CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
ARTIFICIAL IMPLANTS Continued
Implanted Glands
Unlike an Ability Boost, an Implanted Gland only temporarily
boosts stats and abilities.
Frighteningly, they can be removed and re-implanted.
Adrenal Gland: Dex Bonus is boosted to +4, which is
added to Initiative, Ranged Attack, and AC.
The effect lasts for an encounter/turn.
It may be used Con Bonus times a day.
Any physically stressful situation will automatically start to activate
the gland. A DC 12 Will Sv is needed to
stop it from happening. Requires 1 turn
of rest immediately after use. Has the
side effect of making any sort of precision or concentration work impossible
for the rest of the day after any usage (Sniping, Stealth, Hacking,
Spellcasting, etc). (The player may
role-play being twitchy and hyperactive, if they wish.)
Steroid Implant: Str Bonus and Con Bonus are boosted
to +4, which is added to Melee attacks and damage, and 20 temporary hp. The user also has the “Die Hard” ability to
normally function at 0 to –10 hp (-11 or lower is immediate death) for 4
rds. The user may “Hulk out” Con Bonus
times a day. Any physically stressful
situation will automatically start to activate the gland. A DC 12 Will Sv is needed to stop it from
happening. Has the side effect of making
any sort of precision or concentration work impossible for the rest of the day
after any usage (Sniping, Stealth, Hacking, Spellcasting, etc). (The player may role-play being angry and
argumentative, if they wish.)
Induced Tachypsychia Implant (or Tach Implant): The
user is able to enter into a state of Hyper Awareness, which gives them two
special abilities. Both are mentally
activated by user when willed on.
Trance-The user can “zone out” for 1 rd and can completely
process every sight, sound, smell detail in the area for that time. For example, picking out someone in a crowd,
finding a Secret Door in a room, or getting a code from watching someone enter
a series of numbers on a keypad. This
may used once per turn. The user is
functionally helpless in this state, so be judicious if using it in combat.
Bullet Time-The user goes physically hyper and can take 3
actions in a rd. The downside is that they are physically helpless, but still
conscious, for 1 rd immediately afterward.
They may not attack or defend themselves in that time. This ability can
be used Con Bonus times a day and can only be used once per encounter/turn.
Regeneration Implant: The user can completely heal
all damage with 1 turn of rest. They
must enter into a state of complete dormancy to do so, and are completely helpless
in that state. This ability may be used
Con Bonus times a day. If ever brought
below 0 hp (up to –10), they will automatically recover to 1 hp in 1 rd, and
may recover fully with 1 turn of dormancy from there. The Regen Implant is willed on, but will
start automatically at sub 0 hp.
Bionic Replacements
Requires that the user’s Str and Con Bonuses must at +4, as
well as having the Skeletal Augmentation upgrade. These are detectable
by scanners, but can be passed off as medically necessary (to repair a
crippling disease or accident damage).
They are susceptible to EMP, which will immobilize the user until
serviced. These implants are too
specialized to be implant harvested.
The user gains these two abilities. Bionic Legs-User can run up to 60mph for 1
turn/encounter. Must rest for 1 turn
after use. Bionic Strength-Str Bonus
boosted to +6 with appropriate bonuses to Melee BAB and damage. User can punch through cinderblocks and bend
steel rods.
Cybernetic Replacement Limbs
A false limb replaces a real one. The limb will look and feel perfectly normal
and will be normal in operation. The
inside of the limb can contain a concealed weapon and other small, hidden items. Adding features to a Cybernetic limb do not
count as additional Implants. They can
be shielded against scanners, but are subject to EMP. Shielded Cybernetic limbs are considered to
be illegal.
Implanted Armor
If the wearer is ever brought to 0 hp, the armor is
considered ruined and must be repaired (3 XP) to provide any protection. Worn armor may be worn over Implanted
Armor. Mesh, Hard, and Mirror Skin may
not implanted together (pick one).
Skeletal Augmentation, if desired, must be done before any skin implants
(otherwise it’s another 3 XP to take the skin off and on).
Mesh Skin: A sub-dermal implanting of a flexible
kevlar mesh covering vital organs. It is
detectable by body scanners, but might not cause too much suspicion as former
Special Forces and government agents often have the implant. +2 to AC.
Skeletal Augmentation: A High Density Ceramic
covering of the users’ skeletal structure.
Adds +2 to AC. It is not
detectable by scanners.
Hard Skin: Illegal implant. A full dermal replacement. The organic surface feels and looks like
normal skin and is undetectable until hit with force. The flexible HD ceramic underneath then
stiffens into an armor plate. +4 to
AC. The skin layer does require
maintenance, especially after any combat encounters (1 XP).
Mirror Skin: Illegal implant. A full dermal replacement with an
electro-static refractive layer.
Essentially a personal Camo-field that can blend the wearer into their
surroundings (including their clothes and any held items). It is charged by body’s own electrical
impulses, but can only operate for 1 turn, before needing to be recharged for
an hour. It is undetectable and is
turned on with an implanted switch. +4
to Stealth.
Force Field: Highly illegal implant. The user is implanted with a personal force
field generator. It is good for 1
encounter on a charge. There is no bonus
to AC, but it absorbs 20 hp of physical damage before collapsing. Non-physical attacks, such as lasers, gas,
psychokinetics, magic, and sonics, are not deflected. It is activated by an implanted switch. Recharging takes 1 turn. It is detectable by scanners. This is a different technology than a Force
Field Generator and does work differently than a Thought Shield.
Implanted Weapons
All Implanted Weapons are illegal. Openings are covered by retractable, fake
skin, which will require some regular, minor maintenance.
Blade Weapon: Requires a false, Cybernetic arm. Retractable HD ceramic knife. Undetectable by standard body scanners and
metal detectors. Usually concealed in
forearm and sprung by an implanted switch.
Requires 1 rd to be locked back into place. 1d8 damage.
Wire Weapon: Requires a false, Cybernetic arm. Requires Retractable mono-filament wire. Undetectable by standard body scanners and
metal detectors. Usually concealed as a
detachable thumb or finger. A hit causes
1d12 damage. A hit on a Natural 19 and
up, DC 18 Ref Sv or decapitation.
Otherwise, no damage. Mono-wire
will generally cut through anything and can be used for many utility purposes.
Retractable Claws: Requires false, Cybernetic
fingertips be installed, but not necessarily a complete arm replacement. Little retractable HD ceramic knives in the
fingertips. Undetectable by standard
body scanners and metal detectors.
Activated or collapsed by a series of finger flicks. 1d4 + Str bonus damage. Can easily cut through rope or plastic bonds,
and even metal handcuffs in 1 turn.
Shocker: The user can deliver a stunning shock via
contact (melee or even a handshake). DC
12 Fort Sv or stunned 1 turn. Activated
by an implanted switch and then must be discharged (which requires touching or
hitting someone or something). It is
charged by the body’s own electrical impulses.
Takes an hour to recharge. It is
detectable by scanners.
Implanted Gun: Highly illegal. Requires a false, Cybernetic arm. Typically a pointblank or close assassination
weapon as it is virtually un-aimable.
The barrel mouth is concealed in the palm and may be detectable by
scanners unless other precautions are taken with it. It is activated by cocking a finger in a
particular manner and pulling back on another.
2d10 shotgun blast. The user will
also be stunned for 1 rd. One shot,
requires 1 turn to be reloaded.
EMP Blaster: Highly illegal. Can be concealed anywhere and is undetectable
by standard body scanners and metal detectors.
Activated by a series of two physical motions and with a command phrase
(one to arm, one to fire). Will short
out or shutdown all electronics in a room (about 40’ radius). There is enough stored charge for one
shot. Recharging takes 1 turn via an
electrical outlet.
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