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- CYBERWARE
- STANDARD = Civilian grade ware, costs 4 freebies
- ALPHAWARE = Advanced civilian and Security grade ware, costs 8 freebies
- BETAWARE = Military grade ware, costs 12 freebies
- GAMMAWARE = Black ops grade ware, costs 16 freebies
- DELTAWARE = Prototype grade ware, costs 20 freebies
- If prices diverge, its noted with a "-" or "+" and the change of the price, so "DELTAWARE-6" would cost 14 freebies and "STANDARD+5" would cost 9 freebies
- ESSENCE
- Characters have Essence equal to Conscience + Self Control x 10. Characters can only have Cybernetics equal to their Essence. Cyberware type reduces Essence cost to a minimum of 1. If a character's Essence is ever used up they become robotic zombies. Every 10 points of Essence used reduces the character's Humanity rating by 1 until the cyberware is removed or the point is bought back. This point can be bought back after extensive psychotherapy and such treatments. Inhuman creatures such as Vampires and Werewolves have an Essence rating of 0. Other magical creatures such as Mages may or may not find magic more difficult with cybernetics, depending on their Paradigm. Sorcerers and Mummies find the flow of their magics inhibited by cybernetics in their bodies and the bodies of others, making the difficulty for casting healing magic and body enchancing magics raised by 1 for each 10 points of Essence gone. Gammaware Bioware can be made to perfectly replicate the original body part without Essence Cost allowing those who've lost limbs to get new ones made at no cost to themselves, which is helpful to creatures like Werewolves and Sorcerers.
- STANDARD = No Essence change
- ALPHAWARE = -1 to Essence cost
- BETAWARE = -2 to Essence cost
- GAMMAWARE = -3 to Essence cost
- DELTAWARE = -5 to Essence cost
- RESOURCES
- STANDARD = Resources 2, access to a hospital or medical lab
- ALPHAWARE = Resources 3, access to a high class hospital or medical lab
- BETAWARE = Resources 4, access to a military grade medical lab
- GAMMAWARE = Resources 5, access to a top of the line medical lab
- DELTAWARE = Resources 6, access to research lab (You need to have some amazing reason as to how you could get this. This level is normally plot level events)
- CYBER ARMS/LEGS
- (Arm/Leg Replacements and Enhancements; bonuses only apply to limb)
- ESSENCE COST: 5 per limb
- STANDARD-3: No bonus, just a cybernetic Arm/Leg, tracked like a normal Arm
- ALPHAWARE: +1 Armor, +1 Strength
- BETAWARE: +2 Armor, +1 Strength, +1 Dexterity
- GAMMAWARE: +3 Armor, +2 Strength, +2 Dexterity
- DELTAWARE: +4 Armor, +3 Strength, +3 Dexterity
- WIRED REFLEXES
- ESSENCE COST: 10
- ALPHAWARE: Can dodge bullets from this point on
- BETAWARE: 1 Extra Actions, can dodge bullets from this point on
- GAMMAWARE: 2 Extra Actions
- DELTAWARE: 3 Extra Actions
- SUBDERMAL ARMOUR
- (Can be used on cyberlimbs as regular armor plating.)
- ESSENCE COST: 10
- BETAWARE: +1 Armor Dice
- GAMMAWARE: +2 Armor Dice
- DELTAWARE: +3 Armor Dice
- CYBEROPTICS
- ESSENCE COST: 1
- (-2 when paired with Cyberskull)
- STANDARD: Anti-Dazzle, HUD
- ALPHAWARE: +1 Perception, Anti-Dazzle, HUD
- BETAWARE: +2 Perception, Anti-Dazzle, HUD
- GAMMAWARE: +3 Perception, Anti-Dazzle, HUD
- DELTAWARE: +4 Perception, Anti-Dazzle, HUD
- SMARTGUN INTERFACE
- ESSENCE COST: 5
- (-1 When combined with Cyberarms Alpha or better, or Cyberguns)
- BETAWARE: +2 to Firearms
- GAMMAWARE: +3 to Firearms
- DELTAWARE: +4 to Firearms
- MUSCLE AND BONE LACING
- (Allows Mortals to soak Lethal)
- ESSENCE COST: 20
- STANDARD: +1 Strength
- ALPHAWARE: +2 Strength
- BETAWARE: +2 Strength, +1 Stamina
- GAMMAWARE: +2 Strength, +2 Stamina
- DELTAWARE: +3 Strength, +2 Stamina
- LINEAR FRAMES (Overrides base STR)
- ESSENCE COST: 50
- ALPHAWARE: 7 Strength, -2 Dex
- GAMMAWARE: 10 Strength, -1 Dex
- NEURAL PROCESSOR
- ESSENCE COST: 10
- ALPHAWARE: 2 Dots to split between Per, Int, and Wits
- BETAWARE: 3 Dots to split between Per, Int, and Wits
- GAMMAWARE: 4 Dots to split between Per, Int, and Wits
- DELTAWARE: 5 Dots to split between Per, Int, and Wits
- CYBERBLADES (Can be retractable)
- ESSENCE COST: 3 per limb
- (-2 When combined with Cyberarms Alpha or better)
- BETAWARE: STR+2 Damage
- GAMMAWARE: STR+3 Damage
- DELTAWARE: STR+5 Damage
- CYBERGUNS(Can buy multiple cyberguns)
- ESSENCE COST: 3 per limb
- (-2 When combined with Cyberarms Alpha or better)
- BETAWARE: Any handgun implanted in arm
- GAMMAWARE: Any SMG implanted in arm
- DELTAWARE: Any rifle implanted in arm
- PAIN EDITOR
- ESSENCE COST: 5
- ALPHAWARE: Ignore Hurt health level penalty
- BETAWARE: Ignore Injured health level penalty
- GAMMAWARE: Ignore Wounded health level penalty
- DELTAWARE: Ignore Crippled health level penalty
- KNOWLEDGE CHIPPING(Can take multiple chips)
- ESSENCE COST: 5 per chip
- STANDARD+1: +1 Dicepool in 2 knowledge skills
- ALPHAWARE+2: +2 Dicepool in 2 knowledge skills
- BETAWARE+3: +3 Dicepool in 2 knowledge skills
- GAMMAWARE+4: +4 Dicepool in 2 knowledge skills
- DELTAWARE+5: +5 Dicepool in 2 knowledge skills
- BOOSTERWARE
- ESSENCE COST: 10
- ALPHAWARE: +1 for Initiative
- BETAWARE: +2 for Initiative
- GAMMAWARE: +3 for Initiative
- DELTAWARE: +4 for Initiative
- CYBERTORSO: Chest Armor
- ESSENCE COST: 20
- ALPHAWARE: +1 Armor
- BETAWARE: +2 Armor
- GAMMAWARE: +3 Armor
- DELTAWARE: +4 Armor
- CYBERSKULL: Head Armor
- ESSENCE COST: 10
- ALPHAWARE: +1 Armor
- BETAWARE: +2 Armor
- GAMMAWARE: +3 Armor
- DELTAWARE: +4 Armor
- OLFACTORY BOOST
- ESSENCE COST: 3
- STANDARD: -1 TN on smell checks
- ALPHAWARE: -2 TN on smell checks
- CYBERWARE FLAWS
- FAULTY WARE (2-6 Point flaw)
- There's something fracked with your ware, and it sometimes cracks under pressure. For 2 points, there is a 10% of the ware failing under stress, 4 points is 20%, 6 is 30%
- GPS CHIPPED (4 Point flaw)
- There's a tracking chip implanted in your ware, that is being monitored by a corporation, police agency, drug cartel, etc. Due to the wiring of the cyberware itself, the GPS chip cannot be removed without reworking the entire system, and at that point, it's just easier and more cost effective to get new ware.
- OVERSIZED CYBERLIMB (2 Point flaw)
- It seems someone got a wrong measurement when giving you this ware, making your limb large and downright awkward to use. All dex rolls made with this limb are at +1 difficulty
- UNDERSIZED CYBERLIMB (2 Point flaw)
- It seems someone got a wrong measurement when giving you this ware, making your limb too small and quite piddly. Armor for the limb are lowered by 1
- BROKEN SENSORY SYSTEMS (1 Point flaw)
- Through some misfortune, or perhaps by design, your cyberlimb is incapable of transmitting the sense of touch to your brain.
- OBSOLETE WARE (2 Point flaw)
- You have the old model of ware, and all the problems that come along with it. Finding replacement parts for it is a nightmare, and the ware is incompatable with utilities.
- CYBERWARE PERKS
- UTILITIES (1 Point perk)
- Screwdrivers, a lighter, lockpicks, whatever you want, built into your cyberlimb! Utilities are generally restricted to one per finger, or one large utility for an entire hand.
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