Cosm | Name | Axiom | Price | Notes | 🕮 |
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Cyberpapacy
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T26 | 2 000 (16)
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Visual evidence analysis, find and tracking become Favored | 🕮 | |
This eye enhancement increases fine detail and can even detect patterns or breaks in patterns. Any test made to detect and comprehend visual evidence, usually updated in Cyberpapacy Sourcebook |
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T26 | 1 000 (15)
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Ignore 2 points of Darkness penalties | 🕮 | |
updated in Cyberpapacy Sourcebook |
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T26 | 2 000 (16)
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Ignore 2 points of Range penalties with SmartGun attachment | 🕮 | |
The EyeKill projects a low intensity laser beam onto a target visible to the user. When linked to a weapon via a SmartGun attachment (see page 142), it eliminates the first 2 points of Range penalties. updated in Cyberpapacy Sourcebook |
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T26 | 500 (13)
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Allows silent communication | 🕮 | |
Scrambled and encrypted communication bursts make the cyborg’s transmissions nearly impossible to intercept or trace. The signals are routed through a neural interface, so he may listen or speak over the channel without making any real noise at all. updated in Cyberpapacy Sourcebook |
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CyberHam Fingerprint Mimic | T26 | 1 000 (15)
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Fools fingerprint scans (per finger) | 🕮 | |
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T26 | 2 000 (16)
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Fools retina scans | 🕮 | |
This device can record the retina pattern of an individual by looking eye-to-eye within one meter distance. Lockpicking tests to fool a retina scanner with a recorded pattern are automatically passed with an Outstanding Success. Without a specific retina pattern, the test is Favored instead. updated in Cyberpapacy Sourcebook |
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T26 | 1 000 (15)
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Warns if food or drink is poisoned | 🕮 | |
The type if this implant is not given. That it is an olfactory implant is just a guess. |
Cosm | Name | Axiom | Price | Notes | 🕮 |
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Cyberpapacy
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T26 | 3 000 (17)
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Ignore 2 points of penalties when testing Defeat | 🕮 | |
Several of the character’s vital organs are augmented with efficient cybernetic equivalents. These new organs have self-diagnostics, backup power, and some can even reroute functions in an emergency. When the character must roll for Defeat (see page 117) she ignores the penalties for up to two updated in Cyberpapacy Sourcebook |
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T26 | 5 000 (18)
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Ignore half the ![]() |
🕮 | |
Those who use magic in the Cyberpapacy do so at great risk. This device was created to vent the extreme backlash warlocks or witches often suffer under Malraux’s rule. A hexxer is implanted along the bones of the forearm and wired directly into the brain. When a spellcaster suffers In game terms, the character ignores half of the updated in Cyberpapacy Sourcebook |
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T26 | 5 000 (18)
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Ignored ![]() |
🕮 | |
An upgrade to the hexxer stores the energy from Backlash and allows the warlock or witch to actually use it in powering her own spells. After a spellcaster suffers Backlash, the hexxer MK II works like a MK I above, negating half the updated in Cyberpapacy Sourcebook |
Cosm | Name | Axiom | Price | Notes | 🕮 |
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Cyberpapacy
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T26 | 5 000 (18)
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+1 to Strength tests and melee damage, +2 Armor on limb | 🕮 | |
One of the hero’s arms is replaced by a cybernetic version. It increases Strength tests by +1 and has +2 Armor on that limb only. The arm’s Armor protects the character’s torso if he takes an Active Defense. The Strength increase applies only to tests and attacks made with that limb. |
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T26 | 6 000 (17)
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Full Body, +2 Armor, Full Body, concealed under skin | 🕮 | |
This subdermal armor is grafted throughout the patient’s body, increasing overall durability. It adds +2 Armor, and provides Full Body coverage. Note that body plating is armor, so it doesn’t stack with any worn armor—just take the highest value for a location. |
Cosm | Name | Axiom | Damage | AP | Price | Notes | 🕮 |
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Cyberpapacy
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T26 | 1 000 (15)
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Concealed, add the cost of the weapon | 🕮 | |||
This upgrade to a cyberarm or cyberlegs (either a simple humanity upgrade or more advanced HardPlas branded versions) allows a special version of a weapon to be concealed within the shell of the cybernetic limb. These weapons are modified and can autoconfigure between holstered and active states as part of drawing or stowing the weapon. The GM makes the final call on what can fit in a cyberlimb, but in general a cyberarm can hold a weapon or device (e.g. lockpicks or a cyberdeck) that is the size of a pistol or smaller. and cyberlegs can contain a rifle or smaller (i.e. no heavy weapons or Bulky weapons). The weapons may be upgraded (e.g. silencers, smartgun attachments) but the upgrades are integrated into the weapon and cannot be removed. When deployed the weapon requires the normal amount of hands. The cost of the weapon is added to this install to determine the final price. updated in Cyberpapacy Sourcebook |