C Y B E R N E T I C S   & R O B O T I C S

MicroMachines revolutionized the industry and opened the doors to a new direction in mankind’s evolution. Every corporation filed patents on their own MicroMachines. Some were used to clean pollution; some where used to miniaturize computers. However, they soon became the Rosetta stone into the new road into cybernetics. This began with the normal cyborg enhancements but exploded when the Cyberbrain was introduced. Cyberbrains changed how the planet dealt with computers. Now, citizens would be connected to a vast network of information all the time. They can store information in external memories. They can surf the net simply by closing their eyes. Computers were hardly necessary
The most important fact to consider is that many cybernetics are built to enhance…not replace. Cybernetics are automatically designed to look, feel, and move like normal human limbs. The trend of making one look inhuman with robotics is actually somewhat unpopular and is usually only used in military applications.
Table: Cybernetics glosses over all cybernetics from the basic replacements to the full body prosthetics.

Cybernetic

Cost

Capabilities

Slots

Rest

Cyberbrain Models

Class D

1000

+2 all Knowledge Skills with 1 rank, +1 skill max,+1 to Gather Information and Computer use.

1

--

Class C

1250

+2 all Knowledge Skills with 1 rank, +1 skill max,+4 to Gather Information and Computer use.

2

--

Class B**

1500

+4 all Knowledge Skills with 1 rank, +1 skill max,+4 to Gather Information and Computer use. Detachable Braincase

4

--

Class A**

2500

+4 all Knowledge Skills, +1 skill max,+4 to Gather Information and Computer use. Detachable Braincase, +1 Int

6

--

Robot AI Cyberbrains

Defender

1500

See Below.

2

Lic(+1)

Interpersonal

1000

See Below.

2

--

Servant

500

See Below.

0

--

Military Control AI

3000

See Below.

10

Mil(+3)

Military Attack AI

5000

See Below.

10

ILL(+4)

Cyberbrain Upgrades*

Charisma Upgrade

(Robots Only)

Special

+2 bonus to Charisma.

--

--

Divable AI (Robots only)

1000

The AI can now Ghost Dive, allowing the invasion and attack of Cyberbrains and enemy installations (see later)

--

Mil(+3)

Feat Implant

1500

Implant any feat.

--

--

Intelligence Upgrade (Robots Only)

Special

+2 bonus to Intelligence.

--

--

Language Chip

100

Implant any known language

--

--

Rage Implant

750

+4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense once/day

--

Mil(+3)

Skill Chip (Robots only)

Special

8 ranks in any one of the following skills: Computer Use, Hackcraft, Demolitions, Disable Device, Listen, Repair, Search, or Spot.

--

--

Skill Increase

200

Add a Skill to one’s portfolio. It now becomes a class skill (if not already) and offers a +2 competency bonus to that skill.

--

--

Skill Net (Robots only)

1200-5000

A large bank of four skills from 4 – 12 ranks

--

--

Skill Progit (Robots only)

Special

enables a robot to gain ranks in a single skill.

--

--

Tongues Chip

1500

Speak and understand all known languages.

--

--

Voice Stress Analyzer

500

+4 equipment bonus on all Sense Motive checks

--

--

Wisdom Upgrade

(Robots Only)

Special

+2 bonus to Wisdom.

--

­-

Cybernetic Replacements

Enhanced Sensors

Class C

800

+2 equipment bonus on Listen and Spot checks.

--

--

Cybernetic

Cost

Capabilities

Slots

Rest

Arm Class D

350

No stat boost

--

--

Arm Class C

100

+2 Climb & Swim, +1 to hit

--

--

Arm Class B

2000

+1 Strength, +4 Climb & Swim, +2 Sleight of Hand, +2 to hit.

--

--

Arm Class A

2500

+2 Strength, +6 Climb & Swim, +2 Sleight of Hand, +3 to hit

--

--

Burst Limb**

2000

+8 Str for 1 round 1 / day / level.

--

Lic(+1)

Digidigits

1000

-10 to Computer Use Rolls with manual connection.

--

--

Enhanced Sensors

Class B

1000.

+4 equipment bonus on Spot checks and a +2 equipment bonus on Listen checks.

--

--

Enhanced Sensors

Class A

1500.

+2 equipment bonus on Listen and Spot checks. The robot also gains a +1 equipment bonus on initiative checks.

--

--

Hawkeye*

2000

+2 to Spot checks. Darkvision 60 feet, Reduce the range penalty for Spot checks to –1 for every 60 feet of distance, +2 bonus to hit with all ranged weapons. Uplink with a military spy satellite overhead.

--

Res(+2)

Leg Class D

350

No stat boost

--

--

Leg Class C

600

+5 speed

--

--

Leg Class B**

1000

+10 speed, +4 Jump, Swim, & Climb

--

--

Leg Class A**

1500

+15 Speed, +8 Jump, Swim & Climb

--

--

Optic Class D

350

Decode computer information and translate it. +2 to all Spot checks.

--

--

Optic Class C**

600

+2 to Spot checks. Darkvision 60 feet. Reduce range penalty for Spot checks to –1 for every 30 feet

--

--

Optic Class B**

1000

+2 to Spot checks. Darkvision 60 feet. Reduce range penalty for Spot checks to –1 for every 30 feet, Flare suppressors, +1 bonus to hit with all ranged weapons.

--

--

Optic Class A**

1500

+4 to Spot checks. Darkvision 60 feet. Reduce range penalty for Spot checks to –1 for every 30 feet, Flare suppressors, +2 bonus to hit with all ranged weapons.

--

--

Total Immersion Optic

1000

+10 to all Computer use checks when connected.

--

--

Full Body Prosthetics*

Angela CV-1

1500

Con, Str, Dex = 16, 2 Hardness or Dodge Bonus to AC

10

--

Base Production

500

Dex, Con, Str = 10, 0 Hardness

2

--

Combat Class D

5000

Dex, Con, Str= 10 +15 to invest. (Max Rank: Dex 18, Str & Con 20),

+1 to Hardness or Dodge Bonus to Defense.

4

Mil(+3)

Combat Class C

7000

Dex, Con, Str= 10 +20 to invest. (Max Rank : Dex 18, Str & Con 22),

+2 Hardness or Dodge Bonus to Defense.

6

Mil(+3)

Combat Class B

10000

Dex, Con, Str= 10 +25 to invest. (Max Rank: Dex 20, Str & Con 24),

+3 Hardness or Dodge Bonus to Defense

8

Mil(+3)

Combat Class A

15000

Dex, Con, Str= 10 +30 to invest. (Max Rank: Dex 20, Str & Con 26),

+4 Hardness or Dodge Bonus to Defense.

10

Mil(+3)

Enhanced Mobility

1000

Con, Str = 14, Dex = 20, 1 Hardness or Dodge Bonus to Defense

3

--

Jameston type

500

Dex, Con, Str = 3, 0 Hardness

0

--

Perfect Beauty

1000

Con, Str, Dex = 14, +5 to all Cha based skills, 0 Hardness

4

--

Pioneer Combat

18000

Dex 16, Con 16, Str 22, +Battle Boost@, 10 Hardness

2

Mil(+3)

Public Summit Model

3000

Dex, Con, Str = 10 +15 to invest (Max Rank 18),

2 Hardness or Dodge Bonus to Defense.

4

PKF Combat Class

22000

Dex, Con, Str= 10 +30 to invest. (Max Rank 22), +5 to Cha based Skills, 5 Hardness or Dodge Bonus to Defense.

8

Mil(+3)

Type 2033

18000

Dex = 16, Con & Str= 10 + 24 to invest. (Max Rank 22), 10 Hardness

8

Mil(+3)

Y-3 Submersible Cyborg

15000

Dex, Str, Con = 18, 4 Hardness, x3 Swim Speed, +20 to Swim rolls.

6

Lic (+1)

FBP Upgrades

Agility Increase

2000***

+1 Dodge bonus to Defense / level, +2 Ref Saves / Level

--

Lic(+1)

Anti-Shock

1000

Do not take +50% damage from Electricity

--

Mil(+3)

Blade Weapon Mount

500

Concealable blade in limb

--

ILL(+4)

Enhanced Regeneration

1500***

Healing rate 1 hit point / round / level

--

--

Death Simulation

1000

Give the appearance of Death.

--

--

Detachable Limb

200

Limb breaks off on command

--

--

Dexterity Increase 5000*** +2 Dexterity / Level -- --

Dislocating Limbs

1500

Escape from all Grapple checks and Pins

--

--

Enhanced Realism

1000

+10 all Charisma based rolls, +1 Reputation

--

--

Enhanced Organs

500

+10 to all Fort Saves.

--

--

Foam-Based Materials

1000

swim penalty reduced by 10 (max = 0), -1 Hardness

--

--

Haste

5000***

Haste 1round / day / level

--

Mil(+3)

Increased Hardness

1500***

+1 Hardness / level

--

Mil(+3)

Jump

500***

+10 to Jump Rolls / level

--

--

Cybernetic

Cost

Capabilities

Slots

Rest

Overdrive

1000

Base speed increased +30 for 10 rounds / day

--

Lic(+1)

Sexaroid

500

Sexual organs implanted

--

--

Shout

500

Get really, really, loud

--

--

Skin Sense

500

+2 to all Demolitions, Disable Device, Escape Artist and Sleight of Hand skill rolls. Detect Magnetic fields.

--

Speed Burst

1000***

+10 Movement Rate / level

--

--

Strength Boost

1500

+4 Str bonus for ten rounds/day

--

Lic(+1)

Shock Circuit

500

Melee touch attack deals 5d6 points of electric stun damage. +3 bonus on attack rolls if the opponent has a full body prosthetic

--

Mil(+3)

Spiders

1500

Climb and travel on vertical surfaces or even traverse ceilings at 20 feet

--

--

Strength Increase

2000***

+2 Strength / level

--

Lic(+1)

Therm-Optic

2000***

Thermoptic camouflage 10 rounds / day / level

--

Mil(+3)

Toughness Increase

2000***

+2 Constitution / level

--

Lic(+1)

Cybernetic Devices

Brain Blocker*

500

Cuts all cyberbrain access.

--

--

Brain-Case

500

Transport Cyberbrains

--

--

Corpse Remote

1000

Remote control a fried Cyberbrain

--

Mil(+3)

Decot*

500

Remote cyberbrain operation

--

Mil(+3)

Brain Surge

500*

Cyberbrain power surge (2d4 Int Drain)

--

Mil(+3)

External Memory*

500

+4 to Gather Information, +10 to all Knowledge (history)

--

--

Interceptors

1000

Alternative surveillance technology.

--

Mil(+3)

Memory Eraser Plug

500

Failsafe Memory wipe, -2-5 to Int.

--

Mil(+3)

Optic Enhancer Class B

500

+1 bonus to ranged weapons,+2 to Spot checks,

--

--

Optic Enhancer Class A

“Milispec”

1000

+2 bonus to ranged weapons,+4 to Spot checks, Gain Combat Expertise Feat, +2 to all Ref saves.

--

--

Plug Gun

300

Futuristic Handcuffs

Res(+2)

Virtua Cap

500

Virtual experience

--

--

@ Special Rules. See Below
* Requires a Cyberbrain (not included)
** Requires a Full Body Prosthetic (not included)
*** Can be boosted (see below)

C O N S T R U C T I O N   A N D   R E P A I R
Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the Craft Cybernetics feat to build a cybernetic attachment.
Repairing a damaged or nonfunctional cybernetic attachment requires 10 hours of work and a successful Repair check (DC 25). A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the another, a character takes a –4 penalty on the check; without both kits, the penalty increases to –8.

I N S T A L L A T I O N   A N D   R E M O V A L
Installing or removing a cybernetic attachment, regardless of whether it’s a replacement or enhancement, requires a successful Treat Injury check. A character with the Cybernetic Surgery feat suffers no penalty on the check.

B E N E F I T S   A N D   D R A W B A C K S
Cybernetic attachments provide countless benefits to their recipients. For example, cybernetic eyes can bestow darkvision or improve the accuracy of the recipient’s ranged attacks. A cybernetic brain implant can improve the recipient’s response time in a crisis, protect against mind-influencing attacks, or increase the flow of adrenaline throughout the body. The possibilities of cybernetic technology are endless. Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:
Electric Vulnerability: A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an anti-shock implant (see Cybernetic Enhancements, below).
Massive Damage Effects: Massive damage wreaks havoc with cybernetic attachments. Whenever a creature with cybernetic attachments fails a Fortitude save against massive damage, the GM should roll percentile dice and consult Table: Massive Damage Effects to determine what happens.
Normal Effect: The character immediately drops to –1 hit points and is dying.

Table: Massive Damage Effects

d% Roll

Effect of Failed Fortitude Save

01–30

Normal Effect

31–60

Attachment Disabled

61–80

Normal Effect and Attachment Disabled

81–100

Attachment Damaged and Side Effect

Attachment Disabled: One cybernetic attachment (determined randomly or chosen by the GM) ceases to function until repaired (see Construction and Repair, above). The character suffers the effects of the disability—as noted in the description of the cybernetic attachment— for as long as the attachment remains disabled.
Attachment Damaged: One cybernetic attachment (determined randomly or chosen by the GM) continues to function but develops an unpleasant side effect that persists until the attachment is repaired (see Construction and Repair, above).
Side Effect: The character suffers a debilitating side effect as the result of a damaged attachment. Various side effects are presented on Table: Side Effects.

Table: Side Effects

d% Roll

Side Effect

01–08

Blurred Vision: Character suffers a 20% miss chance on all attacks.

09–17

Constant Trembling: Character takes a –2 penalty on Dexterity-based skill checks.

18–25

Cybernetic Rejection: Character suffers 1d4 points of Constitution damage per day.

26–34

Dizziness: Character takes a –1 penalty on attack rolls, saving throws, ability checks, and skill checks.

35–42

Impaired Hearing: Static distortion imposes a –2 penalty on all Listen checks.

43–50

Impaired Vision: Distorted images impose a –2 penalty on Spot checks.

51–59

Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally.

60–67

Muscle Cramps: Character moves at half speed.

68–76

Muscle Fatigue: Character takes a –2 penalty on Strength-based skill checks.

77–84

Power Surge: Character is shaken for 1 round if wounded; a successful Fortitude save (DC 12) negates.

85–93

Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0.

94–100

Sensory Overload: Character is stunned for 1 round if wounded; a successful Fortitude save (DC 15) negates.

S P E C I A L     R U L E S     A B O U T     C Y B E R N E T I C S

Broad Strokes

The most noteworthy aspect of the future resides in the extensive use of cybernetics. One could simply insert this setting into any old cyberpunk game and be done with it. However, some cyberpunk clichés no longer apply.

Cybernetics are common and safe throughout the globe. Such rules as cyber-psychosis and Humanity-loss no longer apply. Cybernetics do not strain one’s constitution or stamina.

The last change is a realistic one. Having a cybernetic arm does not give you superhuman strength…this is why so many opted for a full body prosthetic…it simply cures many problem with selective cybernetic replacements.

Autistic Mode: Cyberbrains are almost always connected to the internet. One never needs to use it—like working on ones personal computer while on high-speed internet. Even though it is constantly connected, until a browser is opened, you don’t actually use the link. However, you can pull a cord from the modem. Cyberbrains are all connected via cellular and satellite. If one does not want to be open to the internet, they can activate Autistic mode. This cuts the connection to the internet, severing all communication in both directions. This is the most surefire way to prevent outside attack of ones cyberbrains (if one is paranoid enough). Autistic mode prevents any visual and aural communication and cuts off one’s cyberbrain to any external memory sources. All cellular communication is cut. This action must be voluntary by the cyberbrain and cannot be forced by an external source (although implanted viruses can also accomplish this). Anyone diving is instantly severed UNLESS that diver has safeguards against this and has in place preventative measures if the situation occurs (for example the Diver creates an illusion that the user is in Autistic mode while, in fact, not). Viruses inside are still inside and may still function even while in Autistic mode. However, barring these rare exceptions, Autistic Mode is the surefire way (like abstinence) to prevent outside attack.
While in Autistic Mode, the Cyberbrain maintains its +1 rank skill increase and its bonuses to Knowledge skills but looses its skill rank bonuses to Gather Information and Computer Use. Any abilities coming from outside sources (Hawkeye satellite data for example) do not operate. Activating Autistic mode is a move action. Deactivating Autistic Mode, however, takes more time. A full 10 rounds (1 minute) is required to re-attach the connections. Until then, the Cyberbrain is still in Autistic mode. This makes switching on and off from Autistic in combat unfeasible.
Even with Autistic mode on, direct linking via QRS plug will circumvent the severed link. Autistic mode only cuts off the cellular connection, not the QRS plug. Cyber blocker will cut both the cellular and the QRS plug. Someone in autistic mode can still hack into a target via direct link. However, if that target is connected to the net, a rival hacker can track into through the net and dive through the direct link as could the target that is being directly hacked.
It should be noted that the sever is not a physical disconnect as this is not possible. One with the right Hacking Key can circumvent Autistic Mode and reactivate the link.

Cybernetic

Extent pushed

Damage/round

Arms*

+2 Str

1d6 damage to body, DC20 Fort or Dislocation

Legs*

+2 Str / +10 base speed

1d4 damage to body, DC20 Fort

or Dislocation

Full Body Prosthetic

+2 Str / +10 base speed

1d4 damage, DC15 Fort or Dislocation

* Connected to tissue.

Pushing Cybernetics: Most physical cybernetics (arms, lets, full body) have structural limits and how far they can be strained. The human body has pain receptors to tell it that it is overexerting itself. With cybernetics, this feeling can be toned down, allowing a cybernetic to be pushed beyond what it was designed to.
If someone wishes to push their bodies beyond specifications, they can accomplish some truly remarkable acts. However, damage to the limb and body inevitably occurs.
For every round the limb is pushed, a Fort save must be made. The 1d6 damage is caused regardless. A failure results in dislocation and damage. For limbs connected to tissue, the limb is not damaged, the tissue is. The person is rendered unconscious for 1d6 minutes. The limb is now useless until repaired.

“Fingernails are applied by a specialist. For custom orders, a specific artist usually does body designs. This describes a full body cyborg.

Cyborgs with only a few artificial organs and prosthesis have a different set of problems. For example, when a prosthetic arm is attached… imagine an arm capable of lifting 120 lbs when attached to a work fixture. … But when attached to bone, the result is dislocation.

So partial cyberization can only supplement a human’s innate abilities. Total cyberization however, can create abilities that may exceed those of a human…or so it seems…”

Full Body Prosthetics can be pushed more with greater results. Each time it is pushed, it only causes 1d4 damage and the Fort DC starts Exertion must be stacked every round and cannot be done suddenly. A character cannot suddenly push herself with a +6 strength. She must first do a round at +2, then the next round at +4, then the next round at +6. Stopping forces the character to start over. Every additional round exerting causes damage every round and the Fort DC increases by +2. Hardness does not absorb the damage. It is internal..
Dislocation for full body prosthetics results in the cyborg overheating and shutting down for 1d4 minutes.
Turning off the Pain: Full Body Prosthetics are totally cybernetic save for the spinal column and brain (usually). This means that, like a computer, certain senses can be turned off. The only sensation cyborgs sometimes have deactivated is their sense of pain. This appears to be a great idea in combat but ramifications do occur. Turning off one’s pain receptors is a free action but cannot be reactivated for at least ten rounds (one minute)
While pain is deactivated, the character incurs no adverse effects from massive damage. They cannot be stunned or rendered unconscious from physical damage. They can also make a full round action at 0 hit points before falling (instead of the normal half action). If pushed below 0 hit points (but before death), a Fort DC of 20 can allow the character a half action before dropping.
However, the drawback to all of this…
The character, while void of pain, also cannot receive information from touch sensors as effectively. There is not data feedback to the brain on how the body is performing. To translate this into game terms, the Cyborg suffers a –2 to Defense and a –1 to all hit rolls. She also suffers a –4 penalty on all Demolitions, Disable Device, Forgery, and Repair checks.

Cyborg Technology

by Yoshiki Sakurai

While cyberbrains enhanced "implosions" of mental senses (McLuhan), prosthesis technology, more widely known as "cyborg technology" that compensates physical bodies by mechanical gadgets, urged the direct "explosions" of manual skills. Starting its development in wartime medical studies, cyborg technology progressed quickly after the war and expanded its realm from the medical to military, as it ensured more power than the physical body could ever produce. However, it expanded no further; lengthy and costly maintenance, difficult machine-flesh consistency, and mental repulsions were too much of a block to make a mass penetration.
But the slowly spreading cyborg population gave birth to an interesting question. Why should human appearances be kept human-like? This significant question rhymes with one of the older days; why should robots be shaped human-like? And that is how Jameson-Cyborgs (box-typed cyborgs) came into market. One problem the increase of cyborgs created, was the deep gap between the cybernetically enhanced and the non-enhanced people. The gap itself was nothing new of course for in fact, it could be traced back to the oldest days in human history, widely observed between religions, races and nations. Cyborg technology created that old gap in a new place reproducing occasional bias, discrimination and hatred. In countermeasure, suggestions such as banning the use of the term 'Cyborg' were made, claiming that the word has a discriminative aspect, but beyond mere usage of certain vocabularies the feeling of 'otherness' was now overt between the two groups.

Purchasing and Selling: More so than equipment, vehicles and weapons, cybernetics are an integral part of a character. Often, when a character wishes to sell his equipment, the GM can opt for to role-play the sale. Often times, the selling price can be anywhere from 25% to 50% of the purchase price. With swapping out cybernetics, there is value in the discarded components. There is a flat 50% trade-in value for all cybernetics including full body prosthetics assuming the parts being returned are in sellable condition. Non functioning or damaged cybernetics are useless. No skill rolls from experienced players can alter this trade-in percentage. It is a flat number across the board. The only component that cannot be traded in for any reason are cyberbrains. The parts removed cannot be refitted to anyone else. However, when upgrading in cyberbrain class, one needs only to pay the difference. Parts are just being added.
Of course, one can opt to keep her previous cyberbodies for future use (like Kusangi does). For ease and to give starting characters a break, the GM may opt to remove the restriction rating during character creation in the acquisition of cybernetics.
Cyberbrain Resurrection: Unless the character has been dropped to twice their Constitution below 0 (Con 14 = -28), their cyberbrain may still be recovered. If a character officially dies, the cyberbrain has the Constitution = minutes to find a new body or go under life support. If time runs out, the Ghost is unrecoverable and death is final. However, if a new body is found in time or if life support is brought in soon enough, the cyberbrain can survive, but the trauma of death is permanent. Even if recovered and the Ghost survives, all the Ghost’s mental attributes (Cha, Int, Wis) drop permanently by 1. If any attribute drops below 0, the Ghost cannot be recovered.
Removing a Cyberbrain safely from a body requires a successful Surgery DC DC30. A failure causes 1d4 point a permanent ability drain to all Mental attributes. Only Class B and Class A Cyberbrains can be removed this way. Class C and D don’t have enough cybernetic fail safes to keep the organics alive if the body is killed or if the brain is removed from the body. The chance of resurrection is a risky one and only to those two classes of Cyberbrain.
Cyborg Eating & Sleeping: In an attempt to simulate a normal human life pattern, cyborg companies built the majority of their models to require sleeping and eating. Sleeping comes from a need for all organic brains to require a rest period. Androids and Neurochip implanted robots also require a sleep period in order for them to decompile their experiences, recharge their power cells, and debug their cyberbrains as well as get necessary updates from the manufacturer.
However, cyborgs also need power. Powering full body prosthetic bodies requires ingesting food like normal people. It’s the food itself that’s important. Cyborgs can eat normal food. Implanted sensors transmit the proper flavor to the cyberbrain. It passes through their system with no ill or positive effects. Cyborg food looks stale, has virtually no smell, and is harmless to normal humans though having virtually no nutritional value. Cyborg food companies have made leaps in the technology of cyborg food to look close to something organic. First, it was a liquid paste similar to baby food. This soon got replaced with the burrito. This remained popular to the day even though more realistic looking food replaced it (although much more expensive). Power drinks and the meat-wraps remain the standard today. The food contains organic chemicals to maintain the brain but the primary useful component of Cyborg food are micromachines. They not only transmit useful nutrients to the organic portions of the cyborg, they also resupply the inbuilt micromachines, pumping through the body. Full Body Cyborgs carry a red blood-like circulatory system that powers the prosthetics. This blood never interacts with the organic portions of the body, even with full body prosthetics with only organic brains. No artificial blood products flow into the brain because of what is known as the “blood-brain barrier”—a special mechanism ensuring that foreign substances in the blood never attack the brain.
MicroMachined food resupply this system. Cyborg food, like normal food, never needs to be purchased by Players. It is assumed to be part of their normal lives. Cyborgs require eating in regular intervals like everyone else. They suffer from starvation from lack of eating like everyone else but the effects are more are quicker. Cyborgs that miss a day of food loose 1 point from each of their physical stats. This then drops 1d4 more points every additional day until food is ingested or the subject dies.
Cyborgs cannot get drunk unless they specifically tell their cyberbrain to do so. Some micromachined synthetic drinks can alter perceptions in the way alcohol can. Cyborg food also produces little waste, requiring a full body prosthetic to go to the bathroom similar to organic humans, at leas once every two days.

“…But the funny thing is, prosthetic bodies never toss in their sleep.”

Forearm Recoil Energy: Cyborgs can virtually ignore FRE. With mastercraft weapons like the top end Seburo models, a cyborg can pull the trigger extremely fast (sometimes as high as 12 times per 3 seconds) and not jam the weapon. For mastercraft firearms with an “S” firing capacity (Single Shot), Characters with a modified Dexterity of 22+ (Assuming Cyborgs as few humans should be able to have a Dexterity this high) gain the Double Tap Feat for free. Those who already possess this feat may now initiate the action without incurring the –2 penalty.
Weight and Boyancy: Simple limb replacement incurs no penalty as the replacements are rather light. However, because of the near superhuman capabilities of full body cyborgs, their weight increased substantially. To reflect this, and since capacity reflects cost will body prosthetics, the penalty to all Swim checks are –1 per 1000 cost of the suit (Eg: Class A Cyborg costs 15 000 = -15 to all Swim skill rolls). There are modifications to offset this number plus the fact that increased strength offers bonuses as well.
Servicing: Cybernetics and all robotics require periodic serviving. Every month, a character must invest 5% of their total cybernetic value towards servicing. If this is not done, the cybernetic looses 10% of its abilities or capacity every month until it ceases functioning.

C O M P O N E N T     D I S C R I P T I O N S
Benefits: All the capabilities of the cybernetic.
Available Upgrade Slots: Cyberbrains and Full Body Prosthetics have options for upgrades. These are described later. Each upgrade occupies one slot. Some can be stacked. Other cannot. The available number of upgrades are listed with the specific model of FBP or Cyberbrain.

Phantom Limb

Refers to the sensation that limbs lost, due to accident or disease, are still present.

C Y B E R B R A I N S
75% of the population of Japan is equipped with a Cyberbrain. Cyberbrains may be anywhere from basic visual and data enhancements to a complete braincase. Cyberbrains are required for all body prosthetics. They are as commonplace now as desktop computers were at the turn of the century. It is accepted that at least one member of every household has one. Most children request theirs as early as twelve (although a few rare cases have seen them even younger). Young cyberbrain implants can be regulated and limited. Future upgrades remove these limiters, allowing access to the infinite knowledge of the Internet. Cyberbrains digitize ones own brain, eliminating the greatest prize of the grim-reaper, one’s memories. Now people hardly forgot anything and it could even upload their memories to an external source for access later, by either them or anyone else. As a result of being constantly connected to the net, defenses are placed on ones sensors and ghost to prevent attack. All cyberbrains carry basic firewalls and Ghost barriers but can be upgraded later (see later). There are dozens of different companies building cyberbrains but they can summarized into four classes.

Class D (Cost 1000)
Benefits:+2 to all Knowledge Skills with at least 1 existing, +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +1 competency bonus to Gather Information and Computer use.
Available Upgrade Slots: 1

Class C (Cost 1250)
Benefits: +2 to all Knowledge Skills with at least 1 existing, +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +4 competency bonus to Gather Information and Computer use.
Available Upgrade Slots: 2

Class B (Cost 1500)
Benefits: This model of cyberbrain can only be used by Full Body Prosthetics. +2 to all Knowledge Skills with at least 1 existing, +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +4 competency bonus to Gather Information and Computer use. The cyberbrain is now a full detachable braincase, allowing quick swaps for cyberbodies (quick = ten minutes). If the subject is killed, the braincase maintains brain activity for Constitution = minutes, allowing a quick recovery to a life support system or another Cyberbody (This is assuming the braincase is, itself, not destroyed). If the body takes more than twice its Constitution in negative hit points, eg Con 12 = -24 hit points, it is assumed the brain case is breached and the brain is killed.
Available Upgrade Slots: 4

Class A (Cost 2500)
Benefits: This model of advanced cyberbrain can only be used by Full Body Prosthetics. +1 skill rank max (where normal characters have a +3 skill +level, it is now +4 skill + level), +4 competency bonus to Gather Information and Computer use. The cyberbrain is now a full detachable braincase, allowing quick swaps for cyberbodies (quick = ten minutes). If the subject is killed, the braincase maintains brain activity for Constitution = minutes, allowing a quick recovery to a life support system or another Cyberbody (This is assuming the braincase is, itself, not destroyed). If the body takes more than twice its Constitution in negative hit points, eg Con 12 = -24 hit points, it is assumed the brain case is breached and the brain is killed. A microcomputer is implanted in cyberbrain. It contains skill-related information stored on a series of biological data chips, or biochips. The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus on all Knowledge checks. Subject also gains a +1 to Int.
Available Upgrade Slots: 6

R O B O T     A I     C Y B E R B R A I N S
Android AIs are basic and designed to fill in a specific purpose. With the exception of Neurochips, they are not designed to learn nor adapt and are not designed to overtly simulate human emotions. They are not capable of generating their own Ghost. Neurochips are somewhat different and the basic skeletons of Ghosts have appeared. Neurochips are used exclusively in think tanks at the beginning but soon, the desire of implanting them in humanoid bodies resulted in the creation of Bioroids. Bioroids are Neurochips implanted into actual modified Full Body Prosthetics, making them as close to human as technology can currently achieve.
There are two procedure for making Ghostless AI robots. The first route is using the following Cyberbrains and then implanting them in Cyborg bodies. This is the best route for GMs that allow PC created Androids. The other route is to create them from scratch (see later). The rules can be mixed. So a robot using the rules in the next section can be fitted with cyberbrain upgrades will Robot Cyberbrains listed here can have attribute upgrades using the later rules.
--They generally have low mental attribute scores but high skill rolls. Generally if a point-to-point comparison was used, Androids suffer a –4 to all Wis and Int and a –6 to Cha but have a +4 competency bonus to all Int based skills and any class skills.
--They cannot die or suffer any ill effects from massive damage.
--They can access the net and hack into corporations and other external memories but cannot actually Ghost Dive (unless given this unique ability).
--The don’t have access to the Hero Rule
--One can use these are create a whole robot from scratch with the robot creation rules later. AIs can also be boosted using the upgrade possibilities in that section. Available Upgrades listed here are for Cyberbrain upgrades and not stat or skill upgrades (described later)

Defender (Cost 1500): These are often suit wearing men in black with hidden weapons for emergencies.
Attributes: Int 10, Wis 3, Cha 3
Noteworthy Skills: Balance +13, Climb +16, Computer Use +5, Jump +10, Listen +10, Navigate +7, Spot +12, Tumble +18, Hackcraft +4, Knowledge Events +10, Knowledge History +10
Feats: Improved Initiative, Combat Reflexes
Special: Because of the obvious security risk, these Cyberbrains carry a +5 on their Barrier Defense. They may also be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 2

Interpersonal (Cost 1000): Often seen following dignitaries around, these are often female, well dressed and easy on the eyes without being distracting. They are purchased to be secretaries and assistants. Occasionally, they are implanted in companion models.
Attributes: Int 10, Wis 3, Cha 8
Noteworthy Skills: Balance +12, Climb +16, Computer Use +14, Jump +5, Listen +10, Navigate +7, Spot +7, Tumble +8, Hackcraft +4, Knowledge Events +20, Knowledge History +20
Special: Because of the obvious security risk, these Cyberbrains carry a +5 on their Barrier Defense. They may also be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 2

Military AI (Cost 3000): These Cyberbrains are extremely rarely implanted in cyberbodies (there are laws against it). They find their application in AI controlled weaponry like Tanks and Attack Choppers. They are also used without bodies as active defenders of secured installations.
Attributes: Int 18, Wis 3, Cha 3
Noteworthy Skills: Balance +13, Climb +16, Computer Use +20, Jump +10, Listen +10, Hackcraft +10, Navigate +7, Spot +12, Tumble +18,
Feats: Improved Initiative, Combat Reflexes
Special: Because of the obvious security risk, these Cyberbrains carry a +5 on their Barrier Defense. They are also often equipped with Military Defense or Attack barriers (purchased separately) They may also be implanted with character levels. The purchase cost = the XP level desired.
Available Upgrade Slots: 10

Military Attack AI (Cost 5000): Military Attack AI never see use in cyberbodies, often being used to attack an enemy AI of facility or even invade other Cyberbodies. A good example of this type of system is the HA-3—a military AI created during World War IV. Like other Military AIs, It is not often utilized in blank Shells. It is used to infiltrate and take control of Ghost inhabited Shells, and utilize them for assassination or espionage. Viruses are used to remove the barriers and the HA-3 Dives in. The HA-3 is the benchmark for all Infiltrating AIs made after that but it is the oldest of these still in service. Most consider them antiques and, today, are easily tracked and defeated.
Attributes: Int 20, Wis 3, Cha 3
Noteworthy Skills: Balance +10, Climb +10, Computer Use +25, Jump +5, Listen +10, Navigate +7, Spot +10, Tumble +14, Hackcraft +24, Knowledge Events +10, Knowledge History +10
Special: They may be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 10

Neurochip (Cost 2000): Usually seen in Think Tanks, a few later found implantation in Bioroid bodies.
Attributes: Int 18, Wis 10, Cha 8
Noteworthy Skills: Balance +13, Climb +16, Computer Use +20, Jump +5, Listen +10, Navigate +7, Spot +12, Tumble +10, Hackcraft +10, Knowledge Events +15, Knowledge History +15
Special: They may be implanted with character levels. The purchase cost = the level desired.
Available Upgrade Slots: 10

Servant type (Cost 500): Sever brain with basic functions. No character levels.
Attributes: Int 8, Wis 3, Cha 3
Noteworthy Skills: Balance +12, Climb +16, Computer Use +9, Jump +5, Listen +5, Navigate +5, Spot +6, Tumble +5
Available Upgrade Slots: 0

C Y B E R B R A I N     U P G R A D E S

Charisma Upgrade (Robots Only, see below): The robot is programmed with character and personality subroutines that enable it to better interpret and simulate humanoid behavior patterns and emotions. The upgrade provides a +2 bonus to Charisma.
Purchase Price: 300 x robot’s Charisma modifier before the upgrade.

Divable AI (Robots Only, Cost 1000)
Benefit: The AI can now Ghost Dive, allowing the invasion and attack of Cyberbrains and enemy installations (see later)
Special: Only available to AIs.

Feat Implant (Cost 1500)
Benefit: Implant any feat. The character must still meet all the requirements of the feat before implanting or the feat is useless until the requirement is met.

Intelligence Upgrade (Robots Only, see below): Modifications to the robot’s artificial intelligence allow it to think more creatively. The upgrade provides a +2 bonus to Intelligence.
Purchase Price: 500 x robot’s Intelligence modifier before the upgrade.

Rage Implant (Cost 750): This cyberbrain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.
Benefit: The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Defense. The increase in Constitution increases the recipient’s hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration, or any items that must be activated to function.
The rage lasts for a number of rounds equal to 3 + the recipient’s (newly acquired) Constitution modifier. The recipient may prematurely end his rage. At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.
Special: Only useful in organic bodies.

Language Chip (Cost 100)
Benefit: Implant any known language. The character can now understand that language fully but cannot speak it.
Skill Chip (Robots only, see below): A skill chip enables a robot to gain up to 8 ranks in any one of the following skills: Computer Use, Hackcraft, Demolitions, Disable Device, Listen, Repair, Search, or Spot. A robot can have multiple skill chips. However, skill chips do not allow a robot to benefit from skill synergy. A skill chip can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software). A Techie can reprogram a skill chip in 1 hour and can modify it to hold as many ranks as he has in the emulated skill.
Purchase Price: 20 × number of skill ranks.
Skill Increase (Cost 200)
Benefit: Add a Skill to one’s portfolio. It now becomes a class skill (if not already) and offers a +2 competency bonus to that skill. This chip can be purchases several times, each time, it can be applied to a new skill. Adding the same skill does not cumulate its effects.

Alternate Technology:

There are many other developments in the field of robots. The most notable not discussed here are Cebot—Centimeter Robots. These are usually designed to resemble insects. They employ Applied Entomology, using Insects as a basics for robots. They are employed in a variety of fields

Skill Net (Robots only, see below): A skill net consists of a series of interlocking programs that allow the robot to acquire ranks in multiple skills. The number of ranks in any given skill cannot exceed the programmer’s ranks in the skill being emulated. A factory-built skill net typically holds 4, 8, or 12 ranks in as many as four different skills. A robot can have multiple skill nets. Skill nets allow a robot to benefit from skill synergy. A skill net can be reprogrammed one skill at a time. Replacing one skill with another or increasing the number of ranks of an already existing skill requires 1 hour of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Purchase Price: 1200 (four skills at 4 ranks each), 2500 (four skills at 8 ranks each), or 5000 (four skills at 12 ranks each).

Skill Progit (Robots only, see below): Sophisticated emulation software encased in a thin but durable plastic casing, a skill progit enables a robot to gain ranks in a single skill. The number of ranks cannot exceed the programmer’s ranks in the skill being emulated. A factory-built progit typically holds 4, 8, or 12 ranks of a particular skill. A robot can have multiple skill progits. However, skill progits do not allow a robot to benefit from skill synergy. A skill progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software).
Purchase Price: 10 × number of skill ranks.

Tongues Chip (1500)
Benefit: This grants the character the ability to speak and understand all known languages. The subject can speak only one language at a time, although it may be able to understand several languages. It does not enable the subject to speak with those who don’t speak.

Voice Stress Analyzer (Cost: 500): 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.
Benefit: The recipient gains a +8 equipment bonus on all Sense Motive checks.

Wisdom Upgrade (Robots Only, see below): Adjustments to the robot’s sensors improve its perception, while new software enables it to act more intuitively. The upgrade provides a +2 bonus to Wisdom.
Purchase Price: 300 x robot’s Wisdom modifier before the upgrade.

C Y B E R N E T I C     R E P L A C E M E N T S
These are actual organic humans with cybernetic components. These are not meant for FBP save for the Burst Limb.

Arm Class D (Cost 350)
Benefit: No stat boost

Arm Class C (Cost 1000)
Benefit: +2 Climb & Swim, +1 to hit with weapons using Dexterity to strike

Arm Class B (Cost 2000)
Benefit: +1 Strength, +4 Climb & Swim, +2 Sleight of Hand, +2 to hit with weapons using Dexterity to strike

Arm Class A (Cost 2500)
Benefit: +2 Strength, +6 Climb & Swim, +2 Sleight of Hand, +3 to hit with weapons using Dexterity to strike

Burst Limb (Cost 2000)
The burst limb is usually an arm featuring piston-assisted joints, capable of massive bursts of strength.
Benefit: For 1 round a day, as a free action, the limb can activate, offering up a +8 Strength to all actions that round, over its regular +2. Every 200 spent on the limb adds an additional use/day to a maximum 6.
Special: Requires FBP.

Digidigits (Cost 1000): The hand fingers split apart, once at the root, again at the second, and again at the tips, increasing the number of usable digits from 5 to 20. Moving at astounding speed, they type away at a computer terminal hundred of times faster than normal fingers can allow.
Benefit: The Computer Use penalty for accessing the internet manually over cyberbrain connect is –5 instead of –10. However, the limb is weak and physical actions with any arms where these hands are connected do so at a –4 str penalty.
Special: AIs penalty drops to 0 as they can operate Digidigits more efficiently.

Enhanced Sensors Class C: A hi-fidelity audio sensor, a chemical vapor scanner, and a pressure sensor that enables the recipient to perform tasks requiring manual dexterity. A robot with this sensor system gains a +2 equipment bonus on Listen and Spot checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile.
Purchase Price: 800

Enhanced Sensors Class B: A hi-fidelity audio sensors, a chemical vapor scanner, and pressure sensors. +4 equipment bonus on Spot checks and a +2 equipment bonus on Listen checks. All other skill checks are made without penalty.
Type: Audio, Olfactory, Tactile.
Purchase Price: 1000.

Enhanced Sensors Class A: This sensor system includes a hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows the recipient to not only perceive its surroundings but also target more effectively. +2 equipment bonus on Listen and Spot checks. All other skill checks are made without penalty. The robot also gains a +1 equipment bonus on initiative checks.
Type: Audio, Olfactory, Tactile

Purchase Price: 1500.
Hawkeye (cost 2000): Special prosthetic eye that Saito is equipped with. It has various capabilities, including superhuman visual acuity, zoom functionality, night-vision, infrared, and meteorological data, applying color transforms, and overlaying them on top of a 3D display.
Benefit: +2 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 60 feet of distance (instead of –1 for every 10 feet). +2 bonus to hit with all ranged weapons. The Hawkeye resembles an eye patch. If opened, it begins an uplink with a military spy satellite overhead. After one round of aiming, it offers +4 bonus to ranged attack rolls past the first range increment. The round after that, the bonus increases to +6. After that, the Satellite takes over, maximizing targeting ability. 2d4 rounds later, the attack bonus increases to +20.

Leg Class D (Cost 350)
Benefit: No stat boost

Visual Device Parts used for sight in prosthetic bodies that are used to gather light signals instead of the sight cells in the retinas of flesh and blood humans. In present technological terms, they can be thought of a similar to the CCDs in digital cameras and camcorders. Because there are over 100 million human sight cells, technology far superior to CCDs, with their mere millions of photo elements, is used. Incidentally, at a lab in America scientists have actually succeeded in giving sight to a blind man by implanting electrodes into his brain and taking signals input from CCDs and ultrasonic sensors, processing them in a computer, and sending them into his brain. The culprit in the Laughing Man incident hacked the visual devices of

cyberized people to hide his face.

Leg Class C
Benefit: +5 speed

Leg Class B (Cost 600)
Benefit: +10 speed, +4 to Jump, Swim, & Climb checks.

Leg Class A (Cost 1000)
Benefit: + 15 Speed, +8 Jump, Swim & Climb

Optic Class D (Cost 350)
Benefit: The Eye can now decode computer information and translate it. +2 to all Spot checks.

Optic Class C (Cost 600)
Benefit: +2 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet).

Optic Class B (Cost 1000)
Benefit: +2 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet). Flare suppressors react instantly to bright flashes of light. Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient. +1 bonus to hit with all ranged weapons. Optic Bs no longer resemble human eyes.

Optic Class A (Cost 1500)
Benefit: +4 to Spot checks. The recipient gains darkvision out to a range of 60 feet. Binocular vision allows the recipient to perceive distant objects more easily. Telescopic optics reduce the range penalty for Spot checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet). Flare suppressors react instantly to bright flashes of light. Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient. +2 bonus to hit with all ranged weapons. Optic As no longer resemble human eyes.

Total Immersion Optics (Cost 1000): TIO resembles a normal set of Class C eyes with all the abilities that go along with those. However, when accessing the net, the area of the skull from the nose to the forehead tilt up to reveal a cyberlink connection where a specifically designed hook-up attaches. This offers the user the same advantages of using a full sizes Total Immersion Device.
Benefit: One must be wired to a Terminal to operate the TIO system. Simply opening the visor won’t work, it must be connected. While connected, the recipient receives a +10 bonus to all Computer Use rolls.

F U L L     B O D Y     P R O S T H E T I C S
Models without specific names are generic, emerging from dozens of corporations. One could easily invent a name, assign a model number and go from there. Each model looks different and there are hundreds of designs to choose from. It its illegal (+4) to steal another person’s design or have a model made to look like someone pre-existing. Usually, designs are built to include probably genetic cues of the owner. If someone is cyberized late in life, the model could be so identical, no one would know that person was cyberized. Of course, if one wants to adjust their appearance before finalizing the purchase, they can. They can make themselves, taller, short, thinner, fatter. They can change age, race, or even sex. All of these are included in the price. Most don’t actually try for the base models because they simply don’t stand out. However, base models are cheap and usually the assigned model for insurance cases or medical reasons. All Full Body Prosthetics can be modified even though some modifications are very illegal.
The final point to consider with Cybernetics is their weight. Most base models do not differ from their organic counterparts but military class cyborgs have a weight increase detailed with each model. This percentage is added to the normal weight a human should be.

Angela CV-1 (Cost 1500): This was one of the early models of choice for Kusanagi. Its popular because of it higher abilities and upgrade potential. An additional 2 points may be spent on Hardness and/or as a Dodge Bonus to Defense. +25% weight.
Benefit: Con, Str, Dex = 16.
Available Upgrade Slots: 10

Base Production (Cost 1000)
Benefit: Dex, Con, Str = 10, 0 Hardness.
Available Upgrade Slots: 2

Combat Class D (Cost 5000): Combat Classes are usually easier to acquire than they sound. If someone ever served in the military or are even in the reserves, they can acquire one. If they are in contract with a corporation or Public Security, or if they have an existing prosthetic body and work for law enforcement, they can upgrade through those channels. Combat Classes are simple classes that are regulated by outside forces. The Class D is the most common and simplest. All Combat Classes maintain a human shape as they are designed to be a permanent FBP upgrade. However, high end models can have certain modifications that break the illusion. For example. Section 4 Rangers (to which Batou was a member) operate Class A combat models with Type A Optics.
Benefit: Dex, Con, Str = 10. An additional 15 points can be spent on those attributes. A maximum individual rank of 18 for Dex, 20 for Con and Str. An additional 2 points may be spent on Hardness or/and a Dodge Bonus to Defense & Reflex Saves. +50% weight.
Available Upgrade Slots: 4

Combat Class C (Cost 7000)
Benefit: Dex, Con, Str = 10. An additional 20 points can be spent on those attributes to a maximum individual rank of 18 for Dex or 22 for Str and Con. An additional 3 points may be spent on Hardness or/and a Dodge Bonus to Defense & Reflex Saves. +75% weight.
Available Upgrade Slots: 6

Combat Class B (Cost 10 000)
Benefit: Dex, Con, Str = 10. An additional 25 points can be spent on those attributes to a maximum individual rank of 20 for Dex, 24 for Str and Con. An additional 4 points may be spent on Hardness or/and as a Dodge Bonus to Defense & Reflex Saves +100% weight.
Available Upgrade Slots: 8

Combat Class A (Cost 15 000): The Class-A body by Megatech is a high end cyborg body that is being widely used in the industry today. Motoko uses this body (albeit it is modified). The Class-A is known for its highly sensitive tactile elements. The body is a 162, indicating that the micromachines used for skin sensation a extremely tiny. As well as being highly sensitive, the Class-A is also highly durable and quick even without modification. Different body styles are available on the open market and the apparent body type can be changed without affecting the actual strength of the unit.
Benefit: Dex, Con, Str = 10. An additional 30 points can be spent on those attributes to a maximum individual rank of 20 for Dex, 26 for Str and Con. An additional 5 points may be spent on Hardness and/or as a Dodge Bonus to Defense & Reflex Saves. +115% weight.
Available Upgrade Slots: 10

Enhanced Mobility (Cost 1500)
Benefit: Con, Str = 14, Dex = 18, 0 Hardness
Available Upgrade Slots: 3

Jameston Type (Cost 500)
No one is sure why the Jameston type is still on the market. It was first used as a prototype and then as a supplement in medical procedures. Still, some models made it on to the market as permanent prosthetic housings. It does have wheels though, allowing it a full 30 feet movement with its tiny body. Jameston types are considered Small creatures.
Benefit: Dex, Con, Str = 3, 0 Hardness
Available Upgrade Slots: 0

Perfect Beauty (Cost 1500): This is a popular one among consumers.
Benefit: Con, Str, Dex = 14, +5 to all Cha based skills, 0 Hardness
Available Upgrade Slots: 4

Pioneer Combat (Cost 18 000): The Pioneer Combat looks human to start off with but it can literally explode into a massive battle machine if need be. Its arms extend, the head opens up, and it turns into a monster. Even in normal mode, it barely passes off as human. Its eyes are permanently concealed around a visor and it has problems moving its jaw.
Benefit: Dex 16, Con 16, Str22. 10 Hardness. Battle Boost can be activated using a move action. The head opens up, the chest deploys and a the arms extend. While in battle mode, it Pioneer gains a 5 foot extension to is threat range. The head deploys sensors, giving it a +2 to all hit rolls. Its Strength increases to 26 and its Dex to 18. A mount in its chest can be fitted with an appropriate weapon. The only disadvantage to this mode is that the Pioneer suffers a –4 to Defense and a –2 to its Hardness. +125% weight.
Note: This model is almost totally exclusive for use with AI cyberbrains and seldom sees use as a prosthetic replacement.
Available Upgrade Slots: 2

Public Summit Model (Cost 3000)
A detuned military model.
Benefit: Dex, Con, Str = 10. An additional 15 points can be spent on those attributes to a maximum individual rank of 18. An additional 2 points may be spent on Hardness and/or as a Dodge Bonus to Defense, +50% weight.
Available Upgrade Slots: 4

PKF Combat Class (Cost 22 000): The top of the line PKF models look so close to human, there really is no way to distinguish. They are also stronger and more agile than some of the best military models on the market.
Benefit: Dex, Con, Str = 10. An additional 30 points can be spent on those attributes to a maximum individual rank of 22 for Dex, 28 for Str and Con. An additional 6 points may be spent on Hardness and / or as a Dodge Bonus to Defense. +2 to Cha based Skills. +50% weight.
Available Upgrade Slots: 10

Type 2033 (Cost 18 000): Type 2033 From Sagawa Heavy Industries is a full body replacement suit where the cyberbrain is implanted in a total hard suit with an extensive modifications capacity but zero camouflage. No sneaking around or passing off as human with this getup.
Benefit: Dex, Con, Str = 10. An additional 24 points can be spent on those attributes to a maximum individual rank of 28. 10 Hardness. Cannot wear external Armour. +200% weight.
Available Upgrade Slots: 8

Y-3 Submersible Cyborg (Cost 15000): The Y-S is a cyborg in shape of a submarine, covered with muscle tissue on both sides, extending back to a tail. It is useless out of water, but in its environment, its second to none.
Benefit: Dex, Str, Con = 18, 4 Hardness, x3 Swim Speed, +20 to all Swim rolls. The Y-3 receives NO penalty to swim rolls from Cybernetic weight. It cannot walk as it has no legs. It can also be equipped with harnesses to transport passengers. Its STR in regards to transporting is 26, rather than 18, when calculating Swim penalties and speed. The Y-3 still has arms which are concealed when at top speed.

F U L L    B O D Y     P R O S T H E T I C     U P G R A D E S
Unlike other upgrades, these can be boosted. It should be noted that stacking an ability increases its cost proportionally. The first upgrade is listed with the base cost. Every time an upgrade is doubled, its cost increases 150% from the previous upgrade. See below for details. You can never increase an upgrade more than 3 times. Each boost occupies an additional upgrade slot. If an upgrade rises an attribute over the legal limit (18), it increases its restriction code by one (Res+2 becomes Mil+3, etc.) Boosts can push beyond the spec of the prosthetic body.

Agility Increase (Cost 2000, 5000, 12500)
Benefit: +1 / +2 / +3 Bonus to Defese. This also receives a +2 / +3 / +6 bonus to Reflex saves.

Anti-Shock (Cost 1500): This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.
Benefit: The recipient cannot be stunned. The FBP also does not take additional damage from electricity.

The Cybernetic industry has been around for over 50 years. In the last 30, the industry has continued to climb and make strives in progress that dwarfed even the computer industry the century before. The world has MicroMachines to thank for that. However, this doesn’t mean that the industry has no antique models on the market. This also does not mean people are not walking the streets with antique or obsolete cybernetics operating. Entering the older areas of town, or wandering through homeless or refugee areas, one would find these archaic designs in operation or even for sale from sidewalk dealers. It should be noted and assumed that new characters would have the latest cybernetics from the main market and not strolling through downtown Newport with an optic cybernetic 20 years old and looking like someone stuck a pair of shot glasses on someone’s skull.

Of course, if one were to intentionally down tune their cybernetics, they could. One could intentionally, for character purposes, have older cybernetics. The cost would not change and the character would endure a penalty to charisma based skilled determined by how jarring the cybernetic is to look at (the penalty should be assigned by the GM).

Blade Weapon Mount (Cost 500): The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a melee weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check. The cost listed is only for the mount. The weapons cost +200% is required to finish the procedure. Only small and medium blades can be concealed. If a large blade is used, it no longer becomes a hidden weapon.

Death Simulation (Cost 1000): You can appear completely dead to both observers and under examination.
Benefit: After taking a full round action, the recipient goes limp. The body looses all control. All vital signs vanish. The pulse is masked. The Cyberbrain goes on low-power mode. The brain has no control of the limbs. All pain receptors are shut off. The brain runs on minimum power and re-circulates an internal air supply on low consumption to prevent notable breathing. This effect can last for a full hour until it mandatorally reactivates to save the Cyberbrain from permanent damage. Only a full physical examination by a professional can reveal the truth. If the body reactivates in an environment that is deadly to the brain (Space), the recipient dies for real.

Detachable Limb (Cost 200)
Benefit: Limb can be severed at will by the owner. This helps with swapping out limbs and also can double as a weapon by adapting the limb to carry a weapon and cramming explosives in it. The cost listed is in additional to the cost of the limb.

Dexterity Increase (5000, 12500, 31250)
Benefit: +2 / +4 / +6 increase to Dexterity.

Dislocating Limbs (Cost 1500): This enables the recipient to escape from tight situations
Benefit: The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The recipient can squeeze through areas half is narrow as a single foot.

Enhanced Realism (Cost 2000): A professional has done a complete external makeover on the prosthetic, making it the most realistic and attractive body one can lay their eyes on.
Benefit: +5 all Charisma based rolls, +1 Reputation

Enhanced Organs (Cost 500)
Benefit: +10 to all Fort Saves.

Enhanced Regeneration (Cost 1500, 3750, 9375): Advanced Micromachines gave way to Nanocarbon Skin. This causes the prosthetic to regenerate from wounds instead of needed regrafts.
Benefit: The prosthetic body heals at 1 hit point / minute per level.

Firearm Weapon Mount (Cost 500): The recipient has a subcutaneous firearm embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. Spotting a subcutaneous weapon requires a successful Spot check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check. The cost listed is only for the mount. The weapons cost +150% is required to finish the procedure. Only small and medium weapons can be concealed. Large ones remove the illusion of concealability.

Foam-Based Materials (Cost 1000): Not all cyborgs sink. Some models are designed to float with special foam-based construction.
Benefit: The Swim Penality is reduced by 15 (Max= 0). However, the suit looses 1 Hardness.

Haste (5000, 12500, 31250): The prosthetic moves and acts more quickly than normal. This extra speed has several effects.
Benefit: When making a full attack action, the FBP may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects). The FBP gains a +1 bonus on attack rolls and a +1 dodge bonus to Defense and Reflex saves. Any condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. The FBP movement increases by 20 ft to a maximum of 60 ft. This affects the FBP’s jumping distance as normal for increased speed. Boosting this ability increases the bonuses by one. Level 2 gains a +2 bonus on attack rolls, a +2 dodge bonus to Defense and Reflex saves. Movement increases by 30 ft to a maximum of 70 ft. Level 3 gains a +3 bonus on attack rolls, a +3 dodge bonus to Defense and Reflex saves. Movement increases by 40 ft to a maximum of 80 ft. Increased Hardness Cost 1500 / 3750 / 9375
Benefit: +2 Hardness per level to a maximum +6. +4 and +6 levels loose their human-like skin on the arms, legs, and torso, replaced with an outside metallic covering

Jump (Cost 1000, 1500, 2250)
Benefit: +10 to Jump checks, +20 to Jump checks, +30 to Jump checks,

Overdrive (Cost 1000):
Benefit: This upgrade increases your base land speed by 30 feet. There is no effect on other modes of movement, such as climb or swim. As with any effect that increases your speed, this affects your jumping distance (see the Jump skill). One can use this ability for 10 rounds / day.

Sexaroid (Cost 500 / 1500): Oddly enough, sex organs are an option. For most public models, it’s a given and is usually added onto the price when purchased (+500). However, for Military models and Robots, it is not standard and must be purchased. In the future, chemical imbalances can be controlled so cyborgs are not controlled by their hormones as much as normal people. In combat situations, it can be considered a hindrance. Some soldiers with permanent FBPs have their organs removed before going into combat. It really is not that hard an operation. The Sexaroid name, itself, actually refers to the unlicensed and hidden practice of modifying AI cyberbodies with sex organs. Because of public opinion, few corporations equip any models out the door with this upgrade. However, most have subsidiary groups or allied fringe corporations that would gladly fill in this need.
Benefit: Equipped with proper functioning sex organs. The +1500 price is for the sexaroid modification to Ghostless AI cyberbodies. It has a +2 Restriction.

Where’s all the cool stuff…

…like glowing skin and gills. Why don’t people have three arms? Where are the…

…This is not 80s cyberpunk. In the world of Ghost in the Shell, as more people became cyberized, the need to maintain humanity escalated. Yes, those people do exist and I imagine someone made cybernetics to fulfill those desires…but they are such in a minority, they are not being discussed as part of this setting. These cybernetics are for those wanted to improve themselves…not turn themselves into freaks…

…or maybe I am just being judgmental…

Shock Circuit (Cost 1000)
Benefit: A successful melee touch attack deals 5d6 points of electric stun damage. When delivering the jolt, the recipient gains a +3 bonus on attack rolls if the opponent has a full body prosthetic

Shout (Cost 500): Get really, really, loud. The recipient can emit an ear-splitting yell that deafens and damages people in its path.
Benefit: Any creature within the area is deafened for 2d6 rounds. A successful save (Fort DC 20) negates the deafness. Any exposed brittle or crystalline object takes 3d6 points of sonic damage. Can be accomplished once a day.

Skin Sense (Cost 500): This involves Micromachines being implanted in the FBP skin that react to pressure, changes in temperature, and magnetic fields.
Benefit: This offers +2 to all Demolitions, Disable Device, Escape Artist and Sleight of Hand skill rolls. It also offers +4 to any skill rolls to identify a gas the body is exposed to and allows spot checks for situations involving magnetism, temperature and pressure.

Spiders (Cost 1500)
Benefit: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The prosthetic body must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing subject retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Strength Boost (Cost 1500)
Benefit: The recipient becomes stronger, granting a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. The recipient can activate and deactivate it as a free action and it lasts up to ten rounds a day.

Strength Increase (Cost 2000, 5000, 12500)
Benefit: +2 Strength, +4 Strength, +6 Strength.

Toughness Increase (Cost 2000, 5000, 12500)
Benefit: +2 Constitution, +4 Constitution, +6 Constitution.

Speed Burst (Cost 1000, 2500, 6250)
Benefit: +10 Movement Rate, +20 Movement Rate, +30 Movement Rate.

Therm-Optic Camouflage (Cost 5000, 9000, 12500): This technology enables its recipient to turn invisible for a short time.
Benefit: She gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location if she isn’t attempting to hide requires a Spot check (DC 40 if the creature is immobile or DC 20 if it is moving). While invisible, she gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space. Activating or deactivating therm-optics is a move action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, it must be recharged and cannot be used the rest of the day. Additional boosts increase it to 20 rounds/day and 30 round/day

C Y B E R N E T I C     D E V I C E S
These are separate components that can invade or attach themselves to cyberbrains or prosthetic bodies. They can cause damage or boost the cybernetic attached.

Brain Case (Cost 500): The Braincase is resembles a small piece of luggage with a fully built life support system to keep a Class B or A Cyberbrain alive for transportation.

Brain Surge (Cost 500): More of a weapon, the Surge is a power pack with a neural plug designed to overload and fry cyberbrains. It is used as a last resort to cyberbrains that are dangerous and committing acts that endanger lives.
Benefit: To surge a cyberbrain requires a melee touch attack and then one round of a successful grapple. Attaching the plug initiates the surge, forcing a DC20 Will save. A success causes 2d4 Int drain (drain, not damage) to the target. A Failure fries the cyberbrain totally. Each Surge can only be used once.

Cyberbrain Lock / Brain Blocker (Cost 500): The brain-blocker stops all contact between the Cyberbrain and the outside world. One can no longer contact the target with a Brain blocker or even locate them.

Corpse Remote (Cost 1000): An attachment plugs into someone’s cyberbrain. Similar to the Decot, the Remote allows total control of that cyberbody…but through the cyberbrain already implanted. There cannot be any neural activity in the cyberbrain or the Corpse remote would be totally overridden by the dominant brain control. However, since a Prosthetic Body still technically functions if the brain has been fried, one can attach a corpse remote the cyberbrain via plug-link and operate the prosthetic body via remote control.

Benefit: Control a Full Body Prosthetic remotely through a fried cyberbrain. The range (barring interference) is 50 miles but it can be boosted (x2 cost = x2 range). All skills suffer a –4 to all rolls. The Defense suffers a –2 Penalty. All hit rolls (melee and ranged), suffer a –2 penalty as well. The Corpse can operate indefinitely until the controller needs to eat or sleep. The price listed is just for the remote. The Prosthetic Body must have a blanked or fried cyberbrain. Someone contacting the corpse via cyberbrain communication will pick up the remote cyberbrain as if the remote was possessing the shell. In fact, only Ghost diving or a scanner than can detect the remote signal will give away the remote’s identity. The Controller must be in a sleep state to operate the remote.

Decot (Cost 500): A Decot is simply a cyberbrain with nothing but remote electronics and encryption software inside. It is tied to a remote transmitter attached to the back of another Ghost’s Cyberbrain. The Decot slaves all functions to the controller. The controller does not operate physically herself, going inert, totally dedicated to the Decot function. That Cyberbrain is now operating totally through telepresence. This is more than just hacking into androids because androids have limited function and this is not the same as Ghost hacking other cyberbrain because there is no resistance and no rolling. This is a full cyberbrain implanted into a full prosthetic body, controlled remotely by another cyberbrain.
It is also referred to as a Remote Control Humanoid Terminal. Because of the lack of any organics or even a ghost, Decots require no air nor food and because their purpose is usually reserved for rescue or military applications, they seldom are as fully equipped as normal prosthetic bodies. They often lack human imperfections, fingerprints, or even sexual organs. The Controller must be in a sleep state to control the Decot.
Benefit: Control a Full Body Prosthetic remotely. The range (barring interference) is 50 miles but it can be boosted (x2 cost = x2 range). The mental attributes of the Decot is the same as the controller. All skills suffer a –4 to all rolls. The Defense suffers a –2 Penalty. All hit rolls (melee and ranged), suffer a –2 penalty as well. The Decot can operate indefinitely until the controller needs to eat or sleep. The Decot requires neither since it has no organics. The price listed is just for the cyberbrain. The Prosthetic Body must be purchase separately. Someone contacting the Decot via cyberbrain communication

External Memory (Cost 500): Since everyone can digitize their memory now, everything anyone encountered can be recorded for perfect recall later. Of course…you may not want to remember everything at all times. It can also be important to backup ones brain once in a while, like one who backs up their computer. If your brain gets hacked and something is deleted or stolen or if you brain gets fried via an attack barrier or ghost invasion, the External Memory allows some recovery of lost intelligence. It is important to return to your External Memory occasionally for backup. You may also purchase several Memories that can have certain databases.
Benefit: Each External Memory holds about five years of life memories. While attached to your External Memory, you gain a +4 to Gather Information checks and +10 to all Knowledge (history). Each External Memory can also recover 4 points of lost Int. One can only own 1 External Memory for every five years of their life past age 10. An external memory’s Int recovery can only be used once. Purchasing another Memory does not gain more Int recovery (it’s a one time safeguard…use it wisely). External Memories also can hold premade viruses written by the character. Each Memory hold 5 viruses.

The more inhuman one can become, the more human people wanted stay. That’s why, in this setting, there is very little inhuman in the world. Even normal robotics followed this trend. Six legged robots became more and more rare, replaced with 6 legged machines, operated by an Androids. Standardized parts meant unique machines simple became more and more rare. The android solution simply became the option of choice. You would not see bartenders with built in spritzers. The normal arm was simply far cheaper.

As time progressed, androids became more and more common…the eventual unease in the general population did occur. Of course, the cyberization of modern man transpired simultaneously, lessening the sting of purely robotic servants resembling man perfectly. Robots were looking more human while humans started to break their humanity.

The final law that distinguished man and machine arose with white blood. Legally (and only for legal reasons), Android blood had to be white. Prosthetic Bodies carried a blood supply, organic and inorganic based. Those maintained their red color. Android blood had to be white…to make sure Man could tell the robots from themselves…

Some of the new recent Bioroids carry a red-blood supply. Word has not returned on the public reaction to that, The circulatory system for Neurochips are transparent.

Interceptors (Cost 1000): These utilize a transmission deice within the cyberbrain when they relay data but do not use the optical data from the eyes. They are a Micromachine implants that find themselves in the optical nerve, recording information like a camera sitting in one’s eye. They don’t go through the brain nor do are they effected if the optical data or the cyberbain is hacked into. These made Interceptors a worthwhile investment for surveillance purposes as their existence would not be detected by anyone doing a brain dive in a subject with them. However, Interceptors need to be implanted and take at least 24 hours to root themselves. They then have a three month lifespan before burning out. Being an outside surveillance device, they are bound by telecommunication rules and so cannot by utilized without authorization. The other nasty aspect of Interceptors not publically known is that they can temporarily cause total blindness if so desired. The program created to access Interceptor data is known as “Medusa”. Interceptors were original developed by Serano Genomics, designed to help those with memory problems. It records visual information to be relayed later to a Terminal. This would allow the patient's visual information to be recorded, and it was hoped that merely by saving it to a terminal, it would have the effect of bolstering their memory with a minimum of visual data. They connect to the optic nerve, and have a system whereby by saving it to a terminal, it would have the effect of bolstering their memory with a minimum of visual data. Currently, the Ministry of Health has approved their use for medical purposes, and use without the person's consent has been made illegal.

Memory Eraser Plug (Cost 500): When caught, extremists will erase their memories to prevent sensitive knowledge from falling into enemy. It plugs into the neural plugs on the back of the skull, waiting for a command from the cyberbrain.
Benefit: Upon activation, the Plug shorts into the Cyberbrain, wiping out selective memories and a usually a few unselected ones. The side effect of the Plug is that is drains the Cyberbrain of 1d4 Int when used (damage).

Optic Enhancer Class B / A (Cost 500 / 1000): Optic Enhancers resemble visors that cover both eyes entirely. They attach directly to the optic cybernetics. They are several models of visors that start from simply glorified sunglasses to huge apparatus covering the top half of ones head.
Benefit: Class B offer +1 bonus to ranged weapons,+2 to Spot checks, and darkvision 60 ft (if not already equipped. Class A offers a +2 bonus to ranged weapons,+4 to Spot checks, and the recipient gains the Combat Expertise Feat (if not already chosen). The recipient also receives a +2 to all Ref saves, Darkvision 60 ft (if not already equipped, and can see invisible 30 ft (if not already equipped.

The Grudge Theory

Like today, technology is designed to an in-built lifespan. Not intentionally building in a specific date of death, but few modern technological devices are designed to live beyond a certain time. Parts simply start breaking down. IN the past, this did not occur, which is why modern cars reach the junk heap more than older cars. In the terms of cybernetics, the demands for reliable technology has not spread onto robotics. With the amazing speed of cybernetic advancement, technology no longer needs to break down. They simply become obsolete to the degree that they no longer have a purpose in light of the greater stride. Instead of a junk heap of broken and useless technology, now the junk heap is filled with abandoned and working antiques. This comes in the form of all cybernetics, often destroyed, recycled for new uses. In Robots, this takes the form of landfills of living machines, unaware their time has passed. Sometime their programming degrades to the extend that they become a danger to society. At first, some robots would simply stop working or repeat menial tasks over and over. However, as robots moved into the field of complex AI, this problem elevated to machines going totally berserk. This is especially a problem with the love dolls and industrial models. There is talk in the pro-robot movement that this number of berserk robot cases in the last ten years is simply…”They just want us to stop throwing them on the trash heap”

Plug Gun (Cost 300): The plug gun has no range but it carries a clip. The plug gun is a device that, when attached to the back of a cyberized skull, inserts a device that occupies one of the Neural plugs. When inserted, it cannot be forcefully removed without damaging the cyberbrain. Pulling on it sends an electric shock into the cyberbrain, forcing a DC20 Fort or cause 2d4 points of permanent Intelligence drain (save is for half). Only a key can unlock the safety measure. It prevents output to the net (but still allows input) and also relays the targets position with GPS at all times. It also retards motor movement, reducing Strength and Dexterity by a half.
Attaching the gun to an unwilling target is virtually impossible on one’s own. A grapple check must first be made. A second attempt next round at –10 is required to attach the plug. Each clip holds 6 plugs and costs 200 each)

Virtua Cap: The cap is a small attachment that plugs directly into the neural socket in the back of the head. It totally overrides all input to the brain, replacing it with a simulated experience. The experience feels totally real and if the Cap is inserted stealthy, the experience can kick in without the recipient knowing. The total experience is fixed and can run up to two hours. A substantial computer use check (DC30) is required to create a skilled experience that won’t fool the recipient.
Benefit: A successful Surgery Roll (DC20) is required to remove the brain and implant it in the case. The case can keep the brain active and alive for 72 hours.

R O B O T S
Traits for all Robots, Androids, and Bioroids
Size: Same as the emulated species
Speed: A bioroid has the same means of locomotion and speed as its emulated species (base speed 30 feet for human bioroids).
Sensors: Robots have basic eyes and basic ears
Ability Scores: Robots have no Constitution score and usually no Intelligence score. A robot’s size and frame determines its ability scores, as shown on Tables 10–1 to 10–5.
Base Attack Bonus: 3/4 of total Hit Dice.
Critical Systems: Although they are constructs, Robots have vital areas and critical systems. Consequently, they are subject to critical hits.
Feats: None.
Good Saving Throws: None.
Hit Die: d10.
Immunities: Robots are immune to poison, gas, stunning, disease, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage or ability damage or the effects of massive damage.
Manipulators: The manipulators of a robot resemble the organic manipulating digits of its emulated species (a humanlike robot has humanlike hands, for example). These manipulators otherwise function identically to their organic counterparts.
Rejuvenation Cycle: A robot runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioroid is essentially asleep. If it fails to rejuvenate, it suffers a cumulative –1 penalty on attack rolls, ability checks, skill checks, and saving throws each day until it fully recharges itself.

Robot Frame

Repair Check DC

Armature or Basic

20

Bioroid

30

Repairable: Robots cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a bioroid, and each check represents 1 hour of work.

AIs with prosthetic bodies never experience hunger, sexual desire, the desire to sleep, or even the desire for glory and honor unless programmed to do so. If an AI gains the bare basics of a ghost, it can be theorized their first desire is to expand their own network to create something original—in other words, to grow as an information system.

Robot Resurrection: A robot reduced to 0 hit points is immediately destroyed and cannot be repaired, although its “brain” may be removed and installed in an similar but intact frame. See Robot Resurrection, below, for details.
Skill Points: None. All robots gains a +5 competency bonus to Computer Use.
Action Points: A bioroid hero gains action points just as organic heroes do.
Height and Weight: A bioroid has the same height range as its biological counterpart. Its weight, however, is equal to 1.5 × the normal weight of its biological counterpart.
Starting Occupation: Robots never get starting occupations. Starting occupations represent life experiences gained before acquiring 1st level. Robots have no life experiences before rolling off the assembly line; before then, they were nothing but parts.
Weapon and Armor Proficiency: Robots are proficient with their manipulators only. They are not proficient with armor.
Extra Hit Points: Robots gain extra hit points according to their size, as shown on the tables below.
Manipulators: A robot typically has two functioning manipulators, although Large or bigger robots can have a higher number of functioning manipulators based on their size (see Manipulators).
Immunities: As constructs, robots are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Robot Resurrection: A robot’s core programming and experiences are contained within its central processor—its brain. The brain’s “drive to survive” is determined by its force of personality, as represented by the robot’s Charisma. Whenever a robot is destroyed (reduced to 0 or fewer hit points), some brain degradation occurs. Each time its body is destroyed, the robot suffers a permanent drain of 1 point of Charisma. The brain ceases to function and the robot “dies” if its Charisma drops to 0 as the result of a permanent ability drain.
If a robot has at least 1 point of Charisma left after its body is destroyed, its brain can be removed and transplanted into another robot of the same size and frame. Removing a robot’s brain from a destroyed frame and installing it in a similar but intact frame requires 10 minutes of work, a mechanical tool kit, and a successful Repair check; the Repair check DC varies by frame type (see below). Not using a tool kit imposes a –4 penalty on the Repair check.
A robot that gains a new body retains the memories of its previous “life,” as well as any previously installed skill software and feat software. It also retains any previously installed mental ability score upgrades (see Ability Upgrades). It does not retain the previous frame’s armor, locomotive means, manipulators, sensors, physical ability score upgrades, accessories, or mounted weapons, as these were all destroyed.

R O B O T   F R A M E S
A robot’s frame is the basic form the robot takes, from a simple barebones armature to a convincingly lifelike replicas. It includes both the robot’s chassis and its internal power source. The frame determines a robot’s base statistics and base purchase price, as shown on the tables below.

In Japan, where a mass-market keeps the shelves stocked with only the latest products, robots found themselves being replaced almost as fast. Most androids and robots on the shelves (currently for sale) receive monthly inspections. Androids older than five or six years are sold cheaply to other countries. Government models are replaced, regardless of condition, in this same timeframe.

Frame Size: The size of the frame, which determines the robot’s base purchase price, base Hit Dice, and ability scores.
Base Purchase Price: The purchase price of the frame (or its components). The base price does not include the cost of accessories (modes of locomotion, manipulators, armor, sensors, or equipment) or increased Hit Dice.
Base Hit Dice: The robot’s Hit Dice, not counting any additional Hit Dice that may be added (see below).
Extra Hit Points: Additional hit points gained due to the robot’s size.
Base Ability Scores: The robot’s ability scores, before improvements. Robots that do not have Constitution or Intelligence scores cannot improve these abilities.

B A S I C     R O B O TS

The most basic of robot designs, armatures are essentially mechanical skeletons.
To build an armature frame from scratch, a character must succeed at a Craft (mechanical) check (DC 20) after investing time in the frame’s construction: 12 hours for a Tiny or smaller frame, 24 hours for a Small to Large frame, or 48 hours for a Huge or larger frame. A character without a mechanical tool kit takes a –4 penalty on the skill check.
Table: Armature Robot Frames provides the base price, Hit Dice, and ability scores for factory-model armature robots, as well as purchase modifiers for improving ability scores.

         

——— Base Ability Scores

Robot Size

Base Purchase

Upgrade Slots

Cyber/Body

Base Hit Dice

Extra HP

Str

Dex

Con

Int

Wis

Cha

Medium-size

2000

0 / 2

1d10

10

15

10

10

1

Small

650

0 / 2

1/2d10

5

11

12

10

1

Tiny

200

0 / 1

1/4d10

7

14

10

1

Diminutive

70

0 / 0

1/8d10

5

16

10

1

Fine

50

0 / 0

1/16d10

1

18

10

1

A N D R O I D
Androids can be mistaken, under certain conditions, for what they are made to resemble. However, reasonably close inspection reveals the presence of robotic parts and the lack of biological parts. Purchasing a factory-model Android requires a license. To build a bioroid frame from scratch, a character must succeed at two skill checks—a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks are made after investing time in the frame’s construction: 48 hours for a Large or smaller frame. A character without a mechanical tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the character has neither).
Table: Android Robot Frames provides the purchase price, Hit Dice, and ability scores for factory-model robots.
Lifelike Appearance: Distinguishing a bioroid from members of its emulated species requires a successful Spot check (DC 10). A bioroid can use the Disguise skill to increase the Spot check DC.
Restriction: Licensed (+1).

         

——— Base Ability Scores

Robot Size

Base Purchase DC

Upgrade Slots

Cyber/Body

Base Hit Dice

Extra Hit Points

Str

Dex

Con

Int

Wis

Cha

Medium-size

24

3 / 3

1d10

10

12

11

10

10

5

Small

20

2 / 2

1/2d10

5

8

13

10

10

5

Tiny

16

0 / 1

1/4d10

4

15

10

10

5

Diminutive

12

0 / 0

1/8d10

2

17

10

10

5

Fine

8

0 / 0

1/16d10

1

19

10

10

5

B I O R O I D
A step up from Androids Bioroids are robots so convincingly lifelike that they are virtually indistinguishable from their living counterparts. The bioroid components are made up of lightweight plastics in a synthetic sheath that looks and feels like real flesh and skin. Bioreplicants are restricted, and in some areas, buying or owning one is illegal.
To build a bioroid frame from scratch, a character must succeed at two skill checks—a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks are made after investing time in the frame’s construction: 48 hours for a Large or smaller frame. A character without a mechanical tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the character has neither).

         

——— Base Ability Scores ———

Robot Size

Base Purchase DC

Upgrade Slots

Cyber/Body

Base Hit Dice

Extra Hit Points

Str

Dex

Con

Int

Wis

Cha

Medium-size

28

6 / 4

1d10

10

12

11

10

10

10

Small

24

4 / 3

1/2d10

5

8

13

10

10

10

Tiny

20

2 / 1

1/4d10

4

15

10

10

10

Diminutive

16

0 / 0

1/8d10

2

17

10

10

10

Fine

12

0 / 0

1/16d10

1

19

10

10

10

Table: Bioroid Robot Frames provides the base price, Hit Dice, and ability scores for factory-model bioroid robots
Lifelike Appearance: Distinguishing a bioroid from members of its emulated species requires a successful Spot check (DC 20). A bioreplica can use the Disguise skill to increase the Spot check DC.
Restriction: Restricted (+2) or Illegal (+4).

M I C R O M A C H I N E    I M P L A N T S
Micromachines may be implanted willingly or forcevly. Eitherway, once they have entered the system, they can effect either or both the cybernetic and the organic. Ones with pre-planned cyber programs are Mircomachine virus listed in the hacking section. However, there are some variation micromachine implants listed that can either help or impede the implanted target. They all have a limited lifespan and foreign MicroMachines cannot work with the resident micromachines to keep alive.
The micromachines can be implanted either through syrnge, dart injector, through food or even just through direct physical contact witht the target. If the Micromachines implanted carry the capacity to harm the target the target may be allowed a Fort save tor resist. Micromachines that effect the mind are detailed in the hacking section and are created speicifcally there. It should be noted that identical Micromachine types that effect Organic are different from the type that effects Cybernetics. They must be purchased separately.

Type

Target:

Saving Throw:

Cost:

 

Anti-MicroMachines

Any

None

350

Destroy invasive Micromachines.

Barkskin

Organic

None

500

+2 bonus to the targets hardness

Endurance

Any

None

500

+4 bonus to Constitution

Cure

Any

None

500

cures 2d8 points of damage

Dextrous Grace

Any

None

650

+4 bonus to Dexterity

Endure Elements

Organic

None

300

target suffers no harm from being in a hot or cold environment.

Inflict Damage

Any

Fortitude DC20

1000

The subject then takes 1d8+4 the next round and then 1d4+4 the round after. They then continually take 1d4+4

Drain

Any

Fortitude DC20

500

–4 Dexterity penalty.

Mold

Cybernetics

Fortitude DC20

1000

removes 1d6 points of hardness, 2d6 points of damage and 1d6 points of temporary Strength drain

Neutralize Poison

Organic

None

400

Detoxify any sort of venom in the target.

Poison

Organic

Fortitude DC 20

1000

infect the subject with a horrible poison

Protection from Energy

Cybernetics

None

500

grants temporary immunity to electricity or stun/shock attacks.

Enfeeblement

Any

Fortittude DC20

750

The subject loses 1d6+4 Strength

Regenerate

Any

None

500

Gains regneration that heals 1 point of damage every round in effect.

Remove Disease

Organic

None

400

This cures all diseases that the subject is suffering from.

Rust

Special

None

500

Any iron or iron alloy item touched becomes instantaneously rusted, pitted, and worthless, effectively destroyed.

Shatter

Crystalline target

None

300

MicroMachines weakens crystal forms

Strength Boost

Any

None

500

grants a +4 bonus to Strength

Temporary Life

Cybernetic

None

700

gains 1d10 temporary hit points.

Water Breathing

Any

None

400

Breathe water

Touch of Fatigue

Any

Fortitude DC20

500

Target is fatigued.


Anti-MicroMachines
Target: Any
Duration: Instantaneosly
Saving Throw: None
Cost: 350
These are invasive attackers that seek out any MicroMachines that are not identified by the Cyberbrain as belonging there and destroy them. This includes removing any even doing positive effects as the AMMs cannot differentiate.

Barkskin
Target: Organic
Duration: 10 minutes
Saving Throw: None
Cost: 500
Barkskin toughens a targets skin. The effect grants a +2 bonus to the targets hardness for the duraction. This ability cannot be stacked with other identical implants.

Endurance
Target: Any
Duration: 1 hour
Saving Throw: None
Cost: 500
The affected target gains greater vitality and stamina. It grants the subject a +4 bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

Cure
Target: Any
Duration: instant.
Saving Throw: None
Cost: 500
This injection is comprised of cell-repairing nanites that cures 2d8 points of damage. After the initial injection, any further injections have no effect for a full 24 hours from ther previous injection.

Dextrous Grace
Target: Any
Duration: 10 minutes
Saving Throw: None
Cost: 650
The target becomes more graceful, agile, and coordinated. This grants a +4 bonus to Dexterity, adding the usual benefits to Defense, Reflex saves, and other uses of the Dexterity modifier.

Endure Elements
Target: Organic
Duration: 24 hours
Saving Throw: None
Cost: 300
A target protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The target’s equipment is not protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Inflict Damage
Target: Any
Duration: Instantaneois
Saving Throw: Fortitude DC20 for Half.
Cost: 1000
This injection is comprised of nanites that tear through available cells causing 2d8+4 points of damage through all hardness. The subject then takes 1d8+4 the next round and then 1d4+4 the round after. They then continually take 1d4+4 every round until a Fort save succeeded, the subject is killed, or Anti-MicroMachines are injected. A separate Fort save is allowed for each round. A successful Fort save halves the current damage and prevents the additional damage.

Drain
Target: Any
Duration: 10 minutes
Saving Throw: Fortitude DC20.
Cost: 500
MicroMachines build up in systems and attempts to impede movement. It causes a temporary –4 Dexterity penalty.

Mold
Target: Cyybernetics
Duration: Instantaneois
Saving Throw: Fortitude DC20.
Cost: 1000
This is a specific MicroMachine designed for anti-cyborg warfare. They grow and fester on the composite materials cybernetics are made from. They attack all Androids and any cybernetics (limbs and FBPs). It weakens the structure. After the first round, the target removes 1d6 points of hardness (if any) and 2d6 points of damage and 1d6 points of temporary Strength drain. This continues every round until the target makes their Fort save or Anti-MicroMachines are implanted.

Neutralize Poison
Target: Organic
Duration: 10 min
Saving Throw: None
Cost: 400
Detoxify any sort of venom in the target. A poisoned target suffers no additional effects from the poison, and any temporary effects are ended. The target is immune to any poison it is exposed to during the duration of the implantation. This MicroMachines neutralize the poison in a poisonous creature

Poison
Target: Organic
Duration: Instantaneous
Saving Throw: Fortitude negates DC 20
Cost: 1000
Replicating the venomous powers of natural predators, these MicroMachine infect the subject with a horrible poison. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save.

Protection from Energy
Target: Any
Duration: 10 min
Saving Throw: None
Target: Cyybernetics
Duration: Instantaneois
Saving Throw: Fortitude DC20.
Cost: 500

This grants temporary immunity to electricity or stun/shock attacks. When the MicroMachines absorb 30 points energy damage, the MicroMachines are saturated.

Enfeeblement
Target: Any
Duration: 1 day.
Saving Throw: Fortittude Negates DC20
Cost: 750
The subject takes a penalty to Strength equal to 1d6+4. The subject’s Strength score cannot drop below 1.

Regenerate
Target: Any
Duration: 1 hour.
Saving Throw: None
Cost: 500
The target gains regneration that heals 1 point of damage every round while in effect. This does not regenerate lost limbs but does mend open wounds and broken bones, rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken.

Remove Disease
Target: Organic
Duration: Instantaneous
Saving Throw: None
Cost: 400
This cures all diseases that the subject is suffering from. This also kills parasites. It does not prevent reinfection after a new exposure to the same disease at a later date.

Rust
Target:
One ferrous object or target. Eg: Armor, Weapons, Vehicles but not Cybernetics which have rooted metal but covered composites.
Duration: See text
Saving Throw: None
Cost: 500
Any iron or iron alloy item touched becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. It also instantaneously destroys 1d6 points of Hardness from metal armor (to the maximum amount of protection the armor offered) through corrosion.
A metal weapon that is hit is destroyed.
Against tanks or targets made of metal (robots), this instantaneously deals 3d6+4 points of damage per successful attack. This lasts for 1 round and you can make one melee touch attack per round.

Shatter
Target: One Crystalline target
Duration: Instantaneous
Saving Throw: None
Cost: 300
MicroMachines weakens crystal forms (namely glass), making them brittle. It then causes the glass to simply fall apart quietly and turn to dust. Each dose clears out a 5-foot radius chunk.

Strength Boost
Target: Any
Duration: 10 minutes
Saving Throw: None
Cost: 500
The subject becomes stronger. This grants a +4 bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Temporary Life
Target: Cybernetic
Duration: 1 day
Cost: 700
These are implanted energy machines that activate only when a target’s death is near. While in effect, the target gains 1d10 temporary hit points.

Water Breathing
Target: Any
Duration: 2 hours
Saving Throw: None
Cost: 400
MicroMachines reach the lungs or oxygen generating device and supplies O2 directly to the system while blocking out invading water. The target can still breathe air.

Touch of Fatigue
Target: Any
Duration: 2d6 rounds
Saving Throw: Fortitude DC20 negates
Cost: 500
Target is fatigued. This has no effect on a target already fatigued. Unlike with normal fatigue, the effect ends as soon as the duration expires.