Revision [74]

This is an old revision of Av2ModernCharacters made by ConradWong on 2010-09-29 01:34:31.

 

Copypasta:

Additional edges not present in Test Drive:

Hardwired: you may install up to half your spirit in cyberware systemsi.e. at d6 spirit you could install 3 systems without penalty; you may also directly connect to any neural connection-capable hardware by plugging in, giving you a +2 bonus to hacking rolls and allowing you to perform "hands free" vehicle operation (but still subject to -2 multi-action penalty). Attempting to install devices beyond this limit inflicts -1 to Charisma for each additional device, and places you at risk of going "cyberpsycho" when under stress.

Cyborg: you may choose N$5000 of cybernetic devices to have pre-installed, and you can generally afford up to N$2500 in repairs per month. The above limit on devices still applies.

Military Cyborg: requires Cyborg. Your baseline cybernetic devices are armored (toughness 16 vs physical damage) and EMP-shielded (toughness 10 vs electrical damage).

Cyberdoc: requires d8 Medicine. Reflects the specialized skills needed to install cyberware, given access to appropriate equipment. Surgery requires recovery time, during which the character operates at reduced effectiveness, depending on how significant the change is.

Cybernetic Devices


Besides taking the Cyborg edge, you may also purchase cybernetic devices with your starting funds, funds you acquire during the game, or install cybernetic devices that you find or steal. In-game surgery leaves you weakened (-2 to all trait rolls) for a recovery time as follows:

Grade Cost Recovery Time
A N$200 1 hour
B N$400 4 hours
C N$1000 1 day
D N$2000 2 days
E N$5000 4 days
F N$100,000 2 weeks


You are limited to half your spirit die type in cybernetic systems, i.e. d6 spirit would let you implant three separate systems. However, each system may include one or more basic device plus modifications to the device, i.e. you might purchase a cybernetic arm, then install mods on that arm like an implanted gun, and it would still count as one "system".

External cyberware such as artificial limbs can be damaged by physical attacks. They have a Toughness of 10. Taking one wound deactivates them, requiring an engineer to fix but no additional parts. Taking two wounds severely damages or even destroys the cybernetic device, requiring a proportional amount of money to purchase replacement parts.

Electrical attacks directed against the character have a chance to temporarily shut down cyberware. They have a Toughness of 6 against electrical damage; if the character takes damage in excess of this, all cybernetic devices shut down and must be rebooted. The character may reboot one device per combat round, if he makes a Spirit roll against a target number of 4. Raises allow the character to reboot additional devices. Each Botch either shuts down any device that had been rebooted successfully or if none had been, the character becomes Shaken.

For devices grades and costs, please see Savage Cyberware but note that these campaign rules differ slightly from those listed.

Where devices can draw power (using "power points"), you should assume each device has an individual battery sufficient to provide one shot, unless otherwise stated in its description. You can purchase additional battery capacity for any device at 50% of its original cost, doubling its normal storage capacity, but they do not recharge by themselves without a separate power source.

You may purchase an Internal Power Source (20 power points, recharges 1 per round) as a Class D system, or a Military Power Source (50 power points, recharges 2 per round) as a Class E system. You can also purchase a Power Adapter (class B) for either or as a standalone system, which allows you to recharge your devices or refill your power source from a normal electrical outlet at the rate of 2 power points per round.
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