MSRD:Cybernetic Enhancements (Rules)
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Cybernetic Enhancements
Cybernetic enhancements are available starting at Progress Level 6. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.
Each enhancement description includes the following information:
Benefit: What the cybernetic enhancement allows its recipient to do.
Type: Enhancements can be external or internal. External enhancements are subject to sunder attacks; internal enhancements are not.
Hardness/Hit Points: The hardness and hit points of the enhancement. Internal enhancements don’t have hardness.
Base Purchase DC: The purchase DC of the enhancement (or the components to build it), at its specified Progress Level. Cybernetic attachments are cheaper to buy at higher Progress Levels; for each raised step in Progress Level, reduce the purchase DC by 2.
Restriction: The level of license required to purchase the enhancement legally, and an appropriate black market purchase DC modifier.
PL 6 Enhancements
- Anti-Shock Implant
- External Weapon Mount
- Identity Chip
- Injector Unit
- Nightvision Optics
- Skill Implant
- Stabilizer
- Subcutaneous Body Armor
- Subcutaneous Cell Phone
- Telescoptic Optics
- Voice Stress Analyzer
PL 7 Enhancements
- Anti-Flare Implants
- Anti-Stun Implant
- Body Repair Weave
- Data Archive
- Feat Implant
- Fortified Skeleton
- Initiative Implant
- Internal Weapon Mount
- Laser Optics
- Luminous Skin
- Microcomputer
- Mindscreen Implant
- Prosthetic Enhancer
- Rage Implant
- Skill Plexus
- Targeting Optics
PL 8 Enhancements
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