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  1. Here's what we came up with so far. There may be a bit more, but it's lost in a sea of text somewhere.
  2.  
  3. 1. Optical Augmentation - Eyes
  4.  
  5. + 20/20 to 20/10, crystal clear eyesight, sligtly improved cone of vision, faster light/dark adjustment.
  6. -Suffers from distortions in feedback electrically charged atmospheres (Vort blasts, EMP's, malfunctioning electronics with powerful power sources).
  7.  
  8. The lense is removed an replaced with synthetic one. Mechanical implants and microchips are added to the synthetic lense, along with the removal of the optical nerve and a synthetic replacement that leads to the occipital lobe, allowing the endings to speed up the reaction time. The inner nerves are replaced with synthetic conductors.
  9.  
  10. The medication is handed out to the augmented unit through their rations, to cut down on the amount of medication they recieve. Unless they receive the medication, the brain would overload due to the increased intensity from the synthetic inputs. With those downsides, if medication is not taken, then the body will go into micro-seizures and the eyes themselves would become clouded, irritated, and teary. The unit can go two to four days without the medication. After three to four days, they start getting slight headaches if their eyes are open. If they parially lower their vision, avoid bright lights, close one eye, or apply a cloth over it, they can avoid the damage for longer. Doing so will prolong the deteriation of the eye to five days to two weeks, depending how well the unit keeps up with caring for their eyes.
  11.  
  12. Advantage - + 20/20 to 20/10, crystal clear eyesight, sligtly improved cone of vision, faster light/dark adjustment.
  13.  
  14. Disadvantage -
  15. if they cut down input they prolong life, but in doing so (wearing eyepatches, etc) they make themselves more distinct (creative RP for them/different RP overall) and therefore more noticeable (hard to get back into the city without raising eyebrows). The eyes would be bloodshot and dry, but an increased tear flow.
  16.  
  17. -Suffers from distortions in feedback electrically charged atmospheres (Vort blasts, EMP's, malfunctioning electronics with powerful power sources).
  18.  
  19.  
  20. This was the planned table of contents.
  21.  
  22. 1. Optical Augmentation - Eyes
  23. 2. Auditory Augmentation - Ears
  24. 3. Vocal Augmentation - Throat
  25. 4. Mechanical Augmentation - Arms
  26. 5. Mechanical Augmentation - Legs
  27. 6. Primary Motor Cortex Augmentation - Hands
  28. 7. Somatic Reflex Arch Augmentation - Head
  29. 8. Light Chemical Augmentation - Torso, Arms, and Legs
  30. 9. Heavy Chemical Augmentation - Torso, Arms, and Legs
  31.  
  32.  
  33.  
  34.  
  35.  
  36. Optical implant - EEV (Electronically Enhanced Vision)
  37.  
  38. The EEV utilizes infrared light projections to allow agents to see in any lighting environment. IR light is transmitted into the environment that the user's eyes have an appropriate implant which allows them to see aforementioned infrared light. The darker the environment gets, the less color the operative sees it in. Pitch black environments are viewed only in shades of black and white. Updates to the levels of infrared light projected into the environment are instantaneous so the unit always has enough light so he can function as well as he always does.
  39.  
  40. A light-o-meter projected onto the eyes allows the operative to know just how much light he's standing in. This is monitored and reported by light receptors implanted all over the body. Due to the amount of information of all the light receptors combined, instantaneous updates to the light-o-meter's report never fail, although the reading is simply an average. A more detailed report on how much light is hitting the body can be found on the operative's handgadget (to be named, will be mentioned and elaborated on later).
  41.  
  42. Photosensitive threads in the uniforms of the operatives, as well as implanted sensors all over their bodies, will inform them of quite a few things depending on how light is being reflected upon them. Dealing with a precision-tuned system allowing the nodes' cooperative efforts to report on any suspicious light shining onto the operatives, their optical implants will notify them if a scoped weapon is being pointed at them (due to projected light from the scope), a laser (infrared or otherwise) is shining on them, or if someone within five to six meters is looking at them.
  43.  
  44. A very simple function of the EEV is to enable zooming. But even though it's simple, it's one that would likely be used very very often. Up to 4x zoom is achievable to the operatives.
  45.  
  46. Another functionality of the EEV allows an operative to see members of their element through walls and just about any surface. Health displays are also available; other operatives are seen with a blue outline, whether or not there is a direct line of sight between the two. If said teammate is not in the operative's field of vision, a blue arrow will point to the operative's direction with their corresponding number (if one was assigned). An incapacitated or injured operative will have a blinking blue outline or arrow. Citizens, which have an implanted chip in the back of their necks to allow this, are displayed as yellow outlines. They can only be seen within fifteen meters.
  47.  
  48. A somewhat stronger IR light than the one in the eyes is broadcast almost always out of an attachment used on nearly every weapon by Omega units. It acts as a laser and allows all operatives to see where their element is aiming. Invisible to the naked eye, this function of the EEV has become one of the most important in the arsenal, allowing for perfect synchronization of attacks on the enemy without giving away the position of the operatives.
  49.  
  50. Telepathic-style messages allow Omega operatives to speak without actually speaking. A cutting edge transformation of communications, users' messages will be tracked as part of their brainwave interpreter implant (which ties into their reflex enhancement augmentations). Their entire message will be displayed on their teammates' communications prompts of their optical displays the moment before they say it, should they choose to actually vocalize it, and the message will disappear a few moments after they've finished speaking if another message is not on the way. A unit can however sustain his message and this is known as "pinning" the message.
  51.  
  52. Cochlear implants also allow operatives to hear everything broadcasted over their advanced radio system without anybody around them being able to hear it. A secondary radio interpretation device is tied into this and allows radio messages to be received from outside sources- generally, this is used to intercept enemy radio communications during an engagement to allow the operatives of Omega to sabotage and ambush them.
  53.  
  54. A directional boom-mic is available to operatives as well. This allows speech at regular talking levels to be recorded and stored on the brain implants of the operatives from up to 300 meters away. It is mounted on their helmets and captions will be provided to the team if it is enabled and picking anything up, unfortunately they are only as perfect as the operative monitoring the soun source is still, as the mind of the speaker cannot be read due to there being no solid link from their brain to the communications relay of the Omega team.
  55.  
  56. There are only two lines available for a message and two messages cannot be displayed at the same time, however, on the operatives' handgadget (which will be mentioned and elaborated on later, and will also receive a name) there is a full log of all messages sent and received.
  57.  
  58. Reflex enhancement, strength enhancement
  59.  
  60. ---
  61.  
  62. Implanted rebreather
  63.  
  64. ---
  65.  
  66. Pain resilience
  67.  
  68. ---
  69.  
  70. Body temperature maintenance
  71.  
  72. ---
  73.  
  74. Aesthetic quality of prosthesis
  75.  
  76. ---
  77.  
  78. Cybernetic/Mechanical Limb Prosthesis
  79.  
  80. ---
  81.  
  82. Social Enhancement - Coerce Module
  83.  
  84. ---
  85.  
  86. Stealth Enhancement - Cloak Module
  87.  
  88. By bending light around an operative, they are rendered completely invisible after the Cloak module turns on, its on-cycle takes three seconds exactly to complete. There are some downfalls of the system, however. It takes up quite a bit of energy from the operative's reserves, and overuse could leave them slightly fatigued. As said, cloaking the entire body takes three seconds, and turning off the cloak takes the same amount of time. Regardless of movement speed, the cloak will allow an agent to remain one hundred percent invisible for about twenty seconds at a time. After that, the cloak will automatically shut off- the operative will of course have a warning five seconds beforehand in case they've lost track of their allotted time. They must wait forty five seconds for the cloak module to recharge and be useable again.
  89.  
  90. As the cloak bends light around the user, it makes lasers go "through" them. This renders laser detection systems useless while the operative is cloaked, and laser sights mounted to weapons will also pass right through them.
  91.  
  92. Agents are advised to not use the cloak in a combat situation for quite a few reasons. A serious drawback of the system that stems from combat will become very clear if an agent is shot while cloaked. Despite the agents' flash protection augmentations, which will be mentioned later, if the agent is shot while cloaked, they will see a flash of white for exactly one second and the cloak will then completely power down in that timespan, reflecting light all over the place and making for quite a light show. The agent in question will be lit up like the Vegas strip, turning them into a noticeable, priority target. This is of course unless they were in complete darkness- but the cloak will not turn on in complete darkness anyway considering it wouldn't do anything- there's no light to bend. Unfortunately, this means that if a flashlight is shone over an operative while they're hiding in the dark, they will be noticed. But there are countermeasures to this that don't involve just hiding in a better place: the camouflage stealth enhancement.
  93.  
  94. Stealth Enhancement - Camouflage Module
  95.  
  96. The Camouflage module is a remarkable one that is able to recolor threads of clothing in a manner that lets the operative blend in with their environment perfectly. They will be completely invisible as inhuman patterns are drawn over them, breaking their human-like form apart to make them look more like a very uninteresting detail of the environment, fairly unappealing for a guard of any level of paranoia to be checking out. This module activates by the agent's command like the cloak does, but it takes five seconds to finish..
  97. [9:00:30 PM] Ruskev Borislava VII: ..its enabling cycle completely, making it a little slower than the cloak module. It can also be turned off and return the suit, clothing, or the agent themselves back to normal colors, or they can just keep the camouflage on forever because they like the way it looks.
  98.  
  99. The Camouflage module allows an agent to stay hidden literally forever as long as he makes no sound and isn't tripped over by a hostile. This makes it invaluable in use with the Cloak module, allowing an agent to remain hidden while he awaits his cloak's recharge cycle. Operatives in Omega are advised to hide on multi-colored surfaces to further break up their humanoid figure to become even less noticeable. This module, unlike the Cloak, will not malfunction if the agent is harmed during use.
  100.  
  101. Flash & Noise Protection Module
  102.  
  103. ---
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