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.