Implants

Title: New Sith Wars
System: v3.0-v3.5
GM: Philip Slama

Moderator: Ozymandius

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Thanos
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Joined: Sat Feb 12, 2005 11:39 pm

Implants

Postby Thanos » Sat Nov 07, 2009 2:55 pm

UPDATED 11/09

Implants

Implants are small cybernetic mechanical devices that hook directly into the brain to augment the user. Implants are taxing to the users physiology and as such the user needs a strong constitution to keep their body from rejecting the implant. Only 1 implant can be attached to a body at a time and they take no equipment slot.

Implants can be changed with a full round action. Implant bonuses are their own implant bonus and stack with all other bonuses except themselves.

A special implant interface is needed. The implant interface costs 1000 credits surgery to be installed.

As implants are mechanical in nature they are anti force. See constitution you need on table below

Implants come in 4 basic levels and 2 master craft levels.

level 1 implants take a 10 constitution 12 for force sensitive 14 for force Jedi/adepts available level 1
level 2 implants take a 12 constitution 12 for force sensitive 14 for force Jedi/adepts available level 3
level 3 implants take a 14 constitution 12 for force sensitive 14 for force Jedi/adepts available level 6
level 4 implants take a 16 constitution 12 for force sensitive 14 for force Jedi/adepts available level 9
master craft 1 take a 18 constitution 20 for force sensitive 22 for force Jedi/adepts available level 12
master craft 2 take a 18 constitution 20 for force sensitive 22 for force Jedi/adepts available level 15


Implants can be combined. For example a level 4 implant can be any combination of level 1 to 3 to equal 4. 4 1's, 2 2's, 1 3's and 1 1's and so on.

Implant bonuses are their own implant bonus and stack with all other bonuses except themselves.
Lets say you have a master craft 1 implant. You can't take 4 level 2 implants of +2 strength and get a +8 strength. But you could take a +4 strength level 4 implant and then add in other abilities to it.


Level 1 implants cost 1000 credits and follow this standardize form
+1 to any stat (except constitution cannot be increased by implants as it is dependent on it)
+1 to all saves
+2 to any one save like fort or reflex
+2 to any skill
+4 to a specific type of save like stun, force, disease and so on

examples of Specialized level 1 implants abilities
learn 1 language
scent
mask scent
endurance
+1 deflection
+1 natural armor
entry level physiology feat like endurance or stamina, dodge
low light vision
Dark vision


Examples of some level 1 implants

Implants lvl 1
Reflex Package +2 reflex save
Pheromone Package mask scent
Cardio Package +2 fort save
Strength Package +1 strength
Response Package +1 dexterity
Fitness Package stamina feat
Skills Package +2 any skill
Health Package +10 hit points
Physical Boost Package +5 speed
Mental Boost Package +1 intelligence

Level 2 implants cost 2000 credits and follow this standardize form
+2 to any stat (except constitution cannot be increased by implants as it is dependent on it)
+2 to all saves
+4 to any one save
+4 to any skill

examples of Specialized level 2 implants abilities
light fortification
DR 2-
+10 speed
+2 deflection
+2 natural armor
advanced physiology feats like mobility


Implants lvl 2
Retinal Combat Implant +2 attack bonus to ranged or melee attacks
Lornan Implant light fortification
Biotech Implant +4 vs disease and poison
Power Implant +2 damage with melee attacks
Alacrity Implant +1 attack on a full round action
Insight Implant +4 to perception
Skills Implant +4 to any 1 skill
Durability Implant DR 2-
Physical Boost Implant +10 speed
Mental Boost Implant +2 intelligence

Level 3 implants cost 3000 credits and follow this standardize form
+3 to any stat (except constitution cannot be increased by implants as it is dependent on it)
+3 to all saves
+6 to any skill

Implants lvl 3
Bio-Antidote System +4 vs poison and disease +2 fort save
Nerve Enhancement System moderate fortification
Reaction System +2 dex +2 reflex save
Advanced Combat System +3 attack bonus to ranged or melee attcks
Bavakar Strength System +3 strength
Cardio Power System regeneration 1 round
Skills System +6 to any skill
Numbness System DR 2- +1 natural armor
Physical Boost System +10 speed + endurance
Mental Boost System +3 intelligence

Level 4 implants cost 4000 credits and follow this standardize form
+4 to any stat (except constitution cannot be increased by implants as it is dependent on it)
+4 to all saves
+8 to any skill

some immunities


Implants lvl 4
Strength D-Package +4 strength
Immunity D-Package immune poison or disease
Perception D-Package infrared and low light vision + blind fighting+ alertness
Enhancement D-Package +1 all stats
Immortality D-Package regeneration 2 round
Quickness D-Package +4 initiative +2 dexterity +2 reflex save
Skills D-Package +8 any 1 skill
Universal D-Package +2 all skill checks
Physical Boost D-Package +10 speed + endurance + stamina
Mental Boost D-Package +4 int

Master craft implants are the pinnacle of implant power. These implants don't get any stronger but the allow more customization due to smaller components and more advanced technology. Level 1 master craft implants are 2x the cost of level 4 implants and master craft level 2 implants are 4x the cost of level 4 implants

Master craft implants level 1 allows for 8 levels of combination from implants level 1 through 4.

Master craft implants level 2 allows for 12 levels of combination from implants level 1 through 4.

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