Upgrades

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Savage FutureSavage Future

Brought to you by GenTech, the biodivision that cares.

Upgrades give new abilities. Most upgrades are cybernetic or biotech implants installed by your pal, the biosurgeon. Other options include drug treatments, genetic manipulation or even mutations.

Procedure

Each upgrade requires the Upgrade edge in addition to the cost of the implantant surgery. This is $1000 and up depending on the nature of the upgrade.

Upgrades

This is a lift of common upgrades. The Game Master may allow others. In general, an upgrade is equivalent to an Edge or a +2 racial ability.

Aquatic

Trappings: Artificial gills, cybernetic rebreather, embedded oxygen tank.

You are adapted to life under water, and gain the Aquatic racial ability. Pace under water is equal to your swimming skill, and you cannot drown. You gain a free d6 in Swimming, or an advance to your existing skill.

Note: This is identical to the Aquatic monstrous ability.[1]

Charisma

Trappings: Cosmetic surgery, pheromones, hypnotherapy.

Cyborg

You are more machine than man and count as a construct. The following rules apply:

  • Constructs add +2 when attempting to recover from being Shaken.
  • Constructs do not suffer additional damage from called shots.
  • Construct Wild Cards never suffer from Wound Modifiers.
  • Constructs do not suffer from disease or poison.
  • Constructs do not heal naturally and must be repaired using the Repair skill. The "golden hour" limit for natural healing does not apply.

Attribute Boost

Trappings: Agility: Cybernetic nervous system, improved balance. Smarts: Alien ancestry, genetically enhanced intelligence. Spirit: Indoctrination, mood-altering chemicals. Strength: Cybernetic limbs, grafted muscles. Vigor: Nano-repair modules, genetic therapy, redundant organs.

Select an attribute. It increases by 1 die size. Beyond a d12, each increase gives you a +1 bonus to a maximum of d12+2. The Expert and Master Edges may raise it to d12+4.

Special: You may take this edge multiple times. Each time, you may select a different attribute. If you select an attribute you have already enhanced, the effects stack.

Healing

Trappings: Redundant organs, enhanced metabolism

You may make a natural healing check once per day. This is identical to the Slow Regeneration creature power.[2]

Special: You can not take this edge if you are a Cyborg.

Extra Limb

Trappings: Prehensile tail, cyber-arm, alien tentacle.

You have one or more extra limbs. You get one extra non-movement per limb. This incurs no multi-action penalty. Cost is per limb.

Gun Implant

Trappings: What it says on the tin.

You have a hidden implanted cyberweapon. This is usually a pistol, submachine gun or sawed-off shotgun implanted in a cyberarm. Another popular option is a burner optic implanted in an eye socket.

Hardy

Trappings: Cybernetic body.

You do not suffer a wound from being Shaken twice.

Low-Light Vision

Trappings: Cyberoptics, genetic modification.

You negate penalties for dim and dark lighting.

Leaping

Trappings: Cyberlegs, grafted muscles, supersteroids.

Your jumping distances double (2” base, +2” from a running start, +2” with a successful Strength check). In addition, if you get a running start, each raise on the Strength check allows you to leap an additional +2”. Your maximum vertical height is half the long jump distance.

Natural Armor

Trappings: Skinweave, subdermal plating.

Your armor bonus increased by +2. This is “natural armor,” and applies to your unarmored Toughness. This does not stack with Toughness bonuses from worn armor (use the highest total armor bonus).

Special: Cyborgs may take this ability twice. This increases the armor bonus to +4.

Natural Weapons

Trappings: Claws, bite, retractable razor blades, hidden bone spurs.

You have natural melee weapon that deals Str+d6 damage. You are always considered armed. This damage is not limited by your Strength die size like a manufactured weapon.

Special: You may take this edge multiple times. Each time increases the damage dice by one size, to a maximum of Str+d12. If you are a Scrapper or Martial Artist, damage from natural weapons is increased one step, or two steps for the Improved edge.

Poison

Trappings: Drug injector, venom glands.

Your are venomous. Victims that suffer a Shaken result from your natural weapons must make a Vigor roll or be paralyzed for 2d6 rounds.

Special: You can take this upgrade a second time which upgrades it to Potent Poison. Victims suffer a -2 penalty to their Vigor rolls.

Speed

Trappings: Cybernetic legs, enhanced metabolism, grafted muscles.

Your Pace increases by 2", and your running die increases to d10.

Special: You may take this edge multiple times. Each increases your Pace by another 2".

Toughness

Trappings: Redundant organs, supersteroid treatment, muscle and bone lace.

Your Toughness is increased by +1.

Notes

  1. ^ Savage Worlds Deluxe, p. 152
  2. ^ Savage Worlds Deluxe, p. 154