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== CYBERNETICS == [[File:FadingSun.Cyborg2.jpg | 350px | right]] <font size=1>[https://wiki.rpg.net/index.php/SavageWorldAdvEd.FadingSuns Back to the Top]</font size></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> 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> '''BIO ENHANCEMENTS AND REPLACEMENTS''' :'''Armor Plating''' (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost E :'''Bionic Strength Augmentation''' (4): Raise Strength one die step. Strain 1/level, Cost VE :'''Chem Enhancer''' (1): +2 to recover from Shaken or Stunned, stacks with Combat Reflexes edge. Strain 1, Cost E :'''Cyber Environmental Survival Systems''' (1): Immune to disease, drowning, and poison, +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost EE :'''Cyber Limb Replacemment''' (4): one or more of the characters limbs have been replaced by cybernetics. Grants +1 Toughness per level. Strain 1, Cost VE :'''Cyber-Wired Reflexes''' (2): Raise Agility one die step. Strain 1/level, Cost VE :'''Extra Cyber Arm(s)''' (2): Adding an extra arm onto subjects body allows it to ignore 2 points of Multi-Action penalties each turn. Gain Nonstandard Build (Minor) and +1 to Toughness. Strain 2, Cost VE :'''Flesh Cavity''' (U): Holds three grenades or a pistol; –4 on Notice checks to find it, unless the searcher is familiar with cyborgs. Stain 1/level, Cost P :'''Fusion Power Cell''' (1): Powers the borg’s built-in systems and weapons, and connects to carried weapons using cables, and could even recharge power and energy clips. Strain 2, Cost EE (M) :'''Nano-Repair System''' (1): Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject poison or disease in the system. Strain 2, Cost EE :'''Pain Desensitivity''' (2): Ignores one level of Wound penalties per level of cyernetics. Stacks with Level Headed edge. Strain 1/level, Cost VE :'''Reinforced Frame''' (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost E :'''Synthetic Organ Replacement''' (3): Raise Vigor one die step. Strain 1/level, Cost VE '''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) :'''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) :'''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''' :'''Core Electronics Package''' (1): A computer with universal jack—grants +2 to Common Knowledge, Research, Repair, Tech Use, Think Machine Chant rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 1, Cost VE :'''Audio Upgrade*''' (1): Gain +2 to hearing-based Notice checks or to resist audio-based attacks. Hear the hyper-sonic and subsonic ranges. Strain 1, Cost VE :'''Environmental Sensors*''' (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". Stain 1, Cost EE :'''Expanded Detection and Security Array*''' (1): 360 degree radar, sonar, and motion detectors grant +2 Notice and the Danger Sense Edge. Strain 1, Cost VE :'''Language Translator*''' (1): Translates languages at d12+2. The system learns new languages—roll a d6 each day. On a 4+ gain one skill die step. Strain 1, Cost VE :'''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 :'''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 :'''Wilderness/Scout Upgrade*''' (1): Grants +2 to all Survival rolls. Strain 1, Cost VE '''MOBILITY''' :'''Aquatic Gills and Webbing''' (1): Move at full Pace when swimming, can breathe underwater, and suffer no submerged penalties to actions. 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 :'''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) '''WEAPONS AND TOOLS''' :'''Built-In Close Combat Weapons''' (U): A Close Combat Weapon is integrated into the ’Borg: 1 Strain per 25lb, increase weapon cost by +2, minimum P. Strain 1/level, Cost E (M) :'''Built-In Ranged Weapon''' (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 50lb, increase weapon cost by +1, minimum E. Strain 1/level, Cost VE (M) :'''Gen-Lock Hand''' (1): Grants +2 to Thievery (Gene-Lock) checks. Strain 1, Cost EE (I) :'''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) :'''Tool Kit Hand Implants''' (1): Grants +1 to Repair, Tech Use and associated Thievery rolls. Strain 1, Cost E
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