Augmentations

Gear converted from IZ 2.0 or added to available options by the GM.
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Koshnek
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Augmentations

Post by Koshnek »

Cybertech
AGA Guardian Vambraces
Need some added protection on the battlefield or urban jungle? Check out our Guardian series of combat vambraces! Made with the finest polymers for defense and modded with extending blades honed to razor thin edges, these vambraces extend with a simple blocking motion, covering the entire forearm with thick composite plates so you can block incoming attacks. With a flick of the wrist, razor-sharp blades extend to line the vambraces to give you an extra edge when fighting off your opponent.
• Base Cost:1,200 + 600 per additional bonus.
• Base Strain: (Streetware) 2 +2 per +1 bonus to Parry (max +3 bonus)
• Abilities: Act of God Armaments’ Guardian Combat Vambraces provide a +1 bonus to Parry per 2 points of strain. Additionally, they add +1 damage to unarmed Fighting attacks per point of Strain.
• Quirks: Hackable only if attached to a cyber arm. The character must spend an action to ready the blades.

Doc Pango’s Mindstorm Neuro Booster
This one’s for all you zeeks, freaks and brain burners out there lookin’ for an extra punch when you do your psychic mojo! The Doc’s nailed it again with the Mindstorm Neuro Booster! This hot piece of cybertech hijacks your cerebrum and dials up the activity like a nitrous injection boosts a car! Careful though, nakama; use this bad boy too often and you could find yourself breathing through a tube for the rest of your life. You’ve been warned! Thanks again for choosing Doc Pango!
• Base Cost: 150 per point of strain
• Base Strain: 2(Gutterware, maximum of 8)
• Abilities: Doc Pango's Mindstorm Neuro Booster provides the user an additional 4 Power Points per 2 points of strain.
• Quirks: Hackable, takes an action to activate. Attempting to push this cyberware (Use the Psionics skill for pushing cybertech) causes physical damage rather than Fatigue. The character must make a Vigor Roll rather than a Spirit roll. Failure causes 1 Wound, and a Critical failure generates 2 Wounds.

Kenta Cyberdynamics Stone Warrior Anchoring Spikes
Kenta Cyberdynamics’ is pleased to unveil our Stone Warrior line of Anchoring Spikes! Tired of being knocked down because some rhino hybrid bull rushed you? Now you can stop that bad boy in his tracks! Just roll back on your heel and the Stone Warrior Anchoring Spikes drill down into the ground, securing you firmly in place. They work on all hard surfaces, even tempered steel!
• Base Cost: 600 per point of strain
• Base Strain: 1 (maximum of 2)
• Abilities: The cybertech negates up to 2 point of penalties to Athletics rolls to avoid being knocked Prone
• Quirks: Anchoring spikes take an action to activate. If attached to a cyberleg, the anchoring spikes are hackable. If the wearer falls prone while this cybertech is active, the spikes are damaged and must be repaired before they can be used again.

Kenta Cyberdynamics Mule Bags
Need some extra cargo space? KCD has you covered! Our Mule Bags are made of custom-fitted lightweight, bio-friendly polymers to ensure you get maximum storage space without losing your precious flesh and bone! Each Mule Bag can hold up to four pounds of…well whatever you want! We don’t judge, nakama!
• Base Cost: 2,400 per point of strain (customware only)
• Base Strain: 1 per mule bag
• Abilities: Mule bags are form-fitting compartments built into various parts of the body that may hold up to 4lbs of gear. Notice rolls to detect them are made at a -1.
• Quirks: None
IZ3 GM Bennies 5/5
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