Table of Contents
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 β 2 implants Tier 2 β 4 implants Tier 3 β 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
