Bionics
Brotherhood propaganda has prompted many to be reluctant to use bionics or cybernetics, as rumor has it that adopting such technology puts one's soul at risk. Simple prosthetics of a purely mechanical nature are not held to be subject to the dangers of the Dark Symmetry, but the complex electronics introduced by Cybertronic are most certainly of the order of technology forbidden by the Edict of Toth. This said, Mishima has done its best to reverse engineer Cybertronic devices, engaging in corporate espionage, and has become the largest manufacturer of cybernetics in the human worlds -- though its technology is inferior to that employed by Cybertronic Chasseurs and Cuirassiers. Nonetheless, Mishima has embraced this technology, ignoring the Brotherhood's warnings.
PCs may potentially start off with cybernetics. This is accomplished by paying for the device or devices listed below out of your allocation for starting equipment.
Disadvantages
If you start your PC with cybernetic enhancements, you qualify for a -1 point Disadvantage: Cyborg. Depending on how many implants you have and how severely they affect your natural abilities, this exact Disadvantage value may be modified, but this basically reflects a number of drawbacks. First of all, the Brotherhood greatly frowns upon cybernetic enhancements, and they frown even more deeply on their home turf of Luna City. Having any evidence of cybernetic enhancement will greatly hamper one's relations with the Brotherhood, and may even invite additional scrutiny for traces of heresy.
Secondly, what if the rumors are true? What if there is a chance of this complex circuitry falling under the power of the Dark Symmetry? Or what if there's an EMP burst effect that knocks out all electronics in the area? Depending on how much you're depending on those electronics, you could be in big trouble.
Alternatively, you can opt to do without this Disadvantage point and get your cybernetics for "free". Basically, with this deal, you can have up to 25,000 Crowns worth of cybernetic enhancements listed below. If your total enhancements cost more than that, you'll need to pay for it out of starting funds. In exchange, you are saddled with the potential problems that may be caused by cybernetics, but you don't get a compensating Disadvantage point for it.
Enhancements
| Name | Cost | Description |
| Targeter Eye | 3,000 Crowns | Looks like a black orb in place of your eye; you have a "smart link" running down your gun arm, ending in a port that can be used with any smart-link compatible weapons. You always get the benefit of "Aiming" whenever you shoot with this weapon. (Most guns -- especially Cybertronic and Mishima -- can be "smart-link" modified for 1,000 Crowns.) |
| Telescopic Eye | 3,000 Crowns | You have a silvery orb for an eye, with a telescopic lens in place of an iris. This lens can actually extrude from your eye, giving you the equivalent of 2 pts "Keen Vision". |
| Infrared Eye | 2,000 Crowns | You have a faintly reddish orb for an eye. You can see into the infrared range, able to see heat signatures. The eye can project infrared light as well, acting as a "flashlight" that only you (or someone else with infrared vision) can see. |
| Radio Receiver | 5,000 Crowns | A radio receiver is implanted behind the earlobe, with a line going to an implanted throat mike, allowing the "wearer" to listen to local radio channels and broadcast. |
| Vocal Digitizer | 5,000 Crowns | Typically used to replace damaged vocal chords, this gives the user a grating and intimidating voice. Skilled users can modulate the voice to try to mimic other voices. |
| Armored Ribcage | 15,000 Crowns | Gives the "wearer" +3 Armor rating to the chest area. If Mutant Chronicles damage ratings aren't used, this gives the character the equivalent of 2 points Armor if hit in the chest area. |
| Power Arm | 10,000 Crowns | Gives the "wearer" an additional 1d4 damage (or 1 point Natural Weapons) when attacking with fist or close combat weapon. Equivalent of 2 points Strength only when just this arm is involved. (i.e., it doesn't help when trying to lift a car, but it would apply if someone were stupid enough to arm-wrestle you.) |
| Adamantine Claws | 11,000 Crowns | Gives the wearer claws that extrude from the fingers or the back of the hand, doing 1d6 damage (or 2 points Natural Weapons). |
| Built-In Weapon Arm | 10,000 Crowns + weapon | The hand of the arm can drop down, revealing an installed weapon (typically the equivalent of a Punisher handgun). The cost for the weapon modified for installation into the arm must be paid separately. |
| Leaping Legs | 15,000 Crowns | Both legs are replaced. Character can leap 16 yards horizontally or 8 yards vertically in a single bound. |
| Running Legs | 20,000 Crowns | Both legs are replaced. Character has equivalent of 4 points of Running, distributed as desired upon installation. |
| Kicking Legs | 10,000 Crowns | Both legs are replaced. Character does an additional 1d4+1 damage (or 1 point Natural Weapons) when kicking. |