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Skip Navigation LinksMetaCyber>Characters>Cool Stuff>BodyTech>Cybernetics>Senses
 
MetaCyber
 
 

Body Tech

Cybernetics Cybernetic Limbs & Organs Device Design Costs & Maintenance Cybered Existance
Characteristics Skills Talents & Perks Senses Powers
 
 
 
CYBERNETIC SENSES
Cybertechnology got its start in attempts to provide blind people with sight and deaf people with the ability to hear, and the decades of refinement  have rendered Cybernetics very good at proxying or improving on natural senses.
 Many Runners take advantage of the strides in the area of Cybernetic optics (CyberEyes) more than any other form of sensory enhancement due to the strong edge that can be gained from the ability to see in unusual circumstances or at extreme ranges.
 
CyberEye I:
Depth Perception: One Eye Offset (10 Active Points); OIF (Cyber-Eye; -1/2)
Analyzer: Find Weakness 11- with All Attacks (30 Active Points); OIF (Cyber-eye; -1/2)
Enhanced Light Receptor: Nightvision (5 Active Points); OIF (Cyber-eye; -1/2)
Total Real Cost: 30 points; ~1,890,000 credits
 
CyberEye II:
Depth Perception: One Eye Offset (10 Active Points); OIF (Cyber-Eye; -1/2)
Laser Eye: Killing Attack - Ranged 2d6 (vs. ED), 12 Boostable Charges (+0) (30 Active Points); OIF (Cyber-eye; -1/2)
Enhanced Light Receptor: Nightvision (5 Active Points); OIF (Cyber-eye; -1/2)
Total Real Cost: 30 points; ~1,890,000  credits
 
CyberEye III:
Depth Perception: One Eye Offset (10 Active Points); OIF (Cyber-Eye; -1/2)
Range Finder: Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OIF (Cyber-eye; -1/2)
Range Finder: Absolute Range Sense (3 Active Points); OIF (Cyber-eye; -1/2)
Binocs: +10 versus Range Modifier for Sight Group (15 Active Points); OIF (Cyber-eye; -1/2)
IR Filter: Infrared Perception (Sight Group) (5 Active Points); OIF (Cyber-eye; -1/2)
UV Filter: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Cyber-eye; -1/2)
Total Real Cost: 45 points; ~11,322,000 credits
 
CyberEyes I (Concealed):
CyberEyes: Blind Offset (25 Active Points); IIF (Cyber-eyes; -1/4)
Optics: +5 PER with Sight Group (10 Active Points); IIF (Cyber-eyes; -1/4)
Polarizing Filter: Sight Group Flash Defense (10 points) (10 Active Points); IIF (Cyber-eyes; -1/4)
IR Filter: Infrared Perception (Sight Group) (5 Active Points); OIF (Cyber-eye; -1/2)
UV Filter: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Cyber-eye; -1/2)
Total Real Cost: 42 points; ~5,544,000 credits
 
CyberEyes II:
CyberEyes: Blind Offset (25 Active Points); IIF (Cyber-eyes; -1/4)
Lightprojector: Sight Group Images 2" Cone, +3 to PER Rolls, Reduced Endurance (0 END; +1/2) (28 Active Points); Only To Create Light (-1), No Range (-1/2), OIF (Cyber-eyes; -1/2)
Hi-Test Lense: Microscopic (x10) with Sight Group (5 Active Points); OIF (Cyber-eyes; -1/2)
Optics: +4 PER with Sight Group (8 Active Points); IIF (Cyber-eyes; -1/4)
Processing Accelerator: Rapid ( x10) with Sight Group (5 Active Points); OIF (Cyber-eyes; -1/2)
Pan-optics: Increased Arc Of Perception (240 Degrees) with Sight Group (5 Active Points); OIF (Cyber-eyes; -1/2)
Total Real Cost: 44 points; ~15,048,000 credits
NOTE: Obviously, the various Powers (and variations on them) can be mixed and matched as desired to create a CyberEye to suit the preferences of a particular character.
 
CyberEars I:
Aural Targeting Assist: Targeting with Hearing Group (20 Active Points); Restrainable (by EMPs; -1/4)
Gain Boosters: +2 PER with Hearing Group (4 Active Points); Restrainable (by EMPs; -1/4)
Receptor Scaler: Hearing Group Flash Defense (10 points) (10 Active Points); Restrainable (by EMPs; -1/4)
Voice Recognition: Discriminatory with Hearing Group (10 Active Points); Voices Only (-1), Restrainable (by EMPs; -1/4)
CommScanner: High Range Radio Perception (Radio Group), +2 to PER Roll, Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (21 Active Points); Restrainable (by EMPs; -1/4)
Total Real Cost: 48 points; ~10,608,000 credits
 
MISC SENSORY UPGRADES:
Olfactory Enhancer: Tracking with Smell/Taste Group (10 Active Points); Restrainable (by EMPs; -1/4); Real Cost: 8 points, ~240,000 credits
 
Bio-Scanner: Detect Bio-Signs A Class Of Things 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting (29 Active Points); Restrainable (by EMPs; -1/4); Real Cost: 23 points, ~2,001,000 credits
 
Radar Scanner: Radar (Radio Group), Concealed (-5 with Radar PER Rolls), Increased Arc Of Perception (360 Degrees), Telescopic: +10 (30 Active Points); Restrainable (by EMPs; -1/4); Real Cost: 24 points, ~2,160,000 credits
 
Vibration Translation Matrix: Spatial Awareness (Unusual Group), +6 to PER Roll, Increased Arc Of Perception (240 Degrees) (30 Active Points); Restrainable (by EMPs; -1/4); Real Cost: 24 points, ~2,880,000 credits
 
NOTE: N-Ray technology does not yet exist in the MetaCyber setting. However there are a few forms of technology based Spatial Awareness such as Motion Detectors and Vibration Translation that have limited N-Ray capabilities to the extent that Spatial Awareness has some inherent N-Ray properties.
 
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