WarpSystem:Augmentations
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Basic Cybernetics[edit]
Cosmetic Surgery | ||
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OP | 1 | Adds 1 level of Attractiveness. May be taken multiple times, though there is still a limit of 5 levels. |
HL | 2 | |
Surgery | MA |
Subdermal Display | ||
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OP | 1 | Provides information such as the time, date, the character's heartbeat, blood pressure and temperature, and any allergies that medics and doctors should know about. Can act as an Output for a GPS Reciever. The various data can be cycled by pressing the implant. |
HL | 0 | |
Surgery | N |
Skin Weave | ||
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OP | 10 | Provides an Armour of 2 except against blunt attacks, falls and collisions. |
HL | 2D6 | |
Surgery | CR |
Subdermal Armour | ||
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OP | 20 | Provides an Armour of 5, subtracts 1 from REF. Perception DV 20. |
HL | 3D6 | |
Surgery | CR |
Retractacle Blades | ||
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OP | 4 | A blade or set of blades built into the Body. Automatic Quick-Draw. BODY+3 damage. May be Armor Piercing for 3 extra OP. Perception DV 28. |
HL | 1D6 | |
Surgery | MA |
Medi-Pack | ||
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OP | 9 | Reduces Shock DVs by 2, adds 2 to REC. Reduces Surgery DVs for any-one operating on the character if they have an Output. |
HL | 1D6 | |
Surgery | M |
Booster-Pack | ||
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OP | 12 | Adds 2 to REF for three phases of combat; takes an hour to 'recharge.' Kicks in whenever the character chooses. |
HL | 2D6 | |
Surgery | MA |
Oxygen Tank | ||
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OP | 4 | Provides an hour's oxygen. Up to three additional hours can be added fo 2 OP each. Increase time by 50% if character stays motionless. An Output will show time remaining. |
HL | 1 | |
Surgery | MA |
Anti-Grav | ||
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OP | 9 | Small rods of encased Anti-Gravity Warp are inserted into the Body, reducing the character's weight by 90%, doubling RUN and FLY and tripling JUMP distances. |
HL | 1D6 | |
Surgery | M |
Radio Transmitter | ||
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OP | 3 | The character can transmit data via radio. Can act as a link to an Output. |
HL | 2 | |
Surgery | MA |
Ultrasonic Voice | ||
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OP | 2 | Character can speak in the ultrasonic spectrum, range 800 m. Can also act as an Input. |
HL | 2 | |
Surgery | MA |
Voice Amplifier | ||
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OP | 2 | Character can speak at 90 dB. |
HL | 2 | |
Surgery | CR |
GPS Reciever | ||
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OP | 3 | Determines the character's coordinates on worlds with Positioning Satellites. Requires an Output. Useless on Rifts Earth. |
HL | 1 | |
Surgery | MA |
Environmental Sensor | ||
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OP | 3 | Provides information on radiation and atmosphere. Requires an Output. |
HL | 1 | |
Surgery | MA |
Neural Cybernetics[edit]
Neural Processor | ||
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OP | 4 | Has a text memory space equivelent to an encyclopedia, holds 20 keys and can decrypt anything which it has the correct key for, and is required for any of the following augmentations: |
HL | 1D6 | |
Surgery | CR |
Interface Socket | ||
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OP | 5 | Allows direct connection to equipment with proper plugs. This grants a +2 bonus to AVs, and can act as a link to an Input or Output. |
HL | 1D6 | |
Surgery | MA |
Satellite Uplink | ||
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OP | 5 | The character can connect to satellites. Can act as a link to an Input or Output. Useless on Rifts Earth. |
HL | 1D6 | |
Surgery | MA |
Pain Buffer Chip | ||
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OP | 5 | The character ignores the penalties of the a single wound. |
HL | 2D6 | |
Surgery | M |
Calculator Chip | ||
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OP | 1 | The character is a Lightning Calculator. |
HL | 0 | |
Surgery | M |
Memory Chip | ||
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OP | 3 | The Character can record their senses for a total of ten minutes. Up to 110 more minutes may be added for .5 OP per 10. |
HL | 1D6 | |
Surgery | M |
Skill Chip | ||
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OP | x | The character can have up to three levels in any common skill; the OP cost is half of the actual skill cost. Skills cannot be specialised, but sub-skills may be chosen as per usual. |
HL | 1D6 | |
Surgery | M |
ROM Chip | ||
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OP | 2 | A large amount of text can be accessed as if it were a book in the character's possession. Requires an Output. This can add +1 to any of the following special skills or sub-skills:
Law, Appraise, Businesses, Militaries, any Computer, History, Astronomy, Literature, any Electronics, any Engineering, any Medical, Astrogation, any Science, Languages, Expertise, Area Knowledge. |
HL | 1 | |
Surgery | M |
Encryption Chip | ||
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OP | 3 | Encrypts signals with a DV 32. Add 1 OP per +2 DV, up to +10. |
HL | 0 | |
Surgery | M |
Decryption Chip | ||
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OP | 4 | Acts as an INT 4 computer for encryption cracking attempts. |
HL | 1 | |
Surgery | M |
Cyber Eyes[edit]
Cybernetetic Eye | ||
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OP | 1 | Removable, obvious cybernetic eye. DC 6. Does nothing on its own, but is required for any of the following augmentations: |
HL | 1D6 | |
Surgery | MA |
Naturalistic Lens | ||
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OP | 1 | Gives the eye a perception DV of 28. |
HL | 0 |
Zoom | ||
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OP | 1 | Gives +1 bonus to visual perception AVs. For every 5x zoom up to 50x, add 1 OP. |
HL | 1 |
Heads Up Display | ||
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OP | 1 | Acts as an Output. |
HL | 1 |
Polarization | ||
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OP | 1 | Character is immune to Glare. In only one eye, Glare causes the character to have No Depth Perception instead. |
HL | 0 |
Low Light Vision | ||
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OP | 2 | Character can see in near total darkness. |
HL | 2 |
Thermal Vision | ||
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OP | 2 | Character sees heat rather than light. This can be be switched on and off for 1 OP. |
HL | 1D6 |
Magnification | ||
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OP | 3 | Character can see to a cellular level. Add 2 OP and 1 HL cost for mollecular. |
HL | 2 |
UV Vision | ||
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OP | 2 | Character can see in the UV spectrum. Range 30m without a UV light source. |
HL | 1 |
UV Beam | ||
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OP | 1 | Eye beams out a UV light. |
HL | 1 |
Recorder | ||
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OP | 2 | Visual data can be recorded to a Memory Chip at 4 minutes per one of sense data. |
HL | 1 |
Cyber Ears[edit]
Cybernetic Ear | ||
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OP | 1 | Adds 1 to audio perception AVs. Detatchable and obvious. DC5. May be improved to synthetic Skin with a perception DV 28 for 1 OP. Allows for any of the following augmentations: |
HL | 1 | |
Surgery | MA |
Radio | ||
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OP | 2 | User can detect, recieve and understand unencrypted radio communications. |
HL | 1 |
Wide band Hearing | ||
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OP | 2 | User can hear in the Ultra-sonic and Sub-sonic bands. |
HL | 3 |
Recorder | ||
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OP | 2 | Audio data can be recorded to a Memory Chip at 8 minutes per one of sense data. |
HL | 1 |
Text reader. | ||
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OP | 1 | Acts as an Output character hears internally. |
HL | 0 |
Sonar | ||
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OP | 3 | Requires 2 Cybernetic Ears and a Nueral Processor. Gives a rough 50m radius 3D image. |
HL | 1D6 |
Cyber Limbs[edit]
Cybernetic Body | ||
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OP | 4 | Replaces the head, torso and abdomen. Torso and abdomen: T4 DC20, Head T4 DC10. Does not include eyes or ears. If the character has a Neural Processor, surgery is not needed to add chips to it. |
HL | 2D6 | |
Surgery | CR |
Cybernetic Hand | ||
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OP | 3 | Replaces a hand. T2 DC8. |
HL | 2 | |
Surgery | MA |
Cybernetic Arm | ||
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OP | 3 | Replaces an arm. T2 DC 12. Does not include Hand. |
HL | 1D6 | |
Surgery | MA |
Cybernetic Foot | ||
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OP | 1 | Replaces a foot. T2 DC8. |
HL | 1 | |
Surgery | MA |
Cybernetic Leg | ||
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OP | 2 | Replaces a leg. T2 DC 16. Does not include Foot. |
HL | 2 | |
Surgery | MA |
Cyber Limb Options[edit]
May be added to any part. Only one Surface and two Spaces per part. Hands and Feet have no Spaces.
Synthetic Hair and Skin (Surface) | ||
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OP | 1 | Gives the part a perception DV 28. Surgery is only required if the part is attached to a natural body part. |
HL | 0 | |
Surgery | M |
Chromatic Plating (Surface) | ||
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OP | 2 | Increases Toughness by 2 against energy attacks. |
HL | 0 |
Chameleon Plating (Surface) | ||
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OP | 3 | Part can blend in with background, becoming visually and thermally invisible. Gives +6 to Stealth AVs if all of Body is covered. |
HL | 1 |
Light Armour | ||
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OP | 2 | Increases Toughness by 2. |
HL | 1 |
Heavy Armour | ||
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OP | 4 | Increases Toughness by 2. -1 REF if applied to Body. Reduces perception DVs by 4. |
HL | 2 |
Shielding | ||
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OP | 1 | Makes part immune to electrical and EMP damage. |
HL | 0 |
Internal Storage (Space) | ||
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OP | 2 | A small area is available for storage, about the size of a torch in the Arm, a wine bottle in the Leg, or a brick in the torso. Up to two may be added per part. |
HL | 1 |
Auto-Holster (Space) | ||
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OP | 3 | May only be placed in a Leg. Can hold a pistol or knife. |
HL | 2 |
Jet System | ||
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OP | 7 | Gives the character a FLY of 15 and SWIM of 20 with a half hour of use and a two hour recharge. Requires cybernetic Body and both Legs. Takes up one Space in each Leg and in the Body. An extra battery can add a further half hour of use for 3 OP and takes up the other Body Space. |
HL | 1D6 |
Pop-Up Gun (Space) | ||
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OP | 2+ | A Small concealed Cyberweapon is placed on an Arm or Leg, or a Large one on the Body. Automatic Quick-Draw. -2 AVs for Leg and Body weapons. |
HL | 2D6 |
Fore-Arm Gun (Space) | ||
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OP | 0+ | A Large obvious Cyberweapon replaces the fore-arm and hand. |
HL | 2D6+2 |
Mounted Gun (Space) | ||
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OP | 2+ | A Large obvious Cyberweapon is placed on an Arm or Body (on the shoulder). If a Small Cyberweapon is chosen, no Space is required. |
HL | 2D6 |
Surgery[edit]
Surgery requires a sterile area, else roll a second time to avoid infection. A proper clinic reduces the DV by 4, a full hospital by 8, a partner (Surgery no less than 2 below your's) by 2 and two nurses (Nurse 4+) by 2.
Negligible (N) | DV 18 |
Minor (M) | DV 22 |
Major (MA) | DV 26 |
Critical (CR) | DV 30 |