Basic Cybernetics
Cosmetic Surgery
|
OP
|
1
|
Adds 1 level of Attractiveness. May be taken multiple times, though there is still a limit of 5 levels.
|
HL |
2
|
Surgery |
MA
|
Subdermal Display
|
OP
|
1
|
Provides information such as the time, date, the character's heartbeat, blood pressure and temperature, and any allergies that medics and doctors should know about. Can act as an Output for a GPS Reciever. The various data can be cycled by pressing the implant.
|
HL |
0
|
Surgery |
N
|
Skin Weave
|
OP
|
10
|
Provides an Armour of 2 except against blunt attacks, falls and collisions.
|
HL |
2D6
|
Surgery |
CR
|
Subdermal Armour
|
OP
|
20
|
Provides an Armour of 5, subtracts 1 from REF. Perception DV 20.
|
HL |
3D6
|
Surgery |
CR
|
Retractacle Blades
|
OP
|
4
|
A blade or set of blades built into the Body. Automatic Quick-Draw. BODY+3 damage. May be Armor Piercing for 3 extra OP. Perception DV 28.
|
HL |
1D6
|
Surgery |
MA
|
Medi-Pack
|
OP
|
9
|
Reduces Shock DVs by 2, adds 2 to REC. Reduces Surgery DVs for any-one operating on the character if they have an Output.
|
HL |
1D6
|
Surgery |
M
|
Booster-Pack
|
OP
|
12
|
Adds 2 to REF for three phases of combat; takes an hour to 'recharge.' Kicks in whenever the character chooses.
|
HL |
2D6
|
Surgery |
MA
|
Oxygen Tank
|
OP
|
4
|
Provides an hour's oxygen. Up to three additional hours can be added fo 2 OP each. Increase time by 50% if character stays motionless. An Output will show time remaining.
|
HL |
1
|
Surgery |
MA
|
Anti-Grav
|
OP
|
9
|
Small rods of encased Anti-Gravity Warp are inserted into the Body, reducing the character's weight by 90%, doubling RUN and FLY and tripling JUMP distances.
|
HL |
1D6
|
Surgery |
M
|
Radio Transmitter
|
OP
|
3
|
The character can transmit data via radio. Can act as a link to an Output.
|
HL |
2
|
Surgery |
MA
|
Ultrasonic Voice
|
OP
|
2
|
Character can speak in the ultrasonic spectrum, range 800 m. Can also act as an Input.
|
HL |
2
|
Surgery |
MA
|
Voice Amplifier
|
OP
|
2
|
Character can speak at 90 dB.
|
HL |
2
|
Surgery |
CR
|
GPS Reciever
|
OP
|
3
|
Determines the character's coordinates on worlds with Positioning Satellites. Requires an Output. Useless on Rifts Earth.
|
HL |
1
|
Surgery |
MA
|
Environmental Sensor
|
OP
|
3
|
Provides information on radiation and atmosphere. Requires an Output.
|
HL |
1
|
Surgery |
MA
|
Neural Cybernetics
Neural Processor
|
OP
|
4
|
Has a text memory space equivelent to an encyclopedia, holds 20 keys and can decrypt anything which it has the correct key for, and is required for any of the following augmentations:
|
HL |
1D6
|
Surgery |
CR
|
Interface Socket
|
OP
|
5
|
Allows direct connection to equipment with proper plugs. This grants a +2 bonus to AVs, and can act as a link to an Input or Output.
|
HL |
1D6
|
Surgery |
MA
|
Satellite Uplink
|
OP
|
5
|
The character can connect to satellites. Can act as a link to an Input or Output. Useless on Rifts Earth.
|
HL |
1D6
|
Surgery |
MA
|
Pain Buffer Chip
|
OP
|
5
|
The character ignores the penalties of the a single wound.
|
HL |
2D6
|
Surgery |
M
|
Calculator Chip
|
OP
|
1
|
The character is a Lightning Calculator.
|
HL |
0
|
Surgery |
M
|
Memory Chip
|
OP
|
3
|
The Character can record their senses for a total of ten minutes. Up to 110 more minutes may be added for .5 OP per 10.
|
HL |
1D6
|
Surgery |
M
|
Skill Chip
|
OP
|
x
|
The character can have up to three levels in any common skill; the OP cost is half of the actual skill cost. Skills cannot be specialised, but sub-skills may be chosen as per usual.
|
HL |
1D6
|
Surgery |
M
|
ROM Chip
|
OP
|
2
|
A large amount of text can be accessed as if it were a book in the character's possession. Requires an Output. This can add +1 to any of the following special skills or sub-skills:
Law, Appraise, Businesses, Militaries, any Computer, History, Astronomy, Literature, any Electronics, any Engineering, any Medical, Astrogation, any Science, Languages, Expertise, Area Knowledge.
|
HL |
1
|
Surgery |
M
|
Encryption Chip
|
OP
|
3
|
Encrypts signals with a DV 32. Add 1 OP per +2 DV, up to +10.
|
HL |
0
|
Surgery |
M
|
Decryption Chip
|
OP
|
4
|
Acts as an INT 4 computer for encryption cracking attempts.
|
HL |
1
|
Surgery |
M
|
Cyber Eyes
Cybernetetic Eye
|
OP
|
1
|
Removable, obvious cybernetic eye. DC 6. Does nothing on its own, but is required for any of the following augmentations:
|
HL |
1D6
|
Surgery |
MA
|
Naturalistic Lens
|
OP
|
1
|
Gives the eye a perception DV of 28.
|
HL |
0
|
Zoom
|
OP
|
1
|
Gives +1 bonus to visual perception AVs. For every 5x zoom up to 50x, add 1 OP.
|
HL |
1
|
Heads Up Display
|
OP
|
1
|
Acts as an Output.
|
HL |
1
|
Polarization
|
OP
|
1
|
Character is immune to Glare. In only one eye, Glare causes the character to have No Depth Perception instead.
|
HL |
0
|
Low Light Vision
|
OP
|
2
|
Character can see in near total darkness.
|
HL |
2
|
Thermal Vision
|
OP
|
2
|
Character sees heat rather than light. This can be be switched on and off for 1 OP.
|
HL |
1D6
|
Magnification
|
OP
|
3
|
Character can see to a cellular level. Add 2 OP and 1 HL cost for mollecular.
|
HL |
2
|
UV Vision
|
OP
|
2
|
Character can see in the UV spectrum. Range 30m without a UV light source.
|
HL |
1
|
UV Beam
|
OP
|
1
|
Eye beams out a UV light.
|
HL |
1
|
Recorder
|
OP
|
2
|
Visual data can be recorded to a Memory Chip at 4 minutes per one of sense data.
|
HL |
1
|
Cyber Ears
Cybernetic Ear
|
OP
|
1
|
Adds 1 to audio perception AVs. Detatchable and obvious. DC5. May be improved to synthetic Skin with a perception DV 28 for 1 OP. Allows for any of the following augmentations:
|
HL |
1
|
Surgery |
MA
|
Radio
|
OP
|
2
|
User can detect, recieve and understand unencrypted radio communications.
|
HL |
1
|
Wide band Hearing
|
OP
|
2
|
User can hear in the Ultra-sonic and Sub-sonic bands.
|
HL |
3
|
Recorder
|
OP
|
2
|
Audio data can be recorded to a Memory Chip at 8 minutes per one of sense data.
|
HL |
1
|
Text reader.
|
OP
|
1
|
Acts as an Output character hears internally.
|
HL |
0
|
Sonar
|
OP
|
3
|
Requires 2 Cybernetic Ears and a Nueral Processor. Gives a rough 50m radius 3D image.
|
HL |
1D6
|
Cyber Limbs
Cybernetic Body
|
OP
|
4
|
Replaces the head, torso and abdomen. Torso and abdomen: T4 DC20, Head T4 DC10. Does not include eyes or ears. If the character has a Neural Processor, surgery is not needed to add chips to it.
|
HL |
2D6
|
Surgery |
CR
|
Cybernetic Hand
|
OP
|
3
|
Replaces a hand. T2 DC8.
|
HL |
2
|
Surgery |
MA
|
Cybernetic Arm
|
OP
|
3
|
Replaces an arm. T2 DC 12. Does not include Hand.
|
HL |
1D6
|
Surgery |
MA
|
Cybernetic Foot
|
OP
|
1
|
Replaces a foot. T2 DC8.
|
HL |
1
|
Surgery |
MA
|
Cybernetic Leg
|
OP
|
2
|
Replaces a leg. T2 DC 16. Does not include Foot.
|
HL |
2
|
Surgery |
MA
|
Cyber Limb Options
May be added to any part. Only one Surface and two Spaces per part. Hands and Feet have no Spaces.
Synthetic Hair and Skin (Surface)
|
OP
|
1
|
Gives the part a perception DV 28. Surgery is only required if the part is attached to a natural body part.
|
HL |
0
|
Surgery |
M
|
Chromatic Plating (Surface)
|
OP
|
2
|
Increases Toughness by 2 against energy attacks.
|
HL |
0
|
Chameleon Plating (Surface)
|
OP
|
3
|
Part can blend in with background, becoming visually and thermally invisible. Gives +6 to Stealth AVs if all of Body is covered.
|
HL |
1
|
Light Armour
|
OP
|
2
|
Increases Toughness by 2.
|
HL |
1
|
Heavy Armour
|
OP
|
4
|
Increases Toughness by 2. -1 REF if applied to Body. Reduces perception DVs by 4.
|
HL |
2
|
Shielding
|
OP
|
1
|
Makes part immune to electrical and EMP damage.
|
HL |
0
|
Internal Storage (Space)
|
OP
|
2
|
A small area is available for storage, about the size of a torch in the Arm, a wine bottle in the Leg, or a brick in the torso. Up to two may be added per part.
|
HL |
1
|
Auto-Holster (Space)
|
OP
|
3
|
May only be placed in a Leg. Can hold a pistol or knife.
|
HL |
2
|
Jet System
|
OP
|
7
|
Gives the character a FLY of 15 and SWIM of 20 with a half hour of use and a two hour recharge. Requires cybernetic Body and both Legs. Takes up one Space in each Leg and in the Body. An extra battery can add a further half hour of use for 3 OP and takes up the other Body Space.
|
HL |
1D6
|
Pop-Up Gun (Space)
|
OP
|
2+
|
A Small concealed Cyberweapon is placed on an Arm or Leg, or a Large one on the Body. Automatic Quick-Draw. -2 AVs for Leg and Body weapons.
|
HL |
2D6
|
Fore-Arm Gun (Space)
|
OP
|
0+
|
A Large obvious Cyberweapon replaces the fore-arm and hand.
|
HL |
2D6+2
|
Mounted Gun (Space)
|
OP
|
2+
|
A Large obvious Cyberweapon is placed on an Arm or Body (on the shoulder). If a Small Cyberweapon is chosen, no Space is required.
|
HL |
2D6
|
Surgery
Surgery requires a sterile area, else roll a second time to avoid infection. A proper clinic reduces the DV by 4, a full hospital by 8, a partner (Surgery no less than 2 below your's) by 2 and two nurses (Nurse 4+) by 2.
Negligible (N) |
DV 18
|
Minor (M) |
DV 22
|
Major (MA) |
DV 26
|
Critical (CR) |
DV 30
|