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When due process fails us, we really do live in a world of terror.

I'm going to establish the first posthuman civilization, and you're my first citizen. Welcome.


Summary

JC Denton is the nano-augmented player character and protagonist in Deus Ex and a major character in Deus Ex: Invisible War. In his twenties, Denton begins the first Deus Ex as a new graduate of UNATCO, and a prized nano-augmented agent. JC is initially dedicated to his duties but is influenced by his brother, fellow nano-augmented UNATCO agent Paul Denton into joining the NSF, an organization branded as "terrorist" but in reality intended to prevent the completion of a conspiracy plotted by Majestic 12, a shadowy organization who holds control UNATCO and even engineered JC's birth.

Powers and Stats

Tier: At least 9-A, 8-C with Augmentations and Heavy/Demolition Weapons | At least 9-A, 8-C with Augmentations and Heavy/Demolition Weapons

Key: Deus Ex | Deus Ex: Invisible War

Name: Code name: Jesus Christ Denton, Real Name - Player dependent

Origin: Deus Ex

Gender: Male

Age: 23 | 43

Classification: Nano-augmented clone, UNATCO agent, later member of NSF | Nano-augmented human-AI hybrid

Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence, Martial Arts, Weapon Mastery and Marksmanship (JC can be an absolute master of a wide variety of weapons, ranging from simple close-range weapons to any sort of firearm. Said to be capable of reliably killing targets a mile away with rifles[1]), Stealth Mastery (JC is highly trained in stealth, and can move so quietly that he effectively makes no noise), Cyborgization and Nanotechnology, Information Analysis (Deus Ex' UI is actually information constantly tracked by a series of nano-processors within JC's body, which keep him constantly aware of every facet of his condition and also keep logs of conversations he has been part of and pictures he has seen. Other sensors can evaluate how many lockpicks, multitools or how much strength it would require to break through doors, locks and mechanisms[2]), Healing (The systems in JC's body can immediately "digest" food consumed and utilize it to repair some physical damage suffered,[2] as well as metabolize the content of a Medkit for automatic healing[3]), Enhanced Senses (JC's vision is augmented[4]), Accelerated Development (JC's skills level rapidly throughout the game, with him greatly improving his already impressive abilities in many fields throughout it), Hacking (At a Master level of Computer skill, few systems can withstand JC's hacking skill[5]), Pressure Points (Can reliably and nonlethally knock out unwary foes with a baton strike from behind), Resistance to Poison Manipulation (The same properties of JC's body that allow him to turn food into healing cause him to immediately suffer the effects of alcohol, but also allow him to get over them in a few seconds.[2] Similarly, when hit by a tranquilizer weapon, which would normally be sufficient to knock out a man in a single dose, JC will suffer some damage, but be ultimately none the worse for wear), Disease Manipulation (Paul and JC Denton were selected for their nanotechnological augmentations due to their innately incredible immune systems[6] and are even immune to the Gray Death virus.[7] Can swim through sewers without any adverse effects), Electro-Magnetism Manipulation (JC's nanotech augmentations aren't affected by EMP, though some of his stored Bioenergy will be dissipated[8]), Plasma Manipulation (Comparable to Adam Jensen who can survive against plasma attacks)

Information Analysis (IFF allows JC to immediately understand whether something is presently an ally, a foe, or neither.[9] Targeting increases accuracy and highlights a variety of information about the target[10]), Light Manipulation (Light allows JC to shine light from his eyes[11]), Statistics Amplification (Various augmentations increase Denton's attributes when activated), Instinctive Action and enhanced Stealth Mastery (Run Silent automatically adjusts JC's movements as he's running as to not make any noise.[12] Aggressive Defense System automatically shoots down explosive weaponry through nanoparticles[13]), Damage Reduction and Resistance to Durability Negation (Ballistic Protection reduces the damage JC suffers from blades and bullets by creating monomolecular plates under his skin. This should also naturally make him resistant to the monomolecular blades of Adam Jensen which cut things at a monomolecular level[14]), Invisibility (Cloak renders Denton effectively invisible[15]), Underwater Breathing (Type 2. Aqualung allows Denton to breathe underwater indefinitely[16]), Regeneration (High-Low. Regeneration allows JC to heal from any kind of not immediately lethal damage, including head injuries[17] as well as disabled limbs[18]), Creation and Electro-Magnetism Manipulation (Spy Drone allows JC to assemble a spy drone he can control remotely on command, and utilize it to send out EMP blasts[19]), Enhanced Senses (Vision Enhancement gifts JC with night vision, the ability to highlight beings, even cloaked ones, and long-range sonar imaging which effectively lets him see through walls[20]), Resistance to Electro-Magnetism Manipulation (EMP Shield protects JC from most damage he'd suffer from EMP[21]), Radars (Radar Transparency allows JC to not be detected by radars[22]), Poison Manipulation and Radiation Manipulation (Environmental Resistance almost completely protects Denton from poisons and radiation[23]), Temperature Manipulation, Electricity Manipulation, Fire Manipulation, Energy Manipulation and Plasma Manipulation (Energy Shield absorbs and reduces damage from a variety of energy or heat based attacks[24])

Reactive Evolution (Lockpicks are an unstable matrix of nanites that will automatically correct its own shape to open a lock[2]), Energy Manipulation and Technology Manipulation (Multitools manipulate technology by altering the flow of current within them[25]), Hacking (Scramble Grenades cause robots to attack targets they would previously consider friendly), Healing (Has access to medkits that revitalize his nanomachines), Damage Reduction (Ballistic Armor hardens in response to physical trauma[26]), Underwater Breathing (Type 3, with Rebreather), Enhanced Senses (Tech Goggles allow temporary night vision), Status Effect Inducement and Sleep Manipulation (Pepper Guns can inflict temporary blindness or blistering, briefly incapacitating foes,[27] Tranquilizer Darts inflict total muscle relaxation[28] as well as sleep), Electricity Manipulation (The Riot Prod inflicts a shock strong enough to render targets unconscious), Plasma Manipulation (With the Plasma Rifle and the PS20), Explosion Manipulation (With a variety of weapons, such as the GEP Gun), Fire Manipulation and Heat Manipulation (With a variety of weapons, such as the Flamethrower), Homing Attack (The GEP Gun is capable of locking on to a target and firing rockets that home onto them[29]), Electro-Magnetism Manipulation (With EMP Grenades), Durability Negation (The Dragon's Tooth Sword cuts at a nanoscale level, smaller than most molecules[30]), Invisibility and Resistance to Radars (Thermoptic Camo temporarily cloaks JC and renders him completely impossible to spot via radars[31]), Radiation Manipulation, Fire Manipulation, Acid Manipulation, Poison Manipulation, Disease Manipulation, Electricity Manipulation, Magnetism Manipulation and Disease Manipulation (Hazmat Suits offer protection against a wide variety of environmental hazards[32])

All previous abilities, enhanced Nanotechnology and Elemental Manipulation (Bob Page, upon partially fusing with Helios, was intended to have control over an army of nano-creatures and control over the elements themselves[6]), Matter Manipulation (Has control over matter itself and can use it to shape his surroundings to his will, down to the atomic scale, as he has effectively become a walking Universal Constructor[33]), Accelerated Development (A being fused with Helios is said to be self-replicating and always evolving[34]), Immortality (Type 6) and Hive Mind (Type 2. Upon fusing with Helios in a stable way, JC cannot truly be killed just by harming his physical body,[35] as he is fused with Helios, who is effectively synonymous with Deus Ex' global network.[36] In Invisible War, JC must be cut off from Helios to be killable, and if Alex sides with him, later fuses with the consciousness of all humanity[33]), Hacking (Being effectively synonymous with Deus Ex' global network, Helios, which is now part of JC, is capable of controlling anything that is tied to it[37])

Attack Potency: At least Small Building level+ (JC is at least as physically powerful and much more advanced than the newest models of mechanically augmented humans,[6] putting him far above Adam Jensen, who is in comparison to him a 25-years old model. Can destroy various objects, including massive metal fans), Building level with Augmentations (Combat Strength greatly increases damage dealt) and Heavy/Demolition Weapons (Capable of busting through doors and other objects that JC isn't capable of breaking past on his own or with weaker weapons) | At least Small Building level+, Building level with Augmentations and Heavy/Demolition Weapons

Speed: At least Hypersonic+ (Far faster than Adam Jensen), High Hypersonic with Augmentations (Combat Strength is said to increase speed several-fold[38]) | At least Hypersonic+, High Hypersonic with Augmentations

Lifting Strength: At least Class 50 (Far stronger than Adam Jensen), higher with Microfibral Muscle | At least Class 50, higher with Microfibral Muscle

Striking Strength: At least Small Building level+, Building level with Augmentations | At least Small Building level+, Building level with Augmentations

Durability: At least Small Building level+ (Can withstand Plasma Rifle blasts, with even much less advanced versions being capable of vaporizing fully armored humans,[39] which is this strong), Building level with Augmentations (Various Augmentations increase JC's durability against various types of damage) | At least Small Building level+, Building level with Augmentations

Stamina: Superhuman. Can have entire limbs completely disabled by injuries while simultaneously suffering from heavy bleeding from his chest and head and still be capable of fighting, though with greatly impaired effectiveness.

Range: Standard Melee Range, from Extended Melee Range to Kilometres with weapons (Said to be capable of reliably killing targets a mile away with rifles[40]) | Standard Melee Range, from Extended Melee Range to Kilometres with weapons, Planetary as an Artificial Intelligence

Standard Equipment: Note that JC's inventory, though ample, is limited, and he cannot quite carry the entirety of what is listed here.

  • Low-Tech
    • Combat Knife: "An ultra-high carbon stainless steel knife."
    • Baton: "A hefty looking baton, typically used by riot police and national security forces to discourage civilian resistance."
    • Crowbar: "A crowbar. Hit someone or something with it. Repeat."
    • Sword: "A rather nasty-looking sword." A modern sword created by the Hong Kong triads.
    • Throwing Knives: "A favorite weapon of assassins in the Far East for centuries, throwing knives can be deadly when wielded by a master but are more generally used when it becomes desirable to send a message. The message is usually 'Your death is coming on swift feet.' "
    • Pepper Gun: "The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering at short-range." "ANTIGONE pepper spray will incapacitate your attacker in UNDER TWO SECONDS. ANTIGONE -- better BLIND than DEAD. NOTE: Keep away from children under the age of five. Contents under pressure."
    • Riot Prod: "The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be a valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise." Requires recharging with specific batteries between uses.
    • Dragon's Tooth Sword: "The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp." A hi-tech bladed weapon created by the Red Arrow, a Hong Kong triad. Completely unmatched in the damage department by anything but the strongest of Heavy weapons.
  • Pistols
    • Pistol: "A standard 10mm pistol."
      • 10mm Ammo: "With their combination of high stopping power and low recoil, pistols chambered for the 10mm round have become the sidearms of choice for paramilitary forces around the world."
    • Stealth Pistol: "The stealth pistol is a variant of the standard 10mm pistol with a larger clip and integrated silencer designed for wet work at very close ranges." Inflicts less damage as a tradeoff, though it also has effectively no recoil.
      • 10mm Ammo
    • Mini-Crossbow: "The mini-crossbow was specifically developed for espionage work, and accepts a range of dart types (normal, tranquilizer, or flare) that can be changed depending upon the mission requirements."
      • Darts: "The mini-crossbow dart is a favored weapon for many 'wet' operations; however, silent kills require a high degree of skill"
      • Flare Darts: "Mini-crossbow flare darts use a slow-burning incendiary device, ignited on impact, to provide illumination of a targeted area."
      • Tranquilizer Darts: "A mini-crossbow dart tipped with a succinylcholine-variant that causes complete skeletal muscle relaxation, effectively incapacitating a target in a non-lethal manner."
    • PS20: "The PS20 is a disposable, plasma-based weapon developed by an unknown security organization as a next generation stealth pistol. Unfortunately, the necessity of maintaining a small physical profile restricts the weapon to a single shot. Despite its limited functionality, the PS20 can be lethal at close range."
  • Rifles
    • Assault Rifle: "The 7.62x51mm assault rifle is designed for close-quarter combat, utilizing a shortened barrel and 'bullpup' design for increased maneuverability. An additional underhand 20mm HE launcher increases the rifle's effectiveness against a variety of targets."
      • 7.62x51mm ammo: "The 7.62x51mm (NATO) round was chiefly used by anti-terrorist units equipped with assault rifles for close-quarters combat until its widespread adoption among national security forces requiring enhanced combat responsiveness made it ubiquitous."
      • 20mm HE ammo: "The 20mm high-explosive round complements the standard 7.62x51mm assault rifle by adding the capability to clear small rooms, foxholes, and blind corners using an underhand launcher."
    • Sniper Rifle: "The military sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve tight groupings at better than 1 MOA (minute of angle) depending on environmental conditions."
      • 30.06 ammo: "Its high velocity and accuracy have made sniper rifles using the 30.06 round the preferred tool of individuals requiring 'one shot, one kill' for over fifty years."
    • Assault Shotgun: "The assault shotgun (sometimes referred to as a 'street sweeper') combines the best traits of a normal shotgun with a fully automatic feed that can clear an area of hostiles in a matter of seconds. Particularly effective in urban combat, the assault shotgun accepts either buckshot or sabot shells."
      • 12 Gauge buckshot shells: "Standard 12 gauge shotgun shell; very effective for close-quarters combat against soft targets, but useless against body armor."
      • 12 Gauge sabot shells: "A 12 gauge shotgun shell surrounding a solid core of tungsten that can punch through all but the thickest hardened steel armor at close range; however, its ballistic profile will result in minimal damage to soft targets."
    • Sawed-off Shotgun: "The sawed-off, pump-action shotgun features a truncated barrel resulting in a wide spread at close range and will accept either buckshot or sabot shells."
      • 12 Gauge buckshot shells
      • 12 Gauge sabot shells
  • Heavy
    • GEP Gun: "The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy. While suitable for high-threat combat situations, it can be bulky for those agents who have not grown familiar with it."
      • Rockets: "A gyroscopically stabilized rocket with limited onboard guidance systems for in-flight course corrections. Engineered for use with the GEP gun."
      • WP Rockets: "The white-phosphorus rocket, or 'wooly peter,' was designed to expand the mission profile of the GEP gun. While it does minimal damage upon detonation, the explosion will spread a cloud of particularized white phosphorus that ignites immediately upon contact with the air."
    • Flamethrower: "A portable flamethrower that discards the old and highly dangerous backpack fuel delivery system in favor of pressurized canisters of napalm. Inexperienced agents will find that a flamethrower can be difficult to maneuver, however."
      • Napalm Canister: "A pressurized canister of jellied gasoline for use with flamethrowers." Double-walled to prevent a stray bullet causing an explosion.[41]
    • Plasma Rifle: "An experimental weapon that is currently being produced as a series of one-off prototypes, the plasma gun superheats slugs of magnetically-doped plastic and accelerates the resulting gas-liquid mix using an array of linear magnets. The resulting plasma stream is deadly when used against slow moving targets."
      • Plasma Clip: "A clip of extruded, magnetically-doped plastic slugs that can be heated and delivered with devastating effect using the plasma gun."
    • LAW: "The LAW provides cheap, dependable anti-armor capability in the form of an integrated one-shot rocket and delivery system, though at the expense of any laser guidance. Like other heavy weapons, the LAW can slow agents who have not trained with it extensively."
  • Demolition
    • EMP Grenade: "The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids. <UNATCO OPS FILE NOTE JR134-VIOLET> While nanotech augmentations are largely unaffected by EMP, experiments have shown that it WILL cause the spontaneous dissipation of stored bioelectric energy. -- Jaime Reyes <END NOTE>" Range is about 20 meters.[42]
    • Gas Grenade: "Upon detonation, the gas grenade releases a large amount of CS (a military-grade 'tear gas' agent) over its area of effect. CS will cause irritation to all exposed mucous membranes leading to temporary blindness and uncontrolled coughing. Like a LAM, gas grenades can be attached to any surface."
    • LAM (Lightweight Attack Munition): "A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine. <UNATCO OPS FILE NOTE SC093-BLUE> Disarming a proximity device should only be attempted with the proper demolitions training. Trust me on this. -- Sam Carter <END NOTE>"
    • Scramble Grenade: "The detonation of a GUARDIAN scramble grenade broadcasts a short-range, polymorphic broadband assault on the command frequencies used by almost all bots manufactured since 2028. The ensuing electronic storm causes bots within its radius of effect to indiscriminately attack other bots until command control can be re-established. Like a LAM, scramble grenades can be attached to any surface."

A variety of weapon modifications that either improve a weapon's attributes or add a new trait. Note that not all mods work on every weapon: as an example, shotguns cannot utilize silencers or scopes, while flamethrowers cannot be outfitted with a recoil lessener.

  • Accuracy: "When clamped to the frame of most projectile weapons, a harmonic balancer will dampen the vertical motion produced by firing a projectile, resulting in increased accuracy. <UNATCO OPS FILE NOTE SC108-BLUE> Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the mini-crossbow and a prototype plasma gun. -- Sam Carter <END NOTE>"
  • Clip: "An extended magazine that increases clip capacity beyond the factory default."
  • Reload: "A speed loader greatly decreases the time required to reload a weapon."
  • Range: "By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is greatly reduced with a consequent increase in range. <UNATCO OPS FILE NOTE SC111-BLUE> Coating the primary valve system of a flamethrower or plasma gun in synovial lubricant and then over-pressuring the delivery system will also result in an increase in range. Little trick I learned during field testing. -- Sam Carter <END NOTE>"
  • Recoil: "A stock cushioned with polycellular shock absorbing material will significantly reduce perceived recoil."
  • Laser: "A laser targeting dot eliminates any inaccuracy resulting from the inability to visually gauge a projectile's point of impact."
  • Scope: "A telescopic scope attachment provides zoom capability and increases accuracy against distant targets."
  • Silencer: "A silencer will muffle the muzzle crack caused by rapidly expanding gases left in the wake of a bullet leaving the gun barrel. <UNATCO OPS FILE NOTE SC108-BLUE> Obviously, a silencer is only effective with firearms. -- Sam Carter <END NOTE>"

One-time use equipment that remains active for a limited amount of time.

  • Ballistic Armor: "Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage. These polymer sheets must be charged before use; after the charge has dissipated they lose their reflexive properties and should be discarded." Lasts 100 seconds with Master Environmental Training.
  • Thermoptic Camo: "Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves; however, the high power drain makes it impractical for more than short-term use, after which the circuitry is fused and it becomes useless." Lasts 50 seconds with Master Environmental Training.
  • Hazmat Suit: "A standard hazardous materials suit that protects against a full range of environmental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an integrated bacterial oxygen scrubber that degrades over time and thus should not be reused." Lasts 200 seconds with Master Environmental Training.
  • Rebreather: "A disposable chemical scrubber that can extract oxygen from water during brief submerged operations." Lasts 200 seconds with Master Environmental Training.
  • Tech Goggles: "Tech goggles are used by many special ops forces throughout the world under a number of different brand names, but they all provide some form of portable light amplification in a disposable package." Lasts 12.5 seconds.
  • Binoculars: "A pair of military binoculars." Indefinitely usable.

  • Multitool: "A disposable electronics tool. By using electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through a circuit, skilled agents can use the multitool to manipulate code locks, cameras, autogun turrets, alarms, or other security systems."
  • Lockpick: "A disposable lockpick. The tension wrench is steel, but appropriate needles are formed from fast congealing polymers."
  • Medkit: "A first-aid kit. <UNATCO OPS FILE NOTE JR095-VIOLET> The nanomachines of an augmented agent will automatically metabolize the contents of a medkit to efficiently heal damaged areas. An agent with medical training could greatly expedite this process. -- Jaime Reyes <END NOTE> Use to heal critical body parts, or use on character screen to direct healing at a certain body part."
  • Food: Can slightly heal JC thanks to his augmented metabolism.
  • Bioelectric Cell: "A bioelectric cell provides efficient storage of energy in a form that can be utilized by a number of different devices." Recharges JC's Bioenergy by 1/4 (25 points).
  • Flare
  • Fire Extinguisher

Intelligence: Genius. JC was first in his class in every school and academy he'd joined, to the point that he could easily be a professional athlete or gifted researcher had he wanted to.[43] Skilled in combat enough to defeat and kill equally trained opponents with superior augmentations to his. | Extraordinary Genius. JC-Helios has the processing power to handle all governmental functions worldwide and operates on a higher level of thinking compared to humans.

Weaknesses: Can run out of Bioenergy, though he has methods of replenishing it.

Notable Attacks/Techniques:

A variety of skills that will increase as JC gathers more experience.

  • Weapons:
    • Heavy: "The use of heavy weaponry. Untrained: An agent can use heavy weaponry, but their accuracy is low and movement is difficult. Trained: Accuracy and damage increases slightly, while reloading and movement is somewhat faster. Advanced: Accuracy and damage increases moderately, while reloading and movement is even more rapid. Master: An agent is a walking tank when equipped with heavy weaponry."
    • Pistols: "The use of hand-held weapons. Untrained: An agent can use pistols. Trained: Accuracy and damage increases slightly, while reloading is faster. Advanced: Accuracy and damage increases moderately, while reloading is even more rapid. Master: An agent is lethally precise with pistols."
    • Rifle: "The use of rifles. Untrained: An agent can use rifles. Trained: Accuracy and damage increases slightly, while reloading is faster. Advanced: Accuracy and damage increases moderately, while reloading is even more rapid. Master: An agent can take down a target a mile away with one shot."
    • Low Tech: "The use of melee weapons. Untrained: An agent can use melee weaponry. Trained: Accuracy, damage and rate of attack all increase slightly. Advanced: Accuracy, damage and rate of attack all increase moderately. Master: An agent can render most opponents unconscious or dead with a single blow."
    • Demolition: "The use of thrown, explosive devices. Untrained: An agent can throw grenades, attach them to a surface as a proximity device, or attempt to disarm and remove a previously armed proximity device. Trained: Grenade accuracy and damage increases slightly, as does the safety margin for disarming proximity devices. Advanced: Grenade accuracy and damage increases moderately, as does the safety margin for disarming proximity devices. Master: An agent is an expert in all forms of demolition."
  • Environmental Training: "Experience with using hazmat suits, ballistic armor, thermoptic camo and rebreathers in a number of dangerous situations. Untrained: An agent can use hazmat suits, ballistic armor, thermoptic camo and rebreathers. Trained: Armor, suits, camo and rebreathers can be used slightly longer and more efficiently. Advanced: Armor, suits, camo and rebreathers can be used moderately longer and more efficiently. Master: An agent wears suits and armor like a second skin."
  • Lockpicking: "Lockpicking is as much art as skill, but with intense study it can be mastered by any agent with patience and a set of lockpicks. Untrained: An agent can pick locks. Trained: The efficiency with which an agent picks locks increases slightly. Advanced: The efficiency with which an agent picks locks increases moderately. Master: An agent can defeat almost any mechanical lock."
  • Electronics: "By studying electronics and its practical application, agents can more efficiently bypass a number of security systems using multitools. Untrained: An agent can bypass security systems.Trained: The efficiency with which an agent bypasses security increases slightly. Advanced: The efficiency with which an agent bypasses security increases moderately. Master: An agent encounters almost no security system of any challenge."
  • Medicine: "Practical knowledge of human physiology can be applied by an agent in the field allowing more efficient use of medkits. Untrained: An agent can use medkits. Trained: An agent can heal slightly more damage and reduce the period of toxic poisoning. Advanced: An agent can heal moderately more damage and further reduce the period of toxic poisoning. Master: An agent can perform a heart bypass with household materials."
  • Computer: "The covert manipulation of computers and security consoles. Untrained: An agent can use terminals to read bulletins and news. Trained: An agent can hack ATMs, computers and security consoles. Advanced: An agent achieves a moderate increase in detection countdowns and a moderate decrease in in lockout times, as well as gaining the ability to control gun turrets. Master: An agent is an elite hacker that few systems can withstand."
  • Swimming: "Underwater operations require their own unique set of skills that must be developed by an agent with extreme physical dedication. Untrained: An agent can swim normally. Trained: The swimming speed and lung capacity of an agent increases slightly. Advanced: The swimming speed and lung capacity of an agent increases moderately. Master: An agent moves like a dolphin underwater."

A set of powerful augmentations which grant JC a variety of extra-sapient abilities that he can activate at the cost of Bio Energy (For reference, full bioenergy is 100 units), with the exception of two of the pre-installed ones, which are passive. There are two augmentations per every slot, meaning that JC will effectively be locked out of half of them no matter what he chooses.

  • Pre-Installed
    • Infolink: "One-way micro-transceiver array allows agents in the field to receive messages from Control, and to store and later retrieve relevant maps, conversations, and notes." Allows a perfect and passive amount of communication between JC and his mission command[44]
    • IFF: "Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories. Targeting reticle highlights RED over enemies, and GREEN over allies and neutrals." Always active, and consumes no Bio Energy.
    • Light: "Bioluminescent cells within the retina provide coherent illumination of the agent's field of view." JC Denton's eyes begin to glow intensely, allow him to cast a light to explore dark areas. Consumes 10 Bio Energy units/minute.
  • Arms:
    • Combat Strength: "Sorting rotors accelerate calcium ion concentration in the sarcoplasmic reticulum, increasing an agent's muscle speed several-fold and multiplying the damage they inflict in melee combat. TECH ONE: The effectiveness of melee weapons is increased slightly. TECH TWO: The effectiveness of melee weapons is increased moderately. TECH THREE: The effectiveness of melee weapons is increased significantly. TECH FOUR: Melee weapons are almost instantly lethal." 20 units/minute.
    • Microfibral Muscle: "Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push and lift extraordinarily heavy objects. TECH ONE: Strength is increased slightly. TECH TWO: Strength is increased moderately. TECH THREE: Strength is increased significantly. TECH FOUR: An agent is inhumanly strong." 20 units/minute.
  • Legs:
    • Speed Enhancement: "Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which an agent can run and climb, the height they can jump, and reducing the damage they receive from falls. TECH ONE: Speed and jumping are increased slightly, while falling damage is reduced. TECH TWO: Speed and jumping are increased moderately, while falling damage is further reduced. TECH THREE: Speed and jumping are increased significantly, while falling damage is substantially reduced. TECH FOUR: An agent can run like the wind and leap from the tallest building." 40 units/minute.
    • Run Silent: "The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers. TECH ONE: Sound made while moving is reduced slightly. TECH TWO: Sound made while moving is reduced moderately. TECH THREE: Sound made while moving is reduced significantly. TECH FOUR: An agent is completely silent." 40 units/minute.
  • Subdermal: 2 slots.
    • Ballistic Protection: "Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage an agent receives from projectiles and bladed weapons. TECH ONE: Damage from projectiles and bladed weapons is reduced slightly. TECH TWO: Damage from projectiles and bladed weapons is reduced moderately. TECH THREE: Damage from projectiles and bladed weapons is reduced significantly. TECH FOUR: An agent is nearly invulnerable to damage from projectiles and bladed weapons." 60 units/minute.
    • EMP Shield: "Nanoscale generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses. TECH ONE: Damage from EMP attacks is reduced slightly. TECH TWO: Damage from EMP attacks is reduced moderately. TECH THREE: Damage from EMP attacks is reduced significantly. TECH FOUR: An agent is nearly invulnerable to damage from EMP attacks." 10 units/minute.
    • Cloak: "Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles. TECH ONE: Power drain is normal. TECH TWO: Power drain is reduced slightly. TECH THREE: Power drain is reduced moderately. TECH FOUR: Power drain is reduced significantly." Fully upgraded, power drain is 150 units/minute.
    • Radar Transparency: "Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, cameras, turrets. TECH ONE: Power drain is normal. TECH TWO: Power drain is reduced slightly. TECH THREE: Power drain is reduced moderately. TECH FOUR: Power drain is reduced significantly." Fully upgraded, power drain is 150 units/minute.
  • Torso: 3 slots.
    • Aqualung: "Soda lime exostructures imbedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can remain underwater. TECH ONE: Lung capacity is increased slightly. TECH TWO: Lung capacity is increased moderately. TECH THREE: Lung capacity is extended significantly. TECH FOUR: An agent can stay underwater indefinitely." 10 units/minute.
    • Environmental Resistance: "Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins. TECH ONE: Toxic resistance is increased slightly. TECH TWO: Toxic resistance is increased moderately. TECH THREE: Toxic resistance is increased significantly. TECH FOUR: An agent is nearly invulnerable to damage from toxins." 20 units/minute.
    • Regeneration: "Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time. TECH ONE: Healing occurs at a normal rate. TECH TWO: Healing occurs at a slightly faster rate. TECH THREE: Healing occurs at a moderately faster rate. TECH FOUR: Healing occurs at a significantly faster rate." 120 units/minute.
    • Energy Shield: "Polyanilene capacitors below the skin absorb heat and electricity, reducing the damage received from flame, electrical, and plasma attacks. TECH ONE: Damage from energy attacks is reduced slightly. TECH TWO: Damage from energy attacks is reduced moderately. TECH THREE: Damage from energy attacks is reduced significantly. TECH FOUR: An agent is nearly invulnerable to damage from energy attacks." 40 units/minute.
    • Power Recirculator: "Power consumption for all augmentations is reduced by polianilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells. Tech one: Power drain of augmentations is reduced slightly. Tech two: Power drain of augmentations is reduced moderately. Tech three: Power drain of augmentations is reduced. Tech four: Power drain of augmentations is reduced significantly." 10 units/minute.
    • Synthetic Heart: "This synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes, and liposomes containing prefab diamondoid machine parts, resulting in upgraded performance for all installed augmentations. <UNATCO OPS FILE NOTE JR133-VIOLET> However, this will not enhance any augmentation past its maximum upgrade level. -- Jaime Reyes <END NOTE>" 100 units/minute.
  • Cranial:
    • Aggressive Defense System: "Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent. TECH ONE: The range at which incoming rockets and grenades are detonated is short. TECH TWO: The range at which detonation occurs is increased slightly. TECH THREE: The range at which detonation occurs is increased moderately. TECH FOUR: Rockets and grenades are detonated almost before they are fired." 10 units/minute.
    • Spy Drone: "Advanced nanofactories can assemble a spy drone on demand which can then be remotely controlled by the agent until released or destroyed, at which point a new drone will be assembled. Further upgrades equip the spy drone with better armor and a one-shot EMP attack. TECH ONE: The drone can take little damage and has a very light EMP attack. TECH TWO: The drone can take minor damage and has a light EMP attack. TECH THREE: The drone can take moderate damage and has a medium EMP attack. TECH FOUR: The drone can take heavy damage and has a strong EMP attack." 150 units/minute.
  • Eyes:
    • Vision Enhancement: "By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the "nightvision" present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows an agent to see through walls. TECH ONE: Nightvision. TECH TWO: Infravision. TECH THREE: Close range sonar imaging. TECH FOUR: Long range sonar imaging." 'Infravision' highlights creatures seen in nightvision clearly, even if they are cloaked. 40 units/minute.
    • Targeting: "Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene "quantum wires" not only increases accuracy, but also delivers limited situational info about a target. TECH ONE: Slight increase in accuracy and general target information. TECH TWO: Additional increase in accuracy and more target information. TECH THREE: Additional increase in accuracy and specific target information. TECH FOUR: Additional increase in accuracy and telescopic vision." Showcases target range, distance, health levels (in percentages), weapon carried and image. 40 units/minute.

Note: The Deus Ex Continuity Bible, even its elements not seen in the game itself, was treated as canonical and important material by the developers of Human Revolution and Mankind Divided, who based their additions to the timeline on its framework.

References

All material originates from Deus Ex (2000) unless otherwise specified.

  1. Master: An agent can take down a target a mile away with one shot.
  2. 2.0 2.1 2.2 2.3 Deus Ex (2000) - Manual
  3. "A first-aid kit. <UNATCO OPS FILE NOTE JR095-VIOLET> The nanomachines of an augmented agent will automatically metabolize the contents of a medkit to efficiently heal damaged areas. An agent with medical training could greatly expedite this process. -- Jaime Reyes <END NOTE>"
  4. JC DENTON "My vision is augmented."
  5. Master: An agent is an elite hacker that few systems can withstand.
  6. 6.0 6.1 6.2 The Deus Ex Continuity Bible [see Note]
  7. DATACUBE Surgical Pre-Evaluation Subject: Paul Denton ...subject shows a number of departures from nominal baseline physiology, including a noted absence of all H type epsilon immunoglobin proteins which would seem to be related to his ability to tolerate nano-augmentations that are typically rejected by the vast majority of the population. Of particular interest is that the subject tests positive for the "Gray Death" yet shows no apparent symptoms or adverse effects...
  8. "The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids. <UNATCO OPS FILE NOTE JR134-VIOLET> While nanotech augmentations are largely unaffected by EMP, experiments have shown that it WILL cause the spontaneous dissipation of stored bioelectric energy. -- Jaime Reyes <END NOTE>"
  9. "Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories. Targeting reticle highlights RED over enemies, and GREEN over allies and neutrals."
  10. "Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene "quantum wires" not only increases accuracy, but also delivers limited situational info about a target."
  11. "Bioluminescent cells within the retina provide coherent illumination of the agent's field of view."
  12. "The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers. [...] TECH FOUR: An agent is completely silent."
  13. "Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent."
  14. "Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage an agent receives from projectiles and bladed weapons."
  15. "Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles."
  16. "Soda lime exostructures imbedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can remain underwater. [...] TECH FOUR: An agent can stay underwater indefinitely."
  17. "Head wounds are fatal in the vast majority of threat scenarios; however, in those cases where death is not instantaneous, agents will often find that head injuries impair vision and aim. Care should be taken to heal such injuries as quickly as possible or death may result.
  18. Injuries to the leg will result in drastically diminished mobility. If an agent in hostile territory is unfortunate enough to lose the use of both legs but still remain otherwise viable, they are ordered to execute UNATCO Special Operations Order 99009 (Self-Termination)
  19. "Advanced nanofactories can assemble a spy drone on demand which can then be remotely controlled by the agent until released or destroyed, at which point a new drone will be assembled. Further upgrades equip the spy drone with better armor and a one-shot EMP attack."
  20. "By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the "nightvision" present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows an agent to see through walls. TECH ONE: Nightvision. TECH TWO: Infravision. TECH THREE: Close range sonar imaging. TECH FOUR: Long range sonar imaging."
  21. "Nanoscale generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses. [...] TECH FOUR: An agent is nearly invulnerable to damage from EMP attacks."
  22. Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, cameras, turrets.
  23. "Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins. [...] TECH FOUR: An agent is nearly invulnerable to damage from toxins."
  24. "Polyanilene capacitors below the skin absorb heat and electricity, reducing the damage received from flame, electrical, and plasma attacks. [...] TECH FOUR: An agent is nearly invulnerable to damage from energy attacks."
  25. "UNATCO TRAINING MANUAL Section 3C: Multitools A "multitool" is not really a tool at all -- not in the usual sense of the word -- but a disposable electronic device that utilizes electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through almost any non-hardened circuitry. Skilled agents can use the multitool to manipulate code locks, cameras, autogun turrets, alarms, or other security elements. Note that multitools CANNOT be used for computer information extraction (see Section 5A: Hacking)."
  26. "Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage."
  27. The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering at short-range.
  28. "A mini-crossbow dart tipped with a succinylcholine-variant that causes complete skeletal muscle relaxation, effectively incapacitating a target in a non-lethal manner."
  29. "The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy."
  30. "The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp."
  31. "Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves"
  32. "A standard hazardous materials suit that protects against a full range of environmental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an integrated bacterial oxygen scrubber that degrades over time and thus should not be reused."
  33. 33.0 33.1 Deus Ex: Invisible War (2003)
  34. BOB PAGE "Oh, much further than that. A moment more, and I will be nothing you've ever seen, a new life-form, everywhere and nowhere, like air or radiation, redundant, self-replicating, always evolving..." - Mission 16
  35. BOB PAGE "Soon I will leave this body and death will have no meaning." - Mission 16
  36. TONG "Decades ago, the UN made Area 51 the central hub for all electronic communications. The Aquinas Protocol, originally for surveillance, has given Page unlimited abilities to censor and control all forms of media." JC DENTON "If we destroy the Aquinas Hub, we'll take down the global network." - Mission 16
  37. GARY SAVAGE "Helios... It's taken over Aquinas. Now it's everywhere. We're getting rumors that it's seized control of Hong Kong." JC DENTON "What's going on? The AI wants to merge with my brain or something. Does it really think it can take over the world?" GARY SAVAGE "It's decided to replace human government -- Tong and I don't know why. In Hong Kong, it ordered the police to remove all barricades from the roads; traffic is flowing again. It declared the Triads illegal and locked the door to Tong's compound." JC DENTON "And people are obeying? Why? Because the AI can change some codes and turn out the lights?" GARY SAVAGE "I think people in Hong Kong want the roads to be open and trade to pick up. They just obeyed. We don't know what to think. Helios seems to have people's interest in mind, but it disbanded the city government and cut power to all of the buildings. It wants absolute power." - Mission 16
  38. "Sorting rotors accelerate calcium ion concentration in the sarcoplasmic reticulum, increasing an agent's muscle speed several-fold and multiplying the damage they inflict in melee combat."
  39. Deus Ex: Human Revolution (2011)
  40. Master: An agent can take down a target a mile away with one shot.
  41. "The canister is double-walled to minimize accidental detonation caused by stray bullets during a firefight." - Sam Carter, UNATCO OPS FILE NOTE SC080-BLUE
  42. ANNA NAVARRE "We are thinking the same thought. I will equip you with two grenades. They will disable any electronic detonators within a radius of twenty meters." - Mission 2
  43. DeusEx.com (c. 2000)
  44. "the voice in your head (from an operator, someone here at HQ able to handle the scanning equipment in your skull and broadcast advice over your "infolink") leaps fully formed right into your temporal lobe, bypassing the eardrum and its sensory neurons. And it's perfectly inaudible to everyone around you, of course. Not to mention that the nanites clinging to your axons can both receive and transmit symbolic information, so if you ever need help, don't sweat it; someone at HQ probably already knows." - Deus Ex, "greetings and nanotech briefings" email

Notable Matchups

Victories:

Losses:

Inconclusive:

Discussions

Discussion threads involving JC Denton