Combat Calculator:
This is a piece of headware that combines various perception types (such as high-frequency, low frequency hearing, ultasound vision, infrared vision, etc) and combines them into a combat computer to help you maintain combat.
The calculator gets adds 1 die of combat pool for every perception type you have granted via cyberware. (Regular vision and hearing count only if you have cybereye or cyberear replacement). Relevant perceptions are: ultrasound, infravision, normal vision, high frequency hearing, low frequency hearing, normal hearing, improved olfactory, selective sound filter, and perhaps some others at GM discresion. Each perception type also provide +1 die to overcome illusion spells, and on all pereption rolls. All these bonus dice are also limited by the rating of the machine. When rolling a perception test, these other devices only contribute their bonus if it is higher than the combat calculator- they do not stack but overlap.
The rating of the device determines it's knowledge skill. The knowledge skill identifies weapons seen (including make, ammo capacity, and shots it's witnessed fired, and whether or not it's been shown to be out of ammo or reloaded), it assesses people's wound level (based on combat data, and monitors position of people, relevant armor, etc, all displayed on an onscreen hud or overlaying regular vision.
The effect is that the player can roll the rating of the device to know any basic information about an enemy: how wounded he is, how many bullets he's fired so far from his current clip, they type of gun and power of it's bullets, the type of ammo that's loaded, etc. The TN is 6. This happens instantly. Extra successes can provide more detailed information.
The device also reduces by 1/2 the essence cost of any cyberware that provides a kind of perception (such as ultrasound hearing, etc) installed after it, assuming such cyberware is of the same grade as this.
Rating: ____Cost: ____Essence:
1-3 _______3000*R ____1.5
4-6 _______4000*R ____2.5
7-9 _______5000*R ____3.5
10-12 _____6000*R ____4.5
Mindchanger
This piece of headware "helps" modulate your own memories. By chanting or repeating certain phrases to yourself, you can come to believe them, even if you know they are untrue. As such, they increase your rolls to bluff or lie by their rating. However, because you believe the new truths, you may act on them, and frequent use may cause disorientation and confusion as you have trouble keeping your facts straight. Every self-deception has a 1 in 6 chance of triggering confusion. Once gone, you can't get your old memory back, or erase the fake one without magical help.
Confusion: Roll a willpower test with TN = rating of the device. If successful, you are fine. Otherwise you are confused and disoriented for Rating * Hours as you can't get your facts straight. This may be accompanied by paranoia or fear.
Cost: Rating * 900 (max rating 8)
Essence: 0.5
CyberSpells
This is basic head memory storage with onscreen display in your field of vision which allows you to store your spellbook in your head instead of somewhere less secure. It can also be used via datajack to upload/download new spells.
Cost: (MP x 50) + $3000.
Essence: 0.25
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