Editing
SWAE.SF.StarLaw
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Cybernetics=== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain. The number after the name indicates how many times a system may be acquired. A “U” indicates there is no limit, beyond Strain. Systems marked with an asterisk (*) require the Core Electronics Package. Finally all Cybernetics are TL 4 '''BIO ENHANCEMENTS AND REPLACEMENTS SYSTEM''' :'''Adrenal System''' (1): +2 to recover from Shaken or Stunned, Edges stack. Strain 2, Cost -5,000 :'''Armor Plating''' (3): +2 natural Armor, stacks with Worn Armor. Strain 1/level, Cost -1,500 :'''Bionic Strength Augmentation''' (4): Raise Strength one die step. Strain 2/level, Cost -2,500 :'''Cybernetic Limb Replacement''' (4): the subject has replaced one more more of her limbs. Each limb replaced adds +1 to Toughness. Strain 1/level, Cost -2,500 :'''Cyber-Wired Reflexes''' (2): Raise Agility one die step. Strain 2/level, Cost -5,000 :'''Extra Set of Arms''' (1): Two additional arms are added to the subjects torso (under the original arms). Ignore 2 points of Multi-Action penalties each turn; does not stack with Additional Action. Gain Nonstandard Build (as Hindrance Big but only for Armor/Clothing). Strain 3, Cost 8,000 :'''Internal Communicator''' (1): As comlink with a 10 mile range. Strain 0, Cost -250 :'''Internal Life Support''' (1): Immune to disease, drowning, and poison, toxins and +4 to resist the Hazards of Cold, Heat, and Radiation. Strain 2, Cost -2,500 :'''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 -5,000 :'''Reinforced Frame''' (3): Gain +1 Toughness, stacks with all protection, including the Embedded Toughness of Body and Power Armor. Strain 1/level, Cost -2,500 :'''Secret Compartment''' (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 -750 :'''Synthetic Organ Replacement''' (3): Raise Vigor one die step. Strain 2/level, Cost -5,000 '''COMBAT ENHANCEMENTS''' :'''Embedded Combat Coding'''* (U): Gain one Combat Edge, requirements for other Edges must be met. Requires Cyber-Wired Reflexes. Strain 2/level, Cost -8,000 :'''Hand-to-Hand Reaction Wiring''' (1): Grants +2 to all ''Fighting'' checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost -7,500 :'''Range Data System''' (1): Ignore two points of penalties to all ''Shooting'' checks with personal scale weapon, requires the Optics Package Strain 1, Cost -3,000 :'''Targeting Eye'''* (1): Grants + 2 to all ''Shooting'' rolls for all personal scale weapons once calibrated (each weapon takes a full round), requires the Optics Package. Strain 2, Cost -10,000 '''COMMUNICATION, DATA, AND SENSORY SYSTEMS''' :'''Core Electronics Package''' (1): A computer with universal data-jack/cable grants +2 (+4 if linked to a device via the jack in its related field) to ''Common Knowledge, Electronics, Research, Repair'' and ''Science'' rolls. Radio (10-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category. Strain 2, Cost -5,000 :'''Audio Package'''* (1): Gain +2 to hearing-based ''Notice'' checks and to resist audio-based attacks. Hear in both the hypersonic and subsonic ranges. Strain 1, Cost -2,500 :'''Environmental Sensors'''* (1): Detect disease, poison, and radiation—roll Notice within 24", +2 to Notice within 12". Stain 1, Cost -2,000 :'''Expanded Detection and Security Array'''* (1): 360 degree radar, sonar, and motion detectors grant +2 ''Notice'' and the Danger Sense Edge if the attacker is within 24" (48 yards). Strain 3, Cost -10,000 :'''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 -2,000 :'''Optics Package'''* (1): Ignore Illumination Penalties, grants +2 to all sight-based ''Notice'' checks and checks to resist blinding flashes and effects. Strain 1, Cost -3,000 :'''Signal Booster'''* (1): 100-mile range radio, +2 ''Survival'' (navigation) rolls. Strain 1, Cost -1,500 :'''Vehicle Interface Package'''* (1): Ignores all penalty to non-trained and +1 to all related ''Boating, Driving, Piloting'', and ''Electronics'' checks. Also adds +1 to ''Shooting'' skill when systems tied into the vehicle one is operating. Strain 2, Cost -7,500 :'''Wilderness Scout Package'''* (1): Grants +2 to all ''Survival'' rolls. Strain 1, Cost -2,500 '''MOBILITY''' :'''Aquatic Mode Upgrade''' (1): Move at full Pace when swimming, can breathe in oxgyen water, and suffer no submerged penalties to actions. Strain 1, Cost -5,000 :'''Climbing Package''' (1): Grapnels and spikes, +2 to ''Athletics'' (climbing) rolls. Strain 1, Cost -2,000 :'''Leg Upgrades''' (4): Each upgrade grants +2 Pace and +1" Jumping distances. Strain 1/level, Cost -3,000 :'''Vacuum Upgrade''' (1): This allows the subject to survive in the harsh vacuum of space for one hour, requires the Internal Life Support system. Strain 3, Cost -5,000 '''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 2,000 plus weapon cost :'''Built-In Ranged Weapon''' (U): A Personal Ranged Weapon is integrated into the ’Borg—1 Strain per 50lb, increase weapon cost by 50%. Strain 1/level, Cost 3,000 plus weapon cost. :'''De-Scrambler Hand Pad''' (1) Grants +2 to ''Hacking'' (Scrambler Pad) checks. Strain 1, Cost -4,500. :'''Gen-Lock Hand Pad''' (1): Grants +2 to ''Hacking'' (Gene-Lock) checks. Strain 1, Cost -5,000 :'''Lockpick Fingers''' (1): Grants +2 to all '''Thievery''' (lock picking) checks. Strain 1, Cost -4,000 :'''Mag-Lock Hand Pad''' (1): Grants +2 to ''Hacking'' (Mag-Locks) checks. Strain 1, Cost -4,500 :'''Ultimate Tool Kit Package''' (2): There are two versions, each that must be purchased separately. One counts as an Electronics Tools Kit and the second a Mechanical Tools Kit. Advanced software grants +1 to the tool kits skill rolls (see Gear Tools). Strain 1, Cost -3,000
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information