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Organ Replacement

From FuturePath

THIS PAGE IS STILL UNDER CONSTRUCTION!

This page is based on Cybernetic Replacements. This can be used to help a Character deal with a grave wound. And in turn can grant them a Quirk/Flaw as a result of the trauma. The character can then over time try to overcome this Quirk/Flaw in there own way if they choose too.

This can also be used as part of a Characters journey into becoming a Cyborg. However, these replacements do not require Cybernetic feats and do not follow the normal Cybernetic requirements that Utility and Enhancement Implants do.

The examples below are not a complete list and use Human anatomy for the examples. If the Player or GM thinks there should be more please refer to: Alternative Replacement Implants.

Internal Implants / Artificial Organs

An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, eye, or ear. They are not perfect replacements unless the Technology uses to craft them is sufficiently high enough.

These replacements have certain side effects specific to what is being replaced. The examples below are for Human anatomy and much be adjusted to fit different species.

Heart/Lungs

Tech Level 1
Average Price/Procure Diff: $15,000/1
Penalty: -1 to Constitution, -1 to Strength, -3 to Acrobatics and Athletics skill checks.
Tech Level 2
Average Price/Procure Diff: $30,000/1
Penalty: -1 to Constitution, -2 to Acrobatics and Athletics skill checks.
Tech Level 3
Average Price/Procure Diff: $60,000/2
Penalty: -1 to Acrobatics and Athletics skill checks.
Tech Level 4
Average Price/Procure Diff: $120,000/2
Penalty: None
Bonus: Tech 4 implants are all considered 'hidden' they are so well made that they appear as nothing is different.

Eyes/Ears

Tech Level 1
Average Price/Procure Diff: $10,000/1
Penalty: -1 to Charisma, -1 to Wisdom, -3 to Perception, -2 to Sense Motive
Tech Level 2
Average Price/Procure Diff: $20,000/1
Penalty: -1 to Charisma, -2 to Perception, -1 to Sense Motive
Tech Level 3
Average Price/Procure Diff: $40,000/2
Penalty: -1 to Perception
Tech Level 4
Average Price/Procure Diff: $80,000/3
Penalty: None
Bonus: Tech 4 implants are all considered 'hidden' they are so well made that they appear as nothing is different.

Stomach/Gut

Tech Level 1
Average Price/Procure Diff: $15,000/1
Penalty: -2 to Constitution, -1 to Athletics
Tech Level 2
Average Price/Procure Diff: $20,000/1
Penalty: -1 to Constitution
Tech Level 3
Average Price/Procure Diff: $30,000/1
Penalty: None
Tech Level 4
Average Price/Procure Diff: $45,000/2
Penalty: None
Bonus: Tech 4 implants are all considered 'hidden' they are so well made that they appear as nothing is different.

Prosthetics

The below are the two most common things when people think of Prosthetics.

Arms/Control Appendages

Tech Level 1
Average Price/Procure Diff: $10,000/1
Penalty: -2 Strength, -2 Dexterity, -1 Charisma, -2 too Acrobatics, Athletics, Disguise and Intimidate skill checks.
Tech Level 2
Average Price/Procure Diff: $30,000/1
Penalty: -2 Strength, -1 Dexterity, -1 Charisma, -1 too Acrobatics, Athletics, Disguise and Intimidate skill checks.
Tech Level 3
Average Price/Procure Diff: $90,000/1
Penalty: -1 Strength, -1 Dexterity, -1 too Acrobatics, Athletics checks.
Tech Level 4
Average Price/Procure Diff: $250,000/2
Penalty: None
Bonus: Tech 4 implants are all considered 'hidden' they are so well made that they appear as nothing is different.

Legs/Locomotion

Tech Level 1
Average Price/Procure Diff: $15,000/1
Penalty: -1 Strength, -2 Dexterity, -1 Charisma, -2 too Acrobatics, Athletics, Disguise and Intimidate skill checks and -10ft walking speed.
Tech Level 2
Average Price/Procure Diff: $40,000/1
Penalty: -1 Dexterity, -1 Charisma, -1 too Acrobatics, Athletics, Disguise and Intimidate skill checks and -5ft walking speed.
Tech Level 3
Average Price/Procure Diff: $110,000/1
Penalty: -1 Dexterity, -1 too Acrobatics, Athletics, Disguise and Intimidate skill checks.
Tech Level 4
Average Price/Procure Diff: $300,000/2
Penalty: None
Bonus: Tech 4 implants are all considered 'hidden' they are so well made that they appear as nothing is different.

Alternative Replacement Implants

The above lists are not comprehensive. The Player can confer with the GM in making alternative Prosthetics or Organ replacements. Build a set of negatives following the above as a guide for the Tech Level 1 Replacement then start to remove the penalties. Tech Level 4 should have no penalties and provide the bonus stealth/hidden feature by default. Tech level 3 can also provide no penalties but doesn't provide the bonus.

The GM and Player must agree before hand that an alternative Replacement is necessary. However, the GM has the ultimate say on what that looks like as long as they follow the above guidelines.