User Tools

Site Tools


torso_enhancements

This is an old revision of the document!


Torso Enhancements

The following enhancements are specific to the torso.

Body Plating

CF Skinweave (Cyberware)

NUTRIENT TANK (PL 6) A nutrient tank contains a reserve of protein and vitamins in an internal reservoir. Benefit: The recipient can go without food and water for three days, subsisting entirely on the contents of the tank, at which point the reservoir is empty. Afterward. it takes three days of eating and drinking at a normal rate to refill the reservoir. Type: Internal. Location: One torso. Hardness/Hit Points: -/5. Base Purchase DC: 2l. Restriction: None.

STABILIZER (PL 6) A stabilizer releases chemical coagulants into a dying recipient's bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient's heart.. Benefit: If reduced to negative hit points, the recipient automatically stabilizes (see Dying in Chapter 10: Combat). Type: Internal. Location: One torso Hardness/Hit Points: -/3. Base Purchase DC: 22. Restriction: None.

ANTISTUN IMPLANT (PL 7) This implant, embedded near the spine, shields the recipient's nervous system against stunning attacks. Benefit: The recipient cannot be stunned. Type: Internal. Location: One torso. Hardness/Hit Points: -/4. Base Purchase DC: 24. Restriction: Mil (+3). Bio-surger (Cyberware)

BODY REPAIR WEAVE (PL 7) A delicate weave of subdermal biowires stimulates and repairs the body's damaged tissue. Benefit: The recipient heals naturally at twice the normal rate. Type: Internal. Location: One torso.Hardness/Hit Points: -/4. Base Purchase DC: 2l. Restriction: Lic. (+1).

CAMOUFLAGED SKIN (PL 7) The cyberware recipient's skin has tiny sensors able to observe nearby surfaces and tiny projectors able to change its texture and appearance to match its observations. Benefit: As a free action, the recipient's skin takes on the color and texture of nearby objects, including floors and walls. The recipient receives a +10 equipment bonus on Hide checks if wearing nothing to block his skin's appearance and a +5 equipment bonus if wearing scant to normal levels of clothing and equipment. If his body is fully covered, the recipient's skin gives him no bonus. This implant can be combined with luminous skin for a total purchase DC of 20 and taking only one implant slot. Type: Internal. Location: One torso. Hardness/Hit Points: -/2. Base Purchase DC: 19. Restriction: Lic (+1).

ENHANCED ANTIBODIES (PL 7) The recipient of enhanced antibodies has his immune system bolstered by the implantation of a nanite factory in his liver. This factory produces microscopic machines that aid in the destruction of foreign cells and pathogens. Benefit: Enhanced antibodies provide a +4 equipment bonus to Fortitude saves against disease. Type: Internal. Location: None Hardness/Hit Points: -/4. Base Purchase DC: 23. Restriction: Licensed (+ 1).

ENVIRO-SKIN (PL 7) Each of the five different forms of enviro-skin is designed to be resilient against one damaging energy type. The skin is made of materials that resist the effects of acid, cold, electricity,fire or sonic damage. Each skin type also includes the necessary filters for breathing and eye coverings to keep the recipient protected against the energy type selected. Benefit: The recipient gains resistance 10 against any one energy type (acid, cold, electricity, fire, or sonic). The resistance provided by this implant does not stack with other forms of energy resistance. If the skin is resistant to fire or cold, the recipient also gains a +4 bonus on Survival checks made to avoid damage from hot or cold environments (as appropriate). A recipient with enviro-skin resistant to sonic attacks cannot also have sonar skin and takes a -4 penalty on Listen checks. Type: Internal. Location: One torso. Hardness/Hit Points: -/5. Base Purchase DC: 26. Restriction: None.

ER SLOT (PL 7) The recipient of an ER slot has her own built-in emergency room. Mounted on the character’s back and integrated with her circulatory and respiratory systems, this attachment is designed to contain a Trauma Pack II (see Chapter 9). Benefit: The recipient may insert a Trauma Pack II into the slot. It automatically functions as described in Chapter 9, and the character can manually activate any of its functions up to once per round as a free action. The Trauma Pack II and/or its compo-nents must be replaced normally as they are used up. Type: External (internal effect). Location: One torso. Hardness/Hit Points: 5/10. Base Purchase DC: 12 (not including Trauma Pack II). Restriction: None.

HEAVY WEAPON PORT (PL 7) This sizeable attachment allows the recipient to mount a two-handed ranged weapon over his shoulder and control it via his HUD link. The weapon slides down across his back when not in use. Benefit: The recipient can attach a specially modified ranged weapon of up to one size category larger than himself to a port on his back. As a free action, he can move the weapon into firing position on his shoulder. The weapon is used as if held in extra arms, requiring a standard action. If fired as part of a full action, it is considered an off-hand attack. If the recipient is making an at-tack with each of his other hands, each of his natural hands takes an additional –2 penalty on attack rolls and the mounted weapon takes a total –8 penalty. If the recipient has a tailgunner, it may be assigned to control the heavy weapon port, taking attacks as it normally would. The heavy weapon mount can only be installed on a cyborg with either a fortified skeleton or an exoskeleton, and requires a HUD link and NIJack system to use. Modifying a weapon for use in the heavy weapon port adds +2 to its base purchase DC. Removing or attaching a weapon is a standard action that provokes an attack of opportunity. Type: External. Location: One torso. Hardness/Hit Points: 10/15. Base Purchase DC: 25 (not including weapon). Restriction: Mil. (+3).

INTERNAL GYRO (PL 7) A series of gyrostabilizers is installed in the torso and linked directly to the inner ear and the recipient's reflex nerves. Benefit: The recipient recovers instantly from a fall and can absorb some damage from falling. She lands on her feet no matter how far she falls, and she takes damage as if the fall were 10 feet shorter than it actually was. This benefit affects her and anything she carries or holds (up to her maximum load).An internal gyro also grants a +4 equipment bonus to Balance checks. If the character has 5 or more ranks of Tumble, she also gains a +2 equipment bonus on Tumble checks. Type: Internal. Location: One torso. Hardness/Hit Points: -/2. Base Purchase DC: 2l. Restriction: None. ORGAN REMAPPING (PL 7) Organ remapping is an extensive set of minor cybernetic devices that relocate a recipient's internal organs and add safety valves, cutoffs, back-ups, and alternatives to many of the more critical and fragile organic systems. Benefit: The recipient's massive dam-age threshold is increased by 5, and he gains a +4 bonus on Fortitude saves against massive damage. Type: Internal. Location: One torso. Hardness/Hit Points: -/12. Base Purchase DC: 26. Restriction: Lic (+1).

OXYGENATOR (PL 7) This implant is a reservoir of compressed oxy-gen that is released directly into the blood-stream when oxygen levels are too low. Benefit: The recipient can do without air for 10 minutes before having to hold her breath. Once the 10-minute reservoir is ex-hausted, the implant cannot be used again for 24 hours. It recharges by culling oxygen from the cyberware recipient's lungs and skin pores. Type: Internal. Location: One torso. Hardness/Hit Points: -/7. Base Purchase DC: 14. Restriction: None.

PAIN INHIBITOR (PL 7) Installed at the base of the spine, a pain inhib-itor enhancement allows its recipient to “shut off” and ignore pain for a brief period of time. Benefit: When a character with a pain inhibitor is reduced to negative hit points (from -1 to -9 hit points), he does not fall un-conscious. Instead, he is treated as though he has been disabled. He will still die when he reaches -10 hit points if he does not stabilize. Type: Internal. Location: One torso. Hardness/Hit Points: -/2. Base Purchase DC: 26. Restriction: Lic. (+ 1) .

REDUNDANT ORGANS (PL 7) Redundant organs are backups for the body's cardiovascular, adrenal, and digestive systems. These backups allow the recipient to take considerably more punishment than an unaugmented human. Benefit: Redundant organs give the cyberware recipient a +2, +4, or +6 equipment bonus to Constitution. Type: Internal. Location: One torso. Hardness/Hit Points: -/14. Base Purchase DC: 18 (for +2 Con), 24 (for +4 Con), or 32 (for +6 Con). Restriction: Lic. (+1).

ROBOTIC ARMS (PL 7) Robotic arms are different from replacement limbs, because they are additional arms connected to the shoulders and spine of the recipient. This generally gives the recipient four limbs she can use at once, though often with some reduction in skill. Benefit: Having two additional limbs gives the recipient the option to carry and hold more items, which is the primary benefit. The recipient gains a +4 bonus on grapple checks. The robotic arms are treated as off hands in all respects. Each limb has room for one cybernetic enhancement of its own. If the recipient wishes, she can use the robotic limbs to attack. If making a single at-tack, the recipient takes a -2 penalty on attack rolls. If taking a full attack action, the recipient can make two additional attacks (one with each robotic arm). The attacks with robotic arms are made at the recipient's full attack bonus with a -8 penalty, and all other attacks are at a -4 penalty. The recipient must have a NIJack system in order to control robotic arms. Type: External. Location: Two torso. Hardness/Hit Points: 5/16. Base Purchase DC: 27. Restriction: None.

Self-Repair Unit (Cyberware)

SHOCK NET (PL 7) A shock net is a web of tiny, conductive wires encasing the recipient's exterior. At will, therecipient can cause the web to carry a strong electric shock to dissuade those attacking him or to aid in damaging a foe. Benefit: When active, a shock net deals 1d6 points of electricity damage to the first creature or object that contacts the recipient hard enough to damage him (such as a suc-cessful melee attack or grapple), or that the recipient attacks with an unarmed attack or grapple attempt. Activating or deactivating a shock net is a free action that can be taken once a round. The net only deals damage once each round to the first legitimate target-it takes a full round for it to build up another charge. Type: External. Location: One torso. Hardness/Hit Points: -/4. Base Purchase DC: 23. Restriction: Res (+2).

SKELETAL SEISMOGRAPH (PL 7) This implant places extremely sensitive seismographs within the recipient's skeleton, allowing her to detect vibration when in contact with a surface on which something is moving. Benefit: The recipient gains tremor sense with a range of 60 feet. A cyberware recipient with tremorsense automatically senses the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from her to the target she is sensing, the range defines the maximum distance of the shortest indirect path. She must be in con-tact with the ground, and the target must be moving. As long as the target is taking physical actions, the target is considered to be moving. Type: Internal. Location: One torso. Hardness/Hit Points: -/6. Base Purchase DC: 25. Restriction: None.

SONAR SKIN (PL 7) Sonar skin generates a subtle field of sound waves well below the normal hearing range of any creature, and receives the echoes of those waves on microscopic sensors covering the recipient's skin. This sonar system allows the recipient to “feel” his surroundings even in total darkness or when his sight would other-wise be obscured by his physical environment. Benefit: The sonar field emanates from the recipient out to 60 feet, granting the effect of a 360-degree field of vision. The recipient ignores blindness, invisibility, darkness, and concealment, though he must have line of effect to a creature or an object to discern it (a creature on the far side of a pane of glass is beyond the sonar's range). The recipient does not need to make Spot or Listen checks to notice creatures; he can detect and pin-point all creatures in line of effect within 60 feet automatically. The recipient must have a NIJack system in order to take advantage of this implant. Type: External. Location: One torso. Hardness/Hit Points: 2/6. Base Purchase DC: 23. Restriction: Lic. (+1).

TOTAL ORGAN REPLACEMENT (PL 7) This cybernetic implant replaces the recipient's skin and all internal organs other than the brain and nervous system with artificial (and extremely durable) replacements. The recipient's cardiovascular system, musculature, and digestive system are all replaced. Benefit: The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient gains damage reduction 5/- and a +5 bonus to natural armor (this does not stack with any natural armor bonus she might already have). She is immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, medicines, chemical boosters, and all powers, abilities, or attacks that affect her physiology or respiration, because she has no physiology or respiration to affect. The recipient's weight is doubled. The recipient takes only half damage from cold and fire. She gains a +4 equipment bonus to Strength, but takes a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and her speed is reduced to half normal. The recipient can speak but cannot drink (and thus can't use potions or drugs). The recipient has an armor check penalty of -4 and an arcane spell failure chance of 25%. The recipient's unarmed attacks deal damage equal to a club of his size (ld4 for Small characters, 1d6 for Medium-size characters, and 1d8 for Large creatures), and she is considered armed when making unarmed attacks. When the recipient makes a full at-tack against an object or structure using her unarmed strike, she deals double damage. The recipient must have a NIJack system in order to receive total organ replacement. Type: External and internal. Location: Two torso, one for each limb. Hardness/Hit Points: 10/30. Base Purchase DC: 39. Restriction: Mil (+3).

TRAUMA ROUTER (PL 7) The recipient's internal organs and life-giving systems are controlled through a microcomputer that shunts blood away from wounds, toughens muscles to resist blows, and controls chemical flows to prevent shock. Benefit: Trauma router reduces the impact of injuries, granting the recipient dam-age reduction 3/-, though any effect that damages him does a minimum of 1 point of damage. If combined with a fortified skeleton, the two systems together provide damage reduction of 5/-. Type: Internal. Location: One torso. Hardness/Hit Points: -/10. Base Purchase DC: 22. Restriction: None.

torso_enhancements.1378375329.txt.gz · Last modified: 2021/12/04 00:40 (external edit)