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{\bf PHYSIOLOGICAL SYSTEMS}\\
These affect the internal functioning of the body, as oposed
to altering sensory input or producing different output
abilities.\\
\\
{\bf Reproductive systems}\\
\\
{\bf Contraceptive}\\
{\bf Cost:} \$1,250.\\
{\bf Operation Cost:} \$100. ~{\bf Recovery:} 1 day.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This is a 100\% effective contraceptive device. ~The male
version is implanted in the "sperm tubes", the female in the
fallopian tubes (this will prevent ovulation from then on). 
For twice the price, these systems may be adapted to switching
on/off, and you can turn your infertility on and off as you
please.\\
\\
{\bf Proceptive}\\
{\bf Cost:} \$2,500.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 day.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per week.\\
This system is for females only. ~An electrostimulator which
prompts the body to produce ovum regardless of menstrual
stage, this system grants a 90\% chance of ovulation.\\
\\
{\bf Ovulation Control}\\
{\bf Cost:} \$5,000.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 day.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per week.\\
For females only; functions as a combination of Contraceptive
and Proceptive systems. ~That is, ovulation can be switched on
and off as desired.\\
\\
\\
{\bf Muscular/Skeletar systems}\\
The following devices are synthetich muscle or bone
replacements which offer special advantages to their wearer. 
These rules treat such implants by Body Location. ~Except for
very unusual circumstances, such implantations are mostly done
to the arms and/or legs.\\
\\
{\bf NeoMuscle}
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{\bf Costs:} \>Hand/Foot: ~\$7,500\\
\>Arm: ~~~~~~\$15,000\\
\>Leg: ~~~~~~\$20,000\\
\>Torso: ~~~~\$50,000
\end{tabbing}
{\bf Operation Cost:} Included above. ~{\bf Recovery:} 1 month.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
All limb costs for one arm/leg; hand/foot must be added
separately. ~An advanced form of synthesized organic fiber,
this durable substance is used to replace or supplement normal
muscles in various body locations. ~It is highly resistant to
pulling or tearing, and increases muscular efficiency by a
considerable amount. ~Any location with NeoMuscle is given an
internal DR of 1 (like Toughness advantage, and cumulative
with that advantage), and effective Strength should be
increased by 1 when only NeoMuscle-equipped body parts are
directly involved in the operation. ~If the torso is grafted
with NeoMuscle, consider ST to be increased by one further
point for all locations. ~That is, if the entire body is
grafted with NeoMuscle, ST is effectively increased by 2
points.
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At double additional cash cost (that is, triple total
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cash cost, double total point cost), enough NeoMuscle may be
added to give that area a DR 2 Toughness and a +2 ST bonus,
instead of just the DR 1 / +1 ST. ~This does mean that a total
double NeoMuscle graft will effectively increase ST by 4. ~It
will also, however, cost you \$450,000.
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A level one system will make you look like you did
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before, although the muscles will bulge a bit more
impressively when you flex; a level two system will make you
look like you've been pumping iron for a while. ~NeoMuscle
requires no regular training to stay "fit"; you can be as lazy
as you like and keep all your strength.\\
\\
{\bf RigiPlast Bone}
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{\bf Cost:}\>Hand/Foot: \$5,000\\
\>Arm: ~\>\>\$10,000 \\
\>Leg: ~\>\>\$10,000 \\
\>Torso: \>\>\$35,000 \\
\>Skull: \>\>\$10,000 
\end{tabbing}
{\bf Operation Cost:} Included above. ~{\bf Recovery:} 1 month.\\
{\bf Mass:} Negligible (replaces bones). ~{\bf Power:} None.\\
These are multilayered bone implants, solidified with a
molecular catalyst prior to implantation. ~If the Torso
location is implanted with RigiPlast Bone, cyberlimbs of ST up
to 23 may be attached and used without damaging the skeletal
structure. ~The Torso replacement, which is only partial, also
grants 1 point of DR to the vital organs. ~The Skull mod,
which is more a partial reinforcement than a complete
replacement, gives a "brain" DR of 3 rather than 2. ~Also,
RigiPlast bone is more resistant to damage than normal bones;
where a normal bone would break, the cyborg gets to roll
against a flat saving throw of 12. ~Success means the bone
didn't break after all; failure means it breaks (and RigiPlast
doesn't grow back--you'll need repairs or replacements).\\
\\
{\bf FlexBone}
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{\bf Cost:}\>Hand/Foot: \$6,250.\\
\>Arm: ~\>\>\$12,500.\\
\>Leg: ~\>\>\$12,500.\\
\>Torso: ~\>\>\$45,000.\\
\>Skull: ~\>\>\$12,500.
\end{tabbing}
{\bf Operation Cost:} Included above. ~{\bf Recovery:} 1 month.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This variety of synthetic bone is similar to RigiPlast, but is 
more flexible and somewhat more effective against powerful
attacks. ~When a bone would ordinarily break, a saving throw
of 12 is allowed; even when it would ordinarily shatter, a
saving throw of 10 is granted. ~The Torso mod allows
artificial limbs of ST up to 25. ~No power or unnatural
appearance.\\
\\
{\bf DenseBone}
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{\bf Cost:}\>Hand/Foot: \$6,000\\
\>Arm: ~\>\>\$12,000 \\
\>Leg: ~\>\>\$12,000 \\
\>Torso: ~\>\>\$42,000\\
\>Skull: ~\>\>\$12,000
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{\bf Operation Cost:} Included above. ~{\bf Recovery:} 1 month.\\
{\bf Mass:} Variable. ~{\bf Power:} None.
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This is yet another variety of synthetic bone, similar to
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RigiPlast except that it is denser. ~The torso replacement
adds 2 DR to the vital organs; the skull replacements gives a
skull DR of 4. ~A Saving Throw of 12 is granted against
breaking, and even shattering can be prevented with a roll
against a score of 8. ~Also, when this mod is implanted in a
limb (arm+hand, or leg+foot), unarmed attacks with that limb
gain a +1 damage bonus (as long as they're Crushing attacks;
this does not apply to the Cut or Impale attacks done with
large claws etc.). ~Unfortunately, these bones are rather
heavy: ~A hand or foot weighs 0.5 kg extra, an arm (or skull)
1 kg extra, a leg 1.5 kg extra, and the torso mod increases
weight by 2 kg. ~This affects both body weight and
encumbrance. ~The torso replacement also allows cyberlimbs of
ST up to 24.\\
\\
{\bf BioFangs}\\
{\bf Cost:} \$2,500.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.\\
This mod consists of bio-engineered fangs or tusks implanted
into the mouth. ~They allow a Bite attack, like an animal's. 
For an additional \$1,000, they can be made retractable at
will. ~This mod never looks "natural" as long as the fangs are
out. ~With a retracted system, though, a full scan must be
made to detect it. ~Retractable fangs take 1 second to deploy
or retract, unless the cyborg has Fast-Draw (Claws) skill.\\
\\
{\bf BioClaws}\\
{\bf Cost:} \$5,000 for both hands, all fingers.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} None.
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This mod is similar to BioFangs: ~Grafted bio-engineered
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small claws replace the fingernails. ~This material is alive
and grows, so it must be filed or clipped regularly--this also
means that damaged BioClaws will, eventually, heal. ~They
grant an extra +2 damage to any unarmed attack with the
appropriate hand. ~They can also be added to the feet for the
same price. ~BioClaws can be made retractable for an
additional \$1,000 per hand or foot. ~When climbing, a cyborg
with claws on both hands will be at +1 (or +2 if both hands
and both feet have claws, and climbing barefoot/gloveless). 
Retractable claws take 1 second to retract or deploy, unless
the wearer has Fast-Draw (Claws) skill.\\
\\
\\
{\bf Digestive}
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All of the following systems are means of altering the
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wearer's metabolism or processing his ingested energy sources. 
All are implanted within the digestive tract, and are
constantly functioning (although they may be equipped with
triggers). ~\\
{\bf Ingested Chemical Bypass}\\
{\bf Cost:} \$15,000 +\$1,000 per level.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per day.
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A microprocessor and chemical analyzer set to divert
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specific chemical compounds without allowing them to be
digested or absored into the bloodstream. ~Rated by levels,
each level allow one specific ingested chemical (drug, poison,
trichinella spiralis, etc.) to be passed harmlessly through
the body. ~Bypassed chemicals can be either sent to another
cyber system (such as a chemical analyzer), or held in a
synthetic receptacle beside this unit. ~This receptacle must
be emptied periodically by a minor surgical procedure.\\
\\
{\bf Tailored Metabolism}\\
{\bf Cost:} \$30,000.\\
{\bf Operation Cost:} \$4,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per day.
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This is a specialized variant of the Ingested Chemical
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Bypass. ~Only preprogrammed healthy basic nutrient are passed;
unnecessary nutritional chemicals are bypassed (this includes
anything the unit doesn't recognize, including poisons and
drugs). ~With a computer implant, this system may be
reprogrammed without using surgery. ~The wearer must "eat
right" or eat often.\\
\\
{\bf Ingestion Storage}\\
{\bf Cost:} \$1,500 per level.\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg per level. ~{\bf Power:} 1 per level per day.
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This unit holds food--lots of it--and monitors its
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eventual travel into the regular digestive tract. ~Thus, the
wearer can eat far more at once than his stomach actually has
room for. ~Each level adds one-quarter "normal" food storage
capacity. ~(A person with a level 4 unit could eat twice as
much as a before implantation--and wouldn't have to eat again
for twice as long.)\\
\\
{\bf Supermetabolism}\\
{\bf Cost:} \$17,500.\\
{\bf Operation Cost:} \$5,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 2 per hour.
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This digestive assistant system grants its wearer double
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normal metabolic efficacy; basically allowing him to eat half
as much or half as often.\\
\\
{\bf Ultrametabolism}\\
{\bf Cost:} \$35,000.\\
{\bf Operation Cost:} \$5,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 4 per hour.
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This digestive assistant system allows its wearer to
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derive nutrients from almost any manner of source, even among
the virtually nutritionally arid. ~The wearer may have to eat
a good-sized amount, but this system could retrieve calories
and protein from just about any organic matter. ~It can also
perform as the Supermetabolism system described above.\\
\\
\\
{\bf Respiratory Systems}
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The following systems are usually implanted in or near
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the lungs, and serve to enhance or modify human breathing.\\
\\
{\bf Oxygen Extraction}\\
{\bf Cost:} \$5,000 per level (maximum level 5).\\
{\bf Operation Cost:} \$5,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} Negligible. ~{\bf Power:} 10 per level per hour.
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This is a powerful extractor system placed in the lungs,
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which greatly enhances the body's ability to retrieve oxygen
from the air. ~For physical endurance purposes, add the level
to the cyborg's effective HT (this also includes holding one's
breath). ~This can increase Move, but it will {\bf not} grant any
extra hit points or apply to death checks. ~Also, the system
makes it possible to regain Fatigue twice as fast as normally.\\
\\
{\bf Air Storage}\\
{\bf Cost:} \$1,000 per level (max 5).\\
{\bf Operation Cost:} \$300. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg per level. ~{\bf Power:} None.
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Also called an "AirBag", this system is simply an
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inflatable plastic "organ" somewhere near the lungs, which
allows the character's body to hold more air than normally
possible. ~Each level allows the holding of one "breath" of
air. ~It is controlled by specified tightening and relaxing of
muscles, which takes about a week of regular practice to
learn--after which time it can be considered an "acquired
reflex".\\
\\
{\bf Inhaled Chemical Bypass}\\
{\bf Cost:} \$10,000 +\$1,000 per level.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per day.
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A microprocessor and chemical analyzer set to divert
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specific chemical compounds without allowing them to be taken
into the lungs. ~Rated by level, each level allows one
specific chemical (drug, poison, gaseous bioactive, etc.) to
be exhaled harmlessly from the body--or stored in a
receptacle.\\
\\
{\bf Artificial Gills}\\
{\bf Cost:} ~\$5,000 or \$2,500.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 40 per hour, or none.
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These artificial gills allow the user to extract oxygen
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from water, whether fresh or salient. ~The expensive version
allows the user to breathe either air or water (it takes about
3 seconds to expel liquid from the lungs and resume air
breathing, during which time the user is at -5 to ST and DX). 
When breathing normal air, the system is switched off. ~The
cheaper version requires no power, but makes it impossible to
breathe air.\\
\\
{\bf Internal Oxygen Supply}\\
{\bf Cost:} \$7,000 per hour.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg per hour. ~{\bf Power:} None.
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This is an internal supply of highly compressed oxygen,
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which can allow life underwater, or in any oxygen-poor
environment. ~Unfortunately, these minimodules explode
dramatically if punctured. ~Whenever impaling or bullet damage
is taken to the vital organs, roll 3d6; on an 8 or less, the
supply has been penetrated and explodes for 3d6 crushing
damage per hour of air remaining. ~DR doesn't protect! ~These
will recharge themselves from the cyborg's normal breathing;
each six hours of rest recharges one hour of internal oxygen
supply. ~No power is needed even for this operation, as
mechanical energy from the cyborg's "breathing muscles" is
used to compress the oxygen. ~The system is controlled by
muscular pressure, and takes about a week to learn how to use. 
 \\
\\
{\bf Circulatory Systems}\\
\\
{\bf Blood Loss Healer}\\
{\bf Cost:} \$6,000.\\
{\bf Operation Cost:} \$500. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per month.
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This system is mounted adjacent to any major blood vessel
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in the body, and has a built-in Biostatus Monitor attuned to
sense blood pressure levels, and an artificial gland which
stores a quantity of the Hypercoagulin drug. ~When the wearer
suffers a wound that causes bleeding, the Monitor senses the
flux in blood pressure, and triggers the gland to open and
dispense one dose of its drug into the bloodstream. ~From that
point on, follow the regular rules governing the effects of
Hypercoagulin. ~When implanted, this system may alternatively
be made to dispense more than one dose at a shot, risking
detrimental effects as normal. ~The gland can hold ten doses
of the drug, refilling requires a minor surgical procedure. ~\\
\\
{\bf Arterial Chemical Bypass}\\
{\bf Cost:} ~\$10,000 +\$1,000 per level.\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per day.
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A microprocessor and chemical analyzer implanted at the 
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entryways to the heart, this unit is set to divert specific
chemical compounds, forcing them out of the bloodstream. 
Rated by level, each level allows one specific chemical (drug,
poison, venom, etc.) to be diverted. ~Bypassed chemicals are
either sent to another Cyber System or to a synthetic
receptacle next to this unit. ~The receptacle must be emptied
periodically by a minor surgical procedure. ~\\
\\
{\bf Special Physiological Systems}\\
\\
{\bf Chemical Analyzer}\\
{\bf Cost:} \$10,000 +\$1,000 per level (max 5).\\
{\bf Operation Cost:} \$2,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg. ~{\bf Power:} 1 per day.
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An advanced storage and analysis system. ~Given a level,
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this unit grants a bonus to any roll which will attempt to
determine the nature of chemicals passed through the system. 
A Chemical Analyzer may be used to test compounds from the
digestive, respiratory, or circulatory tracts, depending on
where it is implanted and what it is connected to. ~A
NerveLink between the Chemical Analyzer and a computer implant
will allow the computer's program bonuses to be added to the
research roll as well. ~The Chemical Analyzer requires some
sort of output system to route its findings to, such as an
Internal or External Readout, or a computer implant.\\
\\
{\bf Artificial Organs.}\\
{\bf Cost:} approx. \$5,000 to \$25,000.\\
{\bf Operation Cost:} \$500 to \$2,500. ~{\bf Recovery:} 1 to 4 weeks.\\
{\bf Mass:} Negligible (replaces real organ). ~{\bf Power:} 1 per day (?).
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The range of artificial organs possible runs the gamut of
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human anatomy: lungs, heart, liver, spleen, kidney, pancreas,
intestines, bladder, stomach, etc. ~All may be replaced by
technological equivalents. ~In many cases, the Artificial
Organs may function at least marginally better than the
biological organ they replace. ~Special functions may also be
installed in tailored organs. ~Most artificial organs will
require electric power. ~On an average, assume that it will
drain 1 point per day, and that most will be fitted with a C
or D cell (giving power lifetimes of 2.74 and 27.4 years,
respectively). ~Of course, connections to central power
systems may easily be made.\\
\\
{\bf New Organs/Glands.}\\
{\bf Cost:} approx. \$5,000 to \$50,000.\\
{\bf Operation Cost:} \$500 to \$2,500. ~{\bf Recovery:} 1 to 4 weeks.\\
{\bf Mass:} Varies (rarely more than 1 kg). ~{\bf Power:} 1+ per day.
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The rise of transplant technology and artificial organs
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has brought another new form of biocontrol onto the scene-artificial organs and glands can now be created where none
existed before. ~These systems generally serve to monitor or
dispense some specific drug, hormone, or other bioactive
chemical into the body. ~As an example, an artificial gland
can be set to watch for bacterial infections, and release a
powerful antibiotic if such an infection is detected. ~Most of
these organs have beneficial medical uses (such as insulin
glands for diabetics), although the same technology has
allowed the creation of various underhanded devices. ~These
systems, frequently used by powerful employees who wish their
emplyees to remain forever loyal, include such niceties as
Analog Dependency Glands (which release periodic doses of some
undetected chemical into the wearer's body, creating a
dependency he doesn't even know he has) and Virus Glands
(these release tailored viruses which can only be combated
with a tailored antibiotic supplied by the employer). ~Then,
of course, there are some people who voluntarily get
recreational drug implants.\\
\\
{\bf Biostatus Monitor.}\\
{\bf Cost:} ~\$2,500.\\
{\bf Operation Cost:} \$200. ~{\bf Recovery:} 2 days.\\
{\bf Mass:} Negligible. ~{\bf Power:} 1 per day.
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Allows constant monitoring of bodily functions and vital
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signs. ~A large variety of Biostatus Monitors exist, each with
its own area of expertise. ~Some examples include monitors for
pulse, respiration, brain waves, blood sugar, temperature,
cholesterol, calories, menstrual cycle, blood routing, foreign
substances, interferon, blood cell count and so on. ~Each
criterium must be purchased separately, but they can be
combined into one implant. ~A Biostatus Monitor requires some
kind of output system, such as an Internal or External
Readout, or even an implant computer.\\
\\
{\bf Internal Biorepair System}\\
{\bf Cost:} \$10,000 per level (maximum 5).\\
{\bf Operation Cost:} \$1,000. ~{\bf Recovery:} 1 week.\\
{\bf Mass:} 0.1 kg per level. ~{\bf Power:} 1 per day per level.
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This Internal Biorepair System can allow the cyborg's
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body to function after taking more damage than a normal human. 
These include cardiac stabilizers, blood reserve oxygenators,
artificial coagulants, shielded neurons with fiber optic
backup, and similar systems. ~Its function is more passive
than active: ~It doesn't speed natural healing much (or any at
all). ~The most useful effect of this mod is that it grants
extra hit points to the cyborg. ~For each level, one extra hit
point is gained (although the HT stat itself is unaffected,
the cyborg now has a higher damage tolerance. ~He gets a split
HT score.) ~This will not affect the amount of damage
necessary to cripple a limb, though - it only moves the
unconsciousness/death limits. ~The system only uses power when
the cyborg is actually damaged--its sensors notice when
wounds, impact trauma, etc. are suffered, and it deactivates
when it is not needed.\\
\\
{\bf Bionic Reconstruction}\\
{\bf Cost:} ~\$50,000.\\
{\bf Operation Cost:} \$5,000. ~{\bf Recovery:} 1 month.\\
{\bf Mass:} 3 kg. ~{\bf Power:} 5 per day.
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This is a complex, multi-stage compound operation in
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which redundant artificial organs are installed, and some of
the more important bones are reinforced with plastic laminate. 
The person is still mostly flesh, but is harder to kill; he
gains 5 extra hit points (although actual HT stat is not
affected--he gets split HT), which may {\it not\/} affect the
crippling threshold of limbs, but {\it may\/} be combined with the
Internal Biorepair System to gain up to 10 extra hit points
(!). ~It includes an artificial backup heart, so a heart
attack is very unlikely to be fatal (although speedy medical
attention is definitely recommended). ~When this character is
injured, medical attention should be combined with cybernetic
repair. ~Find the percentage of the character's hit points
represented by the 5 extra points granted by this system, and
consider an equal percentage of the damage taken specificially
to the torso to be suffered by this system rather than by the
natural parts of the cyborg. ~To regain these bonus hit
points, cybernetic repair of the system is required, using the
skills Electronics (Bionic) and/or Mechanics (Bionic)--with
the cyborg laid open on the operating table. ~When making HT
rolls against poison or disease, the cyborg gets a +2 to
effective HT. ~However, he gets a -2 to effective HT when
rolling to determine the efficacy of medical drugs
\end{document}
