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*'''Audiorecording''' | *'''Audiorecording''' | ||
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Your ears contain tiny microphones, enabling you to record any sounds you hear. The included datachip can hold several dozen hours of audio. This enhancement can be linked with '''Videorecording,''' if you have that upgrade as well, for full audio/video recording. | Your ears contain tiny microphones, enabling you to record any sounds you hear. The included datachip can hold several dozen hours of audio. This enhancement can be linked with '''Videorecording,''' if you have that upgrade as well, for full audio/video recording. | ||
*'''Adaptive Brightness''' | *'''Adaptive Brightness''' | ||
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Your eyes are fitted with a transparent photoreactive film which darkens when exposed to bright light. You can operate comfortably in bright light without the aid of sunglasses, and you gain a +2 bonus on rolls made to avoid blindness (permanent or temporary) or other harmful visual stimuli. | Your eyes are fitted with a transparent photoreactive film which darkens when exposed to bright light. You can operate comfortably in bright light without the aid of sunglasses, and you gain a +2 bonus on rolls made to avoid blindness (permanent or temporary) or other harmful visual stimuli. | ||
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*'''Cranial Reinforcement''' | *'''Cranial Reinforcement''' | ||
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− | + | Your skull is reinforced with numerous small, thin plates of hardened duralloy, protecting you from damage directed at your head. You effectively gains Armor 4 for XX vs head shots, or Armor 6 for XX. | |
*'''Discriminatory Hearing''' | *'''Discriminatory Hearing''' | ||
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A datachip implanted in your brain allows your cyber-ears to isolate and analyze sounds with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls. | A datachip implanted in your brain allows your cyber-ears to isolate and analyze sounds with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls. | ||
*'''Discriminatory Vision''' | *'''Discriminatory Vision''' | ||
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− | + | A datachip implanted in your brain allows your cyber-eyes to isolate and analyze visual input with enormous precision. This gives you a +2 bonus on hearing-related Notice rolls. | |
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*'''Thermographic Vision''' | *'''Thermographic Vision''' | ||
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Your cybernetic eyes contain a set of tiny cameras, allowing you to record video footage. The included datachip can hold several dozen hours of footage. This recording does not include sound, but can be linked with '''Audiorecording''' if you have that upgrade as well, for full audio/video recording. | Your cybernetic eyes contain a set of tiny cameras, allowing you to record video footage. The included datachip can hold several dozen hours of footage. This recording does not include sound, but can be linked with '''Audiorecording''' if you have that upgrade as well, for full audio/video recording. | ||
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===Arms/Hands=== | ===Arms/Hands=== | ||
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*'''Implanted Blade''' | *'''Implanted Blade''' | ||
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A small duralloy blade is implanted in your forearm. It can be extended or retracted as a free action; when used as a weapon it deals Str + 1d6 damage and is AP 2. | A small duralloy blade is implanted in your forearm. It can be extended or retracted as a free action; when used as a weapon it deals Str + 1d6 damage and is AP 2. | ||
*'''Implanted Blaster''' | *'''Implanted Blaster''' | ||
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A small laser mechanism is implanted in one of your arms, allowing you to fire destructive blasts of energy. This implant functions in all respects as a laser pistol; the internal battery holds enough charge for three shots, and is slowly recharged by your own bioelectricity. If the battery is exhausted you can continue to use the blaster, but at a cost: each shot imposes one level of fatigue. | A small laser mechanism is implanted in one of your arms, allowing you to fire destructive blasts of energy. This implant functions in all respects as a laser pistol; the internal battery holds enough charge for three shots, and is slowly recharged by your own bioelectricity. If the battery is exhausted you can continue to use the blaster, but at a cost: each shot imposes one level of fatigue. | ||
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*'''Remote-Operated Hand''' | *'''Remote-Operated Hand''' | ||
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One of your hands is replaced by a sophisticated electronic copy, which can be removed from your wrist and operated remotely via a wireless datalink. The range of this datalink is 15 yards, less if blocked by dense materials such as lead or thick stone, and your hand's internal battery has enough charge to operate remotely for 12 hours. | One of your hands is replaced by a sophisticated electronic copy, which can be removed from your wrist and operated remotely via a wireless datalink. The range of this datalink is 15 yards, less if blocked by dense materials such as lead or thick stone, and your hand's internal battery has enough charge to operate remotely for 12 hours. | ||
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*'''Leaping Legs''' | *'''Leaping Legs''' | ||
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− | Your legs are reinforced with duralloy springs and microshocks that can be explosively released. This gives you incredible leaping ability; you can leap twice as far a normal for your species. For | + | Your legs are reinforced with duralloy springs and microshocks that can be explosively released. This gives you incredible leaping ability; you can leap twice as far a normal for your species. For XX, your leaping distance triples, but you must make an Agility roll when landing or fall prone. |
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===Torso/Full Body=== | ===Torso/Full Body=== | ||
*'''Adrenaline Surge''' | *'''Adrenaline Surge''' | ||
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Strategically-implanted capsules of of artificial adrenaline are linked to your nervous system, augmenting your body's natural stress response. You gain a +1 bonus on Spirit rolls made to unshake. | Strategically-implanted capsules of of artificial adrenaline are linked to your nervous system, augmenting your body's natural stress response. You gain a +1 bonus on Spirit rolls made to unshake. | ||
*'''Attribute Enhancement: Agility''' | *'''Attribute Enhancement: Agility''' | ||
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− | Through cybernetic enhancements of your muscles and tendons, and artificial stimulation of your nervous system, you gain faster reactions and better flexibility. | + | Through cybernetic enhancements of your muscles and tendons, and artificial stimulation of your nervous system, you gain faster reactions and better flexibility. Your Agility increases by +1 rank. For XX, it increases by +2 ranks. |
*'''Attribute Enhancement: Strength''' | *'''Attribute Enhancement: Strength''' | ||
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− | Through cybernetic reinforcement of your skeletal structure and enhancement of your muscles, you gain superior musculature and the ability to use it. | + | Through cybernetic reinforcement of your skeletal structure and enhancement of your muscles, you gain superior musculature and the ability to use it. Your Strength increases by +1 rank. For XX, it increases by +2 ranks. |
*'''Lifting Strength''' | *'''Lifting Strength''' | ||
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− | Strategic reinforcements to your spine and torso enable you to lift and carry enormous weights. Your Strength is considered two ranks higher for purposes of encumbrance and minimum Strength for weapons and armor. For | + | Strategic reinforcements to your spine and torso enable you to lift and carry enormous weights. Your Strength is considered two ranks higher for purposes of encumbrance and minimum Strength for weapons and armor. For XX, your Strength is considered four ranks higher. |
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*'''Subdermal Armor''' | *'''Subdermal Armor''' | ||
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− | Your vital organs are protected by small, surgically-implanted plates and sections of mesh. This gives | + | Your vital organs are protected by small, surgically-implanted plates and sections of mesh. This gives you an effective natural armor, which stacks with any armor worn. The armor value depends on the cost of the upgrade: $1,000 for +1, $2,000 for +2, 3,500 for +3, and $5000 for +4. |
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The plates and meshes of subdermal armor can be inconvenient when healing from injuries. Healing rolls made to cure your wounds suffer a penalty equal to your subdermal armor's bonus minus two. | The plates and meshes of subdermal armor can be inconvenient when healing from injuries. Healing rolls made to cure your wounds suffer a penalty equal to your subdermal armor's bonus minus two. | ||
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'''[https://wiki.rpg.net/index.php/Savage_Justifiers Back to the main Savage Justifiers document]''' | '''[https://wiki.rpg.net/index.php/Savage_Justifiers Back to the main Savage Justifiers document]''' |