Mechanical Augmentations (NeXT)

Find information on items and equipment.

Moderator: Game Masters

1 post Page 1 of 1

Mechanical Augmentations (NeXT)

Quote

Post by Tony »

Mechanical Augmentation

Background

Mechanical augmentation is done through the use of artificial prosthetics, installing tiny or large machines into an organism's body to improve various functions or replace lost functionality. Mechanical Augmentation, while not a new concept across the universe, is only becoming regularly available outside of mechanically-inclined sects or races.

Mechanical augmentation is a generally unregulated industry, and as a result, augmentations can be found across all spectra, from cheap street-level vendors and surgeons to high-end corporate augmentations, to government black-op military-grade enhancements.
__________________________________________________________________________

How it Works

Despite its controversial background and apparent complications, Mechanical Augmentation is easy to access and use for player characters. All it takes is a qualified surgeon, the augmentation (which can be bought at dedicated vendors), and the desire to go through with it.

A character can voluntarily -- or in some cases, involuntarily -- acquire mechanical augmentations both before and after introduction. When a character accepts mechanical augmentations, they accept a couple of special Traits that represent the changes to their body.

Name: Transhuman
Pre-Requisite: Mechanical Augmentation
Description: This character has undergone the arduous process of self-controlled evolution by accepting mechanical augmentations into their body. The character is able to install specific Mechanical Augmentations into their bodies, which will convert Item Slots into Augmentation Slots. When an Item Slot is converted, it can not be converted back! If a character's Item Slot count drops below the amount that their augmentations occupy (that is, if a character goes from 10 Slots total (6 Item, 4 Aug) to 3 Slots (0 Item, -1 Aug)), a character will begin undergoing rejection syndrome.

Name: Weakness to EMP
Pre-Requisite: Functional machinery
Description: This character is susceptible to bursts of electromagnetic energy. While most things a character has (an artificial body, postmodern electronics, mechanical augmentations) are shielded in some way against EMP, dedicated EMP weapons and items can still damage or reboot systems, causing a myriad of different status effects temporarily.

In addition to these, a character may be assigned a number of other special traits to help represent the great step they've taken in personal development... but not all of them may be good.

Once a character has acquired the traits, it's ready to begin augmentation. A character fits different Augmentations into their body's new "augmentation slots," which are converted Item Slots. Some Augs will occupy more than one slot! Once an Aug has been slotted, it is ready to be used. It's as easy as that! Removing augmentations is an entirely different subject, however... as you can't simply replace the original limbs or tissue!
__________________________________________________________________________

Using Augmentations

Mechanical augmentations require power, some of which the body naturally produces and some that it doesn't. Augmentations' passive functions are manageable by the body's natural processes, but some special augmentations require a great deal of power to perform. Luckily, the augmentation procedure provides a way to do that using the body's cardiovascular and digestive systems, absorbing nutrients and bodily energy to do so.

Simply put, some Augs use MP to operate properly. When an Augmentation is used, MP is drained, and some Augmentations even restore that energy naturally. Otherwise, MP is restored the same way it always has been -- via items or rest. This is the same for both natural and artificial life.
__________________________________________________________________________

Mechanical Augmentations

Cranium

Cranial implants -- or more bluntly, brain implants -- are digital chips planted into the brain to increase effectiveness, cognition, and acuity. They are also used to allow thought-based augmented reality to allow a user to seamlessly "think hack" digital machines, as well as provide information to other implants.

Name: MHD-995 Hacking Device
Manufacturer: Sarif Industries
Price: 3600 gil
DC to Make: 6000
Restrictions: Occupies 2 Augmentation Slots
Description: A dedicated microcomputer module featuring a series of processors and databases, programmed with multiple code-breaking and counter-cryptography subroutines. Provides a +10 to Computer Use rolls.

Name: Network Scout Electronic Systems Analysis Augmentation
Manufacturer: Sarif Industries
Price: 6000 gil
DC to Make: 3500
Restrictions: Requires MHD-995 Hacking Device
Description: Provides the user with important information during a hacking scenario, including the percentage likelihood of detection, content of APIs, and/or content of datastores. Allows a hacker to detect the type of defenses a system possesses in a hacking check should it be desired.

Name: NeuralOptics Node Fortifier
Manufacturer: Costikyan Deveopment, LLC
Price: 6000 gil
DC to Make: 4000
Restrictions: Requires MHD-995 Hacking Device
Description: Instantly turn any captured node into an intruder asset against the host system, rendering it both a barrier against detection, and a solid beach-head from which to launch further intrusion. When actively hacking with this upgrade, every level in Computer Use provides +1 extra roll (Luck roll) when fighting detection.

Name: MHD-995SH Informational Warfare Obfuscation Augmentation
Manufacturer: Carrington Institute
Price: 8400 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Requires MHD-995 Hacking Device
Description: During an intrusion scenario, the Obfuscation Augmentation actively transmits misdirection and noise packets throughout the target system, alternately confusing and confounding active software defenses, decreasing the likelihood of detection by intrusion countermeasures. Provides a % chance of not being detected on a failed roll.
Computer Use Level 1-2: 10%
Computer Use Level 3-4: 15%
Computer Use Level 5-6: 20%
Computer Use Level 7-8: 25%
Computer Use Level 9-10: 30%

Name: Soliton Radar System
Manufacturer: Philanthropy, Ltd.
Price: 1200 gil
DC to Make: 500
Restrictions:
Description: This third-generation radar system is able to determine the immediate layout of an area up to a small range depending on environment, as well as the presence of flora, fauna, or large body. It has no threat detection software or IFF identifiers.

Name: Wayfinder Radar System
Manufacturer: Kukai Foundation
Price: 3600 gil
DC to Make: 1000
Restrictions:
Description: The Wayfinder Radar System augmentation is a fourth-generation radar and threat detection system that serves as a sensing and early-warning device; beginning users can tune it to keep track of any threat, so long as the threat remains within a local threat vector. It is able to map and detect entities within a larger area than earlier radar systems, with more precision.

Name: Infolink Telecommunications Package
Manufacturer: Unus Mundus Network, Inc.
Price: 1200 gil
DC to Make: 3000
Restrictions:
Description: Enables users to receive and transmit messages without generating audible sounds through implanted cochlear and vibration detection devices. Video signals accompanying incoming transmissions are projected directly onto the user's retina, provided an Eye-Know Retinal Prosthesis is also implanted.

Name: ML-1 Mental Control Link
Manufacturer: Hargreave-Rasch Biomedical
Price: 6000 gil
DC to Make: 6000
Restrictions:
Description: This implant harnesses the raw data-coordinating and synchronization power of the middle brain for the express purpose of directly manipulating rigged vehicles and drones (and other devices with rigger interface, like turrets). It also comes with a universal data connector and about a meter of retractable cable (it’s like getting a free datajack). This device allows for use of the "Remote Control" module on vehicles, as well as limited use on networked devices using a Computer Use check.

Name: Computer-Assisted Social Interaction Enhancer (C.A.S.I.E. Aug)
Manufacturer: Sarif Industries
Price: 14,175 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Eye-Know Retinal Prosthesis; Occupies 2 Augmentation Slots
Description: A cranial implant that ties directly in to the user's existing Eye-Know Retinal Prosthesis to relay environmental and personal data about targeted individuals, in order to assist social interaction. The C.A.S.I.E. implant uses an Optical Psychophysiological Responses Analyzer (aka 'Optical Polygraph') to gauge a rudimentary psychological profile based on facial expression, body language, and environmental cues. Provides a +10 to Speechcraft rolls, as well as informing the user which Advanced Skills would be more effective on a particular target. When engaged, each roll in use uses 10% of user's max MP. Actions be taken without the bonus and thus no MP cost.

Name: C.A.S.I.E. Emotional Intelligence Enhancer
Manufacturer: Sarif Industries
Price: 8400 gil
DC to Make: 6000
Restrictions: Requires C.A.S.I.E. implants
Description: The Emotional Intelligence Enhancer combines several systems, including an Optical Polygraph, Personality Analyzer, and Synthetic Pheromones Propagator. Provides an additional +10 to Diplomacy and Intimidation rolls, and allows a 1-use shot of pheromones projected into the air to help persuade a target to lower the target's DC to beat. When engaged, each roll in use uses an additional 10% of user's max MP (for 20%). When pheromones used, raised to 25% total. Actions can be taken without the bonus and thus no MP cost.

Name: Stealth Monitor
Manufacturer: Carrington Institute
Price: 14,175 gil
DC to Make: 8000
Restrictions: Occupies 2 Augmentation Slots
Description: A cranial implant with a series of hair-thin dermal sensors (typically implanted along the crown of the skull), the stealth enhancer ties in to existing vision augmentations and provides a direct feedback to the level of ambient sound generated by the user. The implant's central processing unit can also perform instant situation-based analysis of targets identified via line-of-sight and is capable of predicting the vision cones of these targets with great accuracy, even after loss of direct observation.

Name: Mark & Track Software
Manufacturer: Carrington Institute
Price: 3600 gil
DC to Make: 4500
Restrictions: Stealth Monitor
Description: By tagging targets, the user is able to track their movement up to a range of 100 meters. An icon appears in the users field of view, displaying the target's location at all times, making stealth operations that much easier. To track 1 target, costs 10% max MP per "round"; for each additional target, adds 5% per round (3 targets = 20%).
__________________________________________________________________________

Eyes

Optical implants generally require replacement of a user's eyes entirely, placing artificial ones in their place. The amazing realism with which eyes are replicated is a testimony to the power of augmentation, as the blind can see -- generally speaking, better than those with natural 20/20 vision ever could.

Name: Eye-Know Retinal Prosthesis
Manufacturer: Sarif Industries
Price: 3600 gil
DC to Make: 3000
Restrictions:
Description: An optical membrane implant and data-frame for vision augmentations, this device is a microthin base coating layered onto the inside of the human eye, with a synthetic neural tissue spike connected to the optic nerve; it is capable of projecting digital information directly on to the retina.

Name: Flash Suppressant
Manufacturer: Carrington Institute
Price: 6000 gil
DC to Make: 4000
Restrictions: Requires Eye-Know Retinal Prosthesis
Description: Experienced users of the Eye-Know Prosthesis can take advantage of its inherent self-preservation abilities, such as the Flash Suppressant, which prevents temporary or permanent blindness from all harsh light, including the most aggressive man-made sources. Reduces Reaction DC for flash-based weapons by half.

Name: Smart Vision
Manufacturer: DataDyne
Price: 8400 gil
DC to Make: 6000
Restrictions: Requires Eye-Know Retinal Prosthesis
Description: An optical membrane implant that enables people already equipped with the Eye-Know Retinal Prosthesis to visually scan through walls, doors, and cover objects and see what lies beyond. Requires activation to be used; when activated, each "round" uses 10% of a user's max MP.

Name: Ultrasound Scanner
Manufacturer: Jormangund Technology
Price: 14,175 gil
DC to Make: 6500
Restrictions:
Description: A unique device that functions similar to sonar and radar, but at a more constant and advanced pattern. The Ultrasound Scanner consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to "see" textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), It can also be set to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats).
__________________________________________________________________________

Arms

Cybernetic limbs were some of the first prosthetics, namely for war veterans who had lost them in service. Now, mechanical augmentation has not only allowed for perfect muscular replication of artificial limbs, but they can actually FEEL things like they were normal limbs again. The nerve connections in the arm are the secret ... and one of the larger necessities for Neuropozene.

Name: Cybernetic Arm Prosthesis
Manufacturer: Carrington Institute
Price: 3600 gil
DC to Make: 4000
Restrictions: Occupies 2 Augmentation Slots
Description: The Cybernetic Arm Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomers -- bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities. Grants a +15 bonus to strength-based checks. Each roll with this uses 10% of a user's max MP. Actions be taken without the bonus and thus no MP cost.

Name: Carrying Capacity Upgrade
Manufacturer: Misriah Armory
Price: 6000 gil
DC to Make: 6000
Restrictions: Requires Cybernetic Arm Prosthesis
Description: Learning to use the higher-density bone frames, hex-frame reinforcement, and durable, military-specification, survivable myomer muscle units inside the Cybernetic Arm Prosthesis allows users to carry much larger weights than generally considered possible, with relative ease. Grants an additional +15 bonus to strength-based checks. Each roll with this an additional 10% of a user's max MP (for 20%). Actions be taken without the bonus and thus no MP cost.

Name: Close Assault Package (CAP Aug)
Manufacturer: Misriah Armory
Price: 8400 gil
DC to Make: 8000
Restrictions: Requires Cybernetic Arm Prosthesis
Description: By modifying and bulking up the size of the cybernetic arm prosthesis, the user is able to have close-combat weapons installed. These weapons can be made of any material, but can only be up to 3 inventory slots large. The weapon is considered collapsible and retractable, making it easy to conceal and ideal for quick, discrete intervention.
__________________________________________________________________________

Torso

The torso is one of the most heavily augmented portion of the body, as it is where all of the body's natural functions are performed. The home of the cardiovascular, respiratory, and digestive systems has been augmented to assist in survivability since its inception, and has even been used for less important things as dietary control.

Name: LV-X5 Audial Modulator
Manufacturer: Cerberus Skunkworks
Price: 14,175 gil
DC to Make: 4000
Restrictions:
Description: This implant gives you perfect pitch and enormous vocal flexibility and distortion capabilities. You can speak with an increased volume (up to 100 decibels) without strain, shift your pitch to make perfect bird calls or mellifluous singing, and most importantly, uncanny vocal impressions. The modulator can also play back (and more or less perfectly imitate) a recorded or captured voice. In addition, grants a passive +20 bonus to Disguise checks.

Name: Sentinel RX Health System
Manufacturer: Sarif Industries
Price: 22,875 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Occupies 2 Augmentation Slots
Description: The Sentinel RX Health System is a combination implant that uses electro-cardio action, adrenal stimuli, and protein therapy to fight infection and injury throughout a limited 'regenerative' capacity. While it is no replacement for proper medical care, it can keep a user alive in the most critical of circumstances. In combat, restores 5% of HP per round up to a maximum of 25%, and outside of combat, restores HP to 25% passively.

Name: Cardiovertor Defibrillator
Manufacturer: LIMB International, Inc.
Price: 31,725 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Requires Sentinel RX Health System
Description: The Sentinel RX Health System can be upgraded with an Implanted Cardiovertor Defibrillator capable of restarting a human heart up to eighty times without requiring a recharge. Once per diem, activates Auto-Life to bring a knocked-out character back to consciousness with 25% maximum HP. When activated, uses 20% of a user's Max MP.

Name: Angiogenesis Protein Therapy
Manufacturer: LIMB International, Inc.
Price: 31,725 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Requires Sentinel RX Health System
Description: The Sentinel package includes the Angiogenesis Protein Therapy delivery system, providing state-of-the-art biomedical care directly to where it is needed in the body. This allows a character to have an auto injection of a type of potion to be used immediately. It must be set beforehand and replaced after use. The medicine activates upon being inflicted with the corresponding negative status effect. When the medicine is a Potion, activates when HP drops below 33%. When the medicine is an Ether, activates when MP drops below 33%.

Name: Rebreather
Manufacturer: Ariake Technologies
Price: 8400 gil
DC to Make: 4000
Restrictions: Requires Sentinel RX Health System
Description: Concealed in the chest cavity, this augmentation activates in the presence of airborne toxins such as tear gas or aerosol poisons, rendering them ineffective. It cannot reduce damage from airborne radioactive contaminants or particle energy effects, however. The rebreather also comes as small oxygen tube device or a system internalized within an armor.

Name: Sarif Series 8 Energy Converter
Manufacturer: Sarif Industries
Price: 40,575 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Occupies 2 Augmentation Slots
Description: Employing processes similar to those whereby the human digestive system converts organic nutrients from food into electrochemical energy, the Sarif Series 8 Energy Converter further adapts electrochemicals into neuroenhancement-specific potential, first creating discrete capacitors, and then charging those cells with augmentation-dedicated energy. In combat, restores 2% of MP per round up to a maximum of 10%, and outside of combat, restores MP to 10% passively.

Name: Typhoon Explosive System
Manufacturer: Sarif Industries
Price: 40,575 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Occupies 4 Augmentation Slots
Description: The Typhoon is an anti-personnel weapon implanted in a series of subdermal pads along the back of the user's arms, upper legs, and torso; the pads are loaded with a matrix of small (10mm) stainless steel ball bearings above a thin layer of fixed-focus electromagnetic repulsion field generators. On activation, the implant releases the ball bearings in an optimal 360° shrapnel shockwave cloud that inflicts severe damage on unarmored targets at close range, and an additional blowback effect on middle-distant targets. Uses 20% of user's max MP when engaged; all enemies in the surrounding area are blasted with damage and dealt Knockback and Knockdown. Damage depends on Ammunition loaded. Once engaged, requires 5 rounds to automatically reload and "cool down".
__________________________________________________________________________

Back

The back is generally augmented to provide action to the spine, a crucial portion of the nervous system. By outright replacing the spine or heavily augmenting it, the lame can walk and such crippling disabilities or diseases as scoliosis and polio are becoming extinct.

Name: Icarus Landing System
Manufacturer: Devlon Industries
Price: 8400 gil
DC to Make: 4500
Restrictions: Occupies 3 Augmentation Slots
Description: Essentially a safety device to prevent death or serious injury when falling from extreme heights, the Icarus Landing System is an automatically-triggered augmentation that allows users to drop from heights normally dangerous or fatal without incurring physical damage. As a side-effect, falling directly on to an enemy combatant will result in a knock-down, knock-out attack, while striking a light object will displace it.

Name: X-23 Endoskeleton
Manufacturer: Cyrez Pharmaceuticals
Price: 14,175 gil
DC to Make: 12,500
Restrictions:
Description: This procedure laces a subject's bones with lattice chains of reinforcing alloys, improving their integrity and tensile strength (and adding to your body’s overall weight). This prosthetic grants the bearer the "Giant 1" trait passively.

Name: Quicksilver Reflex Booster
Manufacturer: Carrington Institute
Price: 22,875 gil
DC to Make: N/A (Fabrication Rights Management)
Restrictions: Occupies 3 Augmentation Slots
Description: The Quicksilver Reflex Booster is essentially a supercharger for the human nervous system, boosting reflex speed and the firing of nerve clusters throughout the body. The direct effect of this means that the user is capable of reacting far faster than a 'normal' person in a dangerous situation, enabling him or her to move quickly with split focus to engage more than one adversary. This effect must be activated to be used, and uses 20% of the user's MP when done so. When activated, the user is allowed to take a second action on their turn for the next round. After that round, requires a 10 round 'cooldown' period.
__________________________________________________________________________

Skin

Epidermal and subdermal implants were somewhat tricky to work, but as the technology got smaller and smaller, more of it was able to be performed. Whether it's to prevent lesions or to restore functionality of dead or burnt skin (particularly victims in burn centers) or to perform "the invisible man," skin implants are revolutionizing the way people see each other.

Name: Glass-Shield Cloaking System
Manufacturer: Cerberus Skunkworks
Price: 14,175 gil
DC to Make: 6000
Restrictions: Occupies 4 Augmentation Slots
Description: The GlassShield Cloaking System is composed of a grid of fine induction wires connected to a deep-tissue control implant (typically located in the back or ribcage) which, in turn, is linked to the brain. The matrix can be layered directly beneath the surface of the epidermis or over the plating of cybernetic limbs; when activated, it generates a tuned, fixed-focus electromagnetic field that temporarily adjusts the frequency of EM radiation around the user. The net effect is a 'cloak of invisibility' which appears near-perfect. Every round, consumes 10% of a user's max MP to maintain invisibility. The character is barely visible, and the roll to detect the subject while out of battle is halved. If the character attacks a target or interacts with it in some way, the target rolls against the user's Move Slowly or Sneak Attack roll without weapon proficiencies added.

Name: Rhino Dermal Armor
Manufacturer: Biological Space Laboratories
Price: 8400 gil
DC to Make: 4500
Restrictions: Occupies 4 Augmentation Slots
Description: Essentially a technologically-advanced version of implanted body armor, this augmentation is able to reduce inflicted damage effects from blunt trauma, ballistic attacks, cutting, and/or slashing attacks. Increases natural Health-based soak by 50%; does not affect other armor.

Name: EMP Shielding
Manufacturer: Carrington Institute
Price: 14,175 gil
DC to Make: 10000
Restrictions: Requires Rhino Dermal Armor
Description: Electromagnetically-conductive elements in the armor matrix dissipate electrical and magnetic damage as it occurs, thus shielding users from the neural overload and augmentation shut-down effects of electromagnetic pulse (EMP) weapons at any range. Increases a user's resistance to EMP-based attacks, negating most Mild and Moderate status effects incurred from them. Acute and higher severities are considered to be unaffected due to strain on the system.
__________________________________________________________________________

Legs

Cybernetic limbs were some of the first prosthetics, namely for war veterans who had lost them in service. The improvements of leg augmentations over the decades have let veterans stand ... then walk ... then run ... and now they can not only do all of that, but jump, kick, land, rotate, and even perform such precision activities as ballet with the new technology.

Name: Hermes Leg Prosthesis
Manufacturer: Sarif Industries
Price: 6000 gil
DC to Make: 4500
Restrictions: Occupies 2 Augmentation Slots
Description: The Cybernetic Leg Prosthesis replaces a person's organic limbs with enhanced-function mechanical substitutes. On a basic level, these grant the user the ability to reach greater heights while jumping. Grants a +15 bonus to non-combat Athletic and Acrobatics checks. Each roll uses 10% of a user's max MP. Actions be taken without the bonus and thus no MP cost.

Name: Sprint Enhancement
Manufacturer: Carrington Institute
Price: 6000 gil
DC to Make: 4500
Restrictions: Requires Hermes Leg Prosthesis
Description: Maximizing the Cybernetic Leg's lighter phased carbide bone frames with its myomer reaction initiators allows people equipped with the prosthesis to reach higher speeds that previously possible. When using a standard Move action, this enhancement allows the character to advance a second Area, though it does not stack with skills, feats, or traits that add similar effects. Each roll uses 10% of a user's max MP. Actions be taken without the bonus and thus no MP cost.

Name: Jump / Land Silently
Manufacturer: Jormangund Technology
Price: 6000 gil
DC to Make: 4500
Restrictions: Requires Hermes Leg Prosthesis
Description: The same higher-density myomer muscle bunches and shock-absorbing gel matrix in the knee joints and hip mounts which enable Cybernetic Leg users to jump higher than ever can also permit them to spring up and touch ground again without anyone hearing it occur.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

1 post Page 1 of 1