TL8 Implants:
Bloodhound Chip |
20 points |
Once the code of the brain's senses was broken, some of the first, basic sensory mods became available. The Bloodhound "Chip", actually an implant shoe-horned in behind the forhead and face, with some limited nosework, takes advantage of the brain's fantastic ability to process massive amounts of visual information. When activated, the user's visual cortex and the part of the brain that handles smell trade functions, allowing much greater input from the nose to be understood. When activated, the cyborg does not feel he has suddenly gained an acute sense of smell; rather, his sight is replaced with a rich tapestry of flowing colours and textures coresponding to the new scents he is recieving. Conversely, input from the eyes is rerouted into smells, loosing much of the quality in the process. This new way of sensing requires an unusually long time to adjust to, but has been quite successful.
The Bloodhound Chip gives the cyborg Acute Smell/Taste with the limitation "Only For Smell", and the Discriminatory Smell advantage with the "Close Range Empathy" enhancement, and the "Temporary Disadvantage: Uncorrectable Bad Sight (Near Sighted)" limitation .
Cash Cost: lots and lots.
Recovery Time: 1 week from surgery, + 4 weeks to learn to interperate
the new senses.
Muscle Grafts |
8/15/22 points |
Experimental grafts of non-human tissue have enhanced your muscular strength, allowing you the convinience of increased power without the possible stigma of cybernetic limbs. The grafts are delicate, and rarely mesh completely with the recipients system, but cause the cyborgs profile to become quite intimidating.
Effects: +1/level to ST (not Fatigue), flat +1 to Intimidation. If playing with the HP=ST rules, Muscle Grafts do *not* add to HP. Maximum of three levels.
Cash Cost: $10 000/per level.
Recovery Time: 1 week.
Wired Reflexes |
30 points/level |
Your reflexes have been cybernetically enhanced. Redundant, superconducting pathways have been installed parralel to your nervous system, allowing quicker nervous responses. This is a more primitive version of Accelerated Reflexes, but it has it's own benifits. Wired Reflexes are allways active, and do not increase fatigue costs.
Effects: +0.5 attacks and +1 to Dexterity for tasks not requiring fine motor control, per level.
EG: Wolf has one level of Wired Reflexes. He gets one extra attack every two turns, and gets a bonus of +1 to his Throwing skill. Wolf would not get the bonus for Caligraphy, Pickpocket, or Typing.
Users of this cyberwear sometimes suffer from Reduced Manual DX, caused when the increased neural sensitivity makes their hands shake, or their whole body tremble slightly. This is commonly assosiated with "bargin" cyberwear, and can cause mocking by peers (Buy as a Stigma, or as a Reputation for cheapness -- Player's choice). Higher levels may also require the cyborg to purchace Increased Life Support (Food) as the permanently hyped reactions drain the cyborgs natural resources.
Cash Cost: $80 000 for the first level, with extra levels doubling
the cost. For a $50 000 base cost, the cyborg aquires one level of Reduced
Manual DX for each level of Wired Reflexes, droping the per level cost
of Wired Reflexes to 27 points/level. Of course, cheap mods are sometimes
passed off as top-of-the line...
Recovery Time: 2 weeks from the surgery, 2-4 more to adapt to the
newly hyped reflexes.