TEXT: Throughout the more than two years that 
  Ronin Arts has been releasing Future series PDFs 
  we have produced a small number of products 
  devoted to cybernetics, the first of which 
  was Michael Hammes’ Future: 13 Cybernetic 
  Enhancements. This PDF is a sequel to that earlier 
  release in that it supplements and expands on the 
  cybernetic enhancements available to players 
  using the future SRD. The new enhancements 
  detailed in this PDF were each designed for one 
  of two different reasons:
  1. 
  To provide players and GMs with a 
  completely new type of device, such 
  as the ammo and grapple arms and 
  the mutant detector.
  2. 
  In order to take advantage of, and build 
  on, a part of the d20 rules that have 
  not yet seen a cybernetic component, 
  such as the courage implant (which 
  brings fear resistance to cyborgs) and 
  sleep simulator (which is designed 
  to allow a character to automatically 
  benefit from the effect of a full-night’s 
  rest without taking time out of the 
  session).
  As with other releases in the Future series, 
  players must get the GM’s permission before any 
  of the new elements contained in this PDF may 
  be used in a campaign.
  What’s RequiRed to  
  use this PdF?
  In order to use Future: 13 More Cybernetic 
  Enhancements you will need the modern and 
  future SRDs, available free online. No other Ronin 
  Arts products are required to use this PDF. If you 
  would like more cybernetics options for your 
  campaign, please consider Ronin Arts’ Future: 13 
  Cybernetic Enhancements and Future: Heroes 
  – Cyborgs PDFs.
  FutuRe: 13 thiRteens
  This PDF is released under Ronin Arts’ Future: 
  13 Thirteens subscription series. While this PDF 
  may be purchased separately, those that have 
  joined the subscription service save money on 
  the releases and gain access to a special forum in 
  which they can influence future releases in this 
  series. For more information please visit www.
  roninarts.com and check our catalog of Future 
  releases or our messageboards.
  13 More Cybernetic 
  Enhancements
  Copyright © 2007 Philip Reed. You may not distribute this document without permission of the publisher. 
  Some portions of this document are presented as open game content, see the Open Game License at 
  the end of this document for more information.  
  Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy. For more 
  information on Ronin Arts, and Ronin Arts’ sister company, Studio Ronin, please visit www.roninarts.com 
  and www.studioronin.com.
  
  
  Future: 13 More Cybernetic Enhancements
  oPen Game Content
  All of the text of this PDF is presented as 
  open game content. While this means absolutely 
  nothing to your campaign it does give other 
  publishers permission to use this material as long 
  as they follow the open game license (see the 
  end of this PDF).
  about the authoR
  Philip Reed has been working in the game 
  industry since 1995. In that time he has worked 
  for such companies as Privateer Press and Steve 
  Jackson Games. Today Philip spends his days at 
  home running Ronin Arts, writing and designing 
  new games, and reading. To learn more about 
  Philip Reed – and Ronin Arts – please visit www.
  philipjreed.com and www.roninarts.com. 
  Cybernetic Enhancements
  ammo aRm (PL 6)
  The recipient’s prosthetic arm is transformed 
  into an extra magazine.
  Benefit: This cybernetic enhancement must 
  be purchased for a specific type and model 
  of weapon that requires an ammo magazine. 
  The weapon is modified so that its magazine 
  type becomes linked (see Equipment in the 
  modern SRD); the ammo arm feeds directly into 
  the selected weapon. (Obviously, the weapon 
  should be carried in the hand attached to the 
  ammo arm.) Additionally, the weapon now has a 
  magazine load equal to its original amount plus a 
  value determined by the following table:
  Weapon Type
  Ammo Multiplier
  Handgun
  x12 base
  Longarm
  x6 base
  Example: A character with an ammo arm 
  keyed to a TalMil sniper rifle now has a total ammo 
  capacity of 105 (15 for the base + (15 x 6) = 105). An 
  ammo arm keyed to a Falcon .45 would have a total 
  ammo capacity of 260 (20 for the base + (20 x 12) 
  = 260).
  Type: Internal.
  Hardness/Hit Points: 5/10 (magazine only).
  Base Purchase DC: 25.
  Restriction: Military (+3).
  aquaConveRteR  
  imPLant (PL 7)
  This basic cybernetic enhancement, created 
  from a Fusion Age device, takes in water, separates 
  its molecules into hydrogen and oxygen atoms, 
  and then feeds the oxygen directly into the 
  recipient, allowing the recipient to breath under 
  water.
  Benefit: The recipient can breathe in or out 
  of water without difficulty.
  Type: Internal.
  Hardness/Hit Points: -/4.
  Base Purchase DC: 15.
  Restriction: Licensed (+1).
  CouRaGe imPLant (PL 7)
  Dozens of specialized systems are implanted 
  throughout the recipient’s body – each near a major 
  artery and two at the base of the recipient’s skull 
  – and when the recipient’s body and mind begin 
  to show the effects of fear the system immediately 
  
  3
  Future: 13 More Cybernetic Enhancements
  breaks down and rebuilds the recipient’s blood 
  as it flows through each system, almost always 
  eliminating the chemical composition that allows 
  fear to dominate an individual.
  Benefit: This cybernetic enhancement grants 
  the recipient a +6 equipment bonus on Will saves 
  to resist fear effects and on level checks to oppose 
  Intimidate checks. 
  Type: Internal.
  Hardness/Hit Points: -/6.
  Base Purchase DC: 32.
  Restriction: Military (+3).
  enhanCed immune system 
  (PL 7)
  An augmenter system is tied to the 
  recipient’s heart and bloodstream, increasing the 
  effectiveness of the recipient’s natural ability to 
  fight off poison and disease.
  Benefit: This cybernetic enhancement grants 
  the recipient a +2, +4, or +6 equipment bonus to 
  resist the effects of poison and disease.
  Type: Internal.
  Hardness/Hit Points: -/8.
  Base Purchase DC: 19 (for +2), 25 (for +4), or 
  31 (for +6).
  Restriction: Restricted (+2).
  GRaPPLe aRms (PL 7)
  The recipient’s prosthetic arm is equipped 
  with dozens of retractable grippers that can be 
  engaged at will.
  Benefit: This cybernetic enhancement grants 
  the recipient a +4 equipment bonus to grapple 
  checks. If the modified character possesses 
  two prosthetic arms, each modified with this 
  enhancement, the total equipment bonus to 
  grapple checks is increased to +6.
  Additionally, grapple arms can be engaged 
  to assist the character when climbing; a character 
  equipped with grapple arms (either a single arm 
  or both arms) gains a +2 equipment bonus to 
  Climb checks. Possessing two grapple arms does 
  not grant a higher bonus to Climb checks.
  Type: Internal.
  Hardness/Hit Points: 5/12.
  Base Purchase DC: 22 (for each arm).
  Restriction: Military (+3).
  PhysiCaL stRess ResistoR 
  (PL 7)
  A nanofactory designed to create millions 
  of nanites, each one of which bonds with and 
  enhances the cellular structure of the recipient, 
  is installed in the recipient’s chest, making him 
  better able to resist physical stress.
  Benefit: The recipient gains a +4 equipment 
  bonus to Fortitude saves.
  Type: Internal.
  Hardness/Hit Points: -/4.
  Base Purchase DC: 36.
  Restriction: Military (+3).
  CybeRnetiC GadGet: 
  seLF-RePaiRinG
  This 
  cybernetic 
  gadget 
  implements 
  nanotechnology in its infancy to repair 
  minor problems with any cybernetic device. 
  Whenever the affected cybernetic component 
  is 
  damaged, 
  the 
  self-repairing 
  gadget 
  immediately issues commands to a set of 
  nanites that move to the problem spot and 
  begin making repairs. The gadget repairs one 
  point of damage per minute to the affected 
  cybernetic device.
  Restrictions: None.
  Purchase DC Modifier: +6.
  ReFLex and  
  WiLL ResistoRs
  It is obviously a simple matter to take the 
  Physical Stress Resistor enhancement and 
  create two new cybernetic enhancements, one 
  each for Reflex and Will saves. I leave this simple 
  exercise in your no doubt capable hands.
  
  
  Future: 13 More Cybernetic Enhancements
  sLeeP simuLatoR (PL 7)
  A complex computer system and modified 
  injector unit are implanted into the recipient’s 
  body granting him the ability to forego sleep. The 
  character does not suffer the adverse effects of 
  lost sleep though he gains the benefits of a full 
  night’s sleep.
  Benefit: This specialized injector unit is 
  loaded with an adrenaline-like drug similar to, 
  but more powerful than, boost. Named Suicide 
  (see box), this powerful agent instantly floods 
  the user’s body the instant he is fatigued or 
  exhausted, immediately eliminating the feeling 
  and restoring his body as if he had undergone a 
  full eight hours of rest (this includes the recovery 
  of any lost hit points). This device is automatic and 
  does not require an action to activate. The system 
  carries with it four doses of Suicide (see box for 
  cost of replacement doses).
  Type: Internal.
  Hardness/Hit Points: -/4.
  Base Purchase DC: 30 (Suicide doses must 
  be purchased separately).
  Restriction: Illegal (+4).
  taLent imPLant (PL 7)
  Thanks to a chip implanted in the recipient’s 
  brain or a series of implants wired to the 
  recipient’s nervous system, the recipient gains 
  special knowledge or some extraordinary ability.
  neW ChemiCaL: suiCide (PL 7)
  Similar to the Fusion Age chemical Boost (see future SRD), Suicide is a drug that is both beneficial 
  and highly dangerous. Suicide was originally created on the distant Moreau Station in order to make 
  the genetic monstrosities borne on that dark space station even stronger, faster, and more combat-
  capable than genetic engineering alone would allow. A single injection of Suicide grants the character 
  a +2 bonus to Strength and a +2 bonus on Reflex saves, increases the character’s movement speed by 
  10 feet, increases the character’s massive damage threshold by +4, and provides the character with 
  the benefits of a full eight-hours of rest (including overcoming fatigue, exhaustion, and regaining lost 
  hit points). Many of these effects last for 1 minute (10 rounds) while the benefits of simulated rest 
  persist; the character will function as if he has had eight-hours of rest until such a time passes as he 
  is naturally tired once again.
  Unfortunately, the side effects of Suicide far outweigh the benefits. For one, the chemical is 
  addictive and can alter the perceptions of a character so that he thinks he cannot live without a dose 
  of the drug. Additionally, repeated use of Suicide has debilitating effects on the body’s immune and 
  nervous systems far more damaging than those effects of the chemical’s ancestor, boost.
  Each time a character uses a dose of Suicide, he has a 10% chance of suffering a –2 penalty to his 
  Strength and Dexterity, a –1 penalty on Fortitude saves, and is nauseated. These penalties last for 24 
  hours.
  If the character uses the drug again before recovering from these penalties there is a 25% chance 
  that the character will be rendered unconscious for 2d12 hours (not even another dose of Suicide can 
  awaken the character). Even if the character manages to remain conscious the Strength, Dexterity, 
  and Fortitude penalties stack. For purposes of determining effect, characters under the effect of 
  boost or Suicide that are injected with a dose of the other treat the new dose as another dose of 
  the original chemical that affected them. (So, for example, those under the effects of boost that take 
  Suicide treat the Suicide as boost.)
  Purchase DC: 12.
  Restriction: Illegal (+4).
  
  
  Future: 13 More Cybernetic Enhancements
  Benefit: The talent implant gives the recipient 
  a single talent from any talent tree, regardless of 
  whether or not he belongs to a class that includes 
  that talent tree. The recipient must meet all other 
  prerequisites of the talent to gain its benefits. 
  Example: A character without the Fast Hero 
  class, but with a talent implant, would be able 
  to select Evasion as his talent because the talent 
  requires no other prerequisites than the selection of 
  the Fast Hero class. The character could not select 
  Defensive Roll or Opportunist, though, because 
  those talents require Evasion as a prerequisite. If 
  the character already had Evasion, either through 
  another talent implant or some other means, then 
  he would be able to select any talent that has 
  Evasion as a prerequisite.
  If the talent implant is destroyed, the granted 
  talent is lost as well. 
  Type: Internal.
  Hardness/Hit Points: –/5.
  Base Purchase DC: 28.
  Restriction: Military (+3).
  mutant deteCtoR (PL 8)
  This device, implanted in the recipient’s brain 
  and the palm of one hand, allows the user to scan 
  the genetic makeup of anyone that he touches 
  (palm to bare skin, most frequently during a 
  handshake). The enhancement is programmed to 
  almost instantly compare the genetic structure of 
  the target to a database of known species and can 
  alert the user to the exact mutations possessed 
  by the target (if any).
  Benefit: Scanning a target’s genetic structure 
  requires direct contact with the target’s bare skin 
  for a minimum of three seconds. After that point 
  the system requires a single round to process the 
  data and convey the result to the user.
  Type: Internal.
  Hardness/Hit Points: -/2.
  Base Purchase DC: 35.
  Restriction: Military (+3).
  mutation imPLant (PL 8)
  Created on Moreau Station, the mutation 
  implant is a series of chips that are installed into 
  the recipient’s body. These chips, as well as a 
  small number of implants wired to the recipient’s 
  nervous system and any appropriate cosmetic 
  modifications, grants the recipient a small 
  number of special abilities that mimic known 
  genetic mutations.
  Benefit: The mutation implant gives the 
  recipient any number of mutations as long as 
  their total cost does not exceed 4 mutation 
  points. A character equipped with a mutation 
  implant may not take mutation drawbacks in 
  attempt to gain more beneficial mutations from 
  the enhancement.
  If the mutation implant is destroyed, the 
  granted mutations are lost as well. 
  Type: Internal.
  Hardness/Hit Points: 2/10.
  Base Purchase DC: 35.
  Restriction: Illegal (+4).
  PieRCinG oPtiCs (PL 8)
  The recipient’s eyes are replaced with ocular 
  implants that allow the recipient to see through 
  solid objects. Through a combination motion-
  sensor data, gravity fluctuations, ambient light 
  penetration, x-rays and ultraviolet light, heat 
  and infrared signatures, sound waves and 
  sonar, and other sensory inputs, this cybernetic 
  enhancement provides the affected character 
  with an accurate computer-rendered image of 
  what lies beyond intervening objects. 
  Benefit: The recipient may, as a free action, 
  activate the optic’s sensors and see through 
  a wall, floor, object, or creature at a range of up 
  to 100 feet. The optics can penetrate 6 inches of 
  metal (except lead, which it cannot see through) 
  and 1 foot of other materials, including concrete, 
  wood, and plaster.
  Type: Internal.
  Hardness/Hit Points: -/2 (per eye).
  Base Purchase DC: 22.
  Restriction: Restricted (+2).
  
  
  Future: 13 More Cybernetic Enhancements
  taLent PLexus (PL 8)
  This unit, implanted in the recipient’s brain, 
  allows multiple talent implants to function as a 
  single cybernetic attachment (see Talent Implant, 
  above).
  Benefit: The recipient may have up to four 
  talent implants attached to the talent plexus, and 
  together they are treated as a single cybernetic 
  attachment. However, if the talent plexus is 
  destroyed, all of the attached talent implants are 
  destroyed as well.
  Type: Internal.
  Hardness/Hit Points: –/4.
  Base Purchase DC: 30 (does not include 
  talent implants).
  Restriction: Military (+3).
  mutation PLexus (PL 9)
  This unit, implanted in the recipient’s brain, 
  allows multiple mutation implants to function 
  as a single cybernetic attachment (see Mutation 
  Implant, above).
  Benefit: The recipient may have up to four 
  mutation implants attached to the mutation 
  plexus, and together they are treated as a single 
  cybernetic attachment. However, if the mutation 
  plexus is destroyed, all of the attached mutation 
  implants are destroyed as well.
  Type: Internal.
  Hardness/Hit Points: –/4.
  Base Purchase DC: 40 (does not include 
  mutation implants).
  Restriction: Illegal (+4).
   
  
  
  Future: 13 More Cybernetic Enhancements
  Open Game License
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric 
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
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  Future: 13 More Cybernetic Enhancements, Copyright 2007 Philip Reed. Published by Ronin Arts www.roninarts.com.
  
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