Borgware Property

Refers to cybernetics that focus on augmenting the physical body.

You can have as many Borgware cybernetics as 1 + CON/2 rounded down (Minimum of 1). Equipping more than that will incur Borgware Overload Stage 1. If you wear double the amount you’re able to then you incur Borgware Overload Stage 2.

You will not experience consequences for too much Borgware if you aren’t a living organism.

Nerveware Property

Refers to cybernetics that focus on augmenting the mind and its senses.

You can have as many Borgware cybernetics as 1 + (INT or WIS)/2 rounded down (Minimum of 1). Equipping more than that will incur Borgware Overload Stage 1. If you wear double the amount you’re able to then you incur Borgware Overload Stage 2.

If you are not a living organism, you can wear twice as much Nerveware before incurring Overload

Borgware Overload

Stage 1: You gain disadvantage on all physical saving throws.

Stage 2: Your Max HP is cut in half, all Max HP gain is cut in half and you have to spend 2 battle points in order to raise your maximum health by 1 now.

Nerveware Overload

Stage 1: You gain disadvantage on all mental saving throws.

Stage 2: All of your passive skill checks are cut in half and no effects can negate this. Also anytime you make an investigation or perception skill check, cut the total roll in half.

Cybernetics take up Cyber Equipment Slots. You have a Cyber Equipment Slot for every normal equipment slot, there is also a cyber equipment slot for the brain and neck. Cybernetics also count as prosthetics and negate critical wounds. 

Neural Link – 86 Currency - Common

You can now remotely interact with technology and inventions by expending a charge of this cybernetic on your interaction. You must be able to see the technology or invention to remotely interact with it.

Nerveware, Bonded, Charge, 5 Uses Until Recharge Required, Advanced

Intelligence Core – 250 Currency- Uncommon

You can now set your intelligence to +5. If your intelligence is already at least +5, then it increases by 1.

Nerveware, Bonded

Memory Chip Processor – 300 Currency- Uncommon

 

You can now insert memory chips into your brain; you can have as many memory chips as half your intelligence + 1. Each memory chip gives you either a bonus to a skill check, a bonus to a stat, a custom move, a path, or an ability.

 

Nerveware, Bonded

Central Processor – 750 Currency - Rare

 

You halve the duration of any blinded, deafened, disoriented, or stunned effects. If the duration of one of the previously stated conditions is 1 round, then you are not inflicted with the condition.

 

Nerveware, Bonded

Pain Editor – 1500 Currency- Legendary

As an action you can use a charge from this cybernetic to immediately go to full health and ignore grievous and critical wounds for 4 rounds. However, after those four rounds you regain all of your grievous and critical wounds and take internal true damage equal to half of your maximum HP. If this damage takes you to 0 HP then you need to make a DD Survival Roll.

Nerveware, Bonded, Charge, 2 Uses Until Recharge Required

Sensory Array – 25 Currency- Common

 

All passive skill checks increase by +5 and you gain a +5 to all sight-based investigation and perception skill check rolls.

 

Nerveware, Bonded

Cyber Skull – 50 Currency – Common

Once per long rest when you are supposed to be knocked unconscious you can choose to remain conscious.

Borgware, Bonded

Filled Teeth – 120 Currency - Uncommon

 

You can insert three concoctions into this cybernetic. Once per round as a free action, you can choose to either spit or consume that concoction.

 

Nerveware, Bonded

Facial Analyzer – 270 Currency – Uncommon

You gain advantage on saving throws against effects that inflict the charmed or frightened condition. You also gain a +5 to all Persuasion and Intimidation skill check rolls.

Nerveware, Bonded

Cyber Eye – 50 Currency - Common

 

Gain +1 to all rolls that involve your eyes, characters now have an additional disadvantage when targeting this eye if the attack is non-magical.

 

Borgware, Bonded

Night Optics – 55 Currency - Common

You now have dark vision or a vision that lets you see in the dark equal to your normal vision

Nerveware, Bonded

Reactive Eye Shield – 75 Currency - Common

You have advantage on saving throws relating to your eyes and against effects that can blind you.

Borgware, Bonded

Micro Optics – 128 Currency - Uncommon

This cybernetic functions as an optical multi-tool. It can magnify objects to give bonuses to sight rolls, take pictures and record video, project holograms of said pictures or even your memories, and similar things as long as the DM allows it.

Nerveware, Bonded, Advanced

Alert Optics – 585 Currency - Rare

Increase your passive perception by 15 and you can add the effects of an inspiration without spending one to all sight-based perception rolls. You also cannot be surprised.

Nerveware, Bonded

Audio Recorder – 45 Currency - Common

You can now passively record audio with this cybernetic. As a free action once per round, you can decide whether you are recording or not. The audio data is stored in your brain so you would need some device that can connect to your brain and unload the raw data for it to be listened to by someone else.

Nerveware, Bonded, Advanced

Cyber Ear – 50 Currency - Common

Gain +1 to all rolls that involve your ears, characters now have an additional disadvantage when targeting this ear if the attack is non-magical.

Borgware, Bonded

Implanted Phone – 86 Currency - Common

You can now mentally communicate with other communication devices like phones, walkie talkies, and other technology as long as they give off a signal that can be connected to. You can speak out loud or mentally think your messages to these devices.

Nerveware, Bonded, Advanced

Music Player – 170 Currency - Uncommon

You gain the Musical Spirit Ability from the Musical Abilities Page, you can change your passive as an interaction. You can also play audio data from your brain and memories.

Nerveware, Bonded, Advanced

Level Dampener – 570 Currency - Rare

You have advantage on saving throws relating to your ears and against effects that can deafen you.

Nerveware, Bonded

Cyber Neck – 50 Currency - Common

Gain +1 to all rolls that involve your neck, characters now have an additional disadvantage when targeting your neck if the attack is non-magical.

Borgware, Bonded

Oxygen Container – 89 Currency - Common

As a free action you can use a charge of this cybernetic to give a minute long supply of oxygen. This cybernetic recharges automatically when you take a long rest in an area with oxygen.

Borgware, Bonded, Charge, 60 Uses Until Recharge Is Required

EMP Pulse – 170 Currency - Uncommon

As a reaction once per short rest you can attempt to shut off a nearby piece of technology as long as it doesn’t have the advanced property. You roll a contesting technology or hacking check against the technology check against the invention or whoever’s operating the machine.

Nerveware, Bonded, Advanced

Sensory Array - 585 Currency - Rare

Increase your passive perception by 15 and you can add the effects of an inspiration without spending one to all sight-based perception rolls. You also cannot be surprised.

Nerveware, Bonded

Cyber Skin- 50 Currency – Common

You gain resistance to one type of non-magical physical damage. You can change which type of damage you’re resistant to as an interaction.

Borgware, Bonded


Cyber Chest - 50 Currency – Common

Gain +1 to all rolls that involve your chest, characters now have an additional disadvantage when targeting your chest if the attack is non-magical.

Borgware, Bonded

Enhanced Anti Bodies – 97 Currency – Common

Double the total amount you heal from non-magical sources.

Borgware, Bonded

Healing Matrix - 150 Currency - Uncommon

At the start of your turn regain 1 HP, this only works in combat. Outside of combat, you are able to regrow one missing limb or body part per hour.

Borgware, Bonded

Nanomachines - 300 Currency - Uncommon

Gain the effect of an inspiration without spending one when making a physical saving throw that involves physical non-magical damage. 

Borgware, Bonded

Bionic Heart - 2500 Currency - Legendary 

Once per long rest, if you fail a Death’s Door Survival Roll you are brought back to life. Afterward you gain 1 level of exhaustion and are set to 1 in every rest recoverable resource pool.

Borgware, Bonded

Cyber Skeleton – 50 Currency - Common

You gain resistance to one type of non-magical physical damage. You can change which type of damage you’re resistant to as an interaction.

Borgware, Bonded

Backload- 90 Currency - Common

You now have a compartment on your back where you can insert an interaction based item. You can now activate that item once per round on your movement action. However, using this item on your movement action takes up all of your remaining walking speed for the turn.

Borgware, Bonded, Advanced

Speedware - 300 Currency - Uncommon

As a reaction once per combat, you can use this cybernetic to speed up so fast that everything around you stops. This effectively works as a time stop.

While in stopped time you can move up to half your movement speed and use any action.  Once you use your action, time resumes.

Nerveware, Bonded, Advanced

Flying Apparatus – 300 Currency - Uncommon

On your movement action you can expend a charge of the Flying Apparatus, the design of which is up to you, and convert all your walking speed into a flying speed. You lose this flying speed at the start of your next turn.

Variants: Steel Wings | Boosters, Bonded, Borgware, Charge, 5 Uses Until Recharge Required, Advanced

Flank Sensor – 570 Currency - Rare

Characters can no longer gain advantage on rolls against you if that advantage comes from flanking, pack mentality, being unseen or stealthed from you, the help action, and similar effects.

Nerveware, Bonded

Cyber Hand – 50 Currency - Common

Gain +1 to all rolls that involve your hands, characters now have an additional disadvantage when targeting this hand if the attack is non-magical.

Borgware, Bonded

Gripdeck – 76 Currency - Common

You can now remotely interact with technology and inventions by expending a charge of this item on your interaction. You must be able to see the technology or invention to remotely interact with it.

Borgware, Bonded, Advanced

Adamantine Fist – 84 Currency - Common

Gain the Martial Arts Ability and gain +1 to all rolls that involve your hands. Gaining an additional instance of Adamantine Fist gives you one instance of the Black Belt.

Borgware, Bonded

Tool Hands – 86 Currency - Common

As an interaction you can change your hand and temporarily gain one of the following titles if you have the item equipped: Arist, Alchemist, Cobbler, Cook, Distiller, Doctor, Engineer, Firestarter, Smith, Weaver, Woodcarver. While you have changed your hand into a tool the equipment slot is considered used up.

Borgware, Bonded, Advanced

Elemental Gauntlets – 120 Currency - Uncommon

As an interaction you can choose a damage type based on natural occurring elements. You can change the damage of any melee weapon you’re currently holding to that damage type you chose.

Borgware, Bonded, Advanced

Internal Weapon Slot – 34 Currency - Common

You can insert or remove a weapon or shield into this cybernetic as an interaction. You can now equip or unequip that weapon as a free action once per round.

Borgware, Bonded

Cyber Arm – 50 Currency - Common

Gain +1 to all rolls that involve your arms, characters now have an additional disadvantage when targeting this arm if the attack is non-magical.

Borgware, Bonded

Launcher Arm – 76 Currency - Common

You can insert a ranged weapon such as a firearm, launcher, or something similar. This inserted ranged weapon gains 200ft range and gains +2 to all rolls with that ranged weapon.

Borgware, Bonded

Muscle Package – 169 Currency - Uncommon

Gain a +2 to your STR and choose one STR skill check to gain advantage in. This advantage does not apply to saving throws or any other type of STR roll. If you get this again you cannot stack advantages on the same check.

Borgware, Bonded

Finesse Package - 169 Currency - Uncommon

Gain a +2 to your DEX and choose one DEX skill check to gain advantage in. This advantage does not apply to saving throws or any other type of DEX roll. If you get this again you cannot stack advantages on the same check.

Borgware, Bonded

Heavy Loader – 640 Currency – Rare

You gain the Powerful Build Ace Ability from the Brutal Combat Ace Page and gain +5 to all launch n’ lift skill check rolls.

Borgware, Bonded

Internal Weapon Slot – 34 Currency - Common

You can insert or remove a weapon or shield into this cybernetic as an interaction. You can now equip or unequip that weapon as a free action once per round.

Borgware, Bonded

Cyber Leg – 50 Currency - Common

Gain +1 to all rolls that involve your legs, characters now have an additional disadvantage when targeting this leg if the attack is non-magical.

Borgware, Bonded

Leg Thrusters – 79 Currency – Common

Multiply your maximum walking speed by 1.5

Borgware, Bonded

Sturdy Tree Trunks – 120 Currency - Uncommon

When you roll an athletics or acrobatics you can apply the effects of an inspiration without spending one.

Borgware, Bonded

Nano Fibers- 25 Currency- Common

When you benefit from a dash effect, it multiplies your walking speed by 2.5 instead of just doubling.

Borgware, Bonded, Takes up a foot cyber equipment slot.

Cyber Foot – 50 Currency - Common

Gain +1 to all rolls that involve your feet, characters now have an additional disadvantage when targeting this foot if the attack is non-magical.

Borgware, Bonded

Fish Fibers – 70 Currency - Common

While you have this cybernetic equipped you gain the Swimmer ability from the Universal Ability page.

Borgware, Bonded

Goat Fibers – 70 Currency – Common

 

While you have this cybernetic equipped you gain the Mountaineer ability from the Universal Ability page.

 

Borgware, Bonded

Anti-Grav - 150 Currency - Uncommon

Your falling speed decreases to 10ft per round and you no longer take falling damage. As a free action on your turn, you can choose to increase your falling speed between 10ft and 500ft per round.

Borgware, Bonded, Takes up a foot cyber equipment slot, Advanced

Flash Fibers – 560 Currency - Rare

On your movement action or as a reaction you can expend a charge of this cybernetic to teleport anywhere within eyesight, if you teleport on your movement action you lose the rest of your walking speed for the round. You can use this time to teleport once per round.

Bonded, Borgware, Advanced, Charge, 5 Uses Until Recharge Required