# Furious Cybernetics
Everything is subject to change
## Goals of these rules
The main goal is to provide a ruleset that can be used in any setting that features such technology as well as being Fast, Fun and Furious
The core concept at the heart of cybernetics subrules was to treat them almost like an Arcane Background where Equilibrium is equivalent to PP and implants equivalent to powers.
## Basics
Furious Cybernetics consist of two components
- The Equilibrium Score
- The implants
### Equilibrium
In order to use cybernetics a character needs Equilibrium. Equilibrium is a measure of tolerance to the cybernetics, both physical and mental. Being more and more machine takes a toll one one's nerves, in all senses.
Each character starts with 1 Equilibrium. Each full point of used Equilibrium above your limit causes you to gain a cumulative penalty of -1 to all your trait checks.
### Implants
Implants have three requirements.
- Enough free Equilibrium, lest you incur penalties.
- The rank at which that implant becomes available.
- The money to buy the implant
## Edges
### More Equilibrium
Requirements: Novice
Your character's Equilibrium Pool is expanded by 1 Point. This Edge can be taken multiple times.
## Hindrances
### Rejection Syndrome (Minor/Major)
Your character simply cannot handle cybernetics. They have 0 Equilibrium and cannot increase their pool.
## Implants
Implants, like powers, are gated by rank. Once an implant is acquired it can be installed and removed with a medicine or repair check and a day's time (GM's discretion).
Some implants may require a different implant to be installed first since it's more of an upgrade or an enhancement to an existing implant than a new one.
#### Limb Prosthetic
Rank: Novice
Equilibrium: 1
Cost:
- Arm: 2000
- Legs 2000
- Eye (per) 500
Limb prosthetics do nothing on their own, other than functioning like the limb they have replaced. They act mostly as a basis for installing modifications or other implants into.
#### Skill Enhancement
Rank: Seasoned
Equilibrium: 2 per die step
Cost: 500 per die step
Skill enhancements increase an existing skill to a maximum of d12 and can be used to enhance existing skills or add new ones.
#### Attribute Enhancers
Rank: Veteran
Equilibrium: 2 per die step
Cost: 1000 per die step
Attribute enhancers increase an attribute up to a maximum of d12+2
#### Artificial Lungs
Rank:
Equilibrium:
Cost:
Existing Implant:
Description
## Implant Ideas
- Artificial Lungs (expanded breath holding capacity)
- Gas filters -> Upgrade to lungs, grants immunity to toxic gases
- Vision Enhancement (IR, EM, Thermal) -> upgrade to cybernetic eyes
- Hacking Interface
- Limb weapons -> Basic ranged and melee weapons that can be deployed from a limb (pistol for ranged / shortsword for melee)
- Reflex boosters -> reduces MAP for a limited time
- Targeting Enhancers -> reduce Called Shot/Range penalties
- Driving/Flight enhancers -> Reduce penalties when flying/driving vehicles
- Edge Chips -> grants an edge
Implant Entry template
#### Name
Rank:
Equilibrium:
Cost:
Existing Implant:
Description