New Cybernetic / Robotics / Hardware Items

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NMI
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New Cybernetic / Robotics / Hardware Items

Postby NMI » Mon May 11, 2015 9:35 am

Power Fist

This item was designed to give melee fighters an edge in combat. Power Fists are typically installed on cyborgs and robots, though the villainous engineers of Fabricators Inc. have developed a version that is can be worn as a heavy glove or gauntlet.

A series of emitters around the glove generate a magnetic field around the fist that contains a low level particle charge. This particle charge can be released in one of two ways. The first is upon impact with a solid target. The second is when the user releases the magnetic charge at which point the particle charge explodes outward and hits it target at range.

Range: Touch or 300’ [90 meters]
Damage: 5D6; either as a charged punch or ranged attack
Rate of Fire: Each use of the Power Fist counts as 1 attack whether as melee attack or ranged.
Energy Capacity: varies; If tied to a cyborgs or robots power source, the payload is unlimited. If used as a Power Glove [as Fabricator Inc calls it], 1 energy cell will keep the Power Glove operating for 1 hour. Each ranged attack will take up 1 minute from the energy cell.

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NMI
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Re: New Cybernetic / Robotics / Hardware Items

Postby NMI » Mon May 11, 2015 9:35 am

Cyber-Disguise Type AC-3:

This is a simple device that is designed to do one thing; alter ones palm & finger prints. How it accomplishes this task is done in one of two ways. The first, a pre-programmed palm and finger print profile can be loaded into the cybernetic hand at any time. When the user needs to alter their print to match what is stored, they simply activate the profile. It then takes 1D4 minutes for the user’s prints to transform and match the new profile. If acquired, the bio-electric impulse of the targets hand can also be uploaded into the disguise unit. The second method is similar to the first, except sensors imbedded within the device can scan record and upload a targets prints and bio-electric signature. The targets palm and finger prints can be scanned simply by shaking the targets hand at which time the bio-electric signature is also captured. For an added cost, the sensors in the cyber device can record prints from a distance allowing the wearer of the AC-3 to remain at a distance from their target. Possible uses of the ranged version are; scanning the prints of the target from a door they have touched, a drink they carelessly left unattended at the bar and more.

Cost: The basic model costs 70,000 credits/dollars. Imbedded sensors version cost is 100,000 credits/dollars while the advanced version with ranged sensors costs 165,000 credits/dollars. Only available by freelance Cyber-Docs and the Black Market. Specific print profiles can be purchased at a cost. This cost varies depending on the target to which the prints belong to. Some prints might be nigh impossible to acquire.

Restrictions: Each hand can store up to 2 print profiles at a time. A print profile must be stored in each hand for them both to match the same profile. By default, the devices own prints are “blank”. In places like Rifts© Earth, these devices are considered illegal by most governments including the Coalition States. Possession of the Cyber-Disguise AC-3 is punishable by fine, imprisonment and even death.

Bonuses: +20% to disguise skill when used to impersonate someone’s palm / finger prints.

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NMI
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Re: New Cybernetic / Robotics / Hardware Items

Postby NMI » Mon May 11, 2015 9:36 am

With the bonuses, this package is about on equal level with the minor power "Lightning Reflexes". Mind you, that Lightning Reflexes costs a Eugenics PC $1.5 million!

Reflex Enhancement Package

This unique cybernetic package is a replacement of the users nervous system. By replacing the nervous system, nerve bundles and the implant of a control chip at the base of the brain, the users reflexes are enhanced 10 fold.

The R.E.P. has six levels of enhancement. Each level allows the user to enhance one of several areas.

For each level of enhancement purchased [max 6], the user gains +1 to add to any of the following: # of attacks, initiative, strike, parry, dodge. No more then 2 levels can be applied to the same area [ie: no more then a +2 can be added to initiative, no more then 2 attacks per melee can be gained, etc..]. If 2 points are added to dodge, the user can elect to keep the +2 to as a dodge bonus or convert the +2 to a +1 auto-dodge.

In addition, every level of enhancement gains the user a +1D6 to Speed.

Cost: $75,000 per level.


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