Shogo: Mobile Armor Division
Players that wish to have cybernetic components installed into their characters they must first take the Edge Cybernetics. The character has a nannocomputer and two neuro interface (NI) jacks. The amount of cybernetics a character can be installed with is limited by their Spirit and Vigor as indicated by a secondary ability score called Cyber Limit. Cyber Limit is calculated by adding the die types of Spirit and Vigor. A character may have as many cybernetics along as they do not exceed their Cyber Limit score. Cyber Limit is temporarily reduced by by wounds and fatigue with each level of a Wound or Fatigue temporarily lowering Cyber Limit by 2 points. If the characters Cyber Limit is exceeded by these temporary modifiers, the character suffers cyberkosis. Cyberkosis is both a physical and mental disorder from the stresses of artificial cybernetic interfacing with biological systems. In game terms, XXXXXXXX
Artificial Lungs (Body 2)
To have this cybernetic gear installed, the person has their original lungs removed and replaced with a pair of synthetic lungs that are able to process oxygen from a wider range of environments. A character with Artificial Lungs can breathe underwater. The lungs also has built in filters that give the character a +2 bonus to any roll involving resisting the effects of hazardous gas.
Bio Clock (Body 0)
This is a sub-dermal wrist watch implanted into the forearm of the character. The watch features a calendar, and several alarm settings as well as a powerful light.
Bionic Plate Armor
By installing mounting points onto the bones of the character, armored plates can attached protecting the character. The armor plates provide 3 points of armor to all locations.
This cybernetic device masks the character bioelectric signal making her impossible to be detected by any electronic sensor.
With Cyber Strength the character posses strength beyond human limits. The character gains a +2 to all strength rolls.
This cybernetic device gives the character a retractable hidden and detectable weapon. The character has a melee weapon that does Str+1d4.
An EMP discharger emits an electromagnetic pulse that can temporality disable electronic and other hi-tech devices.
This counters an EMP allowing the character to be immune to the pulse effects.
The character replaced their skeleton with a cybernetic one making the character tougher and able to have more cybernetic implants. The Endoskeleton allows the character to have cybernetics hidden.
The character replaced their skeleton with a cybernetic one making the character tougher and able to have more cybernetic implants.
The character has the ability to length of her limbs up to three times normal.
The character has a small droid that they control via a mental link.
The character has faster than normal reaction times and agility as the risk of causing permanent brain damage. The character gains the Quick Edge and +2 Agility while the fast chip is active. If the character draws a 2 or a Black Joker for initiative they fall into a catatonic state and must make a Spirit roll or lose one die type to smarts permanently.
The Finger lockpick is a cybernetic device that conceals a micro-lockpick in the fingertip of the character that nearly impossible to detect. The character never suffers a penalty to Lockpicking for lack of tools.
Gun Eye Link
Also known as the, ‘Dead Eye.’ The Gun Eye Link consists of an attachment added to the character’s firearm allowing her to see a cross hairs where her weapon is pointing giving her +1 to hit.
These are florescent glowing tattoos.
This bio-electric fluid that increases the active memory of any computer linked to it.
Low Light Vision
Neural Interface Jack
Self Repair Unit
Skin Pigment Alteration
Task Nano Droid