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QudCybernetics

Cybernetics are special enhancements available to True Kin. Each True Kin can select a single cybernetic enhancement at character generation from a more limited list of those available; a few enhancements (Nocturnal Apex, Cherubic Visage, and Air Current Microsensor) are only available at character generation, and only to those from the right Arcology.

You can install or remove cybernetics freely at any Becoming Nook; you can find guaranteed ones in a few places, including the Rusted Archway, Grit Gate, and Bethesda Susa. There are also random ones scattered in many places, especially Sultan locations. Every Becoming Nook will have a rack beside it with a new cybernetic enhancement on it; you can install cybernetics either from the rack or directly from your inventory.

Installing cybernetics costs nothing, but you must have the License Points available to support your total installed cybernetics. You start with 2 License Points, and can buy more using Cybernetics Credit Wedges, which are frequently found near Becoming Nooks and can often be found or purchased elsewhere. Improving your License Points becomes more expensive the higher it gets.

Available CyberneticsEdit

Name Cost Slots Description
Dermal Plating 3 Body, Head, Back Interlinked plates of wafery carbide tessellate into a subcutaneous sheet.

+1 AV

Dermal Insulation 2 Body, Head, Back Pillowy fiberglass scales tense around a supporting axis. Once installed, they'll unwind and inflate under the skin.

+6 Heat Resistance +6 Cold Resistance +6 Electrical Resistance +6 Acid Resistance

Destroyed on removal.

Optical Bioscanner 1 Face A minuscule graphene array that processes optical data against a repository of organic lifeforms.

You gain access to the precise hit point, armor, and dodge values of biological creatures.

Optical Technoscanner 1 Face A minuscule graphene array that processes optical data against a repository of robotic lifeforms and artifacts.

You gain access to the precise hit point, armor, and dodge values of robotic creatures and you automatically identify artifacts.

Night Vision 2 Face Nerve-packed retina scatters incoming radiation and bends light so the irises turn jade.

You gain the toggleable ability to see in the dark.

Hyper-Elastic Ankle Tendons 2 Feet Banded ropes of hydrogel are bundled into one.

+6 movespeed

Parabolic Muscular Subroutine 2 Arm Nerve bundles so arranged to stimulate muscles in the arm along a parabolic slide rule.

Your throw range is increased by 2. When you throw something at a target inside your throw range, your throwing accuracy is 100%.

Cherubic Visage 1 Face Carnal instructions dictate the reformation of the face's bone structure and plump tissue mass into a soft and angelic countenance. Through such thaumaturgy, the people of hoary Ibul, cradled in the breast of a collapsed ice shelf, wander its lamplighted streets in rosy-cheeked disinterest.

+1 Ego

Only available to True Kin from The Ice-Sheathed Arcology of Ibul.

Transluent Skin 2 Body, Back The diaphanous dermis throws the circulatory, muscular, and nervous networks into silhouetted relief.

+2 DV

Stabilizer Arm Locks 2 Arm Chrome clasps fasten arm joints to emulate the stillness of unlife.

For the purpose of determining your accuracy with ranged attacks, your agility is treated as if it were 6 points higher.

Rapid Release Finger Flexors 2 Hands Neuronically charged tissue sheaths transmit the will faster than what cell biology had achieved.

You fire pistols 25% faster.

Carbide Hand Bones 2 Hands Blue carbide merely dents where weak collagen would be smashed to bits.

Your fists deal 2d3 damage.

Fullerite Hand Bones 4 Hands Black fullerite merely dents where weak collagen would be smashed to bits.

Your fists deal 2d4+1 damage.

Pentacips 2 Feet The quartet of knee joint extensors gain the assistance of a synthetic fifth.

Your Charge range is increased by 4 spaces.

Transparent Skin 3 Body, Back The new flesh is as ghost film, cloaking none of the machinery of life.

+3 DV

Bionic Hands 3 Hands A whole new pair of hands fabricated from graphene and neutrafoam. Their pylons await engagement.

+1 Agility

Bionic Arm 3 Arm A whole new arm fabricated from graphene and neutrafoam. Its pylon awaits engagement.

+1 Strength

Ultra-Elastic Ankle Tendons 3 Feet Neutrafoam ropes are banded and bundled into a fluted column.

+10 movespeed

Beautiful Visage 2 Face Instructions dictate the reformation of the face into a countenance that arouses latent desires in its onlookers.

+1 Ego

Dopamine Synth 3 Head The microscopic cartridge synthesizes dopamine at a rapid rate and floods the neural pathways in motivational bliss.

+1 Willpower

Bionic Heart 3 Body An apparatus-in-chromium that pumps blood in smooth waves rather than the frantic beating of carcass-grown muscle tissue.

+1 Toughness

Giant Hands 3 Hands For ages they dreamed, 'the hands must grow'. In the soft luster of a laboratory, the dream was realized.

You can wield two-handed melee weapons in one hand.

Communications Interlock 2 Any Between the multipronged sticktool and cipherbox, one can interface with all available robotic ports.

You rebuke robots as if you were 5 levels higher.

Security Interlock 3 Any Fluted keys for every wavelength along every spectrum permit entrance through every portal.

You can unlock any door.

Destroyed on removal.

Intravenous Port 3 Any Three catheters imprint the skin from underneath.

The effects of tonics last twice as long.

High-Grade Dermal Insulation 3 Body, Head, Back Pillowy neutrofoam scales tense around a supporting axis. Once installed, they'll unwind and inflate under the skin.

+9 Heat Resistance +9 Cold Resistance +9 Electrical Resistance +9 Acid Resistance

Destroyed on removal.

Motorized Treads 4 Feet Triangular treads swathe the teeth of giant gears that turn to locomote. Their human has escaped the confines of bipedal motion.

+50 movespeed (Effectively doubles movement speed.) You cannot wear shoes. This implant can't be uninstalled.

Inflatable Axons 2 Head Nanoscopic stents inflate the gossamer brain-threads that restrict the conduction of the will.

Activated. Cooldown 100. You gain +40 quickness for 10 rounds, then you become sluggish for 10 rounds (-10 quickness).

Nocturnal Apex 2 Head The metabolic rhythms of the Holy City's denizens are synchronized to their diurnal rituals: during the day, repose in prayer beneath the shade of a fluted ziggarut; during the night, prowl the toxic arboreta for sacrifices.

+10% regeneration during the day. Once per night, you can Prowl, gaining +6 agility and +10 movespeed for 100 rounds.

Only available to True Kin from The Toxic Arboreta of Ekuemekiyye, the Holy City.

Electromagnetic Sensor 1 Any Small distortions in the electromagnetic field caused by machine folk are visible to this sensor.

You detect nearby robots without having to see them.

Matter Recompositer 3 Body The flux inside this milliscopic cask can fold space on just a large enough scale to shunt a human chassis nearby.

Activated. Cooldown 100. You teleport to a random, explored space on the map.

Air Current Microsensor 2 Body, Head Near the Fuming God Sea, where seawater crashes into sunrock and erupts into mephitic vapor, a labyrinth of volcanic grottos form a dimensionless space where the utility of sight wanes. For the children of the deep, new senses wax in its stead.

Staircases and other up/down map transitions are always revealed to you.

Only available to True Kin from The Crustal Mortars of Yawningmoon .

Custom Visage 3 Face Meticulously detailed modeling software and instructions for facial reformation allow the host to assume the visage of choice, forever obsoleting masks.

+300 reputation with a faction you choose at installation time.

Destroyed on removal.

Gun Rack 4 Back The back-mounted gun rack of polished chrome has two slots for pistols to sit over each shoulder or for a single rifle to sit over the shoulder of choice.

You gain an additional left and right missile weapon slot. You cannot wear equipment on your back.

Force Modulator 1 Any The emitted frequencies of your tiniest bits are synchronized with the standardized band for force emission.

You can walk through forcefields.

Skillsoft (low) 1 Head Encoded on this chip are the neural patterns of a particular skill.

You gain a random skill whose cost is between 0 and 50 SP.

Skillsoft (medium) 2 Head Encoded on this chip are the neural patterns of a particular skill.

You gain a random skill whose cost is between 51 and 150 SP.

Skillsoft (high) 3 Head Encoded on this chip are the neural patterns of a particular skill.

You gain a random skill whose cost greater than 151 SP.

Skillsoft (skill tree) 8 Head Encoded on this chip are the neural patterns of a particular skill tree.

You gain access to a whole skill tree.

Schemasoft (low-tier) 2 Head Encoded on this chip are the schematics for a whole class of low-tier artifacts.

You gain access to every schematic for a single class of artifacts.

Destroyed on removal.

Schemasoft (med-tier) 3 Head Encoded on this chip are the schematics for a whole class of mid-tier artifacts.

You gain access to every schematic for a single class of artifacts.

Destroyed on removal.

Schemasoft (high-tier) 4 Head Encoded on this chip are the schematics for a whole class of high-tier artifacts.

You gain access to every schematic for a single class of artifacts.

Destroyed on removal.

NOTE: For the skillsofts, they will have a skill chosen for them when the item is generated; this will appear as part of their name.

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