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Knights of the
To use an implant, a character must first have an implant bio-slot
installed. This device works with nearly all styles of implants, and allows a character
to switch implants at will without extensive surgery. To install an Implant
Bio-Slot, a character must make a successful Medicine: Cyborging (Moderate
difficulty) roll. Negative side effects applied due to a failed roll is up to
the Gamemaster's discretion. A character may only have 1 implant in use at any
one time.
Certain implants may be larger or smaller than others, to compensate for
this, there are three different sizes of Implant Bio-Slots.
Level 1 Bio-Slot is the smallest kind of Bio-Slot, and only works with
level 1 implants.
Requirement: Successful Easy Strength roll to
determine if bodily system adapts to the new device.
Level 2 Bio-Slot is 5 centimeters larger than the level 1 bio-slot,
and works with level 1 or level 2 implants.
Requirement: Successful Easy Strength roll to
determine if bodily system adapts to the new device.
Level 3 Bio-Slot is 10 centimeters larger than the level 1 bio-slot,
and works with implants level 1, 2 or 3.
Requirement: Successful Easy Strength roll to
determine if bodily system adapts to the new device.
Cardio Package
Implant level 1
Strength +2 (does not affect defense)
Memory Package
Implant level 1
Knowledge +2
Mechanical +2
Technical +1D
Response Package
Implant level 1
Dexterity +1D
Mechanical +2
Nerve Enhancement Package
Implant level 2
Immunity to most stuns.
Retinal Combat Implant
Implant level 2
Effect: When opponents roll damage against a character with a Retinal
Combat implant activated, the attacker's wild dice is replaced by a regular
dice.
Perception +1D
Advanced Bio-Stabilizer Implant
Implant level 3
Immunity to most stuns.
Immunity to most poisons.
Beemon Package
Implant level 3
Strength +1D+1 (does not affect defense)
Cardio Power System
Implant level 3
Strength +1D+2
Bio-Antidote Package
Implant level 3
Immunity to most poisons
Stimulants
Stimulants are used to temporarily bolster an aspect of a character.
Long term use of stimulants can have disasterous effects (the GM's discretion).
Stimulants are used simply by injecting the stimulant into a character's blood
stream by using a First Aid: Stimulants roll (difficulty: easy).
Adrenal Alacricity
Skill: First Aid: Stimulants
Dexterity +1D+1
+20% Move
Duration: 120 seconds
Adrenal Stamina
Skill: First Aid: Stimulants
Defense +2
Stamina +2D
Duration: 120 seconds
Adrenal Strength
Skill: First Aid: Stimulants
Strength +1D+1 (does not affect defense)
Duration: 120 seconds
Hyper-Adrenal Alacricity
Skill: First Aid: Stimulants
Dexterity +2D
+30% Move
Duration: 120 seconds
Hyper-Adrenal Stamina
Skill: First Aid: Stimulants
Defense +1D
Duration: 120 seconds
Hyper-Adrenal Strength
Skill: First Aid: Stimulants
Strength +2D+2 (does not affect defense)
Duration: 120 seconds
Skill: First Aid: Stimulants
Hit Points +2
Attack +2
Damage +2
Duration: 120 seconds
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Text by Joe St. Laurent, based on Knights of the
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