Editing Justifiers Cybernetics

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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.
 
*'''Commlink'''
 
''Value: $500''
 
 
You have a two-way radio in your head, allowing you to communicate with others without using your hands or voice. You can only communicate electronically, with people who have either a handheld comm device or their own commlink.
 
temn
 
A standard commlink can dial through a number of public channels, allowing for public or semi-private conversations; it has a range of approximately ten miles, which can be reduced by stormy weather or barriers of lead or thick stone or metal.
 
  
 
*'''Cranial Reinforcement'''
 
*'''Cranial Reinforcement'''
 
''Value: $2,000/$5,000''
 
''Value: $2,000/$5,000''
  
Your skull is reinforced with numerous small, thin plates of hardened duralloy, protecting you from damage directed at your head. For $2,000 you effectively gains Armor 4 for vs head shots; for $5,000 you gain Armor 6.
+
Your skull is reinforced with numerous small, thin plates of hardened duralloy, protecting you from damage directed at your head. For $2,000 you effectively gains Armor 4 for vs head shots; for $5,000 you gain or Armor 6.
  
 
*'''Cyberlink'''
 
*'''Cyberlink'''
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You can consciously "tune" your hearing, allowing you to hear sounds outside of the normal human range, both higher (hypersonic) and lower (infrasound).
 
You can consciously "tune" your hearing, allowing you to hear sounds outside of the normal human range, both higher (hypersonic) and lower (infrasound).
 +
  
 
*'''Hypervision'''
 
*'''Hypervision'''
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===Arms/Hands===
 
===Arms/Hands===
 
*'''Grapple Hand'''
 
''Value: $1,500''
 
 
Your cyberhand is attached to your wrist by a 10-meter spool of extremely strong nanocable stored in your forearm. Your hand can be fired like a projectile, allowing you to grab on to a distant point and either retrieve a small object, or pull yourself to a fixed point. The nanocable can support up to 500 pounds of weight. Firing your hand is an action; reeling it in takes one full round.
 
  
 
*'''Implanted Blade'''
 
*'''Implanted Blade'''
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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 $4,000 your Strength is considered four ranks higher.
 
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 $4,000 your Strength is considered four ranks higher.
 
*'''Stun Resistance'''
 
''Value: $3,000/$6,000''
 
 
Your bones and muscles are reinforced with nanofibers, and your organs are surrounded with mesh sacs to protect them. You get a +1 bonus on Spirit rolls to unshake, a +1 bonus on Vigor rolls to soak damage, and a +1 bonus on rolls made to resist stunning effects. For $6,000, the bonus increases to +2.
 
  
 
*'''Subdermal Armor'''
 
*'''Subdermal Armor'''
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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.
 
*'''Toxin Processor'''
 
''Value: $3,000/$5,000''
 
 
A miniaturized system of filters and air scrubbers is attached to your respiratory and gastrointestinal systems, quickly and efficiently removing poisons, venoms, and other harmful chemicals. You gain a +2 bonus on Vigor rolls to resist inhaled or ingested toxins, including resisting the effects of drugs or alcohol. For $5,000, the system attaches to your circulatory system as well and the +2 bonus applies to all toxins.
 
 
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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]'''

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