Robots
Robots are advanced mechanical creatures with digitally programmed minds. Sentience among robots is usually unintentional but not uncommon.
Robots are sophisticated automatons that utilize advanced power sources, machinations and computers in order to function. There are hundreds of varieties of Robotic Automaton custom built for various purposes and tasks. They are, by far, the most common type of automaton in the multiverse.
Trait - Non-Organic
You do not receive damage when you are dealt Poison, Venom, Toxic, Psychic or Necrotic Damage.*
You cannot gain benefits from food or drink. You cannot gain healing or effects from medicine, potions, poisons, poultices or salves.*
*Automatons with biofuel reactors can use food as fuel but are not affected as a living creature would be.
Power Source Selection
Choose a power source for your Robot
Internal Power Source
You possess an internal energy source of immense power. You do not require Sustenance or Sleep and you cannot suffer from the Tired, Drowsy, Sleepy or Suffocating Conditions. However it Takes 4 Hours to Repair any Wound.
If you become exhausted you immediately enter Sleep Mode until you “Recharge” more Resource Pool Points.
You still gain the benefits of rest like any other creature and spend resource pool points as normal.
Trait - Sleep Mode
When you become exhausted you immediately enter sleep mode. While in sleep mode you cannot make rolls or take actions. You regain 2 Resource Pool Points per every hour spent in sleep mode or one per every half hour spent.
You may choose to resume normal functioning as soon as you regain 1 Point in your Stamina Pool.
You may also choose to enter sleep mode at any time as an Action.
Trait - Electrical Vulnerability
You are considered to be Vulnerable to all Electrical Damage.
Solar Powered
You possess a set of internal power cells and external solar panels. You do not require Sustenance or Sleep and you cannot suffer from the Tired, Drowsy, Sleepy or Suffocating Conditions. However it Takes 4 Hours to Repair any Wound. You cannot “rest” or “sleep” in dim or dark light Conditions. While in Bright light conditions you can “rest” or “sleep” and regain resource pool points as per normal. You do not lose consciousness when you sleep and are fully alert while charging.
Trait - Emergency Shutdown
If at any time you start a turn with zero stamina you immediately enter an Emergency Shutdown state. While in this state you cannot take actions or make rolls. You can continue acting as normal once you regain 1 point of stamina via solar recharge.
Trait - Electrical Vulnerability
You are considered to be Vulnerable to all Electrical Damage.
Biofuel Reactor
You possess an internal biofuel reactor. You are capable of ingesting various nutrients and can use them as fuel and lubricants for all of your mechanical functions. Due to this feature your systems require you to enter a sleep-like state to focus entirely on the breaking down and distribution of biofuel. This allows certain mechanical units to better blend in with organic cultures since they essentially require both food and sleep like any other organic. However it Takes 1d4+2 Hours for internal systems to Repair any Wound.
Trait - Regular Waste Removal
Due to the nature of your biofuel reactor you regularly need to activate and utilize a “Waste Removal Program”, during which excess buildup and unused particulates are flushed from the system. This process will need to happen soon after eating or drinking but usually only takes about a minute.
Trait - Electrical Vulnerability
You are considered to be Vulnerable to all Electrical Damage.
Carbon Fuel Reactor
You possess an internal Carbon Fuel reactor. You are capable of ingesting various substances such as oils, plant matter, wood and coal and can use them as fuel and lubricants for all of your mechanical functions. Due to this feature your systems require you to enter a sleep-like state to focus entirely on the breaking down and distribution of Carbon Fuels. This allows certain mechanical units to better blend in with organic cultures since they essentially require both food and sleep like any other organic.
Trait - Carbon Emissions
Your reactor literally burns its fuel and while you are equipped with Co2 Scrubbers there is always visible greyish or white smoke emanating from your chassis or exhaust ports.
The cleaner your fuels the less coloration is visible in your exhaust.
Trait - Electrical Vulnerability
You are considered to be Vulnerable to all Electrical Damage.
Chassis Selection
Choose a chassis(build type) for your Robot
Your selection will determine your Attribute Bonuses, as well as many of your Traits and Abilities.
Android
You are an android, your outer physical appearance resembles whatever species you select. You gain any Physical Abilities(non magical / non internal) that species possesses as well as the movement speed and Attribute Modifier or Bonus that species grants. You do not gain any traits from your selected species.
Tiny - Large Automaton
Your size is equal to that of the species which you were built to imitate.
As a reference:
Tiny creatures have a Hit Die of 1d4.
Small Creatures have a Hit Die of 1d6.
Medium Creatures have a Hit Die of 1d8.
Large Creatures have a Hit die of 1d10.
Locomotion
Your locomotion is restricted to that of the species that your android façade imitates.
Industrial Bot
Your original design function was that of a laborer. Your PSI capacity and outer plating are of an industrial grade but your computer components and software are of a lower quality.
Medium-Large/Automaton
Your size may be medium or large. Choose once at time of character creation.
If you choose Medium your Hit Die is a d8.
If you choose Large your Hit Die is a d10.
Trait - Robotic Strength
You gain an additional 2 Might during character creation and gain Advantage on Athletics Skill Rolls.
Trait - Industrial Outer Plating
You gain +3 to AC and +10 Armor Points.
Trait - Cold Hearted Machine
You cannot gain spells or spellcasting of any kind.
You cannot perform Arcana Skill Rolls.
You always have Disadvantage on Insight and Charm Skill Rolls.
Attribute Bonuses
+2 STR or +2 CON
Military Bot
Your original design function was that of a Combat Bot. Your RAM capacity and outer plating are of a Military grade but your software is of a lower quality.
Medium/Automaton
Your size is considered to be Medium. Your exact height may be anywhere between 150 - 220 cm. Your exact weight may be anywhere between 90 - 220 kg.
Your Hit Die is a d8.
Trait - Robotic Aim
You gain an additional 2 Focus during character creation and gain an additional +1 to hit per Aim Action.
Trait - Military Outer Plating
You gain +4 to AC and +16 Armor Points.
Trait - Cold Hearted Machine
You cannot gain spells or spellcasting of any kind.
You cannot perform Arcana Skill Rolls.
You always have Disadvantage on Insight and Charm Skill Rolls.
Attribute Bonuses
+2 DEX or +2 STR
Protocol Bot
Your original design function was that of a protocol Bot. Your interpersonal skills software is of the highest quality.
Medium/Automaton
Your size is considered to be Medium. Your exact height may be anywhere between 150 - 220 cm. Your exact weight may be anywhere between 90 - 220 kg.
Your Hit Die is a d8.
Trait - Sophisticated Programming
You gain an additional 2 Panache during character creation and are considered to have Training in the Debate Skill.
Trait - Light Outer Plating
You gain +2 to AC and +5 Armor Points.
Trait - Cold Hearted Machine
You cannot gain spells or spellcasting of any kind.
You cannot perform Arcana Skill Rolls.
You always have Disadvantage on Insight and Charm Skill Rolls.
Attribute Bonuses
+2 CHA or +2 INT
Drone
You are much smaller than most robotic units and were originally designed to function as a drone of some kind.
Tiny-Small/Automaton
Your size is considered to be your choice of Tiny or Small.
If you choose Tiny your Hit Die is a d4.
If you choose Small your Hit Die is a d6.
Trait - Robotic Speed
You are exceptionally fast for your small size.
+2 Meters per Movement.
Trained in DEX Saving Throws.
Trait - Ultra Light Outer Plating
+2 AC and +4 Armor Points
Trait - Cold Hearted Machine
You cannot gain spells or spellcasting of any kind.
You cannot perform Arcana Skill Rolls.
You always have Disadvantage on Insight and Charm Skill Rolls.
Attribute Bonuses
+2 DEX or +2 INT
Locomotion Selection
Choose a form of locomotion for your Robot
Crawling Locomotion
Part or all of your Chassis rests very close to the ground where many sets of simple legs extend downward, allowing for increased stability but decreased overall speed.
Move Speed : 4 Crawling
Advantage on Rolls to avoid being Knocked Prone or Forcibly Moved.
+2 on Athletics Skill Rolls to Climb.
Ignore Difficult Terrain.
Wheeled Locomotion
You ride on one or more wheel(s) that grants you a superior moving speed on Flat Terrain.
Move Speed : 8 Rolling
+2 to DEX Saving Throws.
20% Chance to become Immobilized until End of Turn when attempting to move through Difficult Terrain.
Tread Locomotion
You possess two or more sets of treads that make continual contact with the ground, allowing for increased stability on most Firm Surfaces and reliable speed.
Move Speed : 5 Rolling
Destiny Die on Rolls to avoid being Knocked Prone.
Ignore Difficult Terrain Caused by Rocks or Vegetation.
20% Chance to become Immobilized until End of Turn when moving through Muddy or Wet Terrain.
Pogo Locomotion
You utilize a single jumping limb and stabilizers in order to maneuver via bouncing and balancing.
Move Speed : 6 Hopping
+2 on Athletics Skill Rolls to Jump.
+2 Meters to Jump Distances on Successful Jump Checks.
+2 to DEX Saving Throws.
Full Movement required to Stand From Prone.
Monopodial Locomotion
You utilize a single large multi-layered limb that allows you to slither along the ground and up sufficiently rough Surfaces.
Move Speed : 5 Slithering
+5 on Athletics Skill Rolls to Climb on Rough Surfaces.
Can Stand from prone using a Motion or 1 Meter of Movement.
Walking Locomotion
You Possess one or more sets of complex walking limbs allowing increased speed and maneuverability.
Move Speed : 6
+2 on Athletics Skill Rolls
+2 to STR Saving Throws.
Propeller/ Rocket/ Anti-Grav Locomotion
(Drone Only)
You Possess one or more Propeller(s), Rocket(s) or Anti-Grav Generators that allow you to fly and Hover as your main form of locomotion.
Move Speed : 7 Flying
+2 on Acrobatics Skill Rolls
+2 to DEX Saving Throws
Full Movement required to Stand From Prone.
Software Packets
During Character Creation you may use starting funds or XP to Purchase additional software packets that grant Skill, Weapon and Language Training and Enhancements. 20,000 Dollars is considered to be equivalent to 1 XP for the purposes of Software Acquisition.
Software Packets | Description | Features | Prerequisites | Cost |
---|---|---|---|---|
SCAN Visual Software V187.6.7 | A software upgrade for robots that increases their skills of perception and observation. | Gain Training in the Perception Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Perception Skill Roll. | WIS 10 | 20,000 Dollars |
EXEC Interpreter Software V113.7.2 | A software upgrade for robots that allows them to interpret many additional spoken languages. | Gain 6 Languages that you can speak, read, write and understand. | INT 10 | 20,000 Dollars |
SUS Investigator Software V131.8.3 | A software upgrade for robots that increases their investigative skills to the level of a 1900’s earth investigator. | Gain Training in the Investigation Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Investigation Skill Roll. | INT 10 | 20,000 Dollars |
HOUND Tracker Software V183.2.1 | A software upgrade for robots that increases their tracking skills in natural environments. | Gain Training in the Survival Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Perception or Survival Skill Roll. | WIS 10 | 20,000 Dollars |
PROF Encyclopedic Software V411.2.1 | A software upgrade for robots that increases their encyclopedic knowledge. | Gain Training in the Knowledge Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Knowledge Skill Roll. | INT 10 | 20,000 Dollars |
DOC Medical Software V198.8.4 | A software upgrade for robots that increases their medical skills. | Gain Training in the Medicine Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Medicine Skill Roll. | INT 10 | 20,000 Dollars |
SUAVE Protocol Software V69.9.6 | A software upgrade for robots that increases their conversational skills. | Gain Training in the Charm Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Charm Skill Roll. | CHA 10 | 20,000 Dollars |
PRO Athletic Software V129.3.1 | A software upgrade for robots that increases their athletic skills. | Gain Training in the Athletics Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Athletics Skill Roll. | STR 10 | 20,000 Dollars |
KILLA Weapons Training Software V211.2.2 | A software upgrade for robots that implants detailed knowledge of the function and proper use of an arsenal of weapons. | Gain Training in the use of 6 Weapon Types. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Attack Roll. | STR or DEX 10 | 20,000 Dollars |
ACRO Acrobatics Software V98.3.7 | A software upgrade for robots that increases their acrobatics skills. | Gain Training in the Acrobatics Skill. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Acrobatics Skill Roll. | DEX 10 | 20,000 Dollars |
BLITZ Reactive Software V121.2.1 | A software upgrade for robots that increases their reaction speed and combat initiative. | Increase your Initiative by 2. Once per day, when you fully recharge you gain a Destiny Die that can be used on any Initiative Roll. | DEX 10 | 20,000 Dollars |
Robotic Augmentation
During Character Creation you may use starting Funds or XP to Purchase additional Robotic Augmentations for your character. 20,000 Dollars is considered to be equivalent to 1 XP for the purposes of Robotic Augmentation. You may choose any augmentations from the Tables below.
Robotic Augmentation | Description | Features | Materials/ HP | Cost |
---|---|---|---|---|
Mindlink- Expressa-Ears | Small robotic ears that are usually secured on one's head, equipped with synaptic sensors and capable of portraying one's mood through ear movements and positions. | Grants +1 to Charm Skill Rolls. | Polyfiber, Aluminum (4 HP) | 10,000 Dollars |
Mindlink- Emota-Tail | A robotic tail, equipped with synaptic sensors and capable of portraying one's mood through tail movements and positions. | Grants +1 to Charm Skill Rolls. | Polyfiber, Aluminum (4 HP) | 10,000 Dollars |
Mindlink- Grasping Appendage | A robotic grasping appendage complete with articulating digits, equipped with synaptic sensors and capable of responding to the thoughts and will of the wearer. | Allows the user to control a bionic arm and hand via synaptic sensors. | Polyfiber, Steel (16 HP) | 40,000 Dollars |
Mindlink- Grasping Tail/ Tentacle | A robotic grasping tail, equipped with synaptic sensors and capable of responding to the thoughts and will of the wearer. | Allows the user to control a bionic tail via synaptic sensors. -3 to Skill Rolls made with bionic Tail / Tentacle. | Polyfiber, Steel (16 HP) | 40,000 Dollars |
Hi-Dex- Finger Extensions | Robotic fingertip extensions complete with additional articulating digits, capable of drastically increasing the wearer’s hand dexterity and fine motor skills. | Grants the user +3 to their Fine Motor Skill Rolls. Fingers can be used as Tinkerer's Toolkit and Lockpicks. | Polyfiber, Steel (12 HP) | 60,000 Dollars |
Flamingo- Height Adjusting Shoes | Robotic assist shoes that can be set to automatically adjust the height of the wearer to be slightly taller than the tallest person in the room. | Can be used to adjust the user’s height by up to 1 Meter. Other components required to complete the illusion. | Polyfiber, Steel (12 HP) | 20,000 Dollars |
Hacker-Vision- Digital Interface (Augmented Reality) AR HUD Display | An AR HUD that highlights digital devices and interfaces and calculates the vulnerabilities and encryption level of devices within the HUDs field of view. | Grants +2 to all Knowledge Skill Rolls and +3 and Advantage to all Engineering Skill Rolls to Hack or interact with Digital Devices. | Polyfiber, Aluminum (10 HP) | 60,000 Dollars |
Hawk Vision- Military AR Hud Display | An AR HUD that highlights potential threats such as weapons, creatures and aggressive behavior and calculates potential vulnerabilities and weaknesses of creatures, weapons and threats within the HUDs field of view. | Grants +1 to all Knowledge and Survival Skill Rolls and +3 and Advantage to all Perception Skill Rolls. | Polyfiber, Steel (16 HP) | 80,000 Dollars |
Shock Cuffs- Personal Defense Cybernetics | Essentially turns your hands into tasers, the ultimate incognito self defense accessory. | Deals 1d10 Non-Lethal Damage on contact vs unaware creatures and on Hit vs aware creatures. | Polyfiber, Steel (13 HP) | 40,000 Dollars |
Hammer - Hands- Personal Defense Cybernetics | They look like heavy duty winter or work gloves but they contain micro weights that spin within the interior of the glove and suddenly stop with the wearer's punches, adding considerable force to their blows. | Deals 1d10 Blunt Damage per Hit. | Polyfiber, Steel (14 HP) | 40,000 Dollars |
Sliders- Powered Shoes | Shoes equipped with powered roller wheels, allowing the user to to conserve energy and move faster on flat surfaces. | Can be activated via a Motion, Move the user 8 Meters on flat even terrain. 3 Charge Battery, Regenerates 1 Charge per Hour. | Polyfiber, Steel (12 HP) | 40,000 Dollars |
Crane-Claws- Exo-Leg Extensions | Used mostly by law enforcement and hunters the crane claws add a considerable amount of height to the wearer, increasing their gait and movement speed as well as increasing their field of view. | Increase the user’s height by up to 2 Meters. Increase the user’s Movement Speed by 4 Meters per Movement. | Polyfiber, Steel (18 HP) | 80,000 Dollars |
Grasshopper- Jump Assist Exo-Legs | These leg enhancements allow the wearer to leap over small buildings in a single bound. Used mostly by militaries and sports enthusiasts. | Can be activated via a Motion, the user’s vertical or horizontal jump distance is increased by 10 Meters. 3 Charge Battery, Regenerates 1 Charge per Hour. | Polyfiber, Steel (16 HP) | 80,000 Dollars |
Ghost Cloud- Jump Pack | These jump packs can save you from a nasty fall or get you vertical in a hurry. Used mostly by special forces and wealthy sports enthusiasts. | Can be activated via a Motion or Reaction, the user can Fly up to 12 Meters or ignore 12 Meters of Fall Damage. 3 Charge Battery, Regenerates 1 Charge per Hour. | Polyfiber, Steel (18 HP) | 100,000 Dollars |
Five-Falcons- Jetpack | A fully functional jetpack complete with hover capabilities, auto-balancing and vertical takeoff. | Can be activated via a Motion or Reaction, the user can Fly up to 18 Meters or ignore 18 Meters of Fall Damage. 5 Charge Battery, Regenerates 1 Charge per Hour. | Polyfiber, Steel (20 HP) | 120,000 Dollars |
Robotic Augmentation | Description | Features | Materials / HP | Cost |
---|---|---|---|---|
Head-Link- Cybernetic Intranet Connection | Intended to be added to Grayware, this device allows the user to access local intranet and short pulse connections. | Allows for digital access to any intranet or short pulse connection within range, provided you have or can access the login credentials.. | Polymold, Copper, Gold (8HP) | 20,000 Dollars |
Clean-Sweep- Cybernetic Sensor Suite | Intended to be added to Grayware, this device uses a small suite of various sensors and corroborates the data with the user's own physical senses, greatly enhancing perception and situational awareness. | Grants the user +4 to their Perception Skill Rolls.The user can take a single round of actions during enemy ambushes. The user gains +4 AC vs Stealth Attacks. | Polymold, Copper, Gold (8HP) | 40,000 Dollars |
Mag-Touch- Fingertip Electromagnetic Sensors / Manipulators | Electromagnets housed in the user’s fingertips and powered by their own bio-electricity, allows the user to detect and manipulate electromagnetic fields, including those generated by the flow of electricity. | Grants the user the ability to detect magnetic fields they can touch and minimally manipulate magnetic fields, including those generated by the flow of electricity. Successful Fine Motor Skill Rolls can disrupt power flows, disengage magnetic locks and cause minor glitches in digital devices. | Steel, Copper, Gold (5HP) | 20,000 Dollars |
Cat-Claw- Hidden Blade | A razor sharp, high powered spring release blade concealed in the user's cybernetics, usually in the wrist, hand, fingertip or forearm. | This concealed blade deals 1d6+2 Slash or Puncture Damage per Hit and always Critically Hits on opponents that are unaware of the weapon. Attack Action to use. Considered to be trained if installed. | Steel, Polyfiber (10HP) | 20,000 Dollars |
STING- Hidden Injector | A high tensile strength, spring release needle injector concealed in the user's cybernetics, usually in the wrist, hand, fingertip or forearm, capable of delivering poisons and toxins. | This concealed needle deals 1 Puncture Damage per Hit and always Critically Hits and Maximizes Poison or Toxin damages on opponents that are unaware of the weapon. Can be used to deliver any poison or toxin on Hit. Attack Action to use. Considered to be trained if installed. Poison or Toxin dose used regardless of hit. Motion to Reload poison or toxin. Attack Action to use. Considered to be trained if installed | Steel, Polyfiber (10HP) | 40,000 Dollars |
Volt-Guard- Hidden Taser | High voltage taser concealed in the hand / fingertips of the user. | This concealed taser deals 1d10+2 Non-Lethal Damage per Hit and always Critically Hits on opponents that are unaware of the weapon. Attack Action to use. Considered to be trained if installed. | Steel, Cobalt, Polyfiber (10HP) | 40,000 Dollars |
Cybernetic Finger | A standard cybernetic replacement finger. | A fully functional cybernetic finger. | Steel, Polyfiber (2HP) | 5,000 Dollars |
Cybernetic Finger (Enhanced) | An enhanced cybernetic replacement finger. | A fully functional cybernetic finger. Can be used to store tiny objects or cybernetic modifications. | Steel, Polyfiber (2HP) | 10,000 Dollars |
Cybernetic Toe | A standard cybernetic replacement toe. | A fully functional cybernetic toe. | Steel, Polyfiber (2HP) | 5,000 Dollars |
Cybernetic Toe (Enhanced) | An enhanced cybernetic replacement toe. | A fully functional cybernetic toe. Can be used to store tiny objects or cybernetic modifications. | Steel, Polyfiber (2HP) | 10,000 Dollars |
Cybernetic Nose | A standard artificial nose replacement. | A fully functional cybernetic nose. | Steel, Polyfiber (6HP) | 10,000 Dollars |
Cybernetic Nose (Enhanced) | An enhanced artificial nose that is more efficient and possesses more features than the original. | A fully functional cybernetic nose. Perception and Investigation Skill Rolls are made with a +1. | Steel, Polyfiber (8HP) | 20,000 Dollars |
Cybernetic Eye | A standard artificial eye replacement. | A fully functional cybernetic eye. | Steel, Polyfiber (6HP) | 10,000 Dollars |
Cybernetic Eye (Enhanced) | An enhanced artificial eye that is more efficient and possesses more features than the original. | A fully functional cybernetic eye. Perception and Investigation Skill Rolls are made with a +1. | Steel, Polyfiber (8HP) | 20,000 Dollars |
Cybernetic Ear | A standard artificial ear replacement. | A fully functional cybernetic ear. | Steel, Polyfiber (6HP) | 10,000 Dollars |
Cybernetic Ear (Enhanced) | An enhanced artificial ear that is more efficient and possesses more features than the original. | A fully functional cybernetic ear. Perception and Investigation Skill Rolls are made with a +1. | Steel, Polyfiber (8HP) | 20,000 Dollars |
Cybernetic Leg | A standard cybernetic leg replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (16HP) | 20,000 Dollars |
Cybernetic Leg (Enhanced) | An enhanced cybernetic leg that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics Skill Rolls by 1 and Movement Speed by 1 and Jump Distances by 1. | Steel, Polyfiber (18HP) | 40,000 Dollars |
Cybernetic Arm | A standard cybernetic arm replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (14HP) | 20,000 Dollars |
Cybernetic Arm (Enhanced) | An enhanced cybernetic arm that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics Skill Rolls by +2. | Steel, Polyfiber (16HP) | 40,000 Dollars |
Cybernetic Foot | A standard cybernetic foot replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (12HP) | 10,000 Dollars |
Cybernetic Foot (Enhanced) | An enhanced cybernetic foot that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics Skill Rolls by +1 and increases Movement Speed by +1. | Steel, Polyfiber (14HP) | 20,000 Dollars |
Cybernetic Hand | A standard cybernetic hand replacement. | Allows for complete recovery from loss of limb. | Steel, Polyfiber (12HP) | 10,000 Dollars |
Cybernetic Hand (Enhanced) | An enhanced cybernetic hand that is more efficient and possesses more features than the original. | Allows for complete recovery from loss of limb. Increases Athletics and Fine Motor Skill Rolls by +1. | Steel, Polyfiber (14HP) | 20,000 Dollars |
Cyber Tail / Tentacle | An added or replacement cybernetic tail or tentacle. | Allows the user to manipulate objects and make attacks using their cyber tail / tentacle. The Cyber tail suffers a -2 penalty to making any Fine Motor Skill Rolls. It can hold objects. It deals 1d6 Blunt Damage per Hit on Attacks made with it. The user is considered to be trained to wield their installed tail. | Steel, Polyfiber (16HP) | 20,000 Dollars |
Cyber Gun | A concealed firearm housed within the cybernetics of the user. | The user may have any small or smaller firearm installed directly into their cybernetics. Allowing them to have a uniquely surprising version of concealed carry. | Steel, Polyfiber (10HP) | 20,000 Dollars |
Cyber Arm | An added cybernetic arm that was not part of the user's original anatomy. | The user gains the ability to control and manipulate 1 additional cyber arm and hand not part of their original anatomy. | Steel, Polyfiber (16HP) | 20,000 Dollars |
Cyber Cannon | A concealed LMG, RPG or grenade launcher housed within the cybernetics of the user. | The user may have any Large or smaller firearm or heavy weapon installed directly into their cybernetics. Allowing them to have a uniquely surprising version of concealed carry. | Steel, Polyfiber (16HP) | 40,000 Dollars |
Cyber Bomb | A concealed bomb hidden in the user's cyber components. It can be detonated by the will of the user or set to detonate on a timer or upon detecting a user flatline. | The user can detonate their cyber bomb either at will, using a timer or set it to blow if they die. The bomb has a 10 Meter Blast and deals 3d10 Burn Damage and 3d10 Kinetic Damage to all creatures, structures and objects in the blast area. Creatures that succeed on a DC 14 DEX Saving Throw can reduce the damage taken by ½. | Steel, Polyfiber, Explosives (18HP) | 40,000 Dollars |