XYBER
Enablers and The Xyber Bonus
Although called "xyber", things that fall into this category are not necessarily cybernetic, but include all manner of futuristic additions of technology to your character's body and mind. Xyber gives you a xyber bonus to affected skill rolls. The bonus ranges from +1 through +3, with increasing cost in both money and trauma. Some types of xyber do not give a bonus, but rather work as enablers for certain types of rolls. Fx. the IR option for xyberoptix may allow you to do Awareness rolls in situations where normal vision wouldn't be enough to allow you a roll at all. Some types of xyber might not give you a roll bonus, but rather its enhancement level is used to describe capabilities not necessarily connected to a roll.
Enhancements, Replacements and What They Cost
Replacement xyber includes everything that you put into your body in order to replace the loss of a natural function. It gives you no bonuses to rolls or xyber enablers, etc, but simply give you back a lost function. They cost is merely half of the base enhancement cost in money and half the TPC.
Enhancement xyber includes everything (mechanical, nano, bioware, etc) that gives you any form of roll bonuses and/or enablers. Enhancements that give a xyber bonus to a single, specialized type of roll, such as a specific skill, have a cost calculated by multiplying the base cost by 1, 3 or 10, for +1, +2 and +3, respectively. Enhancements that act as a stat booster, which is to say it gives you a roll bonus on all or most of the rolls involving the stat in question, cost 10, 30 and 100 times the base cost for xyber bonus, and will typically bring with it a higher trauma impact. For enhancements that give you bonuses on more than one type of roll, but not for all rolls involving a specific stat, the cost is 1-3-10 as above, multiplied by the number of types of rolls enhanced.
Trauma Point Cost
Each enhancement is listed with a TPC of either 1, d3, d6 or d10. Roll a number of TPC dice equal to the enhancement bonus of the unit. Fx., a +2 enhancement with a d6 listed TPC costs 2d6 Trauma Points.
For +0 replacements, use a die one size smaller. The minimum is howerver still 1.
Options fitted in a xyber unit have their own TPC, independent of their host xyber.
Option Slots
Some forms of xybernetic enhancements, such as xyberoptix, etc, may be fitted with option slots, in order to extend their capabilities. The maximum number of options for any xyber unit is 6. Note that fitting your xyber with option slots doesn't mean that you get the actual options, but only the capability of fitting options.
Enhancements that can be fitted with options typically have an option slot cost of 10% of the base xyber cost. Add this to the cost of the enhancement itself.
- The cost of the option slots follows the 1-3-10 rule for xyber costs, as follows
- 2 slots: 1 x option slot cost
- 4 slots: 3 x option slot cost
- 6 slots: 10 x option slot cost
Option slots have no extra trauma cost. Note that the cost for option slots does not include the actual options fitted, only the slots to put them in. Options cost extra.
Replacement xyber can not be fitted with option slots. I.e., your xyber must have an enhancement bonus before you can put options in it.
The number of option slots is entirely independent from the enhancement bonus. A +1 enhanced xyber unit can have 6 option slots, while a +3 one may have none. Having an enhancement bonus does not automatically give you any option slots. Slots must be bought separately. Also, an option may have its own individual enhancement bonus, which may also be unrelated to the enhancement bonus of its host xyber.
Sample Xyber
Skinweave
TPC: d6
- +1: AV6
- +2: AV8
- +3: AV10
Generic Stat Enhancement
TPC: d10
Generic Skill Enhancement
TPC: 1, d3 or d6, depending on type and number of skills affected.
Plug
TPC: d3 Enables interfacing with plug equipment. Requires Neural Processor.
Chip Socket
TPC: d6
- +1: 3 slots
- +2: 6 slots
- +3: 10 slots
Requires Neural Processor. Enhancement bonus not added to most chip functions, such as skill chips.
Pain Editor
Soaks initiative loss from stun, and soaks roll penalties from wounds. TPC: d10
- +1: Ignore 5
- +2: Ignore 10
- +3: Ignore 15
Neural Processor
TPC: d6 Enables use of Chip Socket, Jack Plugs, etc.
Adrenal Booster (?)
Initiative damage buffer? (30?) Ignore 1st stun initiative damage?
Sandevistan
Lowers initiative tick cost for actions. Roll 2d10. The higher result is the number of rounds the effect lasts. After that, the lower result is the number of rounds that your initiative cost is increased instead. TPC: d3
- +1: 9 ticks per action
- +2: 8 ticks
- +3: 7 ticks
Xyberaudio / Xyberoptix / Olfactory Enhancement / Etc
General pluss on Awareness rolls where applicable. Options are typically enablers that use the enhancement bonus of the host. TPC: d3
Xyberoptix Options
Anti-Dazzle: Ignore 10 points of Flash effect.
IR: See IR, duh
Lo Lite: See in lower light conditions, but lose colour vision.
Telescope:
Microscope:
HUD: Interfaces with various military applications.
Recorder:
Xyberaudio Options:
Xyber Telepathy:
Radio Link: Transmits in realtime everything your xyberears hear.
Phone Splice:
Scrambler: Makes jamming and eavsdropping more difficult.
Voice Stress Anal.: HumPer? bonus.
Recorder:
Level Damper: Ignore 10 points of Bang effect.
Xybernose Options:
Chem Sniffer: Helps identify chemicals, xyber bonus to Chemistry roll.
Pheromone ID: Helps identify organisms by scent, xyber bonus to
Science/Survival roll.
(Name?) Helps identify substances as edible or harmful, xyber bonus to Survival roll.
Recorder:
Nano Surgeons
Reduces healing times (by 2 steps?). TPC: 1
Compartmentalized Organs / Organweave
Reduces penetrating damage to the torso, after armor effects, etc. TPC: d6
- +1: -2 damage points
- +2: -4 damage points
- +3: -6 damage points
Circulatory Sphincters
Automatic wound stabilization, no 1st aid roll required. Wounds do not stage up if untended to (?). TPC: 1
Dermal Plating
Torso or Face Replace bodyfat with subdermal hard armor.
- +1: -10 damage
- +2: -15 damage
- +3: -20 damage
TPC: d10
Hardened Skull
Hardens the bone in the skull to metallike qualities, works like comp organs.
- +1: -2 damage
- +2: -4 damage
- +3: -6 damage
TPC: d10
Internal Weapons
Mount a weapon in an exisiting cyberlimb. TPC: d10
Hydralic Rams
Arms: Boost Punch damage. Legs: Jump higher.
- +1: 1d6 damage, 1 extra m height and 2 extra m length
- +2: 2d6 damage, 2 extra m height and 4 extra m length
- +3: 3d6 damage, 3 extra m height and 6 extra m length
TPC: d6
Run Fast
Takes one option slot in both legs and adds to your move.
- +1: +3 MA
- +2: +6 MA
- +3: +10 MA
TPC: d3
