Cyberbionics

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by Bill Logan

“Just as necessity is the mother of invention, technology is the mother of life. Evolution is done with us, and now it’s up to us. For us to grow as a species, we must be ready to embrace technology – in our lives and in our physiologies.”

- Dr. Gravius Vesper Carlsworth
Pioneer of modern frontier cyberbionics

Author’s note - this system was derived from the work-inprocess cybernetics/bionics rules designed for the up-andcoming FrontierSpaceTM role-playing game and has been adapted for Star Frontiers: Alpha Dawn. Although these implants are expensive and designed for advanced characters, players who wish to start game play with implants might be permitted to with permission from the Referee; though I’m sure he’ll balance it with some drawback!

Contents

Implant Types

Infusing technology with biology is an intriguing field of study. Throughout the frontier there are research and development groups working on just that. How far they’ve come depends on how much cyberbionic technology the Referee wishes to include in his game. You must consult your Referee before selecting any of the augmentations found in this article.

Prosthetics

This is a replacement of a body part. In the frontier, prosthetic replacements have all the functionality – and weaknesses – of a normal part of the character’s body. Although technological, they are full replacements matched to the character’s physiology. For instance, a character that loses a hand might have a prosthetic hand implanted. Such replacements hardly constitute a “cybernetic” implant at all, but are included in the scope of this chapter. They are powered by the body’s own bioelectric field and are treated as the character’s own body parts once installed.

Bionics

These are technological implants or minimal bodily replacement technologies that are light enough to be powered off the body’s own bioelectric field. These are often passive technologies (that is, not all are wired into the brain and controlled internally). If they are connected to the brain, they are more complex bionic implants. A character can have as many bionic replacements or implants as desired, though common sense must prevail (only two ocular implants can be installed, for instance, because a character has only two eyes). Additionally, there are fatiguing effects of having large amounts of implants (see dangers of implants, below).

Cybernetics

These are potent implants or body part replacements. They have a power requirement and must be given power sources in order to function. A character who has one or more cybernetic augmentation is called a cyborg, and may have to be registered on some worlds. There is a limit to how many cybernetic implants a body can have (see dangers of implants, below).

Genetics ?

Although this article deals primarily with technological implants, there can also be surgical implants a character might be able to replace which are the result of splicing into the character’s own genetic structure. Gene-spliced implants are beyond the scope of this article and may warrant a separate article in the future.

Cyberbionic Surgery

The process of implanting a prosthetic is fairly routine and can be done by nearly any modern frontier hospital, even a medical bay on a starship. A bionic implant requires a specialized facility that not all worlds possess, and finding a place to perform the surgery can take time. Cybernetic implants take a lot of time and effort to plan, and only a few places in the frontier can do it.

CYBERNETIC SURGERY TABLE
Implant Type LocateWait (days)Surgery (hours)Recovery (days)
Prosthetic, Simple 100% 1d5 0.5 1
Prosthetic, Moderate 90% 1d5 1 1
Prosthetic, Complex 80% 1d5 2 1
Bionic, Simple 70% 1d10 1d5 3
Bionic, Moderate 60% 1d10 1d5 3
Bionic, Complex 50% 2d10 1d5 3
Cybernetic, Simple 40% 2d10 1d10 1d5
Cybernetic, Moderate 30% 3d10 2d10 1d5
Cybernetic, Complex 20% 5d10 3d10 1d5

Table Notes:

  • The chance to locate a doctor willing to perform the surgery is rolled once on any given world. Modify this chance by +10% per trade route leading to/from the star system.
  • The wait represents how long the character must wait before the doctor can perform the surgery (he’s busy or needs to order parts). This can be expedited by bribery or role-playing, of course.
  • Each hour of surgery means a 1% chance of a surgical mishap resulting in a permanent loss of 1d5 STA points.
  • Recovery shows how long the character will be hospitalized following the surgery unless the character is willing to lose 1 STA point per day he leaves early.

For example: Grosh is a Yazirian who wishes to receive a complex bionic implant. He is on Triad in the Cassidine system. His chance to locate a doctor or facility willing to give him the implant he desires is 50% plus 30% (there are three trade routes leading to or from the Cassidine system), or 80%. His player rolls the dice and gets a 65 – he’s located a place willing to do the work! Unfortunately for the player and his companions, there is a (rolls 2d10) 12 day wait while parts are ordered and schedules are set up. The Referee plans a short adventure for the players on Triad while they await Grosh’s appointment for surgery.

Once the day finally arrives, Grosh endures a (rolls 1d5) 2 hour surgery. This means there is a 2% chance of surgical mishap. He rolls the dice and gets 32, no mishap. Now he must have complete hospitalized bed rest for 3 days. Unfortunately, the adventure the group had on Triad prior to the surgery has made them wanted by the law, and so they escape the hospital moments before Star Law rushes in to arrest them. Since he left the hospital 3 days before he was supposed to, he loses 3 points of STA attribute. Although annoying, he vows to recover the points using experience points after the session!

Implant Source

While it is possible players simply head to the nearest hospital and ask for an implant, the cost of many of the implants is quite high, and it is more likely that characters will receive their implants from a corporation or military research facility.

Free implants?

If the implants are provided as a type of payment, or the player’s characters are recipients of some research program built into the Referee’s story, then there should be no need for the cybernetic surgery table – the Referee just gives the players what they receive (and the costs may or may not be necessary, depending on circumstance).

Reputable hospitals

But most characters will have to pay for their implants. That means finding a hospital, waiting for and receiving the surgery, and recovering. Such activities are documented, and players should be aware that their character’s permanent legal records will list exactly what prosthetics, bionics, and cybernetics they received.

If your character chooses not to use the known cyberbionic hospitals, he must locate someone in the frontier willing to do the work. If the character is lucky, maybe some great role-playing, favor-owing, or bribes will encourage a doctor or facility not to report the new implant… but then again maybe even trying to request such illicit activity could land your character in jail. The listed costs of all implants assume the recipient is going to use a reputable hospital.

KNOWN CYBERBIONIC HOSIPITALS
System Location Restriction Wait Cost
Cassidine:Triad Cassidine Development Corporation R&D Center in New Hope, planet’s capital No weaponry x0.75 x1.00
Dramune: Outer Reach Lady of Hope hospital, City of Des’Kan, east of Lake Geneveve Bionics only x1.25 x0.75
Gruna Garu: Hargut Starport of Heston, WarTech Industries Cyber Division (you become property of WarTech) No Prosthetics x0.50 x1.00
Kdikit: Madderly’s Star UPF Space Fortress Kdikit, Medibay Delta Four, UPF officers only No Complex x0.25 X1.25

Cybernetics Chop Shops

Characters wishing to circumvent the reputable hospitals of the frontier can opt to get their implants on the black market. This can be dangerous, but it allows them to keep their implants a secret (in case possession of certain types is against the law).

Using a chop shop is just like using a reputable hospital - except it takes more time to locate (half the locate chance on the cybernetic surgery table), twice the surgery time (and therefore twice the chance of a mishap that costs the character 1d5 STA), and no hospitalized recovery allowed. Therefore, the “recovery (days)” column represents an automatic amount of STA lost by the patient after surgery.

RUMORED CYBERBIONIC CHOP SHOPS
System Location Restriction Wait Cost
Zebulon: Anker A washed-out med student known as Dr. Siber from University of Zebulon is said to provide implants, no questions asked None negotiable x2.00
Dramune: Outer Reach Lady of Hope hospital, City of Des’Kan, east of Lake Geneveve, if you ask the right person… Bionics only x0.50 x1.75

Another Character

Although technically a robot-Arnold is everyone’s favorite cyborg. Free wallpaper downloads of the video game Terminator 3: The Redemption, by Atari. Image ©GameWalpapers.com.

Player’s characters generally lack the proper facilities to perform the complex types of operations required to implant technology in another character. Assuming the character does come across such a facility (a wellstocked hospital will do, but if the character is lucky he may find the materials necessary in a pharmacy or on the black market), he should be able to do the work with the following considerations.

Consider the cybernetic surgery table’s “locate” chance to be a medic character’s chance to locate the materials necessary to perform the operation on any given world. The cost of the implant will be half of what it would normally be, since the medic character will be the one doing the labor. Otherwise the “surgery” and “recovery” columns of that table are still quite valid. One notable exception is that recovery can be done while traveling in a vehicle or starship without requiring an actual hospital stay, since the character has his doctor with him at all times.

A medic character must possess a minimum amount of skill to perform the operation as per the minimum skill table below.

MINIMUM SKILL LEVEL TABLE
Implant type Medic SkillTechnician SkillRobotics Skill
Prosthetic, simple 1 -- --
Prosthetic, moderate 1 -- --
Prosthetic, complex 1 -- --
Bionic, simple 1 1 --
Bionic, moderate 2 1 --
Bionic, complex 3 1 --
Cybernetic, simple 4 2 1
Cybernetic, moderate 5 2 2
Cybernetic, complex 6 2 3
If a character lacks this minimum level of skills as shown on this table, he cannot perform the surgery necessary to implant the listed type. If he tries, the surgery will automatically fail, leaving the patient with permanent 1d5 STA loss.


Danger of Implants

Although prosthetics have no particular issues, bionics and cybernetics do come with a price.

Bionics

Bionics are powered off the character’s own body. Although they drain the character only minimally, they require the character consume a bit more food and rest a little bit longer than he otherwise would have had to under identical circumstances.

If you have a number of bionic implants equal to or less than 10% of your character’s STA score, your character need only rest and eat regularly. Vrusks add +1 to this threshold (as their bodies seem more able to receive implants) while Dralasites subtract 1 from this threshold (their amorphous bodies have more trouble interfacing with implants). Although there is no real game effect, players should role play their character being hungry and tired a bit more than others.

BIONIC IMPLANT THRESHOLD TABLE
Race Bionic Implant Threshold
Dralasite STA/10-1
Human STA/10
Vrusk STA/10+1
Yazirian STA/10

If you exceed 10% of your character’s STA score in bionic implants, you must take vitasalt pills daily or else suffer fatigue that results in a -10 penalty to all actions. For every 5 bionic implants more than this, your character must take 1 vitasalt pill. Vitasalt pills are quite inexpensive, and are the bionic character’s best friend. Lacking these pills, your character might be able to get by with caffeine and sugar - but this can cause annoying headaches.

For Example: Gord’n is a Yazirian and has a STA score of 55. He can have up to 6 bionic implants and have no in-game effects. If he has more than 6, however, he must take a vitasalt pill daily. If he has 11 implants, he must take two pills daily. If he has 16 implants (wow!) Then he must take three pills daily.

Bionic Damage Rule:

(Optional) Additionally, it is possible your character’s implants can become dislodged, damaged, or somehow malfunction when you take a great deal of bodily damage. Any time your character is reduced to 10 current STA or less, the player must make a d100 roll for each implant. On a result of 01-05, that piece of technology is no longer functional, and must be repaired (costing 1d10x100 Credits). The Referee will inform you if he is going to use this rule.

Cybernetics

Since cybernetic implants rely on power – the biggest danger you can endure is running out of the precious commodity. Depending on the nature of the implants, you may find that you are suddenly immobile or worse. An unpowered cybernetic component simply doesn’t function.

Additionally, a character has a maximum number of cybernetic implants his body can safely sustain equal to his LOG score divided by 10. For example, a character with 45 LOG can have 5 cybernetic implants without worries. This limit relates to how well the brain can manage interfacing with the implants, and how well the character can maintain his humanity (or whatever race he is) while having his bodily tissue slowly replaced by technology. Just like for bionic implants, Dralasites have a penalty of 1 applied to this threshold due to their amorphous nature and lack of a centralized, immobile brain and nervous system. Vrusk have physiologies that lend themselves to implantation and therefore have a bonus of 1 applied to this threshold.

However, each additional implant carries with it a chance of cyber rejection. Directly following a surgical procedure that results in more than this maximum number, the patient must make a LOG check. If he succeeds, his body accepts the new cybernetic implant and all is well. If he fails in this roll, the character’s mind rejects the implant and it must be removed. Once a character’s mind rejects one cybernetic implant, it will reject all further implant attempts for the rest of that character’s life.

CYBERNETIC IMPLANT THRESHOLD TABLE
Race Bionic Implant Threshold
Dralasite LOG/10-1
Human LOG/10
Vrusk LOG/10+1
Yazirian LOG/10

For example: The Yazirian Gord’n has a LOG score of 65. He is able to have up to 7 cybernetic implants before he has any fear of dealing with cyber rejection.


Cybernetic Damage Rule:

(Optional) Whenever the character is hit with a critical hit by someone, the player must go through each of his cybernetic implants and roll d100. On a roll of 01-10, that piece of equipment was damaged and needs repaired (costing 1d10x1,000 Credits – if this is greater than the cost of the implant, then it is trashed and needs replaced). It still counts against the number of cybernetic implants your character has, but is not able to function. Depending on the nature of the implant, this may prevent the character from operating normally.

New Implants

Many of the implants in the implant table are derived from the normal equipment list. Undoubtedly, you and your Referee will create new cybernetic implants (or will find new equipment in future articles).

In such a case, creating an implantable version of any standard or optional piece of equipment might be possible. When doing this, the following simple rules apply:

  • Implant type: if the equipment provides no new functionality and is merely a replacement for a damaged or defective body part, it will be a prosthetic implant. If the equipment is unpowered or powered by microbatteries, it will be a bionic implant. If the equipment requires power from either a parabattery or an EU device, it will be a cybernetic implant. Exception: if an implant would normally be only bionic, it may be elevated to cybernetic if it is extremely invasive or replaces a large amount of bodily tissue.
  • Implant complexity: if the equipment has no external parts and requires no control by the brain, it is simple. If the equipment has external parts and requires no control by the brain, or if the equipment requires control by the brain but has no external parts, it is moderate. If the equipment requires control by the brain and has external parts, it is complex. Exception: if an implant would normally be simple or moderate but is extremely invasive, replacing a large amount of bodily tissue, then the Referee can decide that it is complex to justify the difficult surgical process and long recovery required after surgery.
  • Implant base cost: a prosthetic item will have its own base cost. A bionic version of a conventional piece of equipment costs 10 times the cost of the normal item. A cybernetic version of a conventional piece of equipment costs 25 times the cost of the normal item.
  • Implant complexity cost adjustment: a simple complexity item costs the base amount from above. A moderate complexity item costs one and a half times the cost of the bionic or cybernetic item. A complex item costs four times the cost of the bionic or cybernetic item.

Note: Since all cybernetic implants use EU as energy sources, some parabattery-powered equipment you convert to cybernetic implants might require some common-sense conversions.

EXAMPLE PROSTHETIC IMPLANT TABLE
Implant Description Type Cost
Finger In the modern frontier, a replacement finger (or toe) is moveable and has plastiflesh covering it, creating a realistic looking and usable digit. The character has full use of the finger without penalty.Moderate 500
Hand Hands are far more complicated to replicate than a finger. More mobile parts means more complex technology to force into a small area. And powering it all off the body’s bioelectric field means

innovations in power management. The hand will be fully functional, including tactile feedback through plastiflesh bonding.||Complex|| 5,000

Foot* Like the hand, the many moving parts in a prosthetic foot means a great deal of effort to make perfect. Therefore, the foot isn’t exactly identical to a normal foot as far as motion goes. Someone looking for it will notice the artificial nature of the prosthetic. Moderate 1,500
Leg* A fully-functional replacement leg. Until the patient gets accustomed to it (which takes about 1 month), he will walk with a noticeable limp. The leg is not fully covered with plastiflesh, and not matched in color. However, it is fully mobile and powered by the character’s own bioelectric field.Complex 6,000
Arm* The character will not be able to operate is artificial arm with his full strength. In fact, his STR will be considered 10 points lower with his artificial limb. He will be able to control it with his full DEX and RS, however. Like the leg, no attempt is made to color match or cover with synthetic flesh, so most artificial arm recipients cover their arm with long sleeves.Complex 7,500
Eye This eye fully replaces the character’s original eye, functional in every way. It is usually color-matched as well. Complex 5,500
Nose This is generally a cosmetic replacement only, not really functional.Simple 750
Ear As the nose, above, this is generally a cosmetic replacement only. Inner workings of the human ear are delicate and sensitive, and a prosthetic ear is simply for aesthetic purposes.Simple 550
* for an added 20%, the prosthetic can be color-matched and fully covered with plastiflesh to appear indistinguishable from a normal body part.


Implant Descriptions

On the following three pages are tables of implants. They are summarized in the tables, but additional details can be found in the more verbose descriptions on the pages which follow them.

Bionic Implant Descriptions

As was noted previously, all bionic implants are powered from the character’s own body and require no power supplies. The descriptions are summarized in the tables on the previous pages, but those descriptions are expanded on in the sections below.

Anit-shock Implant

Type: bionic, simple cost: 2,000 CR

This is described in the normal equipment section of the Alpha Dawn game book and is only included in these lists because the item is, in fact, an implant. In settings where no cybernetics/bionics are used, this piece of equipment still exists. In settings where implants from these rules are permitted, an anti-shock implant counts as a bionic implant.

BioCom

Type: bionic, moderate cost: 2,000 CR

This is an implanted communications device similar to a chronocom in nearly all respects. Like a visocom (Star Frontiersman #1), it lacks certain features that a chronocom possesses. A biocom is implanted on the back of the hand and in the jaw. The recipient doubletaps the back of his hand to activate, and a keypad glows through his skin. He can enter the number desired and then he is hands-free, talking with his mouth and hearing discretely through his ear. He hangs up the conversation with a double-tap on the back of his hand. This piece of equipment should be available in most settings even if other cybernetic equipment is not.

Cyber-Claw

Type: bionic, complex cost: 8,000 CR This is an elaborate version of the cyber-talon (see below). Three similar blades retract from three slots on the back of the hand, between the four fingers. The commands to extract or retract are mental. The cyberclaw is very strong. The three blades are reinforced steel alloys whose rigidity is backed-up by reinforcements in the forearm. While extended, flexing the wrist is severely limited.

Use of the cyber-claw is governed by use of the melee weapons military skill. If the character possesses no skill in melee weapons, he uses half his STR or DEX score with no level adjustments.

Statistics for the cyber-claw are identical to those of a monoknife.

The blades are mono-filament. If a 10 is rolled on any of the damage dice during any attack, the damage the weapon causes thereafter is reduced by one. These penalties accumulate. So if a 10 is rolled five times, the damage will be 4d10-5 until the blades are replaced. The blades can be replaced with fresh blades for 800 CR. The implanted character can replace the blades himself.

Cyber-Talon

Augmentation can lead a species down a path of enlightenment... or can make a race into an abomination of what it once was. Image by Levi Dansam (see her other works at deviantart.net).

Type: bionic, complex cost: 2,000 CR

A single large bladed hook-like weapon retracts in and out of a hardened skin slot in the back of the hand. The implant has connections into the character’s brain, allowing a mental command to extract or retract the talon. This takes some practice, but after a short while the talon can be extracted as easily as moving a finger. The talon is made from a very durable substance. It can cut through many materials, including body armor.

Use of the cyber-talon is governed by the melee weapons military skill. If the character has no levels in that skill, he uses the weapon unskilled.

Statistics for the cyber-talon:
skill: melee +5, damage: 2d10 (inertia).

The talon is mono-filament. If a 10 is rolled on either of the damage dice during any attack, the damage the weapon causes thereafter is reduced by one. These penalties accumulate. So if a 10 is rolled five times, the damage will be 2d10-5 until the talon is replaced. The talon can be replaced with a fresh one for 200 CR. The implanted character can replace the blades himself.

Dermal Chrome

Type: bionic, complex cost: 12,000 CR

The character’s skin is implanted with hundreds of synthglands which emit a chemical. This chemical solidifies into a shiny flexible substance on contact with oxygen. The result is a completely reflective body. Although oxygen is required to cause the chemical hardening reaction, it is not necessary to maintain the hardened state of the chemical.

The character receives a -10 penalty to all stealth checks, but takes only half damage from energy attacks like those from a laser pistol or rifle. Activating the dermal chrome takes one turn and is done via a mental command. Removing the dermal plating is done with a second command, and takes another full turn.

This is a full-body implant, including the face. It changes the nature of the character’s skin and therefore cannot be given to a character that already has harmonic subdermal gel implants or dermal infrared treatment.

The character can use these glands once per 24 hour period and the chrome effect will last all day. However, as the chrome absorbs damage you must keep track of it. When it has absorbed 25 points of damage, it is no longer able to protect the wearer and he must wait until the next day to re-manifest his chroming.

This is a defensive implant. Characters with dermal chrome receive no additional protection by wearing an albedo suit. If the character wears another type of protection over his dermal chrome, the topmost layer is the only layer which provides protection. For instance, if a character with dermal chrome wears a skeinsuit, he will receive the benefit of the skeinsuit and not his dermal chrome until the suit is depleted. Then his dermal chrome will protect him through the shredded skeinsuit.

Dermal Climbing Pads

Type: bionic, moderate cost: 3,000 CR

This implant is specialized padding on hands, elbows, knees, and feet. The padding is in the form of synthetic follicles of special hairs which hook into surfaces. The hairs are very strong and short, and split (and re-split) giving an almost velcro-like effect. This implant allows a character (as long as he has enough STR to lift himself) to climb vertical or inverted surfaces without risk of falling. Nearly any surface can be climbed, with the exception of glass or chromed surfaces.

Dermal climbing pads cannot be removed by any conventional means. The stiff padding grows through burn or scar tissue, and re-grows itself quickly if somehow cut. The pads are not visible to the naked eye, but can be felt if touched. Use of the dermal climbing pads requires any three of the following body parts to have contact with the surface being climbed: hands, elbows, knees, or feet. If fewer than three of those are body parts are making contact with the surface, a STR check is required to remain clinging.

Despite the fact these implants are on the skin’s surface, they do not interfere with the ability to implant other dermal (or subdermal) implants.

Dermal Infrared Treatment

Type: bionic, moderate cost: 5,250 CR

The character’s skin is infused with a special coating that masks his heat signature. This makes him invisible to infrared detection devices of all types.

The more wounded the character, those wounds will show up on infrared detection systems. Therefore, the character must constantly be covering up his injuries if he wishes to maintain his invisibility to such technology.

If a character is reduced to half his body point maximum, he only has a 50% chance to avoid detection from IR sensors (from robots, computers, vehicle or building security sensors, or characters with infrared goggles). If reduced to 10 current STA or less, he only has a 25% chance to avoid such detection.

When the skin regenerates itself, the infrared treatment regrows. The dermal infrared treatment is so infused with the character’s skin that no other implant which covers the skin can be given to a character with this implant. This means no character with a dermal infrared treatment can also have dermal chrome or harmonic subdermal gel implants.

Eidetic Implant

Type: bionic, moderate cost: 575 CR

This implant goes in the head, with small parts mounted behind the ear and along the skull. It is able to record what is seen by the eyes, giving all the benefits of a typical hand-held 2d video recorder, powered by the body’s own bio-electric field. It is an inexpensive implant but one favored by spies and journalists.

The imagery recorded is not holographic. It is simple imaging, from one eye. The eye that does the recording is somewhat obvious because of the coloration (the iris is replaced by a light gray disk with automated aperture). The character is able to see through the eye as if it were his own.

Basic audio is also recorded, drawn from the vibrations picked up from the character’s ear drums. The camera can take stills or motion video, and records it onto a limited but spacious memory disk loaded into a small slot behind the character’s ear. The disk can be removed and placed in nearly all standard computers in the frontier and the images and videos transferred.

FlameFinger

Type: bionic, moderate cost: 750 CR

This is a classic fire starting implant, spewing a flame from the pointer finger of one hand. The chemical fuel for the flamefinger fits into an internal synthetic glandsack reservoir in the inner forearm and lasts for 20 or more years. This implant works identically to the everflame found in the Alpha Dawn game book.

The flamefinger can be activated by a mental command, but also requires a flicking motion from the finger. This helps ensure the character doesn’t accidentally start fires during dreams or similar. The finger can be used to burn through ropes or zipties used to bind his hand – and few sensors can detect the presence of the implant. Although not designed to use as a weapon, creative characters will find a way to make this implant dangerous.

The reservoir is located deeply in the forearm and will not rupture from most normal injuries.

Foot Anchors

Type: bionic, complex cost: 800 CR

The character’s shins have retracted spikes. Upon mental command, the spikes shoot downward, digging into most surfaces (for instance, solid earth, concrete, stone), anchoring the character in place.

Regardless of combat results, the character is anchored in place and cannot be knocked down or backwards. The foot anchors can be retracted or extended at will and do not count as an action.

Gill Implants

Type: bionic, moderate cost: 10,000 CR

Characters with gill implants can breathe underwater. The location of the gills varies. Some characters implant them on the sides of their torsos, while others prefer them on their necks or cheeks. Regardless of the location, characters will be able to breathe under water or while submersed in some other liquid as long as the liquid has oxygen in it.

Gill implants interface with the character’s lungs. Characters cannot breathe from their mouths while breathing through their gills. Therefore the character is unable to speak underwater, though they may move their mouths freely. Their gills can emit no noise – they are passive devices which take over when the character is submersed.

Harmonic Subdermal Gel Implants

Type: bionic, complex cost: 10,000 CR

This implant places rows upon rows of harmonic gel just under the top layer of skin. The character’s flesh will regenerate the harmonic gel when the character receives damage, just like it will rebuild flesh.

The character will take only half damage from sonic attacks, and the character receives a bonus of +20 to any STA check when trying to avoid sonic-based stun effects.

This implant is quite obvious. The rows of gel are easy to spot, and when wounded the bluish gel bleeds along with the red blood of the character, leaving purple stains where the character is shot or cut.

Like other full-body skin implants, characters with harmonic subdermal gel implants cannot be also implanted with dermal infrared treatment or dermal chrome. As the gels absorb half the damage from sonic attacks, players must keep track of these points absorbed. When 25 points of sonic damage have been absorbed, the gels are too damaged to be effective protection. As the character heals damage, he also heals damage to his harmonic subdermal gel implants.

For instance, a character with this implant sustains 32 points of sonic damage – 16 of which was absorbed by the suit. Later he is healed by a medic for 12 points. His harmonic subdermal gel implant is now considered to have only 4 points of damage.

This is a defensive implant. If the character wears another type of protection over his harmonic subdermal gel implant, the topmost layer is the only layer which provides protection. For instance, if a character with this implant wears a skeinsuit, he will receive the benefit of the suit and not this implant until the skeinsuit is depleted. Then his harmonic gel implant will protect him through the shredded suit.

Identity Card Implant

Type: bionic, simple cost: 2 CR

It is very common in the frontier to have your identity card implanted. This creates a radio-frequency identification tag just under the character’s skin. Many detectors and scanners can read these implants – it is common in the frontier.

This is described in the normal equipment section, page 82 and is only included in these lists because the item is, in fact, an implant. In settings where no cybernetics are used, this piece of equipment still exists. In settings where cybernetic implants are permitted, an identity card implant counts as a bionic implant.

Infrared Ocular Implant

Type: bionic, complex cost: 12,000 CR

The character replaces one of his eyes with a one that is able to see in the infrared spectrum. He can see things by the heat they give off, including seeing the footsteps of a character, or the places where his hand touched a door knob or wall. He can even see walls, floors, etc. By the way in which their materials absorb, keep, or release heat.

Characters with infrared ocular implants are unhindered by smoke grenades or complete darkness. The resolution of the infrared ocular implant is quite good. The character can even read printed text by being able to see the difference between the black and white areas of the page… although it does take some amount of effort to focus on the words.

The eye replaced by the infrared ocular implant is obvious. There is no white to the eye, and the iris is red. The pupil mechanically moves with a small mechanical noise. It is normally fully closed to a tiny dot when the character is in light. When he needs to see in the infrared spectrum, however, he mentally commands his implant’s pupil to open. It translates what is “seen” by the implant into visual imagery projected into the character’s retina, allowing him to “see” what there is to see.

Characters can normally have only one ocular implant, unless they wish to replace both of their eyes of course.

Knuckleplating

Type: bionic, simple cost: 100 CR

The character’s knuckles receive weighted reinforced plates which run through the hand and clamp to the top of the forearm. Receiving such reinforcement, the character can punch with tremendous force without risking hurting his hand. The plating adds +4 to punching damage. Using brass knuckles will not add to the damage caused, since the knuckles themselves are just as strong as the brass. Knuckleplating is more common than many of the other implants and Referees may wish to allow them even when other implants are not permitted in his game.

Liquifilter Implant

Some implants require maintenance. This is a “quick sketch” by Manda (screenname *SeriousBreakfastTime) over at deviantart.net.

Type: bionic, simple cost: 330 CR

The character receives an implanted specialized filter. It goes in directly following his esophagus but before the stomach. This implant allows a character to drink water tainted with toxins. This implant is sometimes used to immunize entire colonies against toxins located in planetary water supplies.

The filters are organic in nature and regenerate themselves over time by drawing nutrients out of foods the character eats. Eating vitasalt pills will help regenerate the filters quicker, and on worlds where this implant is used to for entire colonies, food supplies already include these pills crushed into the supplies.

One side effect is that a character’s skin takes on coloration specific to the type of chemicals being filtered. Colonies where characters have bluish, reddish, or other skin colors is quite possible. After a year or so of being away from such a tainted water source, the skin will gradually return to normal.

Low-Light Ocular Implant

Type: bionic, complex cost: 12,000 CR

The character replaces one of his eyes with this implant. It is able to adapt to a very wide variety of light conditions, allowing the character to see normally if there is even a single star shining in the sky. Of course, it cannot allow the character to see in pitch black.

The character’s vision is able to be “flashed” by sudden bright lights when it has been adjusted to a very lowlight condition. This makes the eye unusable for a turn.

This implant is popular among scouts and hunters, allowing the character to hunt at night without penalty. Unlike other ocular implants, this implant can be made to appear quite similar to the character’s other (real) eye. Because of this, it can often go undetected.

Lungfilter Implant

Type: bionic, simple cost: 6,800 CR

The character’s lungs are replaced by a set of very efficient cyber lungs. They do the same job a normal organic lung does, but are better in that they can filter out a large array of toxins. They cannot create oxygen where none exists of course, but if oxygen exists in the atmosphere they breathe, the character will be able to exist just fine.

Characters with a lungfilter implant can ignore inhalants suddenly placed in their path such as poison grenades and various types of biological gas-based warfare. He is simply immune.

The character can hold his breath for a very long amount of time, since the implant buffers oxygen for such needs. Double the amount of time a character can hold his breath.

The lungfilter implant can also manage in more or less dense air pressure than a normal lung. This allows the character to reach higher altitudes safely while mountain climbing or exist on worlds that have a more dense atmosphere.

Magnasole Implant

Type: bionic, simple cost: 1,000 CR

The bottom of the character’s feet are made into electromagnetic material. The character can turn on the electromagnetic feet through a mental command, and can turn it off similarly. Once enabled, the character can walk on any metallic surface designed for use with magnetic shoes.

Many space stations and spaceships include support for such magnetic shoes so characters can get around in zero gravity. Although awkward, they allow nearly normal movement rates across specially prepared surfaces.

With this implant, the character need not use magnetic boots as mentioned in the Alpha Dawn book. He is considered to have them already, even if wearing other shoes or boots. Additionally, he can cling to any surface that can hold his weight as long as that surface is ferrous.

For instance, a character might “stand” on a pipe on the ceiling and walk along it, even though he is upsidedown.

Magnification Ocular Implant

Type: bionic, complex cost: 8,000 CR

Popular with scouts an hunters, these implants replace an eye of the character. They include a tiny microcamera and have an image processing system implanted behind the eye, replacing the character’s normal retina and interfacing to the optic nerve directly.

Magnification ocular implants allow the character to zoom his vision up to five times the normal distance, allowing him to focus on things very far away. Additionally, he sees a small crosshair superimposed in the center of his vision. He can move the crosshair over various objects in view and if kept there for 1 turn he will be made aware through a mental interface exactly how far away the item is. If it is in motion, he will also be made aware of the speed it is moving and also how long it will take that item to reach him.

The magnification ocular implant is obvious. As the character uses it to look through, it makes mechanical noises as it moves and focuses. The entire eye is replaced with one dark black or blue eye with a single mobile pupil in the center. Some painted varieties exist, containing a glossy pretend eye that fools no one but is a bit less strange to look at.

Characters can normally have only one ocular implant, unless they wish to replace both of their eyes of course.

Med-Trace Tag

Type: bionic, simple cost: 100 CR

See this in the Starfrontiersman#3. In settings where the Referee doesn’t allow cybernetic implants, this implant may still exists. It is included in this list because it is, in fact, a bionic implant. In settings where cybernetics are allowed, this implant counts towards the character’s Bionic threshold limits described above (see Dangers of Implants).

NeuralComp

Type: bionic, complex cost: 1,700,000 CR

This is a highly sophisticated implant. This implant is for a player who wishes to have his character implanted with an internal powerful computer.

The neuralcomp is a level 4 computer that is roughly palm-sized (fitting in the head alongside the character’s own gray matter). It can store up to 100 function points worth of programs (selected by the player at the time of implant). It is equipped with an RF interface and a fiber-optic jack located in the back of the character’s head under a removable patch of hair, allowing the character to interface with other computers.

The computer has no keypad and no display – the character “sees” the display in his mind. Normally, while using the computer, he closes his eyes because seeing the computer screen superimposed over what he sees with his normal eyes is disorienting. Rather than type, he mentally sends the typed characters to the computer. It’s all very fast and efficient.

Lesser neuralcomps may exist but few people would bother with implanting a computer that is less than maximally powerful.

NorthPoint Implant

Type: bionic, moderate cost: 225 CR

This is a simple implanted digital compass, giving the character an automatic ability to detect which direction is north. Like any other compass, it can be affected by strong magnetic fields. On some worlds, magnetic north may not always be in the direction the character expects. Any limitation which exists for a traditional compass also exists for the northpoint implant.

Plasteel Cutter Implant

Type: bionic, complex cost: 1,200 CR

This is a hand implant. The index finger has a retractable carbon-enhanced steel cutter, and the palm of the same hand has a simple suction mechanism implanted in it. The palm is placed against a piece of glass, and the hand is moved in a circular motion. After a few moments, a standard piece of glass can be cut away, allowing quick (if illicit) entry into a building or vehicle. This doesn’t work with armored glass, but works with traditional civilian-grade glass.

The cutter tip is not designed for cutting flesh and cannot be used as a weapon. Since ownership of the plasteel cutter implant can only be intended for illegal activities, it is considered illegal by some governments.

Reflex Implant, Basic

Type: bionic, moderate cost: 500,000 CR

This implant is very invasive. The character’s own central nervous system gets replaced/upgraded with parallel lines, and certain key nerves are completely replaced. This upgrade to the character’s natural electrical network improves the character’s RS score by +20. It therefore adds +2 to initiative rolls. This is the basic model – and requires no additional energy source to power/use.

As the character spends development points to improve his own RS score, his implant is automatically better since the implant is an improvement over the character’s own reflexes.

Characters with a basic reflex implant tend to be jumpy, jittery. They are sometimes accused of having too much caffeine – though they can control this when they apply conscious effort.

Retractable Finger Blades

Type: bionic, complex cost: 600 CR

Each of the character’s fingertips of one hand have a tiny but effective razor that can extend from under the fingernail. The blade is mentally extracted/retracted nearly instantaneously. The blades themselves stick on only slightly, being almost unnoticeable.

The blades are fairly durable. They’re made of a strong duraplastic alloy and do not set off metal detectors. They can be used to scratch someone but are designed for use in thievery (they give a bonus of +10 to all rolls where they can come in handy, such as picking pockets). Used in combat, this implant adds +2 to the normal unarmed damage the character causes in combat – not compatible with the bonuses provided by knuckleplating or skeletal augmentation (because it uses the fingertips rather than fist).

The blades will not cut material stronger than thick leather or skeinsuit cloth. If broken, the blades can be replaced for 100 credits.

Self-Repair Implant

Type: bionic, complex cost: 250,000 CR

This is a very powerful implant. It includes powerful diagnostic systems, able to detect problems with the character’s body representing damage and toxins. It also includes various holding reservoirs containing necessary drugs to help manage the character’s medical condition and is even able to defibrillate the character if his heart stops. It is a very effective auto doctor system.

In game terms, it allows the character to regenerate 1 current STA per hour until he is healed fully. The healing is very fast but imperfect in many ways, causing nasty scarring.

The character’s implant will give him a +20 to any STA check when knocked unconscious in battle to help ensure he is revivable. Additionally, the character receives a +20 bonus to any STA check to remain conscious when hit with a stun attack.

There exist many organic glands able to replenish the various chemicals needed by the self-repair implant connected to it within the character’s torso. But as the self-repair implant works, it generates waste. Some of that waste it passes through the character’s waste system, but some it stores. Every four years, the character must replace the self-repair implant. Replacing the implant is not as expensive as the initial installation – it only costs 50,000 credits and a few hours.

Skeletal Augmentation

Type: bionic, complex cost: 1,250,00 CR

This implant takes a great deal of time to install. It is a gradual replacement or reinforcement of a character’s entire skeletal system. When the procedure is complete, the character’s skeleton is laced or replaced with a highly durable duraplastic material. It doesn’t set off metal detectors, but is much stronger than bone itself and therefore gives the character some advantage.

Characters with skeletal augmentation can add +2 to the damage caused by any unarmed attack (this adds to knuckleplating not to retractable fingerblade implants). Additionally, the character takes only half damage from any inertia bludgeon attack (such as unarmed fists, clubs, nightsticks, or falls).

Smuggling Compartment Implant

Type: bionic, simple cost: 600 CR

This implant isn’t so much of an implant as it is a carved-out space in the character’s body. Often replacing a large area of meat and muscle (such as a thigh, calf, or other muscular region), this is a small area carved away and lined with durable lining. A closeable door exists, which is covered with skin tone matched plastiflesh so as to appear identical to the character’s own flesh. It is the ideal smuggling compartment.

A character can conceal a small item (no larger than a knife or unextended sonic sword – perhaps a rolled up piece of paper, etc.) Within the smuggling compartment implant and it will be hidden from view. The lining that surrounds the item is made of materials which help mask the hidden item from various forms of view (such as x-ray machines, etc.)

Smuggling compartments cannot be opened automatically by mental command. They simply have a small catch/button that resembles a mole or freckle. When pushed, the compartment door slides back to allow access to the compartment. Pressing the mole/freckle a second time forces the compartment door to slide closed.

Synth-Eyes

Type: bionic, complex cost: 1,000 CR

The character has lenses implanted in place of the lenses which normally protect his eyes. This implant can be added over other ocular implants such as lowlight ocular implants or infrared ocular implants.

The lenses are made of special transparent electrical components wired to a small implant nestled between the halves of the brain, wired into both. Upon command, the character can cause his implant to tint his lenses to act like a pair of implanted sungoggles. Additionally, the lenses can be commanded to cause creative effects on the appearance of the eyes. For instance, the character might change his eye color or cause his eyes to appear completely white, devoid of iris or pupil. Some people like to make their eyes glow slightly. Although none of this affects the vision capabilities of the character, they are all fun to roleplay.

The Referee permits, creative use of synth-eyes during intimidation, seduction, or other social interaction rolls will allow a +10 to any relevant roll.

Synth-Flexh

Type: bionic, complex cost: 5,500 CR

The character receives networks of synthetic gland implants all over the body. These microglands are wired back to a central implant in the torso which is then wired into the brain via the central nervous system.

Upon command, the character can modify his skin pigmentation to match that of any possible skin color the character’s species (presumably human unless playing in a setting which includes other races) is capable of. The color change takes about one minute and causes the character’s top layer of skin to flake off, revealing the new colored skin and a pile of dead flesh on the ground.

Creative characters have more options than simply changing their skin color. A character who has an Intuition score of 50 or more is able to cause artistic shapes to appear on their newly grown skin. This is normally in the form of tattoo-like art or similar, but can also appear like leopard spots, tiger stripes, etc.

A character who changes his skin to pitch black can, if also clad in stealth-permissive clothing (or none at all!) receive a +10 bonus to any checks to hide in shadows.

Synth-Hair

A little cyber gear can turn the tiniest slip of a character into a killing machine, but at what cost? How much of your humanity are YOU willing to give up? Artwork by Mikajima at deviantart.net.

Type: bionic, complex cost: 1,200 CR

The character’s head of hair is made bald by surgical removal of all follicles. New follicles are implanted which generate synthetic hair made of special fibrous circuitry. The follicle implants are networked together and wired to an implant that is placed in the head and wired to the brain.

Upon mental command, the character with this implant can command it to cause his/her hair to straighten, wave, curl up, or take on an appearance similar to being dirty or frizzy. The implanted synth-hair can be commanded to be any length from appearing totally bald to having hair down to the character’s tailbone. It can also be commanded to change color, taking on any color the character can imagine.

The hair change takes about a single turn. It is helpful for facilitating quick disguises or for getting ready quickly for a night on the town.

Synth-hair, if cut or burned or damaged, can grow back but it takes several weeks for the synthetic fibers to be regenerated naturally.

Timepiece Implant

Type: bionic, moderate cost: 300 CR

The character who receives this implant always knows what time it is (galactic standard time). The implant can be mentally set, reset, etc. and includes multiple alarms. The alarms are not audible of course, they simply stimulate the areas of the brain necessary to awaken/alert the character.

The character can also time things with an internal stopwatch. He can issue the commands to start the timer, to stop it, and is aware of the amount of elapsed time.

This implant can also be used as an event planning calendar system. It allows a character to file away dates that are important to him and eliminate the chance of failure.

Toxi-Rad Gauge Implant

Type: bionic, moderate cost: 375 CR

The toxi-rad gauge is a hand-held (or worn) piece of general gear found in the general equipment list in the Alpha Dawn game. This is an implanted version of the conventional survival gear. It connects to the character’s brain directly – but the implant itself is located in the character’s arm and shoulder. It senses the atmospheric toxicity and radiation levels and provides internal mental alerts when conditions exceed acceptable levels. Exact measurement values can be queried as well.

A complex version of this bionic implant also exists. It has a small mineral/liquid sample port allowing minerals to be analyzed (and liquids as well). This allows the character to know the toxicity and radiation levels of anything he wishes to sample, provided he can get it to fit in the sampling port in his shoulder. The cost of this complex version is 1,875 credits and is considered an upgrade to the standard toxi-rad gauge implant (not a separate implant).

Trace-Tag

Type: bionic, simple cost: 25 CR

See this in Starfrontiersman#3. In settings where the Referee doesn’t allow cybernetic implants, this implant may still exist. It is included in this list because it is, in fact, a bionic implant. In settings where cybernetics are allowed, this implant counts towards the characters limits.

Unisolve Spray Implant

Type: bionic, moderate cost: 7,500 CR

The character’s body receives dozens of tiny spray nozzle emitters covering various locations on his body. A network of tubing connects those emitters to a spray system located in the character’s left thigh. Into this thigh is placed five solvaway spray canisters.

One turn after a character with a unisolve spray implant is attacked with a tangler grenade, the canisters will be released through the emitters. This allows the character a 75% chance of being immediately freed from the entanglement strands.

The character cannot mentally control this implant. It simply has a series of emitters and detectors. It senses the entanglement strands in liquid form and waits one turn before releasing the spray (because solvaway spray only works on hardened strands). If it successfully frees the character he can act normally during the turn (freeing himself doesn’t count as an action – it was an automated process).

Five canisters of solvaway spray costs only 50 credits.

Universal Translation Implant

Type: bionic, moderate cost: 22,500 CR This implant goes in the throat and also in the ear canal. It is programmed with all the core languages spoken in the frontier (each race’s native language). Any language the character hears is translated (as well as it can be) to the character’s native language. Additionally, he is able to speak in his native language and the implant translates his spoken text so it comes from his mouth in any of the programmed languages desirable.

Additionally, the character can set his implant to a “learn” mode. In this mode, he is able to listen to some unknown race and it will slowly learn the language and begin translating for the character. The implanted universal translator can store up to 4 additional languages in this way.

In all practical ways, this is simply an implant version of the polyvox found in the Alpha Dawn game manual.

BIONIC IMPLANTS
Implant Description Type Cost
Anti-Shock Implant Immunizes the character against all forms of electric/shock damage. This item also exists in the standard equipment lists, even if the optional cybernetics rules are not used. Simple 2,000
BioCom An implanted communications devices similar to a chronocom in nearly all respects. Implanted on the back of the hand and in the jaw. Moderate 2,000
Cyber-Claw This is an elaborate version of the cybertalon. Three similar blades retract from three slots on the back of the hand, between the four fingers. The blades are treated like a monosword (from the back of the Star Frontiers Digitally Remastered book) in all respects. Complex 8,000
Cyber-Talon A single large bladed hook-like weapon retracts in and out of a hardened skin slot in the back of the hand. Treated as a monoknife (from the back of the Star Frontiers Digitally Remastered book) for all combat purposes. Retract/extend command issued mentally. Complex 2,000
Dermal Chrome* The character’s skin is implanted with hundreds of synthglands which emit a chemical that solidifies into a shiny flexible substance on contact with oxygen. The result is a completely reflective body. The character receives a -10 penalty to all stealth checks, but takes only half damage from energy attacks like those from a laser pistol or rifle. Complex 12,000
Dermal Climbing Pads Padding on hands, elbows, knees, and feet. Allows a character with enough STR to lift himself to climb vertical or inverted surfaces without risk of falling. Moderate 3,000
Dermal Infrared Treatment* The character’s skin is infused with special coating that masks his heat signature. He is invisible to infrared detection devices of all types. Moderate 5,250
Eidetic Implant This implant goes in the head, with small parts mounted behind the ear and along the skull. It is able to record what is seen by the eyes, giving all the benefits of a hand-held video recorder, powered by the body’s own bio-electric field. Moderate 525
Flamefinger This is a classic fire starting implant, spewing a flame from the pointer finger. The chemical fuel for the flamefinger fits into an internal synthgland in the inner forearm and lasts for 20 or more years. Works identically to the everflame. Moderate 750
Foot Anchors A long spike drives down from the heel into the ground and anchors the character in place. He cannot easily be knocked down or back, regardless of any combat results. Complex 800
Gill Implants This gives the character gills, either on his neck or along his torso. They allow the character to breathe underwater, drawing oxygen from the water molecules. Moderate 10,000
Harmonic Subdermal Gel Implants*Layers of harmonic gel rows are added just under the skin. From the surface, it appears that the character has cords of fatty deposits all over his body. The character will only take half damage from sonic weapons, and receives a bonus of +20 to any STA check to resist sonic stun effects.Complex 10,000
Identity Card Implant It is a simple RFID identity device on a microcircuit, implanted under the skin. It serves as a passport, driver’s license, and general frontier identification credential. Simple 2
Infrared Ocular Implant Allows the character to see into the infrared spectrum. He can see things by the heat they give off, and can make out structures and objects by the way they absorb or dissipate heat. Complex 12,000
Knuckleplating Simply adds +4 to punching damage. Popular with pugilists and martial artists. Barely noticeable with casual searching. Simple 100
Liquifilter Implant This is a specialized filtration system that goes into the body after the esophagus but before the stomach. It filters toxins out of liquids and allows the character to live off tainted water. Simple 330
Low-light Ocular ImplantAllows the character to see effectively in any level of light, from near pitch black to bright and sunny. His ocular implants adapt to a wide array of ambient lighting conditions. Complex 12,000
Lungfilter Implant Acts as a combination gas filtration mask and rebreather. Powered from the body’s own bioelectric field. No replaceable filters necessary, as all toxins are filtered through synthglands and released as liquid waste through urine stream. Simple 6,800
Magnasole Implants This is a magnetic material that implants into the soles of the feet, just under the skin. It allows the character to walk freely on metallic hulls while in zero gravity. Simple 1,000
Magnification Ocular Implant Allows the character to focus on objects farther away than normal. Zooming and focus can be controlled mentally, and allows the character to see up to 5x normal distance. Complex 8,000
Med-Trace TagSimple 100
NeuralComp This is an implanted computer system. It is miniaturized and powerful. It is a level 4 computer with up to 100 function points worth of programs (selected by player at the time of implant). Complex 1,700,000
Northpoint Implant A digital compass implant, giving flawless awareness of magnetic north. Can be fooled by strong magnetic fields, allowing the character the ability to detect magnetic sources nearby. Moderate 225
Plasteel Cutter Implant The index finger has a retractable carbon-enhanced steel cutter, the palm has a simple suction mechanism. Allows quick removal of unarmored glass, allowing quick building/vehicle entry. Complex 1,200
Reflex Implant, BasicThis wires the character’s body for faster response times, replacing key nerves and upgrading the characters electrical network in his own body. This improves his RS score by +20 for the basic model. This also adds +2 to Initiative rolls. Requires no energy source. Moderate 500,000
Retractable Finger BladesTiny razor-sharp blades that can be mentally commanded to extract from the fingertips. Made of a duraplastic alloy, they do not set off metal detectors. Used to pick pockets (+10% to any such roll) or cut foes (adds +2 to punching damage when striking unarmed, though this damage is not cumulative with knuckleplating since it strikes with a different part of the hand). Complex 600
Self-Repair ImplantThis is a powerful and highly-functional diagnostic and repair system implanted into the torso. It is wired into nearly every organ and into the central nervous system. It can monitor functions, administer drugs, even resuscitate if necessary. It allows the character to regenerate at a rate of 1 STA per hour until healed fully. The healing is fast and harsh, and scarring is common even for injuries that wouldn’t have scarred had they healed unaided. The self-repair unit must be exchanged every four years as it runs out of drugs and fills with waste product. Complex 250,000
Skeletal Augmentation This implant is highly invasive. It reinforces (or in some locations completely replaces) a character’s natural skeletal system. A character with a skeletal augmentation is highly durable. They add +2 to their punching damage when attacking unarmed (cumulative with knuckleplating). A character with skeletal augmentation also takes only half damage from inertia-based bludgeon attacks. Complex 1,250,000
Smuggling Compartment ImplantThis is a compartment with concealed artificial skin covering it, allowing a character to conceal a small item (no larger than a knife or rolled up piece of paper). It is doubtful the smuggling implant will be found during a search – an Intuition check is required with a penalty of -10 to the roll. Simple 600
Synth-eyes Replaces eye lenses with synthetic ones, wired to an implant in the head. Eyes can be mentally commanded to change color. Can be worn over other ocular implants. Complex 1,000
Synth-flesh Replaces skin follicles with synthetic ones which secret pigment into skin at will, mentally commanding color changes and patterns to appear as desired. Complex 5,500
Synth-hair Hair follicles replaced. Hair is synthetic and wired to an implant in the head, which connects to the brain. Hair can be mentally commanded to change color, style, length. Complex 1,200
Timepiece ImplantAn implant that transfers timing information to the recipient’s brain. Allows the character to automatically know the time and date at all times. Also provides with perfect timing through a stopwatch interface, and can awaken the character at specified times. Mental interface only. Moderate 300
Toxi-rad Gauge ImplantThis is a device used to test toxicity of the atmosphere, as well as radiation levels. It is an implanted version of the Toxi-rad gauge found in the conventional equipment lists.Moderate 375
Trace-Tag This is described in Starfrontiersman#3, but is listed here because it can be, in fact, an implant. If using these rules, consider using the Tag Tracker in your games as well.Simple 25
UniSolve Spray ImplantThe body is covered with micro emitters, able to release stored solvaway spray to dissolve tangler grenade strands. Left thigh includes slot for five solvaway spray canisters, which all release one turn after being entangled. The implant has a 75% chance of freeing the character from the entanglement.Moderate 7,500
Universal Translation ImplantBionic version of the polyvox described in the Star Frontiers book, but powered by the body’s own bio-electric field.Moderate 22,500
* As each of these implants change the nature of the character’s skin, they cannot be applied to the same character at one time.


Cybernetic Energy Source Descriptions

The major difference between bionic and cybernetic equipment is that cybernetic equipment requires a power source. Each of the following energy sources counts as an implant, and is summarized on the tables on previous pages. More thorough descriptions are found below.

BioBattery

Large Type: cybernetic, complex cost: 250,000 CR
Moderate Type: cybernetic, complex cost: 125,000 CR
Small Type: cybernetic, moderate cost: 18,750 CR

Biobatteries are organic energy sources. They generate energy based on the body’s magnetic field and on motion, in addition to some other means. They are normally used to power cybernetic gear, but can also be used to power normal gear as well.

There are three different sizes for biobatteries. Other than the amount of energy they can generate and store, all biobatteries work more or less identically. When a biobattery releases energy, the character with the implant can feel it. It actually hurts. As the character grows accustomed to the use of it, he gradually builds up a tolerance to the sensation, but it is always there. There is not game-related effect for this but it should be role-played.

When a character uses these energy units to power his internal cybernetic implants, the connection is made during implantation. When the character wishes to power external devices (such as a laser pistol or defensive projection shield), he must do so with his bio zipcord. It looks like a mole or freckle, but can be pulled out and attached to the device up to 1.5 meters.

  • Small biobatteries can hold only 20 EU worth of energy. They recharge themselves at a rate of 1EU per hour. A character with this size implant has no bio zipcord for using his implanted biobattery to power external equipment.
  • Moderate biobatteries hold 50 EU worth of energy. They recharge at a rate of 2 EU per hour and include 2 bio zipcords for powering external equipment.
  • Large biobatteries hold 100 EU worth of energy. They recharge at a rate of 4 EU per hour and include 4 bio zipcords for powering external equipment.

Example of use: a character has two robotic legs (each drains 1 EU per hour) and a single robotic arm (which also drains 1 EU per hour). He therefore has a need for 3EU per hour of power.

If he wants to make sure his power source never runs out, he could implant a large biobattery. Since it generates 4EU per hour, he is covered. If, however, he wishes to operate on a budget, he could implant one small and one moderate biobattery since they combine to 3 EU per hour of regeneration.

Of course, if he is truly on a budget, he could simply implant an emergency source jack or slot (see below) and rely on standard EU power batteries, beltpack, or backpack.

Emergency Source

Jack Type: cybernetic, simple cost: 200 CR
Slot Type: cybernetic, simple cost: 100 CR

Some characters add emergency source jacks to serve as backups. If their implanted power source becomes defective or is depleted for one reason or another, he can jack in to another power source (a power beltpack, for instance) and get some temporary power. There are two types of emergency sources: a jack and a slot.

For characters with robotic legs, having an emergency backup jack or slot is vital… because if such a character loses his biobattery he cannot walk or run.

  • Jack - An emergency source jack is merely a zipcord connection. It allows a character to connect his power network to an external source such as a power beltpack or power backpack.
  • Slot - An emergency source slot is a slot for a 20 EU power batterypack. Typically located in the torso, the character simply takes a power batterypack (the same kind which is used for most energy weapons) and slams it into his torso slot. He then can operate off the batterypack until he regenerates his internal power source.

Optional rule: If the Referee permits, any player who purchases a biobattery (of any size) may be assumed to have an emergency source slot and jack for free. If he allows this, do not count the emergency sources against the number of implants the character is permitted to have based on his LOG score (see dangers of implants).


CYBERNETIC ENERGY SOURCE IMPLANTS
Implant Description Type Cost
Biobattery, Large* This is a very large implant that covers all of a user’s back with ridges of biological powercells. It is treated as a 100 EU internal biological energy source. It recharges at a rate of 5 EU per hour by drawing on a combination of chemical reaction (due to bodily movement) and the body’s own bioelectric field. It also includes four connections from which zipcords extract to connect to other devices to power them. Complex 250,000
Biobattery, Moderate* This is a 50 EU internal biological energy source. It recharges at a rate of 2 EU per hour. It includes two jacks on the waistline where zipcords can be attached to connect to other devices to power them. Other than the lower statistical complexity, it is similar to the large biobattery. Complex 125,000
Biobattery, Small*This is a 20 EU internal biological energy source that can power any implant that needs an EU source. Biobatteries can recharge themselves at a rate of 1 EU per hour. Unlike the moderate and large biobatteries, the small one comes with no zipcord to power other devices. Moderate18,750
Emergency Source JackThis is a backup jack. A character whose biobattery fails can don a power beltpack, or backpack and connect their internal implant power network to the power source via a standard power zipline. Simple 200
Emergency Source SlotThis is a backup slot. Players can slam a standard 20 EU power batterypack into the slot and operate off this reserve power. The slot can be located anywhere, but is often in the thigh.Simple 100
* Although the character who uses it can easily get used to it, there is some small amount of pain when the EU discharges for use by implanted equipment.


Cybernetic Implant Descriptions

Each of these cybernetic implants requires external (or internal in the case of biobatteries) power. If the power is not present, the implant cannot be used. The power requirements of each device is listed below. It is important for a cybernetically enhanced character to keep his power reserves in mind at all times.

Some implants bleed off power slowly at a rate of one or two energy units per hour, but some drain away EU in large amounts – especially weapons and defenses. For this reason it is highly recommended for any cybernetically-enhanced character to also possess emergency source jacks and slots.

Active Sonar Implant

Type: cybernetic, moderate cost: 18,750 CR

Active sonar sends out an ultra high frequency ping of energy from an implant located on the forehead (its visible components appear like a birthmark or tattoo – but people know what it is). It bounces and reflects, and the character receives the waveforms in special receptors located in his inner ear canal. His brain translates what is received with the aid of an implanted image recognition system and feeds what it “sees” to the character. The end result is a character who can “see” with sound.

The active sonar has an appreciable range, and the character is able to send out the ping a long distance and receive the results. While outdoors, he can “see” a topographical map of a region roughly 1 kilometer in all directions, making him seldom surprised by difficult terrain. The effect relies on sound waves and so cannot function in a vacuum. Underwater, the effectiveness may be greater.

The active sonar requires a power source such as a biobattery or external connection via emergency jack or slot. The implant drains nothing while unused, but while used it drains 1 EU per hour of operation.

Autofire Arm Implant

Type: cybernetic, complex cost: 20,000 CR

The character’s forearm is implanted with an automatic projectile weapon. The weapon is concealed in the forearm normally. A mental command sends a plastiflesh-covered sliding panel aside, and sends a large automatic weapon up into place. It is a projectile weapon that requires the use of projectile weapons skill to fire. Of course, like all weapons, it can be used unskilled.

The autofire arm implant uses a standard 20-bullet magazine found in wide use in the frontier. The ammunition magazine is snapped into place and the weapon is fired by mental commands as the character aims his arm at his foes. The character can even send a mental command to eject an empty magazine, but must use his free hand to slam a fresh magazine into place.

Finally, when the gunplay is done, a final mental command sends the weapon down into its compartment and closes the plastiflesh-covered panel door. Most characters with this cybernetic implant keep the weapon loaded at all times in his over-sized forearm. The weapon uses no energy to fire, but it does drain 1 EU to extend or retract.

Statistics for the autofire arm implant are identical to that of an autopistol.

Blasthand Implant

Type: cybernetic, moderate cost: 6,500 CR

This implant places the inner workings of a Blastpistol (Starfrontiersman#1) in the character’s forearm, wired to emitters in the palm of that hand. The character can mentally send the command to fire the blasthand once per turn, as long as he has EU to power it. Unlike the autofire arm implant, there is no need for a retractable/concealed forearm slot.

To power the blasthand implant, the character needs some sort of energy source such as a biobattery or emergency slot/jack. It drains 2EU from the power source each time the weapon is fired. Using the weapon successfully requires levels in the beam weapons skill, but of course it can be used unskilled if the character possesses no such levels.

Electrohand Implant

Type: cybernetic, complex cost: 50,000 CR

The character receives an implant in the arm or hand. The outside of the hand has coils of metal running through the skin, winding back to some visible electronics in the forearm.

The implant is a weapon. It is able to emit a powerful electric attack at range. The electrical attack is harmful to biological beings, but doesn’t have to be lethal. Like the electrostunner, it can be mentally switched between stun and harm modes.

To power the electrohand implant, the character needs some sort of energy source such as a biobattery or emergency slot/jack. It drains 2EU from the power source each time the weapon is fired. Using the weapon successfully requires levels in the beam weapons skill, but of course it can be used unskilled if the character possesses no such levels.

Note that the character cannot emit this electrical discharge while in hand-to-hand combat, since it requires careful use and activation (you cannot punch someone and blast them at the same time).

Statistics for the electrohand implant are identical to those of an electrostunner.

Environmental Implant

Type: cybernetic, complex cost: 50,000 CR

The character undergoes a drastic series of complicated upgrades to his external skin layer, as well as receiving clear protective membranes over his eyes and inner ears. His sinuses and even his pores receive treatment. The character’s lips receive special sealing rings and muscle pistons that cause it to come to a complete tight seal. It is a grueling process.

In the end, the character’s skin looks shiny and gray – almost plastic. The character has a completely sealed environmental system. He can exist normally in hostile planetary environments. The implant includes the equivalent of a regenerative biological filtration mask. He can manage normally in nearly all environments except the harsh vacuum of space.

The implant includes heating and cooling internal circuits that helps the character exist easily in extreme cold or heat. Even the extremes of toxic atmospheres is able to be endured because the character’s system is completely sealed. Incoming air for the cooling system is filtered through bio-technical filters and any oxygen present is infused into the character’s closed-loop air supply. If no oxygen exists in the atmosphere, the character cannot breathe of course.

The implant also reclaims perspiration and urine into pockets throughout the body. A series of bio-technical filters cleans impurities out of the pockets and introduces the cleaned water into the body’s blood stream.

The environmental implant drains energy units depending on how harsh the environment is. The implant drains a lot of energy from an energy source in extreme environments. In temperate, non-toxic and moderately-dense environments, the implant has no drain on its energy source.

ENVIRONMENTAL IMPLANT ENERGY DRAIN TABLE
Temperature 1 EU per
171 to 220 degrees c Turn
121 to 170 degrees c 10 minutes
71 to 120 degrees c 30 minutes
40 to 70 degrees c Hour
-51 to 39 degrees c --
-21 to -50 degrees c Hour
-51 to -100 degrees c 30 minutes
-101 to -150 degrees c 10 minutes
-151 to -200 degrees c Turn
Toxicity 1 EU per
None --
Trace Hour
Moderate 30 minutes
Severe 10 minutes
Lethal Turn
Atmospheric density 1 EU per
Very thin 10 minutes
Thin Hour
Moderate --
Dense Hour
Very dense Turn
For instance: in 100 degrees, moderate toxicity, dense atmosphere, the implant drains 1EU per 30 minutes (temperature) + 1EU per 30 minutes (toxicity) + 1EU per hour (density)… or 5 per hour.

The character’s sealed environmental implant can selfseal damaged skin. Additionally, the implant is actually fully compatible with any dermal or subdermal bionic implants and conventional defensive suits and screens.

A character with an environmental implant who also wears an environmental or vacuum suit will use the suit’s statistics until it is depleted or removed, then will begin draining the character’s own biobattery or source as the implant takes over.

Holo-Field Implant

Type: cybernetic, complex cost: 100,000 CR

The character receives microprojectors implanted at strategic locations on his body, carefully concealed. The implant is able to project a holographic image over the character, allowing him to disguise himself as someone else.

The implant’s central system is located in the character’s torso. It interfaces with the character’s brain and stores several pre-programmed very typical appearances. A small microdisk slot exists in the character’s wrist allowing additional identity programs to be inserted. These identity microdisks are compatible with those used in conventional holo-fields.

It requires a half INT check to see through the very convincing façade projected by the holo-field implant.

The holo-field implant requires a power source such as a biobattery or external connection via emergency jack or slot. The implant drains nothing while unused, but while used it drains 1 EU per minute of operation.

Holo-Field Scrambler Implant

Type: cybernetic, complex cost: 150,000 CR

The character receives implants in his hand that allow him to extend his thumb and forefinger and mentally cause a broadcast of a specially modulated white noise, designed to momentarily scramble holo-fields. It forces any three dimensional hologram to flicker and intermittently fail, revealing its nature to all who observe. It momentarily causes anyone behind a holofield to have their true identity shown, and reveals falsely projected walls and other things. It is a bane to espionage agents.

The range of the broadcast is only ten meters, so the character must get up close to activate the implant. Activation of the implant drains 2 EU from its energy source (a biobatery or external connection via emergency jack or slot).

In all respects, this implant functions identically to the hand-held Holo-field Scrambler found in the pages of Starfrontiersman#6.

Laserhand Implant

Type: cybernetic, complex cost: 60,000 CR

This implant places the inner workings of a laser pistol in the character’s forearm, wired to emitters in the knuckles of that hand. The character can mentally send the command to fire the laserhand once per turn (or up to three times per turn with an all-out-attack, as per all semiauto weapons), as long as he has EU to power it. Unlike the autofire arm implant, there is no need for a retractable or concealed forearm slot. The character closes his fist as he fires, and the laser emits from it in a wide beam.

To power the laserhand implant, the character needs some sort of energy source such as a biobattery or emergency slot/jack. It drains between 1 and 10 EU (the character chooses the setting, just like a conventional laser pistol) from the power source each time the weapon is fired. It causes energy damage, a number of dice equal to the setting chosen for the energy drain. Using the weapon successfully requires levels in the beam weapons skill, but of course it can be used unskilled if the character possesses no such levels.

Statistics for the laserhand implant are identical to those of a laser pitol.

Reflex Implant

Improved Type: cybernetic, moderate cost: 1,000,000 CR
Cutting-edge Type: cybernetic, complex cost: 2,000,000 CR

This implant is a more severe version of the basic reflex bionic implant found in the bionic implant section above.

This version requires more power than the character’s body can produce. The improved version drains 1 EU per hour, but enhances the character’s RS score by +30 (which in turn adds +3 to initiative rolls). The cutting-edge version drains 2 EU per hour and enhances the character’s RS score by an amazing +40 (and +4 to initiative).

Characters with this implant cannot stand still. Their hands shake if they don’t concentrate on them – their eyes dart about. A perceptive character knows when someone they observe is equipped with a cybernetic grade reflex implant.

Robotic Arm

Type: cybernetic, complex cost: 100,000 CR

A robotic arm is not a simple prosthetic. It is not meant to replace a missing or defective arm. Characters wishing to replace an arm lost to damage or worse should consider a prosthetic limb. This implant is meant for combat and action. Normally, the robotic arm has very little energy drain from its biobattery source (around 1 EU per hour), but when used in this underpowered way the character uses his normal STR and DEX scores.

The real benefit of the robotic arm is realized when the character mentally routes additional power to the implant’s servomotors. During any given turn, a character can spend 1 EU, 2 EU, or 4 EU to the robotic arm. He can continue routing power each turn until he runs out of EU or until he wishes to stop boosting his STR and DEX.

  • For 1 EU, the character’s STR score is considered 10 points higher and his DEX score is considered 5 points higher for actions attempted using the robotic arm.
  • For 2 EU, the character’s STR score is considered 20 points higher and his DEX score is considered 10 points higher for actions attempted using the robotic arm.
  • For 4 EU, the character’s STR score is considered 40 points higher and his DEX score is considered 20 points higher for actions attempted using the robotic arm.

A character can have both arms replaced by robotic arms, and each will drain 1 EU per hour. When boosting the arms by routing power, each can be boosted (or not) individually.

Robotic arms have another benefit. The arm can be given a single implant (one which is designed to be implanted in the hand, wrist, fingers, or forearm) and that implant does not count against the number of implants the character is permitted (see dangers of implants, above).

For instance, Kergan has a LOG and STA of 55. This means he may have 6 bionic implants before being fatigued, and may have 6 cybernetic implants before risking rejection. He endures the surgery to replace his right arm with a robotic one. In this arm, he implants a cyber-talon (a bionic implant). The cyber-talon doesn’t count towards his bionic maximum, since it interfaces to his arm rather than his brain and nervous system.

Robotic arms do not heal naturally. If damaged, a character with the robotics skill must work on the damaged parts to repair them. Consider a robotic arm to require 1d10 hours worth of repair in order to make it functional again once it has been rendered useless.

Robotic Leg

Type: cybernetic, complex cost: 100,000 CR

A robotic leg is not a simple prosthetic. It is a powerful robotic leg designed for augmentation, combat, and action.

Each replaced leg drains 1 EU per hour. If only one leg is replaced, the character’s movement rates (walking, running, and hourly) are multiplied by 1.5. If both legs are replaced, the character’s movement rates are doubled. This multiplier also applies to leaping and vaulting distances.

Like the robotic arm, the robotic leg can receive an implant and that implant will not count towards the implant count of the character. See the example for robot arm, above.

Robotic legs do not heal naturally. If damaged, a character with the robotics skill must work on the damaged parts to repair them. Consider a robotic leg to require 1d10 hours worth of repair in order to make it functional again.

Robotic Torso

Type: cybernetic, complex cost: 1,500,000 CR

This implant is a full robotic conversion for a character. It is highly invasive, replacing massive amounts of tissue, flesh, and bone with durable polymers, plastisteel, and hydraulic fluids.

A character can only get a robotic torso after first receiving both robotic arms and both robotic legs. A character cannot have a robotic torso with flesh and blood limbs. Once this is complete, the character is basically a human head on a robot body. He has dumped huge portions of his humanity and will never get it back.

The largest benefit a character has with a robotic torso is that his body points are now equal to twice his STA score unlike other (more flesh and blood) characters. Additionally, he can receive up to 10 kg worth of integrated gear by paying an additional 10% as an integration fee. These integrated pieces of equipment are not considered cybernetic or bionic implants. They are simply integrated pieces of equipment in much the same way that robots can have integrated equipment.

The character’s robotic components no longer heal naturally. Assume all damage the character receives goes to his robotic torso. Once damaged, a character with a robotics skill must work on the damage to repair it. A roboticist can heal 1d10 STA per hour spent working on the cyborg.

A robotic torso drains 1 EU per hour from a biobattery or from a connection to an external energy source through an emergency jack or slot.

Rockethand Implant

Type: cybernetic, complex cost: 20,000 CR

The character with this implant has a loading slot in his elbow. He slides gyrojet rockets into this slot one at a time until there are ten loaded and no more will fit. He is now fully loaded.

With a mental command, the business-end of a gyrojet weapon juts out from the character’s open palm in much the same way as the autofire arm implant. The weapon can be aimed using the gyrojet weapons skill. With a thought, the weapon fires. While shooting these self-propelled rockets at enemies, the thrust exhaust from the ammunition is vented out through slots in the forearms. When done shooting enemies, the character issues another mental command and the weapon retracts back into his hand. It drains 1EU from a biobattery to extend or retract.

In all ways that matter, this weapon is statistically identical to a gyrojet pistol. Note that the weapon is useless within 3 meters, as the rocket has yet to achieve a velocity that is effective.

Sonic Claw

Type: cybernetic, complex cost: 30,000 CR

A character with a sonic claw has a large emitter recessed into his forearm, just below his wrist, on the under-side. Upon mental command, it pops out and folds forward, showing a sonic emitter which juts through a fold in his flesh. A second mental command turns on the claw, which is a long nearly invisible humming blade of pure sonic energy ready to wreak havoc upon unsuspecting foes.

While the implant is activated, the wrist is interlocked from allowing the hand to fold into the blade of this one meter long weapon. If the body calculates that the blade is about to cut through the weilder’s own body part, the blade automatically shuts off to prevent selfdamage and re-activates once the hand moves past the body part. A great deal of effort was made to protect the recipient of this dangerous implant.

In all respects, the sonic claw is treated as if it were a sonic sword as described in the Alpha Dawn manual. Using the sonic claw successfully requires levels in the melee weapons skill, though of course it can be used unskilled. Each successful hit of the blade drains 2 energy units from the character’s biobattery or from the power source attached to his emergency power jack or slot. Unlike the sonic talon, this implant does not come with compartmentalized power options.

Sonic Talon

Type: cybernetic, complex cost: 5,000 CR

A character with a sonic talon has on large emitter on the back of his hand, slightly upraised to aim forward. When he cleches his fist to push on the pressure sensors while he sends a mental command to the implant, a barely visible sonic blade is projected. It is in most respects identical to a sonic knife as found in the Alpha Dawn game book. It drains 1 energy unit per hit from the character’s biobattery or emergency jack/slot. Using the sonic talon successfully requires levels in the melee weapons skill, though of course it can be used unskilled.

Unlike some other implants, the sonic talon can be powered individually by inserting a 20 EU powerbattery into the character’s forearm. A quick mental command can switch the power routing from his biobattery or emergency jack or slot (if equipped with one) to this power battery and back.

Sonichand Implant

Type: cybernetic, complex cost: 50,000 CR

This implant places the inner workings of a sonic stunner in the character’s forearm, wired to emitters in the fingertips of that hand. The character can mentally send the command to fire the sonichand once per turn, as long as he has EU to power it. The fingers must be kept close together, and the thumb must push on a pressure sensor to the side of the index finger. This coupled with a mental command from the brain causes the release of the sonic energy.

To power the sonichand implant, the character needs some sort of energy source such as a biobattery or emergency slot/jack. It drains 1 EU from the power source each time the weapon is fired. The weapon causes only stun damage. Using the weapon successfully requires skill in beam weapons, but of course it can be used unskilled if the character possesses no such levels.

Subdermal Plating

Security-grade Type: cybernetic, complex cost: 150,000 CR
Military-grade Type: cybernetic, complex cost: 400,000 CR

The character’s skin is replaced by synthetic calcified plating, reinforced with calloused layers of fibrous membranes. The implant is obvious; the character’s entire body appears to have a flesh-covered suit of medieval armor. The plating isn’t totally hardened; the character can still “feel” things, though he feels them to a much lesser extent.

Although the armored skin itself has no power drain (thus requires no biobattery), the armor has a negative effect on the character’s natural ability to moderate heat. The body cannot sweat – and it traps in heat more than it should. The end result is that the plating is not all you get when you receive this implant. Along with the defensive layer comes a variant cooling system to help keep your character from having a heat stroke when he’s being active.

The internal cooling system doesn’t draw much power normally. Assume each day drains 1 EU from the character’s biobattery or emergency source jack or slot. When no power source exists, the character can still behave normally but is considered exhausted/fatigued (-10 to all rolled actions) until he rests sufficiently. A character with subdermal plating and no power source who engages in too much physical activity (as determined by the Referee) might have to make a STA check or pass out from heat exhaustion.

  • Security-grade subdermal plating acts as 10 points of damage reduction against all damage types. This means all attacks aimed at the character lose 10 points of effectiveness before they affect the character’s current STA. This is extremely protective armor – the character doesn’t worry too much about normal bullets or low-power lasers. The appearance looks like the character has extra-thick skin with some sections which seem to have plates which overlap other sections. Although it can be concealed under loose-fitting clothing (such as an overcoat), most people vieweing the character will realize he has some sort of protective layer to his flesh.
  • Military-grade subdermal plating is for extreme military operations and provides 20 points of damage reduction against all attacks. The character is nearly immune to normal bullets and low-powered lasers. The appearance looks monstrous. The skin has heavy-looking plates covered by thick calluses. The flesh plates overlap and cause deep fleshy pits and folds which must be cleaned regularly or they take on odors. The effect cannot be concealed. Even if the character wears a large overcoat, the way the character moves along with all the bulky protrusions alerts all viewers that the character is heavily – if naturally – protected.

All subdermal plating (security or military) is bulky and heavy and can restrict mobility. Characters with less than 70 STR will be penalized by -10 on all DEX and RS checks (and any skill checks where mobility plays and important role).

Subdermal plating is a defensive implant. If the character layers his other types of protection over this, only the topmost layer protects the character until it depletes. This implant is incompatible with harmonic subdermal gel implants, but can be used with either dermal chrome or dermal infrared treatment (but not both).


CYBERNETIC IMPLANTS
Implant Description Type Cost
Active Sonar Implant Actively pings in ultrasonic frequencies. Receives/translates responses. Works in all environments except a vacuum. Emitter and detectors located in head and ear. Moderate 18,750
Autofire Arm ImplantThe forearm has a section that slides aside, and a special automatic projectile weapon snaps up into place. It can be operated as if it were an autopistol in all respects. The weapon must be fed by a 20-bullet magazine. The weapon snaps back into the forearm and is concealed by a closing flap of artificial skin. Complex 20,000
Blasthand Implant This is an implanted BlastPistol and works like a BlastPistol from Starfrontiersman#1 in every effective way. Beam emits from the open palm. Relies on an EU energy source. Moderate 6,500
Electrohand ImplantThis is an implanted Electrostunner which can mentally be set to STUN or HARM mode. Relies on an EU energy source. Normally placed in the chest, but can be in hand. Complex 50,000
Environmental ImplantThis gives the character an enclosed environmental system, meaning the character can be exposed to trace toxins, heat and cold extremes, and more. It covers the skin in a gray shiny plastic-like substance, and the mouth gains a tight enclosed seal. Protective lenses cover the eyes, and much more. Requires power source. Complex 50,000
Holo-field Implant Concealed but plentiful microprojectors, able to project a holographic image of any one of several programmed appearances. Small microdisk slot in the character’s wrist allows loading of a new identity. Requires EU power source, drains 1 EU per minute it is in use. Complex 100,000
Holo-field Scrambler ImplantThe character’s thumb and small finger of one hand broadcast a holographic white noise that causes any holographic field within 10 meters to flicker and fail intermittently, revealing its nature. Identical to the holo-field scrambler from Starfrontiersman#6. Requires EU power source. Each activation drains 2 EU. Complex 150,000
Laserhand Implant This is an implanted Laser Pistol and works like one in all ways. Mentally set power consumption rate (from 1 to 10 EU per shot). Damage is 1d10 per EU, just like a normal Laser Pistol. Relies on an EU energy source. Complex 60,000
Reflex Implant, Cutting-edge* As per the basic bionic model above, but the increase to the character’s RS score is +40 instead of +20. This adds +4 to initiative rolls. Drains 2 EU per hour. Complex 2,000,000
Reflex Implant, Improved* As per the basic bionic model above, but the increase to the character’s RS score is +30 instead of +20. This adds +3 to initiative rolls. Drains 1 EU per hour. Moderate 1,000,000
Robotic Arm This replaces the character’s arm and hand with an improved version. Having this device allows the character to boost his STR score by spending EU. STR cannot exceed 100 without also gaining a robotic torso. Requires power source. Drain varies. Complex 100,000
Robotic Leg This replaces a character’s leg. One robotic leg adds 50% to a character’s base movement rate and leaping distance. Two robotic legs doubles a character’s base movement rate and leaping distance. Requires Biobattery source. Drains 1 EU per hour per limb. Complex 100,000
Robotic Torso This replaces the character’s torso with a total robotic one. It requires the character’s two arms and two legs be also replaced by robotic components, leaving only the head remaining. Although such a robotic conversion has benefits, it is also de-humanizing. Damage threshold will now equal twice STA score (no longer equal to STA like a flesh & blood human). STR and DEX will now be determined by robotic limb selection, and movement rates will be based on the robotic legs. The character no longer heals on his own – he requires repaired like a robot. He can also have a robotics expert install up to 10kg of gear by paying an extra 10% integration fee. This implant requires an EU energy source. Drains 1 EU per hour to sustain the character’s biological head and protected spine. Complex 1,500,000
Rockethand ImplantThis is an implanted gyrojet pistol and works like one in all respects. The gyrojet rockets are not fed in by a magazine, however. They are inserted one-at-a-time into the elbow in the direction of the hand. Once all ten are fed into the elbow loader, the weapon is fully loaded and ready. The rockets emit from a small hole just under the wrist. Complex 20,000
Sonic Claw This is an implanted technology similar in all respects to a sonic sword. It emits from the hand/wrist or some other obvious focal point. It is powered by an EU energy source. Complex 30,000
Sonic Talon This is an implanted technology similar in all respects to a sonic knife. It emits from he hand/wrist or from some other obvious focal point. It is powered by an EU energy source. Complex 5,000
Sonichand ImplantThis is an implanted Sonic Stunner and works like a Sonic Stunner in every way. Beam emits from the fingertips of one hand. Relies on an EU energy source. Complex 50,000
Subdermal Plating, MilitarygradeThis provides 20 points of damage reduction against all damage types, but unless STR is at least 70, the character is penalized by -10 on all DEX/RS checks and related rolls. Cannot be used with other dermal/subdermal implants. Complex 400,000
Subdermal Plating, SecuritygradeProvides 10 points of damage reduction against all damage types, but unless STR is at least 70, the character is penalized by -10 on all DEX/RS checks and related rolls. Cannot be used with other dermal/subdermal implants. Complex 150,000
* When a character has this implant and no power source, his RS score is penalized by -10.