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|Surgery||MA
 
|Surgery||MA
 
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== Neural Cybernetics ==
 
== Neural Cybernetics ==
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|Surgery||M
 
|Surgery||M
 
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|}
 
 
  
 
== Cyber Eyes ==
 
== 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 ==
 
== 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 ==
 
== 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 ==

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