Cybernetics

Part Name Points Spaces Remote Description
Amplified Hearing 0 0 0 This cybernetic ear option gives the user the ability to discern sounds as quiet as 3dB. (A mouse's belch at 30 meters). Sudden loud sounds will act as a distraction to the person using this unless they also have level dampers.
Atmospheric Sampler 0 0 0 This cyberware samples the atmosphere,giving a detailed report to an LCD screen or HUD located elsewhere.
Bug Detector 0 0 0 This scans for the presence of bugs. It has a search BCS of 8.
Camcorder 0 0 0 Video camera with 1 O minutes of recording time per microchip.
Cattle Prod 0 0 0 An electric shock weapon with the contacts on the surface of the Cyberlimb. The Cattle prod has 50 charge s contained within it, each doing 1d10 of subdual damage. The user can put up to 15 charges in a single attack, and must contact the target using surprise, Unarmed Combat, or brawling.
Color Shift 0 0 0 Allows the user to change the color of his eyes at will.
Deftness Boost (ARM) 0 0 0 Gives a bonus of one group (10 points) to a cybernetic limb in the given attribute. Each group boost takes up one space.
Deftness Boost (LEG) 0 0 0 Gives a bonus of one group (10 points) to a cybernetic limb in the given attribute. Each group boost takes up one space.
Ear, standard 0 0 0 This Cyberware replaces one ear. It duplicates normal human hearing.
Electro Magnetic Pads 0 0 0 Magnetic pads usually installed in the soles of cybernetic feet to allow the user to walk normally on any magnetic surface in zero g. If the Pads are placed on the knees and hands, the user can crawl on any magnetic surface, even under the influence of gravity.
EMR Scanner 0 0 0 Gives a display of electromagnetic radiation superimposed on the vision of the user. This allows seeing lasers, electrical currents, etc.
Eye, standard 0 0 0 Replaces the normal function of the human eye.
Foot, standard 0 0 0 Statistics 15: A standard cybernetic foot (location 19 or 20), duplicating normal function. It has STR 15, OFT 15, and SPD 15.
Full Arm, standard 0 0 0 Statistics 35 : A standard cybernetic arm and shoulder (locations 21 ,23,25,27,29 or 22 ,24,26,28, 30), duplicating normal function. It has STR 35, OFT 35, and SPD 35.
Full Band Reception 0 0 0 Allows the user to hear sounds from 10 Hz to 40,000 Hz. (Dog whistles, sound based alarms, sonar.
Full Leg, standard 0 0 0 Statistics 35 : A standard cybernetic leg (lo cations 13,15,17,19 or 14,16,18,20), duplicating normal function. It has STR 35, OFT 35, and SPD 35.
Hand, standard 0 0 0 Statistics 15: A standard cybernetic hand (location 29 or30), duplicating normal function. It has STR 15, OFT 15, and SPD 15.
Heads Up Display 0 0 0 Gives the user a full heads-up display of information from internal computers, netlink plugs, or other cyberware.
Image Intensifier 0 0 0 Computer enhancement of images, increasing resolution. Gives +1 to all Sight based BCS rolls.
Inertial Tracker 0 0 0 This device maps out the inertial changes that the user experiences, giving a very accurate map of the user's travels. The wearer has a +16 to Wit saving throws to retrace any pathway the user has traveled.
Infrared vision 0 0 0 Allows the user to see in the Infrared spectrum. This will give a 30 foot vision range from ambient infrared radiation, or the user can select active mode, giving normal vision, but to any other infrared seeing beings, the user's eyes will appear to glow.
Jets (15 lbs thrust) 0 0 0 These jets, usually installed in the feet, will lift up to 15 enc. including the user's P.ENC and all equipment. There Is enough fuel to lift this about 100 feet in the air. These are designed more for jumps and airborne drops than flying.
Low Light Enhancement 0 0 0 Amplifies ambient light levels, allowing normal vision in near-total darkness, at the cost of the loss of color sense. Light Level 3.
Lower Arm, standard 0 0 0 Statistics 25: A standard cybernetic lower arm (locations 25,27,29 or 26,28,30), duplicating normal function. It has STR 25, OFT 25, and SPD 25.
Lower Leg, standard 0 0 0 Statistics 25: A standard cybernetic lower leg (locations 15,17,19 or 16,18,20) , duplicating normal function . It has STR 25, OFT 25, and SPD 25.
Micro Camera 0 0 0 10 exposure still camera contained within the eye.
Micro Laser 0 0 0 A laser with a collimation of 3, and a MCS of 1, with 10 charges.
Micro Recorder 0 0 0 A microchip audio recorder. Records sound heard by the ear, with a 2 hour recording time per chip. The recording will only be in stereo if the user has two cybernetic ears.
Microscopic Vision 0 0 0 This feature has lenses that give 100x magnification of Items within 6 meters.
Monofilament Wire 0 0 0 A garrote or whip of monofilament wire 2 meters long. WDM 1.6L.
Mouth Cyber Weapon Splice 0 0 0 A llows the user to link directly with a cyber weapon through a Cyberscope, bestowing a +3 to BCS.
Mouth Net Link 0 0 0 Allows the user to link directly into the net.
Mouth Polson Sensor: 0 0 0 Will detect poison or contamination In food or drink.
Mouth Tongue (weapon) 0 0 0 Bladed tongue, WDM 1.5L
Nose/ Sinuses 0 0 0 Replaces normal function of the nose and sinuses.
Nose/Sinus Chemical Sniffer 0 0 0 Chemical sensor will analyze any chemicals in the air, with an accuracy of detecting as little as one part in ten million.
Nose/Sinus Filters 0 0 0 Chemical filters that will filter out most combat agents and smog.
Nose/Sinus Mouth 0 0 0 Duplicates normal function of the mouth.
Parabolic Microphone 0 0 0 This cyberware allows the long-range reception of sound; with this the user can clearly hear a normal conversation at a mile. However, the area listened to is quite small. ( 2 meter radius at 1-mile range).
Phone Link 0 0 0 This is an internal 3-watt cellular phone contained within the ear.
Pressure Sensor 0 0 0 Allows the user to accurately measure the barometric pressure.
Radar Detector 0 0 0 X, K, and Q band radar detector. Know when those speed traps are coming. This will also pick up motion-sensor doors, alarms, etc.
Radio Splice 0 0 0 This is an internal two-way radio contained within the cybernetic ear. It has a range of around 2.5 miles.
Range Finder Binocular 0 0 0 Gives +2 to all ranged weapon BCS's at long and extreme range. Requires two cybernetic eyes.
Range Finder Monocular 0 0 0 Gives +1 to all ranged weapon BCS's at long and extreme range.
Razor mails 0 0 0 Razor bladed fingernails. WDM 1.7L.
Retractable Blades 0 0 0 Retractable blades concealed within the cyberllmb. WOM 2.1L.
Scrambler 0 0 0 This is a two way scrambling system that will work with a Phone Link, Radio Splice, Throat/Larynx, or micro recorder.
Sonar (requires 2 ears) 0 0 0 Gives the user sonar. This will map out the solid objects within 30 meters. (100 meters underwater).
Sound Editing 0 0 0 Allows the user to selectively Ignore any specific sounds (gunfire, music, mother, etc.)
Speed Boost (ARM) 0 0 0 Gives a bonus of one group (10 points) to a cybernetic limb in the given attribute. Each group boost takes up one space.
Speed Boost (LEG) 0 0 0 Gives a bonus of one group (10 points) to a cybernetic limb in the given attribute. Each group boost takes up one space.
Strength Boost (ARM) 0 0 0 Gives a bonus of one group (10 points) to a cybernetic limb in the given attribute. Each group boost takes up one space.
Strength Boost (LEG) 0 0 0 Gives a bonus of one group (10 points) to a cybernetic limb in the given attribute. Each group boost takes up one space.
Tape Player 0 0 0 Ari audio tape player in your head. Will play any standard audio tape.
Targeting Sight 0 0 0 Will place a crosshair in the user's field of vision where a coded laser beam impacts (+1 BCS), usually a laser sight, or, with a cyberweapon splice, will give ranging and crosshairs. (+2 BCS)
Taser 0 0 0 Conceal ed Taser within the cybernetic limb.
Telescopic Vision 0 0 0 Lenses in the cybereye give the wearer 2-12x telescopic vision.
Telescopic/Microscopic V1sion 0 0 0 Electronic alteration in the visual processor allows 2-10x telescopic vision, or 75x microscopic vision.
Thermograph Sensor 0 0 0 This feature allows the user to see heat patterns. Hot areas appear as bright colors, while cool areas are dark.
Tight Beam Radio Link 0 0 0 Gives secure battlefield communication that usually bounces off a satellite. The user can perform no other. actions, Including motion, while transmitting or receiving.
Torso 0 0 0 A replacement torso, replacing locations 4 to 12.
Torso, Digestive Tract 0 0 0 A replacement cybernetic digestive system, almost duplicating normal function. Some harsher foods cannot be tolerated by the system.
Torso, Extra Ann Adaptor 0 0 0 An extra shoulder mounted on the torso, to allow the addition of multiple arms.
Torso, Heart 0 0 0 A replacement cybernetic heart, duplicating normal function.
Torso, Kidneys 0 0 0 Replacement cybernetic kidneys, duplicating normal function.
Torso, Lung 0 0 0 An artificial cybernetic replacement lung, duplicating normal function, but immune to some (30%) gases.
Torso, Lymphatic System 0 0 0 Cybernetic lymphatic system, giving heightened immune efficiency. The wearer gets an extra save to resist disease at 15 or less on a d20. The system will also reduce the effects of alcohol and drugs, reducing their strength by 1.
Torso, Weapon Anm Deluxe 0 0 0 An extra arm mounted on the torso cyberlinked automatically. It will Pop out of a concealed space in the torso and is ready to fire. It is fu lly contained, leaving the user's hands free.
Torso, Wings 0 0 0 A pair of wings mounted on the base of the shoulder blades. These give the user flight capability, though they are bulky. (Encumbrance of wings equals the user's personal encumbrance}. The user has a BMA of 3 while flying. See page 6 for details about flying.
Ultraviolet vision 0 0 0 Allows the user to see in the ultraviolet spectrum. This will give a 30-foot vision range from ambient UV radiation, or the user can select active mode, giving normal vision, but to any other ultraviolet seeing beings, the user's eyes will appear to glow. This is UV-Alpha rays, and will not cause tanning.
Voice Stress Analyzer 0 0 0 Acts as a lie detector, giving the user the ability to tell if a person is lying. (8 BCS)
Weapon (gun), hidden 0 0 0 A concealed gun (or other weapons) enclosed in the limb. It Is concealed until use, when it pops out and must be drawn or readied, etc.
Weapon Arm 0 0 0 Replaces the whole arm with a weapon. Normal function of the arm is lost.
Weapon Hand 0 0 0 Replaces the whole hand with a weapon. Normal function of the hand is lost.
Weapon Lower Arm 0 0 0 Replaces the lower arm with a weapon. The normal function of the lower arm Is lost.
Weap~n (gun), mounted 0 0 0 A gun or other weapon mounted In a limb, ready for use. The extra spaces compose the operating mechanism, and the gun is always completely contained within the cyberlimb. Cyberclaws: Cybernetic claws mounted at the tips of the fingers. WDM 1.5L
Wide Band Reception 0 0 0 Gives the user hearing from either 12 Hz to 20,000 Hz (low sounds) or from 40 Hz to 40,000 Hz ( high sounds).

Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume        Player LoginGM LoginCreate GM Account Search Site Changes/Updates Dark Theme

To help personalize content, tailor and measure ads, and provide a safer experience, we use cookies. By clicking or navigating the site, you agree to allow our collection of information on and off i314.org through cookies. Learn more, including about available controls: Cookies Policy.