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Internal Battery


You install a battery into your body that can be used to power your legs or shock your foes. At tier 3, it automatically detects erratic heartbeats and delivers a defibrillating shock.
Tier 2. This cyberware has 10 charges. You can spend 2 charges to Dash as a bonus action. When you hit a target with a melee attack, you can spend up to 3 charges and deal 1d6 lightning damage per charge. If you take a minimum of 4 lightning damage in a turn, you can regain a charge. Alternatively, if you use an action to touch a power source, such as a wall outlet or a battery, you can take 1d6 lightning damage to gain 1 charge. You regain 1d8+2 charges over the course of a long rest.
Tier 3. Previous tiers apply, except this cyberware has 20 charges, and it regains 2d8+4 charges over the course of a long rest. Additionally, when you are reduced to 0 hit points but not killed outright, you can expend all charges and drop to 1 hit point instead so long as this cyberware has at least 1 charge. If this feature was triggered by a melee attack, you can use your reaction to deal 1d6 lightning damage per charge discharged, to a maximum of 10d6, to the attacker. You can’t use this feature again until you finish a long rest.
Item type
Cybernetic
Manufacturer
Owning Organization
Base Price
Tier 2: $30,000 | Tier 3: $300,000

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