SR+ (Free Use)
The Kingbreaker, designed by one of the many Spines under Karsons rule, was designed as a purley as a weapon of strength, not worrying about the possible physical risks of having a belt fed double barrel integrated into the arm. Known for its devastating power, its beloved by Spines as a weapon to command respect due to the strength needed to properly use it.
Suggested by r0flcop
Integrates a double barrel pump shotgun into the entire prosthetic arm
Stores two rounds of 12 gauge at the same time, can be fired individually or at the same time
Able to install a belt feeder into the prosthetic, storing up to 8 extra rounds, but if shot the rounds will cook off causing the prosthetic to explode and to be destroyed
Adds 12% to the Chrome Limit per arm
Pumped via a fist-pump motion in the air, reloaded via folding outward at the elbow joint
Requires a full arm prosthetic
No SynthSkin
Extremely taxing on the shoulder, collar bone, leading to fractures or damages to the prosthetics internals.
Extended use will lead to damages moving to the central ribcage, neck, and base of the skull
Extremely susceptible to jamming, and in some cases misfiring—resulting in the destruction of the prosthetic (<3 roll when firing)
SR+ (Free Use)
Inspired by the Greek God Zeus, this fitting title derives from its impressive ability to emit strikes of energy through the knuckles—knocking an assailant flat on their back. This prosthetic is integrated into the user's knuckles, only being visible through a pair of embedded brass knuckles. It has the voltage of an average taser (50,000 volts).
Extremely concealable
Hits like a common taser/MICROvolt and stuns enemies for one action
Adds 5% to the Chrome Limit per hand
Requires a hand prosthetic
Limited range (requires physical contact of 150-200 psi to activate)
Backfiring is common when in use (7+ difference in rolls to backfire. Ie; 15 to a 6)
SR+ (Free Use)
Members that are more intune to sneaking around and avoiding large fights often opt for this upgrade to the pads of their feet. This implant replaced the foot with a set of “pads” that extend from a rotating ball and socket joint that can spin 180, allowing for max maneuverability. These pads are created of a plastic-silicone mix with pistons that have carbon caps at the top and bottom of the piston chambers to keep noise to a minimum. These feet have been reported to make less than 20 decibels at full sprint with sufficient upgrading.
Easy maneuverability
Dampens footsteps to around 20 decibels.
+2 Buff to any stealth action
Adds 10% to the chrome limit
Requires both legs to be prosthetics to function
In some rare cases Digi-Pads have been known to non-stop spin. Causing the users feet to eventually unscrew (<2 roll)
SR+ (Free Use)
For members that prefer up-close combat with their enemies, MANTIS blades are the way to go. These blades are rather simple to install and require piston action and spring-locks to push the blades out of their forearm. These blades are 6 inches and are serrated. They extend about 6 inches from the tip of the fist, giving these blades a reach of around a foot from the palm. Stabbing is the preferred method of attack, as a springlock keeps the blade in a forward fixed position; however sawing is a preferred method of attack, too. These can be installed to extend from above the forearm or below the forearm, depending on the preferences.
Fast deployment and retractability with pressurized hydraulic pistons
Extremely concealable
Adds 6% to the Chrome Limit per limb
Can be modified to be superheatable
Easily used against the individual, especially if their arm is grabbed
SR+ (Free Use)
Those that opt to keep their forearms free of pointy parts, there are options for blades within the legs. These blades extend from the shin and come out at a -45 degree angle. These blades were a part of a project to help Chrome Skulls in their scaling of large buildings. The KICKBLADE was at first designed to be a climbing tool, but members have soon found the utility of blades within their legs. Using the same mechanism as the MANTIS blade, the KICKBLADE has a separate system allowing its default -45 degree angle to be changed to any other angle between -45 to 45 degrees. The blades extend from the shin and there have been reports of Chrome Skulls jumping down onto enemies with these blades extended, and accompanying these reports are horrifying results.
Fast deployment and retractability with pressurized hydraulic pistons
Extremely concealable
90 degrees of operational range
Adds 6% to the Chrome Limit per limb
Easily used against the individual, especially if their leg is damaged
SR+ (Free Use)
The bigger, scarier cousin of the 'bio-blades' made specifically for usage in close-quarters-combat, this augment allows for a set of retractable claws to extend from the ends of the users fingers with a certain amount of pressure, the claws being thin, narrow blades not too dissimilar to the claws of a cat. The blades are around six inches, with serrations being an option. Perfect for individuals who want a weapon that they'll never lose.
Fast deployment and retractability with pressure
Extremely concealable
Adds 7% to the Chrome Limit
Easily used against the individual, especially if their arm is grabbed
The blades are weak under force, and will snap if put under enough pressure, meant for slashing; not stabbing
SR+ (Free Use)
Following a similar design to the "GANGSTA-19", the "RAVAGER" simply packs the minimal amount of technology needed to create a rapid-fire MAC-10 styled SMG within the arm. Forfeiting a cross-section reinforced by metal alloys, the RAVAGER is able to pack in more ammunition for the SMG. This change allows for 12 rounds of .32 ACP to be loaded on top of the SMG, similar to the loading mechanism of a P90. The barrel hole in the palm follows the same design as the BLASTO, and requires it to be locked into place before firing.
Integrates a MAC-10 SMG into the users arm
Adds 7% to the Chrome Limit per arm
Requires a full arm prosthetic(s)
Must properly roleplaying locking the palm into place before firing (<3 when aimining)
Extremely susceptible to jamming, and in some cases misfiring—resulting in the destruction of the augment (<5 roll when firing)
SR+ (Free Use)
A modification of the traditional hidden holster, turned into a built-in sword sheath. The Yakuin acts as a way to conceal a sword within one's arm, at the cost of a rather rigid arm with limited movement. However, It allows for easy deployment and no need to unsheathe a blade, and can even be used to store smaller items that fit within the sheath.
Requested by r0flcop.
Badass sword-in-your-arm
Can store similar-length melee weapons that fit in the sheath
Can store smaller items like the HIDE-A-WAY
Adds 10% to the Chrome Limit
Needs a full arm prosthetic
Makes your arm incredibly stiff
If the deployed sword isn't cleaned thoroughly, may cause infection to occur
If one doesn't RP cleaning the sword every 2 OOC Days, A -1 Modifier will be given to the user, that grows to a -3 if not cleaned for another 4 OOC Days.
MR+ (Free Use)
The 'TITAN' is an improved, and much more powerful version of the 'RAMPART', being a pair of large metal plates placed on the users forearms which snap together, it was created with the intention of being used by high-ranking Bulwarks to place themselves at the forefront of battle/riot quelling. When deployed, it fully protects the front of the users body with level IIIA bulletproof rated steel. In order to support the weight and impact of any rounds that may come the recipients way, the arm is externally braced with powerful motors and steel supports, though, it can prove cumbersome even when it isn't deployed. If you see a Bulwark wielding a TITAN charging your way, it'd be best you don't waste their time with mere bullets.
Collapsible, deploys in 3 seconds
Level IIIA bulletproof rating
Adds 7% to Chrome Limit
Extremely unwieldly, even when collapsed
Practically impossible to conceal due to their sheer size
Needs full upper-arm prosthetics (both arms) to be used
MR+ (Free Use)
Originally developed for use by sharpshooters to slow their breathing and sharpen their focus, it also earned a reputation for making its user appear completely dead. The user’s pulse lowers to become barely noticeable, their breathing becomes spaced out and slow. It allows them to enter a considerable state of calm and serenity. The only downside is that the lowered oxygen intake and usage renders most physical activities a near impossibility.
Slows the users heartrate significantly
+2 Buff to long range shooting
Users will virtually appear dead through slowing the pulse
Adds 5% to the Chrome Limit
-2 Debuff to strength and dexterity when active
-1 Debuff to strength and dexterity rolls for one OOC day
MR+ (Free Use)
By combining ███████████ with ICE, you can create a further refined form of ICE. Extended use of BlackICE leads to a prolonged addition, with intense withdrawal symptoms, making it a nightmare for recreational use. However its potent effects during the ‘high’ makes it viable combat stimulant.
Numbs all pain for 1 fight
+2 buff to combative actions
Adds 5% to the Chrome Limit
3 Uses per server
Leads to an EXTREME addiction to BlackICE
Extreme withdrawals cause extreme muscle atrophy
-3 Debuff to all rolls for 10 minutes
MR+ (Free Use)
A rarity in the wasteland, this internal augmentation automatically collects blood from the user, extracts the platelets from the blood, concentrates them, and then adds them into a blood-plasma liquid base. This substance is automatically stored, and then injected when the body detects a wound. Any bleeding is stemmed or ceased in 1-5 minutes depending on the severity of the wound. This auto-injector does not require any input from the user, and it does not magically heal wounds. The augmentation simply allows for quicker healing and clotting so that the user can operate normally until receiving proper medical attention.
Ceases bleeding to an open wound
Takes 1-5 minutes based on wound severity
Adds 15% to the Chrome Limit
Does not magically heal injuries
-2 Debuff to strength and dexterity when active
-2 Debuff to strength and dexterity rolls for one OOC day
If the wound is too great then the autoinjector will fail and the user's blood-flow will increase
Roll for wound severity, if at or above 12 then it will fail and cause extreme bleeding.
MR+ (Free Use)
A internal Chromeskull design, represented by the half-done job of this augment, is solely designed to complete the job of increasing raw strength. Multiple hydraulic solenoids are welded to the exterior of a prosthetic arm and and properly installed to the internals of the arm. Through this, the augment users strength capacity goes up to almost 200% what the prosthetic arm was able to do originally, given the strength and limits of a professional body builder, allowing for cargo transport, or possible carrying of heavy weaponry or throwing heavy objects at enemies, extremely easy. The downside of this is the fact of these large pistons remain exposed and vulnerable at all times, making them a critical weak point for the user.
Gives the user a higher maximum weightlifting capacity
+1 Buff to CQC rolls
Adds 10% to the Chrome limit
Requires a full arm prosthesis
Cannot be concealed by SynthSkin
Large solenoid valves on the sides of your arms. Ugly.
-1 Debuff to agility rolls
If solenoids go over weight barring capacity or critically damaged, a rapid depressurization occurs and causes an explosion
Requires PTK(or server kill)/PTC
MR+ (Free Use)
The JACK-HAMMA is an augmentation which commonly uses the components of a common jackhammer, embedded into the arm. This mechanical abomination extends everything past the elbow at a force which is similar to the force of an average punch, much like a toned down jackhammer. It can set off twice per action, dealing double the damage in half the time, however it has glaring issues. The force of the punches can't be tweaked, meaning heavy amounts of energy are channeled into the arms, tiring the augmented user and wearing out the pistons on the prosthetic.
Requested by Kmwot.
Two punches in one action.
Can be used for hammering nails and building purposes.
Durable as long as it isn’t overclocked damaged
+2 to CQC Rolls
Adds 15% to the Chrome Limit
Requires a full arm prosthetic
Must be manually activated by a pull-cord (can be interrupted IRP)
Any object stuck in the pistons hinders the augment, making it useless
Uses large bouts of energy, tires the user out