Editing SavageWorldAdvEd.FadingSuns

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Cybernetics in the Fading Suns setting are fairly common among certain classes (especially within the Engineering Guild and the Guild itself) but are otherwise extremely rare in most ‘polite’ society. People have been taught for a very long time that cybernetics are evil or misguided at best and there is a heavy social stigma for obvious cybernetic attachments. On some worlds its outlawed to even have an artificial heart or hand replacement.</br>
 
Cybernetics in the Fading Suns setting are fairly common among certain classes (especially within the Engineering Guild and the Guild itself) but are otherwise extremely rare in most ‘polite’ society. People have been taught for a very long time that cybernetics are evil or misguided at best and there is a heavy social stigma for obvious cybernetic attachments. On some worlds its outlawed to even have an artificial heart or hand replacement.</br>
 
Cybernetic require surgery and hospitalization. This should generally cost VE and a week of recovery for each Strain Level.</br>
 
Cybernetic require surgery and hospitalization. This should generally cost VE and a week of recovery for each Strain Level.</br>
The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. A number of systems require other cybernetic implants in order for them but be installed. They are mark with an *</br>
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The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. A number of systems require other cybernetic implants in order for them but be installed.</br>
  
 
'''BIO ENHANCEMENTS AND REPLACEMENTS'''
 
'''BIO ENHANCEMENTS AND REPLACEMENTS'''
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'''COMBAT ENHANCEMENTS'''
 
'''COMBAT ENHANCEMENTS'''
:'''Combat Coding Implant*''' (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost EE (M)
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:'''Combat Coding Implant''' (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost EE (M)
:'''Hand-to-Hand Reaction Wiring*''' (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost VE (M)
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:'''Hand-to-Hand Reaction Wiring''' (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost VE (M)
:'''Range Data System*''' (1): Ignore two points of penalties to all Shooting checks, requires the Optics Upgrade. Strain 1, Cost E (M)
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:'''Range Data System''' (1): Ignore two points of penalties to all Shooting checks, requires the Optics Upgrade. Strain 1, Cost E (M)
:'''Targeting Eye*''' (1): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Upgrade. Strain 2, Cost VE (M)
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:'''Targeting Eye''' (1): Grants +2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Upgrade. Strain 2, Cost VE (M)
  
 
'''COMMUNICATION, DATA, AND SENSORY SYSTEMS'''
 
'''COMMUNICATION, DATA, AND SENSORY SYSTEMS'''
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:'''Optics Upgrade*''' (1): Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes and effects. Strain 1, Cost EE
 
:'''Optics Upgrade*''' (1): Ignore Illumination Penalties, grants +2 to all sight-based Notice checks and versus blinding flashes and effects. Strain 1, Cost EE
 
:'''Signal Booster*''' (1): 100-mile range radio, +2 Survival (navigation) rolls. Strain 1, Cost E
 
:'''Signal Booster*''' (1): 100-mile range radio, +2 Survival (navigation) rolls. Strain 1, Cost E
:'''Think Machine Implant*''' (1): A think machine is implanted into subject's brain that allows them to access various data and gain advice for such. Costs the price of the Think Machine implants (see Gear) must also be paid (including for illegal items). Strain 1, Cost E  
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:'''Think Machine Implant''' (1): A think machine is implanted into subject's brain that allows them to access various data and gain advice for such. Costs the price of the Think Machine implants (see Gear) must also be paid (including for illegal items). Strain 1, Cost E  
 
:'''Vehicle Interface*''' (1): Grants +2 to related Boating, Driving, Piloting, and Tech Use checks with vehicles. Strain 2, Cost EE
 
:'''Vehicle Interface*''' (1): Grants +2 to related Boating, Driving, Piloting, and Tech Use checks with vehicles. Strain 2, Cost EE
 
:'''Wilderness/Scout Upgrade*''' (1): Grants +2 to all Survival rolls. Strain 1, Cost VE
 
:'''Wilderness/Scout Upgrade*''' (1): Grants +2 to all Survival rolls. Strain 1, Cost VE
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:'''Booster Jets''' (1): Miniature rockets—Jump +4” horizontal, +2” vertical. Strain 1, Cost VE
 
:'''Booster Jets''' (1): Miniature rockets—Jump +4” horizontal, +2” vertical. Strain 1, Cost VE
 
:'''Climbing Package''' (1): Grappler and spikes, +2 to Athletics (climbing) rolls. Strain 1, Cost E
 
:'''Climbing Package''' (1): Grappler and spikes, +2 to Athletics (climbing) rolls. Strain 1, Cost E
:'''Leg Upgrades''' (4): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost VE (E if the user have two cybernetic leg replacements)
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:'''Leg Upgrades''' (4): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost VE
  
 
'''WEAPONS AND TOOLS'''
 
'''WEAPONS AND TOOLS'''
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:'''Lockpick Fingers''' (1): Grants +2 to all Thievery (lockpicking) checks. Strain 1, Cost E
 
:'''Lockpick Fingers''' (1): Grants +2 to all Thievery (lockpicking) checks. Strain 1, Cost E
 
:'''Mag-Lock Hand''' (1): Grants +2 to Thievery (Mag-Locks) checks. Strain 1, Cost VE (I)
 
:'''Mag-Lock Hand''' (1): Grants +2 to Thievery (Mag-Locks) checks. Strain 1, Cost VE (I)
:'''Tool Kit Hand Implants''' (1): Grants +1 to Repair, Tech Use and associated Thievery rolls. Strain 1, Cost E
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:'''Tool Kit Hand Implants''' (1): The ’Borg is a walking multi-tool— grants +1 to Repair, Tech Use and associated Thievery rolls. Strain 1, Cost E
  
 
== WEAPONS AND ARMOR ==
 
== WEAPONS AND ARMOR ==

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