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WarpSystem:Augmentations
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== Basic Cybernetics == {|Border="1" !colspan=3|Cosmetic Surgery |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Adds 1 level of Attractiveness. May be taken multiple times, though there is still a limit of 5 levels. |- |HL||2 |- |Surgery||MA |} {|Border="1" !colspan=3|Subdermal Display |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Skin Weave |- |OP ! style="width:35px"|10 ! rowspan=3 style="width:400px"|Provides an Armour of 2 except against blunt attacks, falls and collisions. |- |HL||2D6 |- |Surgery||CR |} {|Border="1" !colspan=3|Subdermal Armour |- |OP ! style="width:35px"|20 ! rowspan=3 style="width:400px"|Provides an Armour of 5, subtracts 1 from REF. Perception DV 20. |- |HL||3D6 |- |Surgery||CR |} {|Border="1" !colspan=3|Retractacle Blades |- |OP ! style="width:35px"|4 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Medi-Pack |- |OP ! style="width:35px"|9 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Booster-Pack |- |OP ! style="width:35px"|12 ! rowspan=3 style="width:400px"|Adds 2 to REF for three phases of combat; takes an hour to 'recharge.' Kicks in whenever the character chooses. |- |HL||2D6 |- |Surgery||MA |} {|Border="1" !colspan=3|Oxygen Tank |- |OP ! style="width:35px"|4 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Anti-Grav |- |OP ! style="width:35px"|9 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Radio Transmitter |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|The character can transmit data via radio. Can act as a link to an Output. |- |HL||2 |- |Surgery||MA |} {|Border="1" !colspan=3|Ultrasonic Voice |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Character can speak in the ultrasonic spectrum, range 800 m. Can also act as an Input. |- |HL||2 |- |Surgery||MA |} {|Border="1" !colspan=3|Voice Amplifier |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Character can speak at 90 dB. |- |HL||2 |- |Surgery||CR |} {|Border="1" !colspan=3|GPS Reciever |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Determines the character's coordinates on worlds with Positioning Satellites. Requires an Output. Useless on Rifts Earth. |- |HL||1 |- |Surgery||MA |} {|Border="1" !colspan=3|Environmental Sensor |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Provides information on radiation and atmosphere. Requires an Output. |- |HL||1 |- |Surgery||MA |} == Neural Cybernetics == {|Border="1" !colspan=3|Neural Processor |- |OP ! style="width:35px"|4 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Interface Socket |- |OP ! style="width:35px"|5 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Satellite Uplink |- |OP ! style="width:35px"|5 ! rowspan=3 style="width:400px"|The character can connect to satellites. Can act as a link to an Input or Output. Useless on Rifts Earth. |- |HL||1D6 |- |Surgery||MA |} {|Border="1" !colspan=3|Pain Buffer Chip |- |OP ! style="width:35px"|5 ! rowspan=3 style="width:400px"|The character ignores the penalties of the a single wound. |- |HL||2D6 |- |Surgery||M |} {|Border="1" !colspan=3|Calculator Chip |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|The character is a Lightning Calculator. |- |HL||0 |- |Surgery||M |} {|Border="1" !colspan=3|Memory Chip |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Skill Chip |- |OP ! style="width:35px"|x ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|ROM Chip |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Encryption Chip |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Encrypts signals with a DV 32. Add 1 OP per +2 DV, up to +10. |- |HL||0 |- |Surgery||M |} {|Border="1" !colspan=3|Decryption Chip |- |OP ! style="width:35px"|4 ! rowspan=3 style="width:400px"|Acts as an INT 4 computer for encryption cracking attempts. |- |HL||1 |- |Surgery||M |} == Cyber Eyes == {|Border="1" !colspan=3|Cybernetetic Eye |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Removable, obvious cybernetic eye. DC 6. Does nothing on its own, but is required for any of the following augmentations: |- |HL||1D6 |- |Surgery||MA |} {|Border="1" !colspan=3|Naturalistic Lens |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Gives the eye a perception DV of 28. |- |HL||0 |} {|Border="1" !colspan=3|Zoom |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Gives +1 bonus to visual perception AVs. For every 5x zoom up to 50x, add 1 OP. |- |HL||1 |} {|Border="1" !colspan=3|Heads Up Display |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Acts as an Output. |- |HL||1 |} {|Border="1" !colspan=3|Polarization |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Character is immune to Glare. In only one eye, Glare causes the character to have No Depth Perception instead. |- |HL||0 |} {|Border="1" !colspan=3|Low Light Vision |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Character can see in near total darkness. |- |HL||2 |} {|Border="1" !colspan=3|Thermal Vision |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Character sees heat rather than light. This can be be switched on and off for 1 OP. |- |HL||1D6 |} {|Border="1" !colspan=3|Magnification |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Character can see to a cellular level. Add 2 OP and 1 HL cost for mollecular. |- |HL||2 |} {|Border="1" !colspan=3|UV Vision |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Character can see in the UV spectrum. Range 30m without a UV light source. |- |HL||1 |} {|Border="1" !colspan=3|UV Beam |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Eye beams out a UV light. |- |HL||1 |} {|Border="1" !colspan=3|Recorder |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Visual data can be recorded to a Memory Chip at 4 minutes per one of sense data. |- |HL||1 |} == Cyber Ears == {|Border="1" !colspan=3|Cybernetic Ear |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Radio |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|User can detect, recieve and understand unencrypted radio communications. |- |HL||1 |} {|Border="1" !colspan=3|Wide band Hearing |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|User can hear in the Ultra-sonic and Sub-sonic bands. |- |HL||3 |} {|Border="1" !colspan=3|Recorder |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Audio data can be recorded to a Memory Chip at 8 minutes per one of sense data. |- |HL||1 |} {|Border="1" !colspan=3|Text reader. |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Acts as an Output character hears internally. |- |HL||0 |} {|Border="1" !colspan=3|Sonar |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Requires 2 Cybernetic Ears and a Nueral Processor. Gives a rough 50m radius 3D image. |- |HL||1D6 |} == Cyber Limbs == {|Border="1" !colspan=3|Cybernetic Body |- |OP ! style="width:35px"|4 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Cybernetic Hand |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Replaces a hand. T2 DC8. |- |HL||2 |- |Surgery||MA |} {|Border="1" !colspan=3|Cybernetic Arm |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Replaces an arm. T2 DC 12. Does not include Hand. |- |HL||1D6 |- |Surgery||MA |} {|Border="1" !colspan=3|Cybernetic Foot |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Replaces a foot. T2 DC8. |- |HL||1 |- |Surgery||MA |} {|Border="1" !colspan=3|Cybernetic Leg |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Replaces a leg. T2 DC 16. Does not include Foot. |- |HL||2 |- |Surgery||MA |} == Cyber Limb Options == May be added to any part. Only one Surface and two Spaces per part. Hands and Feet have no Spaces. {|Border="1" !colspan=3|Synthetic Hair and Skin (Surface) |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Chromatic Plating (Surface) |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Increases Toughness by 2 against energy attacks. |- |HL||0 |} {|Border="1" !colspan=3|Chameleon Plating (Surface) |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|Part can blend in with background, becoming visually and thermally invisible. Gives +6 to Stealth AVs if all of Body is covered. |- |HL||1 |} {|Border="1" !colspan=3|Light Armour |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|Increases Toughness by 2. |- |HL||1 |} {|Border="1" !colspan=3|Heavy Armour |- |OP ! style="width:35px"|4 ! rowspan=3 style="width:400px"|Increases Toughness by 2. -1 REF if applied to Body. Reduces perception DVs by 4. |- |HL||2 |} {|Border="1" !colspan=3|Shielding |- |OP ! style="width:35px"|1 ! rowspan=3 style="width:400px"|Makes part immune to electrical and EMP damage. |- |HL||0 |} {|Border="1" !colspan=3|Internal Storage (Space) |- |OP ! style="width:35px"|2 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Auto-Holster (Space) |- |OP ! style="width:35px"|3 ! rowspan=3 style="width:400px"|May only be placed in a Leg. Can hold a pistol or knife. |- |HL||2 |} {|Border="1" !colspan=3|Jet System |- |OP ! style="width:35px"|7 ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Pop-Up Gun (Space) |- |OP ! style="width:35px"|2+ ! rowspan=3 style="width:400px"|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 |} {|Border="1" !colspan=3|Fore-Arm Gun (Space) |- |OP ! style="width:35px"|0+ ! rowspan=3 style="width:400px"|A Large obvious Cyberweapon replaces the fore-arm and hand. |- |HL||2D6+2 |} {|Border="1" !colspan=3|Mounted Gun (Space) |- |OP ! style="width:35px"|2+ ! rowspan=3 style="width:400px"|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 == 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. {|Border="2" |Negligible (N)|| DV 18 |- |Minor (M)|| DV 22 |- |Major (MA)|| DV 26 |- |Critical (CR)|| DV 30 |} [[Category:WarpSystem]]
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