Cybernetics
Cybernetics Advantage
Treat most cybernetic implants as equivalent advantages: Infravision for a bionic eye, Damage Resistance for dermal armor, etc. Some implants may qualify for the Temporary Disadvantage limitation; suit able temporary disadvantages include Electrica and Maintenance. These apply to the implant, not to your overall capabilities.
Advantage-equivalent cybernetics not mentioned below are usually purchased for $1,000 per point of advantage cost. However, some larger, more obvious prosthetics, such as artificial limbs are potentially more complex, incorporating a number of advantages, disadvantages, limitations, and enhancements.
Additionally, these can be added to Robotics Platforms as parts, though unless they're a doll or mannequin meant to look human they leave off any humanizing parts like the skin or foam insulation.
Ground Rules
If a prosthetic limb enjoys an advantage or disadvantage which usually covers the entire body, it receives a -80% limitation: only applies to one body part. This can be seen as neatly dividing the body into five zones, each of which an advantage or disadvantage can be applied to at 20% of cost: left arm, right arm, left leg, right leg, and the torso and head combined. All external cybernetics, unless otherwise noted, partake of the Machine Meta-Trait.
Cybernetic appendages can be padded with foam and covered with flexible flesh-toned skins so that they'll resemble the wearer's own body parts. Only a closer examination will reveal their mechanical nature, and the covering provides no real protection (this is a zero-point effect). In the Age of Convergence, cybernetics can be displays of wealth or fashionability, and HAVING a prosthetic isn't itself an appearance penalty. Having a basic prosthetic with no bells and whistles or decorations might reveal a low wealth disadvantage, however, and tricking out a prosthetic with gadgets and chrome can display status.
Unless upgrades are installed, cybernetics have the Electrical, Numb, and High Pain Threshold traits and the Machine Meta-trait.
Procedure Tiers
Procedure | Modifier | Time | Injury | Recovery Period | Fee |
---|---|---|---|---|---|
Simple | +4 (+2) | 15 min. | 1 HP | 1 hour | $100 |
Minor | +2 (+0) | 1 hour | 1d/2HP (round down) | 1 day | $1,000 |
Major | 0 (-2) | 2 hours | 1d HP | 1 week | $10,000 |
Radical | -3 (-5) | 4 hours | 3d HP | 4 weeks | $100,000 |
Slots
You can 'slot' a number of cybernetics equal to your HT score. Slotting more than your limit risks Cyberserkergang. A Nexus Core (See Below) is the basic implant and doesn't count against your limit. Cybernetics that typically come in pairs (such as eyes or ear implants) count as one. Accessories added to an existing implant (such as a 15mm wristcannon or multiphasic lenses added to regular cybernetic eyes) at default don't add to the slot limit, but may take up 0.5 to 1 slot if mentioned in the description.
Additionally, there are the following 'Types' of implant:
Nexus Core - The operating system of the cybernetic system. To have cybernetics, you must have a Nexus Core which acts as an intermediary between your brain and your implants. While the most basic do simply this and have an external jack, most give other benefits. You may only have one Nexus Core installed. All Nexus Cores come with the Mind Probe (Cybernetic) and Mind Reading (Cybernetic) Abilities.
Frontal Cortex - Brain implants that alter perception, processing speed, memory, personality, motor function, and executive function.
Arms - Prosthetic arms, typically extending from the shoulderblades to fingertips. Most prosthetic limbs come with 'mounts' that can implant weapons, tools, or just holdout cargo space.
Face - Eyes, ears, tongue, jaw, teeth, nose/sinus, faceplates, etc. Most sensory implants operate from the face, and a few dirty tricks (such as the Ripsnake or Balascreen) as well.
Skeleton - Implants of the marrow, bones, and the location of Nanite Colonies.
Hands - These are cybernetics only so long as the user doesn't have cybernetic arms. Otherwise, they're accessories.
Nervous System - These are usually in the form of 'nerve overlays,' which are nodes connected by cybernetic feaux nerves that are connected all along the nerves of the user. They usually increase synaptic activity, hormone balancing, pain management, or Man-Machine Interface technology.
Cardiovascular System - Hearts, arteries, lungs and vein implants. These are usually metabolic or injury resistance/recovery implants.
Integumentary System - The 'outer shell' implants; skin replacement, fingernails/toenails, hair, glands, genitals.
Legs - Large-scale prosthetics that facilitate movement, kick strength, and in the highest end models, pressor projectors.
Activation
Most basic 'prosthetic' cybernetics (Such as arms, legs, eyes, etc) operate as a replacement and require no extra effort to do so. Deployable weapons (Such as the 15mm wristcannon or the Switchblade) require 1 FP to deploy, but not to retract. Instant-use (Such as the Ripsnake, EMPhadi, or Basilisk) implants have an activation cost noted, and sustained (Such as the Chromatophore Dermis, Hardlight Suit, or the Peeper) implants have an activation cost and a drain rate/time.
Cybersurgery
To conduct cybersurgery to implant, remove, or salvage cybernetic parts, you must make a Surgery (Cybernetics) roll. An implant with Complexity 1 gives a +3 to the skill, with -1 per increase of Complexity with a maximum of -6 at Complexity 10. Recovering from cybersurgery takes 0-10 weeks where the cyborg is on 'light duty,' with the first half of this reserved for bed rest. Medical attention (a trained doctor making one roll per day) can halve this time.
Implants List
Below is a non-exhaustive list of cybernetic implants in the Pan-Solar Consortium. Unless otherwise noted, they do not significantly increase the weight of the wearer and are designed to be self-supporting within their system.
Nexus Core
Basic Nexus Core: A no-frills basic Nexus Core. If taking the Cybernetics Advantage at character creation, this is free and considered already installed. It has a physical port on either the back of the neck or the temple, with a retractible wire that can extend up to 3 ft. for a direct jack connection. Major. LC 4, $800.
Hive Nexus: A core with chippable Quantix Comm slots that allows direct connection to FM Drones, microdone swarms, or robotic fireteam models. Major. LC 3-1 per chip-slot. $3000 for up to 5 slots, +$1000 for each additional chip slot.
Refractal Nexus: A Nexus Core that compartmentalizes and copies the conscious mind of the user. Each level adds one extra maneuver. One maneuver can be mental or physical (an attack, lockpicking, programming, etc.) while all other concurrent maneuvers are restricted to mental only. Major. LC 2, Each level of quality of this Nexus Core costs $50,000.
Jackbuddy: A Nexus Core that duplicates your mind as low-rez Ghost Mind Emulations and overwrites a target computer. However, you invest 3 SP into each copy, which returns to you if the GME returns to your Nexus or you recover naturally. The process of budding off a copy is mentally strenuous and confusing, but the copy is loyal to you and thus makes a good cyberjacking tool as well as a good candidate for use in a Second Head CCM. Major. LC 1, $28,000.
Skillmod Nexus: This Nexus allows you to slot a number of skill chips. These skill chips take three seconds to insert or remove, and you have a pool of character points to allocate between loaded chips. Major. LC 3. A Skillmod Nexus has at least two slots and costs $10,000. Each additional slot costs another $5,000 and adding a slot after the initial surgery requires more surgeries. The character point pool, however, costs $3,000, but is a software update and can simply be downloaded once acquired. Each skill chip costs $100, and upgraded chips can themselves have hard-coded skill boosts at $1,000 per point of abilities.
Tandem Nexus: This Nexus keeps a running, hi-rez Ghost Mind Emulation that by default operates a small robotic homunculus, about the size of a doll (SM -2). This GME is constantly updating, and there is a feedback loop that allows the homunculus to check the integrity of the original and correct any deviations outside of expected drift. This means that as long as the link is active, the user is immune to mind control, brainwashing, and can even shrug off the effects of Neural Weaponry. Additionally, if the user is killed, the homunculus is a ready-made, fully up to date hi-rez GME which can be downloaded into a blank. Damage to the homunculus could degrade the copy, particularly surge damage. The homunculus' CCM can be chipped into any robot platform, but the higher the complexity or the farther from humanoid the robotic platform is, the greater the chances of catastrophic deviation in the rapport linkage; ie: chipping the feedback loop into a spiderlike platform could cause some confusion on the meatside as to why they can't skitter properly. This confers a Mindlink with the user's Tandem Nexus Homunculus, as well as provides a Mind Shield 10. Major. LC 2, $88,000.
Frontal Cortex
Chrono-Implant: This is simply an implant in the frontal cortex that allows the user to always know what time it is (programmable), with features such as a stop watch and an internal alarm clock. Major. LC 4, $200
Dedicated Sensory Hyperprocessor: The DHS is a small RAM server in the cortex that takes in all sensory data, compresses it, and repackages it to be more useful and efficient than biological processes. This provides a +3 bonus to all Sense rolls. (Acute Senses 15) Major. LC 4, $30,000.
Lightning Drive: This implant stimulates time sensory nodes in the brian while processing information at rapid speed. This gives the Altered Time Rate 2 Advantage. This is an activated ability, and while activated you perceive time as much slower than it really is, about 1/3 the speed. This doesn't let you MOVE faster, simply process the information faster. Major. LC 2, $200,000.
Battleboost: A simple implant that improves reaction time as an activated ability. Major. LC 1, $15,000
BootFirm Sector: This implant is pre-loaded with a sliver of a GME, but not enough to trigger an overwrite danger. Instead, it is a sanitized package of the memories of Artoir Sargassian, the most decorated and accomplished commando in PSC history. It bestows Combat Reflexes, Racial Memory (passive) of Sargassian's life, Talent 3 (Soldier), Weapon Master (PSC issue), but also certain sequestered memories can 'bleed through,' leading to a Nightmares Disadvantage. Major. LC 0, $85,000
SolarNet Quantex: This implant allows the user to access SolarNet, functioning as a Contact Group (Effective Skill 18, Unreliable) Major. LC 4, $15,000.
Brain in a Jar: A system that amounts to a removable brain, allowing a human to act as a Cerebroid-Crystal Matrix in place of an AI without the necessity of uploading their mental state to a Ghost Mind Emulation. Major. LC 1, $250,000.
Memory Core: Grants the Photographic Memory Advantage. If combined with implants that allow hologrpahic or hard-light projection, you can perfectly project your memories as recordings. Major. LC 4, $10,000
Live GME Chip: Records your personality and brain patterns in real time. If you're killed, you can use this chip to overwrite a cloned blank. Major. LC 3, $25,000.
MotherTongue: This implant stimulates learning centers of the brain when encountering new languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language at Accented level for 2 points or at Native level for 4 points. Major. LC 4, $10,000.
Tinfoil Hat: This is a skull mod that consists of low-energy para-radar disks. This defends against mental attacks. Add your Mind Shield level to IQ or Will whenever you resist an advantage with the Telepathic limitation or Neural Weaponry. Your shield also resists attempts to locate your mind using psionics. Such abilities must win a Quick Contest against your Will + Mind Shield level to find you. Mind Shield does protect you while you are asleep or unconscious. Major. LC 3, $4,000/level.
Scanner: You emit 'greasy' graviton quarks. This doesn't have enough density to affect gravity, but it does give you an instinctual feeling for how strong a nearby gravity field is as well as provide an 'imaging radar' effect, allowing you to see everything within 100 yards. You can make a Sense Roll to gain fine relief. This functions in any environment under 10x Earth Gravity and penetrates most materials. This is a directional scanner, and the 'image' becomes clearer for every consecutive action used to scan, adding a +1 to locate objects that are attempting to hide, such as concealed weapons or booby traps. Major. LC1, $40,000.
Foxus: This implant assists concentration. You get +3 to success rolls for any lengthy mental task you concentrate on to the exclusion of other activities, if the GM feels such focus would be beneficial. You tend to ignore everything else while obsessed (roll vs. Will to avoid this), and have -5 to all rolls to notice interruptions.
The GM may rule that certain complex tasks (e.g., inventing, magic, and social activities) require you to divide your attention. This trait has no effect in such situations. Major. LC 4, $5,000.
Arms
Basic Arms Prosthetic: Standard arm prosthetics. The basic model functions as a standard limb with your own ST and DX. These can both be upgraded fairly easily. The basic prosthetic arm models cost $19,000 for a pair, or $9,000 for one. Each additional arm costs $10,000, and counts as an additional cybernetic for the purposes of slot costs. To upgrade from one to two, a link matrix must be connected from the back costing the extra $1,000. Upgrading Arm DX costs $12,000 per point for one arm or $16,000 per point for all of them. Major. Upgrading Arm ST costs $3,000 for one, $5,000 for two, and $3,000 for each arm beyond the second.
15mm wristcannon: A retractible six-shot 15mm gyroc/smartgun that resides between the radius and ulna. When activated, it either rises out of the forearm and sits along the back of the wrist or extrends from beneath the forearm and pivots forward into the user's hand (choose when implanted). This is an accessory that can either be implanted into an organic arm or (more often) installed in a cybernetic arm. Functions as a Smart Pistol. Simple. LC 1, $48,000.
Net Launcher: A launcher that fires a Carbexene cable net. This is a ranged attack with 1/2D –, Max 100, Acc 3, RoF 1, Shots 1(3), and Recoil 1. On a hit, your victim is pinned and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to your Binding level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST. Minor. LC 2, $28,000, each net cannister costs $1,200.
Switchblade: A retractible Molecular-Ceramic Blade that rests on the back of the forearm and can function as a thrusting shortsword. Minor. LC 2, $26,000.
Tarzan: This mod has grappling hooks, servos optimized for swinging from things, and a dedicated SI hooked to a rudimentary SONAR for detecting potentially valid weight-bearing surfaces. Altogether, you can travel by swinging on your grapplers, vines, tree branches, ropes, chandeliers, etc. You get +2 to Climbing skill, and can move at half your Basic Move while brachiating. Major. LC 3, $5,000.
Constrictors: These arms have a more serpentine bone-and-servo structures. To use these as intended, you must replace both arms. On the turn after a successful grapple of a creature whose Size Modifier cannot exceed your own, you roll a Quick Contest of your ST vs. the higher of your victim's ST or HT. If you win, your victim takes damage equal to your margin of victory. If that victim breathes, they begin suffocating. Major. LC 2, $15,000
Wingspan: These arms are extendable, with retractable wing spurs, with which you can fly. Your flight Move is Basic Speed x 2. Wingspan is at least twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled (more than 1/3 of your wings, if you have more than two), you cannot fly. Treat wings as arms for the purpose of targeting and crippling. You cannot Hover with these wings. Major. LC 4, $30,000.
Face
Ripsnake: A deadly, hidden spear "tongue" that can lance out with force about eight inches from the lips. This weapon deals thrust imp damage, and for roughly double the cost can be modified to deliver a toxic injection that must be loaded before each use. This weapon always hits if the user is 'kissing' a target area of an unsuspecting victim. Otherwise it uses the Brawling skill. Striker (Cannot Parry, Limited Arc Straight Ahead, Weak). Simple. LC 2, $1,000.
Balascreen: Special holographic projectors on the cheekbones. When activated, they can project a 'scrambling' screen over the face, rendering the user unrecognizable to observers or visual recordings. Variants include a simple 'blank' projector, a digitizer (which only works on visual recorders rather than in real time but can be up at all times), a mask overlay, or a disguise package. Simple. LC 2, $1,000.
Multiphasic Lenses: Cybernetic eye mod or replacement that extends the visual range into the extended low and high bands, meaning that not only is the Infrared and Ultraviolet visible to them consistently, but when activated they can 'see' microwave, radar, and radio signals, as well as X-rays and gamma rays. (Hyperspectral Vision, Extended Low and High Bands. 40 points). Simple. LC 4, $40,000.
Wraparound Eye: A mod that crosses the eyes, extends back around the temples to wrap around the back of the head. This mod replaces the eyes and provides 360 degree vision. Defending against attacks from the sides or rear causes no penalty. The user may make a Wild Swing to attack nearby foes not in front of them, but the attack is still at a -2. The user rolls at +5 to detect Shadowing attempts. The user is never surprised by danger from behind, though this doesn't apply if the danger is concealed from sight. Major. LC 4, $25,000.
Gilman: You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” Variations put the gills in the inner throat, inside the lungs, or on the side of the neck. Major. LC 4, $10,000.
Clayface: You can alter your skin and facial features (but not clothing or makeup) to duplicate those of another member of your race or a very similar race. This takes 10 seconds, and requires a Disguise roll if you try to duplicate a particular individual. It takes three seconds to return to your original form. Minor. This ability gives +4 to all Disguise rolls. $20,000
DiligEye: Each eye has corresponding motivators and software to be able to 'split' your vision and independently track two targets at once. You can Aim at or Evaluate two targets rather than one. You cannot Aim at more than one enemy unless you have more than one weapon readied. Minor. $500.
Mockingbird: This larynx implant can duplicate any simple sound (alarm, gunshot, etc.) by listening to it for one second and making a successful IQ roll. You can also imitate voices by spending at least 10 seconds listening to them – live, recorded, or remotely – and making an IQ roll. This implant gives you no special ability to stun or deafen others with loud sounds, or to speak unpronounceable words. Minor. LC 4, $10,000.
Sunshield: You have a retractable lens over your eyes that you can open and close like an eyelid. This lets you see normally underwater, and protects your eyes from sand, irritants, etc. Each level of Nictitating Membrane provides your eyes (only) with DR 1 and adds +1 to all HT rolls concerned with eye damage. Simple. LC 3, $1,000/level.
Subconn: This implant suite allows the user to hear and emit very low-frequency sounds. This allows the user to hear distant storms, vibrations from incipient earthquakes, and the approach of stampeding beasts or armored vehicles. It also gives +1 to Tracking skill if the target being tracked is moving along the ground. Subsonic speech is slow (half-speed) and even if the frequency is shifted into the normal range, subsonic speakers are at -2 to Fast-Talk and any other skill where versatile speaking is important. However, subsonic speech carries twice as far as normal speech. This is an activated ability. Minor. LC 3, $10,000.
Nibblers: This implant replaces the teeth and jaw musculature to optimize biting. Your bite (Brawling skill) inflicts thrust-1 cutting damage. Simple. LC 4, $1,000.
Voxconn: This implant allows for radio communication within 10 miles. Minor. LC 4, $10,000.
EagleEyes: These eyes have a zoom feature.Each level lets you ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target. This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus.
The benefits of this trait are not cumulative with those of technological aids such as binoculars or scopes. If you have both, you must opt to use one or the other. Minor. LC 4, $5,000/level.
Ultraconn: You can hear and generate sounds in the frequencies above the normal range of human hearing (20 kHz). This allows you to hear dog whistles, sonar, motion detectors, etc. You can detect active sonar at twice its effective range. You can converse in the ultrasonic range. Note that many creatures find it intensely annoying or even painful to be within earshot of sustained ultrasonic pitches! You can switch between regular speech and Ultrasonic Speech at will. Finally, you can 'echolocate' in a rudimentary way, a scanning sense that only works in atmosphere and gives you an idea of shapes but the resolution of the imagery is extremely low. Minor. LC 4, $15,000.
Resonant Box: This implant alters the user's voice to be clear, resonant, and attractive. This gives the user +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. They also get +2 on any reaction roll made by someone who can hear their voice. Simple. LC 4, $10,000.
Skeleton
Blood-Oxygen Packet Colony: A colony of oxygen-storing Colonizing Nanites. These nanites take miniscule amounts of excess oxygen from the blood, including splitting off some carbon-dioxide molecules, and store them in nanobubbles that float harmlessly around the bloodstream. When the colony detects that the blood is beginning to starve of blood, it signals these nanobubbles to burst in an organized manner, keeping the blood oxygenated in spite of a lack of external oxygen. You can restart suffocation at the cost of 1 FP at any time, 'running out' when you no longer have FP. FP lost in this way are recovered at a rate of 1 for every minute that you are breathing breathable air. Radical. LC 4, $10,000.
BendyBuddy: This is a skeletal replacement that swaps out bone material with highly engineered bones and joints. You may bend your body any way, contorting into inhuman shapes. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. Radical. LC 3, $15,000.
Repulsor Boost: Retractible pressor pods on your back allow for flight. This works in atmosphere up to 30 feet above the ground, but the pods must be exposed, meaning either holes or panels in the back of your clothing or no clothing at all. Your flight Move is Basic Speed x 2 (dropping fractions). If starting your flight over 30 feet, such as leaping off of something high, flying high with Wingspan (Above) or leaping with the leg pressors, you can engage in Gliding to slow your descent until 30 ft, when you can fly. Radical. LC 2, $30,000.
BigBone System: This thick, reinforced skeleton has engineering structure and servos that give you lifing capacity out of proportion to your mass. Add your Lifting ST to your ordinary ST when you determine Basic Lift (p. 15) for the purposes of carrying, lifting, pushing, and pulling. Lifting ST also adds to ST in situations where you can apply slow, steady pressure (grappling, choking, etc.). Lifting ST does not boost ST (or Basic Lift) for the purpose of determining HP, throwing distance, or damage inflicted by melee attacks or thrown weapons. Radical. LC 3, $3,000, +$1,000 per +1 ST.
Compressor: This system allows you to compress your body, reducing your SM by 1 over the course of 6 seconds. Your Move, reach, and HP all reduce according to the new size. Your equipment, obviously, doesn't shrink unless it's specifically designed to, or is of a stretchy material. This mod is meant for technicians who spend a lot of time in ducts fixing hard-to-reach materials, but it has been used by assassins to good effect as well. Radical. LC 3, $35,000.
Hands
Knucks: Your unarmed punches add +1 per die to the damage you inflict. Major. LC 3, $3,000.
Gorillas: Your unarmed punches add +2 per die to the damage you inflict and have the double knockback and exploding die addons. Major. LC 0, $12,000.
Kittykat: Your fingernails have razor sharp, retractible hardened bioplastic claws. Your hand strikes do cutting damage instead of crushing. Simple. LC 3, $5,000.
Talons: You have claws ranging from 6" to 12" that retract and extend from either your fingertips or between your knuckles, resting inside your forearm when not extended. Your unarmed attacks using these claws do either cutting damage on a swing or impaling damage on a thrust (risk of getting stuck). Minor. LC 2, $8,000.
Twitch: This implant gives you remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clock work). This bonus doesn’t apply to IQ based tasks or large-scale DX-based tasks, nor does it apply to combat related die rolls of any kind. Minor. LC 4, $5,000 points/level.
Ticklers: This is a neural weave centered around the hands. Your fingers are extremely sensitive, allowing you to sense residual heat in a chair, faint vibrations in the floor as someone approaches, etc. You get +4 (in addition to any Acute Touch bonuses) on any task that utilizes the sense of touch; e.g., a Forensics roll to note the similarities or differences between two pieces of fabric, or a Search roll to feel out tiny concealed objects. Minor. LC 4, $10,000.
Nervous System
WakeMe: This implant is a neural web that shocks your nerves when you lose consciousness due to trauma or neural overstimulation. You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness– whether as a result of injury, drugs, or ultra-tech weapons – and to resist psionic abilities that cause unconsciousness. Radical. LC 3, $2,000/level.
Molerat: This is a neural web overlay that intelligently shuts down pain receptors that threaten to cause sensory overload. You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured physically, you get +3 to resist. The GM may let you roll at Will+3 to ignore pain in other situations. Radical. LC 4, $10,000.
Cardiovascular System
Bathylung: This is an artificial lung-lining implant that allows for air to be stored, filtered, and compressed for extended periods of time. It allows the user to hold their breath eight times the length of time. Radical. LC 4, $6,000
Filter Lung: This implant can filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). You suffer no ill effects from such things. This is especially useful in polluted cities and on alien worlds. Radical. LC 4, $500.
DieHard: This implant is a series of arterial and organ regulators and microshock boosters that makes you incredibly difficult to kill. Each level of DieHard gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness. A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth. Radical. LC 4, $2000/level.
Gastroprocessor: This is a procewssor that turns organic matter into a sanitized nutritional paste. You get a +4 to resist the effects of food-borne poisons or diseases. Your demands on life support are at 1% the normal level. You require the normal amount of water, but only half of the amount of food. Major. LC 4, $4,000.
Integumentary System
Mer-borg System: A smooth synthetic skin which includes webbed hands and feet as well as a dorsal fin (all optionally retractible). Radical. LC 4, $10,000.
Chromataphoric Subdermis: You can change your surface pattern to blend into your surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is, in the GM’s opinion, camouflaged relative to your current environment).
This implant does not normally help in the dark or against someone relying upon senses other than sight. However, you can specify that your ability is effective against a particular visual or scanning sense (e.g., Infravision or Radar) instead of normal vision. Major. LC3 for 1-4 levels, LC 2 for 5-7 levels, and LC 1 for 8 levels. $5,000 per level with 8 levels ($40,000) rendering the user essentially invisible.
The Frenchman: You can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normally). Radical. LC 4, $15,000.
Hermaphromorphian: You can switch among nearly fully functional neuter, male, and female forms. The process takes 1 minute, and pairs best with Clayface (Above), and the process renders the user sterile. Radical. LC 2, $5,000.
Halo: Microfabricators in your subdermis can spew a pungeont, dense fog. In three seconds, this fog extends in a two-yard radius centered on you, completely blocking smell, sight, and even muffling sound enough to add -3 to hearing based Sense rolls. This is an activated ability, and can last up to 1 minute before the fabricators run out and have to recharge for at least an hour. This smoke is thick enough to put out fires and diffuses Beam Weapons (Treat as DR 2(4)). Major. LC1, $65,000.
Radiation Shielding: This skin blocks radiation damage, providing a (20) radiation damage divisor. After exposure, you recover from 1 Rad/minute. Minor. LC 4, $70,000.
Slider: This skin is molecularly smooth, reducing friction. Each level of this trait (to a maximum of five) gives +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings. It also gives an edge in a chase, where wind resistance may eek out a win. These abilities function best when most if not all of your skin is exposed. Radical. LC 3, $2,000/level.
Temperature Regulators: Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. Each level of Temperature Regulators adds HT degrees to your comfort zone, distributed in any way you wish between the “cold” and “hot” ends of the zone.
Temperature Regulators confer no special resistance to attacks by fire or ice unless the only damage is a result of a rise or fall in the ambient temper ature. In particular, it cannot help you if your body temperature is being manipulated. Radical. LC 4, $1,000.
Vacuum Support: This is a full-body cybernetic that involves valves, flaps, and seals that allow the user to survive in the vacuum of space. This implant does not give you an air supply, it simply protects from decompression. Other implants or equipment or implants are required for radiation protection, oxygen supply, and ability to move. Radical. LC 4, $5,000.
Cyberhair: This implant is movable, prehensile hair. It can function as an Extra Arm (Extra-Flexible, No Physical Attack, Weak 1/2 ST). Simple. LC 2, $5,000.
EMPhadi: This implant has EMP generators beneath the skin. When triggered, it bursts and anything with the Electrical trait shuts down, including the user's own cybernetics. This is almost always fatal for the user. Radical. LC 0, $8,000.
Subdermal Armors
Cuir Boulli: Leathery hide-fibers beneath the skin, providing DR 1 flexible armor. Radical. LC 4, $5,000.
Armadillo: Bioplastic chips beneath or over the skin. Radical. LC 4, DR 2, $10,000.
Rhino Tan: Thickened, reinforced hardened flesh fibers similar to thick hide. DR 3. Radical. LC 3. $30,000.
Glitterati: An epidermal implant that replaces follicles with refracting mirrors, giving the user 'glittering freckles' but also reflecting beam weapons and radiation. DR 3 vs. beam weapons, Rad Resistance 3. Minor. LC 4, $8,000.
Abyssal Husk: This is a reinforced dermal weave that provides DR 10 (4) against crushing damage. This is mostly incidental, as the purpose of the implant is pressure support. Abyssal husk allows the user to survive atmospheric or oceanic pressures up to 100 times their native pressure. Radical. LC 4, $10,000.
Echidna: You have retractible bioplastic spines that hide flush under your skin. This gives DR 2, but when activated the spines stand up. While up, you get a DX-4 roll to hit each foe in close combat with you once per turn, as a free action. Roll at +2 against foes who attacked you from behind. Those who grapple or slam you are hit immediately and automatically - and those who slam you take maximum damage. 1d-2 impaling damage, reach C. Major. LC 3, $1,000.
Rayshield: One in twenty of your hair follicles are replaced by micro-scale shield generators. This provides you with a DR 10(4) shield over any exposed skin. Major. LC 3, $10,000 per protected limb.
Legs
Pressor Boost: Pressor beams that burst from the heels and balls of the foot, pushing off of a surface to allow the user to jump higher, farther, or potentially even jumping 'in mid-air.' The pressors that extend down roughly ten feet, push off the ground and theoretically lifting the user into superhuman leaps. This implant must be installed in cybernetic legs; organic legs simply cannot handle the stress, and the bones would break. This mod quadruples the jump distance/height, can be used to initiate a jump while ten feet off the ground so long as the user isn't arleady falling, and to emulate the Catfall Advantage if they are. Additionally, your kicks have the double knockback(Catfall, Superjump 2, double jump 25 points). Major. LC 4, $25,000
Catspaws: This leg-and-lower spine implant subtracts five yards from a fall automatically. In addition, a successful DX roll halves damage from any fall. You cannot be bound or unable to twist in the air for this function. Additionally, these legs add +5 to stealth movement vs. hearing Sense rolls. Major. LC 2, $35,000.
Runners: These legs are unguligrade, with the prosthetics below the knee being a highly engineered set of springmetal and buffers. Each level of Runners doubles your top speed on land. This does not affect Basic Speed, Basic Move, or Dodge. The benefits apply only when moving along a relatively straight, smooth course while sprinting. It does still affect moving target and charge damage rules. Major. LC 2. Each level of Runners costs $20,000/level.
Cargo Trunk: These legs have shielded cargo compartments in the thighs, calves, and buttocks, inside an exoskeleton typically wrapped in convincing synthetic skin. Each compartment can carry up to your Basic Lift/10. Each buttock has roughly 1/2 a cubic foot, each thigh 1 cubic foot, and each calf 1/2 a cubic foot of space. These cargo spaces are difficult to find, locked to your Nexus, and are shielded from most scans. Major. LC 2, $8,000.
Mods
These can be added to above cybernetics at increased cost.
Enhanced Capacitor: This mod uses kinetic energy of a user's natural movement, their natural biomentric energy production, and the excess battery of their cybernetics to keep and maintain a reserve of energy. This capacitor stores 1 FP/level, which recovers at the normal rate but can only be used to activate that specific implant, has no bearing on the penalties for being low on FP, and isn't drained by FP draining attacks. LC 3, +$3,000/level.
Improved Shielding: This eliminates Electrical on the specific implant on which it is installed. LC 4, $4,000.
Improved Touch Sensors: Eliminates Numb and High Pain Threshold. LC 4, $2,000.
Advanced Sensory Filters: Eliminates Numb, but not High Pain Threshold. LC 4, $4,000.
Tool Mount: Adds a retractible mount for a tool or holdout weapon. LC 3, $6,000.
Wireless Connector: Adds a wireless jack. This is a mod usually found in the Nexus Core or Cortex, but almost any mod can contain it. LC 1, $8,000.
Macrowelders: Adds a colony of nanites that weld pieces back together, removing the Unhealing (Total) disadvantage from the Machine Meta-Trait. LC 2, $20,000.
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