Difference between revisions of "WarpSystem:AugmentationTables"

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Basic Cyber
 
Basic Cyber
 
{|Border="1"
 
{|Border="1"
!colspan=3|
+
!colspan=3|Cybernetetic Eye
 
|-
 
|-
 
|OP
 
|OP
! style="width:35px"|
+
! style="width:35px"|1
! rowspan=3 style="width:400px"|
+
! 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||
+
|HL||1D6
 
|-
 
|-
|Surgery||
+
|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
 
|}
 
|}

Revision as of 22:48, 21 August 2006

Basic Cyber

Cybernetetic Eye
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
OP 1 Gives the eye a perception DV of 28.
HL 0
Zoom
OP 1 Gives +1 bonus to visual perception AVs. For every 5x zoom up to 50x, add 1 OP.
HL 1
Heads Up Display
OP 1 Acts as an Output.
HL 1
Polarization
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
OP 2 Character can see in near total darkness.
HL 2
Thermal Vision
OP 2 Character sees heat rather than light. This can be be switched on and off for 1 OP.
HL 1D6
Magnification
OP 3 Character can see to a cellular level. Add 2 OP and 1 HL cost for mollecular.
HL 2
UV Vision
OP 2 Character can see in the UV spectrum. Range 30m without a UV light source.
HL 1
UV Beam
OP 1 Eye beams out a UV light.
HL 1
Recorder
OP 2 Visual data can be recorded to a Memory Chip at 4 minutes per one of sense data.
HL 1