Star Wars_ Edge of the Empire Rule Book

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CYBERNETIC


ENHANCEMENTS/


REPLACEMENTS


Technology is an integral part of life on almost every world
in the galaxy, and for some it is an integral part of their
very bodies. Some cybernetic enhancements are visible,
either because the wearer cares little about what others
might think of his mechanical prosthesis or because he
cannot afford better. Others are near-perfect duplicates
of lost limbs or are hidden within the body, and few could
tell the difference without scanning devices.


Cybernetic enhancements and replacements gen-
erally increase skills or characteristics, providing raw
bonuses to characters' abilities. The combination of
purchased increases and the increases provided by
cybernetics can increase a character's skill or charac-
teristic one step above the normal maximum (seven
for characteristics, six for skills).


Each character may only purchase and install a
number of cybernetic enhancements and replace-
ments equal to his Brawn rating.
The cybernetic enhancements listed here are obvious-
ly mechanical in nature. The exceptions are the BioTech
Industries Repli-Limb Prosthetics. These do not enhance
the user as the other cybernetic devices do. However,
they are designed to function identically to the original
limb, and to be covered with synthflesh so that they look
virtually indistinguishable to that which they replace.


One drawback of cybernetic enhancements and re-
placements is that they can be affected by weaponry de-
signed to disable technology, such as ionization blasters
or ion cannons. If hit by weapons that normally would
only affect droids, the cybernetic enhancement tempo-
rarily stops working for the remainder of the scene or
until repaired. The consequences of this depend on the
enhancement in question and are left up to the GM, but
should make sense (for example, a character with two
malfunctioning cybernetic legs would not only lose any
bonuses from the legs, but would also be unable to walk).


CYBERNETIC ARMS (MOD V AND MOD VI)

BioTech Industries is a leading supplier of cybernetic
devices across the galaxy, and its Mod V and Mod VI
cyberarms are made to fit hundreds
of alien species. These cyberarms
are designed for increased
strength (in the case of the

Cybernetic Arm

Mod V) or manual dexterity (in the case of the Mod VI).
Although intended to replace limbs lost in accidents,
BioTech sees plenty of sales to those who don't mind
replacing their arms with mechanical equivalents.
The Mod V Cyberarm provides + 1 Brawn, while the
Mod VI provides + 1 Agility. If a character replaces both
arms with cybernetic enhancements, he must use the
same model, as they are designed to work in tandem.
However, the modifiers from both arms do not stack.
Models Include: BioTech Industries Cyberarm
Mod V and Mod VI.

CYBERNETIC LEGS (MOD II AND MOD III)

BioTech's expertise with replacing natural limbs into su-
perior cybernetics also extends to legs. For those with
the credits, the loss of such limbs does not have to mean
any loss of ability and can even lead to greater mobility
than before. Advanced models such as the Mod II can
offer greater power, while the Mod III uses computer-
guided gyroscopic implants for superior quickness.
Note that cyberlegs must be purchased as a pair.
Mod II Cyberlegs provide + 1 Brawn, while the Mod III
provides + 1 Agility. The wearer must have both legs
replaced to receive the bonus to his characteristics.
Models Include: BioTech In-
dustries Cyberlegs Mod II ^
and Mod III.

Cybernetic Leg
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