War-Wiring

   War-Wiring is a piece of alien technology which is virtually impossible to fully analyze on earth – breaking down the coding is a project on a level with completely deciphering the human genome and portions of it are intentionally obscured by various external effects – hence the characters are unlikely to get the complete information listed below. On the other hand, determining the basic functions of the system is relatively simple: it turns anyone who uses it (provided that they do not already have a power package which preempts it) into a cyber-augmented warrior on a level with a minor superhero. Unlike most such power packages, this one doesn’t actually carry excess disadvantages: those which aren’t side effects of the abilities it provides are just sufficient to pay for the package itself.

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Points Powers END
0 War-Wiring Package; The “War-Wiring” Package is the symbiotic result of infusion with with quasi-living alien nanites. As such, it counts as the single power package for which normal humans are eligible. It has a net cost of 90 points – the upper limit for a power package – but carries sufficient disadvantages to pay for itself.  
     
(0) Elemental Control: Computer Augmentation (2-pt reserve); Cybernetic Powers Only (-.5), Visible (Easily detected by energy sensors, etc (-.25), User’s mind can be “hacked” (albeit with difficulty) and is subject to loyalty programming (-1), User must obey duly authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5).  
a-4 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
(2) Eidetic Memory  
b-1 Radio Listen and Transmit; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
c-1 Infrared Vision  
d-1 Telescopic Vision (Sight, +4 to PER)  
e-1 Flash Defense (Sight, 5 pts)  
f-1 Flash Defense (Hearing, 5 pts)  
g-1 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; The system automatically monitors the user’s health and reports it – along with various other bits of information – back to whoever’s in command.  
h-1 Enhanced Perception (all) (+2 to PER)  
i-1 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
j-1 GPS/Heads-Up Map Display: Navigation  
k-1 Tactical Computer: Tactics  
l-6 +3 level w/All Combat  
m-5 2d6 Aid: Programs/Databases (Fade/day, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 5 min., -2; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. The “Aid” is normally applied directly to the user: a common skill package is listed under “Skills”. 2
     
  Commonly Programmed Skills  
(3) Acrobatics  
(3) Area Knowledge (Mission Area)  
(3) Climbing  
(3) Combat Driving  
(3) Combat Piloting  
(3) Demolitions  
(3) Paramedic  
(3) Security Systems  
(3) Stealth  
(3) Survival  
     
65 Cybernetic Enhancements; Champions Limitation: -2¼; Visible (Easily detected by energy sensors, etc (-.25), User’s systems can be “hacked”, albeit with difficulty (-.5), User generally regarded as a dangerous cyborg commando by most races, as property by the Kragga (-.25), User must obey dully authorized Kragga commands (-.25), Always On (-.5) and so Side Effects Cannot be Avoided (-.5). things.  
(9) +10 DEX  
(6) +2 SPD  
(5) +8 CON  
(5) +10 STR; Reduced END: Zero, +½ 0
(9) Armor (8 PD/8 ED); Hardened: ×1  
(7) Life Support (total); This provides resistances only: the user will still age, can still become ill, etc. Reduce the effects of aging, relevant NND attacks and such by two-thirds.  
(5) Regeneration (1 BODY/5 min.); Regenerate: Lost Limbs and Organs, +10; Champions Limitation: -2¼  
(6) Running (+6″, 12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 18; Reduced END: Zero, +½ 0
(4) Mental Defense (12 pts); Add to Total  
(2) Power Defense (5 pts)  
(1) Lack of Weakness (-5 to Roll); Only against technological or simple physical attacks: -1  
(6) Hand-to-Hand Attack (4d6, Total 6d6); Range: 0; Reduced END: Zero, +½ 0
     
180 Package Disadvantages; The first group are the side effects of having the system installed. The second group actually pay for the package.  
(15) Mind can be “hacked”, like any other computer system. (Infrequently, Fully)  
(15) Subject to loyalty programming (Frequently, Greatly)  
(15) Body can be “hacked” or manipulated electronically (Infrequently, Fully)  
(15) Generally regarded as a dangerous cyborg commando (Common, Strong); Situation: Common, +10; Intensity: Strong, +5  
(10) Seen as property by the Kragga (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5  
(10) Distinctive Features: Energy Signature, Nanite Augmentations, Weird Medical Results, Etc; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0  
(10) Needs occasional bouts of programming maintenance to operate at full power. (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5  
     
(20) Always Obeys Orders of Superiors (Very Common, Strong)  
(20) Vulnerability: Electrical Attacks (1½× STUN and BODY); Attack: Common, +10  
(10) Vulnerability: Magnetic Attacks (1½× STUN and BODY); Attack: Uncommon, +5  
(15) Evaluates EVERYTHING as a combat situation (Very Common, Moderate)  
(10) Basic abilities and limits can be easily determined with a little research (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0  
(15) Hunted: Opponents of current commanders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0  
     
0 Total Powers  

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