Action!/Schtick/Cyber

Cyberware is a special case of schtick, depending on the campaign option used.
 * /Old
 * /Rewrite
 * /Rewrite 2
 * Cyber!


 * Option 1: Schticks cost XP.


 * Option 2: Schticks cost Resources.


 * Option 3: Schticks cost Resources and XP.

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

Heavy Duty
Remove the lowest level, add a level on top.

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

Mass-produced
Half cost.

Advanced
All effects are enhanced one step.

Pricy
Double cost.

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

Bioware
As nanoware, only 1 category better. (increase all bonuses one step)

Expensive
x1,5 Cost.

Bioware Only
As nanoware, only 1 category better. (increase all bonuses one step)

Obvious
Noticeable.

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
Half Cost.

Unreliable
Fail on Doubles. 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.

Damaged/No maintenance
1/10 to stop working until serviced 10+10.

Glitched
All double-1s autofail.

Level 0 Cyber
This Cyberware costs 1p or Resources 6 to install.

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

DefJam
''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). Advancement: Sensor Stealth on Cyber (Progression 1/2).

BioMonitor
Cost 2 Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule. Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1). Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).

DualAction
Cost 2 Any Action: Gan a Free Action. Progression: Reduce multi-action penalty by 1 up to 5 (Normal Cyber).

Evade Upgrade
Cost 30 Your Predictor is enhanced with duck-and-weave routines. (Predictor sold separately) Free: First Active Defense this sequence.

Knucks
Cost Enhances punch power with Soliplast®. Punch Damage becomes +3. Boosters: (1) +6 Damage (Titan Knucks).

LeapBoost
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters! Available in all Adidas Towers. Action: Jump Mov x 4 meters.

LeapLegs
''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.

Melee Upgrade
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!''
 * AP: Ignore 6 points of Armor with your chosen weapon.
 * Shock: 3 shockpoints of damage on any hit with your weapon.
 * Monofilament or Impact: Lower Wound threshold by 1 per level.
 * Heavy:+9 damage vs non-living items.
 * Shredder:+9 damage vs unarmored targets.
 * Sharp:+1 Effect Multiplier.

NAC
Talk to the fridge using NAC® technology from Intelsoft! Allows use of skillchips and dumb machines.

Nerve Boost
Your nervous system is upgraded in the speed department. Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.

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

One-Two
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. Requires Nerve Boost.

Three-Combo
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
Cost 10 The Predictor actually knows where your opponent is going before he does. Active Dodge is now at AV+7. Progression: Active Dodge (Normal Cyber).

Reflex Boost
Your autonomous reflex system is enhanced with the new Solo® treatment. Raises Initiative by 3.

Riposter
Take that! Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.

Smart Link
Hit them every time with the all-new Rodox Smart Link System! Adds +5 damage to any Smart Link-equipped ranged weapon. (Nerve Jack required)

Spikes
''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 3 Shock points. Boosters: +1 SP, +1 SP.

Subdermal Armor
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' Because you know she's worth it. Provides 3 points of Armor. Boosters: 1p Armor.

Ultra Hearing
Listen to the grass grow. Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.

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

Vigilant
An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error! Passive Defense raised to AV+3. Requires Predictor.

Level 2 Cyber
This Cyberware costs 20 Xp or Resources 10 to install.

Vat Muscle
Provides +2 Strength. Cumulative with Vat Muscle.

Nerve Replacement
Provides +2 Wits. Cumulative with Nerve Replacement.

Sensory Kit
Provides +2 Perception. Cumulative with Sensory Kit.

Pheromone Ejector
Provides +2 Charisma. Cumulative with Pheromone Ejector.

Bone Lace
Provides +2 Stamina. Cumulative with Bone Lace.

Muscle Boost
Provides +2 Movement. Cumulative with Muscle Boost.

Adrenal Boost
''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 +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.

KillTrack
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.

DualShot
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
Be as fast as you can be! The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics! Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.

TrueTracker
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.

Crit Shielding
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.

Body Plating
Adds 3 points of Armor. Cumulative with Body Plating. Boosters: +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.

Claws
A pair of Strength+6 Damage Weapons.

Poison Gland
Allows Poisoned body fluids, nails and Integral Melee Weapons.

Pain Editor
Ignore 3 points of wound impairment.

Level 3 Cyber
This Cyberware costs 40 Xp or Resources 12 to install.

MicroCybRadar
May use Perception in 360 degrees. +10 EV to resist ambush.

Speed Boost
+d10 Initiative.

Advanced Sensory Probe
+d10 Perception.

ExoSkel
10/+3 Strength per level.

Skeletal Reinforcement
+5 Wound Treshold. Booster: +1 Wound Threshold.

SpeedLegs
10/+3 Move per level.

Organ Replacement
x2 Wounds.

CyberHeart
x2 Shockpoints.

Limb Replacement
+d10 Toughness or Strength.

Armor Body
Armor 20.

MemBank
+d10 to any non-combat skill.

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

Targeting Computer
Add +3 AV to any Guns Attack. Cumulative with TrueTracker. Old Stuff