bionic hands
$
180.00
Commerce Value
5
lbs.
Weight
Complexity

4

Character

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BionicHands

Spawns in

Items

[Implant] - bionic hands

A whole new pair of hands fabricated from graphene and neutrafoam. Their pylons await engagement.

+2 Agility

Target body parts: Hands
License points: 3
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

3

Slots

Hands

Destroyed when removed

No

bionic hands is a moderate cost hands exclusive cybernetic implant which upon installation grants the user a +2 bonus to Agility.

The bonus unlike boosts from equipment and much like the points obtained from leveling count towards the attribute requirements for certain skills Additionally the extra agility effectively provides the user with +1 ○DV, +1 to hit with melee weapons, -1 to aim variance and an additional +1 to agility related saves.

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Slightly improved weapon accuracy essentially translates to a minor boost to overall damage output.
  • Can be useful to ranged characters for the earlier access to supporting skills and additional accuracy in the absence of other synergistic implants like  rapid release finger flexors or  stabilizer arm locks.
  • Improved hit chance can be moderately impactful if the user makes use of multiple weapons simultaneously, such as by having an installed  equipment rack and two  helping hands.
  • One additional DV provides a small but noticeable boost to survivability.

Disadvantages

Tips

  • Having the implant installed effectively provides the user with 6 levels worth of attribute points into agility, meaning that if the user were to find and install a set of bionic hands such as by moving the zone-tier adjusting  gutsmonger one of which always spawns at the  Six Day Stilt to a mid-tier location like  Ezra and then taking advantage of the adjusted wares. The user with enough skill points would then be able to access various skills which require high agility at an earlier stage than normal. Such skills include:
  • Extra agility notably synergizes with  Short Blades. The number of bleeding effects that can be stacked with  Bloodletter is based on the user's agility modifier which having an installed bionic hands increases by one, marginally improving the damage potential of the ability and increasing the damage ceiling of the  Shank skill. Additionally the +1 to DV improves the overall likelihood that the  Rejoinder skill will activate after a hostile creature attacks the user in close combat.