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An Adult Themed Table Top Roleplaying Game, New Horizons is fairly custom, or 'homebrew', compared to most established systems.
 
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 Upgrades and Enhancements

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LionHunter




Posts : 18
Join date : 2019-08-18

Upgrades and Enhancements Empty
PostSubject: Upgrades and Enhancements   Upgrades and Enhancements EmptyMon Aug 19, 2019 2:54 pm

Genetic Upgrades:

Genetic manipulation became rather standard in cosmetic reconfiguration in the late 22nd century, although had been used well before that to create super soldiers. With proper treatment and disruption of basic genetic code, the recipient could become faster, stronger, more endurable, and even more attractive.

Level 1:

Facial Reconstruction:
Cost: 1000 Credits
Through genetic reconfiguration, the recipient's face can be altered to better suit a situation, or perhaps just for aesthetic reasons. Face appearance changes, allowing for a change of identity.

Hyper Regeneration:
Cost:2000 Credits
The recipient's healing properties are vastly increased. Inside of battle, the target regenerates 1 HP every round unless flatlined.

Carbon Density Bones:
Cost: 2000 Credits
Gain a +1 to Defense, in addition, you cannot have your bones broken due to being made of a diamond like material.

Heightened Sense of Smell:
Cost: 3000 Credits
Your sense of smell has been heightened, able to pick up scents normally impossible to pick up.

Hyper Hearing:
Cost: 3000 Credits
Your hearing is much greater than before, able to pick up subtle sounds such as a pin drop, or far away noises.

Thickened Epidermal Layer:
Cost: 3000 Credits
Augmentations like these allow for a much thicker epidermis, increasing resistance to extreme heats. While in harsh cold or hot environments, you lose health half as fast.

Deadened Nerves:
Cost: 5000 Credits
Augmentation lowers the receptors of pain receptors in the brain, decreasing damage taken by 2.

Level 2:

Hyper Regeneration 2:
Cost: 15000 Credits
Healing Capabilities even further increased, increasing healing per round in and outside of battle by 2.

Pain Block:
Cost: 20000 Credits
An increased efficiency of Deadened Nerves, the subject has been modified to specifically block out pain in combat situations. Takes -4 from all damage, and no longer feels pain from bleeding, burning, ect in battle.

Hyper Olfactory:
Cost: 15000 Credits
The subject's sense of smell and taste become much more acute. They can smell things from further away, and taste minute changes in things they ingest.

Level 3:

Hyper Regeneration 3:
Cost: 100,000 Credits
The subject regenerates from gunshot and melee wounds almost instantly. His or her healing capability is so great, that they can even regrow lost limbs. Increases regen to 3 in and outside of combat.

Racial Reconstruction:
Cost: 150,000 Credits
The subject's genetic code is rewritten, and in addition to their current species, they also gain the added benefit of a second PC race as well.

Zax Specific Augmentations:

Note: Zax may only receive these at starting out. Rather than genetic treatments, these are treated as Zax mutations, or primitive aspects of their genome coming out at birth.

Junior Queen:
Cost: None
Pre Req:  Must be a Zax Female
While each Hive city has one Queen, she will periodically(1/1,000,000) will lay egg clutches with a single egg with qualifications to take over. When the egg hatches, the child born is taken into the palace for training. When she reaches maturation, she is given the option to either challenge the current Queen, or to colonize other worlds. If the Queen is young, it's a tradition for the new Queen to leave. It’s not uncommon for these Junior Queens to go on spaceships in order to find a suitable planet for colonization before returning home to obtain drones. A Junior Queen releases pheromones in combat that incite violent tendencies in her Zax allies. Other Zax gain two actions per combat round rather than one, while other allies are unaffected. Zax NPCs who recognize this trait are often less wary of groups with a Junior Queen, and merchants may even be inclined to give her a rather hefty discount.

Arm Blades:
Cost: None
Pre Req: Must be Zax
Early in Zax evolution, Zax were known to have large, scythe-like protrusions in place of hands. While effective at combat, eventually opposable thumbs proved to be more invaluable, and slowly this particular strain became recessive. Every now and then, a Zax is born with them. A Zax with this augmentation has two large, scythe-like bones in place of two of their arms. Whatever class they are, they are automatically considered proficient with them. Each blade does 1d12 damage with a crit range of 17-20, and can be chosen as a Weapon Mastery.

Poison Stinger:
Cost: None
Pre Req: Must be Zax
Some Zax on other worlds than Hive have begun to develop certain adaptations to the new planets. On some worlds, the air is somewhat toxic, and oddly enough, the Zax's body have begun to take on these characteristics. A Zax with a poison stinger has evolved on their lower abdomen. When taking this evolution, a Zax much choose Paralytic, Hallucinogenic, or Searing Pain.  A Zax may melee sting with the stinger and do 1d6 damage with a crit range of 20, but applies the poison. A Zax may harvest his or her own poison to apply to weapons. Damage done is dependent on the poison type.

Hive Guard Wings:
Cost: None
Pre Req: Must be Zax
Zax rarely are born with wings, the mutation is about as rare as a Queen egg. Those that have this mutation are highly well-received, and usually can be entered into a Hive palace for specific training. Others opt not to take the training, while others leave their worlds for adventure. A Zax with wings may fly at will in light and medium armor, and can make rather large jumps in heavy armor.
Armored Carapace

Cost: None
Pre Req: Must be Zax
Zax are known for having a durable carapace. Some Zax, however, are born with diamond-like armor. Zax with this trait gain an additional +2 to Defense, and rather than 1d6 reduced damage, they take 1d10 less damage instead.
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LionHunter




Posts : 18
Join date : 2019-08-18

Upgrades and Enhancements Empty
PostSubject: Cyber Upgrades   Upgrades and Enhancements EmptyMon Aug 19, 2019 2:58 pm

Cybernetic Upgrades:

The use of Cybernetics was first used during the 20th century in very minor ways.  Since then, it has only adapted further and further. With cybernetics, limbs can be replaced, and the body can be augmented. Unlike genetic manipulation, however, cybernetics replace organs and limbs, and the individual must be willing to part with it for the upgrade to take place. Also, unless augmented to be shielded, a prosthetic attachment becomes susceptible to EMPs and shock rounds. Damage to cybernetic upgrades can only be repaired by tech upgrades or engineers. Unlike genetics, cybernetics can be replaced, or switched out. Characters with the Chop Shop skill can freely do this during missions.

Coiled Muscle Augmentation:
Cost: 2000 Credits
Replaces the muscle tissue in your body with carbonite coils, wires, and framework. This dramatically increases run speed and jump potential. This allows you to run double your normal run speed, cumulative to any other bonuses the character has normally. In addition, increases strength value and melee and thrown weapon damage. Melee and thrown weapon attacks deal an additional 1d8 damage.

Internalized Computer:
Credits: 20,000
Rather than having a computer installed in one's armor or simply around a body part, the computer is implanted directly into the brain. At a thought one may bring up basic information stored on their computer or net without the need of extra hardware.

Cybernetic Heart:
Credits: 20,000 Credits
Replaces the heart with a cybernetic representation of it. This acts as a normal heart, but if a character flatlines, once per mission it defibrillates itself, bringing the character back to life at full health.

'Garbage Disposal' Digestive System:
Credits: 20,000
Replaces the user's digestive system with a series of nanite coated innards. These are much more effective at harvesting nutrients from food, as well as harvesting nutrients from what normally would not be food. This allows the character to literally eat almost anything and gain benefits from it, and makes them immune to non-exotic poisons they ingest.

Augmented Touch:
Credits: 15,000
Replaces the skin on the fingertips with a latex compound that more accurately sends data to internalized or external computer systems. This allows for a more detailed reading than simply 'hot and cold', but rather just how hot, if something has potentially passed through the area, or even odd microbes.

Artificial Pheromones:
Credits: 25,000
Generally used by private sector brothel workers, Artificial Pheromones work to incite potential sex partners into a frenzy. A character augmented with this releases nanite produced pheromones that increase Persona checks to seduce a target, gaining an ally or simply for 'fun'.  On neutral or friendly biological targets, it's a +5 to Persona checks.

Breast Augmentation/Compartment
Credits: 8,000
Increases bust size, and adds a compartment in the target's breasts, allowing for storage, or perhaps simply a larger bust size.

Prosthetic Limb:
Credit: 5000
Removes, or replaces a limb. This upgrade can only be completed for as many limbs as a character has.  While this itself gives no benefits other than the use of the limb, the prosthetic limb can be further upgraded.

Arm Augment - Internal Blade:
Credit: 1000
Requires Prosthetic Limb: Arm
Installs a blade inside the cybernetic arm that can be extended and retracted at will. It may be used as a cutting tool, or as a weapon. In melee range, the blade does 1d8 damage, and is considered a sword for Assassin and Weapon Master purposes.

Arm Augment - Grey Army Knife:
Credit: 3000
Requires Prosthetic Limb: Arm
Rather than taking an engineering kit, you have one built into your arm. While you may still need to use a computer to hack into systems, the arm augment comes with everything one needs for ship repairs, suit repairs, and general tinkering. Increases Engineer Repair skill by 1d6, and provides all tools needed for Tinkering.

Arm Augment - Power Fist:
Cost: 1000
Requires Prosthetic Limb: Arm
Dramatically increases grip strength, causing the user to punch much harder, and capable of crushing bones and soft metals like putty. User is able to crush or tear things of Iron strength or lower. Striking a target with the fist grants all benefits of martial arts/weapon mastery, and deals 1d10 damage as opposed to 1d4 for unarmed strikes.

Arm Augment - Ballistic Arm:
Cost: 1000 (Additional Cost based on Weapon)
Requires Prosthetic Limb: Arm
When choosing this, you buy a separate weapon. You replace one arm with said weapon, gaining its normal damage, but requiring you to give up the use of one arm in order to do so. A character loses 25% of Physical Force, due to not being able to use the new arm, but suffers no damage loss to the weapon from turning it into a one armed weapon.

Leg Augment - Hidden Compartment:
Cost: 1000
Requires Prosthetic Limb: Leg
A hidden compartment in your leg allows you to keep any items the size of a box in your leg. It’s 'black boxed', so standard scanners can't normally pick it up.

Leg Augment - Sound Dampeners:
Cost: 2000
Requires Prosthetic Limb: Leg
Shock Absorbers built into the feet prevent sound from footsteps while moving. Adds +4 to Luck or Technology rolls while stealthing.

Leg Augment - Reverse Jointed Leg:
Credits: 3000
Requires Prosthetic Limb: Leg
Knee joints in the cybernetic leg are equipped with specialized hydraulics and impact guards. Increases Luck while climbing by +2, and negates an impact from a fall from up to a Long-Range drop, assuming a character lands on their feet.

Ocular Implants:
Credits: 5000
Removes, or replaces an eye. This upgrade can only be completed for as many eyes as a character has. While this itself gives no benefits other than the use of the eye, the eye can be further upgraded.

Ocular Augment - X-Ray Implants:
Credits: 3000
Requires Prosthetic: Ocular Implant
Allows the user to switch from normal vision to x-ray radiation, letting them see through solid surfaces and cover.

Ocular Augment - Infrared Implants:
Credits: 5000
Requires Prosthetic: Ocular Implant
Allows user to see in heat rather than normal vision, picking up any object that gives off thermal. This allows the user to see through stealth systems.

Ocular Augment - Targeting System:
Credits: 2000
Requires Prosthetic: Ocular Implants (Also requires Internalized Computer)
Allows the user to target opponents, objects, etc. with their ocular implant. Targets you have marked take 1d6 extra damage from you.

Synth Skin:
Credits: 1000
Replaces Skin with Synthetic Skin.

Skin Augment - Durasteel Synth Skin:
Credits: 6000
Requires Prosthetic: Synth Skin
Replaces Synth Skin with durasteel weaving. Damage taken is reduced by 1d6, in addition to other damage reduction.

Skin Augment - Insulated Synth Skin:
Credits: 6000
Requires Prosthetic: Synth Skin
Replaces Synth Skin with a porous, rubber-like material that insulates body heat. Gives Resistance 3 to all elemental types, and negates damage taken from temperature extremes due to the environment.
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LionHunter




Posts : 18
Join date : 2019-08-18

Upgrades and Enhancements Empty
PostSubject: Tech Upgrades   Upgrades and Enhancements EmptyMon Aug 19, 2019 3:03 pm

Psionic Upgrades:

Psionic potential lies in a great many. The ability to push and move things at will. To read minds, to implant ideas, or even attempt to destroy the target’s mind. Unlike genetics and cybernetics, psionic powers are gained, upgraded, and learned rather than bought. While a psionic can potentially seek out a stronger psionic in order to try to make it learned, most psionic training is self-trained. Psionic attacks use Psion versus Mental Resistance. Psionic powers are learned after missions, or after certain events during a session (DM judge). After a mission, roll a 1d20 with the number of times you used psionic abilities during the mission. On a 20 or higher, you gain a new psionic power. Range of all psionic attacks is Extreme Range, up to Extreme Range 50.

Level 1:

Telekinesis:
Allows the psion to pick up, push, pull, or crush objects. Using it to smash into an enemy does a flat out 10 points of damage, excluding external factors.

Suggestion:
You implant a simple idea into a target's mind. Always subtle, unless the suggestion would openly endanger their lives is completely against character.

Psionic Scan:
You attempt to find ambient thoughts in the area. Unless the target is synthetic, has a psi dampener, or is relatively mindless; you simply need to roll above a 5 for Psionic.  Enemies don't actively notice the scan.

Augment - Speed:
The psion augments their muscles for 1d4 rounds. While augmented, they move an additional 1 space for every ten points in Psionics.

Psi Blast:
You attempt to instill a particular emotion in the target. This can be Panic, fear, apathy, etc. This lasts for 1d4 round.

Mind Assault:
Rather than using a weapon attack, you make a mind attack against the target. On a success, the target takes 10 damage, and are rattled for one round.

Psychic Shield:
You place a barrier around you, absorbing 10 damage before it dissipates. This can absorb any type of damage, including particle weaponry.


Augment - Armor:
You summon a psionic set of armor around yourself that persists for 1d4 rounds, or until destroyed. While it persists, you gain +3 to Defense, and it has an HP value of 20. It cannot stop psionic attacks other than Telekinesis.

Level 2:


Requires: At least 3 Psionic powers.

Hallucination:
You fill the target's mind with images of certain things, or events. They perceive these things as real, and react to them as they normally would. As long as the target believes the hallucination is real, he or she suffers all detriments of it, while none of the benefits. The target will continue to believe that the image is real until he or she is convinced (successful personal check by an ally), or something happens that dispels it.

Transcendence:
Your send your mind to the astral plane, leaving your body intact. While in transcendence form you are intangible, but can still make psionic attacks while your body draws breath.  You are immune to all attacks other than psionic attacks, although the body is still susceptible to any damage that can be sustained.

Psychic Shield 2:
A more powerful version of your psychic shield; you place a barrier up, absorbing 15 damage before it dissipates.

Telekinesis 2:
More damaging than Telekinesis 1. You can pick up more with your mind, as well as deal 15 damage to a target if used as an attack, as well as can attack multiple enemies; suffering a -2 damage for each additional target.

Mind Assault 2:
More powerful than Mind Assault 1. Target takes 15 damage and can target multiple hostiles that the psionic is aware of in the area. If the psionic attacks more than one enemy, they suffer -2 damage for each additional target.

Psionic Bonding:
The psionic bonds with a nearby object or substance, gaining the properties as their flesh texture. The bonding is temporary, and the psionic gains all the benefits and detriments of the substance bonded with.

Psionic Weapon:
The psionic summons a weapon to their hand made of pure psychic energy. The weapon takes all the qualities off the weapon that psionic wished summoned. Cannot be used to summon firearms.

Augment - Blur:
The psionic temporary heightens their reflexes and defense, dodging with uncanny speed. For the next 1d4 rounds, the psionic dodges the first attack against them per round.

Level 3:

Required 6 psionic abilities learned

Elemental Kinesis:
Augments Telekinesis 2 to be able to take on an elemental property. This includes Heat, Cold, Corrosive, and Electrical. The element must be present for the psionic to control it.

Augment - Third Eye:
The psionic opens their mind’s eye, giving them absolute clarity for 1d4 rounds.  Accuracy and Psionic score are increased by +5 for 1d4 rounds.

Augment - Power:
The psionic augments themselves, increasing their physical prowess for 1d4 rounds.  Melee attacks deal an additional 1d4 damage.

Clairvoyance:
You are able to see into far distances. Using an action allows you to see into an area up to 20 spaces away.

Mind Control:
An improved form of suggestion. Rather than suggest, the psionic takes control of the target's mind, forcing it to do as the psionic wills. It’s a Psionic versus Mental Resistance. On a success, the target is a slave to the psionics will for 1d10 rounds, and will actively attempt to protect and serve them. On a fail, the target is instead rattled.

Teleport:
The psionic deconstruct themselves, only to rematerialize elsewhere. The psionic must have either line of sight of the location, or a psionically linked crewmember/mind slave otherwise. The total area traveled is equal to 10% of Psionic Force plus 1 space for every 10 Psionic.

Deconstruct/Construct:
Your mastery of telekinesis is so advanced that you can even affect things at the molecular level. This ability does Psionic stat damage to a person or object, or creates objects with psionic stat durability. Objects that are deconstructed simply turn to dust, while persons have limbs and the like removed. On a living organism, deconstructing them causes them to start taking 1d4 bleeding damage each round.
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LionHunter




Posts : 18
Join date : 2019-08-18

Upgrades and Enhancements Empty
PostSubject: Tech Upgrades   Upgrades and Enhancements EmptyMon Aug 19, 2019 3:08 pm

Technology Upgrades:

Technology upgrades are used to enhance and maintain equipment. This is primarily used for guns and armor, but Androids can use them an equivalent to genetics. While this can be used to increase weapon damage, or defense, it can also be used for minor adjustments.

Level 1:

Sawed-Off:
Credits: 1000
This tech upgrade basically saws off a portion of the shotgun, allowing for it to be dual-wielded. Crit range for shotguns is increased by 1, at the cost of making the shotgun start suffering detriments double its normal detriment at Medium Range and beyond.

Chainsaw:
Credits: 2000
Affixes rotating blades to your chosen weapon when activated. When making a melee attack, the critical range is increased by +1, and you deal 1d6 extra damage.

Carbonite Structure:
Credits: 1000
Replaces your standard weapon with carbonite steel fibers. Adds +10 to the weight of the weapon, but prevents it from being destroyed through normal means. If applied to thrown weapons, prevents them from breaking.

Raven Upgrade:
Credits: 3000
Puts a flight unit and AI system in your weapon. If thrown, or lost, the weapon will return to the owner's hand unless restrained. If any creature is in the way, it makes a 1d20 attack against them, upon beating their defenses, deals weapon damage to them.

Sight Scope:
Credits: 500
Adds a sight scope to the weapon, gaining +1 to Accuracy while wielding the weapon.  Can only be applied to firearms. Androids can equip this as an upgrade, adding +1 to any weapon they use.

Diamond-Cut:
Credits: 300
Uses a laser to precision cut melee weapons, and adds a diamond tip for cutting or smashing capability. Adds +1 to Accuracy for the melee weapon.

Personal Cloak:
Credits: 1000
Adds a cloaking device to armor slot that lasts for 1 round; at the start of the next, they become visible. Requires one action to use. Androids can equip this to their normal systems.

Kinetic Barrier:
Credits: 4000
Weight: 20 lbs
Places a kinetic shield into your combat suit, adding a 20 point shield. Damage to this 20 HP does not affect the durability of the suit in anyway. After it gets brought down, it takes 1d4 round to come back up, draining 20 minutes power supply from the suit. Additional kinetic barriers increase the total shield amount, but drain more power from the suit and adding more weight. Damage done to the shield does not harm the suit, and protects against all forms of damage other than psionic.

EMP Insulation
Credits: 3000
Insulates cybernetics, guns, or equipment from EMP pulses. Cyborgs and Androids can use this tech upgrade to protect themselves from EMP.

Shock Guard
Credits:3000
Reduces the effectiveness of shock rounds. Androids with this tech upgrade only shut down for half as long and take no circuit damage.

Nanite Repair:
Credits: 3000
Nanite bots repair suit damage, restoring 1 HP to it per round. This also prevents suit ruptures for lasting for more than one round.
Or...
Nanite Bots have been injected directly into your bloodstream, restoring 1 HP/round to you, and preventing bleeds.

Computer Upgrade - Black Box:
Credits:3000
Putting a black box into a computer is quite illegal, but gives you the ability to gain better, even top-secret, information.

Motion Sensor:
Credits: 4000
Places a sensor device on a weapon, computer, ect. Doing this puts up a 3D model and location if the enemy moves.

HUD Display:
Credits: 1000
Installs a HUD to a suit or ocular implants. Doing so puts an image of any computer information you need to know, motion sensor, or ship designs/mapping if you have the information and upgrades.

Radar Mapping:
Credits: 3000
Installs a radar mapping device in a computer or armor suit. Doing so maps out the area and can be displayed on a HUD or computer. It doesn't pick up creatures within the area, but does give a detailed map of the surrounding location; including obstacles, hidden caches, and normally hidden entrances (unless shielded).

Tactical Light:
Credits: 2000
Installs a very bright light into a suit or weapon. Under normal circumstances this light lights up an area in front of the person wielding it, giving them full view. However, if an enemy is caught with the light in their eyes, they take a -4 penalty to Accuracy.  Whenever you're in the dark, and someone facing you attacks you with your tactical light on, they must take a -4 penalty to the roll. Bulor suffer their racial detriment under all situations unless their eyes have been shielded.

Extended Mags:
Credits: 2000
Increases the clip of a weapon to make it fire many more shots than normal. Doubles the number of rounds fired before reloading is required. Can only be equipped to firearms.

Mechanized Joints
Cost: 3000 Credits
All heavy armor comes with this upgrade. Increases Physical Force by 50 lbs. Armor is infused with mechanical joints, allowing for increased power and lifting capabilities, as well as melee attacking.

Level 2:

Air Recycler:
Credits: 12000
Builds in an air recycler into a bodysuit. This recycles exhaled breath as a breathable form for the wearer.

Psi Disruptor:
Credits: 15000
Weight: 20 lbs
Created initially by the Protectorate to combat against the Collective. Installs a neural dampener into the armor, creating a barrier against psionic attacks. Barrier strength is 20, and while it persists, psionic attacks hit it instead of the wearer.

Diamond-Cut 2:
Credits: 12000
A higher form, increasing the effectiveness of diamond cut to +2

Sight Scope 2:
Credits: 12000
Increases the effectiveness of accuracy to +2 on weapons.

Particle Weapon Modification:
Credits: 5000
Augments the weapon, making it particle-based as opposed to munitions.

Smaller Weapon:
Credits: 10000
Makes the weapon no less deadly, but smaller, causing heavy weaponry and things that normally would only be held by two hands to be capable of being wielded in one hand instead. Reduces damage done by weapon by one die. (A 1d6 becomes a 1d4)

Kinetic Barrier 2:
Credits: 14,000
Weight: 20 lbs
Increases the efficiency of Kinetic Barrier, reducing the energy cost to 5 minutes of the suit's power for 20 HP to combat suits.

Auto Hacker:
Credits: 20000
The 'Mischief Maker' auto hacker was designed by black market engineers to make a more valuable, and less time-consuming way to hack items. Anyone who attempts to hack may make the check, and then the auto hacker will take over minute operations while the person may then do any other action they please; rather than continue to hack the target. Allows any character to hack, with a -5 to Technology to do so. Beyond this, Engineers may use this on AI to allow themselves other actions per round rather than to keep a hack going.

Augmented HUD:
Credits: 15000
Gives a more detailed description of targets, including vitals, weaponry, and armor they wear. This allows for equipped characters to see enemy statistics.

Everlasting Battery:
Requires Particle Weapons
Cost: 15000 credits
Particle weapons no longer require reloading, the battery sustaining them indefinitely, unless the weapon is destroyed.

Level 3:

Fusion Reactor:
Credits: 25000
This adds a fusion reactor to the suit instead of standard power supplies. A fusion reactor negates any 'power' requirements from the suit, adding a permanent supply core to it.

Android Specific Upgrades:

Androids have a distinct advantage in that they can simply equip themselves with technology, as opposed to applying it to weapons and armor. These are all considered level 1 upgrades.

Class Protocol: (Cannot take at character creation. Must be salvaged or purchased)
Credits: 40000 (Can be Salvaged)
Android has knowledge of a different class, and can freely multiclass into it without any detriment whatsoever.

Knowledge Module:
Credits: 15000 Credits (Can be Salvaged)
The android can download information from a terminal. Doing so gives them a specific feature of their class, or other information (Can be random if salvaged).

Remote Storage:
Credits: 20000
The android has a remote terminal elsewhere, or their own ship (No cost of their own ship) that has a backup of their data. If their body is destroyed, the backup activates as an AI. They can then act as such until they gain a new body.

Sex Bot:
Credits: 0 (Must be chosen on initial character creation)
The Android was designed as a pleasure bot. Gains +5 to Persona checks in order to seduce, although is more susceptible to seduction, increasing Libido by 5 versus sexual advances. They are always made to be attractive, and generally, have active (albeit synthetic) reproductive organs.


Combat Droid:
Credits: 0 (must be chosen on initial character creation)
The Android was created specifically for combat situations. They gain the “cannot be rattled” benefit, as well as gaining a +2 to Defense, and use of all weaponry. However, they suffer a -5 to Persona checks, often having trouble seeing beyond the battlefield.

EQUIPMENT ADDITIONS


Basic Display:
Type: Technology Upgrade
Credits: 1000
Installs a initially blank display onto a suit. Doing so, allows you to upgrade the device in the future, to allow for Ocular Upgrades, without having to remove an eye. Capable of holding 2 different displays. Each Ocular Upgrade, is listed as a Technology Upgrade for benefits reference.
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