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Cybernetics

 

"He's more machine now than man.  Twisted and Evil."  Obi-Wan Kenobi referring to Darth Vader, Dark Lord of the Sith.

Originally developed as an answer to severe injuries and medical conditions cybernetics are an everyday part of galactic society.  Nevertheless, cyborgs are frowned upon by most of the galactic community, especially those who choose to replace good limbs with artificial ones.   Pirates, Mercenaries and Bounty Hunters have become renown for enhancing their body with cybernetics from built in weapons to computer neural interfaces.

Cyborgs and the Dark Side

Each Cybernetic enhancement gives the subject +1 Cyber-Point.  Once a subject reaches 6 Cyber-Points they may no longer take the Force Sensitive Feat, or take any Class or Prestige Class that awards this Feat.  Characters who already have the Force Sensitive feat are not affected by this limitation.

Cybernetics and the Force

As well as the rules in the Hero's Guide, each Cyber-Point gives a -2 penalty on all Force Skill checks.  This penalty is not applied to Dark Side characters.

 

Cybernetic Enhancements

Weapons

Equipment Name Cyber-Claws (horns, fangs, talons, etc.)
Install DC 12  [15 for retractable]
Common Side Effects Cause the bone the claws are grafted to to go brittle;  -2 CON
DR/Wounds 5/12
Price 1,500 (15,000)   [4,000 (30,000) for retractable]
Effects Increased unarmed damage +1D6

Claws, horns or talons are grafted onto the subjects body in a way that they can be used in combat.  Retractable claws are possible, are illegal in most systems, and are more expensive.

 

Equipment Name Neuro-Shock Hand
Install DC 12
Common Side Effects Unable to use hand normally; -4 DEX with hand.
DR/Wounds 3/8
Price 2,000 (3,500)
Effects Replaces Brawl damage.  Damage 2D6; Critical 20.

This vicious hand replacement is often the weapon of moral-less Bounty Hunters and Pirates.  The Neuro-shock hand emits a powerful energy burst upon high impact with most surfaces.  Not so bright subjects have been known to kill themselves after simply clapping!

 

Equipment Name Sonic Scream
Install DC 20
Common Side Effects Loss of voice, difficulty in eating.
DR/Wounds n/a
Price 3,500 (7,000)
Effects Subject can 'Scream' as an action once per round.  All subjects within 20 meters must make a FORT saving throw DC20 or fall to their knees clutching their ears in pain.  Treat as Prone.  All characters failing the saving throw lost all their actions until the scream stops.

The sonic scream is fitted into the voice box of the subject allowing them to emit a sonic burst by screaming.  The Subject is immune to this attack.  Anyone failing their saving throw from the sonic scream will fall to their knees clutching their ears in pain.  The character making the scream attack can make no hide or move silent checks while screaming, and further hide or move silent checks are at -6 for 2D8 rounds.

 

Arm

Equipment Name Bionic Arm
Install DC 35  (subject must have a minimum 15 STR)
Common Side Effects Rejection or strain on the subjects body; -4 STR.
DR/Wounds 10/30
Price 1,000,000 (50,000)
Effects Gives the user +10 on Strength checks with the arm.  If used in a brawl it inflicts 6D8 + STR Modifier bludgeoning damage, Critical 20.

This is an extremely rare and highly illegal cyborg enhancement.  Rejection is common as most often subjects are required to use underworld doctors to perform the surgery in poorly equipped surgeries.  The Bionic arm has a synth-flesh covering and is undetectable as cybernetic at a glance.  Even with full body scans the bionic arm will only show on scanners as a regular cyborg arm.

 

Eyes

Equipment Name Retinal disguiser
Install DC 12
Common Side Effects Lens glare, -3 on Hide checks
DR/Wounds 0/3
Price 1,200 (3,500)
Effects Allows the user to over-ride retinal check security systems. Gives a +3 bonus on disable device verse retinal security systems.

The Retinal disguiser is an eye enhancement often used by thieves and espionage agents.  The eye can trick security systems and is illegal in most systems.

 

Physical Enhancements

Equipment Name Dermal plating
Install DC 25
Common Side Effects Rejection; plating not installed and CON -2
DR/Wounds n/a
Price 10,000 (20,000)
Effects Gives subject Damage Reduction -4

Dermal plating gives the subject body armour grafted onto their own body.  This is a very drastic form of cybernetic surgery and is often frowned up, though common amongst Bounty Hunters and Mercenaries.  Dermal plating is commonly only fitted to the subjects chest, stomach, shoulders and back.  Armouring arms and legs is a more difficult operation and only available at GMs discretion, and at a +50% to cost and surgery.

 

Equipment Name Response Improvement Package (Boosted Reflex's)
Install DC 25
Common Side Effects Trembling; -4 penalty to DEX
DR/Wounds n/a
Price 20,000 (40,000)
Effects +3 DEX

Although this operation was designed for accident victims suffering motor function problems it has been used by Bounty Hunters and Gun-slingers across the galaxy.  The Response Improvement package increases a subjects balance and co-ordination.  This operation is often restricted for medical needs only with many doctors refusing to perform unnecessary operations.

 

Equipment Name Cardio Muscular Package I
Install DC 20
Common Side Effects Aching of the muscles; -4 STR
DR/Wounds n/a
Price 10,000 (20,000)
Effects +2 STR

The cardio muscular package is a cybernetic/genetic enhancement to a subject physical form.  The package increases a persons strength but can cause long term damage to muscles.  Every five years there is a 50% chance of muscle deterioration causing -1 STR.  If a subjects Strength ever drops to 0 they die.  

The operation to remove the package to prevent deterioration costs 40,000 credits and has a DC of 30, side effects as above.

 

Equipment Name Cardio Muscular Package II
Install DC 20
Common Side Effects Reduced immunity to disease; -4 CON
DR/Wounds n/a
Price 10,000 (20,000)
Effects +2 CON

The second cardio muscular package is again a cybernetic/genetic enhancement to a subject physical form.  The package increases a persons resistance to damage and disease and is not as potentially damaging as the former package.

 

Equipment Name Smart Gun Link
Install DC 15
Common Side Effects Trembling of the hand; -4 DEX with Hand
DR/Wounds 2/5
Price 12,500 (15,000) +500 per blaster
Effects Draw Weapon as a Free action and well as:

Version I: Ranged Attack +2 with smart link weapons

Version II: Initiative Bonus +2 with smart link weapons

The smart gun link makes a user quicker or more efficient with linked weapons.  The cybernetic surgery leaves the subject with a metal disk in the palm of the hand.  Smart link weapons, no larger than blaster pistols, are fitted with a link module to their palm grip.  This palm grip has a small electro-magnet.  When triggers with hand movement the magnet activates causing the weapon to leap into the subjects hand (at a distance of no more than 0.5 meters).  Only one version of the smart-link may be purchased.

 

Neural Interfaces

Equipment Name Computer Neural Interface (Cyber-Jack I)
Install DC 20
Common Side Effects
DR/Wounds 0/3
Price 10,000 (15,000)
Effects Allows user to directly interface with computers, +1 Computer Use

The Computer Neural Interface, often referred to as the Cyber-Jack I, gives the subject the ability to connect directly with a computer, either direct or with the use of a cyber-deck.  The user cannot connect without the droid interface modification.  The Neural interface is often a small computer port on the subjects frontal lobes.  The port can be elsewhere on the subjects body, though more surgery, at extra cost, will be required to run the interface to the user neural pathways.

 

Equipment Name Cyber-Jack II
Install DC 25
Common Side Effects Mental trauma; -4 INT, -4 WIS, -4 CHA
DR/Wounds 0/1
Price 1,250 (1,500)
Effects Allows user to directly interface with computers

The Cyber-Jack II is a street line, and potentially dangerous, version of the Neural Computer Interface.  The Cybe-Jack II is illegal on most worlds throughout the Republic, and then Empire due the the dangers it poses.  Many Deckers and Slicers use this cheap model, but do so with much risk. If character ever rolls a natural '1' then the Cyber-Deck shorts and delivers a damaging power surge to the user.  The use must make a FORT saving throw DC20 or suffer 2D10 Wounds (NOT vitality).  If the character is reduced to less than 0 Wounds they also suffer a permanent -1 to INT.

 

Equipment Name Droid Neural Interface
Install DC 10
Common Side Effects Damage to the Computer Neural Interface
DR/Wounds n/a
Price 700 (1,250)
Effects Allows user to directly interface with Droids.

The Droid interface requires the subject to posses the Computer Neural Interface.  It allows the subject to communicate directly to droids as they can with computers.  This does not allow the user to alter a droids programming in any way.

 

Cyber-Decks

Equipment Name Street-Smart X100
DR/Wounds 1/8
Price 800
Effects Plugs directly into a computer neural interface; +1 computer use

 

Equipment Name Galacti-Corp 1000
DR/Wounds 1/6
Price 1,500
Effects Plugs directly into a computer neural interface; +2 computer use

 

Equipment Name Supreme 500
DR/Wounds 1/5
Price 5,000
Effects Plugs directly into a computer neural interface; +3 computer use

 

 

Cybernetic Enhancements by G.W.E.I.

 

Equipment Name

G.W.E.I MSEI1500 - Multi-spectral eye implant

Install DC

15

Common Side Effects

Double vision if not aligned straight after operation giving a -3 to combat and visual roles.
If not turned of there person will be unable to sleep (it can still see when eye is closed), requiring a DC 15 fortitude to function properly.

Take two minutes to "boot" up and character is -4 to combat due to lack of depth perception.

DR/Wounds

0/5

Price

70,000 (125,000)

Effects

Improved night vision and sight. +1 to aimed combat, +4 search with life forms, +1 to Spot, search and other visual tasks.

Description

This is a small cybernetic eye which contains:

Targeting sight – range 500m

IR Optical sight – range 500m

Telescopic sight – range 3000m

Thermo Imager – range 500m

 

Equipment Name

G.W.E.I BPI2000 – Bone Plasteel Grafts

Install DC

15

Common Side Effects

Up to 25lbs weight increase, -1dex for stiffness

DR/Wounds

12/50

Price

100,000 (250,000)

Effects

4DR to all blunt attacks on head and ribs, +2 to all unarmed damage.

Description

All bones are reinforced with Plasteel grafts which in turn make them near impossible to break.

 

Equipment Name

G.W.E.I NCS1750 – Neural Control System

Install DC

25

Common Side Effects

Instant death

DR/Wounds

N/A

Price

100,000 (250,000)

Effects

With the command of the master will "shutdown" the servant within seconds.

Description

Common device used by the empire to control its more dangerous creatures.

Approximately the size of a small ear stud, which releases nanobots to disconnect all the brains functions. It can also reconnect twice as quickly.

Note: this also includes a CPU which will determine if the termination is necessary (Master drunk, under the influence of alcohol therefore command rejected.)

 

Equipment Name

G.W.E.I BCIC5000 – Bio Chip Interface and chip
(Based on a concept from 2000ad’s Rogue Trooper.)

Install DC

25

Common Side Effects

Instant death

DR/Wounds

N/A

Price

100,000 (250,000) (Chips costs 75,000, first chip comes free with the BCIC5000)

Effects

Interface to put a Bio Chip to Store the memories of the individual

+2 to recalling information

Description

An interface to put a Bio Chip to store the memories and experiences of the individual. Upon death the chip will turn itself of only reactivating after being placed into a new casing.

Used mainly for cloned creatures have a basic training template and a few added memories. Very useful, clones are cheap by comparison of the experience.

 

Equipment Name

Dueling Banjo’s extra fingers

Install DC

15 1st 5 interfaces, 25 thereafter to a maximum of 2 fingers

Common Side Effects

Your hands look mad, and a +5 to guess you have cybernetics if you have more than your normal races fingers

DR/Wounds

2/10

Price

12,500Fingers Varies – see description

Effects

See Below

Description

Looks like a real finger, acts like a real finger, but your hands still look mad.

10,000 - Gas Finger – Contains 2 doses of gas, range 3m.

15,000 - Bomb Finger – Detachable and causes 3d8 damage 3m blast range.

8,000 - Blaster Finger – 2d6 damage, 10m, 6 shots before needing to be replaced

25,000 - Holo-Recorder Finger – Records images up to 50 minutes long

5,000 - Light Finger – pull it from your hand and the other end acts as a useful torch.

6,000 - Needle Finger – Contains enough drugs for three human sized injections

6,000 - Comm Link Finger – Speak to your finger and people will hear you and others will think you are quite mad

5,500 - Swiss Army Knife Finger – Out pops all the basic tools from a small Swiss army knife including the thing for getting stones out of horse’s hooves.

25,000 - Micro Missile Finger – Fires a small missile doing 6d6 Damage, range 25m, blast radius 5m.