Cybernetics

This section will cover all the possible enhancements and additions you can make to your character through the wonders of technology. As you may have noticed from the title, there are two types of enhancements: Cybernetics and Bionics. And yes, there is a difference.

Cybernetics

This is your “classic” mechanical enhancement to your body. It is the blending of man(beings) and machines. Since the parts are usually of a synthetic nature (previously metal, but the majority of Cybernetics in the current setting are made of carbon-fiber), they hinder the character’s ability to do psionics and magic. Thus, having cybernetics will reduce the character’s effectiveness when it comes to using psionics and magic. This will be discussed later under the Constitution Cost section.

Bionics

This is the more “natural” solution that mimics cybernetics, but is a lot less invasive. Instead of “machine” replacement parts, Bionics is a mix of genetic treatments or vat-grown, biologic replacements that are baseline your own DNA, but enhanced to match what cybernetics can do. Unfortunately, this makes them much more expensive, but they don’t have a Constitution Cost and therefore do not affect psionics or magic.

Constitution Cost

All Cybernetics will come with a Constitution Cost (CC). This will be listed with the individual cybernetic piece on the chart and in its description. The CC for each piece is subtracted from your Constitution (Con), but it does not take away directly from your Con. Instead, since Constitution is a measure of health and vim, it is also a measure of how much “damage” your body can take and be replaced with machine. So, you do not lose anything from your Constitution (i.e. Con bonus and its application to HP and Constitution saves), but you cannot have more cybernetics than your Constitution allows. You cannot go below 1 after all CCs are subtracted from your Constitution.

Example…

Tim the Street Warrior ran afoul a nasty group of Clown Gang thugs. Though he survived, they did blow off half of his right arm. He decides to get the whole thing replaced. A new cybernetic arm has a CC of 2. Tim’s Constitution is 14. After the surgery, his Constitution is now 14/12. The Cybernetic arm does not take away from his overall health and resistance, but it does replace a large chunk of his body. Deciding he likes the arm, he now wants a matching pair, so he gets the other arm replaced as well. This now brings his Constitution to 14/10. Now he’s hooked. He keeps getting more and more replaced until eventually his Constitution is now 14/1.25. This is fine so long as he doesn’t go below 1.

If you go below 1, your character does not survive the surgery. So, it is highly advisable that you do not go below 1.

Effects on Psionics and Magic

As mentioned before, Cybernetics adversely affect psionics and magic. For every 2 points of CC you will lose 1 known Psionic Discipline or Spell and for Psionic classes you will lose a number of  Psi Points equal to the CC of the Cybernetic. For Sorcerers, Cybermages, and Warlocks, you will lose one allotted spell per day per level. Druids and Templars do not have a number of “known spells”, so they only lose the spells per day per level like the Sorcerer. Bionics do not have a CC, so for Psionic and Magic classes it is advisable to use Bionics instead…if you can afford it.

Cybernetics and Bionics

Below are the charts with general descriptions of Cybernetics and Bionics available to characters. But first, is an explanation of the columns. Since there is more or less a Bionic equivalent of every Cybernetic, though not always, the charts are combined into one. Here are the columns:

Name: this is the name of the cybernetic or bionic part.
Benefit: this will give a brief description of the benefits gained from the part
CC: This is the Constitution Cost of the part. The CC listed only applies to the Cybernetic part.
Price: This is the cost in currency of the part. They will be listed with a “ / “ and will be the cost of Cybernetics first, then Bionics, so Cybernetic price/Bionic price. If an “NA” appears in the Bionic price, it means there is no Bionic version available.

Body Replacements
Name Benefit CC Price
Replacement Arm +1 to STR for each arm, max +2 to STR 2 2000c/NA
Replacement Leg +5ft to speed per leg, max +10 ft to base speed 3 2500c/NA
Replacement Hand +2 to Climb checks 1 1000c/NA
Replacement Heart +2 to any rolls/checks for endurance based tasks, e.g. long distance running 2 1500c/20kc
Replacement Lungs +2 to any rolls/checks for endurance based tasks and to Swim checks involving holding breath 2 1300c/15kc
Replacement Liver +2 to Fortitude saves vs. Poisons 3 1600c/12kc
Muscle I +1 to Str or Dex (player’s choice) 2 3000c/35kc
Muscle II +2 to Str or Dex (player’s choice) 4 6000c/50kc
Muscle III +3 to Str or Dex (player’s choice) 6 8000c/80kc
Bone Reinforcement +10 hp and +2 to Constitution saves 7 5000c/45kc
Arm Accessories
Name Benefit CC Price
Mounted Firearm You can mount a Medium or Light pistol onto your arm directly. It does normal weapon damage Weapon cost x 10
Retractable Blade(s) You can mount either the equivalent of a Dagger or Shortsword onto your arm that retracts and extends on command. 1000c
Revolving Mini-Missile Mount Exactly like the Armor accessory, but mounts to a cybernetic arm. See the armor accessory description 700c
Wrist Mounted Rail-Shot Exactly like the Armor accessory, but mounts to a cybernetic arm. See the armor accessory description 1500c
Wrist-Mounted Grapple Launcher Exactly like the Armor accessory, but mounts to a cybernetic arm. See the armor accessory description 650c
Shield Panel, Small Mounted on the forearm is a small slit that collapsing panels spring from and provide a small round shield. The AC bonus is the same as the normal shield. 400c
Shield Panel, Medium Mounted on the forearm is a small slit that collapsing panels spring from and provide a medium round shield. The AC bonus is the same as the normal shield. 550c
Armor Plating Armor plates are added to protect the arm from damage. You gain a +1 armor bonus to AC. This stacks 800cc
Leg Accessories
Name Benefit CC Price
Hidden Thigh Holster Panels on your thigh open up and you can any size pistol, but nothing larger 350c
Speed Servos +10 to base movement 1300c
Super-Speed Servos +20 to base movement and can run at a top speed of 120 kmph 15kc
Enhanced Hydraulic Joints +10 ft to jump distance for long and high jumps 3000c
Armor Plating Armor plates are added to protect the leg from damage. You gain a +1 armor bonus to AC. This stacks with armor, but not other cybernetic armor. 800c
Cerebral Implants
Name Benefit CC Price
Cerebral Processor A microprocessor implanted in the brain where the cerebrum and spinal chord meet. This is required for all other Cerebral Implants 2 1500c/NA
SmartGun Interface A wireless access node is attached to the Cerebral Processor that allows for a link to a SmartGun enabled weapon. Without this you do not gain the benefits of a SmartGun enabled weapon. 0.5 600c/NA
Universal WiFi Link A WiFi connection is added to your Cerebral Processor allowing you to link to various electronic devices provided they also are WiFi/Wireless enabled 0.5 400c/NA
Reflex Booster I +1 to Initiative, +1 to Dexterity Saves 1 1000c/15kc
Reflex Booster II +2 to Initiative, +2 to Dexterity Saves, grants Evasion 1.5 6500c/25kc
Reflex Booster III +4 to Initiative, +4 to Dexterity Saves, grants Evasion 1.75 20kc/75kc
Olfactory Boost +2 to Perception for scent, grants tracking with Survival by scent 0.5 600c/3000c
Tactile Boost +2 to Perception for touch based checks 0.5 600c/3000c
Pain Editor +2 to Constitution saves vs. Stun 3 1400/5000c
SkillSet Processor Allows the use of/interface with SkillSet chips 2 1000c/NA
SkillSet Chip Interface Allows the character to plug in and swap out SkillSet chips 4 1000c/NA
Ocular Modifications
Name Benefit CC Price
Eye Replacement This is a basic replacement eye and is required for all other ocular modifications 1 1500c/15kc
Low Light Modification Grants Low Light Vision up to 60 ft 0.25 300c/3000c
Darkvision Grants Darkvision up to 60 ft 0.25 300c/3000c
Thermal Imaging Grants Thermal vision up to 60 ft 0.25 300c/3000c
Telescopic Vision Allows you to see up to 20x 0.5 450c/5000c
Microscopic Vision Allows you to see like a microscope 0.5 500/5500c
Anti Dazzle +2 to Constitution saves vs. Blind and +2 to Wisdom saves vs. hypnosis 0.75 1000c/10kc
Camera Implant Allows video recording and photos 0.25 150/NA
Image Enhancement +2 Perception for visual search 0.25 400c/5500c
Corporeal Modifications and Implants
Name Benefit CC Price
Skinweave I +2 Armor bonus (Stackable) 4 2000c/20kc
Skinweave II +4 Armor bonus (Stackable) 6 6000c/55kc
Skinweave III +6 Armor bonus (non-stackable) 8 10kc/80kc
Subdermal Plating 17 AC no Dex bonus 10 7000c/65kc
Gills Replacement lungs required. Allows underwater breathing 3 5000c/15kc
Adrenal Booster When activated, gives you +4 to Str and Con for 2d4 rounds 3 4000c/12kc
Nasal Filters Filters toxic/noxious gases. +2 to Constitution saves against such gases 1 600c/1500c
Nanosurgeons I Doubles healing rate 0.25 6000c/18kc
Nanosurgeons II Heals 1d4 HP per minute/10 rounds 0.5 12kc/40kc
Nanosurgeons III Heals 1d4 HP every round 0.75 50kc/200kc
Subdermal Pocket 2” x 4” pocket with Realskinn zipper 2 100c/1000c
Setae Special, micro-folds are implanted on the skins of your palms and fingers allowing you to adhere to sheer surfaces. 1 500c/5000c

Cybernetic and Bionic Descriptions

These are the more detailed descriptions of the cybernetics and bionics previously listed. Each one will have the name and the CC in parentheses next to it.

Body Replacements

Replacement Arm (2): This is your standard replacement arm. As it is, it is a very skeletal-looking arm with a few hydraulic parts. Vat-grown muscle and skin can be added to this to make it look more real for another 1000c to the cost. Adding cybernetic Muscle will still make it mechanical looking and only costs 500c, but you can “chrome it out”. Each replacement arm comes with a hand and 3 Accessory slots.

Replacement Leg (3): This is your standard replacement leg. As it is, it is a very skeletal-looking leg with a few hydraulic parts. Vat-grown muscle and skin can be added to this to make it look more real for another 1000c to the cost. Adding cybernetic Muscle will still make it mechanical looking and only costs 500c, but you can “chrome it out”. Each replacement leg comes with 3 Accessory slots.

Replacement Hand (1): Sometimes included with the Replacement Arm, this is your standard mechanical hand. Again, as is it is a very skeletal looking hand, muscle and skin can be added at no extra cost, but it does not add any more benefits than what is listed. It can be bought separate from the arm if you only want to replace the hand. It is the same cost if you only replace the hand, or the arm up to the elbow. If you want to replace anything above the elbow, a full Replacement Arm must be purchased.

Replacement Heart (2): This replacement heart pumps blood at a much more efficient rate, thus the bonuses to endurance-type checks. There is a cybernetic version and a bionic version. The cybernetic version is susceptible to EMP. If a character has a cybernetic heart and is hit by an EMP blast, or any electricity effect (magic, psionic, or tech) they must make a Constitution save at DC 20. If successful, the heart is able to reboot and continue pumping, if not their heart stops and regardless of HP, they are considered to be at -1 HP. Any Medicine checks to stabilize a dying character will work (essentially their Medicine check goes into helping the heart reboot). If this happens and the Medicine check is successful, the character is unconscious, but returns to their current HP level. If not, they continue to lose 1 HP per round, just like any other character at -1 HP until they are stabilized. The bionic version is not affected by this.

Replacement Lungs (2): These are just replacement lungs and have no other benefits or hindrances other than what is listed on the chart.

Replacement Liver (3): This is just a replacement liver and has no other benefits or hindrances other than what is listed on the chart.

Muscle I, II, III (2/4/6): This is not a full replacement of every muscle on your body, but instead, key strategic replacements that will give you the stated benefits. Also the player must choose either a bonus to Dex or Str, not both. Now, they can have both, but it will be considered a separate part. For example, if you wanted a +1 to both Dex and Str, you must buy Muscle I twice and the CC applies both times, so a 4 CC. This is because different muscle groups are enhanced for either agility and speed or strength and power.

Bone Reinforcement (7): This is probably the most invasive replacement surgery, though it really isn’t a replacement. With the cybernetic version, your bones are reinforced with a coating of form-fitting carbon fiber making them much more durable. In the bionic version, your bone density is increased on the genetic level making them more durable. In either case, they give the character the same benefits.

Arm Accessories

All Arm Accessories take up one of the 3 open slots on the Replacement Arm. They do not have any additional CC, but the accessory slots are limited.

Mounted Firearm: You are fitted with a barrel that pops up from your forearm. There is a slot on the inside of your forearm to load the magazine. This firearm is the equivalent of a light or medium pistol and has all the same stats including damage, range, and ROF. You cannot mount anything “heavier” than a light or medium pistol.

Retractable Blade(s): The plural option is there not because you can mount more than one, but you either have a “single” blade that extends and retracts, or you can have 2 or 3 claws that do the same. In either case the blades (single, double, or triple) have either Dagger or Short Sword stats including damage and Critical Range. If you choose to have Dagger stats, then the blades are a bit shorter, conversely if you choose Short Sword they are a bit longer. In either case, they are still considered light weapons for purposes of Weapon Finesse. You have the option of them either extending from the wrist or the back of the hand (Wolverine-style).

Revolving Mini-Missile Mount: This weapon mod mounts on either wrist and has 6 mini-missiles arranged around the forearm that revolve into the top-mounted launcher. It is Single Shot (SS) rate of fire, so firing one missile is a full-round action.

Wrist Mounted Rail-Shot: a miniature rail-gun is mounted on the forearm. Because it takes a moment to charge and fire, the rate of fire is Single Shot (SS), thus it takes a full round action to fire. However, because the particle is fired at the target at the speed of light, it bypasses all armor, thus a ranged touch attack is all that is needed. After the shot is fired, it takes 5 rounds to recharge for another shot.

Wrist Mounted Grapple Launcher: Shoots a grapple that will attach to walls and support up to 600lbs. The line length is 100ft and will retract at 5ft per round. Retracting the line will also take the player with it, aiding in ascending. The speed is still 5 ft per round.

Shield Panel (Small/Medium): This accessory is mounted on the forearm like a bracer. On the outside of the forearm is a slit that the panels spring from. Depending on style, several hexagonal panels spring out and form a round shield, or several “pie-wedge” shapes spiral into the same form. Regardless of style, the end result is a round shield (small or medium) for the player to use. All shield rules apply and they share the same stats as the regular shields.

Armor Plating: As the name implies, armor plates are applied to the arm providing a stackable +1 AC bonus. Though it technically only covers the arm, it does stack with any other armor (thus only +1). The armor is pliable and form fitting and does not restrict movement, thus any armor worn over it benefits from the bonus and no additional penalties are added. If you get 2 arms and armor plate both, the price includes armor plating for both (so the price is the same for one or both arms), but the AC bonus is still only +1 whether you plate one or both arms. However, the +1 does not stack with any other cybernetic plating (e.g. Replacement Leg Plating, Subdermal Plating, or Skinweave).

Leg Accessories

All Leg Accessories take up one of the 3 open slots on the Replacement Leg. They do not have any additional CC, but the accessory slots are limited.

Hidden Thigh Holster: This is essentially the Robocop pop-out holster. It can hold any size of pistol, but nothing bigger.

Speed Servos: Enhanced servos are added to the hip, knee, and ankle joints that increase running and movement speed. The +10 ft is to base movement, and x2, x3, and x4 (sometimes x5) running and movement rules apply.

Super-Speed Servos: Super-Enhanced servos are added to the hip, knee, and ankle joints that increase running and movement speed. The +20 ft is to base movement, and x2, x3, and x4 (sometimes x5) running and movement rules apply. However, the max speed of 120 kmph can only be reached with enough running distance. To reach max speed, you need at least 100 m of open space.

Enhanced Hydraulic Joints: The existing hydraulic joints are enhanced to store more potential energy and thus increase jump height. You gain an automatic 10 ft to your jump on top of your Strength score or bonus (for long or high jumps respectively). This automatic 10 ft applies to either horizontal or vertical jumps.

Armor Plating: As the name implies, armor plates are applied to the arm providing a stackable +1 AC bonus. Though it technically only covers the leg, it does stack with any other armor (thus only +1). The armor is pliable and form fitting and does not restrict movement, thus any armor worn over it benefits from the bonus and no additional penalties are added. If you get 2 legs and armor plate both, the price includes armor plating for both (so the price is the same for one or both legs), but the AC bonus is still only +1 whether you plate one or both arms. However, the +1 does not stack with any other cybernetic plating (e.g. Replacement Arm Plating, Subdermal Plating, or Skinweave).

Cerebral Implants

Cerebral Processor (2): This is the main control center for all your cerebral implants. Without this the other implants will not work unless they are the Bionic version. This implant does not grant any bonuses itself, but it does allow other implants to work with other cybernetics. These bonuses will be detailed in the specific implant’s description.

SmartGun Interface (.5): This is a dedicated, wireless link to any SmartGun enabled firearm. The encrypted link is proprietary and thus cannot be used with the standard Universal WiFi link. When active and while you’re wielding a SmartGun enabled firearm, you are granted the +2 to hit and damage bonus. If you have a cyber-arm and it’s the one wielding the gun, you gain an extra +1, thus +3 to hit and damage.

Universal WiFi Link (.5): As the name implies, it is essentially a wifi link to your cerebral processor. This allows you to link to your communicator, any WiFi enabled tablet or computer, or any WiFi enabled vehicle. If you are linked to your communicator, you will also have an Augmented Reality (AR) Field projected in your range of vision that will display various bits of information (like Google Glass, but not google and without the glasses). You are the only one who can see your AR Field. What is displayed is controlled by your communicator, but can include a GPS enabled map, terminal prompt, information pop-ups, etc. If you link to any WiFi enabled tablet or computer, you can enter the Virtual Network (VN). Since it is a complete immersion, you cannot move or interact with the real world until your link is severed (either voluntarily or not). Additionally, if you have any drones or other remote device and/or vehicle that is controlled by computer or your communicator, your link will allow you to control these devices “mentally” and if they have some sort of camera, you can display that within your AR or VN field of view. If you link to any WiFi enabled vehicle, you get a +2 to Ride/Drive and can control the vehicle mentally. However, the range on this is limited to 5 feet, so you still have to be inside the vehicle.

Reflex Booster I, II, III (1/1.5/1.75): All boosters, bionic or cybernetic, give the following standard benefits:

  • If you have 2 cybernetic legs, you also get a +2 dodge bonus to your AC
  • If you have a cybernetic arm and it is wielding a weapon (or if you have 2 and are wielding 2), you gain an extra +1 to hit (not damage) for that weapon.

Each level gains the additional bonuses listed in the chart above. As you may have noticed, level II and III give you Evasion. These act exactly like the Rogue and Monk abilities, i.e. on a successful Dexterity save with Evasion you take no damage and only take half on a failed save. If you are a Monk, Rogue, or any other class or prestige class that grants Evasion and you take level II or III, it does nothing but give you the pluses to Initiative and Dexterity saves. If you get this before your class allows it, you have access to it at that point, but once your class grants it, that feature does nothing. For example, if a rogue came into a windfall of money around level 4 and decided to get the Reflex Booster II, he would have Evasion at that point. Once he reached level 7 where it is granted to him normally, nothing new would happen; he would still have Evasion from the booster. However, if the booster was removed, he would still have Evasion after level 7, but removing cybernetics is extremely rare.

Olfactory Boost (.5): Your sense of smell is boosted to super-human levels. You can now use the skill Survival to track by scent.

Tactile Boost (.5): Your sense of feeling is boosted to super-human levels.

Pain Editor (3): Your sense of pain has been diminished so that you shrug off most pain. You still take damage normally, but if you do not have to make any sort of Constitution check to resist pain, being stunned (physically not magically), or similar if it is required.

SkillSet Processor (1): This is an additional processor added to your cerebral processor that allows the use of SkillSet chips. Additionally if you have 2 cybernetic arms (and hands), you get an additional +2 on the skill provided it is an manual skill (such as Craft).

SkillSet Chip Interface (2): This is the interface where you insert your SkillSet chips. They are small chips that resemble SD cards. The interface comes with 4 slots which can all be active at once, thus giving you the potential of having 4 skills. The SkillSet Processor is required for this implant and can only handle 4 active skills at once. You could conceivably have 2 interface implants, but the extra 4 would be wasted and inactive as you would have to remove those and put them into one of the 4 active slots.

Ocular Modifications

Eye Replacement (1): This is a basic eye replacement and is required for any modifications. Even with the bionic, the entire eye needs to be replaced to add any of the below features. Each eye has 3 modification slots.

Low Light Modification (.25): Allows the eye to use Low Light vision. If your race grants this vision already and you have your eye replaced, you effectively lose your original Vision, but it can be re-added with this feature (and others).

Darkvision (.25): Allows the eye to use Darkvision. If your race grants this vision already and you have your eye replaced, you effectively lose your original Vision, but it can be re-added with this feature (and others).

Thermal Imaging (.25): Allows you to see thermal/heat patterns and thus in total darkness and through solid material. Each foot of solid material counts towards the total 60 ft max. So, if you are 30 ft away from a wall that is 4 ft thick concrete, you can still see 26 ft beyond that wall.

Telescopic Vision (.5): Allows you to see up to 20x magnification in your current vision.

Microscopic Vision (.5): Allows you to see down to the microscopic level. Because of the nature of the vision, you cannot move while using this vision.

Anti Dazzle (.75): This feature keeps you from being blinded by flash and filters out extraneous light. Thus you get a bonus to resist being Blinded by any effect that uses light to blind. If the Blind condition is caused by dust, or debris, or fluid being thrown into the eyes, this will not help. Additionally, it protects against light-based hypnosis.

Camera Implant (.25): A simple digital camera implant that records video and takes photos. This is not available in Bionics.

Image Enhancement (.25): The light is filtered through the eyes enhancing vision clarity. Thus, you gain a bonus to all visual Perception checks.

Corporeal Modifications and Implants

Skinweave I, II, and II (4/6/8): Nano fiber strands are weaved into replacement skin, or in the case of the Bionic version, your existing skin. All levels grant a measure of Armor bonus to your overall AC which for levels I and II are stackable with other armor, but not other cybernetic armor. Level III is not stackable. Additionally for each level, your skin becomes more “angular” or “geodesic”. Level I is smooth and supple and is no different from real skin. Level II has a noticeable color difference and is more angular. Level III looks as if you were chiseled from stone and not smoothed out on the edges.

Subdermal Plating (10): Hardened plates (carbon fiber for cybernetic and specially engineered bone for bionic) are placed directly under the skin. Because they are hard plates, you look as if your skin were stretched over a suit of armor. Because of this, you cannot wear any other armor, but clothes–baggy ones at that–will go over your skin/armor.

Gills (3): These require that you have replacement lungs. Additionally, if you get cybernetic gills, you have to have cybernetic lungs. If you get bionic gills, you have to have bionic lungs. You cannot mix and match. If you have both, you can breathe normally under water. However, like polluted air, polluted water will affect your ability to breathe normally. Speaking of air, the way the lungs and gills work together, you can breath above water as well.

Adrenal Booster (3): A small chip is placed near your adrenal gland that will cause a surge of adreneline to rush through you giving you the above described benefits. Like with the Barbarian’s rage, bonus HP granted by high constitution is retroactive, but also disappears after the effect wears off. Additionally, because of the burst, your body needs time to recover and replenish. This can only be activated once every four hours.

Nasal Filters (1): Simple filters line the inside of your nose and nasal cavity that filter out toxins. You gain the above benefits to Fortitude saves versus gas-based poisons and toxins.

Nanosurgeons I, II, and III (.25/.5/.75): Billions of tiny robots (or genetically enhanced, microscopic organisms) run through your bloodstream repairing damage and fighting off infection. Along with the healing benefits listed on the chart above you gain the following benefits. Level I you gain a +5 to any Fortitude save of any sort. Level II you gain the benefits of Level I as well as being immune to all poisons. Level II you gain Levels I and II benefits as well as being immune to all natural diseases. You are still susceptible to magic diseases and poisons.

Subdermal Pocket (2): a simple pouch that is put into the skin anywhere on the body (player’s choice). It is 2” by 4” and is air and water tight. The Realskinn zipper is like a zip-lock zipper and not like trouser zippers.

Setae (1): Special, micro-folds are implanted on the skins of your palms and fingers allowing you to adhere to sheer surfaces. This gives you a +15 circumstance bonus to climb. Additionally, you can have them also added to your toes and soles of your feet, but this will only give you an additional +10 (total of +25 if you have both). You cannot wear gloves and benefit from these Setae, also you can’t wear boots/shoes/other footwear and use the setae on your toes and feet.

CyberMage Implants and Wares

During the time of the Dragon Hunt Games (FY 1530 – ca FY 1600), CyberMage wares and implants were extremely popular. However, several city-states began cracking down on them in the 1620’s. With the decline of magic in 1640, they became even rarer and more valuable as that was the only link some practitioners of magic could access their spells whereas they could easily before.

There are 3 ways of acquiring Cybermage wares:

  1. Choose the Cybermage class which also comes with other benefits.
  2. Subscribe to a Cybermage Spell services, the most popular being YouCast.
  3. Find your own.

There are pros and cons to each option (the best one being the class). Below is the detail of each.

Cybermage Spell Service

With this option you pay for access to the Cybermage Spell library. This is either done as a subscription based plan (very expensive) or a Pay-as-you-go model (less is expensive if you don’t use it as often). In either case, only spells from the sorcerer/wizard under level 6 are available.

When you sign up for a Subscription spell service you can either have a number of downloads/uses per day or unlimited. Below is the pricing for those subscriptions.

Subscription Plans Up to 10 Downlaods a day Unlimited
Levels 0 and 1 1000c / Month 6000c / Month
Levels 2 and 3 5000c / Month 10kc / Month
Levels 4 – 6 8000c / Month 20kc / Month

The other option is to do a Pay-as-you-go plan which costs a flat price per level of the spell. Here is the pricing.

Pay as you go Price Per spell
Levels 0 and 1 1000c
Level 2 2000c
Level 3 3000c
Level 4 4000c
Level 5 5000c
Level 6 6000c

All spells downloaded, whether through subscription or Pay-as-you-go, are as is. Thus they are cast at the level of that spell. For example, if you downloaded Lightning Bolt and spent the base 3kc it would do 8d6 damage as described in the spell description.  If you want to cast Lightning Bolt at a higher level, you can provided you pay for the slot.  So a 5th level Lightning Bolt will cost you 5kc and do 10d6 damage as if it were cast using a 5th level slot.  You can do this with any spell that can be cast using a higher slot, but you cannot exceed 6th level.

Finding your Own

This is the next best option to being a Cybermage, but it is the most difficult as finding wares outside of a subscription service is very difficult. But like a Cybermage, you can hack and modify the spell ware you find. Additionally, you can reuse the same one as it is saved on your preferred media.

Once a ware is found, the next hurdle is getting it to work with existing tech. Nearly, 120 years separates current tech from when the last CyberMage ware was written and programed. The code and the operating system that reads it are extremely outdated. The cerebral processors of the current era could easily handle running CyberMage wares, but cannot interpret the code they are written in. Thus an emulator is needed. Though they are reasonably easy to code, unfortunately these emulators are also illegal since why would you have one if you weren’t going to use/have CyberMage wares?

The easiest part is that due to advancements in storage technologies, the wares are easily stored and accessed in any cloud-based storage the character has. The ware used to be stored on micro SD cards that would be removed and replaced, but there are no cybernetic SD card reader implants anymore. Now instead of storing, if the player happens upon one they have to transfer the CyberMage ware from the SD card to their cloud or physical storage. This is a simple action (Computer Use TN 10) provided you have a SD card reader. If not, the card is useless.

So, to sum up, here’s what you need to use CyberMage wares:

  1. A Cerebral Processor
  2. A Universal WiFi link
  3. Storage (either cloud or physical on your communicator)
  4. Means of transferring the ware to your storage
  5. An Emulator (can be programmed with Computer Use TN 35 or acquired on Black Market message boards or forums with a Hookup TN 20, Computer Use TN of 25 right after to cover the fact that you were on those black market forums downloading illegal software)

Otherwise, CyberMage wares are treated like reusable scrolls. Like scrolls, they must be found. Even on Black Market sites they are not available. No one shares them for fear of being caught, so any character must find the physical ware or SD card or a hard drive and/or server that stores them to obtain any. You can use the Scroll Loot table to determine what CyberMage ware a player finds (if any), what spell it holds, and what caster level. Again, though rolling a random ware from the Scroll table is the same, the ware itself is reusable and does not get destroyed unless the storage the character puts it on is destroyed.

Modifying/Hacking Existing Wares

Once one is obtained, you can use it as is as many times as you want. You still follow the spells limitations, i.e. casting time, range, etc. The other option is to hack the ware to improve upon it. To hack any ware is a Computer Use TN 35, or Disable Device TN 30. This is the base TN. It is modified further by how you want to hack it. Hacking cannot be done “on-the-fly”, or in combat, you can only do so in a controlled environment, or out of combat. Here are the modifiers.

Attempted Hack Modifier to the TN
Increase range (double the range) +5 for each time it is doubled
Increase resistance and/or Spell Penetration +3 for every point
Increase Spell Slot Level +3 for every level
Quicken the spell (as per the metamagic sorcerer feature) 10
Silence the spell (as per the metamagic sorcerer feature) 10
Maximize damage of the spell (as per the metamagic sorcerer feature) 10
Increase duration (add 10 of the time increment, e.g. if it is 5 mins / level, you add 10 mins to that right off then add the 5 mins per level. If it’s hours, add 10 hours. If it’s days, add 10 days, and so on) 15

All modifiers are cumulative, so if you wanted to increase the range by 2 increments, Quicken the spell, and maximize the damage, the Computer Use TN is 65 and the Disable Device TN is 60. These seem unattainable, but high TNs for the programming aspect of Computer Use (and Hacking with Disable Device) will be explained in the skill section. If at any point in the programming process you fail or critically fail, the ware is corrupted beyond repair and is destroyed.

Casting/Using CyberMage Wares

As mentioned, it is like using a scroll. Anyone who can read, or in this case anyone who proficient in Computer Use can use CyberMage Wares. Or anyone can choose to use them exactly like a scroll, that is hold the SD card in their hand, “know” the spell, and cast it without Cyberware, uploading it, or executing the program. In this case, it is exactly like a scroll in that the SD card disintegrates after the spell is cast.

In either case (normal use or one-time use), the new caster of this CyberMage ware affects the environment around them just as a Sorcerer does who casts a spell naturally. Thus, they have the same Defiler magic effects that is detailed under the Sorcerer changes. Only Cybermages can cast Cyberwares without the Defiling effects.

Cybermages and Spell Wares

Along with not showing any visible signs of Defiling while using, Cybermages can also have several running at once. They can only cast one at a time, but they have have several prepared and ready. For non-Cybermages, you cast one spell at a time from YouCast and must pay again to cast another. Cybermages can reuse Spell Wares provided they have the ware running on their communicator.

Like other programs on your communicator, each Spell Ware takes up a processing point (PP, detailed here). The PP for each Spell Ware is equal to its spell level, thus a level 1 spell has one PP and a level 4 spell has 4 PP. You can have a number of Spell Wares active provided their PP does not exceed your Processor. They are programs like any other, so any other programs (standard attack programs, firewalls, utilities, etc) also contribute to your total PP and may not exceed your Processor rating.