[E8] Technological Equipment


See also [Q8] Psionic Frequency 8, [A10.8] Technology Factor

[E8.2] Cyberware

The same cyberware can be purchased more than once (each is same cost), but each additional past the first adds 1 to the TechF.
 
Item TechF XPV Destiny Effect
Bone Lacing (Plastic) 16-Y 750 -1 +1 Con; +1/+2 TH/dmg unarmed
Bone Lacing (Aluminum) 16-Y 2500 -2 +1 Con; +2/+4 TH/dmg unarmed; +10% WR
Bone Lacing (Titanium) 16-Y 7500 -3 +2 Con; +3/+6 TH/dmg unarmed; +10% WR; +1 AC
Chemical Analyzer 16-Y 250 -1 Mouth's P: Identify up to a TechF 16-C chemical substance
Datajack 15-Y 50 -1 0, 1/s: Upload/Download 25 Megabytes from computer to Memory
Encephalon 17-Y 1500 -1 +2 Int; +1 slot in every Int-based nonweapon proficiency
Gas Spectrometer 16-Y 200 -1 Eye's P: Identify up to a TechF 16-C chemical substance (gaseous only)
Hardening 16-Y 200 -1 x0.9 dmg while cyberrrunning/decking
Hydraulic Jack 16-Y 500 -1 Can use +1V per segment; Double jumping height; Halve falling dmg
Memory 15-Y 150 -1 300 Gigabytes of RAM
Memory/Storage 15-Y 150 -1 50 Gigabytes of RAM; can be removed/replaced
MPCP(Cranial Cyberdeck) 19-Y 1000 -3 Decking module; x1.5 Decker CL when cyberrunning/decking
MPCP(Persona Module) 15-Y 100 -1 Decking module
Olfactory Booster 16-Y 100 -1 Clairnasience 100' continuous
Orientation System 16-Y 1500 -1 Know Location continuous
Response 15-Y 100 -1 +2 Dex and +1S action while cyberrunning/decking
Skillwire I (Softlink) 15-Y 100 -1 Your brain can use 1 Skillsoft (300 XPV or less) at a time
Skillwire II (Basic) 16-Y 1000 -1 Your brain can use 1 Skillsoft (400 XPV or less) at a time
Skillwire III (Plus) 16-Y 1500 -1 Your brain can use 1 Skillsoft (600 XPV or less) at a time
Skillwire IV (Deluxe) 17-Y 2000 -1 Your brain can use 1 Skillsoft (any) at a time
SPU (Data Management) 16-Y 950 -1 x1.5 to data storage capacity
SPU (Input/Output) 16-Y 500 -1 x1.5 to data transfer rates
SPU (Math) 16-Y 200 -1 +1 Reason; Human calculator; +1 die with science-based proficiencies
Tactical Computer 19-Y 35000 -4 +1 die with to hit, damage, initiative, and save rolls (choose best)
Transfer 15-Y 75 -1 0, 1/s: Can move 1 Gigabyte from one Datasoft/Memory to Memory
 
Skillsofts require a Skillwire Plus or Softlink to use.
They can be switched by using 1V action.
 
Skillsoft XPV Note
Datasoft (50 Gigabytes of ROM) 100 Example: Allows the PC to understand several languages, but he can't speak them.
Language 200 Can understand/speak/read/write the language.
Nonweapon Prof 300
Weapon Prof (non-martial art) 400
Martial Arts Minor 500
Martial Arts Major 600 Not old "Second Tier" martial arts; they will be Grands and Supers (not skillsofts).
Secondary Skill 700
Kit Slot 1000 Cannot be broken up into 4 proficiencies, this is an actual kit you must select.
Prof Check +10 +1 prof check to exisiting Skillsoft

[E8] Technological Equipment


[E8.3] Bioware

The same bioware can be purchased more than once (each is same cost), but each additional past the first adds 1 to the TechF.
The hit point adjustment cannot reduce the player below LVL+1 hp, where LVL is the PC's highest level (plus Concandant modifier).
 
Item TechF XPV hp Effect
Adrenal Pump 18-B 6000 -13 +1P; +1 Str; +2 Dex; +1 Willpower; max of 6 rounds per turn
Cerebral Booster 17-B 5000 -4 +2 Int; +1 Dex
Damage Compensator 17-B 2500 -2 Can operate at up to negative hp equal to max hp (will still die in 1 segment)
Enhanced Articulation 16-B 4000 -6 +1 Dex; +1 Dex prof./Psi2 checks
Extended Volume 16-B 800 -2 Can hold breath +1 minute; +1 Health prof./Psi2 checks; +1 saves vs. gas
Mnemonic Enhancer 16-B 1500 -2 Enhanced memory (x2 normal); +1 Int prof./Psi2 checks
Muscle Augmentation 15-B 4500 -8 +1 Str; +1P
Nephiritic Screen 16-B 2000 -4 Half dmg from poison affects, treat death poisons as 80 dmg (before halving)
Orthoskin 15-B 2500 -5 +1 AC; +1 saves; +20% WR; -1 Efficiency; some loss of sense of touch
Pain Editor 16-B 6000 -6 +1 Willpower; -1 Reason; Immune to pain/fatigue/sleep
Pathogenic Defense 16-B 2400 -2 +1 save die (even if you get 0 dice) vs. diseases, lycanthropy
Platelet Factory 16-B 3000 -4 -1 dmg/attack; use anticoagulant (25 XPV) each day or +2 dmg/attack
Reflex Recorder 16-B 1000 -1 +1 proficiency (weapon or nonweapon)
Suprathyroid Gland 17-B 5000 -14 +1 Str; +1 Dex; +1 Con; +1V; must eat and drink x2 normal amount per day
Symbiotes 16-B 1500 -4 Regenerate 1 hp/r; must eat x1.5 normal amount per day
Synaptic Accelerator 17-B 7500 -3 +1S action
Synthacardium 16-B 600 -2 +1 Fitness; +1 PPD save
Tailored Pheromones 17-B 2000 -4 +1 Chr; +2 Cml
Toxin Exhaler 18-B 3000 -6 Dagger of Venom affect on your mouth (1 dose capacity)
Toxin Extractor 16-B 2400 -2 +1 save die (even if you get 0 dice) vs. PPD, PP, and BW (choose best)
Tracheal Filter 16-B 3000 -2 Resist gas
Trauma Damper 17-B 4000 -4 0,1/s: Heal 10 hp damage but be at -2 on all actions for 1t
 
Custom Bioware
 
This is expensive, but you can make your own bioware. Add up the XPV's of the affects you want.
TechF = (Total XPV)/1000+15 (Biological)
 
Effect XPV hp
+1 half-stat or Cml 1000 -1
+1 full stat 1500 -2
+1 AC 400 -1
+1 save in one category 100 -1
+1 save in all categories 400 -2
+1 save die in one category 1000 -1
+1 weapon proficiency 800 -1
+1 nonweapon proficiency 500 -1
+1 proficiency (either) 1000 -1
+1V action 1000 -5
+1P action 2000 -6
+1M action 3000 -7
+1S action 4000 -8
+1F action 5000 -9
+1Opp action 6000 -10