Implants

Implants
S
Description
Cost
IL
Air Storage
C
Stores oxygen for 15 to 30 minutes
600
D4
Artificial Gills
C
Breathe underwater
700
D6
Bill Board M Flexiable subdermal flat screen to display video
400
D4
Bioradar M Must have cyberoptic, see text
600
3
Biosonar M Sound based motion sensor
500
3

Blood Processor
M Analyse blood content (+1 healing / +1 vs toxins)
1000
D3
Chemical Sniffer M Chemical analyzer.
500
D3
Data Glove Implant M Use your hands as data gloves
400
D4
Diet Controller N Dieting and cybersystem add-on
350
D6

Drug Unit

M Holds 10 doses / level (ml 3)
600
D4
Electoo N Tattoo that emits light or alters shape & colour
200+
1
Electoo Pad N Subdermal keypad
300
2
Gas Processor C Samples gases and filters if necessary
450
D4
Gyroscope M Never get dizzy
450
D3
ID Smart Pattern N Invisible subdermal smartcard
10
0
Ingestion Store M Crams food into small space
500
D6

Internal Computer

M Computer implant
Varies
D6
Internal Digital Store M Hidden storage unit
300+
D6

Metabolic Processor
C Ingestion analysis and processing system
1200
D4
Motion Sensor M Detect floor vibrations
500
D3
Nasal Filters N Filter out gases / strong smells
50+
2
Neo-hair M Changes colour / emits light
50-150
1
Ovulation Controller M Female pro/contraceptive
150
D3
Radiation Detector M Detects immediate raditional levels
500
D2
Sexual Implant C For men or women, various options
300
D4
Shielding M EMP shielding for cyberware (20% of original cost)
+20%
Skin Pouch M A hidden pocket with ziplock
200+
1
Skin Watch N Subdermal watch.
50
1
Smart Skin N Changes when wearer desires
400
D3
Smartgun Sublink M Link without cable to weapon
500
D3
Sports Heart V Better performance and more reliable.
700
D3
System Monitor M Output to electoo / optic
200
D3
System Recharge M Uses body heat etc for power
3000
D3
Thumb Stick M Use your thumb as a joystick for controlling GUIs
200
D3
Vocal Modulator M +2 to sing (see entry for fx)
600
D3
Voice Processor M NC / cyberaudio link for data
100
2
Voice Synthisizer
M
Mimic voices, 6 voices held
700
D6

The difference between these systems and bioware, is that implants are electronic based technologies. They can be switched on or off quite easily but have power requirments and do not heal any damage. If the user uses a cell then it will need replacing every four years.

Air Storage: is a device which stores oxygen in a special fixing foam areas located at the base of each lung. The foam holds enough for the character to hold their breath for about 30 minutes although this time is shortened considerable if the user is active (running around, panicking, swimming or fighting) to about 15 minutes. This device is more useful than filters or a chemical bypass for short periods because during that time the user does not breathe at all. It takes the foam about 10 minutes of reasonably good air to fill back up again with air.

Air Storage
C
Stores oxygen for 15 to 30 minutes
600
D4

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Artificial Gills: have intake and output slits at the side of the neck which are covered by vat skin (a difficult task to spot). The unit draws in and expels its own water so the user does not have to breathe, although they could as the unit would pump some air into the lungs if need be. The unit has a chemical filter which takes the "bite" off water and so are often more popular than bio gills and they also take less getting used to. As with bioware gills, training courses are available (see the bioware gills entry for details).

Artificial Gills
C
Breathe underwater
700
D6

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Bill Board: is a flexible colour screen which is implanted beneath the skin. It is really a fashion item and is often place on the forehead (which runs adverts or messages), on the torso, the back, or even the back of hands. The bill board uses pre programmed data chips to store its display programs although it can quite easily be hooked up to another internal supply such as a neural computer or internal video store where recorded images can be played back to an audience. The system is not high definition but does produce a good picture. The source can also be external as data plug or a cyberlimb option could provide the socket.

Bill Board M Flexiable subdermal flat screen to display video
400
D4

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Bioradar: The user must have a cyberoptic for this system to work (this uses up an option space in the optic). Its range is 100 metres and is outputted to the user's cyberoptics as a radar scan (with moving objects showing as a pulse on the screen).

Bioradar M Must have cyberoptic, see text
600
3

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Biosonar: This unit does not need a cyberoptic as the sonar pulses are transmitted from an implant in the neck (or hands in some case). onar works by analyzing the sound that is bounced back, walls and moving targets can be detected, but colours or visual appearance cannot. If the user has no other cybernetics, the implant will imply the data by making the user feel vibrations, ie: pulses for a moving target, slow pulses for a stationary or slow target. If the wearer has a cyberoptic window, neural computer or overlay processor, then the information can be display graphically.

Biosonar M Sound based motion sensor
500
3

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Blood Processor: is another fancy gadget produced by Consolidated Biotech. It is basically a cybernetic liver with a toxin detection and removal system. It filters and destroys any bad blood it encounters (as it is most often situated above the heart). Its game effects are that the user gains +1 on toxin tests and gains +1 to healing.

Blood Processor
M Analyse blood content (+1 healing / +1 vs toxins)
1000
D3

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Chemical Sniffer: is a device which is linked into the nasal passages allowing the processor to receive the individual signals which go to the brain telling it what is being detected. This along with the device's own nose gives a good chemical sniffer. The device can remember 100 chemicals and their name per level (each level costing $50 more, to a maximum level of 10) or it could be linked to a character's neural computer for storage and also possible data back up. The system can output the message to a variety of sources from cyberoptic, through a data plug or into a neural computer. This device is often used by chemists and also forensic scientists who need to know not only the smell but also the chemical.

Chemical Sniffer M Chemical analyzer.
500
D3

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Data Glove Implant: This system implants nerve input/output monitors to the wearers hands and this allows the wearer to use their hands as if they were wearing a pair of datagloves. The implant can be wired to any internal cybersystem or a small transmitter in the fingers allows the wearer to send and receive control data to an external computer system (such as tactile feedback and hand/finger position). Should the wearer have a dataplug, this may be used to connect the "cybergloves" to external systems.

Data Glove Implant M Use your hands as data gloves
400
D4

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Diet Controller: allows you, or your doctor, to control your diet. It is really a cybersystem add on for users with improved stomach bio-implant or for those with similar dietary control needs. The device can be set via a data plug or before implantation and can make the user feel anything from being full to very hungry. It is not unheard of that a corporation who is worried about the top executive's calorie or food intake to implant one; or more obviously, media stars and global rock gods fall prey to the stay thin pressure. The device is usually radio operated and can be used to reduce the host's hunger- or rather hunger for particular foods, it could even be used as a torture device be making the user hungry all the time or never hungry so they would starve unless the person performed some task for the megacorp.

Diet Controller N Dieting and cybersystem add-on
350
D6

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Drug Unit: is an internal drug system which deploys controlled levels of various drugs direct into the blood stream. The system can store 10 doses per level with each extra level costing $200 and a maximum of three levels can be added. The unit is implanted under a syn skin flap to allow the drug reservoirs or tabs to be replaced quite easily and also hygienic. Although the user could inject new drugs into the tabs, their aim would have to be good.

The computer inside can be controlled from either a neural computer or keyboard input: via an electoo, cyberdeck or cyberlimb keyboard. The system is smart enough to be able to remember what drugs are in which supply units and so be able to automatically switch between empty and full tabs of drug. The system is useful for people who use a lot of medical, recreational or combat drugs during their work. These devices are popular with drug addicts, carriers or corp hitmen who often need medical or combat drug doses.

Drug Unit

M Holds 10 doses / level (ml 3)
600
D4

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Electoo: is a light or colour emitting electronic tattoo. It is different from a bill board or smart skin because an electoo is actually a proper tattoo except with a special light emitting circuit or colour changing ink.

Electoo N Tattoo that emits light or alters shape & colour
200+
1

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Electoo Pad: are clever spin offs from electoos. When the user depresses the area were the pad is the tattoo lights up showing a small screen and small key pad. The pad is used to control or enter information into cybersystem. As it is cheaper than a neural computer and more user friendly that using a data plug (were you have to think the command), electoo pads are very common implants. Electoo pads are placed on easily accessed areas of skin such as the back of a hand, the forearm or even the upper half of the leg. The pad can also be linked to small bill boards or the user's cyberoptic.

Electoo Pad N Subdermal keypad
300
2

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Gas Processor: is a system which filters and analyses the user's incoming breath. The system is split into three areas with sensors in the nose and throat while the main device is nearer the lungs. If the system detects any chemical which it deems dangerous (ie: corrosives, smoke etc) it switches on and filters in the mouth and nose. The filter is very good with an 85% protection chance against gases. The filter will continue until the substance has dispersed or is at least no longer detected.

The system can also be programmed to allow substances through (so smokers can continue smoking). The gas processor holds 10 gases or substance in its memory per level (with each extra level costing $50 and up to 10 levels can be bought) and it can be linked to a chemical sniffer or a neural computer for extra memory or inputs.

Gas Processor C Samples gases and filters if necessary
450
D4

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Gyroscope: a cybernetic replacement for your own ears. These are much improved and the user will never gets dizzy or disorientated in 0 G, complex acrobatics or on pleasure park rides. In game terms the user gains a +2 modifier against space sickness and +1 on any tests involving complex acrobatics and balance (such as back flips, somersaults, etc).

Gyroscope M Never get dizzy
450
D3

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ID Smart Pattern: is a tiny invisible subdermal smartcard. It often carries vital information about the wearer (such as name, address and also medical records, although there is room for a reasonable document even). Smart patterns are often placed beneath a watch for ease of access but then can be place anywhere.

A favourite megacorp tactic is to implant or place one (while the user is asleep) on the subject's finger, hand or head. As the subject moves through the building, key sensors such as finger scanners, counters or lift buttons would pick up the target's ID pattern and the central computer could track them. Smart pattern locks are hard to get past because they are often very difficult to find. Safety conscious gun users (including the cops!) frequently have their smartguns fixed, so that only when a certain ID pattern is present will the gun fire. The chip can read from under synskin but not inside a cyberlimb or under heavy armour.

ID Smart Pattern N Invisible subdermal smartcard
10
0

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Ingestion Storage: crams food into itself allowing the user to eat much more than they would normally and digest it later. The system comes in a number of levels, starting at level 0 up to level 4. Each level allows the user to store half as much as they could in their stomach, so a level 1 unit would allow the user to eat half as much again, a level 2 would allow them to eat twice as much, while level 4 would be three times the normal amount. This unit is used be only the filthy rich who can afford to stuff themselves silly. A more practical use is to store nutritious chemical foods in the device (for up to three days) and digest them later.

Ingestion Store M Crams food into small space
500
D6

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Internal Computer: laptops and notepad computers can be redesigned and installed inside your body. They are hardwired into your nervous system and are considered to have a interface port built in. Because they are hardwired into you, you don't need a computer link, keyboard or a data plug to use them. These implants are well hidden and as such are popular with many combat deckers and street kids who don't want to be weighed down by a deck or run the risk of having it stolen.

All internal computers are portable and a charge lasts for 100 hours of continual use (although a system recharge implant will recharge the unit at a rate of one hour per three hours of non-use). Most users buy a cellular link for their computer so they don't need to bother looking for a phone socket (as a cellular deck can go anywhere). An implant computer costs $1500 in addition to the computer itself this includes the interface port and battery system. For an additional $500 you can have a sub-dermal access panel (covered by syn-skin, a very difficult task to notice) which houses sockets for phone, printer, screen cable outputs as well as hardcard access.

Alternatively you could link the computer to your data plug and use them to upload and download information (which costs $200). The nerve link option allows you to link up any other of your internal systems to the computer- such as your neural computer or cyberlimb computer. For more information on computers refer to the "On The Wire" section.

Upgrade
Function
IL
Cost
Access panel Hidden access panel
2
500
Data plug link Up / download via plug
1
200
Hardcard drive Input / output device
1
300

 

Internal Computer

M Computer implant
Varies
D6

top

Internal Digital Store: is a digital storage device which is concealed inside the wearer's body. If the wearer has dataplugs then a dataplug link is provided free of charge. This links allows the user to move data to and from the store. The unit can take inputs from internal cybersystems, provided there is a nerve link between the systems (such as cyberaudio recording link, cam optic or digital camera). A typical storage unit holds 25 MU per rating and each level costs $300. The maxium rating is level 10 which gives a huge 250 MU of storage! Refer to the computing section for sample file sizes.

Internal Digital Store M Hidden storage unit
300+
D6

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Metabolic Processor: is arguably a useful gadget when you don't always know what you are really eating these days. The processor works like a chemical filter, detecting and removing such materials 75% of the time. It processes the ingested substance and if it deems it dangerous (and it has a big memory of dangerous substances and micro-organisms) then disposes of the affected substance and processes this waste down until all that it left is a tiny pellet or liquid.

When the system is implanted the user has one of two options. One is to have the system eject the waste into a small container (hidden under vat skin) The second, and more popular option, adds a system which coats the waste in a chemical shell (created from nutrients in the body). The pellet is then passed into the user's "waste" system where it exits naturally. Both systems cost the same and neither has any extra identity or essence losses.

Metabolic Processor
C Ingestion analysis and processing system
1200
D4

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Motion Sensors: usually implanted in the feet or sometimes hands. The sensor detects vibrations and their source (similar to a flat radar sensor) in a 10 metre radius. The sensor outputs the vibration details as either visual data via a cyberoptic window or neural computer. Alternatively, the user can feel vibrations on their skin accordingly.

The system is not perfect and the accuracy of the readout depends on what the wearer is doing. A standard system and has a base chance of 40% detection. More sensitive versions are available, with each rating adding 10% and $200. The standard system is considered level zero and the maximum level is rating four. The wearer should add twice their perception skill total to the percetage roll as a bonus. To detect a subject the wearer must roll under the percentage after applying the following modifiers:

Wearer is:
Target is:
Stationary
+10%
Stationary
-40%
Sneaking
-10%
Sneaking
-20%
Walking
-20%
Walking
+10%
Running
-40%
Running
+20%
Wearing heavy boots or heels
-10%
Heavily encumbered
+10%
Barefoot
+10%
Cyberlegs
+10%


If the roll is succeeded the user detects the target(s), while a failed roll means no signal is detected.

Motion Sensor M Detect floor vibrations
500
D3

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Nasal Filters: are as useful as they are simple. These filters only work when the user breathes through their nose, so a running character or fighting character may not get the best protection (next time you are out of breath, trying breathing through your nose and not your mouth, there is a difference). The filters cut out really bad smells and gases with 70% reliability (ie- if the wearer makes the roll, they are unaffected).

Nasal Filters N Filter out gases / strong smells
50+
2

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Neo-Hair: is synthetic hair which can change colour, emit light or even stand up. This is another fashion implant although it can be put to more covert uses (eg- if the user changes clothes and hair colour they are more likely to loose their trackers). This can be implanted just about anywhere from the scalp, face, body and obviously the groin. Neo-hair has a small biochip which stores colour and movement patterns so the each hair can behave like a pixel on a screen. This can produce some clever results; fractal pattern mohawks remain an underground classic while colour-fast hair remains popular with women.

Neo-hair M Changes colour, emit light or alter "style"
50-150
1

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Ovulation Control: is a combination system for ladies only. The unit can act as both a contraceptive and also a proceptive. When in contraceptive mode the system is 100% reliable (or your money back). The proceptive stimulates egg production, despite the menstrual cycle, giving a 90% chance of fertilisation.

Ovulation Controller M Female pro/contraceptive
150
D3

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Rad Detector: is always a useful device weather you're a highrider working in the vac (soaking up the solar rays) or a cybergrunt in some backwater radioactive hellhole. The rad detector implant produces a audible bleeping which intensifies as the radiation level increases. The rad detector can be set to tell the user when he / she has absorbed a safe amount and it can also tell the user the current rad level. The unit is not perfect giving only 75% accuracy to figures and exposure times.

Radiation Detector M Detects immediate raditional levels
500
D2

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Sexual Implant: available for males and females. More responsive, enduring and more sensitive. Just about everything you can think of has been <ahem> augmented from penal, vagina and anal modification (a vibrating finger tip remans every popular). Use your imagination and this device adds +2 to your seduction skill tests.

Sexual Implant C For men or women, various options
300
D4

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Shielding: is bought for each individual cybersystem. It helps protect the system and all its internal workings from an EMP attack. Protecting computer storage systems is a very good idea as one EMP pulse can wipe all the files and skill programs in your neural computer. Cost listed is per shielding level (see combat section). Shielding costs 20% of the original cybersystem's price and it best carried out pre-implantation.

Shielding M EMP shielding for cyberware
+20%

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Skin Pouch: is a syn skin pouch with a press shut opening. The pouch is 1" by 2" per level and can be bought up to level three (ie 3" by 6"). Each level costs the same, $200 each. At level three the wearer could probably conceal a small and reasonably flat firearm or small weapon (such as a small taser or slice whip). Skin pouches are also useful for hiding small documents, data chips and sometimes escape tools. To notice a pouch at a glance is a very hard task rating which drops to a difficult task rating if the wearer is being physically searched.

Skin Pouch M A hidden pocket with ziplock
200+
1

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Skin Watch: tired of losing watches or always dipping them in water? Similar to an electoo, the watch is inserted beneath the skin and the figures light up for you to see them. The basic skin watch just tells the time while others come with more advanced options, such as countdown, stop watch, date and alarm (which works by flashing the numbers and also throbbing which usually alerts the user). Each option costs $50 and there is no option limit. Skin watch is compatible with the electoo pad and also other cyberware systems.

Skin Watch N Subdermal watch.
50
1

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Smart Skin: is a chemically altered skin which is implanted under the wearer's own. The skin can change colour, pattern and also glow faintly. The skin has a small chip which contains the display pattern. Various triggers can also be used to set off the skin, from conscious thought to emotions, a popular trigger being anger where the skin grows patterned or becomes blood red.

Smart Skin N Changes when wearer desires
400
D3

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Smartgun Sublink: replaces the need for a data cable or data plug set as the sublink transfers all data by as an encrypted short range transmission from within the user's hand (it has a 1" range). The smartlink uses a code unique to that link so the user will not accidentally fire another gun by accident. If the user has a trigger lock installed in the gun it makes the gun unusable unless the smartlink activates this (so you cannot be shot by someone else with your gun nor can a child fire the weapon if they should find it).

Smartgun Sublink M Link without cable to weapon
500
D3

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Sports Heart: replaces the old and sometimes unreliable biological heart with powerful pumping servos and a pace maker which never misses a beat. The increased pumping action allows the user to run extremely fast for short periods, where the body must recover as blood vessels are not designed for the sort of pressures produced by the heart, not to mention the effects of an oxygen flood to the brain.

The effects are that a character's movement score and their strength score is boosted by two for all tests involving running, throwing, leaping and also lifting. However this unit is only safe to use for three minutes until little things like blood vessels pop. When the time limit is reached the player must roll under their endurance score on a D10 to continue using the unit. Success allows the user to continue for another minute but this time they have a cumulative +2 to the die roll (so on the sixth minute the roll would be adjusted by +6). When the character fails, some biological bit has crashed under the stress, the character takes 3D6 damage and must make an average endurance test or collapse panting for breathe and wincing at the pain.

Sports Heart V Better performance and more reliable.
700
D3

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System Monitor: is a device which monitors and displays the body's vital signs. The output is to a special electoo which can display information such as heart rate, blood pressure, blood sugar levels and even brain pattern read outs. The information is displayed as either a series of colour codes (such as red for critical and green being okay).

The monitor can also output to the user's neural computer (for recording); out through a data plug; cyberoptic window, banner or overlay processor. The unit is extremely useful to trauma doctors who can instantly download the user's vital readouts without needing bulky extra equipment. The unit also grants a +2 bonus to resisting drugs or torture. More importantly, this +2 adds to a character's recovery roll - because they know that they are not dying and that can be a real help. This adds to the character's HITS and STUN recovery times.

System Monitor M Output to electoo / optic
200
D3

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System Recharge: is a system which powers other cybernetic implants. The power is generated by the body's heat, blood flow and other muscular movements. System recharge stores power in small rechargeable cells for the other systems to draw from. The system recharger can cope with four systems drawing from it. Any more than that and another recharger is required. Its greatest advantage is that you don't have to worry about sudden power loss in a life threatening situation.

System Recharge M Uses body heat etc for power
3000
D3

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Thumb Stick: This is an implant in either of the weaer's thumb and it allows them to use their thumb just like a joystick. It is very handy for cynersystems that have a control graphical user interface. A more expensive version allows the whole hand to be used like a mouse or VR glove and that allows objects to be picked up.

Thumb Stick M Use your thumb as a joystick for controlling GUIs
200
D3

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Vocal Modulator: makes modifications to the wearer's voice box. The unit modifies the sound going out to a more tuneful or more suitable pitch and intensity. This unit is not a synthesizer but really a modulator and cannot completely change the user's vocal pattern (so it would not fool a voice lock). The modulator can make the voice deeper, higher or louder which gives the user a better range. The unit adds +2 to all singing performance tests.

Vocal Modulator M +2 to sing (see entry for fx)
600
D3

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Voice Processor: is a used to translate data for use with a voice synthesizer. The system is linked to either the user's cyberaudio, neural computer, data plug or other hifi quality sound input. These links provide the data source, in this case a person's voice, and the unit translates the signal, attempting to produce a voice pattern which the voice synthesizer can use. Vocal patterns can be downloaded and uploaded from this processor too. The processor can produce and store one voice in its memory as it relies upon the synthesizer and other stores for storage.

Voice Processor M NC / cyberaudio link for data
100
2

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Voice Synthesizer: is a powerful and useful item of cyberware. The system overrides the wearer's vocal chords and produces its own voice pattern, good enough to fool most voice locks. The system can hold six voices (although another voice memory slot can be bought, at $150 a level with the maximum level being fourteen, allowing a staggering twenty voices to be held!).

The unit can also download and upload voices from either the user's voice processor, neural computer or from an external source via a data plug. The system will reproduce a voice pattern which will fool humanoids 95% of the time, and will fool voice locks 55% of the time. Because the user can actually sound just like the person they are impersonating, the user gains a +3 bonus to disguise. Although the user may sound exactly like the person they are impersonating, the user must still concentrate on what they are saying (slang for example).

Voice Synthisizer
M
Mimic voices, 6 voices held
700
D6

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