Aberrant 2.0 Cybernetics

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Building a better Psion, one metal plate at a time. Although the experiences of the Aberrant War and the return of the Aberrants have left a sour taste in humankind's mouth in regards to transhumanism, cybernetic and biotechnological augmentation is still often the only viable method of creating a baseline human capable of competing with a combat-specced sub-Aberrant. Cybernetics, therefore, have become something of a crutch, a tool to allow humanity to compete with its posthuman spawn.

Cybernetics are purchased via the Enhancements background, as listed below.

Enhancements

New Background: Enhancement: A Psion or neutral with this background has submitted their body to cybernetic or biotechnological reconstruction, augmenting their natural abilities with additional modification. Enhancement provides a character with 10/15/25/30/35 points of total enhancement to be distributed as a character sees fit. Novas may not support Enhancement-their bodies channel Quantum via their M-R node, but Nova powers are much less subtle and their side effects course throughout the body, the Nova's only protection being their complete immunity to their own superhuman ability. A Nova cannot channel Mega-Strength through a cyberarm, or Mega-Dexterity through a superconducting spinal cord, or Mega-Intelligence through an exocortex-not unless the Nova grows the enhancement himself, paying XP to do so as if it was a body modification. As body modifications, Enhancements cost (point rating x 2) XP in general. Novas cannot gain the Enhancement-based attribute boosts via this method and cannot purchase bioapp Enhancements.

Enhancements Above 5

Enhancements above 5 are extremely rare (as well as often illegal) due to anti-transhuman stigma (justified by the panics of the Aberrant War) but found on some particularly dedicated or insane Legion commandos, Aberrant cultists, and Posthumanists/Exhmuanists. Enhancements above 5 give 45/50/55/65/70 points of total Enhancement.

Attribute Enhancement

A Psion may enhance any of their attributes up to (+3) above their baseline via cybernetics or up to (+2) above their baseline bioengineering. This may only take attributes up to a max of 9 (cybernetics) or 8 (biotech)-technology is simply not advanced enough to support anything further. Extremely powerful biokinetics or telepaths may be able to far exceed these limitations via their own powers. A few other enhancements are listed below, which enhance a few things like health levels and soak.

Bioenhancement may be formatted to the user, taking permanent Tolerance but negates these limitations if the character being enhanced is a Psion. Neutrals cannot format Bioware. Each dot of such formatted bioware is Tolerance 1.

Increasing Strength, Stamina, Appearance, or Perception by +1 costs 2 pts/level, while increasing any other attribute costs 3 pts/level per increase. Buying an additional -0 health level also costs 2 pts/level.

Medical Enhancement

Enhanced Antibodies: Healing time reduced by 1 level of severity. (1 pt)
Toxin Binders: +1 automatic success to resist poison. (1 pt)
Nanosurgeons: Healing time reduced by 2 levels of severity, does not stack with Enhanced Antibodies. (2 pts)
Livesaver Skinweave: User is automatically stabilized unless subjected to further rough treatment after incapacitation. (2 pts)
Anti-Plague Nano: +1 automatic success to resist disease. (1 pt)

Body Reinforcement

Note that Skinweave and Dermal Armor do not stack.

Bone Reinforcement: 1 x -0 Health Level, required to increase physical attributes above 6. (3 pts)
Adrenal Booster: +1 Strength and Dexterity for 5 rounds. (4 pts)
Skinweave: +1B/2L soak (2 pts)
Subdermal Armor: +2B/4L soak (4 pts)
Decentralized Heart: Grants 1 x -4 + 1 x Incapacitated Health Level. (3 pts)
Counter-EK Mesh: +2 difficulty on all EK rolls to affect user, +3 if formatted. Bioware (Tolerance 2) (4 pts)
Noetic Shielding: +1 (2 if formatted) difficulty on the use of all Quantum powers against the user, +2 (4 if formatted) difficulty to affect the user's cybernetics with Quantum powers. Bioware (Tolerance 3) (6 pts)

Performance Boosters

Sport Heart: +1 Strength, +1 Stamina, all attacks against the user that penetrate soak deal +2 damage. (2 pts)
Overdrive Heart: +2 Strength, +2 Stamina, all attacks against the user that penetrate soak deal +3 damage. (4 pts)
Movement Augmentation: +2 Dexterity for movement, +2 Strength for leaping. (4 pts)

Environment Adaptation

Cyberliver: +2 successes to all Resistance rolls against toxins. (3 pts)
Gyrostabilizer: +2 to Microgravity Ops, +2d to all rolls to retain balance. (2 pts)

Cybernetic Replacement

Implanted Exoskeletons replace the user's base strength/Might ratings. Cyberware enhances the exoskeleton's strength normally.

Sigma Linear Frame: Strength 8, Might 8 (6 pts)
Beta Linear Frame: Strength 10, Might 10 (12 pts)
Omega Linear Frame: Strength 12, Might 12 (18 pts)

Cognitive Implants

Kerenzikov (lv 1/2): -2 Multiple Action Penalty/Level, +1 Initiative/level. (4 pts for Level 1, 8 pts for Level 2)
Speedware: -1 Multiple Action Penalty, 1 additional action per round, +3 Initiative, can only be sustained for 5 combat rounds. (10 pts)
Vehicle Link: -1 difficulty and +1d to drive rolls (with compatible vehicle). (2 pts)
Weapon Link: -1 difficulty and +1d to attack rolls (with linked weapon). (2 pts)
Machine Link: -1 difficulty and +1d to actions (with linked machine). (2 pts)
Neural Processor: Implanted computer system (with all relevant benefits), +3d to most math rolls, -1 difficulty to hacking, missile weapons use, mathematics, or any situation where a computer may be useful. (3 pts)
Symbiotic Brain-Data Implant (SBDI): Stores ability knowledge (5/10 dots for the basic and advanced models) for use by the character. Requires an exocortex or wired reflexes (or both) to use said abilities. Maximum ability rating is 3, 4 for advanced model. (4 pts, 8 for advanced model)
SBDI Expansion: Stores an additional +15 ability dots for use with the SBDI. (4 pts)
Exocortex: Allows use of SBDI abilities along with Mental and Social Attributes. (2 pts)
Wired Reflexes: Allows use of SBDI abilities along with Physical Attributes. (4 pts)

Implanted Gear

Implant Radio: Can act as a two-way radio (10km range), distress beacon, or cell phone. Advanced version has 25km range and can send and receive video as well. (1 pt, 2 pts for advanced)
Implanted Gills: Can stay underwater indefinitely, +2 to resistance against airborne toxins. (2 pts)
Implanted Rebreather: 90 minute internal oxygen supply, requires 1 hour to recharge every 15 minutes of oxygen used. (1 pt)
Locator Implant: Implanted GPS + Inertial Navigation + Compass (1 pt)
Body Alteration: Can increase appearance by 1 (max. 5) or decrease, disguise as someone with Style roll at +1 difficulty, can change gender (cosmetic only though) (5 pts)

Weapons Implants

Electric Touch: Deals Str+6B damage (up to 2xStamina times/hour), or Str+6L damage (suffers 2 unsoakable bashing levels after) + 6d EMP, immunity to tasers, +2L soak vs. electrical damage. (3 pts)
Implant Laser: Accuracy +1, Damage 6L, Range 100m, Multiple Shots/Sprays, RoF 2, Magazine 30, recharges 10 shots every 30 minutes (2 pts)
Retractable Blades: unarmed attacks now deal Str+2-4 Lethal damage. (2-4 pts [cost equal to damage])
Raptor Vibroblades: Str + 4L damage (AP 5), counts as an unarmed attack, don't botch. (7 pts)

Sensory Implants

Enhanced Vision: IR/UV vision, no penalties from darkness, +1d to Awareness rolls based on sight. (2 pts)
Extrasensory Access: Improved sensory systems. Comes in various options, listed below. (4 pts for first, +2 pts for each additional, LANSA costs another +2 points)
Materials Analysis: Analyzes chemical composition and makeup.
Weakpoints: Successes on a Perception roll become penalties to target soak or bonus dice to destroy/maintain an object.
Social Cues: Successes on a Perception roll become bonus dice for 1 social action.
LANSA: A successful Perception + Awareness roll (difficulty +12 - target Quantum + Taint + Node) detects a Nova.
Lie Detector: +1 bonus success to detect lies.
Tactile Boost: +1d to Awareness rolls based on touch, stacks with Acute Sense. (1 pt)
Olfactory Boost: +1d to Awareness rolls based on smell, stacks with Acute Sense. (1 pt)
Voice Stress: +2 to Rapport, Interrogation rolls. (2 pts)
Sound Editing: -1 difficulty to hearing-based Awareness rolls. (2 pts)
Pain Editor: No wound penalties (still incapacitated as normal). (3 pts)