Body Augmentation
Average Tech Level: TL 11
Associated Skills: Bioengineering/TL11 (any) (IQ/H), Biology/TL11 (IQ/VH), Chemistry/TL11 (IQ/H), Electronics Repair/TL11 (Cybernetics); Engineer/TL11 (Cybernetics and Robotics); First Aid/TL11 (IQ/E), Hazardous Materials/TL11 (biological and chemical) (IQ/A), Law (human rights) (IQ/H), Pharmacy/TL11 (synthetic) (IQ/H), Physician/TL11 (IQ/H), Physiology/TL11 (IQ/H), Veterinary/TL11 (IQ/H).
Associated Skills: Bioengineering/TL11 (any) (IQ/H), Biology/TL11 (IQ/VH), Chemistry/TL11 (IQ/H), Electronics Repair/TL11 (Cybernetics); Engineer/TL11 (Cybernetics and Robotics); First Aid/TL11 (IQ/E), Hazardous Materials/TL11 (biological and chemical) (IQ/A), Law (human rights) (IQ/H), Pharmacy/TL11 (synthetic) (IQ/H), Physician/TL11 (IQ/H), Physiology/TL11 (IQ/H), Veterinary/TL11 (IQ/H).
Within the world of Horizon Effect, people make use of variety of alterations to improve their bodies and their ability to function. Implants like cybernetics and bioware are not common, but they aren't exactly rare, either, with a number of people seeking them out. Many of these modifications are not necessarily things that people are born with; they require a specific type of gene editing that can only be done on somatic cells, which require cells that are relatively mature. This means that most bioware doesn't get installed until around 13 to 15 years old, while cyberware can be installed at any age (although it's also rare, since anything that can be done with cyberware can be done with bioware).
Standard Augments
Almost all citizens of the Verge and Bleed, whether human, AI, and the like, use a variety of forms of biological, cybernetic, or nanotechnological augmetnation. Most of the individuals within the Verge and Bleed make use of the following augments; so much so that they are generally seen as standard and most insurance, both private and public, cover the costs fully, where such a thing matters.
Basic BiomodsBasic biomods are the suite of modifications that all individuals get as a consequence of existing in the modern world. These are often mandated by medical insurance plans and often required to enter many space stations for health and safety reasons. they consist of a suit of geneticially modified bacteria, nanoviruses, and other microorganisms that alter the human microbiome in a number of beneficial ways, as well as a number of implanted nano-hives. Many of the more basic of these mods are included in some templates, but the overall meta-trait represents the whole suite of implants. Individuals with basic biomods have Pan-Immunity, do not develop cancer, are resistant to bio-nanomachines and nanovirusees, can regulate their own reproduction and fertility, and have a fully sanitized metabolism, along with other advantages like an extended lifespan and permanent teeth and skin care. Add Immune to Cancer [5], Immune to Known Bacteria [5] Immunity to Known Viruses [5], Resistant to Bio-Nanomachines (+8) [2], Reproductive Control [1], Sanitized Metabolism [1], and the 0-point features Extended Lifespan 1, Teeth don't require maintenance, and doesn't get skin blemishes [0]. 19 points.
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Basic CybermodsBasic Cybermods are a suit of cybernetic modifications that are available to all citizens in most of the developed world. These modifications are actually more rare than biomods simply because biomods are required to enter many habitats and for insurance purposes while cybermods are not, and the overall suspicion towards cyberwear and rumors of cyberwear hacking during the Ascension Crisis/Swarms (as well as stories about how Nariac abuses implants) leaves many suspicious of them. Older individuals may still have the implants, though, and all pods and cybershells come with them pre-installed. They consist of a computer with a DNI, radio communicator, and several other features that most citizens prefer to use wearables for. Add Accessory (Biomonitor) [1], Accessory (Tiny Computer) [1], Cable Jack (XP, +80%) [9]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded Data Only, -20%) [6], Radio (Reduced Range, x1/10, -30%; Secure, +20%; Temporary Disadvantage, Electrical, -20%) [7]. 24 points.
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Cortical StackThe cortical stack is a piece of equipment that resembles a egg inserted at the base of the neck. It's covered in a coating of hardened diamondoid and transparent alumina, and is kept isolated from other pieces of cyberwear. Once installed, it distributes a network of nanomachines through the brain that monitor changes within the brain, reporting any changes over the course of the day. Every 12 hours, it creates a full backup of a person's consciousness, so if they happen to met with an unhappy ending, the stack can be removed from their body and their brain copy uploaded into another digital device. The cortical stack itself also keeps a copy of the individual's DNA, as well as a list of their modifications and a blueprint of their body in case parts need to be regrown. Repair vats access the stack to repair damage to the body. However, the nanites are not shielded, so if they're exposed to a strong electrical field, it deletes the original backup and a new one has to be made which means it takes twice as long. Add Accessory (Cortical Stack) [1], Extra Life (Copy, -20%; Requires Body, -40%; Temporary Disadvantage, Electrical, -20%) [5]. 6 points.
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Bioware
Bioware augmentations are acquired either as a genemod or as a later modification, grown either using nanomachines to modifying them, or by growing the organs remotely and then grafting them into the body.
Enhanced SensesThe following are a list of the most common enhanced senses. Each is also available as a more common cybernetic implant, since those are easier to implant. Often times, however, it's easier to get them as genemod.
Direction Sense. The character has an innate sense of direction and distance using advanced inertial navigation. The character arbitrarily define any point as north and keep track of which direction that is, regardless whether they are in vacuum or on a flat surface. Add 3D Spatial Sense [10]. 10 points. [$1,000; Minor Procedure; LC4] Enhanced Hearing. The character's ears are enhanced to hear both higher and low frequency sounds - the range of hearing that is twice that of a normal human ears. In addition, their hearing is considerably more sensitive, allow them to hear sound as if they were much closer than they were. Add Acute Hearing +2 [4] and Discriminatory Hearing [15]. 19 points. [$23,000; Minor Procedure; LC4] Enhanced Smell. The sense of smell is boosted up to that of a blood hound; they can identify both chemicals and individuals by smell and can track people and chemically reactive objects by odor as long as the trail was made within the last several hours and has not been obscured. Add Acute Tastse/Smell +2 [4] and Discriminatory Smell [15]. 19 points. [$29,000; Minor Procedure; LC4] Enhanced Vision. This modifies the eyes, boosting the visual acuity several fold and adding tetrachromatic capabilities, allowing them to see into the ultraviolet spectrum, similar to birds. Add Acute Hearing +2 [4] and Ultravision [10]. 14 points [$14,000; Minor Procedure; LC4] Lateral Line. This is a transgenic modification developed from certain aquatic animals, allowing them to detect movement and vibrations around them through nearby liquid that they're immersed in. Add Vibration Sense (Water Only, Passive; -50%) [5]. 5 points. [$5,000; Major Procedure; LC4] Polarized Vision. Polarized Vision allows the individual to see through glare and haze, reducing the penalty associated with those similar to an avian. Add Acute Vision +4 (Accessibility: only to counteract fog and glare, -50%) [4]. 4 points [$4,000; Minor Procedure; LC4]. Mental AugmentationsMental augmentations are less common than average augmentations, owing to the drawbacks of failure and the potential for them to not mesh perfectly with the existing neurology. This is expected to improve in the incoming decades, however.
Bacteria Brain. An attempt to produce a biological cyberbrain; the attempts to produce one using human tissue failed (the result being the Dryad and Nymph), so the current model is actually more a synthesis of nanoware and bioware than pure bioware. It can replace a cyberbrain for purposes of running a AGI or mind emulation. Biocomputer. The biocomputer is a biological version of the implanted computer found under Basic Cybermods. It can function as a basic computer for purposes. They make use of a mixture of fungus and sponge tissue. The user should also get either a wireless neural jack or biotronic circuitry. Add Accessory (Tiny Computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded data only, -20%) [6]. 7 points [$7,000; Major Procedure; LC4] Biotronic Circuitry. Installed using a nanovirus, this device implants protein-based biotronic circuitry that can interface with the biochips that are often used within computers. Functionally, this is a biological DNI. Add Cable Jack (XP, +80%) [9]. 9 points [$9,000; Minor Procedure; LC3] Eidetic Memory. This uses nanoviruses to augment the way that memories are stored and recalled, allowing the character to better recall information and experiences. Add Photographic Memory [10]. 10 points [$10,000; Minor Procedure; LC4] Hyper Linguist. This nanovirus alters the language area and the way the language areas connect to the other areas of the mind, so the mind easier learns and retains language. Add Linguistic Talent [10]. 10 points [$10,000; Minor Procedure; LC4] Math Boost: This nanovirus rewires the brain so that the brain is more effective at processing mathematics and crunching numbers. Add Intuitive Mathematician [5] and Mathematical Ability 1 [10]. 15 points [$15,000; Minor Procedure; LC4] Physical AugmentationsMost physical bioware is derived from animals, and allows the user to operate in a wide range of different environments. Most of these biomods alter the functioning of the character in some way.
Adrenal Boost. This adrenal gland enhancement supercharges the character's adrenal response to situations that invoke stress, pain, or strong emotions; when active, the concentrated burst of norepinephrine accelerates heart rate and blood flow, to burn carbohydrates. Add Basic Speed +1.00 (Cardiac Stress, every minute, -30%; Costs Fatigue, 2FP, -10%) [13]; Lifting ST+3 (Cardiac Stress, every minute, -30%) [7], and Striking ST +3 (Cardiac Stress, every minute, -30%) [11]. 31 points [$18,000; Major Procedure; LC4]. Bioplastic Skin. This modification covers the skin of the individual with a sheath of living smart bioplastic. It is thin and snesitive enough that it looks and behaves like normal skin, and even heals itself. IT provides an invisible armor covering to the entire body. It provides DR 15 vs. burning or piercing damage, DR 5 vs. against all other types. Add DR 10 (Limited, Burning and Piercing damaging, -20%; Tough Skin, -40%) [20]; DR 5 (Tough Skin, -40%) 35 points [$20,000; Major Procedure, LC4] Bioweave Armor. This flexible armor is made from by lacing the skin of the individual with artificial synthetic spider silk, grown under the skin. it is invisible to the naked eye and does not appear on metal detectors. It provides DR 12 vs. piercing and cutting damage and DR 4 vs. other damage. Add DR 8 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [16] and DR 4 [Tough Skin, -40%) [12]. 28 points. [$28,000; Major Procedure; LC4] Boosted Heart. This genemod augmentation boosts the muscle tissue of the heart, strengthening the ventricle construction for greater strength and endurance. Add HT+1 [10], FP+1 [3], and Hard to Kill +3 [2]. 15 points. [$15,000; Major Procedure; LC4] Chameleon Skin. The skin of this individual is augmented with complex chromatophores so that it changes color like the skin of a chameleon or an octopus. Add Chameleon 2 [10]. 10 points [$10,000; Major Procedure; LC4] Circadian Regulations. The individual only requires 4 hours of sleep to maintain health and function at peak capacity. They dream constantly while asleep and can both fall asleep and wake up almost instantly. In addition, they can easily and with no ill-effects shit to a 20-day cycle, where they were awake for 44 hours and asleep for 8. Add Less Sleep 4 [8]; Deep Sleeper [1]; and Can Adjust Sleep Schedule [0]. 9 points [$9,000; Major Procedure; LC4] |
Eelware. This implant is derived from electric eel genetics, allowing the character to deliver a burst of shock from from the transgenic glands. The variable enhancements allows for it to be used at a lower power level; for instance, as an emergency defibrillator. Add Burning Attack 1d (Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, Stunning, +50%; Surge +20%; Takes Recharge, 5 seconds, -10%; Variable, +5%) [7]. 7 points. [$7,000; Minor Procedure; LC4]
Efficient Digestion. This augmentation overhauls the gut flora and aspects of how digestion works, making it more efficient than standard digestion. Add Reduced Consumption 2 [4]. 4 points [$4,000; Major Procedure; LC4] Endocrine Control. This augmentation modifies the endocrine system, giving the character limited control over their hormone output for a short period of time, on the matter of minutes. They become incredibly hard, if not impossible, to influence. Add Unfazeable (Costs Fatigue, 1FP, -10%) [13]. 13 points [$13,000; Major Procedure; LC4] Gliding Membrane. Gliding membranes are thin, muscular sheets that are stretched from wrist to ankle, allowing the character to glide through the air. Gliding membranes can be wrapped around the arms legs, and torso when not in used. Add Flight (Controlled Gliding, -45%) [25]. 25 points [$25,000; Minor Procedure; LC4] Grip Pads. This character possess specialized pads in their skin which allows them to secrete that allows the character to stick to any surface. The character support themselves on walls or ceiling by placing any two limbs on it, although for human-sized organisms and larger, it requires lower gravity. Clinging (Requires Low Gravity, 0.2G, -40%) [12]. 12 points. [$12,000; Minor Procedure; LC4] Jointwork. This improves the joint fluids and modifies connective tissue, and even modifies the knees and ankles for impact damage. Add Catfall [10], Flexibility [5], and High Manual Dexterity +1 [5]. 20 points [$20,000; Major Procedure; LC4] Hibernation. The character can voluntarily reduce their metabolism to point that they require less food and water to survive over long periods of time. Add Metabolism Control 2 (Hibernation Only, Trigger; Cold Temperatures, -50%) [5]. 5 points [$5,000; Major Procedure; LC4] Hydrostatic Pressure Adaptation. This augmentation allows the individual to operate under extreme pressures. This includes myelin replacement, but it also includes alterations to the lungs and skin. Add Immunity to High-Pressure Gases [5] and Pressure Support 1 [5]. 5 points [$10,000; Major Procedure; LC4] Hyper Kidneys. This boosts the water filtration and recycling capability of the character, allowing them to use less water by producing super-concentrated urine, similar to a camel. Add Reduced Consumption 2 (Water Only, -50%) [2], [$2,000; Minor Procedure; LC4] Hyper-Lungs. This boosts the ability of the lungs to store oxygen and improves circulatory systems as well, improving over all fatigue. Add Breath-Holding 1 [2], FP+2 [6]. 8 points [$8,000; Major Procedure; LC4] Muscle Augmentation. The character's muscle mass has been enhanced and toned and myofibers strengthened. Add Lifting ST +2 [6] and Striking ST +2 [10]. 16 points [$16,000; Major Procedure; LC4] Myelin Replacement. This procedure replaces the fatty myelin sheath around the neurons in the brain with an inert organic substitute. It provides immunity to the to the adverse neurological effects of breathing high-pressure gases, such as nitrogen narcosis and high-pressure nervous syndrome. Add Immunity to High-Pressure Gases [5]. 5 points. [$5,000; Major Procedure; LC4] Neurachem. Neurachem juices the chemical synapses and neurotransmitters, allowing for faster reacting times and improving overall speed, crisis response, and response time, allowing the character to react to problems quickly. Add Enhanced Reflexes (Costs Fatigue, 1FP, -10%) [31]. 31 points. [$31,000; Major Procedure; LC4] Perfume Glands. The user can change between perfume or deodorant, or if desired, go back to their own natural order. By changing their scent, the user can also makes their natural order or confuse beings that rely heavily on their sense of smell. Add Racial Bonus to Sex Appeal +2 (Scent-Based, -20%) [4] and Obscure 1 (Smell) [2]. 6 points [$6,000; Minor Procedure; LC4] Photosynthetic Skin. This augmentation allows individuals to survive without food, so long as they have access to clean soil to lay in and water, as well as sunlight. It is not an efficient method to replace food, but it is useful under some conditions. Add Deep Sleeper [1]; Doesn't Breathe (Oxygen Absorption, -50%; Temporary Disadvantage, Sessile, -50%) [4]; Reduced Consumption 4 (Food Only, -50%) [4]; Unnatural Features 1 (Green Skin) [-1]. 9 points. [$9,000; Radical Procedure; LC3] Prehensile Feet. This nanovirus modification alters the structure of the feet, giving them a structure similar to those on many spacer clades. For the next HT-10 days, the character reduces their move speed by 1 while they adapt to their new foot structure. Add Extra Arms (Foot Manipulators, --30%; Short, -50%) [4]. 4 points. [$4,000; Major Procedure; LC4] Prehensile Tail. This is a tail capable of grasping, like a monkey's tail. This requires nanovirus modifications to the tail and nervous systems, as well. Add Extra Arm (Extra-Flexible, +50%; No Physical Attack, +50%) [10]. 10 points [$10,000; Major Procedure; LC4] Radiation Tolerance. This augmentation redundantly encodes the DNA and vital systems are protected with special shielding sleeves and blood filters, and many chemical processes are reinforced against disruption. Furthermore, the immune system boosted so it can heal damage from radiation. Add Radiation Tolerance 10 [15] and Regeneration (Slow; Radiation Only, -60%) [4]. 19 points [$19,000; Major Procedure; LC4] Skin Pocket. This produces a pocket within the skin layer, similar to a marsupial pouch, capable of holding and providing concealment for small items. Add Payload 1 [1]. 1 point [$1,000; Minor; LC4] Temperature Tolerance. This augmentation laces the skin with xenogenic glands that improve the temperature range of the character. Add Temperature Tolerance 2 [2]. 2 points [$2,000; Minor Procedure; LC4] Thin-Thick Atmosphere Lungs. This genemod lug tissue gives the user the ability to breathe thin atmospheres, without suffering any of the adverse effects associated with it, without sacrificing the ability to breath at normal levels. Add Pressure-Tolerant Lungs [1]. 1 point [$1,000; Major Procedure; LC4] Toxin Filters. This modification not only reduces the amount of water needed by the character by recycling the water more efficiently, it also boosts the ability of the liver's ability to filter toxins and poisons. Add Alcohol Tolerance [1], Resistant to Ingested Poison (+8) [5]. 6 points [$6,000; Major Procedure; LC4] Wings. This augmentation replaces arms with a functional set of biogenetically grown feathered wings, and grafts the additional muscles need to power them. The wings arch well above the head to allow normal walking. The wings are not powerful enough to fly under normal gravity, although the wings have their own set of hands. Add Flight (Requires Low Gravity, 0.5G, -25%; Winged, -25%) [20]. 20 points [$20,000; major procedure; LC4] |
Cyberware
Very little cyberware is physically implanted; instead the character is placed in a healing vat and the vat's nanobots construct the cyberware inside the biomorph's body. Cyberware is rarely used for anything that can be accomplished using bioware, although in a number of ways, it is superior to bioware.
Enhanced SensesIn addition to being able to duplicate the effects of all bioware enhanced senses, there are a few enhanced senses that can only be produced using cyberware. Note that senses replicated in this manner have the Temporary Disadvantage, Electrical (-10%} limitation.
Echolocation. This cybermod provides the user with sonar. The character bounces brief ultrasound pulses off their surroundings and using them to form an image of these surroundings through of these pulses received by the character's ears. Add Scanning Sense (Sonar, Reduced Ranged, x1/10, -30%; Temporary Disadvantage, Electrical, -20%) [10] and Ultrahearing (Temporary Disadvantage, Electrical, -20%) [8]. 18 points. [$18,000; Minor Procedure; LC4]. Electrical Sense. The character can sense electric fields, allowing them to scan for and determine whether or not a device is on or off, determine electrical leaks, and the like. Add Detect (Electric Fields; Temporary Disadvantage, Electrical, -10%) [4]. 4 points [$5,000; Minor Procedure; LC4] Magnetic Sense. The character can sense magnetic fields; this functions just like Electrical sense. Add Detect (Magnetic Fields; Temporary Disadvantage, Electrical, -10%) [4]. 4 points [$5,000; Minor Procedure; LC4] Protected Sense. This augmentation hardens one of the character's senses. Add Protected Sense (Sense) [5]. 5 points [$5,000; Minor Procedure; LC4] Radiation Sense. The characer can sense the presence and approximate source of all forms of dangerous radiation, including neutrons, charged particles, and cosmic rays. Add Detect (Ionizing Radiation; Vague, -50%; Temporary Disadvantage, Electrical, -10%) [4]. 4 points [$5,000; Minor Procedure; LC4] Mental AugmentationsThese cybernetic augmentations enhance the brain and mental functions, improving them in a way that bioware never could.
Access Jacks. Usually located at the base of the skull, or neck, this implant is an external socket with a direct neural interface. It allows the character to establish a direct connection to a computer using a fiberoptic cable. Two characters linked have complete privacy and can "speak" mind-to-mind and transfer data and information between their implanted computers and other implants. Add Cable Jack (Temporary Disadvantage, Electrical, -20%; XP, +80%) [7]. 7 points [$7,000; Minor Procedure; LC4] Access Jacks, Wireless. A wireless version of the above jacks that connect using a wireless link. Add Radio (Reduced Range, x1/10; -30%; Secure, +20%; Temporary Disadvantage, Electrical, -20%; XP +80%) [15]. 15 points [$15,000; Minor Procedure; LC4] Multi-Tasking. Only characters who have a cortical stack can use this augmentation. The character has an advanced computer installed in their brain or in their body that uses data from the cortical stack to create several short-lived forks to handle various mental tasks. By design, this computer automatically reintegrates all these forks into the character's core personality after a maximum of 4 hours, earlier if desired. Add Compartmentalized 1 (Temporary Disadvantage, Electrical, -20%) [40]. 40 points [$40,000; Radical Procedure; LC2] Skip Slots. These are general purpose chip slots that are optimized for skills. Running a chip with 4-points in skills can give someone an easy skill at attribute+2, an average skill at attribute+1, a hard skill at attribute+0, or a very hard skill at attribute-1. It can also add +1 to any existing skill level. Add Chip Slots 1 (4) (Temporary Disadvantage, Electrical, -20%) [14]. 14 points [$14,000; Minor Procedure; LC3] Physical AugmentationThese implants enhance the physical body, similar to biomods, and similar to biomods, are often grown in the body rather than implanted.
Accelerated Reflexes. The user's spinal column and nervous system are rewired with superconducting materials; boosting transmission speed. Extra Attack 1 (Temporary Disadvantage, Electrical, -20%) [20]. 20 points [$20,000; Major Procedure; LC2] Cyberarms: These replace the arms of the individuals. It is often slightly stronger than the original, but constrained by the limits of flesh-and-bone shoulder it is attached to. One Bionic Arm. Add ST+2 (One arm; Temporary Disadvantage, Electrical -20%, and Maintenance, 1 person, weekly, -5%) [5]; DR 2 (One arm, -40%) [6]; One Arm (Mitigator, -70% [-6]. 5 points [$5,000; Major Procedure; LC4] Two Bionic Arms. Arm ST+2 (Both arms, Temporary Disadvantages, Electrical -20% and Maintenance 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [8]; No Fine Manipulators (Mitigator, -70%) [-8]. 7 points [$7,000; Major Procedure; LC4] |
Cyberclaws: The recipient's hands and feet are equipped with ceramic metal claw; the claws are retractable, triggered by muscle contractions. This also exists as a biomod, although it is primarily a cybermod. Add Sharp Claws (Switchable, +10%) [6]. 6 points [$6,000; Minor Procedure; LC3]
Cyberlegs: These replace the legs of individuals, but limited by the capabilities of the original remaining leg. A pair of more useful. One Bionic Leg. DR 3 (One Leg, -40%) [9]; Missing Legs (Mitigator, -70%) [-6]. 3 points [$3,000; Major Procedure; LC4] Two Bionic Legs. Basic Move +1 (Temporary Disadvantage, Electrical, -20% and Maintenance, 1 person, weekly, -5%) [4]; Super Jump 1 (Temporary Disadvantage, Electrical, -20% and Maintenance, 1 person, weekly, -5%) [12]; Legless (Mitigator, -70%) [-9]. 15 points [$15,000; Major Procedure; LC4] Hardened Skeleton. The individual's skeleton has been laced with strengthened materials, making it much stronger than before. It also improves the muscle and ligaments, as well. This does not stack with Reinforced Skeleton; it is replaced by that modification. This is available as a biomod, as well, although it primarily exists as a cybermod. Add HP+5 [10], Lifting ST+2 [6], and Striking ST+2 [10]. 26 points [$26,000; Major Procedure; LC3] Nanoweave Subdermal Armor. Advanced flexible armor implanted under the patient's skin. It does not stack with Bioweave armor; it replaces Bioweave. It does stack with natural DR and bioplastic armor. It has DR 18 vs. piercing and cutting damage and DR 6 vs. all other damage types. Add DR 12 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42 points [$42,000; Major Procedure, LC3] Oxygen Reserve. This implants an oxygen take and rebreather in the torso, allowing the character to function normally under water for 3 hours. IT feeds directly into the blood stream, avoiding problems with pressure changes, and implanted senses triggers the augment if the character breathes in poison or if they are in sufficient atmosphere; this replaces existing oxygen storage and circulation capabilities. The biological version doesn't have sensors, but it does have neurological reactions that fill a similar role. Add Doesn't Breath (Oxygen Storage, x25, -50%) [10]. 10 points [$10,000; Major Procedure, LC4] Plasma Sail. This modification adapts the subject to live and maneuver in space, providing them with a solar sail. With the sail unfolded, they can accelerate up to 0.01G indefinitely, although they can never exceed the speed of the solar wind (about 900,000 mph at 1 AU from the sun). Add Space Move -9 [-18]; 3D Spatial Sense [10]; Doesn't Breathe (Oxygen Storage, x50, -30%) [14]; Enhanced Move 19 (Space; Accessibility, only if exposed to solar wind, -5%; Handling Penalty, -5, -25%; Temporary Disadvantage, +6 SM, +0%) [266]; Flight (Accessiblity, only if exposed to the solar wind, -5%; Space Flight, +50%; Space Flight Only, -75%; Temporary Disadvantage, +6 SM, +0%) [28]; No Degeneration in Zero-G [1]; Regeneration (Slow, Radiation Old, -60%) [4]; Sealed [15]; Temporary Tolerance 19 [19]; Unnatural Features 2 [-2]; Vacuum Support [5]. 348 points. [$348,000; Radical Procedure, LC3] Reinforced Bone. Micro- or nanomachines reinforce the patient's skeleton with carbon fibers, transforming their bones into structures with the strength of metal. Weight does not increase. While the reinforced bones do not show up on metal detectors, they can be identified with X-rays, diagnostic beds, and other advanced sensors. It is mutually incompatible with Hardened Skeleton; it replaces that mod. Add HP +5 [10]; DR 20 (Skull only, -70%) [30]; DR 10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 50 points [$50,000; Major Procedure, LC3]. Reflex Booster. This cybermod augments the nervous system and spinal column, improving reflexes and speed. Add Enhanced Dodge 1 [15]. 15 points [$15,000; Major Procedure; LC2] Sense Filter. This cybermod allows a character with hyper-senses to filter out certain wavelengths or implants like a conventional technological device. Normally, a person with enhanced vision has ultraviolent vision, infrared vision, and normal vision, but with this mod, they can filter out ultraviolent or infrared. They can also tune out certain audio wavelengths and block certain sounds and the like. It is a conventional piece of cyberware with augmented reality. Add Accessory (Sense Filter) [1]. 1 point [$1,000; Minor Procedure; LC4] Sexmorph. This suite of sphincter valves, synthetic hormone glands, and memory or bioplastic implants allows the recipient to switch their sex in 10 seconds. If desired, they can also adopt a neuter phase (no obvious genitalia or breasts) or any mix thereof. Add Hermaphromorph (Temporary Disadvantage, Electrical, -20%) [3]. 3 points [$3,000; Major Procedure; LC3] Weapon Mount. This mount can house a weapon of a particular type. The mounted weapon is plugged in, not built in, which means that it uses a listed weapon type. It may be mounted above or below the arm, or fire out of through the palm. The weapon's weight cannot exceed the Basic Lift if in an arm, or half Basic Lift if in a hand. Add Extra Arm (Weapon Mount, -80%) [2]. 2 points [$2,000; Minor Procedure; LC equal to weapon] |
Nanoware
Most augmentation nanoware is advanced nanotechnology, consisting of grape-sized nanobot generators that produce specialized nanomachines. For this reason, nanoware is often illegal or highly regulated throughout the Verge and Bleed. Nanoware - or nanosymbionts, as they're also called - come in two forms: temporary injections (the first price) and permanent implants (the second price figure). Individuals are limited to the number of swarms that they can have active at any given time, so they avoid cooking themselves from the inside; a maximum of ten swarms can be active at a given time before the user starts taking physical damage from the heat they generate; eight active swarms enforces the Nano-Fever quirk (GURPS: Bio-Tech p.212). Note that Basic Biomods come with three nanoswarms already built in.
Digestive Symbionts. The character can survive on virtually any organic matter, be it grass, sawdust, or the sludge from a habitat’s recycling system. Digestive symbiotes also allow the consumption of rotten or spoiled food; in combination with basic biomods, they prevent normal foodborne illnesses. The symbiotes don’t eliminate toxins, however, nor do they make the stuff taste any better. Add Reduced Consumption 2 (Cast-Iron Stomach, -50%) [2]. 2 points [$200/$100,000; LC4]
Electroreceptors. These nanosymbionts reside in nerve tissue just beneath the user's skin. They are sensitive to electrical and magnetic fields and initiate artificial nerve pulses under certain conditions. This allows the user to detect magnetic fields as well as electrical emanations, like those from electric fish or equipment, and determine the direction and approximate power level. Add Detect (Electric and Magnetic Field; Vague, -50%) [10]. 10 points [$500/$25,000; LC4] Gait Masking. These nanosystems alter bone density, muscle tone, and the shape of the user’s feet and legs in minute but effective ways, altering their gait pattern just enough to avoid detection. The process of reconfiguration takes 20 minutes, but it’s illegal in many habitats. This adds a +5 to Disguise checks when attempting to avoid gait detectors [10]; 10 points. [$1,200/100,000; LC2] Lung Cleaners. These roam the lungs, removing inhaled debris by encapsulating it and carrying it through the body's normal excretory system. Add Filter Lungs [5]. 5 points. [$250/$12,500; LC4] Medichines. This is the most common for of nanoware. These nanobots monitor the user's body at a cellular level and fix any problems that may arise as a result. They are powered by the user's bloodstream, but when they get hurt, the nanoware kicks into high gear and send signals that stimulate regrowth, while clearing away damaged tissue. Add Regeneration (Regular; Nuisance Effect, sweat heavily while regeneration, -1 reaction, -5%) [24]. 24 points. [$1,200/$60,000; LC4] |
Metabolic Regulators. These are responsive nanosymbionts that provide the user with voluntary control of many of their own metabolic processes. Add Metabolic Control 2 (Mastery, +40%) [14]; the mastery enhancement means the user can make precise adjustments to the metabolism and body chemistry instantly, helping them cope with even extreme or unexpected stresses. As long as they are conscious, they can add their level of Metabolism control to any HT check. 14 points. [$700/$35,000; LC4]
Mental Speed. This nanoware system modifies the character's neural architecture and augments the functioning of their neurons. The character can deliberately speed up or slow down their sensory processing information. Note that this implant only generates heat when active, but it generates considerably heat. Add Enhanced Time Sense (Nuisance Effect, sweat heavily while active, -1 reaction, -5%; Switchable, +10%) [25]. 25 points. [$2,500/$100,000; LC3] Microgravity Biochemistry. By maintaining muscle tone and bone density at the microscopic level, these nanosymbionts prevent any degeneration of these tissues under microgravity or zero-gravity conditions. Add No Degeneration in Zero-G [1]. 1 point. [$100/$5,000; LC4] Oracles. These neural macrosensing nanobots pay attention to the sensory input on which the character is not focusing, alerting them about things they may overlook and helping the individual build a reconstruction of everything that happened in a particular area. Add Psychometry (Active Only, -20%; Nuisance Effect, sweat heavily while active, -1 reaction, -5%) [18]. 18 points [$1,200/$80,000; LC3] Respirocytes. These function like oxygen-carrying red blood cells, but with many times the transport capability. They store extra oxygen, transport it around the body, and release it in intelligent fashion to respond to need. They also extract carbon dioxide and absorbed nitrogen from muscle tissue and carry it rapidly to the lungs. Add +2 FP [6]; Doesn't Breathe (Oxygen Storage x25, -50%) [10]. 12 points [$300/$15,000; LC4] |