CYBERNETICS

OLD FEATS

Advanced body repair weave (cybernetic)
Anti-flare implant (cybernetic)
Anti-stun implant (cybernetic)
Body repair Weave (cybernetic)
Cutting edge cybernetics (cybernetic)
 It affects all the cybernetics enhancements installed.
Cybernetic voice box (cybernetic)
Data archive (cybernetic)
 Skill chips, grants 6 ranks instead of a +6 bonus.
Dermal camouflage (cybernetic)
Echolocation module (cybernetic)
Enhanced antibodies (cybernetic)
Fortified skeleton (cybernetic) 
Grafted musculature (cybernetic)
Gyroscopic implant (cybernetic) 
Hearing amplification (cybernetic)
Initiative implant (cybernetic)
Injector unit (cybernetic)
Internal compass (cybernetic)
Internal weapon mount (cybernetic)
Thermo-optics camouflage, Invisiware (cybernetic) 
Cyberbrain, Microcomputer (cybernetic)
Cyberbrain safeguard, Mindscreen implant (cybernetic)
Nasal filters (cybernetics)
Nightvision Optics (cybernetic) 
Personality chip (cybernetic)
Prosthetic arm (cybernetic)
Prosthetic leg (cybernetic)
Subcutaneous body armor (cybernetic)
Subcutaneous cell phone (cybernetic)
Tactical analysis implant (cybernetic)
Targeting Optics (cybernetic)
Vehicle link (cybernetic)
Visual amplification (cybernetic)
Voice stress analyzer (cybernetic)
Wired nerves (cybernetic)
Wireless link (cybernetic)

NEW FEATS

Firewall (cybernetic)
The cyberbrain have extra measures of protection against intrusions.
Preequisite: Cyberbrain
Benefit: You gain the Cyberbrain Barrier hack, you hack rank for Cyberbrain Barrier is 1/2 character level +3.

Improved Firewall (cybernetic)
The potency of your firewall is increased.
Preequisite: Cyberbrain, Firewall
Benefit: You hack rank for Cyberbrain Barrier is the total character level +3.

Olfatory Sensor (cybernetic)
Sensors and micromachines gives you an animalistic sense of smell. You gain the Scent trait (True20, page 130).

Leg Impulsers (cybernetic)
Prerequisite: Prosthetic body or two prosthetic legs.
Benefit: You gain a +10 bonus to jump skill checks (this bonus stacks with other feats), the feat may be taken up to three times, at a max value of +30 bonus to jump skill checks.

Cybernetic weapons training (general)
You're trained in the proper use of implanted cybernetic weapons. Characters lacking cybernetic weapon training or the respective training feat, suffer a -4 penalty on attack rolls with cybernetic weapons.

Thermal vision (cybernetic) 
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with software that enables you to see thermal signals with a range of 60 ft. This feat does not extend any thermal vision range that you may already possess or gain from equipment or in any other manner – use the greatest thermal vision range provided to you when you gain thermal vision from multiple sources.

Cyberbrain enhancement (cybernetic)
Prerequisite: Cyberbrain.
Your cyberbrain is enhanced by tiny micro-processors and memory upgrades, greatly increasing your mental agility and learning capabilities; your Intelligence score is increased by +1. The benefit of this feat stacks with other feats that improve your Intelligence score. 

Prosthetic body (cybernetic)
Prerequisite: Cyberbrain.
Benefit: You gain acces to Prosthetic Body templates.

PROSTHETIC BODIES

Common benefits:
The character count as having all base cybernetic prosthetics for cybernetic feats (such as Internal weapon mount or anti-flare implant).
Don't heal normally and must be repaired if damaged (A craft (cybernetics) checks of 5 hours that have a difficulty of 20. You need both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one of the two kits you suffer a -4 penalty on the check; without both kits, the penalty increases to -8).
Inmunity to fatigued and exhausted conditions except from mental tasks (such as adept powers).
They are immune to poison, paralysis, disease, drug effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless.

Prosthetic Body Templates
Cyborgs Class 500 (Level lag +0) Res: Lic (+1)
Base production:
+1 Str, -1 Cha
Change to Humanoid (Cyborg)

Beauty Cyborg:
-1 Str, -1 Con, +1 Dex, -1 Cha
+2 Diplomacy
+2 Bluff
Attractive feat
Change to humanoid (Cyborg)

Cyborgs Class 1000 (Level lag +1) Res: Res (+2)
Beauty Cyborg:
-1 Str, +1 Dex, +1 Cha
+4 Diplomacy
+4 Bluff
+4 Sense motive
Attractive feat
Fascinate feat
Change to humanoid (Cyborg)
Level lag +1

Combat Scout:
+1 Str, +1 Dex, -1 Cha
+3 Nat armor
+2 Acrobatics
+2 Jump
Speed: 40ft
Change to humanoid (Cyborg)
Level lag +1

Combat Shock:
+2 Str, +1 Dex, -1 Cha
+3 Nat armor
Change to humanoid (Cyborg)
Level lag +1

Combat Tank:
+2 Con, -1 Cha
+5 Nat armor
Change to humanoid (Cyborg)
Level lag +1

Cyborgs Class 1200 (Level lag +2) Res: Mil (+3)
Beauty Cyborg:
-1 Str, +1 Dex, +3 Cha
+4 Diplomacy
+4 Bluff
+4 Gather information
+4 Sense motive
Attractive feat
Fascinate feat
Inspire feat
Suggestion feat
Change to humanoid (Cyborg)
Level lag +2

Combat Scout:
+1 Str, +3 Dex, -1 Cha
+3 Nat armor
+2 Acrobatics
+2 Jump
Speed: 40ft
Climb speed : 20ft
Initiative: +4
Change to humanoid (Cyborg)
Level lag +2

Combat Shock:
+3 Str, +1 Dex, +1 Con, -1 Cha
+4 Nat armor
Natural attack +3
Change to humanoid (Cyborg)
Level lag +2

Combat Tank:
+1 Str, +1 Dex, +2 Con, -1 Cha
+8 Nat armor
Change to humanoid (Cyborg)
Level lag +2

Cyborgs Class 2120 (Level lag +3) Res: Ill (+4)
Dragon:
+3 Str, +2 Dex, +2 Con, -2 Cha
+8 Nat armor
+2 Acrobatics
+2 Jump
Cybernetic weapons training feat
Internal weapon mount feat
Internal weapon mount feat
Cutting edge cybernetics feat
Speed: 40ft
Size: Large
Change to humanoid (Cyborg)
Level lag +3

Heracles:
+2 Str, +3 Dex, +2 Con, -2 Cha
+5 Nat armor
+4 Acrobatics
+4 Jump
+4 Stealth
Cutting edge cybernetics feat
Speed: 40ft
Climb speed: 40ft
Change to humanoid (Cyborg)
Level lag +3

SPECIAL RULES ABOUT CYBERNETICS

Autistic Mode:  Cyberbrains are almost always connected to the internet.  One never needs to use it—like working on ones personal computer while on high-speed internet.  Even though it is constantly connected, until a browser is opened, you don’t actually use the link.  However, you can pull a cord from the modem.
Cyberbrains are all connected via cellular and satellite.  If one does not want to be open to the internet, they can activate Autistic mode. This cuts the connection to the internet, severing all communication in both directions. This is the most surefire way to prevent outside attack of ones cyberbrains (if one is paranoid enough).  
Autistic mode prevents any visual and aural communication and cuts off one’s cyberbrain to any external memory sources.  All cellular communication is cut.  This action must be voluntary by the cyberbrain and cannot be forced by an external source (although implanted Viruses can also accomplish this).  
Anyone diving is instantly severed UNLESS that diver has safeguards against this and has in place preventative measures if the situation occurs (for example the Diver creates an illusion that the user is in Autistic mode while, in fact, not).  Viruses inside are still inside and may still function even while in Autistic mode.  However, barring these rare exceptions, Autistic Mode is the surefire way (like abstinence) to prevent outside attack. 
Activating Autistic mode is a move action.  Deactivating Autistic Mode, however, takes more time.  A full 10 rounds (1 minute) is required to re-attach the connections. Until then, the Cyberbrain is still in Autistic mode.  This makes switching on and off from Autistic in combat unfeasible.
Even with Autistic mode on, direct linking via QRS plug will circumvent the severed link.  Autistic mode only cuts off the cellular connection, not the QRS plug. Cyber blocker will cut both the cellular and the QRS plug.  Someone in autistic mode can still hack into a target via direct link.  However, if that target is connected to the net, a rival hacker can track into through the net and dive through the direct link as could the target that is being directly hacked. 
It should be noted that the sever is not a physical disconnect as this is not possible.  One with the right Hacking Key can circumvent Autistic Mode and reactivate the link.

Barcodes:  Many newspapers and documents are written in barcode in the future.  These contain vast amounts of information. The barcodes are multi-dimensional and apparently also capable of containing audio and video. The cyberbrain scans this data and converts it into the audio and visual sensors. 
One needs a cyberbrain to accomplish this otherwise the data is unreadable.  Barcode data can be encrypted as well, as the data may require a decoding key to properly translate.  Without this key, the document is unreadable.  
A skill check may be required to break through this encryption.

Turning off the Pain:  Full Body Prosthetics are totally cybernetic save for the spinal column and brain (usually). This means that, like a computer, certain senses can be turned off.
The only sensation cyborgs sometimes have deactivated is their sense of pain.  This appears to be a great idea in combat but Ramifications do occur.  Turning off one’s pain receptors is a free action but cannot be reactivated for at least ten rounds (one minute). 
While pain is deactivated, the character incurs no stunning effects from wounds damage.  They cannot be stunned or rendered unconscious from physical damage. However, the drawback to all of this…
The character, while void of pain, also cannot receive information from touch sensors as effectively.  There is not data feedback to the brain on how the body is performing. 
To translate this into game terms, the Cyborg suffers a –2 to Defense and a –1 to all hit rolls.  She also suffers a –4 penalty on all Dextery based checks.

Cyberbrain Resurrection:  Unless the character has been killed by a critical hit, their cyberbrain may still be recovered.  If a character officially dies, the cyberbrain has the Constitution + 5 = minutes to find a new body or go under life support.  If time runs out, the Ghost is unrecoverable and death is final.  However, if a new body is found in time or if life support is brought in soon enough, the cyberbrain can survive, but the trauma of death is permanent.  Even if recovered and the Ghost survives, one of the Ghost’s mental attributes (Cha, Int, Wis) drop permanently by 1. If any attribute drops below -5, the Ghost cannot be recovered.
Removing a Cyberbrain safely from a body requires a successful Surgery DC25.  A failure causes 1 point of permanent ability drain to all Mental attributes. Only cyberbrains with the Cutting edge cybernetics feat can be removed this way.  Other cyberbrains don’t have enough cybernetic fail safes to keep the organics alive if the body is killed or if the brain is removed from the body.  The chance of resurrection is a risky one and only to those Cutting edge Cyberbrains.

Cyborg Eating & Sleeping:  In an attempt to simulate a normal human life pattern, cyborg companies built the majority of their models to require sleeping and eating. Sleeping comes from a need for all organic brains to require a rest period. Androids and Neurochip implanted robots also require a sleep period in order for them to decompile their experiences, recharge their power cells, and debug their cyberbrains as well as get necessary updates from the manufacturer. 
However, cyborgs also need power. Powering full body prosthetic bodies requires ingesting food like lengthy and costly maintenance, difficult machine-flesh consistency, and mental repulsions were too much of a block to make a mass penetration to normal people.  It’s the food itself that’s important.  Cyborgs can eat normal food.  Implanted sensors transmit the proper flavor to the cyberbrain.  It passes through their system with no ill or positive effects.  Cyborg food looks stale, has virtually no smell, and is harmless to normal humans though having virtually no nutritional value.  Cyborg food companies have made leaps in the technology of cyborg food to look close to something organic.  
First, it was a liquid paste similar to baby food. This soon got replaced with the burrito. This remained popular to the day even though more realistic looking food replaced it (although much more expensive). Power drinks and the meat-wraps remain the standard today. The food contains organic chemicals to maintain the brain but the primary useful component of Cyborg food are micromachines.
They not only transmit useful nutrients to the organic portions of the cyborg, they also resupply the inbuilt micromachines, pumping through the body. Full Body Cyborgs carry a red blood-like circulatory system that powers the prosthetics. This blood never interacts with the organic portions of the body, even with full body prosthetics with only organic brains. No artificial blood products flow into the brain because of what is known as the “blood-brain barrier”—a special mechanism ensuring that foreign substances in the blood never attack the brain.
MicroMachined food resupply this system.  Cyborg food, like normal food, never needs to be purchased by Players.  It is assumed to be part of their normal lives.  Cyborgs require eating in regular intervals like everyone else.  They suffer from starvation from lack of eating like everyone else but the effects are more are quicker.  Cyborgs that miss a day of food loose 1 point from each of their physical stats.  This then drops 2 more points every additional day until food is ingested or the subject dies.
Cyborgs cannot get drunk unless they specifically tell their cyberbrain to do so. Some micromachined synthetic drinks can alter perceptions in the way alcohol can. Cyborg food also produces little waste, requiring a full body prosthetic to go to the bathroom similar to organic humans, at leas once every two days.
Weight and Buoyancy:  Simple limb replacement incurs no penalty as the replacements are rather light.  However, because of the near superhuman capabilities of full body cyborgs, their weight increased substantially.  To reflect this, the penalty to all Swim checks are –1 per every 5 lb of extra weight of the suit.  There are modifications to offset this number plus the fact that increased strength offers bonuses as well.
Servicing:  Cybernetics and all robotics require periodic surviving.  Every month, a character must invest a wealth check of 15 towards servicing.  If this is not done, the cybernetic looses 10% of its abilities or capacity every month until it ceases functioning.