| Seufau ("Initiate")
|
The first four years of service, largely
spent in evaluation and testing.
|
| Vurrah ("Neophyte")
|
3 years of training in philosophy, ethics,
combat and many other skills.
|
| Vanshah ("Squire")
|
Trainee gets first cybernetics, more intense
training, begin training in their chosen path.
|
| Darrivan, Sendivan, Verkivan
|
"Pathed" Duskwalkers, Most PCs. See below
for more info.
|
| Vanlysadda (Judicar)
|
The field-level Duskwalker leaders
|
| Vankosadda (High Judge)
|
General-level leaders
|
| Sadden er Sappat (Council of Elders)
|
The highest ruling body of the Duskwalkers.
Made up of the nine eldest Duskwalkers
|
| Atts
|
DEX: 3D
|
PER: 3D
|
MECH: 3D
|
|
|
STR: 3D
|
KNOW: 3D
|
TECH: 3D
|
| Skills
|
Blasters: +1d
|
Security :+1d
|
|
|
|
Vehicle blasters +1d
|
Tactics +1d
|
|
|
Code +1d *
|
Brawling +1d
|
|
|
Search +1d
|
|
| Cybernetics
|
-
Prosthetic Limbs (+2d for lifting/pushing, +1d for melee damage)
|
|
|
-
Armor plating (+2d phys/+1d+1energy)
|
|
|
-
Repulsor field (+1d phys/energy, 10-turn capacity, 10-minute recharge)
|
|
|
|
|
|
|
|
|
|
|
|
-
Parabolic Hearing w/damping
|
|
|
-
Gunlink (+1d for "chipped" weapons/weapon systems)
|
|
|
|
|
|
-
Arm mounted Blaster carbine
|
|
|
-
Micro servo Stablization system (with aimed shots from rifles, treat
all shots as one class shorter
|
|
|
-
range, ignore all movement penalties, +2d to offset called shot penalties)
|
|
|
-
Retractible heavy weapons mount
|
|
|
-
Translator (one or two languages at most)
|
|
|
-
Advanced sensor/scanner array (+2d search)
|
|
|
-
Recon Drone (see security Droid, Galladinium's catalog)
|
|
|
-
Redundant systems (extra Wounded level (3 total))
|
Cyberware notes: Darrivan are full-body cyborgs, and as such are immune
to gases, most diseases, hi/lo pressure, and reasonable extremes in temperature.
They do not suffer shock, so they do not lose dice due to damage, and do
not take stun. They are very imposing, but engineered to avoid causing
fear. They stand just over 2m, and weigh almost 200kg.
| Atts
|
DEX: 4D
|
PER: 4D
|
MECH: 3D
|
|
|
STR: 4D
|
KNOW: 1D
|
TECH: 2D
|
| Skills
|
Blasters +1d
|
Brawl Parry +1d
|
|
|
Missile Weapons +1d
|
Melee Weapons +1d
|
|
|
Dodge +1d
|
Melee Parry +1d
|
|
|
Brawling +1d
|
|
| Cybernetics
|
-
Prosthetic Limbs: (+1d+2 for lifting/pushing and melee damage)
|
|
|
-
Fiberoptic CNS (+1d DEX, +2d PER for initiative only)
|
|
|
-
Armor plating (+1d+1 phys/+1d energy)
|
|
|
-
Repulsor field (+2d+2 phys/energy, 5-turn capacity, 10-minute recharge)
|
|
|
|
|
|
|
|
|
-
Parabolic Hearing w/damping
|
|
|
-
Gunlink (+2d for "chipped" weapons/weapon systems, and internal weaponry)
|
|
|
|
|
|
-
Redundant systems (extra Wounded level (3 total))
|
|
|
-
Berserker Device (activated if damaged past incapacitated. Drops damage
to wounded, doubles DEX, PER and STR for actual strength purposes. In 1d
turns, cyborg dies. Period. (though he does have the option to detonate
the bomb at the last minute.))
|
|
|
|
|
|
-
arm mounted Blaster rifle
|
|
|
-
Shoulder mounted minimissile launcher
|
|
|
-
Retractible heavy weapons mount
|
|
|
-
Internal explosive package (12d)
|
|
|
-
Repulsorlift (move 20, 150m ceiling)
|
Cyberware notes: Sendivan are truly frightening. They are full-cyborgs,
and have changed significantly from the original body proportions. They
stand 2.5m tall, but only weigh 160kg. The over-long limbs make handling
of heavy weapons easier, and give an other worldly look to the cyborg.
The sloping of the armor plate give it the look of some impossibly quick
crab or insect. They do not suffer shock, so they do not lose dice due
to damage, and do not take stun
| Atts
|
DEX: 3D
|
PER: 3D
|
MECH: 3D
|
|
|
STR: 3D
|
KNOW: 3D
|
TECH: 3D
|
| Skills
|
Investigation +1d
|
Alien Cultures +1d
|
|
|
Code +2d *
|
Alien Know. +1d
|
|
|
Dodge +1d
|
Persuasion +1d
|
| Cybernetics
|
-
Myomer-boosted Limbs (+1d for lifting/pushing and melee damage)
|
|
|
-
Fiberoptic CNS (+2 DEX, +1d PER for initiative only)
|
|
|
-
Flexiplast dermal layer (+2 energy/ 1d+1 phys)
|
|
|
|
|
|
-
proximity IR/sonic sensor (shows all large objects within 30m in passive
mode. In active mode, gives full imaging 360 x 360deg
|
|
|
|
|
|
-
Parabolic Hearing w/damping
|
|
|
-
Repulsorlift (move 20, 150m ceiling)
|
|
|
|
|
|
-
Trauma compensator (Doubles STR for purposes of KO due to stun)
|
|
|
-
Gunlink (+1d for "chipped" weapons)
|
|
|
|
|
|
|
|
|
-
Datalink (+1D to interface/alter computers)
|
|
|
-
Nanotech cyber repair unit (Cybernetics repair at same rate as flesh)
|
|
|
-
Expert-system mnemonic assistant (cyborg remembers everything it senses)
|
|
|
-
Automimetic sheath (Cosmetic change into reasonable range of humanoid
aliens. Cannot mimic individuals. (imagine the Star Trek nose/ear/forehead
treatment)
|
Cybernetics notes: The Verkivan is the least radical departure from the
basic form. All the cybernetics are augments of the natural faculties,
not a full-body replacement, as in the other two. There are no external
metal features, and use of metal and high-density ceramics is held to a
minimum. With the assistance of the sheath and translator, the cyborg can
walk openly on any world that has regular alien visitors.