Friday, December 25, 2009

Edges and Hindrances

New Hindrances

Cyber-Allergy (Major)
You body has a severe adverse reaction to cyber-tech implants. You can not receive Cyber-Tech Implants, you can receive biotech and gene-mods as normal.

Augmentation Disassociation Syndrome (Major)
You have had a severe mental shock due to bad augmentation. You begin play with a rating 1 augmentation, but at the cost of a -4 to charisma

Tolerance Deficiency (Minor/Major)
Years of living in the semi-toxic environment of Cyberia has damaged your body’s integrity. You suffer am -2 to your total tolerance. -4 if major

Renamed and Reworked Edges

The following edges have been renamed.
AB: Technomancer (Weird Science)
Skill: Technomancy (Smarts)

House Scion (noble)

Gun-Fu (Two-Fisted)

The following edges have been reworked to fit the setting.

AB: Miracles has been removed

Champion (the Requirements have been changed to the following)
Requirements: Novice, Acolyte, Spirit D8, Strength D6, Vigor D8, Fighting D8 Guts d6, Knowledge-Religion D8

Holy/Un-Holy Warrior (requirements have been changed to the following)
Requirements: Novice, Acolyte, Spirit D8, Strength D6, Vigor D8, Fighting D10 Guts d6, Knowledge-Religion d8

New Edges
Background Edges

AB: Kensai
Skill: Focus (Spirit)
Starting Powers: 2
Power Points: 10
Whether trained in one of the many monasteries, or by a single reclusive mentor, you have turned your arcane potential inward turning your body, and any weapons you wield into an arcane maelstrom of destruction. All Powers have the target of self.
Powers List:
From SwEx: armor, boost/lower, deflection, detect/conceal arcana, environmental protection, fear, healing, quickness, smite, speed
From SWFC: analyze foe

Sorcerer (Found in SWFC)

Increased Tolerance
Requirements: Novice, Vigor or Spirit at D8
You are better suited to receiving augmentations than most. You receive a +2 to your Tolerance score.

Increased Tolerance II
Requirements: Increased Tolerance
As Increased Tolerance but the bonus increases to +4
Professional Edges

Acolyte
Requirements: Novice, Spirit D8, Knowledge- Religion d6
A beginner in the faith, he has learned the basic rite of healing. He can spend a Benny to allow another character a Natural Healing roll at +2, but he has taken on the vows of the faith gains a Major Vow to (live by some major limitation of church doctrine like always providing healing to those who are hurt starting with those in most need). Acolytes are not as respected as full priests, but do gain a +1 Charisma.

Hacker
Requirements: Novice, Smarts D8, Knowledge-Computers & A.I.s D8
Your hack-fu is strong. You gain a +2 to Knowledge: Computers & A.I.s rolls when attempting to hack a computer or A.I.

Centurion
Requirements: Novice, Vigor D8, Spirit d6, Fighting D6, Shooting d6
When the armies of Cyberia are on the march people worry. You have been trained by one of the finest militaries in the world. You gain a +2 to Vigor checks to resist fatigue. In addition you are given your gear of War. You receive a Superior Quality Short Sword, smg, and Light Combat Armor. You also gain the Hindrance Loyal (The Legions and the Council)

Praetorian Guard
Requirements: Veteran, Centurion, Fighting d10, shooting d8, Level-Headed, Spirit D10
You have been hand-selected by the council to serve as their personal guard and as an elite group of Special Forces. You gain a +2 guts to resist fear. In addition when conducting bussiness fro the council you gain a +2 to attack and damage against designated enemies of the state. This edge can only be taken with the GM’s permission.

Priest
Requirements: Seasoned, Acolyte, Spirit d10, Knowledge: Religion D10
Full priests are respected and sometimes feared; they gain an additional +1 Charisma (for +2 counting their Acolyte bonus). That impact comes from their deeper knowledge of Thaumaturgic Rites. Priests may spend a Benny to gain the benefits of a Leadership Edge for 1d6+2 rounds. They need not meet any other requirements other than needed Edges (though if Leadership Edges, they may gain those through spending a Benny as well).

Setting Traits

New Derived Statistic

Tolerance: Tolerance represents the total amount of augmentations (both cybertech and biotech) a individual can recieve. Ones Tolerance score equals: 2+1/2 spirit+1/2 vigor.


New Skills

Knowledge- Computers & A.I.s: This skill is used to access the more advanced functions of a computer and to understand the natures of A.I.s. It is also used for hacking.
Hacking: Hacking a computer is a simple Knowledge- Computers & A.I.s roll with a penalty equal to the the computers I.C.E (Intrusion Countermeasure Electronics) rating usualy ranging from 0-5 success indicates that the hack worked failure the computer is locked out and an alarm has been sounded each attempt takes 5 min. Hacking an A.I. is a prolonged series (equal to its spirit die) of rolls vs its spirit. For every success you gain vs an A.I. you gain a culmative +1 bonus against it, +2 on a raise. Other penalties usual apply most A.I.s just dont lie down and let you hack them. Hacking an A.I is an attack action

Knowledge- Biotech: Allows the individual to understand the nature of biotech and how they are cultured and manufactured. You must have a lab to create viable biotech and gene-mods

Knowledge- Cybertech: Allows the individual to understand the nature of Cybertech, in conjuntion with the repair- cybertech skill you can build and repair cybertech implants

Repair is broken down into specializations: Mechtronics (vehicles & electronics), Armor, Weapons, Cybertech

Saturday, September 26, 2009

Some Professional Edges

Here is a 2 tiered series of Professional Edges

Acolyte
Requirements: Novice, Spirit D8, Knowledge- Religion d6
A beginner in the faith, he has learned the basic rite of healing. He can spend a Benny to allow another character a Natural Healing roll at +2, but he has taken on the vows of the faith gains a Major Vow to (live by some major limitation of church doctrine like always providing healing to those who are hurt starting with those in most need). Acolytes are not as respected as full priests, but do gain a +1 Charisma.

Priest
Requirements: Seasoned, Acolyte, Spirit d10,
Full priests are respected and sometimes feared; they gain an additional +1 Charisma (for +2 counting their Acolyte bonus). That impact comes from their deeper knowledge of Thaumaturgic Rites. Priests may spend a benny to gain the benefits of a Leadership Edge for 1d6+2 rounds. They need not meet any other requirements other than needed Edges (though if Leadership Edges, they may gain those through spending a benny as well).


I would like to thank clint from the PEGINC forums for helping to finalize these edges.

Friday, September 25, 2009

Corporations of Cyberian Knights

Here are a list of the 6 major Corporations
  • AEON: Though a Major player in the Corporate world not much is known about the inner workings of the company. Publicly they are an inovations company leading the way in computers, cybernetics, genetics, general consumer goods, and medical services. Over 60% of all general goods wear the AEON brand and all hospitals use thier advanced medical technologies. There are rumors that there is a darker side to the company. Recently lawsuits have been levied by private parties suing for information regarding possible illegal genetic research. Currently theses lawsuits have been stonewalled by company lawyers.
  • ARC-Tech: The developer of Arcane Conduction technology, they supply power to the residents of Cyberia through the use of their exclusive technolgy the ARC-Reactor. ARC-Tech is a leading energy production company with interests ranging from Engery Production to Military and Civilian Defensive and Offensive Technologies. They currently have an exclusive contract with Broad-Hammer Industrial to develop ARC-Batteries to power all their military and Civilian Vehicles that they produce. Resent terrorist attacks on ARC Stations have the company on edge.
  • Broad-Hammer Industrial: An industrial powerhouse, their business plan is simple but effective make your goods indispensible to the populace. They are the only manufacturers of ballistic firearms, and are the leading producer of automobiles and civilian hovercraft, and military vehicles. They do not trust Ryujin Heavy Industries, as they are one of the causes of the war, as such they have boycot thier Dimensional Accelerator Technology.
  • Cerebus Defensive Technologies: The biggest private military contractor in cyberia. Their milk and butter is providing and developing security services. They have three divisions Law Enforcement, Private Security, and Military Action. They are highly trained and effective and pride thems selves on duty and professionalism. Rumors persist that they also conduct black op missions in to the feral enclaves for the City Council.
  • Ryujin Heavy industries: Once the big kid on the play ground, they are one of the reasons for the current state of things. Though levied with numerous economic sanctions they are still a major player. They are exclusive developers of Teleportation technologies, also they have recently start selling to both civilian, corporate, and military their latest technology, Power Armor. Most belive that this is grand standing to help with their public image. Rumors indicate that officaly they are limited in thier influence they are still a powerful force on the City Council.
  • Syvahn Pharmaceuticals: The leading developer in Bio-tech augmentations and in medical technologies. Though the other reason the world is like it is. SP recieved few sanctions against them due to the fact that they were not the aggessors. They have numerous law enforcement and military contracts for their augmentations, which keep them in the black. SP recently filed with a City Council a plan to build Charity Hospital designed to help low income families and idividuals.

Welcome to Cyberia

Cyberian Knights
A Cyberpunk Fantasy

Long Ago the Corporate Nations of the world knew a tenative peace. Profits were up costs were down, that all changed in a single day. The two most powerful Corporations RYUJIN Heavy Industries and Sylvahn Pharmacueticals declared Open War against one another. The resulting clash lasted 1 week, and for that week the world trembled. The final assault culminated in both companies unleashing thier final solutions, nuclear, biological, and Arcane devestation. The Aftermath saw both companies nearly destroyed, and the world savaged by plague and radioactive fallout. From the ashes rose massive Arcologies, a refuge for the remaining Corporations and its citizens. You are a citizen of the Corporations, will you fight or will you die.

Welcome to CYBERIA: A World of Savagery, Super-Science, Sorcery, and Corporate Warfare