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- Access Jacks
- Antiglare
- Chameleon Skin: +20 to infiltrate to avoid being seen.
- Bioweave Light: 2/3 armor.
- Chemical Sniffers
- Cyberclaws: 1d10+3+ (Som/10). Can apply poison and Eelware shock.
- Eelware: Deliver shock as shock gloves with claw attack: 1d10+2+(Som/10)+Shock
- Emotional Dampers: +30 Deception/Impersonation But -10 to social skills.
- Enhanced Hearing, Smell, Vision: +20 to Perception with smell/hearing/vision.
- Enhanced Pheremones: +10 to all social skills if person can smell.
- Enhanced Respiration: Can hold breath for 30 minutes, or 10 minutes if strenuous activity.
- Gas Jet System: +10 to free fall.
- Ghostrider: Allows infomorphs to tag along in my BRAIN.
- Gills: Breathe underwater.
- Grip Pads: +30 to climbing, can climb all surfaces, even in the vacuum of space.
- High G Adaptation: +5 Som, +5 Durability, Ignores gravities up to 2g.
- Medichines: Duh. Ignores pain penalty from 1 wound.
- Mental Speed; +3 Init, +1 extra mental action per turn.
- Nanophages: Immunity to nanodrugs/nanotoxins.
- Neurachems: +1 speed.
- Neural Enhancers: +5 Cog
- Oracles: +30 to memory related tests, +10 to investigation.
- Oxygen Reserve: 3 hours of internal oxygen reserves.
- Poison Gland: Btx^2, Horrible toxin that deals 2d10+10/turn for 3 turns, Medichines reduce damage by half. Also forces somx2 test (+30 with medichines) or be paralyzed for an hour. Applied through cyberclaws, touch and more.
- Radiation Sense: Senses presence and general source of dangerous radiation.
- Reflex Boosters: Weee, +1 Speed, +10 reflex
- Respirocytes: +5 Durability, hold breath for 4 hours.
- Sense Filter: Can filter out enhanced senses in order to not be overwhelmed.
- Skinflex: +30 Disguise.
- Toxin Filter: Immunity to ALL chemical and biological toxins; from nerve agents to spoiled food.
- Vaccuum Sealing Augmentation: Can seal up membranes to be in space/water, and resists -75c - 100c temps.
- Wings: Can fly, woo. 8/40 speed.
- GEAR:
- Bioweave Light, Second Skin, Full Helm, Heavy Body Armor (+Refractive Glazing, + Fireproofing, + Shockproofing, + Lotus Coating)
- Plasma Rifle (+Smartling, +Shock Safety System,)
- Cyberclaws (+Poison Bxt2, + Shock)
- ITEMS
- Creepy: Microswarm robot pet, shape of a metal slime. CUTE.
- Wireless Energy Transmitter: Charge stuff wirelessly.
- Nuclear Battery: For gun, and above.
- Smartlink: For Aiming
- X Ray Emitter: For vision
- Cuffbands: Cuff people up, can shock them remotely.
- Covert Ops Tools: Nanoswarm for breaaking into places, and dissassembling shit. Can hack any electronic with no roll, but alarms them.
- Smart Plankton: Smart dust, but for underwater. Scouts places out, creates 100% visual data, video, audio, metrics and scans and reports back.
- Infection Scanner: Tries to identify any exsurgent strains from a open source database
- Disabler: Rendeers synths and pods (cyberbrains) inert as long as it's on their access jacks- needs a grapple first.
- Survival Belt: Lots
- Basic Tools Kit: Just tools, stuff that utilitools cant recreate.
- Breadcrump Positioning System: Leaves a trail of tiny things that emit a signal to mesh- to track your path.
- Electronic Rope: 10 meter rope, programmaable.
- Emergency Rations: Yummy. 3 days worth of emergency food.
- Filter Straws: Filters anything out in order to drink water, CLEAN WAATERRR
- Flashlight: Probably not needed but
- Flex Cutter: A macheter basically, but can become flexible and limp.
- Solar Recharger: Recharges normal batters with the SUN
- Radio Booster: Boosts maximum radio noise
- Recon Flyer: Flyer microswarm to find stuff.
- Repair Spray: Fixes shit
- Utilitool: Tools
- Viewers: Binoculars +30 perc/hearing.
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