Post by Warwick on Feb 20, 2019 3:05:07 GMT
Augmentations
In our server, there are a large amount of Augmentations, all of which have different effects on your attributes, and some provide in-game effects.
There are three different archetypes of augmentation:
- Chassis: Augmentations designed for Praxis Implementation.
- Implants: Augmentations designed to work alongside Praxis Augmentations.
- Praxes: Additional Plugins, Software or Hardware designed to further enhance existing augmentations.
Chassis tend to be accessible, and cheaper than Implants or Praxes. They are often large, and require elements of the biological human body to be removed and replaced, or at least moved or the like to ensure that they can be fitted in. Typically, they are entirely designed to augment existing abilities of the human body, such as enhancing one's physical strength or agility. Furthermore, they are designed to welcome Praxes, and are often constructed around the fact that Praxes will be fitted at a later date. Implants are not designed to fit a Praxis within it, but instead, work alongside them. For this reason, Implants tend to facilitate a more specialised purpose, and additionally are usually smaller and less invasive than Chassis. In terms of price, they tend to sit between Chassis and Praxes, being the intermediate costing type; though in terms of general affordability, they are still expensive. Finally, Praxes are the smallest and most expensive of the augmentation types, and tend to fit in the form of plugins, software or additional hardware such as chipsets, which interface with Chassis, or work alongside Implants to help specialise an augmented individual's abilities, or enhance them even further.
Augmentations can be fitted in one of seven locations in the human body. Each one is capable of containing either a Chassis or Implant type augmentation, as well as a single Praxis type augmentation, except for Dermal Augmentations, of which there are no Praxis type augmentations available. These seven locational types are as follows:
- Cranial Augmentations: Pertaining to the skull and head.
- Optical Augmentations: Pertaining to the eyes.
- Brachial Augmentations: Pertaining to the arms.
- Truncal Augmentations: Pertaining to the chest and chest cavity.
- Dorsal Augmentations: Pertaining to the upper back and spine.
- Dermal Augmentations: Pertaining to the skin and dermis.
- Crural Augmentations: Pertaining to the legs and feet.
Augmentation List
(Augmentations in Italics are considered Praxes)
- Cranial: Technical Analysis Chipset ‘TAC’ (+5 Hacking), Advanced Analysis Chipset (+10 Hacking), Wayfinder Radar System (+3 Perception), Infolink (Functions as Silent Radio), CASIE Social Enhancer (+7 Luck), Stealth Enhancer (+3 Perception) Protective Eye Shields (+2 Endurance), Instant Translator (Grants the User Access to All Spoken Languages).
- Optical: Retinal Prostheses (+5 Perception, Chassis for all Optical Augmentations, Stealth Enhancer and Wayfinder), Smart Vision (+5 Perception), Flash Suppressant (+2 Endurance, Grants Immunity to Dazzling & Flash-Based Stuns)(NOTE: TWO CYBERNETIC EYES ARE REQUIRED FOR ANY PRAXIS INSTALLATIONS)
- Brachial: Cybernetic Arm Prostheses: (+3 Strength: Chassis for All Brachial Augmentations; User Can Lift Approximately 150lbs in Each Arm), Modified Fast-Link Servos (+7 Strength), Strengthened Bone Frames (+6 Endurance; Prevents Damage from Blunt Attacks when Blocked), Liquid-Polymer Recoil Management (+6 Accuracy), Nanoblade (+7 Strength; Usable in Hand-to-Hand Combat)(NOTE: TWO CYBERNETIC ARMS ARE REQUIRED FOR ANY PRAXIS INSTALLATIONS)
- Truncal: Sentinel RX Health System: (+8 Endurance), Cardioverter Defibrillator (+7 Endurance; Attempts to Prevent Cardiac Arrest), Implanted Rebreather (+1 Endurance; Immunity to Airborne Toxins/Irritants), Sarif Series 8 Energy Converter (+8 Agility)
- Dorsal: Quicksilver Reflex System (+8 Agility)
- Dermal: Tier I Dermal Armor (-2 Agility, Protects User from .380ACP and Below), Tier IIA Dermal Armor (-4 Agility, Protects User from .40S&W and Below), Tier II Dermal Armor (-6 Agility, Protects User from .357 Magnum and Below), Tier IIIA Dermal Armor (-8 Agility, Protects User from .44 Magnum and Below), Tier III Dermal Armor (-10 Agility, Protects User from 7.62mm and Below), Tier IV Dermal Armor (-12 Agility, Protects User from .30-06, Armor Piercing Rounds and Below) EMP Shielding (-1 Agility, Protects User from EMP Related Augmentation Failure) (NOTE: DERMAL ARMOR ONLY PROTECTS THE TORSO!)
- Crural: Cybernetic Leg Prostheses (+4 Agility), Myomer Reaction Initiators (+4 Agility, User Can Sprint up to 35mph; Dashing is now a Single Action) Nano-Podial Motors (+8 Agility; User’s Movement is Silent)(NOTE: TWO CYBERNETIC LEGS ARE REQUIRED FOR ANY PRAXIS INSTALLATIONS)
In our server, there are a large amount of Augmentations, all of which have different effects on your attributes, and some provide in-game effects.
There are three different archetypes of augmentation:
- Chassis: Augmentations designed for Praxis Implementation.
- Implants: Augmentations designed to work alongside Praxis Augmentations.
- Praxes: Additional Plugins, Software or Hardware designed to further enhance existing augmentations.
Chassis tend to be accessible, and cheaper than Implants or Praxes. They are often large, and require elements of the biological human body to be removed and replaced, or at least moved or the like to ensure that they can be fitted in. Typically, they are entirely designed to augment existing abilities of the human body, such as enhancing one's physical strength or agility. Furthermore, they are designed to welcome Praxes, and are often constructed around the fact that Praxes will be fitted at a later date. Implants are not designed to fit a Praxis within it, but instead, work alongside them. For this reason, Implants tend to facilitate a more specialised purpose, and additionally are usually smaller and less invasive than Chassis. In terms of price, they tend to sit between Chassis and Praxes, being the intermediate costing type; though in terms of general affordability, they are still expensive. Finally, Praxes are the smallest and most expensive of the augmentation types, and tend to fit in the form of plugins, software or additional hardware such as chipsets, which interface with Chassis, or work alongside Implants to help specialise an augmented individual's abilities, or enhance them even further.
Augmentations can be fitted in one of seven locations in the human body. Each one is capable of containing either a Chassis or Implant type augmentation, as well as a single Praxis type augmentation, except for Dermal Augmentations, of which there are no Praxis type augmentations available. These seven locational types are as follows:
- Cranial Augmentations: Pertaining to the skull and head.
- Optical Augmentations: Pertaining to the eyes.
- Brachial Augmentations: Pertaining to the arms.
- Truncal Augmentations: Pertaining to the chest and chest cavity.
- Dorsal Augmentations: Pertaining to the upper back and spine.
- Dermal Augmentations: Pertaining to the skin and dermis.
- Crural Augmentations: Pertaining to the legs and feet.
Augmentation List
(Augmentations in Italics are considered Praxes)
- Cranial: Technical Analysis Chipset ‘TAC’ (+5 Hacking), Advanced Analysis Chipset (+10 Hacking), Wayfinder Radar System (+3 Perception), Infolink (Functions as Silent Radio), CASIE Social Enhancer (+7 Luck), Stealth Enhancer (+3 Perception) Protective Eye Shields (+2 Endurance), Instant Translator (Grants the User Access to All Spoken Languages).
- Optical: Retinal Prostheses (+5 Perception, Chassis for all Optical Augmentations, Stealth Enhancer and Wayfinder), Smart Vision (+5 Perception), Flash Suppressant (+2 Endurance, Grants Immunity to Dazzling & Flash-Based Stuns)(NOTE: TWO CYBERNETIC EYES ARE REQUIRED FOR ANY PRAXIS INSTALLATIONS)
- Brachial: Cybernetic Arm Prostheses: (+3 Strength: Chassis for All Brachial Augmentations; User Can Lift Approximately 150lbs in Each Arm), Modified Fast-Link Servos (+7 Strength), Strengthened Bone Frames (+6 Endurance; Prevents Damage from Blunt Attacks when Blocked), Liquid-Polymer Recoil Management (+6 Accuracy), Nanoblade (+7 Strength; Usable in Hand-to-Hand Combat)(NOTE: TWO CYBERNETIC ARMS ARE REQUIRED FOR ANY PRAXIS INSTALLATIONS)
- Truncal: Sentinel RX Health System: (+8 Endurance), Cardioverter Defibrillator (+7 Endurance; Attempts to Prevent Cardiac Arrest), Implanted Rebreather (+1 Endurance; Immunity to Airborne Toxins/Irritants), Sarif Series 8 Energy Converter (+8 Agility)
- Dorsal: Quicksilver Reflex System (+8 Agility)
- Dermal: Tier I Dermal Armor (-2 Agility, Protects User from .380ACP and Below), Tier IIA Dermal Armor (-4 Agility, Protects User from .40S&W and Below), Tier II Dermal Armor (-6 Agility, Protects User from .357 Magnum and Below), Tier IIIA Dermal Armor (-8 Agility, Protects User from .44 Magnum and Below), Tier III Dermal Armor (-10 Agility, Protects User from 7.62mm and Below), Tier IV Dermal Armor (-12 Agility, Protects User from .30-06, Armor Piercing Rounds and Below) EMP Shielding (-1 Agility, Protects User from EMP Related Augmentation Failure) (NOTE: DERMAL ARMOR ONLY PROTECTS THE TORSO!)
- Crural: Cybernetic Leg Prostheses (+4 Agility), Myomer Reaction Initiators (+4 Agility, User Can Sprint up to 35mph; Dashing is now a Single Action) Nano-Podial Motors (+8 Agility; User’s Movement is Silent)(NOTE: TWO CYBERNETIC LEGS ARE REQUIRED FOR ANY PRAXIS INSTALLATIONS)