![]() ![]() Skill Required to Create: Treat Injury (5).Implants require minimum Constitution 14 to equip. This device improves all mental attributes, making it one of the most valuable of implants of its type. This device improves all physical attributes, making it one of the most valuable of implants of its type. This advanced implant package employs nano-technology to speed healing. This ingenious device modifies brain chemistry to improve general problem solving and data processing abilities. Skills: Awareness +1, Computer Use +1, Demolitions +1, Persuade +1, Repair +1, Security +1, Stealth +1, Treat Injury +1.This simple but advanced implant combines the functionality of the more common Strength and Cardio Packages. There's a chance to receive from the following: This implant effectively increases the user's strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants. Skill Required to Create: Treat Injury (35).This implant micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might. Skill Required to Create: Treat Injury (26).There's also a chance to recieve from the following: This implant allows the user to subtly secrete synthetic pheromones that generally stimulate a pleasant behavior response in a wide range of species. Skill Required to Create: Treat Injury (17).There's also a chance to receive from the following: Inactive users may suffer the odd lingering twitch. This implant boosts the regular energy impulses of the nervous system, sharpening the performance of dexterous action. Attributes Required: Minimum Constitution: 12.Skill Required to Create: Treat Injury (8).Packages require minimum Constitution 12 to equip. The first four Packages, Implants, Systems and D-Packages can be created using a Lab Station with sufficient Treat Injury rank and Chemicals: An implant requires minimum Constitution for an organic character to equip: this is the permanent value (bonuses from other Equipment, Stimulants, Force powers and Mastery not included). ![]()
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