Cybernetics

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Cybernetics by Ugavine

 

 

"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 2000ad’s 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 Banjo’s 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 horse’s hooves.

25,000 - Micro Missile Finger – Fires a small missile doing 6d6 Damage, range 25m, blast radius 5m.

 

Cybernetics by Ugavine

 

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