Difference between revisions of "Justifiers Cybernetics"

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Cybernetics are artificial enhancements. In the world of Savage Justifiers, they are expensive but available to anyone with the funds. Most people only consider cybernetics as a medical procedure to restore lost functionality, but some see it as a means of enhancement, of improving their bodies with more-than-human abilities.
 
Cybernetics are artificial enhancements. In the world of Savage Justifiers, they are expensive but available to anyone with the funds. Most people only consider cybernetics as a medical procedure to restore lost functionality, but some see it as a means of enhancement, of improving their bodies with more-than-human abilities.
  
PCs must take the Cybernetics edge to acquire any cybernetic enhancements.
+
'''Cybernetics'''
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 +
Your body has been improved with cybernetic enhancements. Choose up to $5,000 worth of cybernetic enhancements from the list below.
 +
 
 +
You can take this edge multiple times. Each time you do, choose up to another $5,000 worth of enhancements. If you have leftover value from this edge, you can add it to the total value when you take this edge again.
 +
 
 +
Cybernetic enhancements normally just work; they do not require a roll to activate. However, if you are exposed to a powerful electrical shock (sufficient electrical damage to deal one wound or more) or otherwise subjected to intense physical stress, there is a chance for a minor malfunction to occur. In a case like this make a Vigor roll; on a failure you are Shaken.
 +
 
 +
'''Note:''' All cybernetic enhancements are assigned a value in credits. NPCs can acquire cybernetics by paying for them, but PCs must take the Cybernetics edge. However, PCs do not also have to pay for their cyber upgrades; taking the edge is assumed to represent a combination of discounts, saved credits, personal favors, etc.
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==Cybernetic Enhancements==
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===Head===
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 +
*'''Audiorecording'''
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''Value:''
 +
 
 +
Your ears contain tiny microphones, enabling you to record any sounds you hear. The included datachip can hold several dozen hours of audio. This enhancement can be linked with '''Videorecording,''' if you have that upgrade as well, for full audio/video recording.
 +
 
 +
*'''Adaptive Brightness'''
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''Value: ''
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 +
Your eyes are fitted with a transparent photoreactive film which darkens when exposed to bright light. You can operate comfortably in bright light without the aid of sunglasses, and you gain a +2 bonus on rolls made to avoid blindness (permanent or temporary) or other harmful visual stimuli.
 +
 
 +
*'''Cranial Reinforcement'''
 +
''Value:''
 +
 
 +
Your skull is reinforced with numerous small, thin plates of hardened duralloy, protecting you from damage directed at your head. You effectively gains Armor 4 for XX vs head shots, or Armor 6 for XX.
 +
 
 +
*'''Discriminatory Hearing'''
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''Value:''
 +
 
 +
A datachip implanted in your brain allows your cyber-ears to isolate and analyze sounds with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls.
 +
 
 +
*'''Discriminatory Vision'''
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''Value:''
 +
 
 +
A datachip implanted in your brain allows your cyber-eyes to isolate and analyze visual input with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls.
 +
 
 +
*'''Thermographic Vision'''
 +
''Value: $2,000''
 +
 
 +
You can see heat signatures. While this is not quite true dark vision, you halve all illumination penalties when attacking warm targets.
 +
 
 +
*'''Videorecording'''
 +
''Value: $500''
 +
 
 +
Your cybernetic eyes contain a set of tiny cameras, allowing you to record video footage. The included datachip can hold several dozen hours of footage. This recording does not include sound, but can be linked with '''Audiorecording''' if you have that upgrade as well, for full audio/video recording.
 +
 
 +
 
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===Arms/Hands===
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 +
*'''Implanted Blade'''
 +
''Value:''
 +
 
 +
A small duralloy blade is implanted in your forearm. It can be extended or retracted as a free action; when used as a weapon it deals Str + 1d6 damage and is AP 2.
 +
 
 +
*'''Implanted Blaster'''
 +
''Value:''
 +
 
 +
A small laser mechanism is implanted in one of your arms, allowing you to fire destructive blasts of energy. This implant functions in all respects as a laser pistol; the internal battery holds enough charge for three shots, and is slowly recharged by your own bioelectricity. If the battery is exhausted you can continue to use the blaster, but at a cost: each shot imposes one level of fatigue.
 +
 
 +
*'''Remote-Operated Hand'''
 +
''Value:''
 +
 
 +
One of your hands is replaced by a sophisticated electronic copy, which can be removed from your wrist and operated remotely via a wireless datalink. The range of this datalink is 15 yards, less if blocked by dense materials such as lead or thick stone, and your hand's internal battery has enough charge to operate remotely for 12 hours.
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===Legs/Feet===
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'''Cybernetics'''
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===Torso/Full Body===
  
You
 
  
 
'''[https://wiki.rpg.net/index.php/Savage_Justifiers Back to the main Savage Justifiers document]'''
 
'''[https://wiki.rpg.net/index.php/Savage_Justifiers Back to the main Savage Justifiers document]'''

Revision as of 18:36, 6 May 2022

Cybernetics are artificial enhancements. In the world of Savage Justifiers, they are expensive but available to anyone with the funds. Most people only consider cybernetics as a medical procedure to restore lost functionality, but some see it as a means of enhancement, of improving their bodies with more-than-human abilities.

Cybernetics

Your body has been improved with cybernetic enhancements. Choose up to $5,000 worth of cybernetic enhancements from the list below.

You can take this edge multiple times. Each time you do, choose up to another $5,000 worth of enhancements. If you have leftover value from this edge, you can add it to the total value when you take this edge again.

Cybernetic enhancements normally just work; they do not require a roll to activate. However, if you are exposed to a powerful electrical shock (sufficient electrical damage to deal one wound or more) or otherwise subjected to intense physical stress, there is a chance for a minor malfunction to occur. In a case like this make a Vigor roll; on a failure you are Shaken.

Note: All cybernetic enhancements are assigned a value in credits. NPCs can acquire cybernetics by paying for them, but PCs must take the Cybernetics edge. However, PCs do not also have to pay for their cyber upgrades; taking the edge is assumed to represent a combination of discounts, saved credits, personal favors, etc.

Cybernetic Enhancements

Head

  • Audiorecording

Value:

Your ears contain tiny microphones, enabling you to record any sounds you hear. The included datachip can hold several dozen hours of audio. This enhancement can be linked with Videorecording, if you have that upgrade as well, for full audio/video recording.

  • Adaptive Brightness

Value:

Your eyes are fitted with a transparent photoreactive film which darkens when exposed to bright light. You can operate comfortably in bright light without the aid of sunglasses, and you gain a +2 bonus on rolls made to avoid blindness (permanent or temporary) or other harmful visual stimuli.

  • Cranial Reinforcement

Value:

Your skull is reinforced with numerous small, thin plates of hardened duralloy, protecting you from damage directed at your head. You effectively gains Armor 4 for XX vs head shots, or Armor 6 for XX.

  • Discriminatory Hearing

Value:

A datachip implanted in your brain allows your cyber-ears to isolate and analyze sounds with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls.

  • Discriminatory Vision

Value:

A datachip implanted in your brain allows your cyber-eyes to isolate and analyze visual input with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls.

  • Thermographic Vision

Value: $2,000

You can see heat signatures. While this is not quite true dark vision, you halve all illumination penalties when attacking warm targets.

  • Videorecording

Value: $500

Your cybernetic eyes contain a set of tiny cameras, allowing you to record video footage. The included datachip can hold several dozen hours of footage. This recording does not include sound, but can be linked with Audiorecording if you have that upgrade as well, for full audio/video recording.


Arms/Hands

  • Implanted Blade

Value:

A small duralloy blade is implanted in your forearm. It can be extended or retracted as a free action; when used as a weapon it deals Str + 1d6 damage and is AP 2.

  • Implanted Blaster

Value:

A small laser mechanism is implanted in one of your arms, allowing you to fire destructive blasts of energy. This implant functions in all respects as a laser pistol; the internal battery holds enough charge for three shots, and is slowly recharged by your own bioelectricity. If the battery is exhausted you can continue to use the blaster, but at a cost: each shot imposes one level of fatigue.

  • Remote-Operated Hand

Value:

One of your hands is replaced by a sophisticated electronic copy, which can be removed from your wrist and operated remotely via a wireless datalink. The range of this datalink is 15 yards, less if blocked by dense materials such as lead or thick stone, and your hand's internal battery has enough charge to operate remotely for 12 hours.

Legs/Feet

Torso/Full Body

Back to the main Savage Justifiers document