"He's
more machine now than man. Twisted and
Evil." Obi-Wan Kenobi referring to
Darth Vader, Dark Lord of the Sith.
Originally
developed as an answer to severe injuries and
medical conditions cybernetics are an everyday
part of galactic society. Nevertheless,
cyborgs are frowned upon by most of the galactic
community, especially those who choose to replace
good limbs with artificial ones.
Pirates, Mercenaries and Bounty Hunters have
become renown for enhancing their body with
cybernetics from built in weapons to computer
neural interfaces.
Cyborgs
and the Dark Side
Each
Cybernetic enhancement gives the subject +1
Cyber-Point. Once a subject reaches 6
Cyber-Points they may no longer take the Force
Sensitive Feat, or take any Class or Prestige
Class that awards this Feat. Characters who
already have the Force Sensitive feat are not
affected by this limitation.
Cybernetics
and the Force
As
well as the rules in the Hero's Guide, each
Cyber-Point gives a -2 penalty on all Force Skill
checks. This penalty is not applied to Dark
Side characters.
Cybernetic
Enhancements
Weapons
Equipment
Name |
Cyber-Claws
(horns, fangs, talons, etc.) |
Install
DC |
12
[15 for retractable] |
Common
Side Effects |
Cause
the bone the claws are grafted to to go
brittle; -2 CON |
DR/Wounds |
5/12 |
Price |
1,500
(15,000) [4,000 (30,000) for
retractable] |
Effects |
Increased
unarmed damage +1D6 |
Claws,
horns or talons are grafted onto the subjects body
in a way that they can be used in combat.
Retractable claws are possible, are illegal in
most systems, and are more expensive.
Equipment
Name |
Neuro-Shock
Hand |
Install
DC |
12 |
Common
Side Effects |
Unable
to use hand normally; -4 DEX with hand. |
DR/Wounds |
3/8 |
Price |
2,000
(3,500) |
Effects |
Replaces
Brawl damage. Damage 2D6; Critical
20. |
This
vicious hand replacement is often the weapon of
moral-less Bounty Hunters and Pirates. The
Neuro-shock hand emits a powerful energy burst
upon high impact with most surfaces. Not so
bright subjects have been known to kill themselves
after simply clapping!
Equipment
Name |
Sonic
Scream |
Install
DC |
20 |
Common
Side Effects |
Loss
of voice, difficulty in eating. |
DR/Wounds |
n/a |
Price |
3,500
(7,000) |
Effects |
Subject
can 'Scream' as an action once per round.
All subjects within 20 meters must make a
FORT saving throw DC20 or fall to their
knees clutching their ears in pain.
Treat as Prone. All characters
failing the saving throw lost all their
actions until the scream stops. |
The
sonic scream is fitted into the voice box of the
subject allowing them to emit a sonic burst by
screaming. The Subject is immune to this
attack. Anyone failing their saving throw
from the sonic scream will fall to their knees
clutching their ears in pain. The character
making the scream attack can make no hide or move
silent checks while screaming, and further hide or
move silent checks are at -6 for 2D8 rounds.
Arm
Equipment
Name |
Bionic
Arm |
Install
DC |
35
(subject must have a minimum 15 STR) |
Common
Side Effects |
Rejection
or strain on the subjects body; -4 STR. |
DR/Wounds |
10/30 |
Price |
1,000,000
(50,000) |
Effects |
Gives
the user +10 on Strength checks with the
arm. If used in a brawl it inflicts
6D8 + STR Modifier bludgeoning damage,
Critical 20. |
This
is an extremely rare and highly illegal cyborg
enhancement. Rejection is common as most
often subjects are required to use underworld
doctors to perform the surgery in poorly equipped
surgeries. The Bionic arm has a synth-flesh
covering and is undetectable as cybernetic at a
glance. Even with full body scans the bionic
arm will only show on scanners as a regular cyborg
arm.
Eyes
Equipment
Name |
Retinal
disguiser |
Install
DC |
12 |
Common
Side Effects |
Lens
glare, -3 on Hide checks |
DR/Wounds |
0/3 |
Price |
1,200
(3,500) |
Effects |
Allows
the user to over-ride retinal check
security systems. Gives a +3 bonus on
disable device verse retinal security
systems. |
The
Retinal disguiser is an eye enhancement often used
by thieves and espionage agents. The eye can
trick security systems and is illegal in most
systems.
Physical
Enhancements
Equipment
Name |
Dermal
plating |
Install
DC |
25 |
Common
Side Effects |
Rejection;
plating not installed and CON -2 |
DR/Wounds |
n/a |
Price |
10,000
(20,000) |
Effects |
Gives
subject Damage Reduction -4 |
Dermal
plating gives the subject body armour grafted onto
their own body. This is a very drastic form
of cybernetic surgery and is often frowned up,
though common amongst Bounty Hunters and
Mercenaries. Dermal plating is commonly only
fitted to the subjects chest, stomach, shoulders
and back. Armouring arms and legs is a more
difficult operation and only available at GMs
discretion, and at a +50% to cost and surgery.
Equipment
Name |
Response
Improvement Package
(Boosted Reflex's) |
Install
DC |
25 |
Common
Side Effects |
Trembling;
-4 penalty to DEX |
DR/Wounds |
n/a |
Price |
20,000
(40,000) |
Effects |
+3
DEX |
Although
this operation was designed for accident victims
suffering motor function problems it has been used
by Bounty Hunters and Gun-slingers across the
galaxy. The Response Improvement package
increases a subjects balance and co-ordination.
This operation is often restricted for medical
needs only with many doctors refusing to perform
unnecessary operations.
Equipment
Name |
Cardio
Muscular Package I |
Install
DC |
20 |
Common
Side Effects |
Aching
of the muscles; -4 STR |
DR/Wounds |
n/a |
Price |
10,000
(20,000) |
Effects |
+2
STR |
The
cardio muscular package is a cybernetic/genetic
enhancement to a subject physical form. The
package increases a persons strength but can cause
long term damage to muscles. Every five
years there is a 50% chance of muscle
deterioration causing -1 STR. If a subjects
Strength ever drops to 0 they die.
The
operation to remove the package to prevent
deterioration costs 40,000 credits and has a DC of
30, side effects as above.
Equipment
Name |
Cardio
Muscular Package II |
Install
DC |
20 |
Common
Side Effects |
Reduced
immunity to disease; -4 CON |
DR/Wounds |
n/a |
Price |
10,000
(20,000) |
Effects |
+2
CON |
The
second cardio muscular package is again a
cybernetic/genetic enhancement to a subject
physical form. The package increases a
persons resistance to damage and disease and is
not as potentially damaging as the former package.
Equipment
Name |
Smart
Gun Link |
Install
DC |
15 |
Common
Side Effects |
Trembling
of the hand; -4 DEX with Hand |
DR/Wounds |
2/5 |
Price |
12,500
(15,000) +500 per blaster |
Effects |
Draw
Weapon as a Free action and well as:
Version
I: Ranged Attack +2 with smart link
weapons
Version
II: Initiative Bonus +2 with smart link
weapons |
The
smart gun link makes a user quicker or more
efficient with linked weapons. The
cybernetic surgery leaves the subject with a metal
disk in the palm of the hand. Smart link
weapons, no larger than blaster pistols, are
fitted with a link module to their palm grip.
This palm grip has a small electro-magnet.
When triggers with hand movement the magnet
activates causing the weapon to leap into the
subjects hand (at a distance of no more than 0.5
meters). Only one version of the smart-link
may be purchased.
Neural
Interfaces
Equipment
Name |
Computer
Neural Interface
(Cyber-Jack I) |
Install
DC |
20 |
Common
Side Effects |
|
DR/Wounds |
0/3 |
Price |
10,000
(15,000) |
Effects |
Allows
user to directly interface with computers,
+1 Computer Use |
The
Computer Neural Interface, often referred to as
the Cyber-Jack I, gives the subject the ability to
connect directly with a computer, either direct or
with the use of a cyber-deck. The user
cannot connect without the droid interface
modification. The Neural interface is often
a small computer port on the subjects frontal
lobes. The port can be elsewhere on the
subjects body, though more surgery, at extra cost,
will be required to run the interface to the user
neural pathways.
Equipment
Name |
Cyber-Jack
II |
Install
DC |
25 |
Common
Side Effects |
Mental
trauma; -4 INT, -4 WIS, -4 CHA |
DR/Wounds |
0/1 |
Price |
1,250
(1,500) |
Effects |
Allows
user to directly interface with computers |
The
Cyber-Jack II is a street line, and potentially
dangerous, version of the Neural Computer
Interface. The Cybe-Jack II is illegal on
most worlds throughout the Republic, and then
Empire due the the dangers it poses. Many
Deckers and Slicers use this cheap model, but do
so with much risk. If character ever rolls a
natural '1' then the Cyber-Deck shorts and
delivers a damaging power surge to the user.
The use must make a FORT saving throw DC20 or
suffer 2D10 Wounds (NOT vitality). If the
character is reduced to less than 0 Wounds they
also suffer a permanent -1 to INT.
Equipment
Name |
Droid
Neural Interface |
Install
DC |
10 |
Common
Side Effects |
Damage
to the Computer Neural Interface |
DR/Wounds |
n/a |
Price |
700
(1,250) |
Effects |
Allows
user to directly interface with Droids. |
The
Droid interface requires the subject to posses the
Computer Neural Interface. It allows the
subject to communicate directly to droids as they
can with computers. This does not allow the
user to alter a droids programming in any way.
Cyber-Decks
Equipment
Name |
Street-Smart
X100 |
DR/Wounds |
1/8 |
Price |
800 |
Effects |
Plugs
directly into a computer neural interface;
+1 computer use |
Equipment
Name |
Galacti-Corp
1000 |
DR/Wounds |
1/6 |
Price |
1,500 |
Effects |
Plugs
directly into a computer neural interface;
+2 computer use |
Equipment
Name |
Supreme
500 |
DR/Wounds |
1/5 |
Price |
5,000 |
Effects |
Plugs
directly into a computer neural interface;
+3 computer use |
Cybernetic
Enhancements by G.W.E.I.
Equipment
Name |
G.W.E.I
MSEI1500 - Multi-spectral eye implant |
Install
DC |
15 |
Common
Side Effects |
Double
vision if not aligned straight after
operation giving a -3 to combat and visual
roles.
If not turned of there person will be unable
to sleep (it can still see when eye is
closed), requiring a DC 15 fortitude to
function properly.
Take
two minutes to "boot" up and
character is -4 to combat due to lack of
depth perception. |
DR/Wounds |
0/5 |
Price |
70,000
(125,000) |
Effects |
Improved
night vision and sight. +1 to aimed combat,
+4 search with life forms, +1 to Spot,
search and other visual tasks. |
Description |
This
is a small cybernetic eye which contains:
Targeting
sight range 500m
IR
Optical sight range 500m
Telescopic
sight range 3000m
Thermo
Imager range 500m |
Equipment
Name |
G.W.E.I
BPI2000 Bone Plasteel Grafts |
Install
DC |
15 |
Common
Side Effects |
Up to
25lbs weight increase, -1dex for stiffness |
DR/Wounds |
12/50 |
Price |
100,000
(250,000) |
Effects |
4DR to
all blunt attacks on head and ribs, +2 to
all unarmed damage. |
Description |
All
bones are reinforced with Plasteel grafts
which in turn make them near impossible to
break. |
Equipment
Name |
G.W.E.I
NCS1750 Neural Control System |
Install
DC |
25 |
Common
Side Effects |
Instant
death |
DR/Wounds |
N/A |
Price |
100,000
(250,000) |
Effects |
With
the command of the master will
"shutdown" the servant within
seconds. |
Description |
Common
device used by the empire to control its
more dangerous creatures.
Approximately
the size of a small ear stud, which releases
nanobots to disconnect all the brains
functions. It can also reconnect twice as
quickly.
Note:
this also includes a CPU which will
determine if the termination is necessary
(Master drunk, under the influence of
alcohol therefore command rejected.) |
Equipment
Name |
G.W.E.I
BCIC5000 Bio Chip Interface and chip
(Based
on a concept from 2000ads Rogue Trooper.) |
Install
DC |
25 |
Common
Side Effects |
Instant
death |
DR/Wounds |
N/A |
Price |
100,000
(250,000) (Chips costs 75,000, first chip
comes free with the BCIC5000) |
Effects |
Interface
to put a Bio Chip to Store the memories of
the individual
+2 to
recalling information |
Description |
An
interface to put a Bio Chip to store the
memories and experiences of the individual.
Upon death the chip will turn itself of only
reactivating after being placed into a new
casing.
Used
mainly for cloned creatures have a basic
training template and a few added memories.
Very useful, clones are cheap by comparison
of the experience. |
Equipment
Name |
Dueling
Banjos extra fingers |
Install
DC |
15 1st
5 interfaces, 25 thereafter to a maximum of
2 fingers |
Common
Side Effects |
Your
hands look mad, and a +5 to guess you have
cybernetics if you have more than your
normal races fingers |
DR/Wounds |
2/10 |
Price |
12,500Fingers
Varies see description |
Effects |
See
Below |
Description |
Looks
like a real finger, acts like a real finger,
but your hands still look mad.
10,000
- Gas Finger
Contains 2 doses of gas, range 3m.
15,000
- Bomb Finger
Detachable and causes 3d8 damage 3m blast
range.
8,000
- Blaster Finger
2d6 damage, 10m, 6 shots before needing to
be replaced
25,000
- Holo-Recorder Finger
Records images up to 50 minutes long
5,000
- Light Finger
pull it from your hand and the other end
acts as a useful torch.
6,000
- Needle Finger
Contains enough drugs for three human
sized injections
6,000
- Comm Link Finger
Speak to your finger and people will hear
you and others will think you are quite mad
5,500
- Swiss Army Knife Finger
Out pops all the basic tools from a small
Swiss army knife including the thing for
getting stones out of horses hooves.
25,000
- Micro Missile Finger
Fires a small missile doing 6d6 Damage,
range 25m, blast radius 5m. |
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