Implants-Magic Items

Magic items vs Mundane Items vs Implants

Most creatures have 4 sections, plus armor. The sections are Head, Torso, Arms and Legs. These sections can each have 1 enhanced item equipped there. Generally these enhancements can be magical, mundane(science) or implants. Magical and mundane can be pretty effectively changed at a whim, and take one hour of use to atune to. Implants present a difficulty though. As these are hard to take out and more permanent they come with certain benefits and disadvantages.

Implants cannot be disarmed. When installed with attribute boosts, they count as permanent boosts to your attributes, and therefor allow you to purchase higher level perks than may normally be available to you. The caveat is, if you should somehow ever lose this bonus, you cannot use your perks you no longer meet the attribute requirements for.

Skill 1.33
Attribute 5
AP 1
AP refresh 2.5
Armor 1.5
Fort 3
PP 75
HP 2
Save 2.5
Recovery Rate 2.75
Recovery Pool 75
DV 2
AP speed 1.75
WU 5

Head

Modification R/I Tier WU Notes
Eagle Eye 1 +1 to detection
High Speed Analyzer 1 +1 to driving
Empathy Analyzer 1 +1 to discernment
Initnitiative 2 +2 to starting AP
Sniper Eye 2 +1 accuracy while aiming.
Low Light Vision 2 Grants low light vision
Tin Foil Hat 3 +1 to willpower
Audio Enhancer 3 +2 to detection
Olfactory Boost 3 Gain scent
Vision Magnification 3 +1 to detection. Reduce the penalty to detection for distance by 2.
Clamor Reducer 3 You are immune to deafness.
Flare Compensation 3 You are immune to blindness.
Nightvision 4 Grants Darkvision.
Voice Modulator 4 +1 to bluff, diplomacy and intimidate.
Endorphin Regulator 4 You can get full nights sleep in just 2 hours, and can take a breather in just 1 minute. You recover from long fatigue naturally in half the time(rounded up).
Wired Synapses 4 +5 PP.
Aluminum Cap 5 +2 to willpower
Thermal Vision Enhancement 5 Grants Darkvision or low light vision. +1 to detection.
Cunning R 5 +1 to Savvy
Empathy Processor 5 +1 to Charisma
Smarts 5 +1 to intelligence
AR Scanner 5 +2 to discernment. You may identify opponents using discernment instead of knowledge.
Sense Damper 5 You become immune to blindness and deafness.
Combat Readiness Calculator 5 +5 to statting AP
Echo Feedback 5 Gain Blind Sight

Chest

Modification Cost Tier WU Notes
Blood Cleanser 1 reduce the threshold for addiction by 1
Synthetic lungs 2 Can breathe water and air. Gain a +1 to save vs gases, suffocation and fatigue from exertion.
Adrenaline Booster 4 +1 to AP refresh rate.
Adrenal Gland Regulator 5 +2 to AP refresh rate.

Body

Modification Cost Tier WU Notes
Subdermal Armor 4 R (3) 1 1 +1 to armor.
Pathogen Cleanser 6 2 decrease the threshold of disease by 1.
Venom Cleanser 7 2 Decrease the threshold of poison by 1.
Regenerative Weave 8 R (4) 3 +1 to recovery rate
Phoenix Armor 8 R (5) 3 1 +2 to armor.
Toxin Cleanser 11 3 Reduce the threshold for poison and disease by 1.
Pain Editor 11 3 Ignore 1 level of fatigue.
Bone Lacing 11 R (7) 3 1 +1 to fortitude.
Body Cavity 13 I (6) 4 1 Hide up to 4 CU of gear in your body. +10 to Legerdemain to avoid detection of the cavity. GM can determine what’s reasonable to hide there.
Gutsy?? 14 4 +1 to Grit
Body Repair Weave 14 4 1 +2 to recovery rate.
Bio Regulator 15 I (7) 5 Doubles the duration of potions and chems.
Cloaking 15 I (9) 5 1 Gain cloaking which can be activated as a free action. It costs 2 PP per round to maintain.
Pain Minimizer 15 5 Ignore 2 levels of fatigue.
Reflex Booster 15 R (3) 5 +1 to agility
Strength 15 R (3) 5 +1 to strength
Endurance 15 R (3) 5 +1 to body
Phoenix Armor 15 R (9) 5 1 +3 to armor.
Dermal Plating 16 R (10) 5 1 +2 to fortitude.
Powered 16 5 +5 PP
Kinetic Dynamo 5 4 Every point of damage you sustain recovers 1 PP.

Arms

Modification Cost Tier WU Notes
Deft Hands 4 1 +1 to Legerdemain.
Reflexive 4 R (1) 1 -1 ap to the attack of opportunity immediate action
Luminescence 4 1 Creates light as a torch. May turn on and off with a free action.
Stone Fist 6 R (1) 2 1 +1 to unarmed DV. Does not stack with unarmed weapons.
Hidden Arm Slide 7 I (4) 2 1 Hide a weapon or equipment up to 2 CUS in your arm. May release as a move action, but it takes a full round action to reset it.
Reflexive 2 8 R (2) 3 -2 AP to the defense immediate action
Iron Fist 11 R (2) 3 1 +2 to unarmed DV. Does not stack with unarmed weapons.
Hidden Weapon 12 I (6) 4 1 Hide a weapon(or other gear) of up to 4 CUS in your arm. May release as a move action, but it takes a full round action to reset it.
Gyro-Stabilizer 12 R (7) 4 1 +5 to recoil. Does not stack with a tripod.
Powered Fists 14 R (4) 4 1 +2 DV & -2 AP with unarmed strikes. Does not stack with unarmed weapons.
Aerodynamic 14 R (7) 4 Power attacks cost 1 less PP to attempt and deal +1 DV.
Weighted 15 R (6) 5 -2 AP with unarmed and melee attacks.
Weapon Mount 15 I (8) 5 1 You permanently attach a weapon of 4 CU or less. This weapon is hidden until the user releases it as a move action. The weapon can be sheathed as a move action. The weapon cannot be disarmed.
Stabilizer 15 5 +1 to accuracy
Reflexive 3 8 R (4) 3 -3 AP to the attack of opportunity immediate action
Mounted Gyro-Stabilizer 19 I (8) 5 1 Your arms are nearly a tripod, granting you +10 to recoil. Does not stack with a tripod.

Legs

Modification Cost Tier WU Notes
Athletic 4 1 +1 to athletics
Dodger 4 R (1) 1 -1 ap to the attack of opportunity immediate action
Weight Absorber +3/rank +1/rank +1 CU & Encumbrance/rank
Acrobatic 6 2 Reduce damage taken from a fall by 5 and always land on your feet.
Sprinter 7 2 +1 to sprint speed
Cavalier 8 R (2) 3 You take no accuracy penalty when charging and deal an extra 2 DV at the end of a charge.
Dodger 2 8 R (2) 3 -2 AP to the physical defense immediate action.
Sentinel 11 3 +1
Tread Damper 12 I 4 4 Reduce total stealth penalty by 2.
Dynamic Drivers 13 4 +1 to vigor
Persistent 14 4 You no longer expend PP for jumping or sprinting.
Overdrive Servos 14 4 It costs one additional PP to sprint but you gain an additional +4 to your sprin speed.
Free Fall 15 5 You take no damage from a fall from any height and always land on your feet
Dodger 3 15 R (8) 5 The defense immediate action costs -3 AP.
Sleek 16 I 7 5 Move at standing speed while crouched and can even sprint at a -5 to stealth.
Fast 16 5 +1 Base Pace

Implants-Magic Items

BASICS 2.0 underableedingsun