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Cybernetic Gadgets

THE GADGET SYSTEM

Using the gadget system with cybernetics is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed. First, pick a piece of equipment to be modified. Select a gadget for the appropriate type that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the purchase DC of the base item according to the gadget's instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.

Cybernetic gadgets do not take up implant slots (some even decrease the number of slots a cybernetic device takes up), incur Cykosis Points, or count against the number of attachments a character may have without penalty. However, gadgets cannot be installed without a related cybernetic implant. They are modifications to existing cybernetic devices, not implants in their own right.

UNIVERSAL CYBERNETIC GADGETS

The following gadgets are universal and can apply to cybernetic devices found in any PL, provided all gadget-specific restrictions are observed. The GM may also allow gadgets presented elsewhere to be used to modify cybernetic attachments.

BOOBY TRAPPED

Those characters with a more paranoid out-look on life might consider the booby trapped gadget for protecting their cybernetics. Any cybernetic device with this gadget is designed to function properly only for the recipient. The booby trap can be deactivated by the recipient as a move action and remains inert until reactivated (also a move action).

If an unauthorized character picks up the cybernetic device (should it be separated from the owner), or, more importantly, at-tempts to operate on or remove it, a special trap is immediately triggered.

None of the traps affect the recipient as long as the cyber-netic device is attached. (If the device is being operated on, the trap might do this damage to the tools being used for the surgery.) None of these traps require attack rolls or allow saving throws.

Barbs: The cybernetic device rapidly projects spikes or blades, dealing 1d6 points of damage to the character tripping the trap.

Electric Shock: Power cells in the cybernetic device discharge and deal 1d6 points of electricity damage to the character tripping the trap.

Trigger Integrated Weapon: An integrated weapon is triggered and targets the character tripping the trap. This trap requires that the cybernetic device make use of the integrated cybernetics gadget and is typically used to trigger an explosive device.

  • Restrictions: Res (+2).
  • Purchase DC Modifier: +4

COMPACT

By eliminating wasted space and using smaller components, some engineers are capable of producing cybernetic devices far smaller than their standard counterparts. Any cybernetic device that takes more than one implant slot is reduced by one slot by including this gadget. A device cannot be compacted more than once.

  • Restrictions: None.
  • Purchase DC Modifier: +2.

HARDENED

Hardened cybernetic devices are designed to resist the effects of an electromagnetic pulse (EMP). Such implants do not count against the recipient when determining damage taken from an EMP and are not disabled by any electronic device designed to knock out cybernetic implants.

  • Restrictions: None.
  • Purchase DC Modifier: +3.

INOBVIOUS

An inobvious cybernetic device doesn't look like a cybernetic device when not in use. Cybereyes appear to be nothing more than normal human organs, cyberlimbs show no sign of enhanced power or function, and even dermal armor is streamlined enough to not change the recipient's shape. A DC 25 Spot check is required to realize the recipient has the cybernetic device, and even then its exact function is not obvious until it is used.

Obviously, there are limits to what can be hidden. No externally mounted cybernetic device can be inobvious, and no amount of camouflage will hide the fact that a Hoot-tall girl picking up a small car doesn't have some unusual ability, even if her cyberlimbs appear to be normal flesh and blood. Normal camouflage for cybernetic devices applies only to casual, visual inspection. It's possible to camouflage devices against any form of detection or scan (including metal detectors and X-rays) with sensor baffling. Even so, no cybernetic devices can remain hidden if the recipient is the target of a thorough medical examination.

  • Restrictions: Lic (+1).
  • Purchase DC Modifier: +2.

INTEGRATED CYBERNETIC DEVICES

Integrated cybernetic devices combine the function of two or more cybernetic devices into a single device that counts as only one implant toward the character's maximum.

Integrated cybernetic devices take up as many implant slots as the largest of the integrated implants.

  • Restrictions: None.
  • Purchase DC Modifier: The purchase DC is equal to the purchase DC of the most expensive single implant, +3 for each additional cybernetic device.

MINIATURIZED

By eliminating wasted space and using microscopic components, some engineers are capable of producing cybernetic devices with reduced ability that are much smaller than more capable cybernetic devices. This can be done only to cybernetic devices available at a PL lower than the campaign's cybernetics PL. (This represents the reduced capacity of a miniaturized cybernetic device.)

A miniaturized cybernetic device takes up one less implant slot (minimum 0). A device can not be miniaturized more than once. A device can be both compact and miniaturized, with all the normal costs and restrictions.

  • Restrictions: None.
  • Purchase DC Modifier: +3.

RESILIENT

By using tougher materials, better bracing, and superior design, some engineers are capable of producing cybernetic devices far more resilient than their standard counter-parts. An external cybernetic device can be given +2 hardness and 50% more hit points. Internal cybernetic devices can also be resilient, but only gain 33% more hit points.For a much greater cost, external cybernetic devices can be made even more resilient, gaining a total of +4 hardness and +100% hit points.

  • Restrictions: None.
  • Purchase DC Modifier: +2 (+4 for greater resiliency).

SENSOR BAFFLING

From simple metal detectors to advanced x-ray scanners, there's always a way to detect cybernetics. As the Progress Level increases, so does the accuracy of such sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapon implants past security. Any cybernetic device with a sensor baffling gadget increases by 5 the DC of checks made to detect the device with sensors or other detection devices. Even so, no cybernetic devices can remain hidden if the recipient is the target of a thorough medical examination.

A cybernetic device can have sensor baffling without being inobvious, but this means the device is still clearly cybernetic when observed visually and the +5 DC applies only to scanners and similar detection methods.

  • Restrictions: Lic (+1).
  • Purchase DC Modifier: +3.

STORAGE COMPARTMENT

A cybernetic implant can have an internal storage compartment built into it. Each compartment can hold a single object of Small size or smaller. The recipient can remove objects from the compartment easily, but anyone attempting to do so against his will must both successfully pin the recipient and beat him at an opposed Strength check. Objects kept in cybernetic storage compartments gain a +4 bonus on checks made to conceal them.

Removing an object from a cybernetic storage compartment is a move action that provokes attacks of opportunity. A compartment can also be made into a weapon bin (at no additional cost). This allows it to hold a single type of weapon, which can be removed in the same way a weapon is drawn (a move action that can be combined with movement, and does not provoke attacks of opportunity).

For an additional cost (+1 to the purchase DC), a compartment can be spring-loaded. A single object can be removed from a spring-loaded compartment as a free action.

  • Restrictions: None.
  • Purchase DC Modifier: +1 (+2 for spring-loaded).

ULTRALIGHT COMPOSITION

The development of new and experimental alloys constantly allows cybernetic technology to advance to the point where once bulky and heavy devices become as lighter than the flesh-and-blood organs they displace. Each implant slot worth of cybernetics with this gadget reduces the recipient's weight by 10% (to a minimum of 60%), and grants the recipient a +1 bonus on Jump, Climb, and Swim checks. Thus, a 185-pound human with four implant slots of ultralight composition devices weighs only 111 pounds, and gains a +4 bonus on Jump, Climb, and Swim checks.

  • Restrictions: None.
  • Purchase DC Modifier: +3.
cybernetic_gadgets.txt · Last modified: 2021/12/04 00:39 (external edit)