Cyberware
Cyberware
Crystalport
Certain pieces of cyberware require data to be uploaded or downloaded from a datacrystal. This is accomplished through the use of a crystalport. Should such a thing be desireable, it is possible to have multiple crystalports.
Cybereyes
As well as providing regular vision as per the character's race, they can also have a variety of visual enhancements. Among the possibilities are:
Flat Vid Cam: Allows the character to record what he/she sees as a two-dimensional image. Requires a crystalport to download through.
Holocam: same as a flat vid cam except it records images as a three-dimensional hologram.
Glare Filter: Filters out excess light, negating any penalties that would otherwise result.
Infravision: Provides infravision as described on page 126 of Savage Worlds.
Low Light: Provides low light vision as described on page 126 of Savage Worlds.
Magnification: Allows close-up magnifying of up to 100x.
Telescopic: Provides long distance magnification of 100x. Also halves range penalties for Shooting rolls.
Note: One .25 add-on can be included without adding on to the Cyberload. Cybereye functions can be turned on and off at will. Some cybereye functions can't be used together with others. Use you common sense in this matter.
Fly by Wire System
A favorite of fighter pilots, Fly by Wire allows a pilot to have a neural link with the fighter, providing greater control of maneuverability and targeting systems. For each level of Fly by Wire, you may draw an extra card from the Action Deck and select the best one. The level is also added to Piloting and Gunnery rolls. The maximum possible level is three. A headjack is also necessary to use it, as well as either cybereyes or datagoggles.
Headjack
The most common piece of cyberware available, headjacks allow for neural operation of a computer. To view data tranferred through the headjack requires either cybereyes or datagoggles.
Neural Dampeners
These work by lowering the sensitivity of the pain receptors. Each level of Neural Dampener allows the character to ignore a Wound Modifier. It's also useful against stunners and screamers. Against stunners, each level counteracts a raise on the damage roll. Against screamers, the level is added to the Vigor roll. A big danger is that the character can be on the brink of death without realizing it. The GM keeps track of the character's wounds and only informs the player of injury when the wounds exceed the level. The maximum possible level is three. Neural Dampeners are illegal in the Confederacy.
Neural Overrides
This must be used in conjuction with a crystalport. As the name implies, key connections between the brain and the rest of the nervous system are shut down and rerouted to the crystalport. The datacrystal feeds in information which allows the performance of a skill. If the character has multiple crystalports, then using multiple skills is possible as long as the neural override system has sufficient slots. Each step of skill uses up one slot. If the character uses a crystal with a skill he/she already has (possibly to perform the skill at a higher level), additional slots should be used to cancel out the natural skill at the rate of one slot per step. The character can choose to ignore this, but it's very dangerous. Each time the skill is used, a Vigor roll is made with a penalty equal to the uncountered steps. On a failed roll, conflicting signals cause the nervous system to go into arrest. Treat as if the character had been hit with a screamer. The following skills cannot be performed by neural overrides: Guts, Intimidation, Investigation, Notice, Persuasion, Streetwise, and Taunt. The maximum number of slots possible is ten.
Radio
An internal radio which allows audio communication with a range of 200 kilometras.
Reflex Enhancers
Strategically placed adrenaline boosters that greatly increase response time. For each level of Reflex Enhancers, you may draw an extra card from the Action Deck and select the best one. The level is also added to the character's Parry. The maximum possible level is three.
Skin Reinforcement
Microthin sheets of tough alloys are inserted between the dermal layers. Each level of Skin Reinforcement increases the character's Toughness by one. The maximum possible level is four.
Strength Boosters
This piece stimulates and boosts production of serotonin and other naturally occurring hormones to increase muscle performance. The level is added to the character's Load Limit multiplier and is treated as a bonus to all Strength rolls. The maximum level possible is four.
Targeting System
To make use of this, the character must have cybereyes or datagoggles. It consists of a wire that runs down the arm and a chip containing the firing characteristics of several ranged weapons. Arm position and information from the chip are used to display a crosshairs on the cybereye/datagoggles. This provides a +2 on Shooting rolls. A double system has wires for both arms and allows the bonus when using two pistols as well as the full bonus for when using a rifle (a single system only gives a +1 for rifles since the position of the other arm is uncertain). If the type of weapon used is switched during combat, it takes an action to access the proper information.
For your convenience, here's the rules concerning Cyberload: An organic body can only take so much cyberware. This is reflected by Cyberload. Each piece of cyberware has a Cyberload Rating which is added on to a character's Cyberload. When Cyberload exceeds half the character's Spirit, the chemical imbalances that cyberware cause start having noticable effects and a minor Delusional Hindrance is received. When the Cyberload exceeds three-quarters of the Character's Spirit, the Delusional Hindrance gets upgraded to major. Any attempt to have the Cyberload exceed the character's Spirit will cause chemical levels to go completely out of whack and kills the character. Magic and cyberware don't mix and any magician foolish enough to get cyberware has the Cyberload applied as a penalty to all magic skill rolls (if the Cyberload is a fraction, round up). A target's Cyberload is applied as a penalty to any beneficial magic cast on him/her. It also gets applied as a penalty when using Alchemy items that require a Spirit roll.
Cyberware
Cyberware |
CL |
Cost |
Crystalport |
.25 |
900 |
Cybereyes |
.5 |
2000 |
Fly by Wire System |
1.5/level |
15000/level |
Headjack |
.25 |
500 |
Neural Dampener |
1/level |
12000/level |
Neural Overrides |
.75/slot |
10000/slot |
Radio |
.75 |
1500 |
Reflex Enhancers |
2/level |
20000/level |
Skin Reinforcement |
.5+.5/level |
10000/level |
Strength Boosters |
.5+.5/level |
8000/level |
Targeting System |
.75 |
7000 |
Targeting System, Double |
1.25 |
11000 |
Note: CL=Cyberload
Cybereye Add-ons
Add-ons |
CL |
Cost |
Flat Vid Cam |
.5 |
2000 |
Holocam |
.75 |
5000 |
Glare Filter |
.25 |
400 |
Infravision |
.25 |
800 |
Low Light |
.25 |
600 |
Magnification |
.25 |
1000 |
Telescopic |
.25 |
1500 |
Note: CL=Cyberload
Contact me
Back to Gear
Back to main page