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<blockquote data-quote="Zireael" data-source="post: 6088527" data-attributes="member: 6686270"><p><strong>Character Creation</strong></p><p> The Player notes down the character’s first name, last name, gender, codename (if applicable) and profession.</p><p></p><p>The character has 5000 EXP at game start. It can be spread in any way the Player wishes. </p><p>Every character starts with Trained in Pistol. If it is downgraded, the character gains additional 1350 EXP.</p><p></p><p>All characters start with a an IFF system, a keyring and a DataVault. These don’t count against their inventory space. Some character types also start with an infolink. </p><p>In addition, all characters have a compass, and a watch on their HUDs.</p><p></p><p>All characters start with a Pistol in their inventory.</p><p></p><p>A Player can choose any profession he wishes for the character, it has no impact on rules, only on plot.</p><p></p><p><strong>Skills</strong></p><p>An untrained skill gives 10% in a test. A Trained skill gives 35%, an Advanced one – 50% and a Master level gives 75%.</p><p></p><p><u>Combat Training</u></p><p><em>Affects walking/running speed, jumping height and fall damage.</em></p><p>Trained – 675 EXP – fall damage reduced by 10%. </p><p>Advanced - 1350 EXP – fall damage reduced by 20%. Speed increased by 10%. </p><p>Master – 2250 EXP – fall damage reduced by 30%. Speed increased by 20%. </p><p></p><p><u>Environmental Training</u></p><p><em>Experience with using hazmat suits, ballistic armor, thermoptic camo and rebreathers in a number of dangerous situations.</em></p><p>Untrained – items last the normal duration – 12 turns.</p><p>Trained – 675 EXP – Items last half as long.</p><p>Advanced - 1350 EXP – Items last twice as long.</p><p>Master – 2250 EXP – Items last 4 times as long.</p><p></p><p><u>Computer</u></p><p><em>The covert manipulation of computers and security consoles.</em></p><p>Untrained – a character can use computers and ATMs.</p><p>Trained – 1800 EXP – a character can hack some computers and ATMs. Total time allotted until an alarm is sounded is 4 turns. Time to hack varies, 1-3 turns.</p><p>Advanced – 3600 EXP – total time increased by 30%. Time to hack: 1-2 turns.</p><p>Master – 6000 EXP - total time increased by 75%. Time to hack: 1 turn.</p><p></p><p><u>Electronics</u></p><p><em>By studying electronics and its practical application, you can more efficiently bypass a number of security systems using multitools.</em></p><p><u>Lockpicking</u></p><p><em>Lockpicking is as much art as skill, but with intense study it can be mastered by anyone with patience and a set of lockpicks.</em></p><p>Trained – 1800 EXP – a device depletes 25% instead of 10%</p><p>Advanced – 3600 EXP – a device depletes 40% instead of 10%</p><p>Master – 6000 EXP – a device depletes 75% instead of 10%</p><p></p><p><u>Medicine</u></p><p><em>Practical knowledge of human physiology can be applied in the field allowing more efficient use of medkits and biocells.</em></p><p>Trained – 900 EXP – a medkit heals 60% instead of 30%</p><p>Advanced - 1800 EXP – a medkit heals 75% instead of 30%</p><p>Master – 3000 EXP – a medkit heals 90% instead of 30%</p><p></p><p><u>Swimming</u></p><p><em>Underwater operations require their own unique set of skills that must be developed.</em></p><p>Untrained – a character can swim underwater for 4 turns before suffering drowning damage.</p><p>Trained – 675 EXP – Lung capacity increased by 10%.</p><p>Advanced - 1350 EXP –Speed increased by 10%. Lung capacity increased by 30%.</p><p>Master – 2250 EXP –Speed increased by 20%. Lung capacity increased by 50%.</p><p>Weapons: Demolition</p><p>The use of thrown, explosive devices.</p><p>Trained – 900 EXP - 35% accuracy bonus. Damage increased by 10%.</p><p>Advanced - 1800 EXP - 50% accuracy bonus. Damage increased by 25%.</p><p>Master – 3000 EXP - 75% accuracy bonus. Damage increased by 50%.</p><p></p><p><u>Weapons: Heavy</u></p><p><em>The use of heavy weaponry.</em></p><p><u>Weapons: Low-Tech</u></p><p><em>The use of melee weapons.</em></p><p><u>Weapons: Pistol</u></p><p><em>The use of hand-held weapons.</em></p><p><u>Weapons: Rifle</u></p><p><em>The use of sniper weapons.</em></p><p><u>Weapons: Fists</u></p><p><em>The ability to use your own hands as a lethal weapon.</em></p><p>Trained – 1350 EXP – 35% accuracy bonus. Damage increased by 10%.</p><p>Advanced - 2700 EXP – 50% accuracy bonus. Damage increased by 25%.</p><p>Master – 4500 EXP – 75% accuracy bonus. Damage increased by 50%.</p><p></p><p></p><p><strong>Perks</strong></p><p></p><p><strong>Augmentations</strong></p><p>Augmentations</p><p>Note: In game terms, augmentations work the same regardless of whether they are nano or mechanical.</p><p></p><p>Augmentations are installed using a medical bot and an augmentation canister. They can be upgraded using a bot and an upgrade canister or the same augmentation canister. You can switch augs in a slot afterwards, but you lose all of the upgrades.</p><p></p><p>Only the effects of the top level upgrade are taken into account.</p><p></p><p>Each augmentation canister can install one of two augmentations.</p><p></p><p>The slots are as follows: arms, legs, head, eyes, 2 subdermal slots, 3 torso slots. A character can therefore have a maximum of 9 augmentations. There is no limit to the number of augs a character can have turned on, with the exception of bioenergy usage.</p><p></p><p>Every augmentation has 4 levels and starts at level 1.</p><p></p><p>In order to use augmentations, the character must have enough bioenergy left. A character without augs has no bioenergy meter. A character with augs starts with the meter 75% full.</p><p></p><p>Energy usage is given in percents per minute (12 rounds).</p><p></p><p><u>Head</u></p><p>Aggressive Defense System</p><p>Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching you.</p><p>Energy usage: 10</p><p>Level 1: Incoming rockets and grenades are detonated at a range of 5 m.</p><p>Level 2: Incoming rockets and grenades are detonated at a range of 10 m</p><p>Level 3: Incoming rockets and grenades are detonated at a range of 20 m.</p><p>Level 4: Incoming rockets and grenades are detonated nearly as soon as they are fired.</p><p></p><p><u>Eyes</u></p><p>Targeting</p><p><em>Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene 'quantum wires' not only increases accuracy, but also delivers limited situational info about a target.</em></p><p>Energy usage: 40</p><p>Level 1: Provides the name of the target, the distance to the target, and a description of its status. +5% bonus to accuracy.</p><p>Level 2: Provides area specific health information eg. Head 100%. +10% bonus to accuracy.</p><p>Level 3: Displays the target's weapon. +15% bonus to accuracy.</p><p>Level 4: Provides a close-up display of the target. +20% bonus to accuracy.</p><p></p><p><u>Vision Enhancement</u></p><p><em>By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows you to see through walls.</em></p><p>Energy use: 40</p><p>Level 1: Nightvision.</p><p>Level 2: Infravision.</p><p>Level 3: Short range sonar.</p><p>Level 4: Long range sonar.</p><p></p><p><u>Torso</u></p><p>Regeneration</p><p><em>Programmable polymerase automatically directs construction of proteins in injured cells, restoring you to full health over time.</em></p><p>Energy use: 120</p><p>Level 1: Restores 5% health a second (25% a round)</p><p>Level 2: Restores 10% health a second (50% a round)</p><p>Level 3: Restores 15% health a second (75% a round)</p><p>Level 4: Restores 20% health a second (100% a round)</p><p></p><p><u>Environmental Resistance</u></p><p><em>Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins.</em></p><p>Energy use: 20</p><p>Level 1: 25% toxic damage absorbed.</p><p>Level 2: 50% toxic damage absorbed.</p><p>Level 3: 75% toxic damage absorbed.</p><p>Level 4: 100% toxic damage absorbed.</p><p><u></u></p><p><u>Energy Shield</u></p><p><em>Polyanilene capacitors below the skin absorb heat and electricity, reducing the damage received from flame, electrical, and plasma attacks.</em></p><p>Energy use: 10</p><p>Level 1: Damage from energy attacks is reduced by 20%.</p><p>Level 2: Damage from energy attacks is reduced by 40%.</p><p>Level 3: Damage from energy attacks is reduced by 60%.</p><p>Level 4: Damage from energy attacks is reduced by 80%.</p><p></p><p><u>Power Recirculator</u></p><p><em>Power consumption for all augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells.</em></p><p>Energy use: 10</p><p>Level 1: Energy use reduced by 10%.</p><p>Level 2: Energy use reduced by 20%.</p><p>Level 3: Energy use reduced by 40%.</p><p>Level 4: Energy use reduced by 60%.</p><p></p><p>Subdermal</p><p><u>Ballistic Protection</u></p><p><em>Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage you receive from projectiles and bladed weapons.</em></p><p>Energy use: 60<u></u></p><p><u>EMP Shield</u></p><p><u></u><em>Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses.</em></p><p>Energy use: 40</p><p>Level 1: Damage reduced by 20%.</p><p>Level 2: Damage reduced by 35%.</p><p>Level 3: Damage reduced by 50%.</p><p>Level 4: Damage reduced by 65%.</p><p></p><p><u>Cloak</u></p><p><em>Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles.</em></p><p><u>Radar Transparency</u></p><p><em>Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems - bots, cameras, turrets.</em></p><p>Energy use: 300</p><p>Level 1: Normal energy use.</p><p>Level 2: Energy use reduced to 250.</p><p>Level 3: Energy use reduced to 200.</p><p>Level 4: Energy use reduced to 150.</p><p></p><p>Arms</p><p><u>Microfibral Muscle</u></p><p><em>Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push and lift extraordinarily heavy objects and boost hand-to-hand combat strength.</em></p><p>Energy use: 20</p><p>Level 1: Damage from melee weapons increased by 25%.</p><p>Level 2: Damage from melee weapons increased by 50%.</p><p>Level 3: Damage from melee weapons increased by 75%.</p><p>Level 4: Damage from melee weapons increased by 100%.</p><p></p><p><u></u></p><p><u>Electrostatic Discharge</u></p><p><em>Nanomolecular capacitors under the skin store bioelectrical energy in your hands, discharging bursts of static electricity during hand-to-hand combat.</em></p><p>Energy use: 40</p><p>Level 1: Additional EMP damage equals 20% of normal damage.</p><p>Level 2: Additional EMP damage equals 40% of normal damage.</p><p>Level 3: Additional EMP damage equals 60% of normal damage.</p><p>Level 4: Additional EMP damage equals 80% of normal damage.</p><p></p><p>Legs</p><p><u>Run Silent</u></p><p><em>The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers.</em></p><p>Energy use: 40</p><p>Level 1:</p><p>Level 2:</p><p>Level 3:</p><p>Level 4:</p><p></p><p><u>Speed Enhancement</u></p><p><em>Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which you can run and climb, the height you can jump, and reducing the damage you receive from falls.</em></p><p>Energy use: 40</p><p>Level 1: Speed increased by 20%.</p><p>Level 2: Speed increased by 40%.</p><p>Level 3: Speed increased by 60%.</p><p>Level 4: Speed increased by 80%.</p><p></p><p></p><p><strong>EXP</strong></p><p>· 5-15 points per kill, +5 if headshot</p><p>· 50-200 points for exploration</p><p>· 100-300 points for fulfilling a secondary goal (side mission)</p><p>· 150-500 points for fulfilling a primary goal (main mission)</p><p></p><p><strong>Sample Character</strong></p></blockquote><p></p>
[QUOTE="Zireael, post: 6088527, member: 6686270"] [B]Character Creation[/B] The Player notes down the character’s first name, last name, gender, codename (if applicable) and profession. The character has 5000 EXP at game start. It can be spread in any way the Player wishes. Every character starts with Trained in Pistol. If it is downgraded, the character gains additional 1350 EXP. All characters start with a an IFF system, a keyring and a DataVault. These don’t count against their inventory space. Some character types also start with an infolink. In addition, all characters have a compass, and a watch on their HUDs. All characters start with a Pistol in their inventory. A Player can choose any profession he wishes for the character, it has no impact on rules, only on plot. [B]Skills[/B] An untrained skill gives 10% in a test. A Trained skill gives 35%, an Advanced one – 50% and a Master level gives 75%. [U]Combat Training[/U] [I]Affects walking/running speed, jumping height and fall damage.[/I] Trained – 675 EXP – fall damage reduced by 10%. Advanced - 1350 EXP – fall damage reduced by 20%. Speed increased by 10%. Master – 2250 EXP – fall damage reduced by 30%. Speed increased by 20%. [U]Environmental Training[/U] [I]Experience with using hazmat suits, ballistic armor, thermoptic camo and rebreathers in a number of dangerous situations.[/I] Untrained – items last the normal duration – 12 turns. Trained – 675 EXP – Items last half as long. Advanced - 1350 EXP – Items last twice as long. Master – 2250 EXP – Items last 4 times as long. [U]Computer[/U] [I]The covert manipulation of computers and security consoles.[/I] Untrained – a character can use computers and ATMs. Trained – 1800 EXP – a character can hack some computers and ATMs. Total time allotted until an alarm is sounded is 4 turns. Time to hack varies, 1-3 turns. Advanced – 3600 EXP – total time increased by 30%. Time to hack: 1-2 turns. Master – 6000 EXP - total time increased by 75%. Time to hack: 1 turn. [U]Electronics[/U] [I]By studying electronics and its practical application, you can more efficiently bypass a number of security systems using multitools.[/I] [U]Lockpicking[/U] [I]Lockpicking is as much art as skill, but with intense study it can be mastered by anyone with patience and a set of lockpicks.[/I] Trained – 1800 EXP – a device depletes 25% instead of 10% Advanced – 3600 EXP – a device depletes 40% instead of 10% Master – 6000 EXP – a device depletes 75% instead of 10% [U]Medicine[/U] [I]Practical knowledge of human physiology can be applied in the field allowing more efficient use of medkits and biocells.[/I] Trained – 900 EXP – a medkit heals 60% instead of 30% Advanced - 1800 EXP – a medkit heals 75% instead of 30% Master – 3000 EXP – a medkit heals 90% instead of 30% [U]Swimming[/U] [I]Underwater operations require their own unique set of skills that must be developed.[/I] Untrained – a character can swim underwater for 4 turns before suffering drowning damage. Trained – 675 EXP – Lung capacity increased by 10%. Advanced - 1350 EXP –Speed increased by 10%. Lung capacity increased by 30%. Master – 2250 EXP –Speed increased by 20%. Lung capacity increased by 50%. Weapons: Demolition The use of thrown, explosive devices. Trained – 900 EXP - 35% accuracy bonus. Damage increased by 10%. Advanced - 1800 EXP - 50% accuracy bonus. Damage increased by 25%. Master – 3000 EXP - 75% accuracy bonus. Damage increased by 50%. [U]Weapons: Heavy[/U] [I]The use of heavy weaponry.[/I] [U]Weapons: Low-Tech[/U] [I]The use of melee weapons.[/I] [U]Weapons: Pistol[/U] [I]The use of hand-held weapons.[/I] [U]Weapons: Rifle[/U] [I]The use of sniper weapons.[/I] [U]Weapons: Fists[/U] [I]The ability to use your own hands as a lethal weapon.[/I] Trained – 1350 EXP – 35% accuracy bonus. Damage increased by 10%. Advanced - 2700 EXP – 50% accuracy bonus. Damage increased by 25%. Master – 4500 EXP – 75% accuracy bonus. Damage increased by 50%. [B]Perks[/B] [B]Augmentations[/B] Augmentations Note: In game terms, augmentations work the same regardless of whether they are nano or mechanical. Augmentations are installed using a medical bot and an augmentation canister. They can be upgraded using a bot and an upgrade canister or the same augmentation canister. You can switch augs in a slot afterwards, but you lose all of the upgrades. Only the effects of the top level upgrade are taken into account. Each augmentation canister can install one of two augmentations. The slots are as follows: arms, legs, head, eyes, 2 subdermal slots, 3 torso slots. A character can therefore have a maximum of 9 augmentations. There is no limit to the number of augs a character can have turned on, with the exception of bioenergy usage. Every augmentation has 4 levels and starts at level 1. In order to use augmentations, the character must have enough bioenergy left. A character without augs has no bioenergy meter. A character with augs starts with the meter 75% full. Energy usage is given in percents per minute (12 rounds). [U]Head[/U] Aggressive Defense System Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching you. Energy usage: 10 Level 1: Incoming rockets and grenades are detonated at a range of 5 m. Level 2: Incoming rockets and grenades are detonated at a range of 10 m Level 3: Incoming rockets and grenades are detonated at a range of 20 m. Level 4: Incoming rockets and grenades are detonated nearly as soon as they are fired. [U]Eyes[/U] Targeting [I]Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene 'quantum wires' not only increases accuracy, but also delivers limited situational info about a target.[/I] Energy usage: 40 Level 1: Provides the name of the target, the distance to the target, and a description of its status. +5% bonus to accuracy. Level 2: Provides area specific health information eg. Head 100%. +10% bonus to accuracy. Level 3: Displays the target's weapon. +15% bonus to accuracy. Level 4: Provides a close-up display of the target. +20% bonus to accuracy. [U]Vision Enhancement[/U] [I]By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows you to see through walls.[/I] Energy use: 40 Level 1: Nightvision. Level 2: Infravision. Level 3: Short range sonar. Level 4: Long range sonar. [U]Torso[/U] Regeneration [I]Programmable polymerase automatically directs construction of proteins in injured cells, restoring you to full health over time.[/I] Energy use: 120 Level 1: Restores 5% health a second (25% a round) Level 2: Restores 10% health a second (50% a round) Level 3: Restores 15% health a second (75% a round) Level 4: Restores 20% health a second (100% a round) [U]Environmental Resistance[/U] [I]Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins.[/I] Energy use: 20 Level 1: 25% toxic damage absorbed. Level 2: 50% toxic damage absorbed. Level 3: 75% toxic damage absorbed. Level 4: 100% toxic damage absorbed. [U] Energy Shield[/U] [I]Polyanilene capacitors below the skin absorb heat and electricity, reducing the damage received from flame, electrical, and plasma attacks.[/I] Energy use: 10 Level 1: Damage from energy attacks is reduced by 20%. Level 2: Damage from energy attacks is reduced by 40%. Level 3: Damage from energy attacks is reduced by 60%. Level 4: Damage from energy attacks is reduced by 80%. [U]Power Recirculator[/U] [I]Power consumption for all augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells.[/I] Energy use: 10 Level 1: Energy use reduced by 10%. Level 2: Energy use reduced by 20%. Level 3: Energy use reduced by 40%. Level 4: Energy use reduced by 60%. Subdermal [U]Ballistic Protection[/U] [I]Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage you receive from projectiles and bladed weapons.[/I] Energy use: 60[U] EMP Shield [/U][I]Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses.[/I] Energy use: 40 Level 1: Damage reduced by 20%. Level 2: Damage reduced by 35%. Level 3: Damage reduced by 50%. Level 4: Damage reduced by 65%. [U]Cloak[/U] [I]Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles.[/I] [U]Radar Transparency[/U] [I]Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems - bots, cameras, turrets.[/I] Energy use: 300 Level 1: Normal energy use. Level 2: Energy use reduced to 250. Level 3: Energy use reduced to 200. Level 4: Energy use reduced to 150. Arms [U]Microfibral Muscle[/U] [I]Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push and lift extraordinarily heavy objects and boost hand-to-hand combat strength.[/I] Energy use: 20 Level 1: Damage from melee weapons increased by 25%. Level 2: Damage from melee weapons increased by 50%. Level 3: Damage from melee weapons increased by 75%. Level 4: Damage from melee weapons increased by 100%. [U] Electrostatic Discharge[/U] [I]Nanomolecular capacitors under the skin store bioelectrical energy in your hands, discharging bursts of static electricity during hand-to-hand combat.[/I] Energy use: 40 Level 1: Additional EMP damage equals 20% of normal damage. Level 2: Additional EMP damage equals 40% of normal damage. Level 3: Additional EMP damage equals 60% of normal damage. Level 4: Additional EMP damage equals 80% of normal damage. Legs [U]Run Silent[/U] [I]The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers.[/I] Energy use: 40 Level 1: Level 2: Level 3: Level 4: [U]Speed Enhancement[/U] [I]Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which you can run and climb, the height you can jump, and reducing the damage you receive from falls.[/I] Energy use: 40 Level 1: Speed increased by 20%. Level 2: Speed increased by 40%. Level 3: Speed increased by 60%. Level 4: Speed increased by 80%. [B]EXP[/B] · 5-15 points per kill, +5 if headshot · 50-200 points for exploration · 100-300 points for fulfilling a secondary goal (side mission) · 150-500 points for fulfilling a primary goal (main mission) [B]Sample Character[/B] [/QUOTE]
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