skater on ice. When the wheels are extended (a free action), the recipient can slide along solid ground as if on smooth ice. Built-in gyroscopes and flywheels allow the recipient to retain equilibrium with ease, and integral brakes allow the recipient to gracefully skate along the ground, turn, or stop suddenly if desired. The recipient’s land speed increases by 15. (This adjustment is treated as an equipment bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The recipient can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal and skating down a decline increases her speed by an additional 15. (This adjustment is treated as a circumstance bonus.)

X-Ray Optics

Enhancement Cost TL Slot Wt Imp Capacity Usage
Yes 2,250 4 Arms (Hands) or Legs (Feet) 4 lbs. 2 15 1 charge/round

The cyberware recipient’s eyes are replaced with ocular implants that can both emit and receive X-rays and convert them into images. The cyberware recipient’s eyes must be totally replaced to gain any benefit. The cyberware recipient gains the ability to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead block the recipient’s vision. X-ray vision has a maximum range of 20 feet and allows the recipient to see as if she were looking at something in normal light, even if there is no illumination.