Cybernetics and Bionetics Cybernetics is the
inevitable mix between man and machine. The existence of Cybernetic Organisms (Cyborgs) can be traced back to the late 20th century. Replacing a defective part of an organism with a machine was the first
step in Cybernetic advancement, however, governments and corporations soon discovered that they could improve their employees productivity by adding cybernetics, even when it was not needed. Soon Law
Enforcement, Corporate Security, and Military Organizations began to develop special units with heavy cybernetics and bionetics. By the late 21st century 25% of these organizations personnel were fitted with
some sort of biomechanical augmentation.Replacement parts are not the only developments in the fields of cybernetics and bionetics. With the aid of genetic and mechanical engineering, an organism can be
entirely redesigned to be as efficient as their robotic or android counterparts. By 2159 every organic body function had either been designed to be replaced or augmented, including the brain. Cybernetics vs. Bionetics Cybernetics is the science of engineering a mechanical augment/replacement for an organic body
part. Bionetics is the science of engineering an organic augment/replacement for an organic body part. There is really only a semantic Diference between Cybernetics and Bionetics; both seek to improve an
organism through the augmentation of body systems. Bionetics Headware
Eye Replacement ($2000) Bonus: The eye has 20/20 vision Negative: None Procedure: A genetically engineered eye replaces the character's own biological eye.
Size: 1 Crit Cornea Enhancement ($1000) Bonus: Drastic changes in ambient light cause the cornea to darken cutting down on the work that the iris must do to protect the retina. Character is immune
to flash blinding. Negative: None Procedure: 1 day, outpatient. The character's cornea is replaced with a genetically engineered cornea that has light sensitive properties. Size: 0 Crits
Iris Enlargement ($1000) Bonus: Character suffers no penalty in low light (dusk) conditions. Negative: Character's iris takes up the entire front of the character's eye. Procedure: 1 day,
outpatient. The character's iris is replaced with a larger more efficient genetically engineered iris. This allows the character to see better in low light conditions. Size: 0 Crits
Lens Enhancement ($500) Bonus: Character gains a –1 Dif to any skill requiring telescopic or microscopic sight. Negative: None Procedure: 1 day, outpatient. Character's lens is replaced with a
genetically engineered lens that allows for better close-up and distance focusing. Size: 0 Crits Low Light Retina Enhancement ($1000) Bonus: Character suffers no penalty in near dark (starlit night)
conditions. Negative: None Procedure: 3 days. Additional rods are added to the character's retina, giving the character improved night vision. Size: 0 Crits Thermographic Retina Enhancement ($1500)
Bonus: Character can see heat signatures. Negative: None Procedure: 3 days. Heat sensitive genetically engineered cells are added to the character's retina that allows the character to see heat
signatures and patterns. Size: 0 Crits Spectrum Enhancement ($2000) Bonus: Character's vision extends into the Ultra-Violet and Infrared spectrum. Character can see in full dark as if it were day.
Negative: None Procedure: 3 days. Heat sensitive genetically engineered cells are added to the character's retina which allow the character to see light in the Ultra Violet and Infra-red spectrums as well
as normal light. Size: 0 Crits Cochlea Enhancement ($5000) Bonus: Character's sense of hearing is increased allowing the character to hear sounds from .01Hz to 40,000 Hz. Negative: None
Procedure: 1 day, outpatient. The character's cochlea is replaced with a genetically engineered cochlea. Size: 0 Crits Olfactory Enhancement ($1500)
Bonus: -1 Dif level on all scent and taste based rolls. Negative: None Procedure: 1 day, outpatient. The Character's olfactory cells are supplemented with genetically engineered olfactory cells that
amplify the character's sense of smell and taste. Size: 0 Crits Cortex DataBus InterLink ($20000) Bonus: +10 MS, MR, MD Negative: Removes Two Track Mind advantage. Procedure: 14 days. During
this procedure micro-surgeons link the left and right hemispheres of the character's cerebral cortex with HyperNeurons and a Molecutronic DataBus. Implantation of this device also allows the character to
have additional molecutronic subprocessors added. Size: 1 Crit Cortex Co-processor ($90000) Bonus: +10 MS, MM, MR, MD; Gives character a –1 Dif on all scientific/engineering skill rolls.
Negative: None Procedure: This procedure entails micro-surgeons connecting a Molecutronic Co-processor to the Cortex DataBus InterLink. Once implanted, the Cortex Co-processor helps perform all
mathematical/scientific tasks. The Cortex Co-processor performs all mathematical functions, automatically giving the character the Advanced Mathematics skill at 100%. Size: 1 Crit
Thalamatic Subprocessor ($20000) Bonus: +10 MR, MD Negative: None Procedure: 14 days. During this procedure micro-surgeons implant a molecutronic subprocessor near the Thalamus. The Thalamatic
Subprocessor intercepts sensory information before it reaches the thalamus. The Thalamatic Subprocessor's job is to handle great portions of the sensory data, processing the data as if the cerebral cortex
had actually received the data, freeing up cerebral cortex resources for other processing. Size: 1 Crit HyperHippocampus DataBus ($30000) Bonus: +20 MS, MM; +5 MD Negative: None Procedure: 14
days. During this procedure micro-surgeons implant a molecutronic DataBus and subprocessor between the cerebral cortex and the Hippocampus. The HyperHippocampus DataBus has a built in processor that allows
for optimized data storage in the Hippocampus as well as up to x1/5 data compression (character's cannot access any compressed data before it is decompressed). Storage Capacity is equal to the character's MM
in Seconds. Size: 1 Crit Cerebellum Subprocessor ($15000) Bonus: +10 PD Negative: None Procedure: 14 days. This procedure entails microsurgeons implanting a molecutronic subprocessor at the
base of the Cerebellum. Once implanted it aids the cerebellum in coordinating voluntary motor skills. Size: 1 Crit Neural Subprocessor ($5000) Bonus: Allows up to 10 seconds SoftSkills to be used as
if the character actually knew these skills. Negative: None Procedure: A small mass of Molecutronic DataCells and a Molecutronic Subprocessor are implanted below the cerebral cortex. This procedure can
be performed up to 3 times. Size: 1 Crit BodywareMuscle Enhancement ($5000) Bonus: +10 PM
Negatives: None (dependent upon Tech Level) Procedure: 10 Days. This procedure entails a series of injections that cause increased muscle growth. This procedure can be performed up to 5 times.
Size: 9 Crits Hyper Adrenal Gland ($14000) Bonus: +10 PM, PE, PR (when active) Negatives: Every ten times the Adrenal Gland is activated the character must make a PE save or suffer a heart attack.
Procedure: 1 day. A genetically enhanced adrenal gland is implanted beside the character's original adrenal gland. During high stress situations where adrenaline is released into the bloodstream this gland
secretes highly concentrated adrenaline into the bloodstream. The duration of the effect is 30 rounds. Size: 2 Crits Hyper Thymus Gland ($5000) Bonus: -1 Dif save vs. pathogens Negative: None
Procedure: 7 days. A genetically enhanced thymus gland is implanted beside the character's original thymus gland. Once implanted it begins to assist the thymus gland to process lymphocytes. Size: 2 Crits
Hyper Pancreas Gland ($5000) Bonus: Character needs to eat only half that of normal. Negative: None Procedure: 7 days. A genetically enhanced pancreas gland is implanted beside the character's
original pancreas gland. Once implanted it begins to assist the pancreas gland in processing the enzymes necessary to digest complex proteins, carbohydrates, and fats. Size: 2 Crits
Nephron Enhancement ($5000) Bonus: -1Dif saves vs. toxins Negative: None Procedure: 1 day. Genetically enhanced nephrons are implanted in the character's kidneys. Once implanted they improve the
kidney's ability to remove poisons and toxins. Size: 0 Crits Cardiac Augmentum ($10000) Bonus: +5 PE; Character has a second heart in case the character's original stops working or is damaged.
Negative: None Procedure: 14 days. A genetically enhanced heart is implanted in the right chest. Size: 6 Crits NeuroSynapse Reduction ($10000) Bonus: +5 PR Negative: None Procedure: 14 days,
outpatient. The character's nervous system is enhanced by decreasing the distance between the character's neurons. This effectively speeds up the character's reaction. The procedure entails injections of
microsurgeons which cause the character's neurons to grow closer together. This procedure can be performed up to 3 times. Size: 0 Crits HyperNeuron Augmentum ($14000) Bonus: +5 PR, PD
Negative: None Procedure: 14 days, outpatient. The character's nervous system is enhanced by replacing the body's original neurons with genetically engineered HyperNeurons. Once implanted the character's
reflexes and manual dexterity is increased. The procedure entails injections of microsurgeons which replace the old neurons with HyperNeurons. Size: 0 Crits Cosmetic Surgery ($5000) Bonus: +5 PA
Negative: none Procedure: 14 days outpatient. Nip & tuck. The character can look just about like whatever he/she wants. This procedure can be performed multiple times. Cybernetics
HeadwareDataTerm Plug ($2500) Bonus: Allows characters to link directly to any computer equipment that has an Input/Output Jack. Negative: none
Requirments: Cortex Databus Interlink Procedure: 7 days, outpatient. A thin fiber-optic cable and plug are attached to the character's Cortex DataBus InterLink. Size: 1 Crits SmarTarget Device ($500)
Bonus: Allows characters to link in directly to any weapon equipped with a SmarTarget System. Negative: none Procedure: 7 days, outpatient. A thin fiber-optic cable and plug are attached to the
character's CyberEye. Size: 0 Crits Malleus/Incas Intercept Device ($750) Bonus: -1 Dif vs. Hearing Perception Test . Character's sense of hearing is increased to allow protected hearing in 100db
blocks between 0 -10,000dbs. Negative: All sounds seem to be the same volume. Procedure: 1 day, outpatient. The Malleus/Incas intercept device is a small organic device that separates the character's
Malleus and Incas bones. The vibrations registered by the Malleus are either amplified or decreased to fall between 20db and 120db. Size: 0 Crits CyberEye ($1250) Bonus: Has 4 standard CyberEye
Equipment Slots. Can be disguised as a normal eye, or can be colorized to look like anything the character desires. Negative: none Procedure: 7 days. The character's eye is replaced with a cybernetic
eye. Size: 1 Crits SuperEye ($5000) Bonus: Has 8 standard CyberEye Equipment Slots. Negative: The eye is so large that it protrudes from the character's head. Cannot be disguised to look like a
normal eye. Size: 2 Crits CyberEye Imaging GearAmbient Vision ($500) Bonus: Character sees in the same visual spectrum as a human. Negative: None
Size: 1 CyberEye Equipment Slot. Low Light ($500) Bonus: Character suffers no penalty in near dark (starlit night) conditions. Negative: None Size: 1 CyberEye Equipment Slot. Thermographic ($750)
Bonus: Character can see heat signatures. Negative: None Size: 1 CyberEye Equipment Slot. Spectrum Enhancement ($1000) Bonus: Character's vision extends into the Ultra-Violet and Infra-red
spectrum. Character can see in full dark as if it were daytime. Negative: None Size: 1 CyberEye Equipment Slot. Spectrum Analyzer ($1000) Bonus: Allows the character to identify an objects make-up
by the light that it reflects. Negative: None Size: 2 CyberEye Equipment Slots. SmarTargeting Eye ($1000) Bonus: Allows –1 Dif to any ranged attacks when used in conjunction with a weapon that
supports the SmarTarget system. Negative: None Size: 1 CyberEye Equipment Slot. Telescopic ($500) Bonus: Extends visual range up to 8x. Gives character 160:20 vision. Gives –1 Dif to any ranged
weapon attacks. Negative: None Size: 2 CyberEye Equipment Slot. Microscopic ($500) Bonus: Allows character to see very small objects (up to 8X magnification). –1 Dif to any skill requiring
microscopic vision (i.e. watchmaking, jewelry, electronics tech, etc.) Negative: None Size: 2 CyberEye Equipment Slot. VideoTranseiver ($5000) Bonus: Allows character to receive and transmit video
signals in the range of 50 KHZ to 100 GHZ. Negative: None Size: 3 CyberEye Equipment Slot. CyberEar ($750) Bonus: Has 4 standard CyberEar Equipment Slots.
Negative: None Procedure: 7 days. Character's Inner Ear is replaced with a cybernetic construct. Size: 1 Crit SuperEar ($5000) Bonus: Has 8 standard CyberEar Equipment Slots.
Negative: Character's Ear is obviously cybernetic. Often there are actual protrusions from the character's ears. Procedure: 7 days. Character's Outer and Inner Ear is replaced with a cybernetic construct.
Size: 2 Crits CyberEar Audio EquipmentNormal Range Detection ($500) Bonus: Allows character to hear sounds between 40 HZ and 20000 HZ. (Normal Human Range) Negative: None
Size: 1 CyberEar Equipment Slot. Low Range Detection ($750) Bonus: Allows character to hear sounds between .001 HZ and 40 HZ. Negative: None Size: 1 CyberEar Equipment Slot.
High Range Detection ($750) Bonus: Allows character to hear sounds between 20000 HZ and 50000 HZ. Negative: None Size: 1 CyberEar Equipment Slot MegaFreq Transceiver ($5000) Bonus:
Allows character to hear and decipher sounds between 50 KHZ and 100 GHZ. This allows characters to hear and transmit radio waves. Negative: Does not decipher encrypted signals.
Size: 2 CyberEar Equipment Slots. Sound Dampening Device ($750) Bonus: Protects character's CyberEars from drastic changes in ambient sound. Protects the character's CyberEars from Explosions etc.
Size: 1 CyberEar Equipment Slots. SWATARS (Sound Wave Acquisition Targeting And Ranging System) ($5000) Bonus: Allows character to use ambient sound to "see" his surroundings.
Negative: None Size: 3 CyberEar Equipment Slots. Coccyxial Processor ($7500) Bonus: +5 PD; if the character's body stops receiving involuntary behavioral signals from the brain the
Coccyxial Processor takes over, ensuring that the bodies normal functions continue. Negative: None Procedure: 3 hours. An organic (molecutronic) subprocessor is implanted at the base of the spine.
There it monitors the character's normal body functions. If at any time the character's brain ceases to send the necessary involuntary brain signals to the heart, lungs, etc. then the Coccyxial Processor
takes over the job. This device also increases manual dexterity, and allows for additional subprocessors to be added. Size: 3 Crits
Bodyware
Skeletal Augmentum Alpha ($70000) Bonus: Increase Physical Hits by 25% Negative: Character will set off metal detectors, increase weight by 200%.
Procedure: 60 days, inpatient. The character's bones are removed, laced with alloyed metals, and then put back. Size: 0 Crits Skeletal Augmentum Beta ($290000) Bonus: Increase Physical Hits by 100%
Negative: Increase weight by 10%. Procedure: 60 days, inpatient. The character's bones are removed, laced with high density polymers, and put back.. Size: 0 Crits
Skeletal Augmentum Delta ($609000) Bonus: Increase Physical Hits by 200% Negative: Character will set off metal detectors, increase weight by 400%. Procedure: 60 days, inpatient. The character's
bones are removed, laced with high density alloyed metals, and put back. Size: 0 Crits Skeletal Augmentum Omega ($1600000) Bonus: Increase Physical Hits by 550% Negative: Character will set off
metal detectors, increase weight by 20%. Procedure: 60 days, inpatient. The character's bones are removed, laced with superdensity alloyed metals, and put back. Size: 0 Crits
Dermal Augmentum Alpha ($15000) Bonus: Increase Physical Hits by 5% Negative: Character will set off metal detectors, increase weight by 40%. Procedure: 14 days, inpatient. Alloyed metals are
injected subcutaneously into the character's skin. Size: 0 Crits Dermal Augmentum Beta ($60000) Bonus: Increase Physical Hits by 20% Negative: Increase weight by 2%. Procedure: 14 days,
inpatient. High density polymers are injected subcutaneously into the character's skin. Size: 0 Crits Dermal Augmentum Delta ($125000) Bonus: Increase Physical Hits by 40% Negative: Character will
set off metal detectors, increase weight by 80%. Procedure: 14 days, inpatient. High density alloyed metals are injected subcutaneously into the character's skin. Size: 0 Crits
Dermal Augmentum Omega ($350000) Bonus: Increase Physical Hits by 110% Negative: Character will set off metal detectors, increase weight by 4%. Procedure: 14 days, inpatient. Superdensity alloyed
metals are injected subcutaneously into the character's skin. Size: 0 Crits Retractable Cyberclaws ($1500) Bonus: A concealed mk2 meelee weapon. Negative: Illegal in some cities, states, and
countries. Character will set off metal detectors. Prodedure: 5 days. Thin, telescopic claw assemblies are implanted in a sheath underneath the character's fingernails. Size: 1 Crits
Retractable CyberSpikes ($2000) Bonus: A concealed mk3 meelee weapon. Negative: Illegal in some cities, states, and countries. Character will set off metal detectors. Prodedure: 15 days. A thin
alloyed blade is implanted in a sheath along a character's long bone. Size: 2 Crits Retractable Catclaws ($1500) Bonus: A concealed mk1 meelee weapon, -1 Dif level to climbing Negative: Illegal in
some cities, states, and countries. Character will set off metal detectors. Prodedure: 10 days. A thin, telescopic claw assembly is implanted in a sheath in the pad of the character's fingers.
Size: 1 Crits Finger Darts ($1500) Bonus: A concealed mk1 weapon Negative: Illegal in some cities, states, and countries. Character will set off metal detectors. Prodedure: 10 days. A small
projectile weapon assembly is installed in the finger and forearm. The thin, alloyed needle ammunition and compressed nitrogen container are mounted in the forarm, while a small barrel assembly is mounted in
one or more fingers. The barrel assembly holds 1 dart. After firing the dart, the feed assembly moves another dart along a feed path from the clip to the barrel. The feed process takes 5 seconds. Reloading
the ammunition cartridge is accomplished through a reload assembly in the forearm. Size: 4 Crits Cyber-Synapse Replacement System Bonus: The character's nervous
system is replaced with a more efficient cyber system. Negative: Characters will set off metal detectors. Procedure: 60 days inpatient. Manual surgery removes and replaces the major nerve bundles from
the medula oblongata down. Nanotech surgery links the CSSR with the existing nerve endings.
Wiring Harness |
PR/PD |
Weight |
Cost |
Copper |
85 |
80.9 |
$112,627 |
Silver |
90 |
10.5 |
$150,169 |
Gold |
95 |
19.3 |
$200,226 |
Platinum |
100 |
21.4 |
$266,968 |
Jadean Prime |
105 |
20.3 |
$355,957 |
Mercedes XL |
110 |
22.1 |
$474,609 |
Laotech |
115 |
21.9 |
$632,813 |
Genom Supra |
120 |
18.7 |
$843,750 |
Esladorian Gold |
125 |
14.4 |
$1,125,000 |
Esladorian Platinum |
130 |
19.7 |
$1,500,000 |
Esladorian Mythril |
135 |
22.8 |
$2,000,000 |
|
140 |
21.0 |
$3,040,000 |
|
145 |
20.0 |
$4,620,800 |
Casimyrian True-Life |
150 |
16.7 |
$7,023,616 |
|
155 |
16.5 |
$10,675,896 |
|
160 |
16.3 |
$16,227,362 |
|
165 |
16.0 |
$24,665,591 |
Virtual Humanitek |
170 |
15.5 |
$37,491,698 |
|
175 |
15.0 |
$56,987,381 |
|
180 |
14.5 |
$86,620,819 |
|
185 |
14.0 |
$131,663,645 |
Faight BTL |
190 |
12.3 |
$200,128,741 |
Cost (Cost Factor * (PS / 100)Mass (Mass Factor * (PS / 1000) Cyber-Musculature Replacement System
Bonus: The character's nervous system is replaced with a more efficient cyber system. Negative: Characters will set off metal detectors.
Procedure: 60 days inpatient. Manual surgery removes and replaces the muscle groups. Nanotech surgery links the CMRS with the existing nerve endings. Mass Cost
Material Factor PM Factor3 Structural3 Nylon-Kevlar 11 100 23.2K 725 Servos/Hydraulics 786 120 5.6K 350 Acrylic-Kevlar Muscles 11 130 24K 740 Titanium Servos 451 150 9.6K 605
Ferro-Carb-Kevlar 345 180 36K 1131 Synthogen-Crysteel 71 200 40.8K 1267 Cost (Cost Factor * (PS / 100) Mass (Mass Factor * (PS/ 330)
Physical Hits Bonus (Structural * (PS/330) |