Post Modern: Character Enhancements

Introduction

Medical science has improved, and continues to improve, as time has passed. As a result of this, there are two major types of medical technologies that are used in the modern world that can enhance a person's physical and mental abilities: cybernetics, and gene therapy.

These two technologies each have positive and negative aspects, but there is one thing they have in common: they are not compatible with each other. It is simply not possible, for a variety of technical reasons, to combine cybernetics and gene therapy in order to enhance the same ability.

Cybernetics

Although cybernetic enhancements have become more accepted by society in time since they first were introduced, there is still some social stigma in having them. Strangely, though, certain people, especially urban youths, see them as symbols of both wealth and style.

More important to the adoption of cybernetics, though, is the price of cybernetic enhancements. They are, relative to gene therapy, fairly inexpensive.

Two kinds of cybernetic attachments exist: replacements and enhancements.

Construction and Repair

Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the Craft Cybernetics feat to build a cybernetic attachment.

Repairing a damaged or nonfunctional cybernetic attachment requires 10 hours of work and a successful Repair check (DC 25). A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the another, a character takes a -4 penalty on the check; without both kits, the penalty increases to -8.

Installation and Removal

Installing or removing a cybernetic attachment, regardless of whether it's a replacement or enhancement, requires a successful Treat Injury check. A character with the Cybernetic Surgery feat suffers no penalty on the check.

Removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient's body, dealing 1d4 points of permanent Constitution drain.

Number of Attachments

Only living creatures can have cybernetic attachments. In addition, a living creature can have a maximum number of cybernetic attachments equal to 1 + the creature's Constitution modifier (minimum 0). Note that there are some enhancements that do not count towards the total maximum number of enhancements a living creature may have, and these enhancements are noted as such.

A creature may have more cybernetic attachments installed on its body can it can bear. However, the creature gains 1 negative level per cybernetic attachment that exceeds its maximum allowed. For each negative level, the creature takes a -1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die whenever level is used in a die roll or calculation.

Negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed.

Benefits and Drawbacks

Cybernetic attachments provide countless benefits to their recipients. For example, cybernetic eyes can bestow darkvision orimprove the accuracy of the recipient's ranged attacks. A cybernetic brain implant can improve the recipient's response time in a crisis, protect against mind-influencing attacks, or increase the flow of adrenaline throughout the body. The possibilities of cybernetic technology are endless. Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:

Minor Cybernetic Enhancements

Minor Cybernetic Enhancements are cheap and widely available, and while they cannot grant the kinds of enhancements that Cybernetic Replacements and Cybernetic Enhancements can, they also lack the drawbacks of their more powerful cousins. Specifically, because of how widely manufactured Minor Cybernetic Enhancements are, they are shielded against both electricity vulnerability and massive damage effects by default.

Most importantly, though, is this: Minor Cybernetic Enhancements do not count towards the maximum number of attached enhancements that a living creature can have without receiving negative levels due to too many enhancements being attached. This means that any number of Minor Cybernetic Enhancements may be installed on a person -- within reason, of course.

Identity Chip

Identity Chips provide identification without requiring visual recognition -- high tech ID cards that function even when the wearer is unrecognizable.

Subdermal OLEDs

The recipient has tiny organic light-emitting diodes (OLEDs) implanted beneath their skin. The glow of these OLEDs is visible through the skin of the recipient, allowing for them to be used to create tattoo-like patterns on the skin.

Minor Cosmetic Attachment

Minor Cosmetic Attachments encompass a range of modifications, entirely non-functional, that certain groups within society find fashionable.

Subdermal OLED Device

Similar to simple Subdermal OLEDs, Subdermal OLED Devices embed tiny OLEDs into the skin of the recipient. However, a tiny computer is also implanted, which allows the OLEDs to be used as a display for rudimentary computing functions.

Retractable Steel Nails

Retractable Steel Nails are implants designed to allow a character to deal lethal damage when fighting hand-to-hand.

Minor Subdermal Storage Compartment

A Minor Subdermal Storage Compartment allows a character to store a single object with a size of 'Diminuitive' or smaller in a concealed compartment inside their own body.

Subdermal Comm Unit

The recipient has a small transceiver installed underneath the skin of her throat, which is connected to a tiny speaker located in the recipient's ear.

Minor Skill Implant

This small implant at the base of the brain stem allows a user to use a specific skill more adroitly.

Cybernetic Replacements

The most basic replacement limbs and organs don't bestow any special benefits, but they suffer the usual drawbacks (see Benefits and Drawbacks, above). Some replacements of higher price are built to counter certain drawbacks, as noted. They don't add measurably to the recipient's weight.

Artificial Organ

An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, eye, or ear.

Prosthetic Arm

A prosthetic arm fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist.

Prosthetic Leg

A prosthetic leg fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle.

Artificial Organ Upgrade

This upgraded version of an artificial organ fully replaces a defective or destroyed biological organ, and is more resilient than it's technological predecessors.

Prosthetic Arm Upgrade

This upgraded version of an artificial arm fully replaces a defective or destroyed biological arm, and is more resilient than it's technological predecessors.

Prosthetic Leg Upgrade

This upgraded version of an artificial leg fully replaces a defective or destroyed biological leg, and is more resilient than it's technological predecessors.

Advanced Artificial Organ

This advanced version of an artificial organ fully replaces a defective or destroyed biological organ, and is more resilient than it's technological predecessors.

Advanced Prosthetic Arm

This advanced version of an artificial arm fully replaces a defective or destroyed biological arm, and is more resilient than it's technological predecessors.

Advanced Prosthetic Leg

This advanced version of an artificial leg fully replaces a defective or destroyed biological leg, and is more resilient than it's technological predecessors.

Cybernetic Enhancements

Cybernetic Enhancements run the gamut from granting additional skills, to augmenting physical characteristics, to simply granting convenient new abilities to characters. They are expensive, and unless otherwise noted, they count towards the maximum number of cybernetic attachments a creature may have without receiving negative levels.

Anti-Shock Implant

This tiny implant, embedded near the recipient's brain stem, protects itself and other cybernetic hardware against electricity damage.

Anti-Flare Implant

The recipient's corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes.

Injector Unit

This unit, attached to either the recipient's forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient's bloodstream.

External Weapon Mount

The recipient's prosthetic arm ends in a weapon instead of a hand.

Telescopic Optics

The recipient's eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient's eyes must be replaced to gain any benefit.

Voice Stress Analyzer

Sensors attached to the recipient's optic nerves and inner ear analyze minute physical indicators (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.

Subdermal Body Armor

Subdermal Body Armor consists of small plates of flexible armor implanted under the recipient's skin.

Nightvision Optics

The recipient's eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient's eyes must be replaced to gain any benefit.

Targeting Optics

The recipient's eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient's aim. All of the recipient's eyes must be replaced to gain any benefit.

Skill Implant

This small brain implant enables its recipient to perform a specific skill more adroitly.

Subdermal Storage Compartment

A Subdermal Storage Compartment allows a character to store a single object with a size of 'Small' or smaller in a concealed compartment inside their own body.

Advanced Subdermal OLED Device

Similar to a Subdermal OLED Device, an Advanced Subdermal OLED Device embeds tiny OLEDs into the skin of the recipient, along with a tiny computer. This allows allows the OLEDs to be used as a display for complex computing functions.

Stabilizer

A stabilizer releases chemical coagulants into a dying recipient's bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient's heart.

Initiative Implant

The initiative implant consists of a series of wires threaded around the recipient's spinal cord and attached to the recipient's nervous system. The implant stimulates faster response times.

Fibersteel Musculature

Fibersteel Musculature attaches to the recipient's muscles and enhances their strength.

Nerve Amplifiers

Nerve Amplifiers enhance the connections between the nervous system and the brain, granting finer control and quicker reaction time.

Nanite Generator

Nano-scale machines help to enhance the body's ability to take damage and heal.

Synaptic Amplifiers

Synaptic amplifiers increase the rate at which signals may travel inside the brain, thus enhancing the ability to learn, and reason.

Sensory Suite

Really a host of small implants, the sensory suite boosts the neural pathways between a subject's brain and her eyes, ears nose, feet, and fingertips.

Synthetic Pheremone Glands

Synthetic Pheremone Glands allow the recipient to emit subliminal cues to others that can both attract and intimidate.

Body Repair Weave

A delicate weave of subdermal biowires stimulates and repairs the body's damaged tissue.

Anti-Stun Implant

This implant, embedded near the spine, shields the recipient's nervous system against stunning attacks.

Prosthetic Enhancer

This implant attaches to a prosthetic arm or leg, making it stronger.

Skill Plexus

This unit, implanted in the recipient's brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).

Rage Implant

This brain implant dramatically increases the amount of adrenaline and testosterone the recipient's body produces, temporarily boosting his strength and durability.

Data Archive

A Data Archive is a microcomputer implanted in the recipient's skull. It contains skill-related information stored on a series of biochips.

Multi-Purpose Optics

Multi-Purpose Optics provides multiple enhanced visual modes similar to cheaper, single purpose optical enhancements. This enhancement is provided by ocular implants, and all of the recipient's eyes must be replaced to gain any benefit.

Feat Implant

Thanks to a chip implanted in the recipient's brain or a series of implants wired to the recipient's nervous system, the recipient gains special knowledge or some extraordinary skill.

Datajack

A datajack is an embedded microcomputer that is wired directly into the nervous system of the recipient.

Fortified Skeleton

The recipient's skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.

Gene Therapy

(info coming soon)