TEXT: CYBERNETICS FLAVOR 
   
  BY COLIN “MEPHIT JAMES” WILSON 
   
   
   
   
   
   
   
   
   
   
   
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  All other original material in this work is copyright 2017 by Colin Wilson and published under the Community Content 
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  Cover image by John Peterson. 
  
   
  CYBERNETICS FLAVOR 
  INTRODUCTION 
  The term “cybernetics” refers just to the control of a system, 
  including the control elements of computers, feedback 
  elements of devices, and central processing units. In a sci-fi 
  sense, however, it’s usually used to refer to devices surgically 
  implanted in a living organism which has direct control over 
  them. These cybernetic organisms (shortened to “cyborg” by 
  two researchers in 1960) are an important part of several 
  subgenres of science fiction. 
   
  Fans of cyberpunk authors like William Gibson and Bruce 
  Sterling, posthumanist authors like Iain M. Banks and Hannu 
  Rajaniemi, or authors of sweeping sci-fi like Greg Bear and 
  Becky Chambers might all want to include cybernetic 
  implants in their Cypher System games. The sci-fi setting of 
  Numenera has plenty of options for strange cyborgs while The 
  Strange has cybernetic modifications for technological 
  recursions like Ruk. In the Cypher System Rulebook there are 
  different science fiction options in Chapter 13 while 
  Expanded Worlds includes some more rules for hard sci-fi 
  settings. 
   
  This short work is meant to complement all of those options. 
  It is a flavor (described on pages 50-51 of the Cypher System 
  Rulebook) which provides new options for everyone to select 
  from in addition to the abilities from their character type. In 
  this way, cybernetics becomes more present in the setting and 
  even characters who do not have a descriptor or focus making 
  them a cyborg can gain an ocular implant here or prosthetic 
  limb there. At the end of the document are cybernetic threats 
  for the GM to use, making sure that everyone gets to have fun 
  with it. 
   
  CYBERNETIC FLAVOR 
  Characters with the cybernetic flavor are good with computers 
  but they also have abilities that can make them formidable in 
  combat and with knowledge skills. They blend the line 
  between robot and human (or alien) and so can do many of 
  the things normally associated with robotic characters 
  including surviving in the vacuum of space and talking 
  directly to machines. 
   
  There are other options in this same vein available in the 
  Technology flavor (Cypher System Rulebook, p. 53-56) and 
  often both flavors will be included in a setting. Where the 
  Cybernetic flavor is internally focused (implants and nanites) 
  the Technology flavor is externally focused (ships and robots) 
  so they complement each other nicely. The GM may want 
  some of abilities from each flavor but not others, in which 
  case they can pick and choose to create a hybrid flavor that 
  includes exactly the elements they envision in their particular 
  view of the future. 
   
  FIRST-TIER CYBERNETIC 
  ABILITIES 
  • Enhanced Senses: Your eyes, ears, and nerve endings 
  are all upgraded with the latest technology to hone them 
  beyond normal human ability. Not stopping there, you 
  have t-ray emitters, electrosense, and other posthuman 
  abilities that make you even more perceptive. With all of 
  these enhancements, the difficulty of all perception 
  checks is reduced by one step. Enabler. 
  • Extra Limb: You have an extra arm, cloned or 
  mechanical, attached to your torso. This can move just as 
  independently as your other arms and so you can’t make 
  multiple attacks without extra training (such as the 
  Wields Two Weapons At Once focus) but it does allow 
  you to use a two-handed item, such as a heavy weapon, 
  and still carry another item as well. You can select this 
  ability multiple times, adding another limb each time. 
  Enabler. 
  • Linguistic Cortex (1 Intellect point): A cybernetic 
  implant in your brain has heightened your linguistic 
  ability. When you select this ability you immediately 
  gain the ability to speak, read, and write another 
  language. With this ability, you can spend a point of 
  Intellect when hearing a language you don’t speak to 
  gain the ability to speak, read, and write that language 
  for the next 24 hours. This is based on “overclocking” 
  your language centers so the insight will fade with time 
  unless you spend another point of Intellect. Action to 
  initiate. 
  • Subdermal Armor: You have carbon-fiber sheets 
  embedded under your skin which provide you with a 
  point of Armor. Enabler. 
  • Toxin Filters: Chemical analyzers and synthesizing 
  implants allow you to deal with poisonous materials 
  more easily than others. The difficulty of all tasks 
  involving resisting the effects of toxins (including 
  defense rolls) is reduced by one step for you. Enabler. 
   
  SECOND-TIER CYBERNETIC 
  FLAVOR 
  • Augment Implants: You have cybernetic enhancements 
  that improve your body’s natural abilities. You gain 5 
  extra points in your Speed, Intellect, or Might Pool and 
  you gain +1 Edge in that stat as well. You can select this 
  ability up to three times, but never more than once for 
  Speed, Intellect, or Might. Enabler. 
  • Enhanced Respiration (2+ Might points): Oxygen-
  producing nanites, enhanced lung capacity, or vat-grown 
  red blood cells provide you with a boost to your 
  respiration which can help you in situations where 
  breathing is an issue. If you are in an area with no 
  atmosphere you can spend 2 points of Might to hold your 
  breath for an hour (though other vacuum conditions may 
  apply, see Expanded Worlds p. 121). In an area where 
  there is thin atmosphere you can spend 2 points of Might 
  to boost your breathing and avoid the effects of thin 
  atmosphere for 12 hours. In either case you can spend 
  Effort to increase the duration by half again (30 minutes 
  for no atmosphere and 6 hours for thin atmosphere) per 
  point of Effort. Action to initiate. 
  • Feature Flex (1 Intellect point): Synthetic relays in 
  your facial muscles and throughout your body allow you 
  to adjust your appearance to look like someone else. This 
  doesn’t have to be someone in particular although you 
  can try to change your face to look like a specific person 
   
  - 1 - 
  
   
  CYBERNETICS FLAVOR 
  with an Intellect roll (level dependent on the target). You 
  cannot change your appearance to look like an animal or 
  alien species, however. This disguise provides an asset to 
  all disguise checks (including impersonation checks if 
  you change your features to a specific target’s) for the 
  next 12 hours. Action to initiate. 
  • Hyper-Reflexes: Digital relays improve your nervous 
  system’s reaction time. You reduce the difficulty of all 
  initiative rolls by one step. Enabler. 
  • Reinforced Skeleton: Your internal structure is 
  reinforced to take hits that would stagger a normal 
  person. You can 1 additional point of Armor. Enabler. 
   
  THIRD-TIER CYBERNETIC 
  FLAVOR 
  • Concealed Weapons Implant: You have a weapon 
  directly implanted into your arm. This might be a blade 
  that slips out over your hand, a gun resting on a servo 
  over your shoulder, or an energy beam from your eye. 
  You must purchase the weapon separately when you 
  select this ability. Whatever the case, the weapon is 
  either disguised to look like a normal part of your body 
  or it can be retracted to avoid notice. When it is retracted 
  you reduce the difficulty of keeping the weapon hidden 
  from someone searching you by one step. This does not 
  apply to t-ray scanners, metal detectors, or other systems 
  that can quickly see cybernetic implants. Enabler. 
  • Nano-Meds (2 Intellect points): Nanoscopic machines 
  in your bloodstream dramatically increase your body’s 
  ability to heal. When you use this ability and make a 
  recovery roll, you only spend half the normal time for 
  the roll (minimum one action). Action. 
  • Neural Uplink: Hacking is all about speed and 
  adaptability and you have a definite advantage over 
  others: a direct, wired connection between your brain 
  and the computer. This uplink jack allows you to plug a 
  cable from the computer into your brain and manipulate 
  code directly. While uplinked like this you are trained in 
  all tasks involving writing computer programs, any 
  assets to tasks involving computers reduce the difficulty 
  of the task by one additional step, and your Intellect 
  Edge increases by +1. Enabler. 
  • Precise Muscle Control (3 Speed points): You can 
  activate a precision program controlling packets of 
  synthetic tendons in your muscle tissue. The result is 
  precision and grace beyond human comprehension. You 
  reduce the difficulty of tasks involving agility, stealth, 
  balance, and dexterity (including Speed attacks and 
  defenses) by one step for the next 4 hours. You can 
  spend Speed Edge to increase the duration by 30 minutes 
  per point spent. Action to initiate. 
  • Vacuum Sealing: Your body has systems that 
  automatically seal your body against the effects of hard 
  vacuum (see Expanded Worlds, p. 121). As long as you 
  have a means to breathe (including holding your breath 
  with the Enhanced Respiration ability) you can operate 
  normally in vacuum without an environmental suit. 
  Enabler. 
   
  FOURTH-TIER CYBERNETIC 
  FLAVOR 
  • Body Flex: This implant suite works like the Tier 2 
  ability Feature Flex except that it is full body and 
  includes means to adjust your skeletal structure, skin 
  pigmentation, and even voice box. When you disguise 
  yourself as someone of your same species you reduce the 
  difficulty of disguise and impersonation tests by one step 
  (this stacks with Feature Flex if you have both abilities) 
  and it allows you to disguise yourself as an alien species. 
  There are limits to how much Body Flex can adjust your 
  form so transforming into an energy being is still 
  impossible but you could potentially grow wings, 
  secondary eyes, or other strange features. Dramatic 
  changes could increase the time for the implants to finish 
  up to about 30 minutes for truly bizarre aliens and the 
  GM has final say in what is or is not possible with Body 
  Flex. Enabler. 
  • Nano-Tools: These wrist-mounted tools have nano-sized 
  tips so that you can work on truly miniscule tasks with 
  ease, allowing you to construct microcircuits or rebuild 
  nerve endings by hand. The system also includes 
  implants in your eyes to allow you to see at the 
  nanoscopic level. You reduce the difficulty of any 
  mechanical or perception tasks by one step for fine-
  detailed situations. Enabler. 
  • Overclock Implant (4 Intellect points): Mental 
  implants increase the response time of your neurons and 
  boost your brain’s ability to process and hold knowledge. 
  In a sense, you are boosted like a customized computer 
  to be able to function at a superhuman level. Your 
  Intellect Edge increases by +1 and you are able to take 
  two separate purely mental actions in a round, though the 
  difficulty of all actions is increased by one step the 
  following round. Mental actions include perception 
  tasks, activating another cybernetic implant, sending a 
  message or saying something, and making a single-
  action recovery roll. It does not include computer or 
  hacking tasks unless you have a means of interacting 
  with the computer without physically manipulating it 
  such as a Neural Uplink, a Touch-Link, or a Datajack 
  (Cypher System Rulebook, p. 53). 
  • Skill Implant: You are trained in two skills of your 
  choice in which you are not already trained. You can 
  select this ability multiple times. Each time you select it, 
  you must choose two different skills. Enabler. 
  • Touch-Link: Nanoreceptors in your skin with near-field 
  signals allow you to interact with a computer just by 
  touching it. This allows you to make physical contact 
  with any computer and interact with its code directly, 
  reducing the difficulty of any computer programming or 
  hacking tasks by one step and increasing your Intellect 
  Edge by +1 for that particular machine. You are also 
  considered trained in computer programming tasks. If 
  you also have a Neural Uplink you are considered 
  specialized in computer programming tasks. If you have 
  a Machine Interface (Cypher System Rulebook, p. 54) 
  you gain an asset in searching through the data of any 
  computer through your Touch-Link. Enabler. 
   
   
  - 2 - 
  
   
  CYBERNETICS FLAVOR 
  FIFTH-TIER CYBERNETIC 
  FLAVOR 
  • Environmental Adapting: Synthetic replacements and 
  nerve-sheathing has rendered you immune to many 
  environmental hazards including radiation, fire and 
  severe cold (see the Cypher System Rulebook, p. 200-
  201), and atmospheric or hydrostatic pressure up to one 
  hundred times normal. You are not immune to diseases 
  or toxins (although, see Incredible Health and Poison 
  Resistance in the Cypher System Rulebook p. 95 and 
  Toxin Filters above). Enabler. 
  • Hyper-Cognition: Because of noötropic implants and 
  other enhancements, you push your intelligence to 
  amazing new levels. You reduce the difficulty of 
  research tasks and solving puzzles by one step and you 
  increase your Intellect Edge by +1. Enabler. 
  • Life Support Nanites (5 Might points): These 
  nanoscopic robots will move to support parts of your 
  body that are damaged or that fail. If you are afflicted by 
  any unwanted condition from an injury (such as a broken 
  arm, a concussion, or blindness from bright light) you 
  can ignore it and act as if it does not affect you for one 
  hour. If the condition normally lasts longer than an hour 
  it will return after that, otherwise it is entirely negated. 
  Action. 
  • Reference Implant: You have databases of knowledge 
  stored in your head that help you perform at the top of 
  your game. You are trained in two skills in which you 
  are already trained. You can select this ability multiple 
  times. Each time you select it, you must choose two 
  different skills. Enabler. 
  • Stasis Modifications (4 Might points): Your body is 
  equipped with sustaining nanites that can put your body 
  into a comatose state almost indefinitely. While in this 
  state your body requires very little energy or water and is 
  dead to all but the most careful medical examinations 
  (level 8). You are still damaged by anything that would 
  damage you normally and any damage sustained will 
  automatically trigger the nanites to wake you up, 
  otherwise the stasis will last until the time set when it 
  initiates. Starting or leaving this comatose state takes ten 
  minutes. Action to initiate stasis or to revive. 
   
  SIXTH-TIER CYBERNETIC 
  FLAVOR 
  • Carbon Sheath (6 Speed points): A sheen of fullerene-
  encased nanites covers your body, normally invisible but 
  reacting to attacks and learning from your enemies. 
  When you activate the sheath it reduces the difficulty of 
  Might and Speed tests by one step and it provides an 
  additional point of Armor. The sheath remains 
  operational for 30 minutes before resetting. Action to 
  activate. 
  • Multivector Vision (6 Might points): Six implants 
  located throughout your body house small, millimeter-
  sized sensor drones that you can launch to provide you 
  with visual and audio data of your surroundings. 
  Implants in your sensory cortex help to process the 
  sensory input from seven different sources (including 
  yours) so that you can monitor all of them at once. This 
  provides an asset to ranged attacks and allows you to 
  scan a large area as the drones can operate up to a mile 
  away from you and still maintain signal. Once activated, 
  the six drones can operate for 45 minutes before needing 
  to return to your port-implants and recharge. Action to 
  launch; giving the drones orders is normally a free 
  action. 
  • Neuro-Linked Familiar: You have a robotic drone, 
  cybernetically-enhanced animal, or sentient AI that is in 
  constant communication with you. Your link has a range 
  of one mile and as long as your familiar stays within that 
  range you can see through their eyes and give it 
  directions (no action required). Your familiar is a level 6 
  creature that deals 10 damage with a successful attack. If 
  you don’t give your familiar a specific action, it will 
  assist you in your task, providing an asset on your action. 
  Enabler. 
  • Optogenetics (6 Intellect points): Your eyes are 
  equipped with small projectors that can shine small 
  patterns of light across your eyes. These are generally 
  imperceptible but can be programmed to trick another 
  creature’s mind with what amounts to a neurological 
  computer virus. If you lock eyes with a target (level 2 or 
  lower) not currently engaged in combat and initiate the 
  patterns you can give them a subliminal set of 
  instructions. The creature will follow one command to 
  follow for the next 1d6 minutes. The action cannot be at 
  odds with the creature’s normal actions and cannot cause 
  them to knowingly put themselves into danger, but you 
  can command guards to let you pass or officials to tell 
  you what they know of a subject. Instead of applying 
  Effort to decrease the difficulty, you can apply it to 
  increase the maximum level of the target by 1. When the 
  effect ends, the creature remembers following the 
  suggestion but believes that it chose to do so willingly. 
  Action to initiate. 
   
  CYBERNETIC THREATS 
  When player characters are loaded up with cybernetic 
  implants, it makes sense for the GM to line up cyborgs on the 
  other side of conflicts as well. Biomechanical creatures from 
  the Numenera core rulebook or either of the Ninth World 
  Bestiaries are certainly appropriate and their strange nature 
  might make them best used as wild or jury-rigged cyborgs in 
  a sci-fi setting, the sort of thing fringe colonists and 
  doomsday cults might throw together. On the other hand, the 
  sleek and deadly monsters of Ruk in The Strange are great for 
  corporate-manufactured threats in a cyber noir setting or 
  automated defenses on powerful starships or space stations. 
  The varied creatures in the Cypher System Rulebook can fall 
  into either category, and anything can be quickly reskinned to 
  have a cybernetic cast to it. 
   
  The threats described here are more along the lines of rivals 
  and adversaries, the equivalent of the NPC chapter in the 
  Cypher System Rulebook. When a rival corporation hires its 
  own team of hackers to beat the PCs to the prize or the 
  players’ actions lead to enhanced bounty hunters on their trail, 
  this is the place to look for threats that will remind them that 
  ubiquitous cybernetics is a double-edged sword. 
   
  - 3 - 
  
   
  CYBERNETICS FLAVOR 
   
  DATAJACKED PILOT 
  LEVEL 4 (12) 
  Pilots who get neural implants to connect directly with their 
  ship are some of the best and most deadly pilots out there. 
  They command their ship as easily as others move their arms 
  and they are beautiful to watch. It’s easy to spot a datajacked 
  pilot by the elegant grace of their ships, even when that grace 
  is directed into a combat formation bearing down on you. 
   
  Because of their skill, datajacked pilots can command high 
  fees for their services. Those who work as mercenaries are 
  only hired for short periods by wealthy patrons and those who 
  are part of an organization are the elite of a flight corps and 
  only called in for important situations. The feedback loops 
  from their implants can be overwhelming and most datajacked 
  pilots burn out after five years or so of service, though by this 
  time they have more than enough to retire on. Still, this short 
  career span leads many “manual” pilots to look down on 
  datajackers as cheaters taking a short cut. 
   
  Motive: Showing off, getting the upper hand 
  Environment: Ship’s cockpit or remote control facility 
  Health: 15 
  Damage Inflicted: 4 points 
  Armor: 0 
  Movement: Short 
  Modifications: Ship maneuvers as Level 5, initiative in ship 
  combat as Level 6 
  Combat: With his enhanced connection to his vehicle, a 
  datajacked pilots operates on a level beyond the 
  comprehension of most people. He moves his vehicles 
  quickly and often reacts to an attack before his enemy 
  processes what’s happened. Whenever an attack misses the 
  pilot’s vehicle, he can make an immediate counterattack as 
  a free action. The difficulty for this rushed attack is 
  modified one step to the datajacked pilot’s detriment. 
  The neural connection is also a danger for the datajacked 
  pilot, however, since damage to his vehicle results in 
  feedback directly into his mind. Targeted attacks that 
  destroy or disable subsystems of the vehicle (see Cypher 
  System Rulebook, p. 215) will stun the datajacked pilot on a 
  successful hit. The round after this hit, the difficulty of all 
  tasks for the pilot is modified by one step to his detriment. 
  Interaction: Datajacked pilots are just normal people and can 
  be reasoned with if the characters have a good point. 
  However, plugging into a vehicle is an overwhelming 
  experience and often desensitizes the datajacked pilot so 
  that social tasks are one step more difficult than normal. 
  Use: Datajacked pilots are skilled and specialized, meaning 
  they are only used for important situations. After player 
  characters have proven that they can run circles around 
  normal NPC pilots, their enemies might call in a datajacked 
  pilot (or even a team, depending on their means) to put an 
  end to this nuisance. 
   
  GUN KATA ARTIST  
  LEVEL 7 (21) 
  There are two tiers of modded warriors on the streets. On the 
  one hand there are the self-centered mercenaries and 
  bounty hunters who use their implants like tools and blunt 
  instruments. On the other hand are the artists who move 
  with superhuman grace and a deadly calm. These artists, 
  sometimes called “knights” or “samurai” utilize 
  streamlined practices often semi-jokingly called “gun 
  katas.” They can take their pick of positions and so most 
  align themselves with a person or cause they strongly 
  believe in, or else they travel the world looking for 
  something worthy. With their extreme training and cutting 
  edge implants they are powerful enemies driven by their 
  sense of purpose and sworn mission. 
  Motive: Perfection and completion of the mission. 
  Environment: Anywhere their path takes them. 
  Health: 30 
  Damage Inflicted: 8 points 
  Armor: 1 
  Movement: Short 
  Modifications: Running, leaping, and climbing as Level 8. 
  Perception tasks as Level 9. 
  Combat: The artist’s focus is difficult to break. When an 
  enemy loses an ability that would cause them to lose a turn 
  (such as stunning or binding) they must roll twice and keep 
  lowest result. 
  With a single action they can attack two different targets 
  within short range. Each target rolls their defense task 
  separately and can spend Effort on their own rolls as usual. 
  If the artist misses with an attack, the difficulty of defense 
  rolls against the gun kata artist is increased by one step for 
  the target during the following round. The artist’s training 
  focuses his attacks but he also knows how to improve on 
  mistakes when they happen. 
  Interaction: The gun kata artist is not a typical enemy and his 
  code of morals can sometimes be used to reason with him. 
  Even if he doesn’t have a sense of honor in the strictest 
  sense, to achieve this level of skill they must possess self-
  discipline that makes them more than a street thug and open 
  to negotiation for groups that can find the right leverage. 
  Use: The gun kata artist is not an errant threat that wanders 
  into the PCs’ path. He is a trained and highly selective 
  warrior who chooses his battles carefully. If he chooses to 
  fight the player characters there is a definite reason for it. 
  Loot: The gun kata artist almost certainly carries an artifact 
  on their person and may carry a few. 
   
  MODDED BOUNTY 
  LEVEL 6 (18) 
    HUNTER 
  Having a bounty hunter on your trail is bad enough but when 
  that bounty hunter has been modified to superhuman levels 
  through implants then the situation becomes truly dire. These 
  are the consummate professionals of their field, sacrificing 
  body and soul for the chase. Their motivations may vary but 
  they are all pragmatic business people at heart and consider 
  their quarries mostly for the payoff rather than personal 
  reasons (unless they have some pre-existing grudge, of 
  course). On the other hand, most people don’t have the 
  stomach to work as bounty hunters so there is usually 
  something more than a little disturbed about a bounty hunter, 
  particularly one who is slowly replacing their body with 
  machinery to become a cybernetic predator. 
   
  Motive: Capturing the target and getting paid. 
  Environment: Hunting alone, usually blending in to get close 
  to her target. 
  Health: 28 
   
  - 4 - 
  
   
  CYBERNETICS FLAVOR 
  Damage Inflicted: 6 points 
  Armor: 2 
  Movement: Short 
  Modifications: Stealth and tracking actions as Level 8. 
  Initiative as Level 7. 
  Combat: With cybernetic implants, a bounty hunter’s 
  weapons become extensions of her body and they are 
  linked with constant AR displays in her field of vision. At 
  the beginning of combat, the GM designates a “locked in” 
  target for the bounty hunter and that condition lasts as long 
  as the target is in her line of sight (including ocular implant, 
  see below). While the target is locked in the difficult of 
  their defense rolls against the bounty hunter’s attacks is 
  increased by one step and the bounty hunter deals an 
  additional 2 points of damage with successful attacks. 
  Changing which target is locked in takes an action after 
  combat begins. 
  The bounty hunter also has an ocular implant (obvious or 
  disguised as a normal eye) which allows her to see into 
  parts of the electromagnetic spectrum that humans 
  normally can’t. She ignores negative modifiers from 
  darkness or low-light conditions (thanks to heightened 
  sensitivity) and can adjust her view to see heat sources, 
  radiation sources, and even millimeter waves that can 
  pierce through standard walls and vehicles. When 
  determining the difficulty of stealth tasks against the 
  bounty hunter, the GM should consider the situation as if 
  these elements were not present (hiding in a car counts as 
  lying in open ground while ducking into a dark corner is 
  just like crouching in a well-lit one). Distracting the bounty 
  hunter or overwhelming her senses are good 
  countermeasures to use. 
  The bounty hunter has enhanced muscles and pneumatic jets 
  built into her boots (controlled by near-field implants). She 
  can jump twice as far as a normal human, climb 
  exceptionally fast, and otherwise perform amazing feats of 
  physicality in her pursuit of targets. 
  Interaction: Bounty hunters are focused on their targets but 
  they’re also in it for the money. They are business people 
  so if a pursuit becomes more costly than the reward or they 
  are offered a larger sum they might be persuaded to give 
  up. They also depend on reputation, however, so public 
  embarrassment might make this job personal and the 
  normal rules don’t apply. 
  Use: Bounty hunters are a natural consequence of character 
  actions that routinely flout the law or thumb their noses at 
  powerful organizations. Player characters are often busy so 
  it’s not unreasonable at all that the first time they realize 
  there’s a bounty on their heads is when the shots start 
  flying. 
  Loot: The bounty hunter carries at least a few cyphers on her 
  person, possibly even an artifact. 
   
  UPLINKED HACKER  
  LEVEL 5 (15) 
  In a future with complex enough computers to facilitate 
  cybernetics implants, computer hackers are common threats 
  to come up against. Uplinked hackers are outfitted with 
  modifications to make them so much more than the average 
  cyber-thief, however. They are as far beyond these manual 
  hackers as they are beyond grade school students learning 
  algebra for the first time. An uplinked hacker is able to sort 
  through databases as easily as someone can scan through a 
  physical library, moving through the simulated world of 
  computers as their new adopted home. Many grow 
  uncomfortable when unplugged and spend more and more 
  time linked to computer networks. 
  Motive: Cracking through computer security and beating 
  opponents. 
  Environment: Sealed room connected to computer networks. 
  Health: 14 
  Damage Inflicted: 4 points 
  Armor: 0 
  Movement: Short 
  Modifications: Computer tasks as Level 7, initiative for 
  computer tasks Level 6. 
  Combat: The uplinked hacker is not terribly dangerous in the 
  physical world. He is likely sickly with atrophied, disused 
  muscles and only rudimentary combat skills. However, 
  when encountered through a computer network he can be 
  deadly. An uplinked hacker connected via implants to a 
  computer network is considered blind and deaf to outside 
  stimuli. However, they can take two computer actions 
  every round and has an asset on all computer tasks. 
  Additionally, their computer avatar (if engaged in a virtual 
  reality simulation) is a Level 7 threat with 25 health and 
  Armor 4. 
  Interaction: Uplinked hackers tend to be show-offs and little 
  can reach them once their egos have entered the situation. 
  However, they live for the challenge and can sometimes be 
  distracted from a mission by the promise of facing a worthy 
  adversary online and crushing them. 
  Use: The party will encounter uplinked hackers when they try 
  to break into cutting-edge computer systems. If they engage 
  a powerful enemy such as a corporation or government, 
  they might also attract the attention of an uplinked hacker 
  as a sideways maneuver by the enemy to catch them off-
  guard. 
   
   
  - 5 - 
  
SOURCE: textdata/thevault/Cypher System/3rd Party/Cybernetics Flavor.pdf