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Internal Development (5k)

Internal development deals with changing and specific parts of the body, such as limbs, organs, bones and anything else that the designers can dream up. With a lot of devices available to the discerning cyborg, be glad that you don't have to choose the colour as well!


Body Signature Changer:
This is a range of implants that are scattered around the body. These devices change the tell-tell signatures that the body gives out - such as body heat, electrical signature and so on. These signatures are not masked by the BSC at all, just changed every few seconds if desired, confusing sensors and making them think that the character is someone else. One thing this cannot do though, is allow a character to change their body signature to make them appear to be someone else. In addition, there are no actual visible changes to the body so this will not allow a character to appear to be someone else as a disguise.

In game terms, a character with a BSC can change their body signature every turn. This means that weapons that can lock-on to the body signature of a pedestrian (such as smart bullets) will automatically lose their lock-on at the end of every turn, and have to regain it. The BSC thus reduces the efficiency of these smart weapons against the character, and makes them ineffective against pedestrians with only the one action.
Weapons which lock-on due to appearance - through the use of visual cameras or remote guidance - will not be affected by a BSC.

Having a BSC costs $30,000. It costs the character 1 psychosis point for the BSC unless the character also Internal Development, in which case there is no cost.


Bio Lungs:
These implants are able to filter any dangerous substances from the air and allow the character to breathe normally in hostile environments. For these to work, there must be some air present, so they will work in gas clouds, but not underwater for example.
The bio lungs allow a pedestrian to operate through gas clouds with no ill effects.
The downside is that the character now pees toxic waste and thus must use special facilities or will kill any vegetable matter that they wee on.

Bio lungs cost a cool $20,000 and 1 psychosis cost.


Cyber Eyes:
Cyber eyes cost $15,000 for the pair (and 1 psychosis cost) and give normal vision replacement along with some enhancements like infra-red, ultraviolet and limited zoom facilities.


Cyber Limbs:
Cyberlimbs can be used to replace limbs lost via disablement results and bad driving habits. They cost the following, with a psychosis cost of 1 per limb replaced.

    Cyber Arm$8,000
    Cyber Leg$10,000


Internal Development:
Internal development is a reinforcement of the internal structure of a body, which strengthens organs, if it doesn't just replace them with modern synthetic equivalents altogether. Bones, muscle, veins and all receive the same treatment, and the end result is an increase in the amount of CON points that a character has. The character can get an amount of extra CON points equalling their starting total, which, as for most people is 3, they could buy 3 additional CON points for a total of 6 CON points. The other effect is that as the amount of CON points increases, the chances for stun and KO decrease.

It costs $25,000 and 1 psychosis point per additional CON point purchased.


Reinforced Limbs:
Limbs can also be reinforced for extra protection against disabling results. This costs twice the normal amount of money for the limb, but confers a saving throw.
Whenever the reinforced limb takes a limb disabling result, roll 1d6. On an even score, the disablement is ignored. On an odd result, the disablement stands.

A reinforced limb gives no additional psychosis penalty above that of having a cyberlimb, which is a requirement for this.


Skin Developments:
The following types of skin are available to someone with the money.
All types of skin costs 1 psychosis point loss.

Plaskin:
Costing $18,000, this allows a driver to have a saving throw when suffering a driver critical caused from ram or crash damage. It is the same as - and in addition to - a passenger cage.

Holoskin:
This costs $25,000 and has all the benefits of plaskin. In addition the skin can change colour to match the surrounding area and will protect the wearer from all pollutants and biochemical agents in the air (but not ones that are ingested or breathed in).

Regenerative Skin:
Regenerative skin is a bit of misnomer as what really happens is that the character is pumped full of healing devices, smart cells and special sensors that detect when the character takes damage or when they're ill, and then they combat infections and start to heal the meat of the body. As a result, the character will never fall ill, and any damage to their original (non-cyberware) body will eventually get healed. A character with this bio ware eats about double that of a normal human, although this is scattered throughout the day.

This heals the body at the rate of 1 CON point per day. It cannot fix damage to cyberware itself, but can fix the bodies natural flesh, such as bones, organs and the like. This means that it can fix the initial CON points of the character before cyberware, which is usually three, but can be more.
If playing in a campaign, having regenerative skin means that the character will be fully healed of natural damage without having to miss any contract sequences.

Regenerative skin costs $100,000 and is not combinable with other types of skin. Being more invasive than normal skin types, regenerative skin costs 2 psychosis points.

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