TEXT: DweomerPunk
  DweomerPunk
  CYBERNETICS
  CYBERNETICS
  
  DweomerPunk
  B/X Essentials + CyberPunk
  by Mark Craddock
  Art by
  Jacob E. Blackmon
  Rogue Genius Games
  Dean Spencer
  www.patreon.com/deanspencerart
  Last Stand © 2018 Dean Spencer, used with permission. All rights reserved.
  Ryn © 2018 Dean Spencer, used with permission. All rights reserved.
  Rick Hershey
  Fat Goblin Games
  B/X Essentials is a trademark of Gavin Norman.
  The trademark and compatibility logo are used with
  permission of Necrotic Gnome, under license.
  CR
  SSPLANES
  g a m e
  s t u d i o
  www.crossplanes.com
  1
  
  Preface
  The World’s First RPG is a game I truly love and B/X
  Essential’s treatment of it has quickly become my favorite version.
  I’ve always enjoyed the cyberpunk genre and even though there is
  a venerable game that mixes elves, dwarves, magic, and
  cybernetics, it has never had rules that I’ve enjoyed. For years, I’ve
  thought to myself, “Why isn’t anyone mixing the the World’s First
  RPG and cyberpunk in the OSR?”
  Well, here is the beginning of my answer to that question. This
  supplement, which covers cybernetics, is the first of several that
  will allow the mixing of B/X Essentials and CyberPunk.
  Additionally, I’ve worked up a unified take on B/X Essentials
  called B/X Ascending, and there is an Appendix which converts
  the appropriate cybernetics to that revision.
  Cheers,
  Mark
  2
  
  CYBERNETICS
  All sentient creatures have a Soul Rating of
  7. Each major cybernetic upgrade lowers a
  creature’s Soul by an amount specified in its
  description. A spellcaster cannot cast a spell
  higher than their Soul Rating (round down),
  e.g., if a magic-user has a Soul Rating of 5-
  1/2, it is rounded down to 5, and they cannot
  cast 6th level spells.
  If a sentient creature’s Soul Rating reaches
  0, they will die within 10 minutes.
  Unless stated otherwise within the
  description of a piece of cyberware, their
  bonuses do not stack, nor can they be bought
  multiple times.
  Body Sculpt: Cosmetic surgery allows -2 to
  morale checks of those you encounter (see
  Other Combat Issues in B/X Essentials:
  Core Rules, p24)(10 gp; Soul Reduction 2).
  Cybernetic Ear: Hear Noise with a 2-in-6
  chance. If you have a Listening At Doors
  chance, it increases to 3-in-6 (25 gp;
  Soul Reduction 1/2).
  Enhancements
  • Cosmetic Modification: Customization of
  the ear (5 gp).
  • Sound dampener: +2 on saving throws
  against deafness (5 gp).
  Cybernetic Eyes: Detect Secret Doors with a
  2-in-6 chance. If you have a Listening At
  Doors chance, it increases to 3-in-6 (25 gp;
  Soul Reduction 1/2).
  Enhancement
  • Cosmetic Modification: Customization to
  the eyes (5 gp).
  • Flash Dampener: +2 on saving throws
  against blindness (5 gp),
  • Nightvision: Infravision to 60’ (see Light,
  Vision, and Visibility in B/X Essentials:
  Core Rules, p16). If you are a dwarf or elf
  your infravision increases to 90’ (10 gp).
  • Telescopic Vision: Your line of sight is
  doubled (5 gp).
  Cortex Bomb: When you die or you activate
  this device, your skull explodes dealing 3d6
  damage to any creature within 15 feet and
  killing you (25 gp; Soul Reduction 2).
  Cybernetic limbs: Clearly artificial (15 gp;
  Soul Reduction 1 per limb) or natural looking
  (25 gp; Soul Reduction 1 per limb).
  Enhancements
  • Finger Compartment: Storage in the last
  knuckle of a finger (5 gp).
  • Finger Pistol: 1d4+1 damage (Missle
  5’-10’/11’-30’/31’-50’, Reload) (5 gp).
  • Smartgun Link: +1 to hit with linked
  firearm (15 gp).
  • Retractable Climbing Spikes: Climb
  Sheer Surfaces at 87% (25 gp).
  • Hand Blades: Retractable blades built into
  your hands and arms that deal 1d4 damage
  (10 gp).
  • Runner’s Legs: Your speed increases by
  30’ (10’) to a max of 60’ (20’)
  (25 gp per 30’ [10’]).
  • Hydraulic Legs: The distance you can
  jump is doubled. (20 gp).
  Dermal Armor: -1 bonus to AC to a max
  of -2 (30 gp per -1/ Soul Reduction 1 per -1).
  Enhancements
  • Flesh Compartment: Storage in your
  torso for a pistol-size item (5 gp).
  Endurance Enhancement: +2 to Death and
  Poison saving throws (25 gp; Soul
  Reduction 1).
  Filtration System: You are amphibious
  (25 gp; Soul Reduction 1).
  Muscle Weave: +1 to melee damage to a max
  of +2 (35 gp per +1; Soul Reduction 1 per +1).
  3
  
  Skull Computer: Acts as radio, telephone,
  and personal computer that is web enabled
  (10 gp/ Soul Reduction 1/2).
  Enhancements
  • Skill Download: You may have one of the
  following at a time: +1 to hit with a specific
  weapon, proficiency with a specific type of
  armor, +1 with a particular ability check, or
  gain a thief ability at level 1 (25 gp).
  • Chip Reader: Input/output slot (2 gp).
  • Synthport: Port for musical instruments.
  Wired port (2 gp).
  Wireless (4 gp).
  • Vehicle Control Link: +2 to ability
  checks to pilot a vehicle or drone (25 gp).
  Synapse Enhancement: +1 to hit with ranged
  weapons (25 gp; Soul Reduction 1).
  Wired Reflexes: +2 to Dragon Breath saving
  throws and if the optional individual initiative
  is being used, +1 on initiative rolls (see Basic
  Combat Procedure in B/X Essentials: Core
  Rules, p22 ) (25 gp; Soul Reduction 1).
  Voice Modulation: You may alter the sound
  of your voice to gain a +1 or a -1 to morale
  checks of those you encounter (10 gp; Soul
  Reduction 1/4).
  4
  
  APPENDIX:
  Cybernetics
  Conversions for
  B/X Ascending
  Body Sculpt: Trained Skill Saving throw to
  sway the reactions those you encounter
  (10 gp; Soul Reduction 2).
  Cybernetic Ear: Hear Noise with a 15+ on
  1d20. If you are an elf, your Listening At
  Doors chance increases to 12+ on 1d20. (25
  gp; Soul Reduction 1/2).
  Cybernetic Eyes: Detect Secret Doors with a
  15+ on 1d20 chance. If you are an elf, your
  chance increases to 12+ on 1d20. (50 gp; Soul
  Reduction 1/2).
  Cybernetic limbs
  Enhancements
  • Retractable Climbing Spikes: Climb
  Sheer Surfaces at 4+ on 1d20 (25 gp).
  Dermal Armor: +1 to AC to a max of +2
  (20 gp per +1/ Soul Reduction 1 per +1).
  Voice Modulation: +1 to Trained Skill
  Saving throw when you attempt to sway the
  reactions of those you meet (10 gp; Soul
  Reduction 1/4).
  5
  
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  6
  
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