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Chapter 2: Cyberware
Description of game terms:
Model: The model or version of the cyperware.
Type: The classification of the cyberware.
Surgery: An operation is necessary when installing a piece of cyberware, but the complexity of the operation varies. A person installs/operates a piece of cyberware into the body of another person by using the medicine: cyborging skill. If the medicine: cyborging roll is lower than the cyberwares surgery difficulty, something have gone wrong. The result of an operation gone wrong can be estimated by finding the difference between the medicine: cyborging roll and the difficulty on the “Surgery Failure Chart”.
The cost and resting period for each type of surgery is following:
Surgery |
Cost |
Resting period |
Very easy |
100 |
4D hours |
Easy |
200 |
8D hours |
Moderate |
500 |
1D days |
Difficult |
2,000 |
3D days |
Very difficult |
5,000 |
1D weeks |
Heroic |
10,000 |
3D weeks |
Difficulty noticing: The difficulty noticing the cyberware when using perception or search. Auto, means that the cyberware is so obvious that you cannot help notice it, and impossible means that the cyberware is only visible on scanners or by surgery. A cyberwares Difficulty noticing may be raised or lowered one or more difficulty levels, by increasing or decreasing the cost of the cyberware by 10%. Example: The Difficulty noticing a specific piece of cyberware may be raised from moderate to very difficult, by increasing the cost by 20%. While another piece of cyberware may have it’s Difficulty noticing lowered from impossible to easy, by decreasing it’s cost by 50%.
Skill: Some types of cyberware use a skill, these are listed here.
Cost: Basic cost of the cyberware. Add cost of the surgery.
Availability: Availability of the cyberware.
Game notes: Special notes, penalties and bonuses are noted here.
Medicine: cyborging roll < difficulty by:
0-3: The cyberware has not been installed properly, and every time the wild die comes up as a 1, on any rolls related to the cyberware, it will not function the next 1D minutes.
4-8: Something is wrong with the way the cyberwaer is connected to the patient. 1D weeks after the operation the cyberware will break down.
9-12: The cyberware is out of control, reacting randomly to non existing commands from the user.
13-15: The body’s immune system is resisting the cyberware, and rejects it as foreign. The cyberware cannot be used, and unless removed, the user will become very ill (-1D to all rolls) in a matter of 1D days.
16+: The operation has gone totally wrong, and the patient have died.
Night vision eyes
The night vision eyes features electronic light-amplification, allowing the user to see in anything but total darkness without any penalty. Fog and smoke affect as normal.
· Night vision eyes
Model: Electrobody 648/C night vision eyes
Type: Cyberware eyes
Surgery: Moderate
Difficulty noticing: Easy
Cost: 2,500
Availability: 2
Parabolic hearing chip
The inside of the ear is removed and replaced with a advanced sound chip. The user can ”zoom in” on a particular distant sound or area, filtering out background noise.
· Parabolic hearing chip
Model: Soundcom.inc PH chip
Type: Cyberware hearing aid
Surgery: Moderate
Difficulty noticing: Difficult
Cost: 1,000
Availability: 2
Game notes: +2D to perception when listening for specific sounds.
The user of thermografic eyes is able to see by sensing temperature differences between objects. When using the thermografic vision the user suffers no penalty for fog, smoke or darkness. However, thermografic vision is colour-blind, and objects of same temperature show no contrast, generally a ten degree difference in heat is needed to distinguish objects from their background. While using thermografic vision the user cannot see the normal visual spectrum, and switch counts as an action.
· Thermografic eyes
Model: Cydeal v.05 thermografic eyes
Type: Cyberware eyes
Surgery: Moderate
Difficulty noticing: Very easy
Cost: 2,500
Availability: 2
Game notes: While using thermografic vision the user suffers no penalty for fog, smoke or darkness. The user gets +2D to search, when looking for warm (living) objects.
By using the zooming ability of these cyber eyes the user can have his eyes zoom in on objects of interest. The user may perform certain analytic and scientific tasks without instruments.
· Zooming eyes
Model: Cybernology outcome zoom eyes
Type: Cyberware eyes
Surgery: Moderate
Difficulty noticing: Easy
Cost: 2,700
Availability: 2
Game notes: All search- and perception- oriented skills are increased by 3D when using the zooming eyes to view areas more than 100 meters away, or to view objects less than 30 centimetres away.
Adrenaline increaser
An adrenaline increser is placed in the head of the patient to artificially increase the level of adrenaline, when the increaser is turned on. The result is more strength and better reflexes.
· Adrenaline increaser
Model: Cybernology V2 Adrenaline increaser
Type: Headware
Surgery: Difficult
Difficulty noticing: Impossible
Cost: 1,200
Availability: 2, R
Game notes: When the adrenaline increaser is turned on (counts as an action) the wearer gets +1D to perception when rolling initiative, and +1 to strength.
Balance enhancer
The balance enhancer is a piece of electronic balance equipment, operated into the brain and connected to the users balance nerve. The electronic balance will give the user near perfect balance, but if the device for some reason shuts down the user is left with no sense of balance at all.
· Balance enhancer
Model: Electrobody 464/F Balance enhancer
Type: Headware
Surgery: Very difficult
Difficulty noticing: Impossible
Cost: 3,500
Availability: 3
Game notes: The user rolls 7D when moving on narrow or moving surfaces.
Cable jack
A cable jack in the head allows the user to read from and operate datapads and pocket computers by thought. The user needs a cable to connect to the datapad or pocket computer.
· Cable jack
Model: Cybernology V5 cable jack
Type: Cyberware cable jack
Surgery: Difficult
Difficulty noticing: Difficult
Cost: 1,500
Availability: 2
Comlink
By installing a comlink in the head, connected to a speaker in the inner ear, the user is able to receive radio transmissions. The user can switch the comlink on and off, and change frequencies by thought. The comlink can only receive not transmit.
· Comlink
Model: Eylan 0111001 Comlink
Type: Cyberware comlink
Surgery: Difficult
Difficulty noticing: Impossible
Cost: 300
Availability: 2
ECS
The ECS, or experience chip slot, is among the most advanced technology in the galaxy. The chip slot is used to hold ”experience” chips (EC) that gives the users brain access to lots of artificial ”memory” about a specific subject. With the ECS you can do and know things you never have learned. Because an experience chips ”memory imaging” encoding differs radically from actual memories or learned experiences the user may already have, the ECS must override the users own reflexes, experiences and memories, forcing the user to rely only on the ECS and EC.
· ECS
Model: Catal/05 ECS
Type: Headware
Surgery: Very difficult
Difficulty noticing: Moderate
Cost: 8,000 (a EC cost 5,000 for each die in it’s die code)
Availability: 4,X
Game notes: Each experience chip holds information about one subject, to a certain level, represented by a skill and a die code. When a Experience chip is put into the ECS, the user must use the chips die code, when using the chips skill. The ECS can only hold one chip at a time to avoid brain damage. Examples of experience chips:
Alien species 6D, Buisness 5D, Demolition 3D.
Slave module
The slave module is a cruel invention, used by few slavers and corporations. All parts of the brain containing personality and memory, is removed to make room when the module is inserted into the users head. The user is left only with the brain parts controlling the body and the most basic instincts and reflexes.
When fittet inside the head, the module works like a simple droid “brain” using the “host” body to carrie out the commands of the modules owner.
Persons controlled by a slave module is sometimes refered to as cyberzombies, and is often used as guards, or labor workers. The use of slave modules is illigal in most systems.
· Slave module
Model: Catal/01 Slave module
Type: Cyber headware
Surgery: Very difficult
Difficulty noticing: Impossible
Cost: 1,200
Availability: 3, X
Cyber limbs
When wearing a cyber limb, the wearer uses the limbs strength to resist damage rather then his own strength, if the limb is damaged.
Cyber arm, simple
Replacement metal arm. Servo assisted hydraulics allow the carrying of heavier items.
· Simple Cyber arm
Model: Electrobody 834/D Cyber arm
Type: Cyber limb
Surgery: Difficult
Difficulty noticing: Auto
Cost: 4,000
Availability: 2
Game notes: The simple cyber arm has strength 3D, when resisting damage. The arm adds +1D to the wearers lifting and brawling skills, this bonus also applies to melee and brawling damage.
Extremely heavy cyberarm making the wearer a deadly opponent, even if unarmed.
· Heavy Cyber arm
Model: TokoTecnology Heavy cyber arm V3
Type: Cyber limb
Surgery: Difficult
Difficulty noticing: Auto
Cost: 6,500
Availability: 2, F or R
Game notes: The heavy cyber arm has strength 5D, when resisting damage. The arm adds +2D to the wearers brawling, and melee damage. The wearer also gets +3D to the lifting skill.
Cyber leg
Advances in foam-metal technologies have produced this cybernetic limb system.
Constructed of a lightweight plaststeel core, with iron outer coating. These artificial legs provide immediate improvement to the patients speed.
· Cyber legs
Model: Cyborg.inc Cyber legs
Type: Cyber limb
Surgery: Difficult
Difficulty noticing: Auto
Cost: 6,000
Availability: 2
Game notes: The cyber legs has strength 4D, when resisting damage. These cyber legs increases the wearers move by 3.
Other cyberware
Cyber chest
A metal chest cage. All internal organs are shielded by metal casing
· Cyber chest
Model: NoPainReg. Cyber chest No.6
Type: Cyberware
Surgery: Very difficult
Difficulty noticing: Moderate
Cost: 2,500
Availability: 2
Game notes: The metal chest cage acts like body armour: +1D+1 physical, +2 energy.
Cyber weapons
A cyber weapon is placed in the users body, often replacing an arm, and is connected by wires to the users brain. Many types and designs can be found throughout the galaxy, but generally any ranged or melee weapon can be found as cyber version.
· Cyber weapons
Type: Cyber weapon
Surgery: Difficult
Difficulty noticing: Auto
Cost: Weapons price x2
Availability: 2, (fee, restriction or illegal, as weapon)
Heart regulator
Heart stimulator. Monitors and maintains the heart rate of the individual.
· Heart regulator
Model: Onelife 569 Heart regulator
Type: Cyberware
Surgery: Moderate
Difficulty noticing: Impossible
Cost: 750
Availability: 2
Game notes: Adds +1D to all stamina rolls.
Page Layout designed in Notepad, logo`s done on Personal Paint on the Amiga.
Text by Benjamin Lamberth. Images are by unknown, no claim on copyright is attempted, it resides with the various artists.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.
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