Please note: though ive been steralizing previous documents of references to the D20 system, ive left this one with D20 stats, because i dont feel it would make very much sense otherwise, if anyone is offended let me know and ill delete it
2320 BodyWare and Augmentation
Surgical augmentation has advanced in the 24nd century. It is now common place for one to undergo elective surgeries for a myriad of human upgrades, including Cybernetic, Biometric, Chemical / Nanotech Therapy, colloquially known as CheNanTh
(Kee-nanth), and gene therapy to augment the human body or make it function in new or useful ways. BodyWare is the catch-all name for these human upgrades. A character may undergo a number of these elective surgeries to increase their performance.
Implant Quality
Every implant has a quality of manufacture from 1 to 5. This affects its cost, its performance, its size and how prone it is to failure under stress. Cybernetics and CheNanTh implants may be bought in qualities ranging from 1 to 5 , though some implants may only be available in a certain quality level. Biometric implants are organic upgrades grown in a lab from the characters own DNA to insure compatibility and can only be purchased at quality 5; these implants are more costly but cause less stress on the characters system. Cybernetic enhancements of quality level 1 are easily detectable as they are the largest and most surgery intensive .Quality level 5 implants are nearly undetectable without a medical exam. Levels 2 through 4 may be bought as a low profile implant at +50% their original cost.
Cybernetics
These are metal and plastic implants designed to upgrade the body of an organism to work at peak efficiency or in new ways all together.
Skull Jack This device is implanted into a characters skull and acts as a translator from machine language to neural impulses , allowing the user to establish a direct neural interface with any device he is plugged into . A skull jack grants a +1/quality bonus to use any device the user is plugged into. Cost:500CRxquality Bio: .5/quality
Logistics Processor This processor is wired into the brains calculating centers allows faster computations of large number groups .This implant grants a +1/quality bonus to any math based skill check. Cost:1200CRxquality Bio: .2/quality
Balancer This small device is added to the inner ear to stabilize the small bones and fluids which establish the bodies up-down reference, rendering the user immune to the effects of zero-g disorientation .Only quality 1 available. Cost:1500CR Bio: .2
Cranial Hard Drive A character equipped with this device may store an amount of raw data. If also equipped with a skull jack or astral modem, the data may be altered or new data uploaded. A character may store a number of documents equal to 10 times the quality of the device , or half that if the electronic documents are encrypted. A user may also store reference data in a Cranial HD, a character may store up to the devices quality rating in skill points to a particular skill or several skills, though the type of data and the skill it would give the bonus to must be determined when the data is uploaded into the users device Cost: 3000CRxquality Bio: 1/quality
Pituitary Regulator This device is implanted on the users pituitary gland and regulated hormone levels, when activated this device gives shorts bursts of speed and strength as the bodies adrenalin levels peak. This implant may be activated 3x per day and grants the user +3str and x7 base speed for 1d6 rounds. If the regulator is used more than 3 times in a 24 hour period there is a cumulative 10% chance the device will fail and the character will lose 1d6 con points for 10 turns. Only quality 3 available. Cost:4000CR Bio: .6
Sense Editor This implant is hardwired into the pain and tactile centers of the brain allowing the user to effectively edit his sense of pain, heat, cold, etc. allowing him to continue after his body has suffered immense damage and preventing shock. The sense editor doesn’t prevent damage but will negate any penalties and continue to function until he is actually dead (normally -10). Only quality 3 available. Cost:4200CR Bio: .5
Cranial Modem This implant acts as a wireless skull jack with a range of 3 meters x its quality rating Cost:1000xquality Bio:1/quality
Tactical Processor This implant when implanted in the visual cortex improves balance and hand-eye coordination improving aimed fire with hand held weapons against targets within line-of-sight. User equipped with this implant gain a +1 to their ranged to-hit per quality level of the implant. Cost:4000CRxquality Bio:2/quality
Lymphatic Plasma Filter A small filter attached to the lymph system along the thoracic duct filters the flow of lymphocytes through low temperature plasma removing foreign particles and bacteria and allowing the body to better fight infection and disease. A character equipped with a lymphatic filter gains a +1xquality fortitude save bonus against disease, bacteria, and poisons. Cost:1200CRxquality Bio: .5/quality
Cyber Eyes These replacement eyes, available in a range of colors, work at more than optimal level of human eyes and are available with a number of options. Cyber eyes may be equipped with its quality rating in options. Cyber eyes give the user a +1xquality bonus to their spot check. Cost:1000CRxquality Bio:all qualities .4
IR vision this option allows the user to see in the infrared spectrum, allowing him to see through smoke and fog . This option grants the user IR vision. Cost:800CR
Enhanced Nightvision this option allows the user to see in near total darkness. This option grants the user Darkvision. Cost:700CR
Flare Compensation this option dilates the eye during burst of strong light protecting the user from being stunned or temporarily blinded. This option makes the user immune to blindness or stun effects from attacks involving light. Cost:600CR
Parabolic Lenses This option allows the user to see at a range up to 5x that of an average human. Lenses effectively double the range increment of a personal weapon. Weapons equipped with their own telescopic sight do not gain this bonus as it renders both ineffective. Cost:500CR
HUD The HUD option, or heads up display, allows the user to display information directly on his retinas, so that he doesn’t require a monitor to review pictures or data.
Cyber Hearing this option replaces the ear drum and fine auditory bones of the inner ear with a miniature microphone, allowing the recipient to more clearly distinguish minute levels of tone and pitch. This implant also increases the hearing range of the recipient by 2x the average human. Cyber hearing may be equipped with its quality rating in options. Cyber hearing gives the user a +1xquality bonus to their listen check. Cost:1000CR Bio: all qualities .5
Noise Compensation This option dampens possibly damaging high decibel sounds. This option makes the user immune to high frequency sound based attacks or damage.
Cost:500CR
Noise Filter This option allows the recipient to filter out all background noise except the tone and pitch desired, allowing them to, for instance, hear a single voice in a crowded room. This option negates any listen check penalties due to ambient noise.
Cost:400CR
Broadcast receiver This option adds a miniature receiver to the cyber ear, enabling its user to receive broadcasts over a wide frequency of wavelengths. Cost:300CR
Spinal Interface Artificial nerve bundles, implanted between Cervical Nerves C1 and C2 in the spinal cord simulate an interneural ascending and descending axon allowing the brain to send messages through this implant into a linked device. These implants are commonly used to interface with powered suits to allow the wearer to use the suit and its attached devices as if they were natural appendages. A character equipped with a spinal interface may use powered armor attachments without penalty. Characters without a spinal interface may only take advantage of the suits closed environment and armor protection.Only quality 3 available. Cost:7000CR Bio:2.5
Synaptic Bridge This implant is a small unit which emits a synthetic fluid; this fluid is absorbed into the brain material and fills the synaptic clefts between neurons. There it acts as a high efficiency conductor for neurotransmitters, greatly increasing the synaptic response time, thus increasing the recipient’s reaction time. A synaptic bridge gives the character a +1xquality to initiative. Cost:12000xquality Bio:3/quality
Cranial Networking This implant allows functionality between the different cranial appliances implanted in the recipient’s head, without this device the implants cannot be used together. This implant allows the character to use the bonus of all applicable cranial implants for a skill check. Without this implant the character may only use the bonus of one applicable implant for any skill check. Only quality 3 available. Cost:1500CR Bio:.8
Engineered Reflexes This procedure entails replacing the Arachnoid sheath of the Spinal cord with a mesh of highly conductive filaments. These filaments serve as secondary conductors for neural impulses traveling the length of the interneural axons , increasing the response time of the motor functions and improving message quality between dendrites by up to 50%. This implant increases the characters Dexterity by +1xquality.Only qualities 1 through 3 available. Cost:9000xquality Bio:4/quality
Neural Relay This procedure implants a volume of synthetic nerve bundles to supplement the corpus colosum , inducing greater functionality between left and right hemispheres of the brain, increasing the recipient’s perception allowing both logical and spatial relationship to be analyzed while communicating greater use of creative centers in the prefrontal lobe. This implant gives the character a Wisdom bonus of +1xquality. Only qualities 1 through 3 available. Cost:8500xquality Bio:3/quality
Dedicated Silicate By replacing the analytical portions of brain matter with a synthetic computer processor the recipient is able to analyzed larger portions of Datum per volume. This implant gives the character an Intelligence bonus of +1xquality. Only qualities 1 through 3 available. Cost:12000xquality Bio:4/quality
Synaptic Archive This storage device when wired into the sensory and motor function portion of the brain allows the user to act out skill and feat programs loaded into the archive , giving the user a skillset they would not normally have. When a Skillsoft or Featware program is uploaded into a synaptic archive, any skill the character had in that skill is not used until the skillsoft is erased. Skillsofts levels may not be raised through experience and can only be raised through erasing the old software and uploading a higher rank version. Featware may only be used with other uploaded feats. If an uploaded feat has a prerequisite for use, the prerequisite feat must also be up loaded as a featware program. If featware or skillsofts are erased any info the character had learned before the software was installed will be remembered at its former rating. A synaptic archive may hold 3x its quality in skills and feats regardless of the skills ranks. Cost:13000xquality Bio:3/quality
Featware these programs, when uploaded into a synaptic archive, allow a character to perform the feat as if it were learned and second nature. Cost:10000CR
Skillsoft These programs, when uploaded into a synaptic archive, allow a character to perform a skill at a level equal to the programs rating. Cost:2000CRxskill rank
Cyber Prosthetics Any limb or organ that has been damaged or lost can be replaced with a cybernetic version that is equal to, or in some cases better than the original. These replacements, because of the absence of the original, do not put as much of a strain on the body as other cybernetic enhancements do. Prosthetics still have a quality rating to determine their spot DC. Cost:3000CRxquality Bio:all qualities .1
“PLUS� Organs Plus organs are a family of super efficiency replacement organs designed to work together for optimal efficiency and performance. This system includes heart, lungs, spleen, kidneys, liver, and pancreas. These organs are built with multiple redundancies and will continue to function under intense stress and damage. Characters equipped with plus organs become immune to critical hits and only take regular damage from such hits. Only quality 5 available. Cost:80000CR Bio:2
Dermal Weave This procedure implants sheets of a ballistic weave under the skin of the user creating the effect of a sub dermal armor. Dermal weave gives the user a damage reduction of 1xquality against slashing and puncturing weapons. Cost:10000CRxquality Bio:all qualities 2
Enhanced Musculature This upgrade consists of augmentation of the users voluntary muscle system with bundles of an artificial myomer which respond to nerve impulses from the brain to contract or rest just as if it were regular muscle tissue, these artificial muscles and connective tissue are less subject to tearing and fatigue. Characters equipped with enhanced musculature gain +1xquality to their Strength. Only qualities 1 through 3 available. Cost:12000CRxquality Bio:4/quality
Dedicated Telemetry Processor This implant when, wired into the visual cortex, allows for tracking of multiple targets and their probable paths. This compiled information gives the user critical telemetry data, allowing him to avoid collision with these targets. This implant gives a +1xquality to the users defense by allowing him to avoid the path of a potentially damaging object. This bonus acts as a dexterity bonus to defense, and is lost if caught flat-footed Cost:4000CRxquality Bio:1/quality
Fluid Articulation By rebuilding the cartilage and connective tissues of the skeletal structure with self-lubricating and zero friction polymers the body is able to act with extremely fluid and agile movement. Characters with a fluid articulation rebuild gain a +1xquality bonus to their reflex save. Cost:2000CRxquality Bio:1/quality
Bone Fortification By means of this process, the users skeletal system is augmented with various interwoven fibers at stress points to add lateral strength and density to bones. Characters with bone lacing gain 5xquality hit points. Also users add their bone fortification quality to an unarmed damage. This implant increases a characters body weight by 10xquality %. Cost:9000CRxquality Bio:All qualities 2
Retinal Datafilm This implant consists of a small piece of datasheet added to the retina of the eye giving the user the same qualities as the cyber eyes option HUD. This implant is not compatible with Cyber eyes. Only quality 2 available Cost:900CR Bio: .1
Enhanced Pheromones This implant adds a regulator to the pheromone glands increasing output. These increased hormone levels are undetectable to all but the lower animal mind, having the effect of making the user more likable to people around him. This implant adds +1xquality to the users charisma. Only qualities 1 through 3 available. Cost:11000CRxquality Bio:2/quality
Biometrics
Biometric upgrades are organic living implants grown from a sample of the end users tissue. This is done to insure complete compatibility. Because of the high quality of manufacture inherent in the construction of these designer organs all biometric implants are only available in quality 5. Thus biometric implants are considerably more expensive than other types of bodyware, but because of their genetic makeup they are considerably less stressful to the host organism and therefore have lower bio costs.
Thyroid Nodes This organ is implanted over the thyroid gland. Once implanted the nodes increase and regulate the thyroids production of the hormone calcitonin, which regulates the uptake of calcium into bones. This increases the users bone density and hardness. A character with Thyroid nodes has a denser skeletal structure with interlacing ribs and bony growth around vital areas. This upgrade gives a character a damage resistance of 10 to blunt trauma and falls. Thyroid nodes are not compatible with bone fortification. Cost:70000CR Bio: .2
Omnicell Factory This organ implanted close to the heart produces a blank cell , much like a stem cell , which can be configured to function as any cell it is associated with. As the users body takes damage, these omnicells are diverted through the bloodstream to the damage site, where they are imbedded in the wound and programmed for their new role ,accelerating the healing process. A character with an omnicell factory regenerates hit points at a rate of 1 per hour. Cost:85000CR Bio: .4
Dedicated Greymatter This implant entails the addition of brain material which has had its neural pathways already configured to perform a certain skill. Unlike the cybernetic implanted skillsofts, a character with a dedicated greymatter skill may add points to that skill through experience. Dedicated greymatter is treated as a naturally learned skill if the character later has a synaptic archive implanted. Cost:12000CR per skill point Bio: .3
Sensory Nerves By means of this procedure an additional mass of carrier material added to the optic or auditory nerves, heightening their performance. The character may only add to either the optic or auditory nerves with one surgery. User of this implant gain a +4 to their listen checks or spot checks depending on the surgery they select. Cost:22000CR Bio: .1
Chitin This implant adds a hard fibrous organic material under the skin of the user increasing his resistance to damage. These plates grow in an overlapping manner, permitting free movement while offering the most protection. Characters implanted with chitin gain a defense bonus of +4. Cost:90000CR Bio: .7
Heat Exchanger This implant consists of a variation of an organ which naturally occurs in some animals and predatory fish. By implanting a bed of interwoven venous and arterial vessels, the warmth carried in the arteries traveling away from the heart is transferred to the incoming veins. This process makes more efficient use of body heat, with less heat lost in the extremities. In hot climates the organ acts in reverse, transferring excess heat to be lost at the extremities before it can overload the body’s natural cooling system. A character implanted with a heat exchanger can survive comfortably in temperatures ranging from 0 degrees F to 150degrees F with no adverse effects. Cost:50000CR Bio: .4
Blood Reservoir This organ consists of several fluid sacks situated around the arterial trunk. These sacks slowly fill by leeching blood from this trunk. When a wound is suffered which causes severe blood lose, these sacks rupture , adding their volume to the arterial vessels, gaining the user more time before death occurs to staunch the wound .A character implanted with a blood reservoir doesn’t suffer death until his HP reach -20 instead of -10. Cost:55000CR Bio: .4
Adrenal Reserve This organ , implanted over the adrenal glad, causes the excess production of and stores the “fight or flight� hormone Adrenalin, Epinephrine, and Cortisol and releases them more freely into the users bloodstream. A character implanted with an adrenal regulator may increase his strength by 1d6 points and speed by 1d6x base for 6 rounds 3 times per day. This organ is not compatible with a pituitary regulator. Cost:68000CR Bio: .3
Active Melanin By means of this implant, the users skin can rapidly alter its melanin level to fight high doses of radiation, this implant also regulates the pituitary glands uptake of irradiated iodine, helping to control the damage of exposure. Characters with active melanin who are exposed to radiation , treat the exposure as if it were two levels lower than it was (using table 4.2 radiation sickness, on page 81 of the D20 future book) when determining radiation sickness. Cost:68000CR Bio: .4
Prefrontal Dendrites This implant adds a mass of dendrites , fibrous nerves which transmit brain signals, to the prefrontal cortex effecting greater connectivity in the creative and problem solving centers of the brain. A character equipped with prefrontal dendrites adds +4 to all skills based on intelligence and wisdom. Cost:72000CR Bio: .3
Digestive Symbiotes This implant entails the addition of a symbiotic organism, assembled from the users own DNA, into the digestive track. These organisms are capable of breaking down and rendering nutrients from any cellulose or organic material, including but not limited to wood, grass, bark, and other organic materials. Though the symbiotes are highly efficient the users waste products are not always completely broken down before being expelled. This can be extremely painful and so most people implanted with symbiotes only used them when absolutely necessary. A character implanted with symbiotes can extract water and nutrition from any organic material. Cost:60000CR Bio: .1
Rods/Cones Upgrade By means of this surgery the eyes of the user are upgraded with an additional mass of rods and cones quadrupling their natural volume. This gives the user the ability to see in very low light and distinguish more shades of color. Characters with Rods/Cones gain the darkvision ability. Cost:40000CR Bio: .1
CheNanTh
Many groups have been experimenting with cheaper alternatives to bodyware, in order for their soldiers to keep up with the growing trend in military technology. One of these cheaper technologies is Chemical/Nanotech Therapy or CheNanTh for short. The process of Chemical /nanotech therapy is to augment the body with chemicals and nanites rather than implants. Though CheNanTh augmentation offers more power over conventional bodyware, the drawbacks are equally as bad. The bad effects come when the warrior can no longer receive his supply of chemicals for whatever reason. The depending on how long the warrior has been chemically dependent the detox effects could be permanently debilitating or even fatal.
The process of a CheNanTh upgrade entails the implantation of a small disk near the users heart, the disk contains a doubly redundant computer controlled monitoring system, as well as a dispenser for the chemical compounds , and a nanite hive. The disk, called a Chemical/Nanotech Therapy Manager, has a tube that comes to the surface of the skin where a fresh supply of chemicals can be injected . The Chemical regimens the user may select from are predesigned to work together for optimal efficiency. Though the CNT manager is implanted just like a cybernetic implant, when a user selects a Regimen and receives his first injection he gains the full effects of that regimen in 1 turn. Along with the chemical compounds the CNTM will dispense the CNTM is also encoded with a basic programmed defining how the chemicals are to be dispensed. If the character changes his regimen, his CNTM must be flushed of all their remaining compounds, and its programming erased, then the new compounds are implanted and the manager encoded for the new therapy. Again the benefits of the new regimen take effect in 1 turn. A user may only have 1 chemical regimen present in his body at a time.
A Character Using CheNanTh requires a higher uptake of nutrition. This extra base of materials is reconstituted by the user’s nanite population for various tasks, as well as to fuel the users heightened metabolism. A Character using Chemical/Nanotech Therapy requires a 100% increase in their dietary intake.
CheNanTh implants are not compatible with any other implants except prosthetics.
CNT Manager This is the core of the CheNanTh system. This small unit, about the size of a pack of playing cards, is implanted near the heart, and contains all the command and control hardware to operate the system. A CNT Manager may carry encoding for 1 regimen and enough compounds for 10 days. The CNT Manager is implanted like any other cybernetic appliance, and afterwards the chemicals may be installed with a hypodermic syringe or spray. Cost:30000 Bio:3.5
“Blaze� Regimen This regimen is designed for athletes or professionals requiring speed and agility. Various compounds are used to accelerate the metabolism , increasing the digestive systems use of carbohydrates and amino acids, as well as introducing a synthetic adrenalin, which dilates the vascular system increasing blood flow and nutrient uptake to cells. The Regimen also features a suite of amphetamines to accelerate the transmission of brain signals down the spinal nerves. A host of nanites repair any damaged or stressed connective tissue , and form barriers around overloaded cellular walls preventing cellular decay from the higher mineral uptake. When at rest the manager releases a sedative to induce sleep. A character on Blaze regimen gains the following bonuses:Dex+6, Spd 6xbase, Con+2, Reflex save+6, Fort save+3, regenerate 1hp/hour, gain feats-Athletic, Alertness, Acrobatic,+4defense bonus, user cannot be caught flatfooted.
Cost:2000CR 10 Day supply
“Rampart� Regimen This regimen is designed for athletes and professionals who require stamina and resilience. Various compounds are used to increase disease and toxin resistance. Other compounds increase growth hormones to promote muscle and bone density. This regimen also incorporates a suite of painkillers and sedatives to negate the effects of overexertion. Amphetamines are used to allow the user to continue operating at full efficiency for days at a stretch without sleep or rest. Nanites incorporated into the regimen repair damaged and overstressed muscles. Characters using the Rampart regimen gains the following bonuses:Con+6, Str+2, Fort save+6, Will save+3, regenerate 3hp/hour, dam reduction 10, +30hp, users can continue for their con bonus days without rest ,users can act without penalty until they reach -20, gain feat-Endurance Cost:2000CR 10 Day supply
“Syllabus� Regimen This regimen is designed for scholars and technicians who require heightened learning and increased information processing abilities. Multiple chemicals include a synthetic hemoglobin which carried more oxygen to the brain , synthetic high efficiency neurotransmitters, and hormones which promote higher connectivity in the prefrontal and frontal cortex. This regimen also uses a suit of brain wave altering narcotics which synchronize thought patterns and allow the user to better focus. Nanites attach themselves to the long nerves of the spinal cord and help to better translate brain signals into fine motor function. A character on Syllabus regimen gain the following bonuses:Int+6, Wis+4, Will save+6, +5 to wis and int based skills, users gain 5 bonus skill points per level, gain feats-Focused, Attentive, Builder, Creative, Educated, Meticulous, Studious
Cost:2000CR 10 Day supply
“Epic� Regimen This regimen is designed for athletes and professionals who require strength and raw physical power. The core of this regimen is designed around a variant of human growth hormone, along with various steroids, and adrenalin derivatives. A suite of amphetamines and painkillers negate the effects of muscle stress and push the body to peak performance. Nanites are used to shred muscle fiber during sleep to promote muscle growth, as well as to repair damaged connective tissue and torn cellular membranes. Other compounds act to flood the body with epinephrine and cortisol to dilate the blood vessels allowing for a higher volume of blood flow to tissue. A character on Epic regimen gains the following bonuses: Str+6, Con+2, Fortitude save+6, Reflex save+2, regenerate 1hp/hour, user does +6 dam unarmed, user feels no pain and can act without penalty until they reach -10, gain feats-Frightful Presence, Athletic, Power Attack
Cost:2000CR 10 Day supply
“Warlord� Regimen This regimen was developed for military personnel in an effort to produce a more combat effective soldier. This regimen includes many chemical compounds geared towards increasing a soldier’s aggressive quality. Other compounds affect brain chemistry to improve hand-eye coordination, as well as various mind altering narcotics which improve perception and heighten awareness. Various painkiller suits negate the effects of pain and fatigue and allow the soldier to continue to advance under the worst wounds. Nanites are employed to repair minor wounds and mend cracked bones and to staunch blood flow to prevent shock. Characters using Warlord regimen gain the following bonuses: Str+2, Dex+2, Con+1, Init+4, Will save+3, Fortitude save+3, Reflex save+3, BAB +4, Defense+3, Dam reduction 5, regenerate 1hp/hour, gain feats-Focused, Heroic Surge, Combat Reflexes
Cost:4500CR 10 Day supply