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Aug 29th, 2016
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  1. Access Jacks
  2. Antiglare
  3. Chameleon Skin: +20 to infiltrate to avoid being seen.
  4. Bioweave Light: 2/3 armor.
  5. Chemical Sniffers
  6. Cyberclaws: 1d10+3+ (Som/10). Can apply poison and Eelware shock.
  7. Eelware: Deliver shock as shock gloves with claw attack: 1d10+2+(Som/10)+Shock
  8. Emotional Dampers: +30 Deception/Impersonation But -10 to social skills.
  9. Enhanced Hearing, Smell, Vision: +20 to Perception with smell/hearing/vision.
  10. Enhanced Pheremones: +10 to all social skills if person can smell.
  11. Enhanced Respiration: Can hold breath for 30 minutes, or 10 minutes if strenuous activity.
  12. Gas Jet System: +10 to free fall.
  13. Ghostrider: Allows infomorphs to tag along in my BRAIN.
  14. Gills: Breathe underwater.
  15. Grip Pads: +30 to climbing, can climb all surfaces, even in the vacuum of space.
  16. High G Adaptation: +5 Som, +5 Durability, Ignores gravities up to 2g.
  17. Medichines: Duh. Ignores pain penalty from 1 wound.
  18. Mental Speed; +3 Init, +1 extra mental action per turn.
  19. Nanophages: Immunity to nanodrugs/nanotoxins.
  20. Neurachems: +1 speed.
  21. Neural Enhancers: +5 Cog
  22. Oracles: +30 to memory related tests, +10 to investigation.
  23. Oxygen Reserve: 3 hours of internal oxygen reserves.
  24. 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.
  25. Radiation Sense: Senses presence and general source of dangerous radiation.
  26. Reflex Boosters: Weee, +1 Speed, +10 reflex
  27. Respirocytes: +5 Durability, hold breath for 4 hours.
  28. Sense Filter: Can filter out enhanced senses in order to not be overwhelmed.
  29. Skinflex: +30 Disguise.
  30. Toxin Filter: Immunity to ALL chemical and biological toxins; from nerve agents to spoiled food.
  31. Vaccuum Sealing Augmentation: Can seal up membranes to be in space/water, and resists -75c - 100c temps.
  32. Wings: Can fly, woo. 8/40 speed.
  33.  
  34. GEAR:
  35. Bioweave Light, Second Skin, Full Helm, Heavy Body Armor (+Refractive Glazing, + Fireproofing, + Shockproofing, + Lotus Coating)
  36. Plasma Rifle (+Smartling, +Shock Safety System,)
  37. Cyberclaws (+Poison Bxt2, + Shock)
  38.  
  39. ITEMS
  40. Creepy: Microswarm robot pet, shape of a metal slime. CUTE.
  41. Wireless Energy Transmitter: Charge stuff wirelessly.
  42. Nuclear Battery: For gun, and above.
  43. Smartlink: For Aiming
  44. X Ray Emitter: For vision
  45. Cuffbands: Cuff people up, can shock them remotely.
  46. Covert Ops Tools: Nanoswarm for breaaking into places, and dissassembling shit. Can hack any electronic with no roll, but alarms them.
  47. Smart Plankton: Smart dust, but for underwater. Scouts places out, creates 100% visual data, video, audio, metrics and scans and reports back.
  48. Infection Scanner: Tries to identify any exsurgent strains from a open source database
  49. Disabler: Rendeers synths and pods (cyberbrains) inert as long as it's on their access jacks- needs a grapple first.
  50. Survival Belt: Lots
  51. Basic Tools Kit: Just tools, stuff that utilitools cant recreate.
  52. Breadcrump Positioning System: Leaves a trail of tiny things that emit a signal to mesh- to track your path.
  53. Electronic Rope: 10 meter rope, programmaable.
  54. Emergency Rations: Yummy. 3 days worth of emergency food.
  55. Filter Straws: Filters anything out in order to drink water, CLEAN WAATERRR
  56. Flashlight: Probably not needed but
  57. Flex Cutter: A macheter basically, but can become flexible and limp.
  58. Solar Recharger: Recharges normal batters with the SUN
  59. Radio Booster: Boosts maximum radio noise
  60. Recon Flyer: Flyer microswarm to find stuff.
  61. Repair Spray: Fixes shit
  62. Utilitool: Tools
  63. Viewers: Binoculars +30 perc/hearing.
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