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starrangers:medical

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Medical

Most normal TL 10 or less medical equipment is available.

Medscanners are standard medic equipment and pocket medics can be found in many places all over, both in public and private places.

Rejuvenation tanks are common, and while it is not cheap (costing normally about $50 000) or fully risk free(about 5% have serious complications and about 1.5% are totally destroyed by the process) and a full rejuvenation setting back the biological clock is quite common. The risks and costs however make people not want to do it too often.

The normal use of rejuvenation tank is to heal people and that is risk free.

Most children are born in growth tanks though about 1/4 are born the natural way.

Drugs

Common emergency drugs:

  • Analgine (TL9): This drug masks pain for a period equal to half the user’s HT in hours(negating reeling condition and giving high pain threshold). Unfortunately, the user is also Numb for the same period. $50 per dose. LC3.
  • Antirad (TL9):One dose halves the effective amount of rads from a new exposure; two doses will halve exposure again, and so on. Antirad is preventative; it does not heal radiation damage. It comes as an injection or pill for $150 per dose.
  • Hyperstim (TL9):This drug instantly awakens an unconscious person, regardless of his HP or FP. Someone using this drug cannot fail a HT roll to avoid unconsciousness. After the drug wears off in HT/4 hours, roll vs. HT. Failure causes 1 HP damage, while critical failure also results in a heart attack. $100 per dose. LC2
  • Ascepaline (TL10):Accelerates cellular regeneration: anyone using it regenerates 1 HP every 4 hours. Each dose lasts a day, and a week should elapse before another dose is taken. If not, roll vs. HT+2 for the second dose, HT+1 for the third, etc. Failure means the user’s natural ability to heal without the drug is permanently damaged: the user gains Unhealing (Partial) (p. B160). He may still use Ascepaline and rejuvenation tanks, however. $20 per dose. LC3
  • Purge (TL10): This cleanses the user’s system of foreign biochemicals. If the user makes a HT roll, it neutralizes any active drugs (including recreational drugs and alcohol) within 2d minutes. Failure means that the dose had no effect; critical failure also nauseates the user (-3 DX for 1 hour). Purge will not counteract drug addiction or cure side effects that remain after the drug that caused them wears off. Purge has no effect on most deadly poisons, but it will counteract sleep gas. $20 per dose. LC4.
  • Programmable Immune Machines (TL11): These general-purpose nanomachines are programmed to eradicate disease-causing microorganisms or tumors. A successful diagnosis followed by a Physician roll lets the user program the nano dose to treat a specific disease. There’s no need to buy or make new nanomachines for each illness. Programming usually takes an hour per attempt (apply a -2 penalty to skill for rare diseases). Programming a cure for a previously unknown disease takes a successful diagnosis and at least a day per attempt. The skill roll is at -4. $2500 per dose. LC3.
  • Quickheal (TL11): This is a topical application of nanomachines. It restores 1d HP. The patient must also have received First Aid; Quickheal won’t close a gaping wound. No more than one dose can be taken per hour. $500 per dose. LC4
  • QuickRegen(TL 11): These nanomachines cause the body to quickly regenerate and close wounds, but are risky to use. They cause regeneration 1 hp/second for HT/2 seconds, but cost 1 FP/hp healed. You must make a HT roll for them to take effect. On critical success they only cost 1 FP/2 hp and last HT seconds. on success the normal effect, on failure use up the FP but no healing happens. On critical failure cause 1 HP/second damage for HT/2 seconds. They cannot act immediately after a wound is taken. One must wait for longer of 1 second/latest damage taken or 1 second/5 total damage taken since last damage before applying them and any damage taken during the regeneration stops it. Also a second dose cannot be applied before HT*2 seconds have passed from previous use. Cumulative uses cause -1 extra each to the HT roll. This penalty is reduced by 1/8 hours. $500 LC2
  • SlowRegen(TL 11): as Quick regen, but the speed is only 1 HP/minute, the duration is HT/2 minutes and there is no FP cost. Cumulative uses are combined for both types.
  • Clotting(TL 11): Nano machines that patrol the bloodstream and clot wounds. They take 1d minutes to clot a major wound. Each dose stays in the body upto 24 hours and can close one major wound. $500 LC3
  • Respirocytes (TL11): These function like oxygen-carrying red blood cells, but with many times the transport capability. They store extra oxygen, transport it, and release it in response to need. They also extract carbon dioxide and absorbed nitrogen from muscle tissue, carrying it to the lungs for excretion. Respirocytes provide +2 FP and Doesn’t Breathe (Oxygen Storage x25, -50%). They last until the oxygen has been used up or the user reaches 0 FP due to extra effort or exertion; then additional respirocytes are needed. $2500 per dose. LC4.
  • Torpine (TL11): This puts the user into a healing trance; he becomes unconscious for 12 hours. At the end of that time, all damage taken is totally healed. However, the user comes out of the trance at 1 FP. He is famished from the demands on his system, and must eat to recover lost FP. Torpine also speeds up the metabolism; treat each day on torpine as equivalent to 10 days for aging purposes. $1250 per dose. LC3.

Bionics

Almost all TL 11 or less cybernetics are available and fairly common, though the availability and price of the TL 11 versions is bad. Neural jacks are extremely common.

Cognitive implants are not normally available on the open market, though they are not illegal they are considered “bad taste”, though most nobles ignore that for the benefits they give.

The IQ cognitive implant does not exist and the normally available versions are limited to TL 10, with special contacts needed for the TL 11 versions.

Most people who can afford it have some bionics(with almost everyone having at least a biomonitor and communicator implanted), some quite extensive arrays of implants.

Statistics

Cybernetic modifications usually provide advantages or mitigate disadvantages; these traits are listed under Statistics along with the total point cost. The Body Modification(p. B294) rules apply, with the exception that the more detailed Operations rules below supersede the Surgical Modifications rules on p. B295.

Cybernetic advantages often have the limitation Temporary Disadvantage (Electrical, -20%), which means the advantage is vulnerable to electrical surges, power draining, etc. See Electrical, p.B134.

Cybernetic replacement parts for specific body locations are bought as a crippling disadvantage with the Mitigator (-70%) limitation. This limitation is assumed to include the effects of the Electrical, Maintenance (1 person, monthly) (p. B143), and Unhealing (p. B160) disadvantages for that body part.

Cybernetic implants generally supercede (or mitigate) existing natural or biological traits. Thus, if someone with Night Vision 1 gains a bionic eye that provides Night Vision 2, the levels don’t stack together. Modify the character’s point total accordingly; if paying character points for the advantage, base the cost on the net change (if positive).

Availability

Each modification specifies the type of procedure, the cost of the cybernetics, and the LC. Procedures are classified as simple, minor, complex, or radical – see below.

Procedure

Installing cybernetic modifications involves opening up the patient and, except for simple procedures, performing neurosurgery to connect the device to the user’s nervous system.

Surgery skill is used to install cybernetics, and Surgery (Cybernetics) is a common specialization at TL9. Most hospitals are reliable enough that no skill rolls are required for surgery the characters pay for. If they do their own work, or a black-market surgeon is hired, the GM should require a Surgery skill roll (see p. B223).

The table below shows the procedures’ difficulty modifiers (use the parenthetical value for brain or eye surgery), the time per attempt, and the injury caused by a failed roll (this is applied to the body part operated on). Success installs the modification, but it won’t work until after the specified recovery period. The fee is the surgical fee charged at a clinic or hospital – ignore it for characters who do their own work.

Surgical Procedures Table
Procedure Modifiers Time Injury Recovery Period Fee
Simple +4 (+2) 15 min. 1 HP 1 hour
Minor +2 (+0) 1 hour 1d/2 HP 1 day
Major 0 (-2) 2 hours 1d HP 1 week
Radical -3(-5) 4 hours 3d HP 4 weeks

All damages and recovery times assume the surgeon is using robotic instruments; without them, double recovery time and damage. (Increase damage from a failed Simple procedure to 1d/2 HP.)

A modification is not functional until the recovery time has passed. If a disadvantage is mitigated by the modification – e.g., One Hand for a Bionic Hand – the patient will suffer the disadvantage until the recovery time is completed.

On a critical success, halve the recovery time. A critical failure may inflict double damage, or may result in the inadvertent installation of defective cybernetics. These may break down at a dramatically appropriate time, or cause an inconvenient disadvantage. Leaking toxic chemicals, bad installation, electrical faults, or infection might lead to Chronic Pain, Neurological Disorder, Unfit, Terminal Illness, or Wounded. A problem may also be specific to the attempted modification, such as a malfunctioning ear implant leading to Motion Sickness.

Repairing Cybernetics

Use Mechanic (Robotics) skill to repair physical damage or malfunctioning cybernetics, or to diagnose second-hand parts to see if they have any hidden flaws. Minor damage to bionic body parts can be repaired from the outside, without surgery. For implants and major damage, the part must be completely removed before any repairs can take place.

Powering Cybernetics

Cybernetic devices are assumed to be powered by body heat and motion. Exceptions are noted in the descriptions. Bionic limbs require cell replacement or recharging on a monthly basis (this is part of the maintenance requirement subsumed in their Mitigator limitation).

Normal implants

Computer Implant (TL9)

The user should also have a neural jack (p. 217) or implant radio (p. 211).

Statistics: Accessory (Tiny computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded data only, -20%) [6]. 7 points.

Availability: Minor procedure $4,000 + the cost of a tiny computer (p. 22) with the compact option. LC4

Neural Jack (TL9)

This is a socket implanted in the body (usually the back of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) into it and connect to a phone line, modem, etc.

Statistics:Cable Jack (Sensie, +80%) [9]. 9 points.

Accessibility: Minor procedure. $4,000. LC3.

Wireless Neural Interface (TL9)

This is a wireless neural interface radio with a one-mile range. It can also function as a radio communicator.

Statistics:Radio (Reduced Range, ¥1/10, -30%; Secure, +20%; Sensie, +80%) [17]. 17 points.

Accessibility: Minor procedure $5,000. LC3

Neurotherapy Implant (TL9)

Computer chips may be surgically implanted into the brain to restore misbehaving or damaged functions, or to act as a bridge between injured and healthy areas. A neurotherapy implant can be implanted to neutralize mental or physical disadvantages that impair brain or neurological function, such as Dyslexia, Epilepsy, Killjoy, NonIconographic, Neurological Disorder, and Short Attention Span.

If brain damage such as a stroke or bungled brain surgery causes DX or IQ loss or other disadvantages (e.g., Blindness or Mute, or partial paralysis resulting in a disadvantage such as One Arm), the GM may the implant can be used to fix it.

Statistics:Add the Mitigator (-70%) limitation for the disadvantage.

Availability: A persona map of the patient is required before a neurotherapy implant can be installed; see Brainscanner(p. 203). This data is used to program the implant. Minor procedure. $500 per -1 point of disadvantage. LC3.

Psych Implant (TL9)

This implant stimulates areas of the brain to produce psychological reactions. Moderate regimes use them as an alternative to prison or psychiatric treatment – repressive ones rely on them for mind control.

A psych implant gives the subject an additional mental disadvantage. Common implants induce Combat Paralysis, Gullibility, Pacifism, or Slave Mentality, and are used to restrain violent individuals or render the subject easily controllable. Illegal implants are available that compel Berserk, Dyslexia, Paranoia, or a Phobia. An implant can not create self-imposed mental disadvantages such as Code of Honor.

The disadvantage is not active until after the recovery period, although the subject will feel a growing urge to act in the fashion indicated. Any implant-induced disadvantage ends when the implant is removed. However, anyone who has worn a psych implant for three or more months may acquire the disadvantage permanently. After the implant is removed, the implantee should make a Will roll at +4 to avoid the disadvantage continuing, with a penalty of -1 for each doubling of time, e.g., Will+3 at six months, Will+2 after a year, Will+1 after two years, etc.

Therapeutic implants also exist which negatemental disadvantages, such as Bad Temper or Phobias; use the rules for Neurotherapy Implants. After several months the effect may become permanent. Roll vs. Will as above when the implant is removed – if the roll fails, the disadvantage is gone. The GM may require it to be bought off with character points. Statistics: A disadvantage granted by a psych implant will have the (Temporary Disadvantage, Electrical, -20%) limitation. A disadvantage that is negated by a psych implant will have the (Mitigator, -70%) limitation. Availability: A persona map of the patient is required; see Brainscanner(p. 203). This data is used to program the implant. Major procedure (minor at TL10-12). $1,000 per -1 point of disadvantage added or mitigated. LC3.

Biological Operating System (BOS) Implant (TL10)

This implant controls biofeedback systems and diagnostic monitors, as well as nanomachine drug factories that that help the user manage his body’s physiological state. Statistics: Alcohol Tolerance [1], Deep Sleeper [1], Metabolism Control 1 [5], No Hangover [1]. 8 points. Availability: Major procedure (minor at TL11-12). $10,000. LC3.

Thermal Imaging Eyes (TL10)

This is a pair of bionic eyes with tiny infrared imaging cameras, day/night telescopic optics, and a HUD (p. 24) chipped into the optic nerves.

Statistics: Accessory (HUD) [1]; Infravision (Temporary Disadvantage, Electrical, -20%) [8]; Nictitating Membrane 2 [2]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. 0 points.

Availability: Two major procedures (minor if replacing existing bionic eyes). $8,000. LC4.

Polyskin (TL10)

A combination of micromachines, smart bioplastic implants, and artificial glands that allow the recipient to alter his appearance. He can adjust apparent weight, skin color and tone, and facial structure.

The system can be purchased for the face or for the entire body. It can also be combined with sexmorph (p. 214). If the recipient already has TL10+ bioplastic skin (p. 212) divide the dollar cost of the implant and the recovery time by 2

Polyskin Body (TL10)

Statistics: Elastic Skin (Temporary Disadvantage, Electrical, -20%) [16]. 16 points. Availability: Radical procedure. $36,000. LC2. This is only a major procedure if the recipient already has bioplastic or living metal skin.

Polyskin Face (TL10)

Statistics: Elastic Skin (Face only, -25%; Temporary Disadvantage, Electrical, -20%) [11]. 11 points. Availability: Major procedure. $15,000. LC2. Reinforced Skeleton (TL10)

Reinforced Skeleton (TL10)

Micro- or nanomachines can reinforce a patient’s skeleton with carbon fibers, transforming his bones into structures with the strength of metal. Implants take over the function of bone marrow and produce blood cells. 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.

Statistics: HP+5 [10]; DR 20 (Skull only, -70%) [30]; DR 10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 60 points.

Availability: Radical procedure (major at TL11-12). $50,000. LC3.

Sexmorph (TL10)

This suite of sphincter valves, synthetic hormone glands and memory or bioplastic implants allows the recipient to switch gender in 10 seconds. If desired, a user can also adopt a neuter phase (no obvious genitalia or breasts) or transsexual phase (male genitalia, female breasts, or vice versa) with voice and features as desired.

Statistics: Hermaphromorph (Temporary Disadvantage, Electrical, -20%; transsexual form also, +20%) [5]. 5 points.

Availability: Major procedure. $10,000,LC3.

Slickskin (TL10)

The recipient’s skin is covered with a switchable smart matter nanofilm. When activated, most of his skin becomes virtually frictionless. The palms of the hands and the soles of the feet are not affected.

Statistics:Slippery 3 [6]. 6 points.

Availability: Major procedure (minor at TL11). $12,000. LC3.

Cyberhair (TL10)

This implant replaces sections of ordinary hair with thin cybernetic tendrils attached to a reinforced scalp. Cyberhair does not grow and cannot be cut by ordinary razors or scissors, but it can coil close to the scalp when the recipient needs a “haircut.”

Cyberhair can be used as a simple manipulator, which may be useful if the user is grappled or tied up. It must be at least shoulder-length to be effective.

Shoulder-Length Cyberhair (TL10)

Statistics: Extra Arm 1 (Extra-Flexible, +50%; Short, -50%; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%; Weak, 1/4 body ST, -50%) [3]. 3 points.

Availability: Major procedure (minor at TL11). $3,000. LC4

Waist-Length Cyberhair (TL10)

Statistics: Extra Arm 1 (Extra-Flexible, +50%; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%; Weak, 1/4 body ST, -50%) [8]. 8 points.

Availability: Major procedure (minor at TL11). $4,000. LC3.

Knee-Length Cyberhair (TL10)

Longer and tougher, with a reinforced scalp to support the hair’s capabilities.

Statistics: Extra Arm 1 (Extra-Flexible, +50%; Long, +100%; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%; Weak, 1/2 body ST, -25%) [20]. 20 points.

Availability: Major procedure (minor at TL11). $10,000. LC3.

Variskin (TL10)

The recipient’s skin is replaced or coated with smart film. He can change its color and texture to blend in with the surroundings. If nude, he gets +2 to Stealth skill when perfectly still, or +1 if moving. Clothing reduces this to +1 when perfectly still. It takes one second to alter skin pigment, and unnatural colors such as green or chrome are possible. The skin can also function as a video display terminal for data run through neural interface or computer implant.

Statistics: Accessory (Video terminal) [1]; Chameleon 1 (Controllable, +20%) [6]. 7 points.

Availability: Minor procedure (simple at TL11). $1,000. LC2.

If the patient has bioplastic skin (p. 212) the procedure is simple.

Gill Implant (TL10)

This implant allows the recipient to breathe underwater, using a device that extracts oxygen from water (it’s not a true set of fish gills). It uses two C cells per day of operation. Maintenance involves opening an access panel in his chest or back, cleaning filters, and installing new power cells.

Statistics: Doesn’t Breathe (Gills, -50%; Temporary Disadvantages, Maintenance, 1 hour, daily, -10%, and Electrical, -20%) [4]. 4 points.

Availability: Major procedure (minor at TL11). $8,000. LC4.

Hive Implant (TL10)

This implanted swarmbot hive (p. 37) can carry a single swarm measuring one square yard. It includes recharging ports hidden by a skin flap, allowing the swarm to recharge from a power system or the included C cell. The swarm and a control system (such as an implant computer and advanced com implant) must be acquired separately.

Statistics:Accessory (Swarmbot Hive) [1]; Payload 1 [1]. 2 points.

Availability: Minor procedure. $1,000. LC4.

Intestinal Recycler (TL10)

The human digestive system is imperfect, so waste matter always contains useful chemicals that could have been metabolized and used by the body. This implant collects waste matter and reprocesses it.

Statistics:Reduced Consumption 2 [4]. 4 points. Availability: Major procedure (minor at TL11). $4,000. LC4.

Nanoweave Subdermal Armor (TL10)

Advanced flexible armor implanted under the patient’s skin. It has DR 18 vs. piercing and cutting damage and DR 6 vs. other damage.

Statistics: DR 12 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42 points.

Availability: Major procedure (minor at TL11). $5,000. LC2.

Accelerated Reflexes (TL10)

A system of electronic nerves and computer hardware that replaces large sections of the nervous system. Statistics: Extra Attack 1 (Temporary Disadvantage, Electrical, -20%) [20]. 20 points.

Availability: Radical procedure. $50,000. LC2

Stinger (TL9)

This concealed implant houses a single disposable hypo (p. 197) sheathed under a fingernail or in a body cavity. The recipient has no ability to manufacture drugs or toxins; he must buy hypos loaded with injectable drugs, poisons, or metabolic weapons. It takes 10 seconds to remove and replace a hypo in the mount.

A fingernail-mounted stinger attacks just like a jab with a disposable hypo. It has reach C, does 1 HP damage for penetration purposes, but with no wounding, and delivers a follow-up attack based on whatever agent was loaded into it. If the user has claws rather than normal fingernails, the injection can be a follow-up attack to the claw’s damage. A body-cavity stinger is mostly useful to deliver a surprise attack during an intimate moment; the GM may allow a Touch-8 sense roll to notice the tiny mount before it can be used. A stinger in the mouth can also be a follow-up attack to a bite.

Statistics: Extra Arm (Switchable, +10%; Takes Recharge, -10%; Weapon Mount, -80%) [2]. 2 points.

Availability:Minor procedure. $500 (hypos not included). LC3.

Filter Implant (TL9)

A self-regenerating particle-filtration system integrated into the recipient’s lungs.

Statistics:Filter Lungs [5].

Availability: Minor procedure (simple at TL11-12). $2,500. LC4.

Flesh Pocket (TL9)

This is a surgically implanted pocket or pouch, sealed by a flap of skin. It can be used to smuggle small objects. A flesh pocket is normally installed in the torso; up to five levels are possible. Each level allows the pocket to hold up to Basic Lift/10 lbs. If placed elsewhere, a maximum of one level can be installed, and the amount of weight that can be carried is divided by 4 (leg), 8 (arm), or 16 (head or neck).

Statistics:Payload 1-5 [1/Level]. 1-5 points.

Availability:Simple procedure. $200 per level. LC3.

Gyrobalance (TL9)

This is a miniature electronic gyroscope implanted in the inner ears (bothears – but treat as a single operation), and interfaced to improve the recipient’s sense of balance. Statistics:Klutz (Mitigator, -70%) [-2]; Perfect Balance (Temporary Disadvantage, Electrical, -20%) [12]. 10 points.

Availability: Minor procedure. $7,000. LC4.

Hidden Compartments (TL9)

A cybernetic arm or leg may have a compartment large enough for any small object of up to Basic Lift/10 lbs. weight.

Statistics: Payload 1 [1].

Availability: Simple procedure. $500. No operation required if purchased with the limb. LC4.

Implant Radio (TL9)

This “implant communicator” is a radio (p. 44) with a range of one mile. It is spliced into the recipient’s auditory nerve; the user may speak normally or subvocalize. A character with an implant radio can use it to subscribe to a cell phone or net service provider.

Statistics:Radio (Reduced Range, 1/10, -30%; Secure, +20%; Temporary Disadvantage, Electrical, -20%) [7]. 7 points.

Availability:Simple procedure. $100. LC4.

Implant Video Comm (TL9)

This implanted radio communicator (p. 44) is spliced into the recipient’s optic nerves to provide a video display. It has a range of one mile, and can be used to subscribe to a cell phone or net service provider. Statistics: Radio (Reduced Range, ¥1/10, -30%; Temporary Disadvantage, Electrical, -20%; Video, +40%) [9]. 9 points.

Availability:Minor procedure (simple at TL10-12). $200. LC4.

Internal Reinforcement(TL9)

Implanted bioplastic elements under the skin protect specially vital locations from damage, but are not as durable as armor.

Statistics:

  • TL 9: hard to kill 1[2], Damage Resistance 5 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[5]. 7 points
  • TL 10: hard to kill 2[4], Damage Resistance 10 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[10] 14 points
  • TL 11: hard to kill 3[6], Damage Resistance 15 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[15]. 21 points

Availability: Major procedure. $10,000,LC3. ($50,000 TL 11)

Biomonitor Implant (TL9)

This implant monitors vital signs: pulse, heartbeat, blood pressure, respiration, brainwaves, blood sugar, and alcohol levels, as well as the overall condition of the user’s other cybernetics. It includes a small wrist display, and can connect to a neural interface (p. 48) or computer implant (p. 215). It gives a +2 bonus to any First Aid, Diagnosis or Physician rolls on the cyborg, as long as the medic can see the display. Halve the bonus if the user can see it but has to describe it to the medic. If the medic has a neural interface or a computer, he can jack it into a port beside the visual readout and monitor the cyborg directly

Statistics:Accessory (Biomonitor) [1]. 1 point. Availability:Simple procedure $100. LC4.

Bionic Arm or Hand (TL9)

This is slightly stronger than the original, but constrained by the limits of the flesh-and-bone shoulder it is attached to.

One Bionic Arm (TL9)

Statistics: Arm ST+2 (One arm; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [5]; DR 2 (One arm, -40%) [6]; One Arm (Mitigator, -70%) [-6]. 5 points.

Availability: Major procedure. $12,000. LC4.

Two Bionic Arms (TL9)

Statistics: 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%) [-9]. 7 points.

Availability:Two major procedures. $24,000. LC4. If the recipient already has one existing bionic arm, use the Availability entry for one bionic arm.

Bionic Hand (TL9)

A cybernetic hand and wrist.

Statistics: Arm ST+1 (One arm, Temporary Disadvantage, Electrical, -20%) [3]; DR 2 (One hand, -80%) [2]; One Hand (Mitigator, -70%) [-4]. 1 point.

Availability:Major procedure. $8,000. LC4.

Bionic Ears (TL9)

Crude cybernetic implants to repair damaged or lost hearing were available at TL8; these are much more advanced, providing some benefits over natural ears.

Bionic Ear (TL9)

Statistics: Hard of Hearing (Mitigator, -70%) [-3]. -3 points.

Operation: Minor procedure. $500. LC4.

Bionic Ears (TL9)

Statistics:Protected Hearing [5]; Deafness (Mitigator, -70%) [-6]. -1 point.

Operation: Two minor procedures. $1,000. LC4.

Advanced Bionic Ears (TL9)

These ears are connected to a computerized soundprofiling database. Statistics: Discriminatory Hearing (Temporary Disadvantage, Electrical, -20%) [12]; Protected Hearing [5]; Deafness (Mitigator, -70%) [-6]. 11 points.

Operation: Two minor procedures. $5,000. LC4.

Bionic Eyes (TL9)

The eye is a complex organ, but TL9 cybernetics are able to replace it with something that works just as well or better than the original. Standard features are roughly equivalent to night vision contact lenses, including a video display option and low-light and telescopic (2x) optics.

One Bionic Eye (TL9)

Statistics: Accessory (Video Display) [1]; Nictitating Membrane 2 (One eye, -50%) [1]; Night Vision 2 (Temporary Disadvantages, Electrical and No Depth Perception, -35%) [2]; Telescopic Vision 1 (Temporary Disadvantages, Electrical and No Depth Perception, -35%) [4]; One Eye (Mitigator, -70%) [-4]. 4 points.

Availability: Major eye procedure. $5,000. LC4.

Two Bionic Eyes (TL9)

Statistics: Accessory (Video Display) [1]; Nictitating Membrane 2 [2]; Night Vision 2 (Temporary Disadvantage, Electrical, -20%) [2]; Protected Vision [5]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. -1 points.

Availability: Two major eye procedures. $10,000. LC4

Bionic Leg (TL9)

A single cybernetic leg is limited by the capabilities of the remaining original leg. A pair of legs are more useful. One Bionic Leg

Statistics: DR 3 (One leg, -40%) [9]; Missing Legs (Mitigator, -70%) [-6]. 3 points. Availability: Major procedure. $8,000. LC4.

Two Bionic Legs

Statistics:Basic Move +1 (Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [4]; Super Jump 1 (Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 3 (Legs, -20%) [12]; Legless (Mitigator, -70%) [-9]. 15 points.

Availability: Two major procedures. $16,000. LC4.

Bionic Vital Organs (TL9)

Complete cybernetic replacement of the heart, lungs, or other vital organs is usually performed only to save a life. This may be combined with additional implants that improve on the original organ.

Bionic Organ Transplants (TL9)

One of the most common operations, this extends TL8 medicine with better pacemakers, artificial lungs, etc. The procedure is common, and therefore cheaper than most cybernetics.

Statistics: Hard to Kill (Temporary Disadvantage, Electrical, -20%) +2 [4]; Terminally Ill (Up to one month; Mitigator, -70%) [-30]. -26 points. Availability: Major procedure (minor at TL11-12). $7,000. LC4.

Boosted Heart (TL10)

This combination of a cybernetic heart upgrade and arterial reinforcement allows the recipient to temporarily boost his metabolism beyond human norms. It can be added to either a healthy or a bionic heart. Statistics: Basic Speed +1 (Costs Fatigue 1, -5%; Temporary Disadvantage, Electrical, -20%) [15]; Immunity to Heart Attack (Temporary Disadvantage, Electrical, -20%) [4]. 19 points.

Availability: Major procedure (minor at TL11).$10,000. LC4.

Bionic Voicebox (TL9)

This implant replaces the recipient’s voicebox, and may include an artificial tongue if the original was damaged. Someone with a damaged or recovering voicebox can croak or gurgle, but cannot actually speak. These implants can also be used to give animals the power of speech, although at IQ 5 or less, they can only parrot words.

Cybervoder (TL9)

Statistics: Cannot Speak (Mitigator, -70%) [-3]. -3 points.

Availability: Minor procedure. $1,000. LC4.

Silvertongue Implant (TL10)

Statistics:Cannot Speak (Mitigator, -70%) [-3]; Voice (Temporary Disadvantage, Electrical, -20%) [8]. 5 points.

Availability: Minor procedure. $5,000. LC4.

Boosted Reflexes (TL9)

These implanted glands release chemicals on mental command, triggering a controlled adrenaline-like response.

Statistics:Basic Speed +2 (Costs Fatigue, 2 FP, -10%) [18]. 18 points.

Availability: Minor procedure $9,000. LC3.

Simple Implant translator(TL9)

This tiny computer translates from a single language to your language only.

Statistics: One way fluency(electrical -20%)[1]

Availability: Minor procedure. $500. LC4.

Implant translator(TL10)

This implanted tiny computer that either ties in to your communicator and has a small speaker to emit the sounds in other language.

Requires a video communicator or a radio communicator and a hud.

Statistics: one language native/native(electrical -20%)[5]

Availability: Minor procedure. $2,000. LC4.

Rare implants

Modular Implant translator(TL10)

This advanced comm implant allows easy swapping of the language known by uploading new language program.

Statistics: Implant - Electrical, -20%.[22]

  • Language Talent[8]
  • Modular Abilities(languages only -20%) (Computer program) [11]

There are versions with upto 5 language slots available each extra slot is +11 points.

Availability: Minor procedure. $3,000+$1,000 for each language program running at same time thus $4,000 for base model. LC4.

Extra language programs for swapping are $500 each.

Advanced Modular Implant translator(TL11)

The newest versions of implant translators have superior capacity for languages at the same time.

Statistics: Implant - Electrical, -20%.[51]

  • Language Talent improved[16]
  • 5*Modular Abilities(languages only -20%) (Computer program) [35]

The base model is with 5 languages, you can buy models with up to 50 language capacity, each extra language is 7 points.

Availability: Minor procedure. $15,000+$5,000 for each language program running at same time. LC4.

Extra language programs for swapping are $500 each.

Cognitive Enhancement (TL10)

TL 11 versions are very rare.

This implant establishes new connections between itself and different parts of the brain., Normal neurons are replaced with cybernetic duplicates. The benefits provided are capabilities at which electronic computers exceed the capabilities of human brainpower, such as spatial awareness, memory and processing speed.

Statistics: Choose from:3D Spatial Sense [10], Eidetic Memory [5], Enhanced Time Sense [45], Intuition [15], Language Talent [10], Lightning Calculator [2 or 5], Oracle [15], Mathematical Ability [10/level], Musical Ability [10/level], Single-Minded [5],Visualization [10].

The maximum points available per operation are 15 at TL10, 45 at TL11. Then add Temporary Disadvantage (Electrical, -20%). Can have maximally 2 at TL 10, 4 at TL 11

Availability: Major procedure. $5,000 x point cost TL 10, $25,000 x point cost TL 11. (before applying Temporary Disadvantage). LC3

Backup Brain (TL11)

This computer and sensor system monitors the user’s chemical and electrical thought processes, reshaping its own neural network to imitate them. The backup brain will configure itself into an electronic duplicate of the user’s mind after a number of months equal to the user’s IQ. After it has successfully mimicked the user, a simple operation can shut down the organic brain and give the backup brain control of the user’s body.

The advantage of doing so is twofold: the implant is more resistant to brain damage, and it does not suffer IQ losses due to aging or brain disease. A backup brain implant can also be transplanted into a clone body. (This is a radical cybernetic operation.) If successful, the result will be a clone controlled by a computer that behaves exactly like the original person.

If the user dies, the brain implant may survive, preserving the user’s memory and personality. This is the case whether or not the ordinary brain has been shut down. If the user was killed by any injury that left his head intact, the implant will always survive. If the brain implant user was killed by a head injury, the implant will survive unless the head was totally destroyed (i.e., damage to the head alone was greater than 5 x HT). If the implant survives, it can be salvaged and transplanted into a cloned body.

Statistics:Once the implant has taken over, the user’s ability to avoid IQ losses from aging and sometimes evade death is the Extra Life (Copy) advantage Availability:Radical procedure. $125,000. LC3.

Monocrys Subdermal Armor (TL11)

This diamondoid nanocrystal mesh grown under the patient’s skin provides DR 24 vs. piercing and cutting damage and DR 8 vs. other damage.

Statistics: DR 16 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56 points.

Availability: Major procedure. $50,000. LC2.

Hyperspectral Eyes (TL11) These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the infrared cameras.

Statistics:Accessory (HUD) [1]; Hyperspectral Vision (Temporary Disadvantage, Electrical, -20%) [20]; Nictitating Membrane 3 [3]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. 13 points.

Availability: Two major procedures (minor if replacing existing bionic eyes). $60,000. LC4.

Hyperdense Skeleton (TL11)

A reinforced skeleton (above) impregnated with hyperdense nanoparticles for additional damage resistance. A hyperdense skeleton increases body weight by 10 to 20 percent.

Statistics: HP+5 [10]; DR 40 (Skull only, -70%) [60]; DR 20 (Limited, Crushing, -40%; Tough Skin, -40%) [20]. 90 points.

Availability: Radical procedure. $500,000. LC2.

Ripsnake (TL10)

This cybernetic assassin’s weapon is a concealed bionic limb linked to the user’s nervous system. It uncoils from a natural body opening (usually the mouth) when deployed, and can attack semi-autonomously.

In certain situations, a ripsnake can deliver an automatically successful attack to the vital organs. For example, if a would-be assassin with a ripsnake concealed in his mouth kisses someone, it can coil out and down his victim’s throat.

Statistics: Extra Attack 1 (Ripsnake Only, -20%) [20]; Impaling Striker (Cannot Parry, -40%; Long, +1 SM, +100%; Temporary Disadvantage, Electrical, -20%) [12]. 32 points. Availability:Major procedure. $26,000. LC2.

Cyber Claws (TL9)

The recipient’s hands or feet are equipped with ceramic or metal claws. The claws are retractable, triggered by muscle contractions.

Statistics: Sharp Claws (Switchable, +10%) [6].

Options: add one of:

  • Monowire claws: +$12,000: Innate Attack (Cut) - Armor Divisor (10), +200%; 2 points, x0.6; Str based, +100%.[17] (Since the monowire is only along a

claw’s edge, it cannot cut into a flat surface.)

  • Superfine claws: +$9,000: Innate Attack (Cut) - Armor Divisor (2), +50%; 2 points, x0.6; Str based, +100%.[11]
  • Vibro+superfine claws Innate Attack +$36,000: (Cut) 1 - Armor Divisor (10), +200%; Str based, +100%. [28]
  • Hyperdense claws Innate Attack +$60,000: Innate Attack (Cut) 1 - Armor Divisor (5), +150%; 2 points, x0.6; Str based, +100%[15]
  • Hyperdense, vibro very fine claws: +540,000:Innate Attack (Cut) Armor Divisor (20), +250%; 4 points, x1.2; Str based, +100%[38]

Availability:Minor procedure. $6,000. LC3.

Halve the cost and treat as a simple procedure if adding these to a bionic hand or arm.

Bomb Implant (TL9)

This explosive charge is attached to a timed or radiotriggered detonator and placed in the subject’s head or torso. Implanted bombs could be suicide devices under the control of the implantee, or used to insure the loyalty of untrustworthy subordinates. Implanted bombs are often wired into other implants to prevent tampering – see Detecting and Removing Cybernetics(p. 208). An ounce of TL9 explosive will inflict 6d crushing damage with the explosive modifier; wounding to the victim is tripled (as per a vital hit) for a torso charge in the vitals, or quadrupled (as per a skull injury) for one buried in the head. An exploding skull inflicts 1d-3 cutting fragmentation damage to anyone nearby.

Availability:Simple procedure. Use the cost and LC of a smart grenade (p. 146); a 25mm or 40mm can fit in the torso, a 15mm in a limb, 10mm elsewhere in the body.

Implanted laser(TL10)

Should be in arm or it is hard to aim.

Implanted Holdout Laser: 2d(2) burn, acc 3, range: 300/900 B cell for 22 shots lc:3 Blk:-1 rcl:1

Innate Attack (Tight beam Burn) 2d - Armor Divisor (2), +50%; Increased range 100/300, +25%; Electrical, -20%; Rapid fire 10(selective), +110%; Limited use 22 shots, -30%. [24]

$800, LC 2

Implanted Electrolaser(TL9)

should be in arm or it is hard to aim

Implanted Holdout Electrolaser HT-2(2) aff 2 acc 3 range 10/20 22 shots on B cell blk:-1 rcl:1 lc:4 linked 1d-3 burn

Affliction 2 - Armor pen (2), +50%; Reduced range 10/20, -10%. 19 B35 Innate Attack (Burn) 1 - Armor Divisor (2), +50%; decreased range 10/20, -10%; Electrical, -20%; 1d-3, x0.4. 3 B61

$750, LC 3

Implanted scrambler(TL9)

Implanted scrambler (microwave disruptor): Scrambler HT-2 aff (1 yd) acc 3 40/120 B 1 11(3) 3 -1 1 lc 2

Affliction 2, +50%; Increased range 40/120, +10%; Machines only, -50%; Unconsciousness, +200% [22]

$620, LC 1

Implanted Holdout Blaster(TL11)

Holdout Blaster 2d(5) burn, sur 3 130/500 B 3 13(3) 3 -1 1

$5500, LC 2

FIXME point cost

Implanted Sonic Stunner(TL10)

10 Sonic Stunner HT-2(5) aff 1 10/30 B 1 22(3) 3 -1 1 $120

$620 LC 3

FIXME point cost

Implanted Mini Needler(TL9)

Mini Needler, 3mmN 1d-2 pi- 1 25/100 ammo wt:0.03 3 25(3) 3 -1 2 $200 3

FIXME point cost

$700 LC 3

Implanted Gauss Mini Needler(TL10)

Gauss Minineedler, 3mm 1d(3) pi- 1 50/200 ammo wt:0.03+B cell 4 25(3) 3 -1 2

$800 LC 2

FIXME point cost

Implanted Grav Mini Needler(TL11)

Grav Minineedler 2d(10) imp in 1 50/200 ammo wt:0.03 4 100(3) 3 -1 1 $200

$3500, LC 2

FIXME point cost

Mind uploads

Rich people often take “backups” of themselves either with a backup brain or with a Non-Destructive Uploading. Taking a copy costs about $20 000 ($15 000 if you have backup brain). The process is not foolproof and has about a 5% probability to have a corrupted upload. Unfortunately there is no way of testing for success except downloading them to a body. Thus people who do this tend to keep also earlier copies around. Actually using a copy normally requires a quick assembly of a body with a biofab($400 000/18 months) and a transfer to it($100 000). Really rich people have mind blank clones ready in hibernation…

starrangers/medical.1396989006.txt.gz · Last modified: 2018/07/31 23:23 (external edit)