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Cyborg Edges

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Muscle augmentation(1): Your natural muscles have special cybernetic attachments that give them a little extra push and pull. +1 to all non-combat Str-related rolls.

Sensory Augmentation(1): Your perception systems have a few enhancements that let you notice things more quickly. +1 to all non-combat Perception rolls.

Cerebral Enhancements(1): Your neural circuits are nicely enhanced with covered, insulated wiring. +1 to all Int and Tech related rolls.

Reflex Boosters(1): Slightly better reaction enhancers placed in your peripheral nervous system. +1 to dodge rolls.

Metal Hands(1): Nothing hurts worse than when your hands are designed like power fists. +5 to unarmed damage.

Enhanced Vision(1): You have built-in night vision, thermal vision, binocular vision, or another type of vision (GM permission required). This can be taken once for each type.

Toxin Filter(1): You have an extra filter installed in your lungs and along your bloodstream, acting as a second liver and making you resistant to poisons and toxins. When you are poisoned, you either take half the effect of the toxin, the toxin lasts for half as long, or the final effect takes twice as long before it takes effect (whichever is applicable. If more than one is applicable, you take half effect). This applies to all effects of drugs as well.

Dermal Sheath(1): When someone's shooting needles at you, or trying to inject you, they're going to have to try real hard to get through that thickened dermal sheathing with the metal mesh laced into it. Whoever is trying to stick you must roll a natural 18+ to do so. However, this also applies to friendly injections, such as stim and medical healing. Anyone applying a stim pack or healing must make a doctoring-related Int/Level/Luck roll and get 15+, or the attempt is wasted.

Fire Resistant(1): Metal-laced skin and flesh doesn't burn too well. You take 1/2 damage from fire and heat sources.

Cold resistant(1): Your skin and flesh have been enhanced to have a natural resilience against cold, keeping you moving in cold temperatures. You take 1/2 damage from extreme sources of cold and are comfortable (take no penalties) in close-to-freezing temperatures.

Focused(1): Your body was made to be good at one thing at the expense of others. Choose 1 stat (Strength, Agility, Int/Tech, Perception, Stamina). You get a +2 to all rolls made with that stat, but you take a -2 to all rolls with all other stats (including Luck only when it is a Luck/Level roll). You can only take this once and cannot take it in addition to any other Edges to the chosen stat.

Compartments(1): Your body has natural compartments that can contain small objects such as grenades, stim, or even knives or a pistol.

Muscle replacement(2): Many of your muscles have been replaced with a synthetic fiber system or a hydraulic system that acts like muscles... but far more efficiently. +1 to all Str-related rolls.

Cybernetic Sensory System(2): Your cybernetic eyes are a decent replacement to those soft, fleshy ones. +1 to all Perception-related rolls.

Enhanced Articulation(2): Joints articulated with a viscous fluid and better hand-eye coordination, all thanks to the machinery in your body. +1 to all agility rolls.

Dermal Plating(2): Dermal plating underneath the skin and reinforced synthetic covering replacing the skin all boost your ability not to die. +5 HP per level.

Mini-radar(2): You actually have a version of a mini-radar in your head. You are aware of people/objects approaching you within 40 feet of you, which you will be made aware of by a GM in PM. This is not a completely explicit awareness; you cannot tell exact distances and numbers, but direction and a vague sense of strength of proximity.

Drone Arms(3): You have some extra limbs attached in there and the proper circuitry to use them, and when you use them in combat, it helps you out. You get +1 to all attacks.

Metal Skeleton(4): Wolverine? Not quite adamantium, but a metallic skeleton does do its part for keeping you alive. -5 damage per hit against you.