CORTEX BOMB
You have an explosive charge surgically implanted in your brain. This cybernetic malware is often used to ensure a subject’s loyalty, a method of self-destruction to avoid capture, or a “suicide bomb” by those wishing martyrdom.
Cortex Bombs damage, level, and price is determined by the type of grenade used for the explosive charge. Adding the cyberware trigger and implanting the malware costs an addition +1 to Purchase DC. Example: using the explosive charge from a frag grenade V would be considered 14th level, have a Purchase DC 27, and does 10d6 P damage in a 15’ radius.
If the cortex bomb is triggered, the recipient gets no saving throw and the detonation is considered a Coup de Grace. If the recipient survives the damage they must make a Fortitude saving throw (DC = 10 + level of the grenade) or die. Others trapped within the blast radius get a saving throw based on the type of grenade used.
Types of triggers built into a cortex bomb are only as limited as the engineer’s imagination. Common triggers for a cortex bomb include; attempting to disarm the cortex bomb, a remote detonator, exceeding the time limits between check-ins with a controller, moving out of the range of a controller, or going against a directive set by a controller. The controller can be a device or person. When a cortex bomb is used in martyr mode it’s considered a swift action for the recipient to activate the bomb. A recipient using a cortex bomb to self-destruct often includes a delay from time of death allowing a medic to potentially revive the recipient. Other self-destruct cortex bombs rely on proximity sensors so the malware detonates only in the presence of one or more bystanders.
Disarming a cortex bomb requires a successful Medicine skill check (DC = 15 + level of the grenade) followed by a successful Engineering skill check (DC 20 + level of the grenade). Failure of either roll results in the premature detonation of the cybernetic malware.

Comments