Star Wars Roleplay: Chaos

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Crescentia Industries (Cybernetics and Augmentations)

Bhaltair Dhimani

A little Ruff can go a long way
Come to Phindar! Explore Ferrule City! Want some augments? Need some cybernetics? Visit Crescentia Industries! (Now open for business)


(Each augmentation/cybernetic implant has it's own cost, plus a surgery fee that equals 50% 20% of the total cost of implants in the order)

(Cybernetic Arms and Legs will make you tough and capable like a robot. They will not make you some kind of immediate super soldier. That takes heart, guts and experience, not just brute strength. As a physical example to give you an idea of their capability: You can punch through a solid brick wall with mild strain OR pull off some very quick and wicked sleight of hand AND you can easily dunk a basketball OR kick a closed speeder door off with mild strain.)

(All of these Special and General Line-Up items are canon. They are pulled out of the LucasArts and Fantasy Flight Games approved source books for Edge of the Empire.)

NEW LOCATION: Mandalore

General Line-Up

Cybernetic Arms

10,000 credits
(If a pair of arms are bought, they must be the same mod type)

Mod V Cyber Arm: Designed for increased strength
Mod VI Cyber Arm: Designed for increased dexterity

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Cybernetic Legs

10,000 credits
(If a pair of legs are bought, they must be the same mod type)

Mod III Cyber Leg: Offers greater power
Mod IV Cyber Leg: Uses computer-guided gyroscopic implants for superior quickness

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Cybernetic Brain Implant

10,000 credits

One fascinating invention in the field of cybernetics is the cybernetic implant, a computer device designed to augment a user's brain power. Crescentia Industries' model is a common enhancement for those who must oversee large operations or process vast amounts of data on a regular basis. It melds with the user's brain to achieve superior reasoning speeds as well as to store information for later analysis. The unit also allows for remote computer control as well as comlink capability.

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Cybernetic Eyes

7,500 credits

Mod III Cyber Eyes: Grant the user increased visual acuity and recognition

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Cybernetic Weapon

4,000 credits

Favored by bounty hunters and assassins, the artificial forearm can split open for a short-ranged blaster to spring out and deliver a hail of shots before most foes are aware that they are in danger. This is Crescentia Industries basic model: it appears to be a regular cybernetic arm, but features a light blaster pistol that can be deployed.


CyberScanner Limb

4,000 credits

Mod IV Scanner Limb: Basic scanner for medium range detection. Displays data on a holoprojector that appears above the user's open palm and can show nearby motion, life-forms, energy signatures and other common targets as desired. It is covered by synthflesh to disguise the fact that there is anything out of the ordinary about the limb.


Immune Implant

5,000 credits

Mod I Immune Implant: Uses a subdermal wide-spectrum defense mixture, designed to protect against and help treat almost every known disease. It combines broad effectiveness and long-term results and rests just below the skin.


Implant Armor

7,500 credits

Implant armor is useful for occasions where obvious armor protection might be impractical or even act as an insult to prospective business partners. These thin plates rest under the skin where they can absorb enemy fire with little serious damage to vulnerable tissue.


Repli-Limb Prosthetic (Limb)

2,000 credits

These are cheaper, mechanical, synth flesh-covered replacements that restore normality and do NOT provide additional bonuses.


Repli-Limb Prosthetic (Organ)

1,000 credits

These are cheaper, mechanical, synth flesh-covered replacements that restore normality and do NOT provide additional bonuses.



Special Line-Up
Cyborg/Droid Interface

600 credits

A supplemental cybernetic that must be used in conjunction with the cybernetic brain implant. It allows the user to connect directly to a droid's communications port, letting it communicate with the droid and access its memories and any stored information.

Swift 78B Vessel Courier System

5,000 credits

A discreet, cybernetically implanted data storage device. Often used by couriers in instances where physical data storage devices are liable to be found or confiscated, the vessel courier system can carry enough information to fill four conventional datapads. The information is accessed via a small dataport that is secured beneath a tiny flap of synthflesh, usually beneath the courier's hairline. Because the vessel courier system is independent of the courier, the data within it cannot be accessed or modified by him/her.

Avionics Interface

8,000 credits

Implanted in the palm and fingers of the user (or incorporated into prosthetic hands) and linked to the user's brain stem, the cybernetic avionics interface allows a pilot to connect with his/her airspeeder or starships's avionics and flight control systems at a digital level. While interface doesn't eliminate the need for manual control of a vessel, it does significantly improve a pilot's reaction time and help provide instantaneous feedback from the ships' computer.

Appraiser's Eye

700 credits

To negotiate with clients successfully, a smuggler must be able to recall the rough market value for a staggering number of goods on dozens, if not hundreds, of different worlds. While most smugglers simply develop a sense for such things, certain discerning individuals find estimates to be far too imprecise.

An appraiser's eye is a combination scanner and cross-reference tool in the form of a cybernetic eye or lens implant. In addition to identifying most goods quickly and accurately, it constantly records commodity prices on the planets its wearer visits, and offers past data points ass well as market trends on the items in question.

Adrenal Implant

2,250 credits

A small implant affixed to the adrenal glands, an adrenal implant stimulates the production of epinephrine in the body when the individual's nervous system is subjected to strain. While the implant's stimulation is not as rapid as a direct injection of epinephrine into the bloodstream, it does reduce recovery time from fatigue.

Cybernetic Reflexes

2,750 credits

A series of specialized implants designed to stimulate and help regulate the sympathetic nervous system of the user, cybernetic reflexes can greatly increase an individual's reaction time to outside stimuli and threats. By reducing the latency of neural communication between the sensory organs and brainstem, cybernetic reflexes can give the user a slight edge.

Cybernetic Respirator

2,000 credits

For those organics seeking to escape fleshly frailties, cybernetic respirators offer an alternative to lungs. These machines are often designed to be robust and resilient, filtering out many different toxins and allowing those implanted with them to survive underwater or even in a completely airless environment for a short time. Certain models are known for making a regular, ominous rasp while other work in deadly silence.

Gank Comm Implant

250 credits

This peculiar comlink implant interfaces directly with the user's neocortex, allowing the user to communicate silently with other characters who possess similuar implants merely by thinking. Characters with these implants can communicate silently with each other at ranges of up to several kilometers. Since these do not use audible information exchange, they cannot be used to communicate with a normal comlink. Likewise, due to the unique nature of these devices, it is virtually impossible for anyone without the implant to listen in on others' comm implant communications, though comm jammers can disrupt their signals. The messages sent via these comm implants are not auditory, so effectivly communicating requires the users to share a language.


Q-22 Retinal Tracker

2,500 credits

Consisting of microsensors implanted directly behind the user's retinas and a tiny tracking computer installed at the base of the skull, a retinal tracker aids the user in targeting imminent threats. A simple thought impulse activates the system, which projects a targeting reticule directly onto the user's retina. Though not infallible, the system can increase the user's accuracy when trying to land precision shots or hit multiple foes with a heavy weapon.

Repulsor Fist

4,750 credits

Also called a repulse-hand or an enforcer grip, this durasteel weapon cybernetic is typically neither covered in synthskin nor intended to appear natural. It contains miniature repulsor generators that can be switched on to deliver crushing blows and deflect incoming attacks.

Straight Answer: Isn't this just the fist end of cybernetic arms? Wrong. These hands use repulsor tech to dent and bend durasteel. These hands provide heavy, powerful blows. They fit a heavy style of combat. There is a small, but definite recharge time between repulsor driven strikes, so fast and medium styles of fighting are too quick to keep using the repulsor strikes fast enough.

Biofeedback Regulator

3,000 credits

Unusually for cybernetic implants, a biofeedback regulator achieves nothing for the recipient when installed on its own. This complex, full-body system takes substantial expertise to install and is intended to be integrated with additional cybernetic enhancements. When hooked into existing or newly installed enhancements, the regulator redirects natural bio electricity flows to work with the power supplies of artificial limbs, or to supplement the functioning of pieces that add new capabilities to the user's body. The regulator is thoroughly integrated with the autoimmune responses of the body as well, preventing them from rejecting even the most copious of upgrades.

Neural Recorder

250 credits

An individual with a neural recorder installed gains the ability to record and store sensory information with the veracity and recall of an advanced computer system. The recorder's recall is not truly perfect, as most known species have sensory limitations that prevent them from uploading perfectly detailed information on everything they observe, but it is still the next-best thing to a perfect memory. The recorder only captures information that the user consciously chooses to record, but after a short period of adjustment, keeping it running in the absences of a concern for privacy or security becomes second nature.

Surge Override Switch

1,000 credits

Ion weapons, electrical phenomena, and overloads are a danger to anyone who relies too heavily on cybernetics. A surge override switch allows a character whose cybernetics have been disabled to reactivate them. Doing so puts considerable stress on the user's body, however, and so such devices are options of last resort.


Company Creations
Work In Progress
8,000 credits

Explosives Detection System


Tsunami Explosive System



Products Produced And Sold Through CI
CTAE Energy Shield V1

30,000 credits
(Permission to sell granted through this thread)
 

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