The entire idea behind Cybernetics and Cybernetic implants is interesting but entirely untouched (for now) - so this is my proposal as a cyborg player.
Cybernetics will fall into two categories (passive and active) across the various bodyparts and be interchangable when out of combat. A player will only be able to have one cybernetic component per body part (including eyes), and when attempting to use another of the same type it will exchange them. Cybernetics will also use two resources: Power and Fuel. All implants will use power which differs per implant (more powerful take more power). Active implants will add little to no passive benefit but will provide an ability that can be activated - this ability will consume fuel (which will occupy the Bullets equipment slot). When fuel runs out then the implant active deactivates.
Cybernetic will have several associated perks:
Category General:
- Cybernetic Implants - 10 levels, each provides 10 power and reduces max FP by 20% (at 5 ranks you can’t use force powers)
Category Engineer:
- Implant Blueprints - 6 levels allowing the creation of tier 1-6 implants (no mods/enhancements)
Category Medicine:
- Implant Installation - 6 levels allowing the installation of tier 1-6 implants
Cyborgs get +10 power
Cybernetics Installation Station (crafted in fabrication)
Two methods of use:
1. A player that wants implants uses the installation station and edits their own implants
2. Player A that wants implants uses the installation station, any other player B can then use the installation station while Player A doesn’t move, and edit their implants
Implant List - Numbers subject to change
Eyes
- Night Vision - 3 power - Active 1 fuel/minute - Provides ultravision while active
- Scopic Vision - 10 power - Provides 10 skill to blasters
- Enhanced Peripheral Vision - 8 Power - Provides immunity to flanking
- Laser Focus - 5 power - Active 4 fuel/minute - Lowers enemy AC by 4 while attacking them
- Tiered Overlay - 10 power - Provides immunity to blindness
Head
- Rebreather Addon - 4 power - Active 1 fuel/minute - Provides immunity to poison and gas attacks
- Sonic Pulse - 10 power - Active 4 fuel - Ranged knockdown on target for 3 seconds
- Dismemberment Protocols - 6 power - Active 3 fuel/minute - Provides +6 strength and constitution with a -4 AC
- Stimulant Dispensary - 6 power - Increases length of stimulants applied to you by 50%
Ears
- Rebalancers - 10 power - Immunity to Stun and Paralysis
- Ultrasonic Hearing - 10 power - Provides Blindfight
- Ambient Sound Implant - 8 power - Immunity to Fear
- Translation Module - 15 power - Provides translations of all heard languages
Arms
- Swift Power Arm - 5 power - provides 5 skill in one handed and lightsabers
- Advanced Swift Power Arm - 10 power - provides 10 skill in one handed and lightsabers
- Ultra Swift Power Arm - 15 power - provides 15 skill in one handed and lightsabers
- Strong Power Arm - 5 power - provides 5 skill in two handed and twinblades
- Advanced Strong Power Arm - 10 power - provides 10 skill in two handed and twinblades
- Ultra Strong Power Arm - 15 power - provides 15 skill in two handed and twinblades
- Durable Power Arm - 5 power - provides 5 skill with shields
- Advanced Durable Power Arm - 10 power - provides 10 skill with shields
- Ultra Durable Power Arm - 15 power - provides 15 skill with shields
- Swiftness Protocol - 15 power - provides flurry of blows
- Precision Protocols - Provides Ki Critical if you already have improved critical
Chest
- Soothing Pheromone Glands - 4 power - Active 4 fuel - reduces emnity by 20%
- Enhanced Soothing Pheromone Glands - 8 power - Active 6 fuel - reduces emnity by 40%
- Ultra Soothing Pheromone Glands - 12 power - Active 8 fuel - reduces emnity by 60%
- Enraging Pheromone Glands - 4 power - Active 4 fuel - increases emnity by 20%
- Enhanced Enraging Pheromone Glands - 8 power - Active 6 fuel - increases emnity by 40%
- Ultra Enraging Pheromone Glands - 12 power - Active 8 fuel - increases emnity by 60%
- Reinforced Core - 10 Power - Provides 5DR/-
- Mega Reinforced Core - 20 Power - Provides 10DR/-
- Resistant Frame - 10 power - Provides 10 DR/energy, 10 DR/magic and 10 DR/electric
- Mega Resistant Frame - 20 power - Provides 20 DR/energy, 10 DR/magic and 20 DR/electric
- Nuclear Reactor - 15 power - Reduces Fuel consumption on active implants by 30%
- Cloaking Module - 15 power - 4 fuel/minute - Provides self cast invisibility
Wrists
- Web Launcher - 4 power - Active 4 fuel - Entangle a target for 3 seconds
- Sticky Web Launcher - 8 power- Active 8 fuel - Immobilize a target for 6 seconds
- Grease Launcher - 8 power - Active 5 fuel - Casts a pile of grease that lasts 10 rounds
- Tranquilizer Dart - 4 power - Active 5 fuel - Provides the tranquilizer dart ability even when not using a blaster (uses users Tranq Dart level, or level 1)
Waist
- Inertial Stabilizers - 10 power - Immunity to knockdown
- Rotational Spine - 15 power - Provides Whirlwind attack
- Overwhelming Force - provides Epic Weapon Spec if you already have a weapon spec
- Discordance Emitter - 8 Power - Active 3 Fuel/minute - Casts Dirge
Hands
- Medical hand - 5 power - provides 5 skill in medicine
- Advanced Medical hand - 10 power - provides 10 skill in medicine
- Ultra Medical Hand - 15 power - provides 15 skill in medicine
- Lock-hands - 8 power - Cannot be disarmed
- Powerfist - 8 power - 1d4 bonus electrical damage on unarmed attack
- Enhanced Powerfist - 12 power - 1d8 bonus electrical damage on unarmed attack
- Ultra Powerfist - 16 power - 1d12 bonus electrical damage on unarmed attack
Legs
- Enhanced Servo Motors - 7 power - Increases movement speed by 15%
- Ultra Servo Motors - 15 power - Increases movement speed by 30%
- Roadrunner Protocols - 25 power - Active 6 fuel/minute - Provides Epic Dodge
- Hyper Reactions - 10 power - Provides Uncanny Dodge
Feet
- Shock Dampeners - 7 power - Provides 10 DR/electric
- Matterphobic Reinforcements - 15power - Immunity to slowing
- Springboots - 7 power - Provides Spring Attack
- Reaver Clamps - 10 power - Provides Great Cleave and Cleave