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Simple: Implants

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Medical implants can be installed by NPCs or slapped into teammates by a trained party member doctor or a programmed auto-doc at a medical ward. A character can have as many implants as they have points of EN. However, such awesome power does not come without price. Most implants either lower the host's Electricity and EMP DTs or permanently add weight to their encumbrance.

Contents

Auto-PsychoEdit

Auto-Psycho implants will, as the name implies, automatically inject a single dose of psycho into the character when their hit points drop below 50%. Once it is used, the implant is destroyed. This implant lowers the subject's Electricity and EMP resistances by 15.


Auto-StimEdit

Auto-Stim implants will automatically inject one of three stimpacks into the character when their hit points drop below 75%, 50%, or 25%. E.g.: Bob's hit points drop below 75%, so he gets a stim automatically. He is healed above 75%. He then gets wounded down to less than 50% of his hit points, so the other two stimpacks are used. Once all three stimpacks are used, the implant is destroyed. This implant lowers the subject's Electricity and EMP resistances by 15.


Bio-RegulatorsEdit

Bio-Regulators increase the subject's Endurance by 1. This implant lowers the subject's Electricity and EMP resistances by 20.


Electropolymer Muscle EnhancersEdit

Electropolymer Muscle Enhancers increase the subject's Strength by 1. This implant lowers the subject's Electricity and EMP resistances by 20.


Empathy AmplifierEdit

Empathy Amplifiers increase the subject's Charisma by 1. This implant lowers the subject's Electricity and EMP resistances by 20.


Logic Sub-ProcessorsEdit

Logic Sub-Processors increase the subject's Intelligence by 1. This implant lowers the subject's Electricity and EMP resistances by 20.


NEMEAN Armor ImplantsEdit

NEMEAN Armor Implants increase the subject's Ballistic and Hard DTs by 5. This implant adds 10 lbs. of weight to the subject's inventory permanently.


NEMEAN Armor Implants, Stg. IIEdit

Stage II NEMEAN Armor Implants increase the subject's Ballistic and Hard DTs by 10. This implant adds 15 lbs. of weight to the subject's inventory permanently.


PHOENIX Thermal ImplantsEdit

PHOENIX Thermal Implants increase the subject's Heat and Electrical DTs by 5. This implant adds 10 lbs. of weight to the subject's inventory permanently.


PHOENIX Thermal Implants, Stg. IIEdit

Stage II PHOENIX Thermal Implants increase the subject's Heat and Electrical DTs by 10. This implant adds 15 lbs. of weight to the subject's inventory permanently.


Rad FiltersEdit

Rad Filters give the subject +25% radiation resistance. This implant lowers the subject's Electricity and EMP resistances by 20.


Rad Filters, Stg. IIEdit

Stage II Rad Filters remove radiation poisoning at a rate of 1 rad every second. This implant lowers the subject's Electricity and EMP resistances by 20.


Reflex BoostersEdit

Reflex Boosters increase the subject's Agility by 1. This implant lowers the subject's Electricity and EMP resistances by 20.


Retinal SharpenersEdit

Retinal Sharpeners increase the subject's Perception by 1. This implant lowers the subject's Electricity and EMP resistances by 20.


Skeletal ReinforcementsEdit

Skeletal Reinforcements give the subject the Unbreakable perk for free. This implant adds 20 lbs. of weight to the subject's inventory permanently.

Toxin BindersEdit

Toxin Binders give the subject +25% biological resistance. This implant lowers the subject's Electricity and EMP resistances by 20.


Toxin Binders, Stg. IIEdit

Stage II Toxin Binders remove poison and disease effects at a rate of 1 effect every minute (after infected). This implant lowers the subject's Electricity and EMP resistances by 20.

J.E. Sawyer's Simple system
Introduction What is Fallout? | What is Fallout Earth? | What is the Core Region?
Simple Simple Overview | Character Creation | Primary Attributes | Secondary Attributes | Derived Attributes
Traits | Skills | Perks | Karma and Reputations | Survival | Actions | Advancement
Equipment Survival Gear | Weapons | Ammunition and Fuel | Armor | Chems | Implants | Books | Tools | Vehicles | Workshops
The Fallout World North America | South America | Europe | Asia | Africa | Australia | Antarctica
The Core Region Geography | Sites | Organizations | Personalities | Critters
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