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projects:odds_rpg:modules:cybernetics

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

projects/odds_rpg/modules/cybernetics.txt Β· Last modified: by freedomotter

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