And if you're in a robobody, amps get even better. As long as your braincase is intact and you have a single camera, you're just as deadly as before, not so for con and uncon. Proof: pancaek and morul were very badly torn up on the cult mission, yet were still able to do stuff simply by dragging/being dragged places and amping it up.
Edit: ninja'd by pw.
ok
To counter that, we'll make implants use int.
And have I ever said someone's manip battery ran out? I mean that honestly, I can't remember ever saying that. Ammo counts tend to get lost in general.
Int for what then, exactly? And true, the ammo thing is rarely brought up. Though it might now that we have wonderful wiki gnomes practically fighting to get edits.
We could also adapt the price of amps or manips to rectifiy it, or remove manip battery usage.
Uncon user wants Uncon to be buffed eh? Hm. Int will decide the number of implants you can handle.
Int is also still used for the brain points for handling Manip use. So there's that.
What do you want me to do? Just get rid of int entirely and merge it with will to form "Brain" and make everyone use that for brain points? Because I understand the fact that Int is less used then will on average, but I'm not sure how you want me to fix that, and how just dropping prices will effect anything. I mean, if we're gonna remove ammo then they're gonna be identical to amps and we might as well just remove them in general and populate Uncon with different kinds of weapons.
Piecewise. What happens to sub-exoskeletons designed by Nikitian Greiss? Models "Hope", "Faith" and "Confidence"?
I dunno. They don't really fit into the dynamic of the new system. Plus normal exoskeletons were cheapened to make them easier to get hold of, so they probably won't exist anymore, at least not as they are.
ROBO-BODY AND SYNTH FLESH ADD-ONS
Note: Robot body and Synthflesh Add-ons require Int to use. At 0 Int, you can have up to 1 implant without side effects. At +1 you can have up to 2, and so on. If you go over the total your Int limit would allow, it will cause you to have to complete two rolls when using add-ons. The first for seeing if you can actually activate the system correctly, the second for the intended use. Note, not all add-ons are compatible with each other.
Kinetic Piledriver Fist
Token cost: 6
Stat requirement:+0 unconventional, strength +1
Incompatible with: This system completely modifies one arm. This modified arm can not be used for other add-ons.
Description: A somewhat complex arm system which uses a combination of magnetically accelerated weighted piston and kinetic amp to blast powerful shockwaves out through 6 small apertures around the wrist. The system is heavy and requires a bit of time between successive uses, but is very powerful and able to obliterate soft targets and even some armored ones in a single blow.
Laser Eyes
Token Cost: 5
Stat Restriction: 0 con
Incompatible with: Other eye and head based modifications
Description: This system embeds a pair of laser emitters and focusing arrays inside the head and uses a pair of modified mechanical eyes as the final lens and aiming system. In essence, it's laser vision. The downside is that these eyes, while as good as standard eyes, lack the addition vision modes often found in mechanical eyes. The lasers run off internal power sources, so while they will never run out of ammo, you should be careful about overusing them, least your body shut down for a time, till it can charge up again. This laser's power is akin to that of a laser rifle.
Kinamp fists
Token Cost: 3
Stat Restriction:+0 uncon
Incompatible with: Other modifications to the hand.
Description: This is a kinetic amp built into the knuckles of the fist of one hand. Simple, but extremely effective.
Remote hand
Token Cost: 4
Stat Restriction: Aux +0
Incompatible with: Other modifications to the hand.
Description: This system embeds a small transmitter into one hand and allows the user to easily detach the hand and to then control and see through the disconnected limb. This system is wireless and has a range of several miles.
Monoblade attachment
Token Cost: 6
Stat Restriction: +1 uncon
Incompatible with: Modifications to the hand and arm.
Description: This modification hides an extendable monoatomic machete inside the body's forearm. When activated, the blade extends out through the palm and can be used normally.
Extra arms
Token Cost: 5 per limb
Stat Restriction: None
Incompatible with: None
Description: A simple addition of an extra limb to the existing body. This limb mirrors the existing limbs in design, and is ordinarily placed just above or just below the existing arms. It is otherwise identical to the existing limbs.
Enhanced mobility feet
Token Cost: 3
Stat Restriction: 0 dex
Incompatible with: Any modification which changes the feet.
Description: A pair of three toed, triangular shaped feet designed for mobility on varying surfaces and in different environments. Increases jump height and running speed, as well as allowing for things such as walking up walls or along ceilings, and using the feet to grab and manipulate things.
Head Turret
Token Cost: 3
Stat Restriction: Aux +1
Incompatible with: Other head based modifications
Description: This modification replaces the normal humanoid head with a swiveling, gimble mounted gauss turret. The turret is based on the Gauss rifle and uses the same ammo, however it is controlled via Aux as opposed to Con. The user's main “eye” optics are placed on the barrel of the gun, to allow for proper aiming.
Tentacle arms
Token Cost: 5
Stat Restriction: +1 exo
Incompatible with: Other arm based modifications
Description: This replaces both of a user's normal arms with flexible tentacle like versions. These arms resemble thick tentacles but end in 5 individual tendrils to replace the fingers. These limbs are more dexterous and capable of reaching into small places or carefully manipulating things, but they are somewhat less powerful in terms of raw strength.
Advanced armor package
Token Cost: 10
Stat Restriction: None
Incompatible with: Other armor packages
Description: This package coats the body in a resistant armor coating that increases the body's resistance to electricity, cutting, crushing, radiation and other common forms of damage.
Electrified Surface System
Token Cost: 8
Stat Restriction: None
Incompatible with: Other armor packages
Description: Covers the body in a metallic mesh which can then be electrified to deal damage to anything touching the body. This power comes from internal sources, so it will never need to be “reloaded” but over use can cause the body to shut down for a period of time while it recharges.
Removable eyes
Token Cost: 1
Stat Restriction: None
Incompatible with: Other eye based modifications
Description: This simple mod allows the user to remove their mechanical eyes, yet continue to see through them via wireless transmission. Useful for spying on an area or seeing around corners.
Enhanced Capacity.
Token Cost: 10
Stat Restriction: None
Incompatible with: Multiple versions of itself
Description: Various total body modifications which increase the body's mastery of a particular Stat or skill. However, only one of these can be applied at a time, as the modifications are often mutually exclusive.
Braincase mobility system
Token Cost: 6
Stat Restriction: Int +1, Aux +1
Incompatible with: None
Description: This system encloses the life support systems and power source of the brain case in a armored shell which is then mounted on highly mobile spider like mechanical limbs and placed in the body. In the event that the body should be rendered completely inoperable, this secondary system can be activated and allow the brain to move about of its own accord. It comes prepackaged with a lightweight laser system for defense, until a suitable replacement body can be found.
Here are the robody/synthflesh modifications as they exist right now. Ideas for more as well as ideas for genemods, post them now because they're what I'm working on.