----Integrated Grapple Gun (Tier 1)
Cyberware
You have a grappling hook launcher implanted into your arm. As an action or a bonus action you can launch a grappling hook and cable up to 200 feet. It can be used to reel or give slack, allowing the user to climb up or down the length of the cable at the user's walking movement speed. Requires a free hand to use. Can support up to 5,000 lb. of weight.
In addition, you can use a free hand to make a special ranged attack against a creature you can see within 30 feet of you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. If the target is a creature your size or smaller, you can make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) to pull it next to you and grapple it. If there is no open adjacent space, then the creature stops in the nearest available open space and is not grappled. Alternatively, if the target is larger than you, you can choose to be pulled to it. However, this does not grapple it.
Finally, as a reaction to falling, you can fire your grappling hook to stop falling, provided there is a target within 200 feet of you that you could reasonably hook, and the distance from you to the target is greater than the distance you would fall. Instead of falling, you swing to hang beneath the target.
----Muscle Reinforcement (Tier 1)
Cyberware
Through the implantation of synthetic muscles and ligaments, your muscular system is enhanced beyond its biological limitations. At tier 3, your muscles are replaced with carbon fibers that, when activated by your nervous system, let you perform impossible feats of might.
You gain a +2 bonus to Strength ability checks and Strength saving throws. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can grapple creatures up to two sizes larger than you.
When you hit a creature with a melee attack you can deal an additional 2d6 bludgeoning damage and shove it. If you win the contest, you push it up to 10 feet away, and knock it prone. You can't use this ability again until you finish a short or long rest.
----NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.
(A) Studded Leather Armor (ac 12 + dex), Scimitar (1d6 Slashing, + str mod), Shortsword (1d6 Piercing + str mod), Longbow (1d8 Piercing), 20 Arrows, Quiver, Dungeoneer's Pack,.. Full Plate Mail ( AC 18)
Shock Baton: Martial weapon, melee weapon: 1d8 Lightning Special, Special. When an attack with this weapon reduces a target to 0 hit points, they are automatically stabilized. Additionally, when a creature is hit with this weapon, instead of dealing damage, the wielder can choose to cause the target not to be able to take reactions until the start of its next turn.
Magnum: Weapon: Martial weapon, ranged weapon, firearm. 2d8 Piercing
Ammunition (70/280 ft.), reload (8 shots)
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
----Corporate Datalocker (keycard)
----502796 data, 11 GP. and 1 favors.
Equipment
Copper: 0,
Silver: 0,
Electrum: 0,
Gold: 0,
Platinum: 0
Money