TABLE-Cybernetics

CIRS Cybernetic Implant Rejection Syndrome (pronounced Curse)

Whenever a new cybernetic system is implanted, it is valued (by increments of .25, etc) and is called the CIRS count. It is cumulative – later additional implants may cause it to increase. When the CIRS count reaches half the PC’s MIND stat, he/she will begin acting in a brazen and arrogant fashion all of the time (players need to roleplay this demeanor). When the CIRS count equals the MIND stat, the PC immediately enters a pyschopathic rage – the CIRS has struck. All actions will be dangerously erratic and violent, memory will be completely fuzzy, and no one will be trusted. Feelings of utter anger and helplessness have built up to where nothing seems worthwhile except destruction and death. The character will be driven by an insane urge to kill or destroy nearly everything in his/her path — nothing is sacred, nothing is safe (players need to roleplay this meltdown or handover PC to GM at this point).

Roll 1d20 + MIND modifier on the table below in the event of any major tense situation (combat, flight, harrassment, GM’s call). If CIRS count is equal to or greater than 1/2 MIND stat, adjust by – 5 to your roll.

If CIRS count is equal to or greater than 1/2 MIND stat, any minor tense situation arises (arguments, equipment failure, loss of loved ones, bad customer service, GM’s call) ALSO obligates a roll on the table.

4 and below Greater CIRS flareup! Instantly transform into psychotic killer without – kill or be killed anything in your path until 1d6x10 minutes passes
5 – 8 Major CIRS flareup! Instantly transform into psychotic killer without – kill or be killed anything in your path until 1d6 minutes passes
9 – 11 Minor CIRS flareup! Instantly transform into psychotic killer without – kill or be killed whoever/whatever is stressing you out, and then return to normal
12 – 15 Temporary Minor Insanity, TBD
16 – 19 No effect
20 + Momentary Empathy! Character regains access to their old “human” self for 1d6 x 10 minutes

For each implant, roll a d6. Even result is the lower CIRS count, odd result is the higher.

Sensory SystemsSIGHT .25 or .5 CIRS count
Megavision
Microvision
Visual Clarity
Spectral Range
Thermal Vision
Lowlight
Antiglare
Mircrophoto
Microvideo
Targeting
Internal Readout
Visual Processor
Visual Data Transm.
Visual Data Rcvr.
Visual Data Transc.
Sensory SystemsHEARING .25 or .5 CIRS count
Directional Mike
Sound Amplifier
Sound Edit – Out
Sonic Range
Audiorecord
Internal Speaker
Audio Processor
Audio Data Transm.
Audio Data Rcvr.
Audio Data Transc.
Sensory SystemsTASTE .25 or .5 CIRS count
Taste Sensor
Taste Processor
Taste Data Transm.
Taste Data Rcvr.
Taste Data Transc.
Sensory SystemsSMELL .25 or .5 CIRS count
Olfactory Sensor
Directional Scent
Olfactory Range
Scent Editor Out
Scent Processor
Scent Data Transm.
Scent Data Rcvr.
Scent Data Transc.
Sensory SystemsTOUCH .25 or .5 CIRS count
Sensitouch
Tactile Edit Out
Tactile Data Transm.
Tactile Data Rcvr.
Tactile Data Transc.
Sensory SystemsTEMPERATURE .25 or .5 CIRS count
Thermal Sense
Thermal Edit Out
Sensory SystemsSPECIAL .25 or .5 CIRS count
Bioradar
Biosensor
Sensory SystemsVOICE .25 or .5 CIRS count
Vocal Range
Vocal Modulator
Vocal Amplifier
Subvocal Transmissions
Vocal Emulator
Sensory SystemsMANIPULATION .5 or .75 CIRS count
CyberHand
FastHand
StrongHand
Eye/Hand Coordinator
Sensory SystemsLIMBS – - – 1 or 1.5 CIRS count as it includes equivalent hand/foot (Fast, Agile, etc)
CyberArm
CyberLeg
FastArm
FastLeg
StrongArm
StrongLeg
AgileArm
AgileLeg

Sensory SystemsTORSO/HEAD – - – 3 or 4 CIRS count (also, must add CIRS count for each cyber limbs — this is just the torso cost)
CyberTorso
FastTorso
StrongTorso
AgileTorso
CyberFULLBody
FastFULLBody
StrongFULLBody
AgileFULLBody

Sensory SystemsRELEXES .5 or .75 CIRS count
Nerve Booster
Adrenal Booster
Physiological SystemsREPRODUCTIVE .25 or .5 CIRS count
Contraceptive
Proceptive
Ovulation Control
Sperm/Ovum Filtering
Physiological SystemsMUSCULAR/SKELETAL 1 or 1.5 CIRS count
Neomuscle
RigidBone
FlexBone
DenseBone
Fangs (retractable)
Claws (retractable)
Physiological SystemsDIGESTIVE .5 or .75 CIRS count
Tailored Metabolism
Ingestion Storage
Supermetabolism
Ultrametabolism
Ingested Chem Bypass
Physiological SystemsRESPIRATORY .5 or .75 CIRS count
Oxygen Extraction
Air Storage
Gills
Inhaled Chem Bypass
Physiological SystemsCIRCULATORY .75 or 1.25 CIRS count
Blood Loss Healer
Arterial Chem Bypass
Physiological SystemsSPECIAL PHYSIOLOGICAL SYS .5 or .75 CIRS count
NerveLink
Chemical Analyzer
Artificial Organ
New Organ/Gland
Biostatus Monitor
Neurological Systems – - – .5 or .75 CIRS count
Neurological Activity Controller
Computer Implant
Sensory Data Transm.
Sensory Data Rcvr.
Sensory Data Transc.
Brainwave Transm.
Brainwave Rcvr.
Brainwave Transc.
Sensory Processor
ASP Recorder
ASP Player
Painblocker
Grav Adjust Rig_
Implementary SystemsINTERFACE .5 or .75 CIRS count
DNI to NAC
NDI to brain
Implementary SystemsIMPLEMENTS .5 or .75 CIRS count
ToolHand
Implementary SystemsWEAPONRY .5 or .75 CIRS count
WeaponHand (retractable)
Megaknuckles
Razornailes (retractable)
Gas Projector
CyberMole
CyberSnake
CyberBeast
Implementary SystemsARMOR 1 or 1.5 CIRS count
Subdermal Padding
Crit Shielding

  • Puncture/Slash/Shrapnel
  • Crush/Impact
  • Heat
  • Cold
  • Electricity

Body Plating

  • Polyastic
  • Lastex = LT armor equivalent
  • Denisplast = MED armor equivalent
  • Polycarbon = HVY armor equivalent

Implementary SystemsMISCELLANEOUS .25 or .5 CIRS count
External Readout
Subdermal Pouch
Homing Device
ECM Coding
Solar Battery
Light Generator
Electronic Detector
Datacard Player
Chronometer
Calendar
Somatic Trigger
Sound Trigger
Thought Trigger

TABLE-Cybernetics

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