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| jobs:chromer [2026/06/24 22:17] – [More Machine Than Man] ms_ash | jobs:chromer [2026/06/30 17:55] (current) – [More Machine Than Man] ms_wuntch |
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| If you choose [[:Jobs:Chromer#Chromer]] as your starting [[:Jobs|Job]] during [[:Character:Character Creation]], gain the following bonuses:\\ | If you choose [[:Jobs:Chromer#Chromer]] as your starting [[:Jobs|Job]] during [[:Character:Character Creation]], gain the following bonuses:\\ |
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| **[[:Ratings:health|Health]] Bonus**: 10\\ | **[[:Ratings:Health|Health]] Bonus**: 10\\ |
| **[[:Ratings:mana|Mana]] Bonus**: 5\\ | **[[:Ratings:Mana|Mana]] Bonus**: 5\\ |
| **[[:Ratings:health|Strain]] Bonus**: 10\\ | **[[:Ratings:Strain|Strain]] Bonus**: 10\\ |
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| **[[Game_Mechanics:Proficiencies|Proficiencies]]**: Gain **2** [[:Game Mechanics:Proficiencies]] from the following:\\ | **[[Game_Mechanics:Proficiencies|Proficiencies]]**: Gain **2** [[:Game Mechanics:Proficiencies]] from the following:\\ |
| </WRAP> | </WRAP> |
| <WRAP clear/> | <WRAP clear/> |
| ===== Abilities ===== | |
| ===== Starter Abilities ===== | ===== Starter Abilities ===== |
| ==== Unsettling Nature ==== | ==== Unsettling Nature ==== |
| [[:Traits|Trait]]\\ | [[:Traits|Trait]]\\ |
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| You add your current [[:Game Mechanics:Bonus Die]] from your [[:Jobs:Chromer#Cyberware Affinity]] ability to [[:Ratings:Swagger]] [[:Game_Mechanics:Definitions:Test|Tests]].\\ | You add your current [[:Game Mechanics:Bonus Die]] from your [[:Jobs:Chromer#Cyberware Affinity]] ability to [[:Ratings:Swagger]] [[:Game_Mechanics:Test|Tests]].\\ |
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| In addition, if you have a [[Game Mechanics:Definitions:Physiology:Technological Physiology|Technolgical]] [[Game Mechanics:Definitions:Physiology]], then you may add your [[:Game Mechanics:Bonus Die]] from [[:Jobs:Chromer#Cyberware Affinity]] to [[:Game Mechanics:Panic]] [[:Game_Mechanics:Definitions:Test|Tests]] you inflict.\\ | In addition, if you have a [[Game Mechanics:Definitions:Physiology:Technological Physiology|Technolgical]] [[Game Mechanics:Definitions:Physiology]], then you may add your [[:Game Mechanics:Bonus Die]] from [[:Jobs:Chromer#Cyberware Affinity]] to [[:Game Mechanics:Panic]] [[:Game_Mechanics:Test|Tests]] you inflict.\\ |
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| **Please Note**: If you spend 10 or more [[:Ratings:Hardpoints]] on [[:Cyberware]], then you gain the [[Game Mechanics:Definitions:Physiology:Technological Physiology|Technolgical]] [[Game Mechanics:Definitions:Physiology]], in addition to any pre-existing [[Game Mechanics:Definitions:Physiology]|Physiologies]] you may have. | **Please Note**: If you spend 10 or more [[:Ratings:Hardpoints]] on [[:Cyberware]], then you gain the [[Game Mechanics:Definitions:Physiology:Technological Physiology|Technolgical]] [[Game Mechanics:Definitions:Physiology]], in addition to any pre-existing [[Game Mechanics:Definitions:Physiology]|Physiologies]] you may have. |
| You gain 10 [[:Ratings:Hardpoints]]. | You gain 10 [[:Ratings:Hardpoints]]. |
| ==== Chrome Addiction ==== | ==== Chrome Addiction ==== |
| //For most people, cyberware is just a tool or a style choice. Even many Chromers maintain a genuinely healthy relationship with their implants, following medical timelines, seeing their Chop Docs, Shrinks, and Life Coaches, and integrating new upgrades with care. But some slide past augmentation into obsession. It stops being about fixing a body that never fit, or building the version of themselves they always imagined, and becomes a compulsive need for change itself. They chase the next implant, the next surgery, the next hit of mechanical identity, ignoring every medical recommendation along the way. Bridges burn. Therapy stops. Savings evaporate. Family heirlooms go missing. These “Chrome Junkies” will do anything — anything — to afford their next replacement part. They’re not the majority, but they’re the cautionary image most people think of when they hear “Chromer,” a tragic reminder that the line between evolution and obsession can get razor-thin.// \\ | //For most people, cyberware is just a tool or a style choice. Even many Chromers maintain a genuinely healthy relationship with their implants, following medical timelines, seeing their Chop Docs, Shrinks, and Life Coaches, and integrating new upgrades with care. But some slide past augmentation into obsession. It stops being about fixing a body that never fit, or building the version of themselves they always imagined, and becomes a compulsive need for change itself. They chase the next implant, the next surgery, the next hit of mechanical identity, ignoring every medical recommendation along the way. Bridges burn. Therapy stops. Savings evaporate. Family heirlooms go missing. These “Chrome Junkies” will do anything... anything... to afford their next replacement part. They’re not the majority, but they’re the cautionary image most people think of when they hear “Chromer,” a tragic reminder that the line between evolution and obsession can get razor-thin.// \\ |
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| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | <wrap preview>[[:Traits|Trait]]</wrap>.\\ |
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| If you haven't [Installed], [Augmented] or swapped a piece of [[:Cyberware]] this [[:Game_Mechanics:Cycles|Cycle]], you suffer the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> to all [[:Game_Mechanics:Save|Saves]] you perform. If you would already be under the effect of the [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, then you suffer the effects of the [Unreliable] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> instead. | If you haven't installed, [[Game Mechanics:Definitions:Augmenting|Augmented]] or swapped a piece of [[:Cyberware]] this [Cycle], you suffer the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]], [[Game Mechanics:Upgrading Or Downgrading:Upgrading Properties|Upgrading]], to all [[:Game_Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]] you perform. |
| ===== Job Abilities ===== | ===== Job Abilities ===== |
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| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
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| You gain a D4 [[:Game Mechanics:Bonus Die]] to any [[:Game_Mechanics:Check|Checks]], [[:Game_Mechanics:Attacks]] or [[:Game Mechanics:Save|Saves]] you perform that involve [[:Cyberware]] or are using your [[:Cyberware]].\\ | You gain a D4 [[:Game Mechanics:Bonus Die]] to any [[:Game_Mechanics:Check|Checks]], [[:Game Mechanics:Attack|Attacks]] or [[:Game Mechanics:Save|Saves]] you perform that involve [[:Cyberware]] or are using your [[:Cyberware]].\\ |
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| At [[:Jobs:Chromer#Chromer] ranks 3, 5, 7 & 9, you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the [[:Game Mechanics:Bonus Die]] to a D6, D8, D10 & D12, respectively. | At [[:Jobs:Chromer#Chromer] ranks 3, 5, 7 & 9, you [[:Game Mechanics:Upgrading or Downgrading:Upgrading Dice|Upgrade]] the [[:Game Mechanics:Bonus Die]] to a D6, D8, D10 & D12, respectively. |
| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
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| You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ | You gain a [[Game Mechanics:Definitions:Job Die]]. A [[Game Mechanics:Definitions:Job Die]] is a [[Game Mechanics:Bonus Die]] that is added to [[Game Mechanics:Check|Checks]], [[Game Mechanics:Attack|Attacks]] or [[Game Mechanics:Save|Saves]] that you are [[Game Mechanics:Proficiencies|Proficient]] or [[Game Mechanics:Resistances|Resistant]] in, respectively. Your [[Game Mechanics:Definitions:Job Die]] is a D4.\\ |
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| If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade]] instead.\\ | If you gain an additional instance of this [[Game Mechanics:Definitions:Ability]], and you already have a [[Game Mechanics:Definitions:Job Die]], you do not gain another; it is [[Game Mechanics:Upgrading Or Downgrading:Upgrade|Upgraded]] instead.\\ |
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| At [[:Jobs:Chromer#Chromer]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. | At [[:Jobs:Chromer#Chromer]] rank 4, 6, 8 & 10, you gain an additional instance of this [[Game Mechanics:Definitions:Ability]]. |
| In addition, you gain an additional [[:Cyberware#Slots|Dermal]], [[:Cyberware#Slots|Arm]] and [[:Cyberware#Slots|Core]] [[:Cyberware]] slot.\\ | In addition, you gain an additional [[:Cyberware#Slots|Dermal]], [[:Cyberware#Slots|Arm]] and [[:Cyberware#Slots|Core]] [[:Cyberware]] slot.\\ |
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| Furthermore, you count as if you have the [Vehicle] [Entity Type], as [[:Game Mechanics:Definitions:Appropriate]], for the purposes of [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Items]] and [[:Cyberware]]. This means you can be affected, positive and negative, by effects that only affect [Vehicles].\\ | Furthermore, you count as if you have the [Vehicle] [[:Game Mechanics:Definitions:Entity|Entity Type]], as [[:Game Mechanics:Definitions:Appropriate]], for the purposes of [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Items]] and [[:Cyberware]]. This means you can be affected, positive and negative, by effects that only affect [Vehicles].\\ |
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| This includes but is not limited too: | This includes but is not limited too: |
| * You treat [Hull] as [Health]. | * You treat [Hull] as [[:Ratings:Health]]. |
| * You treat [Systems] as [Strain]. | * You treat [Systems] as [[:Ratings:Strain]]. |
| * You treat modifiers to [Malfunction] [Tests] as modifiers to [Injury] [Tests]. | * You treat modifiers to [Malfunction] [[:Game Mechanics:Test|Tests]] as modifiers to [[:Game Mechanics:Injury]] [[:Game Mechanics:Test|Tests]]. |
| * You may work with your [GM] to install [Components] as [Cyberware], as [Appropriate]. You double the [Hardpoint] [Tax] to find the new [Hardpoint] and [Ward] [Tax], while using the original [Hardpoint] [Tax] as the [Mana] [Tax]. [Drag] will reduce your [Speed] and [Systems] [Tax] will reduce your [Strain]. You choose the most [Appropriate] [Cyberware] slot for it to use. It is reasonable to assume that not all [Components] will be applicable for a [Character], so make sure to discuss all changes in this manner with the [Party] first. | * You may work with your [[:Game Mechanics:Definitions:Game Master|GM]] to install [Components] as [[:Cyberware]], as [[:Game Mechanics:Definitions:Appropriate]]. You double the [[:Game Mechanics:Definitions:Hardpoint Tax]] to find the new [[:Game Mechanics:Definitions:Hardpoint Tax|Hardpoint]] and [[:Game Mechanics:Definitions:Ward Tax]], while using the original [[:Game Mechanics:Definitions:Hardpoint Tax]] as the [[:Game Mechanics:Definitions:Mana Tax]]. [Drag] will reduce your [[:Ratings:Speed]] and [Systems Tax] will reduce your [[:Ratings:Strain]]. You choose the most [[:Game Mechanics:Definitions:Appropriate]] [[:Cyberware]] slot for it to use. It is reasonable to assume that not all [Components] will be applicable for a [[:Game Mechanics:Definitions:Character]], so make sure to discuss all changes in this manner with the [Party] first. |
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| **Example**: If Tia Matte, a rank 10 [Chromer], wished to install [Standardised Plating - Armour Reinforcement - Mk. 1]. It has [Drag]: 1, [Hardpoint] [Tax]: 2 and [Systems] [Tax]: 1. Therefore, Tia-Matte would spend 4 [Hardpoints], 4 [Ward], 2 [Mana], 1 [Speed] and 1 [Strain] to gain the 30 [Hull] and 10 [Armour], which would be counted as [Health] and [Armour], respectively. | **Example**: If Tia Matte, a rank 10 [[:Jobs:Chromer#|Chromer]], wished to install [Standardised Plating - Armour Reinforcement - Mk. 1]. It has [Drag]: 1, [[:Game Mechanics:Definitions:Hardpoint Tax]]: 2 and [Systems Tax]: 1. Therefore, Tia-Matte would spend 4 [[:Ratings:Hardpoints]], 4 [[:Ratings:Ward]], 2 [[:Ratings:Mana]], 1 [[:Ratings:Speed]] and 1 [[:Ratings:Strain]] to gain the 30 [Hull] and 10 [Armour], which would be counted as [[:Ratings:Health]] and [[:Ratings:Armour]], respectively. |
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| ===== Changelog ===== | ===== Changelog ===== |
| <WRAP changelog center 800px> | <WRAP changelog center 800px> |
| __Version 0.5b - Dec 2025__ | Version 0.5 - Nov 2025 |
| * Wording updated. | |
| __Version 0.5 - Nov 2025__ | |
| * **Chrome Addiction** | * **Chrome Addiction** |
| * Now upgrades to Unreliable if already under the effects of Disadvantage. | * Now upgrades to Unreliable if already under the effects of Disadvantage. |
| * **Starting Package** | * **Starting Package** |
| * Addict starting budget changed to 1k/100k. | * Addict starting budget changed to 1k/100k. |
| | Version 0.5b - Dec 2025 |
| | * Wording updated. |
| | Version 0.5c - June 2026 |
| | * Starting Health Bonus reduced to 10 from 15 |
| | * Starting Strain Bonus reduced to 10 from 15 |
| | * Starting Proficiencies increased to 2 |
| | * Starting Proficiency list updated to include Knowledge - Material, Reaction, Sense and Tech |
| | * Addict starting budget changed to 1k/150k |
| | * Chrome Addiction now updated to have the Upgrading Ability |
| | * Chrome Addiction now also effects Checks and Attacks |
| </WRAP> | </WRAP> |