Cybernetic Implants

highlighted row: randomly rolled entry

D20 Implant name Ability Slot Effect
1 Air Current Microsensor PSY You suffer no navigation or combat penalties from blindness or darkness.
2 Alluring Fakeface EGO You are extraordinarily beautiful. EGO save to enthrall a Biological creature. They will never harm you.
3 Autoglot HeadBank INT +2 to INT. You understand all languages.
4 Backup Heart CON +2 to CON. +5 max HP.
5 Carbide Knucklebones STR Your bare fists deal 2d4 damage.
6 Cyberliver CON You gain immunity to all poisons. You cannot get drunk
7 Dazzleskin Filaments CON You are immune to laser beams and energy weapons. DIS when hiding.
8 Dopamine Synthesizer EGO +2 to EGO. You are immune to fear, panic, and embarrassment.
9 Dorsal Jump-pack DEX You have hover-jets mounted on your back. You fly slowly and loudly.
10 Ferrosteel ExoSkeleton STR Add +2 to AV and STR. Subtract -4 DEX. You cannot swim.
11 Finger Syringe DEX One finger is a hidden injector. You can load it with any elixir or poison.
12 Hydraulic Biceps STR Add STR bonus to melee weapon damage.
13 Hyper-elastic Tendons DEX +2 to DEX. You can jump across huge distances like a frog.
14 Merciless Cybereyes DEX Add DEX bonus to ranged weapon damage.
15 Mercurial Fakeface EGO Your face can alter its features and colour at will.
16 Subdermal Ceramic Plating CON +2 to base AV. Cannot be removed.
17 Subdermal Insulation CON Immunity to damage from flames, cold, and electricity. Cannot be removed.
18 Tactical Bioscanner PSY You know the Level, AV, and current HP of any Biological or Fungal creature.
19 Tactical Technoscanner INT You know the Level, AV, and current HP of any Synthetic creature.
20 Trauma-Response Rig CON Negate the effects of a Wound. Can be activated once per day.