Cybernetics and Machine Perks

Synched Weapon Mount
Cost: 15,000 credits
Allows you to equip a single interchangeable weapon without the use of your hands. You can use the equipped weapon without penalty as a secondary action. It is treated as being equipped with any weapon requiring two-hands or less (within your carry limit).
Standard Optics Package
Cost: 10,000 credits
Allows you to be able to switch between heat vision, night vision, and normal vision along with telescopic vision which grants a +7 perception bonus to seeing far away targets. It is a free action to switch visions.
Upgrades:
Not-So-Standard Optics Package
Cost:35,000
In addition to heat vision, night vision, normal vision, and telescopic vision, you can now switch to dark vision or hyper-spectral vision as well.
Collective Intelligence Module
Cost: 20,000 credits
Grants a temporary +1 bonus to Int and Kno for any ally with a collective intelligence module within 50 meters.
Overclocker
Cost: 25,000 credits
Grants a temporary +1 bonus to all of your rolls for one turn, or a 2d4 bonus on a single skill roll. Costs 1 stamina per use.
Surge Protector
Cost: 25,000 credits
You gain resistance to electrical damage equal to twice your toughness skill and completely protects your cybernetic perk parts from non-divine electric damage.
Reinforced Skeleton
Cost: 75,000 credits
You are immune to headshot bonus damage, broken bones and severed limbs.
Robotic Arm
Cost: 40,000 credits
You gain an robotic arm. This robotic arm can replace an existing or lost arm, or be fixed to function as an additional arm. Your robotic arm has the following stats, listed below. If using a robotic arm and a normal arm together with different strengths, your strength skill is treated half their combined total.
Material: Steel, Strength: 15, HP: 80, DR: 14
Upgrades:
Strength Boost
Cost: 20,000 per 3 points
Your robotic arm gains an extra +3 strength
Robotic Legs
Cost: 75,000
Material: Steel, HP: 85, DR: 14
Gain a permanent +6 to ground move speed and attacks performed with kicks gain an extra +2d8 damage. Gain advantage to agility and speed rolls on tasks that would primarily involve your legs such as jumping, swimming, pursuit, etc. (GM Discretion).
Upgrades:
Sabreswift Legs™
Cost:50,000
Your ground move speed bonus from robotic legs is now +10 and kick damage bonus is now +3d8 damage. You now have double advantage to agility and speed rolls that primarily involve legwork.
Power Generator
Cost: 40,000
Permanently gain +5 stamina points. It can also supply electrical power to large sized handheld items or smaller.
Upgrades:
Baroncraft Fulgurin-Core Generator X-12™
Cost: +110,000
12 points of permanent stamina gained from your power generator instead of 5.
Flight Thrusters
Cost: 50,000
You can now fly with acceleration equal to your speed skill in meters and a max speed equal to 3x your speed skill. Agility rolls in flight may be replaced with the driving skill if desired.
Upgrades:
SabreSwift Thrusters™
Cost: +30,000
Your flight max speed is increased to 5x your speed skill.
Neural Jack
Cost: 20,000
You can now access any high-tech item, gain neural internet access, or interact digitally with any item that has a software interface by plugging your neural jack into it (Secondary action; Touch). While integrated with an item, you are tethered to it by a cable and can exit the item with another secondary action. If the connection is broken without taking this action, you are immediately removed and are Stunned for the duration of your next turn. In any high-tech city and some higher medium-tech cities, neural jack internet ports can be found very commonly without the need to roll. Wirelessly, it can be done anywhere within city limits.
Upgrades:
ExPan Neural Auranet™
Cost: +80,000
You can now also perform this task wirelessly with a range radius equal to your Int attribute or software skill in meters, whichever is higher.
ExPan Roamer System™
Cost: +50,000, requires the ExPan Neural Auranet™
You can now connect your ExPan Neural Auranet via satellite. As long as the GM approves that there is a satellite over the planet, you can connect into the internet. All civilized planets will have them, and most frontier worlds will have at least partial coverage. Heavy cover such as being deep inside of caves or underground might result in losing your signal (GM discretion).
Medical Nanites
Cost: 50,000
(Passive Action: Regeneration, Heal) At the beginning of each of your turns, regain 6 HP or half your software skill, whichever is higher.
Upgrades:
Docbot Nanites™
Cost: +50,000
You now regain 12 HP per turn from medical nanites or HP equal to your software skill, whichever is higher.
Repair Nanites
Cost: 35,000
(Passive Action: Regeneration, Heal, Hardware) At the beginning of your turn, any one cybernetics or medium or higher tech item you choose regain HP equal to 5 or half your software skill, whichever is higher. If an item is broken, the nanites can repair it in time equal to 2 hours per kg of weight. The nanites can only repair one item at a time.
Upgrades:
Mastersmith Nanites™
Cost: +25,000
Your repair nanites restore an items HP by 10 per turn or HP equal to your software skill, whichever is higher.
Reflex Accelerators
Cost: 45,000
Permanently increase your agility skill by +6.
Upgrades:
Blinktech Reflex Attunement™
Cost: +35,000
Gain an additional permanent +4 to your agility skill and +1 speed.
Scanner Vision
Cost: 25,000, requires neural internet connection to use.
(Passive Action) Choose a target within line of sight. The system will automatically link a summary about the target that is within available public knowledge. (GM Discretion)
Upgrades:
Illegal Upgrade: Blackmask ID Scanner™
Cost: +50,000
Choose a target within line of sight. If you can see the full face of the target, you are provided with their name, listed addresses and property, known properties and recent purchase and browser history, and anything else the GM approves that might turn up.
Subdermal Plating
Cost: 60,000, Strength required
You now have a very thin but strong layer of metal armor just underneath your top layer of skin. You gain 5 + your SM natural physical DR on any area of your body covered with skin. You also have advantage on resisting bleedout damage rolls, grapple rolls and being pushed. Your unarmed attack damage increases by +1d6. Increase your weight by 50% and gain double disadvantage to swimming related rolls. If you do not have strength equal to or better than the DR gained from this perk, you consume twice the cost for physical actions that require stamina.
Upgrades:
Ironsides Armorskin™
Cost: +40,000
Gain 10+SM instead of 5+SM in DR from Subdermal Plating.
Self-Destruction Bomb
Cost: 50,000
(Passive Action (On Death) or Command action (Program)) You have a powerful bomb in the center of your torso that detonates on the moment of your death or can be programmed to detonate when and how you want. When you die, it will automatically trigger at full power unless you have made a command action to program it to a different trigger. Triggers can include things like physical contact or damage to the body, a set time until detonation, a spoken trigger word or phrase, etc. Upon triggering the detonation, inflict crushing explosive damage equal to your character level, hardware skill, or science skill (whichever is higher) x 60. This explosion has a radius equal to that skill or level x5 meters, unless you program it to a smaller blast radius. The minimum blast radius is equal to 2x the level or skill. If your level, hardware and science skill are all below a 6, treat the number as 6 instead.
Upgrades:
Swan Song Bomb™
Cost: +50,000
Increase the damage of the Self-Destruction Bomb to x90 instead of x60, and the blast radius equal to x10 and a minimum of x5.
Anti-gravity Engine
Cost: 25,000
(Optional Passive Action: 1 Stamina per turn) You and up to 100 kg of touched or carried targets are treated as being weightless and immune to gravitational pulls. If able to kick yourself off a stable object, you can fly equal to your strength or agility skill in meters, whichever is higher.
Upgrades:
Cost: +50,000
Zerover Deluxe AG-Engine™
You can inflict zero gravity on up to 500 kg worth of touched or carried targets with Anti-gravity Engine instead of 100.
Vehicle Neurotether
Cost: 15,000
When in the drivers seat of high or medium tech vehicle, spend a primary action to initiate a wireless neurotether that automatically links you to interact with it by thought alone when within a range of 1 km. Giving controls to the vehicle is a command action.
Upgrades:
L-Star Controlfreak
Cost: +15,000
Extend the range of your neurotether to 5 km (3 miles) or anywhere where both you and your vehicle are within internet access range.
Air Synthesizer
Cost: 20,000
While this system is functioning normally, you will always have enough breathable air for yourself.
Upgrades
Breatheasy Air System
Cost: +10,000
This system also filters and cleans any air you breathe. This eliminates the effects of inhalants such as poison gas, tear gas, etc.
Chemical Analyzer
Cost: 20,000
You have a small nearly invisible detector that you can choose to implant anywhere on your body (Likely a fingertip). When in contact with a substance, the detector will tell you what the substance is if the chemical composition is publicly known.
Cybernetic Muscle Integration
Cost: 40,000
Gain permanent +1 to your speed, strength and stamina skills. Each time this perk is purchased, the price doubles from the previous price. You may take this perk more than once.
Upgrades
Bitsbee Biotech Bodybuilder
Cost: +30,000
Whenever you gain a level or a month goes by in the game, gain a permanent +1 to a fitness related skill of your choice.
Metabolic Controller
Cost: 15,000
You can now last for 5 days (default) or 5 times your normal amount of time, without food before you start to feel effects of starvation.
Upgrades
Water Synthesizer
Cost: +15,000
You can now last for 5 days (default) or 5 times your normal amount of time, without water before you start to feel effects of dehydration.
Solar Skin Cells
Cost: 30,000
You passive collect solar energy when your skin is exposed to plenty of sunlight. You can power small or smaller handheld devices. You can also expend this stored energy you’ve collected power to restore stamina points equal to 1/3 your health skill. Being exposed to an additional 2 hours will recharge this ability.
Upgrades
Cost: +80,000
Sygriull Solar Sustainment System
You can go for up to 1 month between meals and avoid starvation if you collect at least 4 hours of sunlight a day (using it for a stamina boost wastes 2 hours worth of collected light).
Motion Sensors
Cost: 20,000
You have small motion detectors placed along your body to help detect approaching objects. Choose the range of your radius of up to 15 meters. When anything moves within that range that is very tiny Size or larger, you are notified by a slight silent vibration. You can adjust the size of the motion warning to larger sizes if you choose and the vibration will awaken you if you are asleep. You can also “tag” certain things to slip past your sensors without triggering them ( Like your allies). This sensor defaults to a perception skill of 8 if it encounters an ability or technique that might try to trick the sensor (such as the Agent class’ Phantom Veil ability.)
Sensory Data Recorder
Cost: 7,500
You now have cameras that record everything you see and hear into a digital file. Memory for your sensory data lasts 1 week before being overwritten unless you choose to save specific segments.
Upgrades
Vicarious Recorder
Cost: +17,500
You now have touch, taste, smell senses recorded as well. All the senses can be experienced when someone is hooked into a Vicarious VR system.
Auditory Enhancer
Cost: 10,000
Gain an advantage to hearing related perception rolls. This system also helps “tune out” unwanted noise to focus on a specific sound range.
Upgrades:
Sygriull Sonic System™
Cost: +30,000
Gain an additional advantage to hearing based rolls and also gain the echolocation sense. Gain advantage to resist anything that might temporarily deafen you. You can also tune into and hear radio signals if you choose to do so, but it does not unencrypt encrypted radio signals.
Olfactory Enhancer
Cost: 15,000
If you do not already have it, gain the Scent enhanced sense. If you do, gain advantage to smelling and taste related perception rolls.
Upgrades:
Sygriull Smelloscopic System™
Cost: +35,000
Gain an additional advantage to smelling and taste based perception rolls. If you have neural internet access, you can immediately identify known chemicals in whatever you smell or taste.
Internal Radio
Cost: 7,500
You can now tune into and communicate via radio just by concentrating on doing so. You can only access unencrypted radio channels unless you know encryption codes to that channel or sync with a radio on that frequency for 1 minute.
Upgrades:
Illegal Upgrade: Blackmask Eavesdropper™
Cost: +12,500
You can now also link to any encrypted channels within range.
Vocal Mod System
Cost: 15,000
You can now alter your voice to change the pitch, tone, volume, etc. or to mimic another person or thing. To mimic, you must record the targets noise or voice you wish to imitate with this device for at least a full 10 seconds. When mimicking, add half your software skill to your bluff roll to convince a target that it is genuine.
Cerebral Enhancer
Cost: 60,000
You gain small components that increase the speed and performance of your brain. Gain a permanent +1 to your Intelligence attribute. Each time this perk is purchased, the price doubles from the previous price. You may take this perk more than once.
Upgrades:
Memormax Memory Enhancer™
Cost: +40,000
When you purchase a knowledge attribute point or skill points with level tokens or cybernetics perks, gain an additional +1 knowledge related skill point.
Cliffnodes Neural Data Download™
Cost: 50,000, Neural Jack and cerebral enhancer perks required
Gain a permanent +3 to a single knowledge skill of your choice. Once purchased, increasing the same skill will become double the cost from the previous purchase. You may take this perk more than once.
Motor Skill Refiners
Cost: 30,000
You gain a series of implants that improve your overall hand-eye coordination. Gain a permanent +1 to your driving, melee and accuracy skills. Each time this perk is purchased beyond the first, the price doubles. You may take this ability more than once.
Pain Dampener
Cost: 15,000
You still have sense of touch, but you have advantage to resist pain, including that of broken bones and being staggered or stunned.
Upgrades:
Resistech Pain Blocker™
Cost: +10,000
You are immune to pain and pain based effects.
Cloaking System
Cost: 40,000
A series of implants create a small visual illusionary field around you that can camouflage you to your surroundings. Others are at a disadvantage to visually perceive you when cloaked. If you have the Sygriull Sonic System, they are at a disadvantage to hear you as well.
Upgrades
Sabreswift Vanisher Field™
Cost: +160,000
While functioning, gain a temporary +3d4 bonus to sneak rolls. This applies to being detected by any normal human sense.
Body Stabilizer System
Cost: 100,000
While this implant is functioning normally, you can always maintain a perfect balance without rolling. Add +1d6 to accuracy rolls, and other rolls where extremely delicate balance or steadiness is required ( Such as performing surgery, picking a pocket, moving silently, etc.). You also gain double advantage to recoil rolls.
Fuel Tank
Cost: , machine only
This allows a machine to store and use Fuel, which restores stamina, HP or gives other effects. The fuel tank can also let a machine drink and be effected by potions. This tank holds 4+ (2x yourSM) litres in fuel.
Metaphysic Adaptor
Cost: 15,000; Machine only
Any restrictions from using the psionics skill from the machine perk are now removed. However, you still require the Metaphysic Engine perk (listed below) to use your access your psionics skill.
Upgrades
Metaphysic Engine
Cost: + 30,000
You can now access your psionics skill and use psionic abilities. You may establish a Mindlink with any willing and capable target within a radius equal to 5x your psionics skill in meters.

Cybernetics and Machine Perks

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