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== Physical Augmentations == This implants enhance the morph’s physical body. '''Cyberclaws:''' The bones on the back of the morph’s hand are bonded to smart material claws. These claws can extend through concealed ports in the morph’s skin and extend 6 inches past the morph’s knuckles. These razor-sharp weapons inflict 1d10 + 3 + (SOM ÷ 10) damage and have an AP of –2. If combined with eelware, they can also inflict electric shocks. Likewise, cyberclaws can also deliver poison or nanotoxins secreted from a poison gland or implanted nanotoxins. '''[Low]''' '''Cyberlimb:''' In an age when arms and legs can easily be regrown, many people consider cybernetic prostheses to be vulgar and distasteful. The Scum and others, however, treat them as iconic symbols of self-expression. Standard replacement cyberlimbs function the same as their biological equivalents, though that particular limb receives a +3/+3 Armor bonus when targeted specifically (this bonus does not apply to synthmorphs). Cyberlimbs may be masked to look real (see Synthetic Mask), and may also feature small compartments for hiding/storing small objects. '''[Moderate]''' '''Cyberlimb Plus:''' More extravagant cyberlimb models are also available, though they require more severe body alteration to accommodate. These limbs apply a +5 SOM bonus per limb (maximum +10). They may be replacement limbs or “extra” limbs anchored in the body’s skeletal frame. These cyberlimbs may not be masked. '''[High]''' '''Failsafe:''' This augmentation must be used in combination with the nanophages nanoware and cortical stack. This implant is specifically designed for users who regularly risk exsurgent infection and do not want to be a danger to others. If a strain of the exsurgent virus manages to overcome the nanophages, the failsafe goes into action. As soon as the nanophage defenses reach a point where they are certain to be overwhelmed, the failsafe disconnects the user’s cortical stack and isolates it, keeping it free from any exsurgent infection. It then physically ejects the cortical stack from the user’s body for easy retrieval (ejected stacks typically fall 1d10 ÷ 2 meters away). The failsafe also immediately triggers a swift and potent neurotoxin, killing the user’s body and destroying their brain. The synthmorph equivalent shuts down the body and securely erases the cyberbrain. In either case, the result is a swift and painless death. If the user has the emergency farcaster augmentation installed in this morph, the failsafe triggers it instead of ejecting the stack and activating the neurotoxin/cyberbrain erasure. '''[Low]''' '''Gas Jet System:''' This cybernetic system implants nozzles in the morph’s chest, back, and limbs, allowing it to maneuver in microgravity using vectored bursts of gas. It either inputs atmospheric gases through implanted intakes or draws gas from an oxygen reserve implant. This mod applies a +10 modifier to Free Fall Tests. '''[Moderate]''' '''Hand Laser:''' The morph has a weapon-grade laser implanted in its forearm, with a flexible waveguide leading to a lens located between the first two knuckles on the morph’s dominant hand. The laser fires from this waveguide, inflicting 2d10 damage with 0 AP. The laser is powered by a small nuclear battery located in the morph’s torso, good for 50 shots before it must be recharged like other beam weapon batteries. '''[Moderate]''' '''Hardened Skeleton:''' The morph’s skeleton has been laced with strengthening materials. Apply a +5 DUR and +5 SOM bonus. '''[High]''' '''Implant Masking:''' Implant masking is not a separate implant, but a modification to an existing one. Masked cybernetic implants are composed of electromagnetic- and acoustic-absorbent smart materials that are less likely to be detected by surveillance and security systems using radar, x-rays, or ultrasound. Apply a −30 modifier to any attempts to detect the implant. '''[Increase the masked implant’s cost by one category]''' '''Oxygen Reserve:''' The morph has a miniature oxygen tank and rebreather installed in its torso. This implant provides the equivalent of the life support system in a light vacsuit, allowing the character to breathe comfortably for up to 3 hours. It feeds oxygen directly to the morph’s blood stream, avoiding problems with pressure changes. Implanted sensors automatically cause the character to use the stored oxygen if they detect poisonous or insufficient atmosphere. Without vacuum sealing, the character can only survive in vacuum for 5 minutes, but remains conscious and active for the entire time, giving them far more time to find shelter or a vacsuit than characters without this implant. For every hour the character is in a breathable atmosphere, this implant recovers one hour of oxygen storage. The implant can be fully recharged within 15 minutes if the character is in a high-pressure mostly oxygen atmosphere. '''[Low]''' '''Plasma Sail Implant:''' This augmentation installs a miniature plasma sail in the morph. This implant includes a potent battery-powered superconducting magnet and a tank holding sufficient compressed hydrogen to allow the plasma sail to operate for three months. This implant allows the user to fly through space with an acceleration of up to 0.01 g, though beyond the orbit of Saturn the solar wind becomes too faint to provide any acceleration. In open space, this sail can achieve a maximum velocity of 80 kilometers per second, but can only be used to accelerate away from the sun (tacking can be used to sail toward the sun, but at a maximum of 10 kps). It can be used to maneuver in any direction, however, as long as the user is within a planet’s strong magnetic field. Within 70,000 km of Earth, 3,000,000 km of Jupiter, 1,500,000 km of Saturn, 450,000 km of Uranus, or 500,000 km from Neptune, the plasma sail allows the user to maneuver freely and to land on and take off from any moon with a surface gravity of less than 0.05 g. Using it requires Flight skill. This is a relatively large implant and produces a characteristic humpback shape on almost all morphs. '''[Expensive]''' '''QE Comm:''' This is an implanted version of the portable QE comm with a low-capacity qubit reservor. Due to the size of the qubit reservoir, it must usually be implanted in the thoracic cavity. Though uncommon, this implant is sometimes used by moles that require a covert method of communication. '''[Expensive]''' '''Reflex Boosters:''' The morph’s spinal column and nervous system is rewired with superconducting materials, boosting transmission speed. This raises the character’s REF by +10 and improves Speed by +1. '''[Expensive]''' '''Truth Filters:''' Truth filters can only be used with a cyberbrain or mesh inserts. This module scrambles the signals read from subject’s brain in such a way as to make digital deception scanners worthless. A character with this implant will automatically succeed on Deception Tests against such scanners. Truth filters offer no protection against analog deception scanners. '''[Trivial]'''
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