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World of Future Darkness Cybernetics Guide

Converted for use by Trinity. by Brian-Joseph Baker (DARKTOMORROWS@GMAIL.COM) These Cybernetics rules were converted from pages 72 to 80 of the Cyberpunk 2020 core book. Interior Art: Travis Jones "At first, the victim begins to relate more to machines than to humans. Soon, he starts to ignore people--parents, friends, lovers. Eating, sleeping all become less important. Finally, human interactions begin to irritate, culminating in a terrifying rage that consumes the victim entirely." --Directly from Cyberpunk 2020

Humanity Index: Almost every cybernetic, biogenetic, or nanotech implant takes a toll on the humanity of the individual. The more meat that is replaced with metal and plastic, the more distanced from the rest of humanity they become. The measuring of this distancing is a PC's Humanity Index. A PC's Humnaity Index is determined by a multiplying a characters Conscience + Self Control x 10. This means that if you have four Humanity traits, you have a Humanity Index of 80. Humanity loss is not a simple thing as nobody reacts quite the same to these invasive procedures. Every 20 points of a PCs Humanity Index he or she loses costs the player a Humanity trait. This can only be bought back at double cost to show the extended psychotherapy involved in adjusting the person to their now altered existence. Each Cybernetic Implant has a Humanity Index cost that is listed along with the Implant. A small chance exists that a person's body will not react kindly to cyberware, resulting in CIRS. CIRS stands for Cybernetic Implant Rejection Syndrome. It is similar in effect to transplant rejection but can sometimes have serious mental and physical side effects that may or may not be possible to cure with extensive psychotherapy and gene therapy. It is an ongoing painful ordeal until cured. *Note - Cybernetic Implants mimic effects similar to the benefits gained from certain Merits. The benefits gained from those Merits stack upon the benefits gained from the implants. Surgical Risk Level (SRL): This is the level of risk that a Player Character must deal with whenever a cybernetic implant is being added to their body. Surgical Risk Levels Alpha: The Storyteller NPC or Player Character must Win or Tie in a Cybernetic Medicine Test to add the cybernetic augmentation Beta: The Storyteller NPC or Player Character must Win in a Cybernetic Medicine Test against a difficulty of half the patients stamina based traits or the cybernetic implant is rejected and the patient takes 2 levels of lethal damage. Sigma: The Storyteller NPC or Player Character must Win in a Cybernetic Medicine Test against a difficulty of the patients stamina based traits or the cybernetic implant is rejected and the patient takes 3 levels of lethal damage. Zeta: The Storyteller NPC or Player Character must Win in a Cybernetic Medicine Test against a difficulty of 10 Traits or the cybernetic implant is rejected and the patient takes 5 levels of lethal damage and the patient must Win in a physical test against their total stamina-based traits or die on the operating table. Cybernetic Categories: Fashionware: Appearance and Cosmetic Cyberware Neuralware: This is the processor that is required for any cybernetic systems. Ability Chips : These are skills encoded into cybernetic chips; Memory & Reflex Implants: Cyberware placed in the body. Bioware: Biological based enhancements. Cyberweapons: Implanted body weapons. CyberOptic: BASIC EYE MODULE (add up to 4 options per eye) CyberAudio: BASIC HEARING MODULE. No option limit CyberArm: STANDARD ARM REPLACEMENT ( 4 options allowed.) CyberLeg: STANDARD LEG REPLACEMENT ( 3 options allowed.) Cyber Hands & Feet: ATTACH TO CYBERLIMBS Built-Ins: BUILT INTO CYBERLIMBS

Cybernetic Type

Cybernetic Category FASHIONWARE FASHIONWARE FASHIONWARE FASHIONWARE FASHIONWARE FASHIONWARE FASHIONWARE NEURALWARE

Humanity Loss 1 1 0.5 0.5 3 3 3 3

Surgical Risk Level ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA BETA

Biomonitor Skinwatch Light Tatoo Shift-tacts ChemSkins Synthskins Techhair NEURALWARE (Processor)

Required Resource Level 3 3 3 3 3 3 3 3

Required Influence Level Health 3 Health 3 Health 3 Health 3 Health 3 Health 3 Health 3 Underworld 3

Bonus Traits +2 N/A N/A N/A N/A N/A N/A N/A

Damage/Function

+2 Traits to Resist Torture and Drugs Subdermal timepiece Decorative tatoo Color changing contact lenses Color/pattern changing skin tints Color/pattern changing artificial skin Color/light emitting artificial hair Basic Processor. Must have for all systems. +1 Trait per level bought to all Initiatives involving Physical challenges +3 Traits to all Initiatives involving Physical Challenges for the next 5 turns Increased Sensitivity, +1 Trait to all perception based challenges Increased Perception vis smell by +1 Trait. Allows scent tracking. Tunes out hot, cold, pain. Ignore Wound penalties due to injury. Allows direct connection to a VR Deck. For direct vehicle operation only For direct smartweapon operation. +1 Trait to smartweapon challenges. Allows control of autofactories, large & small machines. Allows downloading from DataTerms to internal memory. Allows direct connection to smart weapons, vehicles. Chips Dexterity based Abilities, Tech Skills requiring manipulation

Kerenzikov Boosterware

NEURALWARE

6 per level 3

ALPHA

Underworld 3

+1

Speedware (Sandevistan)

NEURALWARE

ALPHA

Underworld 3

+3

Tactile Boost

NEURALWARE

ALPHA

Underworld 3

+1

Olifactory Boost

NEURALWARE

ALPHA

Underworld 3

+1

Pain Editor

NEURALWARE

ALPHA

Underworld 3

N/A

VR Deck Link Vehicle Link Smartgun Link

NEURALWARE NEURALWARE NEURALWARE

1 2 2

ALPHA ALPHA ALPHA

3 3 3

Underworld 4 Underworld 4 Underworld 4

N/A +1 +1

Machine/Tech Link

NEURALWARE

ALPHA

Underworld 4

+1

DataTerm Link

NEURALWARE

BETA

Underworld 4

N/A

Interface plugs

NEURALWARE

3/pair

BETA

Underworld 4

N/A

Ability Chips: Reflex

NEURALWARE

--

3 for level 1 4 for level 2 5 for level 3

Underworld 3

N/A

Ability Chips: Memory

NEURALWARE

--

Chipware Socket Nasal Filters

NEURALWARE IMPLANTS

3 2

ALPHA BETA

2 for level 1 3 for level 2 4 for level 3 3 3

Underworld 3

N/A

Underworld 4 Underworld 4

N/A +2

Gills Independent Air Supply Mr. Studd Sexual Implant Contraceptive Implant SubDermal Pocket Adrenal Booster

IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS

9 6 6 0.5 6 6

SIGMA SIGMA SIGMA ALPHA BETA BETA

5 4 3 3 3 4

Underworld 5 Underworld 4 Health 3 Health 3 Underworld 4 Underworld 4

N/A N/A N/A N/A N/A +1

Subdermal Armor Motion Detector Digital Recorder Audio/Video Tape Recorder Radar Sensor Sonar Implant Radiation Detector Chemical Analyser Voice Synthesizer AudioVox

IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS IMPLANTS

6 6 2 2 2 2 2 2 3 6

ZETA BETA BETA BETA BETA BETA BETA BETA BETA BETA

5 4 4 4 4 4 4 4 4 4

Underworld 4 Underworld 4 Underworld 4 Underworld 4 Underworld 4 Underworld 4 Underworld 4 Underworld 4 Underworld 4 Underworld 4

N/A N/A N/A N/A N/A N/A N/A N/A N/A +2

Grafted Muscle Muscle and Bone Lace Skin Weave

BIOWARE BIOWARE BIOWARE

6 3 6

SIGMA ALPHA ALPHA

Enhanced Antibodies Toxin Binders

BIOWARE BIOWARE

3 3

ALPHA ALPHA

5 5 3 for level 1 4 for level 2 5 for level 3 4 4

Underworld 5 Underworld 5 Underworld 5

Brutal Tough N/A

Underworld 4 Underworld 4

N/A +2

Chips Mental and other cognitive Abilities, databases. Allows up to 10 Chips to be loaded + 2 Traits against toxic gases, fumes. Based attacks. Water breathing system, good for 4 hours Good for 25 minutes All night, every night. And she'll never know Good for 5 years. 98% effective 2" x 4" space with Realskinn zipper +1 Everyman Action, Dexterity related Physical Trait for 7 rounds, 3x/day. +1 Health Level at Healthy on Torso Detects motion in a 20sq/m area. 2 hrs storage from any digital source 2 hrs storage from video, audio links 100m range radar. Must have cyberoptic. 50m range sonar. For water only. 10m range. 5m range. Can mimic any recorded sound, up to 10 sounds. Vocal synthesizer for special effects. +2 Traits to Performance Gain Brutal Gain Tough 1 Health Level per level vs. Bashing or Lethal. Maximum 3 levels. Improve Healing; 2 wound levels per day +2 Stamina Traits to resist drugs May heal 1 Bashing every 20 minutes, 1 Lethal every hour, or 1 Aggravated every 1 day. Needs Neuroprocesser.

Nanosurgeons

BIOWARE

ALPHA

Underworld 5

N/A

Scratchers

CYBERWEAPON

ALPHA

Underworld 5

+1

Implanted Fangs (Vampires) Rippers

CYBERWEAPON

ALPHA

Underworld 5

+1

CYBERWEAPON

BETA

Underworld 5

+2

Body Weapon (hands) +1 Trait to resolve ties, 1 level of Lethal Body Weapon (hands) +1 Trait to resolve ties, 1 level of Lethal Body Weapon (hands) +2 Traits to resolve ties, 1 level of Lethal, Negative: Short

Wolvers

CYBERWEAPON

10

BETA

Underworld 5

+3

Big Knucks

CYBERWEAPON

BETA

Underworld 5

+3

Slice N' Dice

CYBERWEAPON

BETA

Underworld 5

+0

Cybersnake

CYBERWEAPON

12

SIGMA

Underworld 5

+0

CYBEROPTIC

CYBEROPTIC

SIGMA

Underworld 5 or Health 4 Underworld 5 or Health 4 Underworld 5 or Health 4 Underworld 5 Underworld 5 Underworld 5 or Health 4 Underworld 5 or Health 4 Underworld 5 or Health 4 Underworld 5 or Health 4 Underworld 5 Underworld 5 Underworld 5 Underworld 5

+0

Color Shift Image Enhancement Targeting Scope Times Square Marquee Teleoptics Micro-optics Anti Dazzle Low Lite Thermograph sensor Infrared Ultraviolet MicroVideo Optic

CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC CYBEROPTIC

0.5 1 2 1 0.5 0.5 0.5 0.5 1 1 1 0.5

ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA

3 3 5 5 3 3 3 3 5 5 5 5

+0 +1 +1 +0 +0 +0 +0 +0 +0 +0 +0 +0

Body Weapon (hands) +3 Traits to resolve ties, 2 levels of Lethal, Negative: Short Body Weapon (hands) +3 Traits to resolve ties, 3 levels of Lethal, Negative: Short Body Weapon (hands) 3 levels of Lethal, Negative: Short Cyberweapon, self controlling, 2 levels of Bashing BASIC EYE MODULE (add up to 4 options per eye) Allows color changes, special fashion effects +1 Trait when using visual search +1 Trait on all smartgun attacks LED Screen in vision field for messages Telescope ability to 20x Microscope Immune to flash, laser blinding See in dim light, almost total darkness See heat patterns, temperature readings See in total darkness, using heat emissions See in darkness, using UV flash Video record up to 20min (takes 2 option spaces)

DigitalCamera

CYBEROPTIC

0.5

ALPHA

Underworld 5

+0

Dartgun

CYBEROPTIC

ALPHA

Underworld 5

+0

CYBERAUDIO Amplified Hearing

CYBERAUDIO CYBERAUDIO

6 1

BETA ALPHA

5 3

Underworld 5 or Health 4 Underworld 5 or Health 4 Underworld 5

+0 +1

Radio Link

CYBERAUDIO

ALPHA

+0

Digital Camera, shoots up to 20 images (as 2 options) Poison weapon (takes 3 option spaces) Holds 1 dart. BASIC HEARING MODULE. No option limit +1 Trait relating to all Hearing based Mental Challenges. Radio communication up to 1 mile. Full Cellular communication (large city only) Cannot overhear communications w/o descrambler. Detect taps, bugs up to 3m. Lie detector. +1 Trait to Perception based Mental Challenges, to Subterfuge Challenges. +1 Trait to Investigation Challenges to overhear one specific conversation. Ability to hear supersonic, subsonic ranges. Stereo music system Beeps if radar beam is encountered, fixes source Can follow tracer up to 1 km distant. Allows untappable radio comm. within line of sight. Will pick up all transmissions on all bands. A scanner. Transmits to recorder in body or via plugs. Transmits sounds to a digital recorder. Automatic noise compensation. STANDARD ARM REPLACEMENT ( 4 options allowed.) STANDARD LEG REPLACEMENT ( 3 options allowed.) Allows 1 turn changing of cyberwear.

Phone Splice

CYBERAUDIO

ALPHA

Underworld 5

+0

Scrambler

CYBERAUDIO

0.5

ALPHA

Underworld 5

+0

Bug Detector Voice Stress Analyser

CYBERAUDIO CYBERAUDIO

0.5 1

ALPHA ALPHA

5 5

Underworld 5 Underworld 5

+0 +1

Sound Editing

CYBERAUDIO

0.5

ALPHA

Underworld 5

+1

Enhanced Hearing Range Wearman Radar Detector Homing Tracer Tight Beam Radio Link Wide Band Radio Scanner

CYBERAUDIO CYBERAUDIO CYBERAUDIO CYBERAUDIO CYBERAUDIO CYBERAUDIO

2 0.5 0.5 0.5 1 2

ALPHA ALPHA ALPHA ALPHA ALPHA ALPHA

5 4 5 5 5 5

Underworld 5 Underworld 5 Underworld 5 Underworld 5 Underworld 5 Underworld 5

+0 +0 +0 +0 +0 +0

Micro-recorder Link Digital Recording Link Level Damper CYBERARM

CYBERAUDIO CYBERAUDIO CYBERAUDIO CYBERARM

0.5 0.5 0.5 6

ALPHA ALPHA ALPHA ZETA

5 5 5 5

Underworld 5 Underworld 5 Underworld 5 Underworld 5 or Health 5 Underworld 5 or Health 5 Underworld 5

+0 +0 +0 +0

CYBERLEG

CYBERLEG

ZETA

+0

Quick Change Mount

CYBERLIMB

ALPHA

+0

Hydraulic Rams

CYBERLIMB

ALPHA

Underworld 5

+0

Thickened Myomar

CYBERLIMB

ALPHA

Underworld 5

+0

Reinforced Joints Artificial Shoulder Mount Microwave/EMP Shielding Plastic Covering RealSkinn Superchrome Armor

CYBERLIMB CYBERLIMB CYBERLIMB CYBERLIMB CYBERLIMB CYBERLIMB CYBERLIMB

1 6 1 1 0 3 3

ALPHA ZETA ALPHA ALPHA ALPHA ALPHA ALPHA

5 5 5 5 5 5 5

Underworld 5 or Health 5 Underworld 5 Underworld 5 Underworld 5 or Health 4 Underworld 5 or Health 5 Underworld 5 Underworld 5

+0 +0 +0 +0 +0 +0 +0

HANDS & FEET Standard Hand Ripper Hand HammerHand BuzzHand

CYBERLIMB CYBERLIMB CYBERLIMB CYBERLIMB CYBERLIMB

0 0 6 6 6

--ALPHA ALPHA ALPHA ALPHA

--5 5 5 5

--Underworld 5 or Health 5 Underworld 5 Underworld 5 Underworld 5

+0 +0 +0 +0 +0

+2 Health Levels in that limb, 3 Levels of Lethal Damage from Hydraulic Rams +2 Health Levels in that limb, 2x normal damage. +50% on leaps; win on ties. Win on ties to resist damage to limb. Mount extra arms (2) below first set. 1 only. Limb is unaffected by Microwave side effects. In colors, transparent, etc,... Limb looks real. Lowers Humanity Cost by 3 Highgloss metallic covering. Armors Cyberlimb, adding 2 Health Levels at Healthy. ATTACH TO CYBERLIMBS Resembles normal hand Standard hand with rippers built in. Hydraulic Ram fist does 3 Levels of Lethal Damage. Wire circular saw 2 Levels of Lethal with a Simple Test for a 3rd level of Lethal Damage, soft armor reduced. Fingers contain screwdriver, wrench, small drill, etc,... Extends rocket-propelled grapple, 100' line. 1 Level of Lethal Damage. Hand extends on controllable sleeve up to 1m. Palm spike extends thru fingers. 2 Levels of Lethal /Armor Piercing Damage. Choose any 4 modular tools. Resembles normal foot. Extends toe blades. 2 Levels of Lethal Damage.

Tool Hand

CYBERLIMB

ALPHA

Underworld 5

+0

Grapple Hand

CYBERLIMB

ALPHA

Underworld 5

+0

Extension Hand

CYBERLIMB

ALPHA

Underworld 5

+0

Spike Hand

CYBERLIMB

ALPHA

Underworld 5

+0

Modular Hand Standard Foot Talon Foot

CYBERLIMB CYBERLIMB CYBERLIMB

2 0 6

ALPHA ALPHA ALPHA

5 5 5

Underworld 5 Underworld 5 or Health 5 Underworld 5

+0 +0 +0

Tool Foot Web Foot

CYBERLIMB CYBERLIMB

2 2

ALPHA ALPHA

5 5

Underworld 5 Underworld 5

+0 +1

Grip Foot

CYBERLIMB

ALPHA

Underworld 5

+1

Spike Heel Foot

CYBERLIMB

ALPHA

Underworld 5

+0

Toes contain screwdriver, wrench, small drill, etc,... Double swimming speed, +1 Trait to all Physical Challenges involving swimming. Designed for better gripping strength. +1 Trait to all Climbing Challenges. Heel spike for climbing or lethal kicks. 1 Level of Lethal/Armor Piercing Damage.

AV Tape Recorder

2 hour micro cassette storage, needs ext. pickup. VR Deck BUILT-IN 1 ALPHA 5 Underworld 5 +0 Built in VR Deck. Digital Recorder BUILT-IN 1 ALPHA 5 Underworld 5 +0 Digital Chip recorder. Must download or erase chip. Storage Space BUILT-IN 0.5 ALPHA 5 Underworld 5 +0 2"x6" storage space. Can be locked. MiniCam BUILT-IN 2 ALPHA 5 Underworld 5 +0 Pop up Digital Camera (200 shots) MiniVid BUILT-IN 2 ALPHA 5 Underworld 5 +0 Pop up Digital Video Camera (2 Hours of recording time.) Hidden Holster BUILT-IN 1 ALPHA 5 Underworld 5 +0 Weapon size based on Body Type. LCD Screen Readout BUILT-IN 1 ALPHA 5 Underworld 5 +0 Can be linked to any output device. Grenade Launcher CYBERWEAPON 6 ALPHA 5 Underworld 5 +1 Weapon. Carries 1 grenade of any type. Micro-Missile Launcher CYBERWEAPON 6 ALPHA 5 Underworld 5 +1 Weapon. Fired 4 minimissiles, 5 Levels of Lethal Damage per successful hit. Popup Gun CYBERWEAPON 6 ALPHA 5 Underworld 5 +1 Weapon. Size based on Body Type. Flame Thrower CYBERWEAPON 6 ALPHA 5 Underworld 5 +1 Weapon. 3 Levels of Lethal/Aggravated Damage 1st turn, 1 Level of Lethal/Agg. Damage 2 turns after. Weapon Mount & Link CYBERWEAPON 3 ALPHA 5 Underworld 5 +0 Mounting plate plus neural link for 1 weapon. 2 shot Capacitor Laser CYBERWEAPON 6 ALPHA 5 Underworld 5 +1 Shoulder mounted. As a laser, only smaller. 2 Levels of Lethal / Aggravated Damage per successful hit. For Abilities for Ability Chips; please refer to Laws of the Night Revised, Laws of the Wyld Revised, Laws of Ascension, The Shining Host, and Oblivion.

BUILT-IN

ALPHA

Underworld 5

+0

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