I've been working on a sci-fi setting using a Mastercraft base. I've also been watching a lot of Ghost in the Shell. Not coincidentally, I've decided that I'd like to create an expert class dedicated to getting the most out of your Implants.
First, I'd like to point out that as I have it set up right now, Implant is an upgrade you can apply to many different types of gear. I don't (yet) have any kinds of gear available only as implants, nor do I yet have rules to cover the case of full-body conversions. The way I see it, you don't need to have the Cyborg class to have Implants, but you'd need Implants to be a cyborg (natch). The Cyborg class would be designed to make your implants more effective. There may or may not also be feat support (ie. Implant Basics/Mastery/Supremacy), which if there is, Cyborg would probably require Basics to get in but give Mastery and Supremacy as bonus feats.
The way I see it's table would be something like:
BAB ..... High
Fort ..... Medium
Ref ..... Medium
Will ..... Medium
Def ..... Medium
Init ..... High
Lifestyle ..... Low
Legend ..... Low
With class abilities that make Implants cheaper to acquire that make up (in part) for the lower lifestyle.
Any ideas on class abilities? I'd prefer things that effect Implants in general, but don't require a specific kind of implant (no bonuses to attacks with implanted weapons for example).
Requirements: Resolve 6+, Athletics 6+, Study: Implants
Favored Attributes: Dexterity, Strength
Class Skills: Acrobatics, Athletics, Crafting, Investigate, Notice, Resolve, Sense Motive, Tactics
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level
Prosthetic Perfection: Each time you spend 1 action die to boost an attack or skill check made using an implant, you roll and add the results of 2 dice (e.g. at Career Level 6, 1d6 becomes 2d6).
Six Million Dollar Body I: Your body's worth more than a house. At Level 1, you recieve a 20% discount when purchasing Implants. Further, the time required to repair your implants is reduced to half.
Prosthetic Enhancements: At Level 2 and 7, the lower of your Strength or Dexterity scores rises by 1.
Bonus Feat: At Levels 3, 5, 7, and 9, you gain an additional Basic Combat or Gear feat.
More Machine Than Man I: At level 4, the number of devices that can be installed as implants is treated as if you were a housing one size category smaller than yourself (rather than two).
More Machine Than Man II: At level 8, the number of devices that can be installed as implants is treated as if you were a housing equal to your own size category.
Technological Evolution:At Levels 4, 6, and 8, you may choose 1 of the
following abilities. Each may be chosen only once.
• Always Ready: You may always act during surprise rounds.
• Expendable Parts: Once per adventure, when you would suffer a critical hit or injury, you may instead choose one implant you own. That implant becomes broken and cannot be used until repaired.
• Expertise: Choose one: Acrobatics, Athletics, Crafting, Investigate, Notice, Resolve, Sense Motive, or Tactics. Taking 10 with this skill doesn't take twice as long and taking 20 only takes 10 times as long.
• Most Deadly (implant weapons): It costs you 1 fewer action dice to activate critical hits with attacks made with implanted weapons (minimum 0).
• Silicon Stomach: You are immune to poisons and diseases, and you never suffer the effects of drugs, but can gain no benefit from them either. Also, you only require one common meal each day, but you gain no benefit from eating other than sustenance.
• Sprint: In combat, your Speed increases by 10 ft.
Ghost in the Shell: At Level 10, you may replace your body once per adventure during a Downtime of at least 1 day. When you use this ability, all damage and critical injuries are healed. Further, once per adventure you may spend one action die to Cheat Death with a petty fate. When you do, you may return after the next Downtime of one day or more instead of the start of the next adventure.
Your new body can have different attributes or implants than your original, but if any changes are made you lose 1 point from your highest Renown. If you choose to change your body, you must pay for all implants in the body that weren't in your original (its assumed that your old body was cannibalized for parts). You may rearrange your physical attributes; compare your current physical attributes with Table 1.1 Attribute Scores. Total the cost of the attributes you have (any attribute over 18 gives you 22 points and the excess is lost), then redistribute those points amongst Strength, Dexterity, and Constitution. Any points that cannot be spent are lost.