SYN//ARCHIVE/FILE P-07/CHROME/LAB

Cybernetics & Chrome

Twenty XP of permanence. The five grades, the slot rules, the eye catalog, and the mods that turn a body into equipment.

§1 Installation Rules

Cybernetics cost 20 XP to install regardless of grade. Reinstalling a new cybernetic into an existing cybernetic slot (e.g. swapping types of arms) does not cost additional XP but still costs time and/or money to acquire the cybernetic.

PERMANENCE Once a slot has been converted to cybernetic (e.g. replacing organic eyes with cybernetic ones) it cannot be undone. That slot will remain permanently cybernetic.

Cybernetics compete with Traits for 10 total shared slots — wind the two together in the Slot Helix.

§2 The Five Grades

Show Grade

0 MOD SLOTS

Implants which do not offer any mechanical advantage or new abilities outside of what is already mundanely possible can be used for free and at the player's discretion. These implants must be for flavorful use only (such as a replacement hand that only replaces the functionality that was lost, or an extendable wire in the wrist that can be plugged into a physical port on a device to connect it to the user).

Utility Grade

1 MOD SLOT

Cybernetics that the average person can get their hands on, and that would benefit their life in mundane, yet useful ways.

Industrial Grade

2 MOD SLOTS

Cybernetics that are more exclusive in origin, such as those that cost a good amount of money or are made for professional use. These kinds of cybernetics have a clear purpose of giving their wielder an advantage in their respective field.

Field Grade

3 MOD SLOTS

Cybernetics that are only available to rich elites, military operators, or those with access to the black market and plenty of cash or infamy to back them. These cybernetics are dangerous and highly effective for augmenting their intended tasks.

Lab Grade

4 MOD SLOTS

Cybernetics that are usually one-of-a-kind, experimental tech, or reserved for the highest level of corporate security & military personnel. These cybernetics are game-changing, and usually highly specialized or dangerous to use.

If the grade ladder looks familiar, it should — the archive files this whole Protocol by the same scale.

§3 Catalog: Eyes

Cybernetic eyes are useful for basic scanning, user interface, and mundane object identification. They are helpful for measuring, recording point-of-view footage, capturing images, managing electronic data such as taking calls or reading messages in augmented reality, and for identifying basic information such as what breed of dog you're looking at, what brand of clothing someone is wearing, and what kind of food someone is eating.

Known manufacturers:

MASTERS INC. BASTILLE HAYASHI [PLACEHOLDER]

Utility Grade COST: +1 CYBERLOAD

"TruSite"

UTILITY
+1 PERC

"Lockdown"

UTILITY
+1 INV

"Glimpse"

UTILITY
+1 ISGT+1 TRCK

Industrial Grade COST: +2 CYBERLOAD

"Redline"

INDUSTRIAL
+1 PERC+1 INV

"Warden"

INDUSTRIAL
+2 INV

"Prophet"

INDUSTRIAL
+1 ISGT+1 INV+2 TRCK

Field Grade COST: +3 CYBERLOAD

"Rangefinder"

FIELD
+1 PERC+1 INV+1 TRCK

"Panopticon"

FIELD
+1 ISGT+2 INV

"Oracle"

FIELD
+2 ISGT+1 INV+1 INV+2 TRCK

Lab Grade COST: +4 CYBERLOAD

"Model M-V"

LAB
+2 PERC+1 INV+1 TRCK

"Zeta"

LAB
+1 ISGT+2 INV+1 TRCK

"E-72"

LAB
+2 ISGT+2 INV+1 INV+3 TRCK

§4 Eye Mods

Mods slot into cybernetic eyes up to the grade's mod-slot capacity. Each mod adds Cyberload.

Bullseye Mk. I

MOD
COST: +1 CYBERLOAD

Smart I: Enable smart-weapon functionality for Light Ranged weapons.

Bullseye Mk. II

MOD
COST: +2 CYBERLOAD

Smart II: Enable smart-weapon functionality for Light & Medium ranged weapons.

Bullseye Mk. III

MOD
COST: +3 CYBERLOAD

Smart III: Enable smart-weapon functionality for Light, Medium, & Heavy ranged weapons.

3AGL3EYE

MOD
COST: +1 CYBERLOAD

Optical Zoom: Negate disadvantage on Perception checks and ranged weapon attacks caused by exceeding their range.

Librarian

MOD
COST: +1 CYBERLOAD

Scrape: Cross-reference data feeds with facial recognition technology. Any information you can pull from a database(s) you have access to will populate above a target's head in real time.

Int3r0gator

MOD
COST: +1 CYBERLOAD

Micro-Analysis: Gain advantage on your ISGT checks made against GILE checks to detect deception during face-to-face interaction.

0UTL00K

MOD
COST: +1 CYBERLOAD

Perform Scan: You can perform the Scan Bonus Action.

Lucky Shot v1

MOD
COST: +2 CYBERLOADREQUIRES: INDUSTRIAL GRADE+ EYES

Ricochet Calculation I: Re-roll a single missed ranged weapon attack per round at disadvantage. If it hits, it deals half the damage it would've to a chosen target within close (25m) range of the original target.

Lucky Shot v2

MOD
COST: +3 CYBERLOADREQUIRES: INDUSTRIAL GRADE+ EYES

Ricochet Calculation II: Re-roll a single missed ranged weapon attack per round at disadvantage. If it hits, it deals half the damage it would've to a chosen target within medium (50m) range of the original target.

Nightcap

MOD
COST: +2 CYBERLOADREQUIRES: INDUSTRIAL GRADE+ EYES

Low-light Amplification: Treat dim light as normal light and darkness as dim light.

Heats33k

MOD
COST: +3 CYBERLOADREQUIRES: FIELD GRADE+ EYES

Thermal Optics: Enable the ability to see through smoke, darkness, foliage, and even cloaking technology by toggling thermal optics.

Specter

MOD
COST: +3 CYBERLOADREQUIRES: FIELD GRADE+ EYES

EM Overlay: Visualize active electronics, wireless signals, power conduits, and energy sources as overlaid indicators in your field of view. Useful for detecting hidden cameras, traps wired to power, or active devices.

D3signat0r

MOD
COST: +3 CYBERLOADREQUIRES: FIELD GRADE+ EYES

Target Marking: Mark up to 3 visible targets per round. Allies with compatible cybernetic eyes or HUD devices can see your designations and may interact with them as if they have a line-of-sight.

§5 Catalog: Arms

Catalog Sealed

PENDING RELEASE

The cyberarm catalog is sealed pending the next records release. The manufacturers haven't cleared their model lines for public listing yet — and on this island, what the corps don't publish, you don't read.

AWAITING CALIBRATION