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Cyberware:Chemical AnalyzerCyber Threshold: 4Resource Rating: Typical This implant allows the character to analyze compounds with a +2CS on their chemistry skill. Cranial BombsCyber Threshold: -
DatajackCyber Threshold: 4Resource Rating: Typical A datajack allows the wearer to plug devices directly into his head. He can use this to directly view video images or control computerized devices. It gives the wearer Remarkable computer communication and computer control at the wearer's Reason rank. EncephalonCyber Threshold: varies
MemoryCyber Threshold: varies
Olfactory BoosterCyber Threshold: 4Resource Rating: Typical This gives the character the Hyper-Olfactory (DT7) power at Remarkable rank. Orientation SystemCyber Threshold: 8Resource Rating: Good An Orientation System can analyze a character's whereabouts (at a planet of which it contains maps) with Un accuracy. It can also display various country and city maps. SoftlinkCyber Threshold: 5Resource Rating: Typical A Softlink contains 2 open slots for chips on which professional skills are imprinted. With these chips the character can use those skills. The costs of the chips are Good except for uncommon skills for which the Judge should determine the price. Tactical ComputerCyber Threshold: varies Resource Rating: varies A tactical computer is used to tag an opponent and predict it's next move, it can tag (Reason/10 + level of tactical computer) opponents. An orientation system adds 2 to the effective level of the tactical computer, additional hearing or visual senses also increase it's rank by 1. To tag an opponent the computer must make a roll on the ability listed below with a -1CS modifier for each area the opponent is beyond the first. When an opponent disappears from the line of sight the computer gets a -1CS for each meter the opponent moved while out of line of sight.
Additionally the tactical computer gives +1 Initiative/level CommlinkCyber Threshold: 6Resource Rating: Good This is a normal commlink system only implanted in the character's head. Crypto CircuitCyber Threshold: 2Resource Rating: Excellent This Circuit scrambles or descrambles messages with In ability. RadioCyber Threshold: 12Resource Rating: Typical A Radio-transmitter with a larger area than the normal Commlink, only it is easier to overhear. Radio RecieverCyber Threshold: 8Resource Rating: Typical A normal implanted reciever. TelephoneCyber Threshold: 10Resource Rating: Typical An implanted telephone. Balance AugmentationCyber Threshold: 8Resource Rating: Good The character gets a +2CS for tumbling and acrobatic tests. DamperCyber Threshold: 2Resource Rating: Typical The character gains resistance vs. sonic attacks at Excellent rank. Hearing AmplificationCyber Threshold: 4Resource Rating: Typical The character gains Hyper-Hearing at Remarkable rank. RecorderCyber Threshold: 5Resource Rating: Typical If combined with the Memory implant a character can record things he hears. CameraCyber Threshold: 8Resource Rating: Typical If combined with the Memory implant a character can record things he sees. Low-LightCyber Threshold: 4Resource Rating: Typical The character can see better in darkness and suffers 2CS less penalties. Vision MagnifierCyber Threshold: 4Resource Rating: Typical The character gains telescopic vision (DT17) at Feeble rank. ThermographicCyber Threshold: 4Resource Rating: Typical The character gets Thermal Vision (DT18) at Incredible rank. Eye WeaponsCyber Threshold: varies Resource Rating: varies
They both can fire only once and take 2 rounds to reload. After firing the character is at -1CS for 1-4 rounds. Oral WeaponsCyber Threshold: variesResource Rating: varies
Bone LacingCyber Threshold: varies Resource Rating: varies There are three types of bone lacing: -Plastic Poor body armor -Aluminium Typical body armor +1CS damage (not above Remarkable) -Titanium Excellent body armor +2CS damage (not above Incredible) Plastic Cyber Threshold: 10 Resource Rating: Typical Aluminium Cyber Threshold: 23 Resource Rating: Good Titanium Cyber Threshold: 45 Resource Rating: ExcellentCybertorsoCyber Threshold: 25Resource Rating: Excellent A Cybertorso gives Typical body armor and halves the Cyber Threshold for strength increase in the limbs. It can also be plated, this gives body armor equal to the resource Rating spend. This body armor counts only for hits on the torso. CyberskullCyber Threshold: 13Resource Rating: Excellent A Cyberskull gives Poor body armor and can also be plated like a Cybertorso for the same costs. Retractable RazorsCyber Threshold: 4Resource Rating: Good This gives the character retractable claws for Excellent edged damage. Internal Air TankCyber Threshold: 5Resource Rating: Typical Increases the character's endurance by +4CS for purposes of holding ones breath. Fingertip CompartmentCyber Threshold: 2Resource Rating: Typical Allows the character to store small objects. Muscle ReplacementCyber Threshold: variesResource Rating: varies Each level increases the character's Strength and Agility by +1CS (not above Monstrous), level 3 also increases Fighting by 1CS.
SmartlinkCyber Threshold: 5Resource Rating: Typical The smartlink gives the character +1CS to hit when shooting a firearm. Firearms must be be made "smart" which doubles the normal costs. CyberlimbsCyber Threshold: variesResource Rating: varies Each limb can be replaced with a cyberlimb which gives the character Typical body armor. The limbs can also be plated like the Cyberskull and Torso. They can hold containers for weapons and items and their strength can also be upgraded.
A covering to make it look natural costs an extra 2 resource points. Increases strength (up to Unearthly) costs resource ranks and Cyberware Threshold equal to strength/3 (rounded up). Move-By-Wire SystemCyber Threshold: variesResource Rating: varies Move By Wire increases the smoothness with which a character moves. But since to character lives in a constant state of seizure he must make an Endurance FEAT every month or suffer cardiac arrest. For each level of Move By Wire he gets a -1CS on Endurance.
Boosted reflexes are not compatible with the Move by Wire system or Wired Reflexes. Dermal PlatingCyber Threshold: variesResource Rating: varies Dermal Plating gives body armor equal to Resource Points x 2, Cyberware Threshold equals Resource Points spend. Dermal SheathCyber Threshold: variesResource Rating: varies Dermal Sheath gives body armor equal to Resource Points x 3, Cyberware Threshold equals Resource Points x 1.5. Dermal sheaths can be outfitted with adaptive coloration (5 resource points extra). Filteration SystemsCyber Threshold: 8Resource Rating: Excellent This gives the character resistance to gasses and poisons at Excellent rank. Skill-WiresCyber Threshold: 30Resource Rating: Remarkable Just like Softlink this implants allows the character to use chips with skills upon it, Skill-Wires can handle up to 10 skills and can handle all sorts of skills, so not only Proffesional skills. Wired ReflexesCyber Threshold: variesResource Rating: varies
Platelet FactoryBio Threshold: 4Resource Rating: Good Platelet factories increase the body's ability to handle damage. A character with Platelet factories suffers -1CS damage from attacks (attacks of more than Unearthly damage do normal damage). However to avoid cardiac arrest a character must take a dose of anticoagulants each day. One dose costs Poor resource points but are hard to come by. When the character doesn't take the anticoagulants he must make an End.FEAT every 12 hours with a -1CS penalty for each day without the anticoagulants. If he fails to make a yellow result he goes into cardiac arrest. Platelets cannot be damaged. SymbiotesBio Threshold: variesResource Rating: varies Symbiotes grant the character Regeneration, but the character's food consumption increases also.
SynthacardiumBio Threshold: variesResource Rating: varies A Synthacardium boosts the heart's capabilities.
OrthoskinBio Threshold: variesResource Rating: varies A skinlayer that provides armor.
Tailored PheromonesBio Threshold: variesResource Rating: varies This bioware gives the character emotion control on the opposite sex at a power rank equal to twice the Resource rating spend. The Bio Threshold is equal to half the Resource rating spend. Adrenal PumpBio Threshold: variesResource Rating: varies An adrenal pump temporarily increases the character's statistics. It lasts for 1d6 minutes per level and after the character suffers damage equal to twice the amount of minutes the pump was active. Note however that although a character can fall unconscious from the damage he cannot die from it.
Toxin ExtractorBio Threshold: variesResource Rating: varies The Toxin Extractor gives the character resistance to toxins at a level of 2x Resource Points spend (max. 25). The Bio Threshold is 1/2x resource Points spend (rounded up). Cerebral BoosterBio Threshold: variesResource Rating: varies The cerebral booster raises Reason and Intuition:
Mnemonic EnhancerBio Threshold: variesResource Rating: varies The Mnemonic enhancer giver the character Total Memory (M33) at a rank equal to 2x Resource Points spend (max. 25). The Bio Threshold is 1/2x Resource Points spend (rounded up). Synaptic AcceleratorBio Threshold: 15Resource Rating: Excellent The synaptic accelerator allows +1 Attack and +2 Initiative. Toxin ExhalerBio Threshold: 6Resource Rating: Good With the Toxin Exhaler the character can spit or breath up to Remarkable level poisons. Note that the character is not immune himself. Enhanced ArticulationBio Threshold: 6Resource Rating: Good Enhanced Articulation gives +3 Initiative. Muscle AugmentationBio Threshold: variesResource Rating: varies Each level gives +1CS Agility and Strength. The Bio Threshold is equal to 8 points per level and the Resource rating is equal to 20 + level. No stats can be increases above Monstrous. |
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