Alternity 2e - Protostar Arms & Equipment Guide (OEF) (2019)
Alternity 2e - Protostar Arms & Equipment Guide (OEF) (2019)
1
Mission Guide
CREDITS
& Equipment
Cover Illustration
Lee Smith
TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Tools, Kits, and Vehicles . . . . . . . . . . . . . . . . . . . 7
Cyberware. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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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
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:
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
Weapons 5
Protostar
Protostar Arms
ALTERNITY: ALTERNITY: Mission Guide
& Equipment
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.
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
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
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
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.
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
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.)
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.
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.
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.
OTHER
Skills Awareness 15+, Driving 14+, Mechanics 17+
Language Module Understands up to 10 common languages.
CYBERWARE
& Equipment
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.
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
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
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.
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
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
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
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:
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
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