====== Cybernetics & Advanced Gear ====== This module supports: * Cyberpunk settings * Transhuman sci-fi * Post-apocalyptic augmentation * Bio-enhancement programs * Super-science upgrades Cybernetics increase capability but reduce humanity or stability. ---- ===== Installing Cybernetics ===== Installation requires: * Appropriate facility * Time (at least one downtime scene) * Payment (currency or Wealth consequence) Each installed cybernetic reduces maximum Resolve by 1. This represents: * Humanity loss * System stress * Neural instability * Identity drift Resolve reduction is permanent unless removed surgically. ---- ===== Cybernetic Capacity ===== Recommended maximum implants: Tier 1 → 2 implants Tier 2 → 4 implants Tier 3 → 6 implants Going beyond capacity: * -2 to all Presence rolls * GM may introduce instability events ---- ===== Sample Cybernetics ===== Reflex Booster +2 Initiative Targeting Eye +2 to Shooting rolls Subdermal Armor Armor 2 Neural Processor +2 to one Mind-based skill Retractable Blade Built-in melee weapon (2d10 damage) Jump Jets Ignore vertical obstacles within Close range once per scene Ocular Zoom Ignore one range penalty band Shock Fist On melee hit, target must roll TN 12 Might or become Stunned Dermal Weave Reduce incoming damage by 2 (does not stack with Subdermal Armor) Memory Core Once per session reroll a failed Mind-based roll ---- ===== Experimental Augments ===== These are unstable and rare. Adrenal Surge Once per combat, gain +3 to all rolls for one round. Afterward, become Wounded. Overclock Module Take two Actions in one turn (once per session). Lose 4 Resolve immediately. Cloaking Field Gain Advantage on Stealth for one scene. On Natural 1, system shorts out. Self-Repair Nanites Recover 5 Health per round for 3 rounds. Afterward, suffer -2 Agility until repaired. ---- ===== Cybernetic Malfunction (Optional Rule) ===== If a character with 3+ implants rolls a Natural 1: Roll 1d6: 1 Implant temporarily shuts down 2 Sudden power drain (-2 to next roll) 3 System glitch reveals position 4 Neural feedback (lose 2 Resolve) 5 Weapon discharge (minor environmental damage) 6 No effect (lucky break) This adds tension without constant punishment. ---- ===== Advanced Weapons ===== Energy Rifle 2d10 + Agility +1 Plasma Blade 2d10 + Might (ignores 2 Armor) Rail Pistol 2d10 + Agility (Far range penalty reduced by 1) Shock Baton 2d10 damage Target rolls TN 12 Might or becomes Stunned Heavy Autocannon 2d10+3 damage Requires Action to brace or suffer -2 to hit ---- ===== Balance Guidelines ===== Cybernetics should: * Enhance specialization * Create trade-offs * Not eliminate weaknesses If characters become too dominant: * Increase maintenance costs * Add narrative consequences * Introduce EMP threats If cybernetics feel weak: * Reduce Resolve penalty to every second implant * Allow temporary boosts without permanent loss ---- Cybernetics change tone dramatically. Use them only in settings that support augmentation themes. ---- ODDS RPG Cybernetics Module v1.0