
Introduction
A popular technological feature in many
near-future and sci-fi settings, cybernetic
enhancements represent a method of improving
a character’s body through the addition of metal
and plastic components that are implanted during
complicated surgical procedures. This PDF details
over 30 cybernetic enhancements and shows
you how to quickly include cybernetics in your
planned, or already running, d20 campaign.
Options scattered throughout the pages of this PDF
enable you to easily customize these cybernetic
enhancements so that they better fit your vision of
how cybernetics function in your campaign.
In d20, due to game balance issues as
well as the simple fact that cybernetics are not
easily neutralized or taken away from a character,
the default mechanics (detailed in this PDF) treat
cybernetic enhancements as a type of feat. For
those players and narrators that would prefer
to treat cybernetic enhancements as simple
equipment that can be purchased and surgically
installed, see p. 13.
The feats described herein represent the
various cybernetic enhancements available in most
campaigns that include such technology. Before
selecting any of these feats check with your Narrator
– some Narrators may elect to disallow any number
of these feats that they feel are not appropriate for
the campaign in question.
Unless otherwise indicated by the Narrator any
character, no matter his chosen role, may select
a cybernetic feat as long as it is available in the
campaign.
One Game, Many Options
Please note that the system described
in these pages is merely one way in which
cybernetics may be treated in the d20 system.
Future d20 settings and supplements may
offer cybernetics systems tailored to their exact
needs. When conflicts between systems arise,
the Narrator has the final say on which cybernetic
system is allowed in his campaign.
Cybernetics
As described in this Document, cybernetic enhancements can provide countless benefits to their recipients – from cybernetic eyes that bestow darkvision or improve the accuracy of the recipient’s ranged attacks to cybernetic brain implants that can expand the recipient’s skills or protect against mind-influencing attacks – all without any negative effects.
For those Narrators and players that wish to expand the complexity of cybernetics in their campaign it is a simple matter to modify these rules so that although their benefits make cybernetic enhancements very alluring, there are associated drawbacks that make them equally discouraging.
To make the use of cybernetics more dangerous in your campaign – without sacrificing d20’s ease of play (and ease of customization) – select from one of the following basic drawbacks:
Conviction Drawback: This drawback represents cybernetic enhancements negatively affecting that intangible, special quality that makes you a character. When using this drawback you may safely possess a number of cybernetic enhancements equal to your Constitution score +1. For each cybernetic enhancement installed within your body past this limit you permanently lose 1 point of Conviction (see d20, p. 24).
Psychological Drawback: This drawback represents cybernetic enhancements negatively affecting your personal nature. When using this drawback you gain an additional Vice (see d20, p. 24) when you take your first cybernetic enhancement. Additionally, for every three cybernetic enhancements after the first, you gain another new Vice.
Social Drawback: This drawback represents a society in which cybernetic enhancements are viewed as an inhuman, vile form of technology that strips you of your humanity. Every visible cybernetic enhancement that you possess imposes a -1 penalty to your Charisma.
Making Cybernetics Even More Dangerous
In some campaign settings, especially those in which cybernetics are an integral part of the setting, the previously described Conviction, Psychological, and Social basic drawbacks aren’t quite enough to properly reflect the dangers Narrators wish to see associated with cybernetic enhancements. For such campaigns, include one of the following advanced drawbacks in addition to the previously selected basic drawback:
Cybernetic Fixation Disorder (CFD):
Grafting metal and plastic to your flesh is a dangerous procedure that slowly erodes your humanity. When using this drawback, you may safely possess a number of cybernetic enhancements equal to your Wisdom score +1. For each cybernetic enhancement installed within your body past this limit you permanently lose 1 point of Charisma; if your Charisma score is reduced to -5 by the addition of cybernetic enhancements then you become a victim of CFD. As a victim of cybernetic fixation disorder, you are driven insane, bent on having more and more cybernetic enhancements implanted into your body. Once you succumb to CFD then you lose your status as a character and become an insane, homicidal character controlled by the Narrator.
Electricity Vulnerability:
The addition of cybernetic enhancements makes the effects of electricity damage more dangerous to you. For every cybernetic enhancement that you possess the damage bonus (see d20, p. 95) of any attack that deals electricity damage is increased by +1. This vulnerability to electricity can be offset by an anti-shock implant (see p. 5).
Susceptibility to Attack:
Your cybernetic enhancements can be disrupted when you’re attacked, the cybernetics discharging a burst of electricity that negatively affects you for a limited time. When a successful critical hit is scored against you, instead of the damage being increased by the critical, roll on the following table:
Optional Rule: Cybernetic Drawbacks d20 Cybernetics D20
Critical Effect
1-2 Constant Trembling: You suffer a -2 penalty on Dexterity-based skill checks for a number of rounds equal to the number of cybernetic enhancements that you possess.
3- 4 Physical Pain: You suffer 1 point of Constitution damage each hour, for a number of hours equal to the number of cybernetic enhancements that you possess, falling unconscious (see d20, p. 107) if your Constitution score drops to -5. Even after falling into a coma you may continue to suffer Constitution damage, at which point your Constitution is debilitated (see d20, p. 15) and you are dying (see d20, p. 107).
5-6 Dizziness: You suffer a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for a number of rounds equal to the number of cybernetic enhancements that you possess.
7-8 Impaired Hearing: Static distortion imposes a -2 penalty on all Notice (Listening) checks that you make for a number of rounds equal to the number of cybernetic enhancements that you possess.
9-10 Impaired Vision: Distorted images impose a –2 penalty on all Notice (Spotting) checks that you make for a number of rounds equal to the number of cybernetic enhancements that you possess.
11-12 Insomnia: For a number of days equal to the number of cybernetic enhancements that you possess you can only sleep for minutes at a time and gain insufficient rest to heal naturally; you cannot make recovery checks during this time.
13-14 Muscle Cramps: You move at half speed for a number of rounds equal to the number of cybernetic enhancements that you possess.
15-16 Muscle Fatigue: You suffer a -2 penalty on Strength-based skill checks for a number of rounds equal to the number of cybernetic enhancements that you possess.
17-18 Power Surge: You’re shaken for a number of rounds equal to the number of cybernetic enhancements that you possess; a successful Fortitude save (Difficulty 15) cuts this time in half (round up).
19-20 Psychosis: You suffer 1 point of Charisma damage each hour, for a number of hours equal to the number of cybernetic enhancements that you possess, falling unconscious(see d20, p. 107) if your Charisma score drops below -5. Going too Far If the Narrator really wants to make cybernetic enhancements dangerous he should use as many individual drawbacks as he likes – such campaigns are truly hazardous to the health of anyone foolish enough to replace meat with metal.

Anti-Flare Implant (Cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic
enhancement is upgraded with flare suppressors.
When subjected to bright flashes of light the
suppressors automatically activate, protecting your
eyes; you cannot be blinded.
Anti-Shock Implant (Cybernetic)
This tiny implant, embedded near your brain stem,
protects itself and other cybernetic enhancements
against electricity damage. In campaigns in which
the Electricity Vulnerability advanced drawback (see
p. 3) is in effect, the damage from electricity attacks
is not increased. This feat provides no other benefit.
Anti-Stun Implant (Cybernetic)
A special device is implanted in your body. This
implant shields your nervous system against powers
with a stunning effect, like the Stun Attack feat; you
cannot be stunned by such attacks. Please note that
you can still suffer a stun effect when wounded.
Body Repair Weave (Cybernetic)
Prerequisite: Microcomputer.
This delicate weave of subdermal biowires
stimulates and automatically repairs your body’s
damaged tissue; you gain Fast Healing (see d20
p. 129) which allows you to make a recovery check
once every once every 30 minutes if wounded and
once every 12 hours if disabled..
Concealed Cybernetics
(Cybernetic)
Your obvious cybernetics, such as prosthetic
arms and legs, are hidden beneath a layer of artificial
flesh that perfectly matches the appearance of your
own skin. In campaigns in which the Social basic
drawback (see p. 3) is in effect, you are protected
from the negative effects as long as your cybernetic
enhancements remain concealed. When you suffer
a critical hit there is a 50j chance that the effect
penetrates the artificial skin, revealing one or more
of your concealed cybernetic enhancements. You
need select this feat only once in order to conceal
all of your existing cybernetic enhancements. If
you gain additional cybernetic enhancements after
selecting this feat the new enhancements are not
concealed – you will need to take this feat again in
order to conceal your newly added cybernetics.
Cutting Edge Cybernetics
(Cybernetic)
You have been the recipient of advanced
cybernetic enhancements. Select two of your
cybernetic enhancements that provide a numerical
bonus to a skill or save (but not an ability); the
bonus granted by those cybernetic enhancements
is increased by +1. You may select this feat multiple
times, each time applying its benefit to two different
cybernetic enhancements.
Cybernetic Voice Box
(Cybernetic)
Prerequisite: Microcomputer.
A digital larynx replacement is implanted in
your body, granting you the ability to reproduce
any sound imaginable, including individual voices.
This cybernetic enhancement, when used to
impersonate another’s voice, grants you a +4 bonus
to Bluff and Disguise checks. If you also possess the
voice stress analyzer cybernetic enhancement (see
p. 13) you can subtly alter the tone of your voice
to take advantage of how those around you are
reacting to your interaction with them; you get a +1
bonus to Bluff, Diplomacy, and Intimidate checks.
The benefit of this feat stacks with other feats that
grant a bonus to Bluff and Disguise checks.
Cyberphile (General)
You are obsessed with cybernetics – so much
so that you have become addicted to them – and
can handle the loss of biological parts better than
most. In a campaign in which the Psychological
basic drawback (see p. 3) is in play, you may take
your first cybernetic enhancement without gaining
a Vice; you gain your first additional Vice when you
select your second cybernetic enhancement and
for every three cybernetic enhancements after the
second, you gain another new Vice.
Cybertaker (General)
Your body naturally adapts to implanted
cybernetic enhancements, making you less prone to
the potential negative effects of such enhancements.
In a campaign in which drawbacks are in play (see
p. 3) the number of cybernetic enhancements that
you may safely take is increased by 1. You may take
this feat multiple times, each time increasing the
number of cybernetic enhancements that you may
safely take by 1.
Data Archive (Cybernetic)
Prerequisite: Microcomputer.
This is an upgrade to your implanted
microcomputer that contains skill-related
information on a series of biological data chips
(biochips); this feat provides you with a single skill
slot into which you may slot a skill chip (see box);
removing one skill chip and installing a second one
is a full action. You may select this feat multiple
times, each time gaining an additional skill slot.
Dermal Camouflage
(Cybernetic)
The melanin in your skin is replaced with
nanoaugmented cells that grant you the ability to
change color in order to match your surroundings
and better hide yourself; you get a +4 bonus on
Stealth (hiding) checks (see d20 p. 40). The
benefit of this feat stacks with other non-cybernetic
feats that improve your Stealth (hiding) checks.
Echolocation Module
(Cybernetic)
Prerequisite: Microcomputer.
A receiving device and associated
microprocessor are implanted within your forehead,
granting you the ability to “see” by using a simple
version of sonar to bounce sound waves off of solid
objects; you gain Blindsight (see d20 p. 128) out
to a range of 30 ft. This feat does not extend any
Blindsight range that you may already possess or
gain from equipment or in any other manner – use
the greatest Blindsight range provided to you when
you gain Blindsight from multiple sources.
Enhanced Antibodies
(Cybernetic)
Your immune system is bolstered by the
installation of a nanite factory in your liver. The
factory produces microscopic machines that aid
your body in fighting off disease; you a +4 bonus
to Fortitude saves against disease (see d20 p.
129). The benefit of this feat stacks with other non-cybernetic feats that improve your Fortitude saves
against disease.
External Weapon Mount
(Cybernetic)
Prerequisite: Prosthetic Arm.
A melee or ranged weapon is attached to your
prosthetic arm in place of a hand. Attempts to disarm
the attached weapon automatically fail, though the
weapon can still be attacked (like any other weapon)
in an attempt to destroy it (see d20 p. 105). If
the weapon is damaged it will need to be repaired
(see box, below). Selecting this feat includes an
appropriate melee or ranged weapon with a cost
of 16 or less (a more expensive weapon may be
selected when this feat is chosen though it must be
purchased as described in the d20 rules).
Fortified Skeleton (Cybernetic)
Your skeleton is fortified with high-impact
polymers that increase your ability to shrug off
physical damage. You gain Damage Reduction +20–.
The benefit of this feat does not stack with any other
form of Damage Reduction that you may possess.
Grafted Musculature
(Cybernetic)
Synthetic muscle fibers and a tiny processor are
surgically grafted to your natural muscles, greatly
increasing your physical strength; your Strength
score is increased by +1. The benefit of this feat
stacks with other feats that improve your Strength
score.
Gyroscopic Implant (Cybernetic)
A tiny gyroscope is connected to your central
nervous system, granting you an increased sense
of balance and equilibrium; you get a +4 bonus to
Acrobatics checks. The benefit of this feat stacks
with other non-cybernetic feats that grant you a
bonus to Acrobatics checks.
Hearing Amplification
(Cybernetic)
Your inner ear is augmented by the installation
of an aural implant that improves your sense of
hearing; your audio sensitivity is dramatically
enhanced by the system, granting you a +4 bonus
to Notice (listening ) checks (see d20 p. 37). The
benefit of this feat stacks with other non-cybernetic
feats that provide a bonus to Notice (listening)
checks.
Identity Chip (Cybernetic)
An identity chip, a device that provides
identification without requiring visual recognition,
is implanted beneath your skin. The identity chip
is a type of high-tech ID card that functions even
when you are physically deformed or otherwise
unrecognizable. An identity chip functions as both
legal ID and a credit card, allowing you to make
Wealth checks even when separated from your
funds.
Initiative Implant (Cybernetic)
Prerequisite: Microcomputer.
This cybernetic implant consists of a series of
wires threaded around your spinal cord and attached
directly to your nervous system, stimulating even
faster response times. This implant grants you a +4 bonus to initiative checks. If you also possess the
Improved Initiative feat (see d20 p. 47) you gain a
total bonus of +6 on initiative checks. The benefit of
this feat does not otherwise stack with any initiative
bonus gained from any other source.
Injector Unit (Cybernetic)
Prerequisite: Microcomputer.
This cybernetic enhancement, attached to your
forearm or thigh, incorporates three medical hypo-
syringes, each one of which holds a single dose of
one of the following medicinal chemicals: antitox,
biocort, boost, neutrad, or sporekill (see box). As a
free action, during your turn, you can contract your
muscles in order to to inject yourself with any or
all of the loaded chemicals, gaining the benefits
immediately. A drained hypo can be removed and
replaced as a full action.
Medicinal Chemicals
The following chemicals are available for use in the injector unit; you must purchase each desired
medicinal chemical separately from the acquisition of the injector unit cybernetic enhancement.
Antitox
A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used
to save your life when you’re infected by a poison. Each antitox injector contains a specialized analyzer
linked to chemical generators. When the needle penetrates your skin, it samples your blood and sends
the data back to the analyzer, which determines the nature of the poison and generates an antidote
from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, you are
completely cured of the poison and its effects in 1 minute.
Cost: 6.
Biocort
Biocort is a unique chemical compound that enhances your body’s natural ability to heal. Biocort
pushes your immune system into overdrive, and can cause you to heal from grievous wounds at a greatly
increased rate. Any character injected with biocort may make two recovery (see d20, p. 108) checks
each hour for 3 hours.
Cost: 6.
Boost
A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-
enhancer. Boost was originally conceived for military purposes in an attempt to make soldiers stronger,
faster, and more combat-capable. A single injection of boost grants you a +2 bonus to Strength and a
+2 bonus on Reflex saves, and increases your movement speed by 10 feet. These effects last for 1 minute
(10 rounds).
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is
addictive and can alter your perceptions so that you think that you cannot live without a dose of the
drug. Additionally, repeated use of boost has debilitating effects on your body’s immune and nervous
systems.
Each time you use a dose of boost, you have a 10j chance of suffering a –1 penalty to your Dexterity
and a –1 penalty on Fortitude saves. These penalties last for 24 hours.
If you use the drug again before recovering from these penalties, the penalties increase and the
recovery time extends for an additional 24 hours. For example, if you use another dose of boost while still
under the effect of the penalties, the character suffers a -2 penalty to Dexterity and -2 on Fortitude saves,
and the recovery time increases to 48 hours.
Cost: 6.
Neutrad
A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to
neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked
to chemical generators. When the needle penetrates your skin, it samples your blood and sends the data
back to the analyzer, which determines the nature of the radiation sickness and generates an antidote
from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, you are
completely cured of the radiation poisoning and its effects in 4 hours.
Cost: 6.
Sporekill
A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used
to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to
chemical generators. When the needle penetrates your skin, it samples your blood and sends the data
back to the analyzer, which determines the nature of the disease and generates an antidote from stored
chemical compounds. Once the sporekill delivers its specially formulated chemicals, you are completely
cured of the disease and its effects in 10 hours. Some genetically engineered diseases are created to
circumvent sporekill chemical, and are unaffected by this chemical.
Cost: 6
Internal Compass (Cybernetic)
A micro-navigation computer linked to an
advanced GPS system grants you the uncanny
ability to know your exact location at any time; you
always know which direction north is. Additionally,
you can patch into the GPS network (when one
is available) to get your exact global coordinates
(accurate within 5 ft.) – you cannot get lost. If the
GPS network is offline or blocked you lose the
benefits of this cybernetic enhancement until the
network is returned to operational status.
Internal Weapon Mount
(Cybernetic)
Prerequisite: Prosthetic Arm.
A subcutaneous weapon is embedded in your
body, in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when
in use. Attempts to disarm you of the attached
weapon automatically fail, and the weapon itself
cannot be attacked (see d20 p. 105) unless it is
extended. If the weapon is damaged it will need to
be repaired (see p. 7). Extending or retracting the
weapon is a free action. Selecting this feat includes
an appropriate melee or ranged weapon with a
cost of 16 or less (a more expensive weapon may be
selected when this feat is chosen though it must be
purchased as described in the d20 rules).
Spotting a subcutaneous weapon requires a
successful Notice (spotting) check opposed by your
Sleight of Hand check. The weapon’s size applies a
modifier to the Sleight of Hand check.
Invisiware (Cybernetic)
Prerequisite: Dermal Camouflage
This technology, an upgrade to the dermal
camouflage cybernetic enhancement, grants
you the ability to turn invisible for a short time.
Invisiware uses crystalline refractors grafted to your
skin and powered by rechargeable solar battery
units protruding from various points on your body
(usually the spine). Activating or deactivating
invisiware is a free action. However, the technology
consumes a great deal of the battery power; after
10 rounds (1 minute) of use, the solar batteries must
be recharged for 1 hour, during which time the
invisiware cannot be activated.
When activated, invisiware bends light around
your body, making you effectively invisible (see
d20 p. 109). The benefits of this feat do not stack
with any other ability or equipment that grants you
invisibility; you’re either invisible or you’re not.
Microcomputer (Cybernetic)
A miniature computer is attached to your nervous
system that grants you a +4 bonus to Computers
checks. Additionally, the microcomputer reduces by
half the time required to make Computers checks
(see d20 p. 32 for a listing of sample times). A data
port in the back of the unit allows for the insertion of
a standard interface cable, allowing you to transfer data without the benefit of a modem. If you possess
it, your wireless link cybernetic enhancement (see
p. 13) allows you to skip the cable completely.
Connecting or disconnecting your interface cables
from a computer’s data port is a full action – if the
connection is involuntarily severed you are stunned
for one round. The benefit of this feat stacks with
other non-cybernetic feats that grant you a bonus
to Computers checks.
Mindscreen Implant
(Cybernetic)
Prerequisite: Microcomputer.
A small implant is installed in your brain that
protects you against mental attacks; you gain a
+2 bonus on all Will saves against mind-affecting
supernatural abilities (such as Dominate). The
benefit of this feat stacks with other non-cybernetic
feats that improve your Will save.
Nasal Filters (Cybernetics)
Implanted in your nasal cavity, this cybernetic
enhancement aids in the filtering of airborne toxins
and acts as a gas mask in situations where aerosols
pose a danger. Because this enhancement provides
limited protection it is not as effective as a standard
gas mask; you get a +4 bonus to Fortitude saves to
resist airborne irritants. The benefit of this feat does
not stack with any other bonus that improves your
Fortitude save when resisting airborne irritants.
Nightvision Optics (Cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic
enhancement is upgraded with software that
enables you to see better in the dark – you gain
Darkvision with a range of 60 ft. (see d20 p. 129).
Nightvision Optics must have at least a little light to
operate. A cloudy night provides sufficient ambient
light, but a pitch-black cave or a sealed room doesn’t
(though an infrared illuminator, when switched on,
allows you to see as if you were using a flashlight).
This feat does not extend any Darkvision range that
you may already possess or gain from equipment or
in any other manner – use the greatest Darkvision
range provided to you when you gain Darkvision
from multiple sources.
Personality Chip (Cybernetic)
A small chip is wired directly to your brain,
making you more charismatic and outgoing – these
chips can turn even the driest personality into a
warm, friendly one. Your Charisma score is increased
by +1. The benefit of this feat stacks with other non-
cybernetic feats that improve your Charisma score.
Prosthetic Arm (Cybernetic)
A prosthetic arm is an obvious mechanical limb
that fully replaces a lost or destroyed biological
arm. The prosthetic arm may begin at the shoulder,
elbow, or wrist (as determined by your specific
needs). The prosthetic arm grants you a +2 bonus
to Strength checks for tasks in which you use your
Prosthetic Leg (Cybernetic)
A prosthetic leg is an obvious mechanical limb
that fully replaces a lost or destroyed biological leg.
The prosthetic leg may begin at the thigh, knee, or
ankle (as determined by your specific needs). The
prosthetic leg grants you a +2 bonus to Strength
checks for tasks in which you use your prosthetic leg
(such as kicking in doors and making Jump check). If
you have selected this feat twice then you gain a +3
bonus to Strength checks for tasks in which you use
both of your legs. Additionally, whether you have
one or two prosthetic legs you gain a +5 ft. bonus to
your base speed. The benefit of this feat stacks with
other feats that improve your Strength.
Retractable Jetpack
(Cybernetic)
Prerequisites: Fortified Skeleton, Micro-
computer.
A standard jetpack is implanted into your body,
concealed beneath a flesh-like covering when not
in use. The jetpack houses enough fuel cells for one
hour of flight. You can fly at a speed of 60 feet (good
maneuverability). Replacement fuel cells have a cost
of 8. Extending or retracting the jetpack is a free
action. You cannot be wearing a backpack and any
clothing or armor that you wear must be specially
designed to allow the jetpack to function: the cost
of customized clothing or armor is increased by
+3. If the jetpack is in any way obstructed, built-in
sensor and safety systems will prevent the jetpack
from deploying on command.
Spotting a retractable jetpack requires a
successful Notice (spotting) check (see d20 p.
37) opposed by your Stealth skill. The jetpack’s size
– large – applies a modifier to the Stealth check.
Subcutaneous Body Armor
(Cybernetic)
Small plates of flexible armor are implanted
beneath your skin, granting you a +2 bonus to
Toughness saves. The benefit of this feat stacks with
the bonus to Toughness saves granted by worn
armor but it does not stack with a bonus granted by
any other feat.
Subcutaneous Cell Phone
(Cybernetic)
A small transceiver – connected to a tiny
speaker located in your ear – is installed underneath
the skin of your throat which allows you to carry
on conversations using the subcutaneous cell
phone without raising your voice above a whisper;
Notice checks made to hear your conversation
suffer a –4 penalty. The tiny speaker implanted in
your ear enables you to hear the other side of the
conversation while others cannot.
Tactical Analysis Implant
(Cybernetic)
Prerequisite: Microcomputer.
A small computer implanted in your upper
spine, directly connected to your central nervous
system, grants you the ability to analyze and react
to combat situations with near-precognitive speed.
You get a +1 dodge bonus to your Defense (see
d20, p. 95). The benefit of this feat stacks with
other non-cybernetic feats that improve your
Defense.
Targeting Optics (Cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic
enhancement is upgraded with software that uses
a projected targeting reticle to improve your aim.
You get a +1 bonus on all ranged attacks within 100
feet. The benefit of this feat stacks with other feats
that improve your ranged attack ability.
Vehicle Link (Cybernetic)
Prerequisite: Microcomputer.
A cyberport implanted into your body allows
you to link directly to vehicles via interface cables
or, if you possess it, your wireless link cybernetic
enhancement (see p. 13). You gain a +4 bonus to
all Drive and Pilot checks when operating a vehicle
equipped with the necessary gear (wired vehicle
link gear increases the cost of a vehicle by 1 while
wireless gear increases the cost by 2). Connecting
or disconnecting your interface cables from a
vehicle’s data port is a full action – if the connection
is involuntarily severed you are stunned for one
round. The benefit of this feat stacks with other
non-cybernetic feats that improve your Drive and
Pilot skill checks.
Visual Amplification
(Cybernetic)
Your eyes are replaced with implants that
provide you with improved eyesight, including
basic telescoping vision. You get a +4 bonus on all
Notice (spotting) checks (see d20, p. 37). The
benefit of this feat stacks with other non-cybernetic
feats that improve your Notice (spotting) checks.
Voice Stress Analyzer
(Cybernetic)
Prerequisite: Microcomputer.
Sensors attached to your optic nerves and
inner ear analyze minute physical indicators from
living beings (including increased pulse galvanic
skin response) and enable you to better determine
the emotional states of others. You gain a +4 bonus
to Sense Motive checks. If you also possess the
cybernetic voice box enhancement (see p. 5) you
can subtly alter the tone of your voice to take
advantage of how those around you are reacting to
your interaction with them; you get a +1 bonus to
Bluff, Diplomacy, and Intimidate checks. The benefit
of this feat stacks with other non-cybernetic feats
that grant a bonus to your Sense Motive checks.
Wired Nerves (Cybernetic)
Micro-fiber cables and a tiny processor are
surgically implanted in your body, greatly increasing
your agility and reflexes; your Dexterity score is
increased by +1. The benefit of this feat stacks with
other feats that improve your Dexterity score.
Wireless Link (Cybernetic)
Prerequisite: Microcomputer.
Your implanted data jack is replaced with
an advanced wireless system that allows you to
connect to computer systems without the need of
an interface cable. Connecting or disconnecting
your wireless link from a system is a free action
– if the connection is involuntarily severed you are
stunned for two rounds.
To treat cybernetics as equipment, rather than
feats, use the costs listed in the following table:
Cybernetic Cost
Advanced Body Repair Weave 25
Anti-Flare Implant 14
Anti-Shock Implant 15
Anti-Stun Implant 24
Body Repair Weave 21
Concealed Cybernetics 20
Cutting Edge Cybernetics 18
Cybernetic Voice Box 24
Data Archive 27
Dermal Camouflage 30
Echolocation Module 22
Enhanced Antibodies 32
External Weapon Mount 15
Fortified Skeleton 32
Grafted Musculature 28
Gyroscopic Implant 24
Hearing Amplification 14
Identity Chip 5
Initiative Implant 20
Cybernetic Cost
Injector Unit 15
Internal Compass 12
Internal Weapon Mount 19
Invisiware 35
Microcomputer Arcane 35
Mindscreen Implant 28
Nasal Filters 15
Nightvision Optics 19
Personality Chip 28
Prosthetic Arm 17
Prosthetic Leg 17
Retractable Jetpack 35
Subcutaneous Body Armor 20
Subcutaneous Cell Phone 15
Tactical Analysis Implant 30
Targeting Optics 17
Vehicle Link 22
Visual Amplification 15
Voice Stress Analyzer 17
Wired Nerves 28
Wireless Link 22
Cybernetics as Equipment
Under this system, once the cost is paid, the
purchased cybernetic enhancements must be
surgically implanted into your body. Installing
a cybernetic enhancement requires four hours
in surgery and three days of recovery time in a
hospital (these costs are included in the costs in the
list, above). The cost of each item can be decreased
by 2 if you elect to visit a black market facility but
there is a 15j chance per installed cybernetic
enhancement that you will contract a disease (no
Fortitude save allowed, the disease takes hold
of your body automatically). This disease lies
dormant for one week after which point it inflicts
1 point of Constitution damage. The disease has a
virulence rank of 8 for recovery purposes. For more
information on Disease see d20, p. 129.
Optional Rule: Cybernetic Rejection
In place of the basic and advanced drawback options described on p. 3, if the campaign uses the
option in which cybernetic enhancements are treated as equipment rather than feats, the Narrator may
elect to use just this one, simple drawback.
Once a character has five or more cybernetic enhancements there becomes a risk of rejection. Each
time a new cybernetic enhancement is added to a character’s body, starting with the fifth enhancement,
the character must make a Fortitude save (Difficulty 15 + the total number of enhancements the character
possesses, including the newly added enhancement). On a successful save the character suffers no negative
consequences. On a failed check, the newly added cybernetic enhancement is rejected by the character’s
body – the character suffers 1 point of Constituition drain and 1 point of Constitution damage for each
day the rejected cybernetic enhancement is not treated by a skilled cybersurgeon. Treating cybernetic
rejection requires a new cybernetic enhancement be purchased and a successful (Difficulty 25 + the total
number of enhancement the character possesses) Medicine check be made by a skilled cybersurgeon (a
character with the Craft (cybernetics) skill). If this Medicine check fails the character’s body rejects the new
enhancement and the process repeats itself.
Optional Rule: Supernatural Enhancements
In some campaigns in which magic exists, the benefits of cybernetic enhancements may be granted
through the use of supernatural enhancements and prosthetics. The effects of supernatural enhancements
are identical to their cybernetic enhancement counterparts. A prosthetic arm, for example, provides the
same benefit whether it is a cybernetic enhancement or a supernatural enhancement. The only changes
to the rules as written in this PDF that are required to make this work in your campaign are cosmetic in
nature. A name change, a description change, and the cybernetic enhancement is instantly transformed
into a supernatural enhancement that fits perfectly well in most magic-rich settings.
Cosmetic Changes
Instead of wires, nanites, and computer systems, supernatural enhancements are comprised of
intangible arcane energy, magical charms, and the occasional clockwork device. When using supernatural
enhancements apply the following name changes to the cybernetic enhancements described in this
PDF. In some instances cybernetic enhancements are not available as supernatural enhancements.
These restrictions are noted in the following list.
Optional Rule: Constructing
Cybernetic Enhancements
Cybernetic enhancements are complex
instruments with both electrical and mechanical
components and in most campaigns you will
never have any need to deal with constructing
them (this type of mundane activity takes
time away from the real excitement). That said,
if it suits your campaign’s needs, to build a
cybernetic enhancement you must have the Craft
(cybernetics) skill. A cybernetic enhancement
without any prerequisites is treated as moderate
complexity for construction purposes; a
cybernetic enhancement with prerequisites is
treated as advanced complexity for construction
purposes.
Skill Chips
A skill chip is a small biochip that carries
detailed information on a specific skill. When
slotted into the skill slot granted by the data
archive cybernetic enhancement, a skill chip
grants you a +6 bonus with the selected skill. If
you do not already have the skill, the skill chip
gives you that skill.
Skill chips must be purchased and have a
cost of 15 each.
Repairing
Damaged Cybernetics
Repairing a damaged or nonfunctional
cybernetic enhancement requires the Craft
(cybernetics) skill, 5 hours of uninterrupted work,
and such repairs have a Difficulty of 25. You need
both an electrical tool kit and a mechanical tool
kit to facilitate repairs. Without one of the two
kits you suffer a -4 penalty on the check; without
both kits, the penalty increases to -8
