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.
- Replacements: Replacements are prosthetic or artificial units intended to replace lost limbs and damaged organs. Common replacements provide no benefits other than duplicating the essential functions of their biological counterparts, and they present little strain on the beneficiary's overall well-being. In appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing, typically based on price.
- Enhancements: Enhancements bestow new abilities or improve the recipient in some fashion. Enhancements include skeletal reinforcement, subcutaneous communications hardware, and weapon mounts. Some enhancements have visible external components, while others are hidden beneath the skin.
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:
- Electricity Vulnerability: A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an anti-shock implant (see Cybernetic Enhancements, below).
- Negative Levels: Whenever a creature exceeds its maximum number of cybernetic attachments, it gains negative levels until the excess attachments are removed (see Number of Attachments, above).
- Susceptibility to Attack: External cybernetic attachments are subject to attacks as if they were objects worn by their recipients.
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Massive Damage Effects: Massive damage wreaks havoc with cybernetic attachments. Whenever a creature with cybernetic attachments fails a Fortitude save against massive damage, the GM should roll percentile dice and consult the following table to determine what happens.
d100 Roll Effect of Failed Fortitude Save 01-30 Normal Effect 31-60 Attachment Disabled 61-80 Normal Effect and Attachment Disabled 81-100 Attachment Damaged and Side Effect - Normal Effect: The character immediately drops to -1 hit points and is dying.
- Attachment Disabled: One cybernetic attachment (determined randomly or chosen by the GM) ceases to function until repaired (see Construction and Repair, above). The character suffers the effects of the disability as noted in the description of the cybernetic attachment. for as long as the attachment remains disabled.
- Attachment Damaged: One cybernetic attachment (determined randomly or chosen by the GM) continues to function but develops an unpleasant side effect that persists until the attachment is repaired (see Construction and Repair, above).
-
Side Effect: The character suffers a debilitating side effect as the result of a damaged attachment. Various side effects are presented on the following table:
d100 Roll Side Effect 01-08 Blurred Vision: Character suffers a 20% miss chance on all attacks. 09-17 Constant Trembling: Character takes a -2 penalty on Dexterity-based skill checks. 18-25 Cybernetic Rejection: Character suffers 1d4 points of Constitution damage per day. 26-34 Dizziness: Character takes a -1 penalty on attack rolls, saving throws, ability checks, and skill checks. 35-42 Impaired Hearing: Static distortion imposes a -2 penalty on all Listen checks. 43-50 Impaired Vision: Distorted images impose a -2 penalty on Spot checks. 51-59 Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally. 60-67 Muscle Cramps: Character moves at half speed. 68-76 Muscle Fatigue: Character takes a -2 penalty on Strength-based skill checks 77-84 Power Surge: Character is shaken for 1 round if wounded; a successful Fortitude save (DC 12) negates. 85-93 Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0. 94-100 Sensory Overload: Character is stunned for 1 round if wounded; a successful fortitude save (DC 15) negates.
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.
- Benefit: an identity chip functions both as legal ID and a credit card. The recipient can make Wealth checks even when separated from his funds.
- Type: Internal
- Hardness/Hit Points: -/1
- Base Purchase DC: 3
- Restriction: None.
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.
- Benefit: The recipient has a glowing tattoo embedded in their skin. The glow can be turned on and off at will, via a simple subdermal pressure switch. Intricate designs may increase the purchase price.
- Type: Internal
- Hardness/Hit Points: -/2
- Base Purchase DC: 4
- Restriction: None.
Minor Cosmetic Attachment
Minor Cosmetic Attachments encompass a range of modifications, entirely non-functional, that certain groups within society find fashionable.
- Benefit: The recipient has a cosmetic modification in the form of a cybernetic enhancement. Examples include (but are not limited to) visible skull plates, raised metal tracings on the skin, and modifications made to look like their functional counterparts (ie. faux enhanced optics, etc). The price varies based on complexity.
- Type: Internal/External
- Hardness/Hit Points: -/1
- Base Purchase DC: 4
- Restriction: None.
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.
- Benefit: The recipient has a square grid of OLEDs embedded in their skin. The
grid can be turned on and off at will, via a simple subdermal pressure switch. The
possible uses of this grid include (but are not limited to) using it as a chronometer,
displaying a simple map, or using it as a calculator. Subdermal OLED Devices can
communicate with other computers or comm units within 10 feet via a short-range wireless link,
allowing them to load new data for later use.
Subdermal OLED Devices have a maximum resolution of 100 pixels per inch. Thus, a 2.5" square OLED Device on the back of the recipient's hand would be 250 by 250 pixels -- plenty of resolution for simple maps and such, but insufficient for high resolution satellite imagery and the like. A Subdermal OLED device cannot be used to facilitate Computer Use or Research checks. - Type: Internal
- Hardness/Hit Points: -/2
- Base Purchase DC: 7
- Restriction: None.
Retractable Steel Nails
Retractable Steel Nails are implants designed to allow a character to deal lethal damage when fighting hand-to-hand.
- Benefit: The recipient has steel fingernails embedded into their fingers which can be extended over their real nails and used as weapons. When fighting hand-to-hand, they do lethal damage in the place of the usual nonlethal. They do not, however, cause the recipient to threaten a square that they otherwise would not threaten.
- Type: Internal/External
- Hardness/Hit Points: -/5
- Base Purchase DC: 7
- Restriction: Restricted (+2)
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.
- Benefit: The recipient has a storage compartment built in to a part of their body. This compartment allows her to store a single object that is Diminuitive or smaller. Objects so stored cannot be seen by normal means, and the compartment itself can only be noticed with a successful DC 25 Spot Check when specifically looking for such a compartment, or a successful DC 15 Search Check. Modern day scanning equipment, though, can easily detect the presence of the compartment.
- Type: Internal
- Hardness/Hit Points: -/3
- Base Purchase DC: 8
- Restriction: Restricted (+2)
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.
- Benefit: the recipient may carry on conversations using the subdermal comm unit without raising her voice above a whisper; Listen checks made to hear the recipient suffer a -4 penalty. The tiny speaker implanted in the recipient's ear enables her to hear the other side of the conversation, but others cannot.
- Type: Internal
- Hardness/Hit Points: -/2
- Base Purchase DC: 8
- Restriction: None.
Minor Skill Implant
This small implant at the base of the brain stem allows a user to use a specific skill more adroitly.
- Benefit: The recipient gains a +1 competence bonus on checks made with one class skill of his choice. Different skills require different implants, and a minor skill implant cannot be modified to grant a bonus to another skill. A recipient may have multiple minor skill implants, but each implant must modify a different skill.
- Type: Internal
- Hardness/Hit Points: -/1
- Base Purchase DC: 10
- Restriction: None.
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.
- Benefit: the artificial organ duplicates the function of its biological counterpart. It provides no special game benefits.
- Type: Internal
- Hardness/Hit Points: -/2
- Base Purchase DC: 15
- Restriction: None.
Prosthetic Arm
A prosthetic arm fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist.
- Benefit: The prosthetic arm duplicates the function of its biological counterpart. It provides no special game benefits. Prosthetic arms that can pass as human arms are +2 to purchase DC.
- Type: External
- Hardness/Hit Points: 3/8
- Base Purchase DC: 13
- Restriction: None.
Prosthetic Leg
A prosthetic leg fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle.
- Benefit: The prosthetic leg duplicates the function of its biological counterpart. It provides no special game benefits. Prosthetic legs that can pass as human legs are +2 to purchase DC.
- Type: External
- Hardness/Hit Points: 3/10
- Base Purchase DC: 13
- Restriction: None.
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.
- Benefit: the artificial organ duplicates the function of its biological counterpart. It provides no special game benefits.
- Type: Internal
- Hardness/Hit Points: -/4
- Base Purchase DC: 18
- Restriction: None.
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.
- Benefit: The prosthetic arm duplicates the function of its biological counterpart. It provides no special game benefits. Prosthetic arms that can pass as human arms are +2 to purchase DC.
- Type: External
- Hardness/Hit Points: 5/10
- Base Purchase DC: 16
- Restriction: None.
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.
- Benefit: The prosthetic leg duplicates the function of its biological counterpart. It provides no special game benefits. Prosthetic legs that can pass as human legs are +2 to purchase DC.
- Type: External
- Hardness/Hit Points: 5/12
- Base Purchase DC: 16
- Restriction: None.
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.
- Benefit: The advanced artificial organ duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). In addition, the advanced organ does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
- Type: Internal
- Hardness/Hit Points: -/5
- Base Purchase DC: 22
- Restriction: None.
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.
- Benefit: The advanced artificial arm duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). In addition, the advanced arm does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
- Type: External
- Hardness/Hit Points: 5/12
- Base Purchase DC: 20
- Restriction: None.
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.
- Benefit: The advanced artificial leg duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). In addition, the advanced leg does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
- Type: External
- Hardness/Hit Points: 5/15
- Base Purchase DC: 20
- Restriction: None.
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.
- Benefit: The implant negates the recipient's special vulnerability to electricity (see Benefits and Drawbacks, above)
- Type: Internal
- Hardness/Hit Points: -/1
- Base Purchase DC: 15
- Restriction: None.
Anti-Flare Implant
The recipient's corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes.
- Benefit: Blinding effects produced by bright lights have no harmful or debilitating effects
- Type: Internal
- Hardness/Hit Points: -/1 (per eye)
- Base Purchase DC: 15
- Restriction: None.
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.
- Benefit: The injector has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox, boost, neutrad, or biocort. As a free action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action.
- Type: External
- Hardness/Hit Points: 2/5
- Base Purchase DC: 15 (medical hypos must be purchased separately)
- Restriction: Licensed (+1)
External Weapon Mount
The recipient's prosthetic arm ends in a weapon instead of a hand.
- Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it.
- Type: External
- Hardness/Hit Points: 10/5 (mount only)
- Base Purchase DC: Melee weapon mount 15, ranged weapon mount 17 (the purchase DC does not include the prosthetic arm or weapon)
- Restriction: Military (+3)
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.
- Benefit: Telescopic Optics reduce the range penalty for Spot checks to -1 for every 30 feet of distance (instead of -1 for every 10 feet)
- Type: Internal
- Hardness/Hit Points: -/2 (per eye)
- Base Purchase DC: 16
- Restriction: None.
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.
- Benefit: The recipient gains a +4 equipment bonus on all Sense Motive checks.
- Type: Internal
- Hardness/Hit Points: -/4
- Base Purchase DC: 17
- Restriction: None.
Subdermal Body Armor
Subdermal Body Armor consists of small plates of flexible armor implanted under the recipient's skin.
- Benefit: The character gains a natural armor bonus to Defense. The bonus depends on the density of the armor.
- Type: Internal
- Hardness/Hit Points: -/varies. The armor has one-quarter the maximum hit points of the recipient
- Base Purchase DC: Light (+2) 18, Medium (+4) 23, or Heavy (+6) 28
- Restriction: Military (+3)
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.
- Benefit: The recipient gains darkvision out to a range of 60 feet
- Type: Internal
- Hardness/Hit Points: -/2 (per eye)
- Base Purchase DC: 18
- Restriction: None.
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.
- Benefit: The recipient gains a +1 bonus on all attack rolls made with ranged weapons
- Type: Internal
- Hardness/Hit Points: -/2 (per eye)
- Base Purchase DC: 18
- Restriction: Military (+3)
Skill Implant
This small brain implant enables its recipient to perform a specific skill more adroitly.
- Benefit: The recipient gains a +2 competence bonus on checks made with one class skill of his choice. Different skills require a different implant, and a skill implant cannot be modified to grant a bonus to another skill. A recipient may have multiple skill implants, but each is considered a separate cybenetic attachment and modifies a different skill.
- Type: Internal
- Hardness/Hit Points: -/1
- Base Purchase DC: 18
- Restriction: None.
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.
- Benefit: The recipient has a storage compartment built in to a part of their body. This compartment allows her to store a single object that is Small or smaller. Objects so stored cannot be seen by normal means, and the compartment itself can only be noticed with a successful DC 25 Spot Check when specifically looking for such a compartment, or a successful DC 15 Search Check. Modern day scanning equipment, though, can easily detect the presence of the compartment.
- Type: Internal
- Hardness/Hit Points: -/3
- Base Purchase DC: 18
- Restriction: Restricted (+2)
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.
- Benefit: The recipient has a square grid of OLEDs embedded in their skin.
The grid can be turned on and of at will, via a simple subdermal switch. This
grid is also overlaid with a touch sensitive subdermal membrane, allowing the
grid itself to act as a high-resolution touch-based input device for the embedded
microcomputer.
Advanced Subdermal OLED devices have a maximum resolution of 500 pixels per inch. Thus, a 2.5" square Advanced Subdermal OLED Device on the back of the recipient's hand would be 1,250 by 1,250 pixels -- plenty of resolution for almost any computing task, including viewing high resolution satellite imagery and interfacing with other computers via the Computer Use and Research skills. Additionally, Advanced Subdermal OLED Devices may be used in any way that a Subdermal OLED Device may be used.
- Type: Internal
- Hardness/Hit Points: -/4
- Base Purchase DC: 20
- Restriction: None.
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.
- Benefit: if reduced to negative hit points, the recipient automatically stabilizes
- Type: Internal
- Hardness/Hit Points: -/3
- Base Purchase DC: 20
- Restriction: None.
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.
- Benefit: The recipient gains a +2 equipment bonus on initiative checks
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: 20
- Restriction: Military (+3)
Fibersteel Musculature
Fibersteel Musculature attaches to the recipient's muscles and enhances their strength.
- Benefit: The recipient has specially designed fibersteel muscle augmentations that enhance the body's natural strength.
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: +1 Strength 20, +2 Strength 25, +3 Strength 30, +4 Strength 35
- Restriction: Restricted (+2)
Nerve Amplifiers
Nerve Amplifiers enhance the connections between the nervous system and the brain, granting finer control and quicker reaction time.
- Benefit: The recipient has a set of implants at key nerve bundles that help amplify and control the body's nervous system signals. This allows the recipient to have additional precision and faster reaction times, thus enhancing the body's natural dexterity.
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: +1 Dexterity 20, +2 Dexterity 25, +3 Dexterity 30, +4 Dexterity 35
- Restriction: Restricted (+2)
Nanite Generator
Nano-scale machines help to enhance the body's ability to take damage and heal.
- Benefit: The recipient has a cybernetic machine that constantly manufactures nanomachines that help augment the body's ability to ward off disease and heal damage. This grants a bonus to the body's natural constitution.
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: +1 Constitution 20, +2 Constitution 25, +3 Constitution 30, +4 Constitution 35
- Restriction: Restricted (+2)
Synaptic Amplifiers
Synaptic amplifiers increase the rate at which signals may travel inside the brain, thus enhancing the ability to learn, and reason.
- Benefit: The recipient has a set of implants inside the brain that help amplify and quicken the brain's signals. This allows the recipient to learn and reason more quickly, thus enhancing the body's natural intelligence.
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: +1 Intelligence 20, +2 Intelligence 25, +3 Intelligence 30, +4 Intelligence 35
- Restriction: Restricted (+2)
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.
- Benefit: The recipient has a set of sensory implants that grand an increased degree of awareness of both external and internal factors. This results in an increased Wisdom.
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: +1 Wisdom 20, +2 Wisdom 25, +3 Wisdom 30, +4 Wisdom 35
- Restriction: Restricted (+2)
Synthetic Pheremone Glands
Synthetic Pheremone Glands allow the recipient to emit subliminal cues to others that can both attract and intimidate.
- Benefit: the recipient is implanted with synthetic glands that can emit pheremones at will. These pheremones can attract, intimidate, or simply amplify the mood of the recipient, granting a bonus to Charisma.
- Type: Internal
- Hardness/Hit Points: -/10
- Base Purchase DC: +1 Charisma 20, +2 Charisma 25, +3 Charisma 30, +4 Charisma 35
- Restriction: Restricted (+2)
Body Repair Weave
A delicate weave of subdermal biowires stimulates and repairs the body's damaged tissue.
- Benefit: The recipient heals naturally at twice the normal rate.
- Type: Internal
- Hardness/Hit Points: -/-4/li>
- Base Purchase DC: 21
- Restriction: Licensed (+1)
Anti-Stun Implant
This implant, embedded near the spine, shields the recipient's nervous system against stunning attacks.
- Benefit: The recipient cannot be stunned.
- Type: Internal
- Hardness/Hit Points: -/4
- Base Purchase DC: 22
- Restriction: Military (+3)
Prosthetic Enhancer
This implant attaches to a prosthetic arm or leg, making it stronger.
- Benefit: If attached to a prosthetic leg, the prosthetic enhancer
increases the recipient's base speed by +5 feet. In addition, any unarmed
attack made with an enhanced prosthetic leg deals an additional 1 point of damage.
If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage.
A prosthetic enhancer does not count towards the total number of cybernetic attachments the recipient can have before taking negative levels. (See Number of Attachments above) - Type: Internal
- Hardness/Hit Points: -/2
- Base Purchase DC: 22
- Restriction: None.
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).
- Benefit: The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.
- Type: Internal
- Hardness/Hit Points: -/4
- Base Purchase DC: 23 (does not include skill implants)
- Restriction: None.
Rage Implant
This brain implant dramatically increases the amount of adrenaline and testosterone the recipient's body produces, temporarily boosting his strength and durability.
- Benefit: The recipient can activate the implant as a free action once per day. Upon doing so, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Defense.
The increase in Constitution increases the recipient's hit points by 2 per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including spellcasting and manifesting psionic powers), or any items that must be activated to function.
The rage lasts for a number of rounds equal to 3 + the recipient's (newly acquired) Constitution modifier. The recipient may prematurely end his rage. At the end of the rage, the recipient loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter.
The increased Constitution triggered by the rage implant in no way obviates the negative levels bestowed for having too many cybernetic attachments. - Type: Internal
- Hardness/Hit Points: -/3
- Base Purchase DC: 24
- Restriction: Restricted (+2)
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.
- Benefit: The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 equipment bonus to all Knowledge checks.
- Type: Internal
- Hardness/Hit Points: -/2
- Base Purchase DC: 28
- Restriction: None.
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.
- Benefit: The recipient has ocular implants that grant darkvision out to a range of 60 feet, provide a targeting reticle which grants a +1 bonus to ranged attack rolls, and reduce the range penalty for Spot Checks to -1 for every 30 feet of distance (instead of -1 for every 10 feet)
- Type: Internal
- Hardness/Hit Points: -/4 (per eye)
- Base Purchase DC: 30
- Restriction: Military (+3)
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.
- Benefit: The feat implant gives the recipient a feat. The recipient must meet all of the feat's prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well.
- Type:
- Hardness/Hit Points: -/5
- Base Purchase DC: 30
- Restriction: Military (+3)
Datajack
A datajack is an embedded microcomputer that is wired directly into the nervous system of the recipient.
- Benefit: the recipient has an advanced microcomputer attached to his
nervous system, typically at the base of the skull. This allows them to
make Computer Use checks without any other equipment. Additionally, Computer Use checks
made by the recipient can be done as a move action, rather than a full-round
action, and the time required to operate remotes is reduced by half. All Computer Use
checks made with a datajack are granted a +2 equipment bonus.
The recipient of a Datajack can interact with the Datajack entirely via thought, with data overlaid over their normal vision when it needs to be displayed. The Datajack can communicate wirelessly with any computers within a 20 foot range. Additionally, at the site where the microcomputer is embedded, a hidden port exists to allow for a standard interface cable (purchase DC 5) to be connected in situations where it is necessary to interface with a system that has no wireless access. - Type: Internal
- Hardness/Hit Points: -/5
- Base Purchase DC: 30
- Restriction: Restricted (+2)
Fortified Skeleton
The recipient's skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.
- Benefit: The recipient gains damage reduction 4/-
- Type: Internal
- Hardness/Hit Points: -/varies. The skeletal reinforcement has one-quarter the maximum hit points of the recipient
- Base Purchase DC: 32
- Restriction: Military (+3)
Gene Therapy
(info coming soon)