MODS

MODS are modification to the human body using cybernetics, genetics and chemicals. The end result is something more than human and hopefully something better than human. This is a list of all the MODS currently available FOR CHARACTERS.


ARTIFICIAL MUSCLE ENHANCEMENT
Geneticists take a sample muscle cell and then specifically tailor it to respond to a drug designed specifically for each individual and then place it back into the body. The cell carries a virus which destroys non-tailored cells of the same type, allowing the tailored cell to replicate and replace the destroyed normal cells. By the end of four months full affect will have been achieved. The drugs should be taken a minimum of twice per week to maintain maximum muscle.
Level 1: +1 to Strength, requires light exercise regime and 100 marks worth of drugs per month to maintain. Cost 10,000
Level 2: +2 to Strength +1 Stamina, requires exercise and drugs worth about 500 per month to maintain bonuses. Cost 35,000
Level 3: +3 Strength +2 Stamina, requires heavy exercise and drugs worth 2000 per month to maintain bonuses. Cost 95,000

AIR TANK
Requires an internal CPU. The bottom most portion of one of the recipients lungs is removed and replaced with a small compressed gas tank. The tank has a lifetime energy supply and can refill itself during four hours of normal breathing. The tank captures and compresses a portion of the air in the lungs. The compressed gas can be released at any rate. The rate is selected by thought, utilizing the internal CPU. The tank can hold fifteen minutes worth of breathable air. Other gasses can be contained in the tank, but requires a motorized tube be inserted into the lung and attached to a port on the tank.
Cost 14,000

ARMOR SKIN
Geneticists redesign your epidermis to grow hardened, thick portions of skin on its own in such a way as to not too badly hamper movement. Record it seperately from the normal hit points as the skin prevents damage instead of absorbing it.
Level 1: 2 pts chest, 1 pt stomach
Cost 13,000
Level 2: 3 pts chest, 1 pt stomach
Cost 30,000
Level 3: 4 pts chest, 2 pts stomach, 1 pt each leg, 1 pt each arm
Cost 65,000
Level 4: 5 pts chest, 3 pts stomach, 3 pts each leg, 2 pts each arm, -1 to Dexterity
Cost 110,000

DIRECT SYSTEMS INTERFACE PORT
Its used to plug your brain directly into a system. The small 1 1/2 cm socket can be placed anywhere on the body. Direct System Interface, or D.S.I., offers the following benefits: a reaction bonus of CPU rating/2 (round down) when plugged into Non-sentient systems, or equal to the CPU rating for A.I.'s. It also makes computer use significantly easier. When in D.S.I. an individual can directly computer systems more quickly. Extremely useful for interacting with the DataNets. DSI bypasses the users senses and allows the brain to absorb information at the greatest possible speed. Reading takes about 1/3 the normal time.
Cost 15,000

CYBERNETIC EARS
The base cost for two electronic ears is 7,000. All prices shown are for modifying both ears. There is only so much room available for modifications and additions to the ear. Next to each feature is a percentage figure which denotes the amount of availabe space the feature fills. More expensive additions can be made to fill less space.
-Dampening: Protects the ears from sudden, drastic increases in volume level.
Cost 2,500 Percentage 30
Cost 7,000 Percentage 20
-Amplification: Amplifies sounds as directed by thought using an internal CPU. Maximum amplification is four times normal.
Cost 9,500 Percentage 45
Cost 21,000 Percentage 35
-Filter: Allows the user to select individual sounds, with the use of an internal CPU, and filter them out, clarifying the remaining sounds.
Cost 8,000 Percentage 35
Cost 22,000 Percentage 20
-Recorder: Records sounds directly to a memory chip when directed through internal CPU. 2 hours fills one gigabyte of storage.
Cost 3,000 Percentage 20
Cost 8,000 Percentage 15
-Increased Range: Allows user to hear a wider range of frequencies. This makes it possible (with necessary skills) to understand or translate some alien languages.
Cost 11,000 Percentage 40
Cost 28,000 Percentage 25

CYBERNETIC EYES
The base cost for two electronic eyes is 13,000. All prices shown are for modifying both eyes. There is only so much room available for modifications and additions to the eyes. Next to each feature is a percentage figure which denotes the amount of availabe space the feature fills. More expensive additions can be made to fill less space.
-Camera: records sight (video) two dimensionally to memory, requires internal CPU. It can be coupled with the sound recorder. It follows the focus of the eyes. 30 minutes per gigabyte of storage.
Cost 8,000 Percent 25
Cost 15,000 Percent 20
-Flare Compensation: Protects the eyes against drastic increase in brightness.
Cost 4,000 Percent 25
Cost 14,000 Percent 15
-Low-Light: Amplifies existing light.
Cost 11,000 Percent 40
Cost 22,000 Percent 25
-Thermographic: Extends sight into infra-red by created a heat based overlay on normal sight.
Cost 16,000 Percent 40
Cost 29,000 Percent 25
-Holocam: Records three dimensional video. 5 minutes per gigabyte of storage.
Cost 22,000 Percent 40
Cost 45,000 Percent 25
-Ultrasonic: Sensitivity is adjustable through internal CPU. Requires a transmitter be carried and activated. Overlays artificial images on normal sight. Images are glowing green spots where the sound is reflected back, bright and dim differentiation is used to distinguish between near and far objects.
INCREASED REACTION
Thought activated through the internal CPU. Adrenaline begins to seep into the bloodstream, nerve response frequency increases and the bodies prepped for action. Characters who have the system activated will be slightly on edge, more so for higher levels. It is not a good idea to leave it on longer than you have to.
Level 1: +2 to Reaction. Cost 55,000
Level 2: +4 to Reaction. Cost 170,000
Level 3: +5 to Reaction. Cost 260,000
MATH PROCESSOR
Runs equations of any kind. Very useful for navigation and if you don't have an indirect fire capable Weapon Circuit it can tell you what angle to point the grenade launcher at.
Cost 4,000

MEDICAL AI
A smart, but not sentient, medical machine is implanted in the body with a port exposed to the surface for depositing metals. The brain of the machine constructs microscopic machines which carry out basic reparative task within the body, such as aiding clotting, liquifying cancerous cells, cleaning arteries, and helping the body with regenerative processes. Healing rate is tripled and even a severely injured person rarely "bleeds out."
Cost 50,000
MEMORY
1-50 gigabytes, Cost 250 per gigabyte
51-250 gigabytes, Cost 500 per gigabyte
251-500 gigabytes, Cost 1,000 per gigabyte
501-1,000 gigabytes, Cost 1,500 per gigabyte

RADIO
Offers two way multiple band communications. Price is triple if you want one that derives the messages directly from thought. More powerful broadcast requires a power boost through the users DSI port.
Level 1: Range 500 ft Cost 4,000
Level 2: Range 1 mile Cost 7,500 Requires battery connected to DSI port
Level 3: Range 5 miles Cost 17,000 Requires battery connected to DSI port
Level 4: Range 10 miles Cost 35,000 Requires battery connected to DSI port
-Cost x3 for thought derived broadcasting.
-500 frequency channel hopping (for security), cost +7,500
WEAPON CIRCUIT
Level 1: Cost 13,000
Provides basic information. Shows where the shot would hit if it traveled in a perfectly straight line. +1 to hit with compatible weapon.
Level 2: Cost 20,000
Provides basic information, but is also capable of calculating indirect fire, including plunging fire with machine guns. +1 to hit with compatible weapon.
Level 3: Cost 85,000
Needs to be coupled with a rangefinder, or the ultrasonic cybernetic eye MOD. Calculates and compensates for distance, gravity and atmospheric density. Capable of calculating indirect fire. Gravity and atmospheric density must be inputted by user. +3 to hit when all factors have been inputted, +1 without.

ADRENALINE SPIKE
Is not compatible with Increased Reaction. Surges adrenaline levels automatically during moments of stress.
Level 1: Cost 40,000
+1 Strength, +1 Reaction, +1 dice to Athletics
Level 2: Cost 90,000
+2 Strength, +1 Reaction, +2 dice to Athletics
Level 3: Cost 160,000
+3 Strength, +2 Reaction, +3 dice to Athletics

WRIST ENHANCEMENT
Cost 48,000 +1 Dexterity
Cybernetic implants replace certain parts of the wrist to give smoother, more controlled movement of the hands.
JOINT ENHANCEMENT
A new MOD recently designed by Cyax Corporations Organic Development Department. Every joint in the body, excluding fingers, toes, etc. are modified in the same manner as Wrist Replacements.
Cost 300,000
+3 Dexterity +1 Athletics Dice

KICK REDUCTION
The wrist and elbow, as well as shoulder, are altered so that when firing kick is transferred straight backward.
Cost 23,000
-1 to Kick
INTERNAL CPU
The central hub for all MOD and DSI activities. The CPU converts thought into computer commands for purposes of MOD activation and DSI interfaced computer operation.
Level 1 Cost: 10,000 Basic unit, used by a large percentage of the populace.
Level 2 Cost: 45,000 This model rarely misinterpets thought and has a large number of redundant links throughout the brain making it likely to continue functioning even if the owner suffers severe head trauma.
Level 3 Cost: 130,000 Contains all of the advantages of the cheaper models plus radio linking capability. If a regular Dataport is within five feet of the user he or she can remain connected without a hard line. The range is extendable if the owner has a radio MOD.

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