Ape Arm | Octopus Tentacles |
Bat Wings | Owl Eyes |
Bear Pelt | Ox Heart |
Dog Ears | Piggy Snout |
Eagle Eyes | Standard Implant List |
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Augmentations Central
Here is the list of normal implants you might need to get. These are nothing more than normal limbs or organs from generous donors.These types typically must be really "fresh off the vine" When you pick your needed implant roll the recipient rolls a percentile dice. |
01-25% | Means the possible modifier on the list is Subtracted from the associated ability. |
26-75% | Means you do not have to worry about the modifier, the implant gives no modification. |
76-100% | Means you Add the possible modifier on the list to the associated ability |
This represents getting an
implant that is worse, simular or better than your old
part. Remember assume if you replace an upper part of a
limb the lower part is replaced also,thus if you replace
a full arm assume you replace the forearm and hand too
and you may roll the modifiers as such. Reliability is 2 for all these types of parts |
Part Name | Size/Complexity | Possible Modifer | Associated Ability | Cost |
Hand |
Small/Standard |
1(each) |
Dex (hand skills) |
$200 each |
Forearm |
Medium/Standard |
1d2(each) |
Str (skills) |
$500 each |
Full arm |
Large/Standard |
1d2 (each) |
Str (all) |
$1000 each |
Foot |
Small/Standard |
1 (each) |
Reflex Saves |
$250 each |
Knee/Shin |
Medium/Standard |
1d2 (each) |
Dex (all) |
$500 each |
Full Leg |
Large/Standard |
5 (each) |
Speed |
$1000 each |
Liver |
Small/Complex |
1d3 |
Con (all) |
$1200 |
Kidney |
Small/Complex |
1d2 (each) |
Fort saves |
$400 each |
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Name | Dog Ears |
Type | Small simple Implant |
Cost | $1000 for a pair |
Requirements | Lose your ears, look like a goof. |
Reliability | 1 |
Abilities /Bonuses |
Dog-ears give you a +3
initiative bonus, even if you loose all other bonuses,
except if you become deaf. You also get +3 to listen checks. You are at 3 to save versus any attacks that directly deafen your character, and always loose your bonuses from the ears for the duration of the deafness. If you become permanently deaf you need new ears. |
Description | You get dog-ears, 01-50% you get floppies and 51-100% you get perky ones. Gives you good hearing but those damned train whistles really get on your nerves. |
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Name | Eagle Eyes |
Type | Tiny Complex Implant |
Cost | $1500 for the pair |
Requirements | Loose your eyes, get "new ones" |
Reliability | 2 |
Abilities /Bonuses |
You can use your spot roll up to
1000 feet range without a range penalty but still
affected by bad weather or other visual obstructions;
considered x3 magnification if your wondering. You also get +5 to spot rolls up to 500 feet away! Unfortunately you are at 5 to search rolls since you are a little near sighted and only see movement really well. |
Description | Gives you uncanny vision, though those little beady eyes can freak folks out. |
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Name | Owl Eyes |
Type | Tiny Complex Implant |
Cost | $1250 for the pair |
Requirements | Loose your eyes |
Reliability | 2 |
Abilities /Bonuses |
Gives you the ability to see with low light vision to 500 feet. You have +2 to spot and search during night or day. You are at -2 to save against blinding or daze caused by bright lights. |
Description | Yah these are just a freaky as eagle eyes, so? |
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Name | Ox heart |
Type | Small Complex Implant |
Cost | $6000 |
Requirements | Loose your heart, isnt that sweet! |
Reliability | 2 |
Abilities /Bonuses |
Gives you +1d4+2 constitution, and 1d6 extra hit points plus your new constitution bonus modifier. Unfortunately if you ever suffer a catastrophic malfunction youll croak (drop dead that is) in 1d10 rounds. |
Description | Your have a new heart and its a big one. Being the most risky operations in the west makes this augment expensive and someone skilled enough to put it in is hard to come by. |
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Name | Giant Octopus Tentacle |
Type | Large Standard Implant |
Cost | $1750 each (4 maximum) |
Requirements | look like a demon, -2 holdout roll per tentacle, -1 charisma per pair. |
Reliability | 1 |
Abilities /Bonuses |
Tentacles have a reach of 10
feet, and have strength equal to your half normal
strength, and half your normal dexterity bonuses for
using ranged weapons. Tentacles can handle
weapons but gain none of your class bonuses, feats or
special attacks, using only half your strength or
dexerity modifier bonuses. |
Description | Anyone seeing your new slimy arms will probably kill you out right thinking you're some servant of hell. |
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Name | Bat Wings |
Type | Large Complex implant |
Cost | $6000 for the pair |
Requirements | Must wear open back shirts and look like a big ass demon. |
Reliability | 3 |
Abilities /Bonuses |
You can fly at Speed 80 feet (about
30 mph overland speed), and is considered poor
maneuverability (no hovering or backward movement, climb
rate 5:1 (forward:high) ratio). Each wing has a AC 12 + your dexterity modifier, and has 20 hit points, and must be targeted sepertly. Flying at more than half your speed gives you a +2 AC dodge bonus. As an added bonus you get the equivlent to the Spring attack and Shot on the Run feat while you are flying and fighting. Diplomacy, bluff or persuasion type skills are at -5 to convince the lynch mob that you are not a demon from hell. Also firing weapons from the
wing suffer normal range (including height) penalties as
well as 4 if your flying at more than half your
normal speed. |
Description | You have big bat wings and can soar with the birds. The problem is that you are as graceful as a dodo and really stand out in the crowd. |
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Name | Ape Arm |
Type | Large standard Implant |
Cost | $3500 each |
Requirements | Gives you a big hairy arm and upper chest. |
Reliability | 2 |
Abilities /Bonuses |
An Ape arm gives you +2 Strength and +1 to all melee damage rolls per arm. Since they are simian they do not suffer any penalties to skills . |
Description | You think lumberjacks have big hairy chests and arms, just look at you now! This implant includes the arm, shoulder and upper chest region. Only large apes will work as source of this part, and don't expect them to hand it over willingly. By the way, Apes live in Africa, so importing going to be an issue. |
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Name | Bear Pelt |
Type | Large Complex Implant |
Cost | $5000 |
Requirements | Your entire body is covered in thick hide. |
Reliability | 2 |
Abilities /Bonuses |
Gives
you +3 natural AC, +3 fort saves, and +3 extra hit points
as a one time bonus. You may still wear loose fitting light armour or armour pieces (such as chaps, dusters or hats) on top of the hide normally. Wearing medium, heavy, augmented or any other large armour suffer their respected armour check penalty to attacks, reflex saves and physical skills regardless if your proficient with it or not. |
Description | This doesnt have to be bear coat, but it has to be from something with a reputation for toughness, such as Rhino, Elephant, Bull, etc. The only real disadvantage is that your covered in fur or hide, and if you dont want to attract attention youll have to wear long sleeves and pants all the time. Also youll spend a lot more time grooming if you want to keep from smelling like a beast. |
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Name | Piggy Snout |
Type | Small Simple Implant |
Cost | $800 |
Requirements | Look, I got your nose! |
Reliability | 1 |
Abilities /Bonuses |
Gives
you +1 to search and spot by scent even if you cannot
see, and gives you the feat of tracking by smell with a +2
bonus. These bonuses are cumulative with any other
senses such as vision or hearing, and the with alertness
feat. Only side affect is that you are at 2 to spoken language rolls since you snort a little; and of course it is a pig nose so some people giggle at it...how cruel. |
Description | Aw look whose going win the blue ribbon at the fair. You get a cute little piggy nose in the middle of your face. In fact many people miss it totally when looking at you, except children, of course, who either like it or tease you about it. |