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NOTE: All of these components are of a tech level which would be available on Heroes Unlimited's Earth. I may release some alien or future gadgets in an upcoming post |
RPG Page Transformable Robots Articles Super Technology |
Tired of the same old laser eye blasts and hidden radar? Want something new for your borg or bot? Then you've come to the right place
Psychotronic Cybernetics
Super Ability Emulators
Neural Cybernetics
Aura Generator: This handy gadget functions just like Alter Aura. An android or cyborg with this add-on will appear to be a normal human to any psi who uses See Aura. Costs $2,000,000
See Aura: Additional feature for an optics package which employs techniques of Kirlian Photography. Costs $85,000. Functions identical to See Aura when activated.
Telepathic Transceiver: This device functions much like a radio, but it uses the same energies and frequencies which telepaths use. A bot or borg with this device can communicate with a telepath. This gadget is identical to the sensitive psi power of telepathy except that the range is 200'. Cost: $750,000. Range can be extended up to 10 miles at a cost of $750 per extra foot of distance.
NOTE: All of these system are emulators for super abilities found in the Heroes Unlimited trilogy or the Revised Heroes Unlimited Second Edition.
Adhesion: This is a real simple system for a light borg or bot (under 350 lb). The palms of the hands and the soles of the feet are equipped with two micro chemical succretors. One succretes a super-adhesive, the other succretes the solvent agent. Cost: $75,000 per foot, $100,000 per hand
Energy Resistance: This system allows a robot or cyborg to divert the main force of an energy attack from itself and disperse it harmlessly into the air. Same bonus as the Energy Resistance power. Cost: $2,000,000. NOTE: A robot using this in conjunction with a solar generator can have an energy absorption unit installed which will divert the energy (all damage points which did not actually harm the robot) into power. Every diverted point increases the charge by one minute
Winged Flight: A pair of superlight wings is grafted onto the character's back. Can be for a borg or a bot so long as it is within the the weight limit (250 lbs, not counting wings). Wing SDC: 75 each. Weight: 30 lb. Speed: 200 MPH. Cost: $400,000 + $75,000 per extra 20 MPH of speed. Detachability Option: $50,000. Retractability Option: $150,000 (and must have a fully bionic torso)
Seraphim Model: A deluxe version of the above system with six wings. Has greater control (an additional +2 on all rolls), and goes an additional 50 MPH. Weight: 70 lb. Weight Limit: 325 lb (not counting wings). Cost: $750,000
Limb Wings: An option for the basic Winged Flight model. These are small wings on the forearms and shin which are used for maneuvering. They add a bonus of +1 to all combat rolls while in flight if just the arms or just the legs are equipped. If both the arms and the legs are equipped, then they offer a +2 bonus. Cost: $20,000 for a pair of shin wings, $25,000 for a pair of forearm wings. Detability Option: $5,000 per limb. Retracability Option: $30,000 per shin or $50,000 per forearm (and that limb must be bionic)
(Optional)Healing Factor (Cyborg only): Nanotechnological cellualar repair units are stored and regenerated within a cybernetic "organ". These provide the character with the same bonuses as Healing Factor, but only for the original organic parts. Cost: $1,500,000
(Optional)Self Repair System: This is a version of the Healing Factor system for use with robots, or for bionic parts. The system is divided into a master control system (there may be 2 backups), and a dispersal pod (there may be 5 backups). Each pod restores 1 SDC point per minute (so, no super regeneration). Cost: $500,000 for the control unit, $1,500,000 for each dispersal unit
Sonic Power: Includes Advanced Audio and the "Emit High Pitched Whine" and "Sonic Boom" abilities. $1,500,000
(Optional)Teleport: This system consists of a small self-teleportation device or a transporder to be used by an external device (no, the external devicecannot self-teleport).
Subliminal Hypnotic Suggestion: This device is a special option for the advanced speech systhesizer or bionic mouth/throat. It causes the voice to resonate with sublimal commands designed to make the victim obey the speaker. A standard save vs. psionics applies. Cost: $500,000. NOTE: Deaf characters and character's who'se ears are protected with filters are immune to this power. Also, if this ability is being transmitted over a communication system, then the quality of the system determines the chance of success. For example, a copper-wire phone line gives the victim +4 to save, but a fiber optic line only gives a +1 bonus to save
The following are special cybernetic implants to replace sections of the brain and nervous system. Due to the highly experimental nature of these cyebrnetics, two costs are given. The first cost is for a relatively Earth-tech organization. The second cost is for highly advanced civilizations.
Cyber Reflex Module: The portions of the
brain controlling coordinated movement are replaced with a cyber component.
Cost: $3,500,000 ($900,000).
This component erases ALL physical prowess, combat skill, and physical skill,
however bonuses to the physical body such as extra strength, speed and SDC
remain. Any combat bonus or melee actions not conferred by super powers
(Extraordinary Physical Prowess is destroyed) are gone. This implant creates an
entirely new physical coordination within the character. NOTE: Bonuses from the
implant's P.P. attribute are applicable
Basic Stats: P.P.: 17. 5 A.P.M. Punch: 1D4. Kick: 1D8. +2 to dodge and parry.
Autododge/Multidodge (can only use one at a time)
Increased P.P.: Up to 30 maximum. $200,000 for each additional point
Additional Melee Actions: Up to 8 additional melee attacks. Costs $80,000 for
first additional attack. +50% to cost for each additional attack (ie: second
attack costs 120,000, third attack costs 180,000)
Programs for CRM: Each of these adds a skill to the unit. These skills can increase with experience as the CRM is a heiristic device.
Non Combative Physical Skills (such as prowl, climb, etc.) can be purchased for $15,000 each