Thought you might like an update.
Augmentations: With the vast leaps made in human medical sciences new and radical technologies were created. Some of these were made with the intention of “improving” upon the human body and making it more powerful or more adaptable through a variety of means.
Biological implants have become a particularly popular method of modification for those with less money available to them than most. Cheap, vat grown tissues and organs provide an excellent value when considering their lower price. However, side effects from tissue rejection can be quite debilitating.
Cybernetics are exactly what their name implies: artificial body parts (or in some cases new types of body parts). These machines have a great deal of durability, something favored by soldiers and mercenaries. The only major problem with these are their propensity to overload and explode when destroyed.
Gene therapy has become something of a fad among the rich of humanity. Altering ones genes to improve ones abilities while avoiding any obvious signs of modification caters to the vanity of the
some of the more affluent in the colonies and on earth. Despite its popularity, this procedure is not without its dangers. Sometimes the retroviruses used to alter the genetic code do not behave as intended.
The least common form of human augmentation is that of nanotech implantation. This is usually reserved for elite soldiers and officers. These enhances are almost always military in origin and purpose, resulting in soldiers that are far superior in terms of ability than the common grunt. Nanobots are injected directly into the bloodstream and for various machines and computer networks within the hosts body, there allowing for a multitude of different abilities. Even more important is the fact that these augmentations have no known side effects and are not readily visible, giving a unique advantage to those who use them.
The Human body can only tolerate four augmentations at the most. Any more would interfere too much with the bodies natural processes and render the subject comatose.
Whenever a character gets an augmentation implanted roll two D6. On a roll of 11 or 12 the implant has brought about some unexpected complications. If this occurs then the character suffers from the side effects in that augmentations description.
Biological Implants
Bio Limbs
Cheap, mass produced limbs made to supply the populace with needed replacements for the body parts lost in the more dangerous jobs available. These limbs are cloned from a variety of donors and will function on the body of almost anyone.
Effect: Acts as whatever limb it is meant to replace.
Side Effects: These limbs are very stable and easy to attach to a host, and thus have no side effects.
Cost: 40 Credits
Vat Grown Muscles
One of the most common and popular implants on the market. With a quick surgery, extra muscle tissue is added to the arms and upper body of the recipient, making them far stronger than they normally would have been.
Effect: Adds +3 to the character's strength stat
Side Effects: Sometimes the tissues implanted into the host's body are defective and release a hormone that has a dramatic effect on the tissues of the brain. This lowers the host's mental abilities, causing a reduction of the intelligence stat of 2.
Cost: 85 Credits
Bone Fortification
A rather painful augmentation to receive. Bone tissues a grafted to the original skeleton, making the user more resistant to injury and slightly taller.
Effect: All critical damage rolls have their roll take a -2 penalty.
Side Effects: There are some instances in which the extra bone tissue grows into the recipients joints, making movement slow and painful. This reduces the characters agility stat by 3
Cost: 100 Credits
Extra Leg Muscles
A favorite among athletes, this augmentation is implanted in the subjects legs. This greatly increases the recipients running capabilities.
Effect: Due to the greatly increased power in the legs the subjects movement increases by 3
Side Effects: These implants are notoriously unstable at a genetic level and sometimes become cancerous. While these cancers are easily treatable but will sap the patients body of vital nutrients and materials. This reduces the characters endurance by 2.
Cost: 90 Credits
Acid Organ
A rather unconventional implant most commonly used by young deviants and career criminals as an ace in the hole during fights. A small organ is inserted into the neck and begins to produced a mild acid. This can be spit at will by the user, harming whoever is unfortunate enough to be the target. The acid is engineered to rapidly lose its acidity in the human body, protecting the user from its affects.
Effect: Allows the character to spit acid 3 times a day. This is free action. The acid deals 1D6-2 damage of no type. This attack has an armor penetration of 4 and deals damage for 3 rounds.
Side Effects: The acid produced by this organ can sometimes increase in potency to the point that it will harm even the user. Any time the character uses this attack, he takes the same damage that the acid would do.
Cost: 75 Credits
Poison Gland
Similar in function to the acid organ implant but different in method. Surgeons implant a small poison producing sack in the back of the upper jaw and link it to the recipients canine teeth. Upon biting a creature the poison is transferred into the bloodstream, causing varying effects depending on the type of poison produced. The poison is dissolved by saliva and thus never affects the user.
Effect: The recipient may use a melee attack to try and bite a target. If any damage is dealt then the poison has entered the targets bloodstream and will begin to affect it. The effects of the poison depend on the type of poison the gland produces.
Side Effects: An unstable or poorly grown poison gland will begin to decay almost immediately. Over the period of a week the gland will deteriorate until it completely dissolves. Once this occurs , the poisons stored in the glands are released into the hosts body, causing the poison to affect him as well.
Cost: 5 times the cost of the poison that will be produced by the gland
Additional Cerebral Lobes
Ever wanted to be smarter? Ever wanted a boost to your brain power before a big exam? Then this is the implant for you! With a simple surgical procedure doctors can add extra lobes to your cerebral cortex, boosting your thinking power dramatically. No more F's for you!
Effect: Increases a character's intelligence by 4
Side Effects: On extremely rare occasions the body will reject the new brain tissues and begin an autoimmune response, attacking the entirety of the brain and killing off the majority of the character's brain cells. This reduces the character's intelligence and Psyche stats to 1 permanently. Nothing can increase them above 1 after this has occurred.
Cost: 125 Credits
Tooth Restructuring
Popular with the more deviant subcultures in colonial space, this procedure replaces the subject's normal teeth with razor sharp variants. These create deep and painful wounds if the user decides to take a bite out of someone or something.
Effect: A character can make a bite attack instead of their normal melee attack. This attack does not benefit from the character's strength bonus, but causes light bleeding if any damage is dealt.
Side Effects: Sometimes these teeth will cause gum bleeding if incorrectly implanted in the jaw. This bleeding causes a character to lose 1 hit point at the start of each day.
Cost: 55 Credits
Olfactory Nodes
The human nose isn't the greatest in the animal world, but with the implantation of genetically engineered olfactory nodes it can come close. No smell will ever escape your scrutiny again!
Effect: Gives the character a +4 bonus to their Notice skill whenever they are attempting to notice a scent.
Side Effects: If the implantation procedure is done incorrectly it can irreversibly damage the character's ability to smell. This causes the character to take a -7 penalty to his Notice skill whenever his is attempting to notice a scent.
Cost: 40 Credits
Occular Replacments
For creatures like humans sight is everything. Many wish to improve their vision beyond that of normal humans. For that, they have this procedure. The eyes themselves are replaced with superior lab grown eyes which are capable of taking in much more light in dark environments and have sharper vision than normal eyes.
Effect: Allows the recipient to ignore the effects of darkness and grants a +1 bonus to Notice checks.
Side Effects: If the procedure is not done properly it will result in total blindness. If this occurs then the character automatically fails all skill checks that require sight and have their Melee and Ranged skills reduced to one. This is reversed if the character gets new eyes or another augmentation that allows for sight.
Cost: 175 Credits
Biotic Lungs
A mandatory implant for workers in mines filled with dangerous gases and toxic chemicals. The patient's original lungs are removed and replaced with high density tissues that filter out virtually all toxic materials and oxygenate the blood far more efficiently than normal human lungs.
Effect: Renders the host immune to airborne poisons and gases. Also allows for survival in an oxygen free environment for 1 hour.
Side Effects: Improperly implanted tissues cause the patient's breathing to become loud and labored. This imparts a -3 penalty to the character's Sneak skill.
Cost: 40 Credits
Regenisis Gland
A particularly rare and immensely expensive implant, the regenisis gland is a medium sized and bulbous organ that is implanted behind the patient's kidneys. The gland remains dormant until the host is injured. Once the host is injured the glands activate and begin pumping out large amounts of blood coagulants and tissue building enzymes, healing the character's wounds in an incredibly short amount of time. But what really sets this implant apart from others is that it can rebuild an character's entire body given enough time and nourishment.
Effect: The character heals 1 Hp per round and bleeding is stopped automatically. If a character loses any body part it will be rebuilt in six days. This regeneration requires at least six meals a day to work properly. Multiple body parts lost will regenerate one at a time. If the character dies regeneration will not occur.
Side Effects: On occasion this implant can go out of control, causing abnormal growths on the character's body and causing a chronic wasting disorder that eats at the bones and muscles. Every month the character loses 1 strength, 1 agility, and 1 endurance permanently.
Cost: 4500 Credits
Rage Gland
Designed to increase the ferocity of soldiers in the field by stimulating and increasing the production of adrenaline in the body. It was a success in that it did as intended, but was ultimately a failure as it rendered the host unable to think clearly or obey orders when the gland was active. It is now a popular implant among thugs and gangs who value brute force over brainpower.
Effect: When activated this implant increases the user's strength by 2, their endurance by 2, and their number of attacks by 1D6. The character suffers a -5 penalty to intelligence and a -4 penalty to psyche. After one round has past the user no longer benefits from these stat increases nor do they suffer from the penalties. Instead they gain 1D6 fatigue as the adrenaline drains from their system. This gland produces enough adrenaline to be used three times a day.
Side Effects: Occasionally a defective gland will slip by the screening process. Anyone receiving one of these will be permanently under the effects of the gland as it produces massive amounts adrenaline. Depending on the users disposition this could be good or bad.
Cost: 665 Credits
Dermal Layering
Armor is always a good choice for those who want protection, but armor can't be worn all the time. It has to be removed for activities such as sleeping or bathing, leaving the wearer vulnerable. Some prefer to have a source of constant protection, something that would be ever present. These people get this augmentation. Small but thick plates of bone are implanted under skin, providing full body protection that does not severely hamper movement.
Effects: Gives the patient a permanent damage reduction of 2 (Armor Class 6) when unarmored while reducing agility by 1. The damage reduction does not stack with that provide by armor
Side Effects: It is possible that the bone plate will begin to grow out of control, becoming thicker and harder than they were intended to be. Every month the character must re-roll the original side effects roll. If the result is 11 or 12 the plates grow, adding 2 points of damage reduction to the original value but subtracting an additional 1 agility point. This continues until the character's agility drops to zero.
Cost: 105 Credits
Cybernetics
Cybernetic Arm
A mechanical replacement for a human arm. These synthetic limbs are far stronger than normal limbs and come customized for the user. These arms function via connections to the spinal cord which transmit the signals from the brain to the new limb, allowing for easy and natural movement.
Effect: This acts as a normal arm, but adds 1 to the character's strength stat when attacking with it and reduces the result of critical rolls that target it by 1. Additionally, if a critical damage roll would result in the arm being destroyed it will instead explode, dealing 1D6-3 shredding damage (No armor penetration).
Side Effects: A poorly installed arm will not respond well to the commands given by the brain. This causes the arms movements to be sluggish and inaccurate, leading to all actions involving the use of that arm take double the normal amount of time to perform.
Cost: 300 Credits
Cybernetic Leg
Losing a leg has always been a debilitating injury that has ruined the future prospects of many people. With the advent of cybernetic technology these people can once again lead fruitful lives.
Effect: Acts as a normal leg, but reduces the result of critical rolls that target it by 1. Additionally, if a critical damage roll would result in the arm being destroyed it will instead explode, dealing 1D6-3 shredding damage (No armor penetration).
Side Effects: A poorly installed leg is prone to seizing up when breaking into a full run. If the character attempts to run roll a D6. If the result is 6, then the character falls prone.
Cost: 300 Credits
Bionic Eyes
While human eyes are some of the most well rounded in the animal kingdom, there are times when they are simply not sufficient for life in outer space and on alien worlds. Many choose to have their eyes replaced with mechanical models which provide them with enhanced vision as well as several new kinds of sight.
Effect: Adds a +2 bonus to the users notice skill and allows the character to see in the dark. Additionally, it gives the character the ability to see electrical currents in the air and in machinery. If something is powered then the character will see the electricity flowing through it as a yellowish haze. If either eye is destroyed, they burst, dealing 1D6 (Shredding) damage to the character.
Side Effects: If the optic nerves are damaged during implantation then the trauma may damage other parts of the brain, lowering the character's intelligence stat by 1 permanently.
Cost: 450 Credits
Weapon Arm
While most cybernetic limbs are designed with a more benign purpose, some companies have taken the time time to develop an arm for the more aggressive minded. These arms have room to install almost any weapon available into their circuitry and fire them (If it is a firearm) on a mere nerve impulse.
Effect: Counts as both a cybernetic arm and a weapon (The weapon must be installed first with a Repair test (Difficulty 7). The installed weapon may be any weapon available (Can be melee), but it mus be bout separately and still counts as having its own weight. If the character has two weapon arms he may fire both simultaneously without the standard two weapon penalty. The weapon is always drawn. If this arm is destroyed, then it deals 3D6 (Explosive) damage to the character as the ammunition stored within detonates. If the arm uses a melee weapon it does 1D6 (Shredding) damage.
Side Effects: Same as the cybernetic arm.
Cost: 600 Credits
Hopper Legs
Similar in design to the base model cybernetic leg but made for a much smaller customer base, hopper legs are a rare sight in colonial space due to their specialized design and purpose. Hopper legs are outfitted with powerful hydraulics that are used to greatly increase the users jumping power, allowing users to scout out difficult locations and make speedy retreats if necessary. Luckily all models come with an internal gyroscope which insures that the user always lands on his feet.
Effect: Doubles the result of a jump roll (Not the sum total of the skill, bonuses, and roll)
Side Effects: Poorly designed models have an inferior gyroscope. This can cause the user to topple over upon landing. After making a jump roll a D6. On a roll of 6 the character falls prone upon landing and takes 1 (Smashing) damage.
Cost: 350 Credits
Interface Arm
A popular item among hackers and computer technicians who can't afford the time to keep track of their gear. This arm comes equipped with everything needed to access computer systems and breach security programs remotely. The command console is located on the forearm and comes with an easy to use keyboard and display.
Effect: Acts as an autolink terminal that is permanently equipped. Additionally, the maximum range of the terminal is increased to 45 squares.
Side Effects: Sometimes these arms are sluggish and uncoordinated. This reduces the character's melee skill by 2 permanently.
Cost: 275 Credits
Body Plate
Possibly the most extreme cybernetic augmentation in existence. This augmentation replaces several of the host's internal organs with bionic versions, and covers 90% of the outer body in a thick and durable plating with internal computers and life support. The lungs and heart are always replaced and are exchanged for specialized systems that filter toxins out of the air and prevent injury. These additions are fused to the host's tissues, making this an irreversible process.
Effect: The exterior plating attached to the user's skin has a damage reduction of 4 and an armor class of 4 (And has an on board computer). Additional armor cannot be worn over this but the upgrade “Extra Plating” can be applied to increase protection. The character has a 2 hour oxygen supply and is immune to gas attacks. Any bleeding suffered by the character is downgraded to light bleeding automatically. Additionally, whenever the character takes damage the controlling player may roll a D6. On a roll of 6 one point of damage is automatically healed as the bionic heart releases coagulants into the bloodstream. This augmentation increases the host's weight by 25% and leaves the character with an unnerving appearance, causing a permanent -3 penalty to the character's persuade skill.
Side Effects: Given the level of skill needed to perform the operations required for the procedure there is never any case of bad installation or malfunction. This means that it has no side effects.
Cost: 2000 Credits
Internal Trauma Interface
A medium sized device the shape of a orange. This small machine is tied into circulatory system to monitor the body's condition and watch for any signs of trauma. Upon the detection of a serious injury this device releases pain killers and an artificial blood derivative designed to keep the user from bleeding out.
Effect: The user cannot be stunned or dazed and bleeding out takes twice the normal time.
Side Effects: A defective model will interfere with the digestive system of the user, making him nauseous whenever the system is activated (Whenever the character would become stunned, dazed, or begin bleeding).
Cost: 355 Credits
Self Destruction Device
Many people know that they're going to die to violence. Some of those same people want to take as many with them as possible. This implant is a small but very powerful explosive designed to detonate upon the users death. While this prevents any attempts for resuscitation it does ensure that any hostiles nearby while not be alive to cause any more trouble.
Effect: When the host dies his body explodes in a 9x9 blast (centered on the host). Anything caught in the blast takes 1D6+1 Damage (Explosive) with an armor penetration of 5.
Side Effects: Due to the nature of this device it has no side effects.
Cost: 150 Credits
Cable Arm
A somewhat unorthodox variation on the design of the standard cybernetic arm. This augmentation looks like a standard model arm at first glance but it quickly becomes apparent that there is nothing standard about it. The center of the arm houses a long length of a highly stretchable yet durable material that is connected to the hand of the arm. The hand itself may be fired at high velocity. The hand remains functional during this time and folds out to form a grappling hook capable of latching on to almost anything. At which point an internal engine will activate and wheel the user in at an alarming speed. This makes it very popular among daredevils.
Effect: Acts as a cybernetic arm but can also fire its hook and cable out to a range of 15 squares and latch onto whatever is on the final square. The user can then reel in the object or pull themselves to it instantaneously. If the arm is destroyed it will explode, dealing 1D6-3 shredding damage (No armor penetration) to the user.
Side Effects: A defective model will usually cause muscle pain in the chest area causing breathing to become labored and difficult. The character gains double fatigue points instead of the normal value.
Cost: 550 Credits
Mouth Weapon
Rarely found in use by anyone not in the military, this augmentation places a pistol weapon in the back of the host's throat that can be fired at will. This makes for a nasty surprise for anyone on the receiving end of the host's ire.
Effects: The character is permanently armed with a single pistol weapon that can be fired as a free action. Only pistol weapons may be installed and they have their capacity reduced by half. Only weapons that use bullets or clips will fit in the throat. If the character's head is destroyed everything in a 3x3 area (centered on the character) is struck for 1D6-3 Damage (armor penetration 6) as the ammunition detonates.
Side Effects: If this augmentation isn't implanted properly then there is a chance that the character's head will explode with each shot. Whenever the weapon is used the character rolls 2D6. If the result is 12 then the character's head explodes, killing him instantly.
Cost: 50 Credits + the price of the weapon implanted
Hand Blades
Easily concealed weapons are hard to come by and are highly illegal to possess without a permit. This augmentation bypasses both problems as it is both readily available as well as street legal. The recipient's fingertips are replaced with 1 inch long diamond tipped blades, making the host able to rend flesh and armor with a sweep of the hand. The host retains use of his fingers as only a small portion is replaced.
Effect: Acts as a melee weapon with a damage of 1D6-2 and an armor penetration 5.
Side Effects: These implants can sometimes render the user's fingers and hands permanently numb. This places a -1 penalty on any action requiring careful finger movements.
Cost: 235 Credits
ToolArm
Another variant on the design of the standard cybernetic arm. This model houses a full automatic tool set which is linked to the main arm. This enables the user to keep a set of functional tools with him at all time. The tools themselves function remotely on the neural impulses of the users brain, enabling him to control the tools like additional limbs.
Effect:Functions as a cybernetic arm and the user is permanently equipped with a remote toolset.
Side Effects: If improperly installed this arm will cause a significant amount of neural feedback, affecting the user's mind in unpredictable ways and degrading his personality. This reduces the character's psyche stat by 2 permanently.
Cost: 500 Credits
Gene Therapy
Retro Virus
Specially engineered micro organisms have been used to alter human DNA since the inception of gene therapy as a public and legal procedure. Current viruses are capable of rewriting the patient's genetic code, making them stronger, faster, smarter, or tougher, depending on the patient's expectations. While the results are always satisfactory, the price can leave the buyer on hard times.
Effect: Improves either strength, endurance, agility, or intelligence by 1 permanently.
Side Effects: A rare and dangerous side effect can manifest if the viruses used to alter the host's DNA mutate. The most common (and deadly) affliction caused by this is a rapid bodily wasting disease. Every month that passes once the disease is contracted causes a permanent reduction of 1 to the patient's strength, agility, endurance, and intelligence.
Cost: 1000 Credits