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Alternity 2e - Protostar Arms & Equipment Guide (OEF) (2019)

The Protostar Arms & Equipment Guide details advanced weaponry and technology available in a futuristic setting where humans inhabit the Moon, Mars, and asteroids. It introduces various weapons, tools, and cyberware enhancements that reflect significant technological advancements while maintaining some similarities to current technology. The guide serves as an expansion to the Alternity Core Rulebook, providing players with new gear options for their characters in the Protostar universe.

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0% found this document useful (0 votes)
178 views26 pages

Alternity 2e - Protostar Arms & Equipment Guide (OEF) (2019)

The Protostar Arms & Equipment Guide details advanced weaponry and technology available in a futuristic setting where humans inhabit the Moon, Mars, and asteroids. It introduces various weapons, tools, and cyberware enhancements that reflect significant technological advancements while maintaining some similarities to current technology. The guide serves as an expansion to the Alternity Core Rulebook, providing players with new gear options for their characters in the Protostar universe.

Uploaded by

weticiw383
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

PROTOSTAR™

ARMS & EQUIPMENT


GUIDE
 Richard Baker  Darrin Drader
PROTOSTAR™
ARMS & EQUIPMENT
GUIDE

Richard Baker  Darrin Drader

Sasquatch Game Studio, LLC | Auburn, WA 98092 | sasquatchgamestudio.com

 1
Mission Guide

CREDITS
& Equipment

Setting Design Cover Design


Protostar

Richard Baker and Stephen Schubert Corey Macourek


Protostar Arms

Supplement Design Interior Illustrator


ALTERNITY: ALTERNITY:

Richard Baker, Darrin Drader Justin Mayhew

Editing Art Direction


Dale Donovan Richard Baker

Creative Direction Production Specialist


Richard Baker Nissa McCormack

Cover Illustration
Lee Smith

TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Tools, Kits, and Vehicles . . . . . . . . . . . . . . . . . . . 7
Cyberware. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Alternity is a registered trademark of Sasquatch Game Studio LLC. Protostar, Sasquatch Game
Studio, and the Sasquatch logo are trademarks of Sasquatch Game Studio LLC. All characters and the
distinctive likenesses thereof are property of Sasquatch Game Studio LLC. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of
Sasquatch Game Studio LLC. © 2019 Sasquatch Game Studio, LLC.

2 
INTRODUCTION
Imagine a future in which humans live on the Moon, Mars, and dozens
of major asteroids. The heroes are mercenaries, operatives, or outlaws
fighting back against a corrupt system. Vast stretches of the Solar System
are almost lawless; a laser pistol and the determination to use it is all that
it takes to solve a problem . . . or get rich. This is the era of the Protostar
setting, and in a lot of ways it’s like the Wild West out there.
Quite a lot of 23rd century technology is not that much different from
technology we’re accustomed to in the early years of the 21st century:
personal computers that resemble tablets or laptops, laser weapons that
are just miniaturized and powered-up versions of systems we’re developing
today, robots and interactive software assistants that are smarter and more
capable iterations of voice-command gadgets you probably have in your
own home. However, heroes—and villains—in the Protostar setting routinely
make use of weapons and tools that represent incredible advances in areas
such as nanotech, cybernetics, and artificial intelligence.
This guide expands on the selection of gear described in the Alternity
Core Rulebook. Naturally, we focus on the technology of the Solar Era. In
addition to the new weapons and tools you might expect, we also introduce
a new rules module: cyberware. Both heroes and villains in the Protostar
setting have access to all sorts of mechanical enhancements. What you
choose to do with your wetware is, of course, up to you.

Credits 3
Mission Guide

WEAPONS
& Equipment

The state-of-the-art weapon systems of the Solar Era are flechette


guns and lasers, but many other weapons outperform them in spe-
Protostar

cific missions.
Protostar Arms

Alpha Gun: The alpha gun is a slug thrower that irradiates its
projectiles in the barrel, activating them as potent alpha-type radi-
ALTERNITY: ALTERNITY:

ation sources before firing them. Renounced as entirely inhumane


by most who seek to maintain fair rules of combat in warfare, the
goal of this weapon is to inflict difficult-to-treat radiation injuries that
potentially expose medical personnel treating the victim to radiation.
Even if the target survives, they are very likely to develop radiation
sickness requiring months of recuperation. Alpha guns are favored
by terrorist organizations and assassins. Mass: 1 kg.
Flame Pistol: A flame pistol offers the same deadly burst of flame
as a full-size flamethrower in the palm of the hand. Rather than
using liquid fuel, it uses solid fuel pellets. The weapon creates a 2-m
blast at the target point, which must be the first creature or object
in the line of fire—you can’t shoot past or over the target to attack a
more distant one. Mass: 1 kg.
Flechette Rifle: The military longarm version of the popular flech-
ette gun, the rifle uses an electrochemical firing mechanism to fire
a bundle of fin-stabilized darts. The rifle rounds generally feature a
smaller number of larger darts for better performance at range, but
otherwise function in much the same way. Mass: 3 kg.
They cover this in
Grenade, Flash: This grenade is only available as a thrown
Door Breaching 101. weapon. As the name suggests, it dazzles opponents by creating
a brilliant flash while causing no physical harm. Any creature with a
sense of sight (including robots with visual sensors) in the area must
make a Dodge check or become blinded (active resist, Dodge).
Mass: 0.5 kg.
Grenade, Numb Gas: The gas grenade can be thrown or fired
from a grenade launcher. On impact it bursts, creating a cloud of
anesthetic gas within 3 meters of the point of impact. Any living
creature in the area must make an Endurance check or become
impaired (active resist 2, Endurance); targets wearing life support
systems are not affected. A target that is already impaired when
exposed to the gas is incapacitated for 3d6 minutes if they fail their
Endurance check. Numb gas is often used in crowd-control and
police actions where permanently harming the opponent is not the
desired outcome; it disperses almost instantly and does not leave a
cloud. Mass: 0.5 kg.
Grenade, Poison Gas: The lethal cousin of the numb gas gre-
nade, this weapon creates a cloud of poison gas within 3 meters of
the point of impact. Its acid-based compound kills by damaging the
lungs. Any living creature caught within the area of effect must make
an Endurance check or begin taking damage over time (poison,

4 Introduction
FIREARMS
TE Weapon Class Type Rng Spd Damage Special
7 Alpha Gun 3 (R) Pistol M 4 1d6+1/5 physical Irradiate
7 Flechette Rifle 3 (R) Rifle VL 4 1d8+2/7 physical Autofire, Brutal, Mag 30
7 Needler 2 Pistol C 3 1d4+0/3 physical Reload 2
ENERGY WEAPONS
TE Weapon Class Type Rng Spd Damage Special
7 Flame Pistol 3 Pistol C 4 2d8 (1d8) energy Blast 1(2), Ignite, Mag 5
7 Laser, Assault 3 (R) Assault L 3 1d6+0/6 energy Accurate, Autofire,
Mag 20
7 Laser, Pocket 2 Pistol C 3 1d6+0/5 energy Concealable 2, Mag 5
7 Laser Pistol, HP 3 Pistol L 4 1d6+2/8 energy Accurate
7 Laser Rifle, HP 3 (R) Rifle Ex 5 1d8+2/9 energy Accurate, AP 3
7 Stunner 2 Pistol C 3 1d6+1/4 energy Nonlethal, Stun
HEAVY WEAPONS
TE Weapon Class Type Rng Spd Damage Special
7 Grenade, Flash 1 4 Special Area 6
7 Grenade, 1 4 Special Area 3
Numb Gas
7 Grenade, 2 (M) 4 Special Area 3
Poison Gas
7 Particle Beam 3 (M) Energy L 4 2d4/2d8 energy AP 3, Irradiate
7 Tesla Gun 3 (X) Assault L 4 2d6+0/5 energy Brutal, EMP, Spread

passive resist 3, Endurance). Targets suffering from poison are also


impaired. Targets wearing life support systems are not affected. The
cloud persists for 5 impulses; anyone who enters the cloud before it
disperses is subject to the poison attack. Mass: 0.5 kg.
Laser, Assault: This pulsed laser is designed for effective aut-
ofire, delivering more than a hundred blasts per minute in contin-
uous operation (although you’d need to plug it into a much larger
power cell for that). It has better range than the flechette gun, but
the flechette gun is considered superior in close-quarters fighting.
Mass: 2 kg.
Laser Pistol, Hi-Power: The HP laser pistol is much like the stan-
dard model, except that it has higher-grade optics and a high-output
power cell, generating a more powerful beam. Mass: 1.5 kg.
Laser, Pocket: The pocket laser is designed to be small and easy
to conceal; in fact, many models don’t even resemble guns, but are
instead designed to look like pens, bracelets, or even key fobs. The
reduction in size means a smaller power cell and a less powerful
beam, but it can still be deadly at close quarters. You gain a +2 step
bonus on Misdirection checks to slip a pocket laser past a search or
a scanner (and NPCs searching you take a –2 step penalty on their
Awareness check to spot the weapon). Mass: 0.25 kg.

Weapons 5
Protostar
Protostar Arms
ALTERNITY: ALTERNITY: Mission Guide
& Equipment

Laser Rifle, Hi-Power: Serving


­ ouble-duty as a sniper’s weapon and a
d
light anti-vehicular weapon system, the HP
laser rifle has higher-grade optics and a high-­capacity
power cell. Most governments restrict the HP laser rifle to
specialized police units and the military, although it’s a popu-
lar black market weapon. Mass: 4 kg.
Needler: The needler appears similar to a standard pistol,
although it has a larger barrel than most standard firearms. It
uses an electromagnetic action to fire slender darts coated in a
gel (a separate magazine) that delivers various types of chemicals
to targets at a distance. If the needle damage inflicts a wound (i.e.,
the damage exceeds the target’s armor), then it delivers a dose of
whatever coats the needle. Mass: 1 kg.
Common drugs include:
• Paralytic Gel: Target must make an Endurance check or be
slowed and weakened (passive resist 2; resist fail, incapaci-
tated 3d6 minutes). Class 2 (R) consumable, 20 shots.
• Hallucinogenic Gel: Target must make an Endurance check
or become insane for 5 minutes or until they shake off the
condition with a successful Willpower check. Class 2 con-
sumable, 20 shots.
• Neurotoxin Gel: Target must make an Endurance check or
begin taking damage over time (poison, passive resist 3,
Endurance). Targets suffering from this poison are also dis-
tracted. Class 2 (M) consumable, 20 shots.
Particle Beam: The particle beam fires a high-energy blast of
Technically against charged particles to damage the target by disrupting its molecular
the Geneva
structure. This tends to vaporize whatever ordinary material the
Convention to use it
on enemy personnel. beam strikes, and dump a lot of heat into anything nearby. Particle
beams are considered anti-vehicular weapons rather than anti-per-
sonnel weapons, but that doesn’t stop people in need of excessive
firepower from using them as such. Mass: 3 kg.
Stunner: Stun pistols focus low-powered microwaves on the
target, causing intense bursts of pain and overwhelming the ner-
vous system. The damage is nonlethal (page 106, Core Rulebook),
although you can seriously injure someone with a stunner if you’re
careless (or lucky). Mass: 1 kg.
Tesla Gun: The Tesla gun illuminates the target with a relatively
weak ionizing laser, then releases a powerful electron beam along

6 Introduction
the laser’s path. The effect is similar to shooting a lightning bolt at
the target. Any creatures adjacent to the target may be affected by
the bolt as well, but require separate attack rolls. The Tesla gun also
overloads any electronics carried by the target, generating an EMP-
like effect. Creatures vulnerable to EMP must make an opposed
Endurance check against your attack result or be stunned for 3
impulses when struck by the Tesla gun’s blast. The Tesla gun does
not function in vacuum. Mass: 5 kg.

TOOLS, KITS, AND VEHICLES


In general, anything available today is available in the Protostar set-
ting too; if you’re interested in buying pitons and rappelling gear, a
good omelet pan, or a personal music player, you can find Tech Era
7 versions of those items. Some tools and kits that may be espe-
cially useful to heroes are described below (note that some are also
available at Tech Era 6).

TE Item Class Key Skill


6 Arc Welder 3 Mechanics
6 Demolitions Kit 3 (M) Mechanics
6 Microcam 2 Security
6 Microphone, Parabolic 3 Security
6 Repair Kit 2 Mechanics
7 Aqua-Suit 3 Extreme Sports
7 AT Hoverbike 3 Driving
7 Computer, Quantum 3 Computer
7 Flyer, Sedan 4 Piloting
7 Hoverlight 1 Mechanics
7 Laserlink 2 Computer
7 Molecular Glue 1 Mechanics
7 Optivisor, Low-light 2 Awareness
7 Optivisor, Multispectrum 3 Awareness
7 Personal Comm 2 Computer
7 Plasma Cutter 3 Mechanics
7 Scrambler 2 Computer
7 Vac Suit 2 Mechanics

Aqua-Suit: The aqua-suit combines a pressurized-atmosphere air


supply with crush-resistant plating and swim assist motors, allowing
a diver to survive at depths of up to 2,000 meters and swim at a
speed of 20 meters. It features a built-in oxygen extractor that pulls
oxygen out of water, thus providing an unlimited supply of breath-
able air for the user. The suit’s tough skin provides armor (4 physical,

Tools, Kits, and Vehicles 7


Mission Guide

3 energy, –2 step check penalty). An aqua-suit’s power cell has a


& Equipment

duration of 24 hours. Mass: 4 kg.


Arc Welder: In the Protostar universe, most manufacturing jobs
Protostar

that involve welding are automated. Humans primarily program the


machines that do the welding. Despite this, there are occasions
Protostar Arms

when people need to roll up their sleeves and make repairs or build
things themselves. Arc welders are very small, with the entire power
ALTERNITY: ALTERNITY:

MIG: metal inert gas. supply running from a capacitor. They come standard with MIG or
stick welding capabilities, and power settings adjust to work on
metal that ranges from very thin to up to 15 cm thick (any materials
more than 1 cm thick require multiple passes and hours of time
invested). Wire is required as filler material and is held on spools,
which feeds through the machine from the outside. Mass: 6 kg.
AT Hoverbike: The small ATV is a versatile, rugged, single-rider
vehicle that is equipped with both wheels and limited flight capa-
bilities to traverse a variety of terrain, including water and open air.
These vehicles are primarily for recreational purposes, and are thus
more often encountered away from cities and the major motorways.
They are not typically street legal, though this can be overcome in
many places with special licensing. Mass: 70 kg.

AT HOVERBIKE
Speed Max 160 kph (270 m per action); accel/decel 30 m per action
Capacity 1 driver, 10 kg cargo
Cover None
Ram Damage 1d6 physical
Armor 5 physical, 2 energy
Durability
(9+ damage)  destroyed
(5 to 8 damage)  –1 step penalty
(1 to 4 damage) 
Features Nimble handling (+1 step bonus on Driving checks for control
action), ground effect (can fly over any surface and traverse rugged
terrain at normal speed, max altitude 10 m)
Reward Class Average

Computer, Quantum: Just about everybody in the Solar Era


carries a virtual tablet, but if you need superior processing power,
the quantum computer is the way to go. It combines classical and
quantum computing architectures in a compact laptop-like casing.
These machines are equipped with an adaptive AI operating system
that runs on the quantum side, learning while you’re using it. When
used to interface with other computers or operate computer-like
devices (such as automated machinery, communications systems,
or vehicle sensors), quantum computers grant a +2 step bonus on
Computer checks. Mass: 2 kg.

8 Introduction
Demolitions Kit: The explosives and demolitions kit is usually
only available to the military, police, or specially licensed individ-
uals. It contains everything needed to build and place explosives:
casings, fuses, detonators, wires, and timers, as well as 5 charges
of explosive (C4 in the modern era, or overloading energy cells in
more futuristic settings). A typical charge creates an explosion that
deals 2d12 (2d6) energy damage in an 6 m (12 m) blast, sufficient to
gut a typical house or blow a vehicle into fiery pieces. Careful place-
ment with a Mechanics (demolition) check can give the charge AP 3
to AP 6 against the target object or structure.
Mass: 7 kg (including five 1-kg charges).
Flyer, Sedan: Flyers are the flying cars of the Solar Era. They’re
technically aircraft, but they can operate in ground-effect mode for
surface driving when needed, and a “driver assist” mode means that
you can fly one with your Driving skill instead of your Piloting skill.
(You take a –2 step penalty when making control checks while flying
if you use Driving instead of Piloting, though—the driver-assist mode
is really intended for routine flying.) The sedan flyer also features a
good self-driving autopilot, so you can call your flyer to come to the
curb and pick you up, send your kid to school, or nap while it drives
you home from work. The cabin is partially pressurized (some flyers
are rated for Martian atmosphere) but it can’t fly in space.

FLYER, SEDAN
Speed, Flying Max 400 kph (650 m per action); accel/decel 60 m per action
Speed, Surface Max 150 kph (260 m per action); accel/decel 30 m per action
Capacity 1 driver/pilot, 4 passengers, 200 kg cargo
Cover Medium (–2 steps to enemy attacks)
Ram Damage 2d8 physical
Armor 5 physical, 3 energy
Durability
(16+ damage)  destroyed
(13 to 15 damage)  –3 step penalty
(10 to 12 damage)  –2 step penalty
(7 to 9 damage)  –1 step penalty
(1 to 6 damage) 
Features Autopilot, communicator, driver/pilot modes
Reward Class Excellent

Hoverlight: Flashlights still exist to shine light on things, but they


have become more efficient and user-friendly. They’re often built
into comm devices, and the technology has moved to KED, which
runs on one percent of the power of an LED. The light on a KED
flashlight is no larger than the tip of a pencil, but dedicated flash-
lights contain additional lenses that either widen the beam, or make
it stronger but narrow. Dedicated flashlights may be hand-held, but
the most common type is a miniature drone that hovers near the

Tools, Kits, and Vehicles 9


Mission Guide

user, following their eye movement with a sensor and shining a light
& Equipment

where they are looking, allowing them to keep their hands free. The
duration is 4 hours. Mass: 0.5 kg.
Protostar

Laserlink: The most secure way to transmit information is to


avoid broadcasting where anyone can intercept it. The laserlink
Protostar Arms

system does exactly that by encoding information into low-power


infrared laser pulses aimed directly at a distant receiver. The obvi-
ALTERNITY: ALTERNITY:

ous limitations to this system are that both the laser and receiver
must have a clear line of sight to one another, and they must be
carefully aligned in order to avoid losing communication. Personal
laserlinks come as shoulder-mounted “nodes” that include both a
receiver and a transmitting laser; when paired to another personal
laserlink, the two systems automatically maintain track as long as
the users remain within 5 km of each other, eliminating the need to
keep adjusting them as you or your target move around. An app on
your virtual tablet or your personal comm device lets you transmit
data files or text messages via your laserlink in addition to the usual
voice comms. Mass: 1 kg.
Microcam: This is a camera too small for easy visual detection.
Assume you're being Advances in optical technology have allowed cameras capable
recorded, and act of capturing images and video in super-definition to be reduced
accordingly.
in size to that of a pinhead. A microcam is so small that when
dropped, it usually requires a scanner to locate it. Anyone can be
wearing a camera at any time, capturing whatever video they wish
without being detected by any but those with almost super-hu-
man observation skills. Low-light and thermal capabilities are also
available. Once video is captured, it is typically transmitted wire-
lessly to a nearby personal data device or computer. (Those signals
are usually easier to detect than the microcam itself, and can be
jammed with the right security gear.) Microcams are built into many
devices such as optivisors and personal comm devices, but they
are also employed stealthily in fixed locations so people can catch
things on video without the knowledge of those they are spying on.
Mass: 0.005 kg.
Microphone, Parabolic: A parabolic microphone is a circular
collector that gathers and enhances sound in much the same way
that a dish collects satellite signals. It is perfect for spying or picking
up distant sounds. These are often enhanced with noise-canceling
filters to remove static and other background noises while enhanc-
ing the frequencies the operator is specifically listening for. These
can be used to listen through walls to pick up clear voices and
conversations, or to listen for specific tones or vibrations that might
provide clues to the presence of certain devices or machinery in the
background. Parabolic microphones are useful for everything from
surveillance to recording live events. Mass: 3 kg.
Molecular Glue: This industrial-strength glue fuses items at
the molecular level for the strongest bond possible. Although

10 Introduction
it appears to be an ordinary liquid, it is not an epoxy. Instead, it
consists of nanobots suspended in gel that, when applied to two
surfaces, literally break them down at the molecular level and fuse
them into a solid piece. In this way, the end result is more similar
to a weld. Molecular glue does not discriminate between organic
and inorganic matter, so accidentally getting it on exposed skin
results in 1d4 points of damage. A tube usually contains 10 appli-
cations (very large objects may require multiple applications).
Mass: 0.5 kg.
Optivisor, Low-light: The binoculars of the Solar Era look like
an ordinary pair of sunglasses. Video is captured by a tiny camera
on the front, processed and magnified, and projected to the inside
surface of the glasses. The user has the option to magnify distant
images (up to 100× power), switch to night-vision mode, or simply
wear the optivisor with minor visual enhancements, such as dark-
ening in bright places or projecting information from the web so
that everyday surroundings themselves become interactive. The
optivisor is available in a variety of colors and styles to suit the
individual’s taste. Note that optic implants do all of these things, so
it is extremely unusual to see someone with optic implants using an
optivisor. Mass: 0.1 kg.
Optivisor, Multispectrum: An improved version of the optivisor,
the multispectrum device also includes the capability for infrared (or
thermal) vision and limited detection of radio and microwave signal
sources within Close range—handy for spotting things such as
motion sensors, wireless networks, or people who are transmitting
via hidden mics or microcams. Mass: 0.1 kg.
Personal Comm: The comm device grew out of the cell phone
technology of the twenty-first century. They’re housed in earpieces,
bracelets, brooches, or watches in any style the owner prefers. In
addition to communications, the personal comm also handles func-
tions such as self-tracking, recording video and audio, and viewing
data on the web (sometimes on a virtual screen or by means of a
retinal projector mounted in a contact lens). The technology has
improved from previous tech levels mainly by becoming thinner,
more powerful in terms of computational capabilities, and more
durable. Most comm devices are registered online, so they can
be quickly found by any other device that is connected with the
web and authorized to access that person’s other devices. These
devices are so important and integral to many people’s lives that
they often include directions for the disposition of their device after
they die in their wills. Mass: 0.1 kg.
Plasma Cutter: Plasma torches have existed since the twentieth
century, but as with most technologies, they have become smaller
and more reliable over time. The plasma cutter works by passing an
electrical arc through gas that is moving through a small opening,
heating it until it until it enters the fourth state of matter: plasma.

Tools, Kits, and Vehicles 11


Mission Guide

The temperature is around 45,000° F, which is approximately nine


& Equipment

times the temperature of the sun. This plasma stream can make a
10-cm long cut through up to 5 cm of metal in one action (the user
Protostar

can make multiple passes to cut deeper). Every action spent cutting
inflicts one wound box of damage to doors, walls, locks, and other
Protostar Arms

metal structures with a resistance value of 10 or less (see Objects,


page 188, Core Rulebook). Huge or larger objects may not be sub-
ALTERNITY: ALTERNITY:

stantially affected by a little bit of cutting, although they might have


vulnerable spots such as hatches or joints. Mass: 5 kg.
Repair Kit: This is a standard kit that contains common tools
used to repair mechanical devices and vehicles, and build and
maintain simple structures. It includes low-tech items such as
adhesives, drills, screw drivers, hammers, levels, and other mate-
rials needed for basic construction. A repair kit provides a +1 step
bonus to Engineering and Mechanics checks to build or repair
items (and in fact, some checks may be impossible without one).
Higher-tech versions also contain small robots that do much of the
work for the user, as well as a virtual-tablet app that can provide
plans, advise on technique, and conduct inspections to ensure that
the work is completed according to professional standards. An
advanced repair kit provides a +2 step bonus, and is a Class 3 item.
Mass: 4 kg.
Scrambler: The personal scrambler is a dedicated piece of
equipment that encrypts communications. Although there are
encryption programs available for ordinary comm devices, they
are software-based and subject to software hacking. The personal
scrambler has the encryption built-in, and is considered more safe
and reliable . . . at least until the hardware and firmware are hacked
and deconstructed, at which point it’s rendered worthless. New
models typically remain secure for two to three years, and manu-
facturers can prolong this by one or two years by issuing firmware
updates. Ultimately, however there is a limited window of time
before a scrambler becomes obsolete. Mass: 0.1 kg.
Vac Suit: The vac suit is a pressure suit that allows the wearer to
Most vac suits have
work in space or in toxic atmospheres. It is lightweight and flexible,
an emergency patch
or two in an exterior allowing for a wide range of movement. It includes a set of low-
pocket, just in case. power thrusters providing a Speed of 10 m in zero-g or microgravity,
and a 6-meter tether for clipping onto external attachment points.
A slim torso-and-back life support module includes oxygen storage,
an air purification system, waste removal, and plug-ins for water
and food packets. The suit has limited self-sealing capabilities, and
does not lose pressure unless the wearer suffers a Serious wound
(or worse). The vac suit is rated for 24 hours of operation. With
battery replacement or solar cells, this can be extended indefinitely.
Mass: 4 kg.

12 Introduction
ROBOTS
In the Solar Era, buying a robot is not a big deal. Capable and gener-
ally inexpensive, autonomous robots offer heroes the ability to aug-
ment their team with an NPC (of sorts) that competently performs a
limited set of expected duties, potentially freeing up characters to
use their actions doing more difficult or spontaneous things. A robot
is only as flexible as its programming, and generally defaults to “do
nothing at all” if it’s not clear how it can proceed with its task.
Command Remote: A robot comes with a command remote—
often in the form of a bracelet or pocket fob—that identifies its
controller. In some cases, robots may respond to anyone holding
a particular type of controller (so security robots can be controlled
by any authorized personnel carrying the right badge) or be
programmed to require facial or voice recognition instead of or in
addition to a command remote. Even robots that are programmed to
assist anyone who comes along and asks—say, baggage handling
valets at a spaceport—have command remotes. You can get the
robot to carry your bag to the taxi, but you can’t get it to leave the
spaceport unless you use the remote to change its orders. (Usually
that would be in the possession of a human shift supervisor working
for the business that provides the valet robots to the spaceport.)

TE Item Class Key Skill


7 Robot, Floating Eye* 3 (M) Computer or Security
7 Robot, Labor 3 Computer or Mechanics
7 Robot, Medical 4 (R) Computer or Medicine
7 Robot, Valet 3 Mechanics
* Described on page 252 of the Core Rulebook.

LABOR ROBOT
A heavy-duty unit designed for construction work, demolition, exca-
vation, or load carrying, the labor robot is usually fitted with attach-
ments for its specific work—for example, a cutting torch or hammer
for a demolition-bot, or a shovel head for an excavator. Labor robots
are generally programmed to avoid conflict with humans, but might
intervene to protect friendly humans against other robots or danger-
ous animals.
Its encumbrance value is 200 kg, and it weighs 300 kg.

Tools, Kits, and Vehicles 13


Mission Guide
& Equipment

TR 3 Large Standard Mechanism (Robot)


Senses normal; Awareness 18+
Initiative 16/21/26; Speed 12 meters
Protostar

Str 8+ Agi 18+ Vit 13+ Int 18+ (programmed) Foc 18+ Per 19+
Protostar Arms

ACTIONS
Pummel 4 impulses; Melee 1 target; Attack 14/19/24; Damage 1d8+4/8 physi-
ALTERNITY: ALTERNITY:

cal, and the target must make an Athletics check or be pushed 4 meters
and knocked prone.
DEFENSE
Life Support
Armor 4 physical, 1 energy
(12+ dmg)  destroyed Topples over, smoking
(9 to 11 dmg)  becomes slowed Begins to spark and lurch
(6 to 8 dmg)  stunned 1 impulse Halts for a moment, reboots
(1 to 5 dmg)  “ . . .”

MEDICAL ROBOT
The medical robot is a fully-functioning autonomous medic that can
practice general medicine as well as treat combat injuries. It follows
normal first aid best practice, and attempts to extricate a patient
from a dangerous situation before beginning treatment (if appro-
priate or possible). If necessary, it can perform surgery, although it
only does so when the patient’s life is at risk, and it strongly advises
seeking a hospital for expert treatment if at all possible. The robot is
programmed for defense only and does not attack, even if threat-
ened directly. Its encumbrance value is 20 kg, and it weighs 50 kg.

TR 2 Medium Standard Mechanism (Robot)


Senses normal, low-light; Awareness 16+
Initiative 11/16/21; Speed 20 meters
Str 16+ Agi 15+ Vit 15+ Int 16+ (programmed) Foc 16+ Per 17+
ACTIONS
Battlefield Medicine 3 impulses; the robot uses the Medicine skill to sta-
bilize mortally wounded humans (friend or foe), or treat the wounds of
friendly humans.
REACTIONS
Defensive Cower 1-impulse reaction when missed by an attack. The medical
robot falls prone or begins evading.
DEFENSE
Life Support
Armor 1 physical, 1 energy

14 Introduction
(11+ dmg)  destroyed Shorts out in shower of sparks
(8 to 10 dmg)  becomes slowed Begins to smoke, red lights blinking
(5 to 7 dmg)  –1 step penalty to all “Please do not damage this unit.”
checks
(1 to 4 dmg)  “This unit is not a threat.”

OTHER
Skills Medicine 12+
Med Pack The robot’s internal supplies and materials are equivalent to a
med pack (page 127, Core Rulebook). Excessive use may deplete its stores
of medicine.
Language Module Understands up to 10 common languages.

VALET ROBOT
The primary purpose of the valet robot is to transport passengers
to their destinations safely. Because this sometimes involves a
degree of danger, they are programmed to defend their passengers,
both in and out of the car. Its encumbrance value is 20 kg, and it
weighs 40 kg.

TR 2 Medium Minion Mechanism (Robot)


Senses normal; Awareness 15+
Initiative 14/19/24; Speed 20 meters
Str 15+ Agi 17+ Vit 16+ Int 19+ (programmed) Foc 17+ Per 18+
ACTIONS
Stunner 3 impulses; Medium 1 target; Attack 15/20/25 (+1 step); Damage
3/6 energy, and target must make an Endurance check or be stunned 3
impulses.
REACTIONS
Provide Cover 1-impulse reaction when a friendly adjacent human is
attacked. The valet becomes the target of the attack.
DEFENSE
Life Support
Armor 2 physical, 1 energy
(1+ dmg)  incapacitated “System . . . ZRKTT! . . . failure.”

OTHER
Skills Awareness 15+, Driving 14+, Mechanics 17+
Language Module Understands up to 10 common languages.

Tools, Kits, and Vehicles 15


Mission Guide

CYBERWARE
& Equipment

Lasers, space habitats, and flying cars are obvious manifestations


of Solar Era technology, but in some ways the most important
Protostar

advances of the 23rd Century lie in the perfection of biological/


Protostar Arms

mechanical interfaces that merge man and machine. Cyberware is


expensive enough that people don’t install it for casual or frivolous
ALTERNITY: ALTERNITY:

purposes, but many working professionals purchase neural inter-


faces or brainstations with skill modules to boost their productivity,
while blue-collar types working in extreme settings rely on synthetic
muscles or environmental mods to better meet the demanding
physical requirements of their workplaces.

CYBER SCORE
Your cyber score measures just how much of your body
is artificial. Each piece of cyberware that you wear or
install contributes its cyber score (see the Cyberware
equipment table) to your cyber score. Your maximum
cyber score is equal to your Vitality + your Focus; if you
exceed that level, your programming takes over, and
you are no longer in control of your actions. (Basically,
an over-cybered individual becomes a living robot,
executing their given task while the mind remains
unconscious.)
Characters of the android species add 3 to their max-
imum cyber score; they easily incorporate new systems in
their artificial bodies.

THE CYBORG TYPE


If your cyber score is at least 1, you gain the (cyborg) type.
You’ll set off scanners or detectors that detect cyberware. In
addition, you are vulnerable to EMP weapons (such as EMP
grenades), and subject to the stun effect of weapons with the
electro-pulse feature.
System Damage: Cyborgs who sustain injuries may also
sustain system damage. Each time you mark off a wound box
at your system damage threshold or above, you must make
a Resilience check or one of your cyberware systems (ran-
domly determined) shuts down until repaired
(see below).
Fortunately, cyberware is designed to “fail-
safe” to a minimal functioning level equal
to your unmodified performance—if your
prosthetic leg shuts down due to system
damage, it still works as well as your normal

16 Introduction
human leg would have worked. You just lose the special advantages
conferred by the cyberware system.
Your system damage threshold is determined by your total
cyber score:
Cyber Score System Damage Threshold
0–1 none
2–4 Critical wound
5–6 Serious wound
7–8 Moderate wound
9+ Light wound

A few cyberware systems are immune to system damage—ignore


them when determining which of your systems is affected. System
descriptions note whether a system is immune.
Healing and Repair: Treating cyborgs whose wounds are at or
above the system damage threshold is considered cybermedicine,
not surgery or treatment (not all characters with the Medicine skill
specialize in cybermedicine).
Repairing system damage requires a complex skill check based
on Engineering (cybernetics). You can also attempt repairs using
Medicine (cybermedicine) at a –2 step penalty. The success target
for your repair work is equal to twice the cyber cost of the damaged
system (or a minimum of 1 for a system with a cyber score of 0). Nor-
mally you make 1 check per hour of repair, but emergency repairs
require only 10 minutes per check at an additional –2 step penalty.
If you fail 3 times before completing the repair, the repair fails, and
you’ll need to improve your circumstances in some way—for exam-
ple, getting the cyborg to an advanced facility, or finding a better
cyberneticist to do the work—before attempting it again.

TYPES OF CYBERWARE
Cyberware items are described as alpha-, eta-, and sigma-level
devices, corresponding to Average/Excellent/Stellar level rewards
or Class 3/4/5 gear. Most people using cyberware for their jobs get
by with alpha-level gear; eta-level gear is generally reserved for top-
level operatives and agents, while sigma-level installations are often
experimental or one-off custom jobs by the best chop shops around.
Cyberware falls into three basic types: exowear, implants, and
prosthetics.
Exowear: As the name implies, exowear is worn or attached
outside of the body and integrated into the subject’s nervous with
electrodes, subdermal needles, or similar connections. Generally,
equipping exowear gear is minimally invasive and requires no
surgery or special training. Likewise, it can be removed without

Cyberware 17
Mission Guide

permanently damaging the wearer. Exoskeletons and targeting reti-


& Equipment

cules are examples of exowear.


Implants: This cyberware is surgically grafted or inserted into the
Protostar

host’s body. How visible it is to a casual observer varies depending


on the implant and the user’s personal preferences. Removing an
Protostar Arms

implant is possible only through surgery. Armor plating, neural-com-


puter interfaces, and internal radio communicators are all types
ALTERNITY: ALTERNITY:

of implants.
Prosthetics: Cyberware that fully replaces a limb or organ is
a prosthetic. Equipping a prosthetic involves removing the limb
or organ that it replaces. Most prosthetics require surgery to
attach or install, but some prosthetic limbs may be designed to be
detachable.

INSTALLING AND REMOVING CYBERWARE


Installation (including hospitalization and recovery) is covered in the
cost of your cyberware. Installing implants or prosthetics requires
an hours-long surgical procedure, followed by a recovery period of
3 days per point of cyber cost of the new gear, during which time
you’re weakened. You can assume that the cyberneticist installing
your gear succeeds at their skill checks—otherwise it would be a
Medicine (cybermedicine) skill challenge similar to surgery. Installing
exowear, on the other hand, consists of just putting it on and allow-
ing the equipment to establish its connections. It takes 10 minutes,
and you’re weakened for 1 hour as you get used to the new reflexes
and inputs.
Removing an implant or prosthesis requires a surgical proce-
dure equivalent to the installation procedure. It’s not included in
the price—you must pay for a procedure costing 1 class less than
the original gear cost. Removing exowear requires a single action
to remove the device, but leaves you weakened for 1 hour as your
body readjusts.

CYBERWARE BONUSES
Gear, talents, and other advantages in the Alternity game system
rarely modify your ability scores or your skill scores. Instead, they
often provide step bonuses to your checks against the skill or ability
in question. Cyberware, however, works differently. A cyber bonus
either improves a specific skill score by 1 or more (much in the same
way that adding skill points does), or increases an ability score by 1
or more (improving your skill scores in all skills based on that ability).
If you have two or more pieces of cyberware that modify the
same ability or skill, only use the best cyber bonus that applies.

18 Introduction
CYBERWARE
TE Name Grade Type Cyber Score
7 Adaptive Face Sigma Prosthetic 3
7 Antitoxin Filter Alpha Implant 0
7 Arm, Cybernetic Eta Prosthetic 2 (each)
7 Armor Panels, Subdermal Eta Implant 2
7 Armorflex Skin Sigma Prosthetic 3
7 Artificial Reflexes Sigma Implant 4
7 Autorepair Unit Eta Implant 1
7 Balance Stabilizer Alpha Exowear 1
7 Cerebral Port Eta Implant 2
7 Cell Drive Eta Implant 1
7 Chemical Sniffer Alpha Exowear 0
7 Cognition Accelerator Sigma Implant 4
7 EMP Shielding Alpha Implant 1
7 Environmental Mod Eta Implant 2
7 Exoskeleton Eta Exowear 2
7 Eyes, Cybernetic Eta Prosthetic 1
7 Eyes, Enhanced Sigma Prosthetic 1
7 Fingerprint Replicator Alpha Prosthetic 1
7 Hand, Powered Eta Exowear 2
7 Hearing Augmentation Alpha Exowear 0
7 Legs, Cybernetic Eta Prosthetic 3 (pair)
7 Life Support Module Sigma Implant 3
7 Muscle, Synthetic Alpha Prosthetic 2
7 Neural Interface Alpha Implant 1
7 Pheromone Dispenser Alpha Implant 0
7 Regen System Sigma Implant 3
7 Skeletal Reinforcement Sigma Implant 4
7 Skill Module, Advanced Eta Exowear —
7 Skill Module, Basic Alpha Exowear —
7 Targeting Reticule Alpha Exowear 0

Cyberware 19
Mission Guide

CYBERWARE DESCRIPTIONS
& Equipment

The following items of cyberware are commonly available in the Pro-


tostar setting.
Protostar

Adaptive Face: An adaptive face consists of prosthetics that


Protostar Arms

replace an individual’s facial bones. This allows the user to change


their appearance at will, making it difficult to identify the person
ALTERNITY: ALTERNITY:

visually. While this would be extremely popular with many criminals,


the high cost of the prosthetics, as well as the pain involved in the
installation procedure, make this an uncommon piece of cyber-
ware. Some governments and organizations feel that it is worth the
expense for their operatives. The adaptive face provides a +3 cyber
bonus to Deception and Misdirection checks, and defeats most
facial recognition software.
Remember to turn
Antitoxin Filter: An anti-toxin filter is a small device, typically
it off if you want to inserted under the armpit or the inner thigh, which filters the user’s
get drunk. blood supply and neutralizes common toxins. Built-in sensors
monitor body chemistry to determine whether a toxin is present and
release counteragents when necessary. A wireless link provides
status reports to the user via a neural interface or even a personal
comm app. The antitoxin filter grants the user a +5 step bonus on
Endurance checks against most poisons or toxic atmospheres, or a
+3 step bonus against exotic or alien toxins. The device includes a
port for refilling antitoxins as needed.
Arm, Cybernetic: The cybernetic arm is a full replacement for a
character’s arm. In addition to simply replacing the limb, its superior
strength aids with punching and lifting. You gain a +1 cyber bonus to
your Strength, and your unarmed attack damage improves by one
step (typically to 1d6 + 0/3 physical, or 1d8 + 0/3 physical with the
Striking Martial Arts talent). Special options include:
• Two Arms: If you purchase two cybernetic arms, your cyber
bonus improves to +2.
• Weapon Housing: As a class 2 upgrade, add a storage com-
partment for a weapon of no more than 2 kg. You can draw
and use the weapon in the same action.
Armor Panels, Subdermal: Tough carbon-fiber panels are
implanted under your skin, providing protection to your vital organs.
You have armor that provides 4 physical and 3 energy resistance
(Poor Coverage 2). If you wear normal armor too, your armor is
equal to the better of your subdermal plating or your worn armor,
+1. Subdermal plating lets you wear normal clothing and generally
maintain a normal appearance, but anyone who takes a close look
at you or pats you down can tell you have implants.
Subdermal plates are not subject to system damage.
Armorflex Skin: With the armorflex enhancement, the skin is
removed from the chest, shoulders, abdomen, and exposed parts of

20 Introduction
the extremities, then replaced with tough bio-organic alloy cables.
Touch sensors are wired into the nervous system so the user retains
feeling in those parts of the body, although pain sensors are inten-
tionally muted. Your armorflex skin provides 6 physical and 4 energy
resistance, as well as a +3 cyber bonus to Resilience checks. You
are obviously armored. If you wear normal armor too, your armor is
equal to the better of your armorflex skin or your worn armor, +1.
Armorflex skin is not subject to system damage.
Artificial Reflexes: You are fitted with a parallel nervous system
that includes a neural implant that stimulates the brain to react more
quickly to external stimulus, and high-speed synthetic nerves that
allow signals to travel more quickly from the brain to the muscles.
Individuals with this enhancement often have a demeanor that is
best described as twitchy, a key tell that somebody is “wired.” Your
artificial reflexes provide a +3 cyber bonus to Agility, and a +3 step
bonus to initiative checks.
Autorepair Unit: This installation consists of a swarm of nanobots
in the bloodstream and lymphatic system controlled by a central
processor. Under the central unit’s direction, the nanobots repair
damaged cybernetic systems. Characters equipped with an autore-
pair unit recover from system damage as soon as their wounds are
treated (or naturally recover) without the need for a separate repair
challenge. An autorepair unit is not subject to system damage.
Balance Stabilizer: Similar in nature to the Artificial Reflexes
implant, the stabilizer consists of an earpiece to interface with the
inner ear and small sensors fitted at various points of the body. It
improves your sense of balance and ability to maintain your orien-
tation, a useful adjunct to many precise athletic skills. This stabi-
lizer provides +1 cyber bonus to Acrobatics, Extreme Sports, and
Stealth checks.
Cerebral Port: The “skullport” consists of a small computer
installed in the cerebrum and an access point in the skull not unlike
today’s USB port. You can “save” memories, thoughts, or images
to a small datastick via your cerebral port, or access external ones
by plugging in a datastick with the right sort of file format. Cerebral
ports are also necessary for using skill modules (see below); an Eta-
level port can accommodate 2 skill modules.
• Sigma-level Upgrade: Your cerebral port can accommodate
5 skill modules.
Cell Drive: The cell drive is a device implanted into the brain that
converts a small amount of brain matter to data storage. Rather than
chemically encode the data, as the brain does, it rewrites the DNA
of select cells to carry the desired information in binary, which is the
most efficient method of storage. The implant includes nanobots
that are able to read, write, and delete information from this system.
A cell drive can store up to 1000 TB of information. It effectively

Cyberware 21
Mission Guide

provides you with photographic memory, although your data trans-


& Equipment

fer rate is limited to the speed at which you read, observe, or speak.
(A cerebral port lets you upload and download information to your
Protostar

cell drive much faster—10 GB/second.)


Chemical Sniffer: The chemical sniffing implant enhances a per-
Protostar Arms

son’s ability to detect trace amounts of chemicals in the air. This can
be useful when attempting to detect illicit narcotics, trail a person
ALTERNITY: ALTERNITY:

or thing that has a distinct odor, or notice environmental hazards


others would not be able to detect. This implant provides a +1 cyber
bonus to Awareness and Survival checks.
Cognition Accelerator: The cognition accelerator is a processor
implanted directly into the brain that artificially stimulates neural
Remember, nobody activity. It enables faster, clearer, and more precise thinking. A wire-
likes a know-it-all. less connection also is available to link to the web, making it possi-
ble to search through all publicly available knowledge at will. This
device provides a +3 cyber bonus to Intelligence, and also serves as
a web-browsing device.
EMP Shielding: Many who choose to install cybernetics into their
bodies also have the EMP shielding implant. The system consists of
a subdermal network of light circuitry that grounds out electromag-
netic pulses, making cybernetics resistant to EMP attack. A cyborg
with EMP shielding is treated as a normal unmodified creature for
purposes of EMP weapons and electro-pulse effects, and reduces
the stun effect of hits from shock gloves, stunners, and similar weap-
ons by 1 impulse.
EMP shielding is not subject to system damage.
Environmental Mod: The environmental modification is a nano-
bot implant that makes it possible for individuals to endure extreme
environments. You reduce the hazard level of temperature extremes
by one grade (so very dangerous becomes just dangerous, dan-
gerous becomes moderate, etc.). You also gain some resistance to
radiation danger, reducing the severity of any radiation sickness you
suffer by one grade (critical to high, high to moderate, etc.). When
exposed to temperature extremes, nanobots in your blood help
redistribute or dissipate your body heat and offer some protection
against radiation in the environment.
Exoskeleton: The cybernetic exoskeleton is a strength-boost-
ing framework that attaches to your body by means of an internal
harness of tough straps and cuffs. It offers little protection against
enemy attack, but it does provide you with a +2 cyber bonus to
your Strength score and doubles your normal encumbrance value.
An exoskeleton also reduces the penalty you suffer for heavy or
extreme gravity by one grade (so you treat extreme gravity as heavy,
and heavy gravity as standard).
Eyes, Cybernetic: Characters with cybernetic eyes replace one
or both eyes with implanted ones, allowing them to see better than
normal humans. Standard cybernetic eyes include night vision and

22 Introduction
low-grade telescopic vision (up to 5× magnification). The user also
gains a +2 cyber bonus on Awareness checks. Cybernetic eyes
come in two standard models: one replaces the eyes with devices
that look like metallic eyes, and one that looks more like a pair of
darkened glasses.
• Two Eyes: If you purchase two eyes, your cyber bonus
improves to +3.
Eyes, Enhanced: Top-grade cybernetic eyes do everything that
the Eta-level prosthetics do, and then add a thermal-vision mode
and a penetrating-radar mode than allows the user to “see” through
solid objects up to 20 cm thick. The penetrating-radar imagery
is blurry and indistinct, but you can at least count the number of
people in the next room, tell whether they’re brandishing weapons,
and identify large pieces of furniture or power systems.
Fingerprint Replicator: With this enhancement, fingertips are
replaced with a flesh-like synthetic that has the ability to mimic
Now you don't
fingerprint patterns at will. False nerves provide a realistic sense have to drag
of touch. The replicator can be programmed to mimic any finger- the unconscious
print image the user has access too, or copy fingerprints that it’s in guard over to the
door reader.
contact with. Recipients need only clench their fists to coat these
prosthetics in natural hand oils, thus making their fingerprints indis-
tinguishable from real ones to any professionals dusting for prints.
Hand, Powered: The powered hand is a heavy gauntlet with
hydraulic grip-boosting pistons that slips over your own hand. Like
many other prosthetics, it has artificial nerves that relay a normal
sense of touch. You are considered armed at all times; you increase
the damage of your unarmed attacks by one step (for example, 1d6
+ 0/3 physical instead of 1d4 + 0/3), and you gain a +2 cyber bonus
to your Hand to Hand and Melee skill checks. Your actuators can
crush, bend, or snip most ordinary objects whose toughness/resis-
tance is 5 or less.
Hearing Augmentation: The hearing augmentation is an audio
cybernetic that fits into one or both ears and enhances the user’s
hearing range to that of a dog. The user also gains the ability to
detect and locate sound sources more quickly than normal. It pro-
vides a +1 cyber bonus to Awareness checks.
• Eta-Level Upgrade: You gain a sonar-like echolocation abil-
ity, providing you with the ability to “see” all creatures and
objects within Close range by sound.
Legs, Cybernetic: Characters who want cybernetic legs are typ-
ically most interested in enhancing their physical performance. For
this reason, these legs take the form of spring blades to enhance
jumping and speed, or clawed talons for superior gripping power.
Artificial nerves feed into the user’s nervous system to provide the
sense of touch. Characters with prosthetic legs receive a +10 meter

Cyberware 23
Mission Guide

bonus to speed and double their normal jumping distance, and also
& Equipment

gain a +2 cyber bonus to Acrobatics and Athletics checks.


• Weapon Housing: As a class 2 upgrade, add a storage com-
Protostar

partment for a weapon of no more than 2 kg. You can draw


Protostar Arms

and use the weapon in the same action.


• Gripping Talons: As a class 2 upgrade, your feet function
ALTERNITY: ALTERNITY:

as magnetic boots. They also provide a +2 step bonus to


Athletic checks made to climb or swim.
• Rocket Legs: As a class 3 upgrade, add rockets that function
as a thruster belt.
Life Support Module: A life support system is an augmenta-
tion affecting a number of organs, making it possible to survive in
environments normally unsuitable to human life. This includes the
vacuum of space and the depths of the ocean, as well as others at
the GM’s discretion. With this enhancement an individual can ignore
the need to breathe for up to 4 hours and survive vacuum or immer-
sion in water up to 1,000 meters deep. A blood oxygenator in the
chest and a mechanical heart-assisting pump also keep the user’s
vital functions going even when biological systems would fail or quit,
providing a +3 cyber bonus to Endurance and Resilience checks.
Muscle, Synthetic: Characters with this cybernetic enhancement
have their original muscles augmented or replaced with prosthetic
ones. Synthetic muscle provides a +1 cyber bonus to Strength.
Neural Interface: The neural interface is a cybernetic device
implanted into the brain that allows you to plug directly into devices
such as computers, control consoles, and vehicles via a spool-
ing wire (often implanted in the forearm) or by means of wireless
connection. Because the interface is direct, you can operate the
equipment without the need for a tablet, laptop, or control console,
increasing efficiency and effectiveness. You gain a +1 cyber bonus
on Computer, Driving, Engineering, and Piloting checks.
• Eta-Level Upgrade: Your cyber bonus improves to +2. You
can operate devices remotely at a range of up to 5 km with
your wireless connection (but usually you have to first set up
the device for remote operation).
Pheromone Dispenser: The pheromone dispenser is a cyber-
netic implant that reads the user’s subconscious cues in social inter-
actions and augments them with a carefully tailored aura of artificial
pheromones. The pheromones are usually unnoticeable, although
antitoxin filters and chemical sniffers sometimes pick up traces.
Some of the pheromones are actually tailored to affect the person
equipped with the dispenser, drawing on top research in behavioral
science to increase relaxation or confidence as needed and subtly
influencing unconscious mannerisms. This implant grants a +1 cyber
bonus to Coercion, Deception, Influence, and Performance checks.

24 Introduction
Regen System: The regeneration system is composed of
“damage control centers” filled with nanobots that deploy through
the bloodstream to begin repairing biological damage automat-
ically as it is sustained. You gain a +3 cyber bonus to Resilience
checks, and recover from injuries much more quickly than normal:
You recover from grazes and light wounds at the end of a scene;
convert moderate wounds to light wounds after 1 hour of rest with a
successful Resilience check; convert serious wounds to moderate
wounds after 8 hours of rest with a successful Resilience check; and
convert critical wounds to serious wounds after 1 day of rest if you
succeed at your Resilience check.
Skeletal Reinforcement: This painful procedure is a process
whereby bones are electroplated with titanium alloy and joints
are reinforced with synthetic materials. While this does not make
a character unbreakable, it does reduce the chance of fractures
considerably. Characters with this enhancement receive a +2 cyber
bonus to Vitality, and reduce any falling or impact damage by one
severity grade.
Skeletal reinforcement ignores system damage.
Skill Module: A skill module is a small chip in an easy-to-use
casing that plugs into an installed cerebral port (see above), provid-
ing access to skills that person did not previously possess. Each skill Need to speak
requires a separate chip. A basic module provides 1 skill point in the Mandarin in a hurry?
associated skill, while an advanced module provides 4 skill points. Get the skill module.
If you already have points in the skill, you use either your own skill
points or your skill module’s skill points to determine your skill score
(whichever is higher). You can’t use a skill module without a cerebral
port. Popular modules include Computer, Culture,
Driving, Medicine, and Profession.
Targeting Reticule: A slim mono-
cle-like optic that clips onto the user’s
temple, the targeting reticule tracks a
small sensor on the ranged weapon
it’s paired with and shows the wearer
exactly where their shot will go. It pro-
vides a +1 cyber skill bonus to Energy
Weapons, Firearms, and direct fire
Heavy Weapons attack rolls. Pairing a
reticule to a weapon requires fixing the
sensor to the weapon and aligning the
two components—two 3-impulse
actions, if you’re in a hurry.

Cyberware 25

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