REPLACEMENTS

The most basic replacement limbs and organs don’t bestow any special benefits, but they suffer the usual drawbacks (see Benefits and Drawbacks, above). Some replacements of higher PL are built to counter certain drawbacks, as noted. They don’t add measurably to the recipient’s weight.

Each replacement description includes the following information:

Benefit: What the cybernetic replacement allows its recipient to do.

Type: Replacements can be external or internal. External replacements are subject to sunder attacks; internal replacements are not.

Hardness/Hit Points: The hardness and hit points of the replacement. Internal replacements don’t have hardness.

Base Purchase DC: The purchase DC of the replacement (or the components to build it).

 

 

Artificial Eardrum (basic)

An artificial organ that replaces a defective or destroyed ear. Removes the deafened condition. Artificial eardrums can even be given to people who were deaf from birth.

Benefit: The artificial organ duplicates the function of its biological counterpart. It is not quite as effective as a biological ear though; characters with a basic artificial eardrum take a -2 penalty on all listen checks.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 19.

 

Bionic Arm (basic)

A bionic arm fully replaces a lost or destroyed biological arm. The bionic arm may begin at the shoulder, elbow, or wrist.

Benefit: The artificial limb duplicates the function of its biological counterpart. It is not quite as effective as a biological arm though; characters with a basic bionic arm take a -2 penalty on all dexterity checks and atttack rolls requiring use of that bionic arm.

Type: External.

Hardness/Hit Points: 3/5.

Base Purchase DC: 17.

 

Bionic Leg (basic)

A bionic leg fully replaces a lost or destroyed biological leg. The bionic leg may begin at the thigh, knee, or ankle.

Benefit: The artificial limb duplicates the function of its biological counterpart. It is not quite as effective as a biological arm though; characters with a basic bionic leg take a -5 foot penalty on movement and -2 penaltyy on balance checks.

Type: External.

Hardness/Hit Points: 3/7.

Base Purchase DC: 17.

 

Digital Eye (basic)

An artificial organ that fully replaces a defective or destroyed eyeball. Removes the blinded condition. Artificial eardrums can even be given to people who were deaf from birth.

Benefit: The artificial organ duplicates the function of its biological counterpart. It is not quite as effective as a biological ear though; characters with a basic artificial eardrum take a -2 penalty on all listen checks.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 19.

 

Digital Nasal Cavity (basic)

An artificial organ that fully replaces a defective or destroyed nose.

Benefit: The artificial organ duplicates the function of its biological counterpart. It is slightly less effective at detecting fine smells but this has no game effect.

Type: Internal.

Hardness/Hit Points: –/2.

Base Purchase DC: 19.

 

Artificial Eardrum (improved)

This improved version of the artificial eardrum not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart completely and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects).

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Bionic Arm (improved)

This advanced version of the bionic arm not only replaces a lost or destroyed arm but is also more resilient than its technological predecessor.

Benefit: The bionic arm upgrade duplicates the function of its biological counterpart completely and has a greater hardness and more hit points than the basic bionic limb.

Type: External.

Hardness/Hit Points: 5/10.

Base Purchase DC: 19.

 

Bionic Leg (improved)

This advanced version of the bionic leg not only replaces a lost or destroyed leg but is also more resilient than its technological predecessor.

Benefit: The bionic leg upgrade duplicates the function of its biological counterpart completely but has a greater hardness and more hit points than the basic bionic limb.

Type: External.

Hardness/Hit Points: 5/15.

Base Purchase DC: 19.

 

Digital Eye (improved)

This advanced version of digital eye not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart completely and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects).

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Digital Nasal Cavity (improved)

This improved version of the digital nasal cavity not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart completely and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects).

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Artificial Heart (standard)

This is a replacement bionic that must be applied almost immediately after heart failure. It is often used to replace a character’s heart if he is weak of heart to pre-empt a heart attack.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects).

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Artifical Lungs (standard)

This is a replacement bionic that must be applied almost immediately after lung collapse or puncturing. It is often used to replace a character’s lungs if they are badly diseased.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Additionally removes the negative effects of long term smoking.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Electronic Voicebox (standard)

This bionic part replaces a character’s voicebox. If the character was previously mute he can now speak, albeit sounding like a robot. The voice is recognizably synthesized.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects).

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Artificial Eardrum (advanced)

This improved version of the artificial eardrum not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart completely and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Additionally the organ is actually superior to a normal ear; the artificial eardrum grants a +4 bonus on all Listen checks.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 27.

 

Bionic Arm (advanced)

This advanced version of the bionic arm not only replaces a lost or destroyed arm but is also more resilient than its technological predecessor.

Benefit: The bionic arm upgrade duplicates the function of its biological counterpart completely and has a greater hardness and more hit points than the basic bionic limb. Additionally the arm is actually stronger than a normal arm; the bionic arm grants a +2 bonus to Strength.

Type: External.

Hardness/Hit Points: 5/10.

Base Purchase DC: 28.

 

Bionic Leg (advanced)

This advanced version of the bionic leg not only replaces a lost or destroyed leg but is also more resilient than its technological predecessor.

Benefit: The bionic leg upgrade duplicates the function of its biological counterpart completely but has a greater hardness and more hit points than the basic bionic limb. Additionally the leg is actually considerably more potent than a normal leg; the bionic leg counts as a light melee weapon when used to kick, dealing 1d6 damage and providing a +2 Strength bonus for the purposes of the melee kick only. Additionally two bionic legs grant +5 bonus to movement speed.

Type: External.

Hardness/Hit Points: 5/15.

Base Purchase DC: 28.

 

Digital Eye (advanced)

This advanced version of digital eye not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart completely and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Additionally the organ is actually superior to a normal eye; the digital eye grants a +2 bonus on all Search and Spot checks.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 27.

 

Digital Nasal Cavity (advanced)

This improved version of the digital nasal cavity not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart completely and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Additionally the organ is actually superior to a normal nose; the digital nose grants the scent special ability.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 26.

 

Artificial Heart (superior)

This is a replacement bionic that must be applied almost immediately after heart failure. It is often used to replace a character’s heart if he is weak of heart to pre-empt a heart attack.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Additionally, the character gains a +4 bonus hourly Swim checks to avoid becoming fatigued and Constitution checks to continue running. This bonus stacks with the bonuses from the Endurance feat.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Artifical Lungs (superior)

This is a replacement bionic that must be applied almost immediately after lung collapse or puncturing. It is often used to replace a character’s lungs if they are badly diseased.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Additionally removes the negative effects of long term smoking. Artificial Lungs grant a +4 bonus on Fortitude checks to hold breath, resist suffocation and drowning and to resist the effects of poisonous gasses.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

Electronic Voicebox (superior)

This bionic part replaces a character’s voicebox. If the character was previously mute he can now speak, albeit sounding like a robot. The voice is recognizably synthesized.

Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). Features a synthetically generated voice, which can be modified to imitate another voice with a high degree of accuracy. This grants a +5 bonus on disguise checks. A listen check (DC 25 or opposed Disguise) is required to detect the difference between the real and imitation voice.

Type: Internal.

Hardness/Hit Points: –/4.

Base Purchase DC: 21.

 

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