TEXT: Cyber Heroes
  A supplement for use with the Hero 8 ™ RPG/Dice Game
  By: Grant Graves
  Hero 8 is ™ trademark Grant Graves and Mind’s Eye
  Publishing.
  Hero 8 is ©1999 Grant Graves and Mind’s Eye Publishing. All
  rights reserved.
  Playing the Cyber-Hero
  Cyber heroes are always a favorite. They represent
  the hybrid of man and machine, the pinnacle of technology.
  Hero 8™ allows you the option of playing one of many cyber-
  heroes in this supplement.
  Can my hero have cyber gear?
  Yes, any hero in the game may have cyber gear.
  However, unless the character is a cyber-hero, he may not
  have more than 4 cyber implants. This includes body part
  replacements. Record any selected cyber gear on your
  hero’s character sheet as CG for Cyber Gear. Any gear
  that costs more than 3 points may only be purchased by
  cyber-heroes. Not all cyber gear presented in this
  supplement is required to be implanted in the character.
  Some of it may be carried along as a device. This mainly
  relies on common sense and the player’s preferred choice.
  Different Kinds of Cyber-Heroes
  This supplement discusses six different templates
  that can be played as cyber-heroes. Of course, any cyber-
  hero may purchase any talent or gear the player desires.
  Cyborg
  The cyborg is a man that has undergone a physical
  augmentation that involves the complete emergence of man
  and machine. Cybernetic augmentation requires the removal
  of the brain, and placing it into a machine, transforming the
  once fleshy man into a super being of steel. Inside his new
  body, powerful micro-transmitters are connected to the
  character’s brain allowing him to control the body by
  thought.
  Bionic Hero
  In an era of humanoid/machine integration, bionics
  allows humanoids to dramatically increase their capabilities
  through machine augmentation. A bionic implant requires
  the removal of a humanoid limb or organ, having it replaced
  with that of an artificial replica. The price of bionic
  implants is usually expensive, costing the recipient pain,
  money, and a portion of their being.
  Bionically Enhanced Superhero
  The bionically enhanced superhero is a hero that
  has undergone partial augmentation to improve his
  performance as a crime fighter. The hero may still select
  any powers and may have up to eight cyber gear implants.
  Droid
  A droid is a robotic character that has always been
  completely machine. He is the result of a vast leap in
  technology and artificial intelligence evolution. He is just
  like a normal human, having thoughts and feelings, only he is
  a machine.
  Exosuit Hero
  This hero is a normal man that wears an incredibly
  technologically advanced external suit of robotic armor. The
  armor is equal to a Full Conversion Body and may have any
  number of cyber gear attachments.
  Technojunkie
  The technojunkie has no implants on his body.
  Instead, he has the ability to build devices that produce
  the effects of all the equipment listed in this supplement.
  Each device may have up to five different cyber gear
  effects.
  Cyber Gear
  Hard-Wired Reflexes (5) The character’s tendons have been
  replaced by tightly strung nylon wire. The character’s reactions
  are dramatically increased; +1 to initiative, +1 turn per round.
  Retractable Forearm Blade (2) straight or claw-like blade.
  Requires arm implant. Scores +1 point.
  Finger, Palm, or Eye Laser (2) scores +1 point. Requires eye
  implant.
  Wrist/Forearm Laser (2) requires arm implant. Scores +1
  point.
  Cyber Tool Kit (1) tool kit includes all the necessary tools
  required to repair virtually any small structure.
  Advanced Audio (2) can hear up to 5X that of normal human
  range, and picks up all frequencies across the entire spectrum.
  Advanced Optics (2) Includes basic optics plus it has
  nightvision and thermoimaging.
  Radio (1) radio transmitter and receiver; includes strength
  detector and scrambler. Effective up to 50 miles.
  Radio Scrambler (2) allows hero to scramble radio
  transmissions within a mile radius.
  Radar (4) can track up to ten individuals of human size or
  larger, within a mile radius.
  Modulating Voice Synthesizer (2) allows the hero to produce
  any sound or voice that it has heard.
  Sound Analysis (3) can analyze the sounds of any sound
  within hearing range and determine what made that sound. A
  successful roll must be made.
  Nightvision (1) allows the hero to see at night, without the aid
  of light. Very bright flashes will shut the system down requiring
  a reboot of the heroes optics. This takes one turn.
  
  Thermoimagery (1) a heat sensor that converts heat into
  images allowing the hero to see in darkness and light covers,
  such as smoke or fog.
  Telescopic (2) magnifies objects up to 10X the distance of
  normal human range.
  Laser Targeting (3) once per confrontation, hero may take two
  turns in a single round.
  Spotlight (1) sends a beam of light, covering a 90-degree arc
  over an area within a 200ft range.
  Life Scanner (2) Detects the vital signs of all within a 200ft
  range.
  Secret Compartment (2) Secret compartments may be
  installed in the upper or lower arm or upper or lower leg. These
  compartments may be used to carry equipment or conceal
  weapons. If the latter is the purpose and the weapon is to be
  active upon revealing it, a weapons interface port is required.
  Advanced Headjack Interface System (AHIS) (3) Allows hero
  to link himself with machines and computers.
  Weapons Interface Port (WIP) (3) A weapons interface port is
  a universal adapter that locks a weapon into an interface
  allowing instant usage. Any body weapon may be converted for
  use with the interface.
  Full Body Conversion: Light (1) One of these three
  conversions are required for and usable only by cyborg and
  droid. Complete replacement of the human body. Grants +7
  points. These points may not be used to purchase anything.
  Full Body Conversion: Medium (2) One of these three
  conversions are required for and usable only by cyborg and
  droid. Complete replacement of the human body. Grants +9
  points. These points may not be used to purchase anything.
  Full Body Conversion: Heavy (3) One of these three
  conversions are required for and usable only by cyborg and
  droid. Complete replacement of the human body. Grants +12
  points. These points may not be used to purchase anything.
  Cyber Armor: Light (1) Grants +3 points. These points may
  not be used to purchase anything.
  Cyber Armor: Medium (2) Grants +5 points. These points may
  not be used to purchase anything.
  Cyber Armor: Heavy (3) Grants +8 points. These points may
  not be used to purchase anything.
  Fast Reflexes (3) Hero may negate any successful roll made
  against him once per confrontation.
  Strong (2) The Hero is strong. When not using a ranged attack,
  he scores +1 point against an opponent with a successful roll.
  Mega-Strong (4) The Hero is mega-strong. When not using a
  ranged attack, a successful roll against an opponent scores
  one category of points higher. For example, rolling all odd
  numbers normally scores 2 points. In this case, it scores 4. If all
  the same number is rolled, the hero scores 8 points against his
  opponent.
  Telescopic (1) magnifies objects up to 10X the distance of
  normal human range.
  Laser Targeting (5) rolls four die instead of three to attempt a
  successful roll when attacking.
  Video Recorder (1) records images, up to six hours, within the
  hero’s sight range.
  Spotlight (1) sends a beam of light, covering a 90-degree arc
  over an area within a 200ft range.
  Life Scanner (3) Detects the vital signs of all living creatures
  within a 200ft range.
  Radiation Detector (2) detects all radiation within a 100ft
  radius.
  Biting Jaws (2) powerful biting jaws, +1 point scored.
  Synthetic Skin (3) Looks and feels like the real thing. Includes
  a thin layer of blood that is pumped through artificial veins and
  tiny sensors that emit heat equal to that of the normal human.
  Enhanced Touch (2) Bionic limbs have a sensitivity of the
  sensation of touch that is equal to 25% that of normal humans.
  This enhancement increases sensitivity to 50%.
  Arm (2) +1 point scored from punches. Some implants require
  this aspect.
  Leg (2) +1 point scored from kicks. If both legs are replaced,
  cost of (4), then the character may use the leap power as
  mentioned in the powers section of the Hero 8 ™ main rules.
  Skull: Partial (1) required for ear, eye, or throat/mouth
  implants.
  Skull: Total (2) required for more than one ear, eye, or
  throat/mouth implant.
  Gun Arm: Pop up: Projectile (1) Acts as a ranged weapon.
  Gun Arm: Pop Up: Energy (2) Acts as a ranged weapon.
  Cyber Rifle (3) Larger than average. Ranged weapon, scores
  +2 points.
  Cyber Pistol (2) Larger than average. Ranged weapon, scores
  +1 point.
  Towline and Hook (2) Allows the hero to scale buildings and
  other sheer, vertical surfaces.
  Personal Computer/ Laptop (1) lastest advancements in
  technology.
  Mini-Computer (2) lastest advancements in technology.
  Internal Computer (3) lastest advancements in technology.
  Motion Detector (2) Hero can detect motion within the area.
  Gains +1 to initiative and +1 turn on the first round of a
  confrontation.
  Electromagnetic Suction Cups (3) Hero can scale metal walls
  without the use of any other equipment.
  Gyro-Compass (1) acts as a compass.
  Sound Suppressor (2) Hero makes very little sound. Equal to
  the Stealth talent. Requires making a roll to use properly.
  Fly (4) Hero can leave a confrontation anytime he desires, if he
  stays away more than three rounds, he reenters with full points,
  however, so does his opponent. The hero may choose not to
  leave the confrontation, and may just hover in the air, meaning
  he may only be hit by ranged attacks.
  Force Field (3) Once per confrontation, the hero can negate
  one roll that scores points against him. He also gains +3 points.
  These points can not be used to purchase more gear.
  Lucky: Auto-Hit (3) The character is lucky. Once per
  confrontation, he can spend his turn and choose to
  automatically score 4 points against his opponent.
  Lucky: Glancing Blow (1)The hero is lucky, he may force his
  opponent to subtract 2 points scored against him. This requires
  using the hero’s turn.
  Lucky: Near Miss (2) The hero is lucky, he may negate the
  points scored from any single hit from the opponent. This
  requires using the hero’s turn, and may only be used once per
  confrontation.
  Super Targeting System (4) The hero may roll, once per
  confrontation, double the normal number of dice attempting to
  make a successful roll!
  HUD Display (5) The hero ALWAYS gets to roll four six-sided
  dice to attempt to make a successful roll.
  Leap (2)The hero may leave the confrontation at any time.
  Super Speed (5) The hero gets two turns every round.
  Temporary Mega Field (5) For the first three rounds of a
  confrontation, the hero can not have any points scored against
  him.
  Fast Attack (4) The hero gets two turns in all the even
  numbered rounds.
  Quick Attack (2) Once per confrontation, the hero may take a
  second turn in a single round.
  Attack: Energy Dispurser (1) May be used as a ranged
  attack.
  
  Absorb Energy (3) The hero may subtract –1 point from any
  points scored against him, or he may opt to negate one single
  successful roll during a confrontation.
  Dodge (3) Hero may dodge one attack that scores points for
  the opponent once per confrontation.
  Nano-Regeneration System
  Hero 
  has 
  tiny 
  nano-
  machines scattered throughout his body that rapidly repair him.
  Hero regains 1 point per round during a confrontation. This
  does not require the hero to use his turn. Points regained may
  not exceed the hero’s normal maximum.
  Flare: (1) Creates a small 1ft-radius sphere is created in a color
  of the user’s choosing. The sphere, often used to warn others,
  sheds light in a 15ft radius, and can be seen several hundred
  feet away.
  Mega Blast (3) This weapon creates a brilliant sphere of
  energy when used. The sphere may be hurled at any chosen
  target. Upon impact, the sphere explodes engulfing all within a
  20ft radius in searing energy. The referee has discretion on
  how many opponents are hit by the explosion. This weapon
  scores one six-sided die in points on each opponent. Requires
  a successful roll.
  Blend (2) This device allows the user to alter the angle light
  hits him so to blend in with his surroundings. As long as the
  user remains motionless, those looking in his direction may
  only detect him with a successful roll scoring 2 or more points.
  Hover (1) User may hover above the ground. May only be hit
  by ranged weapons.
  Auto-Navigation (4) This device acts as a guide that prevents
  the user from becoming lost. The user must merely know the
  name of his destination, and this device will lead him there. The
  destination must be a known location.
  Electrokinesis (4) This device gives the user control over
  electricity. The aspects of this device only manifest when it is
  activated.
  ♦ 
  Impervious to electricity: electrical attacks cause no
  damage.
  ♦ 
  Channel Electricity: This allows the user to channel
  electricity through his body to another location within the
  power’s radius, without harming him. He may also adjust
  the magnitude of the amount of current transferred,
  increasing it to 30,000 kilowatts or decreasing it to one
  watt.
  ♦ 
  Electrical Attack: This aspect allows the user to send a
  bolt of electricity from his own body to any one target within
  the power’s radius, scoring 1 point per level. This requires
  two actions, one to charge the bolt, the other to fire it.
  See Energies (5) This device allows the user to actually see
  energies at work. The user may use this device to locate the
  source of any one type of energy listed below and need not
  physically see the source to locate its origins. The user may
  only choose one aspect per round and only one aspect may be
  active at one time. The different aspects the user may choose
  are; light, sound, movement, and heat.
  
SOURCE: textdata/thevault/Hero 8/Hero 8 Cyber Heroes.pdf