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).
Friday, December 25, 2009
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
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
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