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general_enhancements [2013/08/27 21:14]
127.0.0.1 external edit
general_enhancements [2021/12/04 00:39] (current)
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-Content-Type:​ text/​x-zim-wiki +======General Enhancements======
-Wiki-Format:​ zim 0.4 +
-Creation-Date:​ 2013-07-28T01:​16:​03-04:​00 +
- +
-====== General Enhancements ====== +
-Created Sunday 28 July 2013 +
 The following cybernetic attachments are systems and devices that are not specific to a single part of the body.  The following cybernetic attachments are systems and devices that are not specific to a single part of the body. 
- +=====PL 6===== 
-===== PL6 ===== +  ​* ​[[Cosmetic Implants (Cyberware)|Cosmetic Implants]] 
-[[Cosmetic Implants (Cybernetic)]] +  * [[exoskeleton ​cyberware|Exoskeleton]] ​ 
- +  ​* ​[[fast chip cyberware|Fast Chip]] 
-EXOSKELETON (PL 6) +=====PL 7===== 
-An exoskeleton ​is a duralloy and plastic framework grafted to the recipient’s flesh and skeleton, significantly increasing the body’s ability to bear weight and stress. It also pro-vides a platform for the attachment of addi-tional external attachments. +  ​* ​[[BioArt ​(Cyberware)|Bioart]] 
-Benefit: An exoskeleton provides rein-forcement and structural integrity to a charac-ter’s natural skeleton. Cyberware that enables the body to perform far beyond its normal limits requires either an exoskeleton or a rein-forced skeleton; without such reinforcement,​ the cybered-up body can tear itself apart when powerful cybernetics interact with rela-tively fragile flesh and bone. +  ​* ​[[Cyberport ​(Cyberware)|Cyberport]] 
-In addition to anchoring powerfulcyberware,​ an exoskeleton provides two oth-er benefits. +  * [[Dermal motors cyberware|Dermal Motors]]  
-Firstly, it acts as armor, providing a +3 equipment bonus to Defense and 25% Fortifi-cation against critical hits. +  [[feat implant ​cyberware|Feat Implant]] 
-And secondly, rather than taking up slots in the locations it covers, the exoskeleton actually grants an additional implant slot in each location, though any attachment that uses one of these slots becomes external, even if it would normally be internal. Internal implants installed to the exoskeleton keep their normal hit points, but gain the exoskele-ton’s hardness. Likewise, external compo-nents which normally have a lower hardness than the exoskeleton use the exoskeleton’s hardness instead of their own. +  ​* ​[[flight ​system ​cyberware|Flight System]] 
-For all of its benefits, however, the exo-skeleton does come with some drawbacks. It is obvious and bulky, making it impossible to conceal and adding 25% to the recipient’s weight. It can also be an obstacle to the medi-cal treatment of the organic components it covers, imposing a –2 penalty to all Treat Inju-ry checks made on the recipient. +  * [[Fortified Skeleton (Cyberware)|Fortified Skeleton]]  
-Type: External. +  * [[gimper ​cyberware|Gimper]] ​ 
-Location: None (see above). +  * [[INTERNAL WEAPON MOUNT cyberware|Internal ​Weapon Mount]] 
-Hardness/​Hit Points: 6/varies. The exo-skeleton has one-half the normal maximum hit points of the recipient. +  ​* ​[[MusclePlus cyberware|MusclePlus]] 
-Base Purchase DC: 32. +{{tag>​cyb}}
-Restriction:​ Lic. (+1) +
-[[Fast Chip]] +
- +
- +
-===== PL7 ===== +
- +
-[[Cyberport ​(Cyberware)|Cyberport]] (PL 7) +
- +
- +
-DERMAL MOTORS (PL 7) +
-Dermal motors are tiny servos hooked into the recipient'​s skin and nervous system. They can pull or push the skin, causing it to take different shapes. The recipient can make his skin tighter or looser, change the shape of his ears or nose, change the skin's texture, and even add or remove moles, wrinkles, and blemishes. In addition to the dermal motors, the system includes tiny reserves of pigment, allowing the recipient to change skin color aswell. +
-[[NIJack system ​(Cyberware)|NIJack system]] is required to gain any benefit from this attachment. +
-**Benefit:** The recipient gains a +5 bonus on [[Disguise (Skill)|Disguise]] checks and does not take a penalty for not having the appropriate makeup and gear to attempt a disguise. +
-**Type:** Internal. +
-**Location:​** None. +
-**Hardness/​Hit Points:** -/4. +
-**Base Purchase DC:** 21. +
-**Restriction:​** Lic (+1). +
- +
-FEAT IMPLANT (PL 7) +
-Thanks to a chip implanted in the recipient'​s brain or a series of implants wired to the recipient'​s nervous system, the recipient gains special knowledge or some extraordinary ability. +
-Benefit: The feat implant ​gives the recipient a feat. The recipient must meet all of the feat's prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. +
-A feat implant cannot duplicate a [[Mutation feats|mutation]], [[Psionic Feats|psionic]],​ or [[Robot feats|robot]] feat. +
-[[NIJack ​system ​(Cyberware)|NIJack system]] is required to gain any benefit from this attachment. +
-**Type:** Internal. +
-**Location:​** One head or torso +
-**Hardness/​Hit Points:** -/5. +
-**Base Purchase DC:** 25. +
-**Restriction:​** Mil. (+3). +
- +
-FLIGHT SYSTEM (PL 7) +
-A solar-powered cybernetic flight system in-cludes large jets in the back that provide pri-mary thrust and jets built into the feet or calves for directional control. +
-Benefit: A flight system allows the re-cipient to fly at a speed of 60 with good ma-neuverability. It provides up to 10 minutes of flight when fully charged. It takes 1 hour to recharge. +
-Type: External. +
-Location: One torso, one in each leg. Hardness/​Hit Points: 7/15.Base Purchase DC: 24. +
-Restriction:​ Res. (+2). +
- +
-[[Fortified Skeleton (Cyberware)|Fortified Skeleton]]  +
-GIMPER (PL 7) +
-gimper ​is a cutoff system built into the nervous and adrenal systems of the recipi-ent as well as emotional centers of the brain. It limits his strength, agility, and ability to feel intense emotions. +
-Effect: The recipient of a gimper takes a permanent -4 penalty to Strength and Dex-terity and gains only half the benefit of mo-rale bonuses. Any bonus to Strength or Dex-terity gained from cybernetic implants is ne-gated. A recipient with the rage ability (from any source) cannot employ it. +
-As a side effect, the recipient takes only half the normal penalties from being shaken and gains a +6 bonus on saves against Fear effects. +
-Type: Internal. +
-Location: One head and one torso. Hardness/​Hit Points: -/20. +
-Base Purchase DC: 25. +
-Restriction:​ Res (+2). +
- +
-INTERNAL WEAPON MOUNT (PL 7) +
-The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use. +
-Benefit: The recipient has a melee or ranged weapon hidden under her skin. At-tempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action. +
-Spotting a subcutaneous weapon re-quires a successful Spot check opposed by the recipient'​s Sleight of Hand check. The weapon'​s size applies a modifier to the Sleight of Hand check. +
-Type: Internal+
-Location: Any location, slots vary. Up to weapon size Small: One. Size Medium: Two. +
-Hardness/​Hit Points: 10/5 (mount on-ly). +
-Base Purchase DC: Melee weapon mount 17, ranged weapon mount 19 (the purchase DC does not include the prosthesis or weapon). +
-Restriction:​ Mil. (+3). +
-[[BioArt (Cyberware)]] +
-[[MusclePlus]] +
- +
general_enhancements.1377638040.txt.gz · Last modified: 2021/12/04 00:42 (external edit)