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  1. CYBERWARE
  2. STANDARD = Civilian grade ware, costs 4 freebies
  3. ALPHAWARE = Advanced civilian and Security grade ware, costs 8 freebies
  4. BETAWARE = Military grade ware, costs 12 freebies
  5. GAMMAWARE = Black ops grade ware, costs 16 freebies
  6. DELTAWARE = Prototype grade ware, costs 20 freebies
  7.  
  8. 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
  9.  
  10. ESSENCE
  11. 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.
  12.  
  13. STANDARD = No Essence change
  14. ALPHAWARE = -1 to Essence cost
  15. BETAWARE = -2 to Essence cost
  16. GAMMAWARE = -3 to Essence cost
  17. DELTAWARE = -5 to Essence cost
  18.  
  19. RESOURCES
  20.  
  21. STANDARD = Resources 2, access to a hospital or medical lab
  22. ALPHAWARE = Resources 3, access to a high class hospital or medical lab
  23. BETAWARE = Resources 4, access to a military grade medical lab
  24. GAMMAWARE = Resources 5, access to a top of the line medical lab
  25. 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)
  26.  
  27. CYBER ARMS/LEGS
  28. (Arm/Leg Replacements and Enhancements; bonuses only apply to limb)
  29. ESSENCE COST: 5 per limb
  30. STANDARD-3: No bonus, just a cybernetic Arm/Leg, tracked like a normal Arm
  31. ALPHAWARE: +1 Armor, +1 Strength
  32. BETAWARE: +2 Armor, +1 Strength, +1 Dexterity
  33. GAMMAWARE: +3 Armor, +2 Strength, +2 Dexterity
  34. DELTAWARE: +4 Armor, +3 Strength, +3 Dexterity
  35.  
  36.  
  37. WIRED REFLEXES
  38. ESSENCE COST: 10
  39. ALPHAWARE: Can dodge bullets from this point on
  40. BETAWARE: 1 Extra Actions, can dodge bullets from this point on
  41. GAMMAWARE: 2 Extra Actions
  42. DELTAWARE: 3 Extra Actions
  43.  
  44.  
  45. SUBDERMAL ARMOUR
  46. (Can be used on cyberlimbs as regular armor plating.)
  47. ESSENCE COST: 10
  48. BETAWARE: +1 Armor Dice
  49. GAMMAWARE: +2 Armor Dice
  50. DELTAWARE: +3 Armor Dice
  51.  
  52.  
  53. CYBEROPTICS
  54. ESSENCE COST: 1
  55. (-2 when paired with Cyberskull)
  56. STANDARD: Anti-Dazzle, HUD
  57. ALPHAWARE: +1 Perception, Anti-Dazzle, HUD
  58. BETAWARE: +2 Perception, Anti-Dazzle, HUD
  59. GAMMAWARE: +3 Perception, Anti-Dazzle, HUD
  60. DELTAWARE: +4 Perception, Anti-Dazzle, HUD
  61.  
  62.  
  63. SMARTGUN INTERFACE
  64. ESSENCE COST: 5
  65. (-1 When combined with Cyberarms Alpha or better, or Cyberguns)
  66. BETAWARE: +2 to Firearms
  67. GAMMAWARE: +3 to Firearms
  68. DELTAWARE: +4 to Firearms
  69.  
  70. MUSCLE AND BONE LACING
  71. (Allows Mortals to soak Lethal)
  72. ESSENCE COST: 20
  73. STANDARD: +1 Strength
  74. ALPHAWARE: +2 Strength
  75. BETAWARE: +2 Strength, +1 Stamina
  76. GAMMAWARE: +2 Strength, +2 Stamina
  77. DELTAWARE: +3 Strength, +2 Stamina
  78.  
  79.  
  80. LINEAR FRAMES (Overrides base STR)
  81. ESSENCE COST: 50
  82. ALPHAWARE: 7 Strength, -2 Dex
  83. GAMMAWARE: 10 Strength, -1 Dex
  84.  
  85.  
  86. NEURAL PROCESSOR
  87. ESSENCE COST: 10
  88. ALPHAWARE: 2 Dots to split between Per, Int, and Wits
  89. BETAWARE: 3 Dots to split between Per, Int, and Wits
  90. GAMMAWARE: 4 Dots to split between Per, Int, and Wits
  91. DELTAWARE: 5 Dots to split between Per, Int, and Wits
  92.  
  93.  
  94. CYBERBLADES (Can be retractable)
  95. ESSENCE COST: 3 per limb
  96. (-2 When combined with Cyberarms Alpha or better)
  97. BETAWARE: STR+2 Damage
  98. GAMMAWARE: STR+3 Damage
  99. DELTAWARE: STR+5 Damage
  100.  
  101.  
  102. CYBERGUNS(Can buy multiple cyberguns)
  103. ESSENCE COST: 3 per limb
  104. (-2 When combined with Cyberarms Alpha or better)
  105. BETAWARE: Any handgun implanted in arm
  106. GAMMAWARE: Any SMG implanted in arm
  107. DELTAWARE: Any rifle implanted in arm
  108.  
  109.  
  110. PAIN EDITOR
  111. ESSENCE COST: 5
  112. ALPHAWARE: Ignore Hurt health level penalty
  113. BETAWARE: Ignore Injured health level penalty
  114. GAMMAWARE: Ignore Wounded health level penalty
  115. DELTAWARE: Ignore Crippled health level penalty
  116.  
  117.  
  118. KNOWLEDGE CHIPPING(Can take multiple chips)
  119. ESSENCE COST: 5 per chip
  120. STANDARD+1: +1 Dicepool in 2 knowledge skills
  121. ALPHAWARE+2: +2 Dicepool in 2 knowledge skills
  122. BETAWARE+3: +3 Dicepool in 2 knowledge skills
  123. GAMMAWARE+4: +4 Dicepool in 2 knowledge skills
  124. DELTAWARE+5: +5 Dicepool in 2 knowledge skills
  125.  
  126.  
  127. BOOSTERWARE
  128. ESSENCE COST: 10
  129. ALPHAWARE: +1 for Initiative
  130. BETAWARE: +2 for Initiative
  131. GAMMAWARE: +3 for Initiative
  132. DELTAWARE: +4 for Initiative
  133.  
  134.  
  135. CYBERTORSO: Chest Armor
  136. ESSENCE COST: 20
  137. ALPHAWARE: +1 Armor
  138. BETAWARE: +2 Armor
  139. GAMMAWARE: +3 Armor
  140. DELTAWARE: +4 Armor
  141.  
  142.  
  143. CYBERSKULL: Head Armor
  144. ESSENCE COST: 10
  145. ALPHAWARE: +1 Armor
  146. BETAWARE: +2 Armor
  147. GAMMAWARE: +3 Armor
  148. DELTAWARE: +4 Armor
  149.  
  150.  
  151. OLFACTORY BOOST
  152. ESSENCE COST: 3
  153. STANDARD: -1 TN on smell checks
  154. ALPHAWARE: -2 TN on smell checks
  155.  
  156. CYBERWARE FLAWS
  157.  
  158. FAULTY WARE (2-6 Point flaw)
  159. 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%
  160.  
  161. GPS CHIPPED (4 Point flaw)
  162. 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.
  163.  
  164. OVERSIZED CYBERLIMB (2 Point flaw)
  165. 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
  166.  
  167. UNDERSIZED CYBERLIMB (2 Point flaw)
  168. 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
  169.  
  170. BROKEN SENSORY SYSTEMS (1 Point flaw)
  171. Through some misfortune, or perhaps by design, your cyberlimb is incapable of transmitting the sense of touch to your brain.
  172.  
  173. OBSOLETE WARE (2 Point flaw)
  174. 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.
  175.  
  176.  
  177. CYBERWARE PERKS
  178.  
  179. UTILITIES (1 Point perk)
  180. 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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