Editing Savage Shadowrun AE Conversion

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CYBERNETIC EAR REPLACEMENTS</br>
 
CYBERNETIC EAR REPLACEMENTS</br>
Cyber ear replacements and enhancements. Each cyberear replacement cost 0.25 Strain and 500¥. Cybernetic Ears can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cyberears can take up to 1.0 in Strain in upgrades without costing additional strain). The following Update systems don’t require the cyberear replacement (i.e. meaning a cybernetic upgrade to the ear without requiring a cybernetic ear). These upgrades do cost Strain.</br>
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Cyber ear replacements and enhancements. Each cyberear replacement cost 0.25 Strain and 500¥ each ear. Cybernetic Ears can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cyberears can take up to 1.0 in Strain in upgrades without costing additional strain). The following Update systems don’t require the cyberear replacement (i.e. meaning a cybernetic upgrade to the ear without requiring a cybernetic ear). These upgrades do cost Strain.</br>
 
'''Amplification I-III''' (+750¥/level, Strain 0.5/level): cybernetic distance hearing amplifiers means that the subject suffers only -1 per 30” distance with Notice hearing at level I, -1 per 60” at level II, and -1 per 150” at level III.</br>
 
'''Amplification I-III''' (+750¥/level, Strain 0.5/level): cybernetic distance hearing amplifiers means that the subject suffers only -1 per 30” distance with Notice hearing at level I, -1 per 60” at level II, and -1 per 150” at level III.</br>
 
'''Audio Upgrade''' (+500¥, Strain 0.5): implant grants the subject +2 to Notice with hearing.</br>
 
'''Audio Upgrade''' (+500¥, Strain 0.5): implant grants the subject +2 to Notice with hearing.</br>
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CYBERNETIC EYE REPLACEMENTS</br>
 
CYBERNETIC EYE REPLACEMENTS</br>
Cyber eye replacements and enhancements. Each cybereye replacement cost 0.25 Strain and 500¥. Cybernetic Eyes can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cybereyes can take up to 1.0 in Strain in upgrades without costing additional strain). Unless otherwise noted in the description the following systems don’t require the cybereye replacement (i.e. meaning a cybernetic upgrade to the eye without requiring a cybernetic eye). These upgrades due cost Strain though.</br>
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Cyber eye replacements and enhancements. Each cybereye replacement cost 0.25 Strain and 500¥ each eye. Cybernetic Eyes can hold a amount of upgrades equal to twice this Strain for free (i.e. having a pair of cybereyes can take up to 1.0 in Strain in upgrades without costing additional strain). Unless otherwise noted in the description the following systems don’t require the cybereye replacement (i.e. meaning a cybernetic upgrade to the eye without requiring a cybernetic eye). These upgrades due cost Strain though.</br>
 
'''Eye-Band Replacements''' (+2,500¥, Strain 0.5) [require both cybereye replacements]: replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye level (360° Degree Vision). Hard to sneak up behind him.</br>
 
'''Eye-Band Replacements''' (+2,500¥, Strain 0.5) [require both cybereye replacements]: replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye level (360° Degree Vision). Hard to sneak up behind him.</br>
 
'''Flare Compensation''' (+500¥, Strain 0.5): flash comp implanted into the subject’s eyes grant +4 to resist flash and flare blindness.</br>
 
'''Flare Compensation''' (+500¥, Strain 0.5): flash comp implanted into the subject’s eyes grant +4 to resist flash and flare blindness.</br>
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[[File:SR.D5.Cyborg2.jpg | 300px | left]]
 
[[File:SR.D5.Cyborg2.jpg | 300px | left]]
 
CYBERLIMB REPLACEMTNS</br>
 
CYBERLIMB REPLACEMTNS</br>
'''Cyberarm''' or '''cyberleg''' (each limb replacement 2,500¥, Strain 0.5): a single arm or leg replacement adds +1 to the subject’s Toughness score (i.e. pair of cyber-limbs grant +2 to Toughness). Cyberlimb replacements can hold a like minded amount of extra cybernetic implants without costing addition Strain, so long as it makes sense (i.e. a Cyberarm can hold a Smartgun or Retractable Hand Spur implants without costing up to 1.0 Strain). Cyberlimb upgrades below have this already factored in (hench why some do not have a Strain cost listed).</br>
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'''Cyberarm''' or '''cyberleg''' (each limb replacement 2,500¥, Strain 0.5): a single arm or leg replacement adds +1 to the subject’s Toughness score (i.e. pair of cyber-limbs grant +2 to Toughness). Cyberlimb replacements can hold a like minded amount of extra cybernetic implants without costing addition Strain, so long as it makes sense (i.e. a Cyberarm can hold a Smartgun or Retractable Hand Spur implants without costing up to 1.0 Strain)</br>
  
 
''Cyberarms only Upgrades''</br>
 
''Cyberarms only Upgrades''</br>
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'''Cyber-Weapon (SMG)''' (7,500¥, Essence 2.0) [Requires one cyber arm replacement]: a medium SMG mounted into a cyberarm. Range 18/36/72, Damage 2d6+2, AP 1, ROF 3, Ammo 32c, Min Str d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br>
 
'''Cyber-Weapon (SMG)''' (7,500¥, Essence 2.0) [Requires one cyber arm replacement]: a medium SMG mounted into a cyberarm. Range 18/36/72, Damage 2d6+2, AP 1, ROF 3, Ammo 32c, Min Str d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br>
 
'''Cyber-Weapon (Shotgun)''' (4,000¥, Strain 2.0) [Requires one cyber arm replacement]: a shotgun is mounted into cyberarm. Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, +2 to Shooting, Str Min d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br>
 
'''Cyber-Weapon (Shotgun)''' (4,000¥, Strain 2.0) [Requires one cyber arm replacement]: a shotgun is mounted into cyberarm. Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, +2 to Shooting, Str Min d6. Add Wt. +5lbs, and Concealment +4 to Stealth when mounted into the arm.</br>
'''Drone Hand''' (1,000¥) [Requires one arm replacement] (see ‘Hand’ Drones in Gear): When not in use acts like a normal cybernetic hand and looks as such. +4 to Stealth to conceal it as drone. When in use the user has the One Hand hindrance.</br>
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'''Drone Hand''' (1,000¥, no Strain) [Requires one arm replacement] (see ‘Hand’ Drones in Gear): When not in use acts like a normal cybernetic hand and looks as such. +4 to Stealth to conceal it as drone. When in use the user has the One Hand hindrance.</br>
 
'''Extra Arm(s)''' (7,500¥, Strain 1.5 each): the character has an extra Arm attached below one of the subject’s normal ones. Can be taken twice, one extra arm on each side of the body. He can take an additional physical action with it every round with each arm, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action, such as grappling someone.</br>  
 
'''Extra Arm(s)''' (7,500¥, Strain 1.5 each): the character has an extra Arm attached below one of the subject’s normal ones. Can be taken twice, one extra arm on each side of the body. He can take an additional physical action with it every round with each arm, and he does not suffer multi-action or off-hand penalties while using it. He may also assign extra limbs to take a sustained action, such as grappling someone.</br>  
  

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