Revision [113]
This is an old revision of Av2Cybernetics made by ConradWong on 2010-09-30 02:30:46.
Cybernetics
Cybernetics - an Arcane Background allowing you to install cybernetic devices. You begin with 10 power points and one power. Normally you recover power only during Recovery Times. You may suffer from -1 Charisma due to negative reactions to your visible implants.
- Cyborg - requires Cybernetics. Your body has been heavily re-engineered; choose one attribute and increase that die type by two, or increase two attributes by one apiece - if you go over d12, it becomes d12+1, d12+2, etc. You also gain +2 Toughness but an additional -1 to Charisma (-2 total). You become vulnerable to electrical damage (double damage).
- More Human Than Human - requires Seasoned, Cybernetics. You negate all Charisma loss from now cleverly-disguised cybernetic implants (but you lose +2 Toughness if you had Cyborg); instead, you gain +1 Charisma due to cosmetic surgery perfecting your appearance.
- Increased Power Pool - increases your power pool by 5 points. You may take this once per Rank.
- Internal Reactor - allows you to recharge 1 power point per round.
- Subcutaneous Armor - your body has been implanted with ceramic plates of armor. You have 2 points of Armor. This consumes no power.
- Retractable Claws - you may install hidden claws or spikes (str+1d6 damage) that you can pop up at willl. They do not consume power.
- Hidden Gun - you may install a hidden Glock-style gun that you can pop up at will. (12/24/48 range, 2d6 damage, RoF 1, 17 rounds capacity, AP 1, Semi Auto) You cannot reload this in the field.
- Arm Cannon - requires d8 Strength. You may eschew subtlety and simply mount a machine gun alongside or replacing one of your arms. This weapon is equivalent to the M60 (range 30/60/120, 2d8+1 damage, RoF 3, AP 2, Snapfire, 250 shots). You cannot reload this in the field.
- Enhanced Vision - you may replace your eyes with cybernetic ones which are capable of infrared vision and telescopic sight. This gives you +2 to Notice versus stealthed enemies and you only take -2 range penalty at Long Range; you have no range penalty at Short or Medium Range. This consumes no power.
- Enhanced Hearing - you may replace one or both ears with cybernetic ones which are capable of passive sonar and amplifying distant or faint sounds. This gives you +2 to Notice and Streetwise. This consumes no power.
The following Powers may make sense to purchase as active power-using devices or implants. Additional powers beyond the first one can be purchased with the New Power Edge.
- Bolt - laser gun (cannot use Additional Bolts). Roll Shooting.
- Boost Strength - cybernetic implants that greatly amplify your strength while active. It is boosted by two die types, but cannot Raise. This costs 2 power points for 3 rounds, then 1 power point per additional round.
- Entangle - net projector.
- Invisibility - your specially engineered clothes and skin are capable of actively copying all light passing through from one side to the other. Automatic success but no Raise; others are at -4 to Notice you. This costs 5 power points and lasts 3 rounds, then 1 power point per additional round.
- Light - optic implant. Consumes 1 power point every 10 minutes. You can optionally turn this up to be bright enough to blind enemies, treat as a Burst costing 2 power points in that round and roll Shooting. Enemies have a target of 4 to be Blinded; on a Raise they are also Shaken.
- Obscure - smoke grenade launcher.
- Quickness - cybernetic implants that greatly amplify your reaction speed and reflexes. You gain two attacks per round at no multi-action penalty. Costs 4 power points for 3 rounds, then 2 power points per additional round.
- Speed - bionic legs. Costs 1 power point per round. Your Pace is doubled to 12 while this is effective; in addition, you may jump great heights, i.e. from the ground to the roof of a two-story tall building. When jumping, make an Agility roll to ensure a safe and accurate landing.
- Stun - Tesla coil which fires an electrical charge.