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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