Cyborg
Upgrades
This isn't really a skill based on levels in any
way, all you need to make a cyborg more powerful is a lot of money and
some connections (Like the Backgrounds: 'Contacts' or 'Black Market'.)
Here are some of the Upgrades they can receive,
let it be known that if the player is smart enough the GM will allow him
to start inventing his own upgrades.
Upgrade | Cost | Ability | Weight |
Psycho Transmitter | 1,350 Zenny | This device allows Cyborgs to communicate mentally with other cyborgs possessing the same upgrade, it also will serves as a tracking device if he is lost. | No effect |
Neck Jack | 1,600 Zenny | This is a simple plug in the back of a cyborgs
neck, it gives him the ability to download information and programs from
computers, and control computerized machines, he may also download a skill.
(Like the ability to pilot plane.) But the download is not permanent and
wears off after a day (so he forgets how to fly tomorrow.)
Sometimes files get corrupted in the cyborgs brain, (depending weather or not its a healthy brain.) and there's always the chance of downloading a virus. |
No effect |
Back Launcher | 2,067 Zenny | A rocket launcher implanted in the cyborgs back, it can hold up to six rockets, Spend an Ability Point for each rocket launched. Government cyborgs cannot obtain this upgrade, when in firing position movement is almost an impossibility since the cyborg is hunched over. | 165 Pounds |
Coda Eye | 2,000 Zenny | This implant allows the Cyborg to see in all
spectrums of light and give him the ability
to lock onto a target. It lowers the Dif of any firearms related attack by 3 and once locked on the enemy will have a piss hard time evading the Cyborg. For Government Cyborgs this looks like any Mundane eye, but the other Cyborgs only have access to the cheaper version which basically makes them look like a Borg. |
No effect |
Finger Blaster | 2,536 Zenny | The tips of the Cyborgs Fingers retract and a
tiny laser blaster appears.
Roll Dex+Firearms Dif 6 Dam 5A. |
No effect |
Exoskeleton | 3,000 Zenny | A super alloy exoskeleton permanently implanted on the outside of the cyborgs body, it offers 3 extra aggravated soak levels and is resistant to laser and fire damage. Government cyborgs can have this melded over their real bone and their skin regrow over it. | 240 Pounds |
Extra sensory transmitter | 3,240 Zenny | This upgrade is an implant in the cyborgs ears, eyes, nose, or tongue. It greatly increases the cyborgs sense and lowers all perception rolls difficulty by 3. Player must tell GM what sense is being augmented, although he can have all four it will cost extra and the perception difficulty will go no lower then minus three. | No effect |
Mech. Legs | 3,500 Zenny | These are special legs that give the Cyborg extra
speed and jumping bonus's.
They give you one extra turn and all difficulty for jumping is decreased by 3. Spend an AP to activate the extra turns. |
120 Pounds each Pounds, Lift capacity 899 Pounds. |
Boosters | 4,250 Zenny | This upgrade is implanted in the shoulder blades or the feet, (which ever the player desires, it makes no difference.) it gives the cyborg the ability of limited flight, though it is less then graceful or fast. | 50 Pounds, Lift capacity 700 Pounds.
Fuel Tank: Fifty Lose one unit of fuel every turn in flight. |
Mech. arms | 3,500 Zenny | This upgrade increases the cyborgs strength by three+1 (Spend an AP to activate the plus one.) | 100 Pounds each. |
Tank Legs | 5,000 Zenny | Powerful tread devices that can crush anything and has 4 extra weapon compartments for upgrading. (Government cyborgs may not take this.) | 400 Pounds, Lift capacity: 1,500 Pounds. |
Super Legs | 5,500 Zenny | Huge powerful legs, they are laser proof, flame proof and bullet proof, 3 extra compartments for weapon upgrades on each. | 300 Pounds Each, Lift Capacity: 2,000 |
Super Arms | 5,500 Zenny | Immense muscular arms, laser proof bullet proof, flame proof, 2 extra compartment on each for weapon upgrades. Adds 3+2 to strength. Spend an AP for additional 2. | 200 Pounds Each. |
Laser Claws | 4,000 Zenny | Look like normal hands until used, the tips of the fingers retract and the tiny laser generators activate. Concentrated beams form claw like appendages that do strength+ 3 aggravated damage. Roll Dex+Friearms difficulty 6. Spend 2 Ap to activate | No effect |
Laser saber | 6,000 Zenny | This can be hand carried or, as if preferred, be hooked into one of the weapon compartments on the cyborgs arm. Does strength+4 aggravated damage. Roll Dex+Melee difficulty 7 | No effect |
Rapid fire missile launcher | 6,000 Zenny | This is a small launching device with a missile
cache that holds up to 12 small missiles. It can be hooked up to
a compartment in either the arm or the leg. these can be guided by
the Coda eye upgrade.
Damage 6 aggravated each. Spend 2 AP to activate. |
170 Pounds |
Mini galtling gun | 6,000 Zenny | Another small conceivable weapon, the mini galtling
gun is usually worn in a compartment on the arm but one in the knee joint
isn't unheard of.
Holds 100+1 bullets in each magazine. Spend 2 AP to activate. Damage 5. Fire rate: 3. |
120 Pounds |
Laser rifle | 6,500 Zenny | Small laser gun worn on the arm compartment. Energy pack hold 50 shots, Damage 5 Aggravated each. Spend 2 AP to activate. | 50 Pounds |
Joint Spike | 4,000 Zenny | A large metal spike that is placed in the elbow or knee joint compartment. 2 AP to activate. | 20 Pounds Each |
Chest Cannon | 7,000 Zenny | Huge powerful laser cannon concealed inside chest. Spend 5 AP and rip open chest plates, then lets louse in which ever direction strikes you. Difficulty 8 Damage 12 aggravated. | 100 Pounds |
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