BASICS 2.0
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 |