GameplayMechanicsGearImplants

Implants are mechanical or augmented body parts which enhance its owner's capabilities.

Mechanics

Installation of Implants require Interfacing Points and Open Slots.

An Implant cannot be installed without sufficient Interfacing Points. Base IP is equal to (2 * (Skills#Fitness/5)). ^a9bf2a

Max Slots is determined by Race Physiology. Body has no Slot cap.

[Overclocks] are methods of supercharging implants, adding or buffing their abilities. [Overclocks] are replenished on Camping#Short Rest. ^268d0e

Implant List

Eyes

Armasi Designator

  • An eye scanner made for security guards by Armasi Arms.
  • An eye implant capable of creating a low profile laser beam made by Drisa Espionage Industries.
    • Ranged Precision Attack, with an eye beam on an entity within 5 tiles for 1 AP.
      • (5 * Rank) Fire dmg, (6 + (2 * Rank)) Pen.
        • +15 Hit Modifier
        • [Overclock] Requires Rank 2
          • Change attack to a standard 1:R0 Ranged Burst
            • +(25 * Rank)% dmg, +(2 * Rank) Pen.
      • [Cooldown] 1 Turn
    • -4 IP Erosn HUD
  • A simple Ocular HUD made for mercenaries by Erosn Cybernetics.
  • A cyber-eye possessing infrared vision designed by DE Industries.
    • Toggle on an infrared pulse revealing all entities within (3 + Rank) tiles based on your Combat Basics#Orientation.
      • Warning: High heat signatures may cause you to gain Status Tokens#Blind 2.
      • Is not blocked by LOS.
    • [Cooldown] 3 Turns
      • [Overclock] Reduce the cooldown by 2 Turns.
    • -5 IP

Arms

Erosn Hollow Arm

  • An EC cyber-arm modelled after standard Mannequin arms.
    • Increases arm physical strength, +(3 * Rank) Skills#Strength.
      • [Overclock] For 1 Break, gain 2 Strength 7.
        • [Cooldown] 3 Turns
    • -5 IP Armasi Arm Cannon
  • An embedded Arm Cannon made by Armasi Arms, capable of using small ordinance as ammo.
    • For 1 AP, Fire a single target Plasma Shot as a Ranged Attack.
      • 1:R0, (7 + 4 * Rank) Arcane dmg, (11 + 2 * Rank) Pen, 6 Range
      • [Cooldown] 1 Turn
      • [Overclock] For 1 Break, Override the firing system to launch a natural Throwable. (e.g. Grenades, Darts, Rockets)
        • Damage Type is overrode by Ammo.
        • Direct dmg is increased by 25%
        • All post impact effects still occur. ([TC]s and debuffs)
    • Requires Neural Link and 11 Attributes#Ingenuity
    • -6 IP Drisa Ejection System
  • A covert option for concealing smaller backup melees for operatives made by DE Industries.
  • A Bolusystems cyber-arm designed for absolute precision.
    • Increases arm physical precision, +(3 * Rank) Skills#Dexterity.
      • [Overclock] For 1 Break, gain 2 Dexterity 7.
        • [Cooldown] 3 Turns
    • -5 IP Galvin Projector
  • A Galvin Augmentics design, capable of projecting a energy shield.
    • As a Reaction for 1 Break, create a Shield to block an attack.
      • The attack must be a Melee or Ranged Attack.
      • In order to block the attack, face a Motor AC.
        • [AC] (Enemy Hit Roll) DS vs Skills#Dexterity + (10 * Rank)
          • S: Blocks the attack.
      • [Cooldown] 1 Turn
        • [Overclock] Reset the cooldown.
    • Requires 12 Attributes#Ingenuity
    • -6 IP Galvin Spell Absorber
  • A GA cyber-arm capable of absorbing spells and redirecting them.
    • As a Reaction for 1 Break, absorb a spell after facing a Knowledge AC.
      • [AC] (Spell TC + d20) DS vs Skills#Academics
        • S:
          • Halve the effects of the Spell.
          • Store the spell for later use.
        • [Overclock] +30 to Action Roll.
      • [Cooldown] 1 Turn
      • You can store (Rank) spells for later use.
        • You must replace a previous spell if at full capacity.
    • Requires Full Circuit and 14 Attributes#Ingenuity
    • -6 IP

Legs

Erosn Roots

  • A military grade stabilizer made by Erosn Cybernetics, used to assist with incoming force.
  • A Bolusystems leg implant designed to assist with crossing gaps.
  • GA produced gravitational stabilisers which allow better wall mobility.
    • +10 DS to Wallrunning ACs and +5 Climbing ACs.
      • +(5 * Rank) increase to prior bonuses.
    • Requires Neural Link and 10 Attributes#Motorics
    • -4 IP Armasi Skyblasters
  • Cyber-leg pair equipped with emergency air thrusters allowing for a double jump.
    • After failing a Jumping AC, you can make a second one mid-air.
      • If you make a successful jump, you can instead double jump at the apex of the first.
      • [Cooldown] 3 Turns
        • [Overclock] Reduce the cooldown by 2 Turns.
    • +(5 * Rank) to Jumping ACs
    • Requires Full Circuit and 14 Attributes#Motorics
    • -6 IP Drisa Scythes
  • Concealed blades embedded within the legs, designed by DE Industries.

Body

Ocular Socket

  • A minor implant connecting an artificial eye socket to your brain.
    • +1 Eye Slot
    • -4 IP Additional Arm Mod
  • Additional software allowing extra arm implants to be combined into the same arm.
    • +1 Arm Slot
    • -5 IP Additional Leg Mod
  • Additional software allowing extra implants to be combined into the same arm.
    • +1 Leg Slot
    • -5 IP Neural Link ^8ae64c
  • A critical piece of hardware required for Tier 2 implants.
    • -4 IP Full Circuit ^263fdc
  • Microwires interwoven into the nervous system. Required for Tier 3 implants.
  • A system of complex implants designed to facilitate Tier 4 Implants.
  • AA patented hearing aids, assists with detecting low decibel sound.
    • +10 + (5 * Rank) to Detection ACs
    • -3 IP Bolus Spinal Stabilisers
  • Bolusystems mechanical stabilisers which aid with weight for Rigs.
    • +(3 * Rank) Max Load
    • -6 IP Dermal Plating
  • A Kevlar weave placed within the skin.
    • +(2 * Rank) Body Armor
    • -8 IP Zio Auto-Serotonin Injector
  • Zio Biosystems design. An emergency stim which calms the mind during high stress situations.
    • For 2 Breaks, cancel a Panic and gain 1 Core Aspects#Morale afterward.
      • [Cooldown] 4 Turns
    • [Overclock] If you hit 0 Morale, gain 2 Morale automatically. Afterward, disable this Implant until the next Camping#Short Rest.
    • -7 IP Drisa Neural Interface
  • A DE Industries brain chip allowing users to psychically interface with tech.
    • Equivalent to a Wirejack
      • Can target tech within 3 tiles, -(2 * Rank) to Hacking ACs per tile away.
      • Does not require Proficiency to use.
      • +(10 * Rank) to Hacking ACs
    • Requires Neural Link and 10 Attributes#Ingenuity
    • -5 IP Armasi Backburners
  • An AA spec jetpack designed for Jet Troopers.
  • A ZB designed stimulant implant allowing for autonomous injection.
    • Inject a stored buff consumable as a free action.
      • The consumable must be a drug.
      • You can store up to (Rank) items during a Camping#Short Rest.
      • [Overclock] Increase the Rank of the consumable by 1.
    • Requires Neural Link
    • -6 IP Finoa Flux Drive
  • A Finoa Experimental Tech creation, allowing the user to distort their personal time.
    • Your Flux Drive naturally boosts reaction time and initiative. Gain +(Rank) Awareness.
      • [Overclock] As a Reaction for 1 Break and an extra Overclock, distort yourself from the timestream. Override the current entity's turn and plan out a sequence of actions up to 1 AP and 1 Maneuver in Action Cost.
        • Lose 2.5% of your Max Core Aspects#HP until a Camping#Long Rest.
        • Higher Ranks grant +(Rank) Maneuvers, however every 2 Maneuvers are converted to AP.
        • [Cooldown] 3 Turns
    • Requires Full Circuit and 15 Attributes#Motorics
    • -8 IP
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