Head Implants

Head Implants

Head implants all require delicate surgery to the head, and most deal with very sensitive nerve connections. These procedures can be extremely dangerous if not done properly, and so they tend to be the most expensive of the cybernetic enhancements.

Cyber Eyes: Direct electronic/nerve interface at tech level 9 opens the way for a wide variety of cybernetic enhancements to eyesight. Early cyber eyes are single-function eyes, and are easily recognizable as mechanical implants, but at higher tech levels a wider variety of functions are available and they become less obvious.

The following table shows the general functionality of cyber eyes through the tech levels. In all cases, the cyber eye includes basic visible light vision, and the table indicates the number of additional features, which can be added. A dash indicates that a cyber eye is not available at that tech level and a “0” indicates that no extra function can be added to basic visible light spectrum vision. Note that some additional options count as more than one feature for purposes of the capacity of the eye.

“Hard” eyes are immediately recognizable as cybernetic enhancements, while “slick” eyes appear normal to casual observers.

FUNCTIONS


TL

Hard

Slick

Cyber Value
10 1 1 per option
11 2 0 0.5 per option
12 3 1 0.25 per option
13 4 2 0.25 per option
14+ 5+ 4+ 0.125 per option

A number of options available for cyber eyes are listed below. In all cases, skill tests to detect objects using cyber eyes are made with the Observation skill. The “#” column is the number of options this requires. Not all options are considered one option. Some are listed with hard & slick numbers.


Option

#

Description
Telescopic 1 Telescopic vision allows magnification similar to a telescope or binoculars, with zoom controlled by eye ball pressure (which is manipulated by squinting).
Active Infrared 1/2 A beam of infrared light is projected either from forehead-mounted lights (in the hard version) or through the eye itself (in slick versions). Active infrared is a useful sensor at night, but will not penetrate smoke, dense fog, blowing sand, etc. It has a short range of 60 meters. Slick active IR eyes are sufficiently bulky that they count as two options instead of only one.
Passive Infrared 1/2 The eye is extremely sensitive to infrared radiation and can “see” heat. Most living creatures and machines have very distinct heat signatures, while inanimate objects can usually be seen by the amount of heat that they absorb from the sun. Nevertheless, objects after sundown which have completely cooled off become almost invisible to passive IR. Unlike active IR, passive IR can see through most smoke and blown dust, but is rendered ineffective by rain or snow. It has a short range of 30 meters
Star Eyes 2 Star eyes use light-amplification techniques to allow normal vision in low light conditions (primarily nighttime using starlight, hence the name). Smoke, blown sand, and any sort of atmospheric conditions will interfere with star eyes. They have a short range of 120 meters. Star eyes are sufficiently bulky that they count as two options instead of only one.
Color Enhancement 1 Color enhancement, originally developed to aid color-blind patients, is useful for resolving detail at long distances and for detecting camouflage (+3 to Observation). Color hue and intensity is adjusted by increasing or decreasing eyeball pressure. (This can be accomplished by squinting.) Color enhancement is useless in limited-visibility situations. For purposes of detecting camouflage, color enhancement has a short range of 120 meters.
High-Resolution Thermal
(HR7)
2 HRT is an advanced form of passive infrared with a short range of 300 meters. HRT can see clearly through most forms of smoke, but has its performance cut in half by rain or snow. HRT eyes are sufficiently bulky that they count as two options instead of only one.
Imaging Radar. 3 The eye contains a millimeter wave radar transmitter and processor unit with fine enough resolution for image formation. Imaging radar has a short range of 300 meters and is not degraded by any atmospheric effects. Imaging radar is sufficiently bulky that it counts as three options instead of only one.
Image Enhancement 2 Image enhancement not only magnifies but also Sharpens focus and contrast, making visual recognition easier. Image enhancement has the combined effects of telescopic vision and star eyes. Image-enhancement eyes are sufficiently bulky that they count as two options instead of only one.
Wide-Spectrum Visual
(WSV)
3 This eye combines magnification and image enhancement with sensitivity to light across a broad spectrum, from ultraviolet through infrared. As such, it combines most of the advantages of earlier sensor eyes in a single package. Its short range is 300 meters. WSV is sufficiently bulky that it counts as three options instead of only one.
Target Link 1 Only characters with a neural socket may use a target-linked eye, and only with weapons designed for target interface (so-called “smart” weapons). The weapon’s bore sensor, when engaged, projects’ a target image in the middle of the user’s vision field, showing what the weapon “sees” rather than the actual image. An alternative shows a distinct colored line along the weapon’s line of fire if the line of fire is within the user’s field of vision, and a colored arrow prompt showing what direction to look to find the line if it is out of the user’s field of vision. This line is invisible to anyone else, since it exists only inside the user’s eye.Any small arm or heavy weapon may be modified by the addition of a “smart sight.” Available at TL 10, it has a mass 0.2 kilograms, and costs $2000. The smart sight also has the features of an electronic sight.
Recorder 3 This option allows the user to make a one-hour video recording and play it back at a later time. The recording can be transferred to hard video by means of a small laser viewer that fits over the eye. The video image on the organic recording will begin to deteriorate after 48 hours. The recorder feature is sufficiently bulky that it counts as three options instead of only one.
Holo-Recorder 4 As the recorder described above, but the recording is a three-dimensional hologram. The holo-recorder feature is sufficiently bulky that it counts as four options instead of only one.
Eyeball Display.. 1 This allows projection of information in read-able form in the user’s field of vision, much like the heads-up display of a fighter aircraft It is particularly useful if a computer implant is used, but can is also useful with chrono-meter or inertial navigation implants
Rangefinder. 1 This option may only be installed if the user also has an eyeball display. The range finder projects a low-energy infrared laser beam and determines range from the reflection. It is accurate to within 1 % of range out to 5 kilometers.


Cyber Ears
: Cybernetic augmentation of hearing is available considerably sooner than is visual augmentation. Lower-tech cyber ears are simple amplifiers, often worn externally. Higher Tech are implants inside the hearing canal, all but invisible. At higher tech levels, a wider variety of functions are available.

The following table shows the general development of cyber ears over time. In all cases, the cyber ear includes basic hearing, and the table indicates the number of additional features which can be added. A “0” indicates that no extra function can be added to basic hearing.

“Hard” ears are immediately recognizable as cybernetic enhancements, while “slick” ears appear normal to casual observers.

 

FUNCTION

TL

Hard

Slick

Cyber Value
9 1 0 1 per option
10 2 1 0.5 per option
12 4 2 0.25 per option
14+ 5+ 3+ 0.125 per option

 

 

A number of options available for cyber-ears are listed below.


Option
# Description
Amplified 1 This allows amplified hearing and clear audio resolution of faint sounds at distances of 100 meters or more.
Low Frequency 1 This allows hearing of low-frequency sounds, sounds which are more often felt or sensed than heard. Hearing these sounds makes it easier to pinpoint the direction of origin. Early versions of this ear tend to be oversized.
High Frequency 1 This option allows a person to hear sounds above the aural range of normal humans. Early versions of this ear tend to be made from very dense material, such as plastic or even metal.
Sound Dampening 1 Although loud or irritating sounds won’t damage bionic ears, they can be annoying, distracting, or even painful to the user. This option enables the owner to dampen out specific ranges from the sonic spectrum, allowing sound to be dampened, which can also make it easier to hear a specific sound (such as a human voice) in a noisy environment
Recorder 1 This option allows the user to record one hour of sound and play it back at a later time. The recording can be accessed at any point and can be recorded over.
Sonar 1 Sonar ears may only be used in conjunction with a computer implant. An omni-directional variable-tone ultrasound transmitter in the ear sends out ultrasound waves and then determines distance to the nearest objects by means of echo-ranging. A continuous low tone in the ear when the system is engaged provides information to the user as to range based on pitch and volume of the tone. If an eye ball display is available, the sonar can also build up an ultrasound map of the space around the user and overlay it on the visual image of the eye. If only one ear is installed, the head must be moved around to build up a full sonar map. If both ears have sonar features, no such “scanning” is necessary. Sonar counts as 2 options if used in conjunction with the Eye Display.
Comm Receiver 1 Communicators are normally too bulky to install in the ear itself, but the speaker for the communicator is generally located there.
Eye-Ear
Combination Suite
1 This is a special cybernetic combination suite available at tech level 10 and higher. It is available as a hard option only and replaces both the eye and ear on one side with a clearly visible synthetic housing. No attempt at cosmetic disguise is made. The suite allows the standard number of hard options for the eye and ear plus two additional options added to either, or split between them. Cost is the sum of the options selected, but the suite lowers Charisma by 2 instead of the normal 1 (1 each for a replacement eye and ear).

Other Options:A number of other head option s a re available, some of which can be used in conjunction with options already covered.

Option Cyber Value Description
Neural Socket 1 This is a socket, usually mounted in the temple or (for cosmetic reasons) at the base of the neck, and is used to establish direct electronic contact between the human brain and electronic equipment. It allows the brain to receive and decode electronic data as well as transmit commands directly to linked equipment. When “jacked in” to machinery, all tasks using that machinery become one level easier. When jacked in to memory bank and educational programs, the Education attribute is increased by 3.
Chronometer 0.5 This is an installed day, date, and elapsed time recorder linked to an eyeball display.
Inertial Navigation
System
1 This is an installed inertial positioning and navigation system. A eyeball display must be installed for this option to be used. The navigation system will display current magnetic bearing and will also show the bearing to any of five previously recorded positions.
Power Jaw 0.5 This option involves complete replacement of the upper and lower jaw and teeth with synthetic material. Strength is mechanically enhanced which allows the user to bite through a variety of materials and inflict 1D6 hits if used to bite a hostile character.
Jaws of Death 1 This is a hardware-only option consisting of oversized jaws with enlarged teeth (so-called “jaws of death”) which allows the user to use them to make armed melee attacks in the same way as do large predators. jaws of death inflict 2D6 hits, but cause a -2 CHR penalty due to their (deliberately) grotesque appearance.
Subderrnal Armor 1.5 This option surgically layers thin synthetic armor protection below the skin surface but over the skull. See below for Armor Values.

The following table summarizes the important information concerning cybernetic head modifications.

TL: Tech level of first availability. The first number is the tech level atwhich thefeature isavailable asa hard option, the second the level at which it is available as a slick option.

Number of Spaces:The number of features the particular option counts as when determining the total capacity of the cyber eye or ear.

Cost:Estimated cost per feature, at the tech level of introduction. This price is halved at all higher tech levels. Note, however, that slick options cost the full printed price at their first tech level of availability, even though hard options of the same sort are by then less expensive.

 

CYBER HEAD OPTIONS

 

TL Type
Number of Spaces

Cost
9/11 Visible Eye Spectrum 0 5000
10/12 Telescopic Eye 1 5000
10/14 Active IR Eye 1 or 2 15000
11/14 Passive IR Eye 1 25000
12/14 Star Eye 2 50000
12/13 Color Enhancement Eye 1 2000
13/16 Imaging Radar Eye 3 500,000
14/16 HRT Eye 2 50,000
14/16 Image Enhancement Eye 2 50,000
15/18 WSV Eye 3 200,000
10/11 Target Link Eye 1 5000
11/12 Eyeball Display 1 5000
11/15 Range-finder Eye 2 10,000
12/16 Recorder Eye 3 25,000
14/18 Holo-Recorder 4 500,000
6/8 Replacement Ear 0 500
8/10 Amplified Ear 1 500
8/10 Comm Reciever Ear 1 500
9/11 Sound Dampening Ear 1 15,000
9/12 Low Frequency Ear 1 10,000
9/13 High Frequency Ear 2 10,000
10/12 Recorder Ear 2 20,000
12/14 Sonar Ear 3 50,000
9/10 Neural Socket 150,000
11/12 Chronometer 100
11/12 Inertial Nav 500
9/11 Power Jaw (1D6 DAM) 250
9/– Jaws of Death 5000
10/11 Subdermal Armor AV(1) 125,000
12/13 Subdermal Armor AV 0 (2) 100,000
14/15 Subdermal Armor AV 1 100,000

 

 

 

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