Body Implants
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Body Implants
Larger systems cannot usually be fit inside the skull and so are placed in the thoracic or abdominal cavity, usually anchored to the skeleton and sometimes replacing part or all of an organ. Body implants include four general areas: respiratory implants, electronics, dermal alteration, and computer implants.
Respiratory Implants: These devices deal with respiration and affect the ability of the user to function under physical stress of in a hostile environment.
Cyber |
Cyber Value |
Description |
Supercharger | 1 | This is a device used to store some of the endorphins that the character’s body naturally produces. The endorphin is saved for reintroduction into the body when needed to add extra oxygen to, and remove fatigue toxins from, the character’s bloodstream. The supercharger is installed in a space made available by removal of half of a kidney. A supercharger increases a characters CON attribute by 2. No more than one supercharger may be installed. |
Hypercharger | 1.5 | A larger and more advanced form of the super-charger, the hypercharger requires removal of an entire kidney an a increases a character’s CON attribute by 3. No more than one hyper charger may be installed, and it may not be installed in addition to a supercharger. |
Filter Lungs | 1 | Filter lungs implant filters and scrubbers in the character’s lungs which allow breathing of tainted atmosphere without harmful effects. Early versions rely on extensive pre-lung filters (mostly near the surface, and physically replacing the nose). When this version is installed, the users have to blow their “noses” frequently while operating in hostile environments to clear the filters. “Slick” versions use filters and scrubbers actually in the lung. The impurities scrubbed from the air are flushed through the normal body waste system, but can strain the system severely. Characters must have both kidneys intact to use slick filter lungs and should drink large quantities of fluids while in a hostile environment |
Gill Implants | 0.5 | Gill implants allow the character to extract oxygen from water. Gill implants usually require enlargement of the thoracic cavity and the gills themselves are clearly visible on the user’s neck. “Slick” versions of the gill implant place the gill slits on the sides of the ribcage and reduce the amount of thoracic cavity in crease by use of a hyper charger. (The hyper charger is not included in the price of the implant and must be installed separately.) |
Electronics: The following items include communicators and sensors too bulky to emplace in the skull.
Cyber |
Cyber Value |
Description |
Radio Communicator | 0.5 | Communicators are generally attached to the spine and linked to the speaker and/or microphone in the head by means of the spinal cord. The earliest radio communicators are receivers only and are limited to a single band. Multiband receivers soon become available followed by transmitter/receivers of varying power. |
Video Transmitter | 0.5 | Video transmitters are available one tech level after audio radio transmitters for twice the price of an audio transmitter of the same range. For example, a hardware 30-kilometer video transmitter is first available at tech level 13 and costs 10,000. Use of this transmitter requires either a recorder eye or a camera jacked into the transmitter. |
Dermal Alterations: The following options deal with modifications to the user’s skin. Some of these are all-body modifications (meaning they include modifications to the limbs and head as well), but they are included here for the sake of simplicity.
Cyber |
Cyber Value |
Description |
Aquatic Skin | 2 | Aquatic skin involves chemical and genetic alteration of the outer skin to a form resembling that of marine mammals (such as dolphins and whales), which allows prolonged immersion in water without need for a protective wetsuit. Aquatic skin must be kept moist at all times, however, or it will begin to dry and crack, and the user will begin to suffer symptoms of severe dehydration within two or three days, usually dying within a week if access to water is continually denied. |
VacSkin | 2 | Vacskin is synthetically grown skin which is permeable at normal pressure differences but becomes non-permeable at pressure differences approaching 1 atmosphere. This allows characters to function in vacuum with only a breathing helmet and some sort of personal heating/cooling system. |
Subdermal Thoracic Armor | 1 | This option surgically layers thin synthetic armor protection below the skin surface but over the ribcage. it covers the chest only. The hard (as opposed to slick) ,version of this armor is not only more noticeable, but it is also heavier. As a result, hardware versions of thoracic armor lower the CON attribute by 1. |
Subdermal Abdominal Armor | 2 | This option surgically layers thin Synthetic armor protection below the skin surface. Given the absence of a rigid bone structure to anchor the armor to, abdominal armor is inherently less effective than thoracic armor. The hard (as opposed to slick) version of this armor is not only more noticeable, but it is also heavier. As a result, hardware versions of thoracic armor lower the CON attribute by 1. |
The following table summarizes the important information concerning the above cybernetic body implants.
BODY IMPLANT OPTIONS
TL |
Type |
Cost |
–/11 | Super Charger | 15,000 |
–/12 | Hyper Charger | 20,000 |
9/11 | Filter Lungs | 100,000 |
11/13 | Gill Implants | 150,000 |
8/9 | Single Band Radio Receiver | 2,500 |
9/10 | Multiband Radio Receiver | 2,500 |
10/12 | 3-km Radio Transmitter | 2,500 |
12/14 | 30-km Radio Transmitter | 5,000 |
15/17 | 300-km Radio Transmitter | 15,000 |
11/15 | Aquatic Skin | 500,000 |
15/18 | VacSuit | 1,000,000 |
10/12 | Thoracic Armor AV (1) | 12,500 |
12/14 | Thoracic Armor AV 0 (2) | 10,000 |
14/17 | Thoracic Armor AV 1 | 10,000 |
12/14 | Abdominal Armor AV (1) | 10,000 |
14/17 | Abdominal Armor AV 0 (2) | 10,000 |
17/20 | Abdominal Armor AV 1 | 7500 |
Computer Implants: Beginning at tech level 12, it is possible to have a computer surgically implanted and cybernetically linked to the conscious brain centers. The lightest of these computers still
mass one kilogram and so are too large to implant in the skull. Instead, the computer consists of a series of a half-dozen or more small sub-components which are fused to individual vertebrae of the spine(on the inner sides) in such away that they do not interfere with articulation. They are linked to each other and the organic brain by way of the spinal cord. Output from the computer can be accessed either by way of an eyeball display, an in ear speaker, or direct machine-brain interface, if the user also has a neural socket installed.
Computer implants serve several functions:
First, some cybernetic systems require a computer implant to achieve their full potential. For example, a cybernetic sensor suite consisting of an HRT eye and an amplified hearing ear, when linked to a computer implant, will allow a character to determine the emotional state of the person they are conversing with and have a reasonable chance (80%) of determining if they are lying or telling the truth.
Second, and assuming the character has a neural socket, implant computers can substitute for regular computers on a limited basis. While they are not powerful enough to carry out all functions of a larger computer of the same type, they allow the player to conduct specific tasks one at a time.
Third, it allows the character to store background and technical information for later recall. The character can query the computer about specific information during an adventure and receive a reply. Since memory in the computer is not infinite, the referee must impose some limits on the information available. Very general questions will almost always be answerable by the computer. Specific questions about local history or a scientific specialization will be answered only 40% of the time. Very specific questions about individuals, recent discoveries, or obscure historical facts (and assuming that the referee considers the computer implant to have ever had access to this information) will be available only 20% of the time.
Before an adventure begins, however, characters should be allowed to pick one or more subjects and optimize the computer’s database around that subject. This doubles the chances the question will be answered by the computer (40% becomes 80%, 20% becomes 40%) but reduces the chance of an off-topic question being answered by 10% (40% becomes 30%, 20% becomes 1 0%).
The number of subjects a character can select is equal to the computer model number minus 6. In otherwords, a Model I OM computer can be optimized for four subjects. If the number of subjects chosen for optimization is half or less of the total allowed number of subjects, the off-topic penalty is not suffered.
IMPLANT COMPUTERS | |||
TL |
Mod |
Cyber Value |
Cost |
12 | 7M | 1 | 500,000 |
13 | 8M | 1 | 400,000 |
14 | 9M | 2 | 400,000 |
15 | 10M | 2 | 600,000 |
16 | 11M | 2 | 1,000,000 |
17 | 12M | 2 | 1,200,000 |
Model “M” computers are microcomputers suitable for implantation. Cyber Value only counts towards Empathy. Computer Implants aren’t visible.
Peripherals (Arms and Legs)
Peripherals are modifications to the arms and legs, either for improved performance or adaptation of limbs to special functions.
Upper Limbs: These cybernetic modifications are to the arms and hands, mostly the hands.
Cyber |
Cyber Value |
Description |
Chainsaw Hand | 1 | This attachment is a 30-cm chainsaw, useful for light construction work and brush clearing and a devastating melee weapon. There is no slick version of this attachment. Attacks with a chainsaw hand count as armed melee attacks. |
Grapple Hand | 1 | This hand can be fired up to 20 meters in any direction, connected to the user’s arm by means of a length of fine but extremely strong cable, capable of holding 200 kg of weight safely,400 kg if attached to a cyber utility arm).The hand contains 50 meters of cable (1 00 meters if attached to a utility arm) which can be reeled in or out at will. The hand can function as a grappling hook wherever there is a hand hold capable of supporting it, and can be used to descend as well as ascend. The user does not have fine manipulative control of the hand while it is extended at the end of the cable, but can close and open the hand at will to grasp or release handholds. |
HandSocket | 1 | A hand socket allows the character to use a variety of different cyber hands. If a character does not have a hand socket, then whatever cyber hand is chosen is permanently mounted to the hand. If a hand socket is mounted, then any socket hands may be used. Any cyber hand option may be purchased as a socket hand by increasing the price by 50%. Hand sockets may be installed on organic arms; utility arms come with hand sockets already installed and are included in the price. |
Hardfist | 1 | This is a cybernetic replacement hand with specially reinforced bones and heavy knuckles, allowing the character to deliver much more powerful blows. Melee strikes delivered with a hard fist do double damage. Movement of the fingers is somewhat restricted by the modifications. Tasks performed using the hand which rely on agility are performed with a -1 modification to the character’s Agility attribute. |
Knuckle Blades | 1 | Knuckle blades can be added to a cybernetic hand or an organic hand. The telescoping 10-cm blades are normally retracted into sheaths in the back of the hand, but when the fist is clenched in a particular manner the blades emerge from their sheaths out from over the knuckles. Movement of the hand is somewhat restricted by the modifications. Tasks performed using the hand which rely on agility are performed with a -1 modification to the character’s AGL at-tribute. |
Pistol Hand | 1.5 | This hand is built around a small automatic pistol. Hard (as opposed to slick) versions of the hand do not have functioning fingers. Slick versions have working fingers and thumb, although the index finger is rigid. The actual pistol is designed using the small arms design sequence, but with several limitations on the design. Hard versions may not have a weight greater than one kilogram (including ammunition). Soft versions may not have a weight greater than 0.4 kilograms(including ammunition), and may not have a bore diameter greater than 7.5mm. The design must include the weight of a pistol grip, although this component is shaped like the hand, not a conventional pistol grip.The price listed below for the pistol hand is for the attachment equipment and frame only. The design price of the installed pistol is added to this.(See below for combat Stats of the Pistol Hand) |
Power Hand. | 1 | This hand has up to 1 0 times the normal gripping strength, but retains the normal sensitivity of the human hand. While this does not allow the character to lift any greater loads, it enables him or her to exert crushing pressure on objects and to lock the hand in place, thus allowing the character to hang suspended for long periods of time without suffering fatigue. (The character may even sleep while the hand is locked in place.) |
Protected Cyber Components | 1 | Arms and hands completely replaced by cybernetic prosthetics are considerably easier to armor. In order to use the ratings for protected cybernetic components, a character must have a utility arm (see below). |
Subdermal Armor | 2 | Given the limited space available, it is extremely difficult to add effective subdermal armor to the hand and arm. This is reflected in the fairly low protection levels available. In addition, hard (as opposed to slick) subdermal armor lowers the character’s AGL attribute by i. |
Tentacle Hand | 1 | On this hand, the thumb and fingers functions normally but can be telescoped to form tentacles up to three meters in length. Each tentacle has the strength of a normal human hand, and the hand can be used for climbing, grappling, reaching through small openings, and hundreds of other uses. Movement of the fingers when the tentacles are retracted is some what restricted by the modifications. Tasks performed using the hand which rely on agility are performed with a -1 modification to the character’s AGL attribute. When extended, the tentacles do not suffer this penalty. |
Torch Hand | 1 | This hand is an electric cutting/welding torch incorporating an internal battery which contains power enough for two minutes of operation. Thirty seconds of use is regained for every six hours of recharging. Hard versions of the hand do not have movable fingers and cannot be used as conventional hands, but slick versions do and can. |
Torque Hand. | 1 | This hand is capable of rotating at high speed in either direction on its socket, and the fingers can be locked in place to grip small objects securely, making the hand useful as a torque wrench. When not used as a torque device, the hand functions normally |
Utility Arm | 1 | This is a standard cybernetic replacement for a human arm, originally developed as a prosthetic replacement for limbs lost due to injuries. It mimics the function of a human arm extremely well, suffering some loss in sensitivity but making up for that with greater strength. All tasks performed exclusively or primarily with a cybernetic utility arm are done with an attribute modification of -1 to AGL and +2 to STR. The arm is equipped with a human analog hand, but the hand is mounted in a socket and can be removed and replaced with other options. The arm also has a small hidden compartment in which documents or small objects can be concealed. |
Legs
: The following replacements and enhancements for legs are available.
Cyber |
Cyber Value |
Description |
Power Legs | 2 | Power legs are complete cybernetic replacement legs with power enhancement and shock absorbers. Power legs allow the character to conduct tasks as if the character’s strength was 16, provided the task relies solely on the legs. This usually involves lifting objects (provided the character can lock his or her back and rely solely on legs to lift it), or forcing open doors (again by bracing the character’s back and relying solely on leg power). Power legs also allow the character to leap four meters straight up in 1 G (and proportionately more or less in different gravity fields) and jump down twice that distance without injury. Characters with hard power legs may not run; then may only trot. Characters with slick power legs may run normally. |
Speed Legs | 2 | Speed legs increase, the character’s running speed from 30 meters per turn to 50 meters per turn. |
Dynalegs | 2 | Dynalegs combine the effects of power legs with those of speed legs. Hard (as opposed to slick) versions do not have the prohibition on running that normally accompanies hard power legs. |
Subdennal (SD) Armor | 2 | Given the limited space available, it is extremely difficult to add effective subdermal armor to the leg. This is reflected in the fairly low protection levels available. |
Protected Cyber Component (PCC) Armor | 2 | Legs completely re-placed by cybernetic prosthetics are considerably easier to armor. In order to use the ratings for protected cybernetic components, a character must have either power or speed legs. |
The following table summarizes the important information concerning the above cybernetic peripherals.
PERIPHERAL OPTIONS
TL |
Type |
Cost |
9/10 | Hardfist | 1500 |
9/12 | Knuckle Blades | 5000 |
9/13 | Pistol Hand | 500 |
10/– | Chainsaw Hand | 1000 |
10/12 | Hand Socket | 5000 |
10/12 | Utility Arm | 40,000 |
10/12 | Grapple Hand | 10,000 |
10/12 | Power Hand | 10,000 |
11/13 | Torque Hand | 15,000 |
12/14 | Tentacle Hand | 50,000 |
12/14 | SD Arm Armor AV (1) | 5,000 |
14/17 | SD Arm Armor AV0 (2) | 4,000 |
17/19 | SD Arm Armor AV 1 | 3,000 |
10/12 | PCC Arm Armor AV (1) | 500 |
12/14 | PCC Arm Armor AV 0 (2) | 500 |
14/17 | PCC Arm Armor AV 1 | 500 |
10/13 | Power Legs | 200,000 |
11/14 | Speed Legs | 300,000 |
12/15 | Dynalegs | 350,000 |
12/14 | SD Leg Armor AV (1) | 10,000 |
14/17 | SD Leg Armor AV 0 (2) | 10,000 |
17/19 | SD Leg Armor AV 1 | 50,000 |
10/12 | PCC Leg Armor AV (1) | 1000 |
<12/14 | PCC Leg Armor AV 0 (2) | 1000 |
14/17 | PCC Leg Armor AV 1 | 1000 |
17/19 | PCC Leg Armor AV 2 | 1000 |
Combat Effects
Several peripheral attachments have melee effects, some counting as armed and some as unarmed attacks. Hit Mods are added to character’s asset.
UNARMED MELEE ATTACKS
Type |
Attack |
Hit Mod |
DV |
Hardfist | Hand Strike | — | x2 |
Tentacle Hand | Grapple/Strangle | +2 | x2 |
Power Legs | Kick | +2 | x2 |
ARMED MELEE ATTACKS
Type |
Range |
Hit Mod |
DV |
KnuckleBlade | Short | +2 | 1D6+(STR/2) |
Chainsaw Hand | Short | — | 2D6+STR |
Power Hand | Short | — | 2D6+STR |
Torch Hand | Short | — | 3D6 |
RANGED WEAPONS
Weapon Stats: Pistol Hand |
Recoil
|
||||||||
Ammo |
ROF |
Damage |
Pen |
Bulk |
Mag |
SS |
Burst |
Range |
|
9mm P |
SA |
2 |
Nil |
0 |
5 |
5 |
no |
10 |
Therapy
Therapy consists of organic modification of the character’s body, either through drugs, genetic manipulation, or surgical procedures. These Cyber Values only apply to Empathy.
Type |
Cyber Value |
Description |
Muscle Implants | 1 per point | This technique involves taking a muscle tissue sample from the character, cloning it, then grafting these new muscles into the existing tendon/ligament system of the character. The technique will increase a character’s STR attribute by up to 6, but for every point of strength gained the character will temporarily lose 1D6 points from the AGL attribute until the character is used to working with the additional muscle mass. Characters regain lost AGL attribute points by expending experience points, just as if improving a skill rating.Installing muscle implants is time-consuming, demanding one month of physical inactivity from the patient. It is also expensive, costing 2,000 per point of Strength gained. Available at TL 10+. |
Tesseron Beta | 1 per point gained | This is a drug that stimulates the endocrine system, causing increased production of strength-producing hormones. It is administered in a weekly dose and must be taken continually to keep up its effect. When a character first takes T-Beta, there is no immediate effect With the second dose (the second week of the therapy), the character must make a Difficult test against CON to avoid violent muscle contractions. If the test fails, the character suffers 1 hit to each body part and must discontinue the therapy. If the test is successful, the character may continue the therapy without further risk of mishap.With the third dose (the third week of therapy), the character will gain from 1 to 3 points of STR (1D6/2, rounding fractions up). This added Strength level will remain in effect so long as the T-Beta treatment is continued. Once it is terminated, the STR attribute declines by 1 point per week until it reaches its original pre-therapy level. At the same time, T-Beta withdrawal will also cause an AGL decline of 1 point per week, due to muscle twitches, until STR reaches its original level. After that, AGL will increase by 1 point per week until it reaches its original level.
T-Beta prices vary. Typical costs are 1D6x5O. AvailableatTL9+. |
Neural Sheathing | 1 per point | This technique utilizes viruses which have been engineered to manufacture and deposit certain organic chemicals around the nerve fibers of a character. The plastic-like sheath decreases the electrical resistance of the nerves and various outside electrochemical interferences to neural communication. To perform the process, a doctor takes samples of blood, nerve tissue, and spinal fluid from the patient and determines what support chemicals are required for the virus to perform properly. The process must be monitored for one full month, with a medical appointment every three days to update the support solution.The doctor must make a successful Average task roll using Diagnosis as an asset for the procedure to succeed. If the task roll fails, the procedure is not successful, but may be attempted again later. If the task roll is a Catastrophic Failure, the process cannot be retried and the character permanently loses I point from the AGL attribute due to induced nerve hypersensitivity.
If the procedure is successful, the character’s AGL attribute is increased by from 1 to 3 points (1D6+2, rounded up). The price of the treatment is 30,000. Available at TL 11+. |
Vassopressin-Y | 1 point point | This drug allows the human brain to modify its electrical pathways, which will make it easier for a character to learn new things and recall things already learned. Due to its addictive effect, this drug is usually used by people who are beginning major projects (preparation for a special mission, for example) and can quit after the project’s completion. The drug must be taken in daily doses for two full weeks for any effect to occur, at which time the character’s INT attribute is increased by 1D6 points.If the character remains on the drug for a month or less, there are no side effects. For every month there after that the character remains on the drug, the character’s Willpower skill is reduced by 1 (regained at a rate of 1 point per week after Vassopressin-Y is no longer taken). Characters whose Willpower is reduced to 0 (or who suffer a Willpower reduction when they have no Willpower skill to begin with) slip into a catatonic state for 1 D6 weeks and then recover.
In order to voluntarily terminate Vassopressin-Y therapy, a character must make a successful roll for an Average task using Willpower as an asset. This roll is made once per day at the time the normal dose would be taken. A character must be successful on each of seven consecutive days for the addiction to be broken. The price for a daily dose of the drug on any given world is Cr3D6. Available at TL 1 2+. |