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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