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starrangers:medical [2014/04/08 20:30] – external edit 127.0.0.1starrangers:medical [2021/05/19 02:11] (current) weby
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 Most normal TL 10 or less medical equipment is available. 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.+Most children are born in growth tanks though about 1/4 are born the natural way
  
 +====== Medical gear ======
 +
 +
 +===== Automed (TL9) =====
 +
 +This is a coffin-sized trauma pod. A single
 +patient enters it, and the lid is shut. The pod can
 +treat the patient on its own, or be controlled
 +remotely.
 +
 +The automed is equipped with robot arms, surgical
 +tools, and diagnostic sensors. Its dedicated(but stupid) computer can
 +treat its patient with Diagnosis-14, Electronics Operation
 +(Medical)-14, First Aid-15, Physician-13, and Surgery-15. It has no
 +imagination, so new diseases or strange problems may
 +stump it – in which case it does its best to sustain the
 +patient and call for help.
 +
 +An automed may also be used to diagnose or treat
 +patients by manual or remote control. Used this way, it can
 +function as a crash kit ( +2 (quality) bonus to First Aid skill), as diagnostic probes
 +(. If they’ve had at least two hours to circulate, their data gives
 +a +3 (quality) bonus to Diagnosis skill), and as a portable surgery (gives a +1 (quality) bonus to Surgery
 +skill); however, do not
 +add their equipment modifiers when the automed uses its
 +own skills. It’s common for automeds to be teleoperated by
 +living doctors.
 +
 +An automed can sustain patients on life support, as a
 +transport ESU ( +1 (quality)
 +bonus to Physician skill or HT rolls for trauma maintenance.). It has 100 uses of bandage spray
 +and an internal pharmacy with room for 200 doses
 +of drugs. The drugs are chosen and stocked by the
 +automed’s owners, and can be dispensed as needed. There
 +is also a medium-range radio (p. 44) connected to the medical sensors, an internal camera, and a speaker. $100,000,
 +250 lbs., E/200 hr. LC4.
 +
 +
 +=====Bandage Spray (TL9)=====
 +This spray-on antiseptic bandage seals and disinfects
 +minor wounds while acting as an analgesic. It comes in
 +flesh-tone, colored, and transparent versions. First Aid
 +using bandage spray receives a +2 (quality) bonus to skill.
 +One-Use Bandage Spray(TL9): One use. $3($15 for tl 11), 0.1 lbs. LC4.
 +Bandage Spray Can(TL9): Six applications. $15($75 for tl 11), 0.5 lbs.
 +LC4.
 +
 +At TL9, the spray can stop bleeding and restore 1 HP in
 +10 seconds. It works more rapidly at higher TLs as anticoagulants, wound-cleaning, and cell-repair nano are incorporated, taking five seconds at TL10, three seconds at TL11.
 +
 +=====Biomonitor (TL9)=====
 +A non-invasive monitor that records basic vital signs:
 +pulse, heartbeat, blood pressure, etc. It has a small display,
 +and stores its data internally on a standard disk so that a
 +doctor can review the patient’s medical history.
 +   * Biomonitor Bracelet(TL9): A doctor consulting or monitoring it receives a +1 (quality) bonus to Diagnosis skill for the wearer. $50, 0.1 lb., A/100 hr. LC4.
 +   * Biomonitor Autoinjector(TL9): As above, but incorporates a hypo or patch with 10 doses of drugs. It injects a programmed drug when a specific physical or stress-related psychological condition occurs, e.g., unconsciousness, heart attack, Bad Temper or Berserk disadvantage, transforming into a werewolf, etc. If an appropriate drug is available, the device can serve as a Mitigator (see p. B112)
 +for such conditions. $200 (plus drug dosage), 0.15 lb., A/100 hr. LC4.
 +  * Diagnostic Sensors(TL9): A “doc in a box” that connects to a set of sensors which must be attached over the body. It gives readouts on the patient’s vital signs, including pulse, electrocardiogram, blood pressure, and respiratory rate. This provides a +2 (quality) bonus to Diagnosis. $500, 0.5 lb., 2B/1,000 hr. LC4.
 +
 +=====Diagnostic Bed (TL9)=====
 +An examination table equipped with a full range of biological and medical scanners, including a CAT scan, a PET
 +scan, T-rays, ultrasound, and X-rays. The patient lies on the
 +table and scan results are projected onto an overhead
 +screen.
 +   * Diagnostic Bed(TL9): Provides a +3 (quality) bonus to Diagnosis skill for most medical conditions, save those requiring detailed and non-invasive brain imaging (see HyMRI), (p. 198). If the imaging results from a diagnostic bed is combined with diagnostic probes (below) or laboratory tests, the total bonus to skill is +TL/2. $25,000, 250 lbs., E/100 hr. LC4.
 +   * Diagnostic Web(TL11): This system always adds +6 to skill. It extends a web of molecular sensors that painlessly penetrate the subject’s body, performing lab testing without diagnostic probes (below). $150,000, 150 lbs., E/100 hr. LC4.
 +=====Diagnostic Probes (TL9)=====
 +A solution of tiny medical biosensors which can be
 +injected into a patient as part of a diagnostic procedure.
 +
 +Injecting them requires only a hypo, but retrieval requires
 +an automed, diagnostic bed, chrysalis machine, or ESU. If
 +they’ve had at least two hours to circulate, their data gives
 +a +3 (quality) bonus to Diagnosis skill. If the data is combined with readings from an imaging scan performed by a
 +diagnostic bed (above) or HyMRI (p. 198), the total quality
 +bonus to skill is +TL/2.
 +
 +At TL10+ a diagnostic bed can communicate with the
 +probes without removal being required. If not removed,
 +they’ll work for a month and then degrade harmlessly. $200
 +per dose. LC4.
 +
 +=====Disposable Hypo (TL9)=====
 +A tiny one-use syringe, no longer than a fingernail. It is
 +preloaded with a dose of a drug, poison, or metabolic nanoagent in injectable form. If the drug costs $5 or more, the
 +hypo is included at no additional cost. Otherwise, $0.50
 +plus the cost of the drug, 0.01 lb. LC4.
 +
 +=====Disposable Test Kit (TL9)=====
 +This tests for a specific disease, toxin, drug, or condition
 +(e.g., pregnancy or malnutrition). No skill is required; the
 +kit produces a color change to indicate a positive result.
 +Available in versions that test urine or blood. $5, 0.1 lb.
 +LC4.
 +
 +=====Emergency Support Unit (TL9)=====
 +This is a life support system for patients who can no
 +longer sustain their own bodily functions. See  Mortal
 +Wounds (p. B423) for the effect of trauma maintenance: the
 +patient rolls to survive each day rather than each half-hour,
 +and may use the higher of his Physician’s skill or his HT
 +Attaching a mortally-injured patient to an ESU requires
 +an Electronics Operation (Medical) roll; each attempt takes
 +10 seconds. The system also includes diagnostic biosensors. An ESU can function as a Mitigator (-60%, see
 +p. B112) for any Terminal Illness disadvantage caused by
 +organ failure or similar problems.
 +
 +An ESU can maintain the biological functions of someone who is dead (unless they’re at -5 ¥ HP or worse), preserving the body intact for later use. It can also perform whole-blood transfusions. A “blood-wash” to remove toxins
 +or nanomachines takes two hours.
 +
 +   * Hospital ESU (TL9): A standard trauma maintenance unit, usually integrated into a hospital bed (the bed is not included). It provides a +2 (quality) bonus to Physician skill or HT rolls for trauma maintenance. $15,000, 120 lbs., 4D/200 hr. LC4.
 +   * Transport ESU (TL9): A lightweight but shock-resistant and stabilized version of the hospital ESU, attached to a stretcher or installed in a vehicle. It is used for safe transport of critically injured patients. It provides a +1 (quality) bonus to Physician skill or HT rolls for trauma maintenance. $10,000, 60 lbs., 2D/100 hr. LC4.
 +   * Wearable Life Support Unit(TL9): Takes over the function of a specific failed organ, such as the heart or kidneys. It is only useful as a Mitigator for terminal illness caused by organ failure. $2,000, 4 lbs., 4C/100 hr. LC4.
 +   * Suitcase ESU (TL10): A lightweight system that can be attached to a prone patient. It is often used by paramedics or built into robots. $5,000, 12 lbs., D/50 hr. LC4.
 +
 +=====First Aid Kits (TL9)=====
 +These kits contain basic medical instruments appropriate
 +to the TL.
 +    * First Aid Kit (TL9): Contains a bandage spray can (p. 197), ointments, etc. It gives a +1 (quality) bonus to First Aid skill, or +2 when using the bandage spray to treat bleeding. $50, 2 lbs. LC4.
 +    * Crash Kit(TL9): Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill. $200, 10 lbs. LC4.
 +=====Hibernation Chamber (TL9)=====
 +This chamber slows down a living subject’s metabolic
 +activity through chemical means. It reduces oxygen consumption, body temperature, food and water consumption. It is the lowest-TL means of achieving “suspended animation.”
 +
 +It takes an hour to reduce the subject to a hibernation
 +state, after which he is unconscious and his life support
 +requirements drop by a factor of 10. He also “ages” at
 +roughly one-tenth the usual rate. The subject may be kept
 +unconscious indefinitely if the chamber is equipped to provide for life support. Once the chamber is opened, the subject will be at 0 FP (or his current total, if less). He can recover FP normally, although stimulants may also be used.
 +Hibernation is used to give critically ill patients awaiting
 +organ transplants more time, to keep patients suffering
 +severe blood loss alive long enough for surgery, and to
 +reduce life support requirements during long voyages.
 +   * Hibernation Chamber (TL9): Houses a single person. It is equipped with life support systems to keep the patient alive at his low metabolic rate, stimulate muscles, etc. These must be connected to an external life support source, but the occupant uses up one-tenth the normal life support
 +requirement. $20,000, 200 lbs., external power. LC3.
 +   * Suspended Animation Tube(TL10): Has a self-contained regenerative life system that maintains all needs for as long as the power holds out. It will auto-revive if power is about to fail. $50,000, 750 lbs., 5E/10 years (or indefinite with external power). LC3.
 +   * Hibernation Case(TL10): A compact unit that fits inside a trunk. Designed mostly for storing organs and pets, but a child, dwarf, or small teenager (SM -1) could fit inside. It will auto-revive if power is about to fail. $10,000, 125 lbs., 5D/1 month. LC3.
 +
 +Hibernation chambers are specific to classes of species (e.g., mammals) and may not work on some races.
 +
 +=====HyMRI Scanner (TL9)=====
 +A conventional magnetic resonance imaging (MRI)
 +scanner uses powerful electromagnets to stimulate the protons in the patient’s body into emitting radio energy, which
 +is used to produce a non-invasive image. HyMRI augments
 +this with an inhaled laser-polarized inert gas such as an isotope of xenon or helium. This increases the resolution,
 +especially in the lungs and nearby heart and brain.
 +
 +Use Diagnosis skill to operate the scanner. It is basic
 +equipment for the noninvasive diagnosis of brain and
 +spinal disorders, as well as for mind emulation (p. 220),
 +and provides a +TL/2 (quality) bonus for diagnosing heartlung problems.
 +
 +An MRI is not safely usable on anyone with magnetic or
 +ferrous material in their body, e.g., cybernetics or fragments. If in doubt, a diagnostic scan should precede its use.
 +    * Hospital HyMRI (TL9): A large device that the patient must lie inside. $250,000, 500 lbs., 2E/10 hr (or external power). LC3.
 +    * Portable HyMRI (TL10): A helmet-sized device clamped over the patient. This is only usable for imaging the head. $25,000, 50 lbs., 2D/1 hr. LC3.
 +At TL11+, diagnostic beds incorporate the equivalent of a HyMRI at no extra cost.
 +
 +=====Plasti-Skin (TL9)=====
 +This antiseptic and hemostatic patch can serve as a pressure bandage or a tourniquet. When the flesh beneath it
 +heals, the patch falls off. It reduces the time required for
 +bandaging (p. B424) from 60 seconds to 20 seconds, and
 +the hemostatic proteins incorporated into it stop bleeding
 +immediately after successful application.
 +
 +Plasti-skin is normally a different color than flesh (so the
 +bandage can be easily identified). However, versions that
 +assume the color of the underlying skin are available to
 +cover tattoos and scars – these are useful as disguises. A
 +field dressing pack with four applications is $2, 1/8 lb. LC4.
 +
 +=====Pneumohypo (TL9)=====
 +This hypo injects drugs with a charge of compressed air.
 +It must be touching the patient to inject its drug. If used as
 +a weapon, it can penetrate DR 1, or normal clothing, has
 +Reach C, cannot parry, and uses Knife skill (or DX-4). Its
 +vial holds one dose of a drug.
 +
 +These devices are about the size of a penlight, and are
 +included in all medical kits at no extra cost. Air cartridges
 +providing 100 charges of compressed air are $10. It takes
 +three seconds to remove an empty drug vial or air cartridge
 +and replace a new one. $20, 0.1 lb. LC4.
 +
 +=====Physician’s Equipment (TL9-11)=====
 +Anyone under the care of a competent physician
 +(Physician skill 12+) who has a stock of drugs and medical
 +supplies gets +1 on all rolls for natural recovery. The healer
 +may also make a Physician roll to cure the patient. Only
 +one physician may roll per patient, but a single physician
 +can care for many patients.
 +
 +The exact number of patients a physician can attend to
 +and the frequency with which he may roll to cure them
 +depend on the TL of his Physician skill; see the Medical
 +Help Table, below. On a success, the patient recovers 1 HP;
 +on a critical success, he recovers 2 HP. This is in addition to
 +natural healing. However, a critical failure costs the patient
 +1 HP!
 +
 +Medical Supplies(TL9): Drugs and other disposable supplies sufficient for 50 patient-days of Physician treatment
 +(TL9-10), 100 patient-days (TL11). Gives a +1 (quality) bonus. Without this gear, the
 +doctor operates as if at the TL6 level. $500, 5 lbs. LC4.
 +
 +Medical Bed(TL9): A robotic nursing bed with built-in
 +instruments, waste-relief systems, and an automated programmable drug dispensary for treating one patient. Adds
 ++3 (quality) to Physician skill; allows two Medical Care rolls
 +daily at TL9, three at TL10, four at TL11.
 +$10,000, 100 lbs., D/100 hr. LC4.
 +
 +Suit Doc (TL10): An array of intelligent diagnostic sensors and general-purpose medical drug injectors that can
 +be built into any sealed suit. It can perform ongoing
 +Medical Care (p. B424-425) on the wearer as if he were
 +under the care of a doctor operating at its TL who has
 +Physician-10. A suit doc’s drug pack is good for five days
 +(TL10), 10 days (TL11). Extra suit doc
 +drug packs are $50 and 0.5 lbs. $5,000, 5 lbs., C/100 hr. LC3.
 +
 +Medical Help Table
 +^Medical TL^ Frequency of Rolls^ Patients per Doctor^
 +|9 |2  daily| 50|
 +|10 |3  daily |50|
 +|11 |4  daily |100|
 +
 +=====Diagnostic Smart Bandage (TL9)=====
 +This is a sensor-equipped hemostatic plasti-skin bandage containing smart drug patches. A diagnostic smart
 +bandage is manually applied; this takes 20 seconds, but
 +otherwise use normal Bandaging rules (p. B424). It adds +2
 +(quality) bonus to skill when performing Bandaging, and
 +its hemostatic proteins always stop bleeding.
 +
 +After its application, the bandage will begin treating the
 +patient for shock (p. B424), delivering a cocktail of drugs
 +that help keep him calm, warm, and comfortable. After 10
 +minutes of this treatment, the bandage gets a First Aid-12
 +roll to determine its success. This is not quite as effective as
 +a human medic: success restores only 1d HP rather than
 +1d+1, and there is no special result on a critical success. As
 +usual, a critical failure results in a 2 HP loss.
 +Diagnostic Smart Bandage (TL9): Described above; four
 +applications are $20, 0.4 lbs. LC4.
 +
 +Diagnostic Smart Bandage Spray (TL10): Takes only
 +three seconds to apply; uses a smart aerosol. One application is $5, 0.1 lb. LC4.
 +
 +=====Surgical Equipment (TL9)=====
 +
 +A complete set of surgical equipment provides a +(TL-6)
 +bonus to Surgery skill rolls inadditionto the equipment
 +quality modifiers described below. SeeSurgery (p. B223 and
 +p. B424).
 +
 +    * Surgical Instruments(TL9): A complete set of surgical tools, including laser scalpels, forceps, bio-glue, sonic probe, and sutures. (This is also included in the crash kit, p. 198.) It is basic equipment for the Surgery skill. $300, 15 lbs., 5B/20 hr. LC4.
 +    * Operating Theater (TL9): An entire room full of specialized equipment. Its instruments include manipulators that can be controlled via virtual reality gloves and an augmented reality interface; the surgeon still needs steady hands, but he’s not putting them inside the patient. As a result, smaller incisions are needed and recovery times are halved. It provides a +2 (quality) bonus to Surgery skill. $200,000, 1,000 lbs., 20C/40 hr. or external power. LC4. 
 +    * Portable Surgery (TL9): A complete set of equipment that fits in the back of a utility vehicle, a trailer, or a hospital cart. This equipment is  avored by “street docs” and military units. Its capabilities are the same as that of an operating theater, but it gives a +1 (quality) bonus to Surgery skill and +2 (quality) bonus to First Aid. A portable surgery takes five minutes to pack or unpack. $50,000, 250 lbs., 5C/40 hr. (or external power). LC4.
 +    * Specialized Operating Theater (TL9): Dedicated to a particular Surgery specialization. It gives a +TL/2 (quality) Surgery bonus in that specialization, but is only basic equipment otherwise. $1,000,000, 1,000 lbs., 20C/40 hr. or external power. LC4.
 +    * Specialized Portable Surgery (TL9): As above, but dedicated to a particular Surgery specialization, such as brain surgery or cybernetics. It provides a +2 (quality) bonus to Surgery skill in that specialization, but is only useful as basic equipment for other types of surgery. $100,000, 250 lbs., 5C/40 hr. or external power. LC4.
 +=====Pocket Medic (TL9)=====
 +This is a static robot the size of a paperback book. If
 +clamped onto a wounded area, it will treat injuries. It has a
 +hypo, anesthetic spray gun, and small surgical arms. It dispenses bandage spray , then treats for shock with
 +First Aid-12 (+1 per TL after TL9). After it is finished, it signals for removal. If its sensors indicate that first aid has
 +failed, or that the patient is not responding to treatment, it
 +calls for a physician. It has a built-in short-range radio
 +(p. 44). $1,200, 2 lbs., B/10 hr. LC4.
 +
 +=====Medscanner (TL10)=====
 +This multi-purpose medical scanner can detect internal
 +injuries, genetic problems, diseases, implants, and more.
 +No space opera medic should be without one!
 +Medscanner (TL10): A pocket-sized device with a one yard range. It gives a +3 (quality) bonus to Diagnosis skill. $1,000, 0.25 lbs., B/10 hr. LC4.
 +Diagnostic beds built at TL11  can be
 +assumed to use medscanners; the main advantage is that
 +no instruments need be physically attached to the patient
 +and they may also perform as a HyMRI . Otherwise,
 +see Diagnostic Bed.
 +
 +=====Nanostasis (TL10)=====
 +This is a means of safely shutting down a person’s
 +metabolism, putting him into a state of permanent suspended animation, in which no special preservation tank is
 +needed. It uses nanomachines to install protective scaffolding and fixatives around and within every cell in the
 +patient’s body. Once placed in stasis, an organism does not
 +require any oxygen or food, and cannot age or deteriorate,
 +although it remains vulnerable to physical damage.
 +
 +Reversal of nanostasis requires similar bio-nanotech to
 +remove the preservatives and restart bodily functions.
 +
 +A living being placed into nanostasis is not dead.
 +
 +However, it is inanimate and unconscious, with IQ 0 and
 +the Immunity to Metabolic Hazards, Injury Tolerance
 +(Unliving), and Unaging advantages.
 +
 +Nanostasis can also replace the need for anesthesia during TL10+ surgery.
 +
 +Nanostasis is safe, but the subject will be disoriented for
 +hours (sometimes days) afterward. Upon revival, the
 +process supervisor makes a Physician roll. Critical failure
 +means the patient has the Confused (9) disadvantage for
 +20-HT hours, and Amnesia (Partial) for at least a week; roll
 +vs. HT weekly to recover. Failure produces the same effects,
 +but roll vs. HT daily to regain memory. On a success,
 +Confused lasts only (20-HT)/2 hours and there is no memory loss. Critical success means immediate recovery.
 +
 +Nanostasis Tank (TL10): A growth tank (p. 204) modified
 +to place someone into nanostasis, or to revive him. It takes
 +five hours for the process to slow and then completely stop
 +the patient’s metabolism. Afterward, he can be safely
 +removed. Reviving a patient takes eight hours. The tank
 +uses up one package of nanomachines ($5,000, 0.1 lbs.) per
 +patient. $300,000, 250 lbs., E/200 hours. LC3.
 +
 +Nanostasis Pod (TL10): An armored and radiationshielded (DR 50, PF 100) pod that contains a nanostasis
 +tank and automatic suspension and revival equipment
 +(Physician-14 for this purpose only). It powers down when
 +not in use; it is designed to keep someone preserved for centuries. It can revive its occupant at a pre-set date. $500,000,
 +500 lbs., E/200 hours (when not powered down). LC3.
 +
 +
 +=====Neural Inhibitor (TL10)=====
 +A two-inch-wide disk with adhesive bonding material on
 +one side. When applied to the bare skin of a living being
 +with an approximately terrestrial vertebrate nervous system, it cuts off nerve impulses.
 +Its effects depend on where it is placed. If a neural
 +inhibitor were attached to a person’s forearm, his hand
 +would be paralyzed, but he’d feel no pain from a hand or
 +forearm injury, and surgery could be performed without
 +anesthesia. If it were placed near the neck over the spinal
 +cord, he would be paralyzed from the neck down. Use on
 +the skull induces unconsciousness until removed. If the
 +subject is not cooperating, treat these effects as a HT-6
 +affliction attack; the victim may roll to resist each second in
 +contact.
 +
 +A neural inhibitor gives a +1 (quality) bonus to First Aid
 +to treat shock (p. B424). $200, 0.1 lb., A/10 hr. LC 3.
 +
 +=====Paramedical Swarm (TL10)=====
 +This swarm of microbots is designed for autonomous
 +patient care. It is made up of teams of specialized microbots. Some taste blood and perform diagnosis, some cut
 +away damaged tissue, clean wounds, sew up cuts, and
 +inject drugs, and some enter the body to perform internal
 +repairs or diagnosis.
 +
 +The swarm may perform First Aid, cleaning and repairing damaged tissue and injecting no-shock drugs. Each
 +square yard of swarm can treat one person at a time. A
 +paramedical swarm has Diagnosis-10 and First Aid-10; add
 ++1 skill per TL after introduction. It provides its own basic
 +equipment for both skills, but it cannot benefit from other
 +types of medical equipment. Paramedical swarms can’t
 +treat somebody in a sealed suit, but a swarm can be housed
 +in microbot arteries (p. 189). $6,000/square yard; see
 +Swarmbots (pp. 35-37) for additional microbot swarm rules
 +and options. LC3.
 +
 +=====Regeneration Tank (TL10)=====
 +A regeneration tank is a biofab (p. 204) optimized for
 +rapid whole-body cell repair. The tank contains mechanisms for controlling nanomachines as they permeate the
 +user’s body, instructing and assisting every viable cell in
 +what repairs to make. Nonviable cells are programmed to
 +self-destruct, or are removed and replaced with clones of
 +healthy cells.
 +
 +A Physician roll is required to supervise the procedure.
 +Success means it works normally; failure takes twice as
 +long as usual. It can heal everything up to permanent crippling injuries, at 1 HP per 12 hours, or radiation at 10 rads
 +per day. Missing limbs and organs regrow in six weeks.
 +$500,000, 600 lbs., 2E/200 hr. LC3. A regeneration tank
 +requires nanomachines and feedstock: a week’s supply is
 +$1,000, 1 lb.
 +
 +=====Rejuvenation Tank (TL10)=====
 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. 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+This specialized regeneration tank reverses the aging 
 +process. Its nanomachines reset cellular clocks, killing 
 +senescent or dying cells and replacing them with healthy 
 +ones.
  
-Most children are born in growth tanks though about 1/4 are born the natural way+Rejuvenation requires three months of treatment 
 +(TL10), six weeks of treatment (TL11) 
 +after which the subject’s body is restored to young adulthood and full health. All age-related disadvantages and 
 +attribute losses are removed, as are any crippling 
 +injuries. 
 + 
 +Rejuvenation is a risky procedure. The process supervisor must make a Physician roll. On a critical success, the 
 +patient is rejuvenated and fully recovered. Success means 
 +that the patient is rejuvenated but suffers Confused (9) 
 +(p. B129) for 1d days as he adjusts to his rejuvenated body. 
 +Failure means a problem examples below. A critical failure results in either a messy death (such as being turned into a mass of cancer cells) or revival with no mind at all.  $300,000, 600 lbs., 2E/200 hr. LC2. 
 + 
 +A rejuvenation tank requires nanomachines and feedstock: a week’s supply is $1,000, 1 lb. 
 + 
 +Some examples on failures: 
 +   the structures of his memory were permanently disrupted: Partial Amnesia (p. B123) 
 +   - muscles were disrupted and has coordination problems:Klutz 
 +   - less common ones: 
 +      - voice box disrupted: Disturbing voice 
 +      - eyes or oprical nerves damaged: color blindless 
 +      - your sight processing in braid in disrupted: dyslexia 
 +      - memory pathways crossed: Flashbacks(severe) 
 +      - Motor skills damaged: Ham fisted(-6) 
 +      - Hearing loss: Hard of hearing 
 +   - less common ones: 
 +      - Spinal deformity: Hunchback 
 +      - neural pathways are disrupted and have hard time making sense of things: Confused(12-) 
 +      - Hard to get sleep: Insomniac(mild) 
 +      - Your brain’s pleasure center is burned out or absent: Killjoy 
 +      - One of your legs is nonfunctional: Lame(Crippled Legs) 
 +      - You are very sensitive to pain of all kinds:Low Pain Threshold 
 +   - less common ones: 
 +      - Inner ear disrupted, you are miserable whenever you are in a moving vehicle; Motion sickness 
 +      - suffer from regular pain: Chronic pain severe 
 +      - You have poor night vision:night blindness 
 +      - You are incapable of processing abstract images and symbols:Non iconogrpahic 
 +      - Eventual critical failure: Self-destruct 
 +      - immune system problems: Susceptible common -5 
 +   - less common ones: 
 +      - natural healing is disrupted: slow healing 2 
 +      - Shorter effect: Short lifespan. 
 +      - immune system problems: Susceptible very common -3 
 +      - You have worse cardiovascular health: unfit 
 +      - Very limited in what you can eat: Resticted diet(very common) 
 +      - chronically ill and needs a doctor’s attention: Maintenance 
 + 
 +      
 +=====Suitcase Doc (TL10)===== 
 +This device must be placed atop a patient’s torso or 
 +other injured part (this takes a Ready maneuver). After 
 +that, it is autonomous. It unfolds, extruding surgical 
 +manipulators, anesthesia and life support tubes, and diagnostic sensors as necessary. It uses its manipulators to cut 
 +away clothing and treats the patient using Diagnosis-10, 
 +First Aid-12, Physician-10, and Surgery-10 (+2 per TL after 
 +TL10). It incorporates diagnostic probes, suitcase 
 +ESU , and a crash kit . 
 + 
 +If the doc encounters a problem it can’t handle, it calls 
 +for help on its short-range radio. It also carries 10 uses of 
 +bandage spray and an internal pharmacy with up to 20 
 +doses of drugs. $10,000, 20 lbs., 2C/10 hrLC3
  
 ====== Drugs ====== ====== Drugs ======
  
-Common emergency 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. +==== Anti-Toxin Kit (TL9) ==== 
-    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 +This is an antidote for one specific non-nanotech toxin; 10 uses. $25, 0.5 lb. LC4. 
-     * 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 +==== Analgine (TL9) ==== 
-     * 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. +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. 
-    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. +==== Antirad (TL9) ==== 
-    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 + 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. 
-    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 FP/hp healed. You must make a HT roll for them to take effect. On critical success they only cost 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 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 -extra each to the HT roll. This penalty is reduced by 1/hours. $500 LC2 +==== Hyperstim (TL9) ==== 
-    * 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. +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 
-    * 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 +==== Hypercoagulin (TL9) ==== 
-    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. +When injected or applied to a patient with a bleeding wound, this causes instant coagulation and a cessation of bleeding within 1d+4 seconds. This is equivalent to bandaging.Injectable or contact agent only. $25/dose. LC3. 
-    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.+ 
 +==== 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. 
 +==== Genericillin(TL 10) ==== 
 + This is a very powerful, general-purpose antibiotic. It doesn’t treat all diseases, but it’s a good thing to try. A dose of genericillin gives a +5 to HT to recover from bacterial diseases and infection for a week. $25 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 2d 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 10 hp for 1 second, but cost FP. You must make a HT roll for them to take effect. On critical success they only cost FP and last seconds. On success the normal effect, on failure use up the FP but no healing happens. On critical failure cause 10 HP damage. They cannot act immediately after a wound is taken or the effect is halved. One must wait for 1 second/points total damage taken to have passed without taking any damage. 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 -extra each to the HT roll. This penalty is reduced by 1/hours. $500 LC2 
 +==== FastRegen(TL 11) ==== 
 +As Quick regen, but the speed is only 1 HP/second, the duration is HT seconds and FP cost is 2 FP total. Use causes -1 extra Cumulative uses are combined for all types. $500 LC3 
 +==== Regen(TL 11) ==== 
 +As Quick regen, but the speed is only 1 HP/minute, the duration is HT*2 minutes and FP cost is one FP total. Use causes -1 extra to future rolls. Cumulative uses are combined for all types. $500 LC3 
 +==== SlowRegen (TL 11) ==== 
 +as Quick regen, but the speed is only 1 HP/hour, the duration is HT*4 hours and there is no FP cost. No cumulative penalty. $500 LC2 
 +==== 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
 +==== Closewound(TL11) ==== 
 + Improved bandage spray with nanomachines, close wound and heal 1 hp in 3 seconds, give +6 to first aid for closing wounds. $75/dose LC 4 
 + 
 +=====Common utility drugs===== 
 +==== Ursaline (TL9) ==== 
 + 
 +This drug prevents atrophy of bone tissue and muscles 
 +in low or zero gravity. It is safe but somewhat expensive. A 
 +dose provides a week of protection, equivalent to No 
 +Degeneration in Zero G. $25/dose. LC4. 
 + 
 +==== Adders (TL9) ==== 
 + 
 +This is a generic name for a group of drugs that tem- 
 +porarily add to ST, DX, IQ, HT, or Basic Move. One dose 
 +adds 1 point, but multiple doses can be taken together. 
 + 
 +After it wears off, the affected attribute suffers a penalty 
 +equal to the original bonus and lasting twice as long. 
 + 
 +To obtain the desired effect, a user must make a HT roll 
 +at -1 for every dose taken. If the roll is successful the attribute is raised by the number of doses taken for (25 - HT)/4 
 +hours. If the roll fails, the drug decreases the attribute by the number of 
 +doses taken, for one hour. On a Critical failure you become addicted to them. 
 + 
 +As long as any attribute bonus or penalty is in effect, 
 +using any other type of adder results in adverse side effects. 
 +If the user takes the same type of adder within 24 hours of 
 +a dose, he must make a new HT roll at a penalty equal to 
 +the total of all doses taken in that period. The bonus is only 
 +that of the new dose, but the letdown period is that of all 
 +the doses combined. 
 + 
 +Adder users often feel very good under the effects of the 
 +drug – similar to the Overconfidence(9-) advantage – and are at 
 +least mildly depressed during the after effect period. 
 + 
 +Pill or injection, $25/dose. LC3. 
 + 
 +==== Bone Stimulation (TL9) ==== 
 + 
 +This treatment gives +1 HP (it can’t be repeated). It does 
 +not increase ST, but does allow muscle grafting or rein- 
 +forcement to increase Lifting or Striking ST by two points 
 +more than the normal limit. It can also cure one point of ST 
 +or HP loss due to bone degeneration in zero-G (see No 
 +Degeneration in Zero-G, p. 211). 
 + 
 +The treatment is $10,000 (and two weeks). Repeated 
 +treatments will not have any further benefits, except to 
 +cure further ST or HP losses due to decalcification. 
 + 
 +==== Mnemosin (TL9) ==== 
 + 
 +This drugs boosts the production of cyclic-AMP response 
 +element binding proteins (CREB) in the brain, enhancing 
 +the user’s memory. It gives him Photographic Memory for 
 +things experienced while under its effects, and temporary 
 +Eidetic Memory to recall anything experienced in the past. 
 +Effects last (25 - HT) minutes. Pills: $20/dose. LC4. 
 + 
 +==== NERV (TL10) ==== 
 + 
 +This drug chemically alters the neuro-endocrine system 
 +to improve reflexes and coordination. After taking NERV 
 +for 20 weeks, the user gains +1 DX. Then he must roll vs. 
 +HT. If successful, there are no side effects. 
 + 
 +If the roll fails, the user suffers one level of Ham-Fisted 
 +[-5] (p. B138) as the drug increases overall reaction speed 
 +and agility, but fails to make the neural connections need- 
 +ed to improve fine motor coordination. (If the user already 
 +has Ham-Fisted [-5] it increases to [-10] level. If he already 
 +has Ham-Fisted [-10], or if the roll was a critical failure in 
 +any event, neural damage was inflicted. If neural damage is 
 +suffered, the user gains a Neurological Disorder (p. B144): 
 +a mild disorder unless he already has one; if so, increase 
 +the level of the disorder one stage, up to a maximum of 
 +crippling. 
 + 
 +The treatment is $2,000 per week. LC3. 
 + 
 +===== Nanosymbionts ===== 
 +Nanosymbionts are colonies of nanomachines installed 
 +in a host’s body to perform useful services. Appropriately 
 +designed nanosymbionts can be used by any being with a 
 +biological body. The bio-nanomachines may be permanent 
 +residents or temporary lodgers. 
 +Unlike nanodrugs, nanosymbionts don’t simply produce 
 +chemicals – they interact directly with cells and other struc- 
 +tures in the body. Some roam the body, seeking infections 
 +or tumors and then producing drugs to combat them, while 
 +others physically manipulate objects, manhandling them 
 +into desired configurations. 
 +Properly designed nanosymbionts do not normally 
 +interfere with one another (except for those meant to do so) 
 +and can safely be used in combination.  
 + 
 +==== Temporary Nanosymbionts ==== 
 + 
 +At TL10+, these are a common way to treat illnesses. A 
 +doctor will analyze the patient’s condition and prescribe 
 +appropriate nanosymbionts. They typically come in a sterile package housing a bee-sized capsule. This contains an 
 +applicator-programmer and billions of tiny nanomachines. 
 + 
 +The user may set a treatment duration for anywhere 
 +from one day to two weeks; once set it cannot be changed. 
 + 
 +The patient then swallows the capsule and the bio-nanoma- 
 +chines take effect within an hour. The applicator-programmer capsule is digested and excreted normally, while the 
 +nanosymbionts take up residence in the body. At the end of 
 +the treatment they shut down, and within another few 
 +weeks are cleansed by the body’s normal waste elimination 
 +functions. 
 + 
 +The first price is for the temporary model. 
 + 
 +==== Permanent Nanosymbionts ==== 
 + 
 +These perform ongoing maintenance or improvement 
 +functions in the body until removed. Permanent nanosym- 
 +bionts are more expensive than temporary ones, as the bio- 
 +nanomachines must be designed with long-term durability 
 +and self-repair capabilities. 
 + 
 +Designers periodically release upgrades for some types 
 +of nanosymbionts, to add new capabilities. This is particu- 
 +larly common for those that deal with known bacteria or 
 +viruses, as new varieties are discovered or infectious strains 
 +mutate. Registered users can get an upgrade installed for 
 +1% of the original purchase price. 
 + 
 +The second price is for the temporary model. 
 + 
 +==== Panimmunity (TL9) ==== 
 + 
 +Panimmunity injections contain smart artificial organ- 
 +isms or bio-nanomachines, tailor-made for each individual. 
 +They recognize friendly cells, and attack others. 
 +Availability and Statistics: Depending on the bio- 
 +engineering techniques of the society: 
 + 
 +   * Level 1 Panimmunity (TL9): Gives Resistant to Disease (+3) [3]. $150/$7,500. LC4. 
 +   * Level 2 Panimmunity (TL10): Gives Resistant to Disease (+8) [5]. $250/$12,500. LC4. 
 + 
 +==== Artery Cleaners (TL10) ==== 
 + 
 +These use tiny biomechanical brushes, cilia, and rotors 
 +to clear plaque and fatty deposits from arterial surfaces, 
 +reducing the risk of heart disease. 
 + 
 +Availability: $50/$2,500. LC4. 
 + 
 +Statistics: If someone who has been using artery clean- 
 +ers for at least six months would lose a point of HT due to 
 +a failed aging roll (p. B444), roll 1d: on a 1-3 he doesn’t lose 
 +the HT. 0-point feature. 
 + 
 +==== Nano-Bacteriophages (TL10) ==== 
 + 
 +These bio-nanomachines patrol for and destroy any 
 +known bacterial and parasitic pathogens, but have no effect 
 +on viruses. 
 + 
 +Availability: $250/$12,500. LC4. 
 + 
 +Statistics: Immunity to Known Bacteria [5]. 
 + 
 +==== Blood Cops (TL10) ==== 
 + 
 +These are gengineered macrophage cells designed to 
 +patrol the bloodstream, seeking out and destroying 
 +pathogens, toxins, and harmful free radicals before they 
 +can damage the body. 
 + 
 +Availability: $850/$42,500. LC4. 
 + 
 +Statistics: Blood Cops provide Longevity [2] and 
 +Resistant to Metabolic Hazards (+8) [15]. 17 points. 
 + 
 +==== Carcinophages (TL10) ==== 
 + 
 +These are programmed to search the body for cells that 
 +have mutated into a cancerous state and destroy them 
 +before they can develop into tumors. They can also safely 
 +remove existing tumors, no matter how delicately placed, 
 +such as deep within the brain. 
 + 
 +Availability: $250/$17,500. LC4. 
 + 
 +Statistics: Immunity to Cancers [5]. Permanent 
 +carcinophages also grant Extended Lifespan 1 [2]. 
 + 
 +==== Guardians (TL10) ==== 
 + 
 +In a world where hostile nano can be used as insidious 
 +weapons, people will want to protect themselves. 
 + 
 +Guardians are adaptive bio-nanomachines that will recog- 
 +nize any other bio-nanomachines already present in the 
 +body when they are first introduced. 
 + 
 +If they come upon any new examples, they’ll attempt to 
 +destroy them. If a nano agent allows a HT roll to 
 +resist, guardians give a +8 bonus to the resistance roll. 
 + 
 +Availability: $100/$5,000. LC3. 
 + 
 +Statistics: Resistant to Bio-Nanomachines (+8) [2]. 2 
 +points. 
 + 
 +==== Lung Cleaners (TL10) ==== 
 + 
 +These roam the lungs, removing inhaled debris by 
 +encapsulating it and carrying it through to the body’s 
 +normal excretory systems. 
 + 
 +Availability: $250/$12,500. LC4. 
 + 
 +Statistics: Filter Lungs [5] 
 + 
 +==== Microgravity Biochemistry (TL10) ==== 
 + 
 +By maintaining muscle tone and bone density at a micro- 
 +scopic level, these nanosymbionts prevent any degeneration 
 +of these tissues under microgravity or zero-gee conditions. 
 +Availability: $100/$5,000. LC4. 
 + 
 +Statistics: No Degeneration in Zero-G [1] (p. 211). 
 + 
 +==== Pore Cleaners (TL10) ==== 
 + 
 +A favorite example of cosmetic nano, these inhabit skin 
 +pores and keep them clean. They also eliminate body odor 
 +by killing the bacteria that cause it. 
 + 
 +Availability: $50/$2,500. LC4. 
 + 
 +Statistics: Sanitized Metabolism [1]. 
 + 
 +==== Tooth Cleaners (TL10) ==== 
 + 
 +These simple engineered bio-nanomachines keep the 
 +user’s teeth clean and healthy without any need for brush- 
 +ing or toothpaste. 
 + 
 +Availability: $20/$1,000. LC4. 
 + 
 +Statistics: This is a 0-point feature. 
 + 
 +==== Virus Hunters (TL10) ==== 
 + 
 +Similar to bacteriophages, these are programmed to 
 +hunt and destroy known viral pathogens, but have no effect 
 +on bacteria. 
 + 
 +Availability: $250/$12,500. LC4. 
 + 
 +Statistics: Immunity to Known Viruses [5]. 
 + 
 +==== Cell Surgeons (TL11) ==== 
 +Availability: $6,000/$300,000. LC4. 
 + 
 +Statistics: Regeneration (Regular; Nuisance Effect, 
 +sweat heavily while regenerating, -1 reaction, -5%) [24]. 
 + 
 +==== Electroreceptors (TL11) ==== 
 + 
 +These nanosymbionts reside in nerve tissue just beneath 
 +the user’s skin. They are sensitive to electrical and magnet- 
 +ic 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. 
 + 
 +Availability: $2000/$125,000. LC4. 
 + 
 +Statistics: Detect (Electric and Magnetic Fields; Vague, 
 +-50%) [5]. 
 + 
 +==== DNA Repair (TL11) ==== 
 + 
 +Radiation causes damage on the cellular level by mutat- 
 +ing the DNA, which then propagates the mutations when it 
 +divides and copies. DNA repair nano compares the DNA 
 +between cells throughout the body and repairs any that 
 +have accumulated significant mutations. This also repairs 
 +mutations caused by old age. 
 + 
 +Availability: $1500/$75,000. LC4. 
 + 
 +Statistics: Regeneration (Slow; Radiation Only, -60%) 
 +[4] and Extended Lifespan 1 [2]. 
 + 
 +==== Metabolic Regulators (TL11) ==== 
 + 
 +These are responsive nanosymbionts that provide the 
 +user with voluntary control of many of his own metabolic 
 +processes. 
 + 
 +Availability: $3500/$175,000. LC4. 
 + 
 +Statistics: Metabolic Control 2 (Mastery, 
 ++40%) [14]. The Mastery enhancement means 
 +the user can make precise adjustments to his 
 +metabolism and body chemistry instantly, 
 +helping him cope with even extreme or unexpected stresses. As long as he is conscious, he may add 
 +the level of Metabolism Control to any HT roll. 
 + 
 +==== Respirocytes (TL11) ==== 
 + 
 +These function like oxygen-carrying red blood 
 +cells, but with many times the transport capabili- 
 +ty. They store extra oxygen, transport it around 
 +the body, and release it in intelligent fashion in 
 +response to need. They also extract carbon dioxide 
 +and absorbed nitrogen from muscle tissue and 
 +carry it rapidly to the lungs for excretion. 
 + 
 +Availability: $1500/$75,000. LC4. 
 + 
 +Statistics: +2 FP [6]; Doesn’t Breathe (Oxygen Storage 
 +x25, -50%) [10]. Respirocytes are an exception to the rule 
 +that nanosymbionts take an hour to take effect – they begin 
 +working one minute after injection.
  
-===== Bionics =====+====== Bionics/Surgery ======
  
 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.  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. 
Line 33: Line 820:
 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.  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.+The IQ cognitive implant does not exist and the normally available cognitive implant 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.+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. Biomods are less common, but by no means rare.
  
-====Statistics====+=====Statistics=====
 Cybernetic modifications usually provide advantages or Cybernetic modifications usually provide advantages or
 mitigate disadvantages; these traits are listed under mitigate disadvantages; these traits are listed under
Line 64: Line 851:
 advantage, base the cost on the net change (if positive). advantage, base the cost on the net change (if positive).
  
-====Availability====+=====Advantage modifiers===== 
 +Several of the things below can be bought with additional limitations like: 
 +    * Electric -20% for normal unshielded electronics. 
 +    * Costs FP for powered things to use bioenergy 
 +    * All out -25% for things where using takes full concentration. 
 +    * require maintenance 
 + 
 +=====Advantage vs gadget===== 
 +Some of the implants can be instead bought as accessory[1] instead of normal point cost. 
 + 
 +But with accessory they are treated as gear so they can be lost, damaged and are simply not part of you. 
 + 
 +The difference is pretty significant for most things, but less so for others. 
 + 
 +The example is scanning sense(Imaging Radar)[40] vs gadget(implanted Imaging Radar)[1]: 
 + 
 +Scanning sense is a sense, you can do normal perception rolls with it and thus use it for things like you would normal vision. Gadget is just a radar with internal display, so you use electronics operation(sensors) to operate, you need to take a ready maneuver to turn it on or off and take concentrate maneuvers to use. 
 + 
 +Thus for example aiming on something with a weapon:\\ 
 +Sense: Will the radar on(free action), look and you see the range(get the targeting bonus) and aim normally 1-3 seconds for accuracy. 
 +Implanted: ready maneuver to turn it on(1 second), get the range with a concentrate and roll of electronics operation(sensors) to get range info (1 second) and then aim normally 1-3 seconds for accuracy. After that you probably want to turn off the radar(1 second) to not be radiating and not have the radar overlay part of your vision field. 
 + 
 +Also since the implanted gadget is a gadget you need to do things like maintenance(with advantage you only need to do it if you have the needs maintenance), replace power cells and so on as you would with any gadget.  
 + 
 +=====Availability=====
 Each modification specifies the type of procedure, the 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. cost of the cybernetics, and the LC. Procedures are classified as simple, minor, complex, or radical – see below.
  
-===Procedure===+====Procedure====
 Installing cybernetic modifications involves opening up the 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. patient and, except for simple procedures, performing neurosurgery to connect the device to the user’s nervous system.
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-==Surgical Procedures Table===+===Surgical Procedures Table===
  
 ^Procedure ^Modifiers ^Time ^Injury ^Recovery Period^ Fee^ ^Procedure ^Modifiers ^Time ^Injury ^Recovery Period^ Fee^
Line 118: Line 929:
 implant leading to Motion Sickness. implant leading to Motion Sickness.
  
-===Repairing Cybernetics===+====Repairing Cybernetics====
 Use Mechanic (Robotics) skill to repair physical damage Use Mechanic (Robotics) skill to repair physical damage
 or malfunctioning cybernetics, or to diagnose second-hand or malfunctioning cybernetics, or to diagnose second-hand
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 completely removed before any repairs can take place. completely removed before any repairs can take place.
  
-===Powering Cybernetics===+====Powering Cybernetics====
 Cybernetic devices are assumed to be powered by body Cybernetic devices are assumed to be powered by body
 heat and motion. Exceptions are noted in the descriptions. heat and motion. Exceptions are noted in the descriptions.
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 subsumed in their Mitigator limitation). subsumed in their Mitigator limitation).
  
-====Normal implants====+=====Bodysculpting===== 
 +====Disguised Appearance (TL7)==== 
 +It’s possible to simply change someone’s facial features 
 +without altering their Appearance or making them an exact 
 +copy of someone else. This change may be combined with 
 +surgery for an Altered Appearance (below).
  
-===Computer Implant (TL9)===+Operation: $1,000 (one week recovery). There is no extra 
 +time or cost if this procedure is combined with Altered 
 +Appearance. LC4. 
 + 
 +Statistics:An acquaintance needs an IQ roll to recognize 
 +you. 
 + 
 +====Eyesight Correction (TL7)==== 
 +Vision problems caused by focusing defects in the shape 
 +of the cornea can be relieved by a number of procedures 
 +that reshape the lens. The principles were understood as 
 +early as TL5, but technology did not allow successful correction until TL7, when radial keratotomy using a diamond 
 +scalpel was developed. At TL8+, this was largely replaced by 
 +safer and more accurate laser procedures that can eliminate 
 +myopia and astigmatism completely. 
 + 
 +Operation:$2,000 (one day) per eye. You can be up and 
 +around after surgery, but treat as One Eye (or Blindness if 
 +both eyes were done) while recovering, and vision may be 
 +blurred at times for a few weeks – treat as Bad Sight 
 +(Nearsighted). 
 + 
 +Statistics:Bad Sight (p. B123) is eliminated. 
 + 
 +====Hair Transplant (TL7)==== 
 +Used by balding men (and, more rarely, women) to 
 +give the impression of normal hair growth. The technique of transferring plugs of skin containing hair 
 +follicles to the scalp was pioneered in the 1950s. At 
 +TL7 the results are obvious and artificial, but this 
 +improves rapidly by TL8, where natural-looking 
 +results are possible. 
 + 
 +Operation:$1,000-$10,000 depending on extent 
 +of baldness. No recovery time. 
 + 
 +Statistics: Depending on social mores, may 
 +remove Distinctive Features or be a prerequisite for an 
 +increase in Appearance (see Altered Appearance, below). 
 + 
 +====Altered Appearance (TL7/8/9)==== 
 + 
 +A person’s facial looks, hair color, eye color and ethnic 
 +features can all be altered – often with the goal of improving on nature or repairing ravages of time or injury. To 
 +specifically duplicate another person’s appearance, see 
 +Copied Appearance(p. 170). 
 + 
 +Operation:Minor changes cost $4,000 (one week recovery); major changes are $8,000 (two weeks recovery). 
 +Halve the dollar cost if any increase in Appearance results 
 +in acquiring Off-the-Shelf Looks, or for an modification 
 +that results in lowering Appearance or removal of a trait. 
 +Double the dollar cost for any modification that increases 
 +Appearance to Very Handsome, or results in Honest Face 
 +or Pitiable. LC4. 
 + 
 +Statistics: Each minor change can 
 +involve one of the following: a shift 
 +in Appearance by one level, or 
 +somewhat altered features (so 
 +that it requires an IQ roll to recognize the character). Each 
 +major change may increase 
 +Appearance by two levels up, or 
 +down as far as desired (minimum Monstrous), or grant or 
 +remove one of the following: the 
 +Androgynous or Impressive options; 
 +the traits Honest Face (p. B101) or 
 +Pitiable (p. B22). Appearance cannot be 
 +reduced below Monstrous or above Very Handsome. 
 + 
 +=====Biomods===== 
 +Biomods are bought with both points and cash.  
 +Each biomod’s availability (TL, LC, and means 
 +of acquisition) is summarized in its description. In 
 +theory, one simply has to locate someone who can 
 +make or install it, pay them, then undergo the 
 +operation. This might be as easy as visiting a 
 +neighborhood clinic and plunking down a credit 
 +card, or as complex as finding an outlawed scientist who’s the only one who can perform the operation. Usually, it depends on the TL and LC of the 
 +biomod. 
 + 
 +====Altered Bulk (TL7/8)==== 
 +When I told the doc I wanted to gain weight, he was 
 +shocked. I told him it was for a movie – well, I wasn’t going 
 +to admit I needed some extra room to hide my flesh holster, 
 +was I?\\ 
 +– Detective Cody Chase, Nevada DPS 
 + 
 +Fatty tissue can be removed surgically through techniques such as liposuction, or it can be grafted onto the 
 +body. 
 + 
 +Operation:$5,000 (one week recovery). LC4. 
 + 
 +Statistics:Bulk can be safely altered up or down by one 
 +step. The steps range from a maximum of Very Fat [-5], to 
 +Fat [-3], Overweight [-1] and normal weight, down to a 
 +minimum of Skinny [-5], in that order. After the operation, 
 +adjust weight accordingly. 
 + 
 +====Copied Appearance (TL8)==== 
 + 
 +This procedure transforms someone’s face into a recognizable copy of another person (real or fictional). The subject must already have the same Appearance (including options like Androgynous or Impressive) as his model, as 
 +well as the same facial traits such as Honest Face (p. B101), 
 +Pitiable (p. B22), and any facial Distinctive or Unnatural 
 +Features. If these traits do not match those of the original, 
 +they must first be changed through the Altered Appearance 
 +(p. 169) procedure before additional surgery can proceed. 
 + 
 +Operation:To turn someone into a fairly close duplicate 
 +(“you look like Elvis”), enough to qualify for Mistaken 
 +Identity, is $5,000 (one week recovery). An exact duplicate 
 +(as much as height and build permit) is $50,000 (three 
 +weeks recovery). Halve the cost and recovery time if the 
 +patient’s facial features are fairly similar to the features 
 +being copied (GM’s option). Copies of a real person or 
 +trademarked character are a legal violation (LC2) or 
 +require additional licensing fees that further increase the 
 +cost. Otherwise, LC3. 
 + 
 +Statistics: A copy will have the Mistaken Identity trait 
 +(p. B21). A mass-produced copy of someone who is 
 +Handsome or better also gains the Off-the-Shelf Looks  
 +(-50%) modifier on their Appearance. 
 + 
 +====Extreme Sexual Dimorphism (TL7/8)==== 
 +These procedures exaggerate primary male and secondary female sexual attributes. They are often preceded 
 +or followed by surgery to increase Appearance. 
 + 
 +Operation:$5,000 (one week recovery). It requires 
 +Average or better Appearance (or the modifications just 
 +appear grotesque). LC3. 
 + 
 +Statistics:Sex Appeal +1 [2] plus Distinctive Feature 
 +(Exaggerated sexual features) [-1]. 1 point. 
 + 
 +====Sex Change (TL7/8)==== 
 + 
 +The procedures and effects depend on the level of sex 
 +change: 
 +   * Superficial Sex Change(TL7/8): Masculinization or feminization of facial and body features, but without genital reconstruction. The subject retains his/her own sex, but when fully dressed appears to be a member of the opposite sex. 
 +   * Gender Reassignment (TL7/8): The subject completely resembles his/her new gender. Only a medical examination would reveal that a sex change had taken place. To all exterior appearances and for all social interactions, the change is total, except that reproduction is impossible.  
 +   * Genital Reassignment (TL7/8): As above, but without any masculinization or feminization of features (though this 
 +may be added later via a superficial change). 
 +   * Complete Sex Change (TL9): This is a total sex change, with full capacity for reproduction being possible. This requires tissue-engineering organs and transplanting them into the recipient’s body, although at TL11+, proteus nanoviruses can design working reproductive organs and cells within the patient’s own body. 
 +    * Sex Neutralization (TL9): Complete removal of sexual characteristics. 
 + 
 +Operation:A superficial sex change is $2,000 (one week 
 +recovery). A gender reassignment or neutralization is 
 +$10,000 (and two weeks). A genital reassignment is $8,000 
 +(and two weeks). A complete sex change is $30,000 (and 
 +three weeks) for a male-to-female change, or $100,000 (and 
 +four weeks) for a female-to-male, the latter requiring the 
 +creation of an artificial Y chromosome, which is trickier. 
 +There is often a requirement for psychological counseling 
 +prior to any sex change operation. LC3. 
 + 
 +Statistics:Gender or genital reassignment results in the 
 +Sterile [0] feature; gender neutralization in Sexless [-1]. For 
 +superficial sex change, gender reassignment or neutralization, and complete sex change, if Appearance is at the 
 +Handsome/Beautiful or Very Handsome/Very Beautiful 
 +level, switch the descriptor (e.g., Handsome becomes 
 +Beautiful) or, optionally (especially in the case of gender 
 +neutralization) add the Androgynous (p. B21) special 
 +option. Any sex change, especially beyond the superficial 
 +level, can sometimes alter personality, as a result of the hormones used and the change in self-image. 
 + 
 +====Altered Height (TL8)==== 
 +Height can be altered surgically by up to 3” in either 
 +direction through adjustments to the long bones of the 
 +arms and legs. Slight modifications to the spine can add an 
 +extra 3”. 
 + 
 +Operation:$8,000/inch (one week recovery, or three 
 +weeks if spinal). LC3. 
 + 
 +Statistics:No point cost unless the modification results 
 +in Dwarfism or Gigantism (or adjusts height surgically so 
 +that the character no longer qualifies for such a disadvantage). 
 + 
 +====Fingerprint Removal (TL8)==== 
 +Early methods of surgical fingerprint removal result  
 +in scar tissue that leaves prints just as distinctive. By  
 +late TL8, the skin of the fingertips can be replaced by  
 +patternless skin grafts, providing blank and unidentifiable 
 +prints. Of course, if only one suspect for a crime has  
 +had this procedure, blank finger smudges will provide  
 +circumstantial evidence. 
 + 
 +Operation:$1,000 (two weeks recovery). You can be 
 +active while recovering, but no tasks requiring fine manual  
 +dexterity can be performed. LC2. 
 + 
 +Statistics:Removes fingerprints. This is a 0-point feature. At TL8 this reduces DX by 1 for tasks requiring fine 
 +sensitivity, such as Lockpicking, but the fingertips are also 
 +insensitive to pain. At TL9 fingertip sensitivity is not  
 +compromised. 
 + 
 +====Archwork (TL9)==== 
 + 
 +Operation:$5,000 (two weeks recovery). You can be 
 +active after surgery, but treat as Lame while recovering. 
 +LC4. 
 + 
 +Statistics: Adds 2” to height when barefoot, and you can 
 +wear high heels or dance shoes indefinitely without pain; 
 +regular footwear is uncomfortable (0 points). 
 + 
 +====Jointwork (TL9)==== 
 + 
 +Operation:$20,000 (two weeks recovery) for a single 
 +advantage, or $40,000 (four weeks recovery) for a combination of two or more. LC4. 
 +Statistics:Any of Catfall [10], Flexibility [5], or High 
 +Manual Dexterity +1 [5], or raise an existing Flexibility 
 +advantage to Double-Jointed [15]. 
 + 
 +====Eros Plus (TL9)==== 
 + 
 +The subject’s erogenous zones are significantly more 
 +sensitive to erotic stimulation then an ordinary person’s. 
 +This can be enjoyable. 
 + 
 +Operation: $5,000 (two weeks recovery). Only two days 
 +bed rest is required, but you will suffer the Sexless quirk 
 +until the entire recovery period is over. LC3. 
 +Statistics:If your partner is using Erotic Art skill with 
 +you, they get a +4 bonus; however, you are also -4 to resist 
 +Interrogation or Fast-Talk during such activity. The net 
 +cost is 0 points. This biomod can be addictive. For the first 
 +1d months after it is added, the GM can require a Will roll 
 +to avoid acquiring the disadvantage Lecherousness (15) 
 +[-7], or having the self-control roll for an existing disadvantage reduced one step, e.g., Lecherousness (12) becomes Lecherousness (9). 
 +====Hair Graft (TL9)==== 
 +An exotic hair graft permits living hair or fur strips to be 
 +grafted to certain parts of the body, such as the spine, 
 +ankles or wrists. 
 + 
 +Operation: $1,000 (one day recovery). LC4. 
 +Statistics:Usually a 0-point feature, if that, but may 
 +qualify as Distinctive Features or Unnatural Features 
 +depending on social mores. 
 + 
 +====Muscle Graft (TL9)==== 
 +Operation: $20,000 (four weeks recovery). If using a 
 +muscle-boosting nanovirus, half the ST gain (round down) 
 +occurs after two weeks, with the remainder at the end of 
 +the growth period. LC4. 
 + 
 +Statistics:Select from +1 to +3 Lifting ST and the same 
 +level of Striking ST. This reflects the fact that this ST only 
 +applies to limb muscles, not to internal muscles like heart 
 +or lungs or to the skeleton. Boosting ST by muscle grafts 
 +adds 10 pounds to weight per point of ST increase. 
 + 
 +====Testicle Tuck (TL9)==== 
 +This modification eliminates the special vulnerability of 
 +the male groin to injury. A cheaper version exists which 
 +leaves the recipient sterile. 
 +Operation:$4,000 (two weeks recovery). Treat as Sexless 
 +while recovering from surgery, but no bed rest is required. 
 +LC4. The cheap version is $1,000 (and one week); LC3. 
 +Statistics:Injury Tolerance (No Vitals; Partial, Vitals, 
 +Groin only, -60%) [2]. The cheap version adds Sterility [0]. 
 +2 points. 
 +====Xenosculpting (TL9)==== 
 +This gives someone nonhuman features, ranging 
 +from pointed “elf” ears to an animal-like face or head. 
 +Minor cosmetic xeno-features include such modifications as elf- or cat-like ears, tiny horns (too small to do 
 +damage), a forked tongue, or a birdlike crest – that is, 
 +any features that don’t require bone or nervous system 
 +alterations. Adding a small patch of fur or feathers (e.g., 
 +to the scalp or ears) is also a minor cosmetic change. 
 +Major xenosculpting may include altered facial bone 
 +structure, like an animal-like jaw or muzzle, or  
 +modifications to skull shape. For claws, sharp teeth and 
 +so on, see Xenostriker Grafts(p. 178). For full-body fur, 
 +scales and so on, see Skin Transformation Virus (p. 186). 
 +A bunny tail or a non-functional tail that simply hangs 
 +there is a minor cosmetic modification; a tail with bone 
 +and muscle that can be wagged is a transplant; see Tail 
 +Grafts(p. 178). Most changes to features like the eyes or 
 +nose do not improve senses – they are cosmetic only. 
 +(Due to the need to modify the brain as well as the sense 
 +organs themselves, improvements to senses require 
 +either genetic engineering, cybernetics, or bio-nanotech). An exception is large ears, due to the funneling of 
 +sound; these canimprove hearing. 
 + 
 +Operation: This depends on the extent of the change. 
 +Minor cosmetic xeno-features are $1,000 (one day recovery) each. A set of related minor modifications (e.g., giving 
 +someone rabbit ears, buck teeth and a button nose) is 
 +$10,000 (one week recovery). Altered facial bone structure 
 +is $30,000 (and 2+ weeks). LC3. 
 + 
 +Statistics:This is a 0-point feature, but may count as 
 +Distinctive Features [-1] or even Unnatural Features [-1 to  
 +-3] if such biomods are rare or no “real” existing race 
 +resembles you. Some changes – e.g., bug eyes and a suckerlike mouth surrounded by writhing tendrils – could also 
 +give a negative Appearance or Social Stigma. If you are disguised as a known alien or variant race, this may also qualify as a Secret if you are passing yourself off as one of them. 
 +Large ears can provide Acute Hearing +1 [2]. 
 + 
 +====Xeno-Voice Box (TL9)==== 
 +This technology doesn’t have to be used for sinister purposes. For instance, a human diplomat might have his 
 +voice box modified so that he can speak an alien language 
 +that’s impossible for a human larynx to pronounce. Then 
 +he’d be modified back after completing his tour of duty. 
 + 
 +Operation: $10,000 (two weeks recovery); only a day of 
 +bed rest is required, but the subject will be Mute for the 
 +entire recovery period. Reversing the effects of a xeno-voice 
 +box operation takes the same time and cost as the original 
 +procedure. A person can also be surgically rendered Mute 
 +with no ability to make sounds; this can be done quite safely at TL6, and is $500. LC4. 
 +Statistics: A human voice box altered to make vocal  
 +animal sounds – trills, barking, purring, etc. – gives 
 +Disturbing Voice [-10] if speech is still possible, or Cannot 
 +Speak [-15] if it permits only animal sounds. Cannot Speak 
 +can be combined with Voice [10], if the animal sounds are 
 +pleasant. Modifying a human to speak an alien language is 
 +also treated as Disturbing Voice, as human speech will be 
 +garbled. 
 + 
 +====Hermaphromorphic Surgery (TL10)==== 
 +Operation: $150,000 (and four weeks). LC3. 
 +Statistics: Hermaphromorph [5] plus Reproductive 
 +Control [1]. 6 point 
 + 
 +=====Normal implants===== 
 +These are the commonly used cybernetic transplants. 
 + 
 +====Computer Implant (TL9)====
 The user should also have a neural jack (p. 217) or The user should also have a neural jack (p. 217) or
 implant radio (p. 211). implant radio (p. 211).
Line 146: Line 1288:
 $4,000 + the cost of a tiny computer (p. 22) with the compact option. LC4 $4,000 + the cost of a tiny computer (p. 22) with the compact option. LC4
  
-===Neural Jack (TL9)===+====Neural Jack (TL9)====
 This is a socket implanted in the body (usually the back 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) of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43)
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 Accessibility: Minor procedure. $4,000. LC3. Accessibility: Minor procedure. $4,000. LC3.
  
-===Wireless Neural Interface (TL9)===+====Wireless Neural Interface (TL9)====
 This is a wireless neural interface radio with a one-mile This is a wireless neural interface radio with a one-mile
 range. It can also function as a radio communicator. range. It can also function as a radio communicator.
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-===Neurotherapy Implant (TL9)===+====Neurotherapy Implant (TL9)====
 Computer chips may be surgically implanted into the Computer chips may be surgically implanted into the
 brain to restore misbehaving or damaged functions, or to brain to restore misbehaving or damaged functions, or to
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 point of disadvantage. LC3. point of disadvantage. LC3.
  
-===Psych Implant (TL9)===+====Psych Implant (TL9)====
 This implant stimulates areas of the brain to produce This implant stimulates areas of the brain to produce
 psychological reactions. Moderate regimes use them as an psychological reactions. Moderate regimes use them as an
Line 221: Line 1363:
 -1 point of disadvantage added or mitigated. LC3. -1 point of disadvantage added or mitigated. LC3.
  
-===Biological Operating System (BOS) Implant (TL10)===+====Biological Operating System (BOS) Implant (TL10)====
 This implant controls biofeedback systems and diagnostic monitors, as well as nanomachine drug factories that 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. that help the user manage his body’s physiological state.
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 $10,000. LC3. $10,000. LC3.
  
-===Thermal Imaging Eyes (TL10)===+====Thermal Imaging Eyes (TL10)====
 This is a pair of bionic eyes with tiny infrared imaging This is a pair of bionic eyes with tiny infrared imaging
 cameras, day/night telescopic optics, and a HUD (p. 24) cameras, day/night telescopic optics, and a HUD (p. 24)
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 Availability: Two major procedures (minor if replacing existing bionic eyes). $8,000. LC4. Availability: Two major procedures (minor if replacing existing bionic eyes). $8,000. LC4.
  
-===Polyskin (TL10)===+====Polyskin (TL10)====
 A combination of micromachines, smart bioplastic A combination of micromachines, smart bioplastic
 implants, and artificial glands that allow the recipient to implants, and artificial glands that allow the recipient to
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 recovery time by 2 recovery time by 2
  
-==Polyskin Body (TL10)==+===Polyskin Body (TL10)===
 Statistics: Elastic Skin (Temporary Disadvantage, Statistics: Elastic Skin (Temporary Disadvantage,
 Electrical, -20%) [16]. 16 points. Electrical, -20%) [16]. 16 points.
Line 264: Line 1406:
 has bioplastic or living metal skin. has bioplastic or living metal skin.
  
-==Polyskin Face (TL10)==+===Polyskin Face (TL10)===
 Statistics: Elastic Skin (Face only, -25%; Temporary Statistics: Elastic Skin (Face only, -25%; Temporary
 Disadvantage, Electrical, -20%) [11]. 11 points. Disadvantage, Electrical, -20%) [11]. 11 points.
Line 270: Line 1412:
 Reinforced Skeleton (TL10) Reinforced Skeleton (TL10)
  
-===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  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 
Line 278: Line 1420:
 diagnostic beds, and other advanced sensors. diagnostic beds, and other advanced sensors.
  
-Statistics: HP+5 [10]; DR 20 (Skull only, -70%) [30]; DR +Statistics: HP+5 [10]; DR 20 (Head vitals only, -70%) [15]; DR 
-10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 60+10 (Limited, Crushing, -40%; Tough Skin, -40%) [5]. 30
 points. points.
  
Line 285: Line 1427:
 $50,000. LC3. $50,000. LC3.
  
-===Sexmorph (TL10)===+====Sexmorph (TL10)====
  
 This suite of sphincter valves, synthetic hormone glands This suite of sphincter valves, synthetic hormone glands
Line 299: Line 1441:
 Availability: Major procedure. $10,000,LC3. Availability: Major procedure. $10,000,LC3.
  
-===Slickskin (TL10)===+====Slickskin (TL10)====
 The recipient’s skin is covered with a switchable smart The recipient’s skin is covered with a switchable smart
 matter nanofilm. When activated, most of his skin becomes matter nanofilm. When activated, most of his skin becomes
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 Availability: Major procedure (minor at TL11). $12,000. LC3. Availability: Major procedure (minor at TL11). $12,000. LC3.
  
-===Cyberhair (TL10)===+====Cyberhair (TL10)====
 This implant replaces sections of ordinary hair with thin This implant replaces sections of ordinary hair with thin
 cybernetic tendrils attached to a reinforced scalp. cybernetic tendrils attached to a reinforced scalp.
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 at least shoulder-length to be effective. at least shoulder-length to be effective.
  
-==Shoulder-Length Cyberhair (TL10)==+===Shoulder-Length Cyberhair (TL10)===
 Statistics: Extra Arm 1 (Extra-Flexible, +50%; Short, Statistics: Extra Arm 1 (Extra-Flexible, +50%; Short,
 -50%; Temporary Disadvantages, Electrical, -20%, and -50%; Temporary Disadvantages, Electrical, -20%, and
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 Availability: Major procedure (minor at TL11). $3,000. LC4 Availability: Major procedure (minor at TL11). $3,000. LC4
  
-==Waist-Length Cyberhair (TL10)==+===Waist-Length Cyberhair (TL10)===
 Statistics: Extra Arm 1 (Extra-Flexible, +50%; Statistics: Extra Arm 1 (Extra-Flexible, +50%;
 Temporary Disadvantages, Electrical, -20%, and Temporary Disadvantages, Electrical, -20%, and
Line 336: Line 1478:
 Availability: Major procedure (minor at TL11). $4,000. LC3. Availability: Major procedure (minor at TL11). $4,000. LC3.
  
-==Knee-Length Cyberhair (TL10)==+===Knee-Length Cyberhair (TL10)===
 Longer and tougher, with a reinforced scalp to support Longer and tougher, with a reinforced scalp to support
 the hair’s capabilities. the hair’s capabilities.
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 Availability: Major procedure (minor at TL11). $10,000. LC3. Availability: Major procedure (minor at TL11). $10,000. LC3.
  
-===Variskin (TL10)===+====Variskin (TL10)====
 The recipient’s skin is replaced or coated with smart The recipient’s skin is replaced or coated with smart
 film. He can change its color and texture to blend in with film. He can change its color and texture to blend in with
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 is simple. is simple.
  
-===Gill Implant (TL10)===+====Gill Implant (TL10)====
 This implant allows the recipient to breathe underwater, This implant allows the recipient to breathe underwater,
 using a device that extracts oxygen from water (it’s not a true using a device that extracts oxygen from water (it’s not a true
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 Availability: Major procedure (minor at TL11). $8,000. LC4. Availability: Major procedure (minor at TL11). $8,000. LC4.
  
-===Hive Implant (TL10)===+====Hive Implant (TL10)====
 This implanted swarmbot hive (p. 37) can carry a single This implanted swarmbot hive (p. 37) can carry a single
 swarm measuring one square yard. It includes recharging swarm measuring one square yard. It includes recharging
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 Availability: Minor procedure. $1,000. LC4. Availability: Minor procedure. $1,000. LC4.
  
-===Intestinal Recycler (TL10)===+====Intestinal Recycler (TL10)====
 The human digestive system is imperfect, so waste matter always contains useful chemicals that could have been 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 metabolized and used by the body. This implant collects
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 Availability: Major procedure (minor at TL11). $4,000. LC4. Availability: Major procedure (minor at TL11). $4,000. LC4.
  
-===Nanoweave Subdermal Armor (TL10)===+====Nanoweave Subdermal Armor (TL10)====
 Advanced flexible armor implanted under the patient’s Advanced flexible armor implanted under the patient’s
 skin. It has DR 18 vs. piercing and cutting damage and DR skin. It has DR 18 vs. piercing and cutting damage and DR
Line 406: Line 1548:
  
 Statistics: DR 12 (Limited, Piercing and Cutting, -20%; Statistics: DR 12 (Limited, Piercing and Cutting, -20%;
-Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42+Tough Skin, -40%) [12]; DR 6 (Tough Skin, -40%) [9]. 21
 points. points.
  
 Availability: Major procedure (minor at TL11). $5,000. LC2. Availability: Major procedure (minor at TL11). $5,000. LC2.
  
-===Accelerated Reflexes (TL10)===+====Accelerated Reflexes (TL10)====
 A system of electronic nerves and computer hardware A system of electronic nerves and computer hardware
 that replaces large sections of the nervous system. that replaces large sections of the nervous system.
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 Availability: Radical procedure. $50,000. LC2 Availability: Radical procedure. $50,000. LC2
  
-===Stinger (TL9)===+====Stinger (TL9)====
 This concealed implant houses a single disposable hypo This concealed implant houses a single disposable hypo
 (p. 197) sheathed under a fingernail or in a body cavity. The (p. 197) sheathed under a fingernail or in a body cavity. The
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 Availability:Minor procedure. $500 (hypos not included). LC3. Availability:Minor procedure. $500 (hypos not included). LC3.
  
- +====Filter Implant (TL9)====
- +
-===Filter Implant (TL9)===+
 A self-regenerating particle-filtration system integrated A self-regenerating particle-filtration system integrated
 into the recipient’s lungs. into the recipient’s lungs.
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 $2,500. LC4. $2,500. LC4.
  
-===Flesh Pocket (TL9)===+====Flesh Pocket (TL9)====
 This is a surgically implanted pocket or pouch, sealed by This is a surgically implanted pocket or pouch, sealed by
 a flap of skin. It can be used to smuggle small objects. A a flap of skin. It can be used to smuggle small objects. A
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 Availability:Simple procedure. $200 per level. LC3. Availability:Simple procedure. $200 per level. LC3.
  
-===Gyrobalance (TL9)===+====Gyrobalance (TL9)====
  
 This is a miniature electronic gyroscope implanted in This is a miniature electronic gyroscope implanted in
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 Availability: Minor procedure. $7,000. LC4. Availability: Minor procedure. $7,000. LC4.
  
-===Hidden Compartments (TL9)===+====Hidden Compartments (TL9)====
 A cybernetic arm or leg may have a compartment large A cybernetic arm or leg may have a compartment large
 enough for any small object of up to Basic Lift/10 lbs. enough for any small object of up to Basic Lift/10 lbs.
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 required if purchased with the limb. LC4. required if purchased with the limb. LC4.
  
-===Implant Radio (TL9)===+====Implant Radio (TL9)====
 This “implant communicator” is a radio (p. 44) with a This “implant communicator” is a radio (p. 44) with a
 range of one mile. It is spliced into the recipient’s auditory range of one mile. It is spliced into the recipient’s auditory
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 Availability:Simple procedure. $100. LC4. Availability:Simple procedure. $100. LC4.
  
-===Implant Video Comm (TL9)===+====Implant Video Comm (TL9)====
 This implanted radio communicator (p. 44) is spliced This implanted radio communicator (p. 44) is spliced
 into the recipient’s optic nerves to provide a video display. into the recipient’s optic nerves to provide a video display.
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-===Internal Reinforcement(TL9)===+====Internal Reinforcement(TL9)====
 Implanted bioplastic elements under the skin protect specially vital locations from damage, but are not as durable as armor. Implanted bioplastic elements under the skin protect specially vital locations from damage, but are not as durable as armor.
  
 Statistics:  Statistics: 
-    * TL 9:  hard to kill 1[2], Damage Resistance - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[5]. points   +    * TL 9:  hard to kill 1[2], Damage Resistance - Ablative, -80%; Tough skin, -40%; Hardened 5, +100%; Head and torso vitals only, -60%[3]. 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 10: hard to kill 2[4], Damage Resistance 12 - Ablative, -80%; Tough skin, -40%; Hardened 5, +100%; Head and torso vitals only, -60%[6] 10 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+    * TL 11: hard to kill 3[6], Damage Resistance 18 - Ablative, -80%; Tough skin, -40%; Hardened 5, +100%; Head and torso vitals only, -60%[9]. 15 points
  
 Availability: Major procedure. $10,000,LC3. ($50,000 TL 11) Availability: Major procedure. $10,000,LC3. ($50,000 TL 11)
  
-===Biomonitor Implant (TL9)===+====Biomonitor Implant (TL9)====
 This implant monitors vital signs: pulse, heartbeat, This implant monitors vital signs: pulse, heartbeat,
 blood pressure, respiration, brainwaves, blood sugar, and blood pressure, respiration, brainwaves, blood sugar, and
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 Availability:Simple procedure  $100. LC4. Availability:Simple procedure  $100. LC4.
  
-===Bionic Arm or Hand (TL9)===+====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 This is slightly stronger than the original, but constrained by the limits of the flesh-and-bone shoulder it is
 attached to. attached to.
  
-==One Bionic Arm (TL9)==+===One Bionic Arm (TL9)===
 Statistics:  Arm ST+2 (One arm; Temporary 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+Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [5]; DR 2 (One arm, -40%) [3]; One Arm
 (Mitigator, -70%) [-6]. 5 points. (Mitigator, -70%) [-6]. 5 points.
  
 Availability: Major procedure. $12,000. LC4. Availability: Major procedure. $12,000. LC4.
  
-==Two Bionic Arms (TL9)==+===Two Bionic Arms (TL9)===
 Statistics:  Arm ST+2 (Both arms; Temporary Statistics:  Arm ST+2 (Both arms; Temporary
-Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [8]; No Fine+Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [4]; No Fine
 Manipulators (Mitigator, -70%) [-9]. 7 points. Manipulators (Mitigator, -70%) [-9]. 7 points.
  
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 the Availability entry for one bionic arm. the Availability entry for one bionic arm.
  
-==Bionic Hand (TL9)==+===Bionic Hand (TL9)===
 A cybernetic hand and wrist. A cybernetic hand and wrist.
  
 Statistics: Arm ST+1 (One arm, Temporary Statistics: Arm ST+1 (One arm, Temporary
 Disadvantage, Electrical, -20%) [3]; DR 2 (One hand, -80%) Disadvantage, Electrical, -20%) [3]; DR 2 (One hand, -80%)
-[2]; One Hand (Mitigator, -70%) [-4]. 1 point.+[1]; One Hand (Mitigator, -70%) [-4]. 1 point.
  
 Availability:Major procedure. $8,000. LC4. Availability:Major procedure. $8,000. LC4.
  
-===Bionic Ears (TL9)===+====Bionic Ears (TL9)====
 Crude cybernetic implants to repair damaged or lost Crude cybernetic implants to repair damaged or lost
 hearing were available at TL8; these are much more hearing were available at TL8; these are much more
 advanced, providing some benefits over natural ears. advanced, providing some benefits over natural ears.
  
-==Bionic Ear (TL9)==+===Bionic Ear (TL9)===
 Statistics: Hard of Hearing (Mitigator, -70%) [-3]. -3 Statistics: Hard of Hearing (Mitigator, -70%) [-3]. -3
 points. points.
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 Operation: Minor procedure. $500. LC4. Operation: Minor procedure. $500. LC4.
  
-==Bionic Ears (TL9)==+===Bionic Ears (TL9)===
 Statistics:Protected Hearing [5]; Deafness (Mitigator, Statistics:Protected Hearing [5]; Deafness (Mitigator,
 -70%) [-6]. -1 point. -70%) [-6]. -1 point.
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 Operation: Two minor procedures. $1,000. LC4. Operation: Two minor procedures. $1,000. LC4.
  
-==Advanced Bionic Ears (TL9)==+===Advanced Bionic Ears (TL9)===
 These ears are connected to a computerized soundprofiling database. These ears are connected to a computerized soundprofiling database.
 Statistics:  Discriminatory Hearing (Temporary Statistics:  Discriminatory Hearing (Temporary
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 Operation: Two minor procedures. $5,000. LC4. Operation: Two minor procedures. $5,000. LC4.
  
-===Bionic Eyes (TL9)===+====Bionic Eyes (TL9)====
 The eye is a complex organ, but TL9 cybernetics are The eye is a complex organ, but TL9 cybernetics are
 able to replace it with something that works just as well or able to replace it with something that works just as well or
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 display option and low-light and telescopic (2x) optics. display option and low-light and telescopic (2x) optics.
  
-==One Bionic Eye (TL9)==+===One Bionic Eye (TL9)===
 Statistics: Accessory (Video Display) [1]; Nictitating Statistics: Accessory (Video Display) [1]; Nictitating
 Membrane 2 (One eye, -50%) [1]; Night Vision 2 Membrane 2 (One eye, -50%) [1]; Night Vision 2
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 Availability: Major eye procedure. $5,000. LC4. Availability: Major eye procedure. $5,000. LC4.
  
-==Two Bionic Eyes (TL9)==+===Two Bionic Eyes (TL9)===
 Statistics: Accessory (Video Display) [1]; Nictitating Statistics: Accessory (Video Display) [1]; Nictitating
 Membrane 2 [2]; Night Vision 2 (Temporary Disadvantage, Membrane 2 [2]; Night Vision 2 (Temporary Disadvantage,
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 Availability: Two major eye procedures. $10,000. LC4 Availability: Two major eye procedures. $10,000. LC4
-===Bionic Leg (TL9)===+====Bionic Leg (TL9)====
 A single cybernetic leg is limited by the capabilities of A single cybernetic leg is limited by the capabilities of
 the remaining original leg. A pair of legs are more useful. the remaining original leg. A pair of legs are more useful.
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 Availability: Major procedure. $8,000. LC4. Availability: Major procedure. $8,000. LC4.
  
-==Two Bionic Legs==+===Two Bionic Legs===
 Statistics:Basic Move +1 (Temporary Disadvantages, Statistics:Basic Move +1 (Temporary Disadvantages,
 Electrical, -20%, and Maintenance, 1 person, weekly, -5%) Electrical, -20%, and Maintenance, 1 person, weekly, -5%)
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 Availability: Two major procedures. $16,000. LC4. Availability: Two major procedures. $16,000. LC4.
  
-===Bionic Vital Organs (TL9)===+====Bionic Vital Organs (TL9)====
 Complete cybernetic replacement of the heart, lungs, or Complete cybernetic replacement of the heart, lungs, or
 other vital organs is usually performed only to save a life. other vital organs is usually performed only to save a life.
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 improve on the original organ. improve on the original organ.
  
-==Bionic Organ Transplants (TL9)==+===Bionic Organ Transplants (TL9)===
 One of the most common operations, this extends TL8 One of the most common operations, this extends TL8
 medicine with better pacemakers, artificial lungs, etc. The medicine with better pacemakers, artificial lungs, etc. The
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 $7,000. LC4. $7,000. LC4.
  
-==Boosted Heart (TL10)==+===Boosted Heart (TL10)===
 This combination of a cybernetic heart upgrade and This combination of a cybernetic heart upgrade and
 arterial reinforcement allows the recipient to temporarily arterial reinforcement allows the recipient to temporarily
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 Availability: Major procedure (minor at TL11).$10,000. LC4. Availability: Major procedure (minor at TL11).$10,000. LC4.
  
-===Bionic Voicebox (TL9)===+====Bionic Voicebox (TL9)====
 This implant replaces the recipient’s voicebox, and may This implant replaces the recipient’s voicebox, and may
 include an artificial tongue if the original was damaged. include an artificial tongue if the original was damaged.
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 also be used to give animals the power of speech, although also be used to give animals the power of speech, although
 at IQ 5 or less, they can only parrot words. at IQ 5 or less, they can only parrot words.
-==Cybervoder (TL9)==+===Cybervoder (TL9)===
 Statistics: Cannot Speak (Mitigator, -70%) [-3]. -3 points. Statistics: Cannot Speak (Mitigator, -70%) [-3]. -3 points.
  
 Availability: Minor procedure. $1,000. LC4. Availability: Minor procedure. $1,000. LC4.
  
-==Silvertongue Implant (TL10)==+===Silvertongue Implant (TL10)===
 Statistics:Cannot Speak (Mitigator, -70%) [-3]; Voice Statistics:Cannot Speak (Mitigator, -70%) [-3]; Voice
 (Temporary Disadvantage, Electrical, -20%) [8]. 5 points. (Temporary Disadvantage, Electrical, -20%) [8]. 5 points.
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-===Boosted Reflexes (TL9)===+====Boosted Reflexes (TL9)====
 These implanted glands release chemicals on mental These implanted glands release chemicals on mental
 command, triggering a controlled adrenaline-like response. command, triggering a controlled adrenaline-like response.
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 Availability: Minor procedure $9,000. LC3. Availability: Minor procedure $9,000. LC3.
  
-===Simple Implant translator(TL9)===+====Simple Implant translator(TL9)====
  
 This tiny computer translates from a single language to your language only. This tiny computer translates from a single language to your language only.
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 Availability: Minor procedure. $500. LC4. Availability: Minor procedure. $500. LC4.
  
-===Implant translator(TL10)===+====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. This implanted tiny computer that either ties in to your communicator and has a small speaker to emit the sounds in other language.
  
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-====Rare implants====+=====Rare implants=====
  
-===Modular Implant translator(TL10)===+====Modular Implant translator(TL10)====
 This advanced comm implant allows easy swapping of the language known by uploading new language program. This advanced comm implant allows easy swapping of the language known by uploading new language program.
  
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 Extra language programs for swapping are $500 each. Extra language programs for swapping are $500 each.
  
-===Cognitive Enhancement (TL10)===+====Cognitive Enhancement (TL10)====
 TL 11 versions are very rare. TL 11 versions are very rare.
  
Line 757: Line 1897:
 (before applying Temporary Disadvantage). LC3 (before applying Temporary Disadvantage). LC3
  
-===Backup Brain (TL11)===+====Backup Brain (TL11)====
 This computer and sensor system monitors the user’s This computer and sensor system monitors the user’s
 chemical and electrical thought processes, reshaping its chemical and electrical thought processes, reshaping its
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 Availability:Radical procedure. $125,000. LC3. Availability:Radical procedure. $125,000. LC3.
  
-===Monocrys Subdermal Armor (TL11)===+====Monocrys Subdermal Armor (TL11)====
 This diamondoid nanocrystal mesh grown under the This diamondoid nanocrystal mesh grown under the
 patient’s skin provides DR 24 vs. piercing and cutting damage and DR 8 vs. other damage. 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%; Statistics: DR 16 (Limited, Piercing and Cutting, -20%;
-Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56+Tough Skin, -40%) [16]; DR 8 (Tough Skin, -40%) [12]. 28
 points. points.
  
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-Hyperspectral Eyes (TL11)+====Hyperspectral Eyes (TL11)====
 These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the
 infrared cameras.  infrared cameras. 
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 existing bionic eyes). $60,000. LC4. existing bionic eyes). $60,000. LC4.
  
-===Hyperdense Skeleton (TL11)===+====Hyperdense Skeleton (TL11)====
 A reinforced skeleton (above) A reinforced skeleton (above)
 impregnated with hyperdense impregnated with hyperdense
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 Statistics: HP+5 [10]; DR 40 Statistics: HP+5 [10]; DR 40
-(Skull only, -70%) [60]; DR 20 (Limited, Crushing, -40%; +(Skull only, -70%) [30]; DR 20 (Limited, Crushing, -40%; 
-Tough Skin, -40%) [20]. 90 points.+Tough Skin, -40%) [10]. 50 points.
  
 Availability: Radical procedure. Availability: Radical procedure.
 $500,000. LC2. $500,000. LC2.
  
-===Ripsnake (TL10)===+====Ripsnake (TL10)====
 This cybernetic assassin’s weapon is a concealed bionic This cybernetic assassin’s weapon is a concealed bionic
 limb linked to the user’s nervous system. It uncoils from a limb linked to the user’s nervous system. It uncoils from a
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 Options: add one of: 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+   * Monowire claws: +$12,000:  Innate Attack (Cut) - Armor Divisor (10), +200%; 2 points, x0.6; Str based, +100%.[17+str cost modidier] (Since the monowire is only along a
 claw’s edge, it cannot cut into a flat surface.) 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] +   * Superfine claws: +$9,000: Innate Attack (Cut) - Armor Divisor (2), +50%; 2 points, x0.6; Str based, +100%.[11+str cost modidier
-   * Vibro+superfine claws Innate Attack +$36,000: (Cut) 1 - Armor Divisor (10), +200%; Str based, +100%. [28] +   * Vibro+superfine claws Innate Attack +$36,000: (Cut) 1 - Armor Divisor (10), +200%; Str based, +100%. [28+str cost modidier
-   * Hyperdense claws Innate Attack +$60,000: Innate Attack (Cut) 1 - Armor Divisor (5), +150%; 2 points, x0.6; Str based, +100%[15] +   * Hyperdense claws Innate Attack +$60,000: Innate Attack (Cut) 1 - Armor Divisor (5), +150%; 2 points, x0.6; Str based, +100%[15+str cost modidier
-   * Hyperdense, vibro very fine claws: +540,000:Innate Attack (Cut)  Armor Divisor (20), +250%; 4 points, x1.2; Str based, +100%[38]+   * Hyperdense, vibro very fine claws: +540,000:Innate Attack (Cut)  Armor Divisor (20), +250%; 4 points, x1.2; Str based, +100%[38+str cost modidier] 
  
 +str cost modidier is the cost to modify your STR for the same enchantment see Powers page 146
  
 Availability:Minor procedure. $6,000. LC3. Availability:Minor procedure. $6,000. LC3.
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 these to a bionic hand or arm. these to a bionic hand or arm.
  
-===Bomb Implant (TL9)===+====Bomb Implant (TL9)====
 This explosive charge is attached to a timed or radiotriggered detonator and placed in the subject’s head or 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 torso. Implanted bombs could be suicide devices under the
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 torso, a 15mm in a limb, 10mm elsewhere in the body. torso, a 15mm in a limb, 10mm elsewhere in the body.
  
-===Implanted laser(TL10)===+====Implanted laser(TL10)====
 Should be in arm or it is hard to aim. Should be in arm or it is hard to aim.
  
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 $800, LC 2 $800, LC 2
  
-===Implanted Electrolaser(TL9)===+====Implanted Electrolaser(TL9)====
 should be in arm or it is hard to aim should be in arm or it is hard to aim
  
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-===Implanted scrambler(TL9)===+====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 Implanted scrambler (microwave disruptor): Scrambler HT-2 aff (1 yd) acc 3 40/120 B 1 11(3) 3 -1 1 lc 2
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 $620, LC 1 $620, LC 1
  
-===Implanted Holdout Blaster(TL11)===+====Implanted Holdout Blaster(TL11)====
 Holdout Blaster 2d(5) burn, sur 3 130/500 B 3 13(3) 3 -1 1 Holdout Blaster 2d(5) burn, sur 3 130/500 B 3 13(3) 3 -1 1
  
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 FIXME point cost FIXME point cost
  
-===Implanted Sonic Stunner(TL10)===+====Implanted Sonic Stunner(TL10)====
 10 Sonic Stunner HT-2(5) aff 1 10/30 B 1 22(3) 3 -1 1 $120 10 Sonic Stunner HT-2(5) aff 1 10/30 B 1 22(3) 3 -1 1 $120
  
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 FIXME point cost FIXME point cost
  
-=== Implanted Mini Needler(TL9)===+==== 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 Mini Needler, 3mmN 1d-2 pi- 1 25/100 ammo wt:0.03 3 25(3) 3 -1 2 $200 3
  
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 $700 LC 3 $700 LC 3
  
-=== Implanted Gauss Mini Needler(TL10)===+==== 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 Gauss Minineedler, 3mm 1d(3) pi- 1 50/200 ammo wt:0.03+B cell 4 25(3) 3 -1 2
  
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 FIXME point cost FIXME point cost
  
-=== Implanted Grav Mini Needler(TL11)===+==== 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 Grav Minineedler 2d(10) imp in 1 50/200 ammo wt:0.03 4 100(3) 3 -1 1 $200
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 =====Mind uploads===== =====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...+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), Storage at certified medical facilities costs $500/year. 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/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)