Monday, January 6, 2014

CYBER-PULP FANTASY CORE-Artificial Implants 1

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


ARTIFICIAL IMPLANTS

[I highly suspect that certain combinations of implants may prove to be game breaking.  You were warned.]

Upgradeable Implants always start off at the lowest level.  Upgrades (if available for that implant) can be purchased via XP.  Upgrades do not count as additional upgrades.  Some Implants can even be stolen in a procedure called Implant Harvesting (sounds like an adventure hook).  The thieves would need to capture an individual, alive and undamaged, and deliver them to a Butcher (an illegally practicing doctor) to remove the Implant (and possibly insert it into someone else).  The entire procedure would be about 8 XP (3 to remove, 5 to implant).  

Cybernetic Implants may be vulnerable to EMP’s.  The Implant would be shutdown, perhaps leaving the user vulnerable.  It is a DC 12 Hardware skill fix. Obviously a Hacker needing service, can’t work on their own Implants.  It costs 1 XP for someone else to do the service.

Illegal implants, if found, are subject to removal by the authorities.  Some illegal implants could be overlooked under the right circumstances (bribe, authorities owe character a favor, etc).  Those marked as “Highly Illegal” will cause immediate arrest if discovered.  Of course, Corporate and Government agents may possess them.  (And could be relieved of them with a proper medical procedure.)

Feel free to go nuts thinking up new artificial implants. 

Ability Implant Boost

For a prime class ability it can be increased to +4.  For a normal ability, it can be raised to +2.  For a sub-prime ability, it can be raised to +1.  This is a permanent enhancement that can’t be removed.

Cosmetic Surgery

Can change a character’s appearance (never know when your character might need that).  It can also increase Cha Bonus by +1 (one time bonus, not cumulative), if desired (depending on the situation, you might not want to look pretty).  If the character undergoes more than three Cosmetic Surgeries, their Cha Bonus drops to 0, and they become hideously and obviously sculpted on.     

Data Jack

Wetware.  Allows direct neural access to a computer network.  It is usually via wireless communications, but there is an actual physical plug in the back of the neck where a com line can be attached.  User must be able to concentrate (not in combat or running) to use it.  Data Jacks start at +1 and may be upgraded to +4.  The bonus adds to the user’s Software skill.  Data Jacks are subject to EMP.

The user may be hacked or tracked (DC 12 + Software Skill + Data Jack bonuses).  A successfully hacked user is rendered unconscious 1 turn and may be subject to mental suggestions and artificial memory implants (Will Sv DC 12 for a lower HD hacker, DC 18 if equal or higher). They are detectable by body scanners, but are common enough to not usually raise any suspicion.   

Memory Implant

Wetware.  Requires a Data Jack.  This is just an implanted high-capacity memory storage device.  Data transferred to it is normally encrypted (DC 18 to Hack).         
Can be hacked, but only through a physical connection.  Professional Runners make a living at physically transporting data deemed too sensitive for Net transit.  Characters with the implant can hold almost unlimited amounts of data.  It is not blanked by an EMP, but the Data Jack to access it may be disrupted.   Memory Implants are detectable by body scanners, but are common enough to not usually raise any suspicion.  

Cybernetic Eyes

Wetware.  The consumer model, simply records for 1 turn (without a Memory Implant) and can be blanked by an EMP.  It can be upgraded to the professional model, which includes night vision, thermal optics, x-ray vision, telescopic/microscopic zoom, and laser beams.   (Just kidding.  No.  No laser beam vision).  They are not able to see those hidden by a Shadow Cloak or Mirror Skin, but thermal vision can show traces of where they’ve been.  Eye functions are activated by a command phrase or a series of taps on the temple. 

These eyes can be hacked (DC 12 consumer, DC 18 or higher for pro or celebrity eyes).  This could allow the hacker to see through someone else’s eyes in real-time.  They are scanner detectable, but so common as to not be noticed.  Cyber Eyes are subject to EMP, effectively blinding the wearer, until maintenanced.

Unless specified, most Cyber Eyes are clearly unnatural, in color and/or shape, usually bearing a little brand logo on them.  This is because these eyes are status symbols.  Reality celebrities, who broadcast their interesting, exciting, and glamorous lifestyles, are sponsored by various Cyber Eye companies.  Mostly though, people with this artificial implant just want to look like celebrities.

Cybernetic Ears

Wetware.  Illegal.  In addition to long range, super sensitive hearing (like picking up a whisper in a stadium full of people), this implant includes a radio scanner (police and fire and even military with a Crypt Key) and a WiFi connection for picking up cell calls and Net traffic in the vicinity.  It even works as a cell phone.  Most functions are voice-activated, though they can also be used via a Data Jack and a Data Pad.  Requires concentration to be used.  Encrypted signals can be saved with a Memory Implant and decrypted later or in realtime with a Crypt Key Implant.

Government agents are often implanted with this wetware, but it is removed when they are out of the service.  They are scanner detectable, subject to EMP (which effectively deafens the wearer until maintenanced), and can be hacked starting at DC 18.

Crypt Key

Wetware.  Highly illegal.  Puts a special decryption key processor into a Memory Implant.  May require 1d4 hours to break an encryption, but it will do it.  If the needed key can be procured beforehand, it can be uploaded and decryption can start immediately.  It is not detectable by a scanner, shielded against EMP, and theoretically can’t be hacked.  One wonders where these things come from.  Whoever makes them, individually tags them, and will track them down if lost or stolen.  These implants are rare.  Assuming a character can even find one, it will also be difficult to find a Butcher (illegal doctor) willing implant it.   

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