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+++Subject & Author+++
Bionics and Augmentation - Grant Howitt

+++Thought for the day+++
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After watching Johnny Mnemonic on Channel 5 a while back, I got to thinking about augmentation and it's capabilities in Inquisitor.  Many Inquisitors are documented as already possessing augmentation of some kind (Eisenhorn for example, especially in the books) and so I figured that I could come up with some kind of rules which allow them to be fitted to ordinary fighters - for the right price, of course!
Augmentation can be fitted in the same way as bionics, although they may be more expensive as the technology is much more complicated - the final cost is up to the GM.  The various types of Augmentation available (that I can think of) are listed below.

Head
Eyesight augmentation: These add either sharpness (+20% on sight tests) night vision (ignore darkness modifiers) infra-red (as gunsight), motion tracker, bio-scanner, target locator (+2D10 to aiming actions) range-finder, etc.
Throat augmentation: Loudness (well, what you would expect really, the character can be really loud when they want to), Spit acid (as exotic ability)
Brain augmentation: +2D6 Sg / Wp or +1 Speed
Sense augmentation: Add 2D6 to awareness test on the sense upgraded

Arms
Muscular: +2D6 strength
Fingers: Dexterity (gains a kind of general quickload skill - all fingery actions are halved, etc.)

Chest, Abdomen
Muscular: +2D6 toughness

Groin
Heh, heh, heh...

Legs
Muscular: +2D6 strength when jumping/kicking, or +1 yard on all movement distances

If a character uses augmentation, their original profile must be kept hold of – because under the effects of a haywire grenade, augmentation is treated as bionics and can malfunction in exactly the same way.
They can also be overloaded by sonic attack (not the hedgehog, the sound wavy things) and will explode cinematically should this ever be tried. Also shock weapons may have this effect, 10% chance on impact an augmentation will blow (causing 2D6 damage to the user per augmentation).


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