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Cyberware Implants

Cyberware is the common name for Cybernetic Implants, electronic and mechanical augmentations and modifications built into a persons body. One person may safely receive up to 3 implants before risking Cybernetic Overdose. Cyberware Implants are graded by the ease of crafting and grafting, as shown below. Crafting requires the correct components, as determined by your DM, and a crafting check. The DC for a crafting check is determined at the bottom of each section of Cyberware grade. For this check, you roll 1d20 and add your Intelligence modifier, and your Proficiency modifier.
Additionally, Cyberware built to hack into a target's implants can be crafted. Such an implant changes capabilities depending on the grade of cyberware it was crafted as. For more details, see the Hacking Modules page.  
Basic Cyberware
Basic Cyberware is the easiest to create and implant, and often is purely cosmetic or minimal in bonus. Such implants take form similarly to:
  • Thieve's Tools hidden inside of the subject's hand bones, attuned to specific movements to release certain tools.
  • Cybernetic eyes that allow scanning of subjects to reveal publicly available information found on a quick sweep on the internet.
  • Sound dampening inserts woven into the subdermal tissue on the bottoms of a subject's feet, giving advantage to stealth checks.
  • Inner ear stabilizers, keeping the fluid in one's ears from being affected by external means, granting advantage on balance related checks and saving throws.
  • Occular Targeting systems that guide the nerves of the body to correct a course of action in combat, granting +2 to melee or ranged attack rolls.
Similarly, Basic Cyberware that a Grafter might craft is restricted to advantage on certain skills, maximum of +2 bonuses to specific actions, and cosmetic changes that might allow for easier carrying of tools and basic equipment. The DC for creating Basic Cyberware is 12.
Intermediate Cyberware
Intermediate Cyberware is somewhat more difficult to create and implant, and is the beginning of more tactical and combat focused Cyberware. Some examples would be:
  • A shortsword built into the arm(s) of a subject, capable of dealing an additional 1d6 damage of an elemental type.
  • Augmented carbon fiber muscular tissue replacements, increasing the subject's strength score by 1.
  • Hydraulic bones replacing a subject's leg bones, allowing the subject to jump and fall an additional 10ft. without taking damage.
  • A woven material built under the subject's palms allowing a discharge of electricity dealing 1d10 lightning damage as a touch range unarmed attack.
  • Signal Suppressors in the subject's nervous system, allowing the subject to take more damage in battle, remaining conscious until at -5hp.
Similarly, Intermediate Cyberware that a grafter might craft is restricted to elemental damage equal to or less than 1d10, improving physical scores by 1 point, improving passive abilities: movement speed, and passive perception, and tactical changes that allow the carrying of weapons and enhanced weapons without adding weight to the character. The DC for creating Intermediate Cyberware is 14.  
Advanced Cyberware
Advanced Cyberware is the second most difficult classification of implant to create, and focuses heavily on either larger bonuses to specific abilities, or moderate bonuses to a wider array of subjects. Examples include:
  • Titanium knuckle replacements, granting +6 bludgeoning damage to unarmed attacks.
  • Subdermal layers of flexible metal that increase the subject's AC by +4.
  • Neurotransmitters allowing two or more subjects to link at will and communicate telepathically.
  • Optical Camouflage using fiberoptic strands woven into the subject's body, hair, and clothing allowing the projection and warping of light, granting invisibility for up to 10 minutes.
  • Once daily usable propulsion systems that can allow the subject to Dash without using a bonus action, including underwater.
  • A self-charging explosive launcher, usable once per day, allowing the subject to fire a small explosive capsule that acts as a 3rd level Fireball spell with a 90ft. range.
Similar Cyberware of this grade can be crafted to simulate spells up to 3rd level: usable once per day at 3rd level, and an additional use per day for each spell level lower. As well as augmentations of physical abilities or specific attacks. Individual physical scores can be improved by 2 points. Passive abilities can be further augmented and enhanced. The DC for creating Advanced Cyberware is 16.  
Archtech
Archtech is the final stage of Cyberware, and is only craftable by a master Grafter. These implants are incredibly difficult to come by, create, and implant. One Archtech implant has the same wear on the body as two of a normal Cyberware implant, as they are a mixture of Cyberware and Spellware, carefully crafted to allow relatively harmless implantation into a subject. They achieve this with an arcane crystal, into which the base code is imbued, seated inside of cyberware designed to both fine-tune this code as well as slowly draw power from the subject to charge the implant. Examples of the effects they grant are as follows:      
  • A small gem inside a web of cybernetic cables placed in a subject's forehead, allowing them to use Telekinesis for up to 10 minutes each day.
  • A gem at the base of a subject's spine, powering a network of cyberware through their legs, allowing a subject to Fly.
  • A gem seated in the palm of a subject's hand, connected to hollow tubes throughout their arm, allowing the subject to create a melee weapon of their choice at the cost of 5hp.
  • A subdermal weave connected to a gem in the subject's chest, granting resistance to one type of elemental damage.
  • A network of cybernetics with a liquified arcane gem running throughout a subject's body, granting a forcefield that absorbs damage equal to the subject's Constitution score + their player level.
  • A network of cyberware surrounding an Arcane Eye implant that monitors the subject and one target's vitality rating (hit points), attacks, and defenses. Granting advantage on physical attacks, +2 to AC when using the Dodge action, and allowing a natural 1 to be rerolled once per day, as the Archware attempts to automatically correct an attack's course.
Cyberware of this grade is often specialized in use, and highly advantageous. It can double passive abilities, add +2 to a subject's physical scores (this technology is capable of increasing a physical score beyond 20), casting spells up to 5th level in ways that allow a duration to become the length of time the subject can use the spell throughout a day, and grant specific resistances or advantages in battle. The DC for creating Archware is 20.

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