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Cybernetics
"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 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. |

Cybernetic Enhancements by
Ugavine
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 |
|