Since time immemorial, man has sought to make himself stronger, faster, better. From talismans and fetishes, to spells and incantations, to absurd training regimens, to steroids and hormones, all for the single purpose of making him more than human. In the future, and even, to some extent, in the now, will come cybernetics, the replacement of meat with metal, and bioware, the replacement of nature with engineered flesh, implanted after birth.
This scroll is for the collection of all these technologies. Forwards, to the trans-human!
Additional Ideas (12)
There is a large collection of 'standard' cybernetic systems, common to many cyberpunk and sci-fi games. Some of these include:
(Sub)Dermal Armor - armor bonded to or beneath the skin.
Enhanced Reflexes - Direct increase in reaction speed.
Enhanced Attribute - Direct increase to any physical attribute.
Cyberlimb - A mechanical replacement for any given limb. The limb may be combat lost, or deliberately sacrificed.
Replacement eye/ear - Computerized eyes and (inner) ears. These may carry a wide variety of enhancements
Reinforced Skeleton - Bones stop breaking so easy.
Cyber-blades - A variety of blade or claw weapons, occasionally retractable.
Cyber-guns - A variety of concealed firearms, contained within a cyberlimb, or very rarely, the mouth or eye.
Jacks - A variety of plugs, jacks, and other sets for interfacing with other hardware.
Comm-rigs - Cellphones in your head! And other similar tools.
Cranial Bomb - Self explanatory. Usually, someone -else- has the trigger.
There are other common systems as well, and these should be described sparsely.
A complex combination of targeting cyberware and communication system, the GoldenEye Laser Targeting System allows the designated leader of his squad to paint a target dot on the vision systems of his squad. The squad may individually target this selected firing point, or they may allow the computer systems to auto-aim at the target for them, though this is never done with quite the same effectiveness as a trained marksman. In any case, a high degree of firepower concentration is possible with this system, much more so than without.
(The Y is for surgery/ N for simply outpt botique implanting)
Biomonitor N +2 to Resist Torture and Drugs 100cr
This implant monitors your biosigns. It will display either on your skin or in your cyber optics. It helps you understand what is happening with your body.
Skinwatch N Subdermal Timepiece 50cr
Light Tattoo N Decorative Tattoo 1-20cr
This bio-LED set lets your tats glow.
Shift Tacts N Color Changing Contact Lenses 1-200CR
Chem Skins N Color/Pattern Changing Skin Tints 200Cr
Want to be Green? Want to be Blue. You can for a few weeks
SynthSkins N Color/Pattern Changing Artificial Skins 400Cr
This skin can be any organic skin type. The skin is layered on and bonded.
TechHair N Color/Light Emitting Hair 200Cr
Pretty self explanitory. The light optic fibers can be set to any color or brightness.
Optishields M Bulletproof mirrorshades that cover the eyes. They can have cybervision options,
Subdermal Viewscreen M Subdermal LCD screen. 250Cr
You now have a TV screen on your skin.
Flashlight Implant M glowing patch of synthskin 90Cr
Stobelight Implant N battery upgrade for Flashlight 150Cr
Tranparent Skin N -1 ATT for each section covered. -4 ATT for face 1000/m2 If the whole body skin is transparent, Whole Body Transparent N -9 ATT 7000Cr
Yes this means you can see all the blood pumping and organs moving. Awfully gross.
To have any Neuroware, you need to have a neural interface implanted so any system can interact with your nerve systems. The little grey box is 1000CR and requires surgery to implant.
BoosterwareN +1 to Initiatve rolls for every level bought 500xBonus in Credits
This box and additional wiring along your spine interprets neural signals and speed them up.
Tactile Boost N Increased Sensitivity. +2 on any touch Awareness check 100CR
Pain Editor N Tunes out Hot, Cold, Pain. Negates Stun/Shock checks 200Cr
Ah links, some of my favorite things. Think of them as Co-Ax links, or various computer prongs that patched into your system and come out of your skin.
Cybermodem Link N Allows direct connection to a Cybermodem 100Cr
Vehicle Link N For direct vehicle operation only 100Cr
Smartgun Link N For direct smartweapon operation only. +2 to hit. 100Cr
Smartgun Link II N Upgrade your old smargun link to new induction spots 300Cr
Induction spots allow you to swipe out weapons quicky in an action, rather than several that it takes to plug out and in a regular smartgun link.
Machine Link N Allows dirct control of autofactories, heavy machinery 100Cr
DataTerm Link N Allows downloading from DataTerms into internal memory 100Cr
Interface Plugs M Allows direct connection to all links 200Cr
Chipware Socket N Allows up to 10 APTR or MRAM chips to be loaded 200Cr
Chipware are skills and memories that are recorded onto APTR or MRAM chips, so you can access those skills. You can have 10 additional ranks of skills, upto 3 ranks of a given skill.
APTR Reflex Chips - Chipped Reflex and Tech Skills varies
MRAM Memory Chips - Chipped Intelligence Skills and Databases. varies 0
Wet Drive N 100 Meg Memory in skull 300Cr
Okay the size is a bit dated, but this was huge for the timeperiod.
Pacemaker Coprocesser N Resarts heart in event of arrest. 150Cr
Cyber Arm Standard Arm replacement with superior strength and stability. 3000Cr
UberArms These oversized arms are x5 strength and hit like a pneumatic hammer. 8000Cr
Tentacle Arm 70CM of tentacle 4000Cr
The expandable one is 150CM for +4000Crs
Cyber Leg Standard leg replacement 2000Cr
Superior speed and jumping abilities requires a pair of legs.
CORVETTE CYBERLEGS 3500Cr
Yes these are the legs that are incredibly fast, adding half again running speed.
Quick Change Mount (limb) N Allows 1 turn changing of cyberlimbs 200Cr
You can use a variety of limbs and switch them in and out with these mounts.
Microwave/EMP shielding N Limb is unaffected by Microwave side effects 300Cr
Plastic Covering N In colors, transparent, etc. 1-200Cr
RealSkinn N Limb looks real (DIFFICULT task) 200Crs
Superchrome N High gloss metallic coating 200 3 1-80
Armor N Armors Cyberlimb to triple kevlar 200Cr
Spiked Limb Cover N Rows of 1 inch spikes1D6 damage 200Cr
Tentacle Arm Cover N Hides Tentacle arm 800Cr
Sycust FleshWeave N Cyborganic covering. 1 option space, repair cost 150% 20%+200Cr
CYBERFOOT N STANDARD FOOT THAT ATTACHES TO CYBERLEG 200 0 1-80
TALON FOOT N EXTENDABLE TOE BLADES. 1D6 DAMAGE. 600 2D6 1-80
TOOL FOOT N CAN MOUNT STANDARD FINGER OPTIONS 300 2 1-80
WEB FOOT N DOUBLES SWIMMING SPEED, +3 TO SWIM SKILL 500 2 1-80
GRIP FOOT N DESIGNED FOR BETTER GRIPPING STRENGTH 500 2 1-80
SKATE FOOT - INLINE SKATES ATTACHED TO FEET, 50 KMPH (MA=20) 440 1D6 C1-33
SPIKE HEEL FOOT N SPIKE IN HEEL FOR LETHAL KICKS, 2D6 DAMAGE 500 2D6 1-80
STEALTH FOOT N +1 BONUS TO STEALTH +150 1 C4-6
Hands and Fingers
CYBERHAND MA REPLACEMENT HAND, HOLDS 4 FINGER OR 1 HAND OPTION 750Cr STANDARD HAND N CYBERLIMB ATTACHMENT , CANNOT MOUNT OPTIONS 150Cr
RIPPER HAND N STANDARD HAND WITH RIPPERS BUILT IN 600Cr
HAMMER HAND N HYDRAULIC RAM FIST DOES 1D10 DAMAGE 600Cr
BUZZ HAND N ELECTRIC CHAINSAW, 2D6+2 DAMAGE PER TURN 600Cr
GRAPPLE HAND N EXTENDS ROCKET PROPELLED GRAPPLE WITH 100M LINE 200Cr
MODULAR HAND N CAN MOUNT UP TO 4 TOOLS OR 1 HAND OPTION 600Cr
SURVEILLANCE HAND N DETATCHABLE REMOTE CONTROL MINI-CAMERA IN PALM 1000Cr
WEB HAND N +2M SWIMMING SPEED, +2 TO SWIMMING SKILLS 250Cr
MACE HAND N HIGH DENSITY HAND AT END OF 1M CABLE, 2D6+1 DAMAGE 300Cr
MEDIC HAND W/CYBERARM N MEDICAL ACCESSORIES 975Cr
Tentacle Finger - 10 cm long tentacle 500Cr
Extendable tentacle - 30 cm long tentacle 750Cr
Dartgun - Same as Optic option 100Cr
Screwdriver - Powered screwdriver finger 50Cr
Wrench - Adjustable wrench finger 50Cr
Drill - Adjustable drill finger 50Cr
Soldering Iron - Electric Soldering Iron finger 50Cr
Socket Wrench - Adjustable powered socket wrench finger 50Cr
Lockpick - Concealed lockpick finger 50Cr
Light Pen - Finger to write on apporpriate computer screens 45Cr
MiniLight - Battery powered flashlight with a 25 m range 25Cr
Finger Bomb - Detatchable bomb that does 2D6+3 damage in a 3m diameter 150Cr
Scissors/Wirecutters - 2 fingers used to cut, can do 1D6/3 damage 50Cr
Mace Sprayer - 2 Bursts of mace (-4 to REF and Awareness for 1D6 turns) 150Cr
Magnetic Grip - Magnetic pads for feet or hands, bought in pairs 60Cr
Cutting Torch - Hand option, blowtorch with 10 cm flame for 2.5 minutes 100Cr
Deringer - Hand option, 2 shot pitol, 1D6 damage 220Cr
Tazer Grip - Hand option, taser in palm 180Cr
Quick Change Mount - Hand option, quick change mount for fingers 150Cr
Vidcam - Video camera finger transmits image to Video imager 400Cr
Self-propelled grenade - Rocket propelled grenade finger, 2D6 damage in 2 m diameter 200Cr
Air Hypo - Air hypo finger with 4 injections per cannister of propellant 200Cr
Tracking Device - Tracking device finger, transmits to Times Square at 3km 300Cr
Lighter - Lighter finger with 2 hours of fuel 25Cr
Cytech Custom Cyberhands - Customization of existing hands, various effects
Tri-Dart Launcher - Hand option, three darts between knuckles, 1D6/2 damage 300Cr
IR/UV Flashlight - Effective range of 10m 200Cr
Probe Link N Interface plug, -1 to all vehicle actions, cannot be quickchange 150Cr
Flare - Altitude of 150m, 1D6/2 damage 200Cr
Parabolic Microphone - Amplifies x20 350Cr
Storage Compartment - Small storage space. 75Cr
Flasher - Flashbulb. Difficult REF roll of suffer -4 blinded modifier 250Cr
Laser Pointer - Small laser with a 20m range. 150Cr
Finger Flesh Mount M Attach Cyberfingers to real hands 100Cr
One-shot pistol N single shot 5mm pistol 250Cr
Ballpoint finger N Ballpoint pen 25Cr
Built-InsBUILT INS - BUILT INTO CYBERLIMBS
Cybermodem N Built in Cyberdeck, 5000 for cellular 3000Cr
Digital Recorder N Built in Chip recorder, must download or erase chip 300Cr
Storage Space N 2" x 6" storage space. Can be locked 50Cr
MiniCam N Pop up mini-camera 200Cr
MiniVid N Pop up mini-video 400Cr
Hidden Holster N Weapon sized based on Body Type 100Cr
LCD Screen readout N Can be linked to any output device 200Cr
Watchman N Pup up TV with 4.5" screen 180Cr
Limblink N Turns any pop up gun into a smartgun 100Cr
Winch N Winch with 15m cable, 1 ton test. 500Cr
Icer N CO2 Fire extinguisher in forearm 200Cr
Quickdraw Armholster N Launches small pistols into cyberhand, +2 Initiative 200Cr
Built-In Weapons BUILT-IN WEAPONS - BUILT INTO CYBERLIMBS
Grenade Launcher N Carries 2 grenades of any type 500Cr
Micro-Missile Launcher N Fires 4 missiles, 4D6 damage each 900Cr
Popup Gun N Any weapon, size based on Body Type varies
Flame Thrower N Range 1 m, Damage 2D6, 1D6/2 per round 600Cr
Weapon Mount & Link N Mounting plate plus neural link for 1 external weapon 100Cr
8 Shot Capacitor Laser N Shoulder mounted, As a laser only smaller 800Cr
Shotgun N Folded in compartment, takes 2 spaces 400Cr
Whip N 2.2m long alloy tentacle, 1D6/2 damage, 1D6 damage strangle 475Cr
Gas Jet N Pressurized cannister of any gas with a range of 2m. 275Cr
Flash Bulb N 20000 candlepower strobe in palm with a 6m range 250Cr
High Five N Wrist mounted, palm firing shotgun, 1 shot. 350Cr
ChainRipp N Chainsaw, 3D6 AP damage, 2SP/hit on soft armo. 1250Cr
Basic Cyberoptic Y This eyes sized unit replaces the eye. It also holds 4 options to improve upon regular vision. 500 cr
Detatchable Cyberoptic This eye is removable. It can have only one option. Besides being gross, this lets you swap out eyes. Of course each one is 1500Cr
Third Eye A cyber eye placed in the middle of the head. Functions as a basic cyber optic, but is the middle of your head -1 Attractiveness 1500Cr
Bug Eye MA Oversized optic, holds 6 options per pair. Unfortnately it looks like a technological version of its name. -1 attractiveness per eye. 1500Cr
AntiDazzle N Immune to flash or laser blinding 200Cr
Color Shift N Allows color change, special fashion effects 300Cr
GPS N Shows location in your field of vision with a general map. 1 option space 300Cr
Image Enhancement N +2 to Awareness using a visual search 300Cr
Infrared N See in near total darkeness using heat emissions 200Cr
Lowlite N See in dim light 200Cr
Micro-Optics N x100 microscope 150Cr
Targeting Scope N +1 to all ranged attacks 400Cr
Teleoptics N x30 telescope 150Cr
Thermograph N See heat patterns, temperature readings. 200Cr
Times Square Marquee N LED screen for messages that show just below your general field of vision. Lets you see text messages without pulling out other tools. 300Cr
Ultraviolet N See in total darkness using an UV flashlight 200Cr
Video Optic N Mini-digital recorder with 200 minutes storage. Uses 2 options 300Cr
Digital Camara N Digital camera records 2000 images digitally. Uses 2 options 300Cr
Video Cam/Transmitter N Relays vision to a remote monitor or recorder. Uses 4 options 330Cr
Video Imager N Advanced Times Square for Video. Uses 2 options. 350 2 C1-39
Basic Cyberaudio Ear Y A replacement for your standard ear. An audio unit can have any number of modules added. If you was stereoscopic hearing (able to determine rough ideas of location, you need two ears. 500Cr
Radio Link N Radio Communication up to 1 mile (49Mhz) 100Cr
Frequency Changer N Gives the user the option of 6 channels on Radio Link 100Cr
Scrambler N Scrambles all outgoing communication on Radio Link 100CrPhone Splice N Full cellular communication. 50Cr
Amplified Hearing N +2 to Awareness checks using auditory cues 200Cr
Enhance Hearing N Ability to hear supersonic and subsonic audio ranges 150Cr
Homing Tracer N Can follow a tracer up to 100m 200CrBug Detector N Detects Taps and Bugs up to 3m, 60% effective 200Cr
Level Damper N Automatic noise compensation 300Cr
Radar Detector N Beeps if Radar system is detected, 40% effective 150Cr
Seismic Detector N Motion detection through footfalls, requires Times Square and two ears 220Cr
Sound Editing N +2 to Awareness checks to hear a specific sound in a crowd 150Cr
Tight Beam Radio Link N Allows untappable communication within line of sight 200Cr
Voice Stress Analyzer N Lie Detector, +2 to Human Perception and Interrogation rolls 200Cr
Wide Band Radio Scanner N 50Khz-10Mhz 200 channel scanner 100Cr
Wearman N Stereo music system 100Cr
Wearman Mark II N Stereo music system with microdisk reader 200Cr
Micro-Recorder Link N Transmits to a recorder in body or via plugs 100Cr
Digital Recorder Link N Transmits sound to a digital recorder 100Cr
Synthetic plates are inserted under the skin and some of the muscle tissue to protect the body underneith it. The surgery is actually quite minimal and the plates protect the specific area like a full thickness balistic plastic armor.
Cowl MA Skullcap, covers head 200Cr
Faceplate CR Protective Facemask 400Cr
Torso plate MA Torso portection 2000Cr
Total Body Plating MA Reduces dexterity by 15% and subtracts from acrobatics and stealth. 6800Cr
Unlike primative dermal plates, this is a reinforced kevlar mesh that is kept under the skin and subdural fat layers.
At the basic level, it is nearly impossible to spot, but protects you like half a kevlar vest. 1000cr
At general level, it is tough to spot, and protects you like a full kevlar vest with some knife protection. 1600Cr
At a full level, it is average to spot and protects like a balistic plastic suit. 2500Cr
These are implanted body weapons.
Vampires N Fangs 200Cr
Scratchers N These are advanced polymer blades (count as knife) disguised as oversized fingernails. 100Cr
Rippers M Body 2 to 4 blades come sliding out the back of the hand (short swords) 400Cr
Wolvers M 2 to 4 large blades come sliding out the back of the hand (broadswords or plus) 600Cr
Big Knucks M These are built in brass knuckles and hand reinforcements. The hand now hits like a mace. 500Cr
Cybersnake MA This cyberweapon is a tentacle that comes out of the throat and strikes as a snake. 1200 Cr
ShockHands M A grasping electrical shock 600Cr
Most people consider cyberware for full body part replacement. Lose a limb, get cyberware to replace it. The same technology also allows for smaller artificial things to be implanted.
E-Monitor M Analyzes Atmospheric conditions 185Cr
Gills MA Water breathing system good for 6 hours 400Cr
Nasal Filters M Just up the nasal cavity, they stop toxic gases and fumes, 70% effective 60Cr
Independent Air Supply MA Good for 25 minutes 300Cr
Rebreathers MA Hold breath up to 15 minutes. Toxic Filter 55% effective 700Cr
Decentralized Heart Several small linear pumps are attached to several veins and arteries. Blood will keep pumping, even after a heart shot. +2 to all Death Saves 1300Cr
Cyberliver MA Filters out alcohol with 98% effectivenss. +4 Drug saves 450Cr
Contraceptive Implant N Good for 5 years , 98% effective 100CrSex Implant These allow people to enhance certain biologic features related to sex. You can keep going all night, every night with this implant. And there is one for both genders. 300Cr
Subdermal Pocket M 2"x4" space with Realskin zipper 200Cr
Adrenal Booster M +1 Reflexes for 1D6+2 turns. 8 hours to recharge 400Cr
Chemical Analyzer M 5m range 70% effective 200CrMotion Detector M Detects motion up to 20m in a 60o arc, 70% effective 200Cr
Radar Sensor M 100m range radar. Must have Optic. 70% effective 200Cr
Radiation Detector M 10m range geiger counter. 70% effective 200Cr
Sonar Implant M 50m range sonar. Must have Audio. 70% effective in water only 30oCr
Digital Recorder M 2 hr interal digital storage from A/V inputs 200Cr
Tape Recorder M 2 hr internal tape storage from A/V inputs 300Cr
Voice Synthesizer M Can mimic up to 10 recorded sounds at 60% effectiveness 600Cr
AudioVox M It enhances the voice's power and effectiveness. +2 to all verbal skills and allows for many audio special effects. 700Cr
Gyro Stabilizer M +2 Space Sickness rolls, +1 0G maneuver rolls. 1000Cr
Zetatech Bodycomp MA Built in E-Book 1750Cr
Not all cyber enhancements are mechanical. Science has gone far in the advancement of vat grown biologics and specialized parts. Using the same anti rejection technology zeno tissue can be implanted in people.
Anti-Plague Nanotech N +3 to resist disease or BioHazard agents 1750Cr
Enhanced Antibodies N Improve Healing by 1 point per day 3000Cr
Enhanced Sense M Improves one sense similar to a cyberoptic or audio 1200Cr
Grafted Muscle Y Bulk up the easy way. Increase general strength level by 25% of the base range (So +4 for a 3d6 range) 1000Cr
Muscle and Bone Lace Y additional polymers meshes are grown around bones and muscle bundles. 1500Cr
Nanosureons N Doubles Healing rate 6000Cr
Nanooptical Upgrade N Reduces darkness effects 1500Cr
Thermal Weave N Increases Heat resistance to 107_ F 1500Cr
Toxin Binders N Improve Poison, Drug saves by +4 3000CrReflex Boost N +2 to REF/ DEX 3500Cr
Generally used to replace/supplement the bodies own supply of bioactives, this unit allows for production of a staggering array of drugs - both medicinal and recreational. It draws its power and raw materials from the user's bloodstream. It has a capacity of several hundred formulations and the onboard storage and processors can be upgraded.
This could eventually be quite possible!
The "wetware" / "godware" upgrade - a serious refurbishing of the mental functions of a brain; something even the most 'enhanced' people of the future rarely dare. It improves the mental capacities, makes thinking easier by getting rid of the influences of emotions, and generally improves the efficiency... in some jobs. On the downside, those who are not driven insane or just die become less creative and strangely less human. This is a _very_ experimental procedure, not just a plugin.
The first precursors to the 'Clerics' were simple biomodifying chips, implanted to aid hormonal production, oxidation of tissues and removal of toxins. They could make people, perhaps not superhuman, but definitely act to the maximum of their abilities, with correctly setup bioware increasing the life expectancy quite a bit.
The control freaks developed the systems even more, to intricate structures analyzing the body and intervening at need. Few would take the whole package, but the basic units are widely spread among the population. Then, some nameless army medic, gods bless him, took one out of interest.
The deeper insight into his own body he received, was coupled with the sensors for checking the bodies of the fallen. Still it was not always enough, so after a few more battles, he ordered another overhaul.
He still carried the medkit. But now he could directly inject chemicals from his own body, whatever was necessary, locally produced at ideal temperature. He could infuse his comrades with his own blood, adapted to the recipient. Implanted surgical tools were tried before, here they found the ideal combination.
It took one joke about paladins laying hands on to christen the whole package. It became a staple for the field medics of every standing army.
Good and Bad
- it can produce close to any bodily chemical, organic or not, and transport it into the body of a recipient
- the health-preserving mechanisms of the user are fully operational
- with a little wiring of instincts or medical sensors, this service can be offered to others
- it does not hinder in battle situations, it marginally helps and sometimes can greatly help (disabling opponents, etc)
- the medics often fall to the unhealthy fascination with their own body. It is too interesting not to notice how it all works.
- it is perfectly possible to kill yourself by draining too much other materials out of yourself... speak of sacrificing your own flesh and blood for your comrades
- large scale use requires external resources, when it becomes easier to just have that medkit at hand