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== CYBERNETS == [[File:StarWars.Cyborg.jpg | 300px | right]] Found in SFC pg. 30-31 but needs to be updated to Adventure Edition rules and the Wealth check, Strain works as found there. The [x] is how many times that piece of cybernetics maybe taken. It generally requires an hour of surgery in a hospital per Strain Point and at least a week of rest per Strain Point (or 24 hours in a Bacta Tank who emerges with two levels of Fatigue). The surgery cost -2 for up to 3 Strain, -4 up to 5 Strain, -5 for 6 more Strain. :'''Adrenal Surge''' [1] (+2 to recover from Shaken and Stunned. Stacks with Combat Reflexes. Strain 2, Cost -3) :'''Aquatic Package''' [1] (Can breathe in any oxygen-filled liquid and can move full Pace underwater. Strain 2, Cost -3) :'''Armor''' [3] (+2 Armor Points. Strain 1, Cost -2) :'''Attribute Increase''' [3] (each implant increase one attribute +1 step. Each step after d12 adds +1. Spirits and Vigor from this increase do not increase Strain. Cost -4, Strain 2) :'''Auto-Doc''' [1] (Automatically heals one wound per day and adds +4 to rolls to resist Bleeding Out. Also have a 50% chance per day of any disease or poison. Strain 2, Cost -4) :'''Combat Specialty''' [U] (gain a Combat Edge, ignoring all requirements other than other Edges. Does not stack if the character has the Edge. Strain 2, Cost -3 for Novice and Seasoned, -4 for higher rank) :'''Communication''' [1] (Internal comlink. Strain 1, Cost -1) :'''Cyberjack Interface''' [1] (Wireless connection to electronic devices and computers. Adds +4 to Electronics. Also gains a +4 to Research when doing Networking if connected to the HoloNet. When trying to bypass a security system adds +2 to Hacking against the system (generally a Penalty to the check of -2 to -8 or more). Failure causes a level of Fatigue via feedback. If the system is particularly powerful and well protected it causes 2d6 or 3d6 damage (or even more). Armor offers no protection from this damage. Strain 1, Cost -2) :'''Face Changer''' [1]: Requires 5 minutes and a Smarts roll. Does not change shape or size, and can only look like Species that are fairly similar. Can be used to duplicate a specific face and voice with video and voice recordings. Strain 3, Cost -4) :'''Filter''' [1]: +4 bonus to resist airborne disease, poison, deadly gases, and Thin and Dense Atmosphere. Strain 1, Cost -3) :'''Leg Enhancement''' [3] (+2 Pace and increase Run die by one step. Also increase jumping distance by +1β. Strain 2, Cost -4) :'''Mule''' [1] (Increase carrying capacity as if characters Strength was one die higher. Stacks with any Edge that also increase carrying capacity (such as Brawny and Soldier). Strain 2, Cost -3) :'''Skill Chip Slot''' [2] (Allows access to a Skill Chip, each that must be purchased separately. Two Skill Chip Slots allow the character to have two chips active at a time. A d4 skill cost +0, d6 cost -1, d8 costs -2 and d10 costs -3. This does not add to the skill but will replace or over rides it. It is a free action to switch a chip but takes a full round for the chip to download and activate. Chips are about the size of a thumbnail at no significant weight. Strain 1, Cost -2) :'''Trait Bonus''' [U] (flat +2 bonus to any one skill or attribute, but only once per trait. Strain 1, Cost -5) :'''Vision Enhancement''' (1) (visual magnification 50x, thermal and low-light vision. +2 to sight-bases Notice skills and eliminates illumination penalties if in appropriate mode. Changing modes is a free action. Strain 1, Cost -5) :'''Weapon, Melee''' [2] (retractable claws or blades attached to forearm bones. Extended as free action and instantly, deal Str+d6 damage. AP-1. Strain 1, Cost -3) :'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon).
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