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NameEffectCostNotesNote: All replaced limbs have +Health(Half limb health+full) but can not be healed by standard medical products. Damaged or crippled limbs must be repaired by Mechanics 50 and up. Movement penalties: Ex: +5/10 = Trot/Gallop
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Limbs
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Mk 12 SeriesHeavier but hardier.Subject cannot feel pain through limbs
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Front Leg(+)3DT to replaced limb, +5/10 AP to movement and Melee attacks, +2d10DMG to Unarmed, +1 STR, +1 END6500Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.
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Rear Leg(+)3DT to replaced limb, +5/10 AP to movement, +15 Carry weight, +1 STR, +1 END6000Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.
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Mk 14 SeriesBetter caps better armourSubject may pick up small object with ease
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Front Leg(+)4DT to replaced limb, +1d10Dmg to Unarmed, Non-stackable (+1 STR, +1 END)8500Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.Leg replacement SPECIAL buffs : +1 STR +1 END, do not stack with each other, and cannot exceed the characters natural maximum. A character may only receive buffs from one front leg, and one rear leg.
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Rear Leg(+)4DT to replaced limb, +10 Carry weight, Non-stackable (+1 STR, +1 END)8000Repair damage with Scrap Metal, Crippled limb repaired with scrap electronics, scrap metal, duct tape.
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MoP PrototypeForgotten projects and Dead subjectsSubject can feel through the limbs, thus only receiving a +6
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Front Leg(+)6DT to replaced limb, Auto repair cycles, confers -2DT to melee attacks10000Non-purchasable. Requires cyborg surgeon to treat.
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Rear Leg(+)6DT to replaced limb, Auto repair cycle, +20 Carry weight10000Non-purchasable. Requires cyborg surgeon to treat.
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Body
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Cybernetic Spine(+)1 STR, +1DT, Torso can no longer be crippled8500Not Compatible with Reinforced spine
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Artificial HeartCannot be poisoned, healing items are boosted +25%, robots have -50% crit chance.5000Not compatible with Reinforced heart
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Reinforced SpineStrength+2, +2DT8250Not compatible with Cybernetic spine
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Reinforced Heart-50% poison resistance, healing items boosted by 50%, robots have -25% crit chance.7500Not compatible with Artificial heartImplant upgrades: Some implants have the option to be upgraded, to a maximum level of 3 (Unless stated otherwise). Each upgrade confers and additional +5 to said skill at no extra cost. One may purchase a fully upgraded Implant at Base Price+half base per implant level.
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Synthetic Lungs25% lower Sprint AP drain, water breathing4000/lungMust have both for water breathing to work.
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Head
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Livean Eye replacementPermanent Nightsight, Target Aquisition, -1 PER, -1 CHR3000Basic implant for lost or damaged eyes. Heavy and unpleasant.
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Cerulean EyeTarget acquisition, Friend or Foe scanner, -1PER, Night Sight4500Marks violent intent in targets, as well as threat level and armament
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MoP PrototypeTarget acquisition, Friend or Foe scanner, Multi-view, Enhanced Zoom6000Looks like an electric eye, offers everything a pony could wish for.A Character is only allowed 2 Implants per body area, +1 per every 2 points of Endurance over 5
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Implants
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TorsoCharacter may not exceed their racial maximum for skills and SPECIAL
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Sub Dermal Armour Implant(+)4DT8000
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Monocyte BreederRegenerate 1 Health for every turn12000The Cyberpony Perk ranks give the character +1 Implant slot in (1) Chosen area. Must be documented.
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Hypertrophy Accelerator(+)1 STR4000
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Nociception Regulator(+)1 END4000
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Reflex Booster(+)1 AGI4000
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Adrenaline Booster(+)15 AP Regen per kill6000Attack/ Reload AP cannot go below 10/5 AP respectively, no matter what perk or Mod would lower it further.
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Head
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AR ScannerAdds Sats5500
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Empathy Synthesizer(+)1CHR4000
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Logic Co-Processor(+)1 INT4000
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Optics Enhancer(+)1 PER4000
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Probability Calculator(+)1 LCK4000
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Voice Modulator(+)5 Speech, +5 Barter4000(+)5 per every upgrade using science. Max of 3 upgrades.
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Arm/ Hoof
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Kinetic Accelerator(-)5 AP for attacking and reloading6000
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Nanobionic WeaveLimb Regeneration5500
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Nanotryte AcceleratorGives user 2 Stealthbuck shots per session8000
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Hoof/Paw Stabilizer(+)5 Lockpick, +5 Repair4000(+)5 per every upgrade using science. Max of 3 upgrades.
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Motor Memorizer(+)5 Firearms, +5 Energy Weapons4000(+)5 per every upgrade using science. Max of 3 upgrades.
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Neural Datatool(+)5 Science3800(+)5 per every upgrade using science. Max of 3 upgrades.
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Razor Claws/HoovesUnarmed critical chance and damage increased by 10%, Negates -2DT5000
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Leg
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Kinetic Accelerator(+)5/10Ft while moving.6000(+)5 trot/10 gallop
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Nanobionic WeaveLimb Regeneration5500
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Tread Damper(+)5 Sneak4000(+)5 per every upgrade using science. Max of 3 upgrades.
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Weight Absorber(+)15 Carry weight (15,30,45,65)3000
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Note: All Cybernetic Implants and replacements are rare and expensive. They also require a surgeon of high skill and knowledge to be added. Cybernetics are purely a GM choice. Repairs to any damage must be made with a Science/Medical check, or Mechanics check. Only low level replacements may be repaired using Mechanics.
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