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Fallout: The Traveler Overview
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"Despite the humanity was shattered in the Great War, they still not fighting in stick and stones. Some of Halcyon, Big MT and Institute’s most advanced technological creations have been created – and the Cyberware module gives you the chance to obtain them!" -Paimon's Survival Help

Based off and improved upon the Fallout New Vegas mods Project Nevada and Cyberware's Cybernetic Implant System which after purchasing the Cyborg tech control unit from the Halcyon for 5000 caps apiece, you can apply it to your spine to obtain Cyborgpunker perk, which unlocks use of cybernetic upgrades in Fallout: The Traveler.

Overview[]

Unique implants that grant powerful abilities are placed all over the wasteland in difficult, but rewarding locations. Other, less powerful implants can be obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times at a workbench.

Once you reach a certain level then pick up or buy an implant, the introductory quest “Cyborgpunk Wastelander 2300” starts and leads you to a doctor who can implant it. Some doctors are able to perform the surgery from the start. Finding the books titled Cybernetic Surgery, Standard Edition, you can train a few more doctors including Curie.

Implant slots are depending on the Traveler's race and perk i.e a Human Traveler can get two more implant slots, while a Synth Traveler can get 4 more implant slots.

Prosthetic Limbs[]

An optional implant that doesn't take any slot. Prosthetic limbs completely replaces the Travelers limb with a mechanical copy, while in Sawyer Mode it is used in the event the Traveler's limbs get severed. Consisting of two arms and two legs, prosthetics range from being worst than their original (hook and pegleg) to superior to the original, which not only increases the limb's HP but also adds/subtracts some stats (large, industrial-grade arms will increase melee and strength but lowers charisma and small guns while those made to look normal might increase strength and charisma) and can be blown off, removing it entirely (unlike crippled limbs) until the Traveler repairs it. Note that once a prosthetic limb is installed it can't be reversed, and some factions does not like cyborgs.

Types[]

Head Implants[]

Title Effect
AR Scanner Real-time target analysis
Bionic Eyes Enhanced vision modes
Zoom n Go Bionic Eyes Increase aim distance
Empathy Synthesizer Charisma +1
Logic Co-Processor Intelligence +1
Optics Enhancer Perception +1
Probability Calculator Luck +1
Voice Modulator Lie, Imitidation and Persuasion +2 (3, 4, 5), Barter +2 (3, 4, 5)
Skull Gun Gain a weapon that can't be disarmed, -2 Intelligence
Laser Eyes Gain a weapon that can't be disarmed
Fire Breath
Acid Spit
Enhanced Hearing
Paimon Assistant System Gain access to Paimon voice system assisting you.
Aggressive Defense System Intercepts and destroys rockets, plasma bolts, fireballs, grenades, and other projectiles that comes near the user.
Night Vision
Infravision
Sonar Imaging
Micro-Assembler Can break down and craft items within inventory
Calm Tempermant
Fear Inhibitors +50 AP
Shame Inhibitors
Sleep Inhibitors Gain the benefit of full rest with only an hour of sleep and drastically reduce fatigue growth (Sawyer Mode)
Absorbent Brain +50% EXP

Torso[]

Title Effect
Adrenaline Booster AP regeneration bonus for kills
Hypertrophy Accelerator Strength +1
Monocyte Breeder Health Regeneration
Metabolism Overclock Enhanced Health Regeneration, suffers debuff when not eating food after 5 minutes (normal), increase hunger loss (Sawyer mode)
Reinforced Digestives Suffer half the debuff/damage from eating rotten food
Nociception Regulator Endurance +1
Reflex Booster Agility +1
Repair Nano-Bots
Vision Compensator -15 AP cost for using visions
Stealth Nano-Bots Controllable stealth field
Stealth Bacteria Controllable stealth field, -8 Charisma, nearby enemies will detect you
Sub-Dermal Armor DT +4
Synthetic Lungs Water breathing, -15% AP cost when stablizing aim, temporary immunity to gas attacks/hazard
Synthetic Heart Temporarily boost other implants
Power Recirculator Decrease AP costs
Enhanced Temperature Regulations Reduce ambient temperature effects by 75% (Sawyer Mode)
Adaptive Scales DT +1 for every 2% HP loss, stacks indefinitely, lose stacks when 5 second pass without taking damage
Sandevistan
Tanaka's Sandevistan (unique)
Chest Cannon
Goo Overdrive Can walk on walls
Back Jetpack Gain a jetpack
Biojet Gain a jetpack, -5 Charisma
Boost Thruster Gain a dash
Biothruster Gain a dash, -5 Charisma
Back Gliders Glide slowly when falling
Ram Shackles Sprinting deals damage to nearby enemies, can break down most doors and some walls
Constrictor Harness Can slip through small cracks, take damage when staying in such space for more then 10 seconds
Protective Mucus Provides resistance to Poison and removing chance of Poison negative effects
Icarus Landing System Transform any and all fall damage into an explosion that harms nearby enemies
Tentacles
Black Carapace Can use power armor without needing a fusion core and removes all power armor penalties
Hidden Compartment +5 carry weight
Shoulder Cannon
Enhanced Platelets +20 HP regeneration, automatically removes Bleeding after some time (Sawyer Mode)

Arms[]

Title Effect
Kinetic Accelerator Reload 10% (20%) and melee attack 5% (10%) faster
Nanobionic Weave Limb regeneration
Hand Stabilizer Lockpick +2 (3, 4, 5), Repair +2 (3, 4, 5)
Motor Memorizer Pistols, Long Guns and Automatics +2 (3,4,5), Energy Weapons +2 (3, 4, 5)
Neural Datatool Science +4 (6,8,10)
Razor Nails Unarmed critical chance and damage increased by 25% (40, 55, 70)
Gorilla Fists Increase punch damage, can pry open most doors and break most walls
Mantis Blades
Monowire Increases melee range
Rocket Fist Can throw a ranged punch
Combat Strength Increase melee damage
Microfibral Muscle Can lift, and throw, heavy objects
Finger Guns
Arm Cannon
Recoil Compensator Reduce recoil from weapons
Grappling Hook Fire a hook that reels you up
Grappendix Fire a hook that reels you up, -5 Charisma
Arm Cannon
P.E.P.S. Gain a non-lethal weapon
TESLA Gain a non-lethal weapon that disables robots/electronics
Built-In Chainsaw
Ammunition Gland
Sixth Finger
Typhoon Explosive System
Hacking Whip Gain a melee weapon, can hack terminals at a distance
Built-In Lockpick Gain an unbreakable lockpick
EMP Generator EM Burst (with MF breeder)
Hyperfrequence Emitter HF Burst (with MF breeder)

Legs[]

Title Effect
Kinetic Accelerator Movement 10% faster (20%, when installed on both legs)
Kinetic Dampener Reduces all footstep noise
Nanobionic Weave Limb regeneration
Tread Damper Sneak +4 (6, 8, 10)
Weight Absorber Carry weight +10 (20, 30, 40)
Augmented Legs Increase kick damage, can kick down most doors and walls
Pneumatic Legs Increase jump height
Vertical Entry Device Greatly increase jump height
Icaros Machine Extremely Increase jump height, risk fall damage
Leg Boosters Gain a double jump
Jet Boosters Gain a triple jump
Gunkboosters Gain a double jump, -5 Charisma
Funkgrunters Gain a triple jump, -4 Charisma
Microbial Oil Secretion Glands Reduce floor friction
Knee Mortar
Battle Walker Can increase height
Rooting Drills

Trivia[]

  • This feature is inspired by the popular New Vegas mods, Project Nevada and the Cyberware 2281.
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