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 Augmentations

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xShanex

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Join date : 2010-09-22

PostSubject: Augmentations   Wed Jan 18, 2012 8:21 pm

Augmentations are the mechanical and nanotechnological enhancements that grant the user upgraded capabilities, as well as life saving effects. Through surgery, one may replace an organic piece of their body (ranging from small joints to limbs and organs) with a mechanical counterpart or add additional mechanical upgrades to their bodies. They can ranged from basic implants to make you walk easier, think faster, and live longer but those are not found here. This is a list of military grade augmentations, used in communications, battle, and espionage.

Note: Should you choose to become augmented, you will be shunned by a large portion of society who see your choice as "inhuman" or "Cheating God". Not all will hate you, but the prejudice toward "Augs" is alive and well. When you choose to under go the surgery, it cannot be reversable. You may also form an addiction to the drug Neuropozyne, the chemical used to dull rejection sickness, or the organic body rejecting the mechanical implants. Some, however, are ahead of the evolutionary curve, and will not succumb to the rejection sickness. Even they are not aware of how it is possible, or if they even are "special". It is up to you to decide if the upgrades are indeed worth the price.

All Augmentations cannot be used in full power right off the bat. Through healing and the use of praxis, augmentations will begin to realize their full potential. Inother words, one must gain experience and allow time to pass before they can fully use their augments. All Augments will be displayed with what abilities they provide, as well as how to access them.

In terms of character appearance, these augmentations can be customized, but this is only for prosthetic purposes.

You will only be able to choose 8 augments, as well as the upgradeable abilities that come with them. Choose wisely.

Cranium Augmentations

Social Enhancer: The C.A.S.I.E. implant provides its user with a direct monitor of behavior patterns and likely responses from conversational subjects. In real terms, this means the user can gain an insight into which conversational methods to employ in any given situation, discover subtle clues and intentions, and view a virtual 'persuasion' gauge for their target.
Use: Analyze People and Persuade them. The user of this implant can see subtle movements and patterns in people they speak to. Requires Retinal Prothesis augmentation to use.

Upgrades:
Emotional Intelligence Enhancer: combines several systems, allowing the user to pick up optical cues like blush response, pupil dilation, and increased heart rate, types on the personality type of the person they are speaking to, and the ability to release bio-engineered pheormones designed to influence behavior.
Use:Analyze people and persuade them into following courses of action
Requires: Automatically activated with Augmentation.

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Infolink: Essentially a microelectronic membrane processor implanted at the rear of the skull, just behind the ear, the Infolink Telecommunications Package is a short-range audiovisual transceiver for digital video, audio, and data signals.

A vibrational pickup mounted in the mastoid bone allows users to transmit subvocalized (no one will hear you speaking except those who the transmission is sent to) verbal communications, while a cochlear implant relays audio information directly into the ear, eliminating the fear of being overheard. If the user also has retinal prothesis augmentations, a video of the person they are communicating with will be seen.
Use: Communicate wirelessly anywhere in complete silence. Note: For those who desire it, the Infolink WILL NOT count against the number of augmentations your character has. This is a free pass.

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Stealth Monitor:A cranial implant with a series of hair-thin dermal sensors (typically implanted along the crown of the skull to blend in with the user's natural hair), the Stealth Enhancer ties in to the existing vision augmentations and provides a direct feedback to the level of ambient sound generated by the user. The implants central processing unit can also perform instant situation-based analysis of targets indentified via line-of-sight, and is vapable of predicting he vision cones of these targets with great accuracy, even after loss of direct observation.
Use: Displays stealth-related information; such as cones of vision, last known location of targets and allows to mark and track targets at a distance. Requires Retinal Prothesis augmentation to use.
Upgrades:

Noise Feedback: The enhanced 'Noise feedback' functionality of the stealth Monitor gives its user a real-time representation of personally-generated noise levels and their detection range.
Use: Displays the range at which the noise you produce travels.
Requires: Automatically active with augmentation.

Last Known Location Marker: This stealth upgrade gets activated upon detection by enemy forces and monitors the opponent's behavior and eye movements in order to determine whether they've lost sight of the user or not. Once an evasion is successful, the on-board software places a marker at the approximate location where enemies are expecting the user to be. This markers appears only in the user's field of view, via augmented reality (see eye Augmentations), and helps him/her slip away unnoticed by showing him/her where the enemy thinks he/she is.
Use: Once detected, displays an icon at the location the enemy last saw you.
Requires: Mastery of Noise Feedback

Cones of Vision: The enhanced 'Visison Feedback' functionality of the Stealth Monitor allows experienced users to define and track the sight cones of enemy targets (both human and machine, organic and inorganic)
Use: Displays the enemy's cones of vision
Requires: Mastery of Noise Feedback

Mark & Track 1.0: By tagging targets, the user is able to track their movement up to a range of 100m (roughly 329 feet). An icon appears in the user's field of view (appearance of icon can be determined by the user), displaying the target's location at all times, make stealth operations much easier. This basic version can track up to 3 targets simultaneously.
Use: displays an icon over up to 3 targets so they can be tracked easily.
Requires: Mastery of Noise Feedback

Mark & Track 2.0: More experienced users will be able to track up to 5 targets. Marked targets can also be unmarked, in order to free up marking slots.
Use: Displays an icon over up to 5 targets so they can be tracked easily.
Requires: Mastery of Mark & Track 1.0

Mark & Track 3.0: The mark and track software is ultimately able to follow up to 7 targets in all. However, only users who have invested the time and effort getting familiar with this feature will be able to unlock its full potential.
Use: Displays an icon over up to 7 targets so they can be tracked easily.
Requires: Mastery of Mark & Track 2.0

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Hacking: Capture:At its most basic level, the Hacking Device gives its user the CPU clock cycles necessary to attempt a data penetration of target computer systems before triggering any intrusion counter-measures or alarms . At advanced levels of operation, the augmentation facilitates direct interface with other electronic security and tactical devices.

Implanted in the cranium, the MHD-995 Hacking Device is a dedicated microcomputer module featuring a series of processors and databases, programmed with multiple code-breaking and counter-cryptography subroutines. When deployed, the hacking device provides immediate assistance to any user attempting to bypass, shut down or otherwise override electronic systems via a standard terminal interface. The unit is capable of identifying and providing I-War intrusion solutions for over fifteen million discrete software barriers.
Use: Hacking into various terminals (for devices, security systems, computers, etc.) Terminals will be ranked from 1-5, 1 being very easy to hack into, 5 being the most difficult. Remember, you're not alone when hacking. The system you are hacking has a chance to detect you, the rank of your stealth (see hacking:stealth) determining how easy you will be detected. If detected, the hacker must act quickly and completely hack the system or they will be shut out, or worse, an alarm may trigger. Requires retinal prothesis augmentation to use.
Upgrades:

Capture 1: At its most basic level, the MHD- 995 Hacking Device provides its user with the enhanced ability to override Level 1 terminals and computers.
Use: Hack level 1 terminals
Requires: Automatically active with Augmentation

Capture 2: With some familiarity, users of the MHD-995 Hacking Device can discover increased competence in overriding electronic systems, enabling them to take on Level 2 terminals.
Use: Hack level 2 terminals
Requires: Mastery of Capture 1

Capture 3: Experienced users of the MHD-995 Hacking Device gain an authoritative edge over interlaced system nodes, enabling them to maneuver through the electronic pathways of Level 3 terminals with ease.
Use: Hack level 3 terminals
Requires: Mastery of Capture 2

Capture 4: Those users who hone their aptitude with the MHD-995 Hacking Device with discover a near-instinctive speed and responsiveness when navigating electronic matrices and overcoming Level 4 software barriers.
Use: Hack level 4 terminals
Requires: Mastery of Capture 3

Capture 5: Mastering the MHD-995 Hacking Device gifts users with a mastery over all foreign electronic systems, thus enabling them to navigate and control pathways and nodes with ease of a network administrator.
Use: Hack level 4 terminals
Requires: Mastery of Capture 4

Camera Domination: The MHD-995 Hacking Device has a powerful suite of enhanced functionalities that, in addition to the penetration of firewalls for clandestine data retrieval, can also enable an experienced hacker to co-opt and take control of deeper subsystems, such as those used by security cameras.
Use: Utilize and Deactivate camera connected to a security hub (computer)
Requires: Automatically active with Augmentation

Turret Domination: Experienced MHD-995 users will be able to co-opt automatic weapon turrets and turn them against friendly forces or shut them down completely. Note that if the user does not have turret domination, then the turrets tab in security monitors will be marked 'Access Denied' whether or not a turret is actually attached to the console.
Use: Disable turrets linked to security hubs or turn them against their allies
Requires: Mastery of Camera Domination

Robot Domination:Users who decide to hone their co-option skills even further will eventually be able to seize control of robots and either turn them against friendly forces or shut them down entirely. Note that if the user does not have robot domination, then the robot tab in security monitors will be marked 'Access Denied' whether or not a robot is actually attached to the console.
Use: Disable robots linked to security hubs or turn them against their allies
Requires: Mastery of Turret Domination

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Hacking Analyze Add-On: Use of the Network Scout Electronic Systems Analysis Augmentation in conjunction with a hacking augmentation device provides the user with important information during a hacking scenario, including the percentage likelihood of detection, content of APIs, and/or content of datastores.

Compatible with all top-line hacking augmentations, the Network Scout is a cranial implantation that provides instantaneous feedback on every aspect of an electronic intrusion. Upon access, highly specialized scripts issue forth to relay data back to the parent hacking augmentation, efficiently employing its inherent functionality to present crucial real-time status.
Use: Tracks and displays crucial information for the hacker (chance of detection by the system, hidden information inside systems). Requires retinal prothesis to use.
Upgrades:

Detection Feedback: With a little bit of practice, the Network Scout user can evaluate the likelihood of detection for an attack on any system, allowing the user to concentrate more on the hacking, or the amount of time they have to complete the hack.
Use: Automatically displays information on the chances of being detected during a hack.
Requires: Automatically active with Augmentation

Analyze All Datastores: The very advanced Network Scout user can determine the content of any datastore within the targeted system, unlocking secret information.
Use: Clears all blocks on hidden data, allowing the user to view them as clear as day. Information is NOT the information one will be hacking the terminal for, but may prove useful. On the flip side, it may also be utterly useless.
Requires: Detection Feedback Mastery

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Hacking: Stealth:Given enough time, even the most advanced electronic system can be penetrated. The MHD-995SH Informational Warfare Obfuscation Augmentation provides that mission-critical time with software as sophisticated as that found within any defense grid.

A natural companion to the MHD-995 Tactical Informational Warfare Augmentation, the MHD-995SH Informational Warfare Obfuscation Augmentation slots neatly beside that device within the cranium. During an intrusion scenario, the Obfuscation Augmentation actively transmits misdirection and noise packets throughout the target system, alternately confusing and confounding active software defenses, decreasing the likelihood of detection by intrusion countermeasures.
Use: Decreases the chance a hacker will be detected by the system. Requires Retinal Prothesis augmentation to use.
Upgrades:

Stealth 1: Even from first use, the MHD-995SH Informational Warfare Obfuscation Augmentation provides a 15% decrease in the detection probability of any intrusive action.
Use: Decreases the chance of a hacker being detected by 15% (just slightly)
Requires: Automatically active with Augmentation

Stealth 2: Familiarity with the MHD-995SH Informational Warfare Obfuscation Augmentation will decrease the likelihood of detection for any intrusive action by 30%.
Use: Decreases chances of detection by 30% (Mid-sized portion)
Requires: Mastery of Stealth 1

Stealth 3: A skilled user of the MHD-995SH Informational Warfare Obfuscation Augmentation will experience a 45% decrease across the board in terms of detection likelihoods for intrusive actions.
Use: Decreases chances of detection by 45% (Large portion)
Requires: Mastery of Stealth 2

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Torso Augmentations:

Sentinel RX Health System: The Sentinel RX Health System is a combination implant that uses electro-cardio action, adrenal stimuli, and protein therapy to fight infection and injury throughout a limited 'regenerative' capacity. While it is no replacement for proper medical care, it can keep a user alive in the most critical of circumstances.

A decentralized augmentation made up of several smaller units; the primary components are a series of hair-fine sensor probes connected to all the vital organs, providing real-time biomedical data to a central health monitor unit.

This unit tracks the medical condition of the user and triggers secondary modules when it registers the incidence of critical damage through internal or external trauma; these modules are implanted in heart tissue, the lymphatic system and adrenal glands, and utilize micro-electric charges and phased-released chemicals to stimulate the human body's healing reaction.
Use: When injured, the user will begin to heal at an accelerated pace. Simple wounds disappear in a matter of minutes, more advanced injuries taking longer time. Note: This will not counteract lethal wounds. A shot to the head is a shot to the head. Note: To those who desire it, the Sentinel RX Health System will NOT COUNT toward your overall augmentation count.
Upgrades:

Cardiovertor Defibrillator: The Sentinel RX Health System comes fitted as standard with an Implanted Cardiovertor Defibrillator capable of restarting a human heart up to eighty times without requiring a recharge.
Use: Restarts the heart when inactive.
Requires: Automatically active with Augmentation

Angiogenesis Protein Therapy: The Sentienl Implant package also includes the Angiogenesis Protein Therapy delivery system, providing state-of-the-art biomedical care directly to where it is needed in the body.
Use: Delivers precise regenerative medicine to wounds, healing them in an accelerated state.
Requires: Automatically active with Augmentation

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Implanted Rebeather: Concealed in the chest cavity, this augmentation activates in the presence of airborne toxins such as tear gas or aerosol poisons, rendering them ineffective. It cannot reduce damage from airborne radioactive contaminants or particle energy effects, however.

Secondary functionality gives people equipped with the Rebreather augmentation an additional 'reservoir' of oxygen in the bloodstream, allowing them to surpass the normal limits of fatigue associated with sustained sprinting and moving.

The Rebreather augmentation's core components are implanted in the primary bronchi, where the lungs join the trachea. The device is a combination of nanomesh filter and oxygen circulation unit (a compact, closed-circuit rebreather), which recycles and cleanses indrawn breaths before passing them on to the lungs. In addition, chemical exchange reactants injected into the alveoli assist in the process of blood oxygenation, enabling the user to resist exhaustion from extended physical efforts, such as sprinting.
Use: Can potentially give the user immunity to poison gases and a great boost in stamina, surpass typical human stamina.
Upgrades:

Chemical Resistance: The implanted Rebreather device acts as an always-on chemical resistance filter without the need for a clumsy mask or oxygen tank.
Use: Renders immune to toxic gas and gas grenades
Requires: Automatically active with Augmentation

Hyper-Oxygenation 1:With practice, people equipped with the Rebreather can use the unit's hyperoxygenation capacity to reduce the onset fatigue from sprinting, allowing them to run faster for a period of five seconds.
Use: Sprint for an additional five seconds at high speed
Requires: Automatically active with Augmentation

Hyper-Oxygenation 2: Experienced Rebreather users can reduce the onset of fatigue from sprinting, allowing them to run faster for an additional 10 seconds.
Use: Sprint for an additional 10 seconds at high-speed.
Requires: Mastery of Hyper-Oxygenation 1

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Typhoon Explosive System:In effect, the Typhoon augmentation turns its user into a human fragmentation grenade, placing him or her at the center of a blast radius that inflicts a ranged sphere of damage on surrounding targets, in all directions, without focus or aim. The user is not harmed from the blast.

The Typhoon is an anti-personnel weapon implanted in a series of subdermal pads along the back of the user's arms, upper legs, and torso; the pads are loaded with a matrix of small (10mm) stainless steel ball bearings above a thin layer of fixed-focus electromagnetic repulsion field generators.

On activation, the implant releases the ball bearings in an optimal 360° shrapnel shockwave cloud that inflicts severe damage (potentially lethal, but not always a kill) on unarmored targets at close range, and an additional blowback effect on middle-distant targets.
Use: Releases explosives in a 360 degree radius, inflicting heavy damage to those around the user.
Upgrades:

Light Damage Variant:The base use of the Typhoon Explosive System is as a “light” damage variant designed to take down human adversaries at close range and inflict a minimum of local structural damage.
Use: Deals enough damage to kill all living targets in range. Robots get damaged, but not enough to be destroyed. Allies in radius may potentially be killed / seriously injured.
Requires: Mastery of the semi-lethal Typhoon blast

Heavy Damage Variant: With practice, a seasoned user can optimize the Typhoon's electromagnetic projection matrix, enhancing the delivered damage-to-target ratio. This “heavy” damage variant will kill all foes at close range.
Use: Deals enough damage to kill any enemy (bosses not included), including all robot types. Allies caught in the blast will also be instantly killed.
Requires: Mastery of Light Damage Variant

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Arm Augmentations:

Cybernetic Arm Prothesis:The Cybernetic Arm Prosthesis replaces the user's organic limbs with enhanced-function mechanical substitutes. Initially, the augmentation allows the user to engage in impressive feats of close-quarter unarmed combat. As the user grows more comfortable with his or her new arm, the range of available skills widens to include punching through light walls, displacing heavy objects, carrying at an increased capacity, and compensating for weapon recoil.

The Cybernetic Arm Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomers -- bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities.

On top of the increase in sheer strength, these arms can potentially house hidden bladed weapons, preferably long but compactible nanoceramic long blades (actual blade can be customized for the user in length and appearance, but cannot exceed the length of the standard blade).
Use: Replaces organic arms with mechanical ones, granting the user enhanced strength, lethal melee weaponry, and optimized arm balance and accuracy. Note: The hidden blades, if they are included in your characters arms, are not a silent weapon. The impact at which these weapons connect will produce audible noise and, if there are others around you, will tip off your location.
Upgrades:

Instant Take-down: Fast-link neural servos inside the Cybernetic Arm improve agility and hand-to-hand combat prowess, allowing the user to engage individual targets in close quarters and incapacitate them instantaneously. A non-augmented opponent will stand no chance in hand-to-hand combat with an aug.
Use: Gives the user the speed and power to take down an individual enemy instantly. If the enemy has arm augmentations and detects you, they will not be instantly defeated.
Requires: Automatically active with augmentation

Punch Through Wall: Mastering use of the Cybernetic Arm's shock buffers and strengthened bone frames allows people equipped with the prosthesis to break through light walls with a powerful punch.
Use: Identifies weakened wall structures (if eyes are augmented), and allows the user to engage the arm's shocker buffers to punch through them. Sturdy walls will take damage, but will not break.
Requires: Mastery of Instant Takedown

Recoil Compensation 1: A series of liquid-polymer reaction-management buffers installed in the Cybernetic Arm's wrist and elbow joints will reduce by half the recoil from any firearm once user's become familiar with them.
Use: Reduces recoil by half
Requires: Mastery of Instant Takedown

Recoil Compensation 2: Learning how to utilize the Cybernetic Arm's reaction-management buffers in conjunction with its bioplastic shock absorption compressor will completely eliminate the recoil generated by any firearm, allowing for a stabilized aim even while firing in fully automatic mode.
Use: Eliminates all weapon recoil
Requires: Mastery of Recoil Compensation 1

Enhanced Strength: Learning how to utilize the limb's ability to withstand and produce higher strength than the natural arm, the user can lift objects twice the weight a typical human could.
Use: Allows the user to lift, carry, and throw large objects.
Requires: Mastery of Instant Take-down

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Aim Stabilizer: The direct practical effect of the Aim Stabilizer is to reduce the radius of the 'traveling reticule' displayed on the user's optic interface, designating the target zone generated by a given firearm. The motion-dampening, stability-inducing augmentation narrows the firing zone, allowing the user to aim at targets with greater efficiency while moving.

A cranial implant mechanism, the Aim Stabilizer is a decentralized agumentation with elements embedded in the user's nerve-brain connections, inner ear structure, and optic nerves. From second to second, the augmentation reads and processes inputs from the user's innate senses for balance and orientation and modifies them accordingly based on current circumstances; thus, the user's sense of balance and hand-to-eye muscle control is regulated and enhanced, providing a greater stability even at speed or while in extreme motion.
Use: Allows great accuracy and balance for weapons and hand-to-hand combat, even when moving at high speeds.
Upgrades:

Aiming Motion Control 1: The Aim Stabilizer's base functionalities enable users to retain up to 50% of their targeting accuracy while in motion.
Use: Decreases the lack of accuracy while moving by 50%
Requires: Automatically active with Augmentation

Aiming Motion Control 2: Increased familiarity with signals coming from the Aim Stabilizer's implanted elements enables users to maintain up to 100% of their targeting accuracy while in motion.
Use: Grants the user accuracy when moving equal to the accuracy they would have standing pefectly still.
Requires: Mastery of Aiming Motion Control 1

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Eye Augmentations:

Smart Visison: An optical membrane implant that enables people already equipped with the Eye-Know Retinal Prosthesis to visually scan through walls, doors, and cover objects and see what lies beyond.

This augmentation implants the human eye with a series of suspended organic-plastic lenses which, in turn, use embedded circuitry to build on the basic data-frame provided by the Eye-Know Retinal Prosthesis. By interfacing directly with the synthetic neural tissue spike that is connected to the optic nerve, it provides the implanted prosthesis with the ability to match visual silhouettes and body kinetics to micro-thermograph and t-wave lens modules, thus providing a limited degree of “x-ray vision” through walls and light cover.
Use: Allows the user to see through walls and behind cover. Requires Retinal Prothesis
Upgrades:

Wall-Penetrating Imager:The thermographic and t-wave features installed in the Eye-Know Vision Enhancement Package provide limited-range image penetration of low-density objects and cover obstacles immediately, enabling users to see what hides behind them.
Use: Track targets / see through walls
Requires: Automatically active with augmentation

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Retinal Prothesis: The Eye-Know Retinal Prosthesis is the basic 'chassis' for all optical augmentations and must be implanted in both eyes before further, more specialized devices can be purchased. The HUD projected by the prosthesis provides data on the user's medical condition, available equipment, wireless access to personal data storage, and direct audio/visual telecommunications.

An optical membrane implant and data-frame for vision augmentations, this device is a microthin base coating layered onto the inside of the human eye, with a synthetic neural tissue spike connected to the optic nerve; it is capable of projecting digital information directly on to the retina.
Use: Allows for further eye-related augmentations to be used, as well as displays information on your health, a documentation of your weaponry (including the amount of ammo you carry), as well as opens up potential for audio/visual telecommunications. Note: Those who get this upgrade are allowed a second augmentation around the eyes in which sunglasses will retract and activate from the sides of the eyes. These glasses will serve as a replacement to the Retinal Prothesis, saving the natural human eye as opposed to gaining an entirely robotic set.
Upgrades:

Retinal HUD: The Eye-Know Retinal Prosthesis comes with an Optoelectronic Retinal Heads-Up Display that allows digital information to be directly displayed over the user's vision.
Use: Displays the HUD and augmented reality.
Requires: Automatically active with augmentation

Flash Suppressant: Experienced users of the Eye-Know Prosthesis can take advantage of its inherent self-preservation abilities, such as the Flash Suppressant, which prevents temporary or permanent blindness from all harsh light, including the most aggressive man-made sources.
Use: Protects against the effects of concussion grenades and other bright lights.
Requires: Mastery of Retinal HUD

Cooldown Timer: With practice, users of the Eye-Know Prosthesis will learn to analyze patterns in movements and behavior, allowing the user to predict with startling accuracy the amount of time human targets will spend searching for intruders before giving up.
Use: Know exactly when enemies will lose hope of finding the user and return to a relaxed state of being. Requires observation of the target from a hiding spot to know exactly when the target has calmed. Perfect for knowing when the coast is clear.
Requires: Mastery of Retinal HUD

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Back Augmentations:

Quicksilver Reflex Booster: The Quicksilver Reflex Booster is essentially a supercharger for the human nervous system, boosting reflex speed and the firing of nerve clusters throughout the body. The direct effect of this means that the user is capable of reacting far faster than a 'normal' person in a dangerous situation, enabling him or her to move quickly with split focus to engage more than one adversary.

The Quicksilver Reflex Booster is a decentralized augmentation connected to nerve bundles in the legs, to a distributed set of disc implants in the spinal column, and to other elements of the body's vestibular system (which controls balance and agility).

Working in concert, these elements send and receive digital pressure signals to a series of implanted integrated circuits, granting increased agility and corporeal control.
Use: Increases the reflexes of the user over double that of a typical human, allowing them to easily take on more than one individual in hand-to-hand combat at a time.
Upgrades:

Multiple Take-Down: The Quicksilver Reflex Booster brings lightning-fast reflexes and superb agility to its users immediately, allowing them to engage and take down two discrete adversaries in a simultaneous encounter.
Use: Take-down two enemies at once. If enemies are fitted with a reflex booster, the take-down will not work.
Requires: Automatically active with augmentation

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Icarus Landing System: The Icarus Landing System is a discreet augmentation surgically implanted in the user's lower back, slightly above the coccyx at the base of the vertebral column. The device has an accelerative descent sensor built in; in freefall, the unit will automatically activate the patented High-Fall Safeguard System, an EMF decelerator generating a fixed-focus electromagnetic lensing field, projected downward along the plane of the drop. This field pushes against the Earth's magnetosphere and slows the user's descent to a manageable velocity, allowing him to fall from almost any height (within reason).
Use: Fall from any height without fear of injury, thanks to a projected force field that slows the fall.
Upgrades:

Descent Velocity Modulator: Essentially a safety device to prevent death or serious injury when falling from extreme heights, the Icarus Landing System is an automatically-triggered augmentation that allows users to drop from heights above 10 meters (32 feet) without incurring physical damage. As a side-effect, falling directly on to an enemy combatant will result in a knock-down, knock-out attack. While striking, a light object will be displaced.
Use: Fall from any height without fear of injury.
Requires: Automatically active with augmentation

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Skin Augmentations:

Dermal Armor: Essentially a technologically-advanced version of implanted body armor, this augmentation is able to reduce inflicted damage effects from blunt trauma, ballistic attacks, cutting, and/or slashing attacks. Secondary functionality also provides protection from electromagnetic pulse (EMP) assault.

However, Dermal Armor cannot reduce damage effects from airborne contaminants such as gas, environmental effects (radiation, toxins and poisons), or falling trauma.

Rhino Dermal Armor is a supple, micro-thin material implanted beneath the epidermis in key areas of the body, as well as over the surface of pre-existing cybernetic limbs. The structure of the plating is a phased composite; the base is a microfiber weave made from carbon nanotubes suspended in a dilatant (or shear-thickening) fluid. When kinetic energy from a physical blow or a weapon discharge strikes the plating, the fluid becomes rigid, deflecting the impact shock. Heat and electromagnetically-conductive elements in the armor matrix serve to dissipate damage from fire-related or energized trauma.
Use: Increases defense against all attacks
Upgrades:

Damage Reduction 1: The phased composite technology inside Rhino Dermal Armor provides superlative physical protection against the majority of combat-induced stresses, reducing damage taken by 15%.
Use: Reduces damage taken by 15% (just slightly)
Requires: Automatically active with augmentation

Damage Reduction 2: Learning to anticipate the interaction between carbon nanotubes, dilatant fluid, and kinetic energy can substantially increase the effectiveness of the Dermal Armor, reducing damage taken from attacks by up to 30%.
Use: Reduces damage taken by 30% (mid-size portion)
Requires: Mastery of Damage Reduction 1

Damage Reduction 3: Mastering use of the dermal armor's phased composite structure increases the effectiveness of Rhino skin even more, reducing damage taken from attacks by 45%.
Use: Reduces damage taken by 45% (large portion)
Requires: Mastery of Damage Reduction 2

EMP Shielding: Electromagnetically-conductive elements in the armor matrix dissipate electrical and magnetic damage as it occurs, thus shielding users from the neural overload and augmentation shut-down effects of electromagnetic pulse (EMP) weapons at any range.
Use: Prevents augmentation deactivation and energy loss from EMP grenades and electricity
Requires: Mastery of Damage Reduction 2

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Glass-shield Cloaking System: When activated, the GlassShield Cloaking System augmentation bends the light hitting the user, rendering him practically invisible. The effect will work on any wavelength that is part of the visual spectrum, including laser beams.

The GlassShield Cloaking System is composed of a grid of fine induction wires connected to a deep-tissue control implant (typically located in the back or ribcage) which, in turn, is linked to the brain. The matrix can be layered directly beneath the surface of the epidermis or over the plating of cybernetic limbs; when activated, it generates a tuned, fixed-focus electromagnetic field that temporarily adjusts the frequency of EM radiation around the user. The net effect is a 'cloak of invisibility' which appears near-perfect.
Use: By bending light, the user essentially becomes invisible. Those with enhanced visuals will be able to pick up cloaking system users moving carelessly. This does not cloak the sound you will make when moving, so even when invisible tread carefully.
Upgrades:

Basic Longevity: In order to process the EM patterns of the local environment on a moment-to-moment basis, the GlassShield Cloaking System utilizes a neural link to the user's brain which drains bio-energy. When first implanted with it, users can operate their cloak normally for a period of about 15 seconds.
Use: Regulates the rate at which energy is consumed while cloaking, allowing invisibility for 15 seconds before deactivating.
Requires: Automatically active with augmentation.

Longevity Upgrade 1: With practice, people implanted with the GlassShield Cloaking System can learn to expend less bio-energy when utilizing the cloaking function, thus extending the implant's operational time to 25 seconds.
Use: Increases time the user is able to turn invisible to 25 seconds before deactivation.
Requires: Mastery of Basic Longevity

Longevity Upgrade 2: Experienced users can learn to adeptly and efficiently enhance the shield's functionality while expending even less bio-energy, thus significantly extending operational time to 35 seconds.
Use: Increase time the user is able to turn inviisble to 35 seconds before deactivation.
Requires: Mastery of Longevity Upgrade 1

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Leg Augmentations:

Cybernetic Leg Prothesis: The Cybernetic Leg Prosthesis replaces a person's organic limbs with enhanced-function mechanical substitutes. On a basic level, these grant the user the ability to reach greater heights while jumping. Additional functionalities, including enhanced jump range, greater sprint speed, and the ability to move without audible detection, become possible as familiarity with the augmentation increases.

The Hermes 2027 Cybernetic Leg Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize 'myomers'-bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyberlimbs are capable of far exceeding human physical attributes.
Use: By replacing one's legs with these mechanical prosthetics, a user can potentially increase all physical aspects above that of natural human legs, as well as the abilities to move ocmpletely silent through progression.
Upgrades:

Jump Enhancement: Once comfortable with using the leg's higher-density muscle bunches in tandem with the shock-absorbing gel matrix found in its knee joints and hip mounts, users can leap even higher than before - up to 3 meters (9 feet) into the air.
Use: Jump up to 3m (9 ft) high
Requires: Automatically active with augmentation

Sprint Enhancement: Learning to maximize the Cybernetic Leg's lighter phased carbide bone frames with its myomer reaction initiators allows people equipped with the prosthesis to reach a maximum sprinting speed of 7.5 meters (24 feet) per second.
Use: Sprint Faster (24 ft per second)
Requires: Mastery of Jump Enhancement

Walk Silently: Cybernetic Leg users can become virtually silent while running once they learn to leverage tiny motors and shock-absorbing liquid polymer buffers found inside the prosthesis.
Use: Walk and Jog silently
Requires: Mastery of Jump Enhancement

Sprint Silently: Even sprinting at full speed will produce no more noise than a gentle breeze once people equipped with the leg prosthesis have mastered the use of its lighter phased carbide bone frames and myomer reaction initiators.
Use: Sprint without generating any audible sound.
Requires: Mastery of Walk Silently

Jump / Land Silently: The same higher-density myomer muscle bunches and shock-absorbing gel matrix in the knee joints and hip mounts which enable Cybernetic Leg users to jump higher than ever can also permit them to spring up and touch ground again without anyone hearing it occur.
Use: Jump and land from any height in total silence
Requires: Mastery of Sprint Silently
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