Fleshworks - Where steel meets flesh.

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Cybernetics, the blending of flesh and machine. There are many things in RAW that mostly work for cybernetics and others that don't. For instance the rules for how many cybernetics one can have in d20 Future. Now d20 Cyberscape has rules for unlimited cybernetics on page 8. For the most part, I like this, however I don't like how many slots it lists on page 9 in table 1-4. 
Personally, if you're going to have a campaign where you can have someone do a full conversion or as the book calls it "total organ replacement", the amount of slots should be higher.

So I propose to increase the number of slots. Like the head, should have say... 3 for sensory implants, and maybe 2 for general head implants. This would be 5 in total, but of course some of those slots are very specific. 1 slot for eyes, one for ears and another for nose or mouth as part of respritory or something like chemical or gas release through the mouth (spitting poison or acid maybe). The other two for the head can be something like skill, feat or rage implants or something like that. This would allow someone to get cybernetic eyes, but still have room for a couple of skill or feat implants or some other combination.

The torso I'd increase to 4 or 5 at most. This isn't counting any that are just replacements for standard organs.
So let's say someone is born with bad lungs, gets cybernetic replacements, standard lung replacement ones. These won't count against torso slots, but if they add an oxygen storage cell, this would add one.

Arms I'd probably leave at 3 each. But also give the hands 1 each. The arm I would count as being from midway from the forearm up to shoulder, while hand would be from finger tips to midway to forearm, approximately, depending on how extensive the hand replacement is. An arm could hold up to a medium sized object. So a laser pistol or sword can be implanted in the arm, and the user can still have their real hand. Or can have whole arm replaced and have a laser rifle installed instead with built in power source and a small tool hand, just off the top of my head.

Legs would leave at 3 slots, but also add in 1 for each foot.  Again, medium sized objects can be put in legs, like a sword or gun.

The total organ replacement... Just don't like it. I mean isn't a total organ replacement basically turning you into a type of robot?  So I'm thinking a series of template chassises or something that someone can use. So for basic models, for people who've been in serious accidents. These chassises would allow the person to function in society completely normally, without people needing to worry about accidental damage or injuries to all normal people nearby. There would be limiters and the like to make them feel safe.
Then there'd be basic versions for construction, medical and police/combat chassises. Of course some robotic features won't work with cybernetic bodies. Will work that out later.

Some terminology..
Cyber-enhanced - Cyber-enhanced people are those with only a few cybernetic devices, usually only 1 to 4. These can be just straight replacement devices, or ones that add some minor enhancement, like telescopic eyes, or skill implant.

Partial Conversion - Partial conversion is where a person has had at least several limbs or organs replaced with cybernetic ones, either with just replacements or enhancements. Those in construction, police or soldiers are more likely to be partial conversion cyborgs, or those who've had serious injuries. Some governments may require licencing and limiters that prevent improper use when not on the job.

Full Conversion, Cyborgs - These are people who've had more than 50% of their bodies replaced with cybernetic devices. Basically their brain and central nervous system is put into a robot like body. 

Nanites
Nanites are different from cybernetics. Nanites are generally designed to enhance organic tissue, and specially designed ones can be used in conjunction with cybernetic devices, depending on the purpose of the nanites and the cybernetic device. Nanites can be used to full conversion cyborgs in the form of repair units, if such devices exist in your campaigns.
A basic unit of repair nanites would allow a cyborg to 'heal' like a normal human, although they might need a source of raw material, like 'consuming' several pounds of metal. More advanced versions could be a several time per day use that repairs a larger amount quickly, but then needs materials to recharge or to even start the repairs. Some versions might even be a mechanical version of fast healing. 
Reposted from Chuck's Wondrous Emporium 

Scientific Eyes (PL7/8)
 
The recipient's eyes are replaced with these enhanced cybernetic eyes.  These eyes combine microscopic optics, light amplification optics and telescopic systems. These eyes are popular with scientists and even military marksmen. 

Benefit: The recipient gains low light vision, a +3 circumstance bonus on Search checks as well as +2 circumstance bonus on Disable Device or Repair checks made in regard to small or finely detailed objects, +3 circumstance bonus to Spot checks, +10 feet to Spot and weapon ranges and +1 bonus to attack rolls with ranged weapons.
Type: Internal
Location: One head (eyes counts as a set)
Hardness/Hit Points: -/2 (per eye)
Base Purchase DC: 18
Restriction: None

Adrenaline Boost (PL6)


This small device, implanted into the user, and upon command, will force the body to produce and release a large dose of adrenaline into the body. After installation, the device will start to collect adrenaline from the body and store it. When activated it releases the collected adrenaline and also stimulates the necessary glands to get the body to produce even more adrenaline to keep the flow high during it's activation. After use, the implant slowly collects adrenaline again for future uses.
Benefit: When activated as a free action, the adrenaline boost implant grants the user +4 Strength, +2 to Reflex saves and 10 feet to their movement. The effects last for 1 minute (10 rounds), after which the user is fatigued for an hour. The implant can be used Con modifier +1 times per day (even if the user has a negative Con modifier, it can be used once).
Type: Internal
Location: Torso
Hardness/Hit Points: -/2
Base Purchase DC: 20
Restriction: Restricted (+2)




Hydraulic Lifters PL6/7


Designed for sheer lifting capacity, this cybernetic attachment increases the wearer’s ability to move or lift heavy objects. Several versions are available for different levels of lifting capacity.
Benefit: Hydraulic lifters increase the user's weight carrying capacity and grant a bonus to Strength checks. The mk1 grants +4 str checks and +20 lbs to carrying capacity; mk 2 grants +8 str checks and +40 lbs carrying capacity; mk 3 grants +12 to str checks and +60 lbs to carrying capacity. The strength bonus can also be used in grapple checks.
Type: Internal
Location: One each arm and torso
Hardness/Hit Points: -/5 (per location)
Base Purchase DC: 19 (mk 1), 27 (mk 2), 34 (mk 3)
Restriction: None

Some thoughts on full conversion cyborgs.

In PL 6, most of the senses can be simulated, but not completely in full conversion cyborgs. For instance taste and smell would only be 50 to 75% of what a normal person would normally experience, and then only be broken down to fairly simple terms.  The cyborg would know what something smells and tastes like from sensors checking the chemical composition of the object in question, but that's about it. 
In later PLs the technology to make scent and tastes the same as a human will be perfected. 

It kind of itches, doc.
A cyborg's sense of touch would be greatly reduced, although with the advances in sensors, they can still perform very delicate work, but it wouldn't feel quite the same. Basic information would be related, such as pressure, heat and the like through the casing or even synthetic skin or any real skin attached to the frame. So a PL6 full conversion cyborg would register a person's hand on their arm, but it just wouldn't feel the same. They'd detect the pressure, shape of the hand, heat radiating off it, and probably texture, but it wouldn't feel quite like a real hand. PL7 is where the sensor's sensitivity and translation of data would make it feel as it would on flesh.

You gonna finish that?
Yeah, even full conversion cyborgs need to eat, but no where near as much as partial cyborgs or normal people. Since the brain and central nervous system is still organic, it needs to be fed still. The cyborg needs about 1 to 2 litres of a nutrient and vitamin right paste every week. This paste would run about PDC 5. This paste can be consumed like food, or placed in a port that goes into a stomach like cybernetic device which stores and distributes the paste to the brain and nervous system as needed.
Some cyborgs, especially when the technology is developed to completely simulate the sense of taste and smell at 100% to that of a human, would get an advanced stomach cybernetic device which would allow them to eat food like a normal person. This device would be far more efficent in extracting all the good stuff the cyborg will need, and store the waste to be ejected at a later time. So yes.. a cyborg could have a system that would allow them to simulate going to the bathroom to make them feel more human, or to appear more human if they don't want people to know they are cyberneticly enhanced.

Birthday Suit
Depending on the reasons for a person to become a full conversion cyborg, they can use their original skin for the face and arms for civilian model bodies especially in PL 6, and usually just the face for other services. The skin is grafted on and sensors fed through to allow for the senses to work with the skin.  If the person's skin was too badly damaged before conversion, new skin could be cloned and grafted on as well. In PL 7 and up, cloned skin can be used to cover the whole cyborg's body if the user so desired. The cyborg can also opt to have synthetic skin, which is stronger, and fairly life like feeling, but won't bleed when cut, and will feel cooler than normal skin in PL6, but can seem very life like in PL7 and up.
Real skin can heal itself to an extent when grafted to the cyborg's body. Minor cuts, bruises and scratches will heal, but if the cyborg takes more than 10 points of damage, the skin is too badly damaged and new skin will have to be cloned and grafted on. If the cyborg has a nanite repair system, it can also repair the skin to the point. If the user has taken more than 30 points of damage, the nanites won't be able to fix the skin, but it will seal edges of tears and cuts, clot the blood to keep it from getting infected and aid in joining new grafted skin.
A cyborg with skin will need to consume 50% more of the nutrient paste to help keep the skin alive.
Synthetic skin, being tougher than normal skin easily accepts nanite repair systems if the cyborg has one installed. Depending on how much of the cyborg is covered in synthetic skin will determine bonus hit points. 25% or less only adds 2 hit points, up to 50% adds 5 hit points, 75% adds 8, and 100% adds 12 bonus hit points. This is for medium and smaller sized cyborgs. Large cyborgs have hit points increased by 25% rounding up for each percentage of covering.
Sensor Hand (PL6)

This cybernetic hand and forearm contains a collection of sensors which can aid a person. Although not as powerful as dedicated versions, but nonetheless quite useful. It can be either covered in real or synthetic flesh. The sensor hand includes a digital thermometer, short ranged motion detector, radiation detector, radar detection, a gyro-compass and a clock calendar. The information can be transmitted to an ear receiver implant, or a display on the wrist, which is an LCD screen with audio output.
Benefit: User can tell the temperature of the air around him, of objects within 1 foot of the hand, and can with 1 round of holding a hand against an object like a wall or door, can tell the ambient temperature on the other side. Gains blind sight with a range of 20 ft, can determine the level of radiation in the area, will always know which direction is North as well as up and down, providing a +1 bonus to Navigate. The radar detector will notify the user if there are active radars within 100 ft, and also if the user has been actively targeted by a radar. The clock calendar continuously keeps track of the time, down to a 100th of a second, and the calender day. Also includes basic functions of a watch, including alarm and a simple event calendar. 
Type: Internal/External (replaces hand)
Hardness/Hit Points: 2/6 
Base Purchase DC: 24
Restriction: None 

For each PL above 6, so 7 and above, increase the range of the sensors by 50%, and bonuses by +1. Can also add in one extra sensory device per PL above 6. 
Finger Camera

This artificial finger contains a digital camera.  In early versions it can only take a few still images, and had limited or no movement. Later versions can hold far more pictures and even take videos even with audio. In PL8 they can even take full 3D images for holographic playback. If the user also has HUD Link, or cybernetic eyes, the data the finger camera records can be replayed easily, otherwise it will have to be uploaded to a computer via wireless transmission, or by a backup wire plug that comes out of the segment closest to the hand.
Benefit: A digital camera is built into the the finger. PL 5 version can hold 500 images, PL6 can hold 2000 images and up to 3 hours of video. In higher PL versions double the number of images and time of video. If a holographic, take the number of images or time for video and half it for full 3d images and video.
Type: Internal/External (finger replacement)
Hardness/Hit Points: -/5
Base Purchase DC: 14
Restriction: None 
 

I am trying to work out the stats for the V.E.C. {Video Eye Camera} Optics  which is from the film Doomsday along with a few other bits from various sci-fi books.

There's the Sensory Recorder (PL6) in d20 Cyberscape that records all the senses for up to 24 hours, which costs PDC 25. Just a camera would be significantly cheaper, only question will be will it also have audio capabilities as well. Probably a good 26 or more hours to record for video. 

I'll be making up some full conversion cyborg frames in the next few days. Been busy with family stuff lately. 
Full Conversion Frames

A full conversion cyborg frame is similar to a robot chassis. As such they can use some robotic devices.



  • Cyborg frames have fixed physical stats. They have Str, Dex but no Con. The cyborg uses the recipient's Int, Wis and Cha. Some frames might grant bonuses to these states. The physical stats can only be upgraded with cybernetic or robotic devices or enhancements, while Int, Wis and Cha can be upgraded through leveling or other normal means. 

  • For purposes of Fort saves, most cybernetic frames make the recipient immune to biological forces that force a Fort save. For effects that affect inanimate objects, use a base Con modifier of +0, with some frames and other devices granting bonuses or penalties.

  • All cyborg frames are subject to critical hits unless otherwise noted. 

  • Cyborg frames gain bonus hit points based on size similar to robots of the same size. Some might even get more bonus hit points depending construction materials or if they are covered in synthetic skin. 

  • Full conversion cyborgs are considered ageless and do not age like normal people. In theory, as long as the cyborg body is kept in working order, the cyborg could live indefinitely.

  • When a person is put into a cyborg frame, their hit points is replaced with that of the frame. When the cyborg levels up, their hit dice are changed to d10s regardless of class and added to the frame. Unfortunately, if a high level character is implanted into a cyborg frame, they lose all their hit points, but gain all the benefits of the cyborg frame. They do get their character level x 3 in bonus hit points (this is a concession to high level characters being forced into a weak cyborg body as a means to resurrect the character if their brain and nervous system can be placed in statis shortly after death.

  • Cyborgs do not heal normally, so they need to be repaired, with a Repair check DC 20 (I made this lower as in worlds where there are lots of cyborgs, the ability to repair standard frames is much easier) and an hours worth of work will repair 1d10 points of damage.

  • Rejuvenation Cycle: Use the same rules as Robots as Heroes in d20 Future.




I think this list of basic rules for cyborg frames should suffice, as some are similar to Robots as Heroes rules with a few changes or additions. 


Civ 1 Frame

Due to a serious accident, or illness, a person can have their brain and nervous system implanted into a cybernetic frame. The Civ 1 is a fairly basic and easy to adjust to. Civ 1s usually have as much of the recipient's real flesh as possible, or new flesh is grown and grafted to the frame. In most cases, many people don't even know the recipient is even a cyborg. It comes with a built in identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link and HUD link. The cell phone is programmed that if the cyborg's body is heavily damaged to automatically call emergency services while the life support system will keep the recipient alive for up to 36 hours after the main body has failed. The data link allows for updates to the identity chip when the recipient is first implanted, and uploading/downloading emails and events on their calendar to other devices. All data from the clock calendar, compass and messages through the cell phone appear in the HUD built into the cyborg's eyes. In case of a violent crime against the cyborg, and it's damaged, the last five minutes of visual and audio memories are recorded and saved in a protected blackbox for police to identify the attacker.

Civ 1 Frame (PL 6)
Type: Living Construct
Size: Medium
Hit Points: 1D10
Speed: 30
Defense: +0
Abilities: Str 11, Dex 10, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, head jack
PDC: 25
Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The power systems and other components of the Civ 1 are designed purposely limited so that without proper licensing, powerful upgrades, such as weapons or flight systems, will not work without extensive work. The Civ 1 is designed to look as human as possible so the cyborg can function in society just as they did before getting the cyborg frame.

sadly cronos that is what the total organ replacment cybernetic thing does form the cyberspace.... or atleast most of it .
The total organ replacement in RAW also gives +5 nat defense, DR 5/-, and several other immunities such as ability damage, blindness, mind affecting abilities. 

In campaigns with cyborgs, I want a bit more options when I build a cyborg character than what the RAW Total Organ Replacement grants. Also the TOR makes the character look definitely like a robot, which depending on your style of play, can make a person start to lose their connection to their humanity, as it specifically states it replaces the skin. The TOR character can't disguise themselves so they can blend in with a crowd, they stand out like a lightning rod in a group of glass tubes.

The nice thing about posting on the forums, people can offer more options, choices, suggestions for rule changes. That's what this is for.  If you feel these changes or options won't work for your campaign, don't use them, or change to fit your campaign. I'm just providing some alternates to RAW
Medical Hand (PL6)


This cybernetic hand and forearm has a number of medical diagnostic devices and tools to aid any doctor or paramedic in the field. Comes with blood analysis/toxin screens diagnostics, able to easily detect 60 common toxins and blood anomalies. An epidermic analyzer, which can identify and measure salt, sugars powerful enzymes and chemicals, and temperature. A laser scalpel is installed in either index or middle finger, and can measure pulse and blood pressure. The user merely has to place their hand on the skin of the target to begin analyzing. The laser scalpel has about a 20 minute charge before it needs to recharge.


Benefit: Aids in diagnosing patients, granting a +4 equipment bonus to Treat Injury checks. The laser scalpel can be used as a weapon in melee dealing only 1d4 fire damage.
Type: Internal/External
Location: Hand
Hardness/Hit Points: 2/6
Base Purchase DC: 25
Restriction: None


For each PL above 6, so 7 and above, increase the range of the sensors by 1 ft, and bonuses by +1. Can also add in one extra sensory device per PL above 6

IR/UV Optics (PL6)


These cybernetic eyes allow the user to see in infrared and ultraviolet light frequencies. The eyes have slightly larger pupils than normal. Although not as good as nightvision optics, they do allow the user to detect temperature variances, and can see in the dark but at shorter range than nightvision optics. The user can even see through fogs and smoke using IR and UV sources instead, ignoring concealment. They can detect heat sources through most materials as long as they are not more than 2 feet thick.
Benefit: Gains darkvision out to 30 feet, lessens concealment by one step, gain +2 to search and spot when taking heat signatures into account. Able to see through most materials up to 2 feet thick (except metal at only 1 foot) for heat signatures up to 20 ft on the other side.
Type: Internal
Location: One Head (eyes)
Hardness/Hit Points: -/2
Base Purchase DC: 17
Restriction: None


 

Claws (PL6)

 

Implanted into the fingers are a set of metal and high impact polymers claws. The fingers are also reinforced to allow the user to make raking like attacks with their fingers. For a slightly higher price, the claws can be made retractable, making it extremely difficult to notice them.
Benefit: Claws are a specific kind of internal weapon mount (small blades shaped like cat claws mounted in the fingers). Damage is done based on size; this damage can be added to an unarmed attack using the limb made by the recipient. The claws are of diminutive size, and attempts to disarm the recipient of the claws automatically fail. If retractable claws are installed, retracting or extending the claws is a free action.
Type: Internal
Location: One set per hand
Hardness/Hit Points: 5/5
Base Purchase DC: 21, retractible 22
Restriction: Res (+2)
For higher PLs, other weapon gadgets could be added, such as high frequency or beam/energy blades. Change damage according to weapon enhancements.

 

 

Recipient Size

 

Claw Damage

 

Tiny

 

1d2

 

Small

 

1d3

 

Medium

 

1d4

 

Large

 

1d6

 

Huge

 

1d8

 

Gargantuan

 

2d6

 

Colossal

 

2d8

 

 

 

Aqua Cybernetic Package (PL6)


This cybernetic package is a number of cybernetic devices to augment a person to allow them operate underwater longer than normal, but not to the extend of a full naval cyborg. The package includes retractable webbing for the hands and feet, an internal oxygen tank with 1 hour supply, depth gauge, gyro-compass, anti decompression sickness nanites and lenses for the eyes. The lenses act like an extra pair of eyelids, similar to some aquatic animals to protect their eyes and help eliminate the distortion caused by water. The recipient's depth, oxygen supply, direction are also displayed on a HUD on the lenses. The nanites help prevent the formation of bubbles in the bloodstream which causes decompression sickness, and also help to reinforce and keep internal pressure as the diver goes deeper.
Benefit: Retractable webbing between fingers and toes, grants a +5 bonus to Swim checks, 1 hour oxygen supply without external tanks, +2 bonus to Navigate checks, reduces any spot or search check penalties while under water, can survive double the normal depth tolerable for humans and prevents decompression sickness.
Type: Internal and External
Location: 1 each hand and foot, 1 torso, 1 head (eyes)
Hardness/Hit Points: 2/8
Base Purchase DC: 21
Restriction: Lic (+1)

Aqua Cybernetic Package (PL6)


This cybernetic package is a number of cybernetic devices to augment a person to allow them operate underwater longer than normal, but not to the extend of a full naval cyborg. The package includes retractable webbing for the hands and feet, an internal oxygen tank with 1 hour supply, depth gauge, gyro-compass, anti decompression sickness nanites and lenses for the eyes. The lenses act like an extra pair of eyelids, similar to some aquatic animals to protect their eyes and help eliminate the distortion caused by water. The recipient's depth, oxygen supply, direction are also displayed on a HUD on the lenses. The nanites help prevent the formation of bubbles in the bloodstream which causes decompression sickness, and also help to reinforce and keep internal pressure as the diver goes deeper.
Benefit: Retractable webbing between fingers and toes, grants a +5 bonus to Swim checks, 1 hour oxygen supply without external tanks, +2 bonus to Navigate checks, reduces any spot or search check penalties while under water, can survive double the normal depth tolerable for humans and prevents decompression sickness.
Type: Internal and External
Location: 1 each hand and foot, 1 torso, 1 head (eyes)
Hardness/Hit Points: 2/8
Base Purchase DC: 21
Restriction: Lic (+1)




Looks good and is similar to what was done in the 2nd Universal Soldier movie, the ones with Jean Claude Van-Damme, where the next gen Uni-Sol troops had a water/oxygen filtration unit implanted in their lungs to breath underwater for short times


Its the Universal Soldier The Return one...  
You know I haven't actually seen that one yet. I figured this would be good for search and rescuers and some spec-ops  units who do a lot of water operations. It saves on weight for gear, or is a nice back-up for when your normal gear is unavailable or damaged. It won't replace full scuba gear, but when used in combination with it, you're far better off than an unaugmented person.
Cybernetic Shock Emitters
These are the cybernetic version of GE's shock gloves. They function exactly the same, releasing an electrical charge with each unarmed strike. There is a modified version for full conversion cyborgs which can be more powerful. In the full conversion version, extra crystals that collect energy are built into the feet, which build up a charge to enhance the discharge even more.
Standard Implant
Benefit: Adds 1d4 electrical damage to unarmed strikes
Type: Internal
Location: One set per hand
Hardness/Hit Points: 4/5
Base Purchase DC: 14
Restriction: Res (+2)

Full Conversion Version
Benefit: Adds 1d4 electrical damage to unarmed strikes. If the cyborg moves at least 10 ft in the round before attacking, adds an additional 1d4 electrical damage for every 10 ft.
Type: Internal
Location: One set per hand, one foot
Hardness/Hit Points: 5/6
Base Purchase DC: 16
Restriction: Res (+2)
Note: Only available on full conversion cyborg.
Made a slight alteration to the Shock Emitters, just the full conversion version, specifying damaged added to unarmed strikes, and movement must be made in same round before the attack.

Cyber Shield (PL6)


Implanted into the arm of the wielder is a housing for a shield. The arm opens and deploys a shield made of meta and memory materials, which through extending and locking plates and expansion through an electrical charge, based on the same principles of collapsible blades. Usually when installed the user must decide which type of shield is created, light or heavy shield. The user will suffer the normal penalties for attacking with the arm that the shield is mounted on, but if the user is not proficient in shields, only suffers half the penalties as the shield is apart of them. The implant can be made so that the shield type and size can be altered, but this is more expensive.
Benefit: Creates a shield that is deployed from the arm, based on shield type, light (+1 Def), heavy (+2 Def). Considered steel versions, but weighing half the weight. These can be used in shield bash attacks,
Type: External deployed, stored internally
Location: 1 arm
Hardness/Hit Points: 6 / 10
Base Purchase DC: 20 for light, 21 for heavy, 22 for a version that will switch between light and large.
Restriction: None


 
A.N.I.M.L. Dragon Breath Implant (PL6/7)

This cybernetic device created by A.N.I.M.L. is designed to give the user the ability to breathe a gout of flame. Two variations of the dragon breath implant exist. One is an actual flamethrower, the other is a plasma based flamethrower. The user has their throats and mouths replaced with cybernetic versions which are designed to withstand the energies that will pass through them. The flamethrower version has a replaceable tank slot built into the chest, between the lungs. The user breathes in deep then blows, releasing fuel mixed with air from their lungs, which is then ignited by a device in the mouth which ignites the fuel-air mixture, releasing a cone, or line of fire, depending on what the person wants. 
The plasma version has further reinforcing of the mouth and throat. Instead of a fuel tank in the chest, a power pack can be placed inside, which can be slowly recharged by the person's own bioelectric field. Full conversion users can have the plasma version run off the frame's power source.

Dragon Breath Flamethrower (PL6)
Benefit: Can create a line 30 feet long, 5 feet wide of fire dealing 3d6 fire damage with a Reflex save DC 16 for half, or a 15 feet long , 30 feet wide cone dealing 2d6+2 fire damage with a Reflex save DC 17 for half. Tank holds 10 uses, and takes 1 full round to remove and replace a tank.
Type: Internal
Location: 1 mouth/throat, 1 body 
Hardness/Hit points: 4 / 8
Base Purchase DC: 22
Restriction: Restricted (+2)

Dragon Breath Plasmathrower (PL7)
Benefit: Creates a 30 foot long, 5 foot wide of plasma fire, dealing 3d8 fire damage with a Reflex save DC 16 for half damage. The power pack provides 20  uses, and recharges at a rate of 1 use per 10 minutes of inactivity, the user also has to eat about 25% more food a day. The power pack can be exchanged for a full one as a full round action.  In full conversion cyborgs, the user has 40 uses before it starts to recharge, at a rate of 1 use every 5 minutes of inactivity.
Type: Internal
Location: 1 mouth/throat, 1 body
Hardness/Hit Points: 5/8
Base Purchase DC: 23
Restriction: Restricted (+2) 
Head Jack (PL6)
The head jack is a simple device that is implanted into the back of the user's head, at the base of the skull. This cybernetic device is imply just a means of allowing the user to connect devices to their cybernetic systems, such as a smart weapon's scope or video scope to their HUD built into their eyes, or upload audio data to their ears without others hearing it. Even connecting to a computer for any of their other cybernetic devices to communicate with, such as sensor hands, or allow doctors and cybernetic technicians to connect their diagnostic equipment to the user for testing.
Benefit: Allows a physical connection between outside hardware to communicate with user's cybernetic systems. Does not include any software except basic communications protocols between cybernetics & outside software/wetware.
Type: Internal
Location: Head, but does not count against user's number of cybernetic devices.
Hardness/Hit Points: -/1
Base Purchase DC: 8
Restriction: None

Note: All full conversion cyborgs come standard with a head jack.
(Making an edit to the Civ 1 frame to include head jack) 

Amplified Hearing Module (PL 6)


Originally designed to cure deafness in children, the amplified hearing module is an aural implant that improves and enhances its recipient’s inner ear. This increases his auditory sensitivity, and allows him to pick up on faint sounds that he might not otherwise notice.
Benefit: This enhancement grants the recipient a +1 bonus to Listen checks.
Type: Internal.
Location: Head (ear)
Hardness/Hit Points: –/2.
Base Purchase DC: 14.
Restriction: None.


 


Aural Plexus (PL 7)


This implant, which replaces the recipient’s hearing organs, allows multiple aural implants to function as a single cybernetic attachment.
Benefit: The recipient may have up to four aural implants attached to an aural plexus, and together they are treated as a single cybernetic attachment. However, if the aural plexus is destroyed, all of the attached aural implants are destroyed as well. Specific aural implants include the amplified hearing module, enhanced resonance module, radio link module, sound editor module, and voice stress analyzer.
Type: Internal.
Location: Head (ear)
Hardness/Hit Points: –/4.
Base Purchase DC: 22 (does not include aural implants).
Restriction: None.




Cybernetic Voice Box (PL 7)


The cybernetic voice box is a digital sound system that replaces a character’s larynx.
It can be used to reproduce any sound imaginable, including individual voices.
Benefit: When used to impersonate another character, the recipient of a cybernetic voice box gains a +4 equipment bonus to relevant Bluff and Disguise checks. In conjunction with a voice stress analyzer enhancement, the recipient of a cybernetic voice box can subtly alter the tone of his voice in order to better influence others. When used in this manner, the voice box provides a +1 equipment bonus to Bluff, Diplomacy, or Intimidate checks.
Type: Internal.
Location: Throat
Hardness/Hit Points: –/2.
Base Purchase DC: 24.
Restriction: Licensed (+1).




Enhanced Resonance Module (PL 6)


The enhanced resonance module, or ERM, increases the sensitivity of the recipient’s auditory system, allowing him to detect ultrasonic frequencies.
Benefit: The recipient can detect ultrasonic frequencies, such as the sounds of dog whistles, bats, and certain electronic devices. This allows the recipient to make Listen checks to detect sounds that are normally beyond the audible human range.
Type: Internal.
Location: Head (ear)
Hardness/Hit Points: –/2.
Base Purchase DC: 10.
Restriction: None.

Eye Spy (PL 7)


The eye spy is a removable optical implant that can be used as a remote camera.
Benefit: The eye spy can be removed from the recipient’s eye socket as a move action and placed elsewhere as a remote surveillance camera, while the receiver unit remains in the user.
Once in position, the eye spy cannot relocate itself, though it can swivel to increase its viewable area. Pictures from the eye spy are broadcast to the recipient, who can maintain a constant vigil through his remote oculus up to a maximum range of one mile. The eye spy can be shut off remotely.
While the recipient is without his eye, he suffers a –2 penalty to ranged attacks and vision-related Search and Spot checks. This penalty is halved if the recipient possesses the Blind-fight feat.
Type: Internal.
Location: Eye (only 1)
Hardness/Hit Points: –/2.
Base Purchase DC: 26.
Restriction: Licensed (+1).
Note: Can be combined with other cybernetic eye devices, especially optic plexus.




Olfactory Augmentation (PL 6)


An olfactory augmentation implant, which is installed inside the nose and in the back of the throat, sharpens a recipient’s sense of smell to an unprecedented degree.
Benefit: A character with olfactory augmentation gains the Scent ability.
Type: Internal.
Location: Head (nose)
Hardness/Hit Points: –/2.
Base Purchase DC: 16.
Restriction: None.




Optic Plexus (PL 7)


The optic plexus, which consists of two advanced cyberoptic implants, allows multiple optical implants to function together as a single cybernetic attachment.
Benefit: The recipient may have up to four optical implants attached to an optic plexus, and together they are treated as a single cybernetic attachment. However, if the optic plexus is destroyed, all of the attached optical implants are destroyed as well. Specific optical implants include anti-flare implants, enhanced imaging optics, the eye spy, laser optics, micro-optics, nightvision optics, targeting optics, and telescopic optics.
Type: Internal.
Location: Head (2 eyes)
Hardness/Hit Points: –/4 (per eye).
Base Purchase DC: 22 (does not include optical enhancements).
Restriction: None.




Opposition Vulnerability Processor (PL 8)


The OVP is a small computer that is tied into the recipient’s weapon link or strategic computation unit. It allows splitsecond analysis of a target’s weaknesses, allowing for deadly accuracy when using a FAM-equipped firearm.
Benefit: The OVP, when tied to a weapon link or an SCU, increases the threat range of a ranged weapon by 1. (See the entries on the firearm accuracy module or strategic computation unit for details.) The ranged weapon must be weapon link compatible.
The Purchase DC to modify a ranged weapon with a FAM-compatible link is equal to the weapon’s Purchase DC –4.
Type: External.
Location: Head 
Hardness/Hit Points: –/4.
Base Purchase DC: 28.
Restriction: Military (+3).


Pedexterous Feet (PL 6)


The pedexterous feet module consists of two broad, mechanical hands, which are much like the feet of a primate.
This enhancement replaces the recipient’s feet. It can be attached to either cybernetic prosthetics, or can instead be used to replace organic feet.
Benefit: By using his feet to aid in physical maneuvers, such as climbing, the recipient of a pedexterous foot module gains a +4 bonus to Climb checks, as well as a +2 bonus to Escape Artist checks. Furthermore, he can manipulate objects with his feet as if they were hands, but attacks made with melee or ranged weapons suffer the usual off-hand penalty.
Type: External.
Location: Feet (2, 1 per foot)
Hardness/Hit Points: 2/4 (per foot).
Base Purchase DC: 16.
Restriction: None

Sensory Boost (PL 7)


This neural enhancement is installed deep within the brain and artificially boosts the recipient’s perceptions to unprecedented levels by limiting input from all other sources.
Benefit: The sensory boost enhancement will only affect a single sense (hearing, sight, smell, taste, or touch) at a time. While the sensory boost is active, all Listen, Search, or Spot checks that may reasonably be affected by that sense receive a +2 equipment bonus, while all Listen, Search, or Spot checks made using the other four senses suffer a –4 penalty. For example, a character who is using his sense of touch to locate a hidden panel on a wall can boost his tactile sensations to add a +2 equipment bonus to his Search check, but all other Listen, Search, or Spot checks that he makes that involve his other four senses while the sensory boost is active suffer a –4 penalty.
Type: Internal.
Location: 1 head
Hardness/Hit Points: –/4.
Base Purchase DC: 28.
Restriction: None




Sleep Regulator Implant (PL 7)


A sleep regulator implant, which is installed at the base of the skull, allows its recipient to regulate when he will sleep, how long he will sleep for, and under what circumstances he will awaken.
Benefit: Because a sleep regulator can stimulate immediate deep sleep, the recipient of the implant requires only half as much rest or sleep as normal to negate the effects of fatigue and exhaustion. Additionally, the sleep regulator can be programmed to awaken the recipient at a predetermined time, or under a predetermined set of circumstances.
Type: Internal.
Location: 1 head
Hardness/Hit Points: –/2.
Base Purchase DC: 18.
Restriction: None.




Stealth Foot Module (PL 7)


The recipient of a stealth module has his feet modified to increase his stealth while moving. Installation requires the replacement of both feet, as well as significant modification of the recipient’s lower legs.
Benefit: When barefoot and moving at half speed, the recipient of a stealth foot module enhancement gains a +4 equipment bonus to Move Silently checks.
Type: External.
Location: 2, 1 per foot 
Hardness/Hit Points: 2/6 (per foot).
Base Purchase DC: 25.
Restriction: Licensed (+1).




Utility Hand (PL 6)


This otherwise ordinary-looking cybernetic hand contains multiple small tools and attachments that aid in a specific task, craft, or profession.
Benefit: A utility hand, when installed as the manipulator for a prosthetic arm, provides a +1 equipment bonus to skill checks involving a specific Craft (or other skill). If the character has two identical hands, the equipment bonus increases to +2.
Any of the following skills can be specified, but only one skill can receive a bonus from any type of utility hand.
Craft (choose one), Demolitions, Disable Device, Forgery, Repair, or Treat Injury.
Type: External.
Location: Hand
Hardness/Hit Points: 1/4 (per hand).
Base Purchase DC: 16 (per hand).
Restriction: None

Light Combat Frame 1


The light combat frame is a lightly armoured frame built for light combat. Many are used by police forces or as scouts in various militaries. They feature enhanced strength and mobility over civilian cyborg frames, and also stronger materials to withstand the rigors of combat. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have one or two internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females.

Light Combat Frame 1 (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 2D10
Speed: 30
Defense: +2
Abilities: Str 15, Dex 14, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio
PDC: 29
Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law enforcement agencies.

Gills (PL 7)


Mechanical gills, installed along the sides and back of the recipient’s neck, allow the cyborg to breathe underwater for a limited span of time. The gills seal shut when not in use, but tell-tale lines still remain.


Benefit: The recipient of a gill enhancement can breathe underwater for up to an hour. After an hour has elapsed, his gill implants must be flushed with air for ten minutes. Failing this, the character will begin to drown unless he can hold his breath long enough to flush his implants (see Suffocation and Drowning in Chapter Seven: Gamemastering of the d20 Modern Roleplaying Game).
Type: Internal.
Hardness/Hit Points: –/8.
Base Purchase DC: 22.
Restriction: None.

Gills can be combined with Aquatic Cybernetic package, allowing the user to survive 2 hours underwater without requiring an external air supply. 

Basic Weapon Arms

These cybernetic arms replace the hand and most of the arm with cybernetic ones that have a basic weapon system that is retractable so as not to interfere with normal hand usage. The user should be proficient with the weapon type to make use of the cybernetic version, or they don't gain the reduction in attack penalties. These weapons are generally the same PL or one higher (depending on your game) of the weapon.


Light Ballistic Gun Arm
The arm and hand are replaced with cybernetic versions and contains a light ballistic gun in the arm, usually a submachine gun. The arm can look like an obvious cybernetic device or can be covered in synthetic flesh. The arm contains stabilizers and gyros to allow it to be used on full auto with one hand without suffering much muzzle climb and loss of accuracy. Early or cheaper models are deployed by specific muscle movements or a concealed button, while higher quality or newer models lets the user deploy and fire the weapon with a mental command.
To use, the use must lift their hand up so the palm faces out, which then splits open and a small barrel extends. The arm splits on either side to reveal magazine port on the inner side of the arm and cartridge ejection port on the outer arm.
Benefit: The recipient has a concealed, until deployed, ballistic weapon built into their arm, replacing hand and arm up to the elbow. Damage depends on the type of the weapon used, such as 2d6 for a 9mm submachine gun. Range is usually the same for similar type of weapon. Magazine will be same size as the equivalent weapon. Reduce automatic and burst fire penalties to attack by -1.
Type: Internal
Location: Hand and arm
Hardness/Hit Point: 2/9
Purchase DC: 7 + PDC of weapon to mount. (Res +2 to Mil +3)

Light Energy Weapon Arm
The arm and hand are replaced with cybernetic versions of an energy weapon (laser, plasma, electrical, etc). This is similar to the light ballistic gun arm, only it uses an energy weapon instead. Instead of a magazine for physical ammunition, a power pack is used, and there is no casing ejection port. Upgraded models have a built in power pack with a 25 shot magazine which recharges at a rate of 1 shot per 5 minutes of inactivity, but also allow a power pack to still be used for continued use. Weapons used are usually pistol versions or carbines so that they fit in the arm.
Models installed on full conversion or higher partial conversion cyborgs can tie into the cyborg's power source for greater or unlimited power.
Benefit: The recipient has a concealed, until deployed, replacing the hand and arm up to the elbow. Damage depends on the type of weapon. Range and damage is the same as the pistol version of the weapon. Reduce automatic and burst fire penalties to attack by -1.
Type: Internal
Location: Hand and arm
Hardness/Hit Points: 2/10
Purchase DC: 8 + PDC of weapon to mount. (Res +2 to Mil +3)

Grenade Weapon Arm
This cybernetic weapon arm has a concealed grenade launcher. Comes in either older 40mm or mini grenade size. The 40mm size has only a magazine of 3 internal in a metal storm style tube, while the mini grenade version has a magazine of 7 mini grenades. Firing the grenade is similar to the other weapon arms, only the whole palm opens up. To reload, the upper part of the arm pops up more on an angle to reveal the breach to slide new grenades. Takes a move action or reload a single grenade, while a speed loader allows all to be reloaded in a full round.
Benefit: A 40mm or mini grenade launcher is installed in the recipient's cybernetic arm. Damage varies by grenade type.
Type: Internal
Location: Hand and arm
Hardness/Hit Points: 2/9
Purchase DC: 26 (Mil +3)


 

Buoyancy Bladders (PL 5)


Most heavy cyborgs are just that- heavy. Swimming becomes a life-threatening hazard; some cyborgs can drown in only a few feet of water because their weapons and built in armor become deadly anchors. Small round equipment pods built into the cyborg’s back or abdomen open to release inflatable air bladders when the cyborg hits water. These inflatable bladders retract back into the storage pods when not in use.
Benefit: The cyborg receives a +10 equipment bonus to Swim checks.
Type: External
Hardness/Hit Points: -/1
Base Purchase DC: 12
Restriction: None.




Cartilage Skeletal Replacement (PL 7)


A year long series of agonizing operations replaces 85% of the cyborg’s bone structure with shark-cartilage analogues. The cyborg’s incredibly flexible skeleton can be contorted in impossible ways, and dramatically improves the cyborg’s agility.
Benefit: The cyborg receives a +2 bonus to Dexterity and a +8 bonus to Grapple checks and Escape Artist checks due to the extremes that character can deform their body. The cyborg’s flexible skeleton increases their natural reach by 5 ft. In addition, the cyborg can use the Escape Artist skill to squeeze through any tight space that is large enough for their skull to pass through; an opening has to be smaller than 1 ft x 1 ft to prevent a humanoid cyborg with this enhancement from passing through it.
Drawback: The cyborg is physically debilitated by the invasive surgery, and suffers a –2 penalty on Strength and Constitution.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 32
Restriction: Military (+3)




G-Force Stabilizer (PL 6)


One way valves are installed in the cyborg’s major arteries, and miles of artificial vascular tissue are implanted. In conjunction with lung and central nervous system modification, the cyborg can now withstand extreme g-forces that would kill an ordinary pilot.
Benefit: The cyborg can withstand incredible g-stress, allowing her to remain conscious during maneuvers that would knock out or kill ordinary pilots. As a result, the cyborg receives a +8 equipment bonus to all Pilot checks. The cyborg receives a +4 equipment bonus on all FORT saves made to resist high-gravity environments.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Restricted (+2)




Kevlar Replacement Muscle Groups (PL 7)


Many of the cyborg’s most vital muscle groups are replaced with elastic Kevlar fiber, which allows the muscles to flex and contract to a greater than normal degree. This modification vastly increases the cyborg’s strength and speed.
Benefit: The cyborg receives a +4 bonus to Strength and has his or her base speed increased by 10 ft. The cyborg receives a +2 equipment bonus on Balance, Climb, and Jump checks due to their incredible flexibility and strength.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 34




Lactic Acid Scrubbers (PL 6)


Nano-factories located in every major muscle group and at the junction of major arteries help the cyborg process lactic acid, a fatigue toxin produced by normal muscle activity. The cyborg fatigues less often, and can push her body past human limits with ease.
Benefit: The cyborg gains a +2 inherent bonus to Strength. Also, the cyborg gains the Endurance feat simply because her muscles operate with peak efficiency.
Type: Internal
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Restricted (+2)




Redundant Organs (PL 7 or PL 8 for Type III Redundant Organs)


Artificial organs are disbursed throughout the cyborg’s body, meaning that the cyborg suffers a reduced change of death when one of his vital organs is damaged or destroyed. Redundant organs are usually smaller, more efficient and durable than typical medical prosthesis; some cyborgs have dozens of miniaturized hearts running the length of their bodies, for example.
Benefit: The cyborg gains immunity to some or all critical hits. Type I redundant organs give the cyborg light fortification-immunity to 25% of all critical hits. Type II organs give the cyborg heavy fortification- immunity to 50% of all critical hits. Type III organs grant the cyborg immunity to critical hits.
Type: Internal
Hardness/Hit Points: -/5
Base Purchase DC: Type I 24; Type II 28; Type III 35
Restriction: Type I Licensed (+1), Type II and Type III Military (+3)

Retractable Fins (PL 6)


Upon the cyborg’s mental command, long thin polymer sheets extend from between her fingers, from between her toes, and from her abdomen, dramatically increasing her underwater speed and agility. Some cyborgs favor organic look translucent fins, while others favor brilliantly colored, highly decorative fins.
Benefit: The cyborg gains a Swim speed of 30 ft. The cyborg can use the charge action when swimming provided she swims in a straight line. The cyborgs fins and flippers can grow or retract as a standard action.
Type: Internal
Location: 1 each hand, one each foot, one body
Hardness/Hit Points: -/1
Base Purchase DC: 16
Restriction: None




Optic Flares (PL 7)


Powerful nanofilament lights are built directly into the lenses of the cyborg eyes. These tiny spotlights can project illumination more intense than most commercial floods.
Benefit: The cyborg can project a blinding radiance from his eyes that is so bright anyone looking directly into the cyborg’s eyes must make a FORT save (DC 18) or be dazzled for 1d6 rounds. The cyborg can project this intense light for up to 10 rounds before her eyes enter a 1 minute ‘cool down period’, while projecting this intense light, the cyborg suffers a –8 penalty on Spot checks. The cyborg’s eyes project light equal to a battery flood, which is a beam of intense light 100 ft long and 50 ft across.
Type: Internal
Location: Eyes
Hardness/Hit Points: -/1
Base Purchase DC: 14
Restriction: None




Muscular Task Coordinator (PL 7)


A series of computer systems linked to an AI with animal level intellect runs the length of the cyborg’s spine. During combat, these computers take full control of the cyborg’s musculature, allowing the ‘borg to react to the changing condition of the battlefield with incredible speed and ferocity.
Benefit: The cyborg acts as if hasted when engaged in combat. This ability activates automatically on the cyborg’s initiative count during the first round of the battle. The cyborg receives a +1 bonus on attack rolls and a +1 dodge bonus to Defense, and increases the cyborg’s base land speed by 30 ft. When making a full attack action, the cyborg makes one extra attack at his full base attack bonus. Once combat ends, regardless of how long the battle lasts, the cyborg is fatigued for a number of hours equal to the number of rounds the combat lasted; this implant will not activate again until the recovery period ends. A more advanced version of this implant also stores data on the combat style of the cyborg’s opponents. Once the cyborg battles an opponent, he receives an additional +1 dodge bonus to Defense (total +2 bonus) against that adversary due to the fact the cyborg’s combat computer can more easily predict that foe’s tactics. This additional dodge bonus is always active when facing a familiar opponent, even during the haste effect’s recovery period.
Type: Internal
Location: 1 Body
Hardness/Hit Points: -/10
Base Purchase DC: 34 / 38 (advanced memory model)
Restriction: Military (+3)




Nano-Acidic Secretions (PL 7)


The same fluids that sustain the cyborg’s life are lethal, highly acidic toxins. The same artificial white-cells that keep the cyborg healthy are deadly poisons then introduced into an enemy’s body.
Benefit: All of the cyborg’s bodily fluids, including their saliva are lethal. The cyborg’s saliva is a potent acid, which does 1d6 points of damage per round of contact and persists for 1d4 rounds. The cyborg can spit at a target by making a ranged touch attack with a 10 ft range. The cyborg’s other bodily fluids (blood, ****, urine, etc) are deadly toxins. These poisons are Ingestion based, and have a FORT save DC of 18. Initial and secondary damage is 1d6 points of Constitution.
Type: Internal
Location: 1 Body
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 28
Restriction: Military (+3)




Ophidian Style Jaw Array (PL 7)


The cyborg’s upper and lower jaw are replaced with metal and plastic analogue, and the tendons connecting the mandibles are replaced with Kevlar and synthetic silk synthetics, allowing the jaw to exert incredible amounts of pressure. The cyborg can painlessly dislocate the jaw, enabling the cyborg to chew and swallow an object as large as a grapefruit as a standard attack action.
Benefit: The cyborg gains a natural bite attack which inflicts 1d6 points of damage. If the cyborg already has a natural bite attack, this increased damage stacks with existing damage. The cyborg can make a bite as a primary attack or as a secondary attack with a –5 penalty if fighting with the full attack action.
Type: Internal
Location: 1 Head (mouth)
Hardness/Hit Points: -/3
Base Purchase DC: 23
Restriction: Restricted (+2)

Vixen Pheromone Emitter (PL 6)


Concealed spray emitters (usually disguised as small warts or skin imperfections) in the armpits, inner thighs, the palms of the hands, and around the genitals emit a powerful, psychoactive chemical spray that makes the cyborg more desirable and appealing.
Benefit: The cyborg receives a +4 equipment bonus on Bluff, Diplomacy and Gather Information checks made against anyone who would normally be sexually attracted to the cyborg. This bonus is increased to +6 if the cyborg makes skin to skin contact with the subject; this additional bonus lasts for 2 hours after the exposure ends. This effect is useless against anyone wearing a gas mask or CBR gear.
Drawback: Anyone using the Track feat to track the cyborg by scent receives a +4 circumstance bonus to do so, due to the cyborg’s powerful and distinct odor.
Type: Internal
Location: 1 body
Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.
Base Purchase DC: 25
Restriction: Restricted (+2)

Tongue Whip (pl 7)


The cyborg’s human tongue is removed and replaced with an artificial, shape memory substitute. The cyborg appendage can stretch incredible distances, move with agility rivaling that of a human hand, and possesses a razor-sharp cutting edge.
Benefit: The cyborg’s tongue becomes a 10 ft reach weapon. This weapon inflicts 1d6 points of slashing damage, and threatens a critical hit on a natural 20. Attacks made with the tongue whip are considered to be off-hand attacks. The tongue whip grants the user a +4 circumstance bonus on trip and disarm attempts; however the cyborg cannot drop the weapon to prevent himself from being tripped in turn on a failed attempt. The tongue whip can be used as a prehensile limb to pick up objects or perform skills.
Drawback: The cyborg completely loses his sense of taste.
Type: Internal
Location: Head (mouth)
Hardness/Hit Points: -/6
Base Purchase DC: 25
Restriction: Restricted (+2)




Fastdraw Holster (PL 6)


A concealed holster is installed in the recipient’s forearm that quickly ejects a pistol into the recipient’s hand.
Benefit: Drawing a pistol with a fastdraw holster is a free action. It requires a full-round action to return the weapon to the concealed holster.
Type: Internal
Location: 1 arm
Hardness/Hit Points: –/3.
Base Purchase DC: 14.
Restriction: Military (+3).




Auto-Grapplers (PL 7)


Cable-like whips are implanted in the recipient’s back and arms where they remain retracted until activated. Once engaged, the whips snake out, attempting to latch onto whatever the recipient is holding onto.
Benefit: As a free action, at any point during a grapple check, the recipient may activate this cybernetic enhancement. The cable-like whips grant the recipient a +6 equipment bonus to grapple checks. The whips remain extended until they miss their target (the recipient loses the grapple check), whatever they are holding is released by the recipient’s hands, or the recipient orders them to retract (also a free action).
Type: Internal.
Location: 1 each arm, 1 body.
Hardness/Hit Points: 3/10.
Base Purchase DC: 32.
Restriction: Military (+3).



Adrenal Chip (PL 6)

This small chip connected to the adrenal glands, is a weaker version of the Adrenaline Boost and rage implants. This version is easier to acquire than the other two versions for mercenaries, and also isn't quite as rough on the body.
Benefit: As a free action, the chip can be activated, granting a +2 bonus to Strength and Reflex saves, and lasts for one minute. After the minute the user must make a Fortitude save (DC 12) or become fatigued. The DC increased by one point each time the chip is used before the user rests for a full 8 hours. Can be used a number of times per day equal to Con modifier +1.
Type: Internal
Location: Head
Hardness/Hit Points: -/1
Base Purchase DC: 17
Restriction: Licensed (+1)

Balance Enhancer (PL 6)
Balance enhancers modifies the inner ear's balance mechanism to provide an unparalleled sense of stability.
Benefit: Grants the user a constant +4 equipment bonus to Balance checks
Type: Internal
Location: 1 ear
Hardness/Hit Points: -/1
Base Purchase DC: 24
Restriction: None



Chloroskin (PL 7)
Popular in areas of the world plagued by food shortages, or colonies, chloroskin enables the recipient to photosynthesize hydrocarbons, using them to cover part of his daily dietary needs. Its only drawback is the strange skin coloration.
Benefit: Provides the recipient with 25% of their daily food requirements, provided they bathed in sunlight for at least 6 hours.
Drawback: Person's skin takes on greenish tint.
Type: External
Location: 1 body
Hardness/Hit Points: 1/5
Base Purchase DC: 25
Restriction: None


Coagulant Factory
This small implant produces improved blood coagulant factors which speed up the closure of wounds, boosting natural healing and possibly saving the recipient's life by quickly halting internal bleeding.
Benefit: Increases the recipient's natural healing rate by 4 hit points. For example, a 2nd level character will recover 6 hit points per evening of rest instead of only 2. Also provides a +3 bonus to Fortitude saves made to become stable while dying and saves against Massive Damage checks
Type: Internal
Location: 1 body
Hardness/Hit Points: -/1
Base Purchase DC: 21
Restriction: None




Spring Motion (PL 6)
This cybernetic device rewires the legs' tendons so as to provide greater force. It dramatically increases the jumping capability, and trained users can better absorb the impact of a fall.
Benefit: Provides a +10 bonus to Jump checks, and +5 bonus to Tumble checks made to reduce damage from a fall. Also, when standing still, the character is considered to have moved 20 feet in terms of penalty to the Jump check (-6, instead of -18 (-6 per 10 feet below 30 feet)).
Type: Internal
Location: 2, 1 each leg
Hardness/Hit Points: -/2
Base Purchase DC: 22
Restriction: None


I also edited a few previous posts to include the location of the cybernetics as apparently I forgot them in a few.

Skill Chips
Skill chips are paper thin plastic circle about an inch around with circuitry throughout it. The chip is placed inside a chip dock which is implanted in the user's head. Multiple chips can be placed in the dock but only Intelligence Modifier plus 1 chips can be active at a time. Each skill chip contains information on a different skill, or feat, to allow the user to make use of that skill or feat even if not trained in it. However, the user can not learn beyond what the chip contains, unless the chip is removed and they learn the skill on their own. If they know the skill past what a chip contains, the chip overrides their own knowledge while in use.
Chips only contain 4 ranks of any given skill, with an average PDC of 17 each. Feat chips can only use feats that have no prerequisites or only 1 prerequisite, which the user needs to meet. They can use other chips to meet the prerequisites. A chip dock has a PDC of 23, and can hold a total of 8 chips. Installing or removing a chip is a move-equivalent action.
Benefit: Use of skill chips
Type: Internal
Location: Head
Hardness/Hit Points: -/1
Base Purchase DC: 23 for dock, varies by skill chip
Restriction: None

Examples
Repair 4 ranks skill chip PDC 16
Craft (Electronic) 4 ranks chip PDC 17
Personal Firearms Proficiency chip PDC 18 (Lic +1)
Knowledge (Chemistry) 4 ranks PDC 17
Pilot (Helicopter) 4 ranks PDC 18 (Lic +1)

Magnetic Wings (Late PL6 / PL7)
These cutting edge cybernetic wings are a series of extending vanes bearing numerous electromagnetic vectored generators. Quite impressive looking when deployed, they fold against the back of the user like an oversized backpack when not in use. These vane vaguely resemble black panelled metal wings with gaps between the struts and angling thrusters at every major apex.
The flight granted by magnetic wings is very impressive, allowing a user to move at a rate of 150 feet per round (no run or faster thrust is possible) with the capacity to hover and power drive (for +4 to attack rolls and double damage on a charge attack).
Benefit: Fly speed of 150 feet, poor maneuverability. Only works on a planet with a magnetic field (which is virtually all planets).
Type: External
Location: Back (2 torso)
Hardness/Hit Points: 3/ 10
Base Purchase DC: 24
Restriction: Lic (+1)

Flesh Stripper


This cybernetic device contains a large contingent of nanites. Many consider this device quite gruesome, but to someone who doesn't have access to a lot of medical facilities out in the field, it comes in handy. The primary device is implanted in the torso, with an access port built into the hand. By placing the hand with the access port on a corpse, the nanites are released and begin stripping the body and carrying the flesh back to the user as raw organic material, which other nanites still in the body use to heal the user. Once used on a body, the corpse shrivels and decomposes rapidly, leaving mostly a bare skeleton. Many governments and societies ban this cybernetic device as it defiles the dead to heal the living, but some mercenaries use them to help keep themselves alive in battles. After killing an opponent, strip them of all useful material, including their flesh.
Benefit: Uses nanites to strip a dead body with at least 50% of the flesh still on it, to heal the user of 1d6+6 hit points. Takes a full round that provokes an attack of opportunity. Usable 4 times a day.
Type: Internal
Location: Torso
Hardness/Hit Points: -/3
Base Purchase DC: 22
Restriction: Res (+2), considered illegal in many areas (+4)

RAMMING PLATES (PL 6)
The recipient’s shoulders are heavily augmented, as steel and polycarbonite plates are implanted into the recipient’s body,granting him greater strength when charging opponents.
Benefit: The recipient inflicts 1d6 (plus his Strength modifier) bludgeoning damage on successful bull rush and charge attempts – this damage is in addition to any damage the character normally deals in such attacks.
Type: Internal.
Hardness/Hit Points: 5/10.
Base Purchase DC: 30.
Restriction: Illegal (+4).


OMNI-JOINTS (PL 7)
The recipient’s neck,waist,and limb joints are replaced with mechanical components that grant the recipient greater flexibility.
Benefit: The recipient gains a +5 equipment bonus on all Escape and Tumble checks.
Type: Internal.
Hardness/Hit Points: –/2.
Base Purchase DC: 24.
Restriction: Licensed (+1).


SOUND SUPPRESSION SYSTEM (PL 7)
This small implant, surgically installed into the recipient’s spine, envelops the recipient’s body in a sonic energy field when activated.
Benefit: As a free action,the recipient of this implant can activate a sonic energy field that cancels almost all sound the character produces. When activated the character gains a +10 equipment bonus to Move Silently checks.The implant carries enough power to function for 12 rounds after which point it must be shutdown and allowed to recharge, requiring one hour. The system is most frequently used by cyberops and infiltration specialists.
Type: Internal.
Hardness/Hit Points: –/5.
Base Purchase DC: 28.
Restriction: Military (+3).

Combat Frame 2


The combat frame is considered the 'standard' in military cyborgs, used in most militaries and SWAT forces in some police agencies. Featuring slightly heavier armour and physical abilities over the light combat frame, it is otherwise the same. These frames come standard with a mount on the primary arm for a medium to heavy weapon, and usually one light concealed weapon in the other arm. They also have two or three internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper so they appear more human, especially those in law enforcement roles. These frames stand about 6 feet tall and have a fairly muscular build to them, for both male and females.


Combat Frame 2 (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 2D10+10
Speed: 30
Defense: +3
Abilities: Str 16, Dex 15, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, light subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount right arm, internal weapon mount for light (medium or smaller) weapon left arm, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio
PDC: 30


Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The CF2 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types of accessories are usually only military issued or special task forces in elite law  enforcement agencies.


Heavy Combat Frame 3


The heavy combat frame is well armoured for heavy combat. Used for assaults and as heavy weapon specialists due to the greater strength and heavy armour they carry. These frames come standard with a mount on both arms for up to large weapons, treating them as one handed weapons with no penalties due to the stabilizers and gyros in the arms. A huge weapon can be mounted on the primary arm, with the off hand supporting it, reducing penalties for autofire. They also have one internal compartments for storing various items from handcuffs to grenades. They also usually have better sensors and other systems not found on civilian models. They are also better designed for modifications for different mission profiles. Most users keep their flesh face and upper so they appear more human, especially those in law enforcement roles. These frames stand about 6.5 feet tall and have a heavily muscular build to them, for both male and females. Many also have removable faceplates to protect their flesh faces. Others do away with the flesh face and go for a more robot looking head, or skull-like head.


Heavy Combat Frame 3 (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 4D10+10
Speed: 30
Defense: +5
Abilities: Str 18, Dex 13, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV)
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, medium subcutaneous body armour, sensory recorder, head jack, IR/UV eyes, 2 internal storage compartments, external weapon mount both arms, military/police radio system, satellite datalink, targeting HUD software, nasal filter, parabolic audio, targeting optics (+1 ranged attack)
PDC: 31


Note: The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The LCF1 has enough power to support more enhancements, including tying a laser rifle into its internal power systems, but the weapon must be made part of the cyborg's body. The frame is sturdy enough to support two large weapons mounted on the arms (one each arm), but if one is added to the left arm, the internal weapon mount must be removed. Alternatively, the external mount on the right arm can be modified to support a huge weapon, but the cyborg will need to use the other hand to help support it. It does support connections to a backpack jet pack or other utility backpack units with power hook up, these types accessories are usually only military issued or special task forces in elite law  enforcement agencies. The back can also mount huge weapon system.

Gyros and stabilizers in the arms reduce penalties for autofire by half. If the cyborg uses a weapon that normally a medium sized creature needs to remain stationary to use, the cyborg can move at half speed while suffering only a -2 penalty to attacks.

Grounded: The cyborg gains a +2 bonus to remain standing while on solid ground. This bonus is applied to trip attempts or Balance checks in cases of earthquakes or similar conditions that would knock the cyborg over. Also the cyborg isn't considered encumbered by heavy loads, treating them as medium loads, not suffering speed penalties. 

Slam:  The heavy combat cyborg can make unarmed attacks with hits fist, and considered armed while unarmed, without provoking attacks of opporunities. Slam deals 1d4 plus Strength modifier points of damage.

Cyborg Armour
Sometimes, even cyborgs need greater protection than their metal shells provide. A series of plates and armoured shells are mounted to the cyborg's body, similar to a suit of armour. Cyborg armour comes in three levels, each with increasing protection, but also movement penalties. Mounting cyborg armour takes about 5 minutes and requires Armour Proficiency: Cyborg Armour to use without penalties. The Defense bonus stacks with cybernetic subcutaneous armour.
Heavy cyborg armour reduces speed by 10 feet.

 

Type

 

Def Bonus

 

NonProf Bonus

 

Penalty

 

Bonus HP

 

Weight

 

PDC/Res

 

Light

 

+2

 

+1

 

-2

 

+2

 

8 lb

 

14 (Mil +3)

 

Medium

 

+4

 

+2

 

-3

 

+5

 

17 lb

 

15 (Mil +3)

 

Heavy

 

+6

 

+3

 

-4

 

+10

 

22 lb

 

17 (Mil +3)

 

 




Ablative Cyborg Armour
Ablative cyborg armour is similar to normal cyborg armour, only instead of deflecting an attack, it's better at absorbing or resisting damage. However, overtime the armour gets worn away with each attack, reducing its effectiveness, and has to be replaced more often than normal cyborg armour.
Ablative: Every time the armour is struck, and reduces damage, the DR is reduced by one. If the armour has DR 10, after the first hit, the next reduces it to 8, and so on. Once the DR has reached 0, the Defense bonus, penalties, weight and speed penalty are removed, as the ablative armour has been rendered useless and the remaining bits are ejected from the cyborg's body. Attaching ablative cyborg armour takes about 7 minutes for a trained user. Requires the Armour Proficiency: Cyborg Armour to use without penalties. Can be stacked on top of cyborg armour, but takes penalties from both, but only uses the Defense bonus from the ablative armour on top until it has been worn away, then normal cyborg armour Defense bonus is used.

 

 

 

Type

 

Def Bonus

 

NonProf

 

Penalty

 

DR

 

Weight

 

PDC

 

Speed Penalty

 

Light

 

+1

 

+1

 

-3

 

8

 

11 lb

 

15 (Mil +3)

 

-5 ft

 

Medium

 

+2

 

+1

 

-4

 

12

 

20 lb

 

18 (Mil +3)

 

-10 ft

 

Heavy

 

+4

 

+2

 

-6

 

16

 

26 lb

 

19 (Mil +3)

 

-15 ft

 

Flex Cyborg Frame

The flex cyborg frame goes in a slightly different direction from normal cyborg frames. Instead of enhancing strength, the flex increases the user's ability to bend and twist. Using extensive use of flat linear truss motors and myomers, soft plastics and memory alloys, gives the flex incredible flexibility and lightweight. Although the flex isn't agile enough to tie itself in knots, it has incredible degree of movement, and thanks to the softer, more flexible plastic plating, a greater tactile sense than other cyborgs.
Another advantage is it can dislocate its own joints and squeeze through incredible narrow spaces, making the frame particularly attractive for spelunking, tunnel-crawling and maneuvering in tight spaces like ruins and amongst heavy machinery. Unfortunately, the truss motors and plastic armour aren't as strong or as tough as more conventional cyborg systems, making the flex somewhat of a weakling amongst other cyborgs. The small, narrow body frame also limits the number of additional systems that can be added to the cyborg. However, a well trained and skilled operative and be a graceful and dangerous opponent, its thin, attenuated form hard to hit and moving like a striking snake.
The flex frame can not make use of cyborg armour as it interferes with the flexibility of the frame. Most users use more fabric style armours to allow the use of the high flexibility, but even then, they might restrict it somewhat.

Flex Cyborg Frame (PL6 Cyborg Body)
Type: Living Construct
Size: Medium
Hit Points: 2D10
Speed: 40
Defense: +1
Abilities: Str 12, Dex 20, Con -
Locomotion: Paired Legs
Manipulators: Hands
Senses: Equal to a human's (can use robot sensors rules, which would be about a Class IV) plus motion detection 100 ft
Accessories: Life support system, identity chip, subcutaneous cell phone, gyro compass, clock calendar, data link, HUD link, sensory recorder, head jack, IR/UV eyes, 1 small internal storage compartment, satellite datalink, targeting HUD software, nasal filter, parabolic audio, cartilage skeletal replacement
PDC: 34
Bonuses: +2 Dexterity based skills, 10 ft reach, +8 bonus to Grapple checks and Escape Artist checks (not counting bonus to Dexterity skills), +2 Reflex saves, slam attack (1d6+2), +2 Spot and Search checks 
Notes: 

Omni-jointed: The flex cyborg frame is able to bend its arms and legs at any point, in virtually any direction. This means the flex can twist its arms behind it to work behind its back without any trouble at all. Grants a +2 equipment bonus to any Dexterity based skills. This also allows the cyborg to easily manipulate things around corners or in tight spaces.

Extensor Links: The flex can actually stretch its arms and legs without sacrificing strength or durability. The arms and legs can stretch up to 5 additional feet, and the torso can expand about 8 inches. This grants the flex a reach of 10 feet.


Advanced Rotator Cuffs: The spine and main body joints have been substantially rebuilt to allow incredible flexibility. The waist can turn a full 360 degrees, the neck is almost as flexible, able to turn 340 degrees. This allows the user to quickly turn to face targets in almost any direction. Grants a +2 bonus to Reflex saves.

Power Flexors: Rather than amplify strength, or reinforce the joints, this feature allows the cyborg to concentrate, gathering up tension in his link-limbs, like compressing a spring and let up with a vicious, blindingly fast kick or punch. This gives the cyborg a slam attack dealing 1d6+2 damage.

Integral Motion Detector: The flex cyborg frame's body is perforated by thousands of micro-fine pores that can detect approaching objects by the air currents they push around them. This gives the flex an intimate, tactile sense/image of their immediate environment. This bonus is negated if the cyborg wears armour that covers more than 50% of the body. Grants +2 bonus to Spot and Search checks.

The accessories included in the frame do not count in the number of cybernetic devices the recipient can have. The thin build of the flex and design of the limbs limits the type of additional cybernetic devices that can be added. No arm or leg mounted weapons can be added without seriously hampering the flexibility of the frame, but hand or foot devices can be added. Likewise, additional torso cybernetic devices are also limited.

Data Reader (PL6)
The data reader is an implant in the hand, usually in the index and middle fingers of one hand, which is tied to a HUD implant or an implanted or external data storage device. The user places the two fingers on any electronic device that uses magnetic and/or electronic means to store data, such as floppy discs, hard drives, RAM or ROM chips, memory cards or jump drives, and even magnetic strips and tapes, and the implants allows the user to read the data stored on them on any HUD implant and/or internal/external data storage device. The device does not allow reading of optical storage devices such as CDs, DVDs, Blu-Ray or similar data storage devices that use light, lasers and other optic style recording methods. Although this device does not allow the user to alter the data, it allows the user to see and/or copy the data covertly, making it a favourite amongst corporate espionage agents and other spies.
Benefit: Allows the user to access any electronic and magnetic, but not optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d6 rounds to download up to 5 gigabytes of data +1 round for every 2 gigabytes afterwards.
Type: Internal
Location: Hand
Hardness/Hit Points: 0 / 1
Base Purchase DC: 25
Restriction: Res (+2)

Data Reader Mk2 (PL 7)
The upgraded version of the original data reader, which allows it to read optical data devices with a small, but powerful optical reader built into the fingers. The user only has to hold their index and middle finger above the data surface about an inch for the scanner to read it. The mk2 contains all the features of the original version for other storage types as well. The Mk2 still does not store or display any of the data read, requiring a storage or display device, and does not alter any of the data, only reads and copies data.
Benefit: Allows the user to access any electronic and magnetic, and optical, data storage devices. Requires some other means to actually see or store the data, and does not allow the user to alter the data in any way. Takes about 1d4 rounds to download up to 6 gigabytes of data +1 round for every 2 gigbytes afterwards.
Type: Internal
Location: Hand
Hardness/Hit Points: 0 / 1
Base Purchase DC: 26
Restriction: Res (+2)

Sports Heart (PL6)
This artificial heart replacement helps increase the efficiency of blow flow through your body without limitations of fatigue and damage that normal hearts suffer. The unit is self-cleaning, which helps keep the aortic and ventricular passages clear and free of plaque buildup. The sports heart also has chemical sensors so that-for example, in the case of increased adrenal activity-the unit responds by increasing its rate of pumping, much as a normal heart would do.
Benefit: You gain a +1 to all Fortitude saving throws. If exhausted or fatigued and move at normal speed, only suffers an effective penalty of -4 to Strength and Dexterity, and only -1 if fatigued.
Type: Internal
Location: Torso
Hardness/Hit Points: 1/5
Base Purchase DC: 22
Restriction:
Note: A military version of the sports heart is available, providing a +2 bonus to Fortitude saves, has 6 hit points and a PDC of 24 Mil (+3), and reduces the amount of time the recipient is fatigued by half on a Fort save of DC 16.



Grapple Hand Module
The grapple module cybernetic expansion requires the replacement of the entire hand and arm. The fingers of the hand can be bent and locked into position, and the hand can be detached as a grappling hook, which can support up to half a ton. The arm contains a pneumatic launcher capable of projecting the grapple hand as far as 150 feet, a coil of 100 yards of two-ton test microcable, and a mechanical winch with a quarter-ton pull.  When the grapple module is not in use, the arm and hand can function at approximately 40% of capacity of their natural counterparts.
Benefit: Your hand can be used as a grappling hook. Your arm contains 100 yards (approx 300 ft) of two-ton test microcable and the housings can support up to 1000 lbs, plus the weight of the character, before taking hit point damage. This grappling hook can also be used as a grapple attack with a +8 attack bonus. The cable has Defense 17, 15 hit points and a hardness of 8. Tasks requiring fine manual manipulation suffer a -3 when this hand is used.
Type: External
Location: Arm
Hardness/Hit Points: 5/15
Base Purchase DC: 19
Restriction: None



Motion Detector Implant (PL6)
Small antenna, designed to look like small braids or actual antenna, user preference, allow the user to gain the benefits of a motion detector, but with a limited range of only 40 feet. Range is reduced by half if the user wears a hat, helmet or heavy hood.
Benefit: Grants the user the benefits of a motion detector with a 40 foot range.
Type: External
Location: Head
Hardness/Hit Points: -/2
Base Purchase DC: 23
Restriction: None

Stun Gun Implant (PL 6/7)
The stun gun implant is installed in your hand, with proper shielding to protect you from the stun gun effects when its discharged. The stun gun can be primed at will, then discharged on contact. The shielding does not render the user immune to stun guns. It only prevents the user from being stunned from any possible feedback from their own stun gun.
Two versions of the stun gun implant are available. The first is one that has a small battery that must be recharged, but allows for more stored energy for multiple discharges before it needs to be recharged. This version requires more cybernetic space in the hand for the battery, although it can be easily installed in a full cybernetic hand replacement.
The second version uses the user's own bioelectric field to power the capacitors for the stun gun. This negates the need to recharge or replace batteries, but is more expensive and has a smaller payload.
Stun Gun Battery (PL6)
Benefit: User has a stun gun/taser in their hand that is discharged through their fingers. 1d3 electrical damage, Fort save DC 15 paralyzed 1d6 rounds, 10 discharges before battery is drained.
Type: Internal
Location: Hand
Hardness/Hit Points: -/1
Base Purchase DC: 10
Restriction: Lic (+1)

Stun Gun Biopowered (Late PL6/PL7)
This version is powered by the user's bioelectric field.
Benefit: User has a stun gun that is discharged through their fingers. 1d3 electric, Fort save DC 15, paralyzed 1d6 rounds, 6 discharges before recharging at a rate of 1 discharge per 10 minutes of non strenuous activity.
Type: Interal
Location: Hand
Hardness/Hit Points: -/1
Base Purchase DC: 11
Restriction: Lic (+1)