Action!/Schtick/Cyber


 * Cyber! - Central jump-off point for a cyberpunk campaign

=Cyberware costs= To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP. =Cyberpunk Resource system= The Preferred Currency (PC) is Nuyen (¥), Eurobucks (€), Orbital Credits(¢) or some other fictional currency, which are gained through the Resources attribute. 0.1 PC per point of Resources per month.

Other options

 * Option 1: Schticks cost XP.
 * Option 2: Schticks cost Resources and XP.

Cyber may be used to enhance attributes and skills or acquire new abilities.

= Cyberware types =

Heavy Duty Mass-produced
Half cost for first 2 steps, SchtickMax +1. No effect on static cost cyber and boosters.

Easy to Repair, Easy to Modify
Can be tweaked to gain side effects and bonuses. Half repair time.

Obvious
Obvious 1.

Advanced
All effects are enhanced. Progression Value is doubled.

Slick
Gains the same bonus to all Cyber Stealth as the Progression Value.

Pricy
All costs are multiplied by 2.5.

Not Available
Often only available through a Cyber Researcher or corporation.

Slick
Gains the same bonus to all Cyber Stealth as the Progression Value x 2.

Obvious
Impossible to hide.

Homegrown
Half Cost.

Side Effects
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).

Mass Produced
Halve all Progression costs (Progression 1->Progression 1/2, Progression 10->Progression 5)

Unreliable
Fail on Doubles. Extra Botch on Double-1.

Cyber Psychosis
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.

= Cyber Schticks =

Damaged/No maintenance
Tier 5 Rolling a Double: Cyberware stops working until serviced (Diff 10+10).

Glitched
Tier 1 All double-1s autofail.

Best Guess
Tier 1 All rolls become Hazardous.

Prototype
Tier 1 Increases SchtickMax by 1. Schtick now has the Prototype Flaw.

Cutting Edge
Tier 1 Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.

Orbital
Tier 1 Increases SchtickMax by 1. Schtick now has the Expensive Flaw (PC-cost is doubled).

Dark
Tier 1 Increases SchtickMax by 1. Schtick comes with Hunted Flaw.

Black
Tier 1 Requires Dark Increases SchtickMax by 1. Schtick comes with Hunted Flaw.

Extra Food (1-10)
Tier 1-10 x1-10 extra food intake required to use cyber.

Extra Water
Tier 1-10 x1-x10 extra water intake required to use cyber.

Sun dependency
Tier 2-20 1-10 Hours in Sun per day to offset action penalty.

Rare material dependency
Tier 1-10 Resources and/or Rarity 4+X (1-10) required per day.

Level 0 Cyber
This Cyberware costs 0.1¥/point to install.

RealSkin
Tier 1 Other treatments include RealHair and RealNails. Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty). Boosters: Visual Stealth on Cyber (Progression 1/2).

DefJam
Tier 1 ''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty). Boosters: Sensor Stealth on Cyber (Progression 1/2).

Balance Wires
Tier 2 Also available in the upgraded Defensive Flurry® version! You may use Versatility as Agility, or gain a +2 cyber bonus to Agility. Boosters: Versatility bonus (Progression 5), Agility bonus (Progression 5).

BioMonitor
Tier 2 Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule. Action: Cyberware performs Medicine at [Versatility] or [Medicine]+2 AV on target. Boosters: Versatility AV bonus (Progression 10), Medicine AV bonus (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1). Common Flaws: Uncalibrated (Tier 3, first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).

DualAction
Tier 2 Any Action: Gan a Free identical Action at -5. Boosters: Reduce penalty (Progression 10).

Evade Upgrade
Tier 2 Your Predictor is enhanced with duck-and-weave routines. (Predictor sold separately) 4SP: Active Defense once per Sequence. Boosters: Lower SP Cost (1p/SP), Active Defense Defense bonus (Progression 5), Extra Active Defense (Cost 3).

Knucks
Tier 1 Enhances punch power with Soliplast®. Punch Damage becomes Str+Str/2. Boosters: Add +Str/2 Damage (1) (Titan Knucks).

LeapBoost
Tier 2 Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters! Requires LeapLegs Available in all Adidas Towers. Action: Jump [Intensity] x 4 meters horizontally, and half that vertically. Roll Athletics+Agility or Versatility Difficulty 10+Intensity to gain a Free Attack on Action. Boosters: Remove Athletics+Agility or Versatility roll (3), Lower Action to Move (3).

LeapLegs
Tier 2 ''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' Move: Jump Move meters horizontally, and half that vertically. Boosters: Lower Move Action to Free (3).

Melee Upgrade
Tier 1 ''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!''
 * AP: Ignore 8 points of Armor with your chosen weapon.
 * Shock: Inflict 3 extra Shockpoints on any hit with your weapon.
 * Monofilament: Lower Wound threshold by 1. Weapon becomes Brittle (Weapon breaks on Double-1).
 * Impact: Lower Wound Treshold by 1. Weapon becomes Slow (No Move this Sequence).
 * Power Assist: Lower Wound Threshold by 1. Weapon becomes Taxing (Attacks cost 1SP).
 * Sledge:+Str Damage vs non-living items.
 * Shredder:+Str Damage vs unarmored targets (Weapon fumble on Double-1).
 * Balanced: +3 EV.

NAC
Tier 2 Talk to the fridge using NAC® technology from Intelsoft! Allows use of 3 skillchips and dumb machines. Boosters: Extra skillchips (Progression 2).

Nerve Boost
Tier 2 Your nervous system is upgraded in the speed department. Attack: Any Active Defense applied versus this Attack costs +1 Shot to use. Boosters: Increase Shot cost (Progression 15).

Nerve Jack
Tier 1 A standard to be able to exist in todays society. Allows use of smart machines.

One-Two
Tier 2 ''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' Melee Attack hit: Free identical attack. Requires Nerve Boost.

Three-Combo
Tier 2 When you've connected twice with the One-Two use the all-new Three-Combo system! One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.

Predictor
Tier 2 The Predictor actually knows where your opponent is going before he does. Active Dodge is now at AV+7. Boosters: Active Dodge AV (Progression 5).

Reflex Boost
Tier 2 Your autonomous reflex system is enhanced with the new Solo® treatment. Raises Initiative by 2. Boosters: Initiative (Progression 5).

Riposter
Tier 2 Take that! Requires One-Two system Riposter allows a melee counter-attack at 2 Shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system. Boosters: Lower Shot Cost to 1 (Cost 3), Lower Shot Cost to 0 (Cost 3, requires Lower Shot Cost to 1), Allow Counter before Attack (3).

Smart Link
Tier 2 Hit them every time with the all-new Rodox Smart Link System! Adds 10 Damage to any Smart Link-equipped ranged weapon. (Nerve Jack required)

Spikes
Tier 2 ''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' All close combat attackers that hit you take 1 Shock point. Boosters: Shock points (Progression 10).

Subdermal Armor
Tier 2 ''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' Because you know she's worth it. Provides 8 points of Armor. Boosters: Armor (Progression 1).

Ultra Hearing
Tier 2 Listen to the grass grow. Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts. Boosters: Perception (Progression 2).

Ultra Vision
Tier 2 ''Watch them like a hawk! Or was that an eagle?'' Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts. Boosters: Perception (Progression 2).

Vigilant
Tier 2 An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error! Passive Defense raised to AV+2. Requires Predictor. Boosters: Defense (Progression 5).

Level 2 Cyber
This Cyberware costs 4 Xp or Resources 10 to install.

Vat Muscle
Tier 4 Provides +2 Strength. Cumulative with Vat Muscle. Boosters: Stat (Progression 10).

Nerve Replacement
Tier 4 Provides +2 Wits. Cumulative with Nerve Replacement. Boosters: Stat (Progression 10).

Sensory Kit
Tier 4 Provides +2 Perception. Cumulative with Sensory Kit. Boosters: Stat (Progression 10).

Pheromone Ejector
Tier 4 Provides +2 Charisma. Cumulative with Pheromone Ejector. Boosters: Stat (Progression 10).

Bone Lace
Tier 4 Provides +2 Stamina. Cumulative with Bone Lace. Boosters: Stat (Progression 10).

Muscle Boost
Tier 4 Provides +2 Movement. Cumulative with Muscle Boost. Boosters: Stat (Progression 10).

Adrenal Boost
Tier 4 ''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' When activated the user gets +6 Strength, +6 Agility, +6 Toughness (Also provides +6 Move, +2 Shot Count) and -2 Perception a maximum of Toughness minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Toughness the same amount of time. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe. Boosters: +Stats and -Stats (Progression 10/+15,-15).

KillTrack
Tier 4 ''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' Negates 4 points of Armor and 4 points of Cover. Boosters: Neg. Armor and Cover (Progression 5, up to 15 (Level 3)), Ignore Armor and Cover (5p, counts as Progression level 4).

DualShot
Tier 4 Requires Smartlinked Weapons Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.

SpeedWare
Tier 4 Be as fast as you can be! The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics! Adds 2 to Shot Count each sequence. Boosters: Shots (Progression 10), Max Shots (Progression 5). Common Flaws: Tiring (Shots cost 1 SP), Starter (Costs 1 Capacity to start working, stops after Capacity Sequences).

TrueTracker
Tier 4 Stay True to the Track with Sony TrueTracker Technologies! Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer. Boosters: +AV (Progression 10).

Crit Shielding
Tier 4 +2 Wound Threshold. Cumulative with Organ Replacement. Boosters: +Wound Threshold (Progression 10).

Body Plating
Tier 4 Adds 6 points of Armor. Cumulative with Body Plating. Boosters: +3 Armor (Progression 10/+3), +2 Damage (Max Armor from Body Plating) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws. (Progression 10/+2).

Claws
Tier 4 A pair of Strength+Str/2+ 3 Damage Weapons with Str Requirement 4. Boosters: +3 Damage, +2 Str Requirement (Progression 10/+3(+2 Str))

Poison Gland
Tier 4 Allows Poisoned body fluids, nails and Integral Melee Weapons. Poison types: Boosters:
 * Sleep (Remove Shots)
 * Paralyze (Lower Agility)
 * Lethal (Cause Damage over Time)
 * Weakness (Lower Strength)
 * Impair (Cause impairment)

Pain Editor
Tier 4 Ignore 2 points of Wound Impairment. Boosters: Wound Impairment (Progression 10).

Level 3 Cyber
This Cyberware costs 8 Xp or Resources 12 to install.

MicroCybRadar
Tier 5 May use Radar as Tech/Use+(Versatility or Perception+2) in 360 degrees. +10 EV with Radar. Radar can perceive anything not blocked by Radar resistant materials up to Intensity x Intensity meters away.

Speed Boost
Tier 8 Strain 2: +d10 Initiative.

Advanced Sensory Probe
Tier 5 +d10 Perception.

ExoSkel
Tier 8 Strain 2: Add [Capacity] Strength for 1 Sequence. Booster: Boost Capacity +1, 1 Strain (Progression 5)

Skeletal Reinforcement
Tier 8 +4 Wound Treshold. Booster: +1 Wound Threshold (Progression 10).

SpeedLegs
Tier 8 4 Strain: Add [Versatility] Move for 1 Sequence. Booster: +1 Versatility (Progression 5).

Organ Replacement
Tier 8 +4 Wounds. Booster: Wounds (Progression 10)

CyberHeart
Tier 8 +40 Shockpoints. Booster: Shockpoints (Progression 10/+5)

Limb Replacement
Tier 8 +d10 Toughness or Strength. Booster: Limb Replacement (Tier 8).

Armor Body
Tier 8 Armor 20. Booster: Armor (Progression 10/+5)

MemBank
Tier 8 +d10 AV to any Knowledge or Knowledge-element of a Proficiency.

BalanceWires
Tier 8 Add +4 to any Action Defense. Cumulative with the Predictor-series systems.

Targeting Computer
Tier 8 Add +4 AV to any Guns Attack. Cumulative with TrueTracker. Booster: AV (Progression 10).

=Shadowrun=

Bioware
=Old rules= Old Stuff
 * /Old
 * /Rewrite
 * /Rewrite 2