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<blockquote data-quote="kronos182" data-source="post: 6867619" data-attributes="member: 6668634"><p>Kevlar Replacement Muscle Groups (PL 7)</p><p>Many of the cyborg’s most vital muscle groups are replaced with elastic Kevlar fiber, which allows the muscles to flex and contract to a greater than normal degree. This modification vastly increases the cyborg’s strength and speed.</p><p>Benefit: The cyborg receives a +4 bonus to Strength and has his or her base speed increased by 10 ft. The cyborg receives a +2 equipment bonus on Balance, Climb, and</p><p>Jump checks due to their incredible flexibility and strength.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.</p><p>Base Purchase DC: 34</p><p></p><p>[HR][/HR]</p><p></p><p>Lactic Acid Scrubbers (PL 6)</p><p>Nano-factories located in every major muscle group and at the junction of major arteries help the cyborg process lactic acid, a fatigue toxin produced by normal muscle activity.</p><p>The cyborg fatigues less often, and can push her body past human limits with ease.</p><p>Benefit: The cyborg gains a +2 inherent bonus to Strength. Also, the cyborg gains the Endurance feat simply because her muscles operate with peak efficiency.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.</p><p>Base Purchase DC: 28</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Redundant Organs (PL 7 or PL 8 for Type III Redundant Organs)</p><p>Artificial organs are disbursed throughout the cyborg’s body, meaning that the cyborg suffers a reduced chance of death when one of his vital organs is damaged or destroyed. Redundant organs are usually smaller, more efficient and durable than typical medical prosthesis; some cyborgs have dozens of miniaturized hearts running the</p><p>length of their bodies, for example.</p><p>Benefit: The cyborg gains immunity to some or all critical hits. Type I redundant organs give the cyborg light fortification-immunity to 25% of all critical hits. Type II organs</p><p>give the cyborg heavy fortification- immunity to 50% of all critical hits. Type III organs grant the cyborg immunity to critical hits.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/5</p><p>Base Purchase DC: Type I 24; Type II 28; Type III 35</p><p>Restriction: Type I Licensed (+1), Type II and Type III Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>Retractable Fins (PL 6)</p><p>Upon the cyborg’s mental command, long thin polymer sheets extend from between her fingers, from between her toes, and from her abdomen, dramatically increasing her underwater speed and agility. Some cyborgs favor organic look translucent fins, while others favor brilliantly colored, highly decorative fins.</p><p>Benefit: The cyborg gains a Swim speed of 30 ft. The cyborg can use the charge action when swimming provided she swims in a straight line. The cyborgs fins and flippers can grow or retract as a standard action.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/1</p><p>Base Purchase DC: 16</p><p>Restriction: None</p><p></p><p>[HR][/HR]</p><p></p><p>Vixen Pheromone Emitter (PL 6)</p><p>Concealed spray emitters (usually disguised as small warts or skin imperfections) in the armpits, inner thighs, the palms of the hands, and around the genitals emit a powerful, psychoactive chemical spray that makes the cyborg more desirable and appealing. </p><p>Benefit: The cyborg receives a +4 equipment bonus on Bluff, Diplomacy and Gather Information checks made against anyone who would normally be sexually attracted to the cyborg. This bonus is increased to +6 if the cyborg makes skin to skin contact with the subject; this additional bonus lasts for 2 hours after the exposure ends. This effect is useless against anyone wearing a gas mask or CBR gear.</p><p>Drawback: Anyone using the Track feat to track the cyborg by scent receives a +4 circumstance bonus to do so, due to the cyborg’s powerful and distinct odor.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed.</p><p>Base Purchase DC: 25</p><p>Restriction: Restricted (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Optic Flares (PL 7)</p><p>Powerful nanofilament lights are built directly into the lenses of the cyborg eyes. These tiny spotlights can project illumination more intense than most commercial floods.</p><p>Benefit: The cyborg can project a blinding radiance from his eyes that is so bright anyone looking directly into the cyborg’s eyes must make a FORT save (DC 18) or be</p><p>dazzled for 1d6 rounds. The cyborg can project this intense light for up to 10 rounds before her eyes enter a 1 minute ‘cool down period’, while projecting this intense light, the</p><p>cyborg suffers a –8 penalty on Spot checks. The cyborg’s eyes project light equal to a battery flood, which is a beam of intense light 100 ft long and 50 ft across.</p><p>Type: Internal</p><p>Hardness/Hit Points: -/1</p><p>Base Purchase DC: 14</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 6867619, member: 6668634"] Kevlar Replacement Muscle Groups (PL 7) Many of the cyborg’s most vital muscle groups are replaced with elastic Kevlar fiber, which allows the muscles to flex and contract to a greater than normal degree. This modification vastly increases the cyborg’s strength and speed. Benefit: The cyborg receives a +4 bonus to Strength and has his or her base speed increased by 10 ft. The cyborg receives a +2 equipment bonus on Balance, Climb, and Jump checks due to their incredible flexibility and strength. Type: Internal Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed. Base Purchase DC: 34 [HR][/HR] Lactic Acid Scrubbers (PL 6) Nano-factories located in every major muscle group and at the junction of major arteries help the cyborg process lactic acid, a fatigue toxin produced by normal muscle activity. The cyborg fatigues less often, and can push her body past human limits with ease. Benefit: The cyborg gains a +2 inherent bonus to Strength. Also, the cyborg gains the Endurance feat simply because her muscles operate with peak efficiency. Type: Internal Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed. Base Purchase DC: 28 Restriction: Restricted (+2) [HR][/HR] Redundant Organs (PL 7 or PL 8 for Type III Redundant Organs) Artificial organs are disbursed throughout the cyborg’s body, meaning that the cyborg suffers a reduced chance of death when one of his vital organs is damaged or destroyed. Redundant organs are usually smaller, more efficient and durable than typical medical prosthesis; some cyborgs have dozens of miniaturized hearts running the length of their bodies, for example. Benefit: The cyborg gains immunity to some or all critical hits. Type I redundant organs give the cyborg light fortification-immunity to 25% of all critical hits. Type II organs give the cyborg heavy fortification- immunity to 50% of all critical hits. Type III organs grant the cyborg immunity to critical hits. Type: Internal Hardness/Hit Points: -/5 Base Purchase DC: Type I 24; Type II 28; Type III 35 Restriction: Type I Licensed (+1), Type II and Type III Military (+3) [HR][/HR] Retractable Fins (PL 6) Upon the cyborg’s mental command, long thin polymer sheets extend from between her fingers, from between her toes, and from her abdomen, dramatically increasing her underwater speed and agility. Some cyborgs favor organic look translucent fins, while others favor brilliantly colored, highly decorative fins. Benefit: The cyborg gains a Swim speed of 30 ft. The cyborg can use the charge action when swimming provided she swims in a straight line. The cyborgs fins and flippers can grow or retract as a standard action. Type: Internal Hardness/Hit Points: -/1 Base Purchase DC: 16 Restriction: None [HR][/HR] Vixen Pheromone Emitter (PL 6) Concealed spray emitters (usually disguised as small warts or skin imperfections) in the armpits, inner thighs, the palms of the hands, and around the genitals emit a powerful, psychoactive chemical spray that makes the cyborg more desirable and appealing. Benefit: The cyborg receives a +4 equipment bonus on Bluff, Diplomacy and Gather Information checks made against anyone who would normally be sexually attracted to the cyborg. This bonus is increased to +6 if the cyborg makes skin to skin contact with the subject; this additional bonus lasts for 2 hours after the exposure ends. This effect is useless against anyone wearing a gas mask or CBR gear. Drawback: Anyone using the Track feat to track the cyborg by scent receives a +4 circumstance bonus to do so, due to the cyborg’s powerful and distinct odor. Type: Internal Hardness/Hit Points: -/- This implant ceases to function when the cyborg is killed. Base Purchase DC: 25 Restriction: Restricted (+2) [HR][/HR] Optic Flares (PL 7) Powerful nanofilament lights are built directly into the lenses of the cyborg eyes. These tiny spotlights can project illumination more intense than most commercial floods. Benefit: The cyborg can project a blinding radiance from his eyes that is so bright anyone looking directly into the cyborg’s eyes must make a FORT save (DC 18) or be dazzled for 1d6 rounds. The cyborg can project this intense light for up to 10 rounds before her eyes enter a 1 minute ‘cool down period’, while projecting this intense light, the cyborg suffers a –8 penalty on Spot checks. The cyborg’s eyes project light equal to a battery flood, which is a beam of intense light 100 ft long and 50 ft across. Type: Internal Hardness/Hit Points: -/1 Base Purchase DC: 14 Restriction: None [/QUOTE]
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