Requires: Medicine Kit and Armorsmith's Tools proficiency
On your quest to travel the New World, you'll want to be stronger than the rest. Luckily, there's a more scientific way of improving your survival rate in the world. Due to advancements in science and studies with anatomy, individuals have begun experimenting with augmenting their very own bodies with machinery, compensating for what they lack, or improving what they are already good at. Many have seen these individuals travel the world in the form of Cyborgs, and now you can, too! With the medical tool proficiency and a cybernetic in your possession, you can spend DT and a set fee of Berry based on the Tier of the implant to surgically graft it to a willing creature. You must be in the same location as the creature for the duration of this procedure. The cost of the cybernetic also varies depending on the implant. Creatures can carry a number of Cybernetic Implants equal to their Constitution Modifier.
Finding Cybernetics. When rolling for Plunder, you have a chance to find cybernetics from tier 1 - 4, depending on where you are in the world. You can identify the technology through the "Research" DT activity.
Downtime/Berri Cost. In order to undergo a cybernetic implant, both characters involved in this procedure must spend a number of Downtime points and Berri, listed below. The Berri cost must only be paid off once, but the DT cost must be paid by both characters.
Tier 1: 4 DT, 40,000 Berri
Tier 2: 8 DT, 80,000 Berri
Tier 3: 16 DT, 160,000 Berri
Tier 4: 32 DT, 320,000 Berri
Tier 1 Implants
Cybernetic Eyes
You gain darkvision out to 60 feet. You lose any prior racial properties involving sight as a result.
Adrenaline Conductors
You gain +5 to all of your movement speeds.
Life Support
When you are brought to 0 hit points and are forced to make Death Saving throws, you can opt to automatically succeed one saving throw. You cannot use this feature again until 24 hours have passed.
Tier 2 Implants
Optical Camo
You can use the Invisibility Technique without spending energy a number of times equal to your Constitution modifier. You regain all uses on a long rest.
Acute Sensors
You gain blindsight out to a range of 15 feet.
Geo Locator
You gain advantage on all Wisdom (Survival) checks. Additionally, you are always aware of which direction you are facing at any given time.
Advanced Tooling
Pick a tool with which you have proficiency in. You gain expertise in that tool. If you choose a tool with which you already have expertise, you gain a 1d4 bonus to checks you make with that tool.
Tier 3 Implants
Skeleton Key
You gain an advanced lockpicking tool implanted into your fingertips. You gain advantage to all Dexterity checks that involve lockpicking. The DC of lockpicking a chest is reduced by 5.
Nano-Plating
Your AC increases by 1, and you gain damage reduction to all damage types equal to 2 x your Constitution modifier.
Rebreather
You become immune to noxious gases, fumes, and poisons with the Inhalant tag. You also gain the ability to breath underwater for up to 20 minutes. This works even if you have eaten a Devil Fruit, but you are still effected by the Devil's Curse.
Den Den Mushi Implant
A Den Den Mushi (Robotic) is installed in your brain. You can activate the Den Den Mushi as a free action, and it works like a Den Den Mushi (Ultimate). The Den Den Mushi (Robotic) allows you to speak through it telepathically, and the messages you recieve are also telepathic. Messages sent by you to Den Den Mushis that are not Robotic are not received by the other creature telepathically. Your Den Den Mushi Implant can record both sounds and vision.
Tier 4 Implants
Mummy Wraps
These wraps are built with special healing technology and rolls are implanted into your body that release when you take sufficient enough damage. The implant carries a number of charges equal to your proficiency bonus. You can spend any number of charges as a bonus action to regain 3d6 + 8 hit points per charge spent. Expended charges are restored upon completing a short rest.
Automated Weaponry
A melee or ranged weapon that you are proficient with and does not carry the two-handed property is implanted into your body that you can freely release or store as a bonus action. Attacking with a weapon stored in this way does not count as drawing or sheathing a weapon and deals an additional 4d4 damage once per long rest.
Smartlink
When making a ranged attack against a target within range, you can give yourself advantage on the attack. You can do this a number of times equal to your Constitution modifier per long rest. Additionally, the first attack against a target deals an additional 4 damage, as you're able to find a weak spot.
Cybernetic Enhancement
This Cybernetic increase one of your stats by +2 depending on the cybernetic you found. The list below shows the different enhancement types.
Carbon Muscle Fibers
Your Strength score increases by 2. Additionally, the amount of weight that you can carry, pull, and lift is tripled.
Hyper Reflexer
Your Dexterity score increases by 2. Additionally, you gain a +1 bonus to your AC.
Heart Enhancement
Your Constitution score increases by 2. Additionally, when you drop to 0 hit points, you instead immediately drop to 1 hit point instead. This feature can only happen once, resetting on a long rest.
Digital Encyclopedia
Your Intelligence Score increases by 2. Additionally, you gain advantage on Intelligence (History) checks and can do the Research DT activity without requiring any items. This includes Devil Fruit Research.