Cybernetics
Cybernetics
Cybernetics
The material presented here is intended for use with the Savage Worlds system from Pinnacle Entertainment Group. Savage Worlds
and all affiliated logos are Trademarks of Pinnacle Entertainment Group, Inc. © 2001 Pinnacle Entertainment Group, Inc. Savage
Worlds is Copyright 2003, Great White Games. This work is not an officially licensed product and has no affiliation with Great White
Games. Illustrations used without permission. All original material is © 2003 by William Littlefield.
I highly recommend that anyone seriously interested in adding cybernetics to their campaign rush on over to www.rpgnow.com and
pick up the Atomik Vortex Add-on Booklet (FREE) and the Atomik Cybertek Supplement ($5.45). They provide a wealth of information
and are well worth the cost. In addition, I highly recommend any GURPS supplement (GURPS Cyberpunk and GURPS Cyberworld are
both excellent resources) that covers the cyberpunk or cybertek genres. R. Talsorian’s Cyberpunk 2020 game line is also highly
recommended - the “chrome” sourcebooks are excellent sources of cyberware ideas and the sourcebooks are outstanding resources
for creating a cyberpunk setting. My own extensive play testing has led me to the conclusion that cybernetic enhancements are best
treated simply as trappings of the various Edges and Powers already described in the Savage Worlds rulebook. This is the approach
this document assumes you will prefer as well. If that is not the case then the AB: Weird Science and AB: Super Powers Edges are
easily adapted to accommodate the use of cybertek. I wish you luck in converting them for use – I found the process to not be worth the
effort as far as my own cyberpunk game was concerned.
HARDWIRED
Requirements: Novice
This Edge is a prerequisite for all the Cybertek Enhancement Edges. It represents the body’s “preparation” to accept future cybertek
implants – whatever exact processes this procedure entails is left to the individual GM to decide. In a “Steampunk” setting this may be
the simple acquisition of a portable (and suitably miniaturized steam power plant. For a post-apocalyptic setting the wiring of hard points
and enhancement of internal structures would be more appropriate. This Edge is classified as a “Weird Edge”.
Once a character has chosen the Hardwired Edge he is eligible to choose a Cybertek Enhancement Edge any time he would normally
be eligible to choose an additional Edge. While this method is certainly in keeping with the “Fast, Furious, Fun” credo of Savage
Worlds, you must admit it does lack some of the “flavor” that is normally present in other cybertek systems. Have no fear – you can
easily add that flavor by means of the following optional rules.
OPTIONAL RULE TWO: That which does not kill us only makes us stronger
Each piece if cyberware has an associated Risk Factor (RF). This is a modifier that is applied to a Vigor roll made at the time the
cybertek is installed. The RF of any piece of cyberware should be between 0 and -4. A RF of 0 indicates a minor procedure that
requires little or no recovery time while a RF of -4 indicates a major procedure requiring a lengthy recovery period. When a piece of
cyberware is installed the character makes a normal Vigor roll. Success indicates no adverse effects resulting from the procedure.
Failure indicates that the character suffers a wound. Snake eyes inflicts two wounds. These wounds may only be healed by natural
means and must be fully healed before the character can gain the benefits of the chosen Cybertek Enhancement Edge. The modifiers
assume access to high tech medical facilities and well-trained medical personnel. If this is not the case, an additional penalty of -2
would not be considered inappropriate.
Remember, all cybertek enhancements are considered to be individual Edges – each with the Hardwired Edge as a prerequisite. Any
enhancement listed as ‘military (improved)’ requires the base enhancement as a prerequisite. The GM is the final arbiter of whether or
not the bonuses granted by cybertek enhancements stack with those provided by mundane Edges – I would rule, in most cases, that
thy do stack.
Hidden Storage 1 0 2
Enhanced Visual Array
Compartment
This enhancement allows users the ability to see in the infrared
spectrum as well as gaining the equivalent vision granted by
Enhanced Visual Array 1 -1 S
standard night vision goggles.
* = I assume a base value level of $2500
S = All are located in the cranial region. Any head shot that
causes damage will render a random device inoperable.
2D6 Result
2 Bad wiring results in a nervous tic of some sort –
apply a -1 modifier to your Charisma.
3-4 Shoddy workmanship – your cybertek enhancement
is obvious – apply a -1 modifier to your Charisma
5-6 A crossed wire somewhere allows you to pick up
intermittent radio transmissions – apply a -2 modifier
to your Notice rolls until this problem is repaired.
7-8 Each day you must make a Spirit roll – failure means
that you forget a random skill for the day.
9-10 Gain the Habit (Addiction) Hindrance due to the
immunosuppressant and pain drugs you were taking
following your last enhancement.
11 “They” are out to get you, of this you are sure – gain
the Delusional Hindrance
12 You no longer feel human – each day is a constant
struggle to suppress the “beast within”. Make a Spirit
roll at the start of each day – if you fail gain the
Bloodthirsty Hindrance.