TEXT: CYBERNETICS
  CYBERNETICS
  Cyber Crawl
  Classics
  
  Cyber Crawl Classics:
  Cybernetics
  by Mark Craddock
  Art by
  Jacob E. Blackmon
  Rogue Genius Games
  Rick Hershey
  Fat Goblin Games
  Nolan Segrest
  Goose Lord Art
  This product is based on the Dungeon Crawl Classics Role Playing Game,
  published by Goodman Games.
  This product is published under license. Dungeon Crawl Classics and DCC RPG are
  trademarks of Goodman Games.
  All rights reserved.
  For additional information, visit www.goodman-games.com
  or contact info@goodman-
  s.com.
  CR
  SS
  g a m e
  s t u d i o
  www.crossplanes.com
  1
  
  PREFACE
  Cyber Crawl Classics is my attempt to fuse the CyberPunk genre with the Magic, Elves,
  Dwarves, etc. of Dungeon Crawl Classics. I know there is a venerable game that already does
  this, however, I’ve never been a fan of its rules and have always wanted a game with rules closer
  to DCC. So, I’ve begun working on it.
  This first micro-supplement, CCC: Cybernetics is testing the waters, so to speak. Hopefully, my
  interest in such a game is matched by yours. I figure with Cybernetics, Judges can start tinkering
  while I work out classes, equipment, and other areas to expand to further Cyber Crawl Classics.
  If things go well, this is just the beginning.
  2
  
  CYBERNETICS
  Each major cybernetic upgrade reduces a
  beings ability to cast magic. Each piece of
  cyberwear has a Cyber Reduction (round up
  when necessary) that is applied when a spell
  check is made, e.g., if a wizard has a Cyber
  Reduction of 1-1/2, it is rounded up to 2, and
  they have a -2 penalty to all spell checks.
  Unless stated otherwise within the
  description of a piece of cyberware, their
  bonuses do not stack, nor can they be bought
  multiple times.
  Body Sculpt: Cosmetic surgery allows +1 to
  personality, to a max of +4 (25 gp per +1;
  Cyber Reduction 1 per +1).
  Cybernetic Ear: You are considered trained
  and therefore roll a d20 when making skill
  checks to listen (15 gp; Cyber Reduction 1/2).
  Enhancements
  • Cosmetic Modification: Customization of
  the ear (2 gp).
  • Sound dampener: +2 on Fortitude saving
  throws against deafness (5 gp).
  Cybernetic Eyes: You are considered trained
  and therefore roll a d20 when making skill
  checks to see and look around (15 gp; Cyber
  Reduction 1/2).
  Enhancement
  • Cosmetic Modification: Customization to
  the eyes (3 gp).
  • Flash Dampener: +2 on Fortitude saving
  throws against blindness (5 gp),
  • Nightvision: Infravision to 60’. If you
  already possess infravision it increases to
  90’ (10 gp).
  • Telescopic Vision: Your line of sight is
  doubled (5 gp).
  Cortex Bomb: When you die or you activate
  this device, your skull explodes dealing 3d6
  damage to any creature within 10 feet and
  killing you (30 gp; Cyber Reduction 2).
  Cybernetic limbs: Clearly artificial (15 gp;
  Soul Reduction 1 per limb) or natural looking
  (25 gp; Cyber Reduction 1 per limb).
  Enhancements
  • Finger Compartment: Storage in the last
  knuckle of a finger (3 gp).
  • Finger Pistol: 1d6 damage (range
  20/40/60) (10 gp).
  • Smartgun Link: +1 to hit and damage
  with linked firearm (30 gp).
  • Retractable Climbing Spikes: You are
  considered trained and therefore roll a d20
  when making skill checks to climb, if you are
  already trained in Climb Sheer Surfaces then
  gain a +2 (15 gp).
  • Hand Blades: Retractable blades built into
  your hands and arms that deal 1d4 damage
  (6 gp).
  • Runner’s Legs: Your movement increases
  by 10’ (30 gp per 30’ [10’]).
  • Hydraulic Legs: The distance you can
  jump is doubled. (15 gp).
  Dermal Armor: +3 to AC, check penlty -1,
  speed -, fumble die d4 (80 gp/ Cyber
  Reduction 1).
  Enhancements
  • Flesh Compartment: Storage in your
  torso for a pistol-size item (3 gp).
  Endurance Enhancement: +1 to
  constitution, to a max of +4 (25 gp per +1;
  Cyber Reduction 1 per +1).
  Filtration System: You are amphibious
  (25 gp; Cyber Reduction 1).
  Muscle Weave: +1 to strength, to a max of +4
  (25 gp per +1; Cyber Reduction 1 per +1).
  3
  
  Skull Computer: Acts as radio, telephone,
  and personal computer that is web enabled
  (3 gp/ Cyber Reduction 1/2).
  Enhancements
  • Skill Download: You may possess one of
  these benefits at at a time: you are considered
  trained with one particular skill and therefore
  roll a d20 when making a skill check or you
  may gain a +1 to hit and to damage with a
  particular weapon. (25 gp).
  • Chip Reader: Input/output slot (2 gp).
  • Synthport: Port for musical instruments.
  Wired port (1 gp).
  Wireless (3 gp).
  • Vehicle Control Link: You are
  considered Trained when piloting a linked
  vehicle and roll a d20 on any skill checks
  (15 gp).
  Wired Reflexes: +1 to dexterity, to a max of
  +4 (25 gp per +1; Cyber Reduction 1 per +1).
  Voice Modulation: You are considered
  trained and therefore roll a d20 when making
  skill checks to disguise your voice , persuade,
  or intimidate someone (15 gp; Cyber
  Reduction 1/4).
  4
  
  This printing of Cyber Crawl Classics: Cybernetics is done under version 1.0 of the
  Open Gaming License, and the System Reference Document by permission from
  Wizards of the Coast, Inc.
  Designation of Product Identity: The following items are hereby designated as
  Product Identity in accordance with Section 1(e) of the Open Game License, version
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  check, spellburn, mercurial magic, corruption, disapproval, all spell names, all proper
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  illustrations, except such elements that already appear in the System Reference
  Document.
  Designation of Open Content: Subject to the Product Identity designation above,
  such sections of Cybernetics as derived from the SRD are designated as Open
  Gaming Content. Some of the portions of this book which are delineated OGC
  originate from the System Reference Document and are copyright © 1999, 2000
  Wizards of the Coast, Inc. The remainder of these OGC portions of this book are
  hereby added to Open Game Content and, if so used, should bear the COPYRIGHT
  NOTICE “Cyber Crawl Classics: Cybernetics, copyright © 2018 Cross Planes Game
  Studio, all rights reserved, visit www.crossplanes.com or contact
  mark@crossplanes.com”
  Cyber Crawl Classics is copyright © 2018 Cross Planes Game Studio. Open game
  content may only be used under and in the terms of the Open Game License.
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  Dungeon Crawl Classics, Copyright 2012 Goodman Games, all rights reserved, visit
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  Black Powder, Black Magic Vol.1, copyright © 2015 Stormlord Publishing, all rights
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  Contact info@stormlordpublishing.com
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  5
  
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SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Supplements/Cyber Crawl Classics Cybernetics (DCC).pdf