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augment implants

Usageaugment
After the tuffle race was eradicated by the saiyans, scientists managed to bring them back from extinction using DNA from the tuffle race. Their bodies were modified with various cybernetic parts which made them stronger, faster, and more intelligent. Muscle Amplifiers: +PL, +STR, +DAMROLL Kinetic Actuators: +PL, +SPD, +HITROLL, +FATIGUE Neural Matrix: +PL, +INT, +WIS Ki Conduits: +PL, +KI Flourish: Restores Ki Cladding: Armor Buff Maximum Stat Increases: at full implants Powerlevel: 250,000,000 STR, SPD, INT, WIS: 5,000 each HITROLL, DAMROLL: 30,000 each Fatigue: 150 Ki Pool: 15,000 PASSIVE ABILITIES: your implants do more than raise stats Every one of these scales with how full your pools are, with no command to use and nothing to activate. Type 'implant' to see all of them at their current values. Damage dealt: up to +40% (Muscle + Actuators) Damage taken: up to -16.8% (all four pools) Armour penetration: up to 12% (Ki Conduits) Quicker recovery: up to 12% (Neural Matrix) PL and Ki regen: scales with your average tier, in combat Crafted gear: up to +18% (on gear you crafted) Synergy: +2% a matched pair, +4% with both SYNERGY: keep your paired pools level Your pools are paired, Muscle with Actuators and Neural with Ki Conduits. A pair that sits at the same tier pays 2% bonus damage on everything you do, so 4% with both pairs matched. A pool below tier 2 never counts. A tier is one tenth of that pool's own capacity, so a pair matches on the same percentage filled and never on the same number. 5,000 Muscle and 2,000 Actuators are both halfway, both tier 5, and they match. Filling one pool far ahead of its partner costs you the bonus until the other catches up. This much is free to every Tuffle. 'help synergy' covers the prestige line that raises what a matched pair pays and loosens how closely the two must match.
- You can not augment your body below 1,000,000 BasePL. - Your own tier is a BasePL band, T1 through T10. - You can not install an implant above your own tier. - An implant must also be at least the pool's current tier, never below. - How much a pool gains is the implant's own rating, not its tier. - Pool ceilings are FIXED, not tier scaled, see the bars in 'implant'. - Flourish bonus dependant on implant Tier/Rating. - Cladding bonus dependant on implant Tier/Rating. - 1 round cooldown if augment command used in combat. - If an implant is not specified, one is chosen from inventory. - T1-T3 Implants can be purchased in Central Cap, Eclipse Haven, Zero Nexus.

PIMPLANTS AUGMENTLEGACY

Usagepshop implants
Augment Legacy is a Tuffle line. Remorting empties all four of your implant pools, and prestiging is a remort, so every cycle you rebuild all 28,000 implant points from nothing. This line carries a share of every pool through instead. THE THREE RANKS: 15 points Keep 25% of every pool 25 points Keep 50% of every pool 35 points Keep 75% of every pool All three cost 75 points together. Each pool keeps the same share, so your build comes back in the same shape you left it in, and both Bio-Resonance pairs are matched the moment you return. WHAT THE TOP RANK RETURNS A Tuffle who prestiges with every pool full comes back holding 7,500 Muscle, 3,000 Actuators, 7,500 Neural and 3,000 Ki, tier 8 across the board. Your implant power level, your strength, speed, intelligence and wisdom, both your rolls and all of your implant passives are rebuilt from those numbers, so they return with them. You resume from tier 8 rather than from nothing. WHAT IT DOES NOT KEEP: The implants themselves are spent either way, this keeps what they were installed into you. Everything else a remort takes is still taken, your skills, your mastery, your power level and your forms. Synthetic Fury follows your average tier, so it comes back shorter AND more expensive than it was at full implants, rather than preserved. Your hatred gauge is untouched by this line.
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