TEXT: ™
  d20 CYBERSCAPE
  d20 CYBERSCAPE
  OWEN K.C. STEPHENS
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  9 8 7 6 5 4 3 2 1
  ISBN-10 0-7869-3695-9 
  First Printing: September 2005 
  ISBN-13 978-0-7869-3695-3
  This product requires the use of the d20 Modern Roleplaying Game by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan, and d20 Future by Christopher Perkins, Rodney Thompson, 
  and JD Wiker. Rules mechanics are based on the d20 Modern Roleplaying Game, the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson, and the new Dungeons & 
  Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the 
  Open Gaming License and the d20 System License, please visit www.wizards.com/d20.
  d20, d20 System, Dungeons & Dragons, d20 Cyberscape, d20 Modern, d20 Future, d20 Menace Manual, Urban Arcana, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards 
  characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck 
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  Printed in the U.S.A. ©2005 Wizards of the Coast, Inc.
  Visit our website at www.wizards.com/d20modern
  Rodney Thompson
  Tammie Webb Ryan
  Kim Mohan
  Christopher Perkins
  Paul Hebron
  Kalman Androsofszky
  Graﬁ ksismik, Daniel Falconer, Ronald Wimberly, Kalman Andrasofszky
  Dee Barnett, Paul Hebron
  Todd Gamble
  Angelika Lokotz
  Robert Jordan
  Bill Slavicsek
  Randall Crews, Joshua Fischer
  Additional Design
  Designer
  Editor
  Owen K.C. Stephens
  Design Manager
  Editing Manager
  Art Director
  Cover Artist
  Interior Artists
  Graphic Design
  Cartography
  Graphic Production Specialist
  Image Technician
  Director of RPG R&D
  Production Managers
  ®
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  d20 CYBERSCAPE
  3
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Using this Book with 
  Other d20 System Games . . . . . . . . . . . .4
  Cybernetic Progress Levels . . . . . . . . . . . . . .4
  PL 0–1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  PL 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  PL 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
  PL 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  PL 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  PL 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  PL 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  PL 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  Chapter One:
  Cybernetics Rules . . . . . . . . . . . . . . . . . . . . 6
  Standard Cybernetics Rules . . . . . . . . . . . . .7
  Availability and Installation . . . . . . . . . . .7
  Drawbacks . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Space and Cybernetic 
  Implant Slots . . . . . . . . . . . . . . . . . . . . .8
  Unlimited Cybernetics . . . . . . . . . . . . . . . . . .8
  Availability and Installation . . . . . . . . . . .8
  Drawbacks . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Space and Cybernetic 
  Implant Slots . . . . . . . . . . . . . . . . . . . . .9
  Piece of Your Soul . . . . . . . . . . . . . . . . . . . . .9
  Availability and Installation . . . . . . . . . . .9
  Drawbacks . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Space and Cybernetic 
  Implant Slots . . . . . . . . . . . . . . . . . . . . .9
  Superspy Cybernetics . . . . . . . . . . . . . . . . . .9
  Availability and Installation . . . . . . . . . .10
  Drawbacks . . . . . . . . . . . . . . . . . . . . . . . . .10
  Space and Cybernetic 
  Implant Slots . . . . . . . . . . . . . . . . . . . .10
  Cybernetic Feats . . . . . . . . . . . . . . . . . . . . . .10
  Craft Cybernetics . . . . . . . . . . . . . . . . . . .10
  Craft Nanites . . . . . . . . . . . . . . . . . . . . . .10
  Cybernetic Surgery . . . . . . . . . . . . . . . . .10
  Cybernetic Weapons Proﬁ ciency . . . . .10
  Cybertaker . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Cyborg . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Implant Awareness . . . . . . . . . . . . . . . . . 11
  Cybernetic Advanced Classes . . . . . . . . . . 11
  Bionic Agent . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Requirements . . . . . . . . . . . . . . . . . . . . . . 11
  Class Information . . . . . . . . . . . . . . . . . . 12
  Class Features . . . . . . . . . . . . . . . . . . . . . . 12
  Cyberwarrior . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Requirements . . . . . . . . . . . . . . . . . . . . . . 13
  Class Information . . . . . . . . . . . . . . . . . . 13
  Class Features . . . . . . . . . . . . . . . . . . . . . . 14
  Implant Hack . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Requirements . . . . . . . . . . . . . . . . . . . . . . 14
  Class Information . . . . . . . . . . . . . . . . . . 14
  Class Features . . . . . . . . . . . . . . . . . . . . . . 14
  Chapter Two: 
  Standard Cybernetics . . . . . . . . . . . . . . . . 16
  The Gadget System . . . . . . . . . . . . . . . . . . . 17
  Universal Cybernetic Gadgets . . . . . . . . 17
  Replacements . . . . . . . . . . . . . . . . . . . . . . . .19
  Hook (PL 4) . . . . . . . . . . . . . . . . . . . . . . . .19
  Peg Leg (PL 3) . . . . . . . . . . . . . . . . . . . . . .19
  Enhancements . . . . . . . . . . . . . . . . . . . . . . . .19
  General Enhancements . . . . . . . . . . . . .19
  Limb Enhancements . . . . . . . . . . . . . . . .22
  Head Enhancements . . . . . . . . . . . . . . . .26
  Torso Enhancements . . . . . . . . . . . . . . . .33
  Limiting Cyber netics . . . . . . . . . . . . . . . . . .36
  Cybernetic Equipment . . . . . . . . . . . . . . . . .37
  Chapter Three: 
  Computer Networks . . . . . . . . . . . . . . . . . 38
  Computer Nets by PL . . . . . . . . . . . . . . . . . .39
  PL 4 or Lower . . . . . . . . . . . . . . . . . . . . . .39
  PL 5 to 6 . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  PL 6 to 7 . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  PL 7 to 8 . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  VRNet Rules . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  What Can Be Done on Nodes? . . . . . . .42
  Sample Nodes . . . . . . . . . . . . . . . . . . . . . . . .43
  Lord Vapor’s Lounge . . . . . . . . . . . . . . . .43
  VRBank . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Watchtower . . . . . . . . . . . . . . . . . . . . . . .47
  Avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Avatar Appearance . . . . . . . . . . . . . . . . .47
  Avatar Upgrades  . . . . . . . . . . . . . . . . . . 48
  Avatar Statistics . . . . . . . . . . . . . . . . . . . 48
  Avatar Combat . . . . . . . . . . . . . . . . . . . . .49
  VRNet Hazards . . . . . . . . . . . . . . . . . . . . . . 50
  Disconnected . . . . . . . . . . . . . . . . . . . . . 50
  Hacked . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Mindscraped . . . . . . . . . . . . . . . . . . . . . . 50
  Snared . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Spiked  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  VRNet Hardware . . . . . . . . . . . . . . . . . . . . . . 51
  VRNet Software . . . . . . . . . . . . . . . . . . . . . . 51
  Installing Programs . . . . . . . . . . . . . . . . .52
  Writing and Deleting Programs . . . . . . .52
  VRNet Software Descriptions . . . . . . . .52
  Computer Network 
  Rules Modules . . . . . . . . . . . . . . . . . . .56
  Cybernaut . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
  Requirements . . . . . . . . . . . . . . . . . . . . . .58
  Class Information . . . . . . . . . . . . . . . . . .59
  Class Features . . . . . . . . . . . . . . . . . . . . . .59
  Chapter Four: 
  Alternate Cybernetics . . . . . . . . . . . . . . . 60
  FX Cybernetics . . . . . . . . . . . . . . . . . . . . . . . 61
  Golemtech . . . . . . . . . . . . . . . . . . . . . . . . 61
  Bone Runes . . . . . . . . . . . . . . . . . . . . . . . .62
  Empower Bone Rune  . . . . . . . . . . . . . . .63
  Nanites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
  Nanoaugmenters . . . . . . . . . . . . . . . . . . .63
  Sample Nanoaugmenters . . . . . . . . . . . 64
  Nanoaugmenter Equipment . . . . . . . . .65
  Necrotic Implants . . . . . . . . . . . . . . . . . . . . .65
  Beneﬁ ts and Drawbacks . . . . . . . . . . . . .65
  Creating Necrotics . . . . . . . . . . . . . . . . . 66
  Necrotics . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Necrotics Equipment . . . . . . . . . . . . . . 68
  Wetware . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Beneﬁ ts and Drawbacks . . . . . . . . . . . . .69
  Creating Wetware . . . . . . . . . . . . . . . . . .69
  Wetware Equipment . . . . . . . . . . . . . . . .73
  Chapter Five: 
  CyberRave Campaign . . . . . . . . . . . . . . . . 74
  Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
  Progress Level . . . . . . . . . . . . . . . . . . . . . .75
  Wealth . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
  Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
  Factions from Other Books . . . . . . . . . .77
  New Factions . . . . . . . . . . . . . . . . . . . . . . . . .79
  ThinkBest . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
  Overview . . . . . . . . . . . . . . . . . . . . . . . . . .79
  Structure . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Bases of Operation . . . . . . . . . . . . . . . . 80
  Resources . . . . . . . . . . . . . . . . . . . . . . . . 80
  Involving the Heroes . . . . . . . . . . . . . . . .81
  Using ThinkBest . . . . . . . . . . . . . . . . . . . .81
  Learning about ThinkBest . . . . . . . . . . .81
  Members . . . . . . . . . . . . . . . . . . . . . . . . . .81
  ThinkBest Branch Ofﬁ ce . . . . . . . . . . . .82
  ThinkBest Research Compound . . . . . .85
  Steel Cross . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Overview . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Structure . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Bases of Operation . . . . . . . . . . . . . . . . 88
  Resources . . . . . . . . . . . . . . . . . . . . . . . . 88
  Involving the Heroes . . . . . . . . . . . . . . . 88
  Members . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Steel Cross Clinic . . . . . . . . . . . . . . . . . . 89
  Advanced and Prestige Classes . . . . . . . . .91
  Cyber Raver . . . . . . . . . . . . . . . . . . . . . . . . . .91
  Requirements . . . . . . . . . . . . . . . . . . . . . .92
  Class Information . . . . . . . . . . . . . . . . . .92
  Class Features . . . . . . . . . . . . . . . . . . . . . .92
  Starting Occupations . . . . . . . . . . . . . . . . . .93
  Corporate Zombie . . . . . . . . . . . . . . . . . .93
  Insider . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
  Noderunner . . . . . . . . . . . . . . . . . . . . . . 94
  No-Man . . . . . . . . . . . . . . . . . . . . . . . . . . 94
  New Feat . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
  Street Broker . . . . . . . . . . . . . . . . . . . . . . 94
  Alternate CyberRave Settings . . . . . . . . . 94
  PL 5 CyberRave . . . . . . . . . . . . . . . . . . . . .95
  PL 7 CyberRave . . . . . . . . . . . . . . . . . . . . .95
  CyberRave Arcana . . . . . . . . . . . . . . . . . 96
  TABLE OF CONTENTS
  TABLE OF CONTENTS
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  d20 CYBERSCAPE
  4
  INTRODUCTION
  INTRODUCTION
   “Okay, let’s say you’re right. We can rebuild her. But for this 
  kind of investment, my people are going to expect her to 
  become a real asset. What’s she going to be able to do that 
  a squad of Special Forces with just as much money invested 
  in gear can’t do? The advancement of science is all fine and 
  well, and I approve of helping out a war veteran, but I need 
  to justify this as an item on my budget.”
  —General Henry Harkin to Operations Director Silversmith
  The Cyberscape is the realm of all imaginable cybernetics—
  artificial components designed to become part of a 
  living biological creature. It covers everything from peg 
  legs to entire body replacements, but it’s more than just 
  replacement parts; it includes every imaginable add-on, 
  be it driven by machinery, chemistry, magic, psionics, or 
  vat-grown specialty organs, and it consists of everything 
  from simple limb replacements to chemical brain boosters, 
  psychic circuitry, wetware poison filters, grafted animal 
  claws, and bone runes.
   
  This book is based on the rules for cybernetics found 
  in d20 Future and is fully compatible with those rules, 
  but offers expansions, alternatives, and clarifications to 
  them. The list of cybernetic devices has been expanded 
  considerably and new ways of handling cybernetics in a 
  campaign are provided. Use d20 Cyberscape to enhance a 
  game set in the modern day, or the fantastic world of the 
  mystic old west, the far-flung future, a true medieval fantasy, 
  or anything in-between.
  USING THIS BOOK 
  USING THIS BOOK 
  WITH OTHER D20 
  WITH OTHER D20 
  SYSTEM GAMES
  SYSTEM GAMES
  d20 Cyberscape is specifically designed for use with the d20 
  MODERN Roleplaying Game, and it assumes the reader has 
  access to d20 Future as well. However, everything a player 
  needs to use cybernetics in other settings is provided, so the 
  Cyberscape can be added to a DUNGEONS & DRAGONS game, or 
  any d20 SYSTEM setting.
  CYBERNETIC 
  CYBERNETIC 
  PROGRESS 
  PROGRESS 
  LEVELS
  LEVELS
  As with all technology, cybernetics breaks down into various 
  Progress Levels (PL), as defined on page 5 of d20 Future. The 
  simplest of cybernetic devices (wooden teeth, peg legs, and 
  hook hands) can be bolted onto or shoved into a patient at 
  very low PLs, but the devices commonly thought of as true 
  cybernetic devices don’t appear until late PL 5. Advanced 
  cybernetic devices don’t appear until PL 
  6, and by PL 8 the technology is well 
  understood and commonplace.
   However, not every campaign has 
  cybernetics at the same Progress Level 
  as other technologies. To accommodate 
  a high level of cybernetics without adding all the other 
  trappings of advanced technology, a campaign might set 
  its cybernetic PL higher than its base PL. For example, a 
  campaign designed to look much like the everyday world 
  we live in—with the exception that bionic super-spies are 
  common—could be a PL 5 (cybernetics 6) campaign. As a 
  rule, a cybernetic PL should not be more than one higher 
  than the general PL of a campaign, though a setting is 
  certainly possible in which rare devices available to only a 
  few individuals are 2 PLs higher than the campaign setting.
   
  If the game’s cybernetic PL exceeds the campaign’s PL, the 
  higher PL applies only to cybernetic devices and not to the 
  ancillary equipment that might typically accompany them. 
  For example, in a PL 5 (cybernetics 6) campaign, a character 
  can have an external weapon mount, which is a PL 6 device 
  (see page 195 of d20 Future). However, he is restricted to 
  PL 5 weapons to use in the mount. He cannot install a laser 
  weapon in the mount, because lasers are not available at the 
  campaign’s PL.
   
  Even if cybernetic devices aren’t powered by technology, 
  instead drawing their power from magic or psionics, 
  they should have a PL. This represents the upper limit of 
  achievement possible with cybernetics in the campaign. 
  Since the PL for such devices has nothing to do with the 
  actual technology level of the campaign, it’s an exception 
  to the rule that a campaign’s PL and cybernetic PL should 
  not be more than 2 apart (there’s nothing wrong with a PL 
  3 campaign with a magical cybernetic PL of 7—although it’s 
  going to have a very different feel from a typical fantasy 
  game). The alternate cybernetic devices presented in Chapter 
  Four each have a PL for this reason, though many devices are 
  appropriate in low-tech, high magic campaigns.
   
  The various Progress Levels and examples of the kinds of 
  cybernetic devices available at each one are presented below.
  PL 0–1
  At best, a cybernetic device at this level is a leather cup 
  placed over the stump of a limb. Only games that employ 
  magic can have more advanced cybernetics of any kind (see 
  Chapter Four).
  PL 2
  Peg legs and crude metal hooks are options at this PL, unless 
  your setting is using the magic options from Chapter Four.
  PL 3
  Realistic cybernetic devices at this level include glass eyes, 
  wooden teeth, and high-quality melee weapons attached 
  to severed limbs. In a game with more fantastic clockwork 
  devices, a few individuals might have access to PL 5 cybernetic 
  devices based on springs, gears, and lightning (for example, a 
  INTRODUCTION
  INTRODUCTION
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  d20 CYBERSCAPE
  INTRODUCTION
  INTRODUCTION
  5
  large, obvious artificial heart that must be wound up every 
  12 hours).
   
  Nonmagical cybernetic devices are restricted to PL 5 in a PL 
  3 campaign; they count as three devices toward the recipient’s 
  limit, and no creature can have more than one PL 5 device. 
  Recipients take double damage from all electricity attacks 
  (see Standard Cybernetics Rules, page 7), and take a –3 penalty 
  on Fortitude saves against massive damage. Additionally, any 
  cybernetic device must be recharged (for example, wound or 
  stoked with coal) no less than every 12 hours.
   
  In addition, at this level a campaign might add crude wetware 
  or psychic circuitry devices as the work of specific geniuses and 
  mad scientists. For example, the work of Dr. Frankenstein can be 
  seen as necrotics grafted onto a PL 3 campaign.
  PL 4
  The first functional cybernetic replacements at PL 4 are crude 
  and not as good as the organs and limbs they replace. Devices 
  such as artificial hearts aren’t ready for human trials, but arms 
  with simple claws that can open and close, as well as human-
  shaped feet instead of peg legs, are not uncommon.
   
  In a pulp or fantastic technology game, governments and 
  exceptional individuals might have access to experimental PL 
  5 or PL 6 cybernetics. These devices are unreliable, expensive, 
  and rare. Nonmagical cybernetic devices (restricted to 
  PL 6) are clumsier and more restricted than in a typical 
  game. They each count as two devices toward a recipient’s 
  maximum number and recipients take double damage from 
  all electricity attacks (see Standard Cybernetics Rules, page 
  7). Additionally, any cybernetic device must be recharged (for 
  example, wound or stoked with coal) no less than once every 
  48 hours.
  PL 5
  True cybernetic devices are still in the formative stages. 
  Most prosthetic devices are of the nonpowered variety, 
  but medical associations have approved certain electronic 
  regulators for life-threatening conditions. The artificial heart 
  is the most recognized example. Other common examples 
  are pacemakers, artificial kidneys, and pancreas monitors (for 
  high-risk diabetics). Nearly all PL 5 cybernetic attachments 
  are designed to keep their recipients alive and reasonably 
  healthy; the cybernetic devices are not enhancements, they 
  are life-preserving necessities.
   
  Elective cybernetic devices are developed late in PL 5 
  when methods of linking computer microchips to the human 
  nervous system are discovered. These advances become the 
  foundation for all future cybernetic components. A few PL 
  6 cybernetic devices could exist as prototypes or extremely 
  expensive devices.
  PL 6
  This era sees the first use of independently powered 
  cybernetic devices, including replacement limbs and 
  subcutaneous cellular telephones. These cybernetic 
  enhancements begin mostly in military applications but soon 
  become available to the public. Household pets all over the 
  world are implanted with subcutaneous identity chips—as 
  are important government figures and their families—after 
  the technology proves safe and effective on prison inmates.
   
  However, the world of cybernetics is still new; its adoption 
  is not universal. Most people prefer mundane equipment, 
  which is generally cheaper, safer, and less troublesome to 
  repair, replace, or upgrade. Cybernetic devices become 
  the preferred choice only when mundane equipment is 
  impractical or unavailable.
   
  Medical plans eventually come to offer at least baseline 
  prosthetics to compensate for disabling injuries, such as 
  the loss or partial loss of a limb, though such plans do not 
  cover elective cybernetic surgery. Their concern is overall 
  health—not “cosmetic” enhancement. For those who want 
  more than just replacements, a new kind of clinic appears, 
  offering cybernetic enhancements.
   
  A PL 6 (cybernetics 7) campaign allows for a fair range of 
  technologies, with cybernetic devices performing as well 
  as biological organs. Chapter Five presents CyberRave, an 
  example of a PL 6 (cybernetic 7) campaign.
  PL 7
  By this era, cybernetics has become a safe, accepted science. 
  Flaws in earlier designs have been corrected. Cybernetic 
  devices become a status symbol—luminous skin grafts 
  become the fashion accessory of choice. In some societies, 
  newborn children are implanted with identity chips as 
  an antikidnapping measure. Military applications include 
  replacement eyes with heads-up targeting and GPS displays. 
  The first total-body cyborgs (robots with transplanted 
  human brains) are successfully created.
   
  Insurance regulations relax considerably toward 
  cybernetic replacements at Progress Level 7; enhancements 
  are perfectly acceptable, though only as part of a prosthetic, 
  rather than as elective cybersurgery.
   
  Individual geniuses regularly make breakthroughs in 
  cybernetics, making PL 8 prototypes and specialty gear 
  surprisingly common. In a campaign that includes psionics or 
  magic, the technology to boost such abilities with cybernetics 
  begins to appear at this PL.
  PL 8
  Cyborgs are a common sight at PL 8. In some societies, 
  the medical insurance industry frowns on noncybernetic 
  replacements, because mechanical body parts are less 
  expensive than flesh. Cybernetic technology has improved so 
  much, in fact, that some cyborgs are virtually indistinguishable 
  from living beings—except they never appear to age.
   
  The sky is the limit to cybernetics in a PL 8 campaign. 
  Anything the laws of physics allow can be accomplished, 
  and even a few things that seem to break those laws. The 
  near-magic of PL 9 is right around the corner and individual 
  geniuses are beginning to touch on it.  The line between 
  advanced cyborgs and a new species begins to blur. Most 
  PL 8 campaigns use the unlimited cybernetics rules (see 
  page 8), since the majority of drawbacks and side effects 
  have been eliminated from the technology.
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   “If ya get chopped in a right proper clinic, they keep 
  records. Any ’lancer with access to a noderunner can 
  look up every fleck of chrome you’ve had installed. 
  If ya go somewhere a little shadier, you’re letting 
  a hack gut you, and hoping he can’t make more 
  selling your liver than sticking in the chrome you 
  picked out.
   
  Me? I have friends, man. Done a hack or two 
  favors enough they want to keep me around. No one 
  else gets to work on me. Period.”
  —Jene-Eric, cyborg insider
  The baseline assumption in d20 Cyberscape is that 
  cybernetic devices are treated like any other gear 
  for purposes of acquisition, but with consequences 
  for implanting too many cybernetic devices. (This 
  is the same set of rules used for d20 Future.) If 
  you have money and time to spare, and can find a 
  cybersurgeon you trust, you can have a cybernetic 
  device implanted.
   
  That’s a common and valid method, but it’s 
  not the only way a GM can handle cybernetics. 
  A campaign might limit cybernetics to a few 
  individuals who must earn them (treating them 
  as rewards), allow them only for characters who take 
  a specific advanced class, or limit their availability 
  so greatly than finding a cybersurgeon to build and 
  implant a particular cybernetic device constitutes an 
  adventure in its own right. A few rule paradigms are 
  presented below.
   
  Chapter One:
   
  Chapter One:
     
  CYBERNETICS
     
  CYBERNETICS
   
   
   
    RULES
   
   
   
    RULES
  A cyborg rescue team 
  drops into a burning building
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  STANDARD 
  STANDARD 
  CYBERNETICS 
  CYBERNETICS 
  RULES
  RULES
  Under the standard rules, a character can arrange for 
  cybernetic devices to be implanted just as he would arrange 
  for any other surgery. He must make a Wealth check to 
  buy the cybernetic device, and the cost of implantation is 
  included.
   
  These rules are perfect for games that include cybernetics 
  but don’t focus on the concept. A few characters might 
  choose to invest in one or two implants, but not everyone 
  will consider them worth the cost and risk.
  Availability and 
  Installation
  The primary limits to cybernetic acquisition under the standard 
  rules are affordability and availability. Any cybernetic device 
  within the campaign’s PL is as common as any other piece 
  of equipment, and cybersurgeons to install it are equally 
  common. Successfully installing, upgrading, or 
  removing a cybernetic implant takes 1d4 
  hours per implant and requires a DC 20 
  Treat Injury check. (The cybersurgeon 
  takes a –4 penalty if he does not have a 
  surgery kit, as well as a –4 penalty if he 
  doesn’t have the Cybernetic Surgery feat 
  and a further –4 penalty if he doesn’t 
  have the Surgery feat.)
   
  A typical NPC cybersurgeon has 
  a Treat Injury skill modifier of +10. 
  Characters can choose to get their 
  surgery through a more skilled 
  surgeon; for each +1 increase 
  of the surgeon’s Treat Injury 
  skill modifier, increase the 
  purchase DC of the implant 
  by 1. (Conversely, obtaining 
  one’s surgery through a back-
  alley clinic can reduce the 
  purchase DC of the implant by 
  up to 2, but each 1-point drop in 
  purchase DC reduces the surgeon’s 
  Treat Injury skill modifier by 1.)
   
  The consequences of a failed surgery 
  check are severe: If the check result fails 
  by 5 or more, the installation or removal 
  of the cybernetic attachment causes 
  undue physical trauma to the patient, 
  who takes 1d4 points of Constitution 
  damage. If the check result 
  fails by 10 or more, the 
  Constitution damage is 
  treated as Constitution 
  drain instead.
  Drawbacks
  Under the standard rules, cybernetic implants have a 
  number of drawbacks. First, anyone with cybernetics who 
  doesn’t also have an anti-shock implant (see page 196 of d20 
  Future) takes 50% more damage from any electricity attack. 
  Second, a character cannot have more cybernetic devices 
  than his Constitution modifier +1 (minimum 0) without 
  suffering serious physiological and psychological effects. A 
  character with more than his maximum allowable number 
  of cybernetic devices gains one negative level for each extra 
  cybernetic implant. The negative level remains until the 
  number of cybernetic devices is reduced or the character’s 
  cybernetic device limit is increased (through an increase in 
  Constitution, or the addition of a feat or class ability).
  TABLE 1–1: MASSIVE DAMAGE EFFECTS
  d% 
  Effect of Failed Fortitude Save
  01–30 
  Normal effect
  31–60 
  Attachment disabled
  61–80 
  Normal effect and attachment disabled
  81–100 
  Attachment damaged and side effect
   
  Additionally, characters with 
  cy ber netic implants might 
  experience unusual effects after 
  failing a Fortitude save against 
  massive damage. On a failed 
  save, the recipient must 
  roll on Table 1–1 to 
  determine the result.
  Normal Effect:
  The character imme-
  diately drops to –1 hit 
  points and is dying.
  Attachment Disabled:
  One cybernetic at tachment 
  (determined randomly or chosen by 
  the GM) ceases to function until 
  repaired (see Construction and 
  Repair, page 193 of d20 Future). 
  The character suffers the effects 
  of the disability—as explained 
  in the description of the 
  cybernetic attachment—for 
  as long as the attachment 
  remains disabled.
  Attachment  Damaged:
  One cybernetic attach-
  ment (determined ran-
  domly or chosen by the 
  GM) continues to func-
  tion but develops an 
  unpleasant side effect 
  that  persists until 
  the attachment is 
  Adam suffers 
  massive damage
  CYBERNETICS RULES
  CYBERNETICS RULES
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  repaired (see Construction and Repair, page 193 of d20 
  Future).
   
  Side Effect: The character suffers a debilitating side 
  effect as the result of a damaged attachment. Various side 
  effects are presented on Table 1–2: Side Effects; the GM can 
  select one or roll randomly.
  TABLE 1–2: SIDE EFFECTS
  d% 
  Side Effect
  01–08 
   Blurred Vision: Character suffers a 20% miss 
  chance on all attacks.
  09–17 
   Constant Trembling: Character takes a –2 
  penalty on Dexterity-based checks.
  18–25 
   Cybernetic Rejection: Character takes 1d4 
  points of Constitution damage per day.
  26–34 
   Dizziness: Character takes a –1 penalty on 
  attack rolls, saving throws, ability checks, and 
  skill checks.
  35–42 
   Impaired Hearing: Static distortion imposes a 
  –2 penalty on Listen checks.
  43–50 
   Impaired Vision: Distorted images impose a –2 
  penalty on Spot checks.
  51–59 
   Insomnia: Character can only sleep for minutes 
  at a time and gains insufficient rest to heal 
  naturally.
  60–67 
   Muscle Cramps: Character moves at half speed.
  68–76 
   Muscle Fatigue: Character takes a –2 penalty 
  on Strength-based checks.
  77–84 
   Power Surge: Character is shaken for 1 round if 
  wounded; Fortitude DC 12 negates.
  85–93 
   Psychosis: Character takes 1d4 points of 
  Charisma damage per day, lapsing into a coma 
  if the score drops to 0.
  94–100  Sensory Overload: Character is stunned for 1 
  round if wounded; Fortitude DC 15 negates.
  Space and Cybernetic 
  Implant Slots
  There are a limited number of places a human can have 
  cybernetic devices implanted. To simplify matters, each 
  creature is considered to have a number of locations that 
  might be flesh or cybernetic. Each location has one or more 
  implant slots, representing the amount of space that can 
  be taken up with cybernetic devices. Once a given location 
  has been replaced or enhanced with a cybernetic device 
  it cannot have another cybernetic device installed, but 
  the old cybernetic device can be replaced by a new one 
  (requiring another surgery, with all the associated risks). It’s 
  also possible to install multifunctional cybernetics (see The 
  Gadget System, page 17), or to upgrade a cybernetic device 
  (though this might require new surgery).
   
  Most cybernetic devices take up one implant slot, 
  though a few take two or more, and a very few don’t 
  take any. Table 1–3 gives the number of cybernetic device 
  locations available within the body. This assumes some 
  flesh is left in that location, because even a cyborg needs 
  some biomass to function. It’s possible to stuff one more 
  slot of implants in any given location, but doing so has 
  the same effect as exceeding a character’s maximum total 
  number of implants (the character gains a negative level 
  until the cybernetic device is removed or the character’s 
  limit is increased).
   
  The device slots given on Table 1–3 are appropriate 
  for Medium-size creatures. Small and Tiny creatures have 
  half as many slots, while larger creatures gain room for 
  one cybernetic device slot at each location for every size 
  category larger than Medium-size.
  TABLE 1–3: 
  STANDARD CYBERNETIC DEVICE LOCATIONS
  Location 
  Device Slots
  Head 
  1
  Torso 
  2
  Left arm 
  2
  Right arm 
  2
  Left leg 
  2
  Right leg 
  2
  The number of slots a character has doesn’t vary by size. 
  Larger creatures need more connective implants to make 
  the same devices work, and smaller creatures require less. 
  That said, cybernetic devices do cost more when made for 
  different sizes of characters (larger cybernetic devices use 
  more materials, and smaller ones require miniaturization). 
  For every size category larger or smaller than Medium-size, 
  the purchase DC of a cybernetic device increases by 3.
  UNLIMITED 
  UNLIMITED 
  CYBERNETICS
  CYBERNETICS
  An unlimited cybernetics campaign does away with the 
  drawbacks of the standard cybernetics rules, allowing 
  characters to acquire cybernetic implants more easily 
  and to have a much larger number of implants. The only 
  limits to cybernetics are cost and the ability to find skilled 
  cybersurgeons. This alternate rules module is appropriate 
  for campaigns with a higher cybernetic PL than the standard 
  technology base, and assumes that cybernetic devices are 
  commonplace and well understood.
   
  An unlimited cybernetics campaign will become cyborg-
  heavy very quickly. Cybernetic devices are too useful for PCs 
  to ignore if no drawbacks are associated with them.
  Availability and 
  Installation
  The only limits to acquisition under the unlimited 
  cybernetics rules are affordability and accessibility. Any 
  cybernetic device within the campaign’s PL is considered 
  to be as common as any other piece of equipment, and 
  surgeons to install it are equally common.
   
  In an unlimited cybernetics campaign, cybernetic surgery 
  is considered commonplace. Installing, upgrading, or 
  removing a cybernetic implant takes 1d3 hours per implant 
  and requires a DC 25 Treat Injury check. (The cybersurgeon 
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  9
  takes a –4 penalty if he does not have a surgery kit, as well 
  as a –4 penalty if he doesn’t have the the Surgery feat.)
   
  The consequences of a failed surgery check are mild. 
  The cybernetic device is considered ruined (and must be 
  repaired or replaced). Additionally, if the check fails by 
  10 or more, the installation or removal of the cybernetic 
  attachment causes undue physical trauma to the patient, 
  who takes 1d4 points of Constitution damage.
  Drawbacks
  There are no drawbacks to cybernetic devices in an 
  unlimited cybernetics campaign. There is no limit to the 
  number of cybernetic devices a character can safely have, 
  no extra damage is taken from electricity attacks, and no 
  unusual results come from failing a Fortitude save against 
  massive damage.
  Space and Cybernetic 
  Implant Slots
  Though characters are still limited to a number of implant 
  slots in each body location, those limits are higher, as given 
  in Table 1–4. Using all those slots assumes no flesh is left, 
  but there is no penalty for that status.
   
  The device slots given on Table 1–4 are appropriate 
  for Medium-size creatures. Small and Tiny creatures have 
  half as many slots, while larger creatures gain room for 
  one cybernetic device slot at each location for every size 
  category larger than Medium-size.
  TABLE 1–4: 
  UNLIMITED CYBERNETIC DEVICE LOCATIONS
  Location 
  Device Slots
  Head 
  2
  Torso 
  3
  Left arm 
  3
  Right arm 
  3
  Left leg 
  3
  Right leg 
  3
  PIECE OF YOUR 
  PIECE OF YOUR 
  SOUL
  SOUL
  The “piece of your soul” rules described below allow 
  characters to have all the cybernetic devices they want, but 
  not without a cost. Each piece of flesh replaced by cold, 
  hard metal (or even bioengineered, vat-grown replacement 
  organs) has a cost in terms of the character’s spirit and 
  vivaciousness.
   
  Using this rule set, a character must pay an XP cost to have 
  cybernetic devices of any kind installed. This represents the 
  indescribable loss that accompanies having part of yourself 
  replaced with something extraneous, something alien.
  Availability and 
  Installation
  Cybernetic implants are common and are available to 
  characters wealthy enough to afford them. A cybernetic 
  device within the campaign’s PL is considered to be as 
  common as any other piece of equipment, and surgeons to 
  install it are equally common.
   
  Although the standard rules apply for who can perform 
  surgery and the amount of time it takes, characters normally 
  don’t have to worry about a successful installation check. 
  Instead, an XP penalty is paid to represent the pain and loss 
  caused by the surgery. Only if surgery is attempted under 
  unusual circumstances should a GM require a Treat Injury 
  check to be made to determine its success. In any case, a 
  character never pays an XP cost for a cybernetic device that 
  isn’t successfully installed.
  Drawbacks
  A character with a cybernetic implant must pay an XP cost. 
  This cost is equal to the purchase DC of the cybernetic 
  device to be installed × 10. Thus, an internal gyro (purchase 
  DC 21) costs 210 XP. This cost is paid each time a new 
  cybernetic device is installed, but not if an existing device 
  is replaced. Thus, a character with robotic arms must pay 
  270 XP when they are initially implanted, but nothing if 
  they are broken and replaced. A character with a cyberport 
  pays XP for the port only, not for the cybernetic devices 
  attached to it.
   
  A character cannot lose a level as a result of this XP loss. 
  If a character loses too many XP for his current level, he is 
  considered to have one XP more than the minimum for his 
  level. The remaining points go into an XP debt pool, and all 
  XP the character earns goes toward paying off the debt pool 
  first. As long as a character has a debt pool, he takes a –2 
  morale penalty on attack rolls, weapon damage rolls, ability 
  checks, skill checks, and saving throws.
   
  In this rule set, characters with cybernetic devices take 
  no extra damage from electricity attacks and no unusual 
  results come from failing a Fortitude save against massive 
  damage.
  Space and Cybernetic 
  Implant Slots
  Space and implant slot limitations are the same as those 
  for the standard cybernetics rules (see page 7). A character 
  exceeding the slot limitation in a body location must pay 
  double the XP penalty for that cybernetic device, rather 
  than gaining a negative level.
  SUPERSPY 
  SUPERSPY 
  CYBERNETICS
  CYBERNETICS
  The “Superspy” rule set forces characters to gain cybernetic 
  devices as special abilities by taking appropriate feats or 
  advanced classes. This allows for campaigns where one 
  or two characters might have very extensive cybernetic 
  implants, but others have none at all. These rules work best 
  in campaigns in which cybernetic devices might be very 
  advanced, but aren’t common. Most likely they are too 
  experimental and expensive for characters to attain them 
  easily. Only rare and exceptional characters have cybernetic 
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  devices, and they generally don’t pay for them (instead 
  receiving them at the behest of a government agency, or 
  possibly after being captured by a mad scientist).
  Availability and 
  Installation
  Cybernetic implants are available only to characters who 
  gain them through the use of a feat (such as Cyborg) 
  or as a class ability (such as those of the Cyberwarrior 
  advanced class). Also, though a skilled surgeon must 
  install the cybernetic implant, a skill check is not made. 
  Since the character is gaining the cybernetic device 
  through a feat or class selection, the surgery to install 
  it is assumed to go smoothly (although the standard 
  rules apply if the cybernetic device must be removed or 
  reinstalled later).
   
  The cost of a cybernetic device is covered by the feat 
  or class ability—the character is not required to make a 
  Wealth check. A government agency might be spending six 
  million dollars on his enhancements, but the character isn’t 
  concerned with the cost because it’s covered as part of the 
  benefit of the feat or class ability.
  Drawbacks
  The chief drawback to superspy cybernetics is the cost in 
  feats and class levels. A character choosing to focus on 
  cybernetics has fewer options than those who do not, 
  which preserves game balance. The GM might decide to 
  employ one or more of the limitations from the standard 
  cybernetics rules module (especially if PCs have access to 
  higher-PL cybernetics as experimental equipment), but it’s 
  not necessary for game balance. Characters who opt not 
  to get cybernetics are free to take other useful feats and 
  classes, preventing the cyborg character from having an 
  unfair advantage.
  Space and Cybernetic 
  Implant Slots
  Implant slots and space rules are the same as those in an 
  unlimited cybernetics campaign (see page 8).
  CYBERNETIC 
  CYBERNETIC 
  FEATS
  FEATS
  A number of new feats relating to cybernetics are described 
  below. Not every feat is appropriate for every cybernetics 
  rule set.
  Craft Cybernetics
  You can construct cybernetic attachments.
   
  Prerequisites: Craft (electrical) 10 ranks, Craft 
  (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.
   
  Benefit: You can build any of the cybernetic attachments 
  described in Chapter Two. You must first make a Wealth 
  check against the purchase DC of the attachment (to 
  acquire the necessary components), then invest 24 hours in 
  its construction. At the end of that time, you must succeed 
  on a DC 25 Craft (mechanical) check and a DC 25 Craft 
  (electrical) check. (You gain a synergy bonus of +2 on each 
  check.)
   
  If both Craft checks succeed, the cybernetic attachment 
  functions properly and can be installed at any time (see the 
  Cybernetic Surgery feat, below). If either or both checks fail, 
  the attachment’s design is flawed; another 24 hours must 
  be spent fixing the problems, and two new checks must be 
  made at the end of that time.
   
  Special: This feat does not allow you to build a 
  cybernetic attachment of a Progress Level higher than the 
  campaign’s PL.
  Craft Nanites
  You can design and construct nanites.
   
  Prerequisites: Craft (electrical) 10 ranks, Craft 
  (mechanical) 10 ranks, Knowledge (life sciences) 10 ranks, 
  Craft Cybernetics.
   
  Benefit: You can build any of the nanoaugmenters 
  described in Chapter Four. You must first make a Wealth 
  check against the purchase DC of the cybernetic device 
  (to acquire the necessary components) and then invest 120 
  hours in its construction. At the end of that time, you must 
  succeed on a DC 30 Craft (mechanical) check and a DC 30 
  Craft (electrical) check. (You gain a synergy bonus of +2 on 
  each check.)
   
  If both Craft checks succeed, the nanoaugmenters 
  function properly and can be installed at any time. If either 
  or both checks fail, the nanoaugmenters’ design is flawed 
  and all work is ruined. The process must begin over from 
  scratch, with new Wealth and Craft checks.
  Cybernetic Surgery
  You can graft cybernetic devices onto living tissue as well as 
  safely remove them.
   
  Prerequisites: Treat Injury 8 ranks, Surgery.
   
  Benefit: You can make a DC 20 Treat Injury check to 
  install or remove a cybernetic attachment. If you do not 
  have a surgery kit or access to a medical facility, you take 
  a –4 penalty on the check. Cybernetic surgery takes 1d4 
  hours.
   
  Normal: Characters without this feat take a –8 penalty 
  on Treat Injury checks made to perform cybernetic surgery 
  (–4 penalty if they have the Surgery feat).
  Cybernetic Weapons 
  Proficiency
  You are proficient with weapons you have mounted as 
  cybernetic gear.
   
  Benefit: You can use any weapon you have in an external 
  or internal weapon mount (see pages 195–196 of d20 Future) 
  without penalty. 
   
  Normal: A character without this feat must be proficient 
  with a weapon he has mounted as a cybernetic device or 
  take a –4 penalty on attack rolls.
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  Cybertaker
  You can have more cybernetic attachments than normal 
  without suffering ill effects.
  Benefit: The maximum number of cybernetic 
  attachments you can have without gaining negative 
  levels increases by 1 (see Standard Cybernetics Rules, page 
  7). This additional cybernetic device cannot be placed in 
  an area if it exceeds that area’s normal limit.
  Special: You can gain this feat multiple times. Its 
  effects stack.
  Cyborg
  You have had part of your body replaced with mechanical 
  replacements and augmentations.
   
  Prerequisite: Constitution 13.
   
  Benefit: You gain a number of cybernetic devices equal 
  to the number of times you have taken this feat (one 
  cybernetic device the first time the feat is selected, two 
  more the second time, and so on). These devices must have 
  a purchase DC no greater than your wealth bonus +15, but 
  no actual Wealth check is required.
   
  You must find a cybersurgeon to implant the cybernetic 
  devices, but no check is required and there is no risk of 
  failure.
   
  Normal: In some campaigns, a character cannot have 
  cybernetic devices without taking this feat.
   
  Special: This feat is only appropriate for campaigns not 
  using the standard cybernetics acquisition rules. It can be 
  taken more than once, as described above.
  Implant Awareness
  You are very alert to the location and positioning of your 
  external implants and move in a way to keep them guarded 
  from attack.
  Benefit: You gain a +4 bonus to Defense against any 
  attack that attempts to sunder an implant.
  CYBERNETIC 
  CYBERNETIC 
  ADVANCED 
  ADVANCED 
  CLASSES
  CLASSES
  In a game with extensive cybernetics, a few advanced 
  classes become available as viable options. A GM might 
  restrict cybernetics to members of these classes in a low-
  cybernetics campaign, or could use them to represent 
  characters who have a particular aptitude with implants.
  BIONIC AGENT
  BIONIC AGENT
  A Bionic Agent is more than a character who has some 
  cybernetic devices—she’s someone who has accepted 
  cybernetics as an integral part of her body and her life. 
  Bionic Agents are often experienced adventurers or soldiers 
  who have suffered terrible accidents (crashing a test plane, 
  being caught in an explosion, falling from a great height, or 
  suffering exposure to intense radiation) that leaves them 
  barely alive and requiring extensive cybersurgery to survive. 
  Because of their value as agents, the wrecked remains of 
  Bionic Agents-to-be are assembled using the most advanced 
  technology their allies or employers can afford.
   
  Bionic Agents are one part superspy and one part unique 
  troubleshooter. They are equipped with tools and abilities 
  not available to less advanced cybernetic agents, and thus 
  used in situations others can’t handle. Some Bionic Agents 
  are free agents, using their abilities to right the wrongs their 
  newfound powers let them tackle, but most work for an 
  agency or group, and might be such groups’ greatest secret 
  weapons. In extreme cases, Bionic Agents are even retooled 
  for important missions, receiving upgrades or whole new 
  cybernetic systems to help deal with a specific threat (most 
  often thanks to one or more cyberport implants).
   
  The fastest path into this advanced class is from the 
  Tough hero basic class, though other paths are possible.
  Requirements
  To qualify to become a Bionic Agent, a character must fulfill 
  the following criteria.
  Skills: Climb 6 ranks, Spot 6 ranks.
  Feats: Cybertaker, Toughness.
  Implants: A Bionic Agent must have no fewer than 
  three cybernetic implants, at least one of which must be an 
  Roxanne, a Bionic Agent
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  d20 CYBERSCAPE
  12
  12
  CYBERNETICS RULES
  CYBERNETICS RULES
  enhancement and all of which must be of a PL equal to or 
  higher than the campaign PL.
  Class Information
  The following information pertains to the Bionic Agent 
  advanced class.
  Hit Die
  A Bionic Agent gains 1d10 hit points per level. The character’s 
  Constitution modifier applies.
  Action Points
  A Bionic Agent gains a number of action points equal to 6+ 
  one-half her character level, rounded down, each time she 
  attains a new level in this class.
  Class Skills
  The Bionic Agent’s class skills are as follows.
   
  Balance (Dex), Climb (Str), Computer Use (Int), 
  Concentration (Con), Drive (Dex), Escape Artist (Dex), Hide 
  (Dex), Jump (Str), Knowledge (current events, pop culture, 
  streetwise) (Int), Listen (Wis), Move Silently (Dex), Pilot 
  (Dex), Profession (Wis), Ride (Dex), Search (Int), Sleight of 
  Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str).
   
  Skill Points at Each Level: 5 + Int modifier (4 + Int 
  modifier for nonhumans).
  Class Features
  The following class features pertain to the Bionic Agent 
  advanced class.
  Bionic Tolerance
  A Bionic Agent gains increased tolerance to cybernetic 
  devices, allowing her to increase the total number of 
  implants she has without penalty. At 1st level, a Bionic 
  Agent gains one additional implant slot at any one location, 
  and implants placed in this slot do not count toward her 
  maximum. A Bionic Agent gains an additional implant slot 
  at 4th and 8th level.
  Integrated Systems
  A Bionic Agent becomes comfortable with her cybernetic 
  devices and can use them more easily and smoothly than a 
  typical cyborg. When using a cybernetic weapon, a Bionic 
  Agent gains a +1 bonus on attack rolls and damage rolls 
  against targets within 30 feet. When using a cybernetic 
  device that grants access to a skill or gives a bonus on one 
  or more skills, a Bionic Agent gains a +1 bonus on checks 
  with the relevant skill.
   
  At 7th level all these bonuses increase to +2.
  Bonus Feat
  At 3rd, 6th, and 9th level, a Bionic Agent gains a bonus feat. 
  The bonus feat must be selected from the following list, 
  and the Bionic Agent must meet all the prerequisites of the 
  feat to select it.
   
  Acrobatic, Alertness, Athletic, Cautious, Cybernetic 
  Weapons Proficiency, Cybertaker, Cyborg, Endurance, Great 
  Fortitude, Improved Damage Threshhold, Improved Initiative, 
  Lightning Reflexes, Nimble, Renown, Run, Toughness.
  Maximized Systems
  At 5th level, whenever a Bionic Agent spends 1 action 
  point to improve a die roll regarding an action taken with a 
  cybernetic system, she rolls an additional 1d6. She can then 
  select the highest die roll to add to her d20 roll.
   
  Any attack made with a weapon in a cybernetic weapon 
  mount (see d20 Future) or a cybernetic limb, and any 
  skill check that is granted by or modified by a cybernetic 
  implant, qualifies for this ability.
  Bionic Mastery
  At 10th level, a Bionic Agent can take 10 any time she makes 
  a skill check with a skill she gains from an implant, or that 
  gains a bonus from an implant, even if stress and distraction 
  would normally prevent her from doing so. A Bionic Agent 
  becomes so accomplished in the use of her skill-enhancing 
  implants that she can use them reliably even in adverse 
  conditions.
  TABLE 1–5: THE BIONIC AGENT
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Defense 
  Reputation
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Bonus 
  Bonus
  1st 
  +0 
  +2 
  +2 
  +0 
  Bionic tolerance 
  +1 
  +1
  2nd 
  +1 
  +3 
  +3 
  +0 
  Integrated systems 
  +1 
  +1
  3rd 
  +2 
  +3 
  +3 
  +1 
  Bonus feat 
  +2 
  +1
  4th 
  +3 
  +4 
  +4 
  +1 
  Bionic tolerance 
  +2 
  +2
  5th 
  +3 
  +4 
  +4 
  +1 
  Maximized systems 
  +3 
  +2
  6th 
  +4 
  +5 
  +5 
  +2 
  Bonus feat 
  +3 
  +2
  7th 
  +5 
  +5 
  +5 
  +2 
  Integrated systems 
  +4 
  +3
  8th 
  +6 
  +6 
  +6 
  +2 
  Bionic tolerance 
  +4 
  +3
  9th 
  +6 
  +6 
  +6 
  +3 
  Bonus feat 
  +5 
  +3
  10th 
  +7 
  +7 
  +7 
  +3 
  Bionic mastery 
  +5 
  +4
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  CYBERNETICS RULES
  CYBERNETICS RULES
  13
  13
  CYBERWARRIOR
  CYBERWARRIOR
  A Cyberwarrior is an integrated killing machine, a combination 
  soldier and weapon of war. Cyberwarriors are designed to 
  be the ultimate warriors, generally as the result of 
  extensive experimentation by a wealthy nation’s 
  military. Armed with impressive cybernetic 
  augmentation, Cyberwarriors can be 
  dropped into any conflict with little need 
  for support or supply. Cyberwarriors can 
  specialize to act as commandos, Special 
  Forces strike teams,  or even hostage 
  rescue troops, or be general warriors 
  prepared for any circumstance.
   
  A Cyberwarrior is set apart from other 
  cyborgs by the invasive and preeminent 
  nature of his implants. They aren’t mere 
  tools for his use, they’re a growing and 
  dominant part of his body. To ensure that an 
  enemy who captures a cyberwarrior doesn’t 
  take his implants, the implants are imbued 
  with a limited ability to grow and respond 
  to outside stimulus. Though not quite 
  as advanced as nanites, the cybernetic 
  systems can modify, repair, and expand 
  themselves. As a Cyberwarrior grows 
  more experienced, his cybernetic devices 
  literally grow with him, eating away at his 
  biological organs and replacing them with 
  more effective cybernetic alternatives.
   
  A Cyberwarrior is most appropriate in a PL 
  7 or higher campaign.
   
  The fastest path into this advanced class is 
  from the Strong hero basic class, though other 
  paths are possible.
  Requirements
  To qualify to become a Cyberwarrior, 
  a character must fulfill the following 
  criteria.
  Base Attack Bonus: +3.
  Skills: Knowledge (tactics) 3 ranks.
  Feats: Implant Awareness, Personal Firearm Proficiency.
  Implants: One internal or external 
  weapon mount (see pages 195–196 of 
  d20 Future).
  Class 
  Informa-
  tion
  The following information 
  pertains to the Cyberwarrior 
  advanced class.
  Hit Die
  A Cyberwarrior gains 1d8 hit 
  points per level. The character’s 
  Constitution modifier applies.
  Action Points
  A Cyberwarrior gains a number 
  of action points equal to 6 
  + one-half his character 
  level, rounded down, 
  every time he attains a 
  new level in this class.
  Class 
  Skills
  The Cyberwarrior’s class 
  skills are as follows.
   
  Climb (Str), Computer Use 
  (Int), Drive (Dex), Jump (Str), 
  Knowledge (tactics) (Int), 
  Listen (Wis), Pilot (Dex), 
  Profession (Wis), Spot (Wis), 
  Survival (Wis), Swim (Str).
  Skill Points at Each Level: 3 + Int 
  modifier (2 + Int modifier for nonhumans).
  TABLE 1–6: THE CYBERWARRIOR
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Defense 
  Reputation
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Bonus 
  Bonus
  1st 
  +1 
  +2 
  +0 
  +0 
  Expanded implants 
  +1 
  +0
  2nd 
  +2 
  +3 
  +0 
  +0 
  Expanded implants 
  +1 
  +0
  3rd 
  +3 
  +3 
  +1 
  +1 
  Bonus feat 
  +2 
  +0
  4th 
  +4 
  +4 
  +1 
  +1 
  Expanded implants 
  +2 
  +0
  5th 
  +5 
  +4 
  +1 
  +1 
  Hardened implants 
  +3 
  +1
  6th 
  +6 
  +5 
  +2 
  +2 
  Bonus feat 
  +3 
  +1
  7th 
  +7 
  +5 
  +2 
  +2 
  Expanded implants 
  +4 
  +1
  8th 
  +8 
  +6 
  +2 
  +2 
  Unified implants 
  +4 
  +1
  9th 
  +9 
  +6 
  +3 
  +3 
  Bonus feat 
  +5 
  +2
  10th 
  +10 
  +7 
  +3 
  +3 
  Expanded implants 
  +5 
  +2
  Russell Whitfield, a Cyberwarrior
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  CYBERNETICS RULES
  CYBERNETICS RULES
  Class Features
  The following class features pertain to the Cyberwarrior 
  advanced class.
  Expanded Implants
  At 1st, 2nd, 4th, 7th, and 10th level, a Cyberwarrior gains an 
  additional cybernetic implant. The implant grows from the 
  Cyberwarrior’s existing implants, drawing material from the 
  Cyberwarrior’s body and environment. No surgery nor any 
  Wealth check is needed to acquire the new implant. The 
  Cyberwarrior selects the implant; its PL must be equal to or 
  lower than the campaign’s PL, and its purchase DC cannot 
  be more than 25 + the character’s Cyberwarrior level.
   
  The implant must follow all normal rules for implant slots 
  and a character’s maximum number of cybernetic devices.
  Bonus Feat
  At 3rd, 6th, and 9th level, a Cyberwarrior gains a bonus feat. 
  The bonus feat must be selected from the following list, 
  and the Cyberwarrior must meet all the prerequisites of the 
  feat to select it.
   
  Cybernetic Weapons Proficiency, Cybertaker, Cyborg, 
  Endurance, Frightful Presence, Implant Awareness, Improved 
  Damage Threshhold, Run, Toughness, Weapon Focus (for 
  a cybernetic weapon-mounted weapon only), Weapon 
  Finesse (for a cybernetic weapon-mounted weapon only).
  Hardened Implants
  At 5th level, each of a Cyberwarrior’s implants draws upon 
  the resources of the Cyberwarrior and his other implants 
  to toughen themselves. Each implant a Cyberwarrior has 
  gains 50% more hardness (if it has a hardness rating) and 3 
  additional hit points.
  Unified Implants
  At 9th level, a Cyberwarrior’s implants are such an accepted 
  part of his body that they actually draw upon his natural 
  resources to heal themselves. A Cyberwarrior can heal up 
  to his level in hit points of damage to his cybernetics each 
  day, spreading the healing among all his damaged cybernetic 
  devices.
  IMPLANT HACK
  IMPLANT HACK
  An Implant Hack is a cyborg who specializes in putting 
  together (and taking apart) other cyborgs. Most Implant Hacks 
  are illegal cybersurgeons, using their own implants to aid them 
  in black market surgeries under less than ideal circumstances. 
  Many are walking surgery rooms, able to perform cybernetics 
  surgery in a back alley with little or no assistance. When 
  crooks, freelance enforcers, undercover agents, and secretive 
  heroes need someone to help with any cybernetic medical 
  problem, it’s an Implant Hack they seek out.
   
  Of course, what they can put in, Implant Hacks can also 
  take out. Some become buzzards—bootleggers who strip 
  expensive cybernetic devices or even valuable organs from 
  downed foes to sell on the black market. These scavengers 
  are the worst perversion of the medical occupation, causing 
  pain and maiming their victims to make a quick buck. They’re 
  also frighteningly common, making any black market surgery 
  for cybernetics extremely risky.
   
  The fastest path into this advanced class is from the 
  Dedicated hero basic class, though other paths are possible.
  Requirements
  To qualify to become an Implant Hack, a character must 
  fulfill the following criteria.
   
  Skills: Knowledge (technology) 6 ranks, Treat Injury 6 
  ranks.
   
  Feats:  Cyber Surgery, Surgery.
   
  Implants: External tool mount or internal tool mount 
  (surgery kit).
  Class Information
  The following information pertains to the Implant Hack 
  advanced class.
  Hit Die
  An Implant Hack gains 1d6 hit points per level. The character’s 
  Constitution modifier applies.
  Action Points
  An Implant Hack gains a number of action points equal to 6 
  + one-half his character level, rounded down, every time he 
  attains a new level in this class.
  Class Skills
  The Implant Hack’s class skills are as follows.
   
  Bluff (Cha), Computer Use (Int), Concentration (Con), 
  Craft (electronic), Craft (mechanical), Diplomacy (Cha), 
  Disable Device (Int), Forgery (Int), Gather Information 
  (Cha), Intimidate (Cha), Knowledge (behavioral sciences, 
  business, current events, earth and life sciences, streetwise, 
  technology) (Int), Profession (Wis), Read/Write Language, 
  Repair (Int), Research (Int), Search (Int), Sense Motive (Dex), 
  Speak Language, Treat Injury (Wis).
   
  Skill Points at Each Level: 7 + Int modifier (6 + Int 
  modifier for nonhumans).
  Class Features
  The following class features pertain to the Implant Hack 
  advanced class.
  Fast Operation
  With the aid of built-in surgery tools, an Implant Hack can 
  perform surgery faster than normal. An Implant Hack can 
  attempt to perform any surgery in one-tenth the normal 
  time. (For example, a surgery that would normally take 5 
  hours instead takes 30 minutes.) The Implant Hack takes a 
  –5 penalty on his Treat Injury check. On a failed check, the 
  surgery fails and the patient takes 2d6 points of damage. 
  An Implant Hack can’t attempt a fast operation a second 
  time; once a surgery has failed, it takes proper conditions 
  to attempt it again.
  14
  14
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  d20 CYBERSCAPE
  Surgical Genius
  Starting at 2nd level, whenever an Implant Hack spends an 
  action point to improve the result of a Treat Injury check, 
  he rolls an extra 1d6, adding it to the bonus added to his 
  skill check.
  Bonus Feat
  At 3rd, 6th, and 9th level, an Implant Hack gains a 
  bonus feat. The bonus feat must be selected from the 
  following list, and the Implant Hack must meet all the 
  prerequisites of the feat to select it.
   
  Alertness, Brawl, Builder, Cautious, Craft Cybernet-
  ics, Cybernetics Weapon Proficiency, Educated, Frightful 
  Presence, Gearhead, Low Profile, Medical Expert, Per-
  sonal Firearms Proficiency, Run, Track.
  Cybernetic Genius
  Starting at 4th level, an Implant Hack gains a +2 bonus 
  on Craft, Knowledge, and Treat Injury checks dealing 
  with cybernetic implants.
  Additional Specialty
  At 5th and 10th level, an Implant Hack gains the ability to 
  perform delicate procedures other than surgery much 
  more quickly than normal. At each of these levels an 
  Implant Hack chooses one skill from the following list: 
  Computer Use, Craft (electronic), Craft (mechanical), Disable 
  Device, or Repair. The Implant Hack must have a tool kit 
  appropriate to the skill installed as an external or internal 
  tool mount.
   
  The Implant Hack is then able to perform the functions 
  of the skill in half the normal time by taking a –5 penalty on 
  his skill check. On a failed check, the item being worked on 
  is ruined (if being built or repaired), or set off (if an alarm, 
  trap, or sensor). In any case, the skill check is failed, and the 
  Implant Hack cannot attempt it again without taking the 
  normal amount of time to do so.
  Forced Anesthesia
  It’s often in an Implant Hack’s best interests to take a 
  target alive rather than kill a potential source of live organs. 
  Beginning at 7th level, an Implant Hack can 
  choose to deal nonlethal damage with a weapon that 
  normally deals lethal damage without taking the normal –4 
  penalty on his attack roll.
  Medical Mastery
  By 8th level, an Implant Hack has mastered the art of 
  surgery under distracting conditions. He can always take 10 
  on a Treat Injury check, even if stress and distractions would 
  normally prevent him from doing so.
  TABLE 1–7: THE IMPLANT HACK
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Defense 
  Reputation
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Bonus 
  Bonus
  1st 
  +0 
  +2 
  +0 
  +2 
  Fast operation 
  +0 
  +1
  2nd 
  +1 
  +3 
  +0 
  +3 
  Surgical genius 
  +1 
  +1
  3rd 
  +1 
  +3 
  +1 
  +3 
  Bonus feat 
  +1 
  +1
  4th 
  +2 
  +4 
  +1 
  +4 
  Cybernetic genius 
  +1 
  +2
  5th 
  +2 
  +4 
  +1 
  +4 
  Additional specialty 
  +2 
  +2
  6th 
  +3 
  +5 
  +2 
  +5 
  Bonus feat 
  +2 
  +2
  7th 
  +3 
  +5 
  +2 
  +5 
  Forced anesthesia 
  +2 
  +3
  8th 
  +4 
  +6 
  +2 
  +6 
  Medical mastery 
  +3 
  +3
  9th 
  +4 
  +6 
  +3 
  +6 
  Bonus feat 
  +3 
  +3
  10th 
  +5 
  +7 
  +3 
  +7 
  Additional specialty 
  +3 
  +4
  Elliot Klein, an Implant Hack
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  “A liver, huh? Yeah, I can get you a liver, but 
  it ain’t gonna be cheap. And if you need a 
  rare blood type or something young and 
  healthy, that’ll cost you extra. Cash, half in 
  advance, and I set up the organ-drop under my 
  own terms. None of that’s negotiable, and this’ll take 
  a few days. Now, if you wanted a nice gallbladder, 
  that I can do today.”
  —E.K.G., Implant Hack
  This chapter presents a wide array of typical cyber-
  netic devices ranging from PL 4 to PL 8, focusing on 
  PL 6 and PL 7. All the cybernetic devices from d20 
  Future are presented here in revised and updated 
  versions, as well as dozens of other implants new to 
  this book.
   
  Many of these implants allow weapons or equip-
  ment to be attached as cybernetic devices. A GM 
  is free to restrict what weapons are available and 
  should not feel obliged to allow a device in cyber-
  netic form if he isn’t including it as stand-alone 
  equipment. The given PLs refer to the earliest level 
  at which the cybernetic implant is available—not a 
  restriction on the kinds of equipment that can be 
  used with it. Even though an external weapon mount 
  is PL 6  (see page 195 of d20 Future), it can be used 
  for a laser pistol in a PL 7 campaign.
  A cyborg fugitive tries to outrun 
  the long arm of the law
   
     Chapter Two: 
   
     Chapter Two: 
   
  STANDARD 
   
  STANDARD 
     CYBERNETICS
     CYBERNETICS
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  d20 CYBERSCAPE
  STANDARD CYBERNETICS
  STANDARD CYBERNETICS
  17
  17
  THE GADGET 
  THE GADGET 
  SYSTEM
  SYSTEM
  The gadget system is a way to customize cybernetic devices 
  to more appropriately fit a given campaign or character. 
  Since each campaign will likely use different items based on 
  its unique setting, the gadget system allows total freedom 
  in designing specific models of equipment from the generic 
  base items found throughout this chapter.
   
  Using the gadget system is a simple matter of mixing 
  and matching various elements of a piece of gear until 
  it fits what is needed. First, pick a piece of equipment 
  to be modified. Select a gadget for the appropriate type 
  that is either a universal gadget or a gadget from the 
  same (or lower) Progress Level. Modify the purchase DC 
  of the base item according to the gadget’s instructions, 
  and then purchase the gadget-modified item as normal. 
  Some gadgets have additional restrictions placed on 
  them that must be considered before making the gadget 
  modification.
   
  Cybernetic gadgets do not take up implant slots (and 
  might even decrease the number of slots a cybernetic 
  device takes up), but cannot be installed without a related 
  cybernetic implant. They are modifications to existing 
  cybernetic devices, not implants in their own right.
  Universal Cybernetic 
  Gadgets
  The following gadgets are universal and can apply to 
  cybernetic devices found in any era, provided all gadget-
  specific restrictions are observed. These are in addition to 
  the gadgets presented in d20 Future.
  Booby Trapped
  Those characters with a more paranoid outlook on life 
  might consider the booby trapped gadget for protecting 
  their cybernetics. Any cybernetic device with this gadget 
  is designed to function properly only for the recipient. 
  The booby trap can be deactivated by the recipient as 
  a move action and remains inert until reactivated (also a 
  move action).
   
  If an unauthorized character picks up the cybernetic 
  device (should it be separated from the owner), or, more 
  important, attempt to operate on or remove it, a special 
  trap is immediately triggered. None of the traps affect the 
  recipient as long as the cybernetic device is attached. (If the 
  device is being operated on, the trap might do this damage 
  to the tools being used for the surgery.)
   
  Barbs: The cybernetic device rapidly projects spikes 
  or blades, dealing 1d6 points of damage to the character 
  tripping the trap.
   
  Electric Shock: Power cells in the cybernetic device 
  discharge and deal 1d6 points of electricity damage to the 
  character tripping the trap.
   
  Trigger Integrated Weapon: An integrated weapon is 
  triggered and targets the character tripping the trap. This 
  trap requires that the cybernetic device make use of the 
  integrated cybernetics gadget (see below) and is typically 
  used to trigger an explosive device.
   
  Restrictions: Res (+2).
   
  Purchase DC Modifier: +6.
  Compact
  By eliminating wasted space and using smaller components, 
  some engineers are capable of producing cybernetic devices 
  far smaller than their standard counterparts. Any cybernetic 
  device that takes more than one implant slot is reduced 
  by one slot by including this gadget. A device cannot be 
  compacted more than once.
   
  Restrictions: None.
   
  Purchase DC Modifier: +2.
  Hardened
  Hardened cybernetic devices are designed to resist the 
  effects of an electromagnetic pulse (EMP). Such implants do 
  not count against the recipient when determining damage 
  taken from an EMP and are not disabled by any electronic 
  device designed to knock out cybernetic implants.
   
  Restrictions: None.
   
  Purchase DC Modifier: +4.
  Inobvious
  An inobvious cybernetic device doesn’t look like a cybernetic 
  device when not in use. Cybereyes appear to be nothing 
  more than normal human organs, cyberlimbs show no sign 
  of enhanced power or function, and even dermal armor is 
  streamlined enough to not change the recipient’s shape. A 
  DC 25 Spot check is required to realize the recipient has the 
  cybernetic device, and even then its exact function is not 
  obvious until it is used.
   
  Obviously, there are limits to what can be hidden. No 
  externally mounted cybernetic device can be inobvious, 
  and no amount of camouflage will hide the fact that a 
  5-foot-tall girl picking up a small car doesn’t have some 
  unusual ability, even if her cyberlimbs appear to be normal 
  flesh and blood.
   
  Normal camouflage for cybernetic devices applies only 
  to casual, visual inspection. It’s possible to camouflage 
  devices against any form of detection or scan (including 
  metal detectors and X-rays) with sensor baffling (see 
  page 18). Even so, no cybernetic devices can remain 
  hidden if the recipient is the target of a thorough medical 
  examination.
   
  Restrictions: Lic (+1).
   
  Purchase DC Modifier: +2.
  Integrated Cybernetic 
  Devices
  Integrated cybernetic devices combine the function of two 
  or more cybernetic devices into a single device that counts 
  as only one implant toward the character’s maximum (see 
  the Standard Cybernetics Rules, page 7).
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  18
  18
  STANDARD CYBERNETICS
  STANDARD CYBERNETICS
   
  Integrated cybernetic devices take up as many implant 
  slots as the largest of the integrated implants.
   
  Restrictions: None.
   
  Purchase DC Modifier: The purchase DC is equal to the 
  purchase DC of the most expensive single implant, +4 for 
  each additional cybernetic device.
  “You want to have all the advantages of an implanted 
  microcomputer, but also need to get important calls, 
  drive at night, and review information without looking at 
  a clumsy screen. How’s all that going to fit in your head? 
  No worries. With the new ThinkBest™ Eye-Net™ you have 
  all the advantages of a heads-up display, low-light optics, 
  cellular modem, and a microcomputer, all in one slim 
  package. Surf the VRNet, download data, and display it 
  conveniently in front of you while keeping an eye out 
  in the darkness. Sure, it costs more. But the benefits it 
  provides are priceless.”
  —ThinkBest advertising, common in social VRNet nodes
  Miniaturized
  By eliminating wasted space and using microscopic 
  components, some engineers are capable of producing 
  cybernetic devices with reduced ability that are much 
  smaller than more capable cybernetic devices. This can 
  be done only to cybernetic devices available at a PL lower 
  than the campaign’s cybernetics PL. (This represents the 
  reduced capacity of a miniaturized cybernetic device. A 
  character in a PL 7 campaign can get a miniaturized skill 
  implant, or a normal skill plexus (see page 199 of d20 
  Future).
   
  A miniaturized cybernetic device takes up one less 
  implant slot (minimum 0). A device can not be miniaturized 
  more than once. A device can be both compact and 
  miniaturized, with all the normal costs and restrictions.
   
  Restrictions: None.
   
  Purchase DC Modifier: +4.
  Resilient
  By using tougher materials, better bracing, and superior 
  design, some engineers are capable of producing cybernetic 
  devices far more resilient than their standard counterparts. 
  An external cybernetic device can be given +2 harness and 
  50% more hit points. Internal cybernetic devices can also be 
  resilient, but only gain 33% more hit points.
   
  For a much greater cost, external cybernetic devices can 
  be made even more resilient, gaining a total of +4 hardness 
  and +100% hit points.
   
  Restrictions: None.
   
  Purchase DC Modifier: +2 (+5 for greater resiliency).
  Sensor Baffling
  From simple metal detectors to advanced x-ray scanners, 
  there’s always a way to detect cybernetics. As the Progress 
  Level increases, so does the accuracy of such sensing devices. 
  The ability to confuse these sensors can be invaluable, 
  especially when smuggling weapon implants past security. 
  Any cybernetic device with a sensor baffling gadget increases 
  by 5 the DC of checks made to detect the device with 
  sensors or other detection devices. Even so, no cybernetic 
  devices can remain hidden if the recipient is the target of a 
  thorough medical examination.
   
  A cybernetic device can have sensor baffling without 
  being inobvious, but this means the device is still clearly 
  cybernetic when observed visually and the +5 DC applies 
  only to scanners and similar detection methods.
   
  Restrictions: Lic (+1).
   
  Purchase DC Modifier: +3.
  Storage Compartment
  A cybernetic implant can have an internal storage 
  compartment built into it. Each compartment can hold 
  a single object of Small size or smaller. The recipient can 
  remove objects from the compartment easily, but anyone 
  attempting to do so against his will must both successfully 
  pin the recipient and beat him at an opposed Strength 
  check. Objects kept in cybernetic storage compartments 
  gain a +4 bonus on checks made to conceal them.
   
  Removing an object from a cybernetic storage 
  compartment is a move action that provokes attacks of 
  opportunity. A compartment can also be made into a 
  weapon bin (at no additional cost). This allows it to hold 
  a single type of weapon, which can be removed in the 
  same way a weapon is drawn (a move action that can be 
  combined with  movement, and does not provoke attacks of 
  opportunity).
   
  For an additional cost (+1 to the purchase DC), a 
  compartment can be spring-loaded. A single object can 
  be removed from a spring-loaded compartment as a free 
  action.
   
  Restrictions: None.
   
  Purchase DC Modifier: +2 (+3 for spring-loaded).
  Ultralight Composition
  The development of new and experimental alloys 
  constantly allows cybernetic technology to advance to 
  the point where once bulky and heavy devices become 
  as lighter than the flesh-and-blood organs they displace. 
  Each implant slot worth of cybernetics with this gadget 
  reduces the recipient’s weight by 10% (to a minimum of 
  60%), and grants the recipient a +1 bonus on Jump, Climb, 
  and Swim checks. Thus, a 185-pound human with four 
  implant slots of ultralight composition devices weighs 
  only 111 pounds, and gains a +4 bonus on Jump, Climb, and 
  Swim checks.
   
  Restrictions: None.
   
  Purchase DC Modifier: +4.
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  REPLACEMENTS
  REPLACEMENTS
  The d20 MODERN Roleplaying Game does not include 
  rules for losing limbs or organs, so the likelihood of a 
  character needing a replacement limb and organ in the 
  course of a d20 Future campaign is slim. However, to tell 
  a particular story, a GM and a player might agree to give a 
  character a prosthetic replacement of some kind, perhaps 
  to remind the character of some defining—if traumatic—
  past experience.
   
  The most basic replacement limbs and organs don’t 
  bestow special benefits, but they have the usual drawbacks 
  (see Benefits and Drawbacks, page 193 of d20 Future). 
  Some replacements of higher PL are built to counter certain 
  drawbacks. They don’t add measurably to the recipient’s 
  weight.
   
  If a player agrees to create a 1st-level hero with a 
  prosthetic limb or artificial organ that provides no inherent 
  benefit, the GM might (at his or her discretion) reward that 
  character with an extra action point per level.
   
  Described below are two replacement cybernetic 
  devices in addition to those found in Chapter Eleven of d20 
  Future. Both replacement descriptions include the following 
  information:
   
  Benefit: What the cybernetic replacement allows its 
  recipient to do.
   
  Type: Replacements can be external or internal. External 
  replacements are subject to sunder attacks; internal 
  replacements are not.
   
  Hardness/Hit Points: The hardness and hit points of 
  the replacement.
   
  Base Purchase DC: The purchase DC of the replacement 
  (or the components to build it) at its specified Progress 
  Level. Cybernetic attachments are cheaper to buy at higher 
  Progress Levels; for each raised step in Progress Level, reduce 
  the purchase DC by 2.
   
  Restriction: The level of license required to purchase 
  the replacement legally and an appropriate black market 
  purchase DC modifier.
  Hook (PL 4)
  A hook is a simple melee weapon attached in place of a 
  missing hand or forearm. The prosthetic begins at the elbow 
  or wrist.
   
  Benefit: A hook partially replaces the function of its 
  biological counterpart. It allows limited manipulation, and 
  any action that requires two hands is done at a –4 penalty. 
  A hook can be treated as a simple weapon in an external 
  weapon mount (see page 195 of d20 Future).
   
  Type: External.
   
  Location: One arm per arm replaced.
   
  Hardness/Hit Points: 4/3.
   
  Base Purchase DC: 12.
   
  Restriction: None.
  Peg Leg (PL 3)
  A peg leg is a simple crutch attached in place of a missing 
  foot or calf. The prosthetic begins anyplace at or below the 
  knee.
   
  Benefit: A peg leg partially replaces the function of its 
  biological counterpart. It allows only limited speed, reducing 
  the recipient’s base land speed by 5 feet (as opposed to the 
  more serious speed restriction imposed by having no leg). 
  The recipient takes a –2 penalty on any skill check involving 
  his legs (including Balance, Climb and Tumble), and can run 
  at only his base speed ×3.
   
  Type: External.
   
  Location: One leg per leg replaced.
   
  Hardness/Hit Points: 3/10.
   
  Base Purchase DC: 11.
   
  Restriction: None.
  ENHANCEMENTS
  ENHANCEMENTS
  Cybernetic enhancements are available starting at Progress 
  Level 6. Unlike standard replacements, they bestow new 
  abilities upon their recipients. Unless otherwise noted, 
  enhancements don’t add measurably to a recipient’s 
  weight.
   
  Each enhancement description includes the following 
  information:
   
  Benefit: What the cybernetic enhancement allows its 
  recipient to do.
   
  Type: Enhancements can be external or internal. External 
  enhancements are subject to sunder attacks; internal 
  enhancements are not.
   
  Location: This describes where the cybernetic device 
  is installed and how many slots it takes up at that location. 
  (See Standard Cybernetics Rules, page 7.)
   
  Hardness/Hit Points: The hardness and hit points 
  of the enhancement. Internal enhancements don’t have 
  hardness.
   
  Base Purchase DC: The purchase DC of the enhancement 
  (or the components to build it) at its specified Progress 
  Level. Cybernetic attachments are cheaper to buy at higher 
  Progress Levels; for each raised step in Progress Level, reduce 
  the purchase DC by 2.
   
  Restriction: The level of license required to purchase 
  the enhancement legally and an appropriate black market 
  purchase DC modifier.
  General 
  Enhancements
  The following general cybernetic enhancements complement 
  those found in Chapter Eleven of d20 Future. Enhancements 
  are given in order of PL from lowest to highest.
  Shepherd Chip (PL 5)
  A shepherd chip is a tiny microchip containing the bearer’s 
  identification information implanted beneath the skin of 
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  STANDARD CYBERNETICS
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  the wrist. Some computers can read a shepherd chip and 
  extract its information; all shepherd chips can be made 
  to receive information from other shepherd chips by way 
  of a handshake—once a mere method of greeting, the 
  handshake becomes a permanent way to introduce and 
  clearly identify yourself to another person. Of course, a 
  shepherd chip can be made to not broadcast information in 
  this way for privacy’s sake.
   
  Benefit: In addition to basic identification information, 
  many people have their banking and credit information 
  keyed to shepherd chips so they no longer have to use 
  physical money or credit cards. Businesses love this because 
  it allows them to prevent shoplifting; if a person carries 
  an item from the store, the item’s value is immediately 
  deducted from his bank account. Additionally, at PL 6 
  and higher, shepherd chips can be linked to computers 
  (particularly neural implants) so that more information 
  than just identification can be transferred between two 
  shepherd chips—a great boon to the espionage community 
  because it allows for discreet information transfers.
   
  Some governments use shepherd chips (occasionally 
  combined with nanobeacons; see page 65 of d20 Future) 
  to monitor the activities of their citizens. This oppressive, 
  watchful eye of the government is exactly the predicament 
  the opponents of the shepherd chip fear. Additionally, a 
  black market for forged or stolen shepherd chips emerges as 
  soon as the chips become widespread, making identity theft 
  and falsification ever-present crimes in some communities.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 12.
   
  Restriction: None.
  “I’m sorry, sir. According to your shepherd, you are 
  Mr. Mendoza, and you’re no longer welcome here. 
  Additionally, you’ve just been fined for violating the court 
  order to stay at least 100 yards from this establishment. In 
  another 30 seconds, you’ll be fined again. Thirty seconds 
  after that, it’ll automatically pay for the ambulance I’ll 
  order for you. You’ll need it.”
  —Moondog, Bouncer at the Seventh Heaven club
  Cosmetic Implants (PL 6)
  Cosmetic implants on this level go well beyond the plastic 
  surgery of PL 5 and early PL 6. This is full-blown body 
  appearance modification, allowing the recipient to look like 
  nearly any humanoid of approximately the same shape. It’s 
  possible to look like another species (such as an elf or an 
  orc), or a humanoid with animal traits (dog-men and cat- or 
  rabbit-women are particularly popular), change ethnicity, or 
  simply mold features to achieve greater beauty (or greater 
  ugliness, if preferred).
   
  Benefit: The exotic appearance of a recipient with 
  cosmetic implants makes the initial reaction of other 
  characters more severe. Those who find themselves liking 
  the recipient are moved to greater helpfulness by his 
  appearance. Those who initially dislike the recipient are 
  pushed into true hostility by his unusual or highly sculpted 
  looks. Any character who has an initial attitude of friendly 
  toward the recipient has that attitude improved to helpful, 
  and anyone with an initial attitude of unfriendly has it 
  worsened to hostile.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 21.
   
  Restriction: None.
  Identity Chip (PL 6)
  Identity chips, more advanced versions of shepherd chips, 
  provide identification without requiring visual recognition—
  a high-tech ID that functions even when the wearer is 
  unrecognizable.
   
  Benefit: An identity chip functions as both legal ID 
  and a credit card. The recipient can make Wealth checks 
  even when separated from his funds. It is extremely 
  difficult to make a false identify chip, requiring the Craft 
  Cybernetics feat as well as a DC 30 Computer Use check. 
  The forger then makes a Forgery check. Any Computer 
  Use or Forgery check made to attempt to identify a 
  faked identity chip as a forgery gains a +5 bonus and is an 
  opposed check against the original Forgery check used to 
  create the fake chip.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 5.
   
  Restriction: None.
  Artificial Muscle Fiber 
  (PL 7)
  The recipient’s muscles are replaced with artificial muscle 
  fiber that is much stronger and more resilient than flesh.
   
  Benefit: Artificial muscle fiber gives the recipient a +2, 
  +4, or +6 equipment bonus to Strength.
   
  Type: Internal.
   
  Location: One per limb, and one torso.
   
  Hardness/Hit Points: —/4 (per location).
   
  Base Purchase DC: 18 (for +2 Str), 26 (for +4 Str), or 34 
  (for +6 Str).
   
  Restriction: None.
  Artificial Twitch Fiber 
  (PL 7)
  Artificial twitch fibers enhance the recipient’s reaction time, 
  agility, and fine motor control with additional fast-twitch 
  and slow-motor control fibers and nerve boosters.
   
  Benefit: Artificial twitch fiber gives the recipient a +2, 
  +4, or +6 equipment bonus to Dexterity.
   
  Type: Internal.
   
  Location: One per limb, and one torso.
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  Hardness/Hit Points: —/4 (per location).
  Base Purchase DC: 18 (for +2 Dex), 26 (for +4 
  Dex), or 34 (for +6 Dex).
  Restriction: None.
  Cyberport (PL 7)
  A cyberport is an interface that can be used 
  to easily attach other cybernetic devices. For 
  example, a cyberport built into a character’s arm 
  is itself nothing more than a socket located at the 
  shoulder, but any number of cyberlimbs can be 
  jacked into the socket.
   
  Benefit: By itself a cyberport does nothing; 
  however, special cybernetic devices can be 
  jacked into a cyberport as a full-round action, 
  requiring no surgery or skill check. Cybernetic 
  devices designed to be jacked into a cyberport 
  cannot be installed through normal surgery, and 
  those designed for surgical implantation can’t 
  be connected through a cyberport. A cybernetic 
  device designed to be jacked into a cyberport has 
  its purchase DC increased by 1, and is raised to PL 
  7 if normally PL 6 or lower.
   
  A cyberport can take any cybernetic device 
  that uses one slot in the port’s location. For 
  example, a cyberport set in the recipient’s left 
  arm can have any cybernetic device that takes 
  one arm slot. If the cyberport is set in a limb, it replaces 
  the existing flesh limb, so a character without a cybernetic 
  device in that limb has no arm. Normal limb function is 
  part of any cybernetic device designed to be jacked into a 
  cyberport, so a character with a cyberport in his arm can 
  use his arm normally when any cybernetic device is jacked 
  into it.
  Type: Internal.
  Location: Any one.
  Hardness/Hit Points: —/2.
  Base Purchase DC: 16.
  Restriction: None.
  “So, you got yourself a knife and a hostage. I know what 
  you’re thinking, punk. You’re thinking last time we met, I 
  kicked your sorry street-trash butt with spurs, and that 
  doesn’t leave much room for a gun. So I can’t jump over 
  there and slice your arm off before you stick that poor 
  citizen. Well, that’s true. But I could’ve swapped those out 
  for a nice auto-pistol any time the past few days. Doesn’t 
  look much different from this range. So what you have to 
  ask yourself is, do you feel lucky?”
  —Detective Henry “Trashman” Renton, Cybercrimes unit.
  Dermal Motors (PL 7)
  Dermal motors are tiny servos hooked into the recipient’s 
  skin and nervous system. They can pull or push the skin, 
  causing it to take different shapes. The recipient can make 
  his skin tighter or looser, change the shape of his ears or 
  nose, change the skin’s texture, and even add or remove 
  moles, wrinkles, and blemishes. In addition to the dermal 
  motors, the system includes tiny reserves of pigment, 
  allowing the recipient to change skin color as well.
  Benefit: The recipient gains a +5 bonus on Disguise 
  checks and does not take a penalty for not having the 
  appropriate makeup and gear to attempt a disguise.
  Type: Internal.
  Location: None.
  Hardness/Hit Points: —/4.
  Base Purchase DC: 21.
  Restriction: Lic (+1).
  Flight System (PL 7)
  A solar-powered cybernetic flight system includes large jets 
  in the back that provide primary thrust and jets built into 
  the feet or calves for directional control.
  Benefit: A flight system allows the recipient to fly at a 
  speed of 60 with good maneuverability. It provdes up to 
  10 minutes of flight when fully charged. It takes 1 hour to 
  recharge.
  Type: External.
  Location: One torso, one in each leg.
  Hardness/Hit Points: 7/15.
  Base Purchase DC: 24.
  Restriction: Res (+2).
  Flight system enhancement
  G
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  Reflex Wires (PL 7)
  Reflex wires are artificial nerves that replace the majority of 
  the recipient’s nervous system. Reflex wires can carry more 
  information more quickly, allowing the recipient to act with 
  surprising quickness and efficiency.
  Benefit: Class one reflex wires grant the recipient a 
  +4 equipment bonus on his initiative checks. Class two 
  reflex wires grant the bonus of class one and also grant the 
  recipient an additional two attacks of opportunity each 
  round, just as if the recipient had taken the Combat Reflexes 
  feat and had a +2 Dexterity modifier. The attacks gained 
  from the reflex wire stack with attacks of opportunity 
  granted by the feat. Class three reflex wires grant all the 
  benefits of class two and also grant the recipient the 
  benefit of the Fast hero’s evasion ability.
  Type: Internal.
  Location: One head.
  Hardness/Hit Points: —/2.
  Base Purchase DC: 24 (class one), 28 (class two), 32 
  (class three).
  Restriction: Mil (+3).
  Antigrav System (PL 8)
  A cybernetic antigrav system includes a primary antigravity 
  generator of great energy efficiency that draws power 
  from the recipient’s own body, along with two directional 
  gravity thrusters also powered by the recipient’s biomass.
  Benefit: An antigrav system allows the recipient to fly at 
  a speed of 40 with perfect maneuverability.
  Type: Internal.
  Location: One torso, one in each leg.
  Hardness/Hit Points: —/5.
  Base Purchase DC: 25.
  Restriction: Res (+2).
  Limb Enhancements
  The following enhancements are specific to limbs and 
  are in addition to the enhancements found in Chapter 
  Eleven of d20 Future. Enhancements are given in order 
  of PL from lowest to highest.
  Climbing Claws (PL 6)
  The recipient has small, sharp spikes that can slide from 
  hands, wrists, elbows, knees and feet. This makes climbing 
  much easier and allows melee attacks when otherwise 
  unarmed.
   
  Benefit: A recipient with climbing claws gains a +5 
  equipment bonus on Climb checks and is always considered 
  to have climbing equipment. If the recipient beats the DC 
  of a Climb check by 5 or more, he is not considered flat-
  footed.
   Additionally, the climbing claws act as spurs, though they 
  deal damage as a creature two size categories smaller than 
  the recipient (see Spurs, below).
  Type: Internal (external in use).
  Location: One in each arm and leg.
  Hardness/Hit Points: 5/5.
  Base Purchase DC: 16.
  Restriction: None.
  External Tool Mount 
  (PL 6)
  The recipient’s prosthetic arm ends in a tool instead of a 
  hand.
  Benefit: The recipient has a tool or tool kit (or other 
  piece of equipment) of his size category or smaller attached 
  to a prosthetic arm. Attempts to disarm the recipient of 
  the attached tool automatically fail, though the tool can 
  still be attacked (like any other weapon) in an attempt to 
  destroy it.
  Type: External.
  Location: One arm.
  Hardness/Hit Points: 10/5 (mount only).
  Base Purchase DC: 14 (not including the cost of the 
  equipment).
  Restriction: None.
  Internal and external tool and weapon mounts
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  Flexible Joints (PL 6)
  The joints of the recipient are replaced with double-jointed 
  hinges that can actually change their rigidity, becoming 
  flexible in any direction.
   
  Benefit: Flexible joints grant a +10 circumstance bonus 
  on Escape Artist checks. Additionally, the recipient can 
  make an Escape Artist check to escape restraints (other than 
  a grapple) as a full-round action (as opposed to 1 minute). 
  The recipient can squeeze through a tight space in half the 
  time normally required.
   
  A character cannot have both flexible joints and locking 
  joints (see below).
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Jump Pistons (PL 6)
  The recipient’s legs have powerful pistons built into her 
  calves, allowing her to make sudden and amazing jumps 
  from a stationary position.
   
  Benefit: Jump pistons give the recipient a +10 equipment 
  bonus on Jump checks. The recipient takes no penalty on 
  Jump checks if unable to move at least 20 feet (the DC is not 
  doubled), and can jump a distance greater than her normal 
  speed.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Locking Joints (PL 6)
  The joints of both arms are designed to lock in place, 
  holding one position as long as the recipient wishes.
   
  Benefit: Locking joints can only be added to existing 
  cyberlimbs, and both arms must be cybernetic devices for 
  any benefit to be gained.
   
  The recipient can lock any joint in his body into a 
  set position. Once locked, the joint stays in the position 
  without effort on her part. This allows her to keep a grip 
  on an object, hang by one arm, or do anything else possible 
  with a locked joint without suffering the effects of fatigue. 
  For example, a character with locking joints that falls off the 
  side of a building and grabs a windowsill can hold it for as 
  long as she wishes.
   
  If the recipient makes a Strength check to grab, hold, or 
  restrain something, she can use the same check result as 
  long as she wishes, until it fails. Additionally, locking joints 
  improve the recipient’s chances in a grapple, granting her a +4 
  equipment bonus on grapple checks. (She cannot reuse her 
  grapple check result from round to round because a grapple 
  is much more active than simply holding something.)
   
  A character cannot have both locking joints and flexible 
  joints (see above).
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Spurs (PL 6)
  The recipient has a retractable set of blades (normally 2 or 
  3 blades) built into his forearm or foot. The weapon extends 
  from the prosthesis and is visible when in use.
   
  Benefit: A spur is a specific kind of internal weapon 
  mount available at an earlier PL and possessing some 
  advantages over generic weapon mounts. The spur deals an 
  amount of damage based on the recipient’s size (see below); 
  this damage can be added to an unarmed attack using that 
  limb made by the recipient. The blades of a spur are the 
  length of the recipient’s forearm or calf and are considered 
  to be a weapon of the same size category as the recipient.
  Attempts to disarm the recipient of a spur automatically 
  fail, and the spur itself cannot be attacked unless it is 
  extended. Extending or retracting the weapon is a free 
  action. Spotting a retracted spur requires a successful Spot 
  check opposed by the recipient’s Sleight of Hand check. 
  The recipient gains a +2 bonus on this check, but no further 
  modifier is given for the spur’s size.
  Recipient Size 
  Spur Damage
  Tiny 
  1d3
  Small 
  1d4
  Medium-size 
  1d6
  Large 
  1d8
  Huge 
  2d6
  Gargantuan 
  2d8
  Colossal 
  4d6
   
  Type: Internal (external in use).
   
  Location: One per limb installed into.
   
  Hardness/Hit Points: 10/5.
   
  Base Purchase DC: 20.
   
  Restriction: Mil (+3).
  Telescoping Limbs (PL 6)
  These cyberlimbs are capable of telescoping a considerable 
  distance while continuing to function. The joints of one or 
  more cyberlimbs are designed to lock in place, holding one 
  position as long as the recipient wishes.
   
  Benefit: Telescoping limbs applied to arms give the 
  recipient an additional 5 feet of reach when extended 
  (a total of 10 feet for Small or Medium-size characters), 
  but prevent him from threatening the squares surrounding 
  him (he can’t attack creatures or objects less than 10 feet 
  away).
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  STANDARD CYBERNETICS
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  Telescoping legs allow a recipient to extend his legs to 
  gain a +10 circumstance bonus to his base land speed, or 
  a +8 equipment bonus on Jump checks, as well as allowing 
  him to stand an additional 5 feet tall (increasing his reach 
  upward by 5 feet). However, having extremely long legs is 
  awkward, and while they are extended the recipient takes a 
  –2 penalty to Defense.
   
  Extending or retracting a limb is a free action that can be 
  taken once each round.
   
  Type: External.
   
  Location: One per limb.
   
  Hardness/Hit Points: 5/10.
   
  Base Purchase DC: 17.
   
  Restriction: None.
  Wheel Housing (PL 6)
  Built into the bottom of the recipient’s feet are concealed 
  housings into which four in-line wheels are stored. Popping 
  out easily, these nearly friction-free wheels allow the 
  recipient to move as easily as a skater on ice.
   
  Benefit: When the wheels are extended (a free action), 
  the recipient can slide along solid ground as if on smooth 
  ice. Built-in gyroscopes and flywheels allow the recipient to 
  retain equilibrium with ease, and integral brakes allow the 
  recipient to gracefully skate along the ground, turn, or stop 
  suddenly if desired. The recipient’s land speed increases by 
  15. (This adjustment is treated as an equipment bonus.) As 
  with any effect that increases speed, this power affects the 
  subject’s maximum jumping distance.
   
  The recipient can skate up or down any incline or decline 
  she could normally walk upon without mishap, though 
  skating up an incline reduces the subject’s speed to normal 
  and skating down a decline increases her speed by an 
  additional 15. (This adjustment is treated as a circumstance 
  bonus.)
   
  Type: Internal.
   
  Location: One in each leg.
   
  Hardness/Hit Points: 2/5.
   
  Base Purchase DC: 14.
   
  Restriction: None.
  Destrier System (PL 7)
  A destrier system is a quadrupedal, horse-shaped lower 
  body that replaces the recipient’s legs. In many cases, the 
  recipient uses a cyberport to allow him to switch between 
  normal replacement legs and a destrier system. The hefty 
  system weighs 400 pounds for a Medium-size recipient.
   
  Benefit: When using a destrier system, the recipient is 
  considered one size category larger, though his reach does 
  not increase. The system grants the recipient a speed of 50, 
  and because the recipient is now a quadruped, his weight 
  capacity is doubled (a total of ×3, since he is also a size 
  category larger).
   
  A destrier system has room for one torso and four leg 
  enhancements of its own.
   
  Type: External.
   
  Location: All leg slots.
   
  Hardness/Hit Points: 12/20.
   
  Base Purchase DC: 29.
   
  Restriction: None.
  Internal Tool Mount 
  (PL 7)
  The recipient has a subcutaneous piece of equipment or 
  equipment kit embedded in her body, usually in a prosthetic 
  forearm or hand. The tool extends from the prosthesis and 
  is visible when in use. Often, a tool kit is designed so that 
  each finger of a hand is a different tool.
   
  Benefit:  Attempts to disarm the recipient of the 
  attached equipment automatically fail, and the equipment 
  itself cannot be attacked unless it is extended. Extending or 
  retracting the equipment is a free action.
   
  Spotting a subcutaneous piece of equipment requires 
  a successful Spot check opposed by the recipient’s Sleight 
  of Hand check. The tool’s size applies a modifier to the 
  Sleight of Hand check (see Table 4–3: Concealing Weapons 
  and Objects, page 95 of the d20 MODERN Roleplaying 
  Game).
   
  Type: Internal.
   
  Location: Two arm.
   
  Hardness/Hit Points: 10/5 (mount only).
   
  Base Purchase DC: 17 (not including the equipment or 
  tool kit).
   
  Restriction: None.
  Mermaid System (PL 7)
  A mermaid system is a fishlike, legless tail for the lower 
  body that replaces the recipient’s legs. In many cases, the 
  recipient uses a cyberport to allow her to switch between 
  normal replacement legs and a mermaid system.
   
  Benefit: When using the mermaid system, the recipient 
  gains a swim speed of 30. Because she has a natural swim 
  speed, the recipient normally doesn’t have to make Swim 
  checks to move up to her speed. When the character is 
  forced to make a Swim check, she gains a +8 bonus, and she 
  can always take 10 on the check even if she is distracted or 
  endangered while swimming.
   
  A mermaid system does not allow the recipient to 
  breathe underwater or survive unusual extremes of cold or 
  pressure, though it is often combined with other cybernetic 
  devices that do.
   
  Type: External.
   
  Location: All leg slots.
   
  Hardness/Hit Points: 12/20.
   
  Base Purchase DC: 26.
   
  Restriction: None.
  Pickpocket (PL 7)
  A pickpocket is a tiny, prehensile metal tentacle with a fiber-
  optic camera that snakes forth from the recipient’s wrist. 
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  The pickpocket has a small claw at the end, which can move 
  through small spaces and snare or manipulate objects.
   
  Benefit:  A pickpocket grants a +10 equipment bonus 
  on Sleight of Hand checks made to take something from 
  another character (see Sleight of Hand, page 72 of the 
  d20 MODERN Roleplaying Game). It can also be used 
  to grab objects on the far side of a loose barrier (the 
  pickpocket can fit through a hole as small as 1/2 inch), 
  though it has a maximum of a 2-foot range and only a 1 
  Strength.
   
  A pickpocket can also be used to make Spot checks 
  without exposing the recipient (allowing him to make a Spot 
  check while maintaining full cover, though the implant itself 
  is consider to only have nine-tenths cover). The fiber-optic 
  camera is not designed for far viewing, however, and takes 
  a –2 penalty on Spot checks per 5 feet of distance between 
  the observer and the target.
   
  Type: Internal (external in use).
   
  Location: One arm.
   
  Hardness/Hit Points: 2/5.
   
  Base Purchase DC: 19.
   
  Restriction: None.
  Tactile Touch Wires (PL 7)
  These sensitive implants are dozens of long, prehensile 
  wires that can snake forth from the recipient’s hands and 
  forearms. Each wire has a tiny touch sensor, allowing the 
  recipient to feel with them and distinguish extremely fine 
  details on any surface.
   
  Benefit: A recipient with tactile touch wires can make 
  a Search check in a 10-foot-by-10-foot area, or on a volume 
  of goods 10 feet on a side, as a single action. Making 
  Search checks becomes an attack action for the recipient 
  (rather than the normal full-round action). Additionally, the 
  recipient gains a +5 bonus on Search checks.
   
  Type: Internal (external in use).
   
  Location: One in each arm.
   
  Hardness/Hit Points: 2/5.
   
  Base Purchase DC: 19.
   
  Restriction: None.
  Viper Fang (PL 7)
  This implant is attached to a melee weapon placed in an 
  internal or external weapon mount (see pages 195–196 
  of d20 Future) or a natural weapon (including spurs or a 
  natural claw attack), connecting it to an internal reservoir 
  of poisonous material.
   
  Benefit: One of the recipient’s built-in melee weapons 
  is connected to a reservoir. The reservoir holds up to four 
  doses of any injury-based poison. The recipient must coat the 
  weapon (as a free action) prior to making an attack roll. The 
  poison remains effective for only 1 round. There is no chance 
  of the recipient poisoning himself with his viper fang.
   
  Type: Internal.
   
  Location: One limb.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 29.
   
  Restriction: Mil (+3).
  Cognitive Probe (PL 8)
  The cyberware recipient must have spurs or a piercing 
  melee weapon in a cybernetic weapon mount  (see pages 
  195–196 of d20 Future) to buy a cognitive probe. The 
  cognitive probe can be inserted directly into the brain of 
  a target and read the electric impulses within, translating 
  them into readable thoughts, which are transferred to the 
  cyberware recipient.
   
  Benefit: Using a cognitive probe requires a full-
  round action that provokes attacks of opportunity. The 
  cyberware recipient must succeed on an attack using a 
  piercing melee weapon. The target must be restrained. (If 
  the target dies, the probing fails.) The target is allowed a 
  DC 13 Will save to negate the effects of the probe. Once a 
  target has saved against a probe, it is immune to its effects 
  for 24 hours.
   
  If the probing is successful, the target’s memories and 
  knowledge are accessible to the cyberware recipient, 
  from memories deep below the surface to those easily 
  called to mind. The cyberware recipient can learn the 
  answer to one question per round, to the best of the 
  target’s knowledge. Each round the target is allowed 
  another Will save, and if successful, the target is not 
  required to answer the question; however, making a save 
  does not end the power.
   
  The cyberware recipient poses the questions mentally 
  and the answers are imparted directly to his mind. He can 
  ask the subject a new question (or the same question) in 
  subsequent rounds for a number of rounds equal to 3 + his 
  Wisdom modifier. After this duration, the target has built 
  sufficient resistance to resist the probe for 24 hours. The 
  cyberware recipient and the target do not need to speak 
  the same language, though less intelligent creatures might 
  yield up only appropriate visual images in answer to the 
  cyberware recipient’s questions.
   
  Type: Internal.
   
  Location: One arm.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 29.
   
  Restriction: Mil (+3).
  Prosthetic Booster 
  (PL 8)
  This implant attaches to a prosthetic arm or leg, making it 
  stronger.
   
  Benefit: If attached to a prosthetic leg, a prosthetic 
  booster increases the recipient’s base speed by 10. In 
  addition, any unarmed attack made with an enhanced 
  prosthetic leg deals an extra 1d4 points of damage.
   
  If attached to a prosthetic arm, a prosthetic booster 
  grants a +4 bonus on Strength- and Dexterity-based ability 
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  checks and skill checks. In addition, any unarmed attack 
  made with the arm deals an extra 1d4 points of damage.
   
  A prosthetic booster does not count toward the total 
  number of cybernetic attachments the recipient can have 
  before gaining negative levels (see Standard Cybernetics 
  Ruless, page 7).
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 24.
   
  Restriction: None.
  Rocket Hands (PL 8)
  These cybernetic hands can launch from the recipient’s 
  arm and fly around a room at a short range, acting as the 
  cyberware recipient directs.
   
  Benefit: Rocket hands can be fired off to make an 
  unarmed or melee weapon attack at range, or can be 
  used to perform any action at range that can normally be 
  performed with one hand. The hands have a maximum 
  range of 60 feet and a range increment of 20 feet. Each 
  hand has a 10-minute fuel charge, which must be restored 
  by refueling (Wealth check 14 to refuel a hand).
   
  Type: External.
   
  Location: One arm per hand.
   
  Hardness/Hit Points: 5/10.
   
  Base Purchase DC: 23.
   
  Restriction: None.
  Head Enhancements
  The following enhancements are specific to the head and 
  are in addition to the enhancements found in Chapter 
  Eleven of d20 Future. Enhancements are given in order of PL 
  from lowest to highest.
  Ground-Penetrating Audio 
  (PL 6)
  The cyberware recipient’s ears are replaced with audio 
  implants that simulate the effects of a ground-penetrating 
  sonar array, allowing the cyberware recipient to more 
  easily listen to sounds on the far side of barriers. The 
  cyberware recipient’s ears must be totally replaced to gain 
  any benefit.
   
  Benefit: Ground-penetrating audio implants allow the 
  recipient to press his ear against a barrier and take a full-
  round action to gain a +15 bonus on Listen checks made 
  to hear noise on the far side. (A solid door provides a –15 
  penalty on Listen checks made through it.)
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per ear).
   
  Base Purchase DC: 15.
   
  Restriction: None.
  HUD Link (PL 6)
  The cyberware recipient’s eyes perform as a heads-up 
  display (HUD) and are connected to an internal radio that 
  receives visual and audio input and transmits her audio 
  output.
   
  Benefit: The cyberware recipient can cause 
  information from any device designed to work with her 
  HUD to overlay her field of vision, allowing her to read 
  the information without looking at the equipment. (Any 
  sensor can be attuned to her HUD link, increasing its 
  purchase DC by 2.)
   
  If the cyberware recipient also has a subcutaneous 
  cell phone and microcomputer, all three devices work 
  in concert. This allows her to communicate with other 
  communication devices, including radios held by allies. (See 
  microcomputer, page 198 of d20 Future, and subcutaneous 
  cell phone, page 197 of d20 Future, for other functions.) 
  This also allows information to be transmitted to the 
  cyberware recipient through broadcast from the VRNet 
  or HINet.
   
  An HUD link can be used to highlight the outline of a 
  creature or object on mental command, granting a +2 bonus 
  on Spot checks when pursuing a specific target.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/3.
   
  Base Purchase DC: 19.
   
  Restriction: None.
  Inertial Navigator (PL 6)
  A series of motion detectors and inertia-based distance 
  readers are installed into the cyberware recipient’s head, 
  wired directly to his inner ear.
   
  Benefit: You know how far you’ve traveled and in what 
  direction in relation to a fixed starting point. You can have 
  one “starting point” defined at a time, plus one per point of 
  Intelligence bonus.  Until you reset your starting point, you 
  are aware of your exact distance and route back to the fixed 
  starting point. You can also retrace your steps along this 
  path automatically, even through a maze, without resorting 
  to a using a map. If you are moved in some way without 
  traveling the space in-between (such as if subject to a 
  teleport or other hyperspace effect), you do not know how 
  far you’ve traveled or in what directions, and your mental 
  “map” has a large hole in it.
   
  Combined with an HUD and a way of downloading a 
  map (such as a microcomputer), a character knows his exact 
  location in relation to a starting point.
   
  Type: External.
   
  Location: One head.
   
  Hardness/Hit Points: 5/10.
   
  Base Purchase DC: 19.
   
  Restriction: None.
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  Light Amplification Optics 
  (PL 6)
  The cyberware recipient’s eyes are replaced with ocular 
  implants that amplify the available light to allow for better 
  vision in dim conditions. The recipient’s eyes must be totally 
  replaced to gain any benefit.
   
  Benefit: The recipient gains low-light vision.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per eye).
   
  Base Purchase DC: 20.
   
  Restriction: None.
  Microscopic Optics (PL 6)
  The recipient’s eyes are replaced with ocular implants 
  that simulate the effects of microscopes, enabling her to 
  perceive small objects more easily. The recipient’s eyes must 
  be totally replaced to gain any benefit.
   
  Benefit: Microscopic optics grant a +6 circumstance 
  bonus on Search checks as well as a +4 circumstance bonus 
  on Disable Device or Repair checks made in regard to small 
  or finely detailed objects.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per eye).
   
  Base Purchase DC: 15.
   
  Restriction: None.
  Nasal Filter (PL 6)
  A nasal filter is a microfilter built into both the nose and 
  throat, filtering out toxins and impurities in the air the 
  recipient breathes.
   
  Benefit: The cyberware recipient gains a +6 equipment 
  bonus on Fortitude saves made for gases or airborne 
  poisons and diseases. A nasal filter does not count against 
  the total number of cybernetic implants a character can 
  have implanted.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/14.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Parabolic Audio (PL 6)
  The cyberware recipient’s ears are replaced with audio implants 
  that simulate the effects of a shotgun or boom microphone, 
  enabling her to perceive distant sounds more easily. The 
  recipient’s ears must be totally replaced to gain any benefit.
   
  Benefit: Parabolic audio implants lessen the range 
  penalty for Listen checks to –1 for every 30 feet of distance 
  (instead of –1 for every 10 feet).
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per ear).
   
  Base Purchase DC: 15.
   
  Restriction: None.
  Poker Face (PL 6)
  A series of cut-offs built into the recipient’s facial muscles 
  allow him to adopt and maintain a completely blank 
  expression at will.
   
  Benefit: The recipient gains a +10 circumstance bonus 
  on Bluff checks.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Sensory Recorder (PL 6)
  A sensory recorder is a small memory chip in the brain 
  that connects directly to the optic nerve, cerebrum, and 
  thalamus, recording everything the cyberware recipient 
  experiences with his five senses.
   
  Benefit: A sensory recorder can be turned on and 
  off as a free action and automatically records everything 
  the cyberware recipient experiences unless specifically 
  deactivated. It has 24 hours of memory. The recipient can 
  choose to save or overwrite memories at will. A small 
  computer port allows the memories to be downloaded into 
  another computerized medium (including a sensory playback 
  computer or the HINet), allowing others to observe or even 
  experience the memories. The cyberware recipient can turn 
  on or off individual senses as he wishes.
   
  It’s very difficult to fake the feed from a sensory recorder. 
  It requires successful DC 30 Computer Use and Forgery 
  checks to make a change to an existing sensory recorder 
  memory, or to create one from whole cloth. Even when 
  successfully done, an investigator who makes Computer Use 
  and Investigate checks that beat the forger’s results realizes 
  the recording is altered.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 25.
   
  Restriction: Res (+2).
  Vehicle Control Jack (PL 6)
  A vehicle control jack is a computer port (with associated 
  connection wires) that jacks into a computer-controlled 
  vehicle for improved control and frees the driver’s hands for 
  other activities.
   
  Benefit: A vehicle control jack connects the mind of 
  a character directly to the vehicle, starship, or mecha the 
  character is currently piloting. The mind of the pilot directly 
  links to the vessel, melding her consciousness with it. The 
  pilot maneuvers the vessel with thoughts, cutting out the 
  delay of her body’s reflexes. This grants a +4 bonus on Pilot 
  or Drive checks while operating the vehicle she’s jacked in to. 
  This system only works with vehicles that have an appropriate 
  port for the control implant, as determined by the GM.
   
  An unfortunate drawback to this link between pilot and 
  machine is that if the vessel’s onboard computer system 
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  suffers trauma, such as when it takes damage, the pilot’s 
  mind often takes damage as well. Whenever a control-
  jacked vessel takes damage that affects the computer 
  systems, the jacked-in pilot must make a DC 13 Will save or 
  take 1d4 points of Wisdom damage.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 21.
   
  Restriction: None.
  Auditory Baffles (PL 7)
  The cyberware recipient’s eardrums are replaced with 
  artificial devices equipped with sound baffles that react 
  instantly to loud peals of noise.
   
  Benefit: Deafening effects produced by loud noises 
  have no harmful or debilitating effect on the cyberware 
  recipient. She gains a +4 bonus on her saves against any 
  other kind of effect produced by sounds or sonic energy 
  that allow a saving throw.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/1 (per ear).
   
  Base Purchase DC: 14.
   
  Restriction: None.
  Avatar Backup (PL 7)
  A computer interface is placed between the cyberware 
  recipient’s own memories and the program memory of his 
  onboard VRNet or HINet access computer, allowing him to 
  store additional program memory for his avatar.
   
  Benefit: The cyberware recipient has an extra 5 blocks 
  of program memory available for his avatar. (For more 
  information on avatars, see Chapter Three.)
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 20.
   
  Restriction: None.
  Biofunction Regulator 
  (PL 7)
  This brain implant regulates the autonomous functions of 
  the body, such as breathing, heart rate, gag reflex, fever, and 
  response to foreign materials.
   
  Benefit: The cyberware recipient is immune to the dazed 
  and nauseated conditions. Additionally, since the body 
  responds rationally to all drains on its internal resources, 
  she gains a +2 bonus on Fortitude saves against poison and 
  disease, and the benefit of the Endurance feat.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 29.
   
  Restriction: Res (+2).
  Bug Eyes (PL 7)
  These implants are large, obvious additional eyes and 
  cameras that allow the cyberware recipient to look in all 
  directions at once. They qualify as two additional eyes and 
  any other visual enhancements must be bought for these 
  additional eyes as well.
   
  Benefit: The cyberware recipient has a 360-degree 
  sphere of vision, allowing him a perfect view of creatures 
  that might otherwise flank him. Thus, flanking opponents 
  gain no bonus on their attack rolls, and characters with 
  sneak attack dice are denied their sneak attack ability 
  because the cyberware recipient does not lose his Dexterity 
  bonus; however, they can still sneak attack him if he is 
  caught flat-footed. The cyberware recipient’s Spot and 
  Search checks gain a +4 equipment bonus. Concurrently, he 
  takes a –4 penalty on saves against all gaze attacks.
   
  Type: External.
   
  Location: One head.
   
  Hardness/Hit Points: 5/5.
   
  Base Purchase DC: 22.
   
  Restriction: None.
  Chemical Air Analyzer 
  (PL 7)
  This implant includes tiny air samplers built into the nasal 
  membranes and an analyzing computer that identifies 
  chemicals and scents found within each breath’s sample.
   
  Benefit: The cyberware recipient gains the scent ability. 
  See page 228 of the d20 MODERN Roleplaying Game for 
  more information on scent.
   
  Additionally, she can make a DC 15 Wisdom check to 
  identify common chemicals and organic compounds. A 
  DC 20 Wisdom check allows the cyberware recipient to 
  distinguish the exact chemical makeup of anything she 
  smells, though the information might be too technical to be 
  of much use without the appropriate Knowledge skill.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 23.
   
  Restriction: None.
  Daredevil (PL 7)
  This brain implant clamps down on the center of the brain 
  that causes fear, preventing the cyberware recipient from 
  experiencing the emotion.
   
  Benefit: The cyberware recipient is immune to the 
  cowering, panicked, and shaken conditions. As a side effect, 
  he feels other emotions less intensely as well and gains only 
  half the benefit of any morale bonus.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 31.
   
  Restriction: Res (+2).
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  Extra Memory (PL 7)
  Computerized memory chips are grafted into the 
  wetware biological memory of the recipient. 
  This allows memories to be more easily 
  accessed and gives the recipient 
  greater willpower by easing 
  the strain on the remaining 
  brain matter.
  Benefit: On a failed 
  Knowledge check, the 
  cyberware recipient can 
  use this implant to gain 
  a new check with a +4 
  competence bonus. If 
  that check succeeds, he 
  instantly recalls informa-
  tion he had forgotten, but 
  had successfully stored in 
  backup cybernetic memory. 
  Additionally, Autohypnosis 
  becomes a class skill for 
  the recipient.
  Type: Internal.
  Location: One head.
  Hardness/Hit Points:
  —/2.
  Base Purchase DC: 29.
  Restriction: None.
  Kata Cal-
  culator, 
  Defensive 
  (PL 7)
  A defensive kata calculator 
  is a small chip that store 
  millions of battle sequences 
  and constantly compares 
  them to the situation the 
  cyberware recipient is cur-
  rently facing, giving advance 
  warning and taking minute 
  actions to help defend him 
  from common and prob-
  able attacks.
   
  Benefit: The recipient 
  gains a +1 insight bonus 
  to Defense and on Reflex 
  saving throws. If caught in a 
  situation when his Dexter-
  ity bonus isn’t applied to 
  his Defense, this bonus to 
  Defense and saving throws does 
  not apply.
   
  Additionally, he gains a +4 bonus on Listen and Spot 
  checks made to act in a surprise round.
  Type: Internal.
  Location: One head.
  Hardness/Hit Points: —/4.
  Base Purchase DC: 23.
  Restriction: None.
  Offensive kata calculator
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  Kata Calculator, 
  Offensive (PL 7)
  An offensive kata calculator is a small chip that stores 
  millions of battle sequences and constantly compares them 
  to the situation the cyberware recipient is currently facing, 
  giving advance warning and taking minute actions to help 
  her place accurate and effective blows against foes.
   
  Benefit: The recipient gains a +1 insight bonus on attack 
  rolls, as well as weapon damage rolls made against targets 
  within 30 feet.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 23.
   
  Restriction: Mil (+3).
  Power Saver Chip (PL 7)
  A power saver chip is a simple computer device hooked to 
  the involuntary respiratory sections of the brain, allowing 
  manual override and near-shutdown of the recipient’s 
  breathing and life functions.
   
  Benefit: As an attack action, the recipient can enter a 
  trance so deep he is almost in suspended animation. Even 
  sensors, abilities, and powers that detect life or thought are 
  incapable of determining that he is alive. While suspended, 
  he is aware of his surroundings. He feels the passage of 1 
  hour for every day that actually passes. Though on a slower 
  schedule, he needs normal amounts of air, food, and water 
  for every “day” (24 days) and begins to suffer the effects of 
  thirst and starvation as appropriate.
   
  If the cyberware recipient takes any damage, he comes 
  out of the trance 4 rounds later. The cyberware recipient 
  may voluntarily emerge from the trance as a full-round 
  action. Otherwise, the trance can also be ended by a 
  successful DC 20 Treat Injury check. 
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 16.
   
  Restriction: None.
  Scanning Optics (PL 7)
  The cyberware recipient’s eyes are replaced with ocular 
  implants that simulate the effect of microscopes, enabling 
  him to perceive small objects more easily. The recipient’s 
  eyes must be totally replaced to gain any benefit.
   
  Benefit: Scanning optics pore over every detail of an 
  object or structure and analyze it for weaknesses. The 
  results are displayed as a targeting signal to the cyberware 
  recipient. If the recipient takes a full-round action to make 
  a single attack at an object or structure, he can ignore up to 
  5 points of hardness, though this can never reduce hardness 
  to less than 1.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per eye).
   
  Base Purchase DC: 19.
   
  Restriction: Res +2.
  Soundbox (PL 7)
  The cyberware recipient’s vocal cords are replaced with a 
  speaker and extensive computerized sound library.
   
  Benefit: The cyberware recipient can create a volume 
  of sound that can be as quiet as a whisper or as loud as 
  sixteen humans. She can choose the type of sound the 
  implant creates and can change its basic character as a free 
  action once each round. Talking, singing, shouting, walking, 
  marching, or running sounds can be created. The noise 
  produced can be virtually any type of sound within the 
  volume limit. A horde of rats running and squeaking is about 
  the same volume as eight humans running and shouting, and 
  a roaring lion is equal to the noise from sixteen humans. If 
  the recipient attempts to exactly duplicate the voice of a 
  specific individual or an inherently terrifying sound (such 
  as a gunshot), she must succeed on a Bluff check with a +2 
  circumstance bonus opposed by the listener’s Sense Motive 
  check, to avoid arousing suspicion. Regardless of what noise 
  is made, it issues forth from the cyberware recipient’s 
  location.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 22.
   
  Restriction: None.
  Tailgunner (PL 7)
  A tailgunner is a microcomputer wired to the cyberware 
  recipient’s nervous system and the motive centers of his 
  brain. It is capable of taking over a section of the recipient’s 
  body and acting semiautonomously under the guidance of 
  his subconscious mind, allowing him to do two things at 
  once.
   
  Benefit: The recipient’s mind is split into two 
  independent parts. Each part functions in complete 
  autonomy, like two characters in one body. The cyberware 
  recipient’s new “second mind” does not control the 
  majority of the character’s body, but it can use a single 
  limb assigned to it to perform one purely physical attack 
  or move action in a round if the action requires no more 
  than a single limb action alone to complete. Because a 
  tailgunner does not control such things as where the 
  character looks or moves, any action it takes incurs a –4 
  penalty. Assigning or unassigning a tailgunner to a limb is a 
  move action that can be taken once a round. The recipient 
  cannot use a limb for normal actions while it is assigned to 
  a tailgunner.
   
  Although a tailgunner can take an action in the same 
  round the recipient takes normal actions, it cannot act in 
  every round. The subconscious section of the recipient’s 
  brain used to make decisions for the tailgunner computer 
  needs time to assess the situation after every action it 
  takes. Thus, a tailgunner cannot act more often than once 
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  every other round. No effect that increases the recipient’s 
  speed or number of actions increases the speed with which 
  a tailgunner acts.
   
  A tailgunner cannot be used to communicate in any way 
  (it can’t type or write messages, for example), since it’s not 
  capable of complex thoughts. Nor can it act if the recipient’s 
  full brain is incapable of action (if he’s stunned, unconscious 
  or dead). It can act in concert with the recipient, carefully 
  choosing targets to attack, for example, or readying a piece 
  of equipment for the recipient to use in the next round. If 
  the recipient is subject to a compulsion or charm effect 
  while a tailgunner is assigned to a limb, the tailgunner does 
  its best to follow the compulsion as well.
   
  It is possible to have more than one tailgunner installed, 
  but doing so only increases the number of limbs the 
  tailgunner system can use (one limb per tailgunner). All 
  tailgunners in a single recipient must act in concert, taking 
  the same action, though with two limbs the range of 
  possible actions increases. A tailgunner can be assigned to a 
  robotic arm if the recipient has one.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 27.
   
  Restriction: Res (+2).
  Targeting Optics (PL 7)
  The cyberware recipient’s eyes are replaced with ocular 
  implants that use a projected targeting crosshair to improve 
  the recipient’s aim. The cyberware recipient’s eyes must be 
  totally replaced to gain any benefit.
   
  Benefit: Targeting optics grant a +1 bonus on attack rolls 
  made with ranged weapons.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per eye).
   
  Base Purchase DC: 17.
   
  Restriction: Mil (+3).
  X-Ray Optics (PL 7)
  The cyberware recipient’s eyes are replaced with ocular 
  implants that can both emit and receive X-rays and convert 
  them into images. The cyberware recipient’s eyes must be 
  totally replaced to gain any benefit.
   
  Benefit: The cyberware recipient gains the ability to 
  see through 1 foot of brick or stone, 1 inch of metal or 
  composite alloy, and up to 3 feet of wood, plaster, or 
  dirt. Thicker substances or a thin sheet of lead block the 
  recipient’s vision. X-ray vision has a maximum range of 20 
  feet and allows the recipient to see as if she were looking at 
  something in normal light, even if there is no illumination.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2 (per eye).
   
  Base Purchase DC: 30.
   
  Restriction: Lic (+1).
  Avatar Boost (PL 8)
  An avatar boost is a small chip that connects the recipient’s 
  hindbrain with his onboard VRNet or HINet access computer, 
  allowing him to use his brain’s calculating power to increase 
  his avatar’s efficiency.
   
  Benefit: The cyberware recipient’s avatar gains a +1 
  equipment bonus on attack rolls and damage rolls. (For 
  more information on avatars, see Chapter Three).
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 20.
   
  Restriction: None.
  Kata Computer, Defensive 
  (PL 8)
  A defensive kata computer is a small chip that store millions 
  of battle sequences and constantly compares them to the 
  situation the recipient is facing, giving advance warning and 
  taking minute actions to help defend her from common and 
  probable attacks.
   
  Benefit: The cyberware recipient gains a +2 insight 
  bonus to Defense and on Reflex saving throws. If caught in 
  a situation where her Dexterity bonus isn’t applied to her 
  Defense, this bonus to Defense and saving throws does not 
  apply.
   
  Additionally, she gains a +6 bonus on Listen and Spot 
  checks made to act in a surprise round.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 28.
   
  Restriction: Res (+2).
  Kata Computer, Offensive 
  (PL 8)
  An offensive kata computer is a small chip that store millions 
  of battle sequences and constantly compares them to the 
  situation the recipient is facing, giving advance warning and 
  taking minute actions to help the recipient place accurate 
  and effective blows against foes.
   
  Benefit: The cyberware recipient gains a +2 insight 
  bonus on attack rolls, as well as weapon damage rolls made 
  against targets within 30 feet.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 28.
   
  Restriction: Mil (+3).
  Micro-Aural 
  Communicator (PL 6)
  A micro-aural communicator (microcom) consists of three 
  components that allow the recipient to communicate 
  covertly. A tiny earpiece transmits incoming communications 
  directly into the ear, at a volume far too low for others to 
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  hear. A small node placed on the inside of the throat allows 
  the user to broadcast while speaking no louder than a 
  whisper. A wristband functions as the input/output port for 
  hooking other devices into a microcom.
   
  Benefit: Using a microcom does not provoke a normal 
  Listen check and cannot be heard by any normal means.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Neural Computer Link 
  (PL 8)
  The most advanced form of computer interface in the Energy 
  Age, a neural computer link connects the brain and a computer 
  system. It eliminates the need for a physical interface. Instead, 
  the user simply “thinks” commands to the computer. Output 
  from the computer is sent straight to the user’s brain, tapping 
  into the optic centers to project images and displays directly 
  into the user’s mind, eliminating the need for any sort of 
  display device. In all other ways a neural computer link allows 
  the user to access the computer as if used conventionally. A 
  neural computer link connects to a computer system through 
  a network jack built into the base of the skull.
   
  Benefit: Using a neural computer link allows information 
  to be downloaded directly into the brain. The character’s 
  own mind becomes a hard drive full of basic information, 
  granting the character direct knowledge of a particular 
  subject almost instantaneously. Though this benefit does 
  not allow the character to gain skill ranks, it does reduce 
  the time required for Computer Use and Research checks to 
  free actions. This applies only when the user is connected 
  to a specific computer being used for the Computer Use or 
  Research check.
   
  A neural computer link can be connected, by means of 
  the body’s central nervous system, directly into the user’s 
  shepherd chip (see page 19). Whenever data is transferred 
  through the shepherd chip, such as a person’s identity, 
  that knowledge is immediately loaded into the character’s 
  brain. Essentially, this means that any two characters with 
  shepherd chips and neural computer links can instantly 
  know one another simply by shaking hands.
   
  Neural computer links can also be connected to nanites 
  in a character’s bloodstream. As in the case of piloting- and 
  driving-assisting nanites, these nanites interface directly with 
  the neural link and allow the character to give commands 
  simply by thinking them, eliminating the need for a nanite 
  translator (see Nanites, page 63).
   
  A neural computer link can also be used to access a 
  VRNet or HINet.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 25.
   
  Restriction: None.
  Neural Network Jack, 
  Wireless (PL 8)
  A natural extension of neural computing technology, a 
  wireless neural network jack plugs into a neural computer 
  link and allows for remote access to computer networks. 
  Additionally, a wireless neural network jack with the 
  satellite datalink gadget (see page 62 of d20 Future) can 
  connect to any global or galaxy-spanning computer network 
  instantaneously. If a neural computer link is the basic means 
  of connecting the human mind to a computer, a wireless 
  neural network jack is the means of connecting the human 
  mind to massive computer networks.
   
  Benefit: A wireless neural network jack allows a 
  character to access the VRNet or HINet with no penalties 
  or Computer Use limitations. A wireless neural network jack 
  is useless unless the user also has a neural computer link.
   
  Type: Internal.
   
  Location: None.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 12.
   
  Restriction: None.
  Neuron Boosters (PL 8)
  Neuron boosters are tiny electrical generators specifically 
  attuned to the neurons of the recipient’s brain, helping 
  the neurons work more quickly and powerfully, and 
  increasing the recipient’s ability to take in information, draw 
  conclusions, and store and recall data.
   
  Benefit: Neuron boosters give the cyberware recipient a 
  +2, +4, or +6 equipment bonus to Intelligence.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 19 (for +2 Int), 25 (for +4 Int), or 33 
  (for +6 Int).
   
  Restriction: None.
  Personality Mapping 
  (PL 8)
  Personality mapping is a computerized implant that 
  suppresses personality traits in the recipient that are 
  normally considered unpleasant (dullness, self-centeredness, 
  lack of compassion) and enhances the traits that make 
  people more likable. Implanted chips negate antisocial 
  attitudes within the brain. The result is a more outgoing, 
  personable, likable recipient. Of course, it also tends to 
  create someone who smiles and speaks in an even tone even 
  when very angry or when committing an act of violence.
   
  Benefit: Personality mapping gives the recipient a +2, +4, 
  or +6 equipment bonus to Charisma.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 30 (for +2 Cha), 34 (for +4 Cha), or 38 
  (for +6 Cha).
   
  Restriction: Mil (+3).
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  Proverb Chip (PL 8)
  A proverb chip is an extremely advanced microcomputer 
  programmed with the common sense of an entire lifetime 
  of experiences. The chip does not contain memories, just 
  intuitive truths of the sort normally gained through life 
  experience. The information is instinctively available to the 
  cyberware recipient, allowing her to make better decisions, 
  analyze her available information more intuitively, and draw 
  upon her faith in her ability to overcome mental doubt, 
  instability, or fear.
   
  Benefit: A proverb chip gives the cyberware recipient a 
  +2, +4, or +6 equipment bonus to Wisdom.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 20 (for +2 Wis), 28 (for +4 Wis), or 36 
  (for +6 Wis).
   
  Restriction: None.
  Synapse Remapper (PL 8)
  A synapse remapper is a set of wires networked into the 
  recipient’s brain that replaces existing information with a 
  preloaded set of facts and knowledges. A synapse remapper 
  grows along the nervous system of the recipient, making 
  changes throughout the body and even altering ingrained 
  skills.
   
  Benefit: When this cybernetic device is implanted, 
  the cyberware recipient can choose to spend his most 
  recently gained skill points differently (picking new skills 
  and abandoning old ones) and to choose a different feat 
  from the one he selected when advancing from his previous 
  level to his current level. If he is simply moving skills points 
  around among skills he already possesses, the recipient can 
  make these decisions in the 24 hours after surgery, but any 
  new skill the recipient wishes to take must be programmed 
  into the remapper before it is implanted.
   
  The recipient can undo decisions of these sorts that 
  were made at lower levels if the synapse remapper is set to 
  do so before it is installed. The recipient must abide by the 
  standard rules for selecting skills and feats—he cannot take 
  feats for which he doesn’t qualify or take cross-class skills as 
  class skills.
   
  Using this implant causes some loss in mental clarity, 
  and thus costs the recipient 50 XP to reformat choices 
  made when he reached his current level. For each additional 
  previous level into which the revision reaches, using the 
  implant costs an additional 50 XP. All XP costs and skill 
  and feat decisions must be made within 24 hours of the 
  surgery to implant the remapper; once made, the decisions 
  cannot be changed again (without a new synapse remapper, 
  requiring additional surgery and a new XP cost).
   
  Once new choices have been made, destroying the 
  synaptic remapper has no effect.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 25 (+1 per skill added).
   
  Restriction: None.
  Torso Enhancements
  The following enhancements are specific to the torso and 
  are in addition to the enhancements found in Chapter 
  Eleven of d20 Future. Enhancements are given in order of PL 
  from lowest to highest.
  Nutrient Tank (PL 6)
  A nutrient tank contains a reserve of protein and vitamins in 
  an internal reservoir.
   
  Benefit: The recipient can go without food and water 
  for three days, subsisting entirely on the contents of the 
  tank, at which point the reservoir is empty. Afterward. it 
  takes three days of eating and drinking at a normal rate to 
  refill the reservoir.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/5.
   
  Base Purchase DC: 21.
   
  Restriction: None.
  Antistun Implant (PL 7)
  This implant, embedded near the spine, shields the 
  recipient’s nervous system against stunning attacks.
   
  Benefit: The recipient cannot be stunned.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 24.
   
  Restriction: Mil (+3).
  Bio-Surger (PL 7)
  A bio-surger is a timing computer tied to all the functions of 
  the body. It can, for a very brief period, increase the speed 
  of all the body’s functions, including muscle speed and 
  reaction time. The strain placed on the surger prevents it 
  from working continuously.
   
  Benefit: The recipient can activate a bio-surger as a free 
  action, gaining an additional move action in the current 
  round. The recipient cannot activate this implant when 
  it isn’t his turn. A bio-surger can be used twice every 24 
  hours.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 25.
   
  Restriction: Mil (+3).
  Body Repair Weave (PL 7)
  A delicate weave of subdermal biowires stimulates and 
  repairs the body’s damaged tissue.
   
  Benefit: The recipient heals naturally at twice the 
  normal rate (see the d20 MODERN Roleplaying Game, 
  page 142).
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  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 21.
   
  Restriction: Lic (+1).
  Camouflaged Skin (PL 7)
  The cyberware recipient’s skin has tiny sensors able to 
  observe nearby surfaces and tiny projectors able to change 
  its texture and appearance to match its observations.
   
  Benefit: As a free action, the recipient’s skin takes on 
  the color and texture of nearby objects, including floors 
  and walls. The recipient receives a +10 equipment bonus 
  on Hide checks if wearing nothing to block his skin’s 
  appearance and a +5 equipment bonus if wearing scant 
  to normal levels of clothing and equipment. If his body is 
  fully covered, the recipient’s skin gives him no bonus. This 
  implant can be combined with luminous skin (see page 198 
  of d20 Future) for a total purchase DC of 20 and taking 
  only one implant slot.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 19.
   
  Restriction: Lic (+1).
  Enviro-Skin (PL 7)
  Each of the five different forms of enviro-skin is designed 
  to be resilient against one damaging energy type. The 
  skin is made of materials that resist the effects of acid, 
  cold, electricity, fire or sonic damage. Each skin type 
  also includes the necessary filters for breathing and eye 
  coverings to keep the recipient protected against the 
  energy type selected.
   
  Benefit: The recipient gains resistance 10 against any 
  one energy type (acid, cold, electricity, fire, or sonic). The 
  resistance provided by this implant does not stack with 
  other forms of energy resistance. If the skin is resistant 
  to fire or cold, the recipient also gains a +4 bonus on 
  Survival checks made to avoid damage from hot or cold 
  environments (as appropriate). A recipient with enviro-skin 
  resistant to sonic attacks cannot also have sonar skin (see 
  page 35) and takes a –4 penalty on Listen checks.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/5.
   
  Base Purchase DC: 26.
   
  Restriction: None.
  Internal Gyro (PL 7)
  A series of gyrostabilizers is installed in the torso and linked 
  directly to the inner ear and the recipient’s reflex nerves.
   
  Benefit:  The recipient recovers instantly from a fall and 
  can absorb some damage from falling. She lands on her feet 
  no matter how far she falls, and she takes damage as if the 
  fall were 10 feet shorter than it actually was. This benefit 
  affects her and anything she carries or holds (up to her 
  maximum load).
   
  If the character has 5 or more ranks of Tumble, she also 
  gains a +2 equipment bonus on Tumble checks.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 21.
   
  Restriction: None.
  Organ Remapping (PL 7)
  Organ remapping is an extensive set of minor cybernetic 
  devices that relocate a recipient’s internal organs and add 
  safety valves, cutoffs, back-ups, and alternatives to many of 
  the more critical and fragile organic systems.
   
  Benefit: The recipient’s massive damage threshold is 
  increased by 5, and he gains a +4 bonus on Fortitude saves 
  against massive damage.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/12.
   
  Base Purchase DC: 26.
   
  Restriction: Lic (+1).
  Oxygenator (PL 7)
  This implant is a reservoir of compressed oxygen that is 
  released directly into the bloodstream when oxygen levels 
  are too low.
   
  Benefit: The recipient can do without air for 10 minutes 
  before having to hold her breath. Once the 10-minute 
  reservoir is exhausted, the implant cannot be used again for 
  24 hours. It recharges by culling oxygen from the cyberware 
  recipient’s lungs and skin pores.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/7.
   
  Base Purchase DC: 14.
   
  Restriction: None.
  Redundant Organs (PL 7)
  Redundant organs are backups for the body’s cardiovascular, 
  adrenal, and digestive systems. These backups allow the 
  recipient to take considerably more punishment than an 
  unaugmented human.
   
  Benefit: Redundant organs give the cyberware recipient 
  a +2, +4, or +6 equipment bonus to Constitution.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/14.
   
  Base Purchase DC: 18 (for +2 Con), 24 (for +4 Con), or 32 
  (for +6 Con).
   
  Restriction: Res (+2).
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  Robotic Arms (PL 7)
  Robotic arms are different from replacement limbs, because 
  they are additional arms connected to the shoulders and 
  spine of the recipient. This generally gives the recipient 
  four limbs she can use at once, though often with some 
  reduction in skill.
   
  Benefit: Having two additional limbs gives the 
  recipient the option to carry and hold more items, which 
  is the primary benefit. The recipient gains a +4 bonus on 
  grapple checks. The robotic arms are treated as off hands 
  in all respects. Each limb has room for one cybernetic 
  enhancement of its own.
   
  If the recipient wishes, she can use the robotic limbs to 
  attack. If making a single attack, the recipient takes a –2 
  penalty on attack rolls. If taking a full attack action, the 
  recipient can make two additional attacks (one with each 
  robotic arm). The attacks with robotic arms are made at the 
  recipient’s full attack bonus with a –8 penalty, and all other 
  attacks are at a –4 penalty.
   
  Type: External.
   
  Location: Two torso.
   
  Hardness/Hit Points: 5/16.
   
  Base Purchase DC: 27.
   
  Restriction: None.
  Shock Net (PL 7)
  A shock net is a web of tiny, conductive wires encasing the 
  recipient’s exterior. At will, the recipient can cause the web 
  to carry a strong electric shock to dissuade those attacking 
  him or to aid in damaging a foe.
   
  Benefit: When active, a shock net deals 1d6 points 
  of electricity damage to the first creature or object that 
  contacts the recipient hard enough to damage him (such as 
  a successful melee attack or grapple), or that the recipient 
  attacks with an unarmed attack or grapple attempt. 
  Activating or deactivating a shock net is a free action that 
  can be taken once a round. The net only deals damage once 
  each round to the first legitimate target—it takes a full 
  round for it to build up another charge.
   
  Type: External.
   
  Location: One torso.
   
  Hardness/Hit Points: —/4.
   
  Base Purchase DC: 23.
   
  Restriction: Res (+2).
  Skeletal Seismograph 
  (PL 7)
  This implant places extremely sensitive seismographs within 
  the recipient’s skeleton, allowing her to detect vibration 
  when in contact with a surface on which something is 
  moving.
   
  Benefit: The recipient gains tremorsense with a range of 
  60 feet.
   
  A cyberware recipient with tremorsense automatically 
  senses the location of anything that is in contact with the 
  ground and within range. If no straight path exists through 
  the ground from her to the target she is sensing, the range 
  defines the maximum distance of the shortest indirect path. 
  She must be in contact with the ground, and the target 
  must be moving. As long as the target is taking physical 
  actions, including casting spells with somatic components, 
  the target is considered to be moving.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: —/6.
   
  Base Purchase DC: 25.
   
  Restriction: Res. (+2).
  Sonar Skin (PL 7)
  Sonar skin generates a subtle field of sound waves well 
  below the normal hearing range of any creature, and 
  receives the echoes of those waves on microscopic sensors 
  covering the recipient’s skin. This sonar system allows the 
  recipient to “feel” his surroundings even in total darkness 
  or when his sight would otherwise be obscured by his 
  physical environment.
   
  Benefit: The sonar field emanates from the recipient 
  out to 60 feet, granting the effect of a 360-degree field of 
  vision. The recipient ignores blindness, invisibility, darkness, 
  and concealment, though he must have line of effect to a 
  creature or an object to discern it (a creature on the far side 
  of a pane of glass is beyond the sonar’s range). The recipient 
  does not need to make Spot or Listen checks to notice 
  creatures; he can detect and pinpoint all creatures in line of 
  effect within 60 feet automatically.
   
  Type: External.
   
  Location: One torso.
   
  Hardness/Hit Points: 2/6.
   
  Base Purchase DC: 23.
   
  Restriction: Res. (+2).
  Total Organ Replacement 
  (PL 7)
  This cybernetic implant replaces the recipient’s skin and all 
  internal organs other than the brain and nervous system 
  with artificial (and extremely durable) replacements. The 
  recipient’s cardiovascular system, musculature, and digestive 
  system are all replaced.
   
  Benefit: The recipient no longer heals damage naturally 
  and must receive a Repair check to be healed (a DC 20 
  Repair check takes 10 minutes and restores 1d8 points of 
  damage).
   
  The recipient gains damage reduction 5/— and a +5 
  bonus to natural armor (this does not stack with any natural 
  armor bonus she might already have). She is immune to 
  ability damage, blindness, deafness, disease, drowning, 
  poison, stunning, medicines, chemical boosters, and all 
  powers, spells, or attacks that affect her physiology or 
  respiration, because she has no physiology or respiration to 
  affect. The recipient’s weight is doubled.
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  STANDARD CYBERNETICS
  STANDARD CYBERNETICS
   
  The recipient takes only half damage from cold and fire. 
  She gains a +4 equipment bonus to Strength, but takes a 
  –2 penalty to Dexterity (to a minimum Dexterity score of 
  1), and her speed is reduced to half normal. The recipient 
  can speak but cannot drink (and thus can’t use potions or 
  drugs). The recipient has an armor check penalty of –4 and 
  an arcane spell failure chance of 25%.
   
  The recipient’s unarmed attacks deal damage equal to a 
  club of his size (1d4 for Small characters, 1d6 for Medium-
  size characters), and she is considered armed when making 
  unarmed attacks. When the recipient makes a full attack 
  against an object or structure using her unarmed strike, she 
  deals double damage.
  Type: External.
  Location: Two torso, one for each limb.
  Hardness/Hit Points: 10/30.
  Base Purchase DC: 39.
  Restriction: Mil (+3).
  Trauma Router (PL 7)
  The recipient’s internal organs and life-giving systems are 
  controlled through a microcomputer that shunts blood 
  away from wounds, toughens muscles to resist blows, and 
  controls chemical flows to prevent shock.
   
  Benefit: Trauma router reduces the impact of injuries, 
  granting the recipient damage reduction 3/—, though any 
  effect that damages him does a minimum of 1 point of 
  damage. If combined with a fortified skeleton (see page 197 
  of d20 Future), the two systems together provide damage 
  reduction of 5/—.
  Type: Internal.
  Location: One torso.
  Hardness/Hit Points: —/10.
  Base Purchase DC: 22.
  Restriction: None.
  LIMITING 
  LIMITING 
   CYBERNETICS
   CYBERNETICS
  Not every cybernetic implant is designed to be helpful to 
  the recipient. Everything from trackers to cortex bombs, 
  remote controls, and personality transplants can be placed 
  in a character against his will to hinder or control him. 
  Devices of this kind are always restricted or illegal, and 
  many are banned by international treaties. This does not, 
  however, stop them from being available on black markets 
  and even occasionally used by immoral governments.
   
  Except for function, limiting cybernetic devices 
  are the same as enhancing ones, and follow the 
  same rules regarding implantation, acquisition, 
  and maximum number of implant slots and total 
  implants.
  Gimper (PL 7)
  A gimper is a cutoff system built into the 
  nervous and adrenal systems of the recipient 
  as well as emotional centers of the brain. 
  It limits his strength, agility, and ability to 
  feel intense emotions.
  Effect: The recipient of a gimper takes 
  a permanent –4 penalty to Strength and 
  Dexterity and gains only half the benefit of 
  morale bonuses. Any bonus to Strength 
  or Dexterity gained from cybernetic 
  implants is negated. A recipient with the 
  rage ability (from any source) cannot employ it. 
  As a side effect, the recipient takes only half the 
  normal penalties from being shaken and gains a 
  +6 bonus on saves against fear effects.
  Type: Internal.
  Location: One head and one torso.
  Hardness/Hit Points: —/20.
  Base Purchase DC: 25.
  Restriction: Res (+2).
  Total organ replacement
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  STANDARD CYBERNETICS
  Personality Implant 
  (PL 8)
  A personality implant is a complex chip directly wired 
  to a recipient’s brain that attempts to place a recorded 
  mentality into the body, suppressing the recipient’s original 
  personality.
   
  Effect: A personality implant is designed to allow 
  those with far more money than morality to utterly 
  destroy a person without wasting his body. Before it is 
  implanted, the cybernetic chip must be “imprinted” with 
  the memories, thoughts, and personality of a donor. The 
  donor loses 300 XP in the process. (If the donor has not 
  gained at least 300 XP since reaching his current level, 
  the process automatically fails and the donor loses XP 
  sufficient to drop him to the minimum neded to attain his 
  current level.)
   
  Once implanted (almost always against the recipient’s 
  will), the implant impresses the totality of the donor’s 
  psyche onto the recipient’s subconscious. If successfully 
  implanted, the seed of the donor’s mind germinates 
  over the period of one week. During this time, the 
  recipient begins to unconsciously take on the donor’s 
  mannerisms.
   
  After one week, when integration is complete, the 
  recipient becomes a duplicate of the donor, but the 
  recipient’s character level is eight lower than the donor’s 
  (minimum 1st level). The recipient does not have any of the 
  donor’s physical ability scores or equipment, but does have 
  the Intelligence, Wisdom, and Charisma scores the donor 
  had when he was eight levels lower.
   
  While the recipient is initially the donor’s mental 
  duplicate, the two personalities diverge over time. Although 
  the recipient starts off with memories of the donor’s 
  experiences, he possesses his original soul and physical 
  body and develops his own personality based on new 
  experiences. Thus, the recipient is not the donor’s slave or 
  servant, but instead a person in his own right that shares the 
  donor’s earlier memories.
   
  Once implanted, a personality implant can be stopped 
  by removal or destruction any time during the germination 
  period (one week). After that, the original personality is 
  destroyed and removing the chip has no effect.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/3.
   
  Base Purchase DC: 40.
   
  Restriction: Illegal (+4).
  CYBERNETIC 
  CYBERNETIC 
  EQUIPMENT
  EQUIPMENT
  Though cybernetic devices are integral to their recipients, 
  many also make use of external equipment.
  TABLE 2–1: CYBERNETICS EQUIPMENT
    
   
   
   
  Purchase
  Object 
  Size Weight DC 
  Restriction
  VRNet rig
   Poor 
  Med 
  4 lb. 
  22 
  None
   Fair 
  Med 
  5 lb. 
  23 
  None
   Moderate 
  Med 
  5 lb. 
  25 
  None
   Good 
  Med 
  5 lb. 
  27 
  None
   Amazing 
  Med 
  5 lb. 
  29 
  Mil (+3)
  Sensory playback  
  Large 8 lb. 
  27 
  None
   computer
  Sensory transmitter Small 
  1 lb. 
  30 
  Lic (+1)
  VRNet Rig (PL 6)
  A VRNet rig is a set of holographic goggles and manipulator 
  gloves connected to a powerful computer through which 
  a noderunner can travel and manipulate her VRNet avatars 
  (see Avatars, page 47). There is no direct connection 
  between her brain and the VRNet; this both protects her 
  from dangerous feedback and limits her ability to interact 
  with the virtual objects of the VRNet.
   
  When using Computer Use to replace physical skills for 
  her avatar, a character using a VRNet Rig has a cap to the 
  total bonus she can use based on the quality of her rig. 
  There is no cap on how high a Computer Use bonus she can 
  use for its normal purposes, or for avatar combat and using 
  or resisting programs.
   
  Most VRNet rigs have input ports, allowing a user to jack 
  implanted computers (such as an avatar booster) into the 
  VRNet rig to gain their benefits.
  VR Rig Quality 
  Computer Use Cap
  Poor 
  +10
  Fair 
  +15
  Moderate 
  +20
  Good 
  +25
  Amazing 
  +30
  Sensory Playback 
  Computer (PL 7)
  This data-playing device takes information from a 
  sensory recorder (see page 27) and transmits it for others 
  to experience. It can transmit the sights and sounds to 
  appropriate audio/visual recording devices (CDs, video tapes, 
  DVDs, tri-dee cubes), or transmit the full sensory input to an 
  HINet (see Chapter Three for more information on HINet), or 
  transmit it to anyone with a micromputer implant.
  Sensory Transmitter 
  (PL 8)
  A sensory transmitter functions as a sensory playback 
  computer, but it can transmit the sensory data directly into 
  the user’s brain through the use of a headset without the 
  need for an HINet or micromputer implant.
  37
  37
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  38
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  Moondog’s 
  bombshell 
  avatar
  “I need something stronger, man. Something that’ll 
  keep me from getting spiked when I’m deep in a 
  corporate node and trip security. This isn’t a game 
  for me, you know. You goggle-jockeys just have 
  to worry about losing some hardware. I’m wired 
  in through this curse-the-corps implant jack. I get 
  mindscraped or spiked, my brain is on the line. So 
  forgive me if these underground, garage-band, nerd-
  living-with his-parents programs don’t impress me. Now, 
  read my virtual lips. I need top-notch code—agents, 
  armor, bullseyes, firewalls, megastrikes, and lots of 
  weapon programs. And I have the cred to pay for 
  them. So are we doing business, or do you not have 
  quality goods? I’m in a hurry here.”
  —Phantasy Phreak, a HINet Cybernaut
  When computing systems were connected, 
  integrated, and utilized in growing networks, 
  they became an increasingly vital part of daily 
  life in the civilized world. Starting with the 
  military-sponsored research networks and 
  moving on to the Internet, the Virtual Reality 
  Network (VRNet), and the Hyper Immersion 
  Network (HINet), webs of computers grew into 
  a powerful tool for gathering, disseminating, or 
  controlling information. Corporate networks joined 
  with public forums, personal domains intersected 
  with top-secret government databases, and users 
  explored a digital landscape as varied and complex 
  as the real world.
   Chapter Three: 
   Chapter Three: 
  COMPUTER 
  COMPUTER 
   NETWORKS
   NETWORKS
  KA
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  COMPUTER NETWORKS
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  39
   
  Though some cybernetic devices apply to using the 
  typical Internet and World Wide Web of PL 5 and early PL 6 
  (see Head Enhancements in Chapter Two), the true useful-
  ness and variety of the Cyberscape in computing doesn’t 
  come into play until the VRNet is developed late in PL 6. 
  In simple terms, the VRNet is a graphical representation of 
  computer-generated structures placed in various digital 
  locations and configurations. The difference between the 
  virtual reality network and the Internet of old is that the 
  VRNet immerses its users in a real-seeming world rather 
  than the lifeless scrolling of text and images across a 
  screen. The VRNet functions in three dimensions and is, in 
  essence, another world to explore.
   
  The VRNet is a staple of many science fiction campaigns 
  because it is the equivalent of the fantasy genre’s alternate 
  dimension—a place where characters can adventure beyond 
  their humdrum world. Additionally, the VRNet, like the 
  modern-day Internet, is a tool for the storage, exchange, 
  and theft of information.
   
  The VRNet is not solely the domain of hackers and 
  network administrators, and high levels of technical 
  savvy are not required to use it. The VRNet is as much 
  an instrument of the masses as it is a mystifying “oth-
  erworld” wrapped in billions of lines of computer code. 
  Schoolchildren use the VRNet to take virtual field trips 
  and research class projects. Researchers perform com-
  plicated and dangerous experiments in the safety of a 
  virtual world where simulations can predict all possible 
  outcomes. College students meet up with old friends in 
  computer-generated coffeehouses despite being sepa-
  rated by thousands (or millions) of miles. The VRNet is 
  a public tool, and though devious hackers and compe-
  tent administrators do patrol the cyberlanes looking for 
  trouble, they are not the only inhabitants of the virtual 
  realm by far.
   
  Research, communication, information warfare, espio-
  nage, blackmail, entertainment, and even romance can 
  all be found somewhere on the VRNet, just as on the 
  modern Internet. However, the VRNet presents a far more 
  interactive experience than the Internet. It wraps its users 
  in a complete three-dimensional world with a sense of 
  movement and even tactile sensations if the user has the 
  proper equipment.
   
  The VRNet can also be more dangerous than the 
  Internet. Longterm immersion in a virtual world can fool 
  a character’s mind and body into believing the computer-
  generated world is real, which can lead to psychosis. 
  Avatars—the virtual online representations of individual 
  users—are not merely vessels for movement and 
  interaction. They can be used to attack other avatars and 
  inflict harm upon VRNet users.
   
  By later PL 7, the VRNet is replaced with the Hyper 
  Immersion Network (HINet). This is a true virtual reality; 
  those experiencing it cannot distinguish between the 
  virtual world and the real one.
  COMPUTER NETS 
  COMPUTER NETS 
  BY PL
  BY PL
  The various PL levels and examples of the kinds of computer 
  networks available are presented below.
  PL 4 or Lower
  There is no computer network worth mentioning in a 
  normal PL 4 or lower campaign. However, as much as it’s 
  possible to allow cybernetic devices to have a PL higher 
  than the base for the campaign, it’s possible to run a lower 
  PL game with devices acting the part of computer networks. 
  For example, the GM for a steampunk game set in 1880 
  might determine that Babbage’s difference engines can 
  communicate by harmonic telegraph thanks to the work 
  of Alexander Graham Bell and are as good as functioning 
  computers. This Babbage-Bell Grid would use the standard 
  rules for computers in the d20 MODERN Roleplaying Game, 
  though the Computer Use skill might be called Babbage 
  Engineering, and the smallest size a computing device could 
  be is a large room or small house.
   
  Similarly, a lower PL game that allows magic might have 
  a network of crystal balls that follow the same rules as 
  the VRNet, though nodes become known as mirrors, and 
  noderunners are called mirror-runners. The same rules and 
  abilities apply to this strange Looking-Glass Net; only the 
  trappings and the fact that it’s run by magic set it apart.
  PL 5 to 6
  From PL 5 through much of PL 6, computer nets are simply 
  computers directly linked to share information. Initially 
  designed to help military compounds communicate and 
  expanded to allow easy communication between scholars 
  and researchers, the computer networks eventually develop 
  into the modern Internet. The rules for using the Internet are 
  already a part of the standard d20 MODERN Roleplaying 
  Game rules and are not expanded upon here.
  PL 6 to 7
  Around the end of PL 6 and the beginning of PL 7, researchers 
  seek to expand the usefulness of the global communications 
  network by making it a social, interactive experience, like 
  being at the shopping center or traveling the streets of a 
  major city, and the Internet slowly evolves into the Virtual 
  Reality Network, or VRNet.
   
  Though the concept has been around since PL 5, until 
  now true virtual worlds have been impossibilities due to the 
  limitations on hardware and the exorbitant interface cost. 
  The breakthrough comes on two fronts: affordable interac-
  tion hardware and highly efficient VR software. For the first 
  time, the tools for creating virtual worlds are simple and 
  flexible enough that almost anyone can create vivid and 
  realistic settings in mere minutes. Eventually, this software 
  becomes a universally recognized standard that spawns 
  the creation of the first VR nodes. Over time, computer 
  hardware comes with built-in VR node interpreters, allowing 
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  users to access any computer system through virtual reality. 
  Eventually the VRNet replaces the traditional global infor-
  mation network and the domains of text and flat images are 
  converted into three-dimensional nodes that represent the 
  information in new and interesting visual ways.
   
  By the late Information Age, all computer systems come 
  equipped with VR-compatible hardware and software. 
  Though many computer systems are not linked to the VRNet 
  itself (preventing external tampering by malicious hackers), 
  the VRNet is still a massive sprawl of millions upon millions 
  of nodes (virtual reality locations). Each of these nodes is an 
  adventuring locale in its own right—a place where heroes 
  can interact with other characters or clash with enemies on 
  a virtual battleground. As humanity spreads into the stars, 
  the VRNet spreads as well to encompass not only all of 
  Earth, but also other worlds and colonies as well.
   
  The VRNet needs a slew of special rules, which are pro-
  vided in this chapter. Some additional implants also apply to 
  the VRNet; these can be found in Chapter Two.
  PL 7 to 8
  A technological descendant of the VRNet, the Hyper Immer-
  sion Network, or HINet) comes into existence around the 
  end of PL 7 and the beginning of PL 8. Unlike its predeces-
  sor, which only emulates images and occasionally textures 
  through the interface hardware, the HINet is a completely 
  realistic virtual world that is indistinguishable from the real 
  world. Accessing the HINet requires a cybernetic implant,  
  in the form of a neural interface. It completely immerses 
  the senses of its users—they lose all awareness of real 
  world. People on the HINet are unable to tell the differ-
  ence between the virtual world and their own reality, since 
  every sensation, every smell, and every texture is perfectly 
  rendered in virtual space.
  VRNET RULES
  VRNET RULES
  The VRNet is more than an advanced Internet. It’s a virtual 
  world than can be navigated, fought over, invaded, defended, 
  and altered to fit the whims of its users. Those who spend a 
  great deal of time in the VRNet are called noderunners, and 
  these individuals often spend considerable time and money 
  perfecting the balance of gear, implants, and skills they 
  need to become masters of this world that exists only in the 
  datastream. The rules needed to run noderunner characters 
  and adventures in the VRNet are presented below.
   
  Several variant rules, including those needed to run a 
  campaign with an HINet, are offered as well.
  Nodes
  Node is a generic term referring to a virtual location on the 
  VRNet. Any computer system equipped with VR hardware 
  and software can have one or more nodes. The linking of 
  these nodes across a network is what creates the VRNet. 
  Nodes are places where VRNet-based adventures can occur. 
  A node can serve a single purpose, have many functions, or 
  have no purpose at all. Some nodes are filled with complex 
  toolsets, and others are merely data repositories. Other 
  nodes are simply a graphical representation of a computer 
  system’s various files, programs, and directories, making 
  navigation and manipulation a much simpler task.
   
  Each node has some graphical representation that 
  illustrates the function of the node. A node can take on 
  any graphical form the owner chooses. Some entrepreneurs 
  make a living by designing professional VRNet nodes. A 
  node’s visual style depends solely on its owner’s tastes. An 
  owner with a flair for design might have a node resembling 
  a magnificent palace, while a less creative node designer 
  might opt for simplicity and build a node resembling a large 
  white room filled with black file cabinets.
   
  Traveling across the VRNet is like visiting thousands of 
  different worlds and time periods. A VRNet user’s avatar 
  might step from a Wild West saloon into an Irish castle 
  and then hop over to a futuristic hovering restaurant in 
  the middle of an asteroid field to meet a friend. Even 
  nodes disconnected from the VRNet—ones existing within 
  freestanding computer systems—have graphical representa-
  tions. Most VR computer hardware comes with a standard 
  bare-bones graphical style that gives its user enough visual 
  cues to navigate the node.
   
  While most computer users will never use their VRNet 
  hardware to dive into their home security system or poke 
  around the software that runs their car stereo, it can be 
  done. Heroes might find cause to access a door’s security 
  lock or activate a defense system from the virtual inside. 
  While each node is different, few people but hackers, 
  criminals, and technicians ever see the VR representation of 
  these mundane systems, and they are typically quite bare 
  and bland in their design.
  Secrets of Node Design
  Every node is designed with an individual graphic style. 
  Various common style sets make up the bulk of the objects 
  found across the VRNet. As such, many nodes follow a simi-
  lar visual style, and most of the amateur nodes are similar 
  in design. Only professionally designed nodes deviate from 
  these standard toolsets, but even they share several recog-
  nized elements. At the very least, the visual style of a node 
  conforms to certain standards that have been established 
  across the VRNet to make navigating the network easier 
  for most users. Even when they take different forms, these 
  standard elements can be broken down into three catego-
  ries: barriers and portals, inanimate objects, and interactive 
  objects. These elements of a node’s visual design are tied to 
  certain programs that run either actively or passively and 
  anything that can be seen, touched, or manipulated on a 
  VRNet node can be classified in such a way.
  Barriers and Portals
  Barriers and portals make up the file and directory structure 
  of any VR computer system.
   
  As an avatar moves between rooms in a VRNet node, he 
  is actually moving between different directories on a par-
  ticular system. The walls of that node (which might appear 
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  as physical walls, transparent force fields, or any other form 
  the designer chooses) are barriers. Barriers are the limita-
  tions of a particular directory; put another way, objects 
  contained within the walls are actually programs or pieces 
  of data contained within that particular directory. So, when 
  an avatar moves into a room and picks up a calculator, what 
  actually happens is that the user has moved into a particular 
  directory containing a calculator program and has begun 
  manipulating it.
   
  Portals not only transfer avatars between rooms on a 
  node (as in the case of a door between one room and the 
  next) but can also transport avatars between two separate 
  nodes. Portals take many forms, from simple doors to 
  swirling magical vortices, but in every case, a portal simply 
  allows avatars to move from one location to another in the 
  VRNet. Most portals to other nodes are one-way links that 
  transport an avatar completely over to the other computer 
  system. Some nodes have return portals, but for the most 
  part, a portal simply gives visiting avatars the virtual address 
  of the target node and sends them on their way.
  Inanimate Objects
  Most VRNet nodes contain inanimate objects. These 
  include purely decorative items, such as artwork (images) 
  or televisions (movie files), and functional items such 
  as chairs and tables. Inanimate objects are the simplest 
  of programs: They output visual and sometimes tactile 
  data to an avatar, but serve little or no purpose other 
  than decoration. Inanimate objects are easy to create 
  and dispel and they take up very few system resources. 
  Additionally, raw data (such as text information) is 
  considered an inanimate object. Traditional objects, such 
  as books, tablets, and scrolls, represent most data of this 
  type. Avatars can typically conjure up inanimate objects at 
  will from a set data library, which contains most common 
  household items as well as any custom items the avatar 
  might have at hand.
  Interactive Objects
  Interactive objects are complex programs that serve a 
  purpose or function. Most interactive objects are simple 
  programs by most standards. They are the scientific calcula-
  tors, typewriters, computers, paintbrushes, and canvases 
  found on nodes. Interactive objects can also represent 
  complex programs, although extremely complex programs 
  are typically represented as nodes of their own. For the 
  most part, interactive objects take some time to pro-
  gram, although they can be stored on an avatar’s available 
  memory for quick access. Any object that can be acted 
  upon and that reacts in some way other than simple move-
  ment is considered an interactive object.
  Moving between Nodes
  There are several ways to move between nodes on the 
  VRNet, including various methods of travel based on custom 
  software. The most common methods of traveling between 
  nodes are portals (see Barriers and Portals, above) and the 
  “direct hop” method. The direct hop method requires an 
  avatar’s user to know the virtual address of a particular 
  node, which is made up of a string of letters and numbers, 
  from memory. A user who visits a particular node several 
  times can learn the virtual address of the node and visit it 
  at will, in much the same way as a person might memorize 
  the location of a particular restaurant and walk directly to 
  it rather than taking a bus route. Some nodes block direct 
  access, however, forcing avatars to enter the node through 
  a designated portal.
   
  Other programs can be used to transport an avatar from 
  one node to another, but portals and direct hops are the 
  only forms of internodal transit built into the VRNet code. 
  Other means of travel might vary greatly from program 
  to program and are considered software upgrades to an 
  individual avatar or node.
   
  Not all nodes are intended for public access. Some 
  are blocked off to all but designated avatars (who are 
  given software “keys”), and others are simply closed to the 
  outside world. Some nodes require password access or a 
  specific route of entry (ensuring that only select members 
  can enter and preventing someone from using another 
  person’s VR interface and avatar to break into a particular 
  node). To pass through a restricted portal, an avatar must 
  either provide the proper key or password, or the user must 
  make a Computer Use check against the node’s portal DC 
  to pass (see Sample Nodes, page 43, for more information 
  on portal DCs). Node security is a major concern for the 
  VRNet, and each node has a series of roadblocks that must 
  be overcome to gain access.
  Everything Is Software
  The most important fact to remember when adventuring on 
  the VRNet is that everything is a piece of software of some 
  kind. Buildings and rooms are simply graphical interpreta-
  tions of a file structure program, avatars are merely collec-
  tions of processes belonging to a single user, and even aides, 
  viruses, and other autonomous creatures in cyberspace are 
  all just carefully crafted pieces of artificial intelligence serv-
  ing a preprogrammed purpose.
   Additionally, noderunning uses simple actions on behalf 
  of the avatar to execute complex commands. Not only is 
  everything software, but every action is a symbol. When 
  an avatar walks through a door, it is actually following an 
  electronic pathway to another part of the system. Combat 
  is represented in easily understandable terms (punches, 
  kicks, gunshots, and so forth) so the user’s mind can grasp 
  the concept of what is happening without needing to know 
  the details.
   When using a VRNet, nothing that happens within the net 
  has any direct effect on noderunners. A noderunner whose 
  avatar is killed can simply start over with a new avatar, 
  though he loses any progress he has made toward a specific 
  goal. When playing with the HINet, however, noderunners 
  are far more vulnerable, and can be deafened, confused, or 
  even killed (see HINets, page 57).
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  What Can Be Done 
  on Nodes?
  Though much has been said so far about the versatility 
  and usefulness of the VRNet, what can be done on a node 
  might not be readily apparent. If a node is simply a virtual 
  representation of a single computer system, avatars (and 
  their users) have a number of options for what exactly they 
  can do. For the most part, an avatar can run any program 
  stored in its available memory that does not violate the rules 
  of the node. Any software designed to overcome security 
  or read encrypted data is certainly outside the realm of 
  acceptable program usage, but can still be done if the 
  avatar is capable of covering her tracks. Otherwise, unless 
  a node has a particular restriction on what programs can 
  be run within its confines, an avatar is free to execute any 
  programs it has access to. For most users, this simply means 
  doing things such as keeping notes on a word processing 
  application or making use of an agent (see page 53). In the 
  event that an avatar chooses to run a program designated 
  as off-limits by the node, the user must make a Computer 
  Use check to overcome the permissions DC of the node 
  before the program is executed (see Sample Nodes, below, 
  for more information on permissions DCs).
   
  A node can also control a piece of equipment or system 
  in the real world (such as a traffic computer that controls 
  traffic lights or a computerized surveillance system). If a 
  noderunner can take control of a node by becoming its 
  administrator (see Administrator Functions, below), he can 
  operate any of the devices the node controls.
  Administrator Functions
  Many of the basic functions of a node work automatically 
  for its administrator. An administrator also controls what 
  the types of programs are allowed and restricted.
   
  Normally a node has at least one designated administrator 
  who has a password or code-key that automatically 
  grants him administrator access to the node. If there is 
  no administrator set, a noderunner can attempt to make 
  himself the administrator of a node by making a Computer 
  Use check (DC 10 + the node’s permissions DC). A check that 
  fails by 5 or more automatically informs anyone monitoring 
  the node (generally its owner, operators, or users) that a 
  failed administration hack has been attempted.
   
  If an administrator is present, even if it is an automated 
  one (see Agents, page 53), it is not possible for a noderunner 
  to become administrator without defeating the current 
  administrator. The rules for avatar conflict are presented 
  below. If an existing administrator’s avatar or acting agent 
  is killed or forced to leave the node, a noderunner can 
  attempt to gain administrator status as described above.
   
  For this reason, secure nodes always have at least an agent 
  acting as administrator and often have a live noderunner 
  filling the role. Other agents and noderunners might be 
  present as well. While these cannot also be administrators 
  (only one administrator can be active in a given node at a 
  time), they can help defend the administrator.
  Avatar Interaction
  Other than running programs, one chief use of the VRNet is 
  simple avatar interaction. When two users wish to meet in 
  the virtual world, their avatars need only be present in the 
  same area of the same node. Additionally, some pieces of 
  communications software make it possible for two avatars 
  to speak and transfer data across different nodes (provided 
  that one avatar or the other is not inside an area blocked 
  off from the rest of the virtual-reality world). Avatars 
  can interact with one another just as they interact with 
  objects on the nodes, from touching and manipulating 
  them to running programs on them. Additionally, two users 
  can pit their avatars against each other in combat; seeing 
  two avatars locked in battle is surely a sign that two users 
  are hurling complex programs and devious hacks at one 
  another.
  Data Storage and Access
  The VRNet is first and foremost a tool for data storage 
  and access. How data is presented varies from node 
  to node. On one node, avatars might access data by 
  speaking with a virtual character. In another node, heroes 
  might find the data stored on dusty scrolls in some 
  unknown language. When an avatar comes across data 
  on a VRNet node, she has several available options. If 
  the data is free and open to the public, it can be viewed 
  and copied at will. Some data must be purchased, and 
  other data is off-limits to all but those with a correct 
  password or software key. In the latter case, an avatar can 
  attempt to break the data encryption with a Computer 
  Use check against a DC that varies depending on the level 
  of encryption.
   
  Once the encryption has been broken on restricted 
  information, more options are available to the avatar as 
  described below.
   
  Altering Data: Altering a relatively small piece of data 
  (such as a brief message) requires a DC 15 Computer Use 
  check and takes a full-round action. Altering a larger chunk 
  of data has the same DC but takes 1 minute or longer (GM’s 
  discretion).
   
  Copying Data: Once an avatar has access to a piece of 
  data, it takes a move action to copy the data. Copying data 
  does not require a Computer Use check.
   
  Decrypt Data: Data accessed within a node can be 
  encrypted (usually by the node’s creator). An avatar that 
  accesses encrypted data gets nothing but a jumble of 
  indecipherable words. A full-round action followed by 
  a DC 25 Computer Use check decrypts the data, putting 
  it into words or terms the avatar (and its user) can 
  comprehend.
   
  Destroying Data: An avatar that gains access to a 
  particular piece of data can destroy it as a full-round 
  action. No Computer Use check is required. The destroyed 
  data is lost and cannot be accessed by normal means on 
  the VRNet node.
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  SAMPLE NODES
  SAMPLE NODES
  The following sample nodes represent the kinds of common 
  nodes that characters might find and explore on the VRNet. 
  While these examples are not typical of all VRNet nodes, 
  they do illustrate the various concepts presented in the 
  chapter. Each sample node includes a description of the 
  visual style of the node, a brief history and statement of the 
  node’s purpose, and several pieces of relevant information 
  for the GM to run an adventure in the node.
   
  Type: Private, Public, or Private/Public. Private nodes are 
  not accessible to everyone; avatars wishing to gain entrance 
  without the proper authorization or software key must 
  hack their way in (with a successful Computer Use check). 
  Public nodes are open to everyone. Private/Public nodes are 
  accessible to everyone but have some private areas or zones 
  intended solely for administrators or other specified users.
   
  Portal DC: An unauthorized VRNet user must make a 
  Computer Use check against the node’s portal DC to grant 
  his avatar access to the node or unlock a restricted area 
  within the node. Not all of a node’s portals are necessarily 
  the same; some might be unlocked, while others might have 
  a higher or lower portal DC than normal.
   
  Permissions DC: Whenever an avatar wishes to execute 
  a program normally not allowed in the node, the avatar 
  must first make a Computer Use check against the node’s 
  permissions DC. If the check succeeds, the program can be 
  executed.
   
  Detection Range: An avatar that fails a Computer Use 
  check to open a locked node portal or to execute an 
  outlawed program within a node might inadvertently trip 
  the node’s security systems. The avatar must fail the check 
  by a number equal to or greater than the node’s detection 
  range to activate the node’s security countermeasures.
   
  Active Administration: This denotes whether or not 
  the node has an active, sentient administrator (a VRNet 
  user, typically the node’s designer). A “No” in this entry 
  means that automated programs monitor security for the 
  node.
  Lord Vapor’s Lounge
  Named after a famous 21st-century hacker, Lord Vapor’s 
  Lounge is a virtual hotspot where the VRNet elite gather to 
  socialize in the confines of cyberspace. A natural evolution 
  of the chat rooms of the early Internet, Lord Vapor’s Lounge 
  is one part nightclub and one part underworld haven. 
  Members of all strata of society visit the Lounge; the 
  anonymity provided by an avatar makes it easy to hide one’s 
  real-world social standing. That said, users with designer 
  avatars (avatars crafted by the most expensive VR designers) 
  enjoy plenty of attention in Lord Vapor’s Lounge and are 
  often treated by the rabble like film stars.
   
  The node is modeled after the most cutting-edge 
  nightclubs and has evolved over the years, changing with 
  the fads. The club features a central meeting area where 
  thousands of avatars can interact in public, with private 
  or group rooms available off the main thoroughfare (with 
  portals leading directly to the individual room an avatar 
  wishes to visit).
   
  The social club aspect of Lord Vapor’s Lounge is merely 
  the surface, however—the node has become a haven for 
  hackers and other elite VRNet users to meet and discuss the 
  latest VR software. Pirated and illegal software is exchanged 
  every nanosecond in the back rooms of Lord Vapor’s 
  Lounge, and anyone wishing to find a particularly talented 
  hacker would do well to make some friends of the talented 
  administrative staff of the node.
   
  Additionally, since the node is a haven for people 
  considered to be troublemakers by most of the legitimate 
  VRNet, Lord Vapor’s Lounge has a permanent software 
  block on all weapons: Each time an avatar wishes to use a 
  weapon program, he must first succeed on a Computer Use 
  check against the node’s permissions DC.
   
  Type: Private/Public.
   
  Portal DC: 25.
   
  Permissions DC: 30.
   
  Detection Range: 5.
   
  Active Administration: Yes.
  1. Entrance
  The entrance portal of Lord Vapor’s Lounge takes the form 
  of an old 1930’s-style taxi, which pulls up in front of a vast 
  building of art deco style and bright neon lights. From 
  here, avatars must jog up a set of stairs and pass through 
  the main doors to gain access to the lounge. At least 
  two administrators are present at the front doors at all 
  time, and those few individuals who have made themselves 
  unwelcome are politely (but firmly) asked to leave before 
  passing through the doors.
   
  Avatars leave the same way they entered, with a taxi 
  pulling up to take them to other portals.
  2. Central Meeting Room
  An open area with many tables and chairs. The number of 
  tables is flexible, ensuring that a few tables are always open 
  open but never a large empty section. If the area becomes 
  too crowded, the support columns become spiral staircases 
  and a second (or third, or fourth) floor of seating is added.
   
  Lord Vapor’s Lounge is taking advantage of the new 
  HINet technology to begin offering food and drinks, though 
  they’re impossible for avatars using VRNet rigs to enjoy. Each 
  table has a menu, and anything ordered simply materializes. 
  Since the food and drink is just programming simulation, 
  there’s no charge for it (yet).
  3. Booths
  The booths are slightly more private than the tables in 
  the common seating area. They are muffled, so the music 
  heard throughout the central meeting room is muted here. 
  Anything said in a booth cannot be heard from outside the 
  booth. Avatars still sitting here are visible, however, and 
  friends and casual business partners often use the booths 
  for nonsecret meetings.
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
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  4. Bar
  The bar area is more a social gathering place than the 
  central meeting room and those with HINet jacks can enjoy 
  a variety of cocktails. The node administrators generally 
  take the role of bartenders, however, so anyone who has 
  business with the node’s owners goes to the bar. The 
  administrators often give advice and directions to patrons 
  or take messages for regular customers. Many hackers share 
  programs and tips at the bar.
  5. Administrator’s Lounge
  Behind the bar is the administrator’s lounge, with 
  direct access to the back rooms and washrooms. Only 
  administrators can gain access to this area, which they use 
  to relax and discuss business in private. Anyone attempting 
  to force his way into the administrator’s lounge without 
  a pass must first make a Computer Use check against the 
  node’s portal DC, but even still the administrators are 
  alerted and an alarm is set off in the area (though no sign of 
  trouble is given to the other areas of the node).
  6. Dance Floor
  The dance floor is a large, open dance area with a glowing 
  grid floor, multicolored spotlights, flashing strobe effects, 
  and various DJs in floating music platforms. Each time an 
  avatar gets on the floor, it can choose music from one of 
  the DJs to listen to. Thanks to complex programming, the 
  DJs always play songs with similar tempos and lengths, 
  so two avatars can dance together even if they’re hearing 
  different music.
  7. Elevated Lounge
  Located above the dance floor, the elevated lounge is a VIP 
  area restricted to known celebrities and popular customers. 
  An administrator at the entrance tags those allowed into 
  the elevated lounge when they enter the node, and anyone 
  who is well known, or has an avatar that looks particularly 
  good, can gain access. The permission lasts until the avatar 
  leaves the node and must be gained again upon returning. 
  This allows the administrators to keep the elevated lounge 
  current by not granting access to people who fail to keep up 
  with the cutting edge of avatar design, or who have used up 
  their 15 minutes of fame.
  8. Stage
  When Lord Vapor’s Lounge has entertainment, which is fairly 
  often, it’s presented on the stage. Many music stars get 
  their start as amateurs performing at the lounge, and it’s 
  not uncommon for talent scouts to spend spare nights here 
  looking for the next hot thing. Administrators book the talent 
  (hopefuls are interviewed at the bar) and at least once a week 
  an open mike night is held for performers of all sorts.
  9. Private Room Portals
  These doorways lead to private rooms that any visitor to 
  the Lounge can use free of charge. Each time an avatar goes 
  through a doorway, it is given the option of creating and 
  naming its own room, or requesting permission to enter an 
  existing room. The avatar is given access to the names of 
  rooms in use, not to who is in them, and only the person 
  who created a room can give a new avatar access.
  Lord Vapor’s Lounge
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  10. Back Rooms
  The back rooms of Lord Vapor’s Lounge are reserved for 
  trusted patrons and friends of the node. Here they can do 
  business more openly and not concern themselves with law 
  enforcement or corporate spies, who aren’t given access. 
  Gaining an invitation to the back rooms is a sign that a hacker 
  or noderunner is coming of age and is generally arranged 
  by a well-trusted regular who already has a backstage pass. 
  Anyone attempting to force his way into the back rooms 
  without a pass must first make a Computer Use check 
  against the node’s portal DC, but even still the administrators 
  are alerted and an alarm is set off in the area (though no sign 
  of trouble is given to the other areas of the node).
   
  Unlike in the elevated lounge, once permission has been 
  given to enter the back rooms it is rarely revoked, and then 
  generally only for taking inappropriate actions within the 
  back room or for violating the rules of the node.
  11. Washrooms
  Though avatars have no need of such things, fully equipped 
  washrooms are located around the lounge. Most patrons 
  assume they exist purely to help maintain the illusion of 
  the lounge as a physical place, but in reality avatars of close 
  friends or lovers often use them for liaisons that aren’t quite 
  private.
   
  The washrooms have viewscreens that display the dance 
  floor, common seating area, and entrance of the lounge.
  12. Private Rooms
  The lounge’s private rooms are a common meeting place 
  accessed through the private room portals scattered 
  throughout Lord Vapor’s Lounge. They follow all the same 
  rules as the rest of the node (including the software block 
  on weapons). There is no limit to how many private rooms 
  can exist, nor are they actually connected to the lounge 
  except through the portals (a Cybernaut who wallhacks a 
  section of a private room finds himself lost in the VRNet, 
  rather than inside Lord Vapor’s Lounge).
   
  When an avatar creates a room he must name it, and 
  no two rooms can use the same name (though they can 
  be numbered—Private Party 1, Private Party 2, and so on). 
  Anyone else going through a private room portal can request 
  entrance into a specific room. The avatar that created the 
  room can see and hear the avatar asking for entrance and 
  can grant or withhold permission; the avatar requesting 
  entrance to the private room cannot see nor hear inside 
  the private room unless allowed to do so by the room’s 
  creator. Lounge administrators can access the list of room 
  names and the names of avatars occupying each room. To 
  guarantee privacy, administrators cannot gain access to the 
  rooms without permission from the avatar that created 
  them, but the administrators can end a room, dumping 
  everyone in it back into the common meeting room of the 
  lounge.
   
  Each private room has a conference table, vending 
  machines, a sound system, and posters that change over 
  time. If more than six avatars enter a private room, it 
  automatically doubles in size, adding a second private room 
  onto one of the walls with a portal and eliminating the wall 
  between the two rooms. Every six additional avatars result 
  in another room being added, though the rooms continue 
  to simply tack on at one end, eventually creating a long hall 
  not suited for a large number of avatars to interact.
  VRBank
  The global banking service known as VRBank operates 
  entirely within the VRNet. Its node is a hub of commercial 
  and corporate activity. Customers come to the node to 
  conduct bank transactions, examine their funds, make 
  currency exchanges, and even receive financial advice from 
  customer support avatars.
   
  The node graphically resembles a massive office building. 
  Hundreds of rows of avatar bank tellers and several 
  thousand automatic banking machine programs take up 
  the ground floor. The portal to the other portions of the 
  node looks like an elevator sitting to one side. The elevator 
  transports avatars to any number of locations throughout 
  the rest of the node. VRBank features a number of areas for 
  customers to interact with the avatars of bank employees 
  (of all nationalities and all multilingual) as well as private, 
  restricted areas where only bank employees and executives 
  can go.
   
  The VRBank node is heavily monitored, much like a real 
  bank, and the node includes an area known as the Vault. The 
  Creating Nodes
  Any campaign that prominently features the VRNet might 
  encourage heroes to create their own nodes. To create a 
  node, a character must first purchase a VRNet server (for the 
  cost of a standard computer). He must then spend a mini-
  mum of 1 hour designing the basic visual style of the node. A 
  truly elaborate node takes significantly more time to create. 
  Some designers spend several hours each day creating new 
  content for their nodes.
   The owner of a node determines who can and can’t enter 
  the node. The portal software and permissions software 
  that comes with the server allow the owner to lock any or 
  all of the node’s portals, as well as prevent the execution 
  of certain specified programs. The owner must make two 
  Computer Use checks, the results of which determine the 
  node’s portal DC and the permissions DC, respectively; the 
  owner can take 20 on both checks.
   A node is under active administration only when its cre-
  ator’s avatar (or the avatar of another VRNet user hired by 
  the node’s creator as an administrator, or an agent assigned 
  to the role) is active within the node. If no administrator 
  avatars are present, the node’s default detection range is 10. 
  When the node is being actively administrated, the detec-
  tion range is 5. If the node’s detection range is violated, the 
  owner (assuming she is online) instantly becomes aware 
  of the violation. Certain programs and class features can 
  reduce a node’s detection range.
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  Vault is where all bank transaction programs are run and 
  data files containing account information are stored.
   
  Type: Private/Public.
   
  Portal DC: 20.
   
  Permissions DC: 25.
   
  Detection Range: 5.
   
  Active Administration: Yes.
  Watchtower
  Watchtower is a popular public node used by avatars to 
  navigate the vastness of the VRNet. Privately owned but 
  available to the general public, Watchtower is merely a 
  graphical representation of a massive searchable database 
  of VRNet nodes. The search engine of choice for most 
  VRNet visitors, Watchtower is used to find a particular 
  VRNet node by searching for owners, content, services, 
  and almost any other aspect of a VRNet node that can be 
  described in words. Additionally, visitors to Watchtower 
  can step through portals directly to a chosen node, making 
  travel to any given node a simple matter of entering the 
  search criteria and popping through a portal. Watchtower’s 
  design is reminiscent of a lighthouse. Avatars enter into the 
  lower level of the tall, cylindrical tower structure, and they 
  give their search criteria to an automated avatar dressed as a 
  mariner. A short trip up an elevator leads to the central area 
  of the lighthouse, where the windows display a panoramic 
  view of all possible nodes matching the search phrases. 
  Once a node is selected from the list, a portal opens in the 
  center of the room that sends the avatars to the desired 
  location.
   
  Type: Public.
   
  Portal DC: 15.
   
  Permissions DC: 15.
   
  Detection Range: 10.
   
  Active Administration: No.
  AVATARS
  AVATARS
  Avatars are software representations of individual characters 
  or programs. A VRNet user must have an avatar to interact 
  with anything on the VRNet.
   
  An avatar is the user’s eyes and ears in the boundless 
  confines of the VRNet. It takes the form of a three-
  dimensional interactive model that cannot overlap with 
  any other object in the VRNet (that is, it occupies its own 
  virtual space). More than just a reflection of its user’s 
  personality, an avatar is a collection of allocated memory 
  that transfers the user’s personal programs from node to 
  node. Additionally, avatars represent their individual users 
  in VRNet combat and any attacks made against an avatar 
  actually represent attacks on the VRNet user’s computer 
  hardware and software.
   
  All users on the VRNet must have an avatar. There 
  are no floating, formless avatars that drift from node to 
  node, unable to be touched. This restriction is built into 
  all the software and hardware that makes the VRNet work. 
  Avatars can take many forms and have many functions, but 
  even amateur VRNet users can put together a reasonably 
  unique avatar within a matter of moments. All VR computer 
  hardware comes with a selection of default avatars that can 
  be used on the fly, but most VRNet users have their own 
  custom avatars that can be accessed while on any computer 
  system. If an avatar is destroyed, the user must create 
  another one from scratch.
  Avatar Appearance
  Avatar appearances vary widely, from simplistic stick 
  figures to more elaborate and bizarre designs. Most hackers 
  and veteran VRNet users design their own custom avatars. 
  Others, particularly wealthy users, pay professional avatar 
  designers hefty sums of money to create avatars that 
  are both unique and not easily duplicated—the VRNet 
  equivalent of having a personal tailor or fashion designer. 
  A massive toolset exists for the creation of avatars, so 
  VRNet users encounter a whole spectrum of avatar 
  designs. There is no “typical” VRNet avatar. They come 
  in all shapes, from Roman gladiators and Valkyries to Ray 
  Harryhausen skeletons and lovable cartoon characters.
   
  Avatars are limited in size to the VRNet equivalent 
  of a Medium-size character, since collision problems 
  could occur with giant avatars in small node spaces. 
  Most VRNet nodes have programs that detect and dispel 
  inappropriately sized avatars, although talented hackers 
  might be able to modify their avatar’s size for short 
  periods of time before their handiwork is detected 
  and scrapped. Otherwise, there are few limitations on 
  avatar appearances and the VRNet community generally 
  encourages creativity.
  Avatar Upgrades
  Another important aspect of an avatar is its ability to 
  store software (including any virtual items it appears to be 
  holding). All avatars can hold up to 10 blocks of available 
  memory; this is a standard number across the VRNet that 
  Point-of-Origin Computers
  The computer from which a character logs onto the VRNet 
  is called a point-of-origin computer. Every point-of-origin 
  computer has a built-in node (sometimes referred to as 
  the point-of-origin node). Basically, it is the virtual, three-
  dimensional equivalent of an Internet home page. The 
  point-of-origin node is where the user’s avatar first appears 
  when the user logs in. If the user does not have her own 
  avatar, a pregenerated one is created for her so that she can 
  explore the VRNet. She can then alter the avatar’s appear-
  ance to suit her personal taste.
   Many users use VR software to protect their point-of-
  origin computers and nodes against hackers (see VRNet 
  Software, page 51, for examples). When a user logs off of 
  the VRNet, her avatar, wherever it might be in the virtual 
  universe, simply dissolves. If the user logs back on, the avatar 
  reappears in the computer’s point-of-origin node.
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  is universally built into all VR software and hardware. 
  Whenever a user writes a particular program, he must 
  store that program in his avatar’s available memory, or it 
  cannot be used. If an avatar doesn’t have enough available 
  memory blocks to store a program, the user must choose to 
  delete other programs carried by the avatar before the new 
  one can be stored. Each program comes with a standard 
  memory cost, indicating the number of blocks of available 
  memory the program requires for storage. Each piece of 
  software has a physical representation in the VRNet, as 
  determined by the author of the software, which the avatar 
  carries as though it were an item.
  Avatar Statistics
  An avatar has its own statistics block that is used in place 
  of the user’s statistics block within the VRNet. The avatar’s 
  statistics block is pared down to include only statistics 
  relevant to adventuring in VRNet nodes.
   
  Challenge Rating (CR): An avatar’s CR is equal to its 
  user’s level or Hit Dice.
   
  HD/hp: An avatar’s Hit Dice is equal to its user’s level 
  or Hit Dice. An avatar uses a d6 for hit points and gains a 
  number of additional hit points equal to its user’s Computer 
  Use skill ranks. Furthermore, avatars always have maximum 
  hit points. For example, the avatar of a 4th-level Smart 
  hero with 7 ranks in Computer Use has 4d6+7 HD and 31 hit 
  points. An avatar that is reduced to 0 hit points is destroyed 
  and cannot be reused.
   
  VRNet users who take levels of the Cybernaut advanced 
  class (see page 58) can increase their avatars’ base Hit Die 
  from d6 to d8, d10, or d12.
   
  Massive Damage Threshold (Mas): An avatar has a 
  massive damage threshold equal to its user’s Intelligence 
  score. If an avatar takes damage from a single attack greater 
  than its massive damage threshold, it must succeed on a DC 
  20 Fortitude save. If the save fails, the avatar dissolves and 
  its user is instantly disconnected (see page 50). The avatar 
  isn’t necessarily destroyed, however—if its hit points weren’t 
  reduced to 0, it can reenter the VRNet’s virtual world once 
  its user is back online.
   
  Initiative (Init): An avatar’s initiative score is equal to 
  its user’s Intelligence modifier as well as any other bonuses 
  from class features or feats that specifically target the 
  avatar’s initiative bonus.
   
  Speed (Spd): An avatar has a base speed of 30 within 
  any VRNet node. Special class features or software can 
  modify this speed.
   
  Defense: An avatar’s Defense is equal to 10 + its user’s 
  class bonus to Defense + its user’s Intelligence modifier 
  + any software modifiers. Touch attacks ignore armor 
  software modifiers (but not deflection software modifiers). 
  A flat-footed avatar loses its user’s Intelligence bonus to 
  Defense.
   
  Base Attack Bonus (BAB): An avatar’s base attack 
  bonus is equal to its user’s Computer Use skill ranks.
   
  Attacks (Atk): The user’s Intelligence modifier applies to 
  all attack rolls. (The user’s Strength and Dexterity modifiers 
  do not apply to the avatar’s attack or damage rolls.) The 
  avatar gains multiple attacks at the same rate as characters 
  in the real world (an extra attack when the highest base 
  attack bonus reaches 6, 11, and 16).
   
  Fighting Space (FS): An avatar has a fighting space of 5 
  feet by 5 feet.
   
  Reach: An avatar has a reach of 5 feet.
   
  Special Qualities (SQ): An avatar can have special 
  qualities imparted by special software or by its user.
   
  Allegiances (AL): Avatars have allegiances the same as 
  normal characters do; even autonomous pieces of software 
  (such as agents, aides, and combat drones) owe allegiance 
  either to an individual, a group, or a particular node.
   
  Saves (SV): An avatar has the same base save bonuses as 
  its user. Apply the user’s Intelligence modifier instead of his 
  Constitution, Dexterity, or Wisdom modifier to his avatar’s 
  base Fortitude, Reflex, and Will saving throws.
   
  Abilities: An avatar does not have ability scores. Any 
  actions that aren’t normally resolved using skill checks are 
  resolved with Computer Use checks.
   
  Skills: Avatars do not have skills of their own. Whenever 
  an avatar is called upon to make a skill check, its user makes 
  the skill check on the avatar’s behalf. Since an avatar’s 
  effectiveness in the virtual world is determined mostly by 
  its user’s computer skills, the user makes a Computer Use 
  check to resolve most of his avatar’s skill checks. The only 
  skill uses that aren’t resolved with Computer Use checks are 
  as follows: Bluff, Concentration, Decipher Script, Diplomacy, 
  Gamble, Gather Information, Intimidate, Investigate, 
  Knowledge (all skills), Research, and Sense Motive.
   
  For example, Brandon’s avatar needs to make a Hide 
  check to avoid detection in a node. Instead of making a 
  Hide check, however, Brandon makes a Computer Use check 
  (since hiding his avatar requires some digital legerdemain on 
  his part) opposed by the would-be detector’s Spot check. 
  Later, Brandon’s avatar attempts to bluff its way past a node 
  guardian; since bluffing requires Brandon to use his own wits 
  instead of his computer skills, he makes a Bluff check as 
  normal on behalf of his avatar.
   
  Languages: An avatar reads, writes, and speaks the same 
  languages as its user.
   
  Software: VR software installed to the avatar is listed 
  here, in alphabetical order (with the memory cost of the 
  software given in parentheses).
   
  Available Memory Blocks: All avatars begin with 10 
  memory blocks, but each piece of installed VR software 
  uses up one or more of these blocks. The number of unused 
  memory blocks is noted here.
  Sample Avatar
  The following avatar—a sword-wielding knight in shining 
  armor named Sir Pixilot—belongs to a 2nd-level Smart hero 
  with Intelligence 15 and 7 ranks in the Computer Use skill.
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  Sir Pixilot: CR 2; HD 2d6+7; hp 19; Mas 15; Init +2; Speed 30 
  ft.; Defense 23, touch 13, flat-footed 21 (+1 class, +2 Int, +8 
  heavy armor, +2 heavy shield); BAB +7; Atk +9 (1d8+2); FS 5 
  ft. by 5 ft.; Reach 5 ft.; SQ software; AL creator; SV Fort +3, 
  Ref +3, Will +4.
  Software: Data storage (1), heavy armor (3), heavy shield 
  (2), melee weapon 1d8 (2), supergrip (1), voicebox (1).
  Available Memory Blocks: 0.
  Avatar Combat
  On the VRNet, combat occurs whenever one user (or program) 
  attacks another. Avatars representing users face off on a 
  virtual battlefield, fighting with weapons made of software 
  until one side or the other is destroyed or driven away.
   
  Combat on the VRNet functions exactly the same as it 
  does in the real world, with a few exceptions:
  • An avatar reduced to 0 hit points is destroyed. All of 
  a destroyed avatar’s programs are lost, and its user is 
  abruptly disconnected from the VRNet (see page 50).
  • Avatars cannot attack objects or weapons. Objects 
  are pieces of software and must be dissipated (see 
  Dissipating Objects in a Node, page 52); weapons 
  are programs that must be hacked to deal damage 
  to them.
  • Avatars cannot deal nonlethal damage and are 
  immune to nonlethal damage as well.
  • Avatars cannot grapple.
  Avatar Combat Options
  In the VR universe, avatars move like normal characters 
  and use weapons like normal characters. However, their 
  speed and combat ability is entirely a measure of their 
  programming and their user’s prowess with a computer. 
  An avatar can enhance its speed with special software. 
  Similarly, weapon software exists for almost any portable 
  weapon imaginable, from virtual assault rifles to oversized 
  boxing gloves.
   
  Some special combat options available to avatars work 
  differently from their real-world counterparts and are 
  described below.
  Bull Rush: An avatar can attempt a bull rush as normal. 
  However, instead of making opposed Strength checks, the 
  colliding avatars make opposed Computer Use checks. 
  Avatars of greater size do not get a special size bonus on 
  their check, and avatars with multiple legs do not get a 
  special stability bonus on their check.
  Disarm: An avatar with a melee weapon can attempt 
  to disarm another avatar’s melee or ranged weapon. If the 
  Avatar combat
  G
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  defending avatar has multiple weapon programs installed, 
  the attacker can choose which one to target.
   
  Attempting to disarm a weapon provokes an attack of 
  opportunity from the defender. The attacker and defender 
  make opposed Computer Use checks, with the defender’s 
  check result setting the DC for the attacker’s check. If the 
  attacker’s check succeeds, the weapon falls into a square 
  adjacent to the defender. Any avatar can pick up a disarmed 
  weapon program (as a move action).
   
  Feint: Just like in regular combat, a feint is merely an 
  attempt to draw an opponent’s attention away from the 
  real attack. Dummy programs might mimic other attack 
  modes while the real weapon program comes in unseen.
   
  Attempting a feint requires a successful Bluff check, 
  opposed by the defender’s Sense Motive check. If the feinting 
  attacker succeeds, the next attack he makes ignores the 
  defender’s Intelligence bonus to Defense (if he has one).
   
  Trip: An avatar can attempt a trip as normal. However, 
  instead of making opposed ability checks, the avatars 
  make opposed Computer Use checks. Avatars of greater 
  size do not get a special size bonus on their check, and 
  avatars with multiple legs do not get a special stability 
  bonus on their check. Attempting a trip always provokes 
  an attack of opportunity, regardless of the weapon the 
  attacker is wielding.
  VRNET HAZARDS
  VRNET HAZARDS
  Many hazards await VRNet explorers. Some hazards can 
  severely damage the computer systems of inexperienced 
  users, and some illegal VR programs can even physically 
  harm reckless users. Despite these perils, the VRNet is 
  considered safe enough for the general public—at least, as 
  safe as driving on any crowded superhighway.
  Disconnected
  Whenever an avatar is reduced to 0 hit points, it is 
  destroyed and its user is automatically disconnected from 
  the VRNet. Additionally, some other programs and VRNet 
  hazards can cause similar disconnection. The shock of being 
  completely disconnected from a virtual world can be harsh 
  on the senses and can disorient a character for a brief 
  moment. Whenever a VRNet user is forcibly disconnected, 
  that character must make a successful DC 15 Will save or 
  be stunned for 1d6 rounds. For HINet users, the save DC 
  increases to 20, and the stunned effect lasts for 2d6 rounds 
  (see HINet, page 57).
  Hacked
  A major disadvantage to having a VRNet presence is that it 
  opens up the user’s system for hacking. Any avatar on the 
  VRNet can be traced back to its point-of-origin computer 
  using complicated programs known as tracers (though some 
  programs are designed to mask the point of origin). If an 
  avatar’s point-of-origin computer is discovered, that user’s 
  computer becomes a target for hacking. Malicious users can 
  target the computer system from which an avatar originates 
  rather than targeting the avatar itself, a complicated process 
  with potentially devastating effects. A point-of-origin 
  computer can be hacked and altered the same as any 
  other node on the VRNet, using the same rules for program 
  control and data manipulation as those used elsewhere on 
  the VRNet.
  Mindscraped
  Mindscraping goes a long way toward explaining why some 
  people are afraid to use the VRNet. A mindscraper uses 
  computer programs to invade and cripple the minds of other 
  online VRNet users. Certain images and sounds, combined 
  with false sensory perceptions generated by VRNet 
  software, can trigger seizures and strokes. Mindscraping 
  is a serious crime on most worlds equipped with VRNet 
  technology. Mindscraping software works a lot like hacking 
  software used to trace and attack an avatar’s point-of-origin 
  computer (see Hacked, above).
   
  Any VRNet user subjected to mindscraping must succeed 
  on a Will save or take ability damage, as shown in Table 3–1: 
  Mindscraping Programs. Each mindscraping program has its 
  own unique flavor and statistics: HINet users take a –3 
  penalty on saves against mindscraping programs.
   
  Program Name and Challenge Rating: Most mind-
  scraping programs have colorfully sinister names. Like traps, 
  they also have a Challenge Rating (CR).
   
  Will Save DC: The DC to negate the effects.
   
  Damage: The amount and type of ability damage.
   
  Purchase DC: The purchase DC of the program.
   
  Restriction: All mindscraping programs are illegal but 
  can be purchased on the black market (see Restricted 
  Objects in the d20 MODERN Roleplaying Game, page 93).
  TABLE 3–1: MINDSCRAPING PROGRAMS
   
  Will 
   
  Purchase
  Program (CR) 
  DC 
  Damage 
  DC 
  Restriction
  Dimwit (CR 2) 
  12 
  1d6 Int 
  27 
  Illegal (+4)
  IQ screw (CR 4) 
  15 
  2d6 Int 
  29 
  Illegal (+4)
  Skullcracker (CR 6) 18 
  1d6 Int,  
  32 
  Illegal (+4)
   
   
  1d6 Con
  Brainvade (CR 6) 
  18 
  3d6 Int 
  33 
  Illegal (+4)
  Eggburner (CR 8) 21 
  1d6 Int*,  
  35 
  Illegal (+4)
   
   
  2d6 Con
  *Half of this damage (rounded down) is ability drain.
  Snared
  Snares are particularly devious hazards often used by 
  administrators to catch hackers in the act. A snare is just 
  what it sounds like: a program designed to capture and hold 
  in place a single avatar. Snares function by overloading the 
  movement software of a particular avatar with junk data 
  and resource-consuming processes, effectively immobilizing 
  the avatar until released or until the avatar manages to 
  escape. Snares are similar to traps in the real world and can 
  take on many visual forms. An avatar that triggers a snare 
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  (set to go off in a certain location on a node under certain 
  conditions) is immediately immobilized.
   
  Detecting a snare requires a Computer Use check; the 
  complexity and design of the software determines the 
  DC (most snares have a minimum DC of 21). Any avatar 
  caught in a snare must make a successful Computer 
  Use check (same DC as above) to escape.
  Spiked
  A spike is an automated tracer program 
  that searches out an avatar’s point-of-origin 
  computer and returns that data to whichever 
  node sent the spike. Spikes, like snares, are 
  location-based hazards similar to traps. Once 
  an avatar’s point-of-origin computer is found, 
  any active administrator on the node can either 
  launch an attack on that computer or alert the 
  proper authorities to the violation. Spikes can be 
  detected with a Computer Use check, with the 
  DC determined by the spike’s design (usually 21 
  or higher).
  VRNET 
  VRNET 
  HARDWARE
  HARDWARE
  Certain fundamental hardware is required to 
  access and use the VRNet. The following pieces 
  of hardware come standard with any computer 
  system capable of VRNet access.
  VRNet Connection
  The most important part of the whole package is the VRNet 
  connection. This connection can take many forms, from 
  land lines to wireless access. The computer requires access 
  to the VRNet, either in the form of a satellite uplink or a 
  direct connection to another computer with VRNet access. 
  In the latter case, several users can link their computers 
  together and dive into the VRNet as a group.
  Display
  A VRNet connection requires a display capable of panoramic 
  and three-dimensional imaging. This means that flat screens 
  and monitors cannot be used to browse the VRNet. Typically, 
  the VRNet makes use of display goggles, display contacts, 
  and neural interfaces that not only display images but also 
  detect head movement so avatars can look around without 
  having to issue commands.
  Manipulator Gloves
  A standard interface device included with most computers, 
  manipulator gloves are thin, lightweight, form-fitting gloves 
  covered with sensors. These gloves are used to direct the 
  hands of an avatar, allowing it to pick up and manipulate 
  items in the VR universe. Additionally, a VRNet user uses the 
  gloves to access programs and call up hovering menus with 
  only a few flicks of his fingertips.
  VRNET SOFTWARE
  VRNET SOFTWARE
  The bulk of the VRNet is composed of software running 
  across the cyberlanes at all times. Since everything that can 
  be seen or manipulated in the VRNet is a program, avatars 
  must be able to use and interact with software of all types 
  to make effective use of the VRNet. Programs on nodes 
  are typically used to create the visual style of the node, 
  to create objects both inanimate and interactive, and to 
  protect the node against incursion by hackers. On a day-to-
  day basis, avatars interact with these pieces of software on 
  a given node only when needed and they are rarely called 
  upon to modify or dissipate that software. Most of the 
  time, the only programs an avatar must deal with are those 
  carried in its own available memory and those carried and 
  used by other avatars.
   
  When a VRNet user writes a new program, she has the 
  option of making that program available as source code 
  (basic text data that defines the program). Source code is like 
  a set of program plans or blueprints that can be copied and 
  used by other VRNet users. Source code should be treated 
  like all other forms of data for the purposes of copying, 
  altering, or deleting the code, though altering one program’s 
  code in no way alters other copies of the same program.
  VRNet 
  hardware
  G
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  Installing Programs
  Whenever a user writes a new program, that program 
  must be installed to the avatar’s available memory. This is 
  a free action that can be performed immediately after the 
  program is written. However, a program cannot be used 
  until it is installed in available memory and vanishes if it 
  is not installed before the avatar moves to another node. 
  If an avatar doesn’t have enough free memory blocks to 
  install the program, the avatar can delete other programs 
  to make space.
  Writing and Deleting 
  Programs
  Each program described below requires a specific amount 
  of time to write. To write a software program, a VRNet 
  user must make one or more Computer Use checks. Each 
  Computer Use check represents 1 round of writing, and 
  programs that require multiple Computer Use checks require 
  multiple rounds to write. The result of each Computer Use 
  check must exceed the program’s write DC; on a failed 
  check, the user hits a roadblock and essentially wastes the 
  round. He cannot complete the program until he succeeds 
  on the requisite number of Computer Use checks. While a 
  VRNet user is writing a program, his avatar is paralyzed and 
  unable to act.
   
  Deleting a program is a much simpler process than 
  writing one. A character need only spend a move action 
  to delete a program in available memory; no skill check is 
  required.
  Dissipating Objects in 
  a Node
  Upon encountering an inanimate or interactive object in 
  a node, an avatar can attempt to dissipate the object, 
  effectively destroying it. First, the avatar must gain control 
  over the object by spending an attack action and making 
  a Computer Use check against the permissions DC of 
  the node. If the check succeeds, the object is deleted. 
  Some objects, particularly those integral to the node’s 
  functionality, might have a higher than normal permissions 
  DC (at the GM’s discretion).
   
  Barriers (including walls within a node) and portals are 
  different from inanimate and interactive objects; they 
  cannot be dissipated.
  VRNet Software 
  Descriptions
  See Table 3–2: VRNet Software for a summary of the items 
  described below.
   
  Program Name: The type of software.
   
  Memory Cost: The number of memory blocks the 
  software consumes when installed to an avatar.
   
  Write DC: The DC for Computer Use checks made to 
  write the software program.
   
  Number of Successes: The number of successful 
  Computer Use checks required to write the program.
  TABLE 3–2: VRNET SOFTWARE
    
  Memory 
  Write 
  Number of
  Program Name 
  Cost 
  DC 
  Successes
  Agent 
  1 
  15 
  2
  Antivirus software 
  1 
  15 
  1
  Armor
   Light armor (+2) 
  1 
  10 
  1
   Medium armor (+5) 
  2 
  15 
  1
   Heavy armor (+8) 
  3 
  20 
  1
  Automation software
   QuickCopy 
  1 
  10 
  1
   Teleport 
  1 
  15 
  2
  Bullseye
   Bullseye +1 
  2 
  20 
  2
   Bullseye +2 
  4 
  25 
  2
   Bullseye +3 
  6 
  30 
  2
  Communications software
   Telepath 
  1 
  10 
  1
   Voicebox 
  1 
  10 
  1
  Data storage 
  1 
  10 
  1
  Deflection screen
   Deflection +1 
  2 
  20 
  2
   Deflection +2 
  3 
  25 
  2
   Deflection +3 
  4 
  30 
  2
  Firewall1 
  5 
  25 
  3
  Illusion software
   Invisibility cloak 
  5 
  25 
  3
   Mist 
  2 
  20 
  1
   Phantom avatar 
  2 
  15 
  1
  Maxrunner
   Maxrunner +5 ft. 
  1 
  20 
  2
   Maxrunner +10 ft. 
  2 
  20 
  3
  Megastrike
   Megastrike +1 
  1 
  15 
  1
   Megastrike +2 
  2 
  20 
  1
   Megastrike +3 
  3 
  25 
  1
   Megastrike +4 
  4 
  30 
  1
  Shield
   Light (+1) 
  1 
  10 
  1
   Heavy (+2) 
  2 
  15 
  1
  Supergrip 
  1 
  15 
  2
  Tracer 
  3 
  20 
  3
  Virus1
   Brouhaha virus 
  1 
  20 
  3
   Farewell virus 
  3 
  25 
  3
   Guillotine virus 
  3 
  25 
  3
  Weapon
   Area-effect1 (3d6) 
  3 
  15 
  3
   Area-effect1 (4d6) 
  4 
  20 
  3
   Area-effect1 (5d6) 
  5 
  25 
  3
   Melee (1d6) 
  1 
  10 
  1
   Melee (1d8) 
  2 
  15 
  1
   Melee (2d6) 
  3 
  20 
  1
   Ranged (2d6) 
  4 
  20 
  2
   Ranged (2d8) 
  5 
  25 
  2
   Ranged (2d10) 
  6 
  30 
  2
  1 Single-use program.
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  Agents
  Agents are useful programs that assist in VRNet navigation. 
  Most beginning VRNet users employ agents to speed up 
  routine tasks. For the most part, agents are simply data 
  search and retrieval programs that move independently 
  throughout a node, or even throughout the VRNet itself, 
  to obtain data requested by an avatar. Typically, an agent is 
  incapable of performing actions that require it to overcome 
  the permissions DC of a particular node, and it acts within 
  the bounds of legal VRNet usage. Most agents are simple 
  programs with no artificial intelligence, but some users give 
  their agents personalities.
   
  An agent does not have memory blocks in which to store 
  software programs.
   
  Statistics for a typical agent are presented below (using 
  the generic low-level Smart/Dedicated Ordinary, page 281 
  of the d20 MODERN Roleplaying Game as the agent’s 
  creator). To generate an agent’s statistics, use the rules for 
  generating avatar statistics (page 48) except as follows:
  Challenge Rating (CR): An agent cannot make attacks 
  or deal damage; hence, it has no CR.
  HD/hp: An agent’s Hit Dice equals one-half its creator’s 
  level or Hit Dice (minimum 1). An agent uses a d4 for hit 
  points and gains a number of additional hit points equal 
  to its user’s Computer Use skill ranks. Furthermore, agents 
  always have maximum hit points. For example, the agent 
  of a 1st-level Smart hero with 4 ranks in Computer Use has 
  1d4+4 HD and 8 hit points. An agent reduced to 0 hit points 
  is destroyed and erased from memory.
  Massive Damage Threshold (Mas): An agent has a 
  massive damage threshold equal to its user’s Intelligence 
  score. If an agent takes damage from a single attack greater 
  than its massive damage threshold, it must make a successful 
  DC 20 Fortitude save or be destroyed. A destroyed agent is 
  erased and must be rewritten from scratch.
  Defense: An agent’s Defense is equal to 10 + its creator’s 
  Int modifier. A flat-footed agent loses its user’s Intelligence 
  bonus to Defense.
  Base Attack Bonus/Attacks: An agent has no attacks 
  and cannot deal damage.
  Saves (SV): An agent has no good saving throws. Use 
  its creator’s Intelligence modifier instead of the creator’s 
  Constitution, Dexterity, and Wisdom modifiers to determine 
  its saving throw modifiers.
  Skills: An agent has 10 skill points. Its creator 
  determines how the skill points are spent at 
  the time the agent’s program is written, 
  after which they cannot be changed 
  (although the agent can be erased and 
  replaced). An agent can have as many 
  ranks in a particular skill as its creator. 
  For instance, if Roberta has 5 ranks of 
  Research, she can program an agent with up 
  to 5 ranks in the Research skill. An agent applies no 
  ability modifiers to its skill checks.
   
  Unlike avatars, agents make skill checks normally. The 
  creator does not make skill checks on the agent’s behalf, and 
  the agent does not make Computer Use checks in place of 
  other skills.
   
  An agent’s skill points must be spent as the agent 
  program is being written. Once the agent is completed, the 
  skills cannot be adjusted.
  Typical Agent: CR —; HD 1d4+4; hp 8; Mas 15; Init +0; Speed 
  30 ft.; Defense 12, touch 12, flat-footed 10 (+2 Int); BAB —; 
  Atk none; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ none; AL creator or 
  node; SV Fort +2, Ref +2, Will +2.
  Skills: Computer Use +2, Investigate +2, Research +2, 
  Search +4.
  Antivirus Software
  An antivirus program grants an avatar a +4 resistance bonus 
  on Fortitude saves against viruses (see page 55).
  Armor
  An armor program protects an avatar against weapon 
  damage by improving its Defense. Unlike real-world armor, 
  armor programs impose no maximum Dexterity bonus and 
  apply no armor penalty or speed penalty.
   
  Light armor provides a +2 armor bonus to Defense, 
  medium armor provides a +5 armor bonus to Defense, and 
  heavy armor provides a +8 armor bonus to Defense.
   
  Most armor programs take the visual form of an actual 
  type of armor, from plate mail and riot gear to an envelope 
  of energy surrounding the wearer.
  COMPUTER NETWORKS
  COMPUTER NETWORKS
  Agents come in 
  many forms
  RW
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  COMPUTER NETWORKS
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  Automation Software
  Automation software makes complex tasks easier. All forms 
  of automation software allow the user to ready actions to 
  be performed without having to actively issue a command.
   
  QuickCopy: This program enables an avatar to copy 
  data as a free action instead of a move action.
   
  Teleport: This software enables the user to set up a 
  particular condition that, when triggered, teleports the 
  user’s avatar to another node of the user’s choosing. For 
  example, a user might input the node address for Lord 
  Vapor’s Lounge, with the condition that his avatar teleports 
  there the instant its hit points drop below 10. The avatar 
  cannot teleport into a restricted node; the destination must 
  be a public node or have a public area within it. Altering the 
  condition or the destination requires a full-round action 
  (altering both takes two full-round actions).
  Bullseye
  A bullseye program allows an avatar to hit more effectively 
  with its ranged weapons. The bonus the avatar gains on all 
  ranged attack rolls determines the program’s memory cost 
  and write DC, as shown in Table 3–2: VRNet Software.
  Communications Software
  Communications software sends information from one 
  location to another. Most communications software is 
  simple and easy to program and can be used by almost 
  anyone. Many VRNet users consider these programs 
  essential and keep them installed at all times.
   
  Telepath: A telepath program is a piece of software 
  designed to send simple messages instantly from one 
  avatar to another across nodes, or within a single node. 
  Only the intended recipient can see or hear the message, 
  which comes in the form of either text or voice data 
  and can span the entire VRNet. The telepath program is 
  interrupted if either the sender or the receiver occupies 
  a private (restricted) area that requires a Computer Use 
  check against a portal DC to gain access. Both avatars 
  must have the telepath program installed to make use of 
  the program.
   
  Voicebox: A voicebox program is essential for VRNet 
  users who wish to communicate and interact with other 
  user’s avatars. Voicebox gives the user’s avatar its voice, 
  enabling it to speak to other avatars in its presence. (In 
  actual fact, the program allows the avatar to send other 
  avatars streams of data. Within the virtual universe, this data 
  is represented as the avatar speaking out loud.) A voicebox 
  program does not enable internodal communication 
  (communication across nodes); for that, a VRNet user needs 
  a telepath program (see above).
  Data Storage
  Data storage programs are not really programs at all, but 
  simple scripts that convert available memory into data 
  storage space. They allow an avatar to carry around 
  significant amounts of data from node to node without 
  the need to store the data at any central location (such as 
  on the point-of-origin computer). Additionally, data storage 
  programs are required by some other pieces of software to 
  function.
  Deflection Screen
  Deflection software creates an invisible force field around 
  the avatar, protecting it against attack. The deflection bonus 
  the avatar gains determines the program’s memory cost and 
  write DC, as shown in Table 3–2: VRNet Software.
  Firewall
  A firewall program is a unique piece of coding that allows 
  an avatar to erect a barrier to block certain other kinds of 
  software. When activated, a firewall springs into place as a 
  semitransparent wall that can be placed over a door or from 
  one wall to another in a room on a node. Once in place, 
  a firewall remains active and immobile until the avatar 
  dissipates it as a free action (or until a node administrator 
  gains control over it and dissipates it).
   
  At the time a firewall is erected, its creator selects a 
  specific type of software to block from the following list: 
  agents, anti-intrusion drones, armor programs, automation 
  software, combat drones, communications software, data 
  storage, firewalls, illusion software, program shields, tracers, 
  viruses, or weapons. (GMs can create other new types of 
  programs for their campaigns and add them to the list.) The 
  firewall blocks the specified kind of program from passing 
  through it. Any avatar can pass through a firewall, but any 
  programs installed in its available memory that cannot pass 
  through either must remain on the other side of the firewall 
  or be deleted.
   
  An avatar can attempt to sneak programs past 
  a firewall undetected; doing so requires a successful 
  Computer Use check opposed by the Computer Use 
  check of the firewall’s creator, and the firewall’s creator 
  gets a +5 bonus on the check. If the avatar fails to sneak 
  the forbidden programs past the firewall, the programs 
  are automatically deleted.
   
  All firewalls are one-use programs that are deleted from 
  available memory when spent. Multiple firewalls can be 
  erected in the same virtual space. Erecting a firewall is an 
  attack action.
  Illusion Software
  Illusion software modifies an avatar’s image in some fashion, 
  often for defensive reasons.
   
  Most node administrators prohibit the use of illusion 
  software. An avatar using illusion software within an actively 
  administered node must make a Computer Use check against 
  the node’s permissions DC. If the check fails, the software 
  does not function as long as the avatar remains in the node 
  (although the avatar can leave the node and reenter to try 
  again); if the degree of failure meets or exceeds the node’s 
  detection range, the node’s administrator is alerted to the 
  avatar’s failed attempt.
   
  Illusion software comes in many forms; described below 
  are three of the most common.
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  Invisicloak: An invisicloak program makes an avatar 
  invisible. The effect of this program is identical to the 
  invisibility spell (see page 349 of the d20 MODERN
  Roleplaying Game), except the duration is unlimited. 
  Activating or deactivating an invisicloak program is an 
  attack action.
  Mist: A mist program blurs the edges of an avatar, 
  making it more difficult to hit in VR combat. The avatar 
  gains one-half concealment (20% miss chance). Activating 
  or deactivating a mist program is an attack action.
  Phantom Avatar: A phantom avatar program creates 
  a perfect facsimile of the avatar. The facsimile looks 
  and acts exactly like the true avatar and must occupy a 
  virtual 5-foot square adjacent to the avatar; if there are no 
  unoccupied squares adjacent to the avatar, the program 
  cannot run.
   
  Attacks made against the avatar have a 50% chance 
  of targeting the facsimile instead. Any successful attack 
  made against the facsimile dissipates it (its Defense is the 
  same as the avatar’s Defense). Activating or deactivating a 
  phantom avatar is an attack action.
  Maxrunner
  An avatar equipped with maxrunner software moves more 
  quickly than normal. Increase its speed by 5 feet or 10 feet, 
  depending on the quality of the software (see Table 3–2: 
  VRNet Software).
  Megastrike
  A megastrike program increases the damage an avatar 
  deals with melee weapons (but not ranged weapons). 
  The bonus on damage rolls determines the program’s 
  memory cost and write DC, as shown in Table 3–2: 
  VRNet Software.
  Shield
  A shield program protects an avatar against weapon damage 
  by improving its Defense. Shield programs impose no 
  maximum Dexterity bonus and apply no armor penalty or 
  speed penalty.
   
  A light shield provides a +1 shield bonus to Defense. A 
  heavy shield provides a +2 shield bonus to Defense.
   
  Most shield programs take the visual form of actual 
  shields, from medieval shields and riot shields to translucent, 
  floating disks of energy.
  Supergrip
  An avatar with a supergrip program gets a +4 resistance 
  bonus on Computer Use checks to resist disarm attempts 
  (see Avatar Combat Options, page 49, for disarm rules).
  Tracer
  Tracers are programs that locate the point-of-origin 
  computer of a given avatar. Attaching a tracer to an 
  avatar provokes attacks of opportunity and requires a 
  successful melee touch attack. If the attack hits, the 
  tracer program attaches to the avatar and instantly 
  scours its datafiles for the address of its point-of-origin 
  computer. An avatar infected with a tracer program 
  gets a DC 15 Will save to block and neutralize the tracer. 
  If the save fails, the tracer pinpoints the location of 
  the avatar’s point-of-origin computer and transmits this 
  information to its user.
  Virus
  A virus is designed to target and corrupt another avatar’s 
  programming. Attaching a virus to an avatar provokes 
  attacks of opportunity and requires a successful melee 
  touch attack. If the attack succeeds, the infected avatar 
  must make a Fortitude saving throw. If the save succeeds, 
  the virus is neutralized. If the save fails, one or more 
  of the avatar’s programs (determined randomly by the 
  GM unless otherwise noted) are corrupted. Corrupted 
  programs cease to function and must be deleted and 
  replaced.
   
  Viruses are one-shot programs that are deleted from an 
  avatar’s available memory once successfully attached to 
  another avatar.
  Megastrike and shield
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  TABLE 3–3: VIRUSES
  Virus Name 
  Save DC 
  Corrupted Programs
  Brouhaha 
  12 
  1d2
  Farewell 
  15 
  1d4
  Guillotine1 
  18 
  1
  1  Corrupted program selected by attacker rather than GM.
  Weapons
  Avatars use weapon programs to harm one another in 
  combat. Weapon programs take many forms but are 
  grouped in three categories: melee, ranged, and area. In the 
  virtual world, a weapon program takes a specific form, such 
  as a machine gun, a katana, or a stop sign. A weapon’s size 
  and configuration have no bearing in VR combat. An avatar 
  can wield a chainsaw that deals 1d6, 1d8, or 2d6 points of 
  damage, depending on the complexity of the melee weapon 
  software. Furthermore, the type of damage a weapon 
  deals is irrelevant. It doesn’t matter whether a weapon 
  deals piercing damage or slashing damage, for example. All 
  weapons, regardless of how they look, are merely programs 
  designed to attack and destroy the programming of other 
  avatars.
   
  Although effective against avatars, VR weapons cannot 
  damage objects (see Dissipating Objects in a Node, page 52). 
  Exceptions to this rule exist. For example, a node architect 
  can construct objects that are susceptible to weapon 
  damage, either to make the node environment seem more 
  authentic or to create destructible obstacles intended to be 
  smashed and overcome.
   
  Area-Effect Weapons: Area-effect weapons include 
  grenades, explosives, and devastating spell-like effects 
  that target an area instead of a specific avatar. Area-
  effect weapons follow the rules for thrown explosives 
  and have a burst radius of 10 feet (see the d20 MODERN 
  Roleplaying Game, pages 148–149). These programs are 
  fairly easy to write but consume a significant amount of 
  available memory. In addition, all area weapons are one-
  use programs that are deleted from available memory 
  when spent.
   
  Creating an area-effect weapon with an extra use 
  increases the write DC by 5. Increasing the weapon’s damage 
  by 1d6 or its burst radius by 5 feet increases the write DC by 
  5 and also costs an additional memory slot.
   
  Area-effect weapons do not deal critical hits.
   
  Melee Weapons: Melee weapons include swords, axes, 
  spiked gauntlets, and other traditional weapons. Since 
  melee weapon programs are simple, they take relatively 
  little time to create and take up less available memory 
  than area-effect weapons or ranged weapons. All VR melee 
  weapons have a reach of 5 feet and do not provoke attacks 
  of opportunity when wielded in combat.
   
  Extending a melee weapon’s reach to 10 feet increases 
  the program’s write DC by 10 and also costs an additional 
  memory slot.
   
  Melee weapons have a threat range of 20 and a critical 
  multipler of ×2. Increasing a weapon’s threat range by 1 or 
  increasing its damage multiplier by 1 increases the program’s 
  write DC by 5 and the number of successes by 1, and the 
  program costs an additional memory slot.
   
  Ranged Weapons: Ranged weapons include handguns, 
  laser weapons, whips, eye beams, magic spells, bows, 
  crossbows, shuriken, and other devices that target a specific 
  avatar. They deliver attacks out to a distance and are more 
  difficult to create and store than melee weapons.
   
  All ranged weapons, regardless of form, have a maximum 
  range of 300 feet and a range increment of 30 feet. Extending 
  a weapon’s range increment by 10 feet increases the write 
  DC by 5.
   
  Ranged weapons have a threat range of 20 and a critical 
  multipler of ×2. Increasing a weapon’s threat range by 1 or 
  increasing its damage multiplier by 1 increases the program’s 
  write DC by 5 and the number of successes by 1, and the 
  program costs an additional memory slot.
  Computer Network 
  Rules Modules
  Below are a number of variant rules a GM might decide to 
  use when establishing how computer networks work in his 
  campaign. Each of the rules modules below presents one 
  set of alternate rules that work with the basic rules for 
  computer networks and noderunning.
  Broadcast Network
  Any of the computer network systems can be run as a 
  broadcast network if the GM wishes to add the necessary 
  technology, but broadcast network rules work best in PL 
  8 or with the HINet. In essence, the broadcast network 
  rules module assumes that some technology exists that 
  can broadcast and receive computer information through 
  a previously unknown medium that cannot be warded 
  against. In fact, the system can modify electronic pulses 
  in a hardware device through pure broadcast, requiring no 
  direct, wired link.
   
  The result of this is to make everything electronic 
  part of the HINet, from the lowliest digital watch to 
  the supercomputers of national defense systems. It’s 
  not possible to have a node that isn’t accessible—the 
  broadcast system connects all computers whether 
  their owners want them to be connected or not. Even a 
  computer that’s turned off is vulnerable, because its data 
  can be accessed and modified directly by the power of the 
  broadcast. The broadcast itself can come from anywhere 
  the GM desires—a strange side effect of hyperspace, 
  an undiscovered alien generator, or the next generation 
  of personal phones all working in concert. (In a magic 
  campaign, it might even be the Astral Plane or some 
  artifact, and as a result it can even access print works with 
  no electronic component—even novels can be hacked). 
  The point is that the broadcast is all-encompassing and 
  cannot be turned off.
   
  This has three primary effects. First, access to any 
  computer system anywhere is possible. The only way 
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  to make a node secure is for avatars to actively guard it 
  and watch for intruders. Second, any electronic device is 
  accessible to alteration. Everything is a node, and a skilled 
  noderunner can jump into the node of a wristwatch to 
  change the time, a traffic light to change the light from 
  red to green, a security camera to point it away from 
  a robbery, or even a cybernetic device to take over its 
  function.
   
  Navigating the vast array of a broadcast net is complex 
  and time consuming. Since everything is linked, finding 
  your way around can be very tricky. A noderunner must 
  make a Computer Use check based on the DCs below to 
  find a specific node. Because the DCs are so high, most 
  noderunners have to take 20 to actually find a specific 
  location’s node. Of course, once a noderunner is familiar 
  with a particular node, he can go to it directly rather than 
  search for it through the broadcast net.
  TABLE 3–4: BROADCAST NETWORK LOCATION 
  CHECKS
  Node Type 
  Computer Use DC to locate
  Major computer system entrance 
  25
   (Government or large corporation public nodes)
  Major computer system interior nodes 
  30
    (Personal computers within a government 
  computer net)
  Moderate computer system entrance 
  35
   (Medium business system entrance, commercial site)
  Concealed node, multifunctional computer device 
  40
    (Government agency file server, private company 
  personnel files, PDA)
  Minor electronic device with single function 
  40
   (Watch, remote control, Geiger counter, laser-sight)
  Cybernetic Implant 
  45
  Noderunner is in a node that shares a direct  
  +5
   wired link to desired node
  Noderunner can see physical location of node  
  +5
   in real world
  Noderunner has been to node before 
  +5
  Once within a node, a noderunner must overcome any 
  security present and attempt to make desired modifications 
  using the normal rules for nodes.
   
  Even if a noderunner accesses a cybernetic device, 
  his ability to control it is limited. The recipient of the 
  cybernetic device has a direct neural link to all the implants 
  within his body and is often able to override even the 
  most skilled noderunner’s efforts. Cybernetic devices are 
  always considered high security nodes; even if a noderunner 
  successfully hacks them, the device’s recipient can maintain 
  normal control by making a DC 15 Will save.
  Better Than Real Time
  Characters who focus on computer network implants 
  and skills often forego more combat-effective options 
  to be good at what they do, but in a game with limited 
  computer networks this might seriously limit their ability 
  to help their group or even prevent them from being 
  able to take useful actions a majority of the time. This 
  rules module is designed to make such characters more 
  attractive in campaigns with limited access to VRNets and 
  HINets. It should never be used with the broadcast net 
  rules module unless the GM wishes to create a campaign 
  in which everyone is a noderunner.
   
  Since everything in a virtual world is simply electronic 
  pulses, the speed at which events occur need not be the 
  same as for the physical world. In a better than real time 
  campaign, a character is allowed to take two full rounds of 
  action when noderunning. Essentially, the activities of the 
  virtual reality run at double speed compared to the physical 
  world. Of course, everything else in the virtual world runs at 
  double speed as well, making it especially important that a 
  noderunner win any initiative check.
   
  This rule has no effect on movement or actions in the 
  physical world. The two rounds of actions must be taken 
  separately—a noderunner cannot take a move action, then 
  a full-round action, and then another move action. Each 
  round is finished before the next begins. If a noderunner 
  delays or readies in his first round of action, he loses the 
  second round of action.
  HINet
  The HINet is a full virtual reality available in late PL 7. Avatar 
  interaction feels exactly like personal interaction. Deaths 
  can result from people staying on the HINet too long 
  and forgetting to nourish their physical bodies. The HINet 
  functions in exactly the same ways as the standard VRNet, 
  except every sense is accurately attuned to a perfectly 
  simulated world. Avatar combat feels realistic and the user 
  actually feels the pain of an injury. Unimaginable worlds 
  can be explored in their full splendor without ever leaving 
  home.
   
  Access to the HINet is only possible through a network 
  jack (see Head Enhancements, page 26). While the lack of 
  any cap to Computer Use bonuses is an advantage, there is a 
  serious drawback to accessing the HINet. Any condition the 
  noderunner’s avatar suffers (dazed, stunned, blinded, even 
  dead) the noderunner also suffers. In the case of effects 
  with specific durations, the noderunner is affected as long 
  as his avatar would have been. For permanent effects 
  other than death, a DC 30 Treat Injury check can reverse 
  the condition. Noderunners whose avatars are killed die 
  themselves.
   
  It is possible for the VRNet and the HINet to coexist. 
  In this case, anyone using access goggles and manipulator 
  gloves is just using the VRNet, while characters with a 
  network jack are in the HINet. Noderunners using the two 
  interfaces can interact, but the VRNet users are limited in 
  the total bonus their avatars can access for skill checks, 
  while HINet users are not, but might suffer more serious 
  consequences.
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  COMPUTER NETWORKS
  COMPUTER NETWORKS
  CYBERNAUT
  CYBERNAUT
  A Cybernaut might not amount to much in the real world, 
  but in the virtual world, he rules supreme. He spends an 
  enormous chunk of his time meandering the ever-expanding 
  universe of virtual reality nodes known as the VRNet, 
  searching for secrets, thrills, bragging rights, and dirty 
  laundry. The Cybernaut belongs to an elite community of 
  hackers and self-styled digital emperors—rulers in invisible 
  fortresses who bend the rules 
  of the VRNet to suit their 
  whims. A Cybernaut might 
  spend more time in the virtual 
  world than in the real world, 
  emerging mainly to eat or sleep. 
  He devotes more attention to 
  his daring, intrepid avatar than 
  real friends or family—and why 
  not? His avatar is everything 
  he wants to be, anything he 
  wants to be—a criminal, a 
  movie star, a commando, a 
  goth dominatrix, a teddy bear, 
  a ninja, a cartoon character, 
  or all of the above. Through 
  this avatar, the Cybernaut can 
  reach the unreachable, attain 
  the unattainable, dominate 
  the indomitable, and leave his 
  digital mark the world over.
   
  The Cybernaut advanced 
  class is useful in campaigns 
  where the VRNet is used not 
  only as a tool for gathering information but also as a 
  means of interacting with the world. Select this class 
  if you want to visit strange new realms in the blink of 
  an eye, defeat the digital machinations of countless 
  unseen rivals, and carry a really big gun.
   
  The fastest path into this advanced class is from 
  the Smart hero basic class, though other paths 
  are possible.
  TABLE 3–5: THE CYBERNAUT
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Defense 
  Reputation
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Bonus 
  Bonus
  1st 
  +0 
  +0 
  +1 
  +0 
  Master noderunner, node star 
  +1 
  +0
  2nd 
  +1 
  +0 
  +2 
  +0 
  Mighty avatar +1d6 
  +1 
  +0
  3rd 
  +1 
  +1 
  +2 
  +1 
  8th-grade avatar 
  +2 
  +1
  4th 
  +2 
  +1 
  +2 
  +1 
  Master noderunner 
  +2 
  +1
  5th 
  +2 
  +1 
  +3 
  +1 
  Mighty avatar +2d6 
  +3 
  +1
  6th 
  +3 
  +2 
  +3 
  +2 
  10th-grade avatar 
  +3 
  +2
  7th 
  +3 
  +2 
  +4 
  +2 
  Master noderunner 
  +4 
  +2
  8th 
  +4 
  +2 
  +4 
  +2 
  Mighty avatar +3d6 
  +4 
  +2
  9th 
  +4 
  +3 
  +4 
  +3 
  12th-grade avatar 
  +5 
  +3
  10th 
  +5 
  +3 
  +5 
  +3 
  Master noderunner 
  +5 
  +3
  Brandon Cross, 
  a Cybernaut 
  (with avatar)
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  Requirements
  To qualify to become a Cybernaut, a character must fulfill all 
  the following criteria.
   
  Skills: Computer Use 6 ranks, Knowledge (technology) 
  6 ranks.
   
  Reputation Bonus: +2.
   
  Special: A character must spend one month using the 
  VRNet prior to taking levels in this class.
  Class Information
  The following information pertains to the Cybernaut 
  advanced class.
  Hit Die
  A Cybernaut gains 1d6 hit points per level. The character’s 
  Constitution modifier applies.
  Action Points
  A Cybernaut gains a number of action points equal to 6 + 
  one-half his character level, rounded down, every time he 
  attains a new level in this class.
  Class Skills
  The Cybernaut’s class skills are as follows.
   
  Computer Use (Int), Concentration (Con), Craft 
  (electronic) (Int), Disable Device (Int), Forgery (Int), Gather 
  Information (Cha), Knowledge (popular culture, streetwise, 
  technology) (Int), Profession (Wis), Read/Write Language 
  (n/a), Repair (Int), Research (Int), Search (Int), Speak Language 
  (n/a), Spot (Wis).
   
  Skill Points at Each Level: 5 + Int modifier.
  Class Features
  The following features pertain to the Cybernaut advanced 
  class.
  Master Noderunner
  A Cybernaut can perform amazing feats of programming 
  legerdemain or accomplish tasks in the virtual world that 
  other VRNet users cannot.
   
  At 1st level, and again at 4th, 7th, and 10th level, a Cyber-
  naut gains a special ability, chosen from the list below.
   
  Backdoor: A Cybernaut with this ability knows how to 
  slip into restricted areas that his avatars have visited before. 
  He gains a +10 competence bonus on Computer Use checks 
  made to enter a private node (or a private room within a 
  node) he has previously entered or unlock a portal he has 
  previously opened.
   
  Codecrack: A Cybernaut with this ability gains a +5 
  competence bonus on Computer Use checks made to 
  decrypt and read encrypted data.
   
  Compression: A Cybernaut with this ability knows how 
  to program more efficiently, allowing his avatars to carry 
  more programs in their available memory. By increasing the 
  write DC of a program by 5, the Cybernaut can reduce the 
  memory cost of that program by 1 (to a minimum of 1).
   
  Memory Management: This special ability allows a 
  Cybernaut to delete any number of programs from his 
  avatars’ available memory as a free action (instead of a 
  move action).
   
  Node Management: A Cybernaut knows how to 
  monitor his own nodes (including his point-of-origin node) 
  more closely than most users. Any node that the Cybernaut 
  creates has its detection range reduced by 2.
   
  Wallhack: A Cybernaut can break the rules to move 
  more easily through a node. With a successful DC 30 
  Computer Use check, he can dissipate a section of wall 
  (or similarly impassable barrier) within a node. The wall 
  section or barrier can be up to 10 feet high, 10 feet wide, 
  and 5 feet thick.
  Node Star
  A Cybernaut’s reputation quickly begins to spread 
  throughout the VRNet. Once per day, he can add his 
  Reputation bonus on any single Computer Use check, even 
  after the roll is made.
  Mighty Avatar
  At 2nd level, a Cybernaut learns to maximize the damage 
  potential of his avatars, ensuring that their melee and 
  ranged attacks are more forceful and destructive than those 
  of lesser VRNet avatars.
   
  Any melee or ranged weapon program installed into a 
  Cybernaut’s avatar deals an extra 1d6 points of damage. 
  This extra damage increases to 2d6 at 5th level and 3d6 at 
  8th level.
  8th-Grade Avatar
  At 3rd level, a Cybernaut learns how to make his avatars 
  tougher than normal VRNet avatars. The Cybernaut’s avatars 
  use a d8 instead of a d6 for Hit Dice. In addition, the massive 
  damage threshold of his avatars increases by 3.
  10th-Grade Avatar
  At 6th level, a Cybernaut’s avatars become even tougher. 
  The Cybernaut’s avatars use a d10 instead of a d8 for Hit 
  Dice. In addition, the massive damage threshold of his 
  avatars increases by 3.
  12th-Grade Avatar
  At 9th level, a Cybernaut’s avatars become as tough as 
  possible. His avatars use a d12 instead of a d10 for Hit Dice. 
  In addition, the massive damage threshold of his avatars 
  increases by 3.
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  “I’m sorry, Monsieur Cheval, but the arm cannot 
  be saved through our healing skills. We’ll have 
  to have our chirgeon remove it before the rot 
  sets into your blood. Unless you’d like to call one 
  of Prelate Phelan’s pet Sancta Bokor priests to 
  animate the dead flesh? Ah, no local churchmen? 
  Of course, grenadier, we understand.
   “. . . Well, then, there’s nothing for it, Monsieur. 
  The flesh must be cut free. Fear not, you need 
  not give up your work as a chasseur d’ombre. 
  Even without a Sancta Bokor, there are ways to 
  restore your arm’s use. The Ordo Mechanicus have 
  made great advances in clockworks. You’ve seen 
  the new bronze gargoyles in flight, no? The same 
  clockworks can be used to build you a new arm. 
  No, you’ll feel nothing with it—the arm shall be 
  cold, lifeless metal. However we could, perhaps, 
  install a concealed flintlock within in it?
   “. . . Yes, I thought that might spark your 
  interest. Now, as to the cost . . .” 
  —–Mijnheer Radertje, PL 4 Implant Hack
  Alternate forms of cybernetic devices, such 
  as FX cybernetics and nanites—both of which 
  are explained in this chapter—have a strong 
  impact on the feel of a campaign. Even 
  in campaigns with magic, the GM should 
  carefully consider the ramifications of bone 
  runes and necrotic implants. Not only do 
  they add a peculiar flavor to the game, but 
  also they have the potential to increase the 
  overall power of characters.
  Cybernetics meets fantasy
   
   
   
   
   
   
   
   
  Chapter Four: 
   
   
   
   
   
   
   
   
  Chapter Four: 
   
   
   
   
   
   
   
    ALTERNATE 
   
   
   
   
   
   
   
    ALTERNATE 
   
   
   
   
   
   
   
   CYBERNETICS
   
   
   
   
   
   
   
   CYBERNETICS
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  The following rules are designed to be balanced and 
  adhere to the standard cybernetics rules. Except where 
  specifically noted, these rules modules use the same basic 
  rules as normal cybernetics, as described in Chapter One. 
  A campaign can employ one or more of these additions 
  without having to change the basic surgery and implant 
  maximum rules. Even the advanced classes presented 
  elsewhere in this book work with these systems.
   
  Of course, a GM can mix the various options from 
  Chapter One with different cybernetic implant types. For 
  example, in a campaign where science is predominant and 
  magic is present but fading, a GM could use the standard 
  implant rules for golemtech, but the unlimited cybernetics 
  rules for standard tech-based implants. Similarly, a GM could 
  rule that advanced classes are restricted to certain implant 
  types—for example, allowing Bionic Agents to use only stan-
  dard implants, but giving Implant Hacks access to necrotics.
  FX CYBERNETICS
  FX CYBERNETICS
  Standard cybernetic devices are based on technology of 
  one kind or another, but in a campaign allowing magic (per-
  haps a SHADOW CHASERS or URBAN ARCANA style game) there’s 
  no reason for technology to be the only source of cybernet-
  ics. Magic, properly channeled, can produce implants with 
  all the benefits of mechanical and electronic devices. Magic 
  cybernetic devices fall into two broad categories: golem-
  tech and bone runes.
  Golemtech
  Any cybernetic implant from Chapter Two can be made 
  as golemtech—magically animated material similar to that 
  used in the creation of golems. (Golems are animated but 
  not living creatures, such as the flesh golem on page 236 of 
  the d20 MODERN Roleplaying Game and the gear golem 
  on page 217 of Urban Arcana.) Golemtech can be made of 
  nearly any sturdy material—iron, bronze, stone, plastic, or 
  even flesh (which often causes it to be mistaken for necrot-
  ics). The material golemtech is made from is irrelevant—it’s 
  the magic that gives golemtech its power and durability.
   
  Simply allowing magic items to be a part of cybernetic 
  devices such as external and internal weapon and tool 
  mounts can create a second type of golemtech implants. 
  For example, a magic-clad cyborg might have a wand placed 
  within an external weapon mount (see page 195 of d20 
  Future) and a six-demon bag within an internal tool mount 
  (see page 24). These magic implants follow the same rules 
  as standard implants, but require a cybersurgeon to also 
  have some spellcasting ability to mount magical equipment 
  within mundane implants.
   
  Similarly, magical properties normally applied to weap-
  ons and armor can be applied to magically based offensive 
  and defensive implants. Subcutaneous body armor can have 
  an enhancement bonus just as normal armor can, with the 
  same increase in purchase DC, and a set of spurs can be 
  given the special properties of charged nunchaku. (See 
  pages 374 and 375 of the d20 MODERN Roleplaying Game, 
  as well as pages 121–125 of Urban Arcana, for more informa-
  tion on magic armor and weapons.)
   
  Golemtech is not a modern invention. It dates back 
  to the days when the world was young and magic more 
  common (or, if magic is not native to the campaign world, it 
  dates back to the time when it was brought to the campaign 
  world from another realm). Because golemtech implants 
  often survive their original recipients, they exist long after 
  the artificers who built them are gone. They are relics from 
  the past, rare treasures that are unlikely to be available for 
  sale despite having a purchase DC. (See the discussion of 
  magic items on page 120 of Urban Arcana; that information 
  applies to golemtech as well.)
  Benefits and Drawbacks
  Golemtech is magical in nature. It does not require a power 
  source, doesn’t reveal itself to technology-based sensors 
  (even when obvious to the naked eye), and is much more 
  resilient than technological implants. Golemtech cannot 
  be damaged by nonmagic attacks and always has a hard-
  ness of at least 10. (In campaigns in which magic attacks are 
  extremely rare, the GM might allow golemtech to be dam-
  aged by a specific material, such as iron.)
   
  Golemtech implants automatically size themselves to 
  fit any recipient, regardless of size, and move to meld 
  Any Sufficiently Advanced 
  Technology . . .
  Everything presented as FX cybernetics, and for that matter, 
  necrotics (discussed later in this chapter), can be presented 
  as extremely advanced technology rather than magic. Once 
  a game hits PL 9, there’s very little limit to what can be 
  created with technology. For a very high-tech game, the 
  GM can present everything in this chapter as standard PL 9 
  cybernetics. If introducing time travelers from the far-flung 
  future, advanced alien cultures, or extremely effective 
  experimental high technology to a campaign, the GM can 
  introduce one or two “magic” items as examples of technol-
  ogy normally beyond the heroes’ reach.
   As with any very high-PL item that is examined by a 
  less technologically advanced society, such “magic” items 
  are simply beyond the ability of the less technologically 
  advanced society to understand. A hero might be able to 
  have a captured piece of PL 9 cybernetics installed—it’s 
  designed to make that as easy as possible, after all—but 
  there’s no chance of fixing it if it breaks or using it as a blue-
  print to build similar devices. Even the difference between 
  PL 8 and PL 9 is vast enough so that no lower-technology 
  scientist can breach the gulf.
   Similarly, a PL 8 campaign might allow some psychic FX 
  to be used in implants using the golemtech or bone rune 
  rules without being defined as magic. These are examples of 
  psychic circuitry, such as extremely high-tech devices similar 
  to a crystal pistol or a screaming amulet. Any psionic item 
  can be turned into an implant using the FX cybernetics rules 
  at PL 8 or higher.
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  easily with the recipient’s flesh (a Treat Injury check to 
  add golemtech through surgery gains a +4 circumstance 
  bonus).
   
  Any FX completion item or command word item installed 
  as golemtech becomes a special item. The recipient can 
  automatically activate the item as an attack action that 
  does not provoke attacks of opportunity, even if he does 
  not know the command word, or normally wouldn’t qualify 
  to use the FX completion item.
   
  Because it is magical, golemtech is vulnerable to any 
  effect that neutralizes or suppresses magic items (such as 
  a dispel magic). To find the caster level of golemtech for 
  which that balue is not already defined, add 1/3 its purchase 
  DC to 5. (Thus, a golemtech advanced prosthetic arm has a 
  caster level of 12th.)
   
  Golemtech uses the normal rules for other drawbacks, 
  including additional effects from electricity attacks, 
  maximum number of implants, and the effects of a failed 
  Fortitude save against massive damage, depending on the 
  rule set used in the campaign.
  Creating Golemtech
  Under the standard rules, golemtech is beyond the capacity 
  of modern spellcasters to create. Like other magic items, 
  they are holdovers from a previous era or lost relics from 
  a different reality. If the GM is using the Artificer prestige 
  class from Urban Arcana, she can allow an artificer 
  with both the Craft Cybernetics feat and magic 
  mastercraft to create golemtech using the rules 
  of magic mastercraft.
  Bone Runes
  Bone runes are a different kind of magic 
  cybernetic device. The energy of a magic 
  item is transferred from the magic item 
  to the bone rune, which is graven on the 
  recipient’s bone. The recipient uses the 
  magic ability by activating the bone runes, 
  which can hold nearly any power, magic, 
  or psionic ability that an FX item contains. 
  Once the power, magic, or psionic ability is 
  transferred to the bone rune, the FX item it 
  came from is destroyed.
  Benefits and 
  Drawbacks
  A character can have only one set of 
  bone runes at an implant location and that 
  location cannot have other cybernetic devices 
  as well (the bone runes won’t work if mixed 
  with technology or other magic in the 
  same implant location). Generally, 
  items with a limited number of 
  charges (such as a staff of fire) are 
  placed in bone runes on an arm, while permanent 
  items (such as a ring of jumping or leather jacket of 
  damage reduction) are embedded in bone runes found 
  on the head, torso, or legs. In addition to taking up an 
  implant slot, a bone rune counts as a magic item in a 
  related location, chosen at the time the runes are scribed. 
  For example, a leather jacket of damage reduction can be 
  placed in a torso implant slot and counts as wearing a magic 
  shirt or vest.
   
  A bone rune item that was a command word or FX 
  completion item becomes a special kind of command 
  word item. The recipient must take an attack action to 
  activate the power of the bone rune, but does not provoke 
  attacks of opportunity nor actually use a spoken command. 
  Because the power of the bone rune is directly linked to the 
  recipient, nonspellcasters can gain the use of FX completion 
  items in this way.
   
  A use-activated item becomes a use-activated bone 
  rune. However, all effects apply only to the recipient, not 
  his equipment. For example, a +1 enhancement from a 
  magic sword can be stored in a bone rune in the recipient’s 
  arm. Unarmed attacks made with the arm gain the +1 
  enhancement bonus on attack rolls and damage rolls, but 
  weapons held in the hand do not.
   
  A character with bone runes who fails a save against 
  massive damage must make a roll on Table 1–2: Side Effects 
  (page 8). Bone runes are considered FX items and are 
  vulnerable to the effects of a dispel magic spell or similar 
  ability.
  Golemtech
  G
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  Creating Bone Runes
  A bone rune is graven into the bones of the recipient to 
  act as a receptacle for magic. Once the rune is complete, it 
  is empowered with magical or psionic energy taken from a 
  magic item. While it’s generally beyond the power of modern 
  spellcasters to make such items from scratch, with bone runes 
  they can transfer such power to a new (living) location.
   
  A bone rune can have any purchase DC desired; however, 
  the purchase DC of any magic item used to empower a rune 
  cannot exceed the bone rune’s purchase DC.
   
  Etching a bone rune in a given location takes the same 
  amount of time as implanting a cybernetic device, although 
  the surgeon needs 10 ranks of Knowledge (arcane lore) and 
  Treat Injury as well as the Surgery feat. Empowering a bone 
  rune requires the Empower Bone Rune feat, described below.
  Empower Bone Rune
  You can transfer magic or psionic energy from an item into 
  a bone rune.
   
  Prerequisites: Knowledge (arcane lore) 10 ranks, 
  Knowledge (life sciences) 5 ranks.
   
  Benefit: You can transfer the energy of any magic item 
  into a bone rune with the same or higher purchase DC. You 
  must make a Knowledge (arcane lore) check to perform 
  a ritual that takes 24 hours; the check DC is equal to the 
  purchase DC of the magic item providing the power. On 
  a successful check, the bone rune gains the power of the 
  magic item, turning the magic item to dust. On a failed 
  check, nothing happens.
   
  A bone rune can contain the power of only one magic 
  item at a time. Imbuing a new item’s power in a bone rune 
  causes any previously imbued power to be lost. The bone 
  rune itself remains as long as its recipient survives. Even if 
  the power imbued in it is lost (for example, if all the charges 
  of a charged power are used), a bone rune can be imbued 
  with the power from another magic item.
  NANITES
  NANITES
  The basic working unit of nanotechnology is a nanite—a 
  single robot that can be as small as a dozen atoms in 
  length. “Nanite” is a generic term: Any robot built using 
  this technology, no matter what its purpose, is a nanite. 
  Each nanite must be constructed and programmed for a 
  specific purpose. A nanite’s true power lies not in what it 
  can do individually, but what it can be programmed to do 
  in complete synchronization with millions of other nanites 
  that make up a nanocolony.
   
  Though there are many possible kinds of nanites, from 
  civil-road building clouds to deadly assassins tools, the 
  only kind that falls into the realm of the cyberscape is 
  nanoaugmenters. These are nanites designed to reside 
  permanently within a living host and augment his physical 
  or mental abilities. For more information on other kinds of 
  nanite technology, see page 93 of d20 Future.
   
  The GM need not allow nanoaugmenters to be purchased 
  as regular technology. Appropriate PL and purchase DC figures 
  are provided if the GM decides to make nanoaugmenters 
  commonly available, but in most campaign settings they are 
  rare and seldom used as biological augmentations. A GM 
  might require heroes to go through considerable trouble—
  and adventure—before acquiring nanoaugmenters, or might 
  make them available as rewards only after particularly 
  difficult missions.
  Nanoaugmenters
  Nanoaugmenters latch onto a specific biological system and 
  provide consistent bonuses for as long as the nanites remain 
  active. Most nanoaugmenters are injected into a character or 
  creature to permanently enhance performance and continue 
  to function indefinitely. Nanoaugmenters are only removed 
  by other nanites or by commanding the nanocolony to cease 
  all activity. When this occurs, nanoaugmenters are absorbed 
  and recycled by the host body in the same manner as inert 
  nanoviruses (taking one month).
   
  Most nanoaugmenters simply provide energy or transmit 
  signals between the nanocolony and the host body, but 
  some actually alter the host’s genetic structure or change 
  the host’s chemical balances.
  Benefits and Drawbacks
  Nanoaugmenters do not require surgery to install. A simple 
  injection places them within the recipient’s body. It takes 
  eight hours for a nanoaugmenter colony to become active 
  once it is injected into a recipient, during which time the 
  nanocolony spreads throughout the body and connects 
  with biological systems.
   
  Nanoaugmenters are not vulnerable to viruses and 
  poisons, although nanohunters exist that can be programmed 
  to seek out and destroy a specified kind of nanoaugmenter 
  in a recipient’s system. The recipient of nanoaugmenters 
  does not take special results from damage of any kind—no 
  stunning from electricity attacks and no unfortunate side 
  effects from failing a Fortitude save against massive damage. 
  Nanoaugmenters cannot be sundered or damaged through 
  any normal attack, do not take up implant slots, and have no 
  hardness or hit points.
   
  A single living system can benefit from only two 
  nanoaugmenters. If a third nanoaugmenter is introduced into 
  a system, roll randomly to see which nanoaugmenter colony 
  is rejected by the system, automatically shutting down and 
  being flushed out of the body. This process takes 1d8 hours.
  Creating Nanoaugmenters
  Nanoaugmenters are extremely complex to design. They 
  must be able to replicate quickly and spread through a host 
  body to modify it on a massive scale. If there is a single 
  flaw in their design, the modifications can get out of hand, 
  turning the nanites into a terrible technological cancer that 
  doesn’t respond to normal treatments. Although anti-nanite 
  technologies are fairly advanced (especially nanohunters), a 
  massive enough nanoaugmenter failure can kill its host long 
  before any treatment can be administered.
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  To design a nanoaugmenter requires the Craft Cybernetics 
  feat, as well as the Craft Nanites feat (see page 10). A new 
  nanite is always an advanced device and requires both a 
  Craft (electronic) and a Craft (mechanical) check. If either 
  check fails, the design is entirely ruined and the crafter 
  must begin from scratch. Nanites can only be created in a 
  lab designed for that purpose (purchase DC 30 for all the 
  equipment needed in a nanite lab). Without a nanite lab, 
  creating nanites is simply impossible.
  Sample 
  Nanoaugmenters
  The following are sample nanoaugmenters for use in your 
  campaign. For additional nanoaugmenters, see pages 95 and 
  96 of d20 Future.
  Gatekeeper (PL 7)
  A gatekeeper colony performs as a set of artificial white 
  blood cells, seeking out foreign bodies—viruses, bacteria, 
  and toxins—that don’t belong in the recipient’s bloodstream 
  and eliminating them. The recipient gains a +4 bonus on 
  Fortitude saves against poison or disease.
   
  Researchers in biological weapon research labs and 
  doctors who spend time treating the sick in plague zones 
  most often use this nanoaugmenter.
  Base Purchase DC: 35.
  Restriction: None.
  Identity Mask (PL 7)
  Espionage agents, smugglers, and high-end thieves are those 
  who most commonly acquire a colony of identity maskers. 
  An identity mask colony can change the recipient’s eye, 
  hair, and skin color, as well as altering fingerprints, retina 
  patterns, and even DNA markers. These nanites are even 
  able to reprogram a shepherd chip or identity chip to match 
  the new traits, though communicating with a shepherd chip 
  or an identity chip requires a nanite translator (see below).
   
  An identity mask colony gives the recipient a +20 
  equipment bonus on Disguise checks and eliminates the 
  penalty for not having a disguise kit.
  Base Purchase DC: 36.
  Restriction: Mil (+3).
  Poison Pill (PL 8)
  Although poison pill colonies are sometimes used by the very 
  rich as self-defense mechanisms, they are most commonly 
  employed by spies and assassins. The nanoaugmenters link 
  to the sweat glands of the recipient, altering the glands to 
  become tiny chemistry labs. At a mental command from the 
  recipient, the nanites cause the sweat glands to produce a 
  poison that coats the recipient’s skin, while at the same 
  time introducing antitoxins into the recipient’s bloodstream 
  to neutralize his own exposure to the poison. The poison 
  lasts only 1 round, but is delivered to anyone with a touch 
  attack, as well exposing anyone who touches the recipient 
  or is in a grapple with the recipient.
   
  The nanites can only make one dose of toxin per hour. 
  They can make any of the contact poisons described in 
  the d20 MODERN Roleplaying Game, but can only be 
  programmed to make one at a time. Reprogramming 
  them requires a nanite translator (see below).
  Base Purchase DC: 37.
  Restriction: Mil (+3).
  Trackers (PL 8)
  Spies, governments, military organiza-
  tions, and law enforcement agencies 
  often use tracker colonies, which allow 
  the nanoaugmented recipient to track 
  the movements of designated targets 
  for 30 days.
   
  The nanoaugmented recipient 
  deploys the tracker colony on a target 
  by touching the target, which requires 
  a successful touch attack. Once trackers 
  are engaged on a target, they emit a 
  unique identification code every second that 
  is detectable by any sensor attuned to the 
  tracker colony’s frequency. The tracker colony 
  projects its pulse out to a 500-mile radius. The 
  nanoaugmented recipient can keep track of up to five 
  different targets at once.
   
  The nanoaugmented recipient who deploys a tracker 
  colony must also have a chatter colony to receive and 
  decipher the pulse emitted by the tracker colony. Once 
  Gatekeeper
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  deciphered, the pulse gives the direction and distance 
  (up to 500 miles) of the target from the nanoaugmented 
  recipient.
   
  Base Purchase DC: 30.
   
  Restriction: Lic (+1).
  Woundweavers (PL 8)
  Woundweavers are colonies of nanoaugmenters designed 
  to close bleeding wounds and rebuild damaged tissue. 
  Woundweavers function only in recipients that also have 
  watchdogs (see page 96 of the d20 MODERN Roleplaying 
  Game), or a biofunction regulator (see Chapter Two).
   
  A colony of woundweavers heals 1 hit point per minute 
  whenever the recipient is injured. However, woundweaver 
  nanites can repair only so much damage before they run 
  out of material. A colony of woundweavers can restore a 
  total of 16 hit points each day. Once those hit points are 
  exhausted, the colony cannot heal any other injuries until 
  the recipient has had 8 hours of sleep and a solid meal. 
  After that, the woundweaver colony gains another 16 hit 
  points worth of material.
   
  In no case can a woundweaver colony restore more than 
  16 hit points in a single 24-hour period.
   
  Base Purchase DC: 36.
   
  Restriction: Res (+2).
  Nanoaugmenter 
  Equipment
  The advance of nanite technology leads to the development 
  of yet another new technology—technology that is designed 
  specifically to locate and use nanoaugmenters.
  TABLE 4–1: NANOAUGMENTER EQUIPMENT
   
   
   
  Purchase
  Object 
  Size 
  Weight 
  DC 
  Restriction
  Nanite scanner 
  Small 
  2 lb. 
  28 
  —
  Nanite translator 
  Med 
  5 lb. 
  31 
  Lic (+1)
  Nanite Scanner (PL 8)
  A nanite scanner is a hand-held sensor that combines 
  powerful microscopic cameras and radio sweepers to 
  detect nanoaugmenters within a subject. Scanning a target 
  takes a full round and requires a DC 15 Search check by the 
  scanner’s operator. Since the scanner must be passed in close 
  proximity to the target, the action can be performed only 
  on an adjacent character and is not a subtle procedure.
   
  Larger versions of the scanner exist and can be set up to 
  scan everyone who walks through a doorway. These weigh 
  100 pounds and have a purchase DC of 32.
  Nanite Translator (PL 8)
  A nanite translator is a specialized computer designed to 
  allow a character to communicate with nanites within his 
  system.
   
  A nanite translator cannot change the basic nature of 
  nanites. It only allows them to switch from one designed 
  function to another. The details of how each function 
  works are described in the individual nanoaugmenter 
  descriptions.
   
  Nanites are designed to monitor the recipient’s brain 
  chemicals at all times, looking for a sign the recipient wishes 
  to make a change in their orders. Only when such chemicals 
  are present do nanoaugmenters acknowledge signals from 
  a nanite translator; this prevents a recipient’s nanites from 
  being hijacked by a hostile foe.
  NECROTIC 
  NECROTIC 
  IMPLANTS
  IMPLANTS
  Necrotics are, quite literally, undead implants. Necromancy 
  is used to bring life back to the flesh of the dead or 
  undead and bind the unliving tissue to the live tissue 
  of the recipient. Most necrotic implants are simply the 
  limbs, organs, or skins of corpses animated to replace or 
  augment a living creature, but some are actually culled 
  from undead creatures (a process often called ghoul 
  harvesting), allowing their recipients to gain the powers 
  of the undead.
   
  Necrotics are never common even in the most magic-
  heavy campaigns. The process that creates them is 
  inherently selfish and painful, stealing from the bodies 
  and spirits of the departed. The most advanced processes 
  are universally illegal and even the most permissive of 
  societies restricts all necrotic implants. Necrotics are most 
  common in settings with a high level of magic, but little 
  or no other cybernetic options (and thus most common 
  in games at PL 5 and lower). If dark magic can replace 
  technology, someone is always willing to pay the moral 
  price for using it.
  Benefits and 
  Drawbacks
  Although necrotic implants cannot be repaired with a skill 
  check and don’t heal naturally, they can be healed with 
  negative energy (such as from an inflict light wounds spell). 
  Conversely, any magical or psionic healing received by a 
  character with necrotics has the potential to damage the 
  undead implants. Apply the amount of healing as damage 
  to one randomly determined necrotic system, allowing it to 
  subtract its hardness (this is an exception to how hardness 
  normally works, representing the general resilience of each 
  necrotic implant).
   
  Normally, a necrotic implant does not appear any 
  different from the recipient’s original flesh-and-blood parts, 
  except as noted in individual descriptions. A DC 30 Spot 
  check is required to notice a necrotic implant, and scanners 
  and sensors do not normally aid in this check. A thorough 
  medical examination certainly reveals any implant as dead 
  flesh that has not yet begun to rot. On the other hand, any 
  FX that reveals the presence of the undead also reveals 
  necrotic implants.
   
  Simple necrotics use the same basic rules as standard 
  implants. The following implants, described either in d20 
  Future or Chapter Two of this book, can be bought as 
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  necrotics: artificial organ (and upgrade), prosthetic arm (and 
  upgrade), prosthetic leg, (and upgrade), artificial muscle 
  fiber, artificial twitch fiber, prosthetic enhancer, prosthetic 
  booster, light amplification optics, nightvision optics, poker 
  face, oxygenator, rage implant, tailgunner, neuron boosters, 
  personality mapping, proverb chip, stabilizer, body repair 
  weave, enviro-skin, fortified skeleton, redundant organs, and 
  personality implant. Those implants that have no hardness 
  rating gain a hardness of 10 when built of necrotic materials.
   
  Additional necrotics that draw power from the undead 
  from which they were harvested are described below.
  Creating Necrotics
  Necrotics are crafted using the Craft (mechanical) skill, but 
  this is only possibly for skilled spellcasters. Each necrotic 
  implant has a caster level (CL) given after its name. This is 
  the minimum caster level required for a spellcaster to craft 
  the necrotic implant. Additionally, the spellcaster must have 
  access to at least one necromancy spell, though it need not 
  be cast as part of the crafting process.
   
  Necrotic devices also have specific PLs, to allow the 
  GM to balance their relative complexity with standard 
  cybernetic devices. Realistically, these PL numbers are only 
  relevant in a game with both high technology and high levels 
  of magic, but they’re still a useful measure of how advanced 
  the “science” of necrotics should be before certain undead 
  implants become common. If these implants were to be 
  available at any progress level without the benefit of magic, 
  it would be only at PL 9.
  Necrotics
  The following are descriptions of necrotics and necrotic 
  systems.
  Antilight Implant [CL 6] 
  (PL 6)
  This tiny implant or implants, embedded between any 
  necrotic implant and the recipient’s remaining living tissue, 
  protects the necrotic implants from damage caused by 
  healing magic or psionic powers. An antilight implant is not 
  itself necrotic.
   
  Benefit: The implant negates the recipient’s necrotic 
  implant’s special vulnerability to healing from magic or 
  psionic powers (see Benefits and Drawbacks, above).
   
  Location: None.
   
  Type: Internal.
   
  Hardness/Hit Points: —/1.
   
  Base Purchase DC: 15.
   
  Restriction: Lic (+1).
  Black Heart [CL 4] (PL 6)
  A black heart is an undead organ that replaces the recipient’s 
  natural heart. This shriveled, black organ pumps unnatural 
  vitality throughout the recipient’s body, allowing him to 
  resist many of the frailties of normal flesh.
   
  Benefit: The recipient of a black heart is immune to all 
  diseases and poisons.
   
  Type: Internal.
   
  Location: One torso.
   
  Hardness/Hit Points: 10/3.
   
  Base Purchase DC: 26.
   
  Restriction: Res (+2).
  Bloodsuckers [CL 5] 
  (PL 7)
  This necrotic system is composed of a set of vampire teeth 
  and the internal organs needed to take advantage of them. 
  The recipient’s canines are notably larger than normal after 
  receiving bloodsuckers.
   
  Benefit: A recipient can suck blood from a living victim 
  with its fangs by making a successful grapple check. If it pins 
  the foe, it drains blood, dealing 1d4 points of Constitution 
  damage each round the pin is maintained.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: 10/6.
   
  Base Purchase DC: 27.
   
  Restriction: Illegal (+4).
  Dread Implant [CL 5] 
  (PL 8)
  A dread implant can take nearly any form—a set of 
  eyes, horrid undead arms, or grayish-black, disquieting 
  skin. Whatever the form, it allows the recipient to strike 
  hopelessness into the heart of anyone who sees her.
   
  Benefit: At the mere sight of the recipient, a viewer 
  must succeed on a DC 15 Will save or be paralyzed with fear 
  for 1d4 rounds. Whether or not the save is successful, that 
  creature cannot be affected again by that dread implant’s 
  despair ability for 24 hours.
   
  Type: External.
   
  Location: Any one.
   
  Hardness/Hit Points: 10/30.
   
  Base Purchase DC: 33.
   
  Restriction: Mil (+3)
  Dust Lobe [CL 3] (PL 8)
  Taken from the brain of a powerful undead creature (usually 
  a vampire), a dust lobe allows the recipient to become 
  insubstantial and ghostlike for a limited time each day.
   
  Benefit: The recipient gains the supernatural ability to 
  assume a gaseous form. As a move action, the recipient (and 
  all his gear) becomes insubstantial, misty, and translucent. 
  The recipient gains damage reduction 20/+1 in this form. 
  His armor (including natural armor) ceases to modify his 
  Defense, though other modifiers (such as from Dexterity 
  and size) still apply. The recipient cannot attack or use 
  supernatural abilities while in gaseous form.
   
  A character in this form can remain gaseous for 10 
  minutes each day and has a fly speed of 20 with perfect 
  maneuverability. The 10 minutes need not be continuous. 
  He can pass through small holes or narrow openings, even 
  mere cracks. His gaseous form is subject to wind and cannot 
  enter water or other liquid.
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  Type: Internal.
  Location: One head.
  Hardness/Hit Points: 10/5.
  Base Purchase DC: 23.
  Restriction: Res (+2).
  Lovegiver [CL 9] (PL 7)
  The lovegiver is a complex implant of eyes, internal 
  organs, and some parts of the hands, all connected 
  through undead veins and nerves to the recipient’s 
  brain. This series of implants allows the recipient 
  to create minions that, at least temporarily, are 
  subservient to him.
   
  Benefit: The recipient gains a supernatural energy 
  drain attack. A living creature hit by an unarmed 
  attack made by the recipient (or any melee attack 
  with a necrotic implant) must make a Fortitude save 
  (DC 10 + 1/2 recipient’s HD + recipient’s Cha modifier) 
  or gain two negative levels. (See page 226 of the d20 
  MODERN Roleplaying Game for more information on 
  energy drain and negative levels.)
   
  A humanoid or monstrous humanoid slain by 
  the recipient’s energy drain attack rises as a zombie 
  loyal to its creator (called the master). The new 
  zombie gains three allegiances (in any order): chaos, 
  evil, and master. All previous allegiances are lost 
  permanently. Each day, the zombie is allowed to 
  make a DC 15 Will save. On a successful save, it loses 
  all its allegiances. Additionally, if the recipient is killed, 
  all undead under its control lose all allegiances.
  Type: Internal.
  Location: One head, one torso, one in each arm.
  Hardness/Hit Points: 10/16.
  Base Purchase DC: 39.
  Restriction: Illegal (+4).
  Piercing Gaze [CL 8](PL 6)
  This necrotic system is a pair of dead-white vampire eyes and 
  a small part of the vampire’s brain. The eyes are unblinking 
  and foul-seeming; more to the point, they retain some of 
  their previous owner’s power.
   
  Benefit: As an attack action, the recipient can crush 
  an opponent’s will just by gazing into his or her eyes. The 
  recipient can attempt to dominate only one target at a 
  time, and the target must be within 30 feet and able to 
  see the recipient. A target that fails a Will save (DC 10 + 
  1/2 recipient’s HD + recipient’s Cha modifier) becomes 
  the recipient’s thrall for 1 day. The thrall temporarily loses 
  all previous allegiances and adopts a singular, unswerving 
  allegiance to the recipient. If the recipient commands its 
  thrall to do something blatantly self-destructive, the target 
  can attempt a Will save to break the recipient’s control. 
  If the save succeeds, the target becomes free-willed and 
  regains its previous allegiances.
   
  Type: Internal.
  Location: One head.
  Hardness/Hit Points: 10/6.
  Base Purchase DC: 37.
  Restriction: Illegal (+4).
  Skin Shroud [CL 6] (PL 7)
  A skin shroud is the entire outer skin of an undead creature, 
  stripped from its original owner and stretched over the 
  recipient’s flesh. The material is supernaturally resistant to 
  damage, making the recipient extremely tough.
   
  Benefit: The recipient gains damage reduction 10/+1. In 
  campaigns without magic weapons, the GM can change the 
  recipient’s DR to 15/silver or 15/wood, or apply the damage 
  reduction only to certain types of weapons (ballistic, 
  bludgeoning, piercing, slashing, or sonic/concussion).
  Type: External.
  Location: One torso.
  Hardness/Hit Points: 10/12.
  Base Purchase DC: 36.
  Restriction: Res (+2).
  Tomb Fist [CL 6] (PL 6)
  Using the bones and muscles of a strong undead creature, 
  a tomb fist implant allows the recipient to make powerful 
  unarmed attacks. Because the implant is under the skin, 
  the only visual sign of the modification is a slightly gnarled, 
  rough appearance to the recipient’s hands.
  Tomb fist
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  Benefit: The recipient gains a slam attack. The slam 
  attack deals damage according to the recipient’s size: Fine 1, 
  Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 
  1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. When making 
  a full attack, the recipient can make two slam attacks at its 
  full attack bonus (forgoing any other attacks).
   
  Type: Internal.
   
  Location: Two arm.
   
  Hardness/Hit Points: 8/9.
   
  Base Purchase DC: 24.
   
  Restriction: Mil. (+3).
  Total Flesh Replacement 
  [CL 7] (PL 8)
  This necrotic implant replaces the recipient’s skin and all 
  internal organs other than the brain and nervous system 
  with undead flesh and bone replacements. The recipient’s 
  cardiovascular system, musculature, and digestive system 
  are all replaced.
   
  Benefit: The recipient no longer heals damage naturally 
  and must receive an inflict wounds spell to be healed.
   
  The recipient gains a +5 bonus to natural armor that 
  overlaps (does not stack with) any natural armor bonus 
  he might already have. He is immune to poison, sleep, 
  paralysis, stunning, disease, and necromantic effects. He 
  is not subject to critical hits, nonlethal damage, ability 
  damage, ability drain, energy drain, or effects of massive 
  damage or any effect requiring a Fortitude save unless the 
  effect also works on objects or is harmless. Unlike a true 
  undead, the recipient is still vulnerable to mind-affecting 
  spells and abilities.
   
  The recipient gains cold resistance 20 and electricity 
  resistance 20. He loses his Constitution score entirely 
  and uses his Charisma modifier for Concentration checks. 
  Additionally, he gains a +4 equipment bonus to Strength.
   
  Type: External.
   
  Location: Two torso, one for each limb..
   
  Hardness/Hit Points: 10/30.
   
  Base Purchase DC: 43.
   
  Restriction: Mil (+3)
  Necrotics Equipment
  A few pieces of equipment have developed to help the 
  recipients of necrotic implants manage with their unusual 
  condition.
  TABLE 4–2: NECROTICS EQUIPMENT
   
   
   
  Purchase
  Object 
  Size 
  Weight 
  DC 
  Restriction
  Black blood 
  Small 
  — 
  18 
  Illegal (+4)
  Blue blood 
  Small 
  — 
  16 
  Res (+1)
  Coffin nails (8) 
  Small 
  — 
  13 
  Res (+1)
  Pulsemaker 
  Small 
  — 
  16 
  Lic (+2)
  Black Blood
  Black blood is a necromantic concoction designed to heal 
  the recipient of necrotic implants without damaging his 
  implants. The material is partially chemical and partially 
  magical. It requires the recipient to make a DC 10 Fortitude 
  save. On a successful save, black blood heals 1d8 hit points 
  per dose without damaging any necrotic implants. On a 
  failed save, black blood heals any damaged necrotic implant 
  of 1 point of damage, but deals 1d8 points of damage to the 
  recipient. 
  Blue Blood
  Blue blood is a combination of traditional medical 
  treatments designed to prevent infection and the rarified 
  blood of living creatures associated with life (for example, 
  unicorns or virgins). The material is partially chemical and 
  partially magical. A single dose suppresses the negative 
  energy that powers necrotic implants just enough to make 
  them impossible to detect magically. Spells and effects that 
  reveal undead don’t detect necrotics for 4 hours after the 
  subject takes a dose of blue blood. However, too much blue 
  blood in the system damages one’s necrotic implants. Each 
  dose after the first taken in a 24-hour period requires a DC 
  25 Fortitude save. On a failed save, the blue blood deals 2d6 
  points of damage to all necrotic systems of the imbiber.
  Coffin Nails
  Coffin nails are specially treated cigarettes that have been 
  imbued with negative energy. A coffin nail is completely 
  black. When lit, it creates thin trails of smoke that reek 
  of rotting flesh. Smoking a coffin nail deals 1d8 points of 
  damage to the smoker, but also heals all necrotic implants 
  he has of 1d8 points of damage each. Long-term use of 
  coffin nails carries the same health hazards as normal 
  smoking. 
  Pulsemaker
  A pulsemaker is a small electronic device worn on or 
  near a necrotic implant. Such devices are often disguised 
  as watches, PDAs, and even actual medical implants. A 
  pulsemaker artificially stimulates a necrotic implant to 
  behave like living tissue, causing it to pump blood, pass 
  sweat, bleed when cut, and so on. As long as a pulsemaker 
  is active, not even a medical examination reveals necrotic 
  implants as anything other than normal living tissue, though 
  abilities able to detect undead still reveal them.
  WETWARE
  WETWARE
  Although normal cybernetic technology is based on 
  electronics and mechanics, some campaigns might have 
  developed cybernetic devices based on living organisms 
  genetically designed and grown for an intended purpose. 
  Additionally, advanced civilizations might make use of 
  certain biological forms of technology integrated with 
  their own mechanical devices to form a techno-organic 
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  hybrid capable of performing specific tasks with increased 
  efficiency. Any type of cybernetic technology composed of 
  genetically designed living tissue or a biological–mechanical 
  hybrid material is called wetware.
   
  However, not all wetware is purely biological. Some 
  of it is technological material that meshes with natural 
  biofunctions. One example is a titanium bone replacement, 
  which, when used to patch a fractured bone, over time 
  naturally meshes with new bone growth. Though originally 
  inorganic, wetware of this kind works closely enough with 
  the body’s natural functions to use the same rules as purely 
  organic wetware.
  Benefits and 
  Drawbacks
  Unlike normal cybernetic devices, wetware devices heal 
  themselves at a rate of 1 hit point per hour when damaged. 
  Cybernetic devices of this kind do not cause the recipient 
  to take additional damage from electricity attacks or 
  cause the target to take any unusual effects after failing a 
  Fortitude save against massive damage. They are, however, 
  susceptible to diseases and poisons specifically designed to 
  target wetware material. Wetware does not have separate 
  hardness and hit points from the recipient. A sunder attempt 
  can still be made by foes. On a successful hit, the recipient 
  takes any damage dealt and must attempt a DC 15 Fortitude 
  save. On a failed save, the cybernetic device is considered 
  broken (though not the limb it which it is implanted). A 
  replacement part cannot be sundered in this way, only 
  augmentations.
   
  The following implants, described either in d20 
  Future or in Chapter Two of this book, can be bought 
  as wetware: artificial organs (and advanced and upgrade 
  versions), prosthetic arm (and advanced and upgrade 
  versions), prosthetic leg (and advanced and upgrade ver-
  sions), cosmetic implants, artificial muscle fiber, artificial 
  twitch fiber, reflex wires, locking joints, spurs, destrier 
  system, prosthetic enhancer, prosthetic booster, viper 
  fangs, chemical air analyzer, light amplification optics, 
  microscopic optics, nasal filters, nightvision optics, 
  skill implant, biofunction regulator, bug eyes, daredevil, 
  feat implant, rage implant, tailgunner, neuron boosters, 
  proverb chip, stabilizer, psi implant, stabilizer, subcuta-
  neous body armor, biosurger, fortified skeleton, initiative 
  implant, organ remapping, redundant organs, robotic 
  arms, and trauma router.
   
  Wetware is 1 PL higher than a cybernetic version of the 
  same device and has a +3 modifier to its purchase DC.
   
  In addition to the implants from Chapter Two, specific 
  wetware cybernetic devices are described below.
  Creating Wetware
  A wetware implant is created in the same way as a normal 
  cybernetic implant, but in addition to the Craft Cybernetics 
  feat, the designer must have 10 ranks in Knowledge (life 
  sciences).
  Adrenal Gland (PL 7)
  An extra adrenal gland allows the recipient to gain a much 
  higher boost when threatened, though the extreme physical 
  activity has a downside as well.
   
  Benefit: Once per day, as a free action, the recipient can 
  increase his Strength and Dexterity scores by 1d4+1 points 
  for a number of rounds equal to 3 + the recipient’s Con 
  modifier. Once the duration ends, the recipient takes a –4 
  penalty to Strength and Dexterity for 1d4 hours.
   
  Type: Internal.
   
  Location: One head.
   
  Base Purchase DC: 20.
   
  Restriction: None.
  Cosmetic Biosculpt (PL 7)
  A cosmetic biosculpt makes numerous tiny additions and 
  changes to the recipient’s body, increasing its aesthetic 
  value in appearance, movement, voice tone, and feel.
   
  Benefit: The recipient is extremely attractive after a 
  cosmetic biosculpt, not just in looks, but also in motion and 
  mannerisms. The recipient gains a +5 bonus on Diplomacy 
  checks and a +4 bonus on Gather Information checks.
   
  Type: External.
   
  Location: None.
   
  Base Purchase DC: 29.
   
  Restriction: Lic (+1).
  Gator Hide (PL 7)
  A vat-grown artificial skin, gator hide is, despite the name, 
  indistinguishable from the recipient’s original skin in appearance 
  and texture. The material is considerably tougher, however, 
  making the recipient much more resistant to damage.
   
  Benefit: Gator hide gives a +1, +3, or +5 natural armor 
  bonus to Defense.
   
  Type: External.
   
  Location: One torso.
   
  Base Purchase DC: 22 (+1), 25 (+3), or 28 (+5).
   
  Restriction: None.
  Fins (PL 7)
  Fins are a combination of a dorsal fin and webbing for 
  fingers and toes, making the recipient a skilled swimmer.
   
  Benefit: The recipient gains a natural swim speed of 20. 
  He gains a +8 bonus on Swim checks and can take 10 on a 
  Swim check even while distracted or in combat.
   
  It’s possible to have even larger fins installed for the same 
  cost and space, along with larger toes for more footwebbing. 
  Recipients of this wetware implant have a natural swim 
  speed of 30; however, walking becomes awkward, causing 
  the recipient’s land speed to drop by 50%. Only recipients 
  who plan to spend the majority of their time underwater 
  tend to take this option.
   
  Type: External.
   
  Location: None.
   
  Base Purchase DC: 20.
   
  Restriction: None.
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  Gills (PL 7)
  Gills are usually specially grown for transplantation into 
  a recipient, but rarely the gills of a large marine animal 
  (such as a shark) are taken for transplantation. The gills are 
  implanted on the neck, flank, or back of the recipient. They 
  can be easily concealed under clothing, but are unmistakable 
  when spotted.
   
  Benefit: The recipient can breathe normally underwater. 
  for any length of time with no risk of drowning. Gills work in 
  both fresh and sea water, though water with toxins is just as 
  hazardous as air with toxins.
   
  Normally, gills are added to the recipient without 
  replacing the recipient’s lungs. However, it is possible to 
  completely replace the lungs with gills, allowing the recipient 
  to only breathe water, but not air. This conversion is normally 
  done only in conjunction with the addition of pressurized 
  organs (see page 71) and fins (see above) to create fish-folk 
  for a commercial company’s underwater operations.
   
  Type: External.
   
  Location: One torso (none for lung replacement).
   
  Base Purchase DC: 23 (21 for lung replacement).
   
  Restriction: None.
  Pheromone Glands (PL 7)
  A vat-grown pheromone gland is installed near the major 
  sweat glands of the recipient. This produces strong 
  pheromones specifically designed to entice and befuddle 
  both humans and animals.
   
  Benefit: The recipient gains a +2 equipment bonus on 
  Bluff, Diplomacy, Handle Animal, or Intimidate checks made 
  against creatures within 30 feet. A check made against 
  a creature that need not breathe, or who is immune to 
  poisons, or who has a separate sealed supply of air, does not 
  receive this bonus.
   
  Type: Internal.
   
  Location: None.
   
  Base Purchase DC: 29.
   
  Restriction: Lic (+1).
  Agility Augmentation 
  Genetic Retrovirus (PL 8)
  This retrovirus makes changes to the recipient’s DNA, making 
  his body more limber and flexible as well as augmenting 
  hand and eye coordination and reflex time.
   
  Benefit: The agility augmentation genetic retrovirus 
  gives the recipient a +1 to +5 inherent bonus to his Dexterity 
  score. He takes a –2 penalty to his Strength score because 
  his slimmer, more flexible body has less mass and is less 
  powerful.
   
  A character cannot have more than one genetic retrovirus 
  in effect at a time. A genetic retrovirus cannot be removed 
  through surgery; it must be removed with targeted toxins or 
  diseases (see Wetware Equipment, page 73). Further, genetic 
  retroviruses cannot have any gadget components or be 
  added to other cybernetic devices that have gadgets.
   
  Type: Internal.
   
  Location: None
   
  Base Purchase DC: 23 (+1), 25 (+2), 27 (+3), 29 (+4), or 31 
  (+5).
   
  Restriction: Res (+2).
  Focused Biosculpt (PL 8)
  A focused biosculpt makes numerous tiny additions and 
  changes to the recipient’s body, making her better at 
  performing certain kinds of physical tasks.
   
  Benefit: Choose one Strength-, Dexterity-, or 
  Constitution-based skill. The recipient gains a +2 bonus on 
  checks using that skill.
   
  Type: External.
   
  Location: None.
   
  Base Purchase DC: 23.
   
  Restriction: None.
  Gilding Genetic 
  Retrovirus (PL 8)
  This retrovirus makes changes to the recipient’s DNA, 
  increasing his body’s adherence to certain laws of symmetry 
  (thus increasing physical beauty), as well as affecting the 
  brain centers to boost self confidence and creativity, 
  reduce inhibitions, increase empathy, and boost extroverted 
  tendencies. The result of these changes makes the recipient 
  more likable and interesting to most people, though not 
  without a price.
   
  Benefit: The gilding augmentation retrovirus gives the 
  recipient a +1 to +5 inherent bonus to his Charisma score. 
  He takes a –2 penalty to his Wisdom score, as his increased 
  creativity combined with reduced inhibitions leads to 
  shortsightedness, rash behavior, and a blithe inability to 
  process information.
   
  A character cannot have more than one genetic retrovirus 
  in effect at a time. A genetic retrovirus cannot be removed 
  through surgery; it must be removed with targeted toxins or 
  diseases (see Wetware Equipment, page 73). Further, genetic 
  retroviruses cannot have any gadget components or be 
  added to other cybernetic devices that have gadgets.
   
  Type: Internal.
   
  Location: None
   
  Base Purchase DC: 23 (+1), 25 (+2), 27 (+3), 29 (+4), or 31 
  (+5).
   
  Restriction: Res (+2).
  Instinct (PL 8)
  This wetware implant is taken from the brain of a natural 
  predator, grafting some of the predator’s instincts for 
  danger and risk into the recipient.
   
  Benefit: When surprised, the recipient can make a DC 15 
  Wisdom check. On a successful check, the recipient can act 
  in the surprise round.
   
  Type: Internal.
   
  Location: One head.
   
  Base Purchase DC: 25.
   
  Restriction: None.
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  Intellect Augmentation 
  Genetic Retrovirus (PL 8)
  This retrovirus changes the recipient’s DNA, remapping 
  the functions and layout of the brain for efficiency. The 
  efficiency of brain matter, as well as how certain cognitive 
  functions operate, gives the recipient a higher IQ.
   
  Benefit: An intellect augmentation retrovirus gives 
  the recipient a +1 to +5 inherent bonus to his Intelligence 
  score. He takes a –2 penalty to his Charisma score, because 
  his increased intellect causes him to act more coldly and 
  analytically.
   
  A character cannot have more than one genetic retrovirus 
  in effect at a time. A genetic retrovirus cannot be removed 
  through surgery; it must be removed with targeted toxins or 
  diseases (see Wetware Equipment, page 73). Further, genetic 
  retroviruses cannot have any gadget components or be 
  added to other cybernetic devices that have gadgets.
   
  Type: Internal.
   
  Location: None
   
  Base Purchase DC: 23 (+1), 25 (+2), 27 (+3), 29 (+4), or 31 
  (+5).
   
  Restriction: Res (+2).
  Migration Sense (PL 8)
  This wetware implant is taken from a migratory animal and 
  gives the recipient an innate sense of direction.
   
  Benefit: The recipient can always find magnetic north. 
  Additionally, with a DC 20 Spot check, the recipient can 
  sense extremely powerful electromagnetic fields.
   
  Type: Internal.
   
  Location: One head.
   
  Base Purchase DC: 18.
   
  Restriction: None.
  Muscle Mass Genetic 
  Retrovirus (PL 8)
  This retrovirus changes the recipient’s DNA, building much 
  more muscle mass than normal for her frame.
   
  Benefit: A muscle mass retrovirus gives the recipient 
  a +1 to +5 inherent bonus to her Strength score. She takes 
  a –2 penalty to her Constitution score because the strain 
  of constantly maintaining such a high level of muscle 
  mass tires the body, leaving it frailer and more vulnerable 
  to disease.
   
  A character cannot have more than one genetic retrovirus 
  in effect at a time. A genetic retrovirus cannot be removed 
  through surgery; it must be removed with targeted toxins or 
  diseases (see Wetware Equipment, page 73). Further, genetic 
  retroviruses cannot have any gadget components or be 
  added to other cybernetic devices that have gadgets.
   
  Type: Internal.
   
  Location: None.
   
  Base Purchase DC: 23 (+1), 25 (+2), 27 (+3), 29 (+4), or 31 
  (+5).
   
  Restriction: Res (+2).
  Mutation (PL 8)
  Through the use of genetic retroviruses, specially grown vat 
  organs, and artificial organic tissues, it is possible for almost 
  any mutation to be built into a recipient.
   
  Benefit: The recipient can have up to 6 mutation points 
  worth of mutations added. (See page 200 of d20 Future for 
  more information on mutations).
   
  This implant qualifies as a genetic retrovirus. A character 
  cannot have more than one genetic retrovirus in effect at 
  a time. A genetic retrovirus cannot be removed through 
  surgery; it must be removed with targeted toxins or 
  diseases (see Wetware Equipment, page 73). Further, genetic 
  retroviruses cannot have any gadget components or be 
  added to other cybernetic devices that have gadgets.
   
  Type: Internal.
   
  Location: None.
   
  Base Purchase DC: 31
   
  Restriction: Mil (+3).
  Pressurized Organs 
  (PL 8)
  The recipient’s own organs are reinforced with internal 
  webbing, and in many cases entirely replaced with vat-grown 
  organs. Most important, the recipient’s lungs and blood are 
  replaced with organic compound that prevents excessive 
  gases from dissolving into the blood (thus preventing it from 
  forming bubbles in the bloodstream when the pressure is 
  reduced too quickly—the state that causes the bends). This 
  procedure allows the recipient to deal with extremely high 
  pressure and sudden changes in pressure much more easily.
   
  Benefit: The recipient can safely dive to depths of up 
  to 10,000 feet (though obviously holding his breath long 
  enough to do so is difficult without other implants or 
  the proper tools). This is approximately the same depth 
  to which a sperm whale can safely dive. (Normal divers in 
  SCUBA gear can only dive to about 100 feet, at which time 
  the pressure is equal to five atmospheres.)
   
  Type: Internal.
   
  Location: None.
   
  Base Purchase DC: 22.
   
  Restriction: None.
  Natural Talent Coil 
  (PL 8)
  This wetware implant is a tiny fraction of brain matter 
  grafted directly onto the recipient’s brain. The brain matter 
  gives the recipient a natural talent with a specific skill.
   
  Benefit: Choose one skill. This skill is always a class 
  skill for the recipient. If the skill is already a class skill, the 
  recipient instead gains a +2 bonus on checks involving that 
  skill.
   
  Type: Internal.
   
  Location: One head.
   
  Hardness/Hit Points: —/2.
   
  Base Purchase DC: 22.
   
  Restriction: None.
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  Nerve Augmentation 
  Genetic Retrovirus (PL 8)
  This retrovirus makes changes to the recipient’s DNA, building 
  a far more sensitive nervous system, including various sections 
  of the brain dealing with input and output of sensory signals 
  and interpretations of those signals. This leads to increased 
  perception, both of information gained by the five senses and 
  of internal information stored and sorted by the brain.
  Benefit: A nerve augmentation retrovirus gives the 
  recipient a +1 to +5 inherent bonus to his Wisdom score. 
  He takes a –2 penalty to his Intelligence score because the 
  increase in ability to sort and consider one piece of data 
  reduces his ability to gather and file new information
   
  A character cannot have more than one genetic retrovirus 
  in effect at a time. A genetic retrovirus cannot be removed 
  through surgery; it must be removed with targeted toxins or 
  diseases (see Wetware Equipment, page 73). Further, genetic 
  retroviruses cannot have any gadget components or be 
  added to other cybernetic devices that have gadgets.
  Type: Internal.
  Location: None
  Base Purchase DC: 23 (+1), 25 (+2), 27 (+3), 29 (+4), or 31 
  (+5).
  Restriction: Res (+2).
  Tissue Density Genetic 
  Retrovirus (PL 8)
  This retrovirus changes the recipient’s DNA, increasing bone 
  mass, thickening tissue and skin density, and boosting the 
  capacity of the cardiovascular system.
  Benefit: A tissue density retrovirus gives the recipient a +1 
  to +5 inherent bonus to his Constitution score. He takes a 
  –2 penalty to his Dexterity score because his heavier, denser, 
  thicker frame loses a level of agility and flexibility.
   
  A character cannot have more than one genetic 
  retrovirus in effect at a time. A genetic retrovirus cannot 
  be removed through surgery; it must be removed with 
  targeted toxins or diseases (see Wetware Equipment, 
  below). Further, genetic retroviruses cannot have any 
  gadget components or be added to other cybernetic 
  devices that have gadgets.
  Type: Internal.
  Location: None
  Base Purchase DC: 23 (+1), 25 (+2), 27 (+3), 29 (+4), or 31 
  (+5).
  Restriction: Res (+2).
  Total Body Morph (PL 8)
  A total body morph allows the recipient to become 
  a larger or smaller version of himself. An entirely new 
  body is cloned at a new size and the brain transplanted 
  (with surgery to make it smaller, if needed, replacing 
  autonomous function with more efficient artificial brain 
  matter to make room). The new body is just like the old 
  one, but scaled differently.
  Benefit: The recipient becomes one size category larger 
  or smaller. A recipient who gets larger gains a +4 inherent 
  bonus to Strength, and takes a –2 penalty to Dexterity. A 
  recipient who gets smaller takes a –4 penalty to Strength 
  and gains a +2 inherent bonus to Dexterity. Additionally, all 
  the normal changes for the new size (reach, facing, attack, 
  and defense modifiers) apply.
  Tissue density 
  genetic retrovirus
  G
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  d20 CYBERSCAPE
  ALTERNATE CYBERNETICS
  ALTERNATE CYBERNETICS
  73
  73
   
  Type: Internal.
   
  Location: None.
   
  Base Purchase DC: 36.
   
  Restriction: Lic (+1).
  Wetware Equipment
  The advent of wetware as a common form of organ 
  replacement and body augmentation leads to the creation 
  of poisons and bioengineered diseases specifically designed 
  to weaken or destroy it.
   
  These poisons and diseases can also be used against 
  equipment with techno-organic makeup (see pages 61 and 
  62 of d20 Future for more information on techno-organic 
  equipment). In most cases, an envenomed or infected 
  weapon or tool must make a sunder check against the 
  equipment to deliver the material, after which the item 
  with techno-organic makeup must make a Fortitude save or 
  suffer the given effect.
  Poisons
  Wetware specific poisons are rare. In addition to damaging 
  the wetware cybernetic devices, they inflict some damage 
  to the implant recipient as well (unlike wetware specific 
  diseases, which normally only target the victim’s implants). 
  Although the damage dealt by wetware specific poisons 
  is different, they otherwise follow all the normal rules 
  for poisons (see pages 54 and 214 of the d20 MODERN 
  Roleplaying Game).
   
  The implants with the lowest purchase DCs are always 
  disabled first. A disabled implant ceases to function, but 
  24 hours later, the recipient can attempt another Fortitude 
  save with the same DC. On a successful save, the implant 
  begins functioning again. On a failed check, the implant is 
  permanently destroyed.
  Diseases
  When a character with wetware cybernetic devices is 
  exposed to a wetware-specific disease, the character 
  must attempt a Fortitude saving throw. If the character 
  succeeds, the disease has no effect on any implants—the 
  character’s immune system fights off the infection. If the 
  character fails the save, all wetware cybernetic implants 
  in the cyberware recipient take the indicated damage 
  after an incubation period. After a set period (24 hours, 
  unless a specific disease says otherwise), the cyberware 
  recipient must succeed on a Fortitude saving throw to 
  avoid secondary damage. Two successful saving throws in 
  a row indicate the recipient has fought off the disease and 
  recovers, taking no more damage.
   
  The characteristics of some wetware diseases are 
  summarized on Table 4–4: Wetware Diseases. The format 
  is the same as that used for normal diseases. (For more 
  information on diseases, see page 215 of the d20 MODERN 
  Roleplaying Game.)
   
  Failure: Failure indicates that the recipient’s wetware 
  cybernetic devices don’t reliably work under stress any time 
  the character isn’t allowed to take 10 on a check related to 
  the wetware cybernetic device, roll d%. If the result is 
  equal to or less than the given percentage, the cybernetic 
  device fails to function. Any implant that reaches 100% 
  failure is destroyed.
   
  Destruction: Destruction means the implant has been 
  killed and cannot be healed. In most cases, the damage 
  entry is given as “Fortitude DC x or destruction.” This means 
  the recipient must succeed on a new Fortitude save or 
  have one implant be destroyed. This is separate from the 
  Fortitude save made against the disease itself. The wetware 
  cybernetic device with the lowest purchase DC is always 
  destroyed first.
  TABLE 4–3: WETWARE POISONS
   
   
   
  Save 
  Initial 
  Secondary 
  Purchase 
  Craft
  Poison 
  Type 
  DC 
  Damage 
  Damage 
  DC 
  Restriction 
  DC 
  Time
  Bio-toxin 
  Injury 
  17 
  1d4 Int 
  Side effect* 
  15 
  Mil (+3) 
  24 
  4 hr.
  Gehennabore 
  Injury 
  18 
  1d6 Dex 
  1–2 implants disabled 
  15 
  Mil (+3) 
  24 
  4 hr.
  XDT 
  Inhaled 
  13 
  1d4 Str 
  1 implant disabled 
  17 
  Mil (+3) 
  24 
  4 hr.
  Rejection booster 
  Ingested 
  19 
  1d6 Con 
  1–4 implants disabled 
  13 
  Mil (+3) 
  24 
  4 hr.
  *Roll randomly for a side effect on Table 1–2: Side Effects in Chapter One.
  TABLE 4–4: WETWARE DISEASES
   
   
   
  Incubation 
  Initial 
  Secondary Purchase
  Disease 
  Type 
  Period 
  Damage 
  Damage 
  DC 
  Restriction
  Lovekill* 
  Inhaled/Injury DC 16 
  1d2 hours 
  Failure 10% 
  Failure +10% 
  23 
  Illegal (+4)
  Implant pox 
  Contact DC 15 
  2d4 hours 
  Failure 25% 
  Fort DC 15  
  27 
  Illegal (+4)
   
   
   
   
  or destruction
  Bios Fever 
  Injury DC 14 
  1 hour 
  Failure 50% 
  None 
  21 
  Illegal (+4)
  Neo-necro faciitis  
  Contact DC 13 
  1d6 days 
  Fort DC 10  
  Fort DC 10  
  26 
  Illegal (+4)
   
   
   
  or destruction 
  or destruction
  Amazon virus 
  Injury DC 12 
  1d4 days 
  Failure 20% 
  Failure +10% 
  24 
  Illegal (+4)
  *The secondary damage time span for lovekill is 1d2 hours, rather than a day as with most diseases.
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  d20 CYBERSCAPE
   “Okay, the plan is pretty simple. The ThinkBest 
  corporate goons have to take Dr. Brooke from her 
  home to her lab and back every day. Since she insists 
  on living off the compound, that means they have 
  to drive through the slums to get her there. That’s 
  when they’re vulnerable. Input Jack will hack the 
  traffic node to redirect the van convoy into a dead 
  end. Crash, Moondog, and Cross hit the vans so they 
  can’t move, and Parrish jacks into them to force 
  them open. While they’re grabbing the doctor, 
  Bellarosa and I talk our way into the son’s school 
  and pick the kid up, hopefully with no violence. 
  The doctor won’t leave without him, and her new 
  employers won’t pay us if she’s not happy.
   “Once we have the targets we hide them 
  at Seventh Heaven for a couple of days while 
  ThinkBest goes nuts. Once the heat is off, we deliver 
  her, safe and sound, to Headware Dynamics. Once 
  we’re paid, we’ll have enough money to pay 
  off Seventh Heaven’s investors, and maybe even 
  throw a party.
   “And let’s be careful this time, people. I know 
  you all love a good scrap with the corporates, but 
  Brooke’s done us a favor or two. There’s no 
  point getting her out of her contract if we get 
  her or her son hurt in the process.”
  —Riot, a freelance Cyber Raver
  The CYBERRAVE campaign setting is a cybernetics-
  heavy, near-future campaign set a little more than two 
  generations in the future. Megacorporations and smaller 
  business ventures are as powerful as governments. Personal 
  freedoms take a back seat to national and economic security. 
  Consumerism runs rampant, and many people spend their 
  Cyber Raver rampage
   
  Chapter Five: 
   
  Chapter Five: 
   
   CYBERRAVE 
   
   CYBERRAVE 
   
   
   CAMPAIGN
   
   
   CAMPAIGN
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  d20 CYBERSCAPE
  CYBERRAVE CAMPAIGN
  CYBERRAVE CAMPAIGN
  75
  75
  entire lives in pursuit of a better lifestyle—one filled with 
  more and higher-quality material possessions. To achieve 
  this, most people depend heavily on credit, and thus never 
  truly own the things with which they define themselves. 
  The rich get richer and the poor get poorer.
   
  Information is the ultimate commodity. Governments 
  and businesses vie to have the best thinkers develop new 
  technologies. Market research and advertising techniques 
  are only slightly less valuable than new scientific advances. 
  The value of any material good or service can rocket or 
  plummet based on new advances. The VRNet, successor 
  to the Internet, provides new methods for gaining 
  information, but it makes securing valuable knowledge 
  more difficult.
   
  As the corporate and consumer cultures become more 
  and more pervasive, an increasingly large economic bloc 
  has become disenfranchised. Lacking the backgrounds to 
  obtain good jobs (jobs that are often given to family 
  and friends of existing employees), and resisting the new 
  totalitarian culture that places the good of the many above 
  the needs of the few, these fringe populations turn to 
  different philosophies and social mores. Nihilism, stoicism, 
  and devil-may-care hedonism grow among those left out 
  of the new society, creating a new street culture that 
  favors dedication to a personal style and philosophy (any 
  philosophy) over acceptance of the commonly accepted 
  behaviors.
   
  With governments unsure of how to handle giant 
  corporations with unprecedented wealth and power, 
  and laws lagging behind the new political realities and 
  advancing technologies, many groups and individuals take 
  justice into their own hands. The law is only as powerful 
  as it can be enforced with a gun (or a noderunner). Street 
  folk and corporate directors alike are willing to break the 
  law to accomplish their goals. Indeed, many urban areas 
  are officially declared no-patrol zones, and though the 
  legal system still officially applies to them, no enforcement 
  agency attempts to control these regions.
   
  No-patrol zones are popular among street ravers, 
  gangs, and corporate officers alike, creating Old West-style 
  townships where a gang lord, corporate militia, or sheriff 
  keeps the peace, but only by staring down every criminal 
  and thug looking to set up his own stronghold. Wandering 
  mercenaries and hack-for-hire noderunners have become 
  the new gunslingers, working for whoever can pay their 
  bills. Many rise from the street rave cultures, while others 
  are professional corporate security troops. Of course, some 
  lancers struggle to make the world a better place, but most 
  are just looking to make ends meet and earn enough to 
  retire someplace safe.
   
  A CYBERRAVE campaign is about more than independent 
  heroes fighting against a world of tyranny and corporate 
  greed, though those are important elements. It’s about 
  exploring human nature and the construction of new 
  societies.
   
  Ravers, deprived of any other community, find a 
  way to mark themselves as part of a new clan. In much 
  the way body art, tribal jewelry, or even motorcycle 
  ownership marked individuals as being “different in the 
  same way” compared to average citizens in the 20th 
  century, excessive cybernetics and a fatalistic attitude 
  are the new badges of inclusive individuality. The ravers’ 
  desire to avoid the mainstream drives them to form a new 
  group of outsiders. Individuals willing to mark themselves 
  as outside the norms of society are accepted as part of 
  the street community.
   
  Not everyone in a CYBERRAVE campaign goes to the same 
  extreme. Those considered hardcore ravers make every 
  possible change to themselves, including purely cosmetic 
  cybernetics, tattoos, piercings, and outrageous clothing, 
  and harbor a constant, nearly self-destructive desire to 
  get into trouble and celebrate the end of the world. Less 
  determined ravers live fairly normal lives on weekdays, but 
  slip into their faux-leather jackets and barbed-wire earings 
  on the weekends to blow off stress from living in the 
  corporate world.
  RULES
  RULES
  The CYBERRAVE campaign uses the “piece of your soul” rules 
  for cybernetics (see page 9) and has access to standard and 
  wetware cybernetics. Psionics exists, but magic does not. 
  The d20 Future rules for genetic manipulation, cloning, 
  realistic space travel, mecha, and robotics are appropriate 
  for this setting, but most other different technologies aren’t 
  suitable.
   
  Some nanites, including the nanoaugmenters from 
  Chapter Four and some of the other nanites from d20 
  Future might exist, but in very limited numbers. They should 
  never be available for purchase, instead existing only as plot 
  devices and special rewards as determined by the GM.
   
  The VRNet is commonplace, and the broadcast net and 
  HINet rules are used. The HINet is fairly new and coexists 
  with the lower-tech VRNet.
  Progress Level
  CYBERRAVE is a PL 6 (cybernetics 7) campaign setting, set late 
  in both Progress Levels. Thus, some PL 7 technology and PL 8 
  cybernetics have begun to appear as prototypes and special 
  equipment built by geniuses.
  Wealth
  Wealth is an important part of everyday life in the CYBERRAVE 
  setting. Purchasing power and the economy are even more 
  complex than in a normal d20 MODERN campaign, with 
  corporations issuing their own credit vouchers good only in 
  their stores, world governments waging economic warfare 
  in the VRNet with automated banking programs, and work-
  saving machines creating an increasing level of poverty.
   
  Anything that would be considered a minimum-wage 
  job in the modern world—from automatic bank tellers to 
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  CYBERRAVE CAMPAIGN
  CYBERRAVE CAMPAIGN
  RoboBurger drive-through fast food—is done with machines 
  and automatons in the CYBERRAVE setting. Welfare programs 
  are automated and automatically rate a citizen based on 
  what the citizen has bought and earned in past weeks. 
  Many people work purely for credit and never see any cash 
  of note over their entire careers. Their lives are rented, and 
  upon their deaths all they own is repossessed, leaving no 
  wealth to pass on to the next generation.
   
  Many people avoid the official welfare programs and 
  corporate stores by living off cash and barter. While it’s not 
  quite illegal, most authorities frown on this kind of “gray 
  wealth” (detailed below) because it’s hard to control, tax, 
  and monitor. Because of this, a new type of Wealth bonus, 
  gray wealth, is used in this setting.
  Gray Wealth
  In addition to a normal Wealth bonus, characters in the 
  CYBERRAVE setting have a second means of purchasing goods 
  called a gray wealth bonus. Gray wealth can only be used 
  to buy things from nonstandard sources, such as the black 
  market, fences and gun smugglers, criminal-run shops, or 
  from unlicensed street vendors. Gray wealth replaces the 
  normal black market rules on page 93 of the d20 MODERN 
  Roleplaying Game. Black markets and shops that avoid 
  the normal licenses and business requirements of a legal 
  business are far more common in a CYBERRAVE campaign than 
  in a normal d20 MODERN game.
   
  Gray wealth does not necessarily include illegal goods, 
  though it certainly can, depending on how the character 
  operates. What it does cover is street credibility, access 
  to gray market goods, and a reputation for not bringing 
  down law enforcement. A character might have very little 
  real money, but be able to arrange for fairly extensive 
  gray market goods through a combination of trading, 
  bartering, making promises, and knowing what’s valuable 
  on the gray market at any given moment. Like a normal 
  Wealth bonus, gray wealth represents a lot more than just 
  goods for sale. But the factors that go into a gray wealth 
  bonus have no effect on the character’s normal Wealth, 
  and vice versa.
   
  A character’s starting gray wealth is equal to 2d4 + any 
  bonus from starting occupation and the Street Broker feat 
  (if taken). The character gains a +1 bonus for having 4 ranks 
  in the Knowledge (streetwise) skill. Even characters with 
  no experience buying and selling goods on the gray market 
  have a starting gray wealth score, because they have access 
  to things they can pawn and trade.
   
  As a general rule, buying something with gray wealth 
  requires a Knowledge (streetwise) check with a DC equal 
  to the purchase DC of the item in question to find the 
  item. Thus, buying a medical kit (purchase DC 15) with gray 
  wealth first requires a character to make a DC 15 Knowledge 
  (streetwise) check to find one for sale on the gray market. 
  The time required to find the item is the same as it is to 
  find it in a legitimate shop. A licensed, restricted, military, 
  or illegal item has both its purchase DC and the Knowledge 
  check DC to find it increased by the normal amount (+1 
  for licensed, for example). A character cannot take 10 or 
  take 20 on a gray wealth check. Gray wealth increases and 
  decreases based on items bought or sold just as normal 
  Wealth bonuses do. Any given Profession check adds to 
  either Wealth or gray wealth bonuses when a character 
  gains levels, as determined by the GM.
   
  Gray wealth cannot be used to buy things from legitimate 
  sources. Normal Wealth can be used on the gray market 
  (including the ability to take 10 or take 20), but everything 
  on the gray market has its purchase DC increased by 2 
  when bought with normal wealth. Most normal sources of 
  purchasing power in the CYBERRAVE campaign are marked and 
  traced, and gray market merchants charge a premium for 
  dealing with it.
  Knock-Offs
  Almost everything characters buy in this setting is a fake, 
  faux, or knock-off version. Leather clothes are synthileather. 
  Designer clothes are foreign imports with forged tags. Beef 
  is soy protein with artificial flavors, fruits are genetically 
  modified kelp, and even weapons are knock-off designs 
  made of ceramics, plastics, and fake metal finishes. These 
  products might not wear quite as well as the real thing, but 
  they are mechanically identical to genuine versions of the 
  same items.
   
  A character can, of course, buy a real, genuine, no-
  fooling version of something. The purchase DC to do so 
  is increased by 3, and there’s no game benefit for doing 
  having such an item. Worse, having lots of designer and real 
  items damages a character’s street credibility. (If someone 
  can afford to burn money like that, he isn’t really street 
  folk.) This translates to a –2 penalty on any Charisma-based 
  check when dealing with real street folk, including ravers, 
  mercenaries, and most independent operators.
   
  Gray wealth can’t normally be used to buy genuine 
  items.
  Cybernetics Costs
  Standard cybernetic devices are extremely common in 
  the CYBERRAVE setting. Their high frequency and the vast 
  automation used in their construction results in major price 
  savings, at least for the highend implants. Any implant with 
  a purchase DC of 20 or more has its purchase DC decreased 
  by 2. Those with DCs of 10–19 have their purchase DCs 
  decreased by 1. Cybernetic devices with a purchase DC of 9 
  or less remain at the same cost—there isn’t a large enough 
  profit margin to allow for reduced prices.
   
  The purchase DCs for wetware cybernetic devices and 
  any other nonstandard cybernetic devices the GM decides 
  to allow should be unchanged. These systems are too 
  new to enjoy the same levels of streamlined, automated 
  production, and their sales numbers too low for the 
  economy of scale to have kicked in yet.
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  FACTIONS
  FACTIONS
  A CYBERRAVE campaign is at least in part about new soci-
  eties emerging as the world struggles to deal with vast 
  and rapid changes in technology and civilization. Many of 
  those societies can be expressed as factions. Most fac-
  tions fall into one of four categories—governments (and 
  their agencies), gangs, corporations, and other business 
  venture groups.
   
  Governments and gangs are very similar to those found 
  in our world today, with some spin. Governments have been 
  forced to fight for survival as natural resources dwindle and 
  companies become more influential and greedy. Most 
  governments have taken a totalitarian turn and are willing 
  to take any action (legal or not) to ensure their survival; 
  the security of the nation is more important than personal 
  freedoms.
   
  Gangs, conversely, have become the last bastions of 
  freedom of expression and personal liberty. Not all are 
  good and benevolent by any means—many are still little 
  more than groups of thugs banding together for mutual 
  profit—but many are more interested in supporting the 
  freedom of the individual than causing trouble. Gangs lack 
  the power to ever truly defeat the authoritarian forces 
  of governments and corporations, but this doesn’t stop 
  them from fighting for their beliefs.
   
  Corporations and business ventures are two 
  versions of the same thing—businesses with a legal 
  identity beyond that of their owners or members. 
  Corporations have become lumbering networks of 
  departments and divisions with the power, budget, 
  and scope of most nations, but with less experience to 
  manage their resources. Business ventures are smaller, 
  generally no more than one or two buildings of people. 
  These ventures enjoy the same legal protections as 
  corporations, but manage to be more nimble and quick 
  to respond to changing market conditions due to their 
  small size.
  Factions from 
  Other Books
  Department-7, described in the d20 MODERN Roleplaying 
  Game, and a number of other factions and organizations 
  introduced in the d20 Menace Manual work well in 
  the CYBERRAVE campaign. Brief discussions of the most 
  appropriate organizations and how they are different in 
  a CYBERRAVE campaign appear below. Even if a GM doesn’t 
  have access to the d20 Menace Manual, she can use these 
  notes as guidelines when designing factions of her own.
  Department-7
  Department-7 works best as a branch of a megacorporation 
  or a government agency that deals with the street culture 
  common in the CYBERRAVE campaign. Agents are often culled 
  from the ranks of independent operators, allowing them to 
  continue to live their lives while only occasionally taking 
  important missions from the department.
   
  If Department-7 is a government agency, it acts primarily 
  to watch for potential threats (especially domestic 
  terrorism) that might arise from street culture; it neutralizes 
  such threats when conventional government agencies are 
  unlikely to do so. Department-7 is one part information 
  gathering service and one part special forces. Agents are 
  called upon when department operations in their area 
  require their special talents. In many cases, agents are 
  organized into cells that operate as a group but have little 
  or no contact with other Department-7 agents. They receive 
  orders and file reports through a single contact (often 
  through a speakerphone or in the VRNet).
   
  If the GM decides to make Department-7 a branch of a 
  megacorporation, it becomes a professional troubleshooting 
  organization the corporation calls on when traditional 
  methods have failed. Run by a respected vice president 
  of the corporation, the department provides security for 
  installations that have proven themselves a risk, guard 
  corporation employees who have received threats or 
  who are valuable targets for competitors, and hunt down 
  industrial spies who have stolen company secrets.
  The Central Intelligence 
  Agency
  Woefully underfunded to face the threats of the CYBERRAVE
  Campaign world, the CIA turns to the VRNet for much of its 
  CIA operative
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  information gathering. Highly trained noderunners, among 
  the best in the world, search through nodes of enemies 
  and allies alike for secure information, which is analyzed by 
  a central think tank. Since the VRNet is global, the CIA can 
  search any corner of it without officially operating on U.S. 
  soil, which is forbidden by its mandate. The CIA no longer 
  has many agents, though it can hire mercenaries if the need 
  arrives.
  Crimson Scorpion
  The Crimson Scorpion is now the motivating force behind 
  numerous business ventures and has its hands in a few 
  megacorporations as well. It is often the motivating force 
  behind the less than legal activities of sub-branches of 
  larger businesses.
  Cryptonauts
  In a world where the VRNet is ubiquitous and hackers are 
  the most common kind of criminal, the Cryptonauts have 
  modified their focus as a group. Hackers and noderunners 
  don’t need greater awareness and protection anymore—
  they’re the ruling class in many ways. The Cryptonauts are 
  now primarily concerned that the VRNet might become a 
  tool for misinformation for businesses and governments 
  and end up beyond the reach of common citizens. They 
  campaign against any group that tries to use the VRNet to 
  spread lies, and they work toward granting everyone access 
  to the vast network of information it represents.
  The Department 
  of Defense
  The Department of Defense (DOD) is largely unchanged, 
  though it now watches large businesses as closely as 
  it watches other countries. The department works 
  closely with many megacorporations to develop new 
  and more effective combat implants. It is also often 
  politically restrained from taking action against enemy 
  targets because of possible repercussions from businesses 
  with financial interests near those targets. When an 
  unquestioned threat arises, however, the DOD can respond 
  with overwhelming physical force.
  The Federal Bureau 
  of Investigation
  The Federal Bureau of Investigation (FBI) is totally 
  overwhelmed by the constant barrage of threats that now 
  exist within the U.S. borders. It remains the premiere police 
  force available, but simply lacks the numbers needed to 
  deal with every interstate crime that occurs. Like the CIA, 
  it turns to the VRNet for much of its information gathering 
  and has several branches specifically dedicated to VRNet 
  crime, but unlike the CIA, it tries to maintain a large cadre of 
  field agents. Its resources are so overtaxed that agents are 
  often forced to work cases alone and call on local resources 
  rather than turning to the Bureau for support. Many agents 
  develop a list of trusted contacts to call on for help, thus 
  creating an avenue for the heroes’ involvement.
  The Federal Emergency 
  Management Agency
  The focus and scope of the Federal Emergency Management 
  Agency (FEMA) does not change significantly in a CYBERRAVE 
  campaign. FEMA agents often have one or two implants 
  (especially sensors and communication gear).
  Global Network News
  The Global Network News (GNN) remains the most trusted 
  and visible reporting agency in the world. Its reporters 
  often use VRNet broadcast implants and hidden camera 
  eyes to file undercover reports from the inner sanctum of 
  gangs, business ventures, and megacorporations alike. A few 
  of these broadcasts are made in real time over the VRNet, 
  though most are sent directly to GNN headquarters for 
  confirmation and editing before broadcast. Many freelance 
  reporters work for GNN selling their new footage for top 
  dollar to the network.
   
  GNN is also still secretly working to promote a single 
  world government and quietly slants its reporting to match 
  this goal. Megacorporations are seen as a danger to the 
  establishment of a world government and often targeted by 
  GNN with negative publicity and reporting. The Cryptonauts 
  and their open and free information attitude often come 
  into conflict with GNN editors and producers.
  The Green Brigade
  The Green Brigade has lost its battle. Only a few diehard 
  members remain, plotting to destroy all advanced 
  technology and society in general, believing this to be the 
  only means left to safe mother earth.
  The Hoffmann Institute
  In a typical CYBERRAVE campaign, the Hoffman Institute is 
  simply a research center for understanding psionics and 
  psionic potential. Members rarely have implants, though 
  quite a few are psionic. If the GM wishes to add aliens, 
  magic, or other unusual elements to a CYBERRAVE campaign, 
  the Hoffman Institute is an excellent way of doing so.
  La Gente
  Although its structure and purpose remains unchanged, 
  La Gente is no longer a crime cartel—at least on paper. 
  It is one of the most powerful corporations in South 
  America, having successfully lobbied numerous countries 
  to legalizing the growing and distribution of narcotics. It 
  has a thin veneer of legitimacy, including annual reports, 
  stock options, corporate headquarters, and a board of 
  directors. However, many of its drugs go to markets where 
  they are not legal (including the United States). Thugs and 
  gangs handle the day-to-day operations, just as they did in 
  the old days. Though more powerful and more open than 
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  it used to be, at its core La Gente is still a drug-based mafia 
  of killers and smugglers.
  Other Factions
  The Nautilus Club, Nova Records, and Solomon Solutions 
  can be used in a CYBERRAVE campaign with no more effort 
  than updating the technology they use. The United Nations 
  Elite Security force can be used after makingh much the 
  same changes as for the Department of Defense.
  NEW FACTIONS
  NEW FACTIONS
  Two new factions for the CYBERRAVE campaign are pre-
  sented below. These are far from the only groups operating 
  within the campaign or even necessarily the most impor-
  tant ones. They are, however, representative of the kinds 
  of factions common within the campaign world. ThinkBest 
  is a powerful megacorporation with branches in every 
  major city around the world, and Steel Cross is a small 
  business venture just beginning to have an impact on its 
  local community.
  THINKBEST
  THINKBEST
  The leader in mental augmentation and computer implan-
  tation cybernetics, ThinkBest is one of the most powerful 
  megacorporations in the world. With offices on every 
  continent (including Antarctica), sovereign space plat-
  forms, and a lunar colony, ThinkBest is more powerful 
  than many nations and just shy of the power level enjoyed 
  by superpowers.
   
  Agenda: Maintain corporate profits, develop increasingly 
  useful and expensive products, keep competitors in second 
  place through pricing, marketing, research, and espionage, 
  and prevent world government from taking a direct interest 
  in ThinkBest’s business practices.
   
  Structure: Multinational megacorporation with 
  corporate direction controlled by a board of directors and 
  individual branches controlled by semiautonomous vice 
  presidents.
   
  Symbol: Silhouette of a head with a circuitry pattern 
  replacing the brain.
   
  Most Common Allegiance: ThinkBest.
   
  Requisition Limit: 30 (licensed), 40 cybernetics 
  (military).
  Overview
  ThinkBest grew out of the merger of a major computer 
  software corporation and a medical research company 
  many decades ago. The new conglomerate pioneered many 
  PL 7 head augmentation cybernetics. The company’s name 
  became synonymous with computer implants and their 
  lobbyists helped draft the current liberal legal policies 
  regarding civilian implants. As sales rose, the company 
  spread out over the globe and eventually into space.
   
  The source of ThinkBest’s great power comes from its 
  vast fortune and control over an important segment of the 
  cybernetics market. The company maintains its position 
  with a combination of product quality (which is high) and 
  marketing practices. ThinkBest computers are compatible 
  only with other ThinkBest products. Once you have one 
  ThinkBest implant, chances are you’ll return to purchase 
  similar implants. (ThinkBest implants can only be combined 
  with other ThinkBest products or those compatible with 
  ThinkBest, meaning products made under license from 
  ThinkBest.) ThinkBest implants can interface with other 
  company’s products (if using them to jack into the VRNet, 
  for example), but can’t mesh directly with other brands of 
  hardware.
   
  To ensure market dominance, ThinkBest sells contracts 
  to other companies cheaply and works closely with 
  governments on tight budgets to augment their agents 
  affordably. As a result, to tap into the lucrative government-
  sponsored cybernetic augmentation programs, many clinics 
  carry only ThinkBest products. Anyone who goes to one of 
  these clinics ends up with ThinkBest brand products, forcing 
  them to get other ThinkBest products in the future.
   
  Despite this vast near-monopoly, ThinkBest is not without 
  competition. Minor business ventures often produce 
  cybernetic devices designed specifically to compete with 
  ThinkBest products, and many street folk avoid ThinkBest 
  as a matter of principle. A more serious risk to the company 
  is the possibility that a superpower nation might begin an 
  investigation of the corporation’s business deals—which are 
  often shady—or refuse to take part in its near-monopoly on 
  government headware contracts.
  Structure
  The ultimate authority at ThinkBest is the board of directors, 
  which holds quarterly meetings at ThinkBest headquarters 
  in Copernicus Base on the moon. At these meetings, the 
  directors chart the progress of the company and determine 
  its general focus for future ventures. Each member of the 
  board is a major investor in the corporation, and as a group 
  they hold a controlling majority of the company’s shares.
   
  Each branch of ThinkBest operates autonomously, taking 
  only the broadest of directions from its corporate headquarters, 
  which is located in Copernicus Base on the moon. ThinkBest 
  fosters internal competition, and though in general this pushes 
  each branch of ThinkBest to excel, the cutthroat competition 
  has a downside. ThinkBest Boston might bid against ThinkBest 
  Seattle for a contract, a noderunner who gets blacklisted by 
  one branch can still work for another, and ThinkBest New York 
  might steal away a lead cyberware designer from ThinkBest 
  Chicago. Indeed, ThinkBest branches often poach designers 
  and marketing executives from one another in an effort to 
  improve their bottom line. As long as money continues to flow 
  into the corporate coffers, the board of directors overlooks 
  such antics.
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  Each branch is headed by a vice president who presides 
  over a collection of executives. The executives are in charge 
  of research and development, physical security, computer 
  security, personnel management, sales, marketing, and 
  finance. Each of these executives supervises middle 
  management officers who look after the day-to-day issues 
  of running the company. The vice president is the ultimate 
  authority within a branch, but executives are often looking 
  to usurp the vice presidency by proving themselves more 
  efficient or ruthless. This struggle keeps everyone on 
  their toes, though the results for the branch aren’t always 
  positive.
  Bases of Operation
  Aside from the exclusive, well-defended headquarters at the 
  lunar base, ThinkBest has four types of compounds: branch 
  offices, research labs, corporate housing, and retail outlets.
   
  Branch offices are small-scale headquarters for a specific 
  region’s operations. There is a branch office in nearly every 
  major metropolis in the world. Each branch office is run by 
  a vice president responsible for all ThinkBest operations in 
  his area (see the ThinkBest Branch Office, page 82). Research 
  labs are secure buildings where the most important and 
  expensive development takes place, including human 
  research considered illegal by many governments. Although 
  some research occurs in the branch offices, the most 
  promising work is always done in a research lab (see the 
  ThinkBest Research Compound, page 86).
   
  Corporate housing buildings are combination living 
  complexes and private malls. ThinkBest employees work 
  here, live here, and take care of most of their day-to-day 
  needs without ever leaving the corporate compound.
   
  Retail stores are generally located in major metropolitan 
  areas and sell ThinkBest goods and services. Retail stores are 
  small and normally unguarded—nothing of great importance 
  is kept in a ThinkBest retail outlet.
   
  Branch offices, research labs, and corporate housing 
  buildings are always located in a no-patrol zone—regular 
  law enforcement no longer attempts to maintain law and 
  order. ThinkBest has its own security force, which watches 
  over its buildings without having to worry about local 
  authorities. Most ThinkBest compounds hire local off-duty 
  law officers to patrol their areas, allowing them to tap into 
  the local security resources without actually giving them 
  any legal authority over ThinkBest.
   
  ThinkBest compounds are often safer than the nearby 
  city, but that safety comes at price of privacy and freedom. 
  Since the corporation pays the officers that patrol it, only 
  the needs of the corporation are considered. Employees 
  in good standing are treated well (happy employees are 
  productive, after all), but nonemployees are often driven 
  away or ignored. However, this can be a two-edged sword 
  for ThinkBest. Anyone who takes an illegal action against 
  the corporation on the ThinkBest compound but manages 
  to escape into an area controlled by the local government or 
  another company is largely safe from ThinkBest retribution. 
  But still, the company has a long memory and is willing to 
  employ assassins and spies to eliminate targets who prove 
  to be nuisances.
   
  The most aggressive ThinkBest branch is ThinkBest 
  Chicago (TBC), which is run by Alec DuFrei (see Members, 
  below).
  Resources
  As a whole, ThinkBest has vast resources in money, 
  equipment, political pull, and personnel. Any serious threat 
  to the corporation draws the wrath of its full multinational 
  might, which is no less than a major nation’s.
   
  Individual branches alone are much more limited, 
  however. A given branch has a few hundred security officers 
  and dozens of scientists, but most are busy with permanent 
  duties, such as overseeing sensitive projects or guarding 
  ThinkBest facilities. A branch can easily put together a squad 
  of twenty to thirty personnel on short notice, but any more 
  than that takes time and planning. Branches typically equip 
  their personnel well, but can’t afford to make up a high level 
  of loss if that equipment is destroyed.
   
  It’s often more cost-effective for a branch to outsource 
  unusual missions to smaller business ventures. This allows 
  the branch to hide its participation more easily and limit its 
  potential for financial losses to a predefined limit outlined 
  in a contract.
  Involving the Heroes
  ThinkBest recruits outsiders from time to time, but 
  normally only for entry-level minimal wage positions, or 
  from competing companies. If the heroes are members 
  of another corporation or business venture, they could 
  become employees of ThinkBest when it completely buys 
  out their old business.
  Using ThinkBest
  Characters are most likely to become involved with 
  ThinkBest if they are hired by another corporation or agency 
  to run an operation against one of the ThinkBest offices or 
  to run an operation against a ThinkBest competitor. Of 
  course, because of the independent structure of ThinkBest 
  branches, the heroes could be hired by one branch to run 
  an operation against another branch. What ThinkBest won’t 
  do is hire outside security personnel—ThinkBest trusts only 
  its own people to protect its interests.
   
  Alternatively, heroes might run into another freelance 
  team working for ThinkBest while raiding some ally or 
  business friendly to the heroes. Most ThinkBest raids are 
  designed to acquire a specific employee (a particularly 
  skilled market researcher of computer designer) or a new 
  technology (such as an improved computer chip or software 
  program), or to sabotage a competitor’s plans (burning 
  down a lab or introducing a flaw into the manufacturing 
  process of a new product). Of course, ThinkBest’s Board of 
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  Directors does not approve of this kind of operation, but 
  individual vice presidents have proven willing 
  to break the law if they can get away 
  with the crime and advance their 
  careers. The heroes are never 
  going to bring down ThinkBest 
  entirely, but they might be able 
  to destroy a branch office or 
  the career of a vice president.
  Learning 
  about 
  ThinkBest
  ThinkBest is a publicly traded 
  company, so some information 
  about it is easily gathered, 
  such as the names of corporate 
  officers, the specifications of its 
  current products for sale to 
  the general public, and the 
  addresses of its branch offices. 
  As a research and development 
  company, ThinkBest fiercely 
  guards information about its 
  prototypes, design staff, and 
  market research. Each branch 
  of ThinkBest handles its own 
  security. Individual branches are 
  often instructed to work on one 
  element of a new system without being 
  told what it’s for, or who is working on other components.
   
  ThinkBest is a leader in headware and computer 
  technology. Publicly, it is known for helping to develop the 
  early stages of the HINet. Privately and secretly, it has begun 
  developing nanoaugmenters and gimpers (see Chapter Two). 
  Characters attempting Research or Knowledge (technology) 
  checks can learn the following information at the given 
  DCs.
   
  DC 1: The price and specifications of unrestricted and 
  licensed ThinkBest products sold to the general public.
   
  DC 5: The name and location of a low-level research 
  scientist working for ThinkBest.
   
  DC 10: The name and objective of a low-level research 
  project ThinkBest is developing.
   
  DC 15: The price and specifications of restricted and 
  military ThinkBest products sold to military and government 
  groups.
   
  DC 20: The name and location of a mid-level research 
  scientist working for ThinkBest.
   
  DC 25: The name and objective of a mid-level research 
  project ThinkBest is developing.
   
  DC 30: The price and specifications of illegal ThinkBest 
  products retained for the use of its corporate officers.
   
  DC 35: The name and location of a high-level research 
  scientist working for ThinkBest.
   
  DC 40: The name and objective of a high-level research 
  project ThinkBest is developing.
  Members
  The most rapidly expanding segment of ThinkBest is the 
  Central Plains Division, which operates out of a Chicago 
  branch office. Vice president Alec DuFrei, who directly 
  oversees local operations and broadly directs all offices 
  within the region, runs the Chicago office. Though in theory 
  he only advises the vice presidents of other branch offices, 
  including every major city between the Mississippi River and 
  the Rocky Mountains, his influence is much greater—very 
  few of the vice presidents in his region will consider taking 
  any major action without consulting him.
   
  DuFrei is an ex-noderunner and street hacker who gave 
  up the free life and went corporate a decade ago. DuFrei still 
  has some street contacts and isn’t above calling on them to 
  solve problems if standard business methods fail. This has 
  earned him a reputation as a go-getter within ThinkBest 
  and a reputation as a sellout faker among street types. As 
  far as real street hackers are concerned, DuFrei can talk the 
  talk, but he no longer walks the walk. This doesn’t mean his 
  money isn’t good, however. He’s not one of them, but he 
  has more credibility among the denizens of the street than 
  most corporates.
  ThinkBest headquarters
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  DuFrei is tall and slender, with a slight build. He wears his 
  simple, unimpressive cybernetic devices openly, eschewing 
  the concealed or designer implants that are more common 
  in boardrooms. He has a street appearance and cultivates 
  his look carefully. (If he needs a replacement implant, 
  DuFrei finds a used implant and has it reconditioned, rather 
  than buying one new.) His eyes are chrome silver, he has a 
  data-jack in his left temple, and his right arm has an obvious 
  housing for a built-in electronics kit.
   
  Du Frei is a skilled noderunner who keeps his hand 
  in the VRNet and sometimes makes data-raids against 
  competitors himself. He’s ruthless but cautious, willing to 
  take any measure needed for success, but always keeping 
  both a backup plan and plausible deniability. He rarely 
  leaves his protected corporate compound in person, instead 
  arranging for meetings in the VRNet at public nodes. On the 
  rare occasion when he leaves the ThinkBest compound, he 
  has at least two bodyguards with him at all times.
  Alec DuFrei (Charismatic hero 5/Cybernaut 7):  CR 12; 
  Medium-size humanoid (human); HD 12d6; hp 42; Mas 23; 
  Init +4 (+4 Dex); Spd 30 ft.; Defense 20, touch 20, flatfooted 
  16 (+4 Dex, +6 class); BAB +7; Grap +6; Atk +6 melee (1d3–1, 
  unarmed) or +11 ranged (2d8, laser pistol); Full Atk +6/+1 
  melee (1d3–1, unarmed) or +11/+6 ranged (2d8, laser pistol); 
  FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Low-light vision, DR 4/–; AL 
  ThinkBest; SV Fort +5, Ref +11, Will +6; AP 6; Rep +8; Str 8, 
  Dex 18, Con 10, Int 16, Wis 13, Cha 16.
   
  Skills: Bluff +11, Computer Use +20, Diplomacy +11, Gather 
  Information +11, Intimidate +16, Knowledge (business) +10, 
  Knowledge (current events) +10, Knowledge (streetwise) +17, 
  Knowledge (technology) +17, Profession (administrator) +13, 
  Read/Write English (free), Read/Write Japanese, Research 
  +12, Repair +12, Speak English (free), Speak Japanese.
   
  Feats: Combat Expertise, Gearhead, Heroic Surge, 
  Improved Damage Threshold, Iron Will, Personal Firearms 
  Proficiency, Point Blank Shot, Renown.
   
  Background: Noderunner (Computer Use, Knowledge 
  (technology), Repair).
   
  Class features (Fast hero): Coordinate, inspiration, 
  fast-talk.
   
  Class features (Cybernaut): Master noderunner 
  (backdoor, compression, nodehack), nodestar, mighty avatar 
  +2d6, 10th grade avatar.
   
  Possessions: Laser pistol, various personal effects.
   
  Implants: Identity chip, artificial twitch fiber (+6), 
  internal tool mount (deluxe electrical tool kit), HUD link/
  light amplification optics/microscopic optics/telescopic 
  optics (integrated cybernetics), microcomputer (with 
  integrated cellular modem and amazing VRNet rig), fortified 
  skeleton, organ remapping.
  ThinkBest Branch 
  Office
  The ThinkBest branch office map represents a typical 
  headquarters for a ThinkBest regional branch. The office 
  serves as a branch headquarters, office, and workstation for 
  researchers and programmers. It’s also a testing laboratory 
  and meeting place for high profile clients. No actual 
  production or sales occur here; those tasks are handled at 
  separate production facilities and retail outlets. ThinkBest 
  operates 24 hours a day, with most rooms being shared by 
  workers over three different 8-hour shifts.
   
  The ThinkBest branch office is typical of a regional 
  building for a huge corporation or the headquarters of a 
  smaller business venture. With a little work, it can be used 
  at the base of operations of any business entity.
  1. Lobby
  The lobby is the main entrance to the building, and is heavily 
  monitored from the security command post by remote 
  cameras. The room is filled with comfortable chairs and 
  sofas, display cases with ThinkBest products (including 
  popular prototypes from the company’s early history), a 
  viewscreen constantly running ThinkBest advertising, and 
  a holographic display of the company’s lunar corporate 
  headquarters.
   
  Three receptionists work the main desk, fielding incoming 
  calls, receiving packages and couriers, and dealing with 
  visitors. No one unexpected is allowed past the lobby, 
  although employees can arrange to meet friends and family 
  here and escort them into public sections of the building. 
  The receptionists entertain important guests here until a 
  courtesy officer arrives.
   
  The attached security post is always manned by at least 
  two experienced guards.
  2. Security Post
  Each security post has reinforced walls and armored 
  windows, seating for four guards (though generally only one 
  is kept at each post unless trouble is expected), a camera 
  (connected to security command), a few viewscreens 
  showing nearby parts of the building, and a communication 
  center. It can be both locked and barred from the inside 
  and every door and window has a sliding gun port, allowing 
  guards inside the post to fire into adjoining areas while 
  maintaining nine-tenths cover.
  3. Security Command 
  Center
  The security command center is the office for the chief 
  of security. In addition to the chief of security, the center 
  is staffed by two guards. The center has a master camera 
  control in this room that can show the view of any camera 
  in the building on any one of four monitors. The center has 
  a holding cell large enough for three people.
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  4. Armory
  The armory is locked at all times, and only the vice president 
  or the chief of security can open it. (It’s keyed to their 
  identity chips and opens for them with a touch.) Inside are 
  24 laser rifles, 2 laser sniper rifles, a minigrenade launcher 
  (with both concussion and EMP grenades designed to ruin 
  anything intruders are trying to steal), 4 tangler guns, 12 stun 
  batons, and 24 suits of light combat armor (for information 
  on this equipment, see page 67 of d20 Future). These 
  weapons are broken out only in the event of a major assault 
  on the building.
  5. Guest Lounge
  This is a comfortable room with a small conference table, 
  leather chairs, minibar, tri-dee screens, a gas-powered 
  fireplace, and expensive artwork on the walls. It is the 
  waiting and meeting room for important guests.
   
  When the room is not in use by a guest, it doubles as the 
  office for the on-duty courtesy officer, who is responsible 
  for seeing to the needs of important guests. The courtesy 
  officer makes travel arrangements, orders security details, 
  and arranges for accommodations for important guests.
  6. Executive Lounge
  Restricted to the highest-ranking corporate officers, the 
  executive lounge is equipped with computer terminals, 
  VRNet rigs, humidor, full bar, kitchenette, two leather 
  couches, a small conference table, leather chairs, and 
  viewscreens with access to the security cameras throughout 
  the building. The on-duty courtesy officer is often found 
  here acting as a butler for the executives when not busy 
  with other guests.
  7. Executive Washroom
  A private restroom restricted to important executives. Each 
  stall has viewscreens with access to tri-dee programming 
  and security cameras throughout the building.
  8. Executive Meeting 
  Room
  The largest and most well-appointed meeting room, this is 
  also the boardroom. In addition to tri-dee screens, security 
  viewscreens, and a large conference table with built-in 
  VRNet rigs and computer terminals, the room contains 
  a large viewscreen used for presentations, a minibar, and 
  comfortable stuffed leather chairs. The room has reinforced 
  walls and gun ports in the doors.
  9. Vice President’s Office
  This is the largest office in the building and the command 
  post of the vice president. This room is accessed by private 
  elevator only.
   
  The office, which is filled with expensive art, has a 
  large armored desk, a comfortable leather desk chair, sev-
  eral lounge chairs, a leather sofa, a minibar, and tri-dee 
   entertainment system. Along the walls are several armored 
  filing cabinets containing secret documents the vice 
  president doesn’t trust to any electronic file. A hidden 
  armored safe contains his personal files, a firearm, and 
  some  emergency cash.
   
  The vice president’s computer has direct access to the 
  VRNet computers and a security override, which can shut 
  off the camera in any room, preventing security from 
  accessing visual or audio from that room.
   
  With a private elevator, private secretary, and small 
  apartment, it’s designed to be comfortable and secure. 
  It’s difficult for other employees to know for sure if the 
  vice president is in the building or not, and this effect is 
  intentional—it’s the ultimate closed-door policy.
  10. Private Lounge
  The lounge is a comfortable room with a few stuffed 
  leather chairs, an entertainment system, a VRNet rig, a full 
  bar, and a viewscreen with access to the security cameras 
  throughout the building. Only the vice president has access 
  to this lounge, where he relaxes and entertains important 
  guests.
  11. Private Restroom
  This is the only room in the building with no security 
  camera. It can only be accessed by the vice president.
  12. Executive Offices
  These are smaller and less impressive versions of the 
  vice president’s office. These are occupied by his direct 
  subordinates.
  13. General Meeting Room
  Used by employees and less important visitors, each general 
  meeting room is equipped with a large table and equipment 
  for teleconferencing and graphic presentations.
  14. Employee Lounge
  A simple rest area with old sofas, worn office chairs, and 
  chipped tables. It has a tri-dee entertainment system, 
  several vending machines, and an array of coffee machines.
  15. Employee Men’s 
  Restroom
  The restroom is only open for ThinkBest employees (identi-
  fied through shepherd chips or identity chips). The amount 
  of time an employee spends here is automatically logged 
  into the computer. All sections of this room can be seen by 
  security cameras.
  16. Employee Women’s 
  Restroom
  These are set up the same as the men’s restroom, except 
  only the chief of security and the vice president can access 
  the security cameras.
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  17. Employee Cafeteria
  Most employees eat breakfast, lunch, and dinner in 
  the cafeteria. They can charge food to their paychecks. 
  Employees pick up their food from a window that looks into 
  the kitchen, and they eat perched on rickety stools at long 
  tables. The tables can be folded and stools put away so the 
  room can be used for meetings of the whole company.
  18. Elevator
  Elevators go from the parking garage to the main floor. 
  The elevators come only when an employee (identified by 
  a shepherd chip or identity chip) presses the call button, 
  or when overridden by the security command post or 
  the mainframe computer. Each elevator has a security 
  camera. Instrumental versions of popular music play on the 
  elevators’ speakers.
  19. Stairway
  The doors to the stairway open only to a registered 
  employee, who is identified through a shepherd chip or 
  identity chip.
  20. Kitchen
  The small kitchen is just well enough equipped to provide 
  for the employee cafeteria. It has two small ovens, a number 
  of cooktop burners, four large refrigerators, two big freezers, 
  a number of pantries, and several cabinets storing plates, 
  cookware, cutlery, pots, and pans.
  21. VRNet Lab
  A number of employees constantly monitor the VRNet 
  from this lab, which is equipped with amazing VRNet rigs. 
  These employees act as guards and administrators for the 
  office’s own VRNet nodes, but they also search the VRNet 
  for information relevant to the company’s interests and 
  occasionally directly (and clandestinely) raid the nodes of 
  competitors.
  22. HINet Lab
  The HINet is a new addition to the VRNet. This room has 
  four comfortable chairs and direct access to the mainframe 
  for HINet noderunners to work on the company’s behalf.
  23. Research Lab
  Each research lab is equipped with a bank of advanced 
  computers, chalkboards, dry-erase boards, graphic 
  presentation gear, desks, electronic tool kits, electronic 
  parts bins, desks, and lockers for securing reports.
  24. Junior Executive 
  Office
  Just one step up from a cubicle, these offices are for junior 
  executives, senior research staff, and middle management. 
  Each office has a single desk, three chairs, VRNet rigs, a filing 
  cabinet, and a small safe.
  25. Desk Farm
  This area contains cubicles used as offices by ThinkBest 
  employees. Each work area has a small desk, a computer, 
  and a security camera watching the occupant’s every 
  movement.
  26. Computer Hub
  The mainframe of all the ThinkBest computers, as well 
  as the outgoing lines for the VRNet/HINet and a VRNet 
  broadcast generator, are all stored here. Anyone with access 
  to this room gains a +5 bonus on Computer Use checks 
  made in regard to the local ThinkBest nodes.
  27. Storage Room
  The storage room holds holiday decorations, spare office 
  equipment and supplies, old product displays, spare uniforms 
  and gear for the labs, and unused chairs and tables.
  28. Utility Closet
  29. Utility Room
  The utility room has the main access for outgoing plumbing, 
  electrical wiring, data cables, and air conditioning vents. It 
  also contains a generator capable of powering the whole 
  building for 72 hours without exterior power and enough 
  filtered water for 24 hours at normal usage levels.
  30. Parking Garage
  The secure parking garage has enough spaces for all the 
  employees to park their own vehicles. The vice president 
  and other chief executives have reserved parking spaces 
  near elevators; all other parking is first-come first-served. 
  Two armored security vans are kept here (in case key 
  personnel need to be evacuated), as well as four security 
  cars used to patrol nearby streets. One small shuttle bus 
  is used to pick up or drop off employees who live in 
  nearby corporate housing but lack their own vehicles, and 
  an armored limousine is kept for transporting the vice 
  president and important guests.
  31. Vehicle Repair Bay
  This small workspace is designed to do repairs and 
  modifications to one vehicle at a time, allowing ThinkBest 
  to take care of its own fleet of vehicles. Executives can 
  get their cars tuned or repaired as well, as long as no 
  company vehicles are in need of servicing. The area includes 
  one vehicle lift, several diagnostic machines, and a full 
  complement of mechanical tools and supplies.
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  ThinkBest Research 
  Compound
  ThinkBest research compounds are large facilities dedicated 
  to research and development. They are heavily guarded 
  buildings that allow only cleared personnel to enter. 
  Deliveries are made at a ThinkBest branch office and then 
  taken to the compound by ThinkBest security. No guests, 
  visitors, or even unrelated ThinkBest employees are allowed 
  into a ThinkBest research compound.
   
  Each compound has a number of labs of differing 
  security levels, depending on both the secrecy of the 
  project and the risks involved. Nanoaugmenters, for 
  example, are developed in maximum security labs, while 
  new HINet implants are developed in moderate security 
  labs, and new models of VRNet rigs in “open” labs that any 
  employees authorized to be in the compound can freely 
  enter and move through.
   
  This represents a typical ThinkBest research compound. 
  It can be used for any highly secure facility, ranging from a 
  disease-control hospital to a cybercrimes office of the FBI.
  1. Vestibule
  The main entrance to the building is a combination security 
  station and reception area. Five security guards and at 
  least one compound administrator are on duty here at all 
  times. No one is allowed into the building without passing 
  the security check, which confirms that he or she is an 
  authorized employee of ThinkBest and has business in the 
  building.
   
  The vestibule includes metal detectors and various 
  scanners at the entrance, a desk for the administrator on 
  duty, and chairs for the security personnel. Since no one 
  is supposed to linger here, there aren’t any other seats or 
  amenities.
  2. Security Station
  Each security station is a self-sufficient post with security 
  monitors, a communications system, and a small armory 
  with laser rifles, tangler guns, and light combat armor (for 
  information on this equipment see page 67 of d20 Future). 
  Guards also control access to the interior doors of the 
  building, each of which is monitored by a camera. (The 
  interior doors are left unlocked most of the time, but can be 
  switched to open and close only on a command from one 
  of the security stations.)
  3. Central Security
  The central security office is a deluxe security station 
  (see above) as well as the office from which all security 
  matters are handled and a lounge for security personnel. 
  It has several desks, security monitors, sofas, small 
  tables, and a kitchenette. The chief of security runs 
  operations from here, and at least one senior security 
  officer and a communications officer are on duty 
  at all times. In case of a serious security breech, the 
  communication officer calls other nearby ThinkBest 
  facilities for reinforcements.
   
  Communications officers also monitor the VRNet for 
  any broadcasts coming out of the compound to ensure 
  employees aren’t broadcasting secure information.
  4. Open Lab
  The lowest level of security is maintained at the open 
  labs. These are for general research and development of 
  safe technologies that are a low priority. Nothing volatile, 
  illegal, or cutting edge is ever developed in these rooms. 
  Anyone allowed onto the compound can walk through 
  these labs and they are often used as meeting spaces as 
  well. Each is equipped with several worktables, a number of 
  cabinets, a dedicated computer system, and the tools and 
  kits necessary for electronic and cybernetic research and 
  construction.
   
  Open labs also serve as office space for groups of lower-
  ranking scientists. They never include VRNet rigs or HINet 
  hardware, because such equipment is considered a security 
  risk in any but the most closely monitored circumstances.
  5. Medium Security Lab
  Medium security labs are used for somewhat more 
  dangerous or secret projects. They are kept closed, and only 
  employees working on specific projects can gain entrance 
  to the related lab. They are equipped in much the same way 
  as open labs, save the addition of separate air ventilation 
  systems and emergency alarm buttons.
  6. Maximum Security Lab
  Maximum security labs are located in the center of the 
  building. It is here the most sensitive, illegal, and dangerous 
  experimentation takes place. Access to these labs is 
  controlled by the nearby security post—those working in 
  the lab cannot open it on their own, even from within to 
  exit the lab. There are no cameras in these labs (to prevent 
  possible noderunner espionage). A computer automatically 
  records who gains access to each lab and the amount of 
  time spent there.
   
  Each lab is equipped with the tools, gear, equipment, and 
  computer systems needed for the research done within. 
  The labs include a number of workbenches, a chalkboard, a 
  dedicated computer, and cabinets and drawers to store the 
  equipment needed for experimentation. Labs with living 
  subjects include life support systems. Each lab has its own 
  power supply and sealed air system separate from that of 
  the rest of the building. These labs also have emergency 
  switches, which when activated seals them completely and 
  sets off alarms throughout the building.
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  7. Observation Post
  Each observation post looks into two other rooms. The 
  observation posts allow administrators or security guards 
  to watch the events of a maximum security lab or the 
  quarantine room (see below) from relative safety behind 
  bulletproof glass and away from the lab’s sealed air system. 
  Each post has twelve simple chairs and a communication 
  system directly linked to the central security room.
   
  Since maximum security labs don’t have built-in cameras, 
  each observation post also has several film cameras that 
  can be manually directed to record the events of the lab 
  (because the cameras use real film, the information stored 
  in them can’t be accessed from the VRNet).
  8. Quarantine
  The quarantine room is essentially a maximum security lab 
  (complete with observation post) with nothing in it but four 
  chairs and two bunk beds. It’s used for experiments that 
  have gone wrong and need to be sealed and observed, such 
  as runaway nanoaugmenters, or patients with experimental 
  implants who can’t be controlled.
  9. Men’s Washroom
  10. Women’s Washroom
  11. Office
  Administrators and senior scientists use offices for 
  nonresearch functions, including writing reports, inter-
  viewing employees, and the day-to-day paperwork such 
  a facility generates. Each is quite spartan, with a desk, a 
  few chairs, a filing cabinet, a wall safe, and a computer 
  with VRNet rig. Any time the VRNet rig is activated, it 
  automatically signals a communication officer in central 
  security, who rides shotgun on the VRNet transmission 
  to ensure that no secure information is broadcast with-
  out authorization.
  12. Utility Room
  13. Utility Closet
  14. Storage Room
  15. Open Area
  Each open area is a gathering place for employees most 
  of the time, with a random collection of office furniture, 
  coffee pots, workbenches, and entertainment systems. 
  When an experiment needs a large area to be performed, or 
  specialty equipment with large space requirements needs 
  to be installed, an open area is cleared of this clutter and 
  converted for that specific purpose.
  STEEL CROSS
  STEEL CROSS
   
  Agenda: To provide quality care for clients with 
  cybernetic implants, or those desiring to acquire implants.
   
  Structure: A small business venture run by a controlling 
  board made up of the surgeon/owners.
   
  Symbol: A simple chrome cross, with all four arms the 
  same length, on a black shield.
   
  Most Common Allegiance: Steel Cross.
   
  Requisition Limit: 25 (restricted).
  Overview
  Steel Cross is a small business venture—a single clinic 
  owned and operated by the surgeons and cybernetics 
  technicians who work in it. The guiding principle of the 
  Steel Cross Clinic is to provide affordable, confidential, 
  quality health care for cyborgs and individuals wishing to 
  become cyborgs. Doctor Victor Von Stott is the moving 
  force behind the business venture. Dr. Von Stott is a 
  cybersurgeon who realized that the rapidly dropping price 
  of implants made them a growth market. He developed 
  ways of handling implant surgery with fewer overhead 
  costs than big hospitals and raised enough money and 
  fellow medical workers to start a small company.
   
  Of course, the employees of Steel Cross are in it for 
  the money; their commitment to quality is just their angle 
  for earning additional business. By being a small company, 
  they are able to take advantage of the rapid changes in the 
  marketplace. They order small numbers of implants and 
  thus never have out-of-date back stock; they can switch to 
  more popular implants as soon as new trends emerge. Their 
  main clients are gang members and mercenaries who want 
  professional service without leaving themselves vulnerable 
  to government databases. There’s also the occasional 
  corporate employee who wishes to add an implant without 
  his employer knowing about it.
   
  So far, the business has done very well. It’s respected 
  enough not to get too much trouble from gangs and other 
  street folk, and small enough not to draw the attention of 
  bigger corporations. As it grows, however, it risks losing 
  both of those advantages, possibly before it can afford 
  the additional complications. Steel Cross is going to need 
  friends and trusted allies to survive the transition from 
  individual clinic to rising corporate power.
  Structure
  Dr. Von Stott is the director of Steel Cross, which he runs 
  with the aid of a council of surgeon/owners. All employees 
  are given a small part of the company’s ownership and have 
  some input in large decisions, made at general meetings 
  of the whole staff. Once the council has decided on the 
  general course of the company, shift directors (of which 
  Von Stott is one) handle the administration of the steps 
  needed to accomplish those goals. To date, this loose 
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  system of control has been sufficient, but it has yet to be 
  tested against a serious problem.
  Bases of Operation
  Steel Cross has a single clinic, though it has considered 
  opening franchised clinics in other cities. The clinic serves as 
  office, surgical center, and retail center. Every business need 
  is handled at the clinic, and some of the staff members 
  spend so much time there it’s practically their second home. 
  A map of the clinic is presented on page 90.
  Resources
  Steel Cross has access to extensive implants at wholesale 
  prices and a fair stock of wealth, but little else. The entire 
  company has no more than a hundred employees and their 
  duties keep them very busy. The security staff is only a 
  dozen or so men, with another dozen who spend much of 
  their time looking after employees with problems. This is 
  sufficient for day-to-day problems, but any major difficulty 
  forces Steel Cross to hire additional help.
  Involving the Heroes
  Steel Cross comes highly recommended as a safe, affordable 
  organization for any cybernetics work a character might 
  need. It’s also increasingly a target of raiders and corporate 
  saboteurs and in need of allies and trusted employees. 
  The heroes could be hired on as additional security (or 
  any other posts they’re qualified for), or be called upon to 
  solve a specific difficulty (a stolen file with confidential 
  information, a kidnapped family member of one of the 
  employees, or threats of a bombing, for example).
  Members
  Though they are all professionals, many of the members of 
  Steel Cross are outcasts and misfits who couldn’t make it 
  in larger corporations. Dr. Von Stott accepts anyone with 
  the necessary training for a post, even someone with a 
  questionable record. He is not forgiving, however, about 
  any misdeed done after someone becomes a Steel Cross 
  employee. This led to a few problems in the early years, but 
  most of the current employees are loyal to the company, of 
  which they all own a small part.
   
  Tavis Ironhand is one of the oldest employees of Steel 
  Cross and serves as an enforcer for the business. His 
  involvement with Doctor Von Stott dates back to a few 
  years before the formation of Steel Cross, when the doctor 
  found him bleeding in an alley (the victim of implant jackers). 
  Doctor Von Stott patched Tavis back together and replaced 
  his missing implants, even giving him improved versions of 
  many of them. The doctor did this as a test of his ability 
  to operate without the extensive facilities available in large 
  hospitals, and Tavis remains extremely grateful for the help.
   
  Tavis briefly served as the chief of security for Steel 
  Cross, but he is too much of a leg-breaker for the job. He 
  was demoted to being a security guard, a position he’s much 
  happier with. Tavis is the toughest member of the clinic’s 
  security staff and is the first person anyone at the clinic 
  calls in case of trouble. His reputation as a street tough has 
  helped the clinic avoid raids by brigands and black market 
  implant dealers.
  Tavis Ironhand (Steel Cross Security) (Tough Ordinary 
  5/Charismatic Ordinary 5):  CR 9; Medium-size humanoid 
  (human); HD 5d10+10 plus 5d6+10; hp 65; Mas 15; Init +1; Spd 
  30 ft.; Defense 19, touch 17, flat-footed 17 (+2 Dex, +5 natural, 
  +2 equipment); BAB +5; Grap +7; Atk +7 melee (1d6+2, spurs) 
  or +7 melee (1d6+2, metal baton); Full Atk +7 melee (1d6+2, 
  spurs) or +7 ranged (2d8, laser pistol); FS 5 ft. by 5 ft.; Reach 
  5 ft.; SQ Low-light vision; AL Doctor Von Stott; SV Fort +8, 
  Ref +6, Will +1; AP 0; Rep +1; Str 14, Dex 14, Con 15, Int 10, Wis 
  8, Cha 15.
   
  Skills: Bluff +14, Diplomacy +10, Forgery +7, Gather 
  Information +8, Hide +9, Investigate +4, Knowledge (current 
  events) +7, Knowledge (streetwise) +7, Read/Write English, 
  Speak English.
   
  Feats: Armor Proficiency (light), Attentive, Deceptive, 
  Low Profile, Personal Firearms Proficiency, Point Blank Shot, 
  Simple Weapon Proficiency.
   
  Background: Criminal (bonus class skills: Diplomacy, 
  Hide).
   
  Possessions: Laser pistol, metal baton, light undercover 
  shirt, various personal possessions.
   
  Implants: Artificial muscle fiber (+2), light amplification 
  optics, subcutaneous cell phone, advanced prosthetic arm 
  (right), spurs (right arm).
  Steel Cross Clinic
  The Steel Cross business venture owns its own small clinic, 
  where new implants are installed or old implants are 
  upgraded. The clinic serves as hospital, office, recovery 
  center, and research facility, allowing Steel Cross doctors to 
  handle all their business in one locale.
  1. Waiting Room
  This is where friends and family of patients wait while 
  surgery takes place (normally limited to two visitors per 
  patient). The room is filled with comfortable chairs and 
  loveseats, several tri-dee entertainment systems, speakers 
  filled with soft, gentle music, and coffee tables piled with 
  out-of-date magazines. A small counter holds coffeepots 
  and tea brewers and complimentary muffins.
  2. Nurses’ Station
  This area includes a large desk where nurses manage most 
  of the administration of the clinic and answer questions 
  of patients and visitors. This is where everyone checks in 
  upon entering the clinic, and it’s where patients receive 
  final instructions from their doctors before checking out. 
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  The clinics records are kept in filing cabinets, which are 
  rigged to burn their contents if opened without the 
  proper key.
  3. Security Post
  The security post is little more than a set of monitors for 
  security cameras, an intercom, and chairs for the security 
  staff.
  4. Washroom
  This is where the surgeons prepare for surgery, washing in 
  one of several built-in sinks and dressing in surgical scrubs. 
  The washroom is equipped with viewscreens that display 
  cameras in each operating room, allowing surgeons to view 
  other surgeries as they prepare for their own.
  5. Pre-Op
  The pre-op area is where patients are prepared for surgery. 
  There are several rows of comfortable, reclining chairs 
  where patients sit while they are cleaned and hooked up 
  with the monitors and intravenous systems needed for 
  surgery. There are also several rolling stools, for visitors to 
  sit near patients, and a few desks for the nurses on duty 
  here. Several cameras placed throughout the room catch 
  every angle of each surgery for review and possible use as 
  a teaching tool.
  6. Operating Rooms
  Each operating room has a single surgical table, overhead 
  lights, and the monitors, surgical and medical equipment, 
  and tools needed to perform any surgery.
  7. Recovery Rooms
  Once surgery is over and a patient has awoken from the 
  anesthesia, she is rolled into a recovery room to recuperate. 
  Most patients are kept here for only a few hours (long enough 
  to make sure the patient isn’t developing complications), 
  though more serious surgeries often involve an overnight 
  stay. There’s an adjustable bed, a small entertainment 
  viewscreen, two chairs that pull out into (uncomfortable) 
  cots for friends to stay overnight, a small dresser, an end 
  table, and a small workstation for nurses to hook up medical 
  monitors, IV drips, oxygen masks, and so on.
   
  On the rare occasion when a nonsurgical patient is 
  taken in by Steel Cross, a recovery room can serve the same 
  function as any normal hospital room.
  8. Surgeon’s Lounge
  This room contains several faux-leather chairs and sofas, 
  a full-size refrigerator, small kitchenette, coffee tables, a 
  tri-dee system, and a VRNet rig. It is generally kept dim and 
  quiet, and the clinic surgeons often take naps here between 
  surgeries.
  9. Deli
  This room is little more than a few tables and chairs with 
  food vending machines offering a variety of week-old 
  sandwiches. The room is well lit and cool, but has little else 
  to recommend it. The staff rarely eats here, though visitors 
  often do (once, anyway).
  10. Utility Room
  11. Utility Closet
  12. Diagnostic Room
  The diagnostics room is designed to run tests on patients 
  and their implants. It has an MRI, ultrasound scanner, 
  computer diagnostics system for cybernetics, and the lab 
  equipment needed to run blood tests. The room has a single 
  reclining chair and several rolling stools for clinic staff.
  13. Pharmacy
  The pharmacy contains the drugs needed to treat the 
  clinic’s own patients, focusing on antibiotics, pain killers, and 
  rejection suppressants. The pharmacy is always manned by 
  a pharmacist and one security staff member because it’s a 
  tempting target for raiders. The pharmaceuticals are carefully 
  inventoried and kept under lock and key at all times.
  ADVANCED 
  ADVANCED 
  CLASSES
  CLASSES
  The Cyber Raver, a new advanced class presented below, 
  can serve as the cornerstone (or at least one of the major 
  elements) of a CyberRave campaign. The other advanced 
  classes presented earlier in this book (the Bionic Agent, 
  Cyberwarrior, Implant Hack, and Cybernaut) can also help set 
  the tone of a CyberRave campaign. Of the advanced classes 
  described in d20 Future, the Dreadnought, Helix Warrior, 
  Technosavant, and Tracer could also be incorporated into 
  such a setting.
  CYBER RAVER
  CYBER RAVER
  The Cyber Raver is the ultimate party and street life 
  machine. A part of a rebel subculture, she strives to defend 
  the ideals of individual freedom, including the freedom of 
  others to suffer for their stupid decisions. She’s decked out 
  in the toughest street fashion (items with real class, not the 
  corporate-driven fashions of high society) and has replaced 
  flesh with chrome and steel to match. Her body is more 
  than an accessory—it has been molded to express her inner 
  self, an act of high tech tribal marking that only her fellow 
  streetfolk understand. The Cyber Raver rejects everything 
  the corporate and government world tries to sell her in 
  easy prepackaged bites. She knows that to truly live life, she 
  must reject the conformity of the masses while at the same 
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  time proving she understands the principles of suffering and 
  enjoying the experiences that come her way.
   
  A Cyber Raver sees life as an endless struggle of 
  individuality against conformity and knows individuality 
  is doomed to lose—but that doom has no impact on her 
  actions. She’s free from outside influence even if no one 
  else is free. The Cyber Raver bucks every law she can, 
  though she might be a very moral individual. She resists 
  being identified and categorized, preferring cash and barter 
  to identity cards and credit chips. She believes society is 
  going down for the count and wants to treat the end of 
  humanity as the biggest party ever thrown. It’s all about 
  fiddling while Rome burns, or the band playing on the 
  Titanic. It’s not what you accomplish in life, but how you 
  go about doing it that’s important.
   
  The easiest path into this advanced class is from the 
  Charismatic hero basic class, though other paths are possible.
  Requirements
  To qualify to become a Cyber Raver, a character must fulfill 
  the following criteria:
   
  Skills: Gather Information 6, Knowledge (popular 
  culture) 5, Knowledge (streetwise) 5.
   
  Feats: Creative and either Low Profile or Renown.
   
  Implants: A Cyber Raver must have at least one external 
  cybernetic device.
  Class Information
  The following information pertains to the Cyber Raver 
  advanced class.
  Hit Die
  The Cyber Raver gains 1d6 hit points per level. The character’s 
  Constitution modifier applies.
  Action Points
  A Cyber Raver gains a number of action points equal to 6 + 
  one-half her character level, rounded down, every time she 
  attains a new level in this class.
  Class Skills
  The Cyber Raver’s class skills are as follows.
   
  Bluff (Cha), Climb (Str), Computer Use (Int), Craft (all, 
  each taken individually) (Int), Demolitions (Int), Diplomacy 
  (Cha), Disable Device (Dex), Drive (Dex), Escape Artist (Dex), 
  Gambling (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move 
  Silently (Dex), Pilot (Dex), Profession (Wis), Ride (Dex), 
  Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival 
  (Wis), Swim (Str).
   
  Skill Points at Each Level: 7 + Int modifier (6 + Int 
  modifier for nonhumans).
  Class Features
  The following class features pertain to the Cyber Raver 
  advanced class.
  Know the Chrome
  A Cyber Raver treats cybernetics as the greatest form of 
  art and can identify an implant’s make, manufacture, and 
  function with ease. She can identify any external implant as 
  a free action with a DC 15 Spot check, gaining knowledge of 
  its cost, who made it, and its exact function. If she spots or 
  detects an internal cybernetic implant, or sees it in action, 
  she can identify the same details about it with a DC 18 Spot 
  check. She also gains a +4 bonus on skill checks made to 
  notice or locate cybernetics.
  Tinker
  A Cyber Raver learns so much about cybernetics that she 
  can fix broken parts and even install them under the right 
  circumstances. She is allowed to make Repair and Treat 
  Injury checks in regards to cybernetic implants even if she 
  has no ranks in those skills. Further, she gains a bonus on 
  such checks equal to her class level. (A Cyber Raver who 
  has these skills still adds her class level as a bonus when the 
  check is made regarding cybernetics).
  Bonus Feat
  At 3rd level, and again at 6th level and 9th level, a Cyber 
  Raver gains a bonus feat. The feat must be taken from 
  TABLE 5–1: THE CYBER RAVER
   
  Base
   
  Attack 
  Fort 
  Ref 
  Will 
   
  Defense 
  Reputation
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Bonus 
  Bonus
  1st 
  +0 
  +2 
  +2 
  +0 
  Know the Chrome 
  +1 
  +1
  2nd 
  +1 
  +3 
  +3 
  +0 
  Tinker 
  +2 
  +2
  3rd 
  +2 
  +3 
  +3 
  +1 
  Bonus feat 
  +2 
  +2
  4th 
  +3 
  +4 
  +4 
  +1 
  — 
  +3 
  +3
  5th 
  +3 
  +4 
  +4 
  +1 
  Street hero 
  +4 
  +3
  6th 
  +4 
  +5 
  +5 
  +2 
  Bonus feat 
  +4 
  +4
  7th 
  +5 
  +5 
  +5 
  +2 
  Reckless abandon 
  +5 
  +4
  8th 
  +6 
  +6 
  +6 
  +2 
  — 
  +6 
  +5
  9th 
  +6 
  +6 
  +6 
  +3 
  Bonus feat 
  +6 
  +5
  10th 
  +7 
  +7 
  +7 
  +3 
  Rave 
  +7 
  +6
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  the following list, and the Cyber Raver must meet all the 
  prerequisites of the feat to select it.
   
  Advanced Firearms Proficiency, Attentive, Blind-fight, 
  Brawl, Confident, Creative, Cybernetic Weapons Proficiency, 
  Cybertaker, Cyborg, Dodge, Exotic Firearms Proficiency, Exotic 
  Melee Weapon Proficiency, Frightful Presence, Gearhead, 
  Heroic Surge, Implant Awareness, Iron Will, Nimble, Personal 
  Firearm Proficiency, Quickdraw, Streetfighting, Trustworthy.
  Street Hero
  By 5th level, a Cyber Raver is a well-known figure in the 
  gray market and on the streets. Whenever dealing with 
  someone from a street-life background or who deals in the 
  semilegal world she inhabits, a Cyber Raver gains a +4 bonus 
  on Charisma checks and Charisma-based skills, as well as 
  on Knowledge (pop culture) and Knowledge (streetwise) 
  checks.
  Reckless Abandon
  At 7th level, a Cyber Raver becomes able to willfully 
  ignore danger, making her immune to all fear and despair 
  effects. Additionally, her willfulness grants her a +2 bonus 
  on Will saves.
  Rave
  The wild abandon of the Cyber Raver eventually allows 
  her to fall into a frenzy of inspirational activity, a dance 
  of combat, love, life, and death that transcends her own 
  physical abilities and inspires those around her. Falling into 
  a rave is a free action a Cyber Raver can take on her turn 
  once per day and lasts for a number of rounds equal to 3 + 
  her Cha modifier.
   
  While in a rave, a Cyber Raver gains a +4 bonus to her 
  Strength and Dexterity scores and a +2 morale bonus on 
  Will saves. While raving, a Cyber Raver cannot use any Intel-
  ligence-based skills, the Concentration skill, or any abilities 
  that require patience or concentration (nor can she cast 
  spells or manifest psionic abilities or activate items that 
  require a command word or complex set of keycodes to 
  function). She can use any feat she has. A Cyber Raver can 
  prematurely end her rave. At the end of the rave, she loses 
  the rave modifiers and restrictions and becomes fatigued 
  (–2 penalty to Strength and Dexterity, can’t charge or run) 
  for the duration of the current encounter.
   
  Additionally, while a Cyber Raver is in a rave, she inspires 
  all allies within 30 feet. Such allies gain a +2 morale bonus on 
  saving throws and attack rolls.
  STARTING 
  STARTING 
  OCCUPATIONS
  OCCUPATIONS
  Most of the starting occupations found in the d20 Modern 
  Roleplaying Game work in the CYBERRAVE campaign as well. 
  The criminal background grants a gray wealth bonus rather 
  than a normal Wealth bonus and a few others (adven-
  turer, celebrity, entrepreneur, investigative, religious, 
  and technician) can split their wealth bonus 
  increase between Wealth and gray wealth.
  Cyber Raver
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  A number of additional starting occupations, specific to 
  the setting, are presented below.
  Corporate Zombie
  A corporate zombie has been raised working for a corpora-
  tion, trained by a corporation, buying from a corporation, 
  and likely living in corporate housing. This life sucks out 
  the soul over time, but it does provide an understanding 
  of the corporate world and a few financial perks. In time, a 
  few corporate zombies rebel against their upbringing, using 
  their understanding of the business world against their 
  wage-paying masters.
   
  Prerequisite: Age 21 or older.
   
  Skills: Choose three of the following skills as 
  permanent class skills. If you choose a skill that is already 
  a class skill, you receive a +1 competence bonus on checks 
  using that skill.
   
  Computer Use, Craft (any), Diplomacy, Gather Informa-
  tion, Knowledge (business), Knowledge (civics), Knowledge 
  (earth and life sciences), Navigate, Profession, Research, 
  Speak Language.
   
  Wealth Bonus Increase: +4.
  Insider
  Insiders know people. That’s their 
  big claim to fame. They might 
  have skills of their own, but an 
  important part of their life has 
  been getting groups in touch with 
  each other. Most insiders work 
  for a corporation or venture, but 
  some are just street folk with 
  more contacts that most.
   
  Prerequisite: Charisma 13.
   
  Skills: Choose three of the 
  following skills as permanent class 
  skills. If you choose a skill that is 
  already a class skill, you receive a 
  +1 competence bonus on checks 
  using that skill.
   
  Bluff, Diplomacy, Gather Infor-
  mation, Knowledge (business), 
  Knowledge (streetwise), Listen, 
  Sense Motive, Speak Language.
   
  Reputation Bonus Increase:
  +1.
   
  Gray Wealth Bonus Increase:
  +2.
  Noderunner
  Noderunners are professional 
  VRNet/HINet navigators. They 
  act as hired guns for computer 
  raiders, 
  security, 
  and 
  researchers.
   
  Prerequisite: Intelligence 13.
   
  Skills: Choose three of the following skills as permanent 
  class skills. If you choose a skill that is already a class skill, 
  you receive a +1 competence bonus on checks using that 
  skill.
   
  Computer Use, Craft (electronic), Decipher Script, 
  Gather Information, Knowledge (current events), Knowl-
  edge (popular culture), Knowledge (streetwise), Knowledge 
  (technology), Repair.
   
  Reputation Bonus Increase: +1.
   
  Wealth Bonus Increase: +3 split between Wealth and 
  gray wealth.
  No-Man
  A no-man has done more than resist the pressures of the 
  corporate-driven world—he has managed to stay completely 
  off the radar. He has no identity chip or shepherd chip, no 
  records, no citizen ID number, or tax record code. Of course, 
  this also means he cannot use many legitimate businesses or 
  call on social services.
   
  Prerequisite: Cannot start with an ID chip or shepherd 
  chip or the Renown or Windfall feats.
  Corporate zombie
  G
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  Skills: Choose two of the following skills as permanent 
  class skills. If you choose a skill that is already a class 
  skill, you receive a +1 competence bonus on checks using 
  that skill.
   
  Bluff, Disguise, Escape Artist, Hide, Knowledge (current 
  events), Knowledge (streetwise), Move Silently, Perform, 
  Sleight of Hand.
   
  Bonus Feat: Gain the Low Profile feat.
   
  Gray Wealth Bonus Increase: +3.
  NEW FEAT
  NEW FEAT
  Because of the changes in rules used in the CYBERRAVE
  campaign, it offers one additional feat, which is presented 
  below.
  Street Broker
  You have a larger than normal supply of good and rumors 
  useful for buying things on the gray market.
  Benefit: Your gray wealth bonus increases by 3. Also, 
  you gain a +1 bonus on Knowledge (streetwise) checks.
  Special: You can gain this feat multiple times. Each time, 
  both of its effects stack.
  ALTERNATE 
  ALTERNATE 
  CYBERRAVE 
  CYBERRAVE 
  SETTINGS
  SETTINGS
  The CYBERRAVE campaign, as presented here, is based on a 
  number of specific assumptions. It’s possible to change any 
  or all of those assumptions to create a campaign with very 
  different trappings and options.
  PL 5 CyberRave
  By reducing the PL to 5 (cybernetics 6), the campaign 
  becomes much closer to the technology and culture of 
  the real world. Cybernetic devices are a much newer 
  advancement and only a series of recent advances causes 
  them to explode into all cultures of the setting. Insurance 
  companies adopt implants as preferable to other solutions 
  and research companies offer them free to volunteers for 
  human trails, causing a remarkable segment of the poor to 
  have advanced cybernetics over the course of a few years. 
  The VRNet is a new advance in computer technology (and 
  the broadcast system that spreads it worldwide), but the 
  HINet is still years away.
   
  Since less time has passed since the reality of the 
  current day, the government’s switch to a totalitarian 
  regime is a new development that is still angrily protested 
  on campuses and in marches. Businesses have only recently 
  won the right to act as nations and grant privileges like 
  diplomatic immunity. ThinkBest was formed just months 
  ago—though its already the largest corporation in the 
  world. Criminals are quickly learning to take advantage of 
  cybernetic weapons, VRNet—the new broadcast system 
  that puts all electronic data at risk—and rapid transport 
  that takes them from one jurisdiction to another before 
  their crimes are even discovered.
   
  In response, law enforcement agencies are simply throwing 
  out the old operating procedures and doing whatever they 
   
  Alternative campaigns
  G
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  CYBERRAVE CAMPAIGN
  CYBERRAVE CAMPAIGN
  think needs to be done—damn the consequences. And as 
  riots become more common and terrorists and criminals 
  more powerful, many citizens are willing to overlook such 
  lapses. Others, of course, resist the changes by any means 
  necessary, including armed conflict.
   
  In short, it’s a time of change and flux. The old rules by 
  which the world ran don’t apply and no one is sure what 
  will replace them. The heroes are on the cutting edge of this 
  conflict, whether as hired guns for one group or another 
  or as independent champions trying to change the course 
  of society, or just keeping the peace in one downtrodden 
  neighborhood.
  PL 7 CyberRave
  Pushing the campaign more than a century farther into the 
  future, the CYBERRAVE setting becomes PL 7 (cybernetics 
  8). The social institutions are long since established and 
  considered a normal part of modern life. Space exploration 
  spreads the nations and corporations of earth to new 
  worlds, some of which are already inhabited. The HINet 
  is the universal computer network and VRNet rigs have 
  become useless antiques. This campaign can borrow from 
  any of the settings from d20 Future, especially BUGHUNTERS, 
  GENETECH, STAR LAW, and WASTELAND.
   
  In a CYBERRAVE/BUGHUNTERS campaign, the war is fought 
  on two fronts—on the field and in the boardrooms. Even as 
  soldiers fight and die to protect humanity, megacorporations 
  struggle to prove their systems and weapons are the best 
  tools for the job and sabotage each other (and soldiers 
  using competitor’s gear) to make their own offerings look 
  better. On some worlds, the bugs take over, or at least make 
  major forays into poorer residential areas, because it’s not 
  cost effective to stop them, leading to fights between Cyber 
  Ravers and bugs for control of a given neighborhood.
   
  In a CYBERRAVE/GENETECH setting, a conceptual war exists 
  between agencies using cybernetic implants and those 
  engineering special agents to operate without them. Battles 
  between franks and cyborgs are common. Only the richest 
  agencies and corporations can afford to create agents from 
  the ground up, but almost anyone can afford a few implants. 
  Conflict occurs on both the streetlevel common to the 
  CYBERRAVE campaign and the professional espionage of the 
  GENETECH setting. Only a few groups, possibly including 
  the heroes, are willing to look at both franks and cyborgs 
  without prejudice. Bigotry becomes a major campaign 
  theme.
   
  For a CYBERRAVE/STAR LAW campaign, a single united space-
  faring government replaces the smaller nations of the past 
  and depends on Star Law to reign in overzealous corporations 
  and dangerous criminals. The social pendulum that swung to 
  totalitarianism decades ago has begun to swing back toward 
  personal freedoms, and STAR LAW is charged with protecting 
  that change. Of course, megacorporations resist this new 
  paradigm and many street folk don’t trust that things are 
  really different. Even Star Law agents recruited from the 
  lower ranks of society might have trouble being trusted by 
  their former comrades, while at the same time struggling to 
  fight for justice in the frontier regions of space.
   
  A combined CYBERRAVE/WASTELAND setting is a posta-
  pocalyptic campaign where a few areas retain some level 
  of civilization (ruled by megacorporations and totalitarian 
  governments), but the lands beyond these walled com-
  munities are barren stretches of wilds and ruins. Mutants 
  rule much of the wilds. Cyborg guards patrol the remaining 
  cities. Streetfolk celebrate the end of the world in complete 
  poverty while businesses try to find a way to make a profit 
  on Armageddon. Many mercenaries travel from community 
  to community, serving as hired guns or selling artifacts gath-
  ered from old ruins.
  CyberRave Arcana
  Adding magic and Shadow to a CYBERRAVE campaign creates 
  a variant on the Urban Arcana Campaign Setting. If the 
  creatures of Shadow are new arrivals, the setting is essentially 
  URBAN ARCANA with cybernetics and megacorporations. If 
  the Shadow has been bleeding into our world for decades, 
  the setting is much closer to a standard CYBERRAVE campaign, 
  with the occasional encounter with monsters and shamans.
   
  Either way, the combination leads to some unusual 
  results. Creatures of Shadow are much more likely to be 
  noticed by common folk, but are mistaken for genetically 
  altered creatures or the product of advanced cybernetics 
  programs. There’s little difference between an ogre and 
  a full body cyborg, and a drow Mage can easily pass as a 
  Battle Mind with cosmetic surgery. Further, as technology, 
  cybernetics, and psionics mix, things such as cybernetic 
  weapons with magic enhancement bonuses, bone runes, 
  and VRNet spells begin to appear. Nearly anything goes, 
  and the one thing that is assured is that something new is 
  around the corner.
  About the Author
  OWEN K.C. STEPHENS, a freelance writer living in Oklahoma, 
  has written numerous articles for the Wizards of the Coast 
  website, including d20 MODERN adventures and advice col-
  umns. His roleplaying game design credits include Tempest 
  Feud, Starships, and Ultimate Alien Anthology for the Star 
  Wars® Roleplaying Game.
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SOURCE: textdata/thevault/D20 system/D20 Modern/Wizards of the Coast/D20 Modern - Wizards of the Coast - Supplement - Cyberscape.pdf