CYBERNETICS

Advanced body repair weave (cybernetic)
Prerequisite: Microcomputer, Body repair weave.
This enhancement improves the subdermal biowires that repair your body’s damaged tissue; your Fast Healing (see True20 p. 129) improves so that you can make a recovery check once every
15 minutes if wounded and once every 6 hours if disabled.

Anti-flare implant (cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with flare suppressors. When subjected to bright flashes of light the suppressors automatically activate, protecting your eyes; you cannot be blinded.

Anti-stun implant (cybernetic)
A special device is implanted in your body. This implant shields your nervous system against powers with a stunning effect, like the Stun Attack feat; you cannot be stunned by such attacks. 
Please note that you can still suffer a stun effect when wounded. 

Body repair Weave (cybernetic)
Prerequisite: Microcomputer.
This delicate weave of subdermal biowires stimulates and automatically repairs your body’s damaged tissue; you gain Fast Healing (see True20 p. 129) which allows you to make a recovery check once every once every 30 minutes if wounded and once every 12 hours if disabled..

Cutting edge cybernetics (cybernetic)
You have been the recipient of advanced cybernetic enhancements.
All of your cybernetic enhancements that provide a numerical bonus to a skill or save (but not an ability); the bonus granted by those cybernetic enhancements is increased by +1.

Cybernetic voice box (cybernetic)
Prerequisite: Microcomputer.
A digital larynx replacement is implanted in your body, granting you the ability to reproduce any sound imaginable, including individual voices. 
This cybernetic enhancement, when used to impersonate another’s voice, grants you a +4 bonus to Bluff and Disguise checks. 
If you also possess the voice stress analyzer cybernetic enhancement (see p. 13) you can subtly alter the tone of your voice to take advantage of how those around you are reacting to your interaction with them; you get a +1 bonus to Bluff, Diplomacy, and Intimidate checks. 
The benefit of this feat stacks with other feats that grant a bonus to Bluff and Disguise checks. 

Data archive (cybernetic)
Prerequisite: Microcomputer.
This is an upgrade to your implanted microcomputer that contains skill-related information on a series of biological data chips (biochips); this feat provides you with a single skill slot into which you may slot a skill chip (see box); removing one skill chip and installing a second one is a full action. 
You may select this feat multiple times, each time gaining an additional skill slot.

Skill chips
A skill chip is a small biochip that carries detailed information on a specific skill. When slotted into the skill slot granted by the data archive cybernetic enhancement, a skill chip grants 6 ranks with the selected skill. If you do have the skill, the ranks are replaced by those of the chip.
Skill chips must be purchased and have a cost of 15 each.

Dermal camouflage (cybernetic)
The melanin in your skin is replaced with nanoaugmented cells that grant you the ability to change color in order to match your surroundings and better hide yourself; you get a +4 bonus on Stealth (hiding) checks (see True20 p. 40). 
The benefit of this feat stacks with other non-cybernetic feats that improve your Stealth (hiding) checks. 

Echolocation module (cybernetic)
Prerequisite: Microcomputer.
A receiving device and associated microprocessor are implanted within your forehead, granting you the ability to “see” by using a simple version of sonar to bounce sound waves off of solid objects; you gain Blindsight (see True20 p. 128) out to a range of 30 ft. 
This feat does not extend any Blindsight range that you may already possess or gain from equipment or in any other manner – use the greatest Blindsight range provided to you when you gain Blindsight from multiple sources.

Enhanced antibodies (cybernetic)
Your immune system is bolstered by the installation of a nanite factory in your liver. The factory produces microscopic machines that aid your body in fighting off disease; you a +4 bonus to Fortitude saves against disease (see True20 p.129). 
The benefit of this feat stacks with other non-cybernetic feats that improve your Fortitude saves against disease.

Fortified skeleton (cybernetic) 
Your skeleton is fortified with high-impact polymers that increase your ability to shrug off physical damage. You gain Damage Reduction +2/–. 
The benefit of this feat does not stack with any other Form of Damage Reduction that you may possess.

Grafted musculature (cybernetic)
Synthetic muscle fibers and a tiny processor are surgically grafted to your natural muscles, greatly increasing your physical strength; your Strength score is increased by +1. 
The benefit of this feat stacks with other feats that improve your Strength score.

Gyroscopic implant (cybernetic) 
A tiny gyroscope is connected to your central nervous system, granting you an increased sense of balance and equilibrium; you get a +4 bonus to acrobatics checks. 
The benefit of this feat stacks with other non-cybernetic feats that grant you a bonus to Acrobatics checks.

Hearing amplification (cybernetic)
Your inner ear is augmented by the installation of an aural implant that improves your sense of hearing; your audio sensitivity is dramatically enhanced by the system, granting you a +4 bonus to Notice (listening ) checks (see True20 p. 37). 
The benefit of this feat stacks with other non-cybernetic feats that provide a bonus to Notice (listening) checks.

Initiative implant (cybernetic)
Prerequisite: Microcomputer.
This cybernetic implant consists of a series of wires threaded around your spinal cord and attached directly to your nervous system, stimulating even faster response times. 
This implant grants you a +4 bonus to initiative checks. If you also possess the Improved Initiative feat (see True20 p. 47) you gain a total bonus of +6 on initiative checks. 
The benefit of this feat does not otherwise stack with any initiative bonus gained from any other source.

Injector unit (cybernetic)
Prerequisite: Microcomputer.
This cybernetic enhancement, attached to your forearm or thigh, incorporates three medical hypo- syringes, each one of which holds a single dose of one of the following medicinal chemicals: antitox, biocort, boost, neutrad, or sporekill (see box). 
As a free action, during your turn, you can contract your muscles in order to to inject yourself with any or all of the loaded chemicals, gaining the benefits immediately. 
A drained hypo can be removed and replaced as a full action.

Medicinal chemicals
The following chemicals are available for use in the injector unit; you must purchase each desired medicinal chemical separately from the acquisition of the injector unit cybernetic enhancement.

Antitox
A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save your life when you’re infected by a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates your skin, it samples your blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds.
Once the antitox delivers its specially formulated chemicals, you are completely cured of the poison and its effects in 1 minute.
Cost: 6.

Biocort
Biocort is a unique chemical compound that enhances your body’s natural ability to heal. Biocort pushes your immune system into overdrive, and can cause you to heal from grievous wounds at a greatly increased rate. 
Any character injected with biocort may make two recovery (see True20, p. 108) checks each hour for 3 hours.
Cost: 6.

Boost
A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline- enhancer. Boost was originally conceived for military purposes in an attempt to make soldiers stronger, faster, and more combat-capable. A single injection of boost grants you a +2 bonus to Strength and a +2 bonus on Reflex saves, and increases your movement speed by 10 feet. These effects last for 1 minute (10 rounds).
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter your perceptions so that you think that you cannot live without a dose of the drug. 
Additionally, repeated use of boost has debilitating effects on your body’s immune and nervous systems. Each time you use a dose of boost, you have a 10% chance of suffering a –1 penalty to your Dexterity and a –1 penalty on Fortitude saves. These penalties last for 24 hours.
If you use the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if you use another dose of boost while still under the effect of the penalties, the character suffers a -2 penalty to Dexterity and -2 on Fortitude saves, and the recovery time increases to 48 hours.
Cost: 6.

Neutrad
A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates your skin, it samples your blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. 
Once the neutrad delivers its specially formulated chemicals, you are completely cured of the radiation poisoning and its effects in 4 hours.
Cost: 6.

Sporekill
A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates your skin, it samples your blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. 
Once the sporekill delivers its specially formulated chemicals, you are completely cured of the disease and its effects in 10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this chemical.
Cost: 6.

Internal compass (cybernetic)
A micro-navigation computer linked to an advanced GPS system grants you the uncanny ability to know your exact location at any time; you always know which direction north is. Additionally, you can patch into the GPS network (when one is available) to get your exact global coordinates (accurate within 5 ft.) – you cannot get lost. 
If the GPS network is offline or blocked you lose the benefits of this cybernetic enhancement until the network is returned to operational status. 

Internal weapon mount (cybernetic)
Prerequisite: Prosthetic Arm.
A subcutaneous weapon is embedded in your body, in a prosthetic forearm or hand. The weapon Extends from the prosthesis and is visible when in use. Attempts to disarm you of the attached weapon automatically fail, and the weapon itself cannot be attacked (see True20 p. 105) unless it is extended. If the weapon is damaged it will need to be repaired (see p. 7). 
Extending or retracting the weapon is a free action. Selecting this feat includes an appropriate melee or ranged weapon with a cost of 16 or less (a more expensive weapon may be selected when this feat is chosen though it must be purchased as described in the True20 rules).
Spotting a subcutaneous weapon requires a successful Notice (spotting) check opposed by your Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check. 

Invisiware (cybernetic) 
Prerequisite: Dermal Camouflage
This technology, an upgrade to the dermal camouflage cybernetic enhancement, grants you the ability to turn invisible for a short time. Invisiware uses crystalline refractors grafted to your Skin and powered by rechargeable solar battery units protruding from various points on your body (usually the spine). Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.
When activated, invisiware bends light around your body, making you effectively invisible (see True20 p. 109). The benefits of this feat do not stack with any other ability or equipment that grants you invisibility; you’re either invisible or you’re not. 

Cyberbrain (cybernetic)
A miniature computer is attached to your nervous system that grants you a +4 bonus to Computers checks. Additionally, the microcomputer reduces by half the time required to make Computers checks
(see True20 p. 32 for a listing of sample times). A data port in the back of the unit allows for the insertion of a standard interface cable, allowing you to transfer Data without the benefit of a modem. If you possess it, your wireless link cybernetic enhancement (see p. 13) allows you to skip the cable completely. Connecting or disconnecting your interface cables from a computer’s data port is a full action – if the connection is involuntarily severed you are stunned for one round. The benefit of this feat stacks with other non-cybernetic feats that grant you a bonus to Computers checks.

Cyberbrain safeguard (cybernetic)
Prerequisite: Microcomputer.
A small implant is installed in your brain that protects you against mental attacks; you gain a
+2 bonus on all Will saves against mind-affecting supernatural abilities (such as Dominate). The benefit of this feat stacks with other non-cybernetic feats that improve your Will save.

Nasal filters (cybernetics)
Implanted in your nasal cavity, this cybernetic enhancement aids in the filtering of airborne toxins and acts as a gas mask in situations where aerosols pose a danger. Because this enhancement provides limited protection it is not as effective as a standard gas mask; you get a +4 bonus to Fortitude saves to resist airborne irritants. 
The benefit of this feat does not stack with any other bonus that improves your Fortitude save when resisting airborne irritants.

Nightvision Optics (cybernetic) 
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with software that enables you to see better in the dark – you gain Darkvision with a range of 60 ft. (see True20 p. 129). Nightvision Optics must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t
(though an infrared illuminator, when switched on, allows you to see as if you were using a flashlight). This feat does not extend any Darkvision range that you may already possess or gain from equipment or in any other manner – use the greatest Darkvision range provided to you when you gain Darkvision from multiple sources.

Personality chip (cybernetic)
A small chip is wired directly to your brain, making you more charismatic and outgoing – these chips can turn even the driest personality into a warm, friendly one. Your Charisma score is increased by +1. 
The benefit of this feat stacks with other non- cybernetic feats that improve your Charisma score. 

Prosthetic arm (cybernetic)
A prosthetic arm is an obvious mechanical limb that fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist (as determined by your specific needs). The prosthetic arm grants you a +2 bonus to Strength checks for tasks in which you use your Prosthetic arm. 
If you have selected this feat twice then you gain a +3 bonus to Strength checks for tasks in which you use both of your arms. The benefit of this feat stacks with other feats that improve your Strength.

Prosthetic leg (cybernetic)
A prosthetic leg is an obvious mechanical limb that fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle (as determined by your specific needs). The prosthetic leg grants you a +2 bonus to Strength checks for tasks in which you use your prosthetic leg (such as kicking in doors and making Jump check). If you have selected this feat twice then you gain a +3 bonus to Strength checks for tasks in which you use both of your legs. Additionally, whether you have one or two prosthetic legs you gain a +5 ft. Bonus to your base speed. The benefit of this feat stacks with other feats that improve your Strength. 

Subcutaneous body armor (cybernetic)
Small plates of flexible armor are implanted beneath your skin, granting you a +2 bonus to Toughness saves. The benefit of this feat stacks with improved toughness feat and the bonus to Toughness saves granted by worn armor but it does not stack with a bonus granted by any other feat.

Subcutaneous cell phone (cybernetic)
A small transceiver – connected to a tiny speaker located in your ear – is installed underneath the skin of your throat which allows you to carry on conversations using the subcutaneous cell phone without raising your voice above a whisper; Notice checks made to hear your conversation suffer a –4 penalty. The tiny speaker implanted in your ear enables you to hear the other side of the conversation while others cannot.

Tactical analysis implant (cybernetic)
Prerequisite: Microcomputer.
A small computer implanted in your upper spine, directly connected to your central nervous system, grants you the ability to analyze and react to combat situations with near-precognitive speed. You get a +1 dodge bonus to your Defense (see True20, p. 95). The benefit of this feat stacks with other non-cybernetic feats that improve your Defense.

Targeting Optics (cybernetic)
Prerequisite: Visual Amplification.
Your visual amplification cybernetic enhancement is upgraded with software that uses a projected targeting reticle to improve your aim. You get a +1 bonus on all ranged attacks within 100 feet. The benefit of this feat stacks with other feats that improve your ranged attack ability.

Vehicle link (cybernetic)
Prerequisite: Microcomputer.
A cyberport implanted into your body allows you to link directly to vehicles via interface cables or, if you possess it, your wireless link cybernetic enhancement (see p. 13). You gain a +4 bonus to all Drive and Pilot checks when operating a vehicle equipped with the necessary gear (wired vehicle link gear increases the cost of a vehicle by 1 while wireless gear increases the cost by 2). Connecting or disconnecting your interface cables from a vehicle’s data port is a full action – if the connection is involuntarily severed you are stunned for one round. The benefit of this feat stacks with other non-cybernetic feats that improve your Drive and Pilot skill checks.

Visual amplification (cybernetic)
Your eyes are replaced with implants that provide you with improved eyesight, including basic telescoping vision. You get a +4 bonus on all Notice (spotting) checks (see True20, p. 37). The benefit of this feat stacks with other non-cybernetic feats that improve your Notice (spotting) checks. 

Voice stress analyzer (cybernetic)
Prerequisite: Microcomputer.
Sensors attached to your optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable you to better determine the emotional states of others. You gain a +4 bonus to Sense Motive checks. If you also possess the cybernetic voice box enhancement (see p. 5) you can subtly alter the tone of your voice to take advantage of how those around you are reacting to your interaction with them; you get a +1 bonus to Bluff, Diplomacy, and Intimidate checks. 
The benefit of this feat stacks with other non-cybernetic feats that grant a bonus to your Sense Motive checks. 

Wired nerves (cybernetic)
Micro-fiber cables and a tiny processor are surgically implanted in your body, greatly increasing your agility and reflexes; your Dexterity score is increased by +1. The benefit of this feat stacks with other feats that improve your Dexterity score. 

Wireless link (cybernetic)
Prerequisite: Microcomputer.
Your implanted data jack is replaced with an advanced wireless system that allows you to connect to computer systems without the need of an interface cable. Connecting or disconnecting your wireless link from a system is a free action – if the connection is involuntarily severed you are stunned for two rounds.