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Post by Divergent Reality on Oct 4, 2018 19:56:47 GMT -6
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Post by Divergent Reality on Oct 4, 2018 19:56:57 GMT -6
Strain
As it turns out, there really is a limit to how many metaly bits you can shove into your meaty bits. This limit is called Strain, and every piece of cyberware has a Strain rating attached to it. Your SM decides how much Strain the 'ware you want costs, but depending on the quality and level of invasiveness of the cyberware you're installing, it can have a Strain anywhere between 0 and 3.
Numbers-wise, lowly-invasive cyberware (such as an implanted chrono or MIU) interacts with the body on a superficial level, and starts at Strain 0. Mildly-invasive cyberware (such as cybernetic senses or a cyberarm) requires a deeper degree of integration with the body, giving them Strain 1. Highly-invasive cyberware (such as bionic locomotion or a machinator array) puts an even greater degree of stress on the body, giving them Strain 2.
Due to old age and/or generally shoddy construction, Poor cyberware increases it's Strain by 1. Good and Best cyberware, in comparison, are much more gentle on the body bearing them, and decrease their Strain by 1 (to a limit of 0). For every two pieces of Strain 0 cyberware in your body, increase the total amount of Strain on your character by 1.
Most characters have a Strain threshold equal to their Constitution + Willpower. Every point of Strain beyond your threshold becomes a level of fatigue that doesn't go away until you either remove the offending cyberware or increase your threshold. Before you ask, yes, too much Strain can result in your character slipping into a coma. Try not to let that happen, because who knows what your party members will try tearing out in order to make you wake up again.
Essence Damage
As an additional consequence to filling your body with cyberware, all of those metal parts make it harder to do magic. Cyberware harms the soul, and weighs you down when you're trying to do all of those wacky dance motions.
For every point of Strain they have, a spellcaster takes a -1k0 penalty to all focus power tests. That might not matter to you unless you're a spellcaster, but now you know why those old men in the pointy hats avoid cyberware like the plague.
As for how magical cyberware interacts with this rule, talk to your SM. Mithril and Wraithbone might not interfere with your spellcasting, but Necrodermis sure as hell will. Let it be your SM's headache to figure out, not mine.
Cyberpsychosis
The chant is in -- systematically replacing your body parts with machinery is a bad idea. You see, when you add too much plastic and metal to people, they begin to change in ways that aren't pretty. They start becoming alienated from normal folk, and begin emphasizing more with metal than meat. In later stages, they'll start shouting "The flesh is weak!" and murdering people at random. This phenomena is called Cyberpsychosis, and it usually ends with the victim being put out of everyone's misery. In game, Cyberpsychosis kicks in whenever your character goes to the body shop to buy a new upgrade.
For every point of Strain your character takes on, they gain 1d10 Insanity. Similar to Strain, the quality of your cyberware modifies how hard it screws you. With Poor quality cyberware, roll for Insanity twice and take the higher result. For cyberware that's Good or Best quality, roll twice and take the lower result. Unlike with Strain, though, the Insanity you gain from cyberware doesn't go anywhere when said 'ware is removed -- you're stuck with it. As such, it's recommended that you think twice before you go and bolt something onto yourself that you'll only end up regretting later.
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Post by ScrapyardDragon on Oct 4, 2018 20:10:20 GMT -6
Oh joy, the cyberware thread is finally up. Huzzah. Time to port. Extendo-Arm (Very rare)The latest in bionic arm technology, extendo-arms provide the user with the usual benefits and drawbacks of a bionic arm of the same quality, but with the ability to extend out up to 10m. The user takes a -2k0 penalty to tests involving fine manipulation while using this ability, and cannot use it to make opportunity attacks. Poor quality versions may only extend up to 5m, while good and best quality versions may reach out up to 15m and 20m, respectively. Mechadendrite Hind-brain (Mythic rare)While not a limb in it's own right, the Hind-brain is still treated as a Mechadendrite. The Hind-brain allows the owner to take a single additional half action on each of their turns. This half action must be something that can be performed with one of the user's mechadendrites, such as firing a ballistic mechadendrite's gun or moving with a set of Mobility mechadendrites. Autofire Mechadendrite (Very Rare)An Autofire Mechadendrite is similar to a Ballistic Mechadendrite, but uses the profile of an Autopistol instead of a Laspistol. It cannot be fired as a reaction, but if the user takes a full auto burst action, it may be fired in addition to any other weapons the user is firing at full auto. Defense Mechadendrite (Very Rare)Envisioned as a hands-free protective mechanism to protect techmarines from the melee-happy armies of chaos, defense mechadendrites are a set of defensive plates designed to intercept enemy attacks. It counts as as a shield (apply the AP bonus to both arms), and the user gains a free reaction every round that may only be used to parry an attack with it. *changelog: nuked telescopic plug-in (just buy the full arm instead of cheating ya nerds) and specified what the hind-brain uses for calculations. jan 13 2022: added Defense mechadendrite june 13 2023: reworked the hind-brain to a much simpler state that ape's the dark mechanius' mechadendrite power. bumped the base rarity to compensate. old version below. The autofire mechadendrite was also tweaked, being unable to be fired as a reaction like the ballistic mechadendrite can be, but now you can shoot it with your other guns when full auto'ing. Mechadendrite Hind-brain (very rare) While not a limb in it's own right, the Hind-brain is still treated as a Mechadendrite. The Hind-brain may be given direct control of one of it's users other mechadendrites to take additional actions on their behalf, using the user's level, characteristics, and half their skill rating (round up). The Hind-Brain has a single half action and a reaction, and take's it's turn immediately after it's users, following their orders to the best of it's abilities. Activating, Deactivating, or changing the limb assigned to the Hind-brain is a half-action. Poor quality Hind-brains do not have a reaction and round down for skill rating, while good quality Hind-brains may be toggled as a reaction and use the user's full skill rating.
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Post by Lestat on Oct 4, 2018 21:21:45 GMT -6
Cyberware Coalescence [Asset] Some societies think a little chrome builds character. The first point of Strain you take on does not cause you to gain Insanity, or suffer a penalty to focus power tests.
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Additional Eye Mount (Rare) Each eye mount allows a person to attach a cybereye to any part of their body, most common being on the back of the head, and hand to peek around corners. They typically come with a stylized case to be placed over the cybereye in an attempt to minimize the unsettling stare. Poor quality eye mounts have no way to close, and are typically flimsy in construction leading to unstable, disorienting rattling conferring a constant -1k0 penalty to perception checks and attack rolls based on sight with any eye. Good quality eye mounts can be made concealable allowing the eye to retract into a synthetic flesh patch. Best quality eye mounts are both concealable, and detachable, with a 1 hour battery, and wireless receiver, allowing broadcasting of visual information to devices.
Bionic Body (Uncommon) This replacement body contains equipment to allow an injured soldier to eat, digest, drink alcohol, and otherwise live roughly as normal. The tougher design provides +2 armor to the body in the same manner as other bionic parts. Poor quality imposes a -2k0 penalty to Acrobatics tests. Good quality increases your health by 2.
Bionic Head (Rare) This replacement cyberskull is not often seen in use, as most people that would need one normally end up dead quick. It comes with a synthetic face modeled after the user's old one, and a sturdy construction giving +2 armor to the head. Poor quality heads resemble early era attempts at synthetic facial reconstruction, and give that unnatural uncanny valley look, giving a -2k0 penalty to most social situations. Good quality heads are made of superior alloys, compensate for changes in inertia, and can stimulate the brain via electrodes while unconscious, allowing the user to make a single half action on their turn even while stunned.
Cybersafety (Common) A simple implanted RFID chip broadcasts to your properly modified weapons that you are the owner, allowing you to fire the weapon. The RFID chip is typically implanted in the wrist, or hand, and has a range of just a few centimeters. Modified weapons can not fire without the chip being in range. Most developed worlds include this technology by default in all manufactured weapons, and weapons that don't include it already can be modified while you sign your paperwork. Poor quality cybersafetys can be fooled with a simple magnet, a favored trick of gangsters. Good quality cybersafetys check the vital signs of the operator, preventing the chip from being implanted in someone else, or used in the event you lose a limb, or are deceased. Best quality cybersafetys have all the benefits of a good quality cybersafety, and come with advanced modifications for a single weapon, causing the weapon to electrocute anyone who pulls the trigger without authorization, automatically dealing 3k2 E damage to the limb with the Shocking special property.
Dermal Plating (Very Rare) Thick plating is grafted on top of the patient's skin to provide protection. Gain 4 Armor on all body locations, which does not stack with other sources of Armor other than from Bionic Prosthetics and from Bionic Hearts. This is treated as Wholeness of Body for the purpose of interacting with other feats and class completion bonuses. Poor Dermal Plating is invasive and inhibits medical procedures, imparting a -2k0 penalty to Medicae tests done on you. Good Dermal Plating fills the gaps between any prosthetics blending in with them while increasing the armor provided by any Bionic Prosthetic by 2. Best quality Dermal Plating has the same benefits as good plating while also incorporating sheets of a ceramic titanium composite that is good for a single use, halving the Penetration value of the first attack on each body location before needing to be replaced. Special: Dermal Plating can be purchased as an Artifact. If you do, select a magical material. Your Dermal Plating gains that material's armor benefit.
Modular Limb Socket (Rare) This implant allows different cyberlimbs to be swapped in and out in the comfort of one's home. Most people have one limb for outside, and one for inside. Swapping out one limb typically takes 15 minutes with practice. Up to four modular limb sockets can be installed at the time of surgery, but limbs themselves are sold separately. Poor quality modular limb sockets are not meant for regular use, and require up to an hour per limb to remove, and another hour to re-install. Good quality modular limb sockets have moving parts that can allow you to remove a limb as a full action, and install a new one as another full action. Best quality modular limb sockets have emergency releases that can shoot a limb off as a half action, allowing you to make a brawling attack using that limb with a range of 5m. You suffer the normal penalties for having a missing limb afterwards. The socket also comes with a quick instillation AI that can install a new limb as a half action.
Prehensile Feet (Rare) This modification to bionic locomotion allows the patient to grasp, and hold onto small objects with their feet. While holding an object with their foot the user is considered to be under the lost foot condition. Poor quality prehensile feet are awkward and limiting to mobility giving a maximum dexterity of 4, and reducing the maximum dexterity of any armor by 1. Good quality prehensile feet can do anything your normal hands could do except wield heavy weapons, or two-handed weapons, but attack rolls using weapons wielded by your feet, and tasks requiring fine manipulation with fingers are made at -2k0. Best quality prehensile feet are the same as good quality feet, except any lost foot penalties from holding an object or penalties from attacking with your feet are halved.
Retractable Climbing Claws (Uncommon) An alternative to retractable hand razors, angled for use in climbing rather than combat, these claws are reinforced, hooked, come right out of the user's hand, and are almost always taken in a pair. When used for Athletics tests to climb the user always has a hand or foothold, and they receive a +1k1 bonus to tests to climb. Note that one pair may be taken for the feet as well. If two or more pairs are used to climb the bonus increases to +2k2. The claws may be used as a weapon with a profile of (1k0 R; 2 Pen; Brawling, Combat Sheath, Compact). Poor quality retractable climbing claws act as a poor quality melee weapon in combat, and lose the combat sheath property. Good quality gain the same benefits from quality a melee weapon would have. Best quality retractable climbing claws have the same benefits from quality a melee weapon would have while also allowing the user to move at their full speed while climbing if they would normally move slower due to climbing.
Touch Link (Rare) A full body sensory recording device is implanted throughout the body in order to facilitate recording of sensation. A Mind Impulse Unit, another Touch Link, or a similarly advanced piece of technology is required to replay the sensation. Poor quality Touch Links lead to dull recordings where the sensations are little more than exterior vibrations, or light pressure. Good quality Touch Links allow the user to send a live stream of their sensations as they happen. Best quality Touch Links can allow an outside operator to manipulate the implanted body remotely.
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Post by Lestat on Oct 4, 2018 21:23:25 GMT -6
Fashionware In the 41st Millennium it’s hard to stand out. Tattoos, unconventional haircuts, and makeup have been a mainstay of culture for thousands of years, but they take on new levels of extreme on the Grimpunk streets of the Forge Worlds. Fashionware is not quite cyberware, and not quite gear. It sits on the edge of equipment and clothing, while also being on the bleeding edge of underground fashion. Fashionware does not use Strain, cause Insanity, or impose a penalty to Focus Power tests.
Light Tattoos (Very Common) These are light emitting chemical patches inserted under the first few layers of skin. Due to the analog nature of the technology it simply shines its color in the pattern provided. Quality only determines the artistic quality of the pattern.
Synthskin (Uncommon) A more sophisticated version of light tattoo technology, a synthskin is a layer of color-shifting plastic bonded to the character's outer skin. The skin can appear as normal, or it can display colors, patterns, flashes, and other special effects all programable into the skin itself.
ChemSkin (Rare) A cocktail of special chemicals is treated to the patient's skin which is controlled by a device implanted in the abdomen. This can function as a way to change the shade of a person's skin. The change can be static, or it can be reactive, responding to heat, hormones, adrenaline, or touch. Poor quality ChemSkins can't have a variety of reactions, only a static choice. Good quality ChemSkins can respond to brain waves, changing based upon the user's thoughts.
Shift-tacts (Common) The latest craze. These mirrored contacts come in corrective, and non corrective varieties. They normally come temperature, and emotion sensitive to change color, and patterns.
Techhair (Common) Glowing pink mohawks seem to be everywhere, but how do they do it? The answer is techhair. Artificial hair is treated with a choice of chemicals, similar to fashionware skin treatment. Some are reactive, and slightly subdued like ChemSkin. Others are bright and vivid like light tattoos. Some of them even change based on what shampoo you use.
LED Skin (Very Common) Similar in principal to old world light-emitting diodes, LED Skin provides a simple, programmable series of light diodes just beneath the skin that shine through to the surface. They are not high quality enough for pretty images, but it can support text, and numbers quite well. Some are programmed to be watches, while others can cycle through notes, and reminders.
Turn-On Nails (Very Common) Glowing nails. Comes with an adjustment pen that can change the color, and light intensity of individual nails with a simple press. Totally lame, though, everyone uses programmable nails these days.
Show-Off Nails (Common) Glowing, pattern cycling, programmable nails. They can shine, display moving patterns, download new patterns for a small microtransaction fee, and flash on and off in strobe mode. They also look perfectly natural while off, and it saves money on nail polish.
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Post by Divergent Reality on Oct 5, 2018 8:45:17 GMT -6
Icarus Landing System (Very Rare)The Icarus Landing System features several miniature landing thrusters built into the owner's legs. These allow the user to partially slow their decent when jumping down, effectively decreasing their fall by ten meters. Poor quality versions are obvious, bulky and hard to control, increasing the TN for any Acrobatics check when jumping down by 5. Good quality automatically activate when jumping or unintentionally falling. Best quality automatically activate when jumping down or unintentionally falling and self right the user in the event the user is not upright while descending. Implanted GunsCommonly installed in the forearm of the recipient, Implanted guns allow the user to keep an ace up their sleeve. Poor quality implanted guns suffer from the same drawbacks of a poor quality firearm in addition to looking bulky and losing the use of the the hand and arm as the limb peels away or partially dismantles itself while in use. Common quality implanted guns are of common quality. These allow the user to fire while only losing use of the hand of the mounted arm. Good quality implanted guns have the same benefits of a Good quality gun in addition to adding a Combat Sheath. Best quality implanted guns have the same benefits of a Best quality gun in addition to having a Combat Sheath and being considered Arm Mounted. Gun Implant | Name | Type | Damage | Pen | ROF | Range | Clip | Reload | Avail | Special | Autopistol
| Pistol | 2k2 I | 0 | S/6 | 30m | 12 | Full | Rare | -
| Lasgun
| Basic | 3k2 E | 0 | S/3 | 60m | 60 | Full | Rare | Reliable
| Pump Shotgun
| Basic | 3k2 I | 0 | S/- | 30m | 8 | 2Full | VRare | Scatter
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Power By Wire (Uncommon)This piece of cyberware enables the user use an integrated 50m retractable cable to power small electronic devices or machines (size 3 or less) from their integrated power source. Poor quality cause a level of fatigue to use and posses a 25m cable. Good quality have a second plug but only one cable. Best quality have two nearly invisible monofilament cables. Power By Beam (Rare)This augmentation is similar to Power By Wire but uses wireless energy transmission. This allows you to power some small electronic device (size 3 or less) at a range of up to 50m Poor quality require a bulky and inefficient parabolic dish, causing a level of fatigue to use, and limit your range to 25m. Good quality posses a streamlined laser power source extending the range to 75m. Best quality have a range of 100m. Commonly installed in the forearm for the burly sort, or lower leg for smaller recipients, this internal Grenade Launcher is designed for anyone itching to use Plan B. Poor quality implanted guns suffer from the same drawbacks of a poor quality firearm in addition to looking bulky and losing the use of the the hand and arm as the limb peels away or partially dismantles itself while in use. Common quality implanted guns are of common quality. These allow the user to fire while only losing use of the hand of the mounted arm. Good quality implanted guns have the same benefits of a Good quality gun in addition to adding a Combat Sheath. Best quality implanted guns have the same benefits of a Best quality gun in addition to having a Combat Sheath and being considered Arm Mounted. If you are looking for size limits for arm or leg mounting, consider anyone under size 4 too small to receive an arm mounted Grenade Launcher. Anyone using a leg mounted variant would lose the use of their leg with a Poor quality version and need to fall prone to aim and fire. Gun Implant | Name | Type | Damage | Pen | ROF | Range | Clip | Reload | Avail | Special | Grenade Launcher
| Basic | † | † | S/- | 60m | 2 | Full | Mythic Rare
| †
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† - Varies by ammunition. Sometimes an ace up your sleeve isn't enough, sometimes you need to look a Choob in the eye before ventilating their brain case. A Demonhost with a cleverly disguised poor quality Skullgun. Gun Implant | Name | Type | Damage | Pen | ROF | Range | Clip | Reload | Avail | Special | Skull Gun
| Pistol | 2k2 I | 0 | S/6 | 30m | 24 | * | Rare
| -
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* Skull mounted firearms require 10 minutes of uninterrupted time to remove, reload, and reinstall.
Poor - Keeping the same drawbacks as a Poor quality firearm, this leaves an obvious hole in your head. Common - Your basic model features a well hidden muzzle plug. Good - The most commonly found Skullgun, good quality versions benefit from the additional quality of construction means you won't have a jammed firearm in your head. Best - Best of the best, this weapon is seamlessly integrated into your mug. This version also counts as having a Combat Sheath.
Cortex Bomb
A Cortex Bomb is a simple piece of Cyberware, a bomb implanted in the recipient’s head. Typically used as a fail-safe or to ensure loyalty, these types of implants are very illegal. Cortex Bombs feature a remote detonator, these vary between a trigger to kill on command, a leash to kill if the device wanders too far, or flatline to detonate when the bearer dies. Removal is possible but tricky and very dangerous for both the carrier and anyone attempting to remove the device. Regardless of quality, each device produces the same effect, one very dead individual and a huge mess. Bomb Implant | Name | Type | Damage | Pen | ROF | Range | Clip | Reload | Avail | Special | Cortex Bomb
| - | 4k2 X | 0 | S/- | - | - | - | VRare
| Blast (4), Disintegration
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Poor - Literally a small explosive device bolted to some poor sod’s head. Taking one point of Critical damage to the head detonates the device. The TN to remove the Cortex Bomb is 35, failure detonates the device. Common - Your basic hidden skull bomb, it is well integrated into the target’s head. Taking two cumulative points of Critical damage to the head detonates the device. The TN to remove the Cortex Bomb is 40, failure detonates the device. Good - Further refinements allow this version to withstand three cumulative points of Critical damage to the head before detonating. This version The TN to remove the Cortex Bomb is 45, failure detonates the device. Best - The type of Cortex Bomb reserved for high value, high risk individuals, it is the sturdiest and most difficult to remove. This version can withstand four cumulative points of Critical damage to the head before detonating. The TN to remove the Cortex Bomb is 50, failure detonates the device.
The Impact Ram arm is a specialized cybernetic arm featuring bulky myomer clusters and heavily reinforced joints. No amount of Synth Skin will make it pass for organic, but the added mass increases the damage it can dish out. Packed in it's frame is a Trigger mechanism initially designed for clearing debris in areas too closed in for traditional machines but was valued more for it's ability to send foes flying. Cybernetics | Name | Type | Damage | Pen | ROF | Range | Clip | Reload | Avail | Special | Impact Ram
| - | 0k2 I | 0 | S/- | - | 9 | Full | VRare
| Brawling, Trigger (Momentum)
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Hover Steed (VRare) This specialized bionic locomotion replaces the bearer’s legs with a stabilized anti gravity device that gives the user the silhouette of a legless centaur.
Replace the character’s legs with an AP 5 Hover Steed. It allows the user to ignore most movement penalties and grants the ability to hover over water. Your movement speed is equal to the user’s plus 2. You count as having one leg for hit locations. Attacks that strike the left or right leg strike your single Hover Steed leg. Although you count as having one leg you do not suffer the usual penalties for having a single leg.
Poor quality versions halve the user’s movement and subtract 1 from the AP. Good quality versions add 3 the user's movement and add 1 to the AP. Best quality versions add 3 to user’s movement, add 1 to the AP, and give them the Flyer trait.
Reloader Mechadendrite (Rare)
This assistive limb can reload weapons for it's bearer. As a half action you may pass a depleted weapon to the limb and it will reload the weapon. Drawing the weapon again is a half action. Poor quality versions take twice as long to reload the weapon. Good versions automatically track ammunition consumption and will take the weapon as a free action to begin reloading. Best quality versions reload a weapon take half as long to reload.
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Post by Amanojyaku on Oct 10, 2018 13:04:52 GMT -6
Mobility Mechadendrites (Uncommon) Mobility Mechadendrites are a set of four to six long, spider-like limbs that retract into a central pod, usually mounted between the shoulder blades or at the small of the back. Extending or retracting these is a free action. While extended, the mechadendrites act as bionic locomotion, lifting the wearer a full meter off the ground. The nimble structure of these limbs allows the wearer to ignore movement penalties based on terrain.
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Post by DatsVatSheSaid on Jun 8, 2019 17:59:24 GMT -6
Hexapodal Assembly (VRare)
This specialized bionic locomotion replaces with a stabilized, six-legged crawling platform resembling a crab.
Replace the character’s legs with a Hexapodal Assembly. You gain the Crawler and Quadruped traits. Your movement is equal to your speed plus 2. You count as having three pairs of legs. A result of 3 when determining hit locations hits your 3rd pair of legs instead of the body. Your legs have 5 Armor. The bearer of Hexapodal Assembly weigh three times as much and may no longer swim.
Poor Quality Assemblies lack strong hydraulic systems and cannot accommodate the weight effectively, making jumping and leaping impossible and are unable to run.
Good Quality Assemblies are incredibly powerful and efficient allowing the bearer to climb vertical walls, and add 1 armor to your legs.
Best Quality Assemblies have the same benefits as good quality as well as your movement is no longer halved by the Crawler property, and grant the Auto-Stabilized trait.
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Post by Divergent Reality on Jun 26, 2019 11:01:02 GMT -6
Turbine Bionic Locomotion (Rare)Aquatic adaptations are less common in modern prosthesis, these turbine mounted legs allow terrestrial species the ability to glide through the water and returns aquatic races their biological freedom of movement. You still need to figure out how to breathe down there. The Turbine Bionic Locomotion functions as standard Bionic Locomotion and grants the user underwater movement equal to their Speed. Poor quality half land and water movement Speed (rounding up), and require a Dexterity Test (TN10) when attempting to run or fall while on land or turn to face a random direction while in water. Good versions of these systems grants the owner the Amphibious Trait. In addition they add a +2k0 bonus to Athletics and Acrobatics checks made to jump or swim.
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Post by Marr965 on Jul 20, 2019 15:06:59 GMT -6
Juicer Rig (Mythic Rare) A hideous tangle of electrical cables, shunts, relays and emitters wired straight into the nervous system, a Juicer Rig does strange things to the brain of one implanted with it, but also allows them to shoot forth great gouts of electricity that can devastate their foes. Those implanted with a Juicer Rig gain a natural weapon with the following statline: [Pistol; 4k3 E; Pen 0; S/-; 15 m; 20; 2Full; Arm Mounted, Biotic, Shocking]. However, they also gain a Severe Disorder or one of the following hindrances: Big Britches, High-Falutin', Impulsive, Intolerance, Night Terrors or Vengeful.
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Post by sliprunner on Feb 16, 2020 9:42:00 GMT -6
Mounted Weapon Interface (Very Rare) For some techpriests the common Ballistic Mechandrite lacks the firepower needed in a warzone environment, likewise simply carrying a better firearm in hands prevents them from committing to their work properly. Thus the Mounted Weapon Interface was designed, created, and tested on the battlefield for the battlefield. Commonly at shoulder mounting, it allows a single Basic Weapon to be fitted and operated from Mechandrite Protocols. Modifying and Installing a weapon to the mounting is an hour long process, after which the MWI may be operated as a Ballistic Mechandrite using the profile of the mounted weapon. Limitations of the interface mean the weapon must still be manually reloaded and impose a -1k0 penalty on attack rolls using the mounted weapon. Poor quality Mounted Weapon Interfaces impose an additional -1k0 penalty to attack rolls using the weapon and require the user be braced to use them Good quality Mounted Weapon Interfaces do not impose a penalty on using the mounted weapon. Best quality Mounted Weapon Interfaces may mount a Heavy weapon instead but with same penalties as a Poor Quality Mounted Weapon Interface
Alt (Old) Version
Mounted Weapon Interface (Very Rare) Using a simplified version of the Mechandrite control systems Techpriests are renown for, this mounting, commonly on a shoulder, allows a single Basic weapon to be fitted and operated via MIU. Modifying and installing a ranged weapon to the mounting is an hour long process, and the installed weapon may be operated as normal with the exception of not requiring any hands to use. The user must have an MIU or Mechanicus Implants to operate the device, If the user has 'Mechandrite Useage' they may instead treat it as a Ballistic Mechandrite, using the profile of the mounted weapon.
Poor quality Mounted Weapon Interfaces impose a -1k0 penalty to attack rolls using the weapon and require the user to brace to use them Good quality Mounted Weapon Interfaces grant a +1k0 bonus to attack rolls using the mounted weapon Best quality Mounted Weapon Interfaces may mount a Heavy weapon instead but with same penalties as a Poor Quality Mounted Weapon Interface
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Post by username on Nov 24, 2020 22:19:41 GMT -6
I suppose I should join the party and port over some of my stuff. I'll uh, fix the tables in a bit.
Move-by-Wire (Very Rare) (Suggested Strain: 2) Move-by-wire-systems are the bleeding-edge in motion control and reaction enhancement. They operate by putting the user’s body in a constant state of seizure, so that it wants to move in all directions at once. An implanted system monitors the seizure and counteracts its effects until the user wishes to act. At that point, it channels the effects of the seizure along the desired path of motion, enabling the user to act with amazing speed and move with unnatural smoothness. This grants the implanted with +2 Speed and +1 Dexterity, but -1 Constitution and Resilience due to the strain on the body.
Poor Quality Move-by-Wire users users suffer from slight, but uncontrollable, muscle tremors in certain muscle groups when they are at rest, mostly due to errors in the system’s seizure compensation, functioning as the Night Terror Hindrance. Good Quality Move-by-Wire systems link directly to reflex control, granting the Danger-Sense feat and +2 Initiative by allowing them to begin working before the brain is even aware of a threat. Best Quality Move-by-Wire systems contain a secondary electric brain that monitors for threats to jerk the body out of the way, granting the user one extra Reaction Action per round.
Retractable Hand-Razors (Common) (Suggested Strain: 0) Hand Razors are 2-3 Centimeter carbon fiber blades that replace the user's fingernails or slide out from beneath synthetic nail replacements.
Retractable Hand-Blade (Uncommon) (Suggested Strain: 1) A Retractable Hand Blade is a mid length blade that slips out of the side of the hand opposite the thumb of most creatures via an implanted sheath in the forearm.
Retractable Spur (Rare) (Suggested Strain: 2) Retractable Spurs are a series of vicious blades protruding from the user's wrist, knuckles, elbows and/or other joints.
Unarmed (Basic or Melee 2) Name Type Damage Pen Special Hand-Razors Melee 2k0 R 2 Brawling, Combat Sheath, Compact Hand-Blade Melee 1k2 R 2 Arm Mounted, Combat Sheath Spur Melee 2k2 R 2 Arm Mounted, Combat Sheath
Skeletal Implants Sticks and Stones may break some bones, but scientists of The Wheel work tirelessly to make that a thing of the past through complex Skeletal Augmentation implants. These implants are designed to protect the body of the subject and allow for concussive strikes to cause further harm to the bodies of others. Due to the complexity and even proprietary nature of these implants, they are not compatible with each other or even themselves: A person may only have one such Skeletal Implant at a time.
Bone Density Augmentation (Rare) (Suggested Strain: 1) In a long, painful process the subject's bones are manipulated at the molecular level for strength, density and durability, with this increase being primarily focused in one arm chosen at time of implanting. This procedure increases both the hardiness of the subject along with the impact of their punches from that chosen arm. Even beings with no internal skeleton can benefit in the form of microbone structures forming in their exoskeleton or skin.
Poor Quality Bone Density Augs give -1 Speed due to the weight and uneven distribution of bone. Good Quality Bone Density Augmentation distributes evenly throughout the body for a +1 AP to all body parts. Best Quality Bone Density Augmentation increases static defense by 2 as well due to organic spurs of bone defecting potential blows.
Bone Lacing Augmentation (Very Rare) (Suggested Strain: 2) For people that don't care quite so much about keeping their body organic, expensive and painful procedures can be employed to increase durability of the subject with a lattice chain of plates of various materials. Typically ceramics are used, but techniques for other materials are known to be employed as well.
Poor Quality Bone Lacing Augmentations use heavy, rigid steel networks instead of Ceramics, giving -1 speed and -1k1 to dexterity tests where fine control is needed. Good Quality Bone Lacing uses an Aluminum Alloy for both lightness and Strength, granting +1 AP to all body locations and +1 Static Defense. Best Quality Bone Lacing uses a lattice of titanium and carbonfibre nanotubes, making the body of the implanted sturdy enough to be immune to having their limbs severed without invasive surgery in addition to previous benefits.
Darksteel Bone Replacement (Artifact 5) (Suggested Strain: 2) Bone Lacing has various levels of techniques and materials, but using Darksteel to augment one's Skeleton stands beyond normal Bone Lacing in a tier of its own. Rather than merely Augmenting an existing skeletal structure, Darksteel Bone replacement sees a complete Skeletal replacement (or even addition in the more boneless races). The Darksteel is said to be hewn into roughly bone shapes via Black Blades, and the Augmented are often quoted to say they can feel the abrasion of the rough DarkSteel on their internal organs.
The Augmented gain +2 AP to all body parts and +1 Resilience. Their limbs can not be severed without invasive, magical surgery. Due to the extreme weight of the Darksteel, the Augmented suffer -1 Dexterity.
Unarmed (Basic or Melee 2) Name Type Damage Pen Special Bone Density Augmentation Melee 0k1 I 0 Brawling, Arm Mounted, Combat Sheath, Armored Bone Lacing Augmentation Melee 1k1 I 0 Brawling, Arm Mounted, Combat Sheath, Armored Darksteel Bone Replacement Melee 2k2 I 4 Brawling, Arm Mounted, Combat Sheath, Armored
Ocular Drone (Rare) (Suggested Strain: 1) Cybereyes can take a variety of upgrades such as Darkvision, Recording, and Telescopic sights to improve performance. Some upgrades however are complex enough to need a description of their own. An Ocular Drone is an enhancement to a Cyber eye that allows the eye to be removed and operated away from its user, functioning as an Arcane Eye as per the spell but only relaying Sight information. When parted from the user, the User's Body is considered to only have 1 eye. If both eyes have Ocular Drones in use that are away from the user, the User's body is considered Blind.
Poor Quality Ocular Drones reduce the sight performance of the eye due to modifications, granting -1k0 to visual perception tests and -1k0 to attack rolls. Good Quality Ocular Drones can relay information from all senses for the user while in use. Best Quality Ocular Drones have redundant Cybereye systems, allowing the user to see normally from their body as well while the Ocular Drone is in use.
Autosanguine (Rare) (Suggested Strain: 1) Autosanguine increase the body's ability to recover from traumatic wounds by via a system of nanobots in the bloodstream, repairing harm to the body at an accelerated rate. The Augmented gains the Hardy feat and +1k1 on Medicae tests performed on them.
Poor Quality Autosanguine tends to over respond to injury, leading to more blood rushing to the wound; users round up instead of down when determining Resilience's effect on Damage. Good Quality Autosanguine makes the user immune to Bleeding Out, as the body quickly seals even gaping wounds. Best Quality Autosanguine is able to repair and heal even extensive bodily damage, treating the augmented as though they are under the Regenerate spell for the purpose of regrowing body parts.
Sleep Regulator (Uncommon) (Suggested Strain: 1) Not everyone can be a Thri-kreen; many waste a third or more of their lives in a vulnerable state of sleep. Sleep Regulators were developed for military readiness by the forces of Order but have been expanded to civilian police and emergency forces as well. The Augment modifies the internal structure of the brain and its chemical balance, allowing Soldiers to keep watch even while resting. The Augmented gain the Light Sleeper feat.
Poor Quality Sleep Regulator implants function by keeping the person totally awake but rigid while they sleep, hampering rest; the Augmented gain the Night Terrors Hindrance. Good Quality Sleep Regulator implants regulate wakeful periods as well to help ease exhaustion, granting +2 maximum fatigue before falling unconscious. Best Quality Sleep Regulators employ cutting edge technology to induce nano-naps between seconds during wakefulness to allow the Augmented to also function regularly without sleeping.
Skillwires (Common) (Suggested Strain: 0)
Not everyone can take the time to master or even learn a skill. Luckily with cutting edge technology, not everyone needs to. Skillwires are a system of neuromuscular controllers threaded through the body and connected to the central nervous system, recognizing stimuli and activating to aid in the appropriate Skill for which the Skillwire was developed. This allows no reduction rolled dice for using a Basic skill untrained for which you have a skillwire installed or allowing an Advanced skill to be used untrained.
Poor Quality Skillwires use simple wiring to take direct control of the body when the appropriate skill is called for, resulting in a passable but not extraordinary performance and the User's dice do not explode when using the Skill. Good Quality Skillwires are typically made for a specific function, granting a Skill Focus(any) and allowing even an Advanced Skill to be used untrained with no drawback in addition to the effects of the normal quality skillwire. Best Quality Skillwires grant a +1k0 modifier for the appropriate skill in addition to the effects of the Good quality.
Skillwires come in three main Groupings:
Activlinks Activlinks are the classic Skillwire, originally developed as a training tool for new hires and new soldiers before R&D realized it would be cheaper to just manipulate the body's neural and muscle structure to induce a base competence with the task at hand.
SpeakSoft By far the most popular Skillwire in the civilian market, the SpeakSoft's neuro-muscular uplink is a more subtle one than the Activlink. They calm nerves and normalize vocalization, facial expression and body language to allow for the Modded to seem like a natural in the appropriate social skill. Many a parent has been known to skip out on braces and buy a series of SpeakSoft to help give their social reject children a leg up.
iKnows iKnows are the latest development in Skillwire technology, iKnows are able to approximate skills that require more mental than physical processes. This is often achieved by detecting stimuli in heard words or even brain patterns which trigger an onboard datastore to divulge relevant information. This is twinned with the typical neuro-muscular link of other Skillwires to allow the body to perform acts like rudimentary first aid or computer usage.
ChatChip (Common) (Suggested Strain: 0)
The Wheel is a big place, and a lot of people have a lot to say. There's always Trade, but sometimes people need a language less suited for hawking wares in Sigil's Great Bazaare or want to understand what others are saying. For that purpose, a ChatChip was created, allowing the augmented to understand specific spoken and written languages in accordance with the disposable LinguiStick (Very Common) they upload to it. This isn't free though; while ChatChips are cheap most are designed to burn out the LinguiSticks after a short while, ensuring a steady profit for the company.
Poor Quality ChatChips tend to garble information into a mixture of unclear static and daemonic chanting, the maddening side effects granting 1 Insanity each scene they read a LinguiStick. Good Quality ChatChips are able to conserve LinguiSticks for reusability; the user makes a TN 10 Tech-Use+Intelligence test at the end of the scene and if successful the LinguiStick is usable once more, but the next test for that LinguiStick is increased by 5. Best Quality ChatChips are more specialized, with a built in LinguiStick that is never fouled with use. This grants the appropriate Speak Language feat but prevents other LinguiSticks to be used with that ChatChip.
LinguiSticks (Very Common)
LinquiSticks are short, read only memory uploads that when loaded into a ChatChip slot allow the user to Speak and Understand the appropriate language coded to the LinguiStick for one scene. If the user is literate they can even read and write the appropriate language as well.
Muscle Replacement (Rare) (Suggested Strain: 1)
Sometimes you want to get Huge, and picking things up and putting them down again seems like too much work. Steroids are a thing of the past, thanks to new developments in artificial, long term muscle enhancements. Why be you, when you can be new? Synthetic, vat-grown muscles or nano-cyber-meat that replace segments Augmentee's own muscle to increase key strength performance. The Augmented enjoys a +1k0 to all Strength Tests.
Poor Quality Muscle Replacement Surgery totally replaces the recipient's muscles with stiff, tense muscles that decrease dexterity by 1. Good Muscle Replacement Augs allow for more accurate and acute high speed movement, granting +1k0 to dexterity tests as well. Best Quality Muscle Augments allow for increased bloodflow and adrenaline absorption, granting +1k0 damage and +1k0 to hit with melee attacks.
Balance Augmenter (Uncommon) (Suggested Strain: 1) This Augmentation enhances the inner ear's natural balance mechanism, twinned with implanted auto-correction threads through the body linked to the central nervous system to help ensure that the augmented may wobble but they won't fall down. The Augmented gain a +1k0 on both resisting knock down attempts and knocking others down.
Poor Quality Balance Augmenters do not compensate the other senses for the change of balance: The Augmented are dazzled for one round after resisting a Knock Down attempt. Good Quality Balance Augmenters help keep one moving quickly and fluidly on their feet, granting +1k0 to dodge attempts. In addition, Best Quality Balance Augmentation employs implanted microgyroscopes to ensure a perfect sense of balance on one's feet regardless of impact angle or force, resulting in the Augmented being impossible to be knocked prone unless they are willing.
Inertia Stabilizer (Uncommon) (Suggested Strain: 1) An Inertia Stabilizer utilizes a series of complex, swift deployed counterweight and cleat systems to protect the body from sudden bumps to keep the user where they want to be. The Augmented gain +1k0 on resisting effects that would move them against their will and +1k0 on Bull Rush Attempts.
Poor Quality Inertia Stabilizers react to all changes in inertia and make it difficult to start moving, granting -2 speed. Good Quality Inertia Stabilizers can be activated more precisely at the user's desire, allowing them to Brace as a Reaction Action. In addition, Best Quality Inertia Stabilizers employ mass effect graviton manipulation to make the user impossible to move against their will.
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Post by Traskus on Dec 5, 2021 18:21:56 GMT -6
Aetheric Wave-Spars (very rare) This meter-long rod is surgically grafted to the spine of the recipient. It helps bleed warp energy away from a caster. When a character with this implant pushes a focus power test, he may add a +1 bonus to his caster level and effective school level to cast. Poor quality wave-spars also add +10 to psychic phenomena rolls. Good quality spars reduce psychic phenomena rolls by 5 when casting unfettered. Best quality spars reduce psychic phenomena rolls by 10 when casting unfettered.
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Post by insertnamehere on Jan 23, 2022 1:24:37 GMT -6
Cybernetics variant option: Biological AugmentationsOften referred to as Bio-Augs or Bioware for short, these type of augmentations are for those wanting to maintain an " all natural" look or for those who simply want to make themselves a circus freak. Made using muscle instead of silicone, bone instead of metal, and nerves instead of wires, Bio Mods are less hard on the body due to often being made from the user's very own cloned tissue and are very popular with magic users because of that fact as it doesn't affect their spell casting ability as much as regular cybernetics do. However, they are notoriously expensive and difficult to come by due to each Bio-Aug needing to be made from scratch to accommodate the specific biology of the user. Effects: Bio-Augs perform the exact same functions as their cybernetic counterparts appropriate for their quality. They provide 1 less Strain (minimum 0) and it takes three Bio-Augs with 0 Strain to provide 1 Strain instead of the usual two for Cybernetics and rolls to repair and/or create Bio-Augs use Medicae instead of Crafts. All Bioware count as 1 level higher in terms of rarity for acquisition rolls (i.e. an Uncommon Cybernetic becomes a Rare Bio-Aug) but the recovery period after install is 1d10-Constitution days. Bio-Augs are permanently part of the users biology meaning that any effects that would restore missing body parts will restore the Bioware instead of the users normal unmodified body and do not provide immunity to Bleeding and other appropriate effects from severed or destroyed limbs like regular cybernetics do but are immune to effects that would normally only target regular cybernetics (such as the Tech Scorn Psychic Phenomena) due to being made of meat instead of metal. You can acquire Bio Mods through the Upgraded feat. Mechanicus Implants variant: Homunculus ImplantsAny class that has Mechanicus Implants in its list of available Feats can select this variant instead. Provides same effects and benefits as Mechanicus Implants but with a bio punk spin to it. Homunculus Implants
The character is an initiate into the mysteries of flesh and sensation. These implants are often associated with servants of either the Lord of Change or the Prince of Pleasure but every so often you'll see a member of the Machine God priesthood sporting these unnerving implants. Bio-technology is still technology after all. Gain the following implants: Data Nerve Endings
Grafted into the nervous system, this cluster of modified nerve endings is incased in a mixture of bone and polymers to protect the nerves and allow it to connect to data plug-in's. Once a recipient has been properly trained, this allows him to interface with machine data ports and certain types of data nets. These nerve endings can take many forms, such as skull shunts, finger probes, or spine jacks. Galvanism Therapy
Galvanism Therapy is a series of genemod's that alter how the cells of the recipients body interact with electricity. This results in many nerves widening to be able to handle greater electrical currents, making it look like the user's body is covered in bulging veins to the uninitiated, where they derive power from the bio-electrical emanations of the flesh and the sacred mysteries of the Electro-Heart. This allows the user's body to emit or siphon power in many ways. Filtration Gills
Filtration Gills are a two fold modification of the recipients raspatory system. Firstly, an additional air pathway is made from the trachea to a series of gill like openings just below the torso. Secondly, enzymes that react to toxic substances coat the entirety of the air pathways that cause the gills to open. This purifies the air supply, granting a +1k1 bonus to resist airborne toxins and gas weapons. This implant does not provide the ability to breath in water. Ossein-Mantle
The Ossein-Mantle is a framework of bone, muscle, and cartilage that strengthen the spine and ribcage. As the initiate gains further implants, this mantle acts as a subdermal anchorage point. Electro-Heart
Cradled within the Ossein-Mantle is a pulsating mass known as the Electro-Heart. As the name implies, this implant looks and behaves very much like the life sustaining organ but instead it pumps and stores energy. Bio-MechadendritesJust like with any other cybernetic, you can choose to install the Bio Mod version of a Mechadenrite. When you get the Mechadendrite Use feat, choose whether its going to be for cybernetic mechadendrites or bio mechadendrites. Once you chosen the type, you can only have mechadendrites of that type installed. Bio-Mechadendrites are still affected by the rarity increase for acquisition rolls but on the upside you count your Constitution as 1 dot higher for the purposes of the total amount you can have installed. Change Log: Clarified that you can gain Bio-Augs through the Upgraded Feat Added the Homunculus Implants variant Added Bio-Mechadendrites rules Made Bio-Augs able to be restored through effects that restore missing body parts. Reduced the recovery period for bio-augs to 1d10-Con
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Post by ScrapyardDragon on Jan 24, 2022 0:17:07 GMT -6
Genemods
Not every form of bodily modification is based around shoving metal into the body. Genemods are, technically, since they use nanomachines to do it (usually. Sometimes its done with extremely complicated magic, or chemical cocktails that would make most doctors faint), but the important part is they don't STAY in there...usually. Through a combination of great breakthroughs in medical science, subjects are able to make permanent changes to their physiology, ranging from simply restoring youth to outright changing someone's species (in ways more complicated than hurling someone into the abyss and waiting for a tiefling to pop out). Genemods vary from normal cybernetics in the following ways: 1 - They're more an advanced (and often illegal) medical procedure than an actually installed cybernetic, and do not count as cybernetics for effects like Tech Scorn or the Naturalize feat. 2 - The installation time cannot be skipped, and during it the subject is considered helpless. Whether they're conscious or not during the procedure depends on the facility. 3 - They are functionally permanent short of shoving someone back into the tube to undo it manually, which is just as expensive, time consuming, and potentially traumatizing as it was the first time. 4 - Genemods cannot be taken with the upgraded feat.
Appearance conversion (Uncommon) The most common genemod, and usually considered at least somewhat acceptable if only because plastic surgery has already existed for a long time. Having it done legally is still a paperwork nightmare. Its often used as a medical procedure to treat genetic diseases by those who can afford it, but its just as often used to help treat self-image issues or, more concerningly, to completely change someone's identity by shady doctors for shady clientele. An appearance conversion can be applied in one of the following ways -Cosmetic changes: The user's physical appearance is altered to another one standard for their race. This confers no mechanical benefit or changes, but the subject cannot be identified by their old appearance unless they do something stupid, like not hiding the records of the procedure or showing their tell somewhere it'd be recognized. -Advanced changes: More specialized alterations to meet certain criteria, and as a result this procedure's availability is rare instead of uncommon. The user spends 100 experience, and gains one of either the Appearance, Androgynous, Dangerous Beauty, or Unremarkable feats, or spends 200 experience to remove the Geezer hindrance. -Sex change: Some people will pay good money for this, and capitalism is alive and well in the Great Wheel. Whether they regret it afterwards is on them. This procedure's availability is Rare instead of Uncommon, and the 'installation period' is doubled. The subject's biological sex is changed to another one possible for their race, and they gain 1d5 insanity. Nobody can be truly ready for waking up in a completely different body.
Hybridization genemod (Very Rare) Considered a crime against nature in many spheres, and illegal in slightly less (its always the humans that don't care about mudbloods...), this procedure allows the subject to incorporate traits from other races into their own physiology, to an extent. The subject spends 100 exp, and gains one racial feat from another race, that does not mention or improve that race's racial power (unless you have that racial power, somehow). If this genemod is taken multiple times, each racial feat must come from the same race, and this genemod cannot be taken more than half the subject's constitution (round down) times. Gain 1d10 insanity every time this genemod is taken, nobody can easily get used to gaining organs they should not have.
Racial conversion (Mythic rare) Not considered as much of a crime against nature, still illegal in a lot of places, but not as many of them. Tieflings do it to people all the time, but not a lot of people want to take a dive into the warp and come out a mutated freak. The subject's race changes to another one. They lose their old racial power and any racial feats they may have purchased that cannot also be taken by their new race (lost racial feats are not refunded), Gain their new race's racial power, and their size changes to match that of their new race. This procedure's 'installation period' is doubled, and you gain 2d10 insanity. Waking up in an alien body is damaging to the psyche, as one might expect. The user may vaguely resemble their old appearance, or may look completely different.
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