Augmentations

TIER 0 AUGMENTATIONS

TIER 0

PRICE PROPERTIES  
Neurolink
  • Location: Neural.
  • The neurolink revolutionised the world. The ability to download and upload data straight to your brain via a port on your skull changed everything.
  • Includes Interface plug for direct connections or data chips.
 
Basic HUD
  • Location: Eyes.
  • Attached contact lenses.
  • The basic HUD tells you everything you need to know about the world right in front of your eyes, whether helping you learn to read as a child, displaying the prices at the local bar as an adult, or informing you to take your medications as a senior.
 
Enhanced HUD 30.000 ₩
  • Location: Eyes.
  • Attached contact lenses.
  • The enhanced HUD offers an ad free, more sophisticated display with a sleeker design. This model provides the ability to link with any of your biolinked weapons to display your current ammo count, as well as your own vital signs.
 
Language Upgrade 100.000 ₩
  • Location: Neural.
  • You can install this upgrade an unlimited number of times. Each time you install a language upgrade, you learn to speak and understand when spoken, one new language of your choice.
 
Instant Learning 250.000 ₩
  • Location: Neural.
  • The perfect shortcut for those too impatient to learn skills the old fashioned way. Using this upgrade you gain proficiency in one skill or tool of your choice.
  • You must be physically connected to an upgrade unit at a cybersurgeon’s clinic for at least 24 consecutive hours for this upgrade to work.
  • Like the language upgrade, there is no limit to the amount of times you undertake this procedure.
 
Never-Red 75.000 ₩
  • Location: Skin.
  • A skin upgrade that negates damage caused to the skin by sunlight by blocking some of the radiation, and repairing UV damage as it happens. Very useful for those who work outdoors or those who live in the badlands.
  • People with this augmentation have DR/1 radiation damage.
 
Organ Replacements 100.000 ₩
  • Location: Torso.
  • In the event that you are badly injured and lose your eyes, an internal organ, etc. you can get a cybernetic replacement for that body part.
  • These basic cybernetics offer no special benefits. Your stats and abilities remain the same.
 
Mechanical Liver 50.000 ₩
  • Location: Torso.
  • A mechanical liver allows you to get drunk with no consequences. A heavily upgraded liver, it can break down and process alcohol at tremendous speeds if you choose to do so.
  • Using a command sent from your neurolink, you may sober up from any stage of inebriation in just 6 seconds.
  • This augment also cleans any alcohol from your system and replenishes your hydration levels (within reason) while you sleep, leaving you without a hangover.
 
Cybernetic Arm or Legs Replacement 100.000 ₩
  • Location: 1 Arm or 2 Legs.
  • These rules replaces the original rules for Arm and Leg Replacement augmentation on page 90.
  • Unarmed strikes deals 1d6+Str modifier of Bludgeoning damage.
Counterfeit 50.000 ₩
  • Location: Any.
  • This illegal augmentation is a counterfeit version of any Tier 1 or 2 augmentation. It grants no mechanical benefits and is designed purely to resemble a more expensive augmentation.
  • Usually used by people who do not have the wonlongs to afford the real augmentations who are attempting to intimidate or impress.
 
Hidden Compartment 100.000 ₩
  • Location: Arms (either).
  • This mechanical forearm has a hidden compartment within it capable of storing an object up to 6 inches in length and 2 inches in diameter.
  • A successful perception check of 20 of higher, or a physical inspection will reveal this augmentation.
 
Cybernetic Hand 50.000 ₩
  • Location: 1 Hand.
  • Unarmed strikes deals 1d4+Str modifier of Bludgeoning damage.
 
Modular Hand +20.000 ₩
  • Location: 1 Hand.
  • Addon to any Cybernetic Arm or Hand.
  • Quick change mounts allow replacing fingers with other fingers in order to have different functions at your disposal.
Cybernetic Eye Replacement 50.000 ₩
  • Location: Eye.
  • These rules replaces the original rules for Eyes augmentation on page 90.
  • Build-in recorder (video/audio), storage limited to 24 hours. Replay in HUD, and download with Neurolink.
  • If connected to a Comms device, the eye can send live feeds to a receiver.
Synthetic Skin Covering +100.000 ₩
  • Location: 1 Arm or 2 Legs.
  • Addon to any Cybernetic Arm or Leg.
  • Look and feels like real skin.
  • DC 17 to identify.
Customized Eye +100.000 ₩
  • Location: Eye.
  • Addon to any Cybernetic Eye.
  • Looks like a normal eye.
  • DC 17 to identify.
Shift-tacts 5.000 ₩
  • Location: Eyes.
  • Addon to Basic or Enhanced HUD.
  • They can have some novel effects, like shifting color based on mood, patterned logos, or exotic colors (including reflective metallic).
 
Light Tattoos 5.000 ₩
  • Location: Skin.
  • Light tattoos are quite common. They appear identical to normal tattoos, except that they use chemicals that can emit light.
  • They do not require batteries. Energy is absorbed from ambient light during the day and re-emitted at night.
  • Just as with conventional tattoos, the quality varies greatly. Some are basic shapes and some are very intricate and detailed.
 
Synthskin 20.000 ₩
  • Location: Skin.
  • Synthskin is a layer of color-shifting plastic bonded to the character’s outer skin.
  • Synthskin can be adjusted to display colors, patterns, light flares or other special effects, using tuning chips (cost 100 ₩) which are plugged into a socket in the skin (usually under the hairline).
 
Techhair 20.000 ₩
  • Location: Skin.
  • Artificial hair with properties similar to synthskin.
  • Tech hair can be any color, can emit light like light tattoos, or change tension (so you could make it stand straight up when you are angry, for example).
  • It can completely replace your real hair or be added to real hair (like a weave). (And yes, it can also be used on any part of the body)
 
Shepherd Chip 10.000 ₩
  • Location: Neural.
  • The shepherd chip is a tiny microchip implanted in the neck and connected to the HUD. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake. Of course, the shepherd chip can be made to not broadcast information via handshake for privacy’s sake.
  • In addition to basic identification information, many people have their banking and credit information keyed to their shepherd chips. If a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, the shepherd chip can be linked to computers (particularly Neurolinks) such that any information can be transferred between two shepherd chips.
 
Data Chip 1.000 ₩
  • Location: Neural.
  • The chip is a small, transparent sliver about an inch long, often color-coded for identification.
  • It is inserted into the interface plug.
  • Price is for a empty Chip.
 
Wet Drive 100.000 ₩
  • Location: Neural.
  • Silicon solid-state storage allows the user to store file-only memory in the head (the Read-Write Memory is loaded and downloaded through interface plugs).
  • A code-lock can be applied, if necessary, and the data will be loaded or downloaded only after the access code is entered.
  • The user cannot access the information, but it’s a very secure place to store hot data.
 
Comms, Basic Implant 10.000 ₩
  • Location: Neural.
  • Functions as an Basic comms device.
  • Connected directly to your Neurolink and directly on your HUD. It cannot be removed, or detected.
Comms, Advanced Implant 100.000 ₩
  • Location: Neural.
  • Functions as an Advanced comms device.
  • Connected directly to your Neurolink and directly on your HUD. It cannot be removed, or detected.
Comms, Blackmarket Implant 150.000 ₩
  • Location: Neural.
  • Functions as an Blackmarket Advanced comms device.
  • Connected directly to your Neurolink and directly on your HUD. It cannot be removed, or detected.
Biomonitor 30.000 ₩
  • Location: Neural.
  • It provides a real-time readout, directly on your HUD, of common body functions like heart rate, blood pressure, blood chemistry, brainwave activity, temperature, cholesterol levels and a number of other bodily functions.
  • If combined with a Comms implant, then the info can be shared remotely.
 
Operative Package 200.000 ₩
  • Location: Neural and Eyes.
  • Includes: Neurolink, Enhanced HUDAdvanced Comms Implant, 1 Cybernetic Eye Replacement, Biomonitor and Shepherd Chip.
 
Netrunner Package 350.000 ₩
  • Location: Neural and Eyes.
  • Includes: Neurolink, Enhanced HUDBlackmarket Comms Implant, 1 Cybernetic Eye Replacement, Wet Drive, Biomonitor and Shepherd Chip.
 

TIER 1 AUGMENTATIONS

TIER 1

PRICE PROPERTIES  
Enhanced Aiming MK. I 120.000 ₩
  • Location: Eyes.
  • Your new cybernetic eyes have advanced aiming and targeting software.
  • You can zoom your vision to 1.5x and have a +1 to hit with any attacks provided you can see the target.
 
Hidden Blade 200.000 ₩
  • Location: Arms (either).
  • A hidden blade is a cybernetic forearm and hand produced by ZA Korp. When hidden, this melee weapon can only be detected by a relevant check of 20 or higher, and it cannot be removed without surgery.
  • The blade can be extended or retracted as a bonus action, and while it is extended you cannot use the hand of that arm for anything else.
  • The blade is three feet long when extended, deals 1d8 points of slashing damage, and is a Finesse weapon.
 
Holographic Clothes 150.000 ₩
  • Location: Skin.
  • This skin augmentation covers you in thousands of holographic projectors that are preprogrammed to display over 100 different outfits, from average to wealthy design and style.
  • This upgrade is linked to your neurolink, where you can cycle through the outfits and select new clothes simply by thinking about it.
  • The holograms provide no warmth, nor any benefits of actual clothing, and users are advised to wear actual clothes beneath them.
 
Jäger Legs 130.000 ₩
  • Location: Legs.
  • Your legs have been replaced with the Jager Legs offered by Regierung Kybernetik.
  • Your movement speed, high jump distance, and long jump distance all increase by 5ft.
 
Quickened Reflexes 100.000 ₩
  • Location: Neural.
  • Upgrades to your nervous system have greatly improved your reaction times.
  • You gain a +5 bonus to initiative rolls, and a +2 bonus to Reflex saving throws.
 
Recoil Reduction 110.000 ₩
  • Location: Arm (dominant).
  • This arm contains counterweights, and a gyroscope system to improve your stability, and enhance your use with weaponry.
  • You deal an extra +1 to any damage dealt when using two handed weapons, or weapons held in your dominant hand.
 
Toughened 150.000 ₩
  • Location: Torso.
  • Your ability to withstand damage has been enhanced. While you have this augmentation installed, your hit point maximum increases by 2x your level. You also gain an additional 2 hit points every time you gain a new level.
  • This effect only applies while you have the augment installed.
 
Tungsten Armored Body-Form 180.000 ₩
  • Location: Torso.
  • This armored torso is designed to provide a basic defence to mercenaries and guns for hire working in volatile areas such as Johannesburg.
  • Whilst you have this augment installed your armor class cannot be lower than 11 + your Dexterity modifier and you gain DR/1 Ballistic.
  • This Ballistic Damage Reduction does stack with other armor. In case you, as example, have the Subdermal Armor augmentation, you would have DR/3 Ballistic.
  • These rules replaces the original rules for Tungsten Armored Body-Form.
 
Visser Night Vision Visor 120.000 ₩
  • Location: Eyes.
  • You have improved short range night vision. These eyes are often used by security forces who work long night shifts. Whilst you have this augment installed you can use your action to activate or deactivate the night vision mode and gain Darkvision out to a range of 30ft. You cannot discern color using this vision only shades of grey. However bright lights are hard to see through.
  • You have disadvantage on perception checks that rely on sight whilst in bright light and the night vision mode is active.
 
Mark 1 Implanted Exoskeleton 200.000 ₩
  • Location: Skin.
  • Subdermal, DC 15 to Spot.
  • Sets Strength to minimum 12.
 
Subdermal Armor 200.000 ₩
  • Location: Skin.
  • Uses nanomachines to construct a bullet-resistant armor “skin” that offers protection.
  • Subdermal, DC 15 to Spot.
  • Count as Natural Armor.
  • AC 13 + Dex.
  • DR/2 Ballistic.
  • Even when wearing armor your AC cannot be any lower then your natual armor.
Reinforced Arm or Legs 200.000 ₩
  • Location: 1 Arm or  2 Legs.
  • Cybernetic Replacement.
  • Unarmed strikes deals 1d8+Str modifier of Bludgeoning damage.
  • If covered in Synthetic Skin, the DC is 15 to identify.

TIER 2 AUGMENTATIONS

TIER 2

PRICE PROPERTIES  
Mark 2 Implanted Exoskeleton 550.000 ₩
  • Location: Skin.
  • +2 Strength, sets Strength to minimum 14.
  • Carrying capacity and push/drag/lift weight limit is double.
Mark 1 Body Plating 750.000 ₩
  • Location: Skin.
  • Uses nanomachines to construct a body-shaped armor.
  • Count as Medium Armor.
  • AC: 15+Dex (max 2).
  • Resistance: Ballistic.
  • Optional (+100.000 ₩): Synthetic Skin Covering, DC 15 to identify.
Mark 2 Body Plating 1.500.000 ₩
  • Location: Skin.
  • Uses nanomachines to construct a body-shaped armor.
  • Count as Heavy Armor.
  • AC: 18.
  • Resistance: Ballistic.
  • Optional (+100.000 ₩): Synthetic Skin Covering, DC 13 to identify.
Hydraulic Tendons 1.00.000 ₩
  • Location: 1 Arm or 2 Legs.
  • Cybernetic Replacement.
  • Unarmed strikes deals 1d10+Str modifier of Bludgeoning damage.
  • Can not be covered with Synthetic Skin.

TIER 3 AUGMENTATIONS

TIER 3

PRICE PROPERTIES  
Mark 3 Implanted Exoskeleton 2.000.000 ₩
  • Location: Skin.
  • +4 Strength, sets Strength to minimum 16.
  • Maximum Dexterity modifier +2.
  • Carrying capacity and push/drag/lift weight limit is double.
  • Advantage on Strength checks.

FULL BODY CONVERSION (FBC)

General:

  • Cybernetic Head
    – Synthetic Skin Face.
    – Cybernetic Eyes.
  • Cybernetic Arms and Legs.
  • Cybernetic Torso:
    – Cybernetic Organs.
    – Immunity to Poison (no Blood toxicity limit, but still limited to location rules, and selected augmentation should make sense).
    – Resistance to Radiation damage.
  • Endoskeleton:
    – Natural Armor 13 + Dexterity.
    – Damage Threshold: 5.
    – Sets Strength to minimum 12.
    – Carrying capacity and push/drag/lift weight limit is double.
    – Instant death: Constitution stat x2 + level to die from Massive damage.
  • Hindrance:
    – Electric damage vulnerability.
    – Psychological disorders (varies from person to person).

Mark 1 (Baseline, Tier 2 Augmentation):

  • +10 Hit Points.
  • +2 points to physical ability scores. Can be divided.
  • +4 Death Saving Throws.
  • Unarmed strikes deals 1d8+Str modifier of Bludgeoning damage.
  • 1 FBC Upgrade Slot.
  • Body weight +20 lb.

Mark 2 (Security Class, Tier 3 Augmentation):

  • +20 Hit Points, +1 Hit point per Level.
  • +4 points to physical ability scores. Can be divided but maximum +2 one ability score.
  • +6 Death Saving Throws.
  • Unarmed strikes deals 1d10+Str modifier of Bludgeoning damage.
  • 2 FBC Upgrade Slot.
  • Body weight +40 lb.

Mark 3 (Combat Class, Tier 4 Augmentation):

  • +30 Hit Points, +1 Hit point per Level.
  • +6 points to physical ability scores. Can be divided but maximum +3 one ability score.
  • +8 Death Saving Throws.
  • Damage Threshold: 10
  • Unarmed strikes deals 1d10+Str modifier of Bludgeoning damage.
  • 3 FBC Upgrade Slot.
  • Body weight +60 lb.

Mark 4 (Assault Class, Tier 4 Augmentation):

  • +30 Hit Points, +2 Hit point per Level.
  • +8 points to physical ability scores. Can be divided but maximum +4 one ability score.
  • No Death Saving Throws.
  • Damage Threshold: 15.
  • Unarmed strikes deals 1d10+Str modifier of Bludgeoning damage.
  • 4 FBC Upgrade Slot.
  • Body weight +80 lb.

Mark 5 (Commando Class, Tier 5 Augmentation):

  • +40 Hit Points, +2 Hit point per Level.
  • +4 Strength, Dexterity and Constitution scores.
  • No Death Saving Throws.
  • Immunity to Radiation damage.
  • Advantage with both Strength and Constitution saving throws.
  • Damage Threshold: 15.
  • Unarmed strikes deals 1d10+Str modifier of Bludgeoning damage.
  • 5 FBC Upgrade Slot.
  • Body weight +100 lb.

 

FBC UPGRADES

UPGRADE PROPERTIES
Braincase Immune to EMP. 3 hours internal Life Support. Modular.
Temperature Regulation System Resistance to Fire and Cold damage.
EMP Shield System No Electric damage vulnerability. Immune to EMP.
Nano Repair System Regenerate 1 Hit Point per Minute.
Modified Shell (Only one)
  • Reinforced Shell: AC 15 + Dexterity (max 2).
  • Heavy Reinforced Shell: AC 18.
  • Synthetic Skin: DC 17 to identify.
Modified Frame (Large)
  • Increase height to about 3 meters.
  • Does not cost Upgrade slots.
  • +4 Strength, -2 Dexterity.
  • Sets Strength to minimum 16.
  • Unarmed strikes deals 1d8+Str modifier of Bludgeoning damage.
  • Advantage with Strength skill checks and Saving Throws.
  • Disadvantage with Dexterity skill checks.
  • Carrying capacity and push/drag/lift weight limit is times 3 instead of 2.
  • Bonus Hit Point x 1.5.
  • Total Body weight x 3.
  • Stronger psychological disorders.
Modified Frame (Small)
  • Decrease height to about 1 meter.
  • Does not cost Upgrade slots.
  • +2 Dexterity, -2 Strength.
  • Sets Strength to minimum 10.
  • Unarmed strikes deals 1d4+Str modifier of Bludgeoning damage.
  • Advantage with Dexterity Skill checks and Saving Throws.
  • Bonus Hit Point x 0.5.
  • Total Body weight x 0.5.