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 Terran/Hexisan Bio/Cyberware

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PostSubject: Terran/Hexisan Bio/Cyberware   Thu Dec 06, 2012 5:23 pm

Bioware and Cyberware have been a part of both the Terran and Hexisan lifestyle for centuries. The history is very similar. Military and Medical organizations looked to change the physique of their race’s natural state by modifying it with biological and electronic augmentations. At first, the changes were simple. Senses were made to adjust to new environments, synthetic organs were used to replace natural faulty ones, and stronger limbs were substituted in place for feebler originals. As time went on however, soon developers could make entire physical bodies out of synthetic materials, needing only the user’s brain to survive. Elderly people remained young for years longer than they should, DNA could be altered to add or subtract new parts, and nano-robotics could help fight off diseases that previously killed millions.

While each galaxy and culture has diverse gaps in bio/cyberware technology, it tends to be racial preferences that make the difference between what is marketable. Altarians, whose ancient race tends to depend on natural biology, favor smaller, more natural modifications. Novacons on the other hand, prefer an abundance of flashy, robotic parts which flaunt their warrior-like traditions. The competitive instincts of the Balidar cause them to lean towards bio/cyberware that improves what they are already naturally efficient in such as climbing and physical calisthenics. While the Elashani are unable to augment their natural state, they choose to invest in cyberware that they can add to their protective capsules in order to make the false-bodies more powerful. Rasari meanwhile, have always supported biological amplifications such as cell-molding and bacteria synchronization.

As for the Terrans, their lack of advanced bio/cyberware within their society has not inhibited them from altering themselves. Humans tend to modify themselves as they see fit in order to best fit their occupation. Soldiers are likely to have changes that make them more potent while explorers prefer alterations that keep them safe from dangerous environments. Ullitors meanwhile, not only prize cybernetic weaponry that reflects their brutish nature, but bioware that aids their primal hunger and incapacity to tolerate temperate ecosystems. Solins are also partial to mutations which help them balance out their flawed genetics in colder environments while being partial to nanites as well. Finally, the Naga, whose race’s origin is entirely based off of their physical ability, desperately modify their snake bodies in order to keep up with the need for powerful Naga Mercenaries.

With the demand for Bioware and Cyberware only increasing, modifications look to grow more advanced as the years go by. While the Milky Way looks to catch up with the advanced technologies of a higher civilization, the Hexisan galaxy works to create new cyber/bioware additions that make even the most mundane more powerful than any naturally born creature could ever be.
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PostSubject: Re: Terran/Hexisan Bio/Cyberware   Thu Dec 06, 2012 5:40 pm

IMPLANTS

Implants can be purchased by starting characters with character points or in-game. To earn cyber/bio-ware in game, the character first must attain it. Usually, this is conducted through purchasing the equipment, however, trade, rewards or thievery are also viable ways to attain it. Next, the character must have the augmentation surgically installed. Once (“if”) the surgery is successfully performed, the character next spends character points to achieve the parallel positive trait in order to take advantage of the bio/cyberware.

Types of Cybernetic Implants
Characters can just about any body part replaced, except the brain, which can only be enhanced. The basic units provide no more functional- ity than the part a character came with, nor are they any sturdier than organic pieces. However, unlike natural body parts, they readily serve as a reason to gain new Special Abilities (and Disadvantages).

All units are assumed to come with nearly limitless energy sources that have no harmful side effects. All units are controlled by mental commands, in the same way that a person can control her limbs by thinking about it. The wiring can’t be shorted. The unit’s covering matches the texture and appearance of the character’s normal skin and fits virtually seamlessly with the rest of the character’s body. Dis- advantages and Limitations can lower the cost of the unit at a risk or inconvenience to the character (such as having to recharge the power cell or being susceptible to electricity-based attacks).

The description of each unit includes the number of upgrade slots for that part. Once the upgrade slots are maxed out, the character must replace one of the older upgrades to get a new feature.
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Upper Body Hand
This unit replaces the whole hand, including the wrist, palm, and digits.
Upgrade Slots: One upgrade slot per digit plus one in the palm or wrist. Thus, a Human would have six upgrade slots in a basic hand unit.
Special Abilities Allowed: Ambidextrous; Armor-Defeating Attack; Enhanced Sense: Touch; Extra Sense (any tactile type); Fast Reactions with Limitation Restricted (R1), may only be used with hand-using skills; Natural Hand-to-Hand Weapon; Natural Ranged Weapon; Skill Bonus; Skill Mini- mum; Uncanny Aptitude.
Notes: The maximum bonus to climb/jump, lift, andswimequalsthenumberinfrontofthe“D”ofthe character’s current Strength die code. For additional restrictions, see the sidebar.
Base Surgery Difficulty: 10

Arm
This unit replaces the hand, forearm, elbow, and upper arm.
Upgrade Slots: One upgrade slot per digit, one in the palm or wrist, one in the forearm, and one in the rear arm.
Special Abilities Allowed: Ambidextrous; Armor-Defeating Attack; Enhanced Sense: Touch; Extra Sense (any tactile type); Fast Reactions with Limitation Restricted (R1), may only be used with hand-using skills; Natural Hand-to-Hand Weapon; Natural Ranged Weapon; Skill Bonus; Skill Minimum; Uncanny Aptitude.

> Hand, Arm, and Shoulder Restrictions
These restrictions apply to all hand, arm, and shoulder cybernetic implants.
Skill Bonus, Skill Minimum, and Uncanny Aptitude may only be taken for skills the hand can use. Unless the character replaces both legs, the Fast Reactions ability only applies to skills that can be used with one hand.
Ambidextrous may only be taken if both hands are replaced at the same time, though the Special Ability need only be pur- chased once per pair of hands. However, the Special Ability takes up one slot in each hand.
For items requiring one hand to lift, the character receives the full bonus. For items requiring two hands to lift, the char- acter gets one-half of the bonus (rounded up), unless he has both hands replaced. If the bonuses given by the hands are different, than the character gets the average of the bonuses (rounded up) when attempting two-handed maneuvers.

Notes: The maximum bonus to climb/jump, lift, and swim is 3 times the number in front of the “D” of the character’s current Strength die code. For additional restrictions, see the sidebar.
Base Surgery Difficulty: 12



Complete Leg
This unit replaces the entire leg, from foot to thigh.
Upgrade Slots: It has one upgrade slot for the lower leg, one upgrade slot for the upper leg, and the same number of upgrade slots as the foot (typically one non-weapon and one weapon).
Special Abilities Allowed: Armor-Defeating Attack; Fast Reactions with Limitation Restricted (R1), may only be used with foot-using skills; Hypermovement; Natural Hand-to-Hand Weapon; Natural Ranged
Upgrade Slots: It has the same num- ber of upgrade slots as the arm unit.
Special Abilities Allowed: Ambi- dextrous; Armor-Defeating Attack; Enhanced Sense: Touch; Extra Sense (any tactile type); Fast Reactions with Limitation Restricted (R1), may only be used with hand-using skills; Natu- ral Hand-to-Hand Weapon; Natural Ranged Weapon; Skill Bonus; Skill Minimum; Uncanny Aptitude.
Notes: There is no maximum climb/ jump, lift, and swim bonus. For additional restrictions, see the sidebar.
Base Surgery Difficulty: 15 Lower Body

Foot
This unit replaces the foot and ankle.
Upgrade Slots: It generally has one non-weapon upgrade slot and one weapon upgrade slot, though gamemasters may allow certain species to include additional slots (at an increased cost, of course).
Special Abilities Allowed: Armor-Defeating Attack; Fast Reactions with Limitation Restricted (R1), may only be used with foot-using skills; Natural Hand-to-Hand Weapon; Natural Ranged Weapon; Skill Bonus; Skill Minimum; Uncanny Aptitude.
Notes: The maximum bonus to climb/jump, running, or swim equals the number in front of the “D” of the character’s current Strength die code. For additional restrictions, see the sidebar.
Base Surgery Difficulty: 10

Lower Leg
This unit replaces the foot, ankle, lower leg, and knee.
Upgrade Slots: It has one upgrade slot for the leg plus the same number of upgrade slots as the foot (generally one non-weapon and one weapon).
Special Abilities Allowed: Armor-Defeating Attack; Fast Reactions with Limitation Restricted (R1), may only be used with foot-using skills; Natural Hand-to-Hand Weapon; Natural Ranged Weapon; Skill Bonus; Skill Minimum; Uncanny Aptitude.
Notes: The maximum bonus to climb/jump, running, or swim is 3 timesthenumberinfrontofthe“D”ofthecharacter’scurrentStrength die code. For additional restrictions, see the sidebar.
Base Surgery Difficulty: 12 48
Weapon;SkillBonus;SkillMini- mum; Uncanny Aptitude.
Notes: There is no maximum climb/jump, running, or swim bonus. For additional restrictions, see the sidebar.
Base Surgery Difficulty: 15 Head

Ear
One ear unit replaces one audi- tory receptor.
Upgrade Slots: Two upgrade slots
Special Abilities Allowed:
Enhanced Sense: Hearing; Extra Sense (auditory type); Skill Bonus; Skill Minimum; Uncanny Aptitude.
Chapter 4

> Foot, Lower Leg, and Complete Leg Restrictions
These restrictions apply to all foot, lower leg, and complete leg cybernetic implants.
Skill Bonus, Skill Minimum, and Uncanny Aptitude may only be taken for skills the foot can use. Unless the character replaces both legs, the Fast Reactions ability only applies to skills that can be used with one foot.
Characters gain only half the bonus (rounded up) to climb/jump, running, or swim attempts and half of the Hypermovement adjustment unless the character has both feet replaced. If the bonuses given by the feet are dif- ferent, than the character gets the average of the bonuses (rounded up) when attempting these maneuvers.
Notes: Skill Bonus, Skill Minimum, and Uncanny Aptitude are restricted to hearing-based or balance-related specializations. Cannot be fitted with weapons.
Base Surgery Difficulty: 17

Eye
One eye unit replaces one visual receptor.
Upgrade Slots: Two upgrade slots, but see restriction.
Special Abilities Allowed: Enhanced Sense: Sight; Extra Sense (visual type); Infravision/Ultravision; Natural Ranged Weapon; Skill Bonus; Skill Maximum; Uncanny Aptitude.
Notes: A weapon upgrade would take up both slots. Skill Bonus, Skill Maximum, and Uncanny Aptitude are restricted to sight-based specializations.
Base Surgery Difficulty: 17 Mouth

Mouth
This unit replaces the jaw or chewing organ of the character. If the whole mouth is replaced, it can withstand the force of a cyber- throat’s blast.
Upgrade Slots: The only upgrade a jaw can get is additional dam- age through Natural Hand-to-Hand Weapon: Teeth. By replacing the tongue, the character may also gain one non-weapon upgrade slot and one weapon upgrade unit.
Special Abilities Allowed: Enhanced Sense: Taste; Extra Body Part: Tentacle-Tongue; Extra Sense (any tasting or tactile type); Skill
onus; Natural Hand-to-Hand Weapon: Teeth; Natural Hand-to- Hand Weapon: Tentacle-Tongue; Natural Ranged Weapon; Skill Maximum; Uncanny Aptitude.
Notes: Skill Bonus, Skill Maximum, and Uncanny Aptitude are restricted to taste-based specializations. The tongue can be fitted with a weapon on a tentacle.
Base Surgery Difficulty: 15

Nose
This unit replaces the olfactory organ.
Upgrade Slots: One upgrade slot.
Special Abilities Allowed: Enhanced Sense: Smell; Extra Sense (any olfactory type); Skill Bonus; Skill Maximum; Uncanny Aptitude.
Notes: Skill Bonus, Skill Maximum, and Uncanny Aptitude are restricted to scent-based specializations. Cannot be fitted with weapons.
Base Surgery Difficulty: 17

Scholarchip Reader
The reader unit is implanted in the brain, with a slot for scholarchips accessible on the surface. Scholarchips allow characters to gain skills or bonuses to skills without have to go through the tedious task of learning them. Of course, a character may not rely on any skill bonus from a scholarchip that is not installed, even if he used that chip in the past.
Upgrade Slots: One slot in reader (takes one scholarchip).
Special Abilities Allowed: Combat Sense; Iron Will; Master of Disguise; Skill Bonus; Skill Minimum.
Notes: Special Abilities may be incorporated into scholarchips only.
Base Surgery Difficulty: 20

Throat
This unit replaces the throat and vocal apparatus, if located in the throat.
Upgrade Slots: Two non- weapon slots and one weapon slot.
Special Abilities Allowed:
Multiple Abilities: Synthetic Voice, +2 to languages attempts when speaking, +1 con bonus, and +1 persuasion bonus; Natural Ranged Weapon: Scream; Natu- ral Ranged Weapon: Chemical Blast; Natural Ranged Weapon: Energy Blast; Ventriloquism.
Notes: Natural Ranged Weapon: Chemical Blast and Natural Ranged Weapon: Energy Blast require the character have a cybernetic mouth or a Special
Ability that will allow her to heal rapidly the damage to her mouth because of her own blast.
Base Surgery Difficulty: 15 Organs

Heart
This unit replaces the primary circulatory organ.
Upgrade Slots: Two slots. Special Abilities Allowed: Endurance; Immunity. Notes: None. Base Surgery Difficulty: 20

Digestive System
This unit replaces the digestive system.
Upgrade Slots: Two slots. Special Abilities Allowed: Immunity; Omnivorous. Notes: None. Base Surgery Difficulty: 20

Lungs
This unit replaces the respiratory organs.
Upgrade Slots: Four slots.
Special Abilities Allowed: Endurance; Atmospheric Tolerance; Water Breathing; Natural Ranged Weapon: Breath (with Limitation Restricted (R2), damage used as Strength to determine knockdown only).
Notes: None.
Base Surgery Difficulty: 20 Other Parts

Dermal Plate
Dermal plate replaces the character’s skin.While the character gains protection from the new layers, the character can no longer feel with that part of her body unless she has a Special Ability installed in a cybernetic replacement for that part of the body. Dermal plate may be layered over cybernetic limbs.
Upgrade Slots: Two slots.
Special Abilities Allowed: Attack Resistance; Environmental Resistance; Hardiness; Natural Armor.
Notes: Environmental Resistance may only be taken with full-body dermal armor.
Base Surgery Difficulty: 10 per body part (limb, tail, tentacle, torso, head)

Drug Dispenser
The drug dispenser allows a conve- nient and sanitary method for injecting any one of a number of legal and illegal physical- or mental-enhancing substances into the body.
Upgrade Slots: One slot.
Special Abilities Allowed: Accelerated Healing, Animal Control, Atmospheric Tolerance, Attack Resistance, Blur, Combat Sense, Con- fusion, Endurance, Enhanced Sense, Environmental Resistance, Fast Reactions, Fear, Quick Study, Hardiness, Hypermovement, Immunity, Increased Attribute, Infravision/Ultravision, Invisibility, Iron Will, Omnivorous, Paralyzing Touch, Sense of Direction, Silence, Skill Bonus, Skill Minimum, Uncanny Aptitude, Ventriloquism, Water Breathing, Youthful Appearance.
Notes: All Special Abilities must have the Limitation Burn-out (R1), disappears after one hour. Additional ranks of Burn-out can be added; one additional rank equals five less minutes of time. Gamemas- ters may allow characters to pay only the price and not the Character Point cost for a one-time use of a drug. Likewise, characters who wish to permanently rely on the drugs to get their Special Abilities should instead take the Limitation Price (R2), must recharge drug dispenser with a new dose after one hour.
Base Surgery Difficulty: 10 (when installed alone in flesh); 5 (when installed in a cybernetic upgrade slot)

Neural Jack
This device resembles a socket, used for interface with cyberdecks and computers with matching ports. A cable connects the user’s jack with the machine, allowing for easy access. Generally, neural jacks are installed on the neck or behind the ear, but since the character receives the bonus only once per jack, some characters add jacks to other parts of the body.
Upgrade Slots: One slot.
Special Abilities Allowed: Skill Bonus: computer interface/repair.
Notes: A character may use the neural jack to improve her ability to work on the computer. With a computer that allows her access automatically (such as a ship she’s authorized to be on), she may add her neural jack bonus to any one bonus that thecomputerprovides.Aneuraljackwith no upgrade merely allows a character to interface with a computer that has a neural port and no other means of input.
Base Surgery Difficulty: 20

Syntheskin
Syntheskin is a manufactured covering that looks and feels like natural skin (or scales or whatever the species in question has). It provides no protection and comes by default with all limbs and dermal armor. Characters who took a Disadvantage that eliminated the syntheskin from the base package must purchase it separately when they get rid of that Disadvantage.
> Extra Cybernetic Parts
Characters may include certain additional pieces on them- selves. Such cybernetic equipment includes shoulder, complete leg, tail, tentacle, eye, ear, nose, heart, scholarchip reader, neural jack, and drug dispenser. The character automatically gains the Extra Body Part Special Ability. Except for the scholarchip reader, neural jack, and drug dispenser, each additional unit adds 10 to the surgery difficulty. Furthermore, the character is disoriented for a few days after recovering from the surgery (+5 to all difficulties), as she adjusts to having the new body part.
Upgrade Slots: Not applicable. Special Abilities Allowed: Not applicable. Notes: None. Base Surgery Difficulty: 3

Tail/Tentacle
This unit replaces or adds a tail or tentacle.
Upgrade Slots: One non-weapon upgrade slot and one weapon upgrade slot.
Special Abilities Allowed: Ambidextrous; Armor-Defeating Attack; Enhanced Sense: Touch; Extra Sense (any tactile type); Natural Hand-to-HandWeapon;NaturalRangedWeapon;SkillBonus;Skill Minimum; Uncanny Aptitude.
Notes: Skill Bonus, Skill Minimum, and Uncanny Aptitude may only be taken for skills the tail or tentacle can use.
Base Surgery Difficulty: 10
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PostSubject: Re: Terran/Hexisan Bio/Cyberware   Sat May 04, 2013 11:08 am

Cybernetic/Bionetic Examples

Dermal Plate: The character has thick, rub- bery plates installed over major areas. Dermal plate is normally installed on the chest and arms. Natural Armor: Dermal Plate (R1), +1D to damage resistance totals, with Cybernetics: Plate (R1); installation difficulty 20; cost 20 (20,000 credits).

Electric Claws: Similar to basic claws, these carry a powerful charge with them that allows them to do more damage. When drained, they do the same damage as normal claws. Relies on melee combat. Requires one upgrade slot in an arm. Natural Hand-to-Hand Weapon: Electri- fied Claws (R2), Strength Damage +2D, with Cybernetics: Arm (R1) and Price (R1), lose all but +1D of damage bonus after 10 uses and recharges in 30 minutes; installation difficulty +1 to base; cost +1 to base (+1,000 credits).
Enhanced Cyberarm: Joined to the charac- ter at the shoulder, a full replacement arm can offer a greater boost to a character’s abilities than just replacing the hand (see next entry). Skill Bonus: Strength (R4), +4 to climb/jump, lift, and swim totals, with Cybernetics: Hand (R1) and Ability Loss (R1), only for single arm; installation difficulty 13; cost 13 (13,000 credits).

Enhanced Cyberhand: Basic enhanced cyberhands can improve climbing attempts. Skill Bonus: Strength (R2), +2 to climb/jump, lift, and swim totals, with Cybernetics: Hand (R1) and Ability Loss (R1), only for single hand; installation difficulty 11; cost 11 (11,000 credits).

Enhanced Full Cyberleg: Fully replacing the leg allows the character to boost his kicking power and, to one degree or another, his movement. Hypermovement (R2), +4 meters per round, Natural Hand-to-Hand Weapon: Increased Damage (R1), Strength Damage +1D to kick, with Cybernetics: Leg (R1) and Ability Loss (R1), only for single leg; installation difficulty 16; cost 16 (16,000 credits). Note: If both legs are replaced, the character may not take the Ability Loss Limitation.
Equilibria: Fitted in place of the inner ear, the Equilibria improves balance. Skill Bonus: Balance (R3), +3 to brawling: block, melee combat: parry/block, acrobatics: beam walking, dodge, and riding totals, with Cyber- netics: Ear (R1); installation difficulty 20; cost 20 (20,000 credits).

EVD: The EVD (short for“eavesdropper”) allows characters to bet- ter hear sounds within the normal frequency range. Enhanced Sense: Hearing (R1), +1 to hearing-based skill totals, with Cybernetics: Ear (R1); installation difficulty 20; cost 20 (20,000 credits).

Heat-Seeker: A visual unit designed to spot heat signatures of beings or objects. Enhanced Sense: Sight (R1), +1 to sight-based skill totals, with Ability Loss: Daylight (R1), only works in low or no light, and Cybernetics: Eye (R1); installation difficulty 18; cost 18 (18,000 credits).

Serpent: A small-caliber slug thrower that can be concealed in the wrist. It is a favorite among cyberweapons as it is easily concealed by syntheflesh and does not place the strain on the arm that larger weapons do. Relies on firearms. Requires one upgrade slot in an arm. Natural Ranged Weapon: Gun (R1), 3D damage, with Cybernetics: Arm (R1); installation difficulty +3 to base; cost +3 to base (+3,000 credits).

SuperSight: A cybernetic eye fitted into the socket, the SuperSight improves the character’s ability to notice things. Enhanced Sense: Sight (R1), +1 to sight-based skill totals, with Cybernetics: Eye (R1); installation difficulty 20; cost 20 (20,000 credits).
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