@opencharacter/cwn-srd 0.0.0-stage → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (574) hide show
  1. package/LICENSE +144 -0
  2. package/README.md +170 -2
  3. package/content/armor/armored-clothing.yaml +10 -0
  4. package/content/armor/heavy-armored-suit.yaml +14 -0
  5. package/content/armor/impact-jacket.yaml +11 -0
  6. package/content/armor/light-armored-suit.yaml +13 -0
  7. package/content/armor/medium-armored-suit.yaml +13 -0
  8. package/content/armor/ordinary-clothing.yaml +8 -0
  9. package/content/armor/plated-longcoat.yaml +12 -0
  10. package/content/armor/reinforced-clothing.yaml +9 -0
  11. package/content/armor/reinforced-longcoat.yaml +10 -0
  12. package/content/armor/riot-shield.yaml +9 -0
  13. package/content/armor/street-leathers.yaml +9 -0
  14. package/content/armor/war-harness.yaml +10 -0
  15. package/content/armor-accessories/absorption-plates.yaml +13 -0
  16. package/content/armor-accessories/joint-reinforcement.yaml +10 -0
  17. package/content/armor-mods/absorption-pads.yaml +7 -0
  18. package/content/armor-mods/active-response.yaml +7 -0
  19. package/content/armor-mods/biostabilizing.yaml +5 -0
  20. package/content/armor-mods/customized.yaml +8 -0
  21. package/content/armor-mods/discreet-design.yaml +9 -0
  22. package/content/armor-mods/flexible.yaml +7 -0
  23. package/content/armor-mods/quickchange.yaml +5 -0
  24. package/content/armor-mods/sealed.yaml +5 -0
  25. package/content/armor-mods/tailored-rig.yaml +14 -0
  26. package/content/armor-mods/trauma-dampers.yaml +7 -0
  27. package/content/armor-mods/whisperlight.yaml +7 -0
  28. package/content/arts/alacrity-basic.yaml +6 -0
  29. package/content/arts/alacrity-improved.yaml +6 -0
  30. package/content/arts/alacrity-sublime.yaml +6 -0
  31. package/content/arts/arcane-senses.yaml +4 -0
  32. package/content/arts/arcane-skill.yaml +4 -0
  33. package/content/arts/blades-of-will.yaml +4 -0
  34. package/content/arts/brazen-thews.yaml +11 -0
  35. package/content/arts/faultless-grace.yaml +11 -0
  36. package/content/arts/flying-steps.yaml +4 -0
  37. package/content/arts/hand-of-doom.yaml +9 -0
  38. package/content/arts/hundred-faces.yaml +4 -0
  39. package/content/arts/inexhaustible-vigor.yaml +11 -0
  40. package/content/arts/martial-instinct.yaml +16 -0
  41. package/content/arts/occult-pavis.yaml +9 -0
  42. package/content/arts/personal-void.yaml +4 -0
  43. package/content/arts/refulgent-vitality.yaml +4 -0
  44. package/content/arts/skin-of-steel.yaml +14 -0
  45. package/content/arts/sorcerous-sight.yaml +4 -0
  46. package/content/arts/spiritbane.yaml +4 -0
  47. package/content/backgrounds/bum.yaml +18 -0
  48. package/content/backgrounds/bureaucrat.yaml +18 -0
  49. package/content/backgrounds/clergy.yaml +18 -0
  50. package/content/backgrounds/coder.yaml +18 -0
  51. package/content/backgrounds/corp-security.yaml +18 -0
  52. package/content/backgrounds/corper.yaml +18 -0
  53. package/content/backgrounds/criminal.yaml +18 -0
  54. package/content/backgrounds/doctor.yaml +18 -0
  55. package/content/backgrounds/drone-jockey.yaml +18 -0
  56. package/content/backgrounds/ganger.yaml +18 -0
  57. package/content/backgrounds/laborer.yaml +18 -0
  58. package/content/backgrounds/law-enforcement.yaml +18 -0
  59. package/content/backgrounds/manager.yaml +18 -0
  60. package/content/backgrounds/outlander.yaml +18 -0
  61. package/content/backgrounds/performer.yaml +18 -0
  62. package/content/backgrounds/soldier.yaml +18 -0
  63. package/content/backgrounds/spy.yaml +18 -0
  64. package/content/backgrounds/streetwalker.yaml +18 -0
  65. package/content/backgrounds/technician.yaml +18 -0
  66. package/content/backgrounds/trader.yaml +18 -0
  67. package/content/contacts/contact.yaml +2 -0
  68. package/content/cyberdeck-mods/bespoke-code-optimization.yaml +6 -0
  69. package/content/cyberdeck-mods/buffer-circuits.yaml +7 -0
  70. package/content/cyberdeck-mods/cpu-overclocking.yaml +7 -0
  71. package/content/cyberdeck-mods/memory-expansion.yaml +7 -0
  72. package/content/cyberdeck-mods/polymorphic-intrusion-algorithms.yaml +8 -0
  73. package/content/cyberdeck-mods/skeletal-case.yaml +8 -0
  74. package/content/cyberdeck-mods/thermal-exhaust-case.yaml +8 -0
  75. package/content/cyberdecks/beowulf.yaml +9 -0
  76. package/content/cyberdecks/icepick.yaml +9 -0
  77. package/content/cyberdecks/scrap-deck.yaml +9 -0
  78. package/content/cyberdecks/synapse.yaml +9 -0
  79. package/content/cyberdecks/taifu.yaml +9 -0
  80. package/content/cyberdecks/tanto.yaml +9 -0
  81. package/content/cyberdecks/tizona.yaml +9 -0
  82. package/content/cyberware/active-sense-processor.yaml +14 -0
  83. package/content/cyberware/aesthetic-augmentation-suite.yaml +11 -0
  84. package/content/cyberware/assisted-glide-system.yaml +7 -0
  85. package/content/cyberware/banshee-module.yaml +7 -0
  86. package/content/cyberware/body-blades-i.yaml +15 -0
  87. package/content/cyberware/body-blades-ii.yaml +15 -0
  88. package/content/cyberware/coordination-augment-i.yaml +11 -0
  89. package/content/cyberware/coordination-augment-ii.yaml +14 -0
  90. package/content/cyberware/courier-memory.yaml +7 -0
  91. package/content/cyberware/cranial-jack.yaml +13 -0
  92. package/content/cyberware/cyberears.yaml +9 -0
  93. package/content/cyberware/cybereyes.yaml +9 -0
  94. package/content/cyberware/cyberlimb.yaml +7 -0
  95. package/content/cyberware/cybernetic-infrastructure-baseline.yaml +10 -0
  96. package/content/cyberware/deadman-circuit.yaml +7 -0
  97. package/content/cyberware/dermal-armor-i.yaml +11 -0
  98. package/content/cyberware/dermal-armor-ii.yaml +11 -0
  99. package/content/cyberware/dermal-armor-iii.yaml +11 -0
  100. package/content/cyberware/dermal-armor-trauma-shielding.yaml +8 -0
  101. package/content/cyberware/discretion-insurance-unit.yaml +7 -0
  102. package/content/cyberware/ear-mod-filter.yaml +8 -0
  103. package/content/cyberware/ear-mod-positional-detection.yaml +8 -0
  104. package/content/cyberware/ear-mod-sonar.yaml +8 -0
  105. package/content/cyberware/ear-mod-tracer.yaml +8 -0
  106. package/content/cyberware/emergency-stabilization-factor.yaml +7 -0
  107. package/content/cyberware/enhanced-reflexes-i.yaml +7 -0
  108. package/content/cyberware/enhanced-reflexes-ii.yaml +8 -0
  109. package/content/cyberware/enhanced-reflexes-iii.yaml +8 -0
  110. package/content/cyberware/eye-mod-dazzler.yaml +9 -0
  111. package/content/cyberware/eye-mod-flechette-launcher.yaml +11 -0
  112. package/content/cyberware/eye-mod-impostor.yaml +8 -0
  113. package/content/cyberware/eye-mod-infrared-vision.yaml +8 -0
  114. package/content/cyberware/eye-mod-low-light-vision.yaml +8 -0
  115. package/content/cyberware/eye-mod-tactical-view.yaml +8 -0
  116. package/content/cyberware/eye-mod-zoom.yaml +8 -0
  117. package/content/cyberware/fleshmod.yaml +7 -0
  118. package/content/cyberware/full-body-conversion.yaml +11 -0
  119. package/content/cyberware/funes-complex.yaml +7 -0
  120. package/content/cyberware/gunlink.yaml +9 -0
  121. package/content/cyberware/headcomm.yaml +7 -0
  122. package/content/cyberware/hemosynthetic-filter-system.yaml +7 -0
  123. package/content/cyberware/holdout-cavity.yaml +7 -0
  124. package/content/cyberware/iron-hand-aegis.yaml +7 -0
  125. package/content/cyberware/limbgun.yaml +7 -0
  126. package/content/cyberware/medical-support-readout.yaml +7 -0
  127. package/content/cyberware/medusa-implant.yaml +7 -0
  128. package/content/cyberware/muscle-fiber-replacement-i.yaml +11 -0
  129. package/content/cyberware/muscle-fiber-replacement-ii.yaml +11 -0
  130. package/content/cyberware/neolimb.yaml +11 -0
  131. package/content/cyberware/neural-buffer.yaml +27 -0
  132. package/content/cyberware/omnihand.yaml +7 -0
  133. package/content/cyberware/poseidon-implants.yaml +7 -0
  134. package/content/cyberware/prosthetic-cyber-i.yaml +7 -0
  135. package/content/cyberware/prosthetic-cyber-ii.yaml +7 -0
  136. package/content/cyberware/reaction-booster-i.yaml +11 -0
  137. package/content/cyberware/reaction-booster-ii.yaml +11 -0
  138. package/content/cyberware/recovery-support-unit.yaml +7 -0
  139. package/content/cyberware/redundant-systems.yaml +7 -0
  140. package/content/cyberware/regulated-anagathic-substrate.yaml +7 -0
  141. package/content/cyberware/remote-control-unit.yaml +12 -0
  142. package/content/cyberware/retribution-shield.yaml +8 -0
  143. package/content/cyberware/sealed-systems-implant.yaml +7 -0
  144. package/content/cyberware/sensory-recorder.yaml +7 -0
  145. package/content/cyberware/sharkskin-electrodes.yaml +7 -0
  146. package/content/cyberware/shock-fists.yaml +8 -0
  147. package/content/cyberware/skillplug-jack-i.yaml +11 -0
  148. package/content/cyberware/skillplug-jack-ii.yaml +11 -0
  149. package/content/cyberware/skillplug-wiring.yaml +11 -0
  150. package/content/cyberware/skinmod.yaml +6 -0
  151. package/content/cyberware/skull-citadel.yaml +7 -0
  152. package/content/cyberware/skyborn-shielding.yaml +7 -0
  153. package/content/cyberware/stick-pads.yaml +7 -0
  154. package/content/cyberware/synthears.yaml +9 -0
  155. package/content/cyberware/syntheyes.yaml +9 -0
  156. package/content/cyberware/synthlimb.yaml +7 -0
  157. package/content/cyberware/therapeutic-control-dampers.yaml +7 -0
  158. package/content/cyberware/titan-gun-system.yaml +7 -0
  159. package/content/cyberware/trajectory-optimization-node.yaml +7 -0
  160. package/content/cyberware/viper-sting.yaml +7 -0
  161. package/content/cyberware/zombie-wires.yaml +8 -0
  162. package/content/cyberware-complications/bad-connection.yaml +4 -0
  163. package/content/cyberware-complications/blatant.yaml +4 -0
  164. package/content/cyberware-complications/complicated.yaml +4 -0
  165. package/content/cyberware-complications/debilitating.yaml +4 -0
  166. package/content/cyberware-complications/exhausting.yaml +4 -0
  167. package/content/cyberware-complications/fussy.yaml +4 -0
  168. package/content/cyberware-complications/inefficient.yaml +6 -0
  169. package/content/cyberware-complications/loud.yaml +4 -0
  170. package/content/cyberware-complications/petty-annoyance.yaml +4 -0
  171. package/content/cyberware-complications/power-hungry.yaml +4 -0
  172. package/content/cyberware-complications/uncooperative.yaml +4 -0
  173. package/content/cyberware-complications/unreliable.yaml +4 -0
  174. package/content/cyberware-mods/biocapacitors.yaml +6 -0
  175. package/content/cyberware-mods/durable-system.yaml +7 -0
  176. package/content/cyberware-mods/firewalled.yaml +6 -0
  177. package/content/cyberware-mods/hardened-weave.yaml +8 -0
  178. package/content/cyberware-mods/low-maintenance.yaml +6 -0
  179. package/content/cyberware-mods/monoblade.yaml +7 -0
  180. package/content/cyberware-mods/profile-adjustment.yaml +6 -0
  181. package/content/cyberware-mods/quick-detach.yaml +6 -0
  182. package/content/cyberware-mods/tailored-interface.yaml +8 -0
  183. package/content/cyberware-mods/targeting-processor.yaml +6 -0
  184. package/content/drone-fittings/ablative-code-buffer.yaml +7 -0
  185. package/content/drone-fittings/altitude-boost-unit.yaml +7 -0
  186. package/content/drone-fittings/ammo-caddy.yaml +7 -0
  187. package/content/drone-fittings/ammo-supply.yaml +7 -0
  188. package/content/drone-fittings/assisted-boost-burner.yaml +7 -0
  189. package/content/drone-fittings/cargo-space.yaml +8 -0
  190. package/content/drone-fittings/command-deck-follow.yaml +7 -0
  191. package/content/drone-fittings/command-deck-kill.yaml +7 -0
  192. package/content/drone-fittings/command-deck-patrol.yaml +7 -0
  193. package/content/drone-fittings/command-deck-watch.yaml +7 -0
  194. package/content/drone-fittings/emergency-evac-litter.yaml +7 -0
  195. package/content/drone-fittings/emissions-shielding.yaml +7 -0
  196. package/content/drone-fittings/enhanced-structure.yaml +8 -0
  197. package/content/drone-fittings/extended-range.yaml +7 -0
  198. package/content/drone-fittings/glider-grips.yaml +7 -0
  199. package/content/drone-fittings/improved-armor.yaml +9 -0
  200. package/content/drone-fittings/improved-targeting-logic.yaml +7 -0
  201. package/content/drone-fittings/laser-comms.yaml +7 -0
  202. package/content/drone-fittings/manipulator-tendrils.yaml +7 -0
  203. package/content/drone-fittings/memory-banks.yaml +7 -0
  204. package/content/drone-fittings/no-touch-web.yaml +7 -0
  205. package/content/drone-fittings/sleep-mode.yaml +7 -0
  206. package/content/drone-fittings/stealth-package.yaml +7 -0
  207. package/content/drone-fittings/suicide-charge.yaml +7 -0
  208. package/content/drone-fittings/telescopic-optics.yaml +7 -0
  209. package/content/drone-fittings/thermal-optics.yaml +7 -0
  210. package/content/drone-fittings/trauma-response-suite.yaml +7 -0
  211. package/content/drone-fittings/voice-broadcast.yaml +7 -0
  212. package/content/drone-fittings/wallcrawler.yaml +7 -0
  213. package/content/drone-fittings/weapon-hardpoint.yaml +8 -0
  214. package/content/drone-mods/additional-fitting.yaml +8 -0
  215. package/content/drone-mods/additional-hardpoint.yaml +8 -0
  216. package/content/drone-mods/battery-swapping.yaml +7 -0
  217. package/content/drone-mods/boosted-engine.yaml +7 -0
  218. package/content/drone-mods/heavy-plating.yaml +9 -0
  219. package/content/drone-mods/quick-launch.yaml +7 -0
  220. package/content/drone-mods/redundant-systems.yaml +8 -0
  221. package/content/drone-mods/stripped-fittings.yaml +9 -0
  222. package/content/drones/hummingbird.yaml +14 -0
  223. package/content/drones/javelin.yaml +14 -0
  224. package/content/drones/kerberos.yaml +11 -0
  225. package/content/drones/kraken.yaml +11 -0
  226. package/content/drones/mouse.yaml +14 -0
  227. package/content/drones/pitbull.yaml +14 -0
  228. package/content/drones/roach.yaml +14 -0
  229. package/content/drones/shrike.yaml +11 -0
  230. package/content/drones/sunfish.yaml +14 -0
  231. package/content/drugs/avalanche.yaml +5 -0
  232. package/content/drugs/boneshaker.yaml +5 -0
  233. package/content/drugs/chokeout.yaml +4 -0
  234. package/content/drugs/control-delete.yaml +4 -0
  235. package/content/drugs/hellbender.yaml +4 -0
  236. package/content/drugs/lurch.yaml +7 -0
  237. package/content/drugs/madeleine.yaml +4 -0
  238. package/content/drugs/medical-prescription.yaml +4 -0
  239. package/content/drugs/olympus.yaml +6 -0
  240. package/content/drugs/panacea.yaml +5 -0
  241. package/content/drugs/pillow.yaml +5 -0
  242. package/content/drugs/psycho.yaml +4 -0
  243. package/content/drugs/reset.yaml +6 -0
  244. package/content/drugs/sand.yaml +4 -0
  245. package/content/drugs/trauma-patch.yaml +4 -0
  246. package/content/drugs/window.yaml +5 -0
  247. package/content/edges/educated.yaml +10 -0
  248. package/content/edges/face.yaml +4 -0
  249. package/content/edges/focused.yaml +9 -0
  250. package/content/edges/ghost.yaml +4 -0
  251. package/content/edges/graced.yaml +9 -0
  252. package/content/edges/hacker.yaml +12 -0
  253. package/content/edges/hard-to-kill.yaml +9 -0
  254. package/content/edges/killing-blow.yaml +11 -0
  255. package/content/edges/masterful-expertise.yaml +2 -0
  256. package/content/edges/on-target.yaml +8 -0
  257. package/content/edges/operators-fortune.yaml +2 -0
  258. package/content/edges/prodigy.yaml +29 -0
  259. package/content/edges/spellcaster.yaml +10 -0
  260. package/content/edges/summoner.yaml +9 -0
  261. package/content/edges/veterans-luck.yaml +2 -0
  262. package/content/edges/voice-of-the-people.yaml +8 -0
  263. package/content/edges/wired.yaml +10 -0
  264. package/content/foci/ace-driver.yaml +10 -0
  265. package/content/foci/alert.yaml +4 -0
  266. package/content/foci/all-natural.yaml +41 -0
  267. package/content/foci/armsmaster.yaml +16 -0
  268. package/content/foci/assassin.yaml +4 -0
  269. package/content/foci/authority.yaml +4 -0
  270. package/content/foci/close-combatant.yaml +9 -0
  271. package/content/foci/cyberdoc.yaml +7 -0
  272. package/content/foci/deadeye.yaml +8 -0
  273. package/content/foci/diplomat.yaml +4 -0
  274. package/content/foci/drone-pilot.yaml +19 -0
  275. package/content/foci/expert-programmer.yaml +16 -0
  276. package/content/foci/healer.yaml +13 -0
  277. package/content/foci/henchkeeper.yaml +4 -0
  278. package/content/foci/many-faces.yaml +5 -0
  279. package/content/foci/pop-idol.yaml +9 -0
  280. package/content/foci/roamer.yaml +10 -0
  281. package/content/foci/safe-haven.yaml +4 -0
  282. package/content/foci/shocking-assault.yaml +12 -0
  283. package/content/foci/snipers-eye.yaml +4 -0
  284. package/content/foci/specialist.yaml +36 -0
  285. package/content/foci/tinker.yaml +12 -0
  286. package/content/foci/unarmed-combatant.yaml +14 -0
  287. package/content/foci/unique-gift.yaml +4 -0
  288. package/content/foci/unregistered.yaml +4 -0
  289. package/content/foci/whirlwind-assault.yaml +4 -0
  290. package/content/gear/active-hearing-protection.yaml +5 -0
  291. package/content/gear/ammunition.yaml +4 -0
  292. package/content/gear/anti-flash-goggles.yaml +5 -0
  293. package/content/gear/backpack.yaml +7 -0
  294. package/content/gear/basic-smartphone.yaml +4 -0
  295. package/content/gear/binoculars.yaml +5 -0
  296. package/content/gear/bus-pass-monthly.yaml +4 -0
  297. package/content/gear/cheap-vr-crown.yaml +7 -0
  298. package/content/gear/climbing-kit.yaml +5 -0
  299. package/content/gear/empty-magazine.yaml +5 -0
  300. package/content/gear/fashionable-clothing.yaml +7 -0
  301. package/content/gear/fashionable-smartphone.yaml +4 -0
  302. package/content/gear/gas-mask.yaml +5 -0
  303. package/content/gear/handheld-radio.yaml +5 -0
  304. package/content/gear/haute-couture-clothing.yaml +7 -0
  305. package/content/gear/ir-goggles.yaml +5 -0
  306. package/content/gear/kit-basic-tools.yaml +5 -0
  307. package/content/gear/kit-cyberdoc.yaml +5 -0
  308. package/content/gear/kit-medkit.yaml +5 -0
  309. package/content/gear/kit-survival.yaml +5 -0
  310. package/content/gear/lockpicks.yaml +5 -0
  311. package/content/gear/maintenance-supplies.yaml +5 -0
  312. package/content/gear/manufacturers-installation-kit.yaml +5 -0
  313. package/content/gear/military-ration.yaml +5 -0
  314. package/content/gear/ordinary-clothes.yaml +7 -0
  315. package/content/gear/portable-video-camera.yaml +5 -0
  316. package/content/gear/smartphone-service-plan.yaml +4 -0
  317. package/content/gear/surgical-theater-tools-level-1.yaml +5 -0
  318. package/content/gear/surgical-theater-tools-level-2.yaml +4 -0
  319. package/content/gear/surgical-theater-tools-level-3.yaml +4 -0
  320. package/content/gear/ultralight-tab-radio.yaml +5 -0
  321. package/content/gear/wearable-light.yaml +7 -0
  322. package/content/programs/subjects/avatar.yaml +6 -0
  323. package/content/programs/subjects/barrier.yaml +6 -0
  324. package/content/programs/subjects/camera.yaml +6 -0
  325. package/content/programs/subjects/cyber.yaml +6 -0
  326. package/content/programs/subjects/datafile.yaml +6 -0
  327. package/content/programs/subjects/door.yaml +6 -0
  328. package/content/programs/subjects/drone.yaml +6 -0
  329. package/content/programs/subjects/machine.yaml +6 -0
  330. package/content/programs/subjects/program.yaml +6 -0
  331. package/content/programs/subjects/sensor.yaml +6 -0
  332. package/content/programs/subjects/transmission.yaml +6 -0
  333. package/content/programs/subjects/turret.yaml +6 -0
  334. package/content/programs/verbs/activate.yaml +12 -0
  335. package/content/programs/verbs/analyze.yaml +12 -0
  336. package/content/programs/verbs/append.yaml +10 -0
  337. package/content/programs/verbs/blind.yaml +9 -0
  338. package/content/programs/verbs/deactivate.yaml +12 -0
  339. package/content/programs/verbs/decrypt.yaml +10 -0
  340. package/content/programs/verbs/defend.yaml +9 -0
  341. package/content/programs/verbs/delude.yaml +9 -0
  342. package/content/programs/verbs/erase.yaml +11 -0
  343. package/content/programs/verbs/frisk.yaml +11 -0
  344. package/content/programs/verbs/ghost.yaml +8 -0
  345. package/content/programs/verbs/glitch.yaml +10 -0
  346. package/content/programs/verbs/hijack.yaml +9 -0
  347. package/content/programs/verbs/kill.yaml +10 -0
  348. package/content/programs/verbs/lock.yaml +10 -0
  349. package/content/programs/verbs/paralyze.yaml +9 -0
  350. package/content/programs/verbs/replace.yaml +10 -0
  351. package/content/programs/verbs/sabotage.yaml +12 -0
  352. package/content/programs/verbs/sense.yaml +9 -0
  353. package/content/programs/verbs/siege.yaml +9 -0
  354. package/content/programs/verbs/silence.yaml +9 -0
  355. package/content/programs/verbs/stun.yaml +11 -0
  356. package/content/programs/verbs/terminate.yaml +10 -0
  357. package/content/programs/verbs/unlock.yaml +12 -0
  358. package/content/skillplugs/level-0.yaml +35 -0
  359. package/content/skillplugs/level-1.yaml +35 -0
  360. package/content/skillplugs/level-2.yaml +35 -0
  361. package/content/skillplugs/level-3.yaml +37 -0
  362. package/content/spells/arson.yaml +5 -0
  363. package/content/spells/blast.yaml +5 -0
  364. package/content/spells/blastwave.yaml +5 -0
  365. package/content/spells/bless.yaml +5 -0
  366. package/content/spells/cleanse-toxin.yaml +5 -0
  367. package/content/spells/cloak.yaml +5 -0
  368. package/content/spells/combat-precognition.yaml +5 -0
  369. package/content/spells/compulsion.yaml +5 -0
  370. package/content/spells/curse.yaml +5 -0
  371. package/content/spells/detect-target.yaml +5 -0
  372. package/content/spells/dispel.yaml +5 -0
  373. package/content/spells/disrupt.yaml +5 -0
  374. package/content/spells/emotion.yaml +5 -0
  375. package/content/spells/far-senses.yaml +5 -0
  376. package/content/spells/glide.yaml +5 -0
  377. package/content/spells/haste.yaml +5 -0
  378. package/content/spells/heal-injury.yaml +5 -0
  379. package/content/spells/illumination.yaml +5 -0
  380. package/content/spells/mirage.yaml +5 -0
  381. package/content/spells/muffle.yaml +5 -0
  382. package/content/spells/paralysis.yaml +5 -0
  383. package/content/spells/psychic-interrogation.yaml +5 -0
  384. package/content/spells/slow.yaml +5 -0
  385. package/content/spells/soul-link.yaml +5 -0
  386. package/content/spells/stun.yaml +5 -0
  387. package/content/spells/stunwave.yaml +5 -0
  388. package/content/spells/triage.yaml +5 -0
  389. package/content/spirit-powers/airy-steps.yaml +2 -0
  390. package/content/spirit-powers/artifice-wise.yaml +2 -0
  391. package/content/spirit-powers/aura-of-destruction.yaml +2 -0
  392. package/content/spirit-powers/curse.yaml +2 -0
  393. package/content/spirit-powers/ensnare.yaml +4 -0
  394. package/content/spirit-powers/favor.yaml +2 -0
  395. package/content/spirit-powers/feral-pact.yaml +2 -0
  396. package/content/spirit-powers/finned-swiftness.yaml +2 -0
  397. package/content/spirit-powers/flesh-of-clay.yaml +2 -0
  398. package/content/spirit-powers/ghostly-presence.yaml +2 -0
  399. package/content/spirit-powers/hideous-talons.yaml +4 -0
  400. package/content/spirit-powers/iron-eidolon.yaml +4 -0
  401. package/content/spirit-powers/merciful-hands.yaml +2 -0
  402. package/content/spirit-powers/mighty-form.yaml +4 -0
  403. package/content/spirit-powers/mislead.yaml +2 -0
  404. package/content/spirit-powers/misty-form.yaml +2 -0
  405. package/content/spirit-powers/mortal-disguise.yaml +2 -0
  406. package/content/spirit-powers/myrmidons-shield.yaml +2 -0
  407. package/content/spirit-powers/namebearer.yaml +2 -0
  408. package/content/spirit-powers/natural-immunity.yaml +2 -0
  409. package/content/spirit-powers/poltergeist.yaml +2 -0
  410. package/content/spirit-powers/skilled.yaml +2 -0
  411. package/content/spirit-powers/spiderlegs.yaml +2 -0
  412. package/content/spirit-powers/spirit-of-war.yaml +4 -0
  413. package/content/spirit-powers/spirit-whispers.yaml +2 -0
  414. package/content/spirit-powers/spirits-eye.yaml +2 -0
  415. package/content/spirit-powers/swift-pursuit.yaml +2 -0
  416. package/content/spirit-powers/violent-will.yaml +4 -0
  417. package/content/spirits/spirit.yaml +11 -0
  418. package/content/syndromes/brutal.yaml +4 -0
  419. package/content/syndromes/candid.yaml +4 -0
  420. package/content/syndromes/cold.yaml +4 -0
  421. package/content/syndromes/distant.yaml +4 -0
  422. package/content/syndromes/exultant.yaml +4 -0
  423. package/content/syndromes/fearless.yaml +4 -0
  424. package/content/syndromes/hypervigilant.yaml +4 -0
  425. package/content/syndromes/murderous.yaml +4 -0
  426. package/content/syndromes/ravenous.yaml +4 -0
  427. package/content/syndromes/savage.yaml +4 -0
  428. package/content/syndromes/secretive.yaml +4 -0
  429. package/content/syndromes/stressed.yaml +4 -0
  430. package/content/vehicle-fittings/advanced-sensors.yaml +7 -0
  431. package/content/vehicle-fittings/afterburners.yaml +8 -0
  432. package/content/vehicle-fittings/armor-plating.yaml +8 -0
  433. package/content/vehicle-fittings/cargo-space.yaml +6 -0
  434. package/content/vehicle-fittings/crash-pod.yaml +8 -0
  435. package/content/vehicle-fittings/ecm-emitter.yaml +8 -0
  436. package/content/vehicle-fittings/emissions-cloaking.yaml +8 -0
  437. package/content/vehicle-fittings/extra-durability.yaml +9 -0
  438. package/content/vehicle-fittings/extra-passengers.yaml +8 -0
  439. package/content/vehicle-fittings/field-portable.yaml +7 -0
  440. package/content/vehicle-fittings/ghost-driver.yaml +8 -0
  441. package/content/vehicle-fittings/hardpoint-support.yaml +10 -0
  442. package/content/vehicle-fittings/jack-control-port.yaml +7 -0
  443. package/content/vehicle-fittings/limpet-mount-medium.yaml +8 -0
  444. package/content/vehicle-fittings/limpet-mount-small.yaml +8 -0
  445. package/content/vehicle-fittings/living-quarters.yaml +8 -0
  446. package/content/vehicle-fittings/medbay.yaml +9 -0
  447. package/content/vehicle-fittings/offroad-package.yaml +9 -0
  448. package/content/vehicle-fittings/power-system-large.yaml +9 -0
  449. package/content/vehicle-fittings/power-system-medium.yaml +9 -0
  450. package/content/vehicle-fittings/power-system-small.yaml +8 -0
  451. package/content/vehicle-fittings/sealed-atmosphere.yaml +9 -0
  452. package/content/vehicle-fittings/smugglers-hold.yaml +7 -0
  453. package/content/vehicle-fittings/targeting-board.yaml +9 -0
  454. package/content/vehicle-fittings/tool-rack.yaml +8 -0
  455. package/content/vehicle-mods/augmented-armor.yaml +7 -0
  456. package/content/vehicle-mods/drone-hub.yaml +6 -0
  457. package/content/vehicle-mods/extra-seating.yaml +7 -0
  458. package/content/vehicle-mods/integrated-magazines.yaml +6 -0
  459. package/content/vehicle-mods/personalized-controls.yaml +6 -0
  460. package/content/vehicle-mods/power-system-upgrade.yaml +7 -0
  461. package/content/vehicle-mods/q-cladding.yaml +6 -0
  462. package/content/vehicle-mods/reactive-defenses.yaml +8 -0
  463. package/content/vehicle-mods/reinforced-chassis.yaml +8 -0
  464. package/content/vehicle-mods/remote-sensors.yaml +6 -0
  465. package/content/vehicle-mods/supplementary-tanks.yaml +6 -0
  466. package/content/vehicle-mods/ultralight-components.yaml +8 -0
  467. package/content/vehicle-mods/upgraded-speed.yaml +8 -0
  468. package/content/vehicles/apc.yaml +16 -0
  469. package/content/vehicles/car.yaml +14 -0
  470. package/content/vehicles/casra.yaml +17 -0
  471. package/content/vehicles/dropcraft.yaml +17 -0
  472. package/content/vehicles/gev.yaml +16 -0
  473. package/content/vehicles/helicopter.yaml +16 -0
  474. package/content/vehicles/micro-flyer.yaml +15 -0
  475. package/content/vehicles/motorcycle.yaml +14 -0
  476. package/content/vehicles/tank.yaml +16 -0
  477. package/content/vehicles/truck.yaml +14 -0
  478. package/content/weapon-mods/autotargeting.yaml +7 -0
  479. package/content/weapon-mods/body-blades-1.yaml +17 -0
  480. package/content/weapon-mods/body-blades-2.yaml +17 -0
  481. package/content/weapon-mods/concealed.yaml +4 -0
  482. package/content/weapon-mods/customized.yaml +6 -0
  483. package/content/weapon-mods/extended-mag.yaml +7 -0
  484. package/content/weapon-mods/hand-of-doom.yaml +16 -0
  485. package/content/weapon-mods/heavy-sabot.yaml +7 -0
  486. package/content/weapon-mods/integral-toxins.yaml +8 -0
  487. package/content/weapon-mods/onboard-gunlink.yaml +5 -0
  488. package/content/weapon-mods/predictive-guidance.yaml +8 -0
  489. package/content/weapon-mods/reel-wires.yaml +5 -0
  490. package/content/weapon-mods/savage-impact.yaml +8 -0
  491. package/content/weapon-mods/shock-burst.yaml +4 -0
  492. package/content/weapon-mods/stun-rounds.yaml +13 -0
  493. package/content/weapon-mods/thermal-charge.yaml +8 -0
  494. package/content/weapon-mods/unarmed-combatant-2.yaml +7 -0
  495. package/content/weapon-mods/unarmed-combatant.yaml +11 -0
  496. package/content/weapons/advanced-big-sword.yaml +15 -0
  497. package/content/weapons/advanced-bow.yaml +17 -0
  498. package/content/weapons/advanced-club.yaml +15 -0
  499. package/content/weapons/advanced-knife.yaml +16 -0
  500. package/content/weapons/advanced-sword.yaml +14 -0
  501. package/content/weapons/anti-materiel-rifle.yaml +19 -0
  502. package/content/weapons/automatic-rifle.yaml +18 -0
  503. package/content/weapons/big-club.yaml +16 -0
  504. package/content/weapons/big-sword.yaml +15 -0
  505. package/content/weapons/club.yaml +17 -0
  506. package/content/weapons/combat-rifle.yaml +18 -0
  507. package/content/weapons/combat-shotgun.yaml +18 -0
  508. package/content/weapons/demo-charge.yaml +17 -0
  509. package/content/weapons/drone-cannon.yaml +17 -0
  510. package/content/weapons/eye-flechette.yaml +14 -0
  511. package/content/weapons/flash-grenade.yaml +14 -0
  512. package/content/weapons/frag-grenade.yaml +16 -0
  513. package/content/weapons/gas-grenade.yaml +14 -0
  514. package/content/weapons/grenade-launcher.yaml +15 -0
  515. package/content/weapons/headshot-pod.yaml +17 -0
  516. package/content/weapons/heavy-machine-gun.yaml +20 -0
  517. package/content/weapons/heavy-pistol.yaml +15 -0
  518. package/content/weapons/knife.yaml +16 -0
  519. package/content/weapons/land-mine-anti-personnel.yaml +14 -0
  520. package/content/weapons/land-mine-anti-vehicle.yaml +15 -0
  521. package/content/weapons/light-pistol.yaml +15 -0
  522. package/content/weapons/main-tank-gun.yaml +17 -0
  523. package/content/weapons/mortar.yaml +17 -0
  524. package/content/weapons/mounted-autogun.yaml +18 -0
  525. package/content/weapons/rifle.yaml +16 -0
  526. package/content/weapons/rocket-launcher.yaml +17 -0
  527. package/content/weapons/semi-auto-shotgun.yaml +16 -0
  528. package/content/weapons/shotgun.yaml +16 -0
  529. package/content/weapons/shrieker-gun.yaml +15 -0
  530. package/content/weapons/smoke-grenade.yaml +14 -0
  531. package/content/weapons/sniper-rifle.yaml +18 -0
  532. package/content/weapons/spear.yaml +16 -0
  533. package/content/weapons/submachine-gun.yaml +17 -0
  534. package/content/weapons/sword.yaml +14 -0
  535. package/content/weapons/taser-pistol.yaml +14 -0
  536. package/content/weapons/unarmed.yaml +13 -0
  537. package/dist/i18n/en.d.ts +3 -0
  538. package/dist/i18n/en.js +2 -0
  539. package/dist/i18n/en.json +2531 -0
  540. package/dist/index.d.ts +3 -0
  541. package/dist/index.js +2 -0
  542. package/dist/release.json +38279 -0
  543. package/i18n/en/backgrounds.yaml +20 -0
  544. package/i18n/en/cyberware.yaml +299 -0
  545. package/i18n/en/edges.yaml +41 -0
  546. package/i18n/en/foci.yaml +184 -0
  547. package/i18n/en/gear.yaml +252 -0
  548. package/i18n/en/magic.yaml +174 -0
  549. package/i18n/en/tech.yaml +472 -0
  550. package/i18n/en/weapons.yaml +99 -0
  551. package/i18n/en.yaml +1491 -0
  552. package/pack.yaml +13 -0
  553. package/package.json +58 -3
  554. package/rules/advancement.yaml +163 -0
  555. package/rules/armor.yaml +81 -0
  556. package/rules/attributes.yaml +46 -0
  557. package/rules/backgrounds.yaml +102 -0
  558. package/rules/building.yaml +467 -0
  559. package/rules/character.yaml +100 -0
  560. package/rules/checks.yaml +187 -0
  561. package/rules/contacts.yaml +10 -0
  562. package/rules/creation.yaml +398 -0
  563. package/rules/cyberware.yaml +162 -0
  564. package/rules/drones.yaml +38 -0
  565. package/rules/edges.yaml +80 -0
  566. package/rules/foci.yaml +118 -0
  567. package/rules/gear.yaml +185 -0
  568. package/rules/hacking.yaml +131 -0
  569. package/rules/layout.yaml +426 -0
  570. package/rules/magic.yaml +207 -0
  571. package/rules/skills.yaml +61 -0
  572. package/rules/tags.yaml +137 -0
  573. package/rules/vehicles.yaml +30 -0
  574. package/rules/weapons.yaml +253 -0
@@ -0,0 +1,20 @@
1
+ backgrounds.bum.name: 'Bum'
2
+ backgrounds.bureaucrat.name: 'Bureaucrat'
3
+ backgrounds.clergy.name: 'Clergy'
4
+ backgrounds.coder.name: 'Coder'
5
+ backgrounds.corp-security.name: 'Corp Security'
6
+ backgrounds.corper.name: 'Corper'
7
+ backgrounds.criminal.name: 'Criminal'
8
+ backgrounds.doctor.name: 'Doctor'
9
+ backgrounds.drone-jockey.name: 'Drone Jockey'
10
+ backgrounds.ganger.name: 'Ganger'
11
+ backgrounds.laborer.name: 'Laborer'
12
+ backgrounds.law-enforcement.name: 'Law Enforcement'
13
+ backgrounds.manager.name: 'Manager'
14
+ backgrounds.outlander.name: 'Outlander'
15
+ backgrounds.performer.name: 'Performer'
16
+ backgrounds.soldier.name: 'Soldier'
17
+ backgrounds.spy.name: 'Spy'
18
+ backgrounds.trader.name: 'Trader'
19
+ backgrounds.streetwalker.name: 'Streetwalker'
20
+ backgrounds.technician.name: 'Technician'
@@ -0,0 +1,299 @@
1
+ cyberware.aesthetic-augmentation-suite.name: 'Aesthetic Augmentation Suite'
2
+ cyberware.aesthetic-augmentation-suite.description: 'Any standard fleshmod can supply beauty, but an aesthetic augmentation suite provides not only a fleshmod’s versatility, but tailored pheromones, vocal harmonizers, social cue triggers, and an absolutely inhuman visual perfection. Subjects gain a Charisma score of 14, or a +2 score bonus if already 14 or greater, up to a maximum of 18.'
3
+ cyberware.assisted-glide-system.name: 'Assisted Glide System'
4
+ cyberware.assisted-glide-system.description: 'Retractable nanofiber wings and integral boost jets allow a limited degree of flight for the user of this implant. When leaping from a high place, they gain a flight Move speed of 30m for up to two kilometers before being forced to land. Gaining altitude requires a Dex/Exert skill check against difficulty 10, however, with failure forcing a landing, and the wings can’t carry them more than twice as high as the height they jumped from. By deploying the boost jets and wings as an Instant action, the user can ignore up to a hundred meters of falling damage.'
5
+ cyberware.banshee-module.name: 'Banshee Module'
6
+ cyberware.banshee-module.description: 'Resonant cavities are designed into the user’s torso, along with an advanced amplification system. They can reproduce any sound or voice they have heard before, and at maximum volume can be heard clearly up to five hundred meters away. Once per day, as a Main Action, this sound can be used to shatter normal glass in a ten-meter line in front of the user; creatures without ear protection in this area must make a Physical save or take 2d6 non-lethal damage.'
7
+ cyberware.cybernetic-infrastructure-baseline.name: 'Cybernetic Infrastructure Baseline'
8
+ cyberware.cybernetic-infrastructure-baseline.description: 'A set of standardized support implants provide a baseline degree of cyber-compatibility to a subject. They can ignore System Strain from cyber implants equal to 12 minus their Constitution score- so a PC with a Constitution of 9 could ignore three points worth of System Strain from cyber implants. PCs with a Con of 12 or more have no use for this system.'
9
+ cyberware.deadman-circuit.name: 'Deadman Circuit'
10
+ cyberware.deadman-circuit.description: 'A common corporate implant to discourage kidnapping and warelegging. Any attempt to remove any of the user’s cyber without the right access codes will fry that hardware unless a difficulty 13 Int/Heal skill check is made.'
11
+ cyberware.dermal-armor-trauma-shielding.name: 'Dermal Armor/Trauma Shielding'
12
+ cyberware.dermal-armor-trauma-shielding.description: 'A system that can only be installed on a user with at least one level of Dermal Armor, the trauma shielding addition adds +1 to the user’s Trauma Target. This benefit stacks with any existing Dermal Armor bonus to the roll.'
13
+ cyberware.emergency-stabilization-factor.name: 'Emergency Stabilization Factor'
14
+ cyberware.emergency-stabilization-factor.description: 'When brought to zero hit points by an injury that does not instantly kill them, the user automatically stabilizes, gaining one System Strain, and will regain consciousness at the end of the scene with 1 hit point. If they are already at maximum strain, this cyberware does not function.'
15
+ cyberware.fleshmod.name: 'Fleshmod'
16
+ cyberware.fleshmod.description: 'Careful surgery and support implants allow for a complete physical remolding within generally humanoid lines, including alterations of sex, height, cosmetic limbs such as tails or decorative ears, and overall weight. Reproductive ability is not conferred, but rumors persist of experimental mods that can grant even that.'
17
+ cyberware.full-body-conversion.name: 'Full Body Conversion'
18
+ cyberware.full-body-conversion.description: 'The user’s brain and central nervous system are transplanted into a cutting-edge synthetic shell at a cost and difficulty as if this cyber took 4 System Strain. Once converted, the subject has an effective Constitution of 20 for System Strain purpose, but cannot be healed by conventional first aid or medical drugs, requiring ten minutes of repair work with a toolkit to repair any amount of damage, and $250 worth of parts for each hit point to be restored. A full conversion borg no longer requires food, water, air, or sleep, but each day without the latter adds one System Strain due to the mental stress. The conversion requires twelve hours of maintenance every two weeks, and missing it will result in the user’s death in 2d6 days unless the omitted maintenance is performed. Current full-body conversion tech is unstable; after 1d4 years, the subject has a cumulative 5% death chance each year. Borgs do not take Major Injuries and gain a +6 bonus to their Trauma Target that stacks with existing bonuses.'
19
+ cyberware.hemosynthetic-filter-system.name: 'Hemosynthetic Filter System'
20
+ cyberware.hemosynthetic-filter-system.description: 'A wide-spectrum array of blood scrubbers, intake filters, and microbial barriers grants the user effective immunity to most natural diseases and non-synthetic toxins. Weaponized toxins and certain exotic natural afflictions can still affect the user, but they get a +2 bonus on all saving throws against them. The system automatically alerts the user if they have been exposed to a recognized disease or toxin, whether or not it affects them.'
21
+ cyberware.holdout-cavity.name: 'Holdout Cavity'
22
+ cyberware.holdout-cavity.description: 'A biosculpted torso pocket allows for the air-tight, climate-controlled concealment of 2 Encumbrance worth of items inside the user’s body and their easy access with a Main Action. Any given object stored can’t be larger than a pistol or a tightly-folded suit of clothing, and the pocket’s contents don’t count against the user’s Encumbrance limit. The pocket’s signature is disguised against conventional scanning technology, and it cannot be detected without a manual strip search by a trained examiner.'
23
+ cyberware.medical-support-readout.name: 'Medical Support Readout'
24
+ cyberware.medical-support-readout.description: 'A diagnostic system is interfaced with the user’s biological processes, allowing a realtime analysis of their current health and any significant injuries. Aside from immediately alerting the user when they are poisoned, diseased, or injured, it grants any healing or medical support skill check a +2 bonus thanks to the diagnostic information and increases first aid or drug healing by +2 HP per application.'
25
+ cyberware.recovery-support-unit.name: 'Recovery Support Unit'
26
+ cyberware.recovery-support-unit.description: 'A number of support systems and blood purification filters are installed. The user can absorb up to four points of System Strain incurred from healing or wound stabilization effects; this is a separate pool that recovers one point every night at the same time as the user’s natural System Strain recovers.'
27
+ cyberware.redundant-systems.name: 'Redundant Systems'
28
+ cyberware.redundant-systems.description: 'Several pieces of prosthetic support cyber are preemptively installed to mitigate future trauma. When the user takes a Major Injury, they may instead choose to have the Redundant Systems critically damaged instead of accepting the major injury roll result. Redundant Systems can be installed more than once, but the System Strain inflicted increases by one point each time.'
29
+ cyberware.retribution-shield.name: 'Retribution Shield'
30
+ cyberware.retribution-shield.description: 'Numerous small projectile launchers are embedded under synthetic skin. When triggered as an On Turn action, the user gains one System Strain to launch a cloud of shrapnel around them, acting as ground zero of a frag grenade explosion. The user has enough targeting control to avoid hitting allies in range. If grappling or grappled at the time, their opponent automatically takes maximum damage. Reloading the Retribution Shield takes five minutes, and the system will not function if the user is wearing suit-grade armor. Lesser armor can usually be tailored to expose adequate amounts of skin.'
31
+ cyberware.therapeutic-control-dampers.name: 'Therapeutic Control Dampers'
32
+ cyberware.therapeutic-control-dampers.description: 'A set of customized medical and therapeutic implants are used to control the side-effects of a partially-successful cyberware implant. For each implantation of this system, the user can choose to ignore one implant side-effect they currently suffer. The skill check to implant this system can fail, but it never induces any side effects on its own.'
33
+ cyberware.titan-gun-system.name: 'Titan Gun System'
34
+ cyberware.titan-gun-system.description: 'Usable only by full body conversion cyborgs or subjects with a Strength score of 18, this mount allows the installation of any man-portable Heavy weapon such as those given in the Weapons section. The user counts as a stable firing rest, and the weapon has two integral magazines of ammo, though it can be loaded by hand as well. The specific weapon mounted can be swapped during maintenance.'
35
+ cyberware.viper-sting.name: 'Viper Sting'
36
+ cyberware.viper-sting.description: 'A tool of assassins, a Viper Sting is a fang, fingernail needle, palm injector, or more exotic implement for injecting an unsuspecting target with a drug of the user’s choice. A Viper Sting can be loaded with up to four doses of pharmaceuticals, dispensed as the user wishes. If loaded with a toxin, it does 1d12 damage with a 1d10/x3 Trauma Die. If a tranquilizer is used, the damage is the same, but unconsciousness will result instead of death. A Viper Sting can only be effectively used as part of an Execution Attack, as an alert opponent can avoid it easily. This cyber inflicts a -2 penalty on any check to detect its presence.'
37
+ cyberware.courier-memory.name: 'Courier Memory'
38
+ cyberware.courier-memory.description: 'One unit of cranial Memory is installed with a subdermal upload pad. The person uploading the data can set a passphrase; while the implant user can erase the data, they can’t download it again without the passphrase, which is usually told only to the data’s intended recipient. Courier memory is exceptionally well-hidden and even medical scans take a -2 penalty to find it.'
39
+ cyberware.cranial-jack.name: 'Cranial Jack'
40
+ cyberware.cranial-jack.description: 'A discreetly-placed plug socket in the user’s head or neck allows interfacing with cyberdecks and gear equipped with a jack line. Cranial jacks can be modded with cyberdeck mods.'
41
+ cyberware.discretion-insurance-unit.name: 'Discretion Insurance Unit'
42
+ cyberware.discretion-insurance-unit.description: 'A small cranial bomb that can be keyed go off when it receives- or does not receive- certain codes or transmissions. Its unfortunate tendency to misfire its anti-removal protocols makes it an unpopular choice for use in anyone but the most disposable subjects. Removing this cyber is done at a +2 difficulty, and failure causes the death of the subject and a Physical save to avoid the death of the physician, with 5d6 damage taken on success.'
43
+ cyberware.eye-mod-dazzler.name: 'Eye Mod/Dazzler'
44
+ cyberware.eye-mod-dazzler.description: 'This mod can emit a dazzling strobe of intense light, dazing and disorienting those standing up to five meters in front of the user. The strobe is triggered up to once per round as an On Turn action and adds one System Strain. Victims without eye protection must make a Physical saving throw or take a -4 penalty to their AC and hit rolls for the next 1d6 rounds. A victim can be targeted by this dazzling only once per scene.'
45
+ cyberware.eye-mod-flechette-launcher.name: 'Eye Mod/Flechette Launcher'
46
+ cyberware.eye-mod-flechette-launcher.description: 'A holdout weapon designed for surprise short-ranged attacks, this eye has been loaded with a small explosive flechette. It has the statistics of a light pistol, has a range of 10 meters, and requires a Main Action to reload its single-round magazine. If used against a target in melee range who does not suspect its existence, a normal hit roll is made; on a miss, it does full normal damage anyway, and on a hit, the damage is doubled. It can be used for Execution Attacks.'
47
+ cyberware.funes-complex.name: 'Funes Complex'
48
+ cyberware.funes-complex.description: 'A synthetic eidetic memory is granted by this implant, with formalized bodies of knowledge easily cross-referenced and recollected. Once per day, as an Instant action, reroll any failed Int-based skill check. This memory can be difficult to control, however, and unwanted allusions can overwhelm the desired datum. If the user rolls a natural 2 on any Int skill check, it automatically fails and cannot be recovered by any rerolling ability.'
49
+ cyberware.medusa-implant.name: 'Medusa Implant'
50
+ cyberware.medusa-implant.description: 'These prehensile cranial tendrils take multiple forms, from thick armored cables to bundles of brightly-colored articulated polymer fibers not unlike normal hair. The tendrils are shoulder-length under most circumstances, but can extend to manipulate objects up to three meters distant with the agility of a human hand. The bundles are not very strong, however, and cannot lift more than ten kilograms. Like other extra limbs, they do not grant extra actions, but can hold and use items as any other limb could.'
51
+ cyberware.neural-buffer.name: 'Neural Buffer'
52
+ cyberware.neural-buffer.state.bufferUsed.name: 'Buffer absorbed'
53
+ cyberware.neural-buffer.description: 'A system favored by hackers, a Neural Buffer rearranges the user’s brain topography, making it more difficult to harm the user with neural feedback. The user gains an additional 3 hit points per level that can only absorb cyberspace damage from Stun or Kill Verbs. These phantom hit points refresh completely each hour.'
54
+ cyberware.skull-citadel.name: 'Skull Citadel'
55
+ cyberware.skull-citadel.description: 'The user’s head is augmented with independent blood oxygenation pumps, armor plating, and trauma buffers designed to keep the brain intact even after the rest of the body is critically damaged. Barring dismemberment or the use of high-powered ammunition directly on the target’s head, the subject ignores head-affecting Major Injuries and can be stabilized even as long as ten minutes after their technical “death”. Each such delayed revivification permanently reduces a randomly-chosen attribute by 2 points, however. This ability damage cannot be undone.'
56
+ cyberware.dermal-armor-i.name: 'Dermal Armor I'
57
+ cyberware.dermal-armor-i.description: 'Subtle dermal weave reinforcement grants a base ranged and melee AC of 16 and a +1 bonus to the user’s Trauma Target.'
58
+ cyberware.dermal-armor-ii.name: 'Dermal Armor II'
59
+ cyberware.dermal-armor-ii.description: 'Heavier subcutaneous plating acts as Dermal Armor I with a base ranged and melee AC of 18. In addition, the user can ignore the first instance of Shock in a round.'
60
+ cyberware.dermal-armor-iii.name: 'Dermal Armor III'
61
+ cyberware.dermal-armor-iii.description: 'Overt ceramic body plating and double-mesh joint reinforcement acts as Dermal Armor II, but with a base ranged and melee AC of 20 and +2 to the user’s Trauma Target.'
62
+ cyberware.poseidon-implants.name: 'Poseidon Implants'
63
+ cyberware.poseidon-implants.description: 'These implants allow the user to function normally while submerged for an indefinite period, drawing any necessary oxygen or drinking water from the surrounding salt or freshwater. Normal temperature extremes are managed without difficulty, and pressure can be handled down to depths of one kilometer. Visual augments and pressure gradient sensors allow the equivalent of normal sight up to 30 meters even in lightless water, and miniaturized support jets allow three-dimensional movement at twice the user’s normal Move rating.'
64
+ cyberware.sealed-systems-implant.name: 'Sealed Systems Implant'
65
+ cyberware.sealed-systems-implant.description: 'When triggered as an Instant action, implanted shields deploy and skinweaves energize to seal the user off from hostile external environments. For the next six hours, the user can operate as if wearing a vacuum suit, ignoring vacuum, contact poisons, non-immediately-lethal levels of radiation, toxic gases, low or high-pressure atmospheres, and environmental temperature hazards short of open flame. After deployment, the implant needs an equal time of recovery before it can be deployed again.'
66
+ cyberware.sharkskin-electrodes.name: 'Sharkskin Electrodes'
67
+ cyberware.sharkskin-electrodes.description: 'An implanted mesh of electrodes beneath the user’s skin allows them to deliver debilitating shocks while grappling a target, even if both are heavily clothed. At the end of each round of grappling, the user inflicts 2d6 non-lethal electrical damage on anyone they grapple or who is grappling them. The shielding built into the cyber automatically negates non-lethal electrical damage for the user and halves lethal shocks.'
68
+ cyberware.skinmod.name: 'Skinmod'
69
+ cyberware.skinmod.description: 'Various neon tattoos, skin texture and color changes, and other superficial physical mods can be performed with no real systemic burden beyond the usual need for regular maintenance.'
70
+ cyberware.skyborn-shielding.name: 'Skyborn Shielding'
71
+ cyberware.skyborn-shielding.description: 'A set of implants and skin treatments meant for those who spend extended periods in hard vacuum, this implant can be triggered as an Instant action. When deployed, the user gains the benefits of a Sealed Systems Implant and low-G microjets that allow 30m/round flight in microgravity conditions. Skyborn Shielding can operate for up to 72 hours before needing an hour of downtime to regenerate.'
72
+ cyberware.body-blades-i.name: 'Body Blades I'
73
+ cyberware.body-blades-i.description: 'Assorted retractable blades and spikes are implanted in the user’s limbs. Their unarmed attacks do 1d8 damage, Shock of 2/15, Trauma Die 1d8/x3 and can be rolled with either Stab or Punch as the relevant combat skill. The Punch skill does not add damage to Body Blades attacks. When not in use, the blades are perceptible only to a medical scan.'
74
+ cyberware.body-blades-ii.name: 'Body Blades II'
75
+ cyberware.body-blades-ii.description: 'As level one, but the user’s body armament includes not only conventional blades, but assorted improvements such as monomolecular edges, cutting vibrations, or thermal augmentation. Their unarmed attacks do 2d6 damage with a Shock of 4/15, and a Trauma Die 1d10/x3. Anyone who sees or touches their arms can detect signs of the cyber, however.'
76
+ cyberware.cyberlimb.name: 'Cyberlimb'
77
+ cyberware.cyberlimb.description: 'A standard medical-grade cyberlimb, albeit one Encumbrance worth of non-weapon equipment or storage can be implanted in each limb and remain Readied without counting against the character’s Encumbrance. Add the equipment cost to the limb. The limb provides power to any electronic equipment implanted.'
78
+ cyberware.iron-hand-aegis.name: 'Iron Hand Aegis'
79
+ cyberware.iron-hand-aegis.description: 'Absorption plates and kinetic ablation units are implanted in the user’s arms and linked with a reactive ballistic calculator. Once per scene, as an Instant action, the user can deflect a successful ranged bullet, arrow, or thrown weapon attack, including burst or suppressive fire. Surprise attacks cannot be deflected this way, nor can melee attacks or explosives.'
80
+ cyberware.limbgun.name: 'Limbgun'
81
+ cyberware.limbgun.description: 'A ranged weapon is implanted into an arm, tail, or other significant limb, along with space for two magazines worth of ammunition. A full reload of this space can be accomplished as a Main Action. Limbguns can be used with Gunlink cyber, count as Readied at all times, and can be used even while both hands are occupied, but can be bound up in melee as normal guns can. Limbguns have an intrinsic +1 hit bonus, in addition to whatever bonus the implanted weapon may have. The maximum size of the gun is Encumbrance 1 for legs or neolimb tails, or Encumbrance 2 for arms. The buyer must supply the gun. Different guns can be swapped in as desired during the system’s monthly maintenance, but once implanted, a gun is useless for later conventional use.'
82
+ cyberware.muscle-fiber-replacement-i.name: 'Muscle Fiber Replacement I'
83
+ cyberware.muscle-fiber-replacement-i.description: 'Artificial muscle fibers are implanted as replacements for the user’s own flesh. The subject gains a Strength score of 14, or +2 if already 14 or higher.'
84
+ cyberware.muscle-fiber-replacement-ii.name: 'Muscle Fiber Replacement II'
85
+ cyberware.muscle-fiber-replacement-ii.description: 'The subject gains a Strength score of 18, and can smash through standard interior doors or equivalent barriers as a Move action.'
86
+ cyberware.neolimb.name: 'Neolimb'
87
+ cyberware.neolimb.description: 'The user gains an additional limb that normal humans lack. Usual choices involve an additional pair of arms or manipulatory mechano-tentacles, though functional prehensile tails are popular too. One installation of the cyber covers paired limbs or a single tail or body-mounted tendril up to 3 meters long. Neolimbs can support up to one Encumbrance point of non-weaponry built-in tech and add two items to the user’s Readied encumbrance allowance. Neolimbs can hold or grip objects, but cannot employ additional shields or grant extra actions.'
88
+ cyberware.omnihand.name: 'Omnihand'
89
+ cyberware.omnihand.description: 'A full array of small mechanical and electronic tools are folded into this cybernetic hand. The user is never without the tools for relevant skill checks, and once per day as an Instant action can gain +1 on any skill check involving the omnihand’s tool use. As an improvised weapon, the tools do damage as a knife.'
90
+ cyberware.shock-fists.name: 'Shock Fists'
91
+ cyberware.shock-fists.description: 'The user’s hands are implanted with subdermal electrical webbing. As an Instant action, accept one System Strain; for the rest of the scene, the user’s unarmed attacks do an additional 1d8 electrical damage on a successful hit. Unarmed attacks augmented with this mod are non-lethal if desired. This system does not stack with Body Blades.'
92
+ cyberware.stick-pads.name: 'Stick Pads'
93
+ cyberware.stick-pads.description: 'Macroscale van der Waals generators allow the user’s hands and feet to stick to vertical or overhanging surfaces, their full weight supported by one arm. They can climb such surfaces at their full movement rate with one free hand.'
94
+ cyberware.synthlimb.name: 'Synthlimb'
95
+ cyberware.synthlimb.description: 'A high-grade cyberlimb that’s indistinguishable from an organic body part by anything short of a medical examination. It functions as a Cyberlimb for purposes of implanted equipment.'
96
+ cyberware.active-sense-processor.name: 'Active Sense Processor'
97
+ cyberware.active-sense-processor.description: 'Augmented sensory processing grants a +1 Wisdom modifier for all skill checks involving sensing or noticing things, up to a +2 modifier maximum.'
98
+ cyberware.cyberears.name: 'Cyberears (pair)'
99
+ cyberware.cyberears.description: 'While normal in appearance, touch reveals the synthetic nature of these ears. Some owners prefer to style them in fanciful or unnatural ways. While the base model provides only normal human hearing, all are equipped with ear protection against loud noises. A pair of cyberears or synthears halves the System Strain cost of ear implants.'
100
+ cyberware.cybereyes.name: 'Cybereyes (pair)'
101
+ cyberware.cybereyes.description: 'While a single cybernetic eye can be implanted, it is recommended that both be replaced at the same time to improve neural adaptation. These cybereyes are clearly artificial, though most are styled in attractive or striking fashions. They all have perfect 20/20 vision and integral flash protectors, but additional functionality must be implanted separately. A user with a pair of cybereyes or syntheyes halves the System Strain cost of cybernetic eye implants.'
102
+ cyberware.ear-mod-filter.name: 'Ear Mod/Filter'
103
+ cyberware.ear-mod-filter.description: 'The user’s sense of hearing is sharpened remarkably, allowing them to follow individual conversations in a noisy crowd, eavesdrop on whispers up to twenty meters distant, and gain a +2 bonus on all hearing-related Notice checks.'
104
+ cyberware.ear-mod-positional-detection.name: 'Ear Mod/Positional Detection'
105
+ cyberware.ear-mod-positional-detection.description: 'This ear mod constructs a spatial map of significant surrounding sounds, allowing the user to know the exact location of anything making audible noise. The precise location of distant shooters, the location of targets in visual concealment, and the positions of moving creatures in darkness are all clear.'
106
+ cyberware.ear-mod-sonar.name: 'Ear Mod/Sonar'
107
+ cyberware.ear-mod-sonar.description: 'The user can navigate even in darkness or while blinded by means of ultrasonic sensors, being able to construct a crude map of people and obstacles in front of them out to 20 meters. This sense is the equivalent of vision, though it can’t discern details more subtle than faces.'
108
+ cyberware.ear-mod-tracer.name: 'Ear Mod/Tracer'
109
+ cyberware.ear-mod-tracer.description: 'As an On Turn action, the user can nominate a target within 20 meters. Until they get more than 100 meters away from the user or pass behind a solid barrier, the implant’s hyper-specific hearing can track their motions perfectly and overhear anything they say or that is said to them. The user can listen to one such target at a time.'
110
+ cyberware.eye-mod-impostor.name: 'Eye Mod/Impostor'
111
+ cyberware.eye-mod-impostor.description: 'Aside from allowing free alteration of eye color, this mod allows the user to copy another person’s retinal patterns. Provided they are within two meters, they need only meet the user’s gaze for a few moments to get a good imprint. The eye can store up to a dozen imprints, but it takes a Main Action to shift from one to another. Note that it is a relatively simple procedure to alter a person’s retinal pattern, so an important target alerted to the imposture may end up changing their imprint.'
112
+ cyberware.eye-mod-infrared-vision.name: 'Eye Mod/Infrared Vision'
113
+ cyberware.eye-mod-infrared-vision.description: 'The infrared vision this mod allows permits basic navigation in dark areas and makes the presence of heat sources such as humans, engines, and infrared tripwires very obvious. The user gains a +1 bonus on any Notice checks to detect the presence of thermally-unshielded living creatures.'
114
+ cyberware.eye-mod-low-light-vision.name: 'Eye Mod/Low Light Vision'
115
+ cyberware.eye-mod-low-light-vision.description: 'This mod grants low-light vision, allowing clear sight to normal distances in any light condition better than pitch blackness.'
116
+ cyberware.eye-mod-tactical-view.name: 'Eye Mod/Tactical View'
117
+ cyberware.eye-mod-tactical-view.description: 'These eyes can receive text or video transmissions and play them on an inset in the user’s normal vision. Outline and pattern discrimination is enhanced; when specifically looking for things or keeping watch, gain a +1 bonus to any relevant Notice check.'
118
+ cyberware.eye-mod-zoom.name: 'Eye Mod/Zoom'
119
+ cyberware.eye-mod-zoom.description: 'The user’s vision can zoom in on distant targets. The user can see objects within 500 meters as if they were standing next to them. The hit penalty for a ranged weapon’s long range is eliminated.'
120
+ cyberware.gunlink.name: 'Gunlink'
121
+ cyberware.gunlink.description: 'Hardwired control points interface with the onboard targeting systems of most modern firearms. When using a modern firearm, the PC ignores range penalties and negates up to 2 points of hit penalties for cover, concealment, or prone targets. Once per scene, as an Instant action, they can reroll a missed attack roll with a gun.'
122
+ cyberware.headcomm.name: 'Headcomm'
123
+ cyberware.headcomm.description: 'An implanted phone/short-range radio that can directly communicate within 100 meters or use the phone grid, if it’s available. For cranial security reasons, only text and voice can be transmitted, but conversations can be held without audible vocalization.'
124
+ cyberware.sensory-recorder.name: 'Sensory Recorder'
125
+ cyberware.sensory-recorder.description: 'The user can record up to 180 minutes of sensory input. If they have a jack line into a transmitter or cyberware capable of transmitting data, they can share these recordings in real time or afterwards.'
126
+ cyberware.synthears.name: 'Synthears (pair)'
127
+ cyberware.synthears.description: 'This model of artificial ear is designed to be indistinguishable from normal ears, though they have all the properties of a normal pair of cyberears.'
128
+ cyberware.syntheyes.name: 'Syntheyes (pair)'
129
+ cyberware.syntheyes.description: 'These high-end cybereyes are designed to be indistinguishable from normal eyes under anything short of a medical examination. Any additional mods made to the eyes share this subtlety'
130
+ cyberware.prosthetic-cyber-i.name: 'Prosthetic Cyber I'
131
+ cyberware.prosthetic-cyber-i.description: 'One of an array of minimally-adequate and very obvious organ replacements, eye prosthetics, neural patches, and other medical cyber. Prosthetic cyber grants no benefits over ordinary flesh, but can mitigate a Major Injury as Major Injuries explain. Patients who’ve lost an arm or leg don’t need this cyber; they need a serviceable new limb system such as a Cyberlimb or Synthlimb.'
132
+ cyberware.prosthetic-cyber-ii.name: 'Prosthetic Cyber II'
133
+ cyberware.prosthetic-cyber-ii.description: 'A more sophisticated and expensive version of basic prosthetic cyber, inobvious to anything but a medical scan and far less burdensome on the user’s system.'
134
+ cyberware.regulated-anagathic-substrate.name: 'Regulated Anagathic Substrate'
135
+ cyberware.regulated-anagathic-substrate.description: 'This whole-body network of chem regulators can prolong human lifespans by up to 1d4+2 decades. Maintenance on this cyber costs $50,000 a month, however, and interruptions have catastrophic consequences. Rumors persist of even more effective models existing among the megacorp ultra-elite.'
136
+ cyberware.coordination-augment-i.name: 'Coordination Augment I'
137
+ cyberware.coordination-augment-i.description: 'The user’s natural mind-body interface is tightened. The subject gains a Dexterity score of 14, or +2 if already 14 or higher.'
138
+ cyberware.coordination-augment-ii.name: 'Coordination Augment II'
139
+ cyberware.coordination-augment-ii.description: 'As Coordination Augment I, but the subject gains a Dexterity score of 18, and their base Move rate is increased by 10 meters.'
140
+ cyberware.enhanced-reflexes-i.name: 'Enhanced Reflexes I'
141
+ cyberware.enhanced-reflexes-i.description: 'Neural acceleration matrices can be deployed to briefly boost the user’s reaction speed. Once per scene, as an On Turn action, the user gets a bonus non-cyberspace Main Action.'
142
+ cyberware.enhanced-reflexes-ii.name: 'Enhanced Reflexes II'
143
+ cyberware.enhanced-reflexes-ii.description: 'Once per scene, as an On Turn action, the user gains a bonus non-cyberspace Main Action and Move action. By accepting one System Strain, this ability can be used as an Instant action, potentially interrupting incoming attacks if the user moves out of reach.'
144
+ cyberware.enhanced-reflexes-iii.name: 'Enhanced Reflexes III'
145
+ cyberware.enhanced-reflexes-iii.description: 'Twice per scene, as an On Turn action up to once per round, the user gains a bonus non-cyberspace Main Action and bonus Move Action. By accepting one System Strain, this ability can be used as an Instant action.'
146
+ cyberware.reaction-booster-i.name: 'Reaction Booster I'
147
+ cyberware.reaction-booster-i.description: 'These implants grant a +2 bonus to your Initiative, perhaps making you act before the rest of your team. Once per scene, as an Instant action, ignore Snap Attack hit penalties.'
148
+ cyberware.reaction-booster-ii.name: 'Reaction Booster II'
149
+ cyberware.reaction-booster-ii.description: 'As level one, but the user automatically wins initiative against targets that don’t also automatically win initiative; if both have this ability, initiative is rolled without modifications. The user can act normally during surprise rounds.'
150
+ cyberware.remote-control-unit.name: 'Remote Control Unit'
151
+ cyberware.remote-control-unit.description: 'A neurally-integrated control link allows for near-range control of drones or remote-rigged vehicles, as per the drone control rules.'
152
+ cyberware.skillplug-jack-i.name: 'Skillplug Jack I'
153
+ cyberware.skillplug-jack-i.description: 'A discreet head-mounted plug port allows use of an intellectual skillplug for a skill requiring minimal physical ability, up to level-1. Once slotted, a skillplug takes fifteen minutes to boot up and integrate properly.'
154
+ cyberware.skillplug-jack-ii.name: 'Skillplug Jack II'
155
+ cyberware.skillplug-jack-ii.description: 'This improved plug jack allows use of either an intellectual skillplug or one requiring physical expertise, up to level-1.'
156
+ cyberware.skillplug-wiring.name: 'Skillplug Wiring'
157
+ cyberware.skillplug-wiring.description: 'A neural wiring connection improves a skillplug jack’s limits to allow up to level-3 skill usage. One set of wires can support any number of jacks, but at least one is needed.'
158
+ cyberware.trajectory-optimization-node.name: 'Trajectory Optimization Node'
159
+ cyberware.trajectory-optimization-node.description: 'This cyber can calculate the optimal path for bypassing defenses and striking a target. Once per scene, as an Instant action, turn a missed hit roll into a success. Melee and unarmed attacks can be used as-is, but using this unit with a ranged attack requires an active Gunlink with the weapon.'
160
+ cyberware.zombie-wires.name: 'Zombie Wires'
161
+ cyberware.zombie-wires.description: 'Functioning only for a user with at least one Body cybersystem to serve as a motor substrate, “zombie wires” allow a user to keep functioning even at zero hit points. As an Instant action at zero hit points, the user can give their body a one-sentence command involving physical action. Their insensate flesh will blindly carry out that action for up to six rounds until it is complete or they take up to one quarter of their maximum hit points in further damage, which will kill them instantly. Time spent under Zombie Wires counts against a user’s stabilization time limit. Triggering this cyber adds 2 System Strain.'
162
+ cyberware-mods.biocapacitors.name: '{base} (biocapacitors)'
163
+ cyberware-mods.biocapacitors.description: |-
164
+ The first System Strain cost that the cyber would normally exact in a day is ignored. Thus, the first time an Enhanced Reflexes system is triggered, it would not add System Strain to the modded user.
165
+
166
+ *Fix-1 and Heal-2, 30% of the system’s cost, 1 special component.*
167
+ cyberware-mods.durable-system.name: '{base} (durable system)'
168
+ cyberware-mods.durable-system.description: |-
169
+ A limb or eye system is up-armored to resist injury. The next Major Injury directed at the modded limb is treated as if it were just a flesh wound roll of 12. It destroys this mod instead.
170
+
171
+ *Fix-1 and Heal-1, 20% of the system’s cost.*
172
+ cyberware-mods.firewalled.name: '{base} (firewalled)'
173
+ cyberware-mods.firewalled.description: |-
174
+ The modded system is much harder to hack, inflicting a -2 penalty on any related skill checks.
175
+
176
+ *Fix-1 and Heal-1, 20% of the system’s cost.*
177
+ cyberware-mods.hardened-weave.name: '{base} (hardened weave)'
178
+ cyberware-mods.hardened-weave.description: |-
179
+ Skin cyber that grants an improved base armor class such as Dermal Armor has any AC it grants improved by +2. The additional armor makes the system Obvious, regardless of its original subtlety, and counts as one item of Readied encumbrance that cannot be dropped.
180
+
181
+ *Fix-2 and Heal-1, 30% of the system’s cost.*
182
+ cyberware-mods.low-maintenance.name: '{base} (low maintenance)'
183
+ cyberware-mods.low-maintenance.description: |-
184
+ The modded system no longer requires any significant maintenance. This mod does not work on systems with special maintenance costs or consequences, such as a Full Body Conversion or a Regulated Anagathic Substrate.
185
+
186
+ *Fix-2 and Heal-2, 10% of the system’s cost, 1 special component.*
187
+ cyberware-mods.monoblade.name: '{base} (monoblade)'
188
+ cyberware-mods.monoblade.description: |-
189
+ A bladed cyber system has advanced monomolecular cutting elements installed. The edge is difficult to maintain but inflicts horrific injuries when it strikes cleanly. The weapon’s Trauma Die gets a +1 bonus, but its base damage die and Shock is decreased by -2.
190
+
191
+ *Fix-2 and Heal-1, 20% of the system’s cost.*
192
+ cyberware-mods.profile-adjustment.name: '{base} (profile adjustment)'
193
+ cyberware-mods.profile-adjustment.description: |-
194
+ The system’s obviousness is lowered by one step, from Sight to Touch, or Touch to Medical. It has no benefit for a system that is already at a Medical grade of concealment.
195
+
196
+ *Fix-1 and Heal-2, 20% of the system’s cost.*
197
+ cyberware-mods.quick-detach.name: '{base} (quick detach)'
198
+ cyberware-mods.quick-detach.description: |-
199
+ Usable only on limb cyber, eyes, or other parts that could conceivably be removed, this mod allows the user to attach or detach the system with five minutes of work, and replace it with any other Quick Detach-modded system that would fit in the same place.
200
+
201
+ *Fix-2 and Heal-2, 30% of the system’s cost.*
202
+ cyberware-mods.tailored-interface.name: '{base} (tailored interface)'
203
+ cyberware-mods.tailored-interface.description: |-
204
+ A demanding cyber system is adjusted to specifically match the biochemistry of the user rather than using a factory-set best approximation. This mod only functions on cyber that inflicts 2+ points of permanent System Strain, but lowers the strain cost by 1 point.
205
+
206
+ *Fix-1 and Heal-3, 30% of the system’s cost, 1 special component.*
207
+ cyberware-mods.targeting-processor.name: '{base} (targeting processor)'
208
+ cyberware-mods.targeting-processor.description: |-
209
+ This mod must be installed in Gunlink, or in a weapon system such as Body Blades or Eye Mod/Flechette. Improved targeting calculations grant a +1 bonus to hit with the cyber-weapon or with guns aimed with the Gunlink system. An attack can only ever benefit from one instance of this mod.
210
+
211
+ *Fix-2 and Heal-1, 30% of the system’s cost.*
212
+ cyberware-complications.unreliable.name: '{base} (unreliable)'
213
+ cyberware-complications.unreliable.description: "*Complication 1.* The first time each day that it's important that the system function, roll 1d6; on a 1, it's nonfunctional until it receives maintenance."
214
+ cyberware-complications.inefficient.name: '{base} (inefficient)'
215
+ cyberware-complications.inefficient.description: '*Complication 2.* The ware incurs an additional 0.5 System Strain cost.'
216
+ cyberware-complications.loud.name: '{base} (loud)'
217
+ cyberware-complications.loud.description: "*Complication 3.* When the system is operating, it's loud enough to be heard clearly five meters away, making stealth impossible. Systems that are always on make this noise constantly."
218
+ cyberware-complications.fussy.name: '{base} (fussy)'
219
+ cyberware-complications.fussy.description: '*Complication 4.* The required interval between maintenance is halved.'
220
+ cyberware-complications.bad-connection.name: '{base} (bad connection)'
221
+ cyberware-complications.bad-connection.description: "*Complication 5.* Each time the cyberware is triggered, there's a 1 in 6 chance it fails to activate and the action is wasted. Cyberware that is always on is not hindered by this."
222
+ cyberware-complications.blatant.name: '{base} (blatant)'
223
+ cyberware-complications.blatant.description: '*Complication 6.* Cyberware that normally requires Medical or Touch detection now becomes obvious on sight, perhaps due to excessive scarring or required surface-mount support.'
224
+ cyberware-complications.debilitating.name: '{base} (debilitating)'
225
+ cyberware-complications.debilitating.description: '*Complication 7.* Pick an attribute in some way relevant to the cyber. The attribute suffers a 1d2 point penalty to its base score that persists as long as the system remains implanted.'
226
+ cyberware-complications.uncooperative.name: '{base} (uncooperative)'
227
+ cyberware-complications.uncooperative.description: '*Complication 8.* Add 1 System Strain if this isn’t the only implant of the same category, such as Limb/Nerve/Body.'
228
+ cyberware-complications.complicated.name: '{base} (complicated)'
229
+ cyberware-complications.complicated.description: '*Complication 9.* The complexity of the installation increases the minimum skill level required to maintain it to either Fix-1 or Heal-1.'
230
+ cyberware-complications.exhausting.name: '{base} (exhausting)'
231
+ cyberware-complications.exhausting.description: "*Complication 10.* Maintenance on the system is exceptionally taxing. After it's done, the user needs to spend 24 hours of downtime resting; if they omit this, they gain 2 System Strain immediately."
232
+ cyberware-complications.power-hungry.name: '{base} (power hungry)'
233
+ cyberware-complications.power-hungry.description: '*Complication 11.* The user needs to supplement the system by plugging into an urban power grid or vehicle power port for a half-hour each day. Without this, the system goes inert until re-powered.'
234
+ cyberware-complications.petty-annoyance.name: '{base} (petty annoyance)'
235
+ cyberware-complications.petty-annoyance.description: '*Complication 12.* It has some small quirk or deficiency of fit that causes no real problem in its functionality.'
236
+ skillplugs.level-0.name: 'Level-0 Skillplug'
237
+ skillplugs.level-0.description: |-
238
+ Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.
239
+
240
+ Someone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.
241
+
242
+ Whenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.
243
+
244
+ While it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.
245
+ skillplugs.level-0.choices.skill.prompt: 'Skill'
246
+ skillplugs.level-1.name: 'Level-1 Skillplug'
247
+ skillplugs.level-1.description: |-
248
+ Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.
249
+
250
+ Someone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.
251
+
252
+ Whenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.
253
+
254
+ While it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.
255
+ skillplugs.level-1.choices.skill.prompt: 'Skill'
256
+ skillplugs.level-2.name: 'Level-2 Skillplug'
257
+ skillplugs.level-2.description: |-
258
+ Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.
259
+
260
+ Someone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.
261
+
262
+ Whenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.
263
+
264
+ While it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.
265
+ skillplugs.level-2.choices.skill.prompt: 'Skill'
266
+ skillplugs.level-3.name: 'Level-3 Skillplug'
267
+ skillplugs.level-3.description: |-
268
+ Commonly-available skillplugs can be found for any skill at level-0 or level-1. A basic Skillplug Jack I system can only interface with intellectual skills that require only modest physical expertise; Know, Fix, or Heal could qualify for this, but Shoot, Exert, or most forms of Perform would not. Such physical skills require an upgraded Skillplug Jack II unit.
269
+
270
+ Someone with a plug jack and the Skillplug Wires implant can make use of rare, costly level-2 skillplugs, or the vanishingly rare level-3 plugs. Level-3 plugs are normally only available through special missions to obtain them.
271
+
272
+ Whenever the user rolls a natural 2 on a skillplug-augmented skill check, or a natural 1 on a skillplug-augmented attack roll, the check or roll is an automatic failure that no reroll ability can save. The skillplug jack itself then locks up uselessly for the scene.
273
+
274
+ While it is possible to implant multiple plug jacks and use multiple skillplugs at once, the increased neural crosstalk invariably increases the chance of severe error. Each additional skillplug run after the first increases the automatic failure roll range by one point.
275
+ skillplugs.level-3.choices.skill.prompt: 'Skill'
276
+ syndromes.brutal.name: 'Brutal'
277
+ syndromes.brutal.description: 'Your hardware isn’t meant to be restrained. It hurts to leave the limiters on; the confirmation prompts keep blaring in your brain and it feels like you’re suffocating when you don’t let them work according to spec. Sub-optimal performance feels like something sharp digging in your head. Effect: You cannot engage in non-lethal combat, though you don’t necessarily need to coup de grace downed foes. Check for Alienation each round you attack someone with non-lethal intent.'
278
+ syndromes.candid.name: 'Candid'
279
+ syndromes.candid.description: 'The processors feed you information so quickly and so smoothly that your meat brain barely has time to process it. If you try to slow it down, it hurts, so it’s easier to just let it run. Effect: You instinctively answer any question with at least one sentence of truthful reply. Check for Alienation if you try to remain silent or avert this instinct for a scene.'
280
+ syndromes.cold.name: 'Cold'
281
+ syndromes.cold.description: 'The hormonal adjustments are fraying your ability to form emotional bonds with others. You intellectually may know they love you and you may have every reason to love them, but it’s a distant abstraction to you. It’s not a real feeling, like the hate, or lust, or longing that still sometimes sparks in you. You stick with your friends out of habit or rational calculation. Effect: You are unable to feel love or affection for others. Lose your closest Contact.'
282
+ syndromes.distant.name: 'Distant'
283
+ syndromes.distant.description: 'Everything’s so much clearer with the augs. You can see what you need to do, to say, to be, while those around you wallow in weak, fleshly delusion. Dealing with them is so very tiresome. Effect: Take a -1 penalty to all social skill checks.'
284
+ syndromes.exultant.name: 'Exultant'
285
+ syndromes.exultant.description: 'The chrome is perfect. If it breaks, you can just fix it. If you break, you can just get more chrome. You can’t be beaten, not for long, because the metal can do anything. Effect: Your overconfidence causes an automatic, unavoidable skill failure on a natural skill roll of 12.'
286
+ syndromes.fearless.name: 'Fearless'
287
+ syndromes.fearless.description: 'The combat augs are great for suppressing fear. Honestly, it feels so good that you just leave them on all the time. Being able to live your life without worry or anxiety is such a tremendous relief, even if it sometimes makes you overlook some things. Effect: Your maximum HP is decreased by 20%, rounded down, because your survival instincts are dulled. If an NPC, your Morale is 12.'
288
+ syndromes.hypervigilant.name: 'Hypervigilant'
289
+ syndromes.hypervigilant.description: 'Can’t sleep. Wireless push updates will eat me. Effect: Gain one permanent System Strain point due to persistent insomnia.'
290
+ syndromes.murderous.name: 'Murderous'
291
+ syndromes.murderous.description: 'You were wired to kill, and you can’t turn it off. The longer between kills, the more everything starts looking like a weapon, and everyone starts looking like a throat to cut. When it gets really bad, the wires won’t let you think of anything but your real purpose, what you made yourself to be. Effect: Must personally kill at least one person a week, or check for Alienation for each day beyond without a murder.'
292
+ syndromes.ravenous.name: 'Ravenous'
293
+ syndromes.ravenous.description: 'These senses are incredible; you’re seeing, or hearing, or feeling things human meat was never meant to experience. You want more, you need more, and you’ll do anything to get it. Effect: Pick a sensory vice. Check for Alienation each time you resist an easy opportunity to indulge it. Pay $100 per total permanent Alienation point per week in feeding it or check for Alienation.'
294
+ syndromes.savage.name: 'Savage'
295
+ syndromes.savage.description: 'Your cyber is telling you to kill. It’s constantly reminding you of active enemies or weak points on targets, and you have to keep rejecting confirmation prompts for killing blows. It’s only letting you think about trajectories and kill counts, about threats and unfinished terminations. You can’t think with a live enemy around. Effect: You can’t run from combat after you’ve suffered hit point damage in it. If you choose to flee, check for Alienation.'
296
+ syndromes.secretive.name: 'Secretive'
297
+ syndromes.secretive.description: 'Your social protocols know best. They’re telling you not to say that, warning you that you’ll ruin everything if you admit it. You’re supposed to say something better, something more appropriate, and the prompts keep screaming at you if you try to defy them. Effect: You cannot entirely truthfully answer any question that doesn’t relate to common knowledge or your wishes in a business transaction. If you do so, check for Alienation for each topic that’s truthfully discussed in a scene.'
298
+ syndromes.stressed.name: 'Stressed'
299
+ syndromes.stressed.description: 'The hardware is getting in the way of the wetware. The demands are aggravating an already weakened system, and it can’t take the strain. Effect: Your lowest attribute suffers a -1 modifier penalty, to a minimum of -3. If multiple attributes tie, pick one.'
@@ -0,0 +1,41 @@
1
+ edges.educated.name: 'Educated'
2
+ edges.educated.description: 'You may pick a bonus skill of your choice. Whenever you gain skill points from character level advancement, you get a bonus skill point.'
3
+ edges.face.name: 'Face'
4
+ edges.face.description: 'Gain Connect as a bonus skill. Once per game week, whenever it’s convenient, gain one temporary Acquaintance Contact of your choice, describing them in any way the GM finds acceptable. You lose touch with this Contact after you use this Edge again, but you can use this Edge to connect with them again at a different time. You may also provide favors or payment sufficient to cement the relationship at the GM’s discretion.'
5
+ edges.focused.name: 'Focused'
6
+ edges.focused.description: 'You begin play with an extra Focus pick. You may choose this Edge more than once.'
7
+ edges.ghost.name: 'Ghost'
8
+ edges.ghost.description: 'You are uncannily elusive. Gain Sneak as a bonus skill and the Fighting Withdrawal combat action is an On Turn action for you. Once per scene, reroll a failed Sneak check related to sneaking or going unseen. Once per game day, as a Move action, move up to 10 meters without anyone around you seeing you move. If you use this movement to get behind cover, you might seem to vanish outright to onlookers.'
9
+ edges.hacker.name: 'Hacker'
10
+ edges.hacker.description: 'Gain Program as a bonus skill. You may begin play with an installed Cranial Jack cybersystem, a scrap deck, and eight program elements of your choice among available Verbs and Subjects. Each round, you gain a bonus Main Action that can only be used to perform hacking or cyberspace-related mental actions. This does not include drone piloting or vehicle driving.'
11
+ edges.hard-to-kill.name: 'Hard To Kill'
12
+ edges.hard-to-kill.description: 'Instead of rolling 1d6 per level for your hit points, you roll 1d6+2. Your base Trauma Target increases by +1, turning the base 6 into 7.'
13
+ edges.killing-blow.name: 'Killing Blow'
14
+ edges.killing-blow.description: 'Gain a combat skill as a bonus skill. Whenever you inflict hit point damage on something, whether by weapon, Shock, special ability, or any other source, the damage is increased by 1 point per two character levels, rounded up. Any Trauma Die you roll gains a +1 bonus.'
15
+ edges.masterful-expertise.name: 'Masterful Expertise'
16
+ edges.masterful-expertise.description: 'Once per scene, as an Instant action, reroll a failed check for a non-combat skill.'
17
+ edges.on-target.name: 'On Target'
18
+ edges.on-target.description: 'Gain a combat skill as a bonus skill. Your basic attack bonus is equal to your character level, instead of the usual half level, rounded down.'
19
+ edges.prodigy.name: 'Prodigy'
20
+ edges.prodigy.description: 'Pick an attribute other than Constitution; its score becomes 18 and it grants a +3 modifier instead of +2. Characters benefiting from the Underdog Rule can’t take this Edge.'
21
+ edges.prodigy.choices.attribute.prompt: 'Prodigy attribute'
22
+ edges.prodigy.prerequisites.not-underdog: 'Not for characters benefiting from the Underdog Rule'
23
+ edges.operators-fortune.name: 'Operator’s Fortune'
24
+ edges.operators-fortune.description: 'You may or may not be good, but you are undeniably lucky. Once per game session as an Instant action, when something bad happens to you such as an injury, a failed save, or a botched skill check, test your luck and roll 1d6. On a 1, the bad event is unaffected. On a 2-5, you somehow avert the consequences by blind chance. On a 6, it actually lands on an enemy or rival of the GM’s choice, if that’s possible. Only events that happened in this same round can be averted.'
25
+ edges.veterans-luck.name: 'Veteran’s Luck'
26
+ edges.veterans-luck.description: 'Once per scene, as an Instant action, trigger this ability to gain one of two effects: an attack roll that just hit you is instead treated as a miss, or an attack roll you just made that missed is instead treated as a hit. This ability can be applied to vehicle weapons used by the operator, but it cannot protect against environmental damage, vehicle crashes, falls, or other harm that doesn’t involve an attack roll.'
27
+ edges.voice-of-the-people.name: 'Voice of the People'
28
+ edges.voice-of-the-people.description: 'You are a rocker, graffiti artist, poet, demagogue, or other rabble-rouser with a considerable reputation. You gain both levels of the Pop Idol Focus and an additional Friend Contact related to your art.'
29
+ edges.wired.name: 'Wired'
30
+ edges.wired.description: 'You may begin play with up to $200,000 worth of new or secondhand cyber. If secondhand, you roll once per system for its defect and may end up with unusable junk. You don’t need to pay for installation and its maintenance is covered for the next two months. You can redeem this Edge later in your career by paying double the cost of the cyber you selected; if so, you can trade this Edge in for a different one with the GM’s approval.'
31
+ edges.graced.name: 'Graced'
32
+ edges.graced.description: 'You have innate magical abilities that enhance your physical or mental prowess. You gain the Graced powers and hindrances described in section 6.3.0.'
33
+ edges.spellcaster.name: 'Spellcaster'
34
+ edges.spellcaster.description: "You are a mage, capable of casting spells as described in section 6.1.0and suffering a mage's limits in using cyberware."
35
+ edges.summoner.name: 'Summoner'
36
+ edges.summoner.description: 'You are a summoner, capable of calling up spirit servants as described in the summoning rules, though you also have limits in using cyberware.'
37
+ edges.prodigy.choices.attribute.options.str.name: 'Strength'
38
+ edges.prodigy.choices.attribute.options.dex.name: 'Dexterity'
39
+ edges.prodigy.choices.attribute.options.int.name: 'Intelligence'
40
+ edges.prodigy.choices.attribute.options.wis.name: 'Wisdom'
41
+ edges.prodigy.choices.attribute.options.cha.name: 'Charisma'