Editing
StarWars for 5ed
(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 === In the Star Wars setting cybernetic implant are not especially common but the technology is not good enough to regrow limbs or body parts and so replacement parts must be installed. A living creatures can only handle so much within its’ body before it starts having an inverse effect on them. Each implant has a Strain level listed. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the lower of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution/Charisma increases. ''Special'' – every 2 full levels of Strain imposes a -1 to all Charisma skill and ability checks as one loses some of their connections to others. Those ‘Tainted by the Dark Side’ (Dark Side Score at ½ their Wisdom or higher) do not suffer these penalties to Charisma (Deception) or Charisma (Intimidate). [[File:StarWars.Cyborg.jpg | 400px | left]] A simple cybernetic prosthetic replacement hand or foot, ear or eye or minor internal organ costs 750cr and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or replacing the bones of the skull or the skeletal frame of the chest costs 2,500cr and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring the use of a '''DC15''' Medicine check (this requires a Surgery kit to attempt though). During a short rest this heals 1d8 + the users’ Wisdom modifier back in these extra HP, or 2d8 + the users’ Wisdom modifier back during a long rest. The Medics feat does not aid. A Mechanics check will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier during a short rest or 2d4 + the users’ Intelligence modifier during a long rest. For Implants below, Levels reflect how many times you can take this type of implant. All implant types require one hour surgery per Strain to install. Most surgeons will charge 500cr per hour at a hospital grade facility. '''ADDITIONAL IMPLANTS''' * '''Cerebral Boost''' (2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level I implants grants the subject +2 Intelligence up to a maximum score of 21; Cost 10,000cr, Strain 4. Level II implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost 25,000cr and Strain 8. (Military) * '''Comlink, internal''': as a short range comlink but implanted behind one of the subject’s eyes and behind one ear. The system automatically includes the effects of a subvocal microphone. Cost 500cr and Strain 1. * '''Cybernetic Ear Enhancements''' (various): requires that the subject has had at least one ear replaced with cybernetics (note that the cost and strain is the same for one or two ears replacements). A cybernetic ear replacement can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. :* '''Audio Amplifier''' (3 levels): +500cr and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60 feet as normal. With a second level can make a base listen check out to 120 feet as normal. With three levels can make base listen checks out to 240 feet. Normally a basic Wisdom (Perception) checks past 30 feet is at disadvantage. :* '''Audio Enhancer''' (1 level): +500cr, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. * '''Cybernetic Eye Enhancements''' (various): requires that the subject has had at least one eye replaced with cybernetics (note that the cost and strain is the same for one or two eye replacements). A cybernetic eye replacement can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Any species who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they also take the cybernetic version. :* '''Low-Light Vision''' (1 level): +400cr, Strain 1. As species sense Low-Light Vision. :* '''Dark Vision''' (1 level): +750cr, Strain 1. Darkvision out to 60 feet :* '''Vision Enhancement''' (1 level): +600cr, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. :* '''Vision Magnification''' (3 levels): +500cr and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 120 feet as normal. With a second level can make a base sight check out to 240 feet as normal. At level 3 can make normal checks out to 480 feet. Normally a basic Wisdom (Perception) checks past 60 feet is at disadvantage. Also this does not have any effect on attack rolls. * '''Cyber-Arm Enhancements''' (2 level): require that at least one arm has is a cybernetic replacement. Normal cybernetic arm (and leg) replacement deal 1d4 bludgeoning damage (Brawler and Martial Arts increase the dice step as normal). Increase all melee attack damage (including the base unarmed damage) by +2. Cost 4,000cr per arm, 0 Stain (included in cybernetic arm) * '''Cyber-Leg Enhancements''' (7 levels): these implants require both legs are cybernetic replacements. Note that a pair or a single leg replacement can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times; requires both leg replacements), +5ft to base Leaping distance (can be taken 3 times; requires both leg replacements), Boosted kick (change unarmed damage to 1d6 bludgeoning damage. Brawler and Martials Arts feats can increase this damage.). Cost 1,000cr and Strain 1 per level. * '''Extra Arms''' (2 levels): this allows the implant of one or two extra arms underneath the beings base arms. This arms have the same Strength as the being. The subject can carry an additional one-handed weapons using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. These hands can be used for other tasks, such as opening doors, carrying torches or using tools without difficulty even when holding weapons. Cost 5,000cr and Strain 2 per arm. They also add +5 hit points each as above. * '''Frame Reinforcement''' (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one larger for determine encumbrance, pushing, pulling weights. Cost 1,000cr, Strain 1. * '''Full Body Conversion''' (1 level): the subject’s whole body has been replaced with cybernetic systems, including its arms, legs, skull and its chest area (with internal organs). All the remains organic is the brain and maybe part of its spin. The character cannot take any other cybernetic replaces but it has a base of +36 hit points (as cybernetic replacement, see above). It lacks all Species bonuses, including attribute modifiers, base speed, size, etc. expect for bonus Skills, Feats, Talents and languages. Standard are Medium sized with a Speed of 30 feet, but one could instead chose a Small size with a base Speed of 25 feet for +2,000cr or Large size for a base Speed 40 feet and +4 Strength modifier for +10,000cr. It has advantage verses environmental hazards from inhaled toxins, high and low pressure atmospheres, extreme cold and heat, and pressure. It can also now purchase Droid upgrades for its cybernetic body. The Mod cost as extra Strain cost instead. Cost 20,000cr, Strain 10. (Military) * '''Internal Filter Upgrade''' (2 level): the first level include toxic filtration system are implanted into the subjects’ nasal cavities and lungs granting +4 equipment bonus to saves vs. inhaled toxins or gases. Cost 1,000cr and Strain 1. The upgraded 2nd level replaces part of the target's lung and replace them with internal oxgyen (or the native atmosphere of the species) allowing them to not need to breath for 2 hours. Cost 2,500cr and Strain 2. * '''Internal Organ Implant/Replacements''' (2 levels): the subject’s internal organs are either replaced or strengthened with cybernetic ones. Level I implants grants the subject +2 Constitution up to a maximum score of 21; Cost 5,000cr and Strain 4. Level II grants the subject instead +4 Constitution up to a maximum of 23; Cost 20,000cr and Strain 8. This bonus does not affect total strain that a subject may have. User augmented Constitution score. (Military) * '''Muscle Implants''' (2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21; Cost 4,000cr and Strain 3. Level II implants grant the subject instead +4 Strength up to a maximum of 23; Cost 15,000cr and Strain 6. (Military) * '''Reflex Implants''' (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000cr and Strain 8. Level II implants grant the subject +4 Dexterity up to a maximum of 23; Cost 50,000cr and Strain 6. (Military) * '''Weapon Implant''' (2 levels): a small, hand-held firearm or light melee weapon is implanted into the subject’s cybernetic arm replacement (requires at least one Cybernetic arm replacement). Something up to the size of a blaster pistol Costs 2,000cr plus the weapon’s cost and Strain 1. These weapons are totally hidden within the subject’s limb when not in use when storage. They are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload. They count as carried items for encumbrance (Restricted).
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