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'''COMBAT ENHANCEMENTS'''
 
'''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
 
:'''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
+
:'''Hand-to-Hand Reaction Wiring''' (1): Grants +2 to all Fighting checks and +1 Parry, requires Cyber-Wired Reflexes. Strain 2, Cost -4,000
:'''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
+
:'''Range Data System''' (1): Ignore two points of penalties to all Shooting checks, 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
+
:'''Targeting Eye'''* (1): Grants + 2 to all Shooting rolls for weapons once calibrated (each weapon takes a full round), requires the Optics Package. Strain 2, Cost -5,000
 
'''COMMUNICATION, DATA, AND SENSORY SYSTEMS'''
 
'''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
 
:'''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
+
:'''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
 
:'''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
+
:'''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
 
:'''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
+
:'''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
+
:'''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
+
:'''Vehicle Interface Package'''* (1): Grants +1 to all related Boating, Driving, Piloting, and Electronics checks. Strain 2, Cost -7,500
:'''Wilderness Scout Package'''* (1): Grants +2 to all ''Survival'' rolls. Strain 1, Cost -2,500
+
:'''Wilderness Scout Package'''* (1): Grants +2 to all Survival rolls. Strain 1, Cost -2,500
 
'''MOBILITY'''
 
'''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
 
:'''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
+
:'''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
 
:'''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
 
:'''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
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:'''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 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.
 
:'''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.
+
:'''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
+
:'''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
+
:'''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
+
:'''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
+
:'''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. Strain 1, Cost -3,000
  
 
==HISTORY OF THE STELLAR CLUSTER (FRONTIER SPACE)==
 
==HISTORY OF THE STELLAR CLUSTER (FRONTIER SPACE)==

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