Cybernetics





Installation and Removal
INSTALLATION AND REMOVAL BASED ON GURPS ULTRA-TECH.

Damage to Cybernetics
NOTES ON HOW DAMAGE WORKS HERE.

Cyberware Modifications
MODS GO HERE.

Special Limbs
SECTION POSSIBLY UNNECESSARY.

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

Availability: Minor procedure. $100. LC4.

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

Bionic organs are much more durable than their natural counterparts, granting the recipient the Hard to Kill Advantage.

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

Bomb Implant
This explosive charge is attached to a timed or remote-triggered detonator and placed in the recipient's head or torso. Implanted bombs could be suicide devices under the control of the recipient, or used to insure the loyalty of an untrustworthy subordinate. Implanted bombs are often wired into other implants to prevent tampering.

An ounce of plastic explosive will influct 6d crushing damage with the explosive modifier; wounding to the victim is tripled (as per a vital hit) for a torso charge in the vitals, or quadrupled (as per a skull injury) for one buried in the head. An exploding skull inflicts 1d-3 cutting fragmentation damage to anyone nearby.

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

Filter Implant
This is a self-regenerating particle-filtration system integrated into the recipient's respiratory system. The recipient suffers no ill effects from breathing air contaminants such as dust, pollen, smoke, and even tear gas.

Availability: Minor procedure. $2,500. LC4.

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

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

Gills
This implant allows the recipient to breathe underwater using a device that extracts oxygen from water.

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

Internal Oxygen Supply
This is an internal supply of compressed oxygen, which allows the recipient to breathe while underwater, in vacuum, or in other oxygen-poor environments.

The internal oxygen supply will recharge itself from the recipient's normal breathing; every three hours of normal breathing recharges one hour of the oxygen supply.

Availability: Major procedure. $7,000 per hour of oxygen. LC4.

Intestinal Recycler
The human digestive system is imperfect, so waste matter always contains useful chemicals that could have been metabolized and used by the body. An intestinal recycler collects waste matter and reprocesses it. The recipient only requires 1/3 as much food and water as normal.

Availability: Major procedure. $4,000. LC4.

Reflex Wires
This implant adds a multitude of neural boosters and adrenaline stimulators throughout the recipient's body in order to increase reaction time. However, using reflex wires puts immense strain on the body. Activating reflex wires costs 2 FP, and an additional 1 FP per minute of use.

Availability: Major procedure. $9,000. LC3.

Reinforced Skeleton
The recipient's skeleton is laced with lattice chains of carbon nanotubes. The recipient's HP increases by +5, they gain DR 20 (skull only) and DR 10 (Limited, Crushing; Tough Skin).

Availability: Radical procedure. $50,000. LC3.

Silvertongue Implant
This implant replaces the recipient's voicebox with a cybernetic version, programmed to create a soothing carrier wave whenever the recipient is speaking, singing, humming, or whistling. This grants the recipient a +2 reaction modifier and a -3 modification on any Detect Lies roll made against them. The silvertongue implant's benefits are negated by Audio Damping.

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

Smart Tattoos
These tattoos are made with video ink. They can follow preprogrammed scripts, or even act in response to changes their sensors detect in the skin (sweat, temperature, etc.). If connected to a computer, the smart tattoo can also display information from that computer. A common usage of a computer-linked smart tattoo is displaying a clock readout on the recipient's wrist.

Availability: Simple procedure. $200. LC4.

Subdermal Armor
This flexible armor is implanted under the skin. A careful tactile examination or a medscanner can detect the armor, but it is invisible to the naked eye and does not appear on metal detectors. It provides DR 12 vs. piercing and cutting damage and DR 4 vs. other damage.

Availability: Radical procedure. $2,000. LC2.