New Bionics: Page Two

Kinetic Generator
Cost: $4000 ($3000)
Type: Modular
Spirit Loss: None
Mounts: 1
Drain: None
Mount Location: Any
A simple design, orignally used in watches, the kinetic generator converts a the energy from a scrapper's movement into electricity. While this isn't a large amount of juice, it works well for those with few bionics, or to increase the life of a scrapper's batteries.
Assuming a scrapper is on his feet moving normally, a kinetic generator provides two systems' worth of power. It generates enough spare power to provide power overnight. However, if the scrapper is stationary for more than 12 hours, the generator stops providing power. Once down, it takes one hour of movement for the generator to reach full power again.

Magnetic Limbs
Cost: $1000 ($500)
Type: Modular
Spirit Loss: 1(if installed in a natural limb)
Mounts: 1
Drain: 1 (2)
Mount Location: Arms or Legs
This bionic system places a series of electromagnets in the arms and legs, allowing a scrapper to cling to ferrous metal. Each limb equipped with magnets will support 100 lbs, and multiple limbs are cumulative. The magnets can also be used to draw metallic objects to the scrapper, and disrupt some electronics. The rules for this kind of use are left to the Marshall to work out.

Pain Editor
Cost: NA ($2000)
Type: Integral
Spirit Loss: None
Mounts: 1
Drain: 1 (1)
Mount Location: Head or Torso
This system installs a small computer by the scrapper's spine that filters out pain impulses, making him immune to the affects of injury. Needless to say, this is a very popular device among gladiators.
As long as the pain editor is activated, a scrapper can ignore 3 levels of wound modifiers and all non-magical stun checks. The scrapper feels absolutely no pain whatsoever. In addition, an activated pain editor enhances a scrapper's willpower, increasing his Spirit coordination by one.
Despite the usefulness of such a device, it has a serious drawback- it works too well. A scrapper with a pain editor might not notice when he's injured, or how serious his injuries are. To reflect this, the marshall should keep track of the scrapper's wounds and wind in secret. In order to figure out how badly he's hurt, a scrapper has to make a Fair (5) Cognition roll to determine the extent of his wounds. It's possible that a scrapper might just keep fighting until he's dead.
One other minor problem with the pain editor is the loss of tactile sense that occurs. This gives the scrapper a -4 to all Cognition rolls involving touch.
The pain editor is activated and deactivated with a mental command. If the editor is deactivated while the scrapper is injured, the flood of pain that occurs automatically stuns him for one round.

Stereoscopic Vision
Cost: $5000 ($2500)
Type: Integral
Spirit Loss: 1
Mounts: 1
Drain: 1(1)
Mount Location: Head
This system gives a scrapper a pair of eyes in the back of his head, literally! A pair of optic sensors are implanted in the back of the skull, near the spine. This rear view appers in the corner of the scrapper's vision, but it can be expanded to full view at will. Obviously, a scrapper with this system is much harder to sneak up on. Subtract 4 from any Sneak rolls made against someone with this bionic.
Attacking someone behind you with this system is possible, but tricky, since the body isn't designed to work that way. Any attacks made on someone behind a scrapper are made at a -4, -2 if the scrapper has a cyberarm with extended flexibility.

Synthetic Blood Generator
Cost: $3000 ($2000)
Type: Modular
Spirit Loss: 1
Mounts: 1
Drain: 1 (1)
Mount Location: Any
This system generates a introduces a variety of chemical compounds into the scrapper's bloodstream, increasing his endurance and speeding the clotting process.
While the generator is powered, the chemicals in the scrapper's blood provides the following bonuses
-+10 Wind
-Half wind damage from attacks
-No wind damage from Pickin' up the Pace
-Quick clotting: wounds stop bleeding after a short time (see chart)

When the scrapper is injured, the blood loss causes the level of chemicals in his system to drop. When this happens, the generator increases production to bring the chemical level back to normal. This takes one minute for each wound level taken; during this time the generator's drain increases to 2(3).
A biomonitor is required to install a synthetic blood generator.
 Wound Level  Clotting Time
 Serious 1 round
Critical 2 rounds
Maimed 3 rounds

Tool Hand
Cost: $2500($1500)
Type: Modular(cyberhand) Spirit Loss: 1(if attached to a living arm)
Mounts: 1
Drain: 1(1)
Mount Location: Arm
This cyber hand holds a variety of tools, such as drill, screwdriver, and a small arc welder, that make repairing things easier. This provides a +4 to all Tinkerin' rolls. In addition, the tools can be used as weapons in an emergency. They do STR+2d6 damage.

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