Each cybernetic enhancement takes a toll on your body. You can only have as many cybernetics as you have Body slots, but you can replace any existing body part to gain a new slot.
1d20 - CYBERNETIC ENHANCEMENTS:
1. Bionic Arm
+4 Strength Score. With a successful melee attack, can sunder weapons by crushing them.
2. Prosthetic Limb
Replaces a lost limb.
3. Optical Bioscanner
You can see the vital signals of visible creatures and assess their level of threat (HP values and number of Hit Dice).
4. Robotics Blueprint Database
You can sometimes detect weaknesses in Robots. Save allowed.
1d4 - Robot Weakness
1 Flawed locomotion design. Limbs can be disabled if hit in the right spot.
2 Facial recognition dependent targeting. High contrast face paint or masks can confuse the robots sensors. Weapons won’t target anyone wearing these.
3 Poorly insulated processor. An electrical charge to a certain hard-to-hit spot will deactivate the robot.
4 Faulty power supply. If you are able to open the access panel, the robot’s power supply can be rewired to self-destruct.
5. Optical Thermoscanner
You can see heat. Useful for tracking organics but ineffective against robots.
6. Nocturnal Optics
At night you can see perfectly in the dark and gain +2 to all attacks.
7. Revenant Wiring
Your body will keep fighting for 3 rounds even after you’re dead with full temporary hit points.
8. Emergency Stabilizer
Injects a healing serum as soon as you reach a programmable HP level (default 0), serum heals 4 damage.
9. Gecko Anchors
You can climb sheer surfaces.
10. Dermal Armor
Permanent +4 Armor.
11. Embedded Weapon
Retractable and hidden version of a random weapon. 75% chance lo-tech, 25% chance hi-tech.
12. Hyper-Elastic Ankle Tendons
Double move speed (60’), deal 4 damage with kicks.
13. Arm-Lock Actuator
+2 ranged attacks.
14. Pneumatic Pentaceps
Jump triple your height.
15. Vampyric Mandible
Metal-fanged bite deals 4 damage and heals you for 4 points.
16. Phase Harmonic Modulator
1/day move through solids, become immaterial for 1 round.
17. Satellite Linked Nav-Overlay
You can always tell where you are on the hex map, and you can detect mass heat-signals (cities and other populated areas) anywhere within your hex.
18. Laser Vision
You can shoot lasers from your eyes which deal 6 damage.
19. Retractable Mechanist Devices
You can repair and modify machinery and robots without any tools. You still need materials and parts.
20. Brain Jar
Your brain is held in a glass-domed jar of brightly colored fluid. You can detach the jar from its socket between your shoulders and connect it to a robot’s chassis to take control of that robot. Your body can only endure this for up to 1 hour/day and is incapacitated and very vulnerable during this time.