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  1. -------------------------------------------------------------------------------------------------------------------
  2.  
  3. TWEAKED RULES
  4.  
  5. -------------------------------------------------------------------------------------------------------------------
  6.  
  7. MINIMUM STRENGTH
  8. The minimum Strength required to use any given gun without penalty, plain and simple. The shooter takes a penalty to his shot equal to the difference between his Strength and the weapon's minimum strength (No penalty if the shooter's strength equals or exceeds this number). As a point of interest, this number is calculated by dividing a handgun's damage by 2 (Round down), a rifle's damage by 3 (Round down), or a heavy weapon's damage by 2 (Round down).
  9.  
  10. ARMOUR
  11. Armour gives automatic successes towards soak rolls. This is primarily to make AP rounds far more viable. Also, the calculation for 2020 SP to WoD soak is SP divided by four, round normally.
  12.  
  13. FULL AUTO FIRE
  14. Full auto fire gives a +5 accuracy and +1 TN per 5 shots fired. A fully automatic weapon may never fire more shots than its FA RoF (Full Auto Rate of Fire). Mutliple targets may be fired upon at -2 accuracy per meter spread apart.
  15.  
  16. THREE ROUND BURST
  17. Three round bursts give +2 accuracy, with no other effects. Three round bursts may be performed as multiple actions, up to an amount equal to a weapon's listed Semi-Automatic RoF.
  18.  
  19. MULTIPLE ACTIONS
  20. For every action taken after the first, subtract one die from the first action's roll, and one additional die from each action after that. Ex; If one were to take three actions, the first action would be at a minus two penalty, the second at minus three, and the third at minus four.
  21.  
  22. AIMING
  23. Aim actions grant a bonus equal to the shooter's perception, and may be taken an amount of times equal to one's dots in firearms. Aiming may not be taken as part of a mutliple action, with the exception of celerity gained actions.
  24.  
  25. HIT LOCATIONS
  26. Whenever an attack hits, roll 2d10 on this table to determine hit location (Round down for all muiltipliers);
  27. -2-4: Head | x1.5 applied damage (Non-halved damage for vampires)
  28. -5-7: Left Arm
  29. -8-9: Left Leg
  30. -10-12: Torso
  31. -13-14: Right Leg
  32. -15-17: Right Arm
  33. -18-20: Face | x1.5 applied damage (Non-halved damage for vampires)
  34.  
  35. -------------------------------------------------------------------------------------------------------------------
  36.  
  37. MERITS/FLAWS
  38.  
  39. -------------------------------------------------------------------------------------------------------------------
  40.  
  41. All merits and flaws concerning housing and living accomodations are defunct due to using Cyberpunk 2020's cost of living system, as are any merits or flaws regarding possessions.
  42.  
  43. CORPORATE EXECUTIVE - 5pt Merit
  44. This replaces the previous corporate CEO merit, which in this setting would just be far too powerful. With this merit you are assumed to be roughly around the position of a junior executive.
  45.  
  46. GENERATION GAPPED - 3pt Flaw
  47. You were embraced before 1995, and have no access to cyberware at character creation.
  48.  
  49. -------------------------------------------------------------------------------------------------------------------
  50.  
  51. DISCIPLINES
  52.  
  53. -------------------------------------------------------------------------------------------------------------------
  54.  
  55. CELERITY
  56. Celerity is activated by spending one blood point at the start of your turn, or at the top of the round if a willpower roll at diff 8 is successful (Or a willpower point is spent). From there, one adds their celerity rating to their initiative, and may take a number of extra physical actions equal to their celerity rating. Celerity must be reactivated every turn. As a note, cyberware granted celerity does not allow one to take more than one movement action per turn with their extra actions.
  57.  
  58. POTENCE
  59. Each dot in potence adds to strength for all purposes. One may spend a blood point to convert their potence dice in to automatic successes. Cybernetically gained potence is assumed to always be an automatic success.
  60.  
  61. FORTITUDE
  62. Fortitude adds to soak for all purposes (Even aggravated). If one wishes to do so, they may spend a blood point to turn their fortitude dice in to automatic successes.
  63.  
  64. -------------------------------------------------------------------------------------------------------------------
  65.  
  66. DRUGS
  67.  
  68. -------------------------------------------------------------------------------------------------------------------
  69.  
  70. PRIMARY EFFECTS
  71.  
  72. Accelerator: Add 1/2 STR (round down) to Celerity rating.
  73.  
  74. Analgesic: For each point of STR, reduce wound penalties by one category. Six STR also grants the user immunity to becoming unconscious.
  75.  
  76. Antidote: Add STR to dice pool for resisting any poisons.
  77.  
  78. Aphrodisiac: Add 1/2 STR (round down) to seduction dice pools.
  79.  
  80. Concentrator: Add 1/2 STR (round down) to Intelligence.
  81.  
  82. Contraceptive: Take a guess.
  83.  
  84. Euphoric: Add STR to Willpower dice pools, as well as dice pools to resist frenzy.
  85.  
  86. Hypnotic: STR+2 equals difficulty to resist complying with any reasonable or unreasonable request.
  87.  
  88. Psychedelic: Roll under STR on a 1d10 to hallucinate.
  89.  
  90. Sedative: Subtract STR from frenzy difficulties.
  91.  
  92. Soporific: STR+2 equals difficulty to resist falling asleep.
  93.  
  94. Speed: Add 1/2 STR (round down) to Dexterity.
  95.  
  96. Stimulant: Add 1/2 STR (round down) to Perception.
  97.  
  98. -------------------------------------------------------------------------------------------------------------------
  99.  
  100. SECONDARY EFFECTS
  101.  
  102. -------------------------------------------------------------------------------------------------------------------
  103.  
  104. RESOURCES TO STARTING CASH CONVERSION
  105. It's real simple:
  106. 1 Dot: 2,000eb
  107. 2 Dots: 5,000eb
  108. 3 Dots: 10,000eb
  109. 4 Dots: 20,000eb
  110. 5 Dots: 50,000eb (It is not recommended to allow normal PCs above this level)
  111. 6 Dots: 100,000eb
  112. 7 Dots: 250,000eb
  113. 8 Dots: 500,000eb
  114. 9 Dots: 1,000,000eb
  115. 10 Dots: 5,000,000eb
  116.  
  117. You spend this money as you would normally in Cyberpunk 2020. This means you only possess the gear, housing, etc, that you purchase, as opposed to the abstraction the standard system goes for.
  118.  
  119. In addition, a new background known as Employment is now in play. It looks a little like this:
  120. 1 Dot: 500eb/Month
  121. 2 Dots: 1,000eb/Month
  122. 3 Dots: 2,000eb/Month
  123. 4 Dots: 5,000eb/Month
  124. 5 Dots: 10,000eb/Month (It is not recommended to allow normal PCs above this level)
  125. 6 Dots: 20,000eb/Month
  126. 7 Dots: 50,000eb/Month
  127. 8 Dots: 100,000eb/Month
  128. 9 Dots: 250,000eb/Month
  129. 10 Dots: 500,000eb/Month
  130.  
  131. It should be noted that employment may not suit every game, and the ST is encouraged to veto the background if he or she feels it doesn't jive with their game.
  132.  
  133. -------------------------------------------------------------------------------------------------------------------
  134.  
  135. MELEE WEAPONS (Damage calc = max damage/4 -1 round normally)
  136.  
  137. -------------------------------------------------------------------------------------------------------------------
  138.  
  139. SPM-1 Battleglove
  140. Damage: Special (STR plus 2 potence for punching, 3 potence for crushing)
  141. Accuracy: -2
  142. Conceal: Non
  143.  
  144. SPM-2 Battleglove Plus
  145. Damage: Special (STR plus 2 potence for punching, 3 potence for crushing)
  146. Accuracy: -1
  147. Conceal: Non
  148. Halves soft armour soak dice with punch.
  149.  
  150. Kendachi Monoknife
  151. Damage: STR+2
  152. Accuracy: +1
  153. Conceal: Jacket
  154. 1/3rd soft armour soak, 2/3rd hard armour soak.
  155.  
  156. Kendachi Monowhip
  157. Damage: 3
  158. Accuracy: 0
  159. Conceal: Jacket
  160. 1/3rd soft armour soak, 2/3rd hard armour soak, double damage dice gained from to-hit successes.
  161.  
  162. IMI Chainknife
  163. Damage: STR+2
  164. Accuracy: 0
  165. Conceal: Jacket
  166. Halves soft armour soak, and lowers the armour's value by 1 per hit.
  167.  
  168. Kendachi Monosword Cane
  169. Damage: STR+4
  170. Accuracy: +1
  171. Conceal: Longcoat
  172. 1/3rd soft armour soak, 2/3rd hard armour soak. Breaks on a botch.
  173.  
  174. Kendachi MonoKatana
  175. Damage: STR+5
  176. Accuracy: +1
  177. Conceal: None-concealable
  178. 1/3rd soft armour soak, 2/3rd hard armour soak. Breaks on a botch.
  179.  
  180. Kendachi Mono-Two
  181. Damage: STR+5
  182. Accuracy: +1
  183. Conceal: None-concealable
  184. 1/3rd soft armour soak, 2/3rd hard armour soak.
  185.  
  186. Kendachi M-33 Powersword
  187. Damage: STR+5
  188. Accuracy: 0
  189. Conceal: Non-concealable
  190. Quarters soft armour soak, and halves hard armour soak. Breaks on a botch.
  191.  
  192. -------------------------------------------------------------------------------------------------------------------
  193.  
  194. FIREARMS (Damage calc is Max Damage/4+1 for any damage lower than 4d6+4. All others are Max Damage/4. Round normally)
  195.  
  196. -------------------------------------------------------------------------------------------------------------------
  197.  
  198. LIGHT HANDGUNS
  199.  
  200. Astra Style-6
  201. Caliber: 5mm Caseless
  202. Damage: 3
  203. Accuracy: -1
  204. RoF: 5
  205. Capacity: 6
  206. Conceal: Pocket
  207. Min STR: 1
  208. Range: 20
  209. Melts on a botch
  210.  
  211. BudgetArms C-13
  212. Caliber: 5mm Caseless
  213. Damage: 3
  214. Accuracy: -1
  215. RoF: 5
  216. Capacity: 8
  217. Conceal: Pocket
  218. Min STR: 1
  219. Range: 20
  220.  
  221.  
  222. Dai Lung Cybermag 15
  223. Caliber: 6mm Caseless
  224. Damage: 3
  225. Accuracy: -1
  226. RoF: 5
  227. Capacity: 10
  228. Conceal: Pocket
  229. Min STR: 1
  230. Range: 20
  231. Melts on a botch
  232.  
  233. Federated Arms Impact
  234. Caliber: .22 Caseless
  235. Damage: 3
  236. Accuracy: +1
  237. RoF: 5
  238. Capacity: 10
  239. Conceal: Jacket
  240. Min STR: 1
  241. Range: 20
  242.  
  243. Federated Arms X-22
  244. Caliber: 6mm Caseless
  245. Damage: 3
  246. Accuracy: 0
  247. RoF: 5
  248. Capacity: 10
  249. Conceal: Jacket
  250. Min STR: 1
  251. Range: 20
  252.  
  253. Federated Arms X-38
  254. Caliber: .38 Caseless
  255. Damage: 4
  256. Accuracy: +1
  257. RoF: 4
  258. Capacity: 10
  259. Conceal: Jacket
  260. Min STR: 2
  261. Range: 20
  262.  
  263. Towa Manufacturing Type-12 Police Pistol
  264. Caliber: 6mm Caseless
  265. Damage: 3
  266. Accuracy: +3
  267. RoF: 5
  268. Capacity: 8
  269. Conceal: Jacket
  270. Min STR: 1
  271. Range: 25
  272.  
  273. -------------------------------------------------------------------------------------------------------------------
  274.  
  275. MEDIUM HANDGUNS
  276.  
  277. Arasaka WSA Autopistol
  278. Caliber: 10mm Caseless
  279. Damage: 5
  280. Accuracy: 0
  281. RoF: 3
  282. Capacity: 15
  283. Conceal: Jacket
  284. Min STR: 2
  285. Range: 25
  286.  
  287. BudgetArms C-41
  288. Caliber: .41 Cased
  289. Damage: 4
  290. Accuracy: +1
  291. RoF: 4
  292. Capacity: 10
  293. Conceal: Jacket
  294. Min STR: 2
  295. Range: 25
  296.  
  297. BudgetArms Laser-Niner
  298. Caliber: 9mm Caseless
  299. Damage: 4
  300. Accuracy: +1
  301. RoF: 4/Burst/FA20
  302. Capacity: 15
  303. Conceal: Jacket
  304. Min STR: 2
  305. Range: 25
  306.  
  307. Beretta M97P
  308. Caliber: 9mm Plasticase
  309. Damage: 4
  310. Accuracy: +2
  311. RoF: 4
  312. Capacity: 18
  313. Conceal: Jacket
  314. Min STR: 2
  315. Range: 25
  316.  
  317. Colt Alpha-Omega Competition Pistol
  318. Caliber: 10mm Caseless
  319. Damage: 5
  320. Accuracy: +2
  321. RoF: 3
  322. Capacity: 10
  323. Conceal: Jacket
  324. Min STR: 2
  325. Range: 25
  326.  
  327. Colt Enforcement 10 Sidearm
  328. Caliber: 10mm Caseless
  329. Damage: 5
  330. Accuracy: +1
  331. RoF: 3
  332. Capacity: 14
  333. Conceal: Jacket
  334. Min STR: 2
  335. Range: 25
  336.  
  337. Dai Lung Streetmaster
  338. Caliber: 10mm Caseless
  339. Damage: 5
  340. Accuracy: 0
  341. RoF: 3
  342. Capacity: 12
  343. Conceal: Jacket
  344. Min STR: 2
  345. Range: 25
  346. Melts on a botch
  347.  
  348. FN-Browning 3-Spot Machine Pistol
  349. Caliber: 10mm Caseless
  350. Damage: 5
  351. Accuracy: +1
  352. RoF: 3/Burst
  353. Capacity: 24
  354. Conceal: Jacket
  355. Min STR: 2
  356. Range: 25
  357.  
  358. Federated Arms X-9mm
  359. Caliber: 9mm Caseless
  360. Damage: 4
  361. Accuracy: 0
  362. RoF: 4
  363. Capacity: 12
  364. Conceal: Jacket
  365. Min STR: 2
  366. Range: 25
  367.  
  368. Fashion Gun 9
  369. Caliber: 9mm Caseless
  370. Damage: 4
  371. Accuracy: 0
  372. RoF: 4
  373. Capacity: 7
  374. Conceal: Pocket
  375. Min STR: 2
  376. Range: 10
  377. Melts on a botch
  378.  
  379. Goncz-Taurus Pistol
  380. Caliber: 9mm Caseless
  381. Damage: 4
  382. Accuracy: 0
  383. RoF: 4
  384. Capacity: 15
  385. Conceal: Jacket
  386. Min STR: 2
  387. Range: 25
  388.  
  389. Glock 30 Machine Pistol
  390. Caliber: 10mm Caseless
  391. Damage: 5
  392. Accuracy: +2
  393. RoF: 3/Burst
  394. Capacity: 20/30
  395. Conceal: Jacket
  396. Min STR: 2
  397. Range: 25
  398.  
  399. Hammer M-11 Bolt Pistol
  400. Caliber: 9mm Flechette (Armour 1/4x, Damage 1/2x)
  401. Damage: 3
  402. Accuracy: +2
  403. RoF: 4
  404. Capacity: 10
  405. Conceal: Jacket
  406. Min STR: 1
  407. Range: 10
  408.  
  409. IMI Gamad
  410. Caliber: 10mm Caseless
  411. Damage: 5
  412. Accuracy: 0 (-1 diff with built-in laser sight)
  413. RoF: 3
  414. Capacity: 7
  415. Conceal: Pocket
  416. Min STR: 2
  417. Range: 25
  418.  
  419. Kang Tao Type 97
  420. Caliber: 9mm Caseless
  421. Damage: 4
  422. Accuracy: +1
  423. RoF: 4
  424. Capacity: 10
  425. Conceal: Jacket
  426. Min STR: 2
  427. Range: 25
  428. Melts on a botch
  429.  
  430. -------------------------------------------------------------------------------------------------------------------
  431.  
  432. HEAVY HANDGUNS
  433.  
  434. Nova 338 Citygun
  435. Caliber: .338 Caseless
  436. Damage: 6
  437. Accuracy: +1
  438. RoF: 4
  439. Capacity: 7
  440. Conceal: Jacket
  441. Min STR: 3
  442. Range: 25
  443.  
  444. -------------------------------------------------------------------------------------------------------------------
  445.  
  446. VERY HEAVY HANDGUNS
  447.  
  448. Colt-AMT Model 2000
  449. Caliber: 12mm Caseless
  450. Damage: 7
  451. Accuracy: 0
  452. RoF: 2
  453. Capacity: 8
  454. Conceal: Jacket
  455. Min STR: 3
  456. Range: 35
  457.  
  458. -------------------------------------------------------------------------------------------------------------------
  459.  
  460. MEDIUM SMGS
  461.  
  462. Arasaka WMA/Minami-10 (Suppressed)
  463. Caliber: 10mm Caseless
  464. Damage: 5
  465. Accuracy: -1
  466. RoF: 3/FA20
  467. Capacity: 40
  468. Conceal: Longcoat
  469. Min STR: 2
  470. Range: 100
  471.  
  472.  
  473. -------------------------------------------------------------------------------------------------------------------
  474.  
  475. AMMO TYPES (Note: All armour values are rounded down when halved/quartered/whatever. All applied damage multipliers are applied AFTER soak is applied and are rounded down.)
  476.  
  477. -API (Armour Piercing Incendiary) | 4x Basic ammo cost
  478. API rounds halve the armour rating of the target, but halves applied damage. An API round deals 1 lethal damage per turn for two turns after impact with a target. This damage is of course treated as aggravated for vampires.
  479.  
  480. -Armour Piercing Rounds | 3x Basic ammo cost
  481. Armour Piercing rounds halve the armour rating of the target, but also halve applied damage.
  482.  
  483. -Dual Purpose Rounds | 4x Basic ammo cost
  484. Dual purpose rounds, when used against an armoured target, halve the armour rating and halve the applied damage. When used against unarmoured targets, the weapon's applied damage is increased by 1.5x.
  485.  
  486. -Hollow Points | 1.25x Basic ammo cost
  487. Hollow Points double the target's armour rating, but multiply the weapon's applied damage by 1.5x.
  488.  
  489. -Kendachi Fragmentation Flechettes | 5x Basic ammo cost
  490. Frag Flechettes halve the soft armour of the target.
  491.  
  492. -------------------------------------------------------------------------------------------------------------------
  493.  
  494. SHOTGUN AMMO
  495.  
  496. -Buckshot
  497. Buckshot increases applied damage by 2x.
  498.  
  499. -Armour Piercing Fin Stabilized Discarding Sabot (APFSDS) | 10eb per shell
  500. APFSDS rounds halve the armour rating of the target, and increase the shotgun's base damage by three.
  501.  
  502. -Flechettes | 8eb per shell
  503. Flechettes reduce the target's armour by three fourths, but also reduce the applied damage by three fourths.
  504.  
  505. -High Explosive | 5eb per shell
  506. HE rounds add a one meter area of effect to any shotgun blast, and increase the weapon's base damage by one. These also count as aggravated damage for vampires.
  507.  
  508. -High Explosive Anti Tank | GM's discretion
  509. Same as HE rounds, but halve armour.
  510.  
  511. -Slugs | Same price as regular buckshot
  512. Slugs halve armour and increase the shotgun's base damage by one.
  513.  
  514. -Thermite | 30eb per shell
  515. Thermite rounds halve armour, and increase the shotgun's base damage by six. There is also a one in ten additive chance of these rounds melting the barrel of the weapon for every shell (over five) fired. Of course, these deal aggravated damage to vampires.
  516.  
  517. -------------------------------------------------------------------------------------------------------------------
  518.  
  519. ARMOUR
  520.  
  521. -------------------------------------------------------------------------------------------------------------------
  522.  
  523. Armour is fairly simple; all you need to do is a simple mathematical conversion. Take the listed SP from Cyberpunk 2020 and divide that by four, rounding normally. Boom, there's your armour rating. The Encumberance Value from 2020 is directly applied as a Dex penalty, and the rules for layering armour remain the same.
  524.  
  525. -------------------------------------------------------------------------------------------------------------------
  526.  
  527. CYBERTECH
  528.  
  529. -------------------------------------------------------------------------------------------------------------------
  530.  
  531. SMARTGUNS
  532. With the exception of older cased weaponry, any gun may be smartchipped to allow for direct interfacing with the user. These weapons are neurally fired, or if a cyberoptic or smartgoggles are present, will set up crosshairs on the target and automatically fire when the weapon's laser sight matches said crosshairs.
  533.  
  534. In game terms, simply studding in to a smartgun will lower your TN for shooting by 1, having a cyberoptic with a targeting scope adds an additional minus 2 to the TN for a total of minus 3. Smartgoggles can be used instead of studding in, and provide a minus 2 to your TN for shooting, the lack of extra neural processing power stops it from being minus 3.
  535.  
  536. -------------------------------------------------------------------------------------------------------------------
  537.  
  538. HUMANITY LOSS
  539. Humanity loss is rolled using the same dice code presented in Cyberpunk 2020, and works relatively the same. For every increment of 10 humanity loss gained, your current humanity decreases by one dot, as well as your maximum humanity. That means having 23 humanity loss total will limit you to a maximum of 8 humanity at any time. But that's the price you pay for being the best.
  540.  
  541. Just as a note, Humanity Loss will be abbreviated as "HL" from here on out.
  542.  
  543. -------------------------------------------------------------------------------------------------------------------
  544.  
  545. SURGERY
  546. You've got to get that chrome in you somehow, and surgery is the way to do it. These rules only apply during the game, ignore it for chargen purposes.
  547.  
  548. The surgery codes are as follows:
  549.  
  550. Negligible (N)
  551. Required: Mall clinic or other drop-in bodyshop.
  552. Surgical Time: 1 hour
  553. Surgical Damage: 2 points of lethal
  554. Surgical Costs: Included with installation
  555. Target Number: 6
  556.  
  557. Minor (M)
  558. Required: Medical center or ripperdoc clinic.
  559. Surgical Time: 2 hours
  560. Surgical Damage: 4 points of lethal
  561. Surgical Costs: 500eb
  562. Target Number: 7
  563.  
  564. Major (MA)
  565. Required: Full hospital with surgery center.
  566. Surgical Time: 4 hours
  567. Surgical Damage: 6 points of lethal
  568. Surgical Costs: 1,500eb
  569. Target Number: 8
  570.  
  571. Critical (CR)
  572. Required: Full hospital with surgery center.
  573. Surgical Time: 6 hours
  574. Surgical Damage: 8 points of lethal
  575. Surgical Costs: 2,500eb
  576. Target Number: 9
  577.  
  578.  
  579. EXPLANATIONS
  580. Surgery Type (Shorthand for this type)
  581.  
  582. Required: The minimum gear you need to perform the surgery.
  583.  
  584. Surgical Time: How long the surgery takes.
  585.  
  586. Surgical Damage: How much damage is inflicted upon you during the surgery (This can NOT be soaked, and are counted as automatic successes)
  587.  
  588. Surgical Costs: How much it costs on top of whatever ware you're getting. As an example, a 3,000eb cyberlimb with a CR surgery code would cost a total of 5,500eb.
  589.  
  590. Target Number: The target number for the person performing the surgery. For every success gained the surgery damage is lowered by 1, to a minimum of 1. As an example, 3 successes would lower the surgical damage by 3.
  591.  
  592. -------------------------------------------------------------------------------------------------------------------
  593.  
  594. CYBERWARE AND SUPERNATURALS
  595. By now you're probably wondering, "Can I load up my kindred/werewolf/whatever with all this sweet newtech?" The answers are a lot more complicated than I would like, but they're the only possible answers that leave everything making some modicum of sense.
  596.  
  597. Let's get the easiest out of the way first: Changing breeds CAN have ware, but it causes many problems with changing forms. So sure, your garou could load up on a superchromed arm, but when she changes to crinos not only is that arm going to be ripped off by the change, it's going to cause the garou intense pain and leave her armless. Now take that logic, and apply it to something like a cyberorgan, and you can quickly see why getting cyberware as a changing breed is a bad idea. I'm going to assume no one is dumb enough to do this, so I won't bother writing hard rules on it, but Storytellers are welcome to give their changing breeds as much aggravated damage as they want if for some ungodly reason the players think it's a good idea for a werewolf to load up on ware.
  598.  
  599. For vampires, cyberware is a complex thing, filled with many exceptions, so here's an easy thing to remember: If nothing is mentioned in the description of the item, it's 100% compatible with kindred. If something is mentioned, either the ware is not compatible at all, or it loses some of its functions.
  600.  
  601. -------------------------------------------------------------------------------------------------------------------
  602.  
  603. FASHIONWARE
  604.  
  605. -BIOMONITOR | 100eb | Surgery: N | 1 HL
  606. Mounted just below the skin of the forearm, the Biomonitor gives a constant readout of pulse, respiration, brainwaves, blood sugar, temperature, and cholesterol levels. The display is a pattern of word-shaped LEDs, each running a colour sequence from red (no good) to green (very good). As conditions change, the colours change. The user merely shoots back his cuff, looks for the little glowing word display he wants, and checks the colour. In game terms, this provides a -2 to TN for resisting drugs, poisons, and torture. Doesn't really do anything for vampires, except confirm that they are, in fact, dead.
  607.  
  608. -ADVANCED BIOMONITOR | 200eb | Surgery: MA | (1d6/2)-1 HL
  609. TO BE WRITTEN
  610.  
  611. -SKINWATCH | 50eb | Surgery: N | 1 HL
  612. The predecessor of the Biomonitor, the Skinwatch is implanted just below the epidermis, and uses tiny LEDs to project glowing numerals through the skin. Skinwatches can be mounted anywhere, although the hand, wrist, and fingers are the most common. Advanced versions can be reset by pressing the display gently until the right number combinations have come up; really advanced versions have alarms that beep quietly. In other words, use your imagination.
  613.  
  614. -LIGHT TATTOO | 1-20eb | Surgery: N | 0.5 HL
  615. These are light emitting chemical patches inserted under the first couple layers of skin. They store light and emit it in colours of patterns. Depending on how large and elaborate you want the tattoo will be, it can cost anywhere between 1 and 20 euros.
  616.  
  617. -DERMATECH LOGO-LINE TATTOO | 10-200eb | Surgery: N | 0.5 HL
  618. TO BE WRITTEN
  619.  
  620. -SHIFT-TACTS | 1-200eb | Surgery: N | 0.5 HL
  621. Implanted coloured contact lenses, designed to mimic certain aspects of more expensive cyberoptics. Mirrored contacts in all tints, temperature or emotion sensitive contacts that change colour on demand, logo or patterned contacts, you get the idea. These are available in most fashionable bodyware shops. Aside from the emotion sensitive variety, shift-tacts work on vampires.
  622.  
  623. -CHEMSKIN | 200eb | Surgery: N | 1d6/2 HL
  624. These are special dyes and chemicals which are impregnated or rubbed in to the skin. Some change the skin colour to a new shade as desired. Others are temperature sensitive, and change colours in vibrant patterns when warmed or cooled. Very expensive chemskins are sensitive to hormonal changes; you could buy a chemskin that would make yellow and black tiger stripes appear on your skin when you became angry or excited. Chemskins work perfectly with kindred, with the exception of the hormonal sensing variants.
  625.  
  626. -SYNTHSKIN | 400eb | Surgery: N | 1d6 HL
  627. A more sophisticated version of light tattoo tech, a synthskin is a layer of colour-shifting plastic bonded to the outer skin. A synthskin can be adjusted to display colours, patterns, light flares or other special effects, using tuning chips (Chips costing about 100eb) which are plugged into a socket in the skin (Usually under the hairline).
  628.  
  629. -TRANSPARENT SKIN | 1000eb/m | Surgery: M | 3d6 HL/m
  630. TO BE WRITTEN
  631.  
  632. -MOOD SKIN | 200eb/m | Surgery: N | 1d6 HL/m
  633. TO BE WRITTEN
  634.  
  635. -NU-TEK TV SKIN | 600eb | Surgery: M | 1d6+4 HL
  636. TO BE WRITTEN
  637.  
  638. -TECHHAIR | 1-200eb | Surgery: M | 2 HL
  639. The shafts of this artificial hair are impregnated with various types of reactive chemicals. Some types are temperature sensitive and change colour or stand up depending on the weather. Others contain the same pigments used in light tattoos, storing and emitting coloured light in patterns. Still others can change colour as desired by using special chemical shampoos. Techhair can be implanted in mohawks, hair weaves, full hairpieces, manes, ruffs, whiskers, and less obvious (but interesting) places.
  640.  
  641. -KILL DISPLAY | 100eb | Surgery: N | 1 HL
  642. TO BE WRITTEN
  643.  
  644. -TURN-ON NAILS | 25/200eb | Surgery: N | 1 HL
  645. TO BE WRITTEN
  646.  
  647. -SHOW-OFF NAILS | 45/425eb | Surgery: N | 2 HL
  648. TO BE WRITTEN
  649.  
  650. -------------------------------------------------------------------------------------------------------------------
  651.  
  652. NEURALWARE
  653.  
  654. -NEURALWARE PROCESSOR | 1,000eb | Surgery: M | 1d6 HL
  655. The basic neural processor is a "switch-box" implanted into the lower spine, and is used to route signals from external cyberware to the central nervous system. It is the main system for any type of neural interface including reflex boosters, interface plugs, etc. The Neural Processor has a small inspection space with allows secondary co-processors to be inserted into the basic processor module. This makes upgrading a process of opening the inspection space in a sterile environment and inserting the new co-processors. Thanks to the science of nanotech, the unit is very easy to implant. It is surgically affixed to the spine, where it releases a flood of nanosurgical units in to the spinal column which hook nerve endings to the processor. This process takes some time (1d6+7 days) before the machines have worked their way through the entire body.
  656.  
  657. -KERENZIKOV BOOSTERWARE | 500eb/level | Surgery: N | 1d6/2d6 HL
  658. A specialized TRC (Triggered Reflex Computer) that amplifies and speeds up signal processing. Kerenzikov boosterware is always activated; you're always reacting with a higher than normal reaction speed. Since it boosts responses to a superhuman level, it comes with a hefty humanity cost, as the user must learn to readjust his or her actions to a world that appears to be moving in slow motion. Because of this, Kerenzikov can be installed in two separate levels. Each level grants one point of Celerity, and comes with 1d6HL.
  659.  
  660. -SANDEVISTAN SPEEDWARE | 1,600eb | Surgery: N | 1d6/2 HL
  661. Speedware kicks in only when desired, eliminating much of the need to adapt one's entire life to an inhumanly fast reaction time. The character must first subvocalize a mental command word before the boost is activated, which takes one turn and is considered a reflexive action. When it does kick in, the user remains boosted for five full turns (+3 Celerity) before the it cuts out. The user must then take two full turns to recover from the superhuman boost before kicking it in again, as more is drawn from the body during a boosted state than with something like Kerenzikov.
  662.  
  663. -BOOSTMASTER | 650eb | Surgery: N | 1d6/2 HL
  664. An add-on to either Kerenzikov or Sandevistan, which heightens the efficiency of the TRC. With Kerenzikov, it adds +1 Celerity all the time. For Speedware, it is only active when the boost is active, but it ups the boost to give +4 Celerity.
  665.  
  666. -TACTILE BOOST | 100eb | Surgery: N | 2 HL
  667. A simple co-processor which boosts one's sense of touch, giving a -2 TN to all checks related to the sense. To avoid overstress of the sense, the boost can be turned on and off at will.
  668.  
  669. -TACTILE BOOST LINKAGE | 150eb | Surgery: N | 0 HL
  670. TO BE WRITTEN
  671.  
  672. -OLFACTORY BOOST | 100eb | Surgery: N | 2 HL
  673. A co-processor that boosts one's smelling abilities, granting a -2 TN to all smell based checks, in addition to giving one the ability to track someone by scent.
  674.  
  675. -TASTE BOOST | 100eb | Surgery: M | 2 HL
  676. TO BE WRITTEN
  677.  
  678. -PAIN EDITOR | 200eb | Surgery: N | 2d6 HL
  679. This co-processor overrides the pain receptors of the brain, making the subject impervious to torture, deprivation, or physical hardship. It doesn't mean he isn't getting hurt, just that he won't notice it until he collapses. In game terms, the Pain Editor lowers all wound penalties by two categories (As an example, someone with the mauled status will only take a -1) and lowers all difficulties related to resisting pain by two.
  680.  
  681. -INTERFACE PLUGS | 200eb | Surgery: M | 1d6 HL
  682. These are the staple of Cyberpunk culture. Usually installed in to the bones of the wrist, spine, or skull, they tap into major nerve trunks and interface with the neural processor to send and receive signals. The plug itself can be used to insert information and reflex "skill chips," or as a plug in for a set of interface cables, allowing one to directly control the device they're studded in to.
  683.  
  684. -MAG-DUCT SPOTS | 220eb | Surgery: N | 1d6/2 HL
  685. TO BE WRITTEN
  686.  
  687. -LIVEWIRES | 400/200eb | Surgery: M | 2d6 HL
  688. TO BE WRITTEN
  689.  
  690. -SUBDERMAL SMARTGUN LINK | 220eb | Surgery: M | 1d6/2 HL
  691. TO BE WRITTEN
  692.  
  693. -CHIPWARE SOCKET | 200eb | Surgery: N | 1d6/2 HL
  694. A small socket used only for inserting chipware. With a chipware socket, you can use your interface plugs to control other things while still having access to MRAM and APTR information. The device can hold up to 10 chips in storage, and is able to "run" an amount of chips equal to the user's intelligence plus wits.
  695.  
  696. -CHIPLOK | 150eb | Surgery: None | 0 HL
  697. TO BE WRITTEN
  698.  
  699. -------------------------------------------------------------------------------------------------------------------
  700.  
  701. CHIPWARE
  702.  
  703. -APTR (REFLEX) CHIPS | 400eb/Level
  704. These chips are used for Talents and Skills only, such as firing a weapon or hand-to-hand combat. These TRCs (Triggered Reflex Computers) feedloop - record a specific neural signal from one source to its memory, then use the recording to activate a series of muscle reactions in another source. An APTR chip must adapt to your specific neural and muscular patterns, adjusting its instructions to fit your body and vice versa (after all, the karate masater who was the pattern for the chip might have been five foot ten and you might be six foot three). It learns your body movements by sampling your responses as you practice using the chip. This process is known as chipping in and is required before the chip can be fully functional. For every level of the chip, two hours of practice are required for chipping in. The maximum level for an APTR chip is 2, with the expception of specific feats (IE; seduction, rifles, etc) which can be bought up to level 3. Any level granted by an APTR chip overrides the user's original score in that ability.
  705.  
  706. -MRAM (MEMORY) CHIP | 400eb/Level
  707. These are chips for information only, used for storage of raw data on a specific subject. A memory chip operates just like a reflex chip, except it doesn't require time to chip in, and is only for knowledges.
  708.  
  709. -STRESS CHIP |
  710. Stress chipping adds +1 die to all willpower and humanity related tests.
  711.  
  712. -------------------------------------------------------------------------------------------------------------------
  713.  
  714. IMPLANTS
  715.  
  716. -NASAL FILTERS | 60eb | Surgery: M | 2 HL
  717. Filters implanted in the Nasal Cavity. These provide a -4 TN to any roll resisting breathable substances. As one could assume, this implant is useless for vampires.
  718.  
  719. -GILLS (Freshwater) | 400eb | Surgery: MA | 3d6 HL
  720. This implant allows the user to breath relatively clean freshwater for up to four hours. Lack of breathing makes this a little useless for kindred.
  721.  
  722. -SALTWATER GILLS | 600eb | Surgery: MA | 3d6 HL
  723. TO BE WRITTEN
  724.  
  725. -GILL TOXIN FILTERS | 200eb | Surgery: M | 2 HL
  726. TO BE WRITTEN
  727.  
  728. -INDEPENDENT AIR SUPPLY | 300eb | Surgery: MA | 2d6 HL
  729. A small artificial organ, filled with spongy, oxygen fixing foam. Implanted in the lower lungs, it allows an inactive character to hold his breath for up to 25 minutes, or an active character up to 10 minutes. Considering vampires don't breath, this implant is useless to them.
  730.  
  731. -INDEPENDENT AIR SUPPLY PLUS | 600eb | Surgery: MA | 2d6 HL
  732. TO BE WRITTEN
  733.  
  734. -MR STUDD SEXUAL IMPLANT | 300eb | Surgery: MA | 2d6 HL
  735. All night, every night, and she'll never know. Use your imagination and add and extra die to all seduction rolls that could relate to the implant. This implant does in fact work for vampires, and can even save them the embarrassment of having to explain why they can't get it up.
  736.  
  737. -MIDNIGHT LADY SEXUAL IMPLANT | 300eb | Surgery: MA | 2d6 HL
  738. You can't call yourself a cyborg until you have a Midnight Lady sexual implant. Add an extra die to any seduction roll you could relate the implant to. Though perhaps not as useful as the Mr Studd is for the opposite gender, the Midnight Lady does in the very least possess all the functions one would expect of such a device.
  739.  
  740. -CONTRACEPTIVE IMPLANT | 100eb | Surgery: N | 0.5 HL
  741. Implanted under the left armpit, it prevents pregnancy for up to five years. Available to both sexes, but does nothing for vampires considering they can't get pregnant.
  742.  
  743. -SUBDERMAL POCKET | 200eb | Surgery: M | 2d6 HL
  744. A 2"x4" plastic pocket hidden under the skin, with a pressure sensitive seal. Useful for couriers. Detection requires a difficulty 8 Perception+Alertness test.
  745.  
  746. -ADRENAL BOOSTER | 400eb | Surgery: M | 2d6 HL
  747. An artificial gland which releases adrenal hormones on command. When activated, the implant adds +1 Celerity, Dexterity, and the effects of the Pain Editor for 1d10/2 + 2 rounds. After use, it requires a full ten minutes to recharge. In vampires, it also triggers frenzy unless a self control roll at diff 8 is made.
  748.  
  749. -SUBDERMAL ARMOUR | Varies | Surgery: CR | Varies
  750. This is a mesh/ballistic plastic armour inserted under the skin. Subdermal armour only covers the torso, and its protection varies upon its level on the following table.
  751. LEVEL 1 | 500eb | Diff 9 to notice | 2 Torso Soak Dice | 1d6/2 HL
  752. LEVEL 2 | 800eb | Diff 8 to notice | 3 Torso Soak Dice | 1d6 HL
  753. LEVEL 3 | 1,100eb | Diff 7 to notice | 4 Torso Soak Dice | 1d6+3 HL
  754. LEVEL 4 | 1,450eb | Diff 6 to notice | 5 Torso Soak Dice | -1 Dex and App | 2d6+2 HL
  755.  
  756. -SUBDERMAL SKULL ARMOUR | Varies | Surgery: MA | Varies
  757. The same sort of mesh/ballistic armour used for torso armour, but lighter and more flexable to work with the light skin and muscle on the skull. Skull armour only covers the head, and its protection varies upon its level on the following table.
  758. LEVEL 1 | 550eb | Diff 9 to notice | 1 Head Soak Die | 1d6/2 HL
  759. LEVEL 2 | 750eb | Diff 8 to notice | 2 Head Soak Dice | 1d6 HL
  760. LEVEL 3 | 1,200eb | Diff 7 to notice | 3 Head Soak Dice | -1 App | 1d6+3 HL
  761.  
  762. -MOTION DETECTOR | 200eb | Surgery: M | 2d6 HL
  763. Detects motion (direction and strength) in a 20 sq.m area with 70% effectiveness. Can be mounted in the palm or heel.
  764.  
  765. -DIGITAL RECORDER | 200eb | Surgery: M | 2 HL
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