Equipment & Gear
The Right Tool for the Job
In some cases, skill checks may be aided by using the right tool for the job. If you have a shovel, it is considered to be the right tool for the job of digging a hole; it is not the right tool for the job for performing a heart transplant. Similarly, a medkit is the right tool for the job for treating a character’s wounds, while a ship’s well-stocked medbay may be considered the right tool for the job for performing surgery.
When performing a skill check with the right tool for the job, gain +1 bonus die.
In cases where a tool is required but the right tool for the job is unavailable, it may be possible to improvise with another tool (GM’s discretion), however using improvised tools imposes +1 penalty die on the check.
Sometimes items may specify what jobs they are the right tool for, however most often they will not. Whether or not something is the right tool for any particular job is meant to be a common-sense judgment call made by the GM; players may make suggestions or advocate for uses of tools, but the final decision always rests with the GM.
Salvaging
Crafting
Repair and Modification
Sometimes things break; other times, they aren’t quite what they need to be. Either way, repairing or modifying equipment takes time and the right set of tools - not to mention the expertise to use them.
Any character may attempt to repair equipment outside of combat, however a character without any skill ranks in Engineering suffers +1 penalty die to their roll. To attempt a repair, roll an Engineering check:
Repair DC = 6 + durability lost.
For example, a Streetweave Jacket normally has 5 durability. To repair one with only 1 point of durability remaining, the DC would be 10 (6 + 4) as the jacket had lost 4 durability.
On Extreme Success, restore up to 2 points of durability.
On Success, restore 1 point of durability.
On Failure, increase the next repair check DC by +1.
On Extreme Failure, the item suffers 1 damage.
Each repair check takes 1 hour and consumes 1 material (or one use of the repair kit) whether the repair was successful or not. You cannot repair equipment above its base durability.
An item with 0 remaining durability cannot be repaired; it is broken. It may possibly be used as parts for other repairs (GM discretion). Items which have no listed durability can still break or require repairs; these are assumed to have a base durability of 4.
Modifying equipment works the same way as repairing equipment, but does not require materials other than the modification you wish to install. Only simple modifications may be done (or undone) mid-combat. Once a modification is installed, increase the equipment’s bulk by the modification’s bulk. Unless otherwise specified, equipment may only support up to 2 modifications, and these modifications cannot be duplicates.
Simple modifications: no roll required, requires 2 actions
Advanced modifications: DC 8, requires 2 hours
Expert modifications: DC 10, requires 4 hours
On Extreme Success, reduce time required for modification by half.
On Success, modification installed normally.
On Failure, not installed; increase the next modification check DC by +1.
On Extreme Failure, not installed; the modification loses 1 durability.
Unless otherwise specified, a modification is considered advanced.
Paid Experts
Typically a mechanic or expert weaponsmith might charge one tenth the item’s cost and take 4 hours per durability point restored. This process can often be sped up by paying a higher price. Similarly, they might charge 50 credits and take 4 hours to make a simple modification, 300 credits and take 6 hours to make an advanced modification, and 1500 credits and take 2 days to make an expert modification. These prices and time costs are provided as a baseline; GMs should feel free to increase or decrease them as they see fit.
Circumstantial Effects
If attempting a repair or modification check in an appropriate environment (for example, in a repair shop or engineering bay), gain +1 bonus die to your Engineering check.
If attempting a repair or modification without proper tools or with improvised materials (not using a repair kit or materials found in an appropriate environment), suffer +1 penalty die to your Engineering check.
Armour Modification Limits
Items of armour may only have one modification fitted to them at a time. Installing a new armour mod on armour that already has a mod requires the removal of the old modification first. The exception to this is Power Armour, which may have up to two modifications at once.
When an armour mod is installed, the armour item’s bulk increases by the modification’s bulk. Thus, installing an armour mod which has 1 bulk into a suit of armour that normally has 2 bulk results in a suit of armour with 3 bulk. Note that this can affect Concealing Gear.
Concealing Gear
Civilized space stations, settlements, or space ships usually do not allow openly carrying weaponry or wearing armour, except for security personnel or special exceptions. Some of these locations may have highly advanced automated scanners to detect the presence of weapons, armour, or other banned equipment, while others may rely on a guard watching all newcomers to make sure they’re not obviously packing heat.
Either way, characters wishing to carry a weapon or other item in a no-carry zone may attempt to conceal it on their persons. Doing so requires a Subterfuge check to see how well the item is concealed on their person. Concealing any item of more than 2 bulk imposes +1 penalty die on this roll; concealing an item of 5 or more bulk imposes +2 penalty dice to this roll. Concealing an item of 1 bulk grants +1 bonus die to this roll. It is impossible to conceal an item of 10 bulk or more. Unless otherwise specified, you cannot conceal armour while wearing it.
Characters attempting to suss out if another character is carrying something concealed on their person must roll Observe (DC = result of other character’s Subterfuge roll).
Gear List
Weapons | |||||||||
|---|---|---|---|---|---|---|---|---|---|
Name | Class | DC | Dmg | Rng | Ammo | Blk | Traits | Damage Type | Cost |
Pistol | Light | 7 | 2 | Med | 10 | 1 | Ballistic | 500 | |
Toxic Spike | Light | 10 | 3 | Near | 1 | Toxin (Prax) | Blade | 750 | |
Boom Stick | Light | 8 | 1 | Near | 2 | Point Blank (3) | Ballistic | 600 | |
Compact SMG | Light | 7 | 2 | Near | 6 | 2 | Automatic | Ballistic | 800 |
SMG | Med | 7 | 3 | Med | 9 | 2 | Automatic | Ballistic | 1000 |
Photon Rifle | Med | 8 | 5 | Long | 6 | 3 | Two-Handed | Energy | 5000 |
Rifle | Med | 8 | 2 | Long | 4 | 3 | Two-Handed, Piercing (1) | Ballistic | 1000 |
Shotgun | Med | 8 | 3 | Near | 4 | 3 | Two-Handed, Point Blank (2), Shredding (1), Req. (PHYS 1) | Ballistic | 800 |
Heavy Rifle | Heavy | 8 | 4 | Long | 8 | 4 | Two-Handed, Piercing (1) | Ballistic | 3000 |
Gauss Cannon | Heavy | 7 | 4 | Med | 20 | 5 | Two-Handed, Slow Load, Automatic, Req. (PHYS 2) | Ballistic | 2500 |
Grenade Launcher | Heavy | 8 | 3 | Med | 1 | 4 | Two-Handed, Slow Load, Grenade, Req. (PHYS 2) | 3000 | |
Magneton Cannon | Exotic | 5 | 2 | Near | 5 | 2 | Area (melee), Two-Handed, Slow Load, Shredding (3), Req. (PHYS 1) | Energy | 8000 |
Tesla Rifle | Exotic | 8 | 5 | Med | 6 | 2 | Two-Handed, Stun (2), Crit (Stun (1)) | Energy | 6000 |
Stun Baton | Melee | 6 | Melee | 1 | Stun (1), Crit (Stun (1)), Nonlethal | Energy | 450 | ||
Switchblade | Melee | 9 | 2 | Melee | 1 | Thrown | Blade | 150 | |
Fusion Blade | Melee | 8 | 3 | Melee | 2 | Piercing (2), Req. (REF 2) | Blade | 1200 | |
Rocket Maul | Melee | 10 | 6 | Melee | 2 | 3 | Two-Handed, Req. (PHYS 3) | Explosive | 2500 |
Weapon keywords | |
|---|---|
Piercing (X) | Ignores X points of armor protection. |
Point Blank (X) | Ignore penalty die imposed by the weapon’s Type when attacking at Melee or Very Near range. At these ranges, it deals X additional damage. Beyond its listed range, reduce its damage by 1 for each additional range band. In addition, it cannot critically hit beyond its listed Range. |
Slow Load | Takes 2 actions to reload. |
Stun (X) | On a hit, target must roll Toughness (DC 6 + X) or be Stunned for X rounds. |
Two-Handed | Requires both hands to use. |
Automatic | When attacking with this weapon, you may choose to spend 3 or 6 ammo instead of 1. For every 3 ammo spent, gain +1 bonus die and deal +1 damage on a hit. An attack this way cannot be a Called Shot or deal critical hit damage (though other critical hit effects may apply). Additionally, Automatic weapons may spend up to 3 ammo on the Suppressing Fire combat action. |
Shredding (X) | If damage exceeds armour’s protection value, reduce armour’s durability by X. If damage does not exceed armour’s protection value, still reduce armour’s durability by 1. |
Area (X) | Deals damage to all targets at X distance or closer, centred on the location hit. Targets behind cover from this damage reduce damage taken and any additional effects applied by 1 (partial cover) or 3 (full cover). On a missed Area (X) attack, the GM determines another reasonable location of impact from which the attack applies its damage and effects to. |
Thrown | Weapon may be thrown without suffering a penalty die. |
Grenade | Requires (and uses up) a grenade item, applying the effects and any damage the grenade deals upon a hit. Additionally, deals this weapon’s damage as Blunt damage to the target from the impact. A failure to hit by 3 or less still grants the effect of the grenade used, but does not deal this weapon’s damage to the target. |
Toxin (X) | Apply 1 level of X toxin upon successful attack. |
Req. (X) | Using this weapon requires at least the specified rank of the specified attribute or skill. For example, Req. (PHYS 1) means you must have at least 1 rank in your Physique attribute to use the weapon. Attempting to use a weapon with a requirement you do not meet imposes +2 penalty dice on attack rolls. |
Crit (Effect) | This weapon applies a specific effect in addition to normal critical effects. For example, a weapon with Crit: Prone knocks the target prone on a crit, while a weapon with Crit (Piercing (2)) adds Piercing (2) to the attack (which stacks with all other Piercing from the weapon or ammunition used). Crit effects stack cumulatively with regular weapon effects. |
Type (Type) | This weapon’s damage is of the listed damage type. For example, Type (Energy) would mean that this weapon deals Energy damage, whereas Type (Explosive) would deal Explosive damage |
Nonlethal | This weapon cannot cause moderate or heavy wounds. Any damage it may deal that would cause a moderate or heavy wound is ignored. |
Any keyword effects that could combine cumulatively should do so. For example, if two separate effects give an attack a Stun (X) value, combine the two. Stun (1) plus Stun (3) would become a single instance of Stun (4), as an example. Stun (1) and Toxin (1) would not combine since they are two different keyword effects.
Armour | |||||
|---|---|---|---|---|---|
Name | Prot | Durability | Blk | Traits | Cost |
EVA Suit | 1 | 3 | Allows survival in space. May be worn with armour of Bulk 1. | 500 | |
EVA Suit (Advanced) | 2 | 3 | Allows survival in space. May be worn with armour of Bulk 2 or less. | 2500 | |
Scrap Armour | 1 | 2 | Flimsy | 500 | |
Flak Jacket | 1 | 4 | 2 | 1250 | |
Kevlar Clothing | 1 | 3 | 1 | Incognito | 1500 |
Streetweave Jacket | 1 | 5 | 2 | Vulnerable (Blade 1) | 1750 |
Synthweave Armour | 2 | 8 | 2 | Vulnerable (Energy 2), Flimsy | 4500 |
MilSec Bodyplate | 2 | 5 | 3 | 6000 | |
Breaching plate | 2 | 4 | 3 | Frontal Shielding (1), Req. (PHYS 2), Resist (Ballistic 1) | 8500 |
Heavy Bodyplate | 3 | 8 | 4 | Req. (PHYS 3) | 10000 |
Basic Power Armour | 4 | 14 | 10 | Req. (Power Armour 1), Powered (3), Vulnerable (Energy 1) | 40000 |
Power Armour | 6 | 20 | 15 | Req. (Power Armour 3), Powered (5), Resist (Ballistic 1, Blade 1), Vulnerable (Explosive 2) | 75000 |
Armour keywords | |
|---|---|
Req. (X) | Wearing this armour requires at least the specified rank of the specified attribute or skill. For example, Req. (PHYS 1) means you must have at least 1 rank in your Physique attribute to wear the armour effectively. Attempting to wear armour without meeting the requirements for it imposes +1 penalty die to all attack rolls, Reflex, and Physique skill checks. |
Powered (X) | Requires 1 action and a Power Armour (DC = 6 + X) check to activate. Extreme Failure: become Immobile for 1 round. When successfully activated, Powered armour reduces its own bulk by X and grants +1 bonus die to all PHYS based checks. Using Melee (unarmed) or Melee (weapons) damage deals an additional X damage to the target. Powered armour may remain powered for X * 4 rounds before deactivating and requiring either a new Energy Core or at least 1 hour spent charging at a power source (such as a ship’s power core or a colony’s generator) to be powered again. While inactive, Powered armour loses half its Protection value (rounded up) and gains Vulnerable (Blade 2). In addition, the wearer gains +1 penalty die to all PHYS and REF based checks. |
Frontal Shielding (X) | Armour gains +X Protection against attacks that hit the front of the armour. |
Resist (Type X) | Armour gains +X Protection against damage of listed Type. For example, armour tagged with Resist (Blade 1) would gain +1 Protection against Blade damage. See Damage Types. |
Vulnerable (Type X) | Armour reduces its Protection against damage of listed Type by -X amount. For example, armour tagged with Vulnerable (Blade 1) would lose 1 Protection against Blade damage. Armour’s Protection rating cannot go below 0. See Damage Types. |
Flimsy | This armour cannot be repaired. |
Incognito | Appears to be normal clothing. |
Items | ||||
|---|---|---|---|---|
Item Name | Effect | Uses | Bulk | Cost |
Flashbang Grenade | Applies Stun (1) to everyone within Very Near range, Thrown | 1 use | 1 | 200 |
Frag Grenade | Deals 2 area (Very Near range) Explosive damage (DC8 to Evade half), Thrown | 1 use | 1 | 250 |
EMP Grenade | Applies EMP (2) to everything within Near range, Thrown | 1 use | 1 | 300 |
Combat Stim Injector | Gain +1 action & -1 Stress; take 1 wound after effect ends | 1 use | 1 | 200 |
Basic Medkit | Right tool for the job: First Aid checks | 3 uses | 1 | 350 |
Multitool | Allows engineering checks to repair, bypass, scrap, etc. | Permanent | 1 | 750 |
Repair Kit | Provides materials and tools for repairs | 10 uses | 1 | 500 |
Tracker | While within 10km, always know location of this device | 1 use | 1 | 250 |
Portable Scanner | Right tool for the job: Observe (tech, lifeforms) | Permanent | 1 | 400 |
Energy Core | A mobile power source capable of powering Power Armour. | 5 uses | 1 | 2500 |
Weapon Scope (mod) | Simple Modification. Grants +1 bonus die to called shots at medium range and farther; inflicts +1 penalty die to attacks at Near range or nearer | Permanent | 1 | 750 |
Weapon Silencer (mod) | Simple Modification. Weapon makes reduced sound when fired; deals -1 damage | Permanent | 1 | 500 |
Weapon SMART-link (mod) | Grants weapon ability to use SMART ammo. | Permanent | 2 | 3000 |
Armour Gel Pads (mod) | Grants armour Resist (Explosive 1) trait. | Permanent | 2 | 2500 |
Armour Kevlar Plating (mod) | Expert Modification. Grants armour Resist (Ballistic 1) trait. | Permanent | 2 | 2000 |
Quick Release Harness (mod) | Reduces time to put on or take off armour by half (rounded down). | Permanent | 1 | 1000 |
Reinforced Helmet (mod) | Expert Modification. Gain +2 Protection against attacks made with Called Shot: Head | Permanent | 1 | 1500 |
Compact Backpack | +5 Inventory Slots when worn. | Permanent | 150 | |
Ammo (Flechette) | Deals +2 damage to unarmoured targets. | 10 ammo | 1 | 500 |
Ammo (SMART) | Requires weapon fit with SMART-link. Negates one level of cover (Full Cover becomes Partial Cover; Partial Cover is negated entirely). Target must be visible and bullets must have a path to reach the target (not necessarily a straight line). | 1 reload | 1 | 1250 |
Ammo (Armour Piercing) | Adds Piercing (1) to attacks. | 1 reload | 1 | 750 |
Ammo (Explosive) | Adds Shredding (1) to attacks. Attacks deal Explosive damage. | 1 reload | 1 | 750 |
Cyberware | ||||||
|---|---|---|---|---|---|---|
Name | Tier | Effect | Installation Difficulty | Req. | Physical Impact | Cost |
Reflex Booster | 1 | Once per round, gain +1 bonus die to an Evade check. | 2 | REF 1 | Minor; spine | 4000 |
Targeting Link | 1 | Once per round, ignore 1 level of cover when attacking an enemy you can see. | 2 | Medium; eyes | 6000 | |
Low-Light Optics | 1 | Ignore penalty dice caused by darkness within medium range. | 1 | Medium; eyes | 4000 | |
EMP Shielding | 1 | Activate as a reaction before being affected by incoming EMP. The EMP has no effect on installed cyberware. Once activated, EMP Shielding cannot be reactivated for 10 minutes. | 2 | MENT 1 | None; torso | 5500 |
Metabolic Filter | 1 | Gain +1 bonus die on checks to resist toxins or narcotics. | 1 | PHYS 1 | Minor; liver | 2000 |
Internal Communicator | 1 | Gain the ability to send and receive messages mentally just as if you were using a regular comms device. | 0 | Medium; jaw, ear | 2500 | |
Skull Popper | 1 | Highly illegal; when installed, is given a mandate such as “don’t go to the police”. If the host violates this mandate, the Skull Popper explodes, killing the host. The more specific the mandate, the better the implant functions. A Skull Popper boots automatically when installation is completed and cannot be voluntarily shut down. If it is forced to shut down or reduced to 0 durability, roll 1d12. On a result of 1-9, it detonates. | 2 | None; brain | 12000 | |
Databank | 2 | You gain an internal information storage device. You may store information upon it (thinking you want to record what you see, for example), and access information from it at will. You may also load external information onto it, though the GM determines how long that takes and how much may be stored on it. | 2 | MENT 1 | Medium; cranium | 7500 |
Invisible Databank | 2 | You gain an internal information storage device. You may store information upon it (thinking you want to record what you see, for example), and access information from it at will. This device cannot be seen or accessed externally without removing it and is shielded to avoid electronic detection. | 3 | None; cranium | 15000 | |
Neural Accelerator | 2 | Once per day, activate to gain 3 additional actions on your turn. At the end of your turn, gain +2 stress. | 4 | MENT 2 | Obvious; spine | 10000 |
Reaction Governor Matrix | 2 | Gain +1 reaction per round. | 2 | REF 2 | None; brain | 8000 |
Threat Awareness Suite | 2 | Gain +1 bonus die to Observe or Instinct checks to detect ambushes or imminent danger. Additionally, you may not be Surprised. | 2 | None; brain | 5500 | |
Synthetic Musculature | 2 | Gain +1 bonus die on Powerlift or Athletics checks involving lifting, pushing, or breaking objects. Unarmed attacks gain +1 damage. | 4 | PHYS 3 | Obvious; arms, legs, torso | 10000 |
Stability Gyros | 2 | Ignore penalty dice from unstable environments (moving vehicles, zero-G, poor footing) | 2 | REF 2 | Minor; ear | 6000 |
Adrenal Boost | 2 | Activate to ignore stress penalties for 1 round. At the end of this round, take 1 damage. | 2 | PHYS 1 | None; adrenal glands | 5000 |
Mantis Claws (retractable) | 3 | Activating the claws extends them from your arms. They then remain extended until they are activated again, which retracts them. While extended, gain: PHYS unarmed attacks deal damage equal to your PHYS + 2 and have Shredding (2). REF unarmed attacks deal damage equal to half your REF (rounded up) + 1, and have Piercing (2). Additionally, gain +1 bonus die to climbing related checks. While shut down, the claws cannot be extended or retracted. If already extended, attacks with them use your normal unarmed damage. They do not gain any special traits. The climbing bonus remains while the claws are extended. Attacks made with Mantis Claws always deal Blade type damage. | 3 | REF 2 or PHYS 2 | Obvious; forearms and hands | 10000 |
Neuro Regulator | 3 | Ignore up to 3 stress per day from up to 3 sources of stress. Make all SOC based rolls with +1 penalty die. | 3 | MENT 2 | None; brain | 12000 |
Synthetic Antibodies | 3 | Become immune to nanites targeting your body (including positive effects). Does not stop things from being thrown at you with nanites. | 4 | PHYS 1 and MENT 1 | Minor; nervous system | 17500 |
Bio-Stabilizer | 3 | When you would take a Moderate or Heavy wound, roll Cybernetics (DC8).
| 4 | Medium; chest and back | 15000 | |
Using Cyberware
Cyberware may provide a passive benefit (such as “Become immune to nanites targeting your body”), or it may provide an active benefit with a trigger and duration (like “Activate to ignore stress penalties for 1 round”). You must be conscious to use active benefits, but passive benefits occur whenever they are triggered.
Unless otherwise specified by specific cyberware wording:
Attempting to activate cyberware requires 1 action (on your turn) or 1 reaction (not on your turn).
Benefitting from the bonus a Cyberware implant gives you does not cost any actions.
You may not have more than one Cyberware implant of any type installed at one time.
Having Cyberware installed does not increase your bulk.
Each time cyberware is activated, roll Cybernetics (DC 4 + total cyberware value).
Success: cyberware activates normally.
Failure: cyberware activates normally but takes 1 damage after activation.
Extreme failure: cyberware does not activate at all and takes 1 damage.
Total Cyberware Value
A character’s total cyberware value equals each booted up piece of cyberware’s Tier value added together. Thus a character with two Tier 1 implants has a total cyberware value of 2, while a character with a Tier 2 implant and a Tier 3 implant has a total cyberware value of 5.
Cyberware Durability
Cyberware has durability equal to twice its tier unless otherwise specified. Thus, Tier 2 cyberware has 4 durability, Tier 3 cyberware has 6, and so on.
Booting Up and Shutting Down Cyberware
Booted up cyberware is powered and fully capable of functioning. Shut Down cyberware provides no benefits, active or passive. Broken cyberware (0 durability) is always shut down and cannot be booted up.
Cyberware is always shut down when installed. Shut down cyberware produces no electrical signature for electromagnetic scanners to pick up on.
Booting up cyberware requires 1 action per tier of the cyberware you’re booting up. Thus, booting up a Tier 3 cyberware implant costs 3 actions. These actions may be spread across more than one round: for example, you may spend 1 action per round for 3 rounds, 2 actions on 1 round, then 1 action several rounds later, or 3 actions on a single round to boot up a Tier 3 implant.
Shutting down cyberware requires 1 action regardless of the tier.
Cyberware Overload
If at any time (and as long as) a character’s total cyberware value exceeds his Cybernetics skill rank or a character has a glitchy implant booted up, he is considered to be in a state of Cyberware Overload. When a character enters this state (and at the beginning of every round afterward), he must roll a Cybernetics (DC4 + total cyberware value) check.
Extreme success: no effect
Success: gain +1 stress
Failure: gain +2 stress and Stunned (1).
Extreme failure: gain +4 stress and Frenzied (total cyberware value). Additionally, all booted up cyberware implants take 1 damage.
Every Cybernetics check made while in Cyberware Overload has +1 penalty die.
Installing and Removing Cyberware
Cybernetic implants require an often extensive medical procedure to install, repair, or remove effectively. Most commonly these procedures are done by ‘ripper docs’, professionals whose expertise blends medical knowledge and mechanical know-how together. Typically, a ripper doc will charge one tenth the price of a piece of cyberware to install or remove it, and they will often stipulate that any cyberware they install must be purchased from them.
A character wishing to attempt to install, repair, or remove cyberware without the aid of a ripper doc must do so with a medical procedure followed by a mechanical procedure. First, make a First Aid roll (DC 8 + cyberware Installation Difficulty).
Success, the procedure completes successfully.
Failure, the procedure fails and the subject takes 1 damage.
Extreme failure, the procedure fails, the cyberware takes 1d4 damage, and the subject takes 2 damage.
After the First Aid roll, an Engineering roll is required if installing new cyberware (DC 8 + cyberware Tier).
Success, the cyberware functions properly.
Failure, the cyberware is glitchy; it imposes Cyberware Overload whenever (and as long as) it is booted up.
Attempting to repair damaged cyberware may be done after the First Aid roll as well; the process for this is the same as repairing other equipment (see Repair and Modification above). When attempting to repair glitchy cyberware, the process is the same as for repairing 1 point of durability. If the repair check is successful, the cyberware is no longer glitchy.
Cyberware removal does not require an Engineering check.
Cyberware procedures are often gruelling and physically traumatic, taking hours or even days. This is heavily influenced by the cyberware implant’s Installation Difficulty, but is ultimately determined by the GM. No cyberware procedure may be done if another one is in progress; for example, removing then reinstalling a cyberware implant must be done as two separate procedures; the installation procedure cannot begin before the removal procedure completes.
After any cyberware work (installing, repairing, removing) whether done by a ripper doc or not, the character must succeed at a Cybernetics check (DC 4 + Tier of cyberware affected) or suffer +2 stress.
External Factors
Cyberware procedures are delicate, difficult work, and are adversely affected by distractions or other factors. Impose +1 penalty die to all checks during such a procedure for each of these that applies:
Attempting a procedure on a patient who isn’t sedated (including yourself).
Attempting to work on cyberware that isn’t shut down.
Attempting to rush the procedure to reduce the amount of time taken.
Social Impact
Cyberware is relatively uncommon in Whisperspace, so those who evidently have it stand out. Some people are uncomfortable around ‘modded’ people, some have an outright fear of cyberware, while others may think such mods are fascinating and exciting. Regardless of how people view cyberware, walking around with an obvious set of Mantis Claws is going to draw attention to you.
Spotting if a character has cyberware is more difficult the more subtle the implant.
Cyberware Physical Impact | How to spot it |
|---|---|
None | Impossible without First Aid (DC4 + cyberware tier) check. Target must be incapacitated or willing for this check. |
Minor | Observe (DC8) check |
Medium | Observe (DC6) check |
Obvious | No check required |
Some ports, space stations, and government facilities will not allow those with cyberware to enter, just as they might not allow weapons.
Narcotics | |||||
|---|---|---|---|---|---|
Name | Effect | Uses | Addiction Score | Legality | Cost |
Space Dust | Grants +1 bonus die to Observe and Piloting checks for 6 hours | 5 | 1 | Legal | 500 |
Tranquility | Reduces stress by 1; penalty die to all REF checks for 6 hours. | 2 | 5 | Legal | 5000 |
Smoothe | Reduces stress by 1d4; increases Cool Under Fire by 2 and grants +1 bonus die to all Mental skill checks for 1 hour | 1 | 8 | Illegal | 20000 |
Chemical Strength | +1 bonus die to all PHYS checks for 1 hour; +1 movement bonus for 1 hour. After 1 hour, gain +1 penalty die to all PHYS checks and gain +1 movement penalty until sleep. | 1 | 3 | Illegal | 8000 |
Addiction
For every narcotic, the user must roll for Addiction after each use, as described below. A character already addicted to a narcotic does not have to make this roll. Narcotics have a bulk of 1.
Addiction roll: character must roll a Willpower (DC 6 + narcotic’s Addiction Score) check.
On a failed Addiction roll, the character becomes addicted to the narcotic and must progress through the Addiction table below, beginning with Onset.
Addiction Effects | |
|---|---|
Stage | Effect |
Onset | Character desires the substance. Each week without it, roll Addiction. On success, remove the addiction. On failure, increase the DC by 1. On extreme failure, progress to Dependence. |
Dependence | Character requires the substance. Without it, they gain the Demoralized condition. Each week without it, roll Addiction. On extreme success, remove the addiction. On success, go back to Onset. On failure, progress to Addiction. |
Addiction | Character’s sole purpose in life is to have and use the substance. Without it, they gain the Agonized and Fleeing conditions. Each week without it, roll Addiction. On success, go back to Dependence. On failure, suffer stress equal to the substance’s Addiction Score. On extreme failure, the character suffers a severe withdrawal crisis and gains the Dying condition. |
Detox
A character suffering from an addiction may attempt a medically supervised detox. This requires:
Access to medical facilities (such as a clinic, medbay, or hospital)
Uninterrupted rest there
Medical supplies (cost below)
A character actively going through detox does not make the weekly Addiction checks as normal. After detox, these resume (if applicable).
Addiction Stage | Time | Supply Cost |
|---|---|---|
Onset | 2 days | 500 credits |
Dependence | 5 days | 3000 credits |
Addiction | 10 days | 8000 credits |
At the end of the detox period, the character may make a Toughness or Willpower check.
Detox DC = 6 + Addiction Score
Extreme success: reduce addiction by two stages (from Addiction to Onset, or from Dependence to no addiction, for example)
Success: reduce addiction by one stage
Failure: no change to addiction stage; suffer +1 stress
Extreme failure: suffer + 1d4 stress and gain the Agonized 1 condition for 1 day
Other characters may attempt to aid in this check. To do so, they may make a First Aid (DC 6 + addiction stage; 1 for Onset, 2 for Dependence, 3 for Addiction) check.
Extreme success: grant +2 bonus dice to the Detox check.
Success: grant +1 bonus die to the Detox check.
Hacking Equipment
Rigs | ||||
|---|---|---|---|---|
Name | System Tier Access | Max Software Tier | Bulk | Cost |
MonoTap | 1 | Tier 1 | 1 | 250 |
DeckLite | 2 | Tier 1 | 2 | 400 |
Raven Microdeck | 2 | Tier 2 | 2 | 600 |
Software modules are loaded into rigs and used to perform specific tasks. Rigs must support the software’s tier to use it.
Software | |||
|---|---|---|---|
Software | Tier | Notes | Cost |
EchoScan | 1 | Reveals the target system's Tier and any countermeasures currently active | 100 |
Firewall.breach | 1 | Gain a Bonus die on Bypass checks against systems up to Tier 3. | 150 |
PhantomSig | 1 | Generates a temporary access identity using randomized system signatures | 175 |
NullTrace | 1 | If successful, delays any trace countermeasure by 2 rounds | 150 |