Cyberwear & Biowear Copyright (c) 1995 by Sean Punch -Analgesic Glands [10 points]. You have artificial gland implants which synthesize painkillers and neurochemical pain blockers. This gives you the High Pain Threshold advantage. -Armoured Lenses [10 points]. Your eyes (real or bionic) are shielded by a hard plastic lens, giving PD 2, DR 1 to your eye and giving +3 to all HT rolls concerned with eye damage. May be enchanted with armour enchantments. -Audio Damping [5 points/level]. A "smart" microspeaker system. Each level gives a +2 to Stealth versus hearing while stationary, or a +1 if moving. Each level negates a level of Sound Jet as well, so 4 levels will make you immune to that spell. -Biomonitor [3 points]. Monitors vital signs, and gives medics a +2 to treat you. The Dirt version of this device can also automatically keep track of how often you have been magically healed by any given mage. -Bionic Arm [1/4 the point cost for a full ST or DX increase]. Up to +5 DX and/or +5 ST for that arm only. The point cost includes the attached Bionic Hand. -Bionic Ears [varies]. The "default" Bionic Ears are as good as but no better than organic ones, and so cost no points. There are several improvements available, however. Bionic Ears can be given Acute Hearing [2 points per +1 Hearing roll], Parabolic Hearing [4 points/level - see Supers, p. 43], Radio Reception [10 points, +5 points for a descrambler], Subsonic Hearing [5 points], Ultrasonic Hearing [5 points] or a Volume Cutout [5 points]. -Bionic Eyes [varies]. The "default" Bionic Eyes are as good as but no better than organic ones, and so cost no points. There are several improvements available, however. Bionic Eyes can be given Acute Vision [2 points per +1 Vision roll], Microscopic Vision [4 points per doubling of magnification], Telescopic Vision [4 points per doubling of magnification], Polarization [5 points], Light Intensification [10 points], Infravision [15 points], Video Reception [5 points] or Active UV Night-Sight [20 points]. They can also be outfitted with an Optic Readout [5 points] and be made Independently Focusable [15 points]. -Bionic Hand [1/8 the point cost for a full ST or DX increase]. Up to +5 DX and/or +5 ST for that hand only. -Bionic Legs [25 points/pair per +25% Dodge, Move and Jumping distance]. Can only be bought in pairs. Add to base Dodge, Move and Jumping distance in 25% increments, up to +100%. Also adds a flat +2 kicking damage. -Bionic Liver [15 points]. Your liver is a super-efficient antitoxin plant, capable of almost instantly negating most harmful drugs and toxins. Gives the Immunity to Poison advantage. -Bionic Reconstruction I [5 points/level]. Your body is reinforced, vital organs are made multiply-redundant and artificial stabilizing devices and autorepair systems are installed. Each level gives +1 Extra Hit Point, up to +10 Extra Hit Points. -Bionic Reconstruction II [5 points/level]. As above, but specialized to maintaining vital signs as opposed to merely soaking-up injury. Each level gives one level of Hard to Kill, up to +5 levels. -Broadcast [5 points]. Requires Radio Reception. You may broadcast AM, FM, CB, etcetera. -Cellular Link [5 points]. A subdermal cellular phone. -Claws [15/40/55 points - see Supers, p. 76]. Added to both hands. Gives a +1 to the Climbing skill. Nearly undetectable ArmorPlas Claws cost 1.5 times as much. Halve the final cost if the claws are affixed to a Bionic Hand or Arm. May be enchanted with weapon enchantments. -Clone Body [60 points]. You have a genetically-engineered clone body. Either your brain has been surgically transplanted into it using magic, or else your thought patterns have been embedded in it via Communication and Empathy spells. The clone body is grown from your own at an accelerated pace, and has +2 ST, +2 DX and +2 HT. -Dermal Armour [3 points/level]. Your skin is replaced with self-repairing plastics. This is clearly unnatural, and cannot be concealed. Each level of Dermal Armour adds +1 DR, up to DR 8 maximum. For +30% more, this can be a laminate armour, capable of somewhat negating the effects of armour-piercing weapons. May be enchanted with armour enchantments. -Gyrobalance [15 points]. A modification to the inner ear. Gives the Perfect Balance advantage - see Supers, p. 44. -Hydraulic Cushioning System [10 points]. Requires Bionic Legs and Gyrobalance. Your Bionic Legs are linked to your Gyrobalance in such a way that you automatically land on your feet, whereupon your Bionic Legs absorb much of the impact. Gives the Catfall advantage - see Supers, p. 37. -Inertial Compass [5 points]. Requires Bionic Eyes to display the output. Grants the Absolute Direction advantage. -Internal Clock [5 points]. Requires Bionic Eyes to display the output. Grants the Absolute Timing advantage. -Load-Bearing Frame [5 points]. Requires Bionic Legs. Reconstruction of your body, and especially of your Bionic Legs, allows you to bear loads much more efficiently that most humanoids. Gives the Extra Encumbrance advantage - see Fantasy Folk, p. 18. -Muscle Grafts [varies]. The character has clone muscles as well as reinforced bones to take the stress of using them. This procedure allows ST to be bought on the Enhanced ST table (Supers, p. 39), up to ST 25 (150 points). -Poison Reservoir [10 points]. Holds 50 doses of venom. Usually installed with Claws. Half cost if installed in a Bionic Hand or Arm. -Speakers [3 points]. You have a subdermal throat mike and implant CD player hooked up to powerful, insulated subdermal speakers. -Stim Glands [10 points]. You have artificial gland implants which synthesize stimulants and neurotransmitters capable of restoring consciousness quickly and negating narcotic drugs. This gives you the Recovery advantage - see Supers, p. 44. -Weapon Implant [5 points]. A weapon can be implanted in a hand (maximum 1 lb; -2 SS, but -1 ACC as well), an arm (maximum 5 lbs; -2 SS, but -3 ACC as well) or a leg (maximum 9 lbs; +2 SS and -5 ACC as well). May be enchanted with weapon enchantments. -Weapon Link [15 points for one weapon, +4 points per additional weapon]. Requires a Weapon Implant or a Weapon Mount and a Bionic Eye. This gives a +2 to hit. -Weapon Mount [5 points]. A weapon can be installed in a bionic hand (maximum 2 lb; -2 SS, but -1 ACC as well), a bionic arm (maximum 5 lbs; -2 SS, but -3 ACC as well) or a bionic leg (maximum 9 lbs; +2 SS and -5 ACC as well). May be enchanted with weapon enchantments. -Wired Reflexes I [15 points]. Your senses have been "hotwired" to your fight/flight centre. This simply confers the Combat Reflexes advantage. -Wired Reflexes II [25 points/level]. Your major nerves have been replaced with high-conductivity wires and superfast nanoswitches. Each level gives +1 to Basic Speed, affecting Dodge and Move as well, up to +4 Basic Speed.