Cybernetics

Building a Better You.

Cybernetic augmentation is common practice in the New World, from minor neural chips that enhance a front-of-store employee's charisma, to vicious mounted wrist blades and subdermal armour linkages to better a mercenary's killing potential. DMs can choose to allow Player Characters to visit a Cyberdoc clinic to purchase Augments that further empower and customise their abilities in combat. Player characters are able to have as many cybernetic augments as equal to their Constitution modifier and their Intelligence/ Wisdom modifier, (whichever is higher). As these modifiers increase, the number of cybernetic augments they can handle increases alongside them.

NOTE: Player characters are unable to gain the benefit of 2 effects if they share a name, thus stacking one type of augment will not give a stacking buff. Additionally, stacking augments of different rarities will result in the higher rarity augment of the 2 overriding the lesser. Commercial Augments can affect stats up to a maximum score of 20. Mercenary Augments can affect stats up to a maximum score of 22. Executive Augments can affect stats up to a maximum of 24. Any stat increases past these thresholds are disregarded.

The prices of augments are guidelines for your campaign, depending on how generous you are with creds.

Commercial Augments

$$1,000-$$10,000

BioMod

+2 (STR, DEX, CON)

NeuroMod

+2 (INT, WIS, CHR)

Skill Chip

+2 to a skill of your choice.

Trick Chip

Ability to cast a Trick of your choice.

Weapon Internalisation

Ability to internalise a nontechnical weapon of your choice, negating the need to stow and switch weapons and removing the threat of being disarmed.

Optics

You have a Darkvision range of 60 feet.

Mercenary Augments

$$10,000-$$100,000

BioMod Plus

+4 (STR, DEX, CON)

NeuroMod Plus

+4 (INT, WIS, CHR)

DataMatrix

Expertise in a skill of your choice.

Genetic Splice

You gain one Splicer Racial Trait from the Splicer table.

Tech Chip

Ability to cast a Level 1 Tech of your choice. The number of casts is equal to your proficiency per long rest.

Weapon Internalisation Plus

Ability to internalise a +1 Technical weapon of your choice, negating the need to stow and switch weapons and removing the threat of being disarmed.

Optics Plus

You have a Darkvision Range of 120 feet.

Executive Augments

$$100,000-$$1,000,000

BioMod XL

+6 (STR, DEX, CON)

NeuroMod XL

+6 (INT, WIS, CHR)

Tech Chip XL

Ability to cast a Level 2 Tech of your choice. The number of casts is equal to your proficiency per long rest.

Weapon Internalisation XL

Ability to internalise a +2 Technical weapon of your choice, negating the need to stow and switch weapons and removing the threat of being disarmed.

Genetic Transplant

You gain one Racial Trait of your choice, from any race other than your own.

Optics XL

You have a Darkvision range of 120 feet, as well as a Thermal Vision range of 60 feet, allowing you to see sources of heat through smoke and fog.

Special Augmentation Menu

These augments are specific to a Player Character's race, and as such aren't available outside of that race. These augments are priced similarly to Executive Augments, at the discretion of the DM.

Adamantium Chassis.

Any critical hit against you becomes a normal hit.

Subdermal Alignment

Any armour you wear that requires a strength score doesn't require it, and you don't receive disadvantage on stealth made while wearing it.

Any and all augments listed below gives a +1 to a stat of your choice. Remember that cybernetic augments do not stack. For example, using Wired Reflexes with a +1 Charisma upgrade, as well as a +4 Charisma NeuroMod, will only amount to +4.

Wired Reflexes (Elf)

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Sprint Burst(Elf)

You are able to double your speed for one round, if you do so you can not do it again until you spend a turn unmoving.

Survival Coating (Nayaling)

You gain resistance to cold, fire and poison damage. You also have advantage on saving throws against being poisoned.

Thermal Exhaust(Nayaling)

You are able to reroll any 1's rolled when you roll tech fire damage, but you must take the new value. Additionally, until the next turn you vent the excess heat around you dealing a d4 fire damage to any creature within 5 feet of you when you use it and at the start of their turn.

Exceedingly Cheeky(Wukong)

Cheeky monkey can be used to effect an allies roll, if you use it in this way you are unable to use it again until your next turn.

Optical Camouflage(Wukong)

Immediately after you take damage, you can use a reaction to become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw.

Nanite Core(Artificate)

Your modular feat can now be used at will and instantly.

Combat Chassis(Remake)

You are able to add your charisma bonus to your AC score, additionally when an opponent within 5 feet lands a melee hit on you, they take 1d4 piercing damage.

Integrated Flight System(Remake)

You gain a fly speed equal to your base movement speed.

Photosynthetic Focuser(Gobbo)

While in sunlight, your Cup Check feature can be used once per round.

Adrenal booster (Gobbo)

If you were to fail a roll with any number of allies with in 30 feet, gain a bonus equal to the number of allies around you (max +5) you can pass a number of checks this way equal to your proficency multiplier.

Air Condenser(Jerboan)

Your Stuffed Tough trait no longer requires food or drink and can be activated for a minute as a bonus action

BioMonitor (Jerboan)

If you take a dodge action you are able to use one of your hit dice to heal yourself.

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