TEXT: John D. Lees
  Techbook:
  Chrome
  
  Techbook: Chrome
  Twilight Sector
  An alternative take on cybernetics, 
  with rules for bionics and other 
  bio-replacements, cyborgs and 
  cyrgeware thrown in for good 
  measure.
  
  AUTHOR 
  John Lees
  LAYOUT 
  John Lees 
  INTERIOR ILLUSTRATIONS 
  Emel Akiah (pg 3, 8, 12, 17, 32, 38, 41, 44, 49, 65, 73, 85, 89, 97, 99, 100, 123)
  John Lees (pg 28, 59, 95, 102, 107, 118, 130)
  Jeff Uryasz (pg 24, 112)
  Also:  
  © Dreamstime.com / Higyou (pg 19)
  © Can Stock Photo Inc. / Zathyn (pg 121)
  Attribution-ShareAlike 2.5 Generic/ Ignacio Icke (Page 81)
  COVER 
  Phillip Simpson 
  Twilight Sector 
  Techbook: Chrome
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are 
  used according to the terms of the Traveller Logo Licence version 1.0c. A copy of this licence 
  can be obtained from Mongoose Publishing. The mention or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Product Identity, as defined in 
  the Open Game License version 1.0a, Section 1(e) and are not open content: All trademarks or 
  registered trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines, 
  locations, characters, artwork and trade dress. (Elements that have previously been designated 
  as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as product identity (see above) any game 
  mechanics are Open Game Content as defined in the Open Gaming License version 1.0a 
  section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Twilight Sector: Campaign Setting Sourcebook is published by Terra/Sol Games LLC under 
  the Open Game License version 1.0a, Copyright 2000 Wizards of the Coast Inc.
  Terra/Sol Games LLC, the Terra/Sol Games logo and the Twilight Sector logo are trademarks 
  of Terra/Sol Games LLC © 2009 Terra/Sol Games.
  CREDITS 
  
  Contents
  The Social Acceptance of Cybernetics in the Twilight Sector .......4
  Social Acceptance in Other Settings .....................................................7
  Tech-Levels in the Twilight Sector ..........................................................8
  Useful Skills for Chromers ..........................................................................10
  High Strength Implants ...............................................................................11
  Cybernetic Replacements ........................................ 13
  Technical Details ......................................................................14
  The Self-Made Man  .....................................................................................15
  Manufacturing Cybernetics   ....................................................................16
  The Surgical Process ....................................................................................17
  Sensory Replacements  ..........................................................18
  Cybereyes  .......................................................................................................18
  Cyberears  ........................................................................................................20
  Secondary Sense Appliances  ..................................................................20
  Cybernetic Sensory Enhancements  .......................................................21
  CyberLimb Replacement ........................................................24
  Cybernetic Limb Enhancements  ............................................................33
  Other Cybernetic Replacement Options .............................37
  Cyber-Reconstruction .................................................................................37
  Partial Limbs ...................................................................................................38
  Sub-Torso Replacement .............................................................................39
  Cybernetic Organs .......................................................................................42
  Cybernetic Interchangeability .................................................................43
  Maintenance Checks and Overhauls (Optional Rule) ......................45
  Biologicals ................................................................. 47
  Technical Details ......................................................................48
  I Made your Eyes  ..........................................................................................50
  Types of Biologicals .................................................................52
  Sensory Replacement/Enhancements .................................................53
  Limb Replacement/Enhancement  ........................................................57
  Bio-Replacement Organs ...........................................................................59
  Maintaining BioLogicals .............................................................................60
  Accessories ................................................................ 61
  Singular Accessories ...............................................................62
  Package Accessories ...............................................................85
  Temporary Accessories ...........................................................91
  Medicinals .......................................................................................................91
  Appliances.......................................................................................................93
  Cyborgs ..................................................................... 101
  LSU Characteristics ..................................................................105
  Standard Cyborgs (Robotic Bodies) .....................................108
  Additional Devices .......................................................................................112
  Cyborgs in Combat ...................................................................113
  Repairs  .............................................................................................................117
  Non-Standard Cyborgs (Vehicle Bodies) .............................118
  Changing SHells/Frames ............................................................................120
  Cyrgeware  ................................................................ 122
  Cyrgeware Characteristics .........................................................................125
  Morphs.......................................................................................127
  
  Background  Material
  Page 3
  ybernetics, it could be argued, were pioneered by Edgar Allen 
  Poe in his tale “The Man That Was Used Up” (1839) — a story 
  about an old soldier who was literally composed of various 
  prosthetics. By the Second World War, science fiction stories included 
  many (as-yet undefined) cyborgs such as C.L. Moore’s “No Woman 
  Born” (1944), in which a famed dancer named Deirdre is given a new 
  robotic body and must learn to adjust to her new state of being. By 
  the 1960s, the term “cyborg” was itself coined by Manfred Clynes. The 
  1970s television series Six-Million Dollar Man popularized it further 
  (and his “bionics” are actually cybernetics in this book, while the word 
  ‘bionics’ has been revived and separated from cybernetics here). But 
  the heyday of cybernetics came with the Cyberpunk revolution of the 
  1980s. Out of this rich history is drawn Techbook: Chrome, offering 
  the Traveller system an alternative take on implants (cybernetic or 
  bionic, as well as a new kind, cyrgeware) and cyborgs.
  As with all Terra/Sol supplemental texts, this book presents its 
  material using the Twilight Sector Setting as a basis, but the rules 
  and technology herein are suitable for a wider range of Traveller 
  settings. Referees can easily strip out the nominal setting information 
  and adjust these rules to their own settings and campaigns. 
  C
  Author’s 
  Note
  
  Techbook: Chrome
  Page 4
  The Social Acceptance 
  of Cybernetics in the 
  Twilight Sector
  Cybernetics and Bionics, while considered something of an anomaly 
  in the social fabric of the Twilight Sector Setting, are neither actively 
  suppressed nor made into a complete social anathema. Although it 
  would be a mistake to claim that these implants are fully embraced 
  however.  The term used for techno-implants of all kinds is “chrome” 
  and one who has them implanted is a “chromer.”
  The Larger Issue: Deviation from the Norm
  The Twilight Sector Setting envisions a human-centric universe, and 
  while there are definitely aliens (transluminal drive technology came 
  initially from alien artifacts), there are no contacts with living aliens 
  in the setting (of which the public is aware at least). But the Twilight 
  Sector Setting has mutants, who deviate from the basic human 
  genetic model in non-trivial ways. In fact, the setting boasts two types 
  of mutant populations: Scientifically Induced Mutants (or SIMs) 
  which first began appearing in the late 21st century, and naturally 
  occurring mutants, who are born (often from baseline parents) with 
  random mutations. The latter have become the crux of the problem, 
  stemming from a sudden rise in natural mutation noticed by the 27th 
  century (about three centuries before the standard setting). This rise 
  of “natural” mutants, both in percentages of the population as well 
  as appreciable numbers, has created a backlash among the normal 
  human or “baseline” population fed by fear and paranoia. In the 
  Twilight Sector Setting, this backlash sets the stage for a major war 
  (although there are good reasons to dismiss this, the conflict being 
  merely cover for a land-grab by the Expansionist States), as well as 
  smaller dramas (hate crimes, public riots, mutant-rights efforts) which 
  can drive the narrative of individual tales.
  Ironically, human genetic engineering is both commonplace and 
  accepted in the Twilight Sector Setting. To a point. When they were 
  first developed, SIMs were not just accepted, but enthusiastically 
  embraced. But when the rise of natural mutations began to get 
  broader notice, even SIMs began to feel the backlash of the baselines. 
  The fear and loathing of the populace towards natural mutants 
  branched into a general distrust of anything that deviated from the 
  
  Background  Material
  Page 5
  norm. Paradoxically, that “baseline” still has no problem in tinkering 
  with the genetic predispositions of their unborn offspring, rooting 
  out occurrences of genetic diseases, even making (idealized) 
  cosmetic modifications to produce desirable traits. In the Twilight 
  Sector Setting, most of the Trillions of human beings alive are 
  technically SIMs, although only a small percentage of the overall 
  population is so labeled.
  What does this have to do with Cybernetics? 
  While there is no genetic change that takes place, chrome still 
  activates the same kind of fear-response as mutation. Like SIM 
  technology, the use of techno-implants to enhance capabilities is 
  seen as propelling those who use it much too far from the baselines 
  and far too close to the mutants. The psyche of baseline culture in 
  the Twilight Sector Setting is the predominate culture of humanity, 
  caught between fear of the mutant (and the eventual decline of 
  the baseline species) and the natural desire to seek out advantage 
  (acquire genetic superiority through SIM technology or practical 
  advantage through cybernetics). 
  There is a kind of ‘counter-pressure’ from society that rejects anything 
  which makes people “better than” the majority of the baselines 
  (Mutation, Cybernetics, Psionics). Does this ‘counter-pressure’ present 
  itself as pitchforks and torches or public shaming? Generally not. 
  Although natural mutants get the raw-end of the stick as usual, and in 
  some areas they are ruthlessly exterminated or get forced into second- 
  and third-class citizenship status. This is much less pronounced for 
  those who have visible cybernetics. The fact that some of these 
  implants are conscious choices is balanced against the fact that they 
  Doctor Techlove, or how I stopped Kvetching and 
  learned to embrace the Chrome
  Generally game settings either wholeheartedly accept, or vilify and reject, 
  such things as cybernetics, depending on the atmosphere and tone that the 
  designer wants to present for the background. From an entirely metagame 
  perspective, the approach to cybernetics and bionics in the Twilight Sector 
  Setting is a deliberate attempt to create a “middle path” with great flexibility. 
  The basic stance of society ranges from guardedly neutral to slightly hostile 
  depending on the needs of the referee and the campaign. There may be 
  “pockets” where the general state of “baseline paranoia” pushes this in either 
  direction (open toleration or condemnation). At Terra/Sol Games, the 
  campaign is the thing, and this approach best-allows Referees to make these 
  kinds of choices for their own games. 
  
  Techbook: Chrome
  Page 6
  are sometimes also the result of accident or injury. Given that full bio-
  replacement is far more costly than cybernetics, to reject chromers out 
  of hand is both unrealistic and unfair. Still, it happens just that way for 
  all too many, especially as the cybernetics get more extreme or there 
  are many implants. Welcome to low-level mass hysteria and irrational 
  social prejudice, facts and reason need not apply.  Still, the humans of 
  the 30th century scratch their heads in wonder over those differences 
  we 21st century primitives obsessed over while retaining severe (and 
  unrealistic/unfair) prejudices of their own. 
  Because of what drives these fears (inadequacy and a fear of 
  becoming obsolete), the use of bionics (part organic/part non-
  organic) as opposed to cybernetics (fully inorganic) is immaterial. 
  The effect of becoming “superior” is the key point that triggers the 
  response. The more obvious the chrome is, the more pronounced this 
  pressure will become. Someone who has multiple accessories, and 
  demonstrates that they indeed have a significant “advantage” over 
  those who do not, will be treated as SIMs (-1 Social Standing), which 
  they effectively have become. 
  For “Cyborgs” (human brains inside of robotic or vehicular shells) 
  this pressure comes in far more subtle forms — like being snubbed, 
  mistaken for a ‘robot’ or simply being avoided in public (-2 Social 
  Standing). In fact, it is not uncommon for cyborgs to just “pass” as a 
  robot and avoid the trouble that inevitably comes from detection. 
  Different Subcultures, Different Rules
  One of the advantages of the model used in the Twilight Sector Setting is that 
  it is very plastic. While an individual Referee can (and should) adjust the public’s 
  toleration as mentioned in the previous sidebar, they can also set up different 
  subcultures with very different responses to the same stimuli:
   Λ Spacers for example, are a semi-itinerant population of station workers, 
  starship crewmembers and others who work and live in the shady sections 
  of space. To a spacer, cybernetic/bionic modification is an survival edge, and 
  sometimes that edge will not only save the implantee but those around them. 
  They have a high toleration for chrome and chromers.
   Λ Tinkers, a group of familial-based population of wanderers and nomads, might 
  have strong toleration for other Tinkers with lots of chrome, while they share 
  the same level of intoleration for those outside of their bands.
   Λ Mutant War Veterans, while not a generational sub-culture, are still a sizable 
  population in the Twilight Sector Setting. With so many mangled and injured 
  in the war, the level of tolerance among these veterans for chrome would 
  certainly be far greater than most.  Driven by experience, they would also be 
  more susceptible to the Spacer’s logic of the benefits of cybernetics/bionics.
  
  Background  Material
  Page 7
  Social Acceptance in 
  Other Settings
  Individual Referees are free to determine for themselves the 
  acceptance of chrome in their own campaigns, especially homebrew 
  settings. Some things to keep in mind however:
   Λ
  Chrome is expensive, this means that in settings where people 
  either do not care about, or fully embrace chromers, there is 
  still going to be a distinction between the Haves and the Have 
  Nots. There might also be a more active secondary market for 
  cybernetics in such places (lower cost & reliability).
   Λ
  Cybernetics or bionics might not be appropriate for the setting 
  you have (or want to create). This can be easily rationalized by 
  having certain (undesired) technology simply ‘not pan out’ for 
  some reason. For example: don’t like cybernetics? This technology 
  might be stymied due to the in-availability of sufficiently low 
  weight alloys/high-durability plastics, or their might be problems 
  with the cybernetic interface itself, or with the rejection meds that 
  are required for so much artificial material placed into the body. 
  Don’t like Bionics? The whole ‘piecemeal creation’ of limbs using 
  cultured frames, similar to synthmeat in Setting Update Beta, pg. 
  22-23, could be problematic for complex systems, or spontaneous 
  mutations during tissue growth cause these tissues to fail too 
  often to be viable commercial goods (so they are possible, but not 
  common). In the end, pick whatever tech you think works best for 
  your setting, then justify including/discounting that technology 
  backwards (as in: “I only want bionics, and here’s why…”). 
   Λ
  Open acceptance of chromers will mean that chrome is going to 
  be more common. This is not necessarily a bad thing, but it should 
  be kept in mind when characters face opponents (more likely to 
  have cybernetics) and interact with NPCs (who might have allure 
  packages or other social-interaction based cybernetics). 
   Λ
  A rejection of all chrome by society will push the process into 
  the underground, forcing those who develop this technology to 
  operate in the shadows. This will mean that more components will 
  have to be purpose-built, and fewer resources will be on hand. 
  There will be no “standard” designs and some might be harder to 
  find than others. Also, those techno-implants which are relatively 
  undetectable will be more commonplace than showy or obvious 
  examples.
  
  Techbook: Chrome
  Page 8
  Tech-Levels in the 
  Twilight Sector
  The concept of tech levels in the Twilight Sector Setting is more 
  porous than that of a generic Traveller setting. The Setting isn’t quite 
  as far-flung nor as ancient as some other Traveller settings. Planets 
  are connected tightly by bonds of trade; so while individual tech 
  levels still mean something, the worlds of Twilight Sector Setting 
  tend to fall in a limited number of categories. 
  Maintech worlds are those within the range of TL 9-12. They (and 
  their goods) are known as maintech because there is an effort to 
  harmonize the interfaces, connectors and other components as 
  much as possible. This is a conscious choice, driven by self-interest 
  and utility. Thus, a TL 12 weapon system (for example) can find some 
  replacement parts on a TL 9 world since both are maintech. With 
  locally made goods, a TL 9 tech would not be able to conduct a 
  complete overhaul, but they could perform basic maintenance. That 
  crate full of TL 12 goods that came in last week however might have 
  exactly what is needed. Since it is maintech, the TL 9 techie can even 
  handle the parts that need to be swapped out in an overhaul with 
  these imported trade goods.
  
  Background  Material
  Page 9
  As one goes lower down the TL scale of maintech, the reliance is 
  more and more on such ‘imports’ and as one goes higher, there is 
  often a great deal of planetary production designed in part or whole 
  for export off-world. Some maintech worlds are TL 9 or 10 in all but 
  one or two industries where they have retained (or developed) 
  specialization. These are sometimes called sliptech worlds, since they 
  are poised on the edge. 
  Retrotech worlds are TL 8 and lower, and most of them deliberately 
  eschew technology (for religious or philosophical reasons). In some 
  cases, such as the Orion Confederation, this is allowed under the laws 
  respecting strong local governance and/or religious toleration. In 
  others, it is socially ingrained, so that even if these goods are present 
  they are simply unused (like 21st century Amish). 
  A few worlds could be considered retrotech because they have few 
  or no native production facilities above TL 8, but are still awash in 
  maintech parts due to active trade routes. At times, natives are often 
  shocked and dismayed to discover that economics have forced them 
  into this nebulous zone (which is only maintech so long as the trade 
  routes remain constant). Once a world spirals down this far, they might 
  become Backwaters (not retrotech by conscious choice, but retrotech 
  nonetheless) if they drop off the regular cargo routes (until then, they 
  are maintech despite the lack of local production).
  In a similar situation are many Fringer worlds, which lie outside of the 
  official boundaries of the interstellar nations and thus are hard to get 
  to and/or outside of the regular trade routes.
  High Tech worlds are TL 13-15, but even here most of the technology 
  sold in the marketplaces found on these worlds are TL 9-12 maintech 
  goods. TL 13 is reserved for “fancy” gadgets, high end consumer 
  goods. These are the Rolex watches and Lamborghinis of the setting: 
  for sale, but harder to find and pricey. This spills over into TL 14 in 
  some cases, but most TL 14 goods are actually ‘experimental’ or 
  ‘cutting edge’ technology, generally not even mass-produced (with 
  some exceptions). TL 15 encompasses the top-edge of technology, 
  within the grasp of the interstellar governments and larger 
  corporations, but even then as prototypes and truly unique items. 
  Most goods in Twilight Sector (including the cybernetics listed here) 
  are assumed to fit the maintech niche, and are priced accordingly. 
  Referees are free to determine whether or not some of these goods 
  would be available to a particular world/system/market in their own 
  setting and what the markup for the goods would be. 
  
  Techbook: Chrome
  Page 10
  Option: Some referees 
  may want characters who 
  wish to apply their oh-so-
  theoretical Science skill 
  to at least possess (but 
  not necessarily have to 
  roll) some Engineering or 
  Mechanics (or the Trade 
  skills below) to provide 
  them with a practical 
  basis for all that theory. 
  Useful Skills for 
  chromers
  Mechanics & Engineering (Electronics) are useful skills for the primary 
  components of TL 8 and lower cybernetics (not the interfaces, but the 
  camera-eyes or audio-pickups for example). This is one reason that such 
  “old” cybernetics are still on the market (and many of these cybernetics 
  are not truly “old” at all). Some end-users feel this “simpler” design 
  facilitates repair and maintenance (and others just appreciate the lower 
  costs of a TL 8 Cybernetic in the TL 12-based marketplace). 
  Life Science (Cybertechnology) is the “The study of blending living and 
  synthetic life” (TMB, pg. 57) in this context it deals with the basic design 
  and the practical application of cybernetics. Think 
  of this as a general skill in cybernetics, it allows the 
  cyber implant to be designed and built, maintained 
  and diagnosed. Because this is a science skill, it 
  stresses theory over application.
  Life Science (Biotechnology) is the counterpart of the 
  Cybertyechnology-specialization within the field of 
  biologicals (bio-replacements and bionics). Growth 
  cultures, the proper way to grow specific parts and 
  the DNA-manipulation required to make bionics. 
  Again, as a science skill, it stresses theory over application.
  Space Science (Robotics) is a skill that deals with a certain amount of 
  overlap in cybernetics, primarily the form and design of cyberlimbs (all 
  except the interface with the biological entity) and about 85% of the 
  design and production of cybersense organs.
  Trade (Cybernetics Production) is the skill of producing (or compiling) 
  a cybernetic component. In some ways, this is the practical portion 
  of Life Science (Cybertechnology) without the theoretical aspects (or at 
  least only the ones that are useful in the production process). It does 
  not have the breadth of the Life Science specialization, and thus cannot 
  be used for some checks (such as synching the finished limb to the 
  chromer, a critical part of the process).
  Trade (Biotechnology Processing) is the counterpart of the Cybernetics 
  Production specialization specifically for bio-replacement and bionics. 
  It involves an in-depth practical knowledge of how to run a growth 
  facility to yield the individual limbs and organs used for Biologicals of 
  either type. 
  
  Background  Material
  Page 11
  High Strength Implants
  What happens when a new limb has physical strength much greater than 
  that of the user? Not as much as one might think. The higher-strength limb 
  can perform some actions at full strength (squeezing an object in the hand 
  for example), but in cases which involve the full body (lifting objects, which 
  involves shoulder as well as arm muscles; pushing aside large objects, which 
  involves many muscles over the entire body) the limb strength is secondary to 
  the character’s overall strength stat. In a few cases, when the chromer is braced 
  properly for example (most combat skills train chromers how to do this, add 
  in other cases at the Referee’s discretion), the character can safely add some 
  of their limb’s greater strength: add +1 to the chromer’s Effective Strength 
  for every 2 full points the cyberlimb Str is greater than their own (up to a 
  +3). Note that this is not the Strength DM, but the statistic. Use this adjusted 
  Strength characteristic to determine the appropriate DM however.
  Giving that Extra Effort: Overstress
  If the character is willing to cause damage to their body however, they can 
  use the limb to it’s full strength for some checks. The danger comes from the 
  additional strain tearing muscles in the shoulder and back (arms), or the hips/
  thigh/groin (legs). If the user wishes to exert themselves in a situation the Referee 
  feels overstress would be an issue, use the Strength of the limb as the character’s 
  effective Strength for this task and make an Endurance stat check to resist injury. 
  Reinforcement (Page 30) will help with Overstress (+4 DM to test below).  Note: 
  Bionics are considered automatically reinforced, as are oversized limbs. 
   Μ Task: Resist Overstress Injury: Endurance, instant, Negative DM: difference 
  between user Strength and limb Strength. The character who fails will take 
  d3 Str and d3 Dex damage and stun damage equal to the Negative Effect 
  of the check (which can be healed normally for stun: 10 minutes/point, see 
  Starfarer’s Gazette #1 for details on Twilight-Sector options for stun damage) 
  Example: Vandra is a Str 8, End 10 character with an unreinforced Baseline 
  Cyberlimb that she enhanced to +4 STR (12). If she wishes to squeeze something, 
  she can use her full cyberlimb Str of 12 (for a +2 DM). She can (if braced) use her 
  cyberlimb to safely give her an effective Str of 10 (since she gets a +1 for every 2 full 
  points; this gives her a Strength +1 DM) without risking any damage. During the 
  course of an adventure however, Vandra needs to get her partner out of a burning 
  vehicle. The Referee says that prying her friend out of the wreckage is a Very Difficult 
  (-4) Strength task (since Vandra has no Athletics (Strength) this will be a base statistic 
  check). As she wants every possible advantage, Vandra pulls out all of the stops, using 
  her full cyberlimb strength of 12 on the door in order to get the +2 DM. 
  The check is a success (thanks to her higher Str total), but Vandra now has to make a 
  Resist Overstress Injury Check. Her STR 12 cyberlimb makes the DM for this check a -4. She 
  rolls a 7 +1 (END DM)=8 -4 (Negative Dm for having 4 STR over her own in cyberlimb)=4, 
  for a -4 Effect. That means her Strength is reduced by –d3 (roll of 2) and Dexterity is 
  reduced by a –d3 (roll of 1). She has also taken 4 points (the negative Effect of her roll) as 
  stun damage, which comes off of her Dexterity (all Stun damage starts there).
  
  Techbook: Chrome
  Page 12
  Sometimes a man really doesn’t know his limitations. Or those of a Mk. 23 Cyberarm. Same thing.
  
  Cybernetic Replacements
  Page 13
  Cybernetic 
  Replacements
  Cybernetic forms of chrome are fully artificial, generally made from 
  lightweight metallic alloys and high-density plastic or biological ceramic 
  compounds (known for their great beauty). Cybernetics are both functional 
  and durable, the product of over a millennia of prosthetic design. Generally, 
  cybernetic implants must be fitted for specific individuals, in order to match 
  their height/weight/shape, either made specifically for them or custom 
  modified using factory parts. Some cybernetics are even made from 
  partially or fully organic components, a half-step in the direction of bionics. 
  Cybertechnologists are considered artisans, and some are considered 
  artists. Implantation however must be performed by competent medics, 
  although the actual surgeries are now considered much more pedestrian 
  affairs than they were a thousand years ago with specialized techniques 
  and tools that have vastly simplified the process. 
  Recovery time from most implantation surgery ‘only’ requires 4+d3 days 
  to avoid infection issues and allow characteristics to return to their normal 
  levels (assuming those days are spent in adequate medical care). The user 
  must also “work in” the new cybernetic, a task taking about d3+2 days of 
  use (which can only be started after the 4th day of healing). Until “worked in” 
  there is a -2 DM to all tasks while using the cybernetic replacement because 
  of the unfamiliarity. This is partially for the chromer to learn how the 
  cybernetic replacement works and partially for the co-processor embedded 
  in the cybernetic replacement to learn how the chromer works). 
  Organic Cybernetics
  While the material here presents a stark difference between bionic and 
  cybernetic implants, the difference is more along the lines of a graduated 
  continuum. There are some cybernetic parts made from organic materials, but 
  these are far from the ‘perfect duplicate’ used for bio-replacements. 
  While classified as cybernetics, organic-based cybernetics are somewhat easier 
  for human bodies to tolerate than inorganic materials like metals, plastics and 
  ceramic compounds. Of course, there are other ways in which they are inferior 
  to those materials (as with so many things). For the purposes of the game, the 
  differences even out. Organic cybernetics and inorganic cybernetics are treated 
  here as effectively the same.
  Individual Referees are free to assess a +1 DM or -1 DM to specific situations if the 
  character has made a point to indicate whether the cybernetic implant is largely/
  partially/solely organic in nature.
  
  Techbook: Chrome
  Page 14
  Why does this cost more than CharGen?
  During character creation, basic cyberlimbs are often paid for, and even when 
  not paid for outright can be ‘bought’ for far less than the values listed here; yet 
  outside of character creation these same replacements have significantly higher 
  credit costs. The reasons for this vary, but the overall costs are largely absorbed or 
  spread out during character creation. The replacement might have been installed 
  20 years ago, and was (at the time) something of a hardship, but with the 
  character reducing their luxuries for several years and/or paying on installments, 
  with the occasional windfall to help shoulder the burden they got through. 
  Insurance also might have paid for some or all of the cost even if the medical roll 
  failed (Tinker, Spacer, Psion, Spy “Medical Care Coverage” charts, pg.178, TMB 
  “Medical Bills” chart pg 37), or subsidies might have been involved as well. Maybe 
  the character took a few extra jobs on the side to help cover the overage. By the 
  time of play, these extra costs have evened out. 
  Technical Details
  Implantation surgeries are performed by medical techs who not 
  only use their Medic skill, but also Life Science (Cybernetics), while 
  cybertechnologists use Life Science (Cybernetics) and Space Science 
  (Robotics) or Trade (Cybernetics Production), some have Art skill 
  specializations as well (for high-end, trendy cybernetics). Normally, 
  these personnel are assumed to perform their functions behind the 
  scenes with solid competence, but characters who wish to do some 
  of these tasks themselves may do so with the right skills (see “Self-
  Made Man” below).
  Surgeries will of course have to wait for the limb itself to become 
  available, but this is not likely to be much of a problem. One of the 
  major advantages of cybernetic limbs and sensory replacements as 
  opposed to biologicals is immediate availability. In a large community, 
  really anywhere a hospital is found in the 30th century, there are a 
  range of component parts that can be put together to create the 
  limb. A rotation pin of size “X”, an upper arm shaft of size “Y” and so 
  forth. While not identical, these often have a definite “similarity” of 
  appearance with other cyberlimbs of the same make and model.
  A more “custom” limb can be produced by building these components 
  to specification rather than using a variety of modular “off-the-rack” 
  components. Rather than adjusting pre-built components, the sub-
  components are built using the basic designs but specifically molded 
  for the end-user. This only adds a few hours and a few thousand credits 
  to the process (usually, about 10% to 15% of the cost of the limb if put 
  together by a tech rather than self-constructed). 
  
  Cybernetic Replacements
  Page 15
  For a bit more expenditure, a completely custom designed cyberlimb 
  (no modular components) can be produced in d6 days and costs 
  +25% of the base costs. These unique cyberlimbs are suitable for 
  artistic flourishes and thus are often seen in higher-end chromers.
  The Self-Made Man 
  The above assumes someone else is doing the work for the character, 
  but with the right skills, PCs can make or build their own cybernetics:
   Λ
  Self-Construction: A character with the right skills — Trade 
  (Cybernetic Production) or Life Science (Cybernetics) — can construct 
  their own cyberlimb (or one for a friend) using available factory-
  built parts. If those parts are available, they often reduce the costs 
  by at most only about 2.5% (if using someone else’s parts, although 
  some facilities actually charge the individual extra and makes them 
  sign a waiver for indemnity) or 10% (if using self-purchased parts, 
  this would require a license in some areas to obtain these, this will 
  vary from place to place at Referee’s discretion) of the costs of the 
  cyberlimb. This essentially avoids the markup of the fitting specialist 
  (and some markup if buying the parts). 
   Λ
  Kit-Building: Producing the raw components (as opposed to a 
  completely re-designed limb as below) with one’s own production 
  facility (see above) to turn raw materials (alloys, composites and 
  wiring for instance) and some pre-fabricated parts (dataswitches 
  and servos) into a cyberlimb using readily available “standardized” 
  plans will shave 25% off the final costs of the cyberlimb 
  (essentially, cutting into the markup of the manufacturer; the real 
  price a manufacturer pays for these components is even lower, but 
  the parts must be produced in the thousands or millions to get 
  those unit prices down). 
   Λ
  Fundamental Design: The character can save half the cost of the 
  cyberlimb/sense (the other half is parts and equipment and surgery) 
  by spending up to d6 weeks to design and manufacture the limb or 
  sensory organs themselves (given ‘generic’ facilities to work with). 
  This process can take as little as d6 days with the proper equipment 
  and expertise, but this requires facilities far beyond that of the 
  skilled amateurs; a dedicated cyberlimb production workshop and 
  at least Trade (Cybernetic Production) 2. Thus d6 weeks should be the 
  most common timeframe for self-designed limbs.
   Λ
  “Self”-Surgery: Not so much about design/build but “installing.” 
  In other words, getting someone to perform the surgery thus 
  reducing/eliminating surgical costs (see “surgical process” below). 
  
  Techbook: Chrome
  Page 16
  Manufacturing Cybernetics  
  The character makes a Task Chain roll with DMs based on the chart 
  that follows (Kit-Building/Fundamental Design): 
   
  Ο
  Step One: Task: Design cybernetic: Life Science (Cybernetics), 
  Education, variable time (see below), Average (+0), use DM from 
  Cybernetics Manufacturing Chart. 
   
  Ο
  Step Two: Task: Build cybernetic: Space Science (Robotics) or Trade 
  (Cybernetics Production), Education, variable time (see below), 
  Average (+0), use DM from Cybernetics Manufacturing Chart. 
  Task Time (combined): The “Kit-Building” base time is d3x5 
  hours, the “Fundamental Design” on the previous page for 
  base time (d6 weeks or d6 days depending on skills/facility).
  Or they can make a single check (Self-Construction only):
   
  Ο
  Task: Cybernetic Self-Construction: Life Science (Cybernetics) or 
  Trade (Cybernetics Production), Education, d6x10 minutes, Average 
  (+0), use DM from Cybernetics Manufacturing Chart. 
  Cybernetics Manufacturing Chart
  Checks for…
  DM
  Notes
  Self-Construction (with their parts)
  2.5% reduction
  Life Science (Cybernetics)*
  +2
  Trade (Cybernetics Production)*
  +4
  Self-Construction (buying parts)
  10% reduction
  Life Science (Cybernetics)*
  +0
  Trade (Cybernetics Production)*
  +2
  Kit-Building
  25% reduction
  Life Science (Cybernetics)
  +0
  Step One
  Space Science (Robotics)*
  -2
  Step Two 
  Trade (Cybernetics Production)*
  +0
  Step Two
  Fundamental Design
  50% reduction
  Life Science (Cybernetics)
  -2
  Step One
  Space Science (Robotics)*
  -4
  Step Two
  Trade (Cybernetics Production)*
  -2
  Step Two
  * Either/or, character can choose which skill to roll.
  Success indicates the limb works, failure indicates that there is some 
  problem in basic functionality. The level of success (Effect) determines 
  how “professional” the job looks: an Effect 1 or more looks like it is a 
  normal piece of cybernetics, an Effect 5 or more makes the cybernetic 
  look unique or particularly impressive. 
  
  Cybernetic Replacements
  Page 17
  The Surgical Process
  The character will probably not want 
  to install cybernetics on themselves 
  (although a performance artist in the 
  Free People’s Republic did try this… 
  once), but a fellow character may 
  elect to perform the surgery. This 
  constitutes two checks and costs 
  3,000+(d3x1000) Cr in medical 
  supplies: 
   
  Ο
  Surgical Implantation: the 
  surgery itself is a Medic check 
  Task: perform cybernetic 
  surgery: Medic, Education, 
  1-6 hours, Difficult (-2); the task 
  duration cannot be moved up or 
  down, this is what it takes]. A failure of the 
  check inflicts double the negative Effect in 
  damage on the subject, an Effect of 3+ adds 
  +1 DM to the Cybernetics/Sync check; 
   
  Ο
  Cybernetic Synchronization: The 
  cybernetic/sync check is to ensure that 
  the system is integrated with the user. 
  [Task; Sync Patient to Implants: Life 
  Science (Cybernetics) or Trade (Cybernetics 
  Production), Intelligence or Education, same time frame as 
  Surgery, Average (+0)]. 
  The second check should be made in secret by the Referee, a 
  Failure indicates that the Cybernetic implant will fail sometime after 
  implantation. A Marginal Success (Effect 0) indicates that on occasion 
  a “glitch” will develop; a Zoom feature that will not turn off in a 
  cybereye for a few minutes; or an arm that suddenly extends straight 
  out and will not budge for a few seconds. Success indicates the sync 
  process worked well, reduce the amount of time rolled to “work in” 
  the cybernetic replacement by the Effect (minimum 2 days).  
  Surgery Cost Reductions
  The cost of some implants combine the hardware and the surgical costs together. 
  If one of the players or their close allies are is performing the surgery, there should 
  be a cost reduction of 10,000 Cr for “major” or 5,000 Cr for “minor” surgeries, some 
  accessories involve far more intricate surgeries, some less (Referee’s Discretion).
  
  Techbook: Chrome
  Page 18
  Sensory Replacements 
  The eyes and ears are the most common form of cybernetic sensory 
  replacement. Early forms of the prosthesis suffered multiple 
  problems from the weight of the sensors themselves, to connections 
  with the proper nerve endings. Well before the 30th century, this was 
  no longer the case, and cybernetic eyes and cybernetic ears have 
  become standard replacements. Note: While there is a slight cost 
  savings when purchasing a single cybernetic sense organ, most 
  chromers replace both since enhancement costs are steady for either 
  single or the pair (i.e. you pay 15,000 Cr for image amplification 
  whether it is in one cybereye or a pair of cybereyes). This is often 
  less problematic in the long run, but many of those who have lost 
  an eye or hearing in an accident are reluctant to voluntarily give up 
  the other. For game mechanic purposes, there is no disadvantage in 
  having one cybereye and one natural eye, or mismatched (one cyber, 
  one not) ears, although in some cases the Referee is free to apply a 
  negative modifier because of the lack of a field of vision.
  Cybereyes 
  A “basic” cybereye which conveys clear and crisp images to the optic 
  nerve can be installed on most planets for as little as 15-25,000cr. 
  More limited cybernetic eyes can be produced as low as TL 6, but 
  have much reduced quality (very simplistic imaging, the need 
  for bulky external cameras). As the Tech Level increases, the eyes 
  become less obvious (compared to a normal eye). 
  A TL 8 cybernetic eye is extremely obvious (no Notice or Recon check 
  required, the eye is readily apparent to observers unless somehow 
  concealed) but still functional. On more advanced worlds, this style of 
  eye still rests at the low-end of the market despite being technically 
  outmoded. They are still desirable because they do not have to be 
  custom fit. Some Spacers use these older technologies because they 
  are far easier to fix and maintain in the field than the more intricate 
  TL 9+ models. Additionally, some of the re-building, maintenance 
  and adjustment of the cybernetic can be done with Mechanics or 
  Engineering (Electronics) rather than Life Science (Cybertechnology) 
  or Space Science (Robotics) (the former being more common to the 
  independence-loving Spacers than the later).
  On Maintech worlds (TL 9-12), most cybernetic eyes are purchased 
  based on how apparent the chromer wishes them to be. A TL 9 
  
  Cybernetic Replacements
  Page 19
  Cyberears Chart  
  TL
  Functionality
  Appearance
  Cost, Single
  Cost, Pair
  6
  Simple (-1)
  Obtrusive 
  5,000 Cr*
  6,000 Cr*
  7
  Functional (+0) Obvious (+2)
  5,625 Cr
  7,500 Cr
  8
  Functional (+0) Unobtrusive (-1)
  7,500 Cr
  10,000 Cr
  9
  Functional (+0) Inconspicuous (-2)
  11,250 Cr
  15,000 Cr
  10
  Functional (+0) Undetectable (-4)
  22,500 Cr
  30,000 Cr
  11
  Aesthetic (+1)
  Unobtrusive (-1)
  34,000 Cr
  45,000 Cr
  13+ Functional (+0) Undetectable (-6)
  30,000 Cr
  40,000 Cr
  13+ Aesthetic (+2)
  Inconspicuous (-2)
  48,500 Cr
  65,000 Cr
  Cybereyes Chart
  TL
  Functionality
  Appearance
  Cost, Single 
  Cost, Pair
  6
  Basic (-2)
  Bulky & Clunky
  7,500 Cr*
  10,000 Cr*
  7
  Simple (-1)
  Clunky
  9,375 Cr*
  12,500 Cr*
  8
  Functional (+0) Obtrusive
  11,000 Cr
  15,000 Cr
  9
  Functional (+0) Obvious (+2) 
  18,500 Cr
  25,000 Cr
  10
  Functional (+0) Unobtrusive (-1)
  30,000 Cr
  40,000 Cr
  11
  Functional (+0) Inconspicuous (-2)
  37,500 Cr
  50,000 Cr
  11
  Aesthetic (+1)
  Unobtrusive (-1)
  48,500 Cr
  65,000 Cr
  13+
  Functional (+0) Undetectable (-4)
  45,000 Cr
  60,000 Cr
  13+
  Aesthetic (+1)
  Inconspicuous (-2)
  56,000 Cr
  75,000 Cr
  Functionality: How well the Cyberlimb functions. The number in 
  parenthesis is the DM for appropriate sensory checks made with 
  that cybernetic (visual with eyes et al). 
  Appearance: How noticeable the cybernetic implant is close up 
  (within 3m). The number in parenthesis after the descriptor is the 
  DM made for a Notice or Recon Check.
  Costs: The costs of the cybernetic eye assumes a well-stocked 
  “Maintech” world in the Twilight Sector Setting (TL 9-12 planets 
  which have access to TL 12 production facilities). In non-Twilight 
  Sector Settings, this is the base cost at TL 12. Costs with an asterisk: 
  These outmoded cybernetics are generally not found in Maintech 
  markets, even at bargain prices.   
  
  Techbook: Chrome
  Page 20
  eye for example is obvious if viewed at close range (Notice check 
  is made at +2 DM within 3m), but does not protrude outside of 
  the eye socket, and many individuals of lower social status feel it is 
  “good enough”. Beyond TL 9, cybereyes become progressively less 
  obvious to external observers. At TL 11, “aesthetic” functionality can 
  be purchased, which function with a clarity that is consistently better 
  than that of the normal eye.
  Cyberears 
  A “basic” cyberear is far easier to produce than the cybernetic eye, and 
  provides the individual with excellent hearing even at a lower tech-level. 
  Functional cyberears can be installed for as little as 7,500 Cr on most 
  planets, and only require TL 8+ to be fully effective and unobtrusive. 
  A TL 7 model provides “full” functionality (the ability to hear the 
  sound quality a regular person needs to hear). They are somewhat 
  obvious as implants, but since most people can cover their ears with 
  hair or hats these are quite commonplace. Like TL 8 cybereyes, they 
  are often used by Spacers who want to have cybernetics that can be 
  more easily repaired or those who need something “off the rack” (at 
  higher tech levels they are custom-fitted). 
  On Maintech worlds (TL 9-12), cyberears are both commonplace 
  and inconspicuous. At TL 11, cyberears have the option of “aesthetic 
  functionality” (the appreciation of a full range of sound slightly 
  beyond that which is capable to the natural ear), for an increase in 
  cost. Beyond a certain tech level (7 or less), increases in technological 
  sophistication determines how obvious these implants may be.
  Secondary Sense Appliances 
  It is possible, but not overly profitable, to graft more than one set of 
  eyes and ears to the body.  At higher technology levels, the actual 
  size of the cybernetic device acting as sense organ can be quite 
  small, allowing placement literally anywhere. 
  One of the biggest problems with secondary senses is that they 
  tend to be confusing or disorienting. Having an eye on the back of 
  your head for example (one of the most common examples) means 
  that at best there is a “screen” in the field of vision showing the view 
  from behind that constantly catches the attention (although it 
  could be argued that is precisely what the modification is for, there 
  is a definite fatigue effect that accompanies long-term use). The 
  few attempts to give an individual true 360-degree sight have all 
  
  Cybernetic Replacements
  Page 21
  led to extreme vertigo and myriad annoyances in daily life. Simple 
  tasks like reaching out for objects become a challenge, just walking 
  through a room often leads to disorientation and motion sickness as 
  the brain cannot handle the inputs which evolution has established 
  for a normal scope of vision. More than one trial effort in providing 
  360° vision led to disassociation disorder in the subject. These 
  disadvantages are best when roleplayed rather than modeled in the 
  rules, although the Referee should apply negatives of -4 to -6 DMs on 
  occasion. The human mind is still processing this data, and it is only 
  set up for a certain type/amount of information flow. 
  The best answer to this dilemma is to create secondary cybersenses that 
  become active only when the user desires. An eye in the back of their 
  head that activates on command rather than one providing a constant 
  feed of visual input. Combined with de-activating primary sense 
  organs or simply shunting them to the side, this can be very helpful. 
  If the secondary cybersenses have noise filtering or digital scanning 
  accessories, they might also not be consciously used, but a specific 
  subsystem, such as the IT, can monitor these secondary sense organs 
  constantly and flag the user only when something noteworthy pops up. 
  Cybernetic Sensory Enhancements 
  The advantage of cybernetic sense organs are the enhancements 
  which can be incorporated into the design. These include:
   Λ
  Digital Audiolink (cyberears): This is an implant that is designed 
  to allow the chromer to “hear” digital signals directly. This can be 
  linked to a variety of different inputs, either through a neural plug, 
  internal connection to a cyber implant or to a wireless device. 
  Cost: Included.
   Λ
  Digital Scanning (cybereyes): The eyes (or other remote source) 
  have minute tracking sensors that are able to work with an image 
  co-processor and mathematical co-processor to sort visual input. 
  This is most useful when combined with some other implant 
  (such as an IT or a HUD, where they can help with things like item 
  analysis and facial recognition subroutines). However, when used 
  by themselves they can help to determine ranges or measure 
  objects by sight alone.  
  Cost: +2,500 Cr.
   Λ
  HUD Functions (cybereyes): The cybereye can easily interface 
  with any equipment that is designed for Heads-up-Display output. 
  The graphic overlay is “ghosted” (semi-transparent) over the field 
  of vision. Internal devices that access this hardware include other 
  
  Techbook: Chrome
  Page 22
  cybernetic implants (most famously the IT, or Integrated Tutelary). 
  The HUD can also be set up to take data from external sources: 
  Once an external device is plugged into the system through a 
  neural plug or is wirelessly set up with the proper codes, the 
  character’s own eyes act as a screen for incoming data/images. 
  Cost Included.
   Λ
  Image Amplification (cybereyes): cybernetic vision can be 
  augmented in a wide variety of ways, with both a “zoom” 
  function and an image processing suite in multiple settings. 
  This suite of such modifications allows the chromer to spend 
  a significant action to gain a +1 DM to any vision checks. The 
  chromer also sees up to ten times (10x) further than a normal, or 
  three times (3x) further than normal while retaining heightened 
  clarity (i.e. no pixilation in 21st century terms; beyond 3x, the 
  +1 DM modifier for image clarity cannot be used). Note that 
  “aesthetic” eyes already have a +1 DM for better overall image 
  clarity, and adding this option gives them a total of +2 DM (a rare 
  example of synergy, but this still requires a significant action to 
  activate). 
  Cost: +15,000 Cr  
   Λ
  Noise filtering (cyberears): Specifically for cybernetic hearing, 
  noise filters can be incorporated into the design with sophisticated 
  algorithms to filter (and thereby cancel out) loud or extraneous 
  noise. This feature can be very handy in loud/confusing areas. By 
  picking up faint sounds and enhancing them, this also extends 
  hearing range in normal (non-noisy/confusing ) conditions to 
  three times that of normal hearing (3x, sounds that you would 
  normally hear from only 2m away can now be heard 6m away). 
  The same filtering system can also help to isolate specific voice 
  patterns, although the real payoff for such an application comes 
  with a computer processor that can store and match the data 
  (such as a IT system or sub-processor). 
  Cost: +17,500 Cr 
   Λ
  Sensory Protection (cyberears/cybereyes): The use of filters and 
  scattered hardwired systems (internal lenses in the eye, baffling 
  sections in the ear) protects the chromer from “sensory overstress” 
  conditions (disorienting flashes of light, extremely loud sounds). 
  Give the user a flat 6+ check (on 2d6) versus flash bang grenades 
  and other “overstress” conditions (i.e. a straight 6+ on 2d6 to avoid 
  complications), and even if the check fails halve (½) the effects in 
  any case
  Cost: +7,500 Cr.
  
  Cybernetic Replacements
  Page 23
  “If you could only see what I have seen with your eyes”
  Broad Frequency: The ability to hear into the sub-, super- and Ultrasonic range.
  Broad Spectrum: The ability to either in the near-infrared and the ultaviolent 
  range, allowing user to pick up on certain light sources most people cannot or 
  also detect some substances which absorb these wavelengths differently.  
  EM Band: The ability to detect electromagnetic signals within 30-60m. Must be 
  “tuned” to specific bands (minor action to initiate, free action to scan through bands).
  Thermographic: The ability to see heat, determining if something is hot/warm/cold 
  at close range. Hotter objects can be seen further away. 
  Tetrachromate: Provides a more 
  discriminate color palette (sees 
  more shades/hues of color). 
  Ultrasonic Vision: Used to 
  generate 3D outlines of physical 
  objects within a given range 
  (depending on the strength of 
  the source). A standard ultrasonic 
  handheld can provide clear images 
  to 60m, military units to 120m, 
  loud noises “illuminate” about 5m.
  Wavelength Settings Chart
  Eye
  Ear Type:
  Cost
  x
  Tetrachromate
  200 Cr
  x
  Thermographic
  2,500 Cr
  x
  Broad Spectrum
  3,000 Cr
  x
  Ultrasonic Vision
  10,000 Cr
  x
  x
  EM Band (low)
  3,000 Cr
  x
  x
  EM Band (High)
  5,000 Cr
  x
  Broad Frequency
  5,000 Cr
   Λ
  Recording function (cybereyes/cyberears): Data from a cybereye or 
  cyberear is inherently in “digital” format and may be easily shunted 
  onto a memory encoding device. The encoding device does not 
  even have to be installed inside the body of the user, but might be a 
  computer or commlink attached to the belt or concealed in a pocket 
  that is wirelessly connected (2m range). Note: shunting recorded 
  data to a computer worn/installed in or on the character’s body is an 
  included feature, no extra costs involved. 
  Cost: Basic recording functions are included. Add +500 Cr for a 
  shortrange transmitter (100m), +1,500 Cr for a medium-range 
  transmitting unit (range ~1 Km).  
   Λ
  Wavelength Settings (cybereyes/cyberears): The eye can be set 
  to produce sensory data from any one of several wavelengths (see 
  chart above). Special illuminators (torch/flashlight and chemical 
  wand styles) can utilize these wavelengths for eyes. While many 
  such wavelengths are merely annoying static, there are a wide range 
  of applications that can bring a +2 DM to specific tasks with Referee 
  discretion (for example:  hearing sub/supersonics might help diagnose 
  a faulty engine). In some cases, this enhancement simply broadens the 
  available palette of sense information (for example, seeing into the UV 
  spectrum can pick up some bodily fluids which absorb UV differently). 
  Cost: Depending on wavelength(s) to be added (see chart)
  
  Techbook: Chrome
  Page 24
  CyberLimb 
  Replacement
  Cybernetic limbs have been 
  around since midway through 
  the Long Pause, and became a 
  largely refined technology in the 
  22nd century (TL8-9) in terms of 
  their functionality. Cyberlimbs 
  are the most common form of 
  limb replacement due both to 
  their lower cost and more simple 
  implantation/grafting process (as 
  opposed to bio-replacements/
  bionics). They do have some 
  serious detractors however.
  Many who have cybernetic 
  replacement limbs complain that 
  the tactile sensors are “distant” and 
  only have “vague” approximations 
  of real touch sensitivity. For some 
  users (the perpetually clumsy), 
  this is not problematic because 
  they also feel less pain, for others 
  this lack can range from annoying 
  to tortuous (for artists or some 
  athletes for example who rely 
  on such feedback). Cyberlimb 
  manufacturers have made great 
  strides in this field over the last five 
  to six centuries, particularly with 
  organic components. The advent 
  of biologicals/bionic technology 
  however has sent those who desire 
  “genuine feeling” limbs seeking 
  those products instead. 
  Cyberlimbs come in several popular 
  models (all costs below are for 
  those in a “Maintech” market and 
  represent a TL 9-12 product).
  
  Cybernetic Replacements
  Page 25
  Baseline Cyberlimbs 
  These are very obvious but fully functional cybernetic replacements. 
  They have few aesthetic graces (although some artists have used 
  them as a canvass to great effect), and are designed primarily for 
  functionality. These have a great deal in common with robotic limbs. 
  Because of the differences between natural and artificial materials, 
  these limbs can be made quite small/thin or “skeletonized” (such 
  that they have the appearance of a — rather thick — skeleton or 
  framework) which makes the limb handy for fitting into tight spaces. 
  These skeletonized limbs can only be enhanced by +2 Strength 
  (to Str 10) and the style precludes more than 2 or 3 additional 
  accessories added (except gearmounts). 
  Non-skeletonized limbs take up more-or-less the same amount of 
  space as a normal limb, and are generally seen as less threatening by 
  society. Baseline cyberlimbs of either type can attach gear relatively 
  simply to the exterior. Many pirates (for example) attach weapons 
  to the outside of their cyberlimbs, which has come to be known as a 
  “Pirate Holster” thanks to action viddies. 
  Stats for Baseline Limbs (even skeletonized) begin at Str 8, Dex 7 
  Access:  Standard time for construction. In fact, some of the lower-
  end cyberlimbs can be constructed “off-the-rack” mere hours 
  before surgery by using modularized components.
  Cost:  
  25,000 Cr (Skeletonized), 30,000 Cr (“Standard” version)
  Faux Cyberlimbs
  These cyberlimbs are able to mimic natural arms and legs in form 
  as well as function, as their general construction matches that of 
  existing limbs (or designed using aesthetic anatomy programs). 
  The outer covering of the faux limb consists of organic skin, 
  synthetically grown and matched in DNA to the chromer so that it 
  can be seamlessly grafted to the rest of the body. Inside, a variety 
  of subcomponents heat the skin, provide it with a pulse and other 
  “lifelike” elements. Together, these make the limb reasonably 
  undetectable by a simple visual check:
   
  Ο
  Task; To detect a faux limb made to look like a natural 
  limb: Life Science (Cybernetics) or Trade (Cybernetics Production), 
  Intelligence or Education, 10-60 seconds, Average (+0); or Notice, 
  Intelligence or Education, 1-6 minutes, Very Difficult (-4).  
  DMs: +2  (minimal sensors), +4 (good sensors), +6 (medical sensors)
  
  Techbook: Chrome
  Page 26
  Faux Cyberlimbs may also be made obviously “cybernetic” in some 
  way. While the concealment factor normally associated with faux 
  limbs makes this design choice apparently self-defeating, it can be 
  an obvious (and powerful) “fashion statement” (also known as a 
  ‘Sorayama’ in 30th century parlance). A popular fad in the 28th century, 
  seen once or twice since, was to create limbs that looked perfectly 
  natural in size, shape and positioning except for the transparent 
  casing, allowing onlookers to see the inner workings of the exposed 
  limb. These cost roughly the same as a reasonably undetectable faux 
  cyberlimb, but were also artistic “conversation pieces”. 
  Faux cyberlimbs often have concealed spaces where the housing 
  to mimic natural limbs leaves hollow areas. The sheer variety of 
  design and body-types makes this a random process. Assume that 
  a faux cyberlimb will have d3 open full spaces which could house 
  something the size of a 21st century cigarette pack or d3+2 half 
  spaces which are smaller than this (lighter-sized). This number should 
  be rolled once the limb is installed and stays constant for that limb. 
  Stats for Faux limbs begin at Str 8, Dex 7 
  Access:  It takes 2d6+3 days to grow the skin that is fitted over top 
  of the faux cyberlimb. This provides synthetically-grown 
  (but otherwise natural) skin and a thin layer of fat to help 
  provide the limb with a natural feel. For an additional 2 days 
  of growth (making the total 2d6+5 days), nerves can be 
  integrated, providing “real” feeling on the limb as well (many 
  chromers do not incorporate this, as many see the ability to 
  ignore sharp/hot/otherwise dangerous things a bonus of 
  the cyberlimb). 
  Cost:  
  75,000 Cr
  Oversized Cyberlimbs 
  These cyberlimbs are usually reserved for the less recherché 
  performance crowd and fighting athletes, and are quite unusual. 
  Oversized limbs are larger than normal frames. The smaller end of 
  the oversized limb models might even be appropriate-size (sort 
  of) for characters with 10+ Str and End (indicating a mesomorphic 
  body frame). Reinforcement (see page 30) comes standard with this 
  implantation and is incorporated into the costs of the limb. 
  The larger size of the frame can cause some balance issues unless 
  they are paired (i.e. two legs, two arms). Chromers also rarely fit well 
  in tight spaces (most ‘econo’ vehicles, some styles of escape pod, etc). 
  The effect of these inconveniences are best handled by the Referee’s 
  
  Cybernetic Replacements
  Page 27
  discretion, causing the occasional negative DM as appropriate. More 
  powerful actuators and longer strides for oversized legs will add 
  +1.5m to the combat speed of the chromer (but their height/bulk 
  also limits where they can go).
  Stats for oversized cyberlimbs begin at Str 12 (+2), Dex 6. 
  Access:  Custom-assembled from pre-built parts or specialty shops. The 
  additional reinforcement surgery usually heals at the same time 
  as the cyberlimb (the 4+d3 days as noted in Reinforcement) 
  Cost:  
  125,000 Cr (includes reinforcement up to Str +4, +1,000 Cr 
  for additional points to reinforcement)
  Finelimbs 
  These uncommonly-found cyberlimbs are generally designed for 
  greater length and/or fine manipulation. Finelimbs are almost always 
  found for arm-replacements rather than legs as they make poor 
  walking limbs. Finelimbs are somewhat derisively referred to as 
  “twiggies” and they look like skeletonized limbs, only moreso. They 
  incorporate multiple joints (not just elbow) telescoping features 
  and can extend at various points (upper arm, lower arm, finger) all 
  individually. To create a full extension reach of twice the normal arm 
  or (far less commonly) leg length Finelimbs often incorporate more 
  than five digits on the manipulating end of the limb, sometimes as 
  much as twelve (which strains the natural control potential of the 
  brain, part of the cost is co-processors that help ease this). 
  Stats for finelimbs are Str 2 (-2), Dex 12 (+2). They can have at most +4 
  Str added to them (Str 6) before they become too-bulky for the fine 
  work which they were intended.
  Access:  Found in those places specializing in precision robots. 
  (Design time, +20%). 
  Cost:  
  100,000 Cr
  Tentacles 
  While this form of cyberlimb is occasionally seen for primary limbs, 
  usually among the more outré Spacers who find them useful in 
  microgravity, they are unusual. Tentacles have excellent flexibility 
  and a better “grip” (if they can wrap themselves around something, if 
  not they have no grip), but far less efficient in other ways to standard 
  manipulators. Thumbs are mighty handy, and some tentacles use 
  thumb-like ancillary tentacles (aka “fine manipulators”). Tentacles tend 
  to be more common as secondary limbs, and many feel that they are 
  frankly more useful as such (also see the sidebar on Tails, page 30). 
  
  Techbook: Chrome
  Page 28
  Tentacles are found in various types, and are rated in terms of Str/Dex 
  by their thickness: 
   Λ
  Thick (2.5 inches/6.3 cm in diameter) are base Str 10 (+1), Dex 2 (-2) 
   Λ
  Average (1.5 inches /3.8 cm in diameter) are base Str 7, Dex 5 (-1)
   Λ
  Fine (0.75 inches/1.6 cm in diameter or less) are base Str 3 (-1), Dex 9 (+1) 
  Note that for +10% cost, tentacles can be outfitted with “fine manipulators” 
  (see below) which add +1 to Dexterity; Clamp-type and Claw-type tips are 
  counted in the normal cost of the tentacle.  The characteristics of tentacles 
  of all types can be modified as with any cyberlimb (see Page 29). 
  Time:  
  Found more often in orbit than on the ground,  but they are still 
  available in a wide range of clinics on or off-world. 
    Cost:  
  See chart below.
  Tentacle Cost/Diameter Chart
  Length
  Diameter
  Cost
  >50cm
  Thick
  25,000 Cr
  Average
  45,000 Cr
  Fine
  65,000 Cr
  51cm-1.0m Thick
  40,000 Cr
  Average
  60,000 Cr
  Fine
  80,000 Cr
  1.1m-2.0m
  Thick*
  70,000 Cr
  Average
  100,000 Cr
  Fine
  130,000 Cr 
  2.1m-3.0m
  Thick*
  170,000 Cr
  Average*
  150,000 Cr
  Fine
  180,000 Cr 
  3.1m-4.0m
  Average*
  200,000 Cr
  Fine
  175,000 Cr
  * requires Reinforcement to handle excess weight.
  Tips for Tentacles
  The letter references are for the graphic above. All can be used for any length/width.
   Λ A: Fine Manipulators are sub-tentacles, usually three or four in number, which 
  sprout out at the end of the tentacle. These act as (extremely flexible) fingers 
  and provide the limb with a +1 Dexterity. (Cost Modification: +10%)
   Λ B: Blunt-heads are the simplest way to top tentacles. Allows no fine manipulation. 
  The end is usually made from a stiff rubber-like material. (Cost Modification: -5%)
   Λ C: Claws use 3-to-6 pronged “arms” designed for maximum gripping strength. 
  These are good at maintaining a hold on their subject (+1DM holding/grappling)
   Λ D: Clamps a pair of scissoring levers mounted on a retractable stalk to grasp. 
  When closed, they are both blunt and solid, good for “punches” (+1 Damage)
  
  Cybernetic Replacements
  Page 29
  Additional STRENGTH/DEX for Cyberlimbs
  Stronger servos and extra myomer, or more delicately balanced and 
  better calibrated actuators etc. can substantially affect the statistics 
  associated with cyberlimbs. All modifications should be made from 
  the “base” models. The 
  “Bulk” is a Dex Penalty 
  associated with higher 
  levels of strength, so 
  that a faux cyberlimb, 
  Str 14 (+7 Str) has a 
  base Dex of 5 rather 
  than 7 (Bulk -2). To 
  bring this limb up to 
  a Dex 12 would then 
  require +7 Dex. 
  See the Overstress 
  task (Page 11) for rules 
  on what to do with limbs that have greater than the normal amount 
  of strength. There is no real benefit for limbs with higher Dexterity, 
  this is often purchased simply up to the users characteristic level. 
  Note that “SK” indicates those enhancements which can still be used 
  for a skeletonized limb (i.e. past +2 Strength, a baseline cyberlimb 
  cannot be skeletonized). 
  Hand-to-Hand Combat and Cyberlimbs
  The base damage done by an unmodified human when striking unarmed is d6. 
  When grappling, unmodified humans can choose (among several options) to 
  do 2+Effect in damage. 
  Being made of hard, 
  artificial materials, certain 
  types of cyberlimb will 
  do more damage than 
  others in “unarmed” 
  combat. 
  Note that characters 
  with some types of limb 
  have a (slightly) extended 
  range to grapple or strike. 
  When grappling, those 
  with tentacles who win 
  the contested grapple test may elect to “wrap” their opponents as one of the listed 
  options, adding a +2DM to their next grappling maneuver against the same (losing) 
  opponent. Tentacle limbs can also strike (full tentacle length) or grapple (up to 75% 
  overall tentacle length) at longer range than most normal unarmed combats. 
  HTH Damage Chart
  Cyberlimb
  Damage Adjustment
  Type:
  Strike:
  Grapple:
  Baseline limb
  2d6 or d3+3
  4+Effect
  Faux & Partial limbs
  d6+3
  3+ Effect
  Oversized limb
  2d6+4
  6+Effect
  Finelimbs
  d3
  0+Effect
  Tentacles, Thick
  2d6+2
  5+Effect
  Tentacles, Average
  d6+3
  3+Effect
  Tentacles, Fine
  d3+1
  1+Effect
  Added Cyberlimb Strength/Dexterity Chart
  Strength Enhance
  Dex Enhance
  Adjust
  STR Cost
  Bulk
  DEX Cost
  +1
  2,500 Cr
  “SK”
  5,000 Cr
  +2
  5,000 Cr
  “SK”
  8,000 Cr
  +3
  7,500 Cr
  12,000 Cr
  +4
  10,000 Cr
  16,000 Cr
  +5
  15,000 Cr
  -1 Dex
  21,000 Cr
  +6
  20,000 Cr
  -1 Dex
  35,000 Cr
  +7
  30,000 Cr
  -2 Dex
  50,000 Cr
  +8
  40,000 Cr
  -2 Dex
  75,000 Cr
  
  Techbook: Chrome
  Page 30
  Reinforcement:  Handling Higher Strength Limbs 
  Over-strength limbs can be paired with augmented muscles in these 
  key locations so as to allow the chromer to use their full strength 
  better (see Overstress, page 11). This is known as reinforcement 
  (although when done across the entire body, it amounts to the 
  same as Artificial Muscle Bonding, see page 62). With cyberarms for 
  example, shoulder and back muscles might be supplemented by 
  additional artificial muscles, or myomers, in order to prevent strain 
  and injury. This way the greater strength of the limb can be used for 
  full advantage without as much threat of overstress.
  Reinforcement is costly, as it involves integrating tailored synthetic 
  tissue to the body, implantation, nerve cluster work and the like. 
  Unlike Artificial Muscle Bonding, reinforcement is targeted at specific 
  areas of the body. The cost of this treatment runs several thousand 
  credits (depending on Strength). Each reinforcement is unique, based 
  on the design of the bionic and the body of the user.  The game effect 
  of Reinforcement is to provide a +4 DM to the Resist Overstress 
  Injury task (see Overstress, page 11) . 
  Time:  
  Standard. Artificial myomers are found in great abundance 
  in medical facilities. Healing time is 4+d3 days, often done 
  at the same time as the cyberlimb healing (so roll twice, use 
  the higher number for full recovery).
  Cost:  
  Roll (d6+4)x1,000cr plus 1,000 Cr for each point of strength 
  over the character’s base Strength
  Special Application: Tails
  Tails are simply tentacles mounted at the coccyx. While they can 
  be very useful, they are also of relatively limited range because of 
  their placement (unless using them to the rear of the chromer). 
  An “Average” (in terms of thickness) tail can be used to try to help 
  maintain balance (+2 DM to any task involving balance). Fine tails 
  tend to be too small, thick tails tend to be too large if made too long 
  (thus actually making balance tests slightly harder), although a short 
  (under approximately 50cm) thick tail can be used for a balance bonus. 
  Many Spacers splice in tails in order to help them maneuver in 
  microgravity (having a tail adds +1 DM to most Zero-G skill checks). 
  The tail also grants the Spacer an additional limb to ‘reach’ for or latch 
  onto a solid handhold, always handy for those in microgravity. Spacer 
  tails tend to be either “average” or “fine” in thickness since there is 
  little use for a thick tail in microgravity (the higher strength isn’t 
  needed, the higher dexterity is).
  
  Cybernetic Replacements
  Page 31
  Special Application: Secondary Limbs 
  Cybernetic limbs can also be made into secondary limbs, extra arms 
  or tentacles for example. The practice is common on some colonies, 
  but not generally. Secondary limbs encounter the same kinds of 
  problems that secondary sensory organs do, plus they are difficult 
  to use with any fine manual dexterity. While some human brains 
  can master the use of both hands equally well, aka “ambidexterity”, 
  there is only so much data that the brain can handle in using multiple 
  limbs at once. Additionally there is an attention issue. An individual 
  with an extra set of arms could physically play two different pianos, 
  but how well? Which would their attention be focused on? And while 
  one might train rigorously (and yes, many performance artists have 
  in the past) to accomplish a single task, how many different things 
  could they spontaneously do with a totally different kind of activity? 
  Some viddies portray multi-armed soldiers firing at multiple targets 
  with each of their four (and in one popular viddie making the rounds 
  on Dorlass, six) arms at one time. This however is entertaining hype. 
  Spray and pray? Maybe. Accurate fire? No.
  A more useful exercise might be (in a non-combat way) to use the 
  secondary hands to brace an object, then holding them steady in 
  place use the primary hands/arms to perform delicate manipulations. 
  Thus the multiple limbs can be useful, but not for all tasks given 
  the limitations of the human brain and requirements of our 
  attention. While admittedly there are some cybernetic and bionic 
  augmentations that can help with this, Referees should be free to 
  hand out negative DMs for efforts to use the limbs independently 
  without rigorous training. Several martial arts katas do incorporate 
  multiple limb techniques, which only demonstrates that these tasks 
  are very difficult to master. 
  Many Hands Make Light Work... Sort of.
  Like the tentacle (which is often a secondary limb), having a tail or more than 
  two arms might apply a +1 or +2 DM to specific circumstances, especially 
  to offset a penalty. This is subject to the DM’s discretion, and should only be 
  employed for combat if the character is doing something unique or interesting 
  with their additional limb (i.e. don’t just give them a cheap bonus because they 
  have one, make them work for it).
  The primary advantage to having multiple limbs is that this allows the character 
  greater flexibility with the kinds of actions they can undertake. For example, 
  having extra limbs allows them to hold more gear; or do more things at once 
  (lift or carry someone and press a button at the same time). A better way to 
  reward a multilimbed character is to find one of these “non-DM” benefits.
  
  Techbook: Chrome
  Page 32
  Custom Job: the Duo-Hand
  One of the stranger custom cyberlimbs is the Simpson-Colmbs Duo-Hand, 
  which was built in very small production runs from 2925 to 2937 by the 
  Simpson Cybernetics Corporation of Hephaestus (Crescent Sector, one 
  sector to the “left” of the Twilight Sector). The first Duo-Hand was designed 
  for a member of the Hephaestian Hellfires, a fashionable fighting-club, but 
  quickly became very popular with the faddish members of that group and their 
  hangers-on (the Hellfires were social trend-setters at the time).
  The cyberlimb uses a “banded cord” overall design (popular at the beginning 
  of the 30th century) which has what appears to be a thickened forearm and 
  six-fingered hand (or more properly, four fingers and two opposing thumbs). 
  In actuality, the forearm splits into two separate (skeletonized) forearms, joined 
  at the elbow to the main limb, each of which possessing a three-fingered hand 
  (two finger-digits, one thumb). The hands are each capable of independent 
  movement and prestidigitation (subject to the ability of the chromer, per 
  normal). Due to the extra weight of the duo-hand however, the surgery has to 
  include reinforcement (page 30, note: this is a separate purchase).  
  In hand-to-hand combat, the Duo-hand proves very useful. Strikes do significant 
  damage (3d6) with a “double punch”, and make grappling a horror for an 
  opponent (+2 DM to grappling attacks against an unknowing victim, a +1 DM 
  even if the other opponent knows of the duo-hand and it’s capabilities). 
  Unfortunately, the six-fingered hand makes some normal tasks very difficult. The 
  chromer suffers a -1 Dexterity for using it (which cannot be eliminated by 
  paying for bonus Dex for the limb) and chromers often have a difficult 
  time with the six-/three-finger arrangement. Grips for weapons 
  for example must be redesigned (costing 40 Cr) or the 
  user suffers a (total) -2 Dexterity adjustment w/ hand. 
  Cost: 100,000 Cr (although most have to be 
  re-designed by hand, which will cost +25% 
  (125,000) unless chromer does their own 
  designwork.
  
  Cybernetic Replacements
  Page 33
  Cybernetic Limb Enhancements 
  The advantage of cybernetic limbs is that they can incorporate a wide 
  range of technological enhancements:
   Λ
  Detachable Hand/Foot: The hand (or more rarely, foot) of the 
  cyberlimb is able to be detached, often with some degree of control 
  retained by the chromer. Usually this amounts to grasping and moving 
  fingers, although a crawl is possible (about 0.5m/minor action). Three 
  basic types of this enhancement are commonly found: 
   Λ
  Non-controlled, which the user can disconnect but has no control 
  over once removed. 
   Λ
  Wireless systems, which allow control up to 10m away. 
   Λ
  Lanyard systems, which have a tether that allows control but limits 
  range to the length of the tether (a spool of cable 3m is rolled 
  inside of the arm standard, although some users splice these to 
  make them considerably longer). Spacers sometimes literally 
  throw their hands out across an open space in microgravity and 
  then use the lanyards to drag them back. 
  Cost: 7,500 Cr. (Wireless) or 5,000 Cr (lanyard). If no controls, a 
  detachable hand costs only 500 Cr. Replacement hands cost 
  15,000 Cr (Wireless), 12,000 Cr (Lanyard) or 5,000 Cr (Non-
  controlled). All prices for a baseline cyberlimb.
   Λ
  Extension Blade/Claws: A blade can be extended from the long 
  bone of the forearm made from high-density alloy and honed razor 
  sharp. The blade extends out approximately the same distance as a 
  combat knife. Alternatively, a set of claws from the fingertips instead. 
  Combat rolls made with the blade use Melee (Blades) while the claw 
  uses Melee (Natural Weapon) skill. The blade does strike+d6 damage 
  while the claws do strike+3 damage. 
  Cost: 17,500 Cr (Blade), 10,000 Cr (claw), 15,000 Cr (retractable claw)
   Λ
  Gear Mount: Limbs can be used as a mount for various type of gear. 
  Precisely how much gear is determined by the Referee, keeping in 
  mind that it is a limb when deciding how much gear can be attached 
  – “skeletonized” standard cyberlimbs can add more gear before they 
  become encumbered, finelimbs can add the least before their normal 
  functions become inhibited. Most handheld devices can be mounted 
  to a limb, and some can be modified to function by way of cybernetic 
  command the same as a cyberhand might. The most obvious example 
  of this is the weapon mount. A handweapon, pistol or machine pistol 
  can be bolted onto the limb and fired (in the case of a firearm or 
  launchable hand-weapon) through mental command. While “handy”, 
  this mounting can lead to problems when going into situations 
  
  Techbook: Chrome
  Page 34
  where guns may be problematic (police stations, high-class meetings, 
  transportation hubs). A stationary mount must be aimed before each 
  firing or incur a -2DM penalty (and the first round of aiming gains 
  no aim benefit). Note that this is not the same as a Weapons Suite or 
  Smartgun modification, it just mounts the gear/weapon on the outside 
  and connects to any control cables (if present). 
  Cost: 150 Cr to have the gear for both the mount and the control 
  interface just to hold/release the gear. 250 Cr to provide full 
  control over the item (more than just holding/releasing it from 
  the limb). Note this can often be done with scraps (especially 
  simple mounts with no cybernetic control) with Mechanics skill. 
  1,250 Cr for an articulating mount. 
   Λ
  Holographic Imager: A Holographic imager can be built into the limb, 
  allowing for the display of images (everything from flat data screens to 
  display text to moving 3D images). See Page 76 for more details. 
  Cost: 2,500 Cr for single projector.
   Λ
  Improved Simulation: By adding components designed to further 
  mimic living tissue, and using more high-grade synthetic biological 
  tissue on the outer covering, a faux limb can be made to look even 
  more like the natural limb on casual inspection. 
  Cost: 2,500 Cr/ -1 DM to the Spot Faux Limb check (up to -4)
   Λ
  Injection Port: Cyberlimbs easily offer a means of carrying, storing and 
  injecting medicinal (or other types of) drugs into the system (see Injection 
  Ports, page 67). Each 3-dose reservoir takes up a half-space in a faux 
  limb, while this is less of a consideration for other cyberlimbs. Cyberlimb 
  injection ports can accept most standard medical dose ampules.
  Cost: 5,000 Cr plus 150 Cr per dose.
   Λ
  Subsystem: Injection Spike: This sub-system uses a retractable 
  needle placed in one of the fingers of the hand, to inject the 
  medicinal (or poison) stored in one (or more) of the Injection Ports. 
  Some, a few, or even all of the Injection Port drugs can be connected 
  to the Spike (determined when purchased). In combat, the Spike 
  must penetrate the armor/akin of the target to deliver the dose(s): it 
  does ½ (Limb) Str DM + d6 and penetrates 5 points of armor. If the 
  Spike penetrates, it does one-half the damage indicated (minimum 
  1) and injects the drugs into the ‘victim’.  If the Spike cannot penetrate 
  the armor of the target, there is a good chance that it snaps off and 
  must be replaced (rolling under 8+ on 2d6, Referee’s may modify for 
  materials involved at their discretion). Note: the Spike is painful as a 
  delivery system, the character can install a standard needle which has 
  minimal penetration value instead (no damage). 
  Cost: +2,000 Cr plus 250 Cr per replacement Spike (1 Cr/needle).
  
  Cybernetic Replacements
  Page 35
   Λ
  Mag-Grapplers: The chromer can activate magnets on their limb 
  to keep them connected to a solid ferrous surface. Their utility is a 
  measure of their surface area. Foot-mounted and forearm mounted 
  Mag-Grapplers are capable of holding onto up to 75 kg/foot (at 1G), 
  hand-mounted grapplers are capable of holding onto 35 kg/hand (at 
  1G). These are more common on Spacer cyberlimbs, where the magnets 
  can be used at much lower strength in microgravity to navigate/attach 
  better to ferrous strips in floors and ceilings (which are common features 
  due to the widespread use of magnetics in Z-G environments). 
  Cost: Adds 12,500 Cr to the price of each limb so modified. 
   Λ
  Pop-Out Holster: A cavity inside of the cyberlimb allows a weapon 
  to be stored inside (it doesn’t have to be a weapon strictly speaking, 
  although most non-weapons are stored as gear mounts on the outside 
  of the limb, still some chromers do use holsters for non-weapon 
  purposes). Faux cyberlegs can only hold small “hold-out” type pistols, 
  baseline limbs can hold medium-sized hardware (a standard automatic 
  easily, a machinepistol with more problems unless the limb could 
  otherwise be skeletonized and has only minimal other enhancements), 
  while an oversized limb can easily hold big revolvers and pistol-type 
  SMGs and even some (cut down) shotguns. Arm pop-out holsters have 
  less capacity than legs.  Releasing the weapon in the pop-out holster 
  is about as fast as a normal holster draw (as much of the action is 
  happening simultaneously), some claim faster, others slower. As usual, 
  it is more the actor than the hardware that decides.
  Cost: 5,000 Cr (small), 10,000 Cr (medium) 12,500 Cr (large).
   Λ
  Skids: A cyberfoot can be provided with enough gravplate technology 
  to significantly lighten the tread of the user (the term ‘skids’ are 
  also used for vehicles that employ gravplates similarly, see Setting 
  Book Beta). This allows the user to step with feather-softness over 
  ‘troublesome’ flooring. With special rollers or skid-pads on the feet, 
  they can also ‘skid’ or slide along pavement (as a skater) or other hard 
  and slightly slick surfaces (rock, ice, tarmac, cement, some types of 
  flooring) at +3m of combat movement (+6m if they have spent three 
  turns “getting up to speed”). They also need to make an Athletics check 
  at intervals deemed by the Referee to avoid falling/losing balance. 
  Skids may be used for up to 15 minutes at a time on average (less 
  for larger and more for smaller users) before they run out of charge 
  (recharging takes 10 minutes from a high-output source like those 
  used for weapons or 20 minutes from a consumer-rated source). 
  Cost: +15,000 Cr. The ‘skid pads’ cost a negligible amount if home 
  made, or 50-250 Cr if commercially produced, although the 
  former often give a +1 DM to the Athletics tests at the higher end 
  of the cost scale due to their special engineering.
  
  Techbook: Chrome
  Page 36
   Λ
  Slappers: Essentially a kinetic explosive device fitted onto the 
  palm or foot of the limb. The range is contact to 2-3 cm away. The 
  explosion does 4d6 damage and ignores up to 4 points of armor. 
  After firing, the hand or foot is impaired until it can be repaired 
  (-2 DM for fine work, -1 DM for most other activities with the 
  hand/foot). 
  Cost: 20,000 Cr, repairs to the limb require 1,000-6,000 Cr and a 
  minimum of 15 minutes with the proper tools and supplies.  
   Λ
  Swiftshod: This double-leg (in the case of humans, some uplifts 
  require more) modification uses telescoping sections, along with 
  balance technologies and dynamic re-positioning, to allow the 
  user to increase their ground speed significantly. The legs will 
  change position as well to allow for the fastest possible action (it 
  is common for the user to become digitigrade and drop slightly 
  due to position changes in the leg, but this depends on several 
  factors including the speed desired, the environmental factors 
  involved, the user’s stance etc.). This translates into a +6 DM on 
  sprinting checks (see TMB pg. 52). 
  Cost: Adds 20,000 Cr to each leg (this must be bought for both 
  legs, since both must be so-altered to function properly)
   Λ
  Telescope function: The arm or leg has a telescoping shaft 
  built in that gives the chromer a longer reach/greater height. 
  Most designs can incorporate an extra 40+d6 centimeters 
  (approximately 1.5 feet) without compromising structural 
  integrity. It generally takes a 6-second combat round to extend/
  retract the limb, although a “snap actuator” can be installed for 
  500 Cr extra to make extension very fast (it also adds 2 points to 
  unarmed damage by “springing” a punch).
  Cost: 12,500 Cr
   Λ
  Weapon Suite: This combination of hardware (or Suite)
  incorporates the various advantages of gyroscopic balances in 
  the arms/wrists or hands, a direct HUD connection with the laser 
  targeting system on the weapon and any Image Amplification 
  the mods user possesses (to adjust target points for distance for 
  example) to grant 2 points worth of DM reductions (cancelling 
  out up to -2 DM from aiming or range or some other extraneous 
  factor) or a +1 DM to hit. The Recoil modifier for one-handed 
  weapon-use is lowered by 2 (i.e. it allows two extra points of 
  recoil to be negated over and above their Strength DM). 
  Cost:  20,000 Cr.  Any weapon used with the suite must be specially 
  adapted for the technology, adding 1000 Cr to the price of a 
  handweapon or +20% to the cost of more expensive weapons.
  
  Cybernetic Replacements
  Page 37
  Other Cybernetic 
  Replacement Options
  In addition to the grafting/implanting of sensory organs and 
  cyberlimbs as whole units, there are a variety of other possibilities for 
  cybernetic replacements. These include the following:
   Λ
  Cyber Reconstruction: This is a non-limb, non-organ form of 
  ‘spot’ replacement, often for damage sustained to the body that is 
  capable of being repaired without completely replacing a limb or 
  organ. This is commonly done during character creation to restore 
  lost characteristic points in situations where limb, organ or sensory 
  replacements are not specifically noted.
   Λ
  Partial Limbs: Rather than replacing entire arms and legs, only a 
  portion of the limb is replaced.
   Λ
  Sub-Torso Replacement: Sometimes wounds or accidents make 
  the long-term viability of retaining bodyparts beneath the ribcage 
  counterproductive. This is a major modification.
   Λ
  Vital Organ Replacement: In addition to sense organs, there are 
  other vital organs that can be replaced cybernetically.
  Cyber-Reconstruction
  Replacement of limbs and organs is not the only kind of repair that 
  can be accomplished using cybernetics. Indeed, most cybernetic 
  repair from Injury Tables rolls during character creation fall under 
  the category known as “Cyber-Reconstruction”. This process will 
  sometimes require only a small part of the body be replaced with a 
  cybernetic equivalent, like a portion of the face or a particular part of 
  the body (a finger, or a knee or elbow joint for instance). Sometimes 
  these parts are found underneath the skin (and effectively invisible), 
  while at other times they are quite prominent. For purposes of their 
  game effects, this point is entirely left to the Referee and the player.
  Likewise, there is no game-effect for cyber-reconstruction (other 
  than the points regained in the process), but it can be a useful way to 
  ‘personalize’ a PC or NPC: The man with a chrome-covering over the 
  left side of his face; the woman with the silver fingertip to replace a 
  childhood injury that has left deeper emotional scars; the Mutant War 
  Veteran who reveals the metal beneath their skin only when they are 
  wounded, or pass through a metal-detector. These details make for 
  great visuals and even better backstories. 
  
  Techbook: Chrome
  Page 38
  Cost: 25,000 Cr/point during the game (i.e. post-
  chargen) to repair long term injuries. This 
  pays for both the parts and the surgery. If 
  the character can design/build cybernetics 
  subtract 10,000 Cr/point from this cost 
  (if they do it themselves), and subtract 
  a 5,000 Cr/point if they can arrange 
  surgery. So if they do all that work 
  themselves it is still 10,000 Cr/point (for 
  raw supplies and parts).
  Partial Limbs
  The limb replacement rules 
  assume that the replacement 
  starts at the shoulder (for a 
  cyberarm) or the hip (for a cyberleg) 
  where the muscles of that region 
  are redesigned to better carry the 
  weight of the cyberlimb and offer 
  good attachment. But what if the character 
  only needs to replace part of their arm or 
  leg? A hand only? Or from the knee down? 
  In this case determine how much of the 
  limb is to be replaced (see chart below) 
  and use a percentage of the limb’s base 
  cost as well as the cost of any additional Str/
  Dex purchased for the (partial) limb. 
  For Example: A character with Str 12, Dex 8 gets a 
  Forearm to Hand Partial Limb (50% cost). If they 
  install a baseline cyberlimb (base cost: 30,000 
  Cr) and want to match the character’s own 
  characteristics (which begin as all baseline 
  limbs at Str 8, Dex 7, so adding +4 Str, base 
  cost 10,000 Cr and +1 Dex, Base cost 5,000 Cr) 
  they will pay a total of 22,500 Cr (15,000 Cr for 
  the arm, 5,000 Cr for the +4 Str and 2,500 Cr 
  for the +1 Dex). 
  Enhancements
  These cost as normal. The smaller space available in the limb will also 
  reduce the amount of space available for enhancements. This is a matter 
  left to the Referee’s discretion, but common sense should prevail. 
  Partial Limb Chart
  Partial Limb:
  % of Cost
  Hand only
  25%
  Elbow to hand
  50%
  Foot only
  20%
  Knee to foot
  50%
  Cyber- Reconstruction
  
  Cybernetic Replacements
  Page 39
  High Strength and Damage for Partial Limbs
  While the squeezing strength of a cyberarm is based on the strength 
  of the partial limb, there are no bonuses to overall strength when the 
  partial limb has a High Str (see “High Strength Limbs”, page 11). The 
  unarmed Damage Adjustment for partial arms is d6+3 (strike) and 
  3+Effect (optional, as usual) when successfully grappling.
  Sub-Torso Replacement
  As noted above, sometimes wounds can be so terrible that they cause 
  the subject to lose function in all of the organs beneath the torso 
  (ribcage and below). Sometimes, bio-replacement technology or 
  cyber-reconstruction can restore partial use of this portion of the body, 
  but in all too many cases of massive trauma, even this is impossible. 
  Many of those who have taken this kind of massive trauma have died 
  and have been brought back to life afterwards through resuscitation 
  techniques. As discussed in Tinker, Spacer, Psion, Spy (see “Medical 
  Tables” page 174-175), 30th Century medical technology is very 
  advanced, and even those who have died can often be brought “back 
  to life” by medtechs. In other cases, some fast-acting diseases, or 
  worse yet, a cyberswarm attack (See Beyond the Open Door, pg. 68, 
  or Setting Update #1, pg 32-33 for even more detail), can literally eat 
  away the body, requiring this kind of radical cyber-replacement. 
  Technically, those with Sub-Torso Replacements no longer have fully 
  functional gastrointestinal tracts, and many of their blood filtering 
  organs will have to be replaced or augmented, and of course their legs 
  are long gone for locomotion (as are the genitalia for procreation). 
  Often, even if the lungs can be partially saved, they will require 
  strengthening and quite probably full replacement.  Luckily, all of these 
  bodily systems can be replaced with relative (technical) ease  (and yes, 
  staggering cost) in maintech (TL 9-12) medical facilities. While some of 
  those who have taken such massive damage will consider cyborging 
  very strongly, there is a large body of literature that suggests this is not 
  an entirely optimal choice. Cyborging is an irreversible step.
  By default, the chromer with Sub-Torso Replacement uses a hyper-
  efficient nutrient system that employs a mineral-smelling white slurry for 
  all of their nutritional requirements. Yum. The chromer still requires air 
  and water/hydration as normal (although lung options are available). 
  This modification automatically provides the benefits of a Three-Plug 
  Neural-Input, required for the lower body systems (this can be upgraded 
  to a five-plug system for the relative low cost of +35,000 Cr). 
  
  Techbook: Chrome
  Page 40
  Additionally, there are some Accessories — such as implanted comm-
  links, injection ports, integrated squawk box, integrated tutelaries, and 
  holographic imagers — that can be added to the mechanized portion of 
  the chromer’s body for a fraction of their normal costs (especially if it is 
  done during the replacement process). In some cases, these can be added 
  on in the same fashion as gear mounts (see Page 33). Cyberlimbs, such as 
  tentacles can be added to the mechanical portions (or Frame) for ½ base 
  cost (any enhanced strength or dexterity costs are also halved, although all 
  other enhancements cost their normal value).
  Cost: 1.25 Mcr (750,000 Cr for hardware/500,000 cr for the surgeries)
  Sub-Torso Replacement Enhancements
   Λ
  Bipedal Frame: This is the base “frame” for sub-torso replacements which 
  can mount two cyberlegs and has the capacity to hold a small number 
  of other options. “Cargo capacity” is limited, depending on what other 
  options are selected (the basic frame can hold Independent lungs, a 
  Genital Sweet, and a Replacement GI tract easily with a small amount of 
  extra space leftover for a piece of tech or two). Note: Like “rides” the frame 
  can be changed into and out of as a TL11 Cyborg LSU (page 120).
  Cost: Included (the framework alone, chromers purchase the 
  cyberlegs as noted above and other enhancements separately)
   Λ
  Independent Lung: An independent lung replaces the old lungs 
  with a semi-pressurized air intake system that cleans and filters air 
  while it replenishes air stores. This enhancement allows for 3 hours of 
  contained breathing time when fully charged.
  Cost: 15,000 Cr
   Λ
  Gear Mounts & Holo Imagers: As cyberlimbs (Page 33-34, 76) . 
   Λ
  Genital Sweet: While the deliberate misspelling is a common 
  joke among Sub-Toso chromers, this suite is a highly sought after 
  enhancement. The sheer amount of different options boggles the mind. 
  Just remember: the rose goes in the front, big guy. 
  Cost: 20,000 Cr 
   Λ
  Replacement G.I. Tract: The pseudo-gastrointestinal tract is a messy, 
  but often welcome option for sub-torso chromers. Processing normal 
  food (and the pleasure of eating) makes the chromer happier and more 
  settled as opposed to requiring the slurry mixture for sustenance. This 
  modification also allows sub-torso chromers to share foodstores with 
  baselines. Wastes generated by the system are condensed into a ‘brick’ 
  and rendered (olfactorally) inoffensive with special bacteria that also 
  cleans the piping. For the record: yes, it is self-wiping excrement that 
  doesn’t stink.
  Cost: 35,000 Cr
  
  Cybernetic Replacements
  Page 41
  Rides:
  Skill:
  Agil.
  Speed
  Offroad? Arm H
  S
  Cost:
  MiniQuad
  Drive (Wheeled)
  +1
  160 kph
  25%
  5
  2
  2
  5,000 Cr
  GEV Platform
  Drive (GEV)
  +0
  125 kph
  50-75%
  6
  2
  2
  12,500 Cr
  Manny-Track
  Drive (Track)
  +0
  80 kph
  50%
  6
  2
  3
  5,500 Cr
  “Brick” Grav
  Flyer (Grav)
  +1
  300 kph
  100%
  5
  2
  2
  18,000 Cr
  Highstepper
  Drive (Walker)
  +0
  80 kph
  75%
  5
  2
  3
  3,000 Cr
  Crawler
  Drive (Walker)
  +1
  45 kph
  100%
  6
  3
  3
  4,500 Cr
  Agil= Agility, Arm = Armor, H= Hull, S= Structure 
   Λ
  Rides: This enhancement replaces the bipedal frame with a vehicle frame 
  (or “ride”). Use the “Changing Frames” rule for Cyborgs, using a TL 11 LSU 
  as the base (see Page 120). The width of these rides is a standard 1.25m 
  (or less), and the ride plus the upper torso/head stands at approximately 
  the chromer’s height when seated (with a few exceptions). Some rides are 
  wheeled, some use grav and others are based on tracks or even multi-leged 
  animalforms (The “Highstepper” is a kind of centaur-like tall four- or six-
  legged form, the “Crawler” is lower to the ground and eight- plus-legged). 
  Rides have an inherent cargo capacity about the size of a suitcase (double 
  this for GEV & Highsteppers, triple this capacity for Tracks and Crawlers). 
  Some rides are capable of travelling offroad (at the percentage of their 
  normal speed indicated), while others are not. The listed speeds are for 
  flat, paved or packed surfaces, some (GEVs) can go over water at full speed 
  (Gravs of course fly). Note that skill checks need only be made when making 
  maneuvers at high rates of speed (defined as anything greater than 40 kph). 
  Cost: 25,000 Cr for the connections, the “ride” frames are bought separately.
  Rides Chart
  
  Techbook: Chrome
  Page 42
  Cybernetic Organs
  Cybernetic replacement organs date back to over a millennium before 
  2991, but they have largely been phased out in common practice by 
  the development of bioreplacement and bionic technologies. Still,  
  cybernetic implants certainly can be made for organs, and can even be 
  used on a widespread scale in some extreme circumstances. During 
  the recent Mutant War for example, the need for replacement organs 
  and the ability to supply them were out of step. During periods such 
  as this, cybernetic replacements can be churned out quickly by robotic 
  assembly lines. A great many Mutant War veterans, even “now” (2991) 
  over a decade after the end of the conflict, have cybernetic implants 
  simply because they have ‘fallen between the cracks’ after being 
  implanted with cybernetics as a stop-gap. 
  Functionally, the below replacement organs perform identically to 
  the normal form of these organs. Advanced versions of cyberorgans 
  to exist, but these are often folded into Accessory Packages or 
  listed as Singular Accessories. Cybernetic replacement organs cost 
  less in the short run, but require much higher costs in the long 
  run when immunosuppressant drugs and regular maintenance 
  are considered over the long term. Cybernetic organs require 
  yearly upkeep amounting to 5% of the initial costs (usually spread 
  out in monthly or quarterly payments, reflecting a lot of extra 
  preventative maintenance and pharmaceuticals). These tests are an 
  advanced version of the standard maintenance check used for most 
  cybernetics, including diagnostic nanites to perform system checks 
  and fine tuning. Surgical costs are listed separate from the actual 
  implants (unlike many other cyber-replacements and accessories).
  Cybernetic Organ Chart
  Specific Organ
  DM
  Cost
  Surgery
  Upkeep/Yr.
  Heart
  -2
  50,000 Cr
  20,000 Cr
  2,500 Cr
  Lungs
  -4
  22,500 Cr
  20,000 Cr
  1,125 Cr
  Liver
  0
  20,000 Cr
  10,000 Cr
  1,000 Cr
  Kidney
  0
  15,000 Cr
  10,000 Cr
  750 Cr
  Pancreas
  -2
  25,000 Cr
  10,000 Cr
  1,250 Cr
  Intestines
  +1
  30,000 Cr
  15,000 Cr
  1,500 Cr
  Stomach
  +2
  17,500 Cr
  10,000 Cr
  900 Cr
  Reproductive
  -2
  37,500 Cr
  15,000 Cr
  1,900 Cr
  Note: While there is no reason to “learn” how to use the cybernetic internal organ, 
  healing times from the grafting/implantation operation are doubled (8+d6 days).
  
  Cybernetic Replacements
  Page 43
  Cybernetic Interchangeability
  Cybernetic limbs (and to a much lesser extent sensory organs) can 
  also be “swapped out” by their users without surgery. This is another 
  significant advantage of the cyberlimb over their bio-replacement/
  bionic counterpart.
  Exchanging Limbs: 
  Disassembly/reassembly requires approximately 3+d6 minutes 
  assuming a willing participant (double the time or more for an 
  unconscious participant since the body has to be moved around 
  significantly; public service reminder: jacking cybernetics is a serious 
  crime. No, really). Some cyberlimbs anticipate this, and for +575 Cr 
  incorporate “quick-cuffs” to their basic design, allowing a full-round 
  action to be used instead for detachment and 1 minute for limb 
  attachment/re-attachment. 
   Λ
  If the user has had the chance to “work in” the new limb previously, 
  a task requiring about d3+2 days of use, there is no DM on tasks 
  done with that limb. 
   Λ
  If the limb has not been ‘put through the paces’ first (used for 
  d3+2 days), there is a -2 DM to actions with that limb because 
  of the unfamiliarity (-1 DM if the limb is of the same make and 
  capabilities, i.e. a close “copy” of the character’s own limb, as 
  there are usually minor differences that must be hammered out 
  by the co-processor system inside of the cybernetic). 
  Preparing Unworked Limbs , the Easy Way
  Characters who like to tinker can “read-in” the movement co-processor data from 
  their usual (already “worked in”) cybernetic to speed up “work in” time enormously 
  (reducing it to the results of the following table…) 
  All that is required is a Computers 0 skill or higher and a length of datacord: 
   
  Ο
  Task: Read-in the ‘old’ movement co-processor into the ‘new’ cyberlimb 
  for maximum interchangeability (Cybernetics). Life Science (Cybernetics) 
  or Trade (Cybernetic Production), d6 minutes, Education, Average (+0)
  If the ‘new’ cyberlimb is not exactly the same as the ‘old’ cyberlimb, add one of the 
  following situational modifiers: 
   Λ Exact Same type of Cyberlimb (same enhancements et al): +0 DM
   Λ Same basic type (baseline limb to baseline limb) 1-2 different subsystems: -1 DM
   Λ Same Basic type with more than 2 different sub-systems: -2 DM
   Λ Similar type of Cyberlimb (baseline to a faux limb, Thick to Thin tentacles): -3DM
   Λ Totally different type (baseline limb to Finelimb) of cyberlimb: -4 DM.
  
  Techbook: Chrome
  Page 44
  Exchanging Sensory Organs
  Only about half of the systems are able to be “externalized” (the 
  eyeball, some of the interior workings of the ear). Thus exchanging 
  one specific component for another does not necessarily grant 
  expanded abilities. Also, only the identical type (and model) are 
  perfectly interchangeable (Referee’s discretion). Beyond that, the 
  disassembly/assembly and “work in” modifiers are identical. 
  Cybernetic Processor Read-in Chart
  Effect
  Time Interval Notes
  -3 or less
  unchanged 
  (d3+2 days)
  assumes ‘new’ limb restarted at basic 
  values. The ‘old’ limb data must also be 
  wiped.
  -2 to -1
  unchanged 
  (d3+2 days)
  assumes ‘new’ limb is cleared, old settings 
  are retained.
  0
  d2 days
  Data very helpful, but the co-processor still 
  has little glitches
  1 to 2
  6+d6 hours
  Useful data, allowing minimal optimization 
  time.
  3 to 4
  d3+2 hours
  Solid synchronization, still have a few ‘kinks’
  5 or more
  d3+2 minutes Perfect synchronization, down to the most 
  delicate values
  
  Cybernetic Replacements
  Page 45
  Maintenance Checks and 
  Overhauls (Optional Rule)
  One of the major disadvantages of cybernetics is that they have to 
  be maintained over time. The Upkeep costs for cybernetic organs 
  are listed on page 42, but cyberlimbs and sensory organs are a 
  different (and generally less expensive) matter. Systems will start to 
  get out of whack as soon as they are implanted and properly synced, 
  standard use will make the cybernetic have to be submitted to six-
  month checks. “Standard use” is not what most characters subject 
  their cybernetics (and themselves) to in the field. Assume that the 
  sedentary individual might have to get this checked only once per 
  year. An “active” individual gets a checkup 2-3 times per year.  A 
  “standard adventurer’s” checkups would be every 3-4 months, but 
  the roughest uses the cybernetic is put to (outside of outright direct 
  damage) will require the Maintenance Check to be done monthly. 
  If the Maintenance Check is simply not done the character will 
  go 2d6 days post-checkup before they get a -1 DM on all use of 
  the cybernetic as the system starts to deteriorate. If the character 
  persists, every d3 weeks later will result in a further -1 DM. Too long 
  a delay may require an overhaul instead of a checkup (Referee’s 
  discretion).
  The checkup ensures that the integration net is still in good condition 
  and that the hardware works properly. If the maintenance is done 
  by a qualified specialist, they run 200-250 Cr (caveat emptor) and 
  Referees may assume that they are a success. They may (especially 
  if searching for the cheapest rate) be rolled out at the Referee’s 
  discretion (190+d6x10cr). If the player wishes to perform the 
  Maintenance Check on their comrades (or even on themselves with 
  a -1 DM), the procedure costs nothing with the right equipment (an 
  electronics kit and a cybernetics kit are generally sufficient). 
  Roll a Life Science (Cybernetics) check to make adjustments to both 
  that will prolong hardware longevity and maintain the replacement 
  in good order. 
   
  Ο
  Task; Resync Cybernetics: Life Science (Cybertechnology), 
  Intelligence or Education, 10-60 minutes, Average (+0); with a DM 
  to the check determined by how much use it has had: average 
  non-adventuring use = +0 DM, some hard use (usual adventure 
  stuff) -2 DM, sustained hard use (tough adventures) -4 DM, utterly 
  abusive (hellish adventures) -6 DM. 
  
  Techbook: Chrome
  Page 46
  Using replacement parts and new components can provide some 
  assistance on the test, this costs d6x100cr and nets a +2 DM on the 
  Check. If the Re-Sync Cybernetics task fails by an Effect of -3 or 
  worse, the character has a -1 DM to use the cybernetic until they 
  get an overhaul and a -2 DM on all maintenance checks until the 
  overhaul is performed. 
  An Overhaul is a major replacement/reconstruction. Most chromers 
  do not have to have an overhaul unless they have suffered from 
  major damage by some accident (like, the introduction of high 
  velocity lead projectiles, crushing under debris etc). A successful 
  overhaul restores the cyberlimb to its original conditions. 
  Overhauls for an implant that must be removed can be done for ¼ 
  cost of the cybernetic (minimum, see “Perform Overhaul”: task below) 
  plus 7,000+(d3x1000)cr (to cover implantation/surgical fees). The 
  surgical portion is not always required, as most limbs can be taken 
  off without surgery, as can eyes and ears (depending on what got 
  damaged), although internal organs and many Accessories clearly 
  cannot be accessed without surgery. As always, this is at the Referee’s 
  discretion. 
   
  Ο
  Task; Perform Overhaul: Life Science (Cybertechnology), 
  Intelligence or Education, 3+1-6 hours, Difficult (-2). If the damage 
  is particularly bad, the cost of the overhaul (¼ the cybernetic) 
  should be increased, not the skill check (since they are replacing 
  damaged areas anyway).
  Note that this is where the utility of TL 8- cybersensory organs come 
  into play, as the task can be performed with Mechanics skill as long 
  as the one performing the task does a re-Sync Task (the maintenance 
  check above) afterward to link the cybernetic back into the individual. 
  Medically-inclined characters who can help their fellows with the 
  surgery can shave the medical costs down to 2-4,000cr (which is 
  basically consumables and drugs needed for the operation). This also 
  requires them to make the following check.
   
  Ο
  Task; perform cybernetic surgery: Medic, Education, 10-60 
  minutes, Difficult (-2); the task duration cannot be moved up or 
  down, this is what it takes]. 
  A failure of the check inflicts double the negative Effect in damage 
  on the subject, an Effect of 3+ adds +1 DM to the Cybernetics/Sync 
  check; Note: for some overhaul jobs (a cyberlimb mangled below the 
  coupling point) surgery is not required in the first place.
  
  Biologicals: Bio-Replacements & Bionics
  Page 47
  Biologicals
  While some old lexicons still use the terms “bionic” and “cybernetic” 
  interchangeably, the systems were differentiated with the advent 
  of synthetic biological tissue suitable for grafting (often referred 
  to under the general heading of “Biologicals”). The technology was 
  pioneered in the 25th century  (TL 10) and has continued apace since 
  that time. By the 30th century, synthetic materials have been refined to 
  the point where this technology can literally duplicate a natural limb 
  with precision (Bio-Replacements) or create better-than-original parts 
  fused with cybernetics (Bionics). Bionic and bio-replacement “chrome” 
  (the term is still applied here) must be made for specific individuals, 
  in order to match their DNA to avoid immunological problems using 
  component parts (grown separately, combined by the designer). 
  Biotechnologists are considered artisans, and some are considered 
  artists. Implantation must be performed by competent medics trained 
  specifically for this kind of surgical procedure, although the surgeries 
  are considered simple affairs and by the 30th century, only require 4+d6 
  days (limb)/2+d3 days (sense organ) of recovery to restore statistics 
  and avoid infection. The individual implanted must re-learn how to 
  use their new limb/sense organ, which is a much longer process taking 
  many weeks: d6 weeks (limb)/d3 weeks (sense organ). Until this time, 
  the character has a -2 DM when using this new part. This is also the time 
  that muscles need to be grown and retrained. 
  Sharp-eyed readers will note that there is a difference between 
  biologicals and cybernetics in the amount of time required to eliminate 
  the penalty. Recall that cybernetics have built-in co-processors that 
  essentially meet the chromer (more than) half-way when trying to 
  learn how to use the cybernetic. The processor begins to anticipate what 
  the character wants as they are learning. Also, natural muscle tone of 
  biologicals must be “worked in” to be of much use, unlike servos and 
  artificial myomers. Many who have had new replacements use mobilizers 
  (see page 96) to help them move their limbs normally and avoid the 
  negative DM. Eyes and ears will have fewer problems, especially if they are 
  not bionic, reducing sense checks relying on the replaced organ by -1 DM 
  (and -2 DM for any use of unfamiliar bionic components).   
  Specialists do exist that help reduce this time significantly however, 
  halving the base time as well as reducing the number of days (not 
  weeks) further by twice the Effect of the specialists’ Instruction check. If 
  the character paid for the implantation, the specialists are part of the 
  
  Techbook: Chrome
  Page 48
  package. Basic functionality is learned fairly easily, within the first quarter 
  of this period, but characters will be at -2 DM to use the limb/organ in 
  combat and -4 DM to use any enhancements until they have time to 
  relearn the basics. Referees are free to reduce these penalties according to 
  the amount of time that the individual has already been training at (and 
  to) their discretion if the character is forced back into action prematurely.
  Technical Details
  Implantation surgeries for biologicals are performed by Medics who 
  not only use their Medic skill, but also Life Science (Biotechnology), while 
  Bio-Designers use Life Science (Biotechnology) and Trade (Biotechnology 
  Processing). Normally, these personnel are assumed to perform their 
  functions behind the scenes with competence, but characters who wish 
  to do some of these tasks themselves may do so.
  The surgery can only take place however when the parts become 
  available. Biologicals must be first grown for that specific individual (to 
  prevent rejection). An arm-replacement takes a base of 2d6 weeks to 
  grow; a leg-replacement takes a base of 2d6+2 weeks to grow. Eye- 
  and ear-replacements are much simpler (and involve less mass), and 
  can be grown in d3 weeks.  (See chart at right)
  Why such a long period? Why such a wide range? This has to do with 
  the method used for growing these tissues (see sidebar, next page). In 
  some cases, these parts (or sections thereof) have to be scrapped then 
  re-grown more than once to avoid/repair/replace replication errors, tissue 
  mutation and similar problems. This is one of the difficulties of speeding 
  up the process, as opposed to taking nine months in the womb for the 
  basics and nearly two decades for slow development. 
  If the character wants to create a bionic organ or limb (See “Types of 
  Biological Replacements”, page 52) then the growth times must also 
  incorporate the altered elements. This generally adds d3 weeks to limbs 
  (or +1 week  to organs), much of which is spent designing and connecting 
  “new” elements so that the biomatrix accepts these components.
  Characters in a hurry can roll three growth time results for an additional 
  25% of the base cost (before enhancements). This is the equivalent of 
  setting up more growing cultures than necessary (beyond the normal 
  redundancy) and picking the fastest-growing from the ‘crop’ to actually use.
  For example: Josh’s character losses an eye during the game. Josh 
  wants the eye to be “natural” and thus the character decides to pay 
  the “long credit” for a Bionic (base 96,000 Cr for a single eye). But the 
  Referee says that the next adventure has to take place in 3 weeks, so 
  
  Biologicals: Bio-Replacements & Bionics
  Page 49
  Biologicals Growth Times/Costs/Recovery Chart
  Bio-Replacements
  Part
  Cost, Single Cost, Pair
  Growth time
  Recovery
  Full Use
  Arm
  150,000 Cr
  300,000 Cr
  2d6 weeks
  4+d6 days
  d6 weeks
  Leg
  150,000 Cr
  300,000 Cr
  2d6+2 weeks
  4+d6 days
  d6 weeks
  Ears
  42,000 Cr
  60,000 Cr
  d3 weeks
  2+d3 days
  d3 weeks
  Eyes
  56,000 Cr
  80,000 Cr
  d3 weeks
  2+d3 days
  d3 weeks
  Bionics
  Part
  Cost, Single Cost, Pair
  Growth time
  Recovery
  Full Use
  Arm
  200,000 Cr
  400,000 Cr
  2d6+d3 weeks
  4+d6 days
  d6 weeks
  Leg
  200,000 Cr
  400,000 Cr
  2d6+d3+2 weeks 4+d6 days
  d6 weeks
  Ears
  63,000 Cr
  90,000 Cr
  d3+1 weeks
  2+d3 days
  d3 weeks
  Eyes
  96,000 Cr
  120,000 Cr
  d3+1 weeks
  2+d3 days
  d3 weeks
  Parts is Parts
  Bio-Growth tanks, like the one 
  shown here in which eyes have 
  been cultivated, allow for the 
  development of tissue efficiently 
  and economically. In a system 
  far-too-similar to the growing of 
  Synthmeat (see Setting Update 
  Beta, pg. 22-23), bio-growth tanks 
  allow for DNA tailored biological parts 
  to be produced for bio-replacement 
  and bionic uses. Forms or moulds 
  produced for these parts are created in 
  nanoweaves, then the tissue sample is 
  taken from the subject and subjected 
  to proprietary cell stimulation. Within 
  several weeks, the part is grown (par-
  tially or fully depending on whether it is 
  to be a bio-replacement or bionic). 
  Unfortunately, the technology, while 
  extremely handy, is not altogether 
  perfect. Mutations sometimes 
  creep into the finished product 
  (although these are rooted out 
  ruthlessly by biotechnicians, 
  it can make the process take 
  much longer by forcing a re-
  growth of the part). 
  
  Techbook: Chrome
  Page 50
  the grumbling player adds 24,000 Cr more (¼ of the base cost) and 
  rolls three growth times for a total cost of 120,000 Cr (before any 
  enhancements). One of the three d3+1 rolls (since this is a bionic eye) 
  for the “growth time” comes up as (1+1) 2 weeks. Perfect.
  Once implanted, the character must heal, which takes 2+d3 days (the roll 
  is a 3, taking up 5 days and only leaving 2 days to start ‘re-training’ the 
  eye before the adventure). After this, the character has to “work in” the 
  eye, which will take d3 weeks (the roll indicating just 1 week). Because this 
  is already the minimum amount of time allowed for retraining the eye, 
  there or no benefits for using retraining specialists (see bottom of page 
  47). So, any vision checks made during the first 5 days of the adventure 
  are at a -1 DM (basic use of the eye, or a -2 DM for a bionic enhancement).
  I Made your Eyes 
  The character makes a Task Chain roll starting with Life Science 
  (Biotechnology) then Trade (Biotechnology Processing). The level of 
  success determines how functional the limb or sense organ will be once 
  completed. Doing the work themselves, the character can save half 
  the cost of the Bionic (the other half is spent for parts and equipment 
  in batch work, plus the surgery costs). 
   
  Ο
  Step One: Biological Design The genetics have to be dealt with, 
  especially for bionics, but even for bio-replacements adjustments 
  have to be made. Task: Bio-Design: Life Science (Biotechnology) 
  or Trade (Biotechnology Processing), Intelligence, variable time 
  (see below), variable difficulty: based on what is being produced, 
  Bio-replacement: Average (+0), Bionic without cyber-components: 
  Difficult (-2), Bionics with cyber-components:  Very Difficult (-4).
   
  Ο
  Step Two: Growing Process. This involves the actual growth 
  process, constant monitoring is required. Task: Bio-Growth: 
  Life Science (Biotechnology) or Trade (Biotechnology Processing), 
  Intelligence, variable time (see below).
  Combined Time: Amateurs spend d3 months to design and 
  grow biologicals (which gives more than enough time to 
  work on any non-organic components separately) using a 
  chemistry or biology lab. 
  Alternatively, the time could be as little as the listed number 
  of weeks (Page 49) as long as the designer has the proper 
  equipment (a full-fledged growing facility, specializing in 
  this type of work, not cheap) and expertise (at least Trade 
  (Biotechnology Processing) 2 or higher). 
  
  Biologicals: Bio-Replacements & Bionics
  Page 51
  Grafting for Fun and Profit
  Another character or trusted ally may elect to perform the surgery to 
  graft the bionic part onto the subject. This constitutes two checks and 
  costs 2,000 + (d3x1000) Cr in medical supplies. This saves approximately 
  15,000 Cr in surgical cost (on average, like Cybernetics Referee Discretion).
   
  Ο
  The surgery itself is a Medic check [Task; Perform Cybernetic 
  Surgery: Medic, Education, 1-6 hours, Difficult (-2); the task duration 
  cannot be moved up or down, this is what it takes]. A failure of the 
  check inflicts double the negative Effect on the subject; an Effect of 
  3+ adds +1 DM to the Sync check. 
   
  Ο
  The Systems Sync is to ensure that the bio-replacement system is 
  integrated with the user. [Task; Sync Patient to Implant: Life Science 
  (Biotechnology), Intelligence or Education, time same frame as 
  Surgery, Difficult (-2)]. 
  The second check should be made in secret; a Failure indicates that the 
  Bio-Replacement implant will fail sometime after implantation. A Marginal 
  Success indicates that the time to get used to the bionic part is 2d6+3 
  weeks and one of the features never works properly if enhancements are 
  designed into the bionic part. Success indicates the sync process worked 
  well, reduce the amount of time rolled to “retrain” the Biological by double 
  the Effect in days (minimum is 2 weeks for limb, 1 week for a sense organ).  
  Bio-Reconstruction
  Just as cybertechnology can be used to repair the results of accident/injury, so 
  too can biological/bio-replacement technology (and to a more limited extent, 
  bionic tech). The costs for ‘Bio-Reconstruction” are higher: 25,000 Cr/point as 
  opposed to 10,000 Cr for Cybernetic Reconstruction at the time of character 
  creation (see below for post-chargen costs), but the results are a true restoration, 
  not just of function (which can be done with cybernetics) but appearance and 
  “feeling” as well. This makes bio-reconstruction a considerable draw to the general 
  public, who have embraced it wholeheartedly where (due to costs) possible.
  Bionic-Reconstruction (bionics, or using altered components, as opposed to Bio-
  reconstruction, using exact replacements) can produce some interesting visual 
  results: a repaired jawline that is a different skin color or texture (red scales with 
  scintillating gloss for instance). In practice however, this is generally avoided in the 
  Twilight Sector Setting. This is because of the very real likelihood that the Bionic 
  Reconstruction will be mistaken for a mutation, subjecting the chromer to a serious 
  social penalty. Other settings may not have this issue however.
  Cost: 50,000 Cr/point during game-time to repair accident/injury using bio-
  replacement technology. This pays for both the growing of parts and the 
  surgery. If the character can design/build biologicals subtract 20,000 Cr/point 
  from this cost, and subtract a 5,000 Cr/point if they can arrange surgery. Thus If 
  they do all the work themselves it is still 25,000 Cr/point (for supplies). 
  
  Techbook: Chrome
  Page 52
  Types of Biologicals
  There are two forms of biological technology: ‘simple’ bio-replacements 
  and full bionics. Once again, those with biological replacements are still 
  referred to as “chromers” despite the fact there is far less metal involved.
  Bio-Replacements
  Bio-Replacements are the most “simple” form of this technology, 
  allowing the grafting of a “new” biological limb or sensory organ. 
  These are grown in sections and combined together by artisans to 
  individually fit each user (which accounts for their high costs). A bio-
  replacement will work and act as the original, and in most cases is 
  relatively hard to detect on casual inspection, even by experts. 
   
  Ο
  Task; Detect Bio-Replacement: Life Science (Biotechnology) or Life 
  Science (Anatomy), Intelligence or Education, 10-60 seconds, Very-
  Difficult (-4) 
  Examination with the proper gear makes this much easier to 
  determine (Add +4 DM if they have the right equipment to detect 
  microsurgery). 
  The base Strength and Dexterity of the limb are the same as that 
  of the character, as any alterations of these characteristics would 
  amount to a bionic replacement instead. 
  Bionics
  Bionic replacements however incorporate not only the biological 
  components that mimic the originals, but new components that 
  surpass them. Sometimes these changes are made from upgrades, 
  such as variations of the biological tissues (stronger muscles, more 
  durable nerve connections); and sometimes by adding artificial 
  or cybernetic components designed to work in tandem with the 
  altered physiology. The task to detect bionics is the same as bio-
  replacements but easier: 
   
  Ο
  Task; Detect Bionic: Life Science (Biotechnology) or Life Science 
  (Anatomy), Intelligence or Education, 10-60 seconds, Difficult (-2). 
  The base Strength and Dexterity of the limb are the same as that of 
  the character, unlike Bio-replacements Strength can be enhanced 
  (there is no need to enhance dexterity since it starts at parity with the 
  character and there is no manifest benefit to having a higher Dex limb). 
  Unfortunately, with biologicals such as bionics, there is less that can be 
  done about bulk (and the loss of Dexterity).
  
  Biologicals: Bio-Replacements & Bionics
  Page 53
  Sensory Replacement/
  Enhancements 
  Simple Bio-replacement Sense Organs Cost: 80,000 Cr (eyes, pair), 
  56,000 (eye, single), 60,000 Cr (ears, pair), 42,000 Cr (ear, single). As 
  with cybernetics, grafting in a single bio-replacement (or bionic) 
  costs slightly more than half. Here it is because the economy of scale 
  is off (growing two and growing one aren’t very much different in 
  terms of the growers/manufacturer’s costs since most of the work is 
  done in the DNA matching technology).
  Bionic-capable Sense Organs Cost: 120,000 Cr (eyes, pair), 96,000 
  (eye, single), 90,000 Cr (ears, pair), 63,000 Cr (ear, single). The bionic 
  replacement may accept sense modifications (Note the cost listed 
  does not entail any bionic enhancements, it simply makes the sense 
  organ suitable for them).
  The primary advantage of bionic sense organs is that they can be 
  made to incorporate “natural” enhancements (in some cases, not 
  all). Most of the enhancements provided to cybernetic sensory 
  apparatus can be applied to their bionic equivalent, including 
  HUD linkage which is essentially a cybernetic link buried in the 
  otherwise organic(-ish) eye. Another common modification is the 
  ability to perceive other wavelengths. For some chromers, the bionic 
  equivalents of certain sensory enhancements are similar to those of 
  cybernetics (like the HUD feature, which basically is the same as that 
  of a cybernetic implant, just integrated into an otherwise biological 
  sense organ), but others, like wavelength adjustment and “zoom” 
  require users to adopt all new physical habits. For example, engaging 
  telescopic vision (part of the image amplification suite) is linked to a 
  new muscle which alters the shape of the back of the eye and cornea 
  rather than simply “panning in” on a smaller field of vision (which 
  is how the cybernetic version does this); bionic users must learn to 
  develop these muscles and the finesse to control them (this is why it 
  takes a few weeks to gain mastery).  
   Λ
  Balance Enhancement (bionic ear): Inner ear function can be 
  improved to give the chromer a much better sense of balance. +2 
  DM to any task that involves balance (usually Athletics or Dexterity 
  tests when moving over unsteady or narrow surfaces). 
  Cost: +17,500 Cr
   Λ
  Digital Audiolink (bionic & bio-replacement/natural ears): This is 
  an implant that is designed to allow the chromer to “hear” digital 
  signals directly though the implant. This can be added to a natural 
  
  Techbook: Chrome
  Page 54
  ear or grafted onto a grown bio-replacement ear without the need 
  for full replacement. 
  Cost: +12,500 Cr (for bionics), 25,000 Cr (for bio-replacements/
  natural ears, which accounts for surgery). Note that for 
  35,000 Cr (total) normal ears or bio-replacements can be 
  given audiolinks and hearing adjustments at the same time.
   Λ
  Image Amplification (bionic eyes): These bionic eyes incorporate 
  a range of features that have been derived from various species 
  or designed carefully by genegineers to maximize sense 
  performance. “Zoom” features for example by changing the 
  dimensions of the eye itself using special muscles and more 
  flexible material, more photoreceptors and the like. The user can 
  see five times further than normal and has a +2 DM to any sight-
  based sensory checks. The chromer can see ten times further than 
  normal if they concentrate (spend a minor action every turn). 
  Cost: +35,000 Cr 
   Λ
  Hearing Adjustments (bionic & bio-replacement/natural ears): 
  This is a cybernetic implant that is threaded into the biological 
  system. It is one of the few adjustments that can be made on 
  natural and bio-replacement ears without paying for a ‘bionic’ 
  sense organ; it can also be added after the bio-replacement is 
  grown (i.e. just like it was a natural ear being provided with this 
  adjustment). The implant amplifies sounds for the user, doubling 
  hearing range (2x) and includes filters to help prevent damage 
  from loud sounds (cancelling out the increased hearing, i.e. they 
  are no more or less susceptible than those with ‘normal’ hearing). 
  Note: may not be combined with Reception Tracking (since that 
  uses something similar but more advanced). If the ear is grown 
  “abnormal” (larger, oddly-shaped, or obviously/exaggeratedly 
  pointed) the hearing range can be increased to x4, but the user 
  will be marked (many casual observers will assume they are a 
  mutant, with all that comes with this assumption). 
  Cost: +12,500 Cr (for bionics), 25,000 Cr (for bio-replacements/
  natural ears, which accounts for surgery). Note that for 
  35,000 Cr (total) normal ears or bio-replacements can be 
  given audiolinks and hearing adjustments at the same time.
   Λ
  HUD (bionic & bio-replacement/natural eyes): The Bionic Heads-
  Up-Display works in operation just like the cybernetic version, 
  but consists of a cyber-implant which can be spliced into the 
  optic nerve (or if a bionic, the eye is grown around the implant). 
  Note that this is one of the few bionic adjustments that can also 
  be done for natural eyes or straight bio-replacements without 
  
  Biologicals: Bio-Replacements & Bionics
  Page 55
  the added expense of making the eye ‘bionic’ (or in the case of a 
  natural eye having it replaced with a bionic version). 
  Cost: +12,500 Cr (for bionics or replacement eye at the time 
  when it is being grown), 25,000 Cr (for grafting the necessary 
  components to natural eyes, which accounts for surgical 
  costs; a bio-replacement eye that is grown with these 
  components does not have to pay this amount, one that is 
  modified “aftermarket” would). 
   Λ
  Noise buffering (bionic ears): These ears can automatically tamp 
  down loud noises and such before they can damage the inner 
  lobes or cause too much trouble for the chromer. If the chromer 
  has some form of amplified hearing (like the Reception Tracking 
  ability), this merely makes them no more susceptible to loud 
  noises as the normal hearing population. If the chromer does 
  not have amplified hearing, this component effectively gives the 
  equivalent of ear protection. 
  Cost: +20,000 Cr 
   Λ
  Reception Tracking (bionic ears, pair only): This bionic 
  adjustment requires ears to be shaped differently, usually longer 
  and pointed (these can be ‘elf ears’ or ‘dog ears’ most chromers 
  choose ‘elf’). The ears themselves are also more flexible than 
  human normal ears, and a coating on the inside helps to trap 
  sound better than flesh. The adjustment adds a score of new 
  muscles to the ear to allow for movement of these ears (this is 
  the ‘tracking’ part). All together, this modification allows better 
  tracking and more “long range” hearing (the chromer can also 
  hear softer sounds that are coming from more distant places). 
  Range extension is five times (5x) normal human hearing (noises 
  normally only heard up to 2m away can be heard as far as 10m 
  away) if the chromer takes the effort (spends a simple action 
  every combat turn this is used), or ten times (10x) if they fully 
  concentrate (uses a significant action every turn, meaning they 
  perform no other actions as they listen). Also, clarity is improved 
  +2 DM to hearing-based sense tests, and the cost of wavelength 
  adjustment is reduced by half. The ear however is now obviously 
  different (use detection as an “obvious” cybernetic ear: giving a +2 
  DM to those who are looking at the ear at close range). Consider 
  noise buffering strongly. 
  Cost: +45,000 Cr.
   Λ
  Retina Shifting (bionic eyes): The eye contains broad-spectrum 
  pigments that allow the chromer to shift their eye color. While 
  natural, these shifts are actually amazingly quick (a second or 
  
  Techbook: Chrome
  Page 56
  two) because they are based on the color shifting genetics of 
  various Terran and Exoterran color-shifting species. Different 
  manufacturer’s produce different color palettes. The character 
  should signify what common color their eyes cannot match rather 
  than the dozens of shades that they can.
  Cost: +8,000 Cr.
   Λ
  Wavelength Adjustment (Both): The eye or ear is adjusted to 
  be sensitive to any one of several wavelengths. In practice this 
  is exactly the same as the cybernetic equivalent because it uses 
  cybernetics grafted onto the biological components to achieve 
  the results. 
  Cost: See chart on page 23 (cybernetic versions) with an 
  additional +10,000cr for the grafting process (in total, so 
  multiple wavelength adjustments can be pooled together 
  first for a lump sum then add the 10,000 Cr).
  Example: A character wants to get Wavelength Adjustments for 
  their new Bionic Eyes (infrared and ultrasonic), as well as a HUD. 
  Because they are buying a pair of eyes, the cost is 120,000 Cr (pair 
  of eyes) + 2,500 Cr (HUD) + 21,000 Cr (1,000 for infrared, 10,000 for 
  Ultrasonic and an additional 10,000 for the hardware that allows 
  the bionic eye to pickup/interpret these inputs, had the character 
  wanted to add a third wavelength, such as Thermographic, they 
  would have had to pay just 2,5000 Cr more)= 143,500 Cr.
  What About Tentacles & Sub-Torso Replacements?
  While both of these replacements are possible, they are generally shied away 
  from in the Twilight Sector Setting. Both Biological Tentacles and Bionic Sub-Torso 
  Replacements are well within the technology of the setting, but smack far too much 
  of mutant traits. In other settings, or when the mutant issue doesn’t matter…
  Tentacles: Use Cybernetic Tentacles as a base, including thicknesses and costs for 
  given tentacle lengths (+25% to Cost). Use the cybernetic table (rather than the 
  bionic table at the right) to determine enhanced limb Strength and Dexterity. Bionic 
  tentacles can mount all Bionic limb enhancements (charged as per Bionics). 
  Sub-Torso Replacement: Bio-Replacement technology can restore the lower torso 
  of the user completely, bringing them back to the state they were before they were 
  damaged. This however takes a long time, as the various sections have to be laid in 
  sequentially, healed before the next graft and so-forth. The combined growth times 
  and rest & recovery periods  are around 240 days (+/- 2d6 at Referee’s discretion) 
  and the total cost (parts and surgeries) for a full bio-replacement is 3.25 Mcr. 
  Bionic versions of Sub-Torso Replacements veer very quickly into the strange and 
  outré. These are generally costly, and are best handled by Referee fiat than any hard 
  and fast rules (although future subjects may profile Centaurs or other mods). 
  
  Biologicals: Bio-Replacements & Bionics
  Page 57
  Limb Replacement/Enhancement 
  Simple Bio-replacement Limb Cost: 150,000 Cr. The base Strength and 
  Dexterity of the limb are the same as that of the character, no further 
  adjustments (even to strength or dexterity) are possible.
  Bionic-capable Limb Cost: 200,000 Cr. The base Strength and Dexterity of 
  the limb are the same as that of the character. The Bionic can accept limb 
  modifications (these limbs are also automatically Reinforced if they have 
  Enhanced Strength, see page 30). 
  Limb enhancements for bionics tend 
  to be much less “impressive” than 
  cybernetic equivalents. Even systems 
  which are only partially biological 
  are not designed to telescope or 
  (suddenly) change their position in 
  radical ways. Most of the changes are 
  transparent to the game mechanics, 
  such as slightly better range of motion, 
  natural double-jointedness and freedom from lingering knee/elbow ache in 
  more (ahem) seasoned users. Base strikes for bionic limbs are d6+2, grapples 
  are unchanged. The most common enhancement boosts the Strength of the 
  limb above “normal” while retaining the limbs original appearance as much 
  as practicable (it is easier to detect the bionic replacement: +1 DM for the 
  detection tests with each added point of Strength).  Note that limb Dexterity 
  starts at the same as the user, and excess bulk cannot be offset.
   Λ
  Extension Claws/Talons: A talon can be extended from the long 
  bone of the forearm made from high-density bone and razor sharp 
  organic components. Claws (which can be made retractable) extend 
  from the fingertips. Combat rolls made with the talon use Melee 
  (Blades) while the claws use Melee (Natural Weapon) skill. The Blade 
  does strike+d6 damage while the claw does strike+2 damage. 
  Cost: 25,000 Cr. (Talon), 10,000 Cr (claw), 15,000 Cr (retractable claw)
   Λ
  Extreme Articulation: By re-designing the joints of the limb, a 
  decidedly “unnatural” amount of flexibility can be provided, well 
  beyond double jointedness. Elbows and knees for example can be 
  cocked backwards to point the forearm/hand or shin/foot in the 
  opposite direction et al. A +3 DM can be provided to free an arm or 
  leg caught in a hold, other benefits at the Referee’s discretion. 
  Cost: +12,000 Cr Note: this makes the arm/leg much easier to spot, 
  change the base difficulty of the Detect Bio-Replacement task 
  to Routine (+2) all other detection adjustments apply.   
  Strength Enhance (bio)
  Adjust
  Str Cost
  Bulk
  +1
  10,000 Cr
  None
  +2
  15,000 Cr
  None
  +3
  20,000 Cr
  -1 Dex
  +4
  35,000 Cr
  -1 Dex
  +5
  50,000 Cr
  -2 Dex
  +6
  75,000 Cr
  -2 Dex
  
  Techbook: Chrome
  Page 58
   Λ
  Forearm Shroud: The bones of the hands and forearm are thickened 
  and strengthened, allowing the bionic user to parry lethal melee 
  weapons using their unarmed combat skill. Often the skin and 
  muscle of the forearm are also made from synthetics designed to 
  take extreme punishment. Add +2 to Melee Skill for Parrying efforts 
  (+3 versus an unarmed opponent). Forearm shrouds will have to 
  be replaced regularly with use. This modification also increases the 
  damage of an attack with the limb to d6+4 rather than d6+2.
  Cost: +50,000 Cr during production, but degrades after being 
  used for several defensive maneuvers (Referee’s discretion) and 
  must be replaced for 20,000 Cr (which includes the costs of 
  implantation and the materials together). Note: a forearm shroud 
  cannot be placed on the same limb that has a talon, but can be 
  placed on a bionic hand with claws (total strike damage: d6+5).
   Λ
  Improved Simulation: Just as the cybernetic section, this reflects 
  an effort to condense as much as possible to fit in excess mass (like 
  organic myomers or minimizing grafts). 
  Cost: 15,000 Cr/-1 to detection test, up to -4. 
   Λ
  Injection Ports & Medicinal Glands: See Accessories section under 
  “Injection Ports” (pg 67) and “Medicinal Glands” (pg 77). These are 
  commonly grown already in biologicals to save the costs of separate 
  surgery (i.e. do not pay the 10,000 Cr for implantation). Like the 
  Cybernetic version, Bionics may use Injection Spikes (pg 34).
  Cost: See pages noted, reduce implantation costs (-10,000 Cr)
   Λ
  Redesigned Hands/Feet: There are a number of possible benefits 
  to redesigns of the hands and feet. The specifics of the redesign 
  (added fingers, thumbs, different spacing, extra joints, etc) are 
  myriad and best left to the Player and Referee to determine. 
  Redesigned Hands: These aid in fine manipulation, giving +1 DM to 
  delicate operations like fine medical procedures, instrument playing, 
  and prestidigitation (or any other action involving fine motion in the 
  hands). This does not aid gross movement, such as physical strikes 
  (although it can help with non-damaging grapples) or aiming a 
  weapon (although it can be added after the chromer performs two 
  aiming actions). 
  Redesigned Feet: These allow the foot to be used for grasping/
  manipulation as though it were a hand. In order to do so, the 
  redesigned foot must be reasonably free (no boots or shoes, 
  although special foot coverings can be made for them). Referee’s may 
  rule a +1 DM appropriate for certain actions (such as climbing)
  Cost:  25,000 Cr (Hands); 15,000 Cr (feet). These can be done as partial 
  replacements for non-amputees, using rules from pg. 38 
  
  Biologicals: Bio-Replacements & Bionics
  Page 59
  Bio-Replacement Organs
  Most of the time, bio-replacement is favored 
  over cybernetic for organ implantation. 
  The organs function more or less with the 
  same efficiency of the originals. In most 
  cases there are marginal improvements 
  but for practical purposes these are 
  generally not significant enough to 
  warrant changes in game mechanics. 
  Never having acid-reflux or stomach 
  aches are admittedly advantages, 
  but not really reflected in a rules-
  set. There are more “advanced” 
  versions of these replacements, 
  but these are listed either as 
  accessories or (more commonly) 
  as part of an Accessory Package, 
  which combine the efforts of 
  several supercharged organs 
  to produce a wide range of 
  beneficial effects.
  Cost depends on what organs 
  need to be replaced, (keep in mind 
  the “Cybernetic replacements and 
  cost” sidebar on pg 14 for why 
  this is higher than amounts charged during character generation). 
  Costs below separate the implantation surgery and the biological 
  replacement (and give base growth times).
  Specific Organ
  DM
  Parts Cost
  Surgery Cost
  Growth Time
  Heart
  -2
  100,000 Cr
  20,000 Cr
  d6 weeks
  Lungs
  -4
  45,000 Cr
  20,000 Cr
  d3+1 weeks
  Liver
  0
  40,000 Cr
  10,000 Cr
  d3+1 weeks
  Kidney
  0
  30,000 Cr
  10,000 Cr
  d6 weeks
  Pancreas
  -2
  50,000 Cr
  10,000 Cr
  d3+1 weeks
  Intestines
  +1
  60,000 Cr
  15,000 Cr
  d6+1 weeks
  Stomach
  +2
  35,000 Cr
  10,000 Cr
  d3 weeks
  Reproductive
  -2
  75,000 Cr
  15,000 Cr
  d6 weeks
  Note: While there is no reason to “learn” the cybernetic internal organ, healing times 
  from the grafting/implantation operation are doubled (8+2d6 days).
  Most patients who undertake organ replacement 
  have to spend time in a nanite healing chamber.
  
  Techbook: Chrome
  Page 60
  Biological Availability & Cost at other Tech Levels
  All prices assume a Maintech (9-12) system, where TL 12 bio-
  replacements are common enough to not have spikes in cost. Bio-
  Replacements can be grown as low as TL 9, but this costs much more 
  and the functionality is generally not perfected until mid-TL 10. 
  When it comes to other Tech Levels, there is very little to warrant 
  using inferior product for bio-replacement. In a system which has 
  less than TL 11, the bio-replacements are usually made by TL 11-12 
  growth tanks and equipment. If this is not the case, increase costs 
  by 100% for each tech level beneath 11 (So the total costs of a Bio-
  replacement at TL 10 is 200%, at TL 9 is 300%). Lower tech levels 
  may reduce the utility of (or eliminate the possibility of) certain 
  enhancements as well as increase base costs.
  In the Twilight Sector Setting, having to settle for sub-maintech 
  biologicals is generally not an issue. The equipment used to perform 
  TL 11 or TL 12 bio-replacements is a common trade item in the 
  setting and the personnel are imminently portable (or trainable). 
  Putting together a maintech facility does not cost that much as a 
  capital investment on retrotech and sliptech worlds. This is not to 
  say the equipment and tanks are cheap, but they pay for themselves 
  many times over; especially where the demand is high. 
  What is more commonplace in the fringes, or retrotech and 
  sliptech worlds, is having to wait longer to receive a “maintech” 
  bio-replacement. This is because there are usually others who are 
  also receiving treatment from whatever machinery does exist (and 
  since more of that machinery cannot be made on the planet, ‘care 
  rationing’ is all too common). Determining this sort of thing should 
  factor in the planets trading status, the nature of their population, 
  and other ‘contingent imponderables’ that are best left to the Referee. 
  Those looking for biologicals in backwaters should just remember 
  that there is generally a several week or month wait-time.
  Maintaining BioLogicals
  One of the main advantages of bio-replacement is that they do not 
  have to be maintained, they are organic (albeit artificially) and get 
  repaired like the rest of the body, through natural healing and the 
  occasional beneficent intervention of medical practices. 
  This is one reason that some employers will pay the extra for 
  biologicals, as the long run cost (over decades) is actually lower when  
  all is considered.
  
  Accessories
  Page 61
  Accessories
  Accessories are Chrome that does not simply replace missing or 
  damaged limbs, organs, or senses, but adds components that 
  provide the chromer with capacities they had not enjoyed up to that 
  point (technically, some of the limb and sensory implants discussed 
  above do this as well). 
  The time for recovery varies from accessory to accessory (listed in 
  parenthesis after the name). In the case of a temporary accessory, 
  there is no ‘recovery’ needed. With medicinals, there is a minimum 
  time before the system is fully active (usually in description).
  Rather than distinguishing between cybernetics and bio-
  replacements as with limbs/sense organs, most accessories can be 
  divided into three types, which can include elements of either/both: 
   Λ
  Singular Accessories, which reflect one implant or a group of the 
  same/similar implants that perform a singular function. 
   Λ
  Package Accessories, which are often several different implants/
  grafts which accomplish a goal or range of similar goals;  
   Λ
  Temporary Accessories are made up of medicinals that are 
  eventually destroyed/broken down/flushed out/used up by the 
  system and applications that assist/duplicate other implants. 
  Terminology
  Some terminology used in the descriptions of specific accessories suggest how 
  some of these implants are installed: 
   Λ Implants are new/foreign elements added into the body, such as the plugs 
  used for neural plugs or the electronic gear in integrated computers or co-
  processors. Most are cybernetic in nature.
   Λ Grafts are alterations to the existing structures by gross methods, such as 
  adding the knot of dense brain tissue analogue used for Memory Shunts (see 
  Tinker, Spacer, Psion, Spy, pg 13 and page 78 of this book) by microsurgery. 
  Most, but not all, grafts are bionic in nature. 
   Λ Nano-enhancement techniques use nanites to augment or enhance the 
  physical properties of the body, such as to stimulate brain cell reproduction 
  or “Latticing” neural pathways to improve signal transmission and increase 
  manual dexterity. The nanites do not stay in the system. Instead, they facilitate 
  these changes, which are in turn permanent. This is often the most time-
  consuming part of longer implantations, requiring the chromer to stay inside 
  of a fluid-filled tube that is regularly infused with the nanites. (these are 
  sometimes also known as “healing tubes”. Often the chromer is kept sedated 
  during the process, which could take up to several months.
  
  Techbook: Chrome
  Page 62
  Singular Accessories
  A singular accessory is chrome that does a specific thing. Some of 
  the following are closer to Package Accessories, but since they are 
  generally incorporated into similar tissues/organs and do just one job 
  they are listed here (also, because they do not interfere with the “no 
  two packages” rule). After each entry is the number of days that are 
  generally required to acquire the modification, combined vat-time 
  (nano-enhancement) and healing time for grafts/implants. 
  Artificial Muscle Bonding, TL 10-13 (20/30/45 days)
  The same process used to help prevent Overstress injuries, but 
  applied throughout the body by a combination of grafting and 
  nano-enhancement. Those who have Artificial Muscle Bonding have 
  the full effects of reinforcement on any cyberlimbs at the time of 
  implantation and reduce the costs of reinforcement by 75% on any 
  cyberlimbs implanted thereafter. Artificial Muscle Bonding is found in 
  three different levels (see below). 
  Unfortunately, this technique also has a tendency to add “bulk,” 
  inhibiting Dexterity (-1 for levels I and II, -2 for Level III). Each level 
  also adds 15 kg to the chromer’s bodyweight (15 kg at level I, 30 kg 
  at Level II, 45 kg at level III). Higher levels also require much greater 
  protein intake (increased food intake requirements).
  Level TL
  Str
  Dex
  Costs
  Side Effects
  I
  10
  +2
  -1
  250,000 Cr Quarterly checkups 
  (one/3 months)
  II
  12
  +3
  -1
  600,000 Cr Regular Checkups (one/2 
  months), Increased food 
  Intake (+50%)
  III
  13
  +5
  -2
  900,000 Cr Monthly Checkups (one/
  month), Increased food 
  Intake (+100%)
  Str: The increase to Strength (not the DM but the raw statistic itself).
  Dex: The Dexterity penalty (to the score, not DM) caused by added bulk. 
  This cannot be “bought off” as with cyberlimbs.
  Costs: Note that much of this cost (up to 70%) is the long and delicate 
  surgery.  This is also not something advisable for “self-surgery” fans 
  to try, as entire teams of surgeons and assistants are needed.
  Side Effects: “Checkups” gives the frequency of cybernetic checkups 
  (see pg 45), if the chromer skips the checkup, the -1 DM penalty 
  incurred is to all physical actions (due to the muscle tremors).
  
  Accessories
  Page 63
  Autonomic Switch, TL 12 (10 days) 
  The body’s autonomic system controls heart & respiratory rates, digestion, 
  salivation, perspiration, pupil dilation, as well as sexual arousal and many 
  other responses. This “switch” is a dense knot of artificial tissue that is 
  grafted to the base of the brain and allows the selective “switching off” 
  of certain autonomic functions or the “switching on” of others. Due to 
  the inherent dangers of this accessory, the switch is illegal in most areas 
  (although in the patchwork of local-controlled governments found in the 
  Orion Confederation, this means little). A cybernetic sub-processor (that 
  can interface with an IT or HUD) provides specific control rather than the 
  use of pure nerve-control (as one would find with controlling the arms or 
  legs). The effects of this accessory can be very helpful when controlling 
  certain medical issues (apneas and epilepsy), it can also help pass VKAy 
  (Vocal-Kinethetic Analysis) and similar types of lie detector test. Finally, it 
  can be used to commit suicide, by simply stopping the heart. For these 
  reasons, the autonomic switch is fairly common in the espionage arena. 
  Cost: 225,000 Cr. (over half of this is the brain surgery involved)
  Chipped Reflexes, TL 10 (90 days) 
  This system allows the user to utilize Expert-programs not based on 
  Int- and Edu- skills (any other attribute is fine, see the IT for the Int- and 
  Edu- based experts). Chipped reflexes access reflex memory to help 
  guide the chromer along the “proper” lines (thus there is a -2 to Reaction 
  when using them for combat skills). The user must learn to “go with” the 
  subtle prompts of the skill-programs (this requires 2d6 hours to “chip in” 
  the skills the first time a particular skill chip is used). These prompts help 
  the chromer achieve the proper form (for something like martial arts), or 
  even make appropriate responses (for social-interactive programs). 
  This accessory merely makes the chromer able to access these expert 
  programs, the programs themselves must be run in a separate computer. 
  Increase the penalty to Reaction to -4 if this computer is a non-implant. A 
  “skill slot” can be implanted at the base of the spine which is essentially a 
  dedicated computer used solely for the chipped reflexes implant (a slot 
  can run a single program, up to Expert/3).  
  In terms of game mechanics, an Expert Program (any level) accessed 
  by chipped reflexes provides the chromer who has no skills with a 
  rating equal to one less than the Program level (i.e. a Level-1 Program 
  provides Skill 0). If the character already has the skill, they can use an 
  Expert/2 or higher program to eliminate 1 DM’s worth of penalties (this 
  is known as “diagnostic mode”). Chipped reflexes are an integral part 
  of the ISP (see sidebar “Integrated Skill Package” page 72). 
  Cost: 70,000 Cr, plus 30,000 Cr for the skill slot 
  
  Techbook: Chrome
  Page 64
  Cognition Enhancement, TL 13-15 (d6 weeks+30 days) 
  The grafting of new brain tissue, grown from a sample taken from 
  the chromer, to the frontal lobe of the brain to enhance intellect. The 
  surgical process often includes alterations to the skull, DNA-matched 
  bone material and scalp is grown at the same time, giving those with 
  this surgery a higher (or in the case of class II, substantially higher) 
  forehead. Once the new material is grafted, the chromer is submerged 
  into a nanite-tank so that the material can be integrated into the 
  cognitive scheme of the chromer (the additional 30 days listed for the 
  time above, the d6 weeks is the growth time for the extra tissue before 
  the surgery). Note: this is a TL 13/15 operation (TL 13 for Level I, TL 
  15 for level II) that can only be performed in Hightech facilities. Note: 
  certain kinds of SIM (Smart SIMs) already have this advantage based on 
  their genetics (no double-dipping for bonuses).   
  Level
  TL
  Int
  Costs
  Check
  Side Effects
  I
  13
  +2
  450,000 Cr
  +0
  Behavioral shifts
  II
  15
  +3
  900,000 Cr
  +2
  Mild Schizophrenia
  Check: Modifier to a Notice (Average), Investigation (Routine), or 
  Recon (Difficult) Check to notice that the skull has been modified. 
  The tests are all based on Intelligence and take d6 seconds.
  Behavioral Shifts: Changes to the frontal lobe cause behavioral 
  shifts to occur. This is a roleplaying situation, and if the Cognitive 
  Enhancement was made before play (i.e. during character 
  creation), the change is transparent in any case. This might 
  however feature in the character’s background details. 
  Mild Schizophrenia: The chromer has bouts of mild schizophrenia, 
  including depression, mood swings and hallucinatory events. 
  This can be controlled by regular doses of antipsychotics.  
  Enhanced Dentitia, TL 8 (5 days) 
  This accessory turns the mouth into a weapon. Mostly, this involves 
  either adding fangs, oversized teeth or simply buttressing all of the 
  existing teeth to increase hardness and sharpness. It also involves adding 
  myomers to the neck, face and jaw to help provide additional “bite’ 
  strength. Oversized versions cause significant changes to the appearance, 
  as do fangs to a lesser extent (when extended, they give a “fat” philtrum). 
  Most bites can only be done from ‘surprise’ or after a grapple.  The bite 
  does d6+5 damage (standard version), d6+8 Damage (oversized version), 
  or d6+3 damage ignoring up to 4 points of armor (fanged version).  
  Cost: 50,000 Cr (standard version, subtle), 60,000 Cr (Oversized 
  or non-retractable fangs), 85,000 Cr. (retractable fangs) 
  
  Accessories
  Page 65
  Gills, Bionic, TL 10 (20 days) 
  Slits along the sides and back of the Chromer are lined with special 
  tissues (infused with bio-organic colonies that “skim” oxygen 
  from the water) that allow the chromer to operate underwater for 
  approximately 25-30 minutes (25 minutes +5 minutes per +1 END DM; 
  thus a character with an END 12 (+2 DM) can stay underwater for 35 
  minutes). After this time, the chromer will incur a -1 DM on all actions, 
  although they can stay underwater for another time interval before 
  they must surface. A subtle enhancement, the slits are only apparent 
  when the chromer uses them, but will sometimes ‘flare’ when the 
  chromer is trying to catch their breath while out of the water (after 
  extremely hard activity, coughing fits etc).
  Cost: 60,000 Cr
  Gills, Cyber, TL 9 (3 days)
  Cybernetic Gills use an exchange siphon in the neck/sides to draw 
  in large amounts of water so that enough O2 can be filtered out. This 
  provides the chromer with 4-6 hours of underwater activity before the 
  batteries for the gills run out (these can be replaced with a significant 
  action. The filters also need to be replaced every 100 hours of actual 
  use.  This is an obvious enhancement. 
  Cost: 75,000 Cr (Gill), 125 Cr (spare battery), 2,500 Cr (spare filters)
  The Barbarian’s Kiss
  Enhanced Dentitia is quite atavistic. If the chromer is grappling someone without 
  rigid armor (or armor that specifically protects the throat), they can do enormous 
  damage by ripping out their opponent’s throat. Mental Note: Ewwwww. 
  Following a successful grapple (TMB, pg 64), as long as they had an Effect of 3 or 
  more the chromer can make a throat rip attack, for 12+Effect damage (15 with the 
  oversized version). Most NPCs will be dead/dying, although important NPCs and 
  PCs should handle damage as normal. Optionally, the Referee can rule that the 
  bite wound does continuing blood loss (d6/
  round) until it can be staunched 
  (with First Aid).
  
  Techbook: Chrome
  Page 66
  Implanted Commlink, TL 9+ (1 day)
  The character has a commlink implanted within their body. The 
  Commlink can be used for multiple forms of communication (data, 
  voice even video if the character has a HUD and/or scanner) and 
  linkages are accomplished by mental command. If the character has 
  a HUD, any incoming data or video can be sent to it, if the character 
  has an audiolink (ear modification which can be added to anyone, 
  even natural ears), all sounds are routed there. The range of the unit 
  is determined by one of three “modes” of operation: 
   Λ
  Close, which is useful in congested areas like orbital facilities and 
  conveys the signal only a dozen meters or so (so that the area does 
  not become blanketed in cross-talk, this also makes it harder to 
  hack/jam, -3 DM on any attempt to do so).
   Λ
  Point-to-Point, base range is 25 km (see below to add).
   Λ
  Network, which uses local commercial communication grids. 
  “Network” mode is the most susceptible to jamming and hacking (+2 
  DM for the hacker/jammer to disrupt the communication). Increasing 
  “Point-to-Point” range can also add to costs and surgical recovery time 
  (due to internal antenna and power units): +250 Cr (50 Km range, +1 
  day recovery), +750 Cr (100 km range, +1 day recovery), +1500 Cr 
  (250 km range, +2 days recovery), +3000 Cr (500 km range, +2 days 
  recovery), +7,500 Cr (1,000 km model, +3 days recovery), +15,000 Cr 
  (5,000 km model, +4 days recovery). Note that 500 km is sufficient to 
  allow access to low orbiting satellites from a planetary surface.
  Cost: 7,500 Cr (basic unit), 27,500 Cr (encrypted unit, comes with 
  an embedded “scrambler” that puts a -4 DM on efforts to 
  hack into or listen in on communications sent to and from 
  the unit and a -2 DM to jamming efforts).   
  Communication Connections in the Sector
  The creation of a local Internet is one of the first things most colonies do, and 
  this often includes setting up satellite relays as quickly as possible for provide 
  for outlying areas as the colonies grow and develop. All of the worlds listed in 
  the Twilight Sector Setting Book have functioning satellite based internets, 
  and thus complex communication systems (the “Networks” that the Commlinks 
  can plug into for assisted communications). This will not always be the case on 
  the fringes however. Colonies that only cover a small area (which could be up 
  to several thousand square kilometers) can often be covered by cheaper EM 
  broadcast towers and similar technology (“cable” systems for example). Often 
  their are “repeaters” and “uplinks”in these places, but they will not always be 
  accessible as part of the “Network”. Once able to access the local “Network” the 
  Commlink can pass data as well as voice and images. Keep in mind this is largely 
  unshielded however (see Mutants & AI)
  
  Accessories
  Page 67
  Injection Ports, TL 9 (5 days)
  These implants are filled with medicinals which can be released 
  into the chromers system by mental command. Either technically 
  cybernetic or biological, the injection ports are be made from organic 
  materials to mimic biological matter enough to pass simple electronic/
  resonance detection (they often look like a cyst if they are detected at 
  all). The Injection port is commonly filled with a combat or medicinal 
  drug of some type, although any drug designed to be injected into the 
  bloodstream could be incorporated (recreational stimulants). 
  Ports are commonly found in cyberlimbs or bionics, as they can be 
  grown or built right into the chromer’s system and therefore have no 
  need for surgical costs. If made as a biological replacement, these ports 
  are generally re-filled by syringe, the injection point often denoted 
  by small circles found on some point of the body to mark the location 
  of the internal reservoir (sometimes these are simple ridges instead). 
  Along the inside of the forearm is the most common placement for these 
  reservoirs, the underside of the upper arm is a close second; for legs 
  the mid-thigh region is most commonplace location. How many doses 
  the chromer can carry depends on where they have been implanted. 
  Arms generally can accept 3-5 dose-reservoirs before they become 
  detectable (depending on the size of the chromer), legs generally can 
  hold as many as 6-12 dose reservoirs. If located in the gut or chest 
  cavity, more than a dozen doses can be accommodated. 
  Cost: 6,000 Cr for the control & release organs/mechanisms 
  plus 500 Cr per dose for the reservoirs, and 10,000 Cr for 
  implantation. If the character undertakes multiple implantation 
  sites, simply pay the 10,000 Cr for each site. 
  Variant: Dupe/Carrier Organs
  Many drug mules of the 30th century have major organs replaced with 
  normal-appearing large reservoirs, aka Dupe/Carrier Organs. While 
  expensive due to surgical costs alone, such operations have proven to 
  be very lucrative. The best examples of these Dupe/Carrier Organs are 
  detectable only with a Very Difficult Medical check, assuming those 
  performing the examination even have the proper equipment. At the low-
  end, non-functional fake organs are much easier to detect, by making a 
  Routine Medical check assuming that the searcher has the proper medical 
  scanning equipment, or a Very Difficult check even without (symptoms).
  Cost: A Drug-Mule “liver” or “spleen” costs in the range of 60,000-
  90,000 Cr if it is to be functional (and thus harder to detect) or 
  just 30,000 Cr for a more simple non-functional version.
  
  Techbook: Chrome
  Page 68
  Integrated Squawk Box, TL 8 (1 day)
  This is a device that broadcasts sound for the chromer. The squawk 
  box can be implanted practically anywhere on the body. Certain sub-
  processors (see below) can expand the utility of the squawk box, adding 
  hardware components or software functions as needed. Basic vocal 
  quality is good to excellent, and can even incorporate the chromer’s 
  legal voice-pattern ID (legally) or up to TLx2 others (illegally).
  Although more commonplace for Uplifts, some humans prefer to use 
  squawk boxes as well (especially if they auto-translate their speech 
  for those speaking in different languages, for more on this see Tinker, 
  Spacer, Psion, Spy pg. 172). The basic squawk box emits sound from 
  a specific place (the base of the throat is a common location, the 
  button-sized speaker manages normal volumes of voice and is color-
  coded to the chromer’s flesh and sunk slightly beneath the skin). 
  Cost: 20,000 Cr (base unit) 45,000 Cr (Fine unit, more clarity)
  Squawk Box Sub-Processors: 
   Λ
  Loudspeaker: The volume of the squawk box is magnified from a 
  loud voice (80-90 decibels) to a loud concert (115-125 decibels). 
  This requires a larger than normal external speaker, roughly the 
  size of the pad of the thumb of a large man or more. The sound 
  level is dependent on the shape and size of the external speaker. 
  This is often paired with a soundplus sub-processor. 
  Cost: additional 1250 Cr.
   Λ
  Soundplus: The soundplus sub-processor increases the range of 
  sounds that the chromer can make. Most squawk boxes cover the 
  normal speech sounds, but the soundplus adds “sound effects” 
  capability, covering a far wider range of noises. The same tiny 
  computer used for the translation sub-processors are slaved to this 
  system, although they are not hardwired to anything but the box 
  itself and come pre-loaded with thousands of separate sounds. 
  pranksters with these sub-processors can be very annoying. If the 
  chromer has a record function on their cyberears or a recording 
  device hooked up to the squawk box (or IT system connected to 
  the squawk box) then they can replay sounds that the character 
  hears, adding to this database. This is often paired with a 
  loudspeaker sub-processor. 
  Cost: additional 3,000 Cr (including the sound database)
   Λ
  Subvocalizer (TL 9): The subvocalizer stills the throat and mouth 
  muscles when activated, but translates muscle commands to the 
  squawk box as normal. Effectively eliminating the “doublespeak” 
  problem. This is often helpful when the chromer is translating 
  
  Accessories
  Page 69
  from one language to another. One issue or problem with cheaper 
  models is that facial expressions – like smiling and frowning – are 
  often “shut down” as well (higher end models have 
  filters that can discern and allow a smile or other 
  expression while they still prevent vocal movements 
  for associated speech). 
  Cost: additional 5,000 Cr (cheap) to 15,000 
  (expensive, TL 10 and above versions).
   Λ
  Translation, Simple (TL 10): For those lacking an 
  IT, the squawk box can easily be interfaced with 
  a small dedicated computer that runs translation 
  software. This small computer/0 is specialized 
  for translation programs, and weighs less than a 
  sixteenth of a kilogram (about 2 oz).The system 
  is capable of holding more than one translation program. but 
  can only run one actively at a time. If the character has a HUD 
  or audiolink, the translator will provide a scrolling translation of 
  any and all incoming voices. If not, a connection can be made 
  to a communications link that runs to an earmic. A subvocalizer 
  is usually combined with the system to allow the user to 
  speak back only through the squawk box (thus preventing 
  “doublespeech.” Note that users with an IT generally have a 
  translator program running on the IT which allows them to 
  vocalize thoughts. This too can be tricky, as sometimes they “let 
  thoughts slip”, so translation programs can be useful for these 
  individuals as well. It also allows dedicated linguistic translation 
  programs to be run without using IT memory. 
  Cost: additional 8,000 Cr, the least of which is for the computer 
  itself, which has a relatively nominal cost.
   Λ
  Translation, Advanced (TL 12): The advanced translator uses 
  a slightly more sophisticated computer, embedded at the top 
  of the shoulder, which is more powerful than that used for the 
  simple translator. This model also utilizes a muscle-control system 
  that is wired into the muscles of the throat and mouth similar to, 
  but far more advanced than, the subvocalizer. The chromer who 
  allows the squawk box to control these movements (by mental 
  command) will mouthe the words they are speaking in synch 
  with the sound (that still comes out of the squawk box, but if 
  placed low on the throat it can be easily mistaken for a natural 
  voice). Note: this system incorporates the utility of a subvocalizer 
  subsystem as well, one does not have to be purchased separately). 
  Cost: additional 55,000 Cr
  Doublespeech: 
  Verbalizing in a 
  known language 
  while the squawk 
  box broadcasts 
  in the translated 
  language; many 
  listeners find this 
  confusing (even 
  when the ‘speech’ 
  portion is merely 
  a whisper).
  
  Techbook: Chrome
  Page 70
  Integrated Tutelary, TL 10+ (4 days)
  A “tutelary” is a helpful voice or mentor, like a guardian angel. The IT or 
  Integrated Tutelary is a computer system which has been implanted 
  inside of the body, usually in the shoulder or chest (this affords much 
  more space than the skull and is still close to the spine). The IT is designed 
  to connect various systems together and provide the chromer with 
  computing capability (often, but not necessarily as a part of an Integrated 
  skill Package). The IT must be installed with a HUD or Audiolink for 
  information output (HUD preferred, both are strongly recommended). 
  IT’s are specialized to run a Mentor Program (an advanced version of 
  the Intelligent Interface program). The IT’s Computer rating is used to 
  determine how many programs can be run by the system (other than the 
  Mentor Program). A Security Program may be added to prevent hacks.
  In terms of game mechanics, an Int- or Edu-based Expert Program (any 
  level) provides the chromer who has no skills with a rating equal to one 
  less than the Program level (i.e. a Level-1 Program provides Skill 0). If the 
  character already has the skill, they can use an Expert/2 or higher program 
  to eliminate 1 DM’s worth of penalties (this is known as “diagnostic 
  mode”). Note: Because IT’s are installed in the “center of mass” (a common 
  aiming point for incoming attacks) they can be damaged in combat 
  situations (see Wound Failure Point). Note: Using Expert Programs makes 
  actions take slightly longer (up to +25% base time). If an chipped skill has 
  to be used during a combat round, the character’s reaction is at -2.
  Integrated Tutelary Processor & Cost Chart
  TL
  Cost
  Processor
  Wound Failure Point
  Check
  10
  21,250
  Computer/1
  Every Wound Level
  9+
  11
  21,250
  Computer/1
  Serious Wounds
  6+
  11
  21,750
  Computer/2
  Wounds over End
  9+
  12
  21,500
  Computer/1
  Serious Wound
  3+
  12
  21,750
  Computer/2
  Serious Wound
  5+
  12
  23,600
  Computer/3
  Wounds over End
  7+
  13
  22,000
  Computer/2
  None
  Nil
  13
  27,350
  Computer/3
  Serious Wounds 
  6+
  13
  30,000
  Computer/4
  Wounds over End
  8+
  14
  33,600
  Computer/3
  None
  Nil
  14
  39,850
  Computer/4
  Wounds over End
  5+
  14
  146,500
  Computer/5
  Every Wound Level
  8+
  Cost: The cost in Cr of the computer (for this tech level) plus a Mentor 
  Program (TL 10 systems run a simplified version of this program). This 
  cost includes surgical implantation (which accounts for most of the 
  
  Accessories
  Page 71
  actual costs). Note that TL 13 and 14 units are only available on 
  Hightech worlds.
  Wound Failure Point: After certain levels of damage to the chromer, 
  the IT could be forced to shut down, this is known as the Wound 
  Failure Point, and the check required is the Wound Failure Check. 
  “Every wound level” means that the check must be made 
  every time a stat takes damage i.e. when Endurance takes 
  damage (initially), again when/if Strength takes damage, 
  and again when/if Dexterity takes damage. 
  “Wounds over the End” indicates that the check only has to 
  be made after the End threshold is crossed (and damage 
  begins to be taken by one of the other two stats). 
  “Serious wound” means that the check must be made only after 
  the character has taken damage to all three stats. 
  “None” indicates that the computer is small enough that it will 
  not be significantly damaged until after the chromer is 
  otherwise dead anyway.
  Check: The number required in a standard 2d6 roll to avoid IT shutdown 
  at the Wound Failure Point(s); add the chromer’s End DM to the roll. 
  Example: A character with a TL 12 Computer/3 IT (“Wounds over End”) and End 
  7 is hit in combat for 5 points of damage. This does not trigger the check as it 
  as the End stat is not reduced to zero. The character takes 4 more points, giving 
  them a total of 11 points of damage (the excess damage spilling over to another 
  stat). Because the character has taken more than End in damage, they must 
  now make the Wound Failure Check (as a TL 12 Computer/3 the check is a 7+). 
  Because the character has no End DM, this check is unmodified. 
  Your new Roommate:  Mentor Programs
  The IT runs a Mentor program, which can either provide the character with the 
  closest friend they’ll ever have or the most annoying lodger imagined. Sometimes 
  both.  The best Mentors are useful and helpful. The Mentor is after all designed to 
  interface with the user based on sophisticated programs designed to minimize 
  conflict and maximize efficiency. In some cases however, these goals are mutually 
  exclusive. Certain personality types for example thrive on conflict, and often require 
  Mentor programs that “challenge” them (‘nag’ would be another word). 
  Sometimes the Mentor will even communicate with the chromer’s friends, sending 
  them e-messages for example, to solicit help or facilitate understanding. This can be 
  invasive (“Hey Mike, this is  Guinevere, John’s IT, I was wondering if you could give him 
  a call. He’s feeling kind of blue today.”) but it is hard to prevent as chromers often use 
  the IT’s Mentor as a butler/secretary (making calls, appointments etc.).
  Keep in mind however that while sometimes frustrating/annoying, the Mentor 
  should never be completely over-the-top creepy or a true problem (although a 
  virus that slowly turns the Mentor against the player could be truly insidious). 
  
  Techbook: Chrome
  Page 72
  The Integrated Skill Package Crossover 
  One of the most useful combinations of accessories is an Integrated 
  Tutelary, Chipped Reflexes, Neural Plugs with a HUD and audiolink 
  (implanted or via HUDtacts and a Mastoid Audiolink). This combination 
  is actually a de facto Package (not so-listed because of the One-
  Package Rule, which this system ignores) referred to as an Integrated 
  Skill Package (ISP). 
  When the IT or Chipped Reflexes “skill slots” are loaded with the 
  appropriate program (Expert/1), the character’s skill is considered 1 point 
  higher (thus, if they have no skill, they “gain” a 0-level skill, if they have 
  the skill at level-1 it is counted as level-2 and so forth). If loaded with 
  progressively more sophisticated programs (Expert/2 and Expert/3), the 
  Character can also reduce negative DMs (reduce 1-point’s worth with an 
  Expert/2 and 2-point’s worth with an Expert/3 program) in addition to 
  raising the base skill. Note that these benefits supersede the “used alone” 
  benefits mentioned under the IT and chipped reflexes listings. 
  Example: Morg has Chipped Reflexes and no Piloting Skill. He slots in 
  an Expert/2 Program and receives an equivalent Skill of 1. After he gains 
  the Piloting-1 skill through experience, the same program allows him to 
  remove 1 DM worth of penalties (since it is level-2). Morg’s friend Jaarl 
  has an ISP and also has Piloting-1 skill and a Piloting Expert/2 program: 
  the Expert/2 program allows him to Pilot as if he had Piloting-2 (adding 
  a level to the skill) and allows him to reduce the 1 DM of penalties for 
  tricky maneuvers (if he has any DMs).  
  The following chart distinguishes ISPs from ITs/Chipped Reflexes...
  IT/Chipped/ISP Skill Adjustment Chart
  Condition:
  Benefit:
  Chipped Reflexes or IT (Only)
  No/Low skill:
  Use Expert Program Level-1 in skill instead
  Chromer skill equal 
  to or higher than 
  Expert-1):
  Use Chromer skill but remove 1 negative DM (This 
  is only with an Expert/2 Program or higher)
  IT AND Chipped Reflexes (ISP)
  No chromer skill /
  Low Skill (< Expert-1)
  Use Expert Program Level-1 in skill instead
  Expert/1 loaded
  Add 1 level to Skill (Skill-1 becomes Skill-2)
  Expert/2 loaded
  Add 1 to Skill, plus reduce 1 DM of check penalties
  Expert/3 loaded
  Add 1 to Skill, plus reduce 2 DM of check penalties
  
  Accessories
  Page 73
  Using Passive Information Feeds 
  Passive information can come in from a wide variety of sources, including 
  sensors, secondary sensory organs, even video or audio feeds. They are 
  commonly used with IT/ISPs to access special information. This is how the ISP 
  can be used with an Expert Medic Program to monitor a patients vitals while 
  using active control on critical life-saving machinery at the same time. Or 
  how a Homicide detective’s Investigate Expert Program can access fingerprint 
  and other biometric data on-file about a suspect while looking over a crime 
  scene with a forensic scanner searching for viable samples. 
  Data Collectors (see Appliances, page 93) can be useful to allow more than 
  one device to stream data into the same passive “port”, but only allow passive 
  feeds. Collectors can even be implanted (5,000 Cr or more depending on 
  the size of the Collector desired for an implant) to the Neural Plug system to 
  allow for this utility without having to cart the additional hardware around 
  (best for 5-10 passive wireless connections, but a multiplug “Collection plate” 
  can be installed for +15,000 Cr). 
  NID-bridges (see Appliances, Page 96) allow for the connection of a system 
  which is normally not set up for a wireless, induction or wired connection. 
  Most users scrap the included Security program and replace it with their own 
  (it can be loaded with up to Security/3). NID-Bridges are good for passive 
  or active control of their units, although not all units which are connected 
  through an NID can be controlled remotely (retrotech and systems with 
  primitive/non-computerized controls, the NID-Bridge doesn’t add any control 
  components). 
  Note: it requires more than an NID-Bridge slapped on a gun to create a “Smart” 
  weapon (there are several pieces of hardware involved working together).
  
  Techbook: Chrome
  Page 74
  There are a number of neat “tricks” the IT/ISP can pull off when loaded with 
  an Expert Program, these are simply samples (Referees should add more):
  Tactical: A Tactics Expert program can be very useful in coordinating military 
  efforts, especially when combined with accessible (i.e. data) maps of the 
  area downloaded to the IT, and sensors scattered around the battlefield 
  connected via the neural plug. The positions of combatants can be shown 
  in real time, communications can be coordinated (either with an Integral 
  Commlink or a Communications device routed through the Neural Link). If 
  artillery or other remote fire were brought in via neural link, those could be 
  integrated with the combat operations for safe close coverfire. Databases 
  with weapons information, military tables of organization and the like allow 
  for a more granular level of information at the chromers mental fingertips.
  Threat Assessment: A Recon Expert Program could access any cybersenses 
  possessed or sensors connected via neural link. Choke points and fields of 
  fire could be relayed instantly and shown on-screen. Active threats would 
  be tagged and any visible weapons could be passed through a database (a 
  separate program, a Database/0 providing popular models and a Database/1 
  providing relatively complete inventories of all local manufacturers). Many 
  of those with secondary senses and this setup use the IT for “overwatch”, 
  keeping an ‘eye’ on these senses and triggering an alarm if something 
  threatening pops up (which saves on wear and tear).
  Technical: A sophisticated 3D modeling application (integrated into a Mechanic 
  or Engineering Expert Program) allows for the part or system being worked 
  on to be reproduced for testing and analysis. If plans for that component are 
  not available, the IT will help build them (also useful for unknown hardware, 
  although this could trigger a hacking effort or trigger device for something 
  unpleasant since it involves sending signals into the system in order to trace 
  out the wiring). Even purely mechanical devices can be modeled given a little 
  more time and effort. Mathematic sub-routines help to crunch the numbers 
  and re-check figures (shaving off up to 20% of the time to conduct a build/
  repair). Basic repair steps or chemical composition tables can be accessed from 
  common technical databases (some included with the Expert).
  Medical Aide: The utility of this package depends on how much information 
  the ISP is provided about the patient. With the right sensor connections or 
  cybersenses (Scanning, Noise Amplification , Wavelengths etc.), the Medical Aide 
  can generate a wide variety of statistics and analytical datapoints that are useful 
  for patient diagnosis and care, databases (often packages with these programs) 
  will help integrate this data to provide both suggestions and therapy options. If 
  used with full diagnostic sensors and scanning equipment (integrated into most 
  30th century medical beds) live 3D models of the patent’s internal organs can be 
  created. This can vastly decrease the amount of time required for care (up to half 
  in some circumstances). Personal database subroutines can keep detailed records 
  of prior patients for comparison and review. 
  
  Accessories
  Page 75
  Behavioral Assessment: A Notice, Empathy, Confidence, or Social Science 
  (Psychology) Expert program could be very useful in determining the 
  behavioral patterns of the specific target of the chromer’s attention. If sensors 
  or cybersenses (particularly a digital Scanner) are available to the IT, profiles 
  of the individual are logged as a private database, and behavior models can 
  be established to determine, analyze and/or predict the subject’s actions. 
  This could provide a +2 DM or +4 DM (depending on the sensors accessible) 
  in determining whether the individual is lying, or determining when they 
  are otherwise stressed (which would be in addition to whatever benefits are 
  gained from using the Integrated Skills Package).
  Social Interaction: A Diplomat, Streetwise and Persuade Expert System combs 
  local sources for relevant background data on local persons “of interest” (either 
  flagged by the chromer or provided via a database sold/acquirable locally), 
  compiling a personal “who’s who” database for the use of the chromer. The 
  system tracks and maintains useful facts about them (age, marital status etc) 
  as well as ‘interaction webs’ that help the user to determine who knows who 
  and what the state of their cross-interactions might involve. When creating a 
  “plan of attack” to try and convince someone of something, this can provide 
  a +1 to +2 DM to relevant checks depending on the quality and amount of 
  information available to the chromer. This also presumes the character stays 
  “on plan” (Referees might state that an NPC is vain and that defines their “plan 
  of attack”, so anything the PC does appealing to the NPC’s vanity might get 
  the bonus, but an effort to influence the NPC which does not rely on their 
  vanity receives no bonus). While this is largely database-reliant, there are also 
  stock pieces of advice that come up as prompts (some users turn these off as 
  they can be annoying). Unlike Behavioral Assessment programs, these Expert 
  Systems also provide the user with data on their own appearance and dress, 
  body language and facial expressions, so that they always present themselves 
  in the manner that they wish (-2 DM for anyone trying to read the emotional 
  state of the chromer using Investigate/Notice/Empathy).
  Vehicular: The vehicle’s status is constantly updated for the user, all relevant 
  gauges (and some non-standard gauges if these are hardwired into the system) 
  are connected to the user via the HUD for instantaneous feedback. This allows 
  for far greater control of the vehicle and enhanced performance. The Chromer is 
  able to pull off enormously difficult stunts and tricks (double any reduction for 
  negative DMs when using the Stunt action). Vehicle diagnosis and repair is also 
  assisted by a +2 DM for all Repair or Engineering checks.
  Tradepal: The use of basic Behavioral Assessment and a range of other 
  applications are available with a Broker Expert Program. Personal interactions 
  are accessible through the database, but also local pricing (if available on local 
  internet) and market forecasts. Passive feeds from multiple markets can be 
  managed and presented in user-specific ways, as detailed as desired. When used 
  with a database and connected to a cybersense or sensor, the Tradepal can help 
  to evaluate commodity value (and +1DM to forecast prices). 
  
  Techbook: Chrome
  Page 76
  Holographic Imagers, TL 8+ (2 days)
  A holographic imager can be implanted somewhere on the body 
  (hands or other exposed areas are most common), allowing for the 
  display of images (everything from flat data screens to display text to 
  moving 3D images). Images can be fed to the implant from internal 
  or external sources. The Tech Level determines the level of detail and 
  coverage of the images. A projector system can also act as a Holonet 
  (see Page 94-95) (commonly the face-version only, due to clothing).
  Cost: 5,000 Cr (single); implanted Holonets are x10 those costs. 
  Lightskin, TL 9  (20 days)
  The chromers skin is shot through (by nano-enhancement) with 
  light-emitting fibers, allowing the user to literally “light up” portions 
  of their own hide. Some sections of skin have more of these fibers 
  than others, allowing for areas where screens can be displayed 
  against the skin. This is largely for aesthetic rather than practical 
  purposes, and is quite common amongst singers and other live-
  performers. This accessory is maximized with an IT or Neural Plug 
  interconnection that allows the skin to be used as a screen. 
  Cost (based on coverage): 20,000 Cr (total area of 14 cm x 21 
  cm); 40,000 Cr (25 cm x 25 cm); 100,000 Cr (¼ of the body); 
  150,000 Cr (½ of the body); 200,000 Cr (¾ of Full body)
  The T-Coil: a TL 14 “Synergy” Biocomputer
  The incorrectly-named “T-Coil” is a development which came out of the Deramus 
  Enclave just over two decades ago, but has yet to see widespread application 
  throughout the Known Galaxy. The T-Coil gets it’s name from the erroneous 
  assumption that this system operates as a scaled down quantum computer (see 
  the upcoming Mutants & AI). It is not, although recent developments of the 
  researchers who initially came up with the system in the Deramus Enclave may 
  lead to quantum versions in the next two decades. 
  The Synergy Biocomputer takes advantage of certain biological cell properties in a 
  living host to “boost” processing speed to many times that available from existing 
  systems; co-opting living cells to enhance processing power. The amount of “boost” is 
  directly connected to the amount of cells that the system can access, although there 
  appears to be (at the moment) a maximum limit (about the size of a cow).  When 
  attached to a human being, the computing power is roughly one-and-a-half (rounding 
  up), so a TL 14 Synergy Biocomputer/8 (base Computer/5+3). Because these are 
  Biocomputers, the system is also well-integrated into the body (no failure after taking 
  wounds). The potential for improving ship’s computers alone could be staggering.
  Currently, the T-Coil is in “regular” use for Cyrgeware systems (see page 122), although 
  these are hardly plentiful in the market yet themselves. A few firms in the Deramus 
  Enclave and the Oster Republic are producing biocomputers of this type for general 
  use, and several in the Terran Union are filling “modified” (stolen) prototypes of their 
  own. The Synergy Biocomputer/8 mentioned above costs 500,000 Cr (implanted).
  
  Accessories
  Page 77
  Medicine Glands, TL 12 (1 day) 
  This implant uses special glands that create and store analogues 
  of drugs/medicinals (up to 1,000 Cr in cost per dose). Poisons may 
  not be produced, as this would effectively poison the chromer. 
  These glands produce chemicals 
  at a rate which depends largely on 
  their complexity (which in turn is 
  represented by the base cost of the 
  medicinal per dose). 
  Reservoirs clustered with the 
  gland can hold excess doses. These 
  reservoirs are generally found 
  in the form of 2-dose “pouches” 
  which can be linked together. Note 
  that the glands tend to have a tendency to wear out over time. They 
  are generally only “good” for about 24 months when “active”. The 
  glands can be forced into an “inactive” mode by certain drugs, which 
  slow them (half production for a month, then nothing) and can be 
  “reversed” with a similar drug (two weeks after taking these drugs, 
  they begin to produce the medicinal at half normal rates, then after a 
  month at this reduced rate are back to “normal”). This can be done to 
  extend their useful lifetime considerably during extended downtime. 
  Cost: There are three cost components: the glands, the surgery, 
  and the reservoirs. All are factored separately. The glands to 
  create the medicinal cost 1000 times the cost of the drug (a 
  gland that produces a 50 Cr Stim drug would cost 50,000 Cr, 
  a gland to produce a 500 Cr Combat drug would cost 500,000 
  Cr. Implantation of the glands requires an additional 10,000 Cr 
  (which includes implantation of the reservoir). Finally, there is 
  also a cost of 5000 Cr/2-dose reservoir. 
  Memory Filaments, TL 13-15 (60 days)
  This accessory, a combination of nanites and grafts, redesigns the way 
  that the chromers memories are processed. Hypnotriggers also speed up 
  and enhance the mechanisms of recall. In game terms, the process adds 
  to the Education score and maximizes the speed with which information 
  can be recalled to mind. When greater memory connections are made, 
  the chromer sometimes suffers from vivid dreams (replaying scattered 
  memories in their sleep, often obsessively playing one or more set of 
  memories over which prevents entering deeper levels of slumber), and 
  occasional fugue states (bouts of waking vivid memory replay caused by 
  entering, or just having undergone, extremely stressful situations).
  Medicinal Gland Chart
  Base Cost (Dose):
  Interval
  0-50 Cr
  once/day
  51-100 Cr
  once/2 days
  101-500 Cr
  once/4 days
  501-1,000 Cr
  once/week
  1,001+
  unavailable
  
  Techbook: Chrome
  Page 78
  Level
  TL
  Edu
  Costs
  Recall
  Side Effects
  I
  13
  +2
  350,000 Cr
  ½
  Vivid Dreams
  II
  15
  +3
  800,000 Cr
  ¼
  Fugue states
  Edu: The adjustment to the Edu (score, not DM)
  Recall: The amount of time required to recall pieces of information 
  compared to (arbitrary) normal data recall. This is only for recall, 
  not for implementation (so that most tasks, entailing more than 
  just memory recall, are slightly affected or unaffected).
  Side Effects: “Vivid Dreams” can cause players problems getting natural sleep. 
  There is no static game mechanic for this, but players can incorporate 
  this into their background. “Fugue States” During or after instances of 
  stress (Referee choice, but this should not be checked in more than one 
  instance/session), the chromer has bouts of (random) vivid memory 
  replay which interfere with their normal activities. Make an Edu-
  based characteristic check. If this fails, the chromer is unaffected, if it is 
  successful, they enter the fugue state for a number of combat rounds 
  based on the Effect number (0 indicating that they can only make a 
  single simple or free action on the round this occurs on). 
  Memory Shunt, TL 11 (15 days)
  The memory shunt is a bionic implant that re-routes memories of the subject before 
  they are committed to their long term memory. The implant can store up to 6 hours 
  of such memories, which is more than sufficient for normal use since it is generally 
  used for codes, names, numbers and other scraps of sensitive data rather than entire 
  conversations. Chromers have full access to this information, but it is impervious 
  to Psionic deep scans and resistant to technological engram scanners without the 
  proper codes (which can be used – with the codes – to back memories up as well). 
  The secondary function of the technology is to wipe all stored memories in case of 
  capture or death. Once erased they cannot be retrieved. Erasure is controlled either 
  by the chromer or an automated circuit which detects a loss of life functions (this 
  is subject to a d6 minute delay however). The erasure is also sometimes caused by 
  EMP bursts (1-4 of a d6) and Psionic attacks (1-3 of a d6).
  Cost: In several Careers (see Tinker, Spacer, Psion, Spy) this implant is provided 
  for free at certain ranks. If purchased (rather than provided), it costs 125,000 Cr.
  In the Twilight Sector Setting, both Psionic abilities and high tech devices allow for 
  brain scanning. While some protections do exist (Anti-Psi Skill, Psionic Protection 
  gear) this prospect is still a major concern for various militaries, governments, and 
  corporations. The following implant, in use for more than 200 years by the end of the 
  30th century, replaces other less sophisticated methods (such as chemical memory 
  wipes) to narrow this security gap…
  Just a Sip from the River Lethe  
  This implant originally appeared in the book Tinker, Spacer, Psion, Spy.
  
  Accessories
  Page 79
  Neural-Plugs, TL 9 (3 days)
  This is a common form of Neural Interface Devices (or NIDs), which are used 
  to provide a digital-to-neurological connection, giving the user control 
  over electronic devices that are connected and capable of receiving such 
  input. Neural plugs can be mounted at nearly any part of the body, but 
  neck and wrist/forearm are common. There are three levels of plug: 
   Λ
  Single-Plugs indicate a single access point, which allows for full 
  sensory immersion in cyberspace, or control over most common 
  devices (including computers). This is all that most people require. 
  Placement varies, commonly either the forearms, the neck, the 
  temple or somewhere along the spine.
   Λ
  Triple-Point Plugs incorporate three different plugs (usually both 
  forearms and neck). Triple-Point Plugs are generally used for 
  vehicles and other extremely complex hardware, which require 
  all three of the plugs for use. While any one of these plugs can be 
  used for a control connection, no more than one system can be 
  actively controlled at a time (i.e. information can be streamed in from 
  the other unused plugs passively, or connected systems can be 
  controlled in series but not at the same time). 
   Λ
  Five-Point Plugs are used for highly complex systems, like LANCE 
  armor, or running entire facilities and Spacecraft. Commonly 
  5-point plugs are arranged as two pair of plugs on either side of 
  the spine (upper inner shoulder blade area and lower back)  and 
  one more on the dominant forearm). As with Triple-Point Plugs, 
  any/all of these plugs may be used for passive connections, but 
  the chromer can still only control one system at a time.  
  While the term “plug” would tend to suggest that equipment may 
  only be hardwired (connected physically by plugs) this is merely the 
  most secure option, there are wireless options (tight I/O broadcast) 
  and induction points (a plate that allows data to be transferred rather 
  than a “plug” connector) that can be used instead of/in addition 
  to, the actual plugs. The number of plugs listed above is 
  simply the number of different systems that can link to the 
  cybernetic implant (and thus the chromer) at the same time 
  using whatever method. A 5-plug system might for example 
  be used for three wireless connections, one contact connection 
  and one wired connection at the same time. Changing the control of 
  an input from one linked system to another can be done with a minor 
  action. Adding a sixth connection of any type even though additional 
  plugs are physically “open”, is impossible although it can be on 
  “standby” (no passive feed or active control, but it can be swapped 
  Note: For a 
  non-cybernetic 
  NID option, see 
  Trodes, Page 99
  
  Techbook: Chrome
  Page 80
  out. Swapping a system from standby for one already in connection can 
  be done with a significant action. 
  Cost: 30,000 Cr (Single Plug), 60,000 Cr (Triple-Point Plugs), 
  95,000 Cr (Five-Point Plugs). Induction plates are added for 
  an additional 1000 Cr each (most of which is for the wiring 
  and subcutaneous surgery; commonly the dominant hand is 
  used for an induction plate).
  Neuro-Latticing, TL 11-15 (45/60/90 days)
  By stimulating the growth of selected nerve bundles in a complex 
  “lattice” framework and placing “boosters” to speed the signals, 
  physical dexterity can be substantially enhanced. Unfortunately, this 
  also tends to cause micro-seizures that weaken the immune system 
  (and thus a lower Endurance).
  Level
  TL
  DEX (Max) END
  Costs
  Side Effects
  I
  11
  +2 (15)
  -1
  350,000 Cr
  Yearly checkups
  II
  13
  +3 (16)
  -1
  800,000 Cr
  Quarterly Checkups 
  (1/3 months), Twitchy
  III
  15
  +5 (18)
  -2
  1,200,000 Cr
  Monthly Checkups, 
  Twitchy, Anticipation-
  reflexes
  Dex (Max): The adjustment to the Dexterity Characteristic (the score, 
  not the DM), note the maximums associated with each level.
  END: The (negative) adjustment to the Endurance Characteristic (the 
  score, not the DM).
  Side Effects: Checkups must be maintained according to the above 
  schedule or the character recieves a -1 DM on all actions. The effects 
  of Level II and Level III Neuro-Latticing are very noticeable; jacking 
  the nervous systems to these levels makes the individual appear 
  very “twitchy” to observers. This also gives them sleep problems that 
  often require pharmacology or hypnotherapy (these are roleplaying 
  disadvantages, no real mechanic unless the Referee decides it could 
  affect in a specific situation). Level III Neuro-Latticing also tends to 
  cause the chromer to have “anticipation-reflex” issues. In stressful 
  situations, these individuals sometimes ‘jump the gun’ and react too 
  quickly (either before they were supposed to act or acting in a tense 
  situation where this is unhelpful, such as a stand-off). The conditions 
  for this are determined by the Referee’s discretion, and the player 
  can try to avoid this situation by succeeding a Difficult (-2 DM) 
  Intelligence test. If this is failed, the chromer ‘jumps the gun’, going 
  with their action on a +4 to their Initiative and -2 DM on their action 
  (you shoot fast, not well there Cochise).  
  
  Accessories
  Page 81
  Olfactory Boost, TL 11 (d3 weeks+7 days)
  Nanites enhance the existing olfactory bulb, causing it to grow in 
  size and increasing the density of the glomeruli in the organ as well 
  (enhancing the sensitivity and the range of reception alike). Normal 
  human receptors number around 5 Million (as compared to 100 Million for 
  a bloodhound), the Olfactory Boost gives the chromer something in the 
  order of 35-65 Million which are added to the bony plate (or turbinates) 
  inside the nose using a combination of “soft” grafts and nanites. The overall 
  effect boosts the ability to smell by a factor of 200 (a +4 DM to simple 
  smell related sensory tests like distinguishing an odor). This does not give 
  humans the smell sensitivity of a dog (thousands of times better than 
  humans), but it does give non-Uplifts a great deal of useful information. 
  Chromers can discriminate between two individuals by their sense of 
  smell for example, and can even find two genetically related individuals 
  by their similarity of scent. Chromers can also track much better than un-
  modified humans (+2 DM to Survival and Recon tests involved in tracking). 
  They have a better grasp of human reactions because they can smell 
  emotions to some extent (+2 DM to Empathy tests when they are within 
  “smelling range” which is about 5-10m). The chromer also interprets smells 
  differently, with some strong smells they hated before becoming pleasant 
  and vice-versa. Occasionally, the Referee can give the chromer a -2 DM 
  (or very rarely a -4 DM) condition-modifier for being in the presence of a 
  particular odor (which does not have to be strong, just irritating to their 
  newly-refined sense of smell). Those who have Olfactory Boosts also suffer 
  from double the normal effect of pheromones.  
  Cost: 125,000 Cr (subtle version, no physical changes)
  The unenhanced human olfactory system. 1: Olfactory bulb 2: Mitral cells 3: Bone (turbinates) 
  4: Nasal epithelium 5: Glomeruli 6: Olfactory receptor cells. 
  
  Techbook: Chrome
  Page 82
  Repair-Skin, TL 12 (16 days)
  This mixture of grafts and nano-enhancements allow vastly reduced 
  healing times for the skin, thanks to nano-implantation of a series of 
  glands that produce super-charged Langerhans cells, macrophages, 
  and fibroblasts. As a result of releasing these specialized cells, the 
  skin is able to repair tears and lesions very quickly. Often small cuts 
  and nicks are gone overnight. This increases healing results for the 
  first day (only) of a particular wound to End DM+6+Medic skill of 
  any medical personnel providing care. Note: Repairskin is generally 
  incompatible with any other type of skin accessory. 
  Cost: 60,000 Cr
  Shiftskin, TL 13 (12 days) 
  The chromers skin shifts pigmentation radically, allowing for the 
  skin to shift into camouflage, darkening in low light, whitening 
  against snow etc. The changes are very fast, allowing the user to 
  shift patterns in a few seconds (although this is far too slow for 
  ‘invisibility’). Using interface plugs, the user can wear clothing 
  with similar pigmentation-changing weaves and match covered to 
  uncovered skin. This is a passive neural connection in this case: the 
  user isn’t controlling the color shifts in the clothing, but feeding data 
  that the processor which is built into the clothing then uses to make 
  the match. This provides a +2 DM to Stealth efforts to blend in with 
  the surroundings.  Note: Shiftskin is generally incompatible with any 
  other type of skin accessory.  
  Cost: 90,000 Cr. Pigment altering clothing and the processor 
  which allows this clothing to match the chromer’s pattern 
  costs 5,000 Cr (1,500 Cr for the fibers in the clothing, 3,500 
  Cr. for the dedicated processor). 
  Skeletal Replacement, TL 14 (90 days) 
  This does not actually involve replacement of the skeleton but some 
  of the skeleton’s cells. Still, the name has stuck. Rather than actual 
  replacement, the bones are subjected to nano-enhancement which 
  radically alters their basic structure. This gives the skeleton the 
  strength of metal while still retaining the ability to flex slightly. The 
  long-term effects of this accessory are serious. Various treatments 
  and supplements must be taken regularly to perform the same 
  functions that the bones once did (restoring red blood cells and the 
  like), and implants are placed in the system itself to assist this process 
  (part of the costs). This however requires “upkeep” treatments every 
  three months to maintain these critical biological functions. If they 
  are not maintained, the character loses d3-1 END every week the 
  
  Accessories
  Page 83
  treatments are withheld. The character is also noticeably heavier 
  than they were before the process, along the lines of 35-50 kg. Game 
  Effect: Chromer gains 2 points of damage reduction for each wound 
  taken (note that this is not armor, therefore armor penetration does 
  not affect it). Note: this does not stack with the same effect gained 
  by other means (such as certain combat drugs), use the better of 
  the two. Also, with damage that the Referee considers would have 
  resulted in a broken bone, the character will likely be protected 
  (although some wounds can still do this, industrial cutters et al). In 
  situations where some of the damage might have come from broken 
  bones, Referees might reduce the trauma of that injury further than 2 
  points (Referee’s discretion). Note: This Accessory cannot be combined 
  with any other Skeletal adjustments.
  Cost: 1,500,000 Cr The quarterly treatments cost 5,000 Cr each 
  and must be done in a TL 10 or higher facility (although TL 7+ 
  medicines can prevent End loss, the treatments need to be 
  more frequent and cannot stop the losses, just delay them).
  Threaded Myomers, TL 12 (30 days)
  The use of specially-conditioned artificial muscle fibers threaded into 
  existing muscles via nano-enhancement, designed to supplement 
  existing muscle rather than increase raw strength. These fibers 
  reduce the stress and strain of using the muscles for long-term, 
  sustained activity. The individual’s carrying capacity is calculated as 
  if they had +4 Strength and straight manual labor reduces fatigue at 
  half normal rate (i.e. this person can perform twice as much manual 
  labor before tiring, if they can otherwise stay up that long – this 
  doesn’t prevent you from getting sleepy, just tired out). 
  Cost: 75,000 Cr
  Toughskin, TL 11-14 (30/45/60 days) 
  The outer layer of skin is made thicker, harder and able to take 
  more damage, a subdermal layer is added that has been designed 
  to counter projectiles and blades as well as disperse energy, there 
  is also some modifications made well beneath the skin that also 
  adds greater mass to the character, allowing them to absorb greater 
  damage. The modification is progressively more noticeable in 
  appearance at higher levels.  
   
  Ο
  Task; Detect Toughskin at close range (5m): Recon, Intelligence, 
  1-6 seconds, Routine (+2); or Investigation, Education, 10-60 seconds, 
  Difficult (-2) without sensor gear or Routine (+2) with Sensor gear; or 
  Notice, Intelligence or Education, 2-12 seconds, Average (+0).
  
  Techbook: Chrome
  Page 84
  This accessory helps the chromer in two ways: it adds armor at the 
  “skin level” (which stacks with body armor) and it helps reduce or 
  “buffer” incoming damage. This second component does not change 
  the character’s End statistic but “absorbs” a number of points of initial 
  damage as if that value were added to the End characteristic (for wound 
  purposes only). Note if the chromer has the Trooper Package, use the 
  higher of the two (no stacking). Note: Each level also adds 10 kg to the 
  chromer’s bodyweight (10kg at level I, 20kg at Level II, 30kg at level III).
  Level
  TL
  Armor
  Buffer
  DEX
  Costs
  Check DM
  I
  11
  2
  2
  -1
  350,000 Cr
  +0 DM
  II
  12
  3
  4
  -1
  800,000 Cr
  +2 DM
  III
  14
  5
  6
  -2
  1,500,000 Cr
  +4 DM
  Armor: The natural armor gained from the Toughskin. Use whatever 
  layering rules you would normally in your campaign if this is 
  mixed with standard armor.
  Buffer: The amount of added damage points that the character can 
  take before marking off End. Essentially, extra End.
  Dex: The penalty to the Dex (score, not DM) due to added bulk.
  Check: The DM for the check to detect the toughskin at close range 
  (5m or less on average). See above for base checks.
  For Example: Olivia has Level II Toughskin, a Dex of 7 and an End of 8. Her 
  Dex is now a 6, her End remains an 8 but she can also absorb 4 more points 
  of damage than she could before (as if she had an End of 12). She’s in a 
  bar being watched by an opponent who uses his Recon to determine if she 
  has any weapons or cybernetics on her. He will notice the Toughskin with 
  relative ease (total +4 DM). If he were using Notice skill (rather than Recon), 
  this check would have ‘only’ been a +2 DM.
  Z-Bones, TL 10 (180 days) 
  Nano-enhancements are used to make the bones like those of a Belter-
  SIM, physically lighter and more compact and yet able to withstand 
  the long-term rigors of space (low gravity, long term radiation 
  exposure, etc). The game effects of this accessory are largely long-term, 
  but there is often a radical change in appearance from the shifting of 
  the bone structure (the subject is thinner, more angular). Many who 
  undertake this accessory either undergo facesculpting to restore their 
  former appearance (somewhat, it’s never enough to be the same as 
  the original appearance) or craft a new “Micro-Gee svelte” appearance 
  based on their trimmer bone structure. Although some criminals adopt 
  a new identity to go along with their new appearance. Note: Z-Bones 
  are generally incompatible with any other type of skeletal accessory.  
  Cost: 150,000 Cr
  
  Accessories
  Page 85
  Package Accessories
  Package Accessories use a series of implants/grafts/nano-
  enhancements, along with hypnotraining and hypno triggers, that 
  work together to produce a wide range of desired results. 
  For example: a “Sportsman Package” might use amplified heart 
  muscle, along with artificial myomer threaded into the organ 
  for additional pumping power; a nano-enhanced cardiovascular 
  system that has been re-designed to handle the added blood 
  pressure without ruptures or aneurysms; and finally a series 
  of well-placed implants/grafts (along with hypno-triggers to 
  maximize existing glands and hormonal systems) that are 
  designed to produce key catecholamines which in turn stimulate 
  physical activity. Working 
  together, they all 
  produce the desired 
  results: enhanced 
  physical activity, 
  stamina, running 
  speed and so forth. 
  Because of the way 
  that they work, 
  only one Package 
  Accessory is generally 
  applied to a single 
  person although 
  there are 
  exceptions to 
  this rule.
  The No-Two-Packages Rule
  Because several of the following packages involve changes made to similar glands, 
  organs and so forth, the general rule is that no one can apply more than one 
  package. While this is not an iron-clad rule, and there could well be some packages 
  that do not target the “usual suspects” (the heart is especially common) the Referee 
  may choose (entirely their discretion) to allow PCs to have more than one.
  Merat Jennar, 5-time winner 
  of the Terra/Sol Olympic 
  Freestyle has a Sportsman 
  Package, which 
  requires him to stay 
  in the “Enhanced” 
  categories.
  
  Techbook: Chrome
  Page 86
  The Allure Package (TL 11, 250,000 Cr or more, 45 days) 
  This package comes in a wider array than most, as they tend to be 
  extremely proprietary. Major fashion houses have developed their own 
  “look” as well as blend of cybernetics and gengineering to attain it; the 
  competition between them is fierce. The idea is to use a combination 
  of fleshsculpting and implants to give the individual with this package 
  maximum social impact. At least one agency has used the same 
  techniques for much darker purposes, to literally create monsters, but this 
  is far less common (as the individual implanted is subjected to the social 
  stigma of a mutant…).  
   Λ
  Pheromones: +2 DM to any social test with those breathing in the 
  same air as the Chromer. Note that many mutants, some SIMs, and 
  anyone who is taking a pheromone blocker will avoid this modifier.
   Λ
  Striking Appearance: This assumes fleshsculpting is used to maximize 
  appearance and the subject “vamps” overtly. Gain +1 DM to any social 
  tests (stackable with above when appropriate) for those who are 
  sexually compatible with the chromer. If the individual is amenable to 
  this seduction, increase the bonus to a +2 DM (aka “shooting fish in a 
  barrel”). If the individual has good reason to resist (knowing that the 
  chromer is dangerous etc.), give them an Int check with a DM set by 
  the circumstances to avoid any modification at all. Note: that the fright-
  based variants of the Allure package use this +1 DM for intimidation 
  and fear-based interaction checks instead.
   Λ
  Manufactured Emotions: Using hypnotraining/hypnotriggers and 
  altered hormones to trigger genuine emotional responses internally, 
  gain a +2 DM to Art (Acting) checks pertaining to the emulation of 
  emotions (crying on cue, convincing someone you are scared et al) and 
  all Art (Performance) checks. This does not stack with “Pheromone” effect.
   Λ
  TMI: The fleshsculpting, hypnotraining, and hormone controls also 
  allow for enhanced sexual performance. So they claim. YMMV.
  Fleshsculpting
  What we might today call “plastic surgery” is referred to in the 30th century as  
  Fleshsculpting. The techniques to make physical changes to appearance have been 
  refined and simplified in many ways with the advent of nanotechnology (for fine 
  control, bone planing, micrografting) and cybernetics/bio-replacement (synthetic 
  nerves and skin for grafting, etc.), opening the door to amazing possibilities. 
  Extreme fleshscupting is generally avoided (lest the subject be thought a mutant), 
  but ‘beautification’ is the most widely sought after application of the technology. 
  Idealized forms can quickly grow very strange however; in some cases fleshsculpt 
  jobs can border on the mutant-level (especially when certain parts of the anatomy 
  are rendered into truly enormous proportions). 
  Cost: Anywhere from the 5,000 Cr to 100,000 Cr range for “average” sculpts.
  
  Accessories
  Page 87
  The Healthy Package (TL 10, 500,000 Cr, 90 days) 
  This package replaces several organs (liver, spleen, Kidneys) with 
  supercharged bionics and grafts and a variety of other gear that 
  promotes overall health, boosts the immune system, and screens out 
  toxins. The Healthy Package produces a myriad of small beneficial 
  effects, less aches and pains all around, faster healing times, even slows 
  natural aging (although this has little game effect as Twilight Sector 
  has Longevity Treatments, see Tinker, Spacer, Psion, Spy pg. 168-170). 
  In terms of popularity (as in people who want one), this package is 
  second only to the Allure package; in terms of satisfaction (as in the 
  positive feelings of those who already have it), this package ranks 
  highest; those who have this package feel great. Note: This Package can 
  be combined with the “Life-Extension” Package as long as it is done 
  simultaneously (90 days healing time for the combined total).
   Λ
  Boosted Filtration System: +2 DM against all poisons and toxins 
  (plus modified End DM). Alcohol has little effect on their body, as 
  well as about a third of medicinals. Unless a medtech providing 
  first aid is aware of this, roll a d6: on a 1 or 2, the character 
  only gains half the normal effect of the Medic check. Artificial 
  Pheromones also have a reduced effect (reduce DM by half, 
  rounding down)
   Λ
  Natural Panacea: The character’s system acts like it has a constant 
  supply of the Panacea drug (TMB pg 94). Make a Medic check as 
  if the chromer had Medic 0 treatment for any infection or disease, 
  using their supercharged Endurance as the stat DM (see below). 
  Simple infections are dealt with in a fraction of the normal time 
  and long term infections almost never get a chance to set in.
   Λ
  Supercharged Endurance: The characters normal End DM is 
  increased by +2. A character with 9 End (+1 DM normally), now 
  has a +3 DM. The actual Endurance score is unchanged. Note that 
  this is one of two examples of a DM change (see next page).
  The Life-Extension Package (TL 11, 250,000 Cr, 60 days) 
  This package has nothing to do with Longevity. Instead, it helps to 
  protect a character who has suffered from a mortal or near-mortal 
  trauma. 30th Century medicine can restore the recently dead to 
  life, but only if they have been found and worked on within the 
  “golden hour”, after this limited rejuvenation of brain cells and 
  other cells (heart muscles and so forth) are too extensive. The Life 
  Extension Package makes modifications to several key systems and 
  adjustments to specific organs that extend that from “golden hour” 
  up to a half-day (actually, to 4+d6+END DM hours). 
  
  Techbook: Chrome
  Page 88
  It can also help with near-death. If the character is brought within 0-3 
  points in their last characteristic, this Package can be triggered before 
  they are dead. The surge of hormones, adrenaline and cardiovascular 
  “boost” delivers a jolt to the system within d3 minutes of their trauma. 
  This restores d6 characteristic points to the nearly dead individual and 
  for 30 minutes after allows something approximating full ambulation 
  (i.e. 3m base movement rather than the usual 1.5m). If this “near-death” 
  jolt is triggered, and the character goes on to take further damage 
  which reduces them to below 0 points, the “golden hour” in which 
  revival is possible shrinks considerably (to d6+½ End DM in hours) as 
  part of the hormones and energy needed for this extension was used 
  up in the jolt. After a day of rest and care/or at least solid nutrition, the 
  system is restored enough to be at full capacity once more. 
  Note: this package can work with either the “Trooper” Package or the 
  “Healthy” Package (not both).
  The Sportsman Package (TL 11, 450,000 Cr, 60 days) 
  By increasing several key muscle groups (not full Artificial Muscle 
  Bonding, similar to limb reinforcement), improving the cardiovascular 
  system through nano-enhancement (to prevent stress/catastrophic 
  failure on the blood vessels), increasing the size and strength of 
  the new (bionic) heart, grafting several hormone stimulators and a 
  few dozen other adjustments, this package will help make a better 
  sportsman out of the subject. Food intake is increased by 150%.
   Λ
  Increased Speed: Increase ground speed by +1.5m/minor action 
  (or +3 meters/minor action if they are “up to speed” after three 
  combat rounds worth of acceleration).
   Λ
  Athleticism: +2 DM to all Athletics checks (all specialties, this may 
  not be stacked with any skill augmentation or other direct aid to 
  Athletics skill), with the exception of jumping and swimming checks 
  (+3 DM instead) and throwing checks (+1 DM, but this may be 
  further enhanced by skill augmentations or some other accessory)
   Λ
  Adrenaline Surges: Intermittently, the character can pour on extra 
  energy (adrenaline and other hormones), increasing their DM for 
  Strength and Endurance by 1 each temporarily (note: not the raw 
  score in this case, but the DM). Once triggered, the effect lasts 
  3+d3 minutes, but cannot be done again for 6 hours and inflicts 
  the effects of fatigue for 2 hours.
   Λ
  Extra Vitality: Add Strength DM along with End DM to resist 
  stunning checks (if using the standard rules for stunning from 
  TMB) or reduce stun damage by ½ the Strength DM (rounded up) 
  (if using the Twilight Sector variant stunning rules).
  
  Accessories
  Page 89
  The Survival Package (TL 11, 300,000 Cr, 90 days) 
  This package makes changes to a wide variety of different organs, kidneys, 
  heart, lung and so forth. In all, over a hundred 
  different grafts and nano-enhancements 
  are used to maximize the ability of this 
  individual to survive in the wild spaces.
   Λ
  Reduced Intake: Reduces the need 
  for food and water to 50% normal for 
  moderate durations. If the character 
  has any intake modifications, 
  these are calculated after the 
  50% reduction. This can be 
  maintained for 1 month, 
  or up to 4 months with 
  occasional “binges” (windfall 
  additions to the diet)
   Λ
  Broad Toleration: 
  Reduce damage from the 
  environmental effects of 
  heat or cold by 2 points. Note: 
  this is far from immunity.
   Λ
  Para-Instinctual Responses: 
  +2 DM to all Survival Checks 
  thanks to a tweaked instinctual 
  response by hypnotraining/
  triggers and other mods.
   Λ
  Dietary Expansion: The 
  chromer can metabolize a 
  broad range of food, giving 
  an additional +2DM to forage 
  checks (stacks with above).
   Λ
  Tweaked Immunity: +2 DM 
  against infections, poisons and 
  toxins, including diseases that 
  are natural (Biological agents 
  that are based on artificial 
  chemistry would not be included). 
   Λ
  Wakefullness: Fatigue limits are half-
  again normal (the character can for example 
  go for up to 27+1½ END hours before sleeping, so 
  an END 10 character can go for 27+10 (END)+5 (Half END)=42 hours 
  before becoming fatigued).
  
  Techbook: Chrome
  Page 90
  The Trooper Package (TL 12, 750,000 Cr, 180 days) 
  This package incorporates enhancements to a wide variety of internal 
  organs to maximize the battlefield survival of an individual soldier.  Note: 
  This Package can be combined with the “Life-Extension” Package. Food 
  intake must be increased by 150%.
   Λ
  Situational Awareness: A series of hypnotic and sensory adjustments 
  provide the Trooper with a +1 DM on Recon checks. The Trooper also 
  gains an additional +2 to their Initiative checks (this does stack with 
  other benefits). It also makes them “jumpy” (roleplaying).
   Λ
  Wakefullness: Fatigue limits are half-again normal (the character can 
  for example go for up to 27+1½ END hours before sleeping, so an END 
  12 character can go for 27+12 (END)+6 (Half END)=45 hours before 
  becoming fatigued).
   Λ
  Increased Speed: +1.5m added to the Troopers base speed (Simple 
  Action Movement rate), this can be stacked with other advantages 
  (like Swiftshod feet). 
   Λ
  Reduced Heat Signature: Natural fibers and skin coatings combine 
  to mute heat signatures. Imposes a -2 DM for anyone trying to locate 
  the Trooper using thermographics alone.
   Λ
  Mid-Lung: Diaphragm adjustments and rib alteration allows the 
  Trooper to add a third lung. This new lung adds at least 3 minutes 
  to the time they can hold their breath naturally (usually around 45 
  seconds for an unmodified individual), this can be increased by a 
  special check:
   
  Ο
  Task; Filling the Tri-Lung: Athletics (Endurance), Endurance, 10-60 
  seconds (spent deep breathing), Routine (+2). Each point of Effect 
  extends breathing time by an additional 15 seconds. 
  Additional modifications allow the Trooper to “shut down” normal 
  breathing which prevents them from taking in tainted or poisoned air 
  (they still only have 3+ minutes worth of air), they also bypass reflexes 
  associated with holding their breath (i.e. no “burning lungs”). 
   Λ
  Structural “Buffering”: Through structural tweaks and hypnotriggers, 
  an additional 2 “buffer” points are added to each stat but only for 
  resisting damage. This does not increase the statistics (the base value 
  and the DM are both unchanged). This element of the Trooper Package 
  stacks with the Toughskin Accessory “Buffer” but only partially, with 
  the higher of the two benefits used to increase the damage-absorbing 
  component of End (i.e. don’t add the “buffer” from Toughskin and the 
  additional 2 points together, use the better of the two different bonuses 
  for that portion added to the End), obviously the additional 2 “buffer” 
  points are added as normal for the other two stats.
  
  Accessories
  Page 91
  Temporary Accessories
  Not truly chrome per se, there are for temporary use or get flushed out 
  of the system with time. Temps come in two basic forms: Medicinals such 
  as combat drugs and other pharmaceuticals and Applications which are 
  hardware that are not ingested/imbibed/injected as medicines but used 
  then dropped when “empty” or “spent” (or simply no longer needed). 
  Medicinals
  Leperstat, TL 10
  This drug, taken in pill form, deadens the ability of the user to feel pain 
  roughly a half-hour following ingestion. This does reduce some aspects 
  of damage, such as shock, but by-and-large it only masks the effects of 
  wounds, it does not prevent them or heal them. No penalties on actions 
  are incurred as a result of wounds, and once the character has taken a 
  major wound they are not reduced to limited mobility (their ground 
  speed is reduced by d3, although Referees who have some more specific 
  idea what kind of damage has been incurred should simply set this 
  penalty rather than roll). The effects last for 18 hours. Many users find 
  that they can do rather significant damage to themselves while under 
  the effects of the drug because they don’t know that they are doing 
  something that hurts (pain is an indicator of damage after all). Resisting 
  physical torture becomes almost ridiculously easy, pain-induced checks 
  need not be made at all. Some users will fake (using Deception) pain 
  reactions from this kind of torture to deliberately waste the interrogator’s 
  time. It definitely sucks when the leperstat wears off though…
  Cost: 250 Cr/dose.
  Oxyre® , TL 9
  A drug created by the TransGen Corp to aid long-term habitation on 
  the Prison Planet VanKila Kiertotahti. Oxyre® blocks excessive CO2 
  from being absorbed through the lungs (normal CO2 exhalation is 
  unaffected). Oxyre® isn’t metabolized quickly and stays in the system 
  for a long time. The drug is a monitored substance in the V-K system. 
  Cost: 5 Cr/dose.
  Pheromone Blocker, TL 10+
  These drugs are designed to block pheromones that trigger emotional 
  responses chemically. This is actually an entire class of medicinal 
  drugs, which come in a variety of different forms (pills, injections 
  and elixirs). While these blockers make the user immune to the 
  effects of pheromones, they also induce an insensitivity to all normal 
  
  Techbook: Chrome
  Page 92
  social interactions (-2 DM on all social actions the user attempts 
  while taking this drug  as well as a -4 DM to any effort to detect 
  the emotional state of others). Long term use may cause mental 
  instability (depression and/or paranoia being especially common). 
  Cost: 50 Cr/dose (pills, effects start 30 minutes after taking and 
  last roughly 4 hours), 65 Cr/dose (ingested elixir, effects start 
  15 minutes after imbibing and last roughly 2 hours), 100 Cr/
  dose (injection, effects start d6 minutes after injection and 
  last roughly 8 hours).
  Sleeper, TL 9+
  This compound, which can be taken in a variety of forms, places 
  the user into a death-like state, similar to suspended animation. 
  Once in this state, the user only requires minimal life support 
  (although if they are subjected to intense cold, they will need to be 
  re-warmed before being brought out of this state and could suffer 
  from significant damage in the process of ice-crystal formation). 
  The ability of this drug to “fake death” is well-known, but many 
  formulations of the drug itself are deliberately difficult to detect. 
  Note: Different chemicals have very different side effects and telltale 
  pharmacological or morphological signatures, and literally dozens 
  of different drugs exist that create this effect, each one has it’s own 
  specific issues and “cures”. Most sleepers will wear off after a period of 
  time determined by the dose (a few hours to a few days).
  Cost: 500 Cr/dose. 
  Targeted Platelets, TL 12
  This is a transfusion (requiring d6x5 minutes total to introduce to the 
  system via intravenous means) of specifically tailored blood plasma 
  that helps reduce the impact of a major trauma within the next 3+d3 
  days (after which the platelets break down on their own). The targeted 
  platelets have nanotech “minders” which allow them to be used on 
  trauma sites rather than simply turning the blood into paste within the 
  veins. The effect of this injection is to give a “boost” of d6 characteristic 
  points to a character that suffers from a wound that involves more than 6 
  points of damage (under this level of damage, the targeted platelets are 
  not activated). The only “problem” is that these boosted points only come 
  back if the character is reasonably still and only after 10+d6 minutes. 
  Maintaining physical activity prevents the targeted platelets from 
  activation.  Once the targeted platelets have been released/used or after 
  the time has been elapsed, they are expended and no longer available. 
  Note: these must be calibrated to a specific user in a lab (a simple check).
  Cost: 1,500 Cr/dose (which includes “calibration” costs)
  
  Accessories
  Page 93
  Appliances
  Appliances are hardware, useful for temporary purposes or as adjuncts to 
  existing implants. 
  Data Collectors, TL 9+
  Neural-links can only sustain so many direct inputs, but multiple sources 
  of some data can appropriately be “bundled” together (Multiple camera 
  feeds, multiple weapon systems, sensor equipment etc) to economize 
  those inputs. Data collectors allow these passive inputs to be combined 
  into a single “feed” for the Neural Link. 
  Most Data Collectors use close-range transmitters for connections, 
  although they can use hardwired plugs or induction plates for greater 
  security (-2 DM to hacking/Jamming efforts) and minimal costs (+10-100 
  Cr). Unit size is dependent on how many inputs, and how many physical 
  plugs, the Data collector presents: ranging from the size of a hard candy 
  or throat lozenge for a 2-4 input wireless passive-only model to the size of 
  a 21st century computer keyboard for a 25-plug input wired active-control 
  unit.
  Cost: 50 Cr/input (passive only, no active control, so the sensor 
  settings or camera controls have to be routed separately), 500 
  Cr/input (one of the inputs can be controlled at a time, this takes 
  a significant action to become “active”). 
  FauxMask, TL 11+
  Fauxmask technology molds pseudo-skin to the face and hands to duplicate 
  the appearance of specific individuals. Fauxmasks typically use compression 
  technology to minimize the contours of the disguisers own face as much 
  as possible (a thin spray that shrinks as it sets and tightens the skin on face 
  and hands to avoid  the “pudgy look”, which is a dead giveaway that one 
  is masked). This compression spray is a key to success in impersonations 
  of specific individuals, but also the primary drawback of this technique 
  (specifically a lack of comfort). Note that some impersonations don’t require 
  compression and others are simply impossible given the basic contours of 
  the face (See textbox on next page). 
  The Fauxmask itself is produced by a specialized production workstation 
  (approximately the size of a small suitcase) that builds layer upon layer of 
  pseudo-skin based on a scan of the subject to be copied and requires a 
  high resolution 3D scan of the subject (or the individual to be copied to be 
  physically present). The Fauxmask can be doned with a significant action.
  Overall this technique achieves a more natural appearance, which 
  can resist even limited tactile examination and scanners that are not 
  
  Techbook: Chrome
  Page 94
  designed to penetrate deep into skin tissue.  Note that Fauxmasks 
  are also useful for non-impersonation disguises which generally do 
  not require compression and thus can avoid that particular set of 
  complications.   
  Cost: 25,000 Cr for the basic (briefcase-sized) mask-production 
  unit; the Mask-production unit generally carries enough 
  supplies to create 8+d3 masks before requiring a “refill” of 
  some type of raw materials (which costs about 1,500 Cr)
  Holonets, TL 10+ 
  Holonets use holographic technology to build a “face of light” for the 
  user, concealing identity and possibly copying another individual. 
  While effective, they are subject to certain problems (notably 
  specific countermeasures). This technology is illegal in most Stellar 
  Nations (including the Orion Confederation), but is easily produced/
  reproduced, making a cottage industry among the criminal set. 
  Tiny sensors are placed into a “mist” solution that is applied to the 
  face. These sensors capture changes in expression and movement. 
  A “skullcap” festooned with holoprojectors is then placed over the 
  hair and then individual holoprojectors are fitted onto the face at 
  key points to provide the holographic over-image. The specialized 
  computer built into the skullcap stores the high-density images (the 
  number available is based on Tech Level: three images at TL 10, nine at 
  TL 11, eighteen at TL 12 and thirty-six at TL 13). 
  The Holoprojection is near perfect. Beyond visual appearance however 
  – for example a “pat down”  – Holonets are less useful. In terms of game 
  Faux Mask Complications 
  The discomfort due to the compression technology causes a -1 DM to all conscious 
  actions after 10-60 minutes of use, -2 DM after this (maximum usage: 8 hours); these 
  modifiers are based on a combination of pain and muscle tension in the face and 
  hands; it cannot be controlled pharmaceutically because both the face and hands 
  have to remain flexible for the disguise to be of any use. The mask can be removed by 
  the use of a special spray or by tearing it away in chunks (either of which eliminates 
  the negative DM immediately, tearing requires a minor action). 
  If the Fauxmask is not being used to duplicate a specific individual, the compression 
  does not need to be a limiting factor; masks still dry out and crack over time and are 
  only good for a maximum of 8 hours. There is also a functional limitation for disguises 
  that emulates certain subjects: Some people simply cannot duplicate specific faces 
  due to size or bone structure. The Referee should first determine if it is even feasible 
  (their discretion) then, make a d6 check: On a 1-3; Yes, the face may be copied. On a 4: 
  Sort of, close but not accurate, the mask can only fool people at a distance. On a 5-6: 
  No, the face may not be copied (bone structure is too different). 
  
  Accessories
  Page 95
  mechanics, this technology does not so much grant the disguise skill 
  as much as it facilitates the use of that skill. It is also a good way to get 
  past cursory exams. The emitter technology (which is shielded) goes 
  through a continuous tug-of-war with counter-emitter technology 
  - scanners designed to locate emmitters at close range (4m). If 
  confronted with efforts to detect, jam, or disrupt, compare the Tech 
  Levels of the two units (Holonet and counter-device). The “winner” 
  is the higher tech level device (if they are even make a simple 2d6 
  check, 8+ indicates no detection/disruption).  Full body versions of the 
  Holonet are also possible that mimic body dimensions and clothing.
  Cost: 7,500 Cr (TL 10), 10,000 Cr (TL 11) 12,500 Cr (TL 12), 20,000 
  Cr (TL 13). Full-body versions cost triple. Holonet detectors 
  cost 10% and jammers cost 25% of above. While TL 14 and 
  TL 15 models exist, they usually cost whatever price the local 
  marketplace is willing to bear.
  HUDtacts & Mastoid Audiolink TL 9+ 
  HUDtacts are appliances mimic the effect of the Heads Up Display or 
  HUD Sensory Enhancement (see page 21-22). The data they display 
  can come from a variety of different sources, with a hand-held 
  computer that routes the data directly into the contacts, although an 
  IT can perform the same function as an external computer. 
  The Mastoid Audiolink is a skin-toned strip that fits over the mastoid 
  bone and performs a similar function to the audiolink enhancement 
  (see Page 21). It sends sounds directly to the inner ear by way of bone 
  induction. This appliance can be used in conjunction with the HUDtacts, 
  even sharing the same routing programs.
  Cost: 125 Cr (HUDtacts), 50 Cr (Mastoid Audiolink), a computer 
  is purchased separately, although the program to route the 
  images is a 10 Cr Program/0. 
  
  Techbook: Chrome
  Page 96
  Mobilizers, TL 9+ 
  These temporary accessories affect the movement capabilities of 
  the user, allowing someone with an injured hand or foot to use their 
  broken/smashed or otherwise immobilized limb ‘normally’ (or some 
  close facsimile). The unit takes a bit of getting used to, and runs 
  either through a passive neural input or a ‘trode interface (see page 
  99, a simple trode will suffice). Robotic frames control the position 
  and make motions for the limb that is being assisted. Note that for 
  some wounds, even this technology is inappropriate (wounds that 
  damage/cause pain when the limb is moved for example), and the 
  Referee will make the determination if a mobilizer will compensate 
  for individual cases. In game terms, the mobilizer eliminates -2 DM 
  worth of penalties from a damaged (or recently implanted) limb. 
  Lower tech level versions generally require more mounting hardware 
  (braces and so forth to support the weight of the mobilizer itself, 
  usually strapped in under clothing). 
  Cost: 1,000 Cr/arm, 750 Cr/just hand & fingers, 1,250 Cr/leg,  
  900 Cr/ just ankle/foot. The ‘trode, even if integrated with the 
  unit, must be purchased separately. 
  NID-Bridge, TL 12 
  This application facilitates a data-link between a specific piece of 
  equipment (one that has no wireless transmitter installed already) and 
  the chromer’s Neural-input wireless connection (or a HUD or an IT). The 
  user creates a secure multi-coded wireless connection between the 
  chromer’s Neuro-Link and the NID-Bridge, then connects the Device in 
  question to the system. This makes it more difficult for an outsider to 
  hack the chromer’s signal (since they are only using secured wireless 
  connections). The standard Wireless Bridge can also act in “contact 
  only” mode for an ultrasecure connection that is almost as good as 
  hardwiring (-2 DM to hacking/jamming efforts). 
  Alternative NID-Bridges can be made induction only (usually wrapped 
  around handles), Wired-only and Wired/Wireless combination systems. 
  In essence any NID-Bridge is a TL 12 retrotech computer/2 specialized 
  to run Security Programs with an attached short-range/high band-
  width communications device. The Security program that comes with 
  the NID-Bridge is useless (Rating/0), but the system can be loaded with 
  up to a Security/3 program (purchased separately of course).
  Cost: 165 Cr for a standard (0.25kg) unit (range 10m);100 Cr for 
  an induction-only connector (0.125 kg); 150 Cr for a wired-
  only system, with a 2m cord (0.375 kg); 200 Cr for a Wired/
  Wireless combination (0.4 kg).
  
  Accessories
  Page 97
  Dude, I dig your Ride
  Personal Transport devices have been around for over a millennia, but “rides” 
  have been extremely popular since the technology to create Sub-Torso 
  chromers became possible in the late 24th Century. Many historians point out 
  that Rides were in use before that point as well, although in slightly different 
  form from the durable and recognizable design that emerges in the late 2360’s.
  The “ride” comes in two different formats, “frames” those which are connected to 
  sub-torso chromers and “standalones”; those which are used by everyone else. 
  Effectively, the end result is the same (in terms of game mechanics), although 
  special mounting brackets and safety controls have to be built into the 
  standalones (and standalones do not have to incorporate life support tech and 
  so-forth, in the end it is more or less even). 
  Standalone rides are balanced using gyroscope technology that dates back 
  to the days of “Ginger” and the  “iBot” wheelchair of the Long Pause Era. The 
  rider sits atop the ride, straddling the main drive and powerplant, and has no 
  windscreen or safety cage. Instead, their legs are clamped in, and a special 
  harness belt helps them to maintain their seat during high speed maneuvers 
  and high-flying grav-based stunts. If you examine the image on Page 41, you’ll 
  note that while the figure in the foreground, who has also found his way below, 
  is a Frame-format Ride, but the figure behind 
  him is on a Standalone Ride and clearly has 
  legs of his own. 
  Beyond the formats, there are also 
  many different models of ride: 
  wheeled, tracked, Grav, GEV and 
  four- or-more-legged being 
  the most commonplace. 
  The specifics for the different 
  models are found on the 
  chart on Page 41.
  Beyond 
  these, other 
  types of rides 
  exist, even 
  underwater-
  types (which 
  incorporate 
  life support 
  systems as 
  well) and 
  Space types 
  (which use a 
  mixture of Grav 
  and directed 
  air to push them 
  about in microgravity. 
  The classic Miniquad 
  Ride (the two rear 
  wheels are small and 
  inset.)
  
  Techbook: Chrome
  Page 98
  Pheromone Inducers, TL 12 
  This temporary accessory is often combined with a perfume of some 
  sort (it is listed as an appliance rather than a medicinal because 
  it is not injected or taken orally but sprayed on externally). The 
  pheromone targets the Jacobson’s Organ, a part of the olfactory 
  system designed to pick up these chemical triggers. There are a wide 
  variety of pheromone inducers which can produce different effects in 
  others: sexual arousal (always popular), loathing (sometimes sprayed 
  on criminals by LEOs during/after an arrest), trust (commonly used 
  in abusive ways, but originally designed to be used for therapists 
  and medical professionals). The game effect is to produce a +1 
  DM to any social test geared towards that particular emotion on 
  those susceptible to pheromones, or a +2 DM if the pheromones 
  are gengineered to be tailored specifically for the user. Note: that 
  the Allure Package re-engineers existing pheromone producing 
  mechanisms and so can produce pheromones of a much wider 
  range, the pheromones used by this application are “set” to a 
  particular type (i.e. one pre-determined emotion). 
  Cost: 200 Cr/dose (generic), 550 Cr/dose (gengineered for a 
  specific individual, this takes a commercial lab about a week 
  or about six hours if done “at home” with a skill check). 
  Trauma Dressing, TL 11 
  These wads or lumps of whitish or greyish goo can be slapped onto 
  a wound during or after combat. They help to control blood loss and 
  keep wounds from being open to the outside world as well as pump 
  stimulants and artificial enzymes into the body. Once activated, the 
  dressing moves into shape and clamps over the wound on it’s own 
  and will not fall off accidentally. The game effects of the Trauma 
  Dressing take d6+End DM minutes to set in (larger individuals may 
  need more time for the drugs and active elements to start showing 
  effects), and restore d3+1 points to the user.  Note: This appliance 
  replaces first aid (in some cases, first aid might do more for the 
  patient, something to keep in mind). The dressing can be removed in 
  the field within an hour of the first wound taken in order to provide 
  normal first aid, but the points that were restored by the Trauma 
  Dressing will be lost.
  Cost: 1,000 Cr/Dressing 
   
  Ο
  Task; To craft a specifically tailored pheromone: Life Science 
  (Biochemistry) or Physical Science (Chemistry), Education, 10-60 
  seconds, Difficult (-2); or Trade (Pheromone Production), Education, 
  4+d3 hours, Routine (+2). A DNA sample/profile is necessary.
  
  Accessories
  Page 99
  ‘Trode, TL 10+
  The ‘trode is an appliance that acts as 
  a non-surgical NID (Neuro-Interface 
  Device). ‘Trodes allow the user to 
  command computer interfaces 
  (thinking commands directly) or control 
  equipment like Neural Plugs. This tech 
  also allows the human mind to receive 
  data directly from external sources. In 
  fact, this is how most of the 30th century 
  population uses this technology — as 
  entertainment interfaces for Virtual 
  Reality (or VR). For this reason, ‘trodes also 
  come with voluntary override circuits, which 
  allow users to “shut down” their bodies while 
  participating in VR.  This prevents people who 
  are immersed in virtual reality from stumbling 
  into traffic or waving their arms around as they 
  control devices cybernetically. Concentrated effort can 
  bypass the voluntary override, but casual users will not embarrass or 
  endanger themselves. There are two basic types of ‘trodes: 
   Λ
  A Maintech (TL 12) simple ‘trode is a circlet no thicker than the 
  finger that fits over the head in any one of a dozen different 
  styles. Simple trodes can only handle a single connection, and the 
  reception quality is minimal (images appear ghostly).
   Λ
  The full-immersion (or Cyberspace) ‘trode is a helmet that fits 
  over the users head, providing greater connection to the brain 
  in quality and quantity of data. Images appear sharp and crisp, 
  sounds have lifelike clarity. The unit can also handle three different 
  digital connections (only one of which can be actively controlled, 
  as with Neural-Plugs). Higher priced TL 13 and TL 14 versions are 
  somewhat smaller and less obtrusive, but operate the same.  
  While ‘trodes have a plug interface (one for simple ‘trodes and three 
  for the Full-Immersion ‘trodes) they generally send/receive data 
  wirelessly (base range is 2m). Some users feel that ‘trodes are slightly 
  less responsive than Neural Plugs, but they have no difference in 
  game mechanics terms. 
  Cost: 250 Cr (simple); 1,500 (Full Immersion, TL 12; 2,250 Cr for a 
  TL 13 and 3,500 Cr for a TL 14 unit, the difference is size/bulk).  
  Many ‘trodes also incorporate comm-links, hand computers 
  and or other gear (which must be bought separately)
  TL 11 
  ‘trodes, 
  like the 
  one shown 
  here, are 
  more bulky, but 
  just as effective as 
  TL 12 models.
  
  Techbook: Chrome
  Page 100
  A somewhat whisical (Space) vehicular cyborg shell used by the explorer and philanthropist Jonah 
  P. Mencken, seen here with Jonah’s life partner Günter Strangways in  his “rider” seat atop the shell.
  
  Cyborgs
  Page 101
  Cyborgs
  A cyborg is a human being (or uplifted species) whose brain (and possibly 
  some vital organs) have been preserved and their bodies replaced by 
  robotic shells. In some areas of the Known Galaxy, cyborgs are referred 
  to as Maltzer Artifacts* and other, less comprehensible names or titles; 
  but the term ‘cyborg’ is near-universally recognized even where it is not 
  in common use. While some see cyborgs as another kind of Ghost, the 
  two are actually very different. The Ghost is a digital entity encoded with 
  a (deceased) human personality which resides in the shadowy confines 
  of the internet and occasionally uses robots and biocons to interact with 
  the physical world; while the cyborg is a physical being that retains the last 
  shred of their humanity who simply resides inside of an artificial body or 
  other housing.
  In the Twilight Sector Setting, the cyborg has been around for several 
  hundred years in one form or another, but cyborgs have never made up a 
  significant percentage of the population. Increases in medical knowledge 
  have actually diminished the percentage of cyborgs in the population 
  generally, as those who would have been saved only by transplanting 
  their brains out of ruined bodies can now be saved on the operating table 
  (in the Twilight Sector Setting, there is even limited resurrection of the 
  recently dead). Likewise, bio-replacement technology has rebuilt men and 
  women who would once have been made into cyborgs as the only viable 
  possibility for long-term survival. Despite this larger trend, the recent 
  Mutant War/War of Expansion has artificially increased the number of 
  cyborgs among ex-military personnel and civilian war casualties caught in 
  the crossfire.
  A critical component of the cyborg is the machinery that houses the brain, 
  known as the Life Support Unit (or LSU). The cyborg’s robotic body is 
  known as a shell, but is little different than any other drone. Technically, 
  robots are autonomous while drones are used by some other agent/
  intelligence (such as a digital entity); the use of the term ‘robot’ however 
  is traditional for describing cyborg bodies. It is also hypertechnically 
  accurate, since the combined unit (LSU and Shell) is certainly 
  autonomous. Few but the most annoying sticklers will press the point.
  *Who the heck is Maltzer?
  This is a reference to the scientist in C.L. Moore’s “No Woman Born” (1944), a great 
  cyborg tale. Although this factoid has become effectively lost in the setting.
  
  Techbook: Chrome
  Page 102
  Several different versions of the Life Support Unit, or LSU, used for cyborgs
  
  Cyborgs
  Page 103
  Tech Level 10: Basic Viability of Cyborging
  At TL 10, viable cyborgs make their introduction. Computers directly 
  interface the brainstem, while synthetic organs mimic hormones and 
  other biological necessities are incorporated into the life support 
  unit. The result at this stage of technology is a somewhat sizable LSU, 
  approximately the size of a coffin (0.7 m x 0.7 m x 2m or ½ dton). 
  At TL 10, the activity of the cyborg is limited to certain durations 
  (roughly 7-12 hour intervals) before the brain must be rested (literally 
  placed into a chemical slumber for 6+d6 hours to recuperate, without 
  this Intelligence and Education characteristics are both reduced by 1 
  as if damaged and will take 1 day each to recover). 
  Generally, cyborgs can only be housed in a very large robot or a 
  vehicle at this tech level. The size of the LSU prohibits anything 
  smaller. In 2991, this level of technology is available at any major 
  medical facility, and is often utilized as a stop-gap (i.e. a normal 
  hospital can jar the brain after initial damage, then later a higher 
  tech level life support unit is built for transferal in a more high tech 
  clinic; in this case the character only has to pay the difference in cost 
  for the higher tech level equipment as they “step up”). Cost: 2 Mcr (at 
  maintech costs, far higher when first introduced). 
  Tech Level 11-12: Maintech Cyborging
  Maintech sees gradually the diminishing size and weight of the life 
  support unit, a box-like  0.7 m x 0.7 m x 1 m  (or ¼ dton) at TL 11, and 
  a 0.3 m x 0.75m cylinder at TL 12. At TL 11 & 12 the basic technology 
  of the LSU also improves significantly: increasing the amount of time 
  that the cyborg can be active between chemical “slumber” periods 
  (10-15 hours at TL 11 and 13-18 hours at TL 12); and decreasing the 
  amount of support required (this is required daily at TL 11 and weekly 
  at TL 12). The duration of chemically-induced slumber is just d3+3 
  hours between activity cycles. 
  While the cyborg can be placed into a robotic body at this tech 
  level, the shell would still have to be larger than man-sized (an 
  example of this is the “Lobster” Shell on Page 109). In 2991, this level 
  of technology is available at special facilities on maintech worlds 
  (often as few as 1 or 2 on a whole planet per billion inhabitants), or 
  in the top 20% of medical facilities on Hightech worlds (i.e. at “better 
  hospitals”). Cost: 3 (TL 11) and 4 Mcr (TL 12) at maintech prices. 
  Tech Level 13: Efficient Cyborging
  By TL 13, the Life support unit has shrunk to a 0.3 m x 0.47 m cylinder. 
  There is only need for external support (monitoring and checkups by 
  
  Techbook: Chrome
  Page 104
  medical professionals) on a monthly basis, and in many cases these 
  checkups will only  indicate minimal tweaks/changes. Chemically-
  induced slumber is no longer required, as the balance of chemistry 
  used for the brain inside of the LSU has finally been perfected. 
  Normal rest periods come when the cyborg grows tired, usually after 
  18+ hours, and requiring only about 3 hours of sleep to help reset 
  cognitive functions; the cyborg requires less sleep generally than 
  the non-cyborg because that rest is solely for cognitive purposes (no 
  need the rest the body).
  The LSU is much smaller now, and can reasonably fit inside of a 
  slightly-larger than human-sized robotic body (tightly). In 2991, this 
  level of technology is available on Hightech worlds to those who can 
  afford it, but requires trained medical specialists at top notch facilities 
  (the top 5% of medical facilities). Cost: 8 Mcr
  Tech Level 14: Reliable Cyborging
  By TL 14, the standard Life Support Unit is a 0.22 m x 0.33 m cylinder, 
  and comes it two basic types: the “standard” unit and the larger (0.22 
  m x 0.45 m cylinder) “durable” unit which can take more damage (it 
  has several backup systems). Monitoring continues to be monthly, 
  and more and more of these checkups require only minimal changes. 
  Normal rest periods are in place, as with the previous tech level.
  The cyborg can be placed in a smaller-human robot frame if needed, 
  or into a better protected larger “durable” life support unit that 
  can still fit into a human-sized robotic frame. In 2991, this level of 
  technology is available to anyone who can afford it on a High tech 
  world, and only then at cutting edge hospitals and specialized 
  clinics/installations (the top1% of medical facilities). Cost: 12 Mcr. 
  (standard unit), 16 MCr (“durable” unit).
  Tech Level 15: Peak Cyborging
  By TL 15, the standard life support unit is approximately the same size 
  of an TL 14 LSU (a 0.20m x 0.30 m cylinder), it is also automatically 
  “durable” by design. Monitoring and rest periods are as they were for 
  the TL 14 and TL 13 models respectively (monthly checkups, 3 hour 
  rest periods).
  At this level of development, the LSU can be placed into smaller 
  than human-sized robots even with the added security of durability. 
  In 2991, this level of technology is available to governments and 
  larger corporations and their personnel, and requires access to an 
  expensive (and usually secret) facility to install. Cost: 20 Mcr.
  
  Cyborgs
  Page 105
  LSU Characteristics
  The LSU not only protects the brain of the cyborg, it also provides, 
  inherently the following advantages:
   Λ
  Neural Interface: A 5-point Neural-Plug is incorporated, although 
  one of these connections is required to receive sensations and 
  provide control of the robotic body/shell; this connection can be 
  manually overridden by the cyborg and retasked, but doing so 
  makes the cyborg’s “body” go “lifeless” and the LSU will receive 
  no inputs from it (in essence, rendering them senseless as well 
  depending on what else they are connected with at the time). 
   Λ
  Sensory Impressions: the LSU hardwires in all sensory impressions 
  (the sensations themselves have to be picked up by the body, which 
  is why the single neural connection to the shell is still needed) 
  acting as a kind of HUD/Audiolink system. Some shells will lack 
  certain sensory inputs (i.e. no sensory “feed” to the LSU).
   Λ
  Integrated Command System (IT/ISP): The LSU also incorporates 
  an IT that runs independently of the dedicated computers that 
  serve a life-preserving function. Use the highest computing value 
  IT for that tech level, although for lower tech level models it is 
  not uncommon to install higher tech level ITs as soon as they 
  are at-hand. Ignore wound condition checks (although LSU hits 
  may disable these systems, referee’s discretion). The integrated 
  command system also provides the same effect as chipped 
  reflexes (as in to coordinate the system translating mental 
  impulses into physical motion). In effect, therefore, this system 
  acts just like an ISP (or Integrated Skill package, see Page 72). 
  Also, many subsystems can be installed (usually in the shell itself) that 
  can be easily connected to the LSU without requiring surgery. Thus 
  a squawk box (incorporated into almost all shells for the cyborg to 
  communicate with) does not require surgery in order to function, nor 
  does the visual and audio pickups. This produces a significant savings 
  over using equivalent cybernetics (no need to surgically alter/attach).
  Other Statistics:
  The character’s strength and dexterity are determined by their 
  robotic forms. Outside of the Prince/Princess models which are more 
  organic than mechanical, the cyborg’s Endurance characteristic is no 
  longer much of an issue. In terms of the cyborg’s physical integrity, 
  this is a matter for the Hull and Structure statistics of their robotic 
  shell. Some additional considerations to keep in mind:
  
  Techbook: Chrome
  Page 106
   Λ
  The brain box still requires oxygen. Rather than carry all of the air 
  required for the cyborg for long periods, the shell takes in normal 
  air and concentrates or filters as needed. However the LSU can go 
  into “self-contained mode” as there is a compression tank used for 
  recycling with 1 hour (TL 10-12) or 30 minutes (TL 13-15) of air for 
  the brain. Additional air tanks can be installed internally or externally, 
  each 2-liter bottle providing 8 hours of air when the cyborg is in self-
  contained mode. Likewise, heating/cooling of the brain inside the 
  LSU must remain constant, so if the cyborg enters extreme conditions 
  (such as the vacuum of space, or hazardous environments) the battery 
  will drain twice as fast as normal (4 hours of constant activity, 12 hours 
  of normal activity, and 24 of minimal activity for a “basic” shell).
   Λ
  The LSU is (electrical) shock resistant, and does not suffer from most 
  sonics (unless the sonics are sufficiently powerful to cause vibration 
  damage, in which case damage is handled like any other damage). 
   Λ
  The LSU’s shielding resists up to 100 rads, and most shells add a 
  further 100-300 of protection to this (more for larger units, less for 
  smaller units; sometimes that extra bulk comes in handy).
   Λ
  If it is an issue of the remaining organic parts and their ability to 
  fight off a disease, consider the cyborg’s End a 2 (-2 DM) for disease/
  toxin purposes and a 7 (+0 DM) for other purposes. However, the 
  character is in a world of trouble when something gets that far 
  “inside” the LSU anyway. 
   Λ
  The LSU is considered “fully hardened” but their robotic shells are 
  only “semi-hardened” against EMP in Twilight Sector Setting terms 
  (using the optional rules from Starfarer’s Gazette #1). When an EMP 
  weapon is set off, the shell technology shuts down for a somewhat 
  variable amount of time depending on local conditions (see EMP 
  Effects chart).
  It’s Got What Cyborgs Need! It has Electro-lights!
  Cyborgs actually do eat. Sort of. Although many robotic shells have taste sensors, 
  the cyborg generally uses nutrients in the form of purified glucose and other 
  necessary chemicals attached to the LSU (commonly referred to as glucose-
  plus). This is because cyborgs generally do not have the complex biosystems for 
  digestion (they can, but the artificial G-I tract is not a big seller for some reason). 
  Because cyborgs have no body fat or other bio-tissue to draw from in case of 
  ‘deprivation’, the glucose-plus mixture needs to be on a constant drip. 
  Generally, the LSU has a full 24-hours worth of glucose-plus (for normal activity) 
  on hand, and most cyborgs change out the stores of this nutrient every time 
  they recharge. If the cyborg is caught without nutrient, the LSU forces them into 
  chemical slumber, often sending out distress messages (although this can be 
  overridden simply enough). 
  
  Cyborgs
  Page 107
  Effects of EMP on Cyborgs Chart
  2d6
  Effect
  1-3
  No Effect: The EMP does not stop the shell at all, the energy 
  discharge grounding out immediately.
  4-5
  Limited Effect: The cyborg is halted for d6 combat rounds 
  as the internal circuits for the shell sputter and ground out 
  the discharge. During this time, the cyborg is cut off from all 
  sensory inputs and cannot act. During the final combat round 
  of this “freeze” the cyborg regains either mobility (1-3 on d6) or 
  their sensory input (4+ on d6). Even if mobility is regained, the 
  character may only take a single minor action.
  6
  Moderate Effect: The cyborg’s shell ceases functioning for 
  approximately 1 minute, or more precisely 7+d6 combat rounds 
  (between 48 and 78 seconds). Make the roll, and on the combat 
  round following this result (i.e. the third combat round if the d6 
  result is a 3) and on the final combat round of the “freeze” (the roll 
  plus 7) the character regains either mobility (1-3 on d6) or their 
  sensory input (4+ on d6). Each instance is a separate check (so 
  mobility might be regained on the third combat round after the 
  EMP and senses on the tenth or vice versa or both could be the 
  same). In the case of the ‘first’ of these, the character may only take 
  a single minor action and then the shell ceases functioning again 
  until the next check.
  Other Cybernetics and EMP
  When an EMP goes off in the vicinity of 
  someone with cybernetics, problems will 
  occur. Hardening helps, but “modern” (30th 
  Century) EMP is designed to circumvent 
  hardening wherever possible. Semi-
  Hardened technology, a category where most 
  cybernetics happen to fall into, forces cybernetics 
  to make a check on the above chart to see how 
  long they are disabled, while Hardened 
  technology (including cybernetic organs) 
  are treated to “Limited Effect” result on a d6 
  roll of 6 only (rolling 1-5 indicates a passing 
  or negligible effect). The effects of the check should 
  be easily extrapolated from the above (a cyberlimb 
  frozen for d6 rounds et al).
  If the character has more than one cybernetic system, 
  make just one (a handful of cybernetics) or two (seven 
  or more cybernetics) of the above checks and apply 
  them at the Referee’s discretion or make the effect 
  strike a randomized implant. 
  A Partial-
  cyberlimb 
  (Hand)
  
  Techbook: Chrome
  Page 108
  Standard Cyborgs 
  (Robotic Bodies)
  The “body” of the cyborg is a standard drone (purchased separately 
  from the LSU) whose computer control is removed and replaced 
  by a housing for the LSU. It can be humanoid or any other form 
  as desired. “Standard” audio and visual pickups include not only 
  standard wavelengths, but low-light vision, optical zoom, low and 
  high frequencies, enhanced hearing range (x3), sensory protection 
  for both sense as well as full recording functions (see cybernetic 
  enhancements, page 21-23). Battery life is provided for each shell. 
  Cyborgs with separate movement systems (wheels, grav) will have 
  separate batteries to provide for those functions that may need to be 
  recharged more/less often. The following are merely a representative 
  sample of the possible robotic frames used for cyborgs
  Basic Cyborg Shell, TL 13 
  While robotic-style cyborgs can be built at lower tech levels, TL 13 is 
  the first time that the LSU can fit into a human-sized and shaped shell. 
  A similar model is produced for a TL 14 “hatbox”-type LSU that is simply 
  smaller/trimmer in appearance (and can still contain more gadgetry). A 
  basic shell has most sensory systems, including smell, taste, audio and 
  vision as well as limited touch (only specific points in the basic shell 
  have tactile sensation). It is bipedal and obviously robotic.
  Characteristics: Armor: 5, Hull: 4, Structure: 3, Strength: 12 (+2), 
  Dexterity 10 (+1)
  Movement: Speed (running): 45 kph at full-sprint over suitable 
  surfaces. From a dead stop (i.e. most combat movement), the basic 
  shell can move 12 meters with a minor action.
  Batteries: Standard cyborg batteries need to be recharged after 8 
  hours of intense activity, 24 hours of normal activity, or 48 hours of 
  minimal activity. Recharging requires 2 hours on a standard industrial 
  socket (it would take 6 hours from a conventional household socket 
  for a full charge).
  Incorporated Components: Full senses for vision, audio, smell, taste 
  and limited tactile sensation. Basic shells also come with squawk 
  boxes, short range comm-links (5 km) as standard and all hookups for 
  the IT/ISP and Neural-plugs.
  Cost: 40,000 Cr.
  
  Cyborgs
  Page 109
  “Lobster” Shell, TL 12
  The TL 12 cyborg Shell, affectionately referred to as the “Lobster” 
  is something of a monstrosity. While it is human in general shape, 
  Lobsters are much larger than humans to accommodate the larger 
  TL 12 LSU in the low-slung “carriage” section. Locomotion is provided 
  either with tracks/wheels or grav (the differences being primarily in 
  cost) as this keeps the weight closer to the ground (more stable). 
  Characteristics: Armor: 6, Hull: 4, Structure: 4, Strength: 16 (+3), 
  Dexterity 5 (-1)
  Movement: Speed (Wheeled): 60 kph (on roads), 30 kph (offroad), with 
  8 hour range. From a dead stop (i.e. most combat movement), wheeled 
  shells can move 10 meters with a minor action, tracked can move 6 
  meters with a minor action. Speed (Grav): 120 kph with 3 hour range in 
  “full flight mode” or 9 hours in “hover” mode (approximately the same 
  speed as normal human movement, or 9 meters with a minor action). 
  Batteries: The sizable Lobster batteries need to be recharged after 6 
  hours of intense activity, 18 hours of normal activity, or 36 hours of 
  minimal activity. Recharging requires 4 hours on a standard industrial 
  socket (it would take 12 hours from a conventional household socket 
  for a full charge). 
  Incorporated Components: Full senses for audio, vision, smell, but 
  these shells usually lack tactile and taste sensors (although these can 
  be added in separately for 1,000 Cr each), Lobster shells also come 
  with squawk boxes, short range comm-links (5 km) as standard and 
  all hookups for the IT/ISP and Neural-plugs.
  Cost: 45,000 Cr. (Wheeled/Tracked), 60,000 Cr. (Grav)
  Combat Cyborg Shell, TL 13 
  The combat shell uses the basic cyborg shell (incorporating all features 
  therein), and adds extra armor and mass to provide protection. It 
  also uses a more calibrated and slightly more powerful pseudo-
  musculature (higher Strength and Dexterity). Both arms incorporate 
  weapon suite technology and have extended blades (as the cybernetic 
  enhancements). The legs incorporate both “skids” and “swiftshod” 
  enhancements. Additionally, the bottoms of the foot and palm of the 
  hand both incorporate mag-grapplers, and while these are insufficient in 
  1-G to hold up the body (they can in 0.3 G and below) they are useful in 
  microgravity to maneuver (such as on the exterior of a ship). 
  Characteristics: Armor: 12, Hull: 4, Structure: 4, Strength: 15 (+3), 
  Dexterity 12 (+2) 
  
  Techbook: Chrome
  Page 110
  Movement: Speed (running): 45 kph at full-sprint over suitable 
  surfaces, 75 kph with skids (2 hours of charge). From a dead stop (i.e. 
  most combat movement), the Combat shell can move 12 meters with 
  a minor action without employing their Skids, or 15 meters with a 
  minor action with skids active.
  Batteries: Combat cyborg batteries need to be recharged after 9 
  hours of intense activity, 27 hours of normal activity, or 54 hours of 
  minimal activity. Recharging requires 5 hours on a standard industrial 
  socket (it would take 15 hours from a conventional household socket 
  for a full charge).
  Incorporated Components: Full senses for vision, audio, smell, taste 
  and limited tactile sensation. Combat shells also come with squawk 
  boxes, continental- range comm-links (500km range and encrypted, 
  with a -4 DM on efforts to jam/hack into the system), weapon suites, 
  extended blades (arms), and skids, swiftshod (legs), mag-grapplers 
  on both feet and hands. All hookups for the IT/ISP and Neural-plugs. 
  Cost: 750,000 Cr, a 2 Mcr model has Strength 20 (+4), Dexterity 10 (+2), 
  Armor 16 and is the size of the “Lobster” but is otherwise identical. 
  Prince/Princess Cyborg Shell, TL 14 
  While the technology to re-connect the disconnected brain back 
  into the body reliably is still elusive in the Twilight Sector Setting, 
  there has been a recent innovation in life-like robotic shells, only 
  available to TL 14 and TL 15 cyborgs (due to size considerations). 
  Using organic components, the Prince/Princess shell is a kind of 
  manufactured living shell. Due to size-requirements, the LSU is still 
  located in the chest cavity and is considered “durable” (using organic 
  backups), and much of the “deep interior” is metal/cybernetic, but for 
  all intents and purposes, this shell provides the cyborg with life-like 
  full senses (actually enhanced senses, even taste and smell and touch 
  are more acute than normal, providing a +1 to all Notice checks and 
  to sense-based Recon Checks). Because these shells can be made in 
  literally any morphology, and with any visage, they are often made 
  as humans with beautiful faces and tall, exceptionally fit bodies. In 
  fact, this is where the name “Prince/Princess” comes from, since they 
  look like storybook royalty. This however does not mean that the 
  shell could not be made as a (very large) dog/wolf, dolphin or other 
  form. Often a flap is found near the neck/base of skull where plugs 
  can be inserted, although the Neural links can also run wirelessly 
  and the shell has induction plates built into both hands. Currently, 
  these shells are being made in only small manufacturing runs — if 
  
  Cyborgs
  Page 111
  not individually — as batch-work in specialized clinics, and obviously 
  these shells are only coming out of High Tech worlds.
  Characteristics: Strength: 12 (+2), Dexterity: 12 (+2) and Either Armor: 
  5, Hull: 3, Structure: 3, or Endurance 10 (+1). This is because of the 
  variations in design and manufacturing, some of these shells come out 
  more organic than mechanical, and some come out more mechanical 
  than organic. If the character has an Endurance stat, they can be 
  considered to have both Skeletal Replacement and Level II Toughskin. 
  If the Character is more mechanical than organic, use the Armor/Hull/
  Structure values shown.
  Movement: Speed (running): 45 kph at full-sprint over suitable 
  surfaces. From a dead stop (i.e. most combat movement), the Prince/
  Princess shell can move 12 meters with a minor action.
  Batteries: Prince/Princess batteries need to be recharged after 12 
  hours of intense activity, 36 hours of normal activity, or 72 hours of 
  minimal activity. Recharging requires only 2 hours on a standard 
  industrial socket (it would take 6 hours from a conventional 
  household socket for a full charge). In addition, the living portions 
  of the robot require sustenance as well (for “Armor/Hull/Structure” 
  types this comes from additional glucose-plus requirements, for 
  “Endurance” types, this requires actual food intake, 25% normal).
  Incorporated Components: Improved reception in all five natural 
  senses, +1 DM to Notice and sense-based Recon checks. Squawk box, 
  Medium- range encrypted comm-links (500km range, with a -4 DM 
  on efforts to jam/hack into the system). All hookups for the IT/ISP 
  and Neural-plugs (with induction plates in both hands). Depending 
  on design (see characteristics above), Skeletal Replacement & 
  Toughskin may also be added. Other sub-systems can be integrated 
  at additional cost as normal implants.
  Cost: 12 Mcr (base) Often cyborgs pay more depending on the world 
  where they are found and whether there is one available at all. As 
  these shells become more “production-model” oriented, they will 
  eventually drop in price to around 6 Mcr.
  Breaking in a New Shell
  When the cyborg is breaking in a new shell, they will have ½ Dexterity for the first 
  d3 hours (until their neural map learns the kinesthetics of the new shell). Shells with 
  unusual equipment (including weapons), will be -2 DM for the same period. The 
  cyborg can eliminate the penalty (operate with full Dexterity or remove the -2 DM) if 
  they concentrate fully (i.e. take only a single minor action per combat round).
  
  Techbook: Chrome
  Page 112
  Additional 
  Devices
  The above shells are “basic” models. 
  Cyborgs can build in additional devices 
  to their shells, internally as well as 
  externally. While not an exhaustive list, 
  some common examples include:
  External Devices: The same sort 
  of equipment that is found in the 
  description of a gear mount (see 
  Page 33): additional sensors, lighting 
  equipment (lightbars, flashlights), 
  tools or other handheld devices 
  (cleaning equipment, cooking gear), 
  holographic emitters, and even 
  weapons (although having them 
  strapped on you doesn’t mean you 
  can fire them all at the same time).
  Internal Devices: The LSU takes up 
  the size determined by the tech level 
  in the main cavity of the cyborg shell 
  and the limbs, batteries and so forth 
  for movement take further space; 
  however, there is usually some space 
  leftover inside the shell for small 
  devices. Locator beacons, comm-
  links (beyond the comm-links that 
  come as standard), squawk boxes, 
  additional computers, extendable 
  blades, cached weaponry (aka 
  “pop-holsters”), internal cargo 
  spaces (sometimes heated/cooled 
  or simply air-tight/sealed). Cyborgs 
  can also mount enhancements 
  for Sub-Torso Replacements (See 
  Pages 39-41). The Genital Sweet is 
  an especially popular modification, 
  demonstrating once again cyborgs 
  are people (yes, with all their baser 
  urges intact).
  
  Cyborgs
  Page 113
  Cyborgs in Combat
  Use the rules for robots to determine the amount of damage they 
  can sustain and the like (except the Prince/Princess Shell with 
  Endurance stats, there use normal damage for humans). 
  To determine the effects of an attack on a cyborg, first determine 
  damage as normal, then inflict a number of hits using the following 
  chart. Note that 
  all shells have one 
  or more points 
  of armor that 
  reduces the overall 
  damage, (so a 3d6 
  attack that inflicts 
  2+4+4=10 points 
  of damage on a 
  basic cyborg shell 
  with Armor 3, is 
  treated as 7 points 
  on the chart below, 
  a “Double Hit”). 
  These hits are then 
  applied to particular 
  locations on the 
  vehicle. Double or 
  Triple hits count 
  as two or three hits on the same location. Damage is rolled first on 
  the Surface column of the chart, then (when Hull is reduced to 0) the 
  damage passes through to the Internal column. 
  Cyborg Damage Table 
  Damage 
  Effect 
  0 or less 
  No damage 
  1–3 
  Single Hit 
  4–6 
  Two Single Hits 
  7–9 
  Double Hit 
  10–12 
  Three Single Hits 
  13–15 
  Two Single Hits, Double Hit 
  16–18 
  Two Double Hits 
  19–21 
  Triple Hit 
  22–24 
  Triple Hit, Single Hit 
  25–27 
  Triple Hit, Double Hit 
  28–30 
  Triple Hit, Double Hit, Single Hit 
  31–33 
  Two Triple Hits 
  For every extra three points: add a +1 Single Hit 
  For every extra six points: add a +1 Double Hit 
  Robotic Shells and Hand-to-Hand Combat
  The amount of damage done by a robot 
  in hand-to-hand “unarmed” combat is 
  based on their Hull characteristic (add the 
  Strength DM as normal to strikes). Robots 
  can also grapple with human-sized 
  targets and can choose to do damage 
  if they win (based on chart). At a Hull of 
  5+, the robot only requires one limb to 
  grapple human sized opponents, as in 
  they have scooped their target up in one 
  hand/manipulator), 
  HTH Cyborg Damage Chart
  Cyborg
  Damage Adjustment
  Hull:
  Strike:
  Grapple:
  1
  d3
  -2+Effect
  2
  d6
  2+ Effect
  3
  d6+4
  4+Effect
  4
  2d6+3
  6+Effect
  5
  3d6+2
  8+Effect
  6
  3d6+6
  10+Effect
  
  Techbook: Chrome
  Page 114
  Modified Internal Hit Chart, Standard Cyborg
  Roll
  Surface
  Internal
  2
  Sensors
  Life Support Unit
  3
  Hull
  Structure
  4
  Ext. Device or Limb/Upper
  Batteries
  5
  Limb/Upper
  Joint
  6
  Armor
  Internal Device
  7
  Hull
  Structure
  8
  External Device
  Internal Device
  9
  Limb/Lower
  Batteries
  10
  Ext. Device or Limb/Lower
  Drive
  11
  Hull
  Sensors
  12
  Sensors
  Life Support Unit
  Hull: Reduce the cyborg’s Hull (1 point). When Hull is reduced to 0, 
  further damage goes to the Internal column of the chart and any Hull 
  hits are treated as “structure” hits. 
  Structure: Reduce cyborg’s Structure (1 point). If Structure has been 
  reduced to 0, the cyborg body is rendered an inoperable heap. If 
  the value becomes negative, the LSU takes damage as it is reduced 
  to a burning, smoldering heap. At some point the robotic shell just 
  explodes, the strength of the explosion depends on how much 
  battery life remains in the unit. 
  Armor: Reduce the cyborg’s armor by one per hit. If they have no 
  remaining armor value, damage internal components, if they have 
  no internal components left, treat as a Hull or Structure hit (as 
  appropriate).
  Batteries: Cyborgs are powered by superconducting batteries. 
   Λ
  First Hit: The vehicle or drone loses one round’s worth of actions 
  due to power fluctuations. 
   Λ
  Second Hit: The vehicle or drone’s movement is reduced by 50%. 
   Λ
  Third Hit: The power plant is destroyed, disabling the shell and 
  inflicting 1d6 Hull/Structure hits on it as the energy inside of the 
  battery is released in a small explosion. 
  Further hits to this after the batteries are destroyed are treated as 
  nothing (bullet/beam/whatever passes through this space).
  Drive: The cyborgs movement capabilities have become 
  compromised. This does not affect their limb movements. 
   Λ
  First Hit: Reduce movement by 10% and apply a –1 DM to all skill 
  checks involving (drive) movement. 
  
  Cyborgs
  Page 115
   Λ
  Second Hit: Reduce movement by 25% and apply a –2 DM to all 
  skill checks involving (drive) movement. 
   Λ
  Third Hit: Drive disabled. The cyborg can — if their primary 
  movement is bipedal — stagger at 3m per minor action. Doing so 
  forces the cyborg to make an average Athletics (Coordination) skill 
  check (failure indicates falling down).
  Further drive hits count as Hull/Structure hits. 
  External Device: Many cyborgs place devices on the outside of their 
  bodies (see “Additional Devices”, pg. 112). Choose one of these external 
  devices randomly for each hit (if one is found on the cyborg). If the 
  device is flimsy, it is simply destroyed at Referee’s discretion (in fact, 
  some cyborgs festooned with such devices often get many different 
  “flash” pieces blown off, external devices are not armor). If the external 
  device is protected somehow (tough housing for example), use the hits 
  below. If there is no external device, treat this result as a Limb (if listed 
  as “Ext. Device or Limb” result) or a Hull/Structure hit. 
   Λ
  First Hit: The weapon or device suffers a –2 DM to all checks related 
  to its operation. 
   Λ
  Second Hit: The weapon or device is destroyed. 
  Internal Device: Cyborgs often incorporate a range of internal 
  devices, squawk boxes and comm-links come as standard, but many 
  times individual cyborgs will build in other devices as well (see the 
  “Additional Devices” section, above). If there is no internal device, 
  treat this result as a Hull/Structure hit.
   Λ
  First Hit: The weapon or device suffers a –2 DM to all checks related 
  to its operation. 
   Λ
  Second Hit: The weapon or device is destroyed. 
  Joint: Choose a limb randomly, the internal joint for that limb is rent. 
  Thanks to Murphy’s Law, 50% of subsequent “Joint” results hit this 
  limb rather than one of the other undamaged limbs.
   Λ
  First Hit: The limb is left swinging free, and is effectively useless. 
  The actual limb however is not damaged, and a field repair (taking 
  10+d6 combat rounds and at least one other functional limb 
  or 5+d3 combat rounds with two functional limbs or external 
  assistance) can restore the limb to utility (it still counts as having 
  had one hit).
   Λ
  Second Hit: The limb is removed entirely as the joint gives way. The 
  limb itself is mostly intact for later salvage.
  Further hits to this specific limb are treated as nothing (bullet/beam/
  whatever passes through this space).
  
  Techbook: Chrome
  Page 116
  Limb (Upper/Lower): Choose a limb randomly for each limb hit. 
  Thanks to Murphy’s Law, 50% of subsequent “limb” results hit this 
  limb rather than one of the other undamaged limbs.
   Λ
  First Hit: The limb suffers a –2 DM to all checks related to its 
  operation. If the hits were taken to the legs (and this was their 
  primary form of movement), this applies to movement as well, 
  reducing movement by 20%.
   Λ
  Second Hit: The limb is destroyed. If the limb involved is a leg, the 
  character will likely fall down unless they are leaning or holding 
  onto something already.
  Further hits to this after the limb are destroyed are treated as nothing 
  (bullet/beam/whatever passes through this space).
  Life Support Unit Damage: The LSU takes damage, either from 
  direct means or through a feedback that manages to bypass the 
  protective systems. Two hits will destroy a non-durable LSU, three a 
  durable one.
  First Hit: The cyborg’s Life Support Unit is damaged. 
   Λ
  If the unit is not a “durable” model this indicates a fatal shot for the 
  cyborg unless help arrives quickly (within d3 hours), make a roll on 
  the Serious Damage Effects, Life Support Unit chart. 
   Λ
  If the unit is a “durable” model, it is able to continue functioning 
  (maybe), make two rolls on the serious damage chart and take the 
  best result (cyborg’s choice).
  Second Hit: The Life Support Unit has taken critical damage:
   Λ
  If the unit is not a durable model, the cyborg’s life support unit is 
  destroyed. The cyborg is dead.
   Λ
  If the unit is a durable model, the cyborg’s life support unit will 
  hang in for another d2 hours before failing. Also, make another roll 
  on the Serious Damage Effects table (in addition to the one from 
  the first hit). A durable LSU will be utterly destroyed with a third hit.
  Sensors: The cyborg’s sensors (“eyes”/”ears” minimally) have be 
  damaged. When the damage is taken on the Internal chart, this is often 
  the connectors between the sensors and the LSU that have become 
  overridden (i.e. the sensors themselves may not require the repair).   
   Λ
  First Hit: The cyborg suffers a –2 DM to all Sense checks (Notice or 
  sense-based Recon checks). 
   Λ
  Second Hit: The sensors are destroyed, “blinding” the vehicle or 
  drone. 
  Further Sensor hits count as Hull/Structure hits. 
  
  Cyborgs
  Page 117
  Repairs 
  Use the rules in the Traveller Main Rulebook, page 68 for most robotic 
  shells. The Prince/Princess Shell must be repaired by a biotechnician 
  (instead of a medical professional) long term, although Medic skill 
  can be used for first aid (to stem bleeding and restore some utility to 
  the shell in the immediate aftermath of a wound). 
  Serious Damage Effects, Life Support Unit
  2d6
  Effect
  2-4
  Death Sentence: The LSU fails, which will cause the cyborg to 
  die within 6+d6 minutes (meaning that it will die before the 
  brain can be extracted in all likelihood, thus the title). After the 
  first 10 rounds post-failure, oxygen deprivation begins to set 
  in, and the cyborg is at -2 DM for all actions. After 15 rounds, 
  the cyborg is at -4 DM, by 20 rounds, they are at -6 DM and 
  sometime after that fall into unconsciousness. Death sets in 
  after 4 to 5 minutes (40 to 50 combat rounds).
  5-6
  Debilitating Seizures: Immediate unconsciousness (long 
  term, see below). If the character is not given medical 
  attention within d6 hours, they will die as above. The brain has 
  undergone a series of massive seizures from the life support 
  unit damage that causes the permanent loss of d3 Intelligence 
  or d3 Education. The character will also be out of commission 
  for at least d6 weeks in a comatose state that requires constant 
  medical monitoring. The Life Support Unit is heavily damaged, 
  requiring a major overhaul (25% of original cost to repair) 
  before it can be of any further use.
  7-9
  Seizures: The brain undergoes a seizure that causes loss of 
  consciousness for d6 hours. This also causes d6 Int and d6 Edu 
  damage temporarily, regained as per normal under medical 
  care (if reduced to 0 the subject is in a coma). Until the Life 
  Support unit can be repaired, the character is at -4 DM to all 
  actions and is either in constant pain or suffers from short to 
  medium-term memory losses (some of which never restores).
  10-11
  Brain-Burn: The brain is hit with mini-seizures, d3 damage to 
  Int (standard wound loss, not permanent loss, see TMB pg 75). 
  Until the Life Support unit can be repaired, the character is at 
  -4 DM to all actions and is in constant pain.
  12+
  Zapped: The brain is hit with a discharge that causes a -6 DM to 
  any actions this round, diminishing to a -4 DM in the next round 
  as the system resets itself and nothing after that.
  
  Techbook: Chrome
  Page 118
  Non-Standard Cyborgs 
  (Vehicle Bodies)
  Cyborgs can be integrated into vehicles as well as robots. While 
  considered non-standard in the 30th century, this was the only means 
  of hooking up the LSU of earlier models of cyborg (TL 10 & 11). Some 
  cyborgs even use facilities (bases, micro-gee workshacks etc.) as their 
  “shell”. The interface accoutrement that allows this costs +20% of the 
  (weaponless) vehicle costs (minimum 4000 Cr), giving the cyborg 
  unprecedented control over their vehicle/facility. If the “vehicle” is 
  exceptionally large, the Referee can adjust the percentage down, or 
  they can use only a portion of the full value. For example, for starships, 
  simply use the cost of the bare hull (which will still entail a significant 
  outlay of credits) rather than the hull plus drives and power plant and 
  additional components. This can be done as a retrofit.
  For this 20% increase in costs, the cyborg not only gains all piloting/
  driving/sailing functions, but also gains controls over access points, 
  windows/portals/what-have-you and amenities. This means that 
  robotic armatures can open and close doors and the temperature 
  and (in sealed and pressurized vehicles) atmosphere is under the 
  direction of the cyborg. Welcome to my parlor indeed, little Fly.
  The 2990 Model Elmada Lux (or Luxury), which has been modified for cyborg control.
  
  Cyborgs
  Page 119
  Driving/Piloting the Cyborg Vehicle 
  Because the cyborg has essentially wired themselves into the vehicle, 
  the vehicle has become an extension of their body. This means that they 
  have a special awareness of it and finesse that is lacked by “mere” drivers. 
  In fact, part of the cost adjustment for wiring the cyborg into a vehicle 
  is spent in planting sensors around the vehicle that allows the cyborg to 
  “see” in all directions (generally not seeing all around at once, but there 
  are very few “blind spots” on one of these vehicles unless it has already 
  taken some damage). In game terms, apply a +2 DM to all maneuvers 
  made with the vehicle. This is “free” (it comes when the control interface 
  is linked to the vehicle, part of the costs involved) but does not “stack” 
  with most other performance-enhancement bonuses (i.e. use the higher, 
  not the sum). The Referee has final determination as usual. 
  Any weapons mounted to the vehicle are handled separately, although 
  they can be given the advantages of a weapon suite (reducing 2 DM 
  worth of penalties or adding a +1 DM to hit) for 10% of the cost of the 
  weapon (minimum 1,000 Cr). 
  Non-Standard Cyborgs in Combat:
  Life support units are, if anything, even better protected from harm 
  inside of vehicle chassis. This is reflected in the fact that some vehicles 
  have a cockpit and space for the Life Support Unit (thus the LSU is only 
  hit on an internal roll of 12 on the 
  internal column of the chart, note 
  that this affects both the cockpit 
  and the LSU); while others replace 
  the cockpit with the LSU, which is 
  common for bigger LSUs in tighter 
  cockpits (and thus the LSU can be 
  hit on a 11 or 12 roll on the internal 
  column of the chart). LSU’s can even 
  survive when the vehicle is destroyed 
  (Structure negative) although a 
  vehicle explosion will cause an LSU 
  hit and utter destruction is a matter 
  left to the Referee to adjudicate.
  Otherwise, the combat is the same 
  as vehicular combat in the Traveller 
  Main Rulebook. The results of the 
  chart are the same as that found in the TMB, pages 67-68, with the 
  exception of the LSU hit, which is the same as that in the robotic 
  cyborgs in combat section (page 116).
  Modified Internal Hit Chart, 
  Non-Standard Cyborg
  Roll External
  Internal
  2
  Hull
  Structure
  3
  Sensors
  Power Plant
  4
  Drive
  Power Plant
  5
  Weapon
  Cargo
  6
  Hull
  Structure
  7
  Armor
  Passengers
  8
  Hull
  Structure
  9
  Weapon
  Cargo
  10
  Drive
  Computers
  11
  Sensors
  Cockpit or LSU
  12
  Hull
  Cockpit & LSU
  
  Techbook: Chrome
  Page 120
  Changing SHells/Frames
  Cyborgs are designed to change shells, but sometimes there is a 
  question as to how long getting in or out of a shell might take. This 
  is largely dependent on the LSU and the type of shell one is moving 
  from or to. Note, that while a cyborg can take actions on their own up 
  to a point in this task (about half of the time involved with “freeing” 
  the LSU, or 25% the listed time below), they will require assistance 
  for the other half (since their limbs will be disconnected from their 
  control during the process).  
   Λ
  If attempting merely to free the LSU (i.e. not install it elsewhere), 
  halve the time on the chart. 
   Λ
  If merely trying to get to the LSU exposed enough for repair or to 
  save the cyborg’s brain after certain kinds of seizures, quarter the 
  time, the LSU is still seated inside of the shell but there is enough 
  exposed to allow repairs and emergency measures (an equal time 
  can be spent after any emergency efforts to free the LSU entirely 
  from the frame). Note that a cyborg could do this much all by 
  themselves but not much more (before losing control of shell).
  Other modifiers (all optional):
   Λ
  Add 50% to the base for moving into or out of a “tight” fit (this 
  depends on tech level as well), so +100% for moving from one 
  tight fit to another.
   Λ
  Reduce base time by 50% if the fit between the brain box and 
  the housing for it is especially loose, this is best left to Referee 
  discretion. A vehicular mount for example, where the brain is in 
  the dashboard might be “tight” while a vehicular mount where the 
  brain box is stored in a space that is three times the size (or more) 
  of the LSU might be considered “loose”.
   Λ
  Reduce the base time by 25% if the technician is armed with the 
  proper tools. Note: minimal tools are required, this refers to tools 
  that are specific to this kind of task (and they are generally not 
  found in the average tool kit)
  Changing Shells/Frame Chart
  TL
  Time (min) “Tight” Fit 
  LSU Size (approximates)
  10
  60
  A luxury-sized vehicle
  0.7 m x 0.7 m x 2m (½ dton)
  11
  50
  A sedan sized vehicle
  0.7 m x 0.7 m x 1 m (¼ dton)
  12
  40
  A Subcompact Vehicle
  0.3 m x 0.75m cylinder
  13
  30
  A large man-sized robot
  0.3 m x 0.47 m cylinder
  14
  20
  A small man-sized robot
  0.22 m x 0.33 m cylinder
  15
  10
  A dog-sized robot
  0.20m x 0.30 m cylinder
  
  Cyborgs
  Page 121
  Roleplaying a Cyborg
  For players who want to run a cyborg character, the 
  following items should be kept in mind:
  Brain Chemistry: One of the things that drive 
  human beings isn’t simply the physical brain, but 
  also the subtle chemistry of the brain. There are 
  a lot of subsystems involved in the process, 
  some in the brain itself, others in the body. 
  One of the reasons that the functional LSU 
  does not occur until well after the advent of 
  other forms of cybernetics is that the artificial 
  neurochemistry had to be able to match the 
  bodies own natural chemistry. 
  Thus, despite expectations, cyborgs are no 
  less emotional than other humans. Studies 
  demonstrate that if anything, some subjects tend 
  to be slightly more emotional than they were 
  before their brains were removed from their 
  former bodies and placed into the LSU.
  Becoming a Cyborg during CharGen:  
  Any time the character rolls an injury 
  during character creation, they can opt to 
  become a cyborg instead if they roll an 8+ 
  on 2d6 (with Referee’s permission of course). 
  The character can convert any of their Shares 
  (if using the Twilight Sector CharGen method 
  in Tinker, Psion, Spacer, Spy) to offset the costs 
  of the cyborg’s LSU. Each Share pays for 10% of 
  the costs of the LSU. The tech level of the LSU 
  should be determined randomly (roll d6: 1-2: 
  TL 12, 3-5: TL 13 and 6: TL 14), although if the 
  character wants a lower tech level, they can 
  simply choose to take the lesser TL version. 
  Most cyborgs will pilgrimage to a high 
  tech world as soon as they are able. 
  Skills & Stats: All Skills are derived 
  normally, as are Intelligence and 
  Education characteristics. Social 
  Standing is modified as follows…
  Social Impact: A cyborg receives -2 
  Social Standing (the raw score, not the 
  DM). If the cyborging resulted from 
  choice rather than accident or injury (i.e. 
  a character with a perfectly good body 
  decided to become a cyborg) this penalty 
  increases to a -4 to those aware.
  
  Techbook: Chrome
  Page 122
  Cyrgeware 
  A new (TL 14) type of cybernetic has emerged from the Oster 
  Republic where it has been in use for some three decades. Only after 
  some rather flagrant industrial espionage have the techniques for 
  making this kind of cybernetic spread to the Terran Union, and from 
  there to that nations’ former allies in the Mutant War. 
  Simply put, cyrgeware allows the user to (slowly) alter their physical 
  form for maximum potential. (See: the Nitty gritty for more detail). 
  Someone who uses cyrgeware is called a cyrger. These changes take 
  place by tasking or re-tasking neo-organic memory plastic compounds 
  (NOMP Compounds) already in the body over several hours, during 
  which the user is (mercifully) unconscious. While the alterations are not 
  immediate (unlike some of the fiction used in Vids as the news about 
  this cybernetic development became public), they are very useful 
  nonetheless. Cyrgeware needs to be interfaced with an imbedded 
  “T-Coil” computer system (a TL 14 system designed for biological 
  synergy, see Page 76) that provides the several benefits. Common sub-
  applications for cyrgeware are as follows:
   Λ
  Adding or “threading” new and more 
  efficient muscle fibers through the 
  existing musculature or adding new 
  musculature: this enhances both Strength 
  and Endurance. Use the Muscle Threading 
  chart (right) to determine the level of 
  benefit for X Active Points.
   Λ
  “Latticing” Neural pathways to improve 
  CNS response, known as “Jacking” (this 
  adds Dexterity, but less efficiently than 
  Strength and Endurance)
   Λ
  Controlling or reducing physical demands, the need to sleep and 
  other autonomic or semi-autonomic functions. This is gained by 
  way of the control over brain components allowed by the T-Coil. 
   Λ
  Gland control, the T-Coil allows for adrenal pumping and other 
  effects, providing the subject with “surges” (where the original 
  version of this system got its name) of strength and speed. These 
  approximate the effects of various combat drugs. (see TMB Pg 94)
   Λ
  Adding new flexible appendages (such as tails or wings) By 
  shifting the NOMP compounds externally.
   Λ
  Creating an exoskeleton ar with crystallized NOMP.
  Muscle Threading
  Active 
  Points:
  Str:
  End:
  1
  +1
  +0
  2
  +1
  +1
  3
  +2
  +1
  4
  +2
  +2
  5
  +3
  +2
  6
  +3
  +3
  
  Cyrgeware
  Page 123
  The Nitty Gritty (for the curious)
  Cyrgeware (pronounced “surge ware” SERJ-wair) combines several different 
  technologies to expand human capabilities beyond mere cybernetic 
  augmentation. Specifically, these are: Nanites in solution, Neo-Organic Memory 
  Plastics (also known as NOMP compounds) and a T-Coil internal computer 
  system.
  The nanites in solution are the control for the entire system, as well as providing 
  critical cross-connection duties. The nanites come in three basic varieties (and 
  many sub-varieties which are too technical to go into here): 
   Λ the builders are designed to re-task the NOMP-Compounds, in which they 
  have been laced 
   Λ the routers forge and reforge connections between the NOMP-compounds 
  and the existing nervous system 
   Λ the programmers, deliver the messages to the various systems throughout 
  the body, helping the other two types as necessary. 
  Part of the public relations program in the Terran Union, designed to attract the attention 
  of high-profile investors, as well as the stodgy notables of the Military Industrial Complex.
  
  Techbook: Chrome
  Page 124
  The nanites flow through the channels, which have been grafted to the body 
  during the initial installation of the cyrgeware. Some of the channels are found 
  quite close to the skin and give the surface of the skin the “digitized” look that 
  can mark a telltale cyrger. Nanites, despite popular mythology, do not last forever, 
  especially inside of the body. Each time a change is desired, a new batch of 
  nanites must be placed into the T-Coil. These do not have to be pre-programmed, 
  and are not even tissue-typed specifically for the user, but they do have to be 
  replenished for each change. Enough of the different component nanites (routers, 
  builders and programmers) to force a change can be pre-loaded into the T-Coil in 
  between changes, but after these are used to initiate a change, any more must be 
  kept separately (the “loads” are about the size of a C  battery, 50 mm length/26.2 
  mm diameter). Each “load” costs approximately 5,000 Cr.
  The NOMP-Compounds are neo-organic memory plastics, which have been 
  inserted into the body and form the various tissues, bones, muscles and other 
  component parts of the system. Like any memory plastic, they can take a variety 
  of different shapes. Unlike most memory plastics, they have also been tailored 
  to the DNA of the cyrger to prevent system rejection and other immune system 
  problems. The NOMP-Compounds are not magic, they can move, sometimes 
  quite fast through the system using the channels, but they are not capable of 
  instant transformation. The fastest they can make changes is when they are used 
  to cut down on bleeding, which is a significant help to wounded cyrgers but 
  is not the instant transformation or healing one sees in entertainment/action 
  viddies. Cyrgeware can however make significant changes over a period of several 
  hours, depending on what needs to be created. 
  During this time, the T-Coil usually places the cyrger into a catatonic state to 
  dull the pain. Cyrgers often awake from this state feeling very worn and “achey”, 
  which lasts for up to an hour but does not seriously degrade their performance 
  (although it does nothing to improve their moods). 
  Note that NOMP-Compounds add weight to the character: up to 35kg or 
  more in some cases. Even when not in use, Some cyrgers grow tails or other 
  flexible appendages rather than redistribute them around the body (which 
  tends to make them look “puffy”). Like nanites, the NOMP compound has to be 
  replenished periodically, unlike nanites, the compound is not used up in every 
  transformation. Generally speaking, the NOMP is measured and replenished for 
  a nominal fee (100-600 Cr) with every maintenance check cycle.
  The T-Coil internal Computer, the central component of the system, is generally 
  housed in some part of the cyrger where cybernetic alterations have created 
  more space within the body cavity. The T-Coil Computer works somewhat like 
  the T-Spheres used on major computer systems; although it is smaller (the ‘coil’ 
  shape – actually a circlet – comes from the optimal minimum size and shape of 
  the processor itself). The T-Coil is also encased in solid (but clear) material, and 
  there have been cases where a cyrger has been burnt to a crisp but left behind 
  their T-Coil in the ashes. The T-Coil is what allows the cyrger to control their 
  autonomic functions. Thus far no cyrgeware T-Coils have been “hacked” (where 
  someone other than the cyrger takes control) but this remains a possibility and 
  a morbid fear of cyrgers and designers.  
  
  Cyrgeware
  Page 125
  Cyrgeware in Game Terms 
  Each level of cyrgeware provides a number of “Active points” that 
  are used for Muscle Threading (adding to Strength and Endurance 
  on an alternating basis) and Latticing (adding to Dexterity at a 2:1 
  ratio) as well as “morphs.” Each Level also affects the number of 
  possible morphs that can be utilized by the system, aka the “Morph 
  Suite” (see Page 127). Additionally, various levels are able to produce 
  more complex “surges” of hormones (which duplicate the effects of 
  some medicinals) and provide an effective IT rating (the amount of 
  computing power left over after the T-Coil’s primary function).
   Λ
  Baseline Cyrgeware (TL 14) 3 Active points and a “Morph Suite” of 
  4. A Baseline Surge can also produce the effects of a Stim (with the 
  same penalties for multiple use) up to once every four hours and the 
  Combat Drug once/day (Traveller Main Book, pg. 94).  Effective IT: 
  Computer/3
  Cost: 6 Mcr
   Λ
  Improved Cyrgeware (TL 14) 5 Active points and a “Morph Suite” 
  of 8. In addition to duplicating the same drug-like effects as Baseline 
  cyrgeware, an Improved system can also act as a dose of metabolic 
  accelerator (once per day, which precludes the duplication of Combat 
  Drug effect for that day). Effective IT: Computer/5
  Cost: 9 Mcr
   Λ
  Advanced Cyrgeware(TL 15)  7 Active points and a “Morph Suite” 
  of 10. It allows Stim effects on demand (although the same penalty 
  still holds true for multiple use) as well as Combat drug or metabolic 
  accelerator drug effects up to 3 times a day (these must be spaced a 
  minimum of 6 hours apart). Effective IT: Computer/6
  Cost: 12 Mcr 
  In most cases, cyrgeware of whatever rating requires d3+5 hours to 
  shift the points around unless there is only a small amount of changes 
  that are being made (1 point for simple or Improved systems, 2 for 
  Advanced systems) in which case the time required is halved.
  Cyrgeware Characteristics
  The T-Coil computer system cyrgeware provides the cyrger with the 
  following advantages: 
   Λ
  Integrated 3-Point Neural Plugs: At minimum, cyrgers need 3-point 
  neural plugs, although most cyrgers will instead opt for the 5-point 
  version instead (costing an additional 35,000 Cr, which is a drop in the 
  bucket when compared to the overall cost of the cyrgeware).    
  
  Techbook: Chrome
  Page 126
   Λ
  Integrated IT: The cyrger’s T-Coil integrates the functions of an IT 
  system (Effective values listed, actually the system is far more powerful, 
  but this is the portion that can be programmed/reprogrammed for use 
  as an IT). Most cyrgers will also integrate the other elements of the ISP 
  (Chipped Reflexes and HUD/Audiolinks).  
   Λ
  Autodoc Mode: if the subject has taken a Serious wound (i.e. damage 
  in all three physical characteristics) cyrgeware can also perform 
  critical first aid automatically (with Medic 1, or Medic 3 if the cyrger has 
  Constriction Bands, use the cyrger’s baseline End stat for the attribute 
  DM).  Autodoc mode takes d6+2 minutes after the wound is taken, 
  but the cyrger must be relatively stationary for the mode to initiate. 
  The Medic check provides the normal amount of benefit (twice the 
  effect value of the roll)
   Λ
  Autonomic Control: Going well beyond an Autonomic Switch, the 
  cyrger gains near-complete control over autonomic functions through 
  their T-Coil: sleep, hunger, nausea, certain fear responses, can all be 
  overridden and simply “turned off” by conscious control. This effect also 
  allows cyrgers to fall asleep on command, very handy for insomniacs. 
  Autonomic Control can also create natural arousal responses on 
  command (sometimes it’s good to be a cyrger).
  As a cutting edge piece of TL 14+ technology, the T-Coil System currently 
  cannot be repaired, but must be replaced.
  Dangerous Urges, or lack thereof
  Shutting off the keenly designed human monitoring system is inherently 
  dangerous. This system is after all the culmination of an evolutionary process, 
  made tried and true over millennia by natural selection. Turning off some 
  of these inputs also does not eliminate the “problems” these systems were 
  designed to advertise. Thus full autonomic control is potentially dangerous just 
  as it is useful.
  Sleep for example, is necessary for the body and the mind. The cyrger can 
  simply tell the body not to go to sleep, but after a while their muscles will start 
  to have problems and their mind will begin to play tricks on themselves even 
  though they do not “feel” tired. Some of the earliest Oster Exemplars who had 
  Crygeware installed demonstrated the problems of sleep deprivation when they 
  began to turn psychotic after a few full days with no rest on combat duty. 
  We feel pain because we have suffered damage to the system; we feel hunger/
  deprivation when the body is out of fuel and so on. Likewise, turning off hunger 
  does not provide the body with nourishment, and can lead to serious loss of 
  strength as the body begins to cannibalize muscle tissue for energy once the fat 
  is all gone. Thus far there are no records of a cyrger starving themself to death 
  because they have shut down this mechanism (outside of some poor souls 
  trapped with no food for long periods).
  
  Cyrgeware
  Page 127
  Morphs
  The significant body-alterations, analogous to accessories, available to 
  cyrgers are known as morphs. Most of these take some time to activate (a 
  few hours), during which the character is placed into a protective comatose 
  state due to the pain involved in shifting mass through the body. 
  Any morphs the character wants have to be programmed/built into the 
  body during cyrgeware installation or later with a separate surgery.  Some 
  morphs use permanent structures grafted onto the user that are simply 
  dormant until used. An X-ray of a character with a tail, for example, will 
  show alterations to the coccyx and spinal column. Because the T-Coil 
  memory system has to govern all of these shifts and changes, each morph 
  takes an enormous amount of pre-programming. Thus there are practical 
  limits to the number of morphs stored in the T-Coil’s memory, aka the 
  “Morph Suite”: 4 points worth of possible morphs for baseline cyrgeware, 8 
  points for Improved and 10 Points for Advanced.  
  The Morph Suite of the cyrger has to be established when it is installed, 
  although it can be altered through further surgery (use base costs below 
  +50% extra). Each example below provides some additional capability for 
  the cyrger, and they all have listed “costs” involved which indicate how many 
  active points the morph draws away from their cyrgeware while in use (this 
  cost also used to determine the “Morph Suite” with some exceptions). Each 
  morph also has a certain amount of suggested NOMP (use to get a general 
  gauge of how much NOMP must be in the system, adding to stats costs 
  about 5 kg/active point in Str/End or 2.5 kg per added Dex).
  For example, a cyrger with Baseline cyrgeware which has up to 4 
  points to allocated to their Morph Suite selects Popclaws (claw style, 2 
  points) and a cat’s tail (1 point) as well as Constriction Rings (1 point). 
  The cost of the cyrgeware is 6 Mcr (base) +200,000 Cr (Constriction 
  rings) +200,000 Cr (Cat’s Tail) + +150,000 Cr ( Claws) = 6.55 Mcr total. 
  They also should have at least 8 kg of NOMP in their system (just for 
  their morphs), but the cyrger probably would have about 12-15 kg to 
  account for adding those Active points to stats instead of Morphs.
  Constriction rings (+200,000 Cr, 2 kg NOMP)
  These are rings of memory plastic inside of the major blood vessels that 
  can constrict if there is an injury to that area, reducing the bleeding 
  significantly. These rings reduce every 5th point from a wound by 
  preventing blood loss and reducing shock – if the character takes 12 points 
  of damage from a gunshot wound for example, it would be reduced by 
  2 (one point is absorbed at 5 and the second at 10 points of damage, the 
  
  Techbook: Chrome
  Page 128
  excess 2 is simply lost, so the next wound suffered will only reduce 
  damage at the 5-point and 10-point threshold again). Additionally, the 
  Constriction rings help Medic checks made on the character, providing 
  the skill user with a +2 DM on their task. While the Constriction rings 
  are not by any means a “major” morph, it is a very intricate system that 
  requires the T-Coil to monitor and modify blood flow in several key 
  areas of the body in order to stave off complications. 
  Constriction rings use up no Active Points (although they do “cost” 1 
  point for determining the Morph suite, just nothing afterwards). 
  Exoskeleton, Full (+250,000 Cr, +3 kg/point NOMP)
  While this morph is not properly an exoskeleton (since it forms just 
  beneath the skin rather than over top of the skin), the name has 
  stuck. This morph creates a bony exoskeleton made from layered 
  NOMP compounds. Visibly, these new exoskeleton plates are obvious 
  to anyone who can clearly see the cyrger’s exposed skin. This (not-
  quite-) exoskeleton functions as armor, but unfortunately does not 
  have the tensile strength of metal to act as particularly “good” armor. 
  Nonetheless, the added layer of protection is relatively flexible and as 
  a result can add to other armor the character possesses. 
  Exoskeletons use up 1 Active Points for each +1 they provide to the 
  character’s armor value. 
  Exoskeleton, Critical (+150,000 Cr, +1 kg/point NOMP)
  This morph creates a lesser form of the full exoskeleton listed above, 
  which only protects strategic (i.e. critical) areas of the body: the skull, 
  spine, and heart. It is much more “subtle” than the Full Exoskeleton 
  (unless they are exposing the areas covered, hair often covers much 
  of the morphs effect on the top and sides of the skull). Critical 
  exoskeletons give the character a 1 in 6 chance of adding the armor 
  in any given situation (called shots to those locations of course will 
  use the upgraded armor value). 
  Critical area Exoskeletons (heart, spine, neck) use up 1 Active Points 
  per +3, to a maximum of +6. 
  Gills (+125,000 Cr, +0 kg NOMP)
  Gill slits allow the cyrger to breathe underwater. These are just like 
  the cybernetic adaptation of the same name. The Gill adaptation also 
  includes various hardware that normally lies dormant and will not 
  be detected unless someone makes a Difficult Medical check with 
  the appropriate scanning equipment. When the morph is activated 
  however, it is readily apparent on the neck and sides of the body. 
  Gills use up no Active Points (except they “cost” 1 for the Morph suite).
  
  Cyrgeware
  Page 129
  Supplementary Limb (+300,000 Cr, 15-20 kg NOMP)
  This is a fully articulated limb, although usually distinctly thinner than 
  a normal limb (Strength: 5 (-1), Dexterity is the same as the user’s 
  minus 2). The supplementary limb is less flexible than the tentacle or 
  tail but stronger thanks to the rigidity. Note that the human brain has 
  enough troubles coordinating the use of the limbs it has, thus any 
  action performed by the extra limb is performed as if by the “off” hand. 
  Otherwise, see “Secondary Limbs”, page 31.
   Limbs use up 3 Active Points each.   
  Popclaws (+200,000 Cr, +3 kg (claw), 5 kg (blade) NOMP)
  These are razor sharp, very hard extensions either from the fingertips 
  (claws) or the forearm or some other longbone area of the body (a 
  ‘blade’). Popclaws of either type are made for extremely dense weaves 
  of the NOMP Compound, and while they do not have the same 
  strength as metal (ounce for ounce), they are still very solid and can 
  still cut flesh very easily, tearing through even light armor. Combat 
  rolls made with the blade use Melee (Blades) while the claw uses Melee 
  (Natural Weapon) skill. The Blade does base 2d6 damage while the 
  claws do base d6+4 damage. 
  Popclaws use up 1 Active Points for claws, 2 for a blade. 
  Tail (+150,000 Cr, +3 kg (cat), 5 kg (Monkey) 15 kg (Gator) NOMP)
  This is an appendage that comes from the hind-end of the character, 
  similar in some ways to the Tentacle, but generally less capable of 
  manipulation. A tail can come in a variety of forms (each however 
  count as separate morphs): from the flexible “cat’s tail” to the thicker 
  “alligator tail” and the more radical “fishtail”.
   Λ
   A Cat’s tail is not so much for manipulation as for balance (it can 
  “whip” by command but is not fully prehensile), the cat’s tail gives 
  the user a +3 DM on all balancing tasks and allows them to land on 
  their feet from a long enough fall (anything over 3m). 
   Λ
  The Alligator tail on the other hand is thick and hard enough to 
  whip around and clout someone in combat (if in range), treat the 
  Alligator tail as a short (50-75cm) thick tentacle (page 27-28) with 
  stats: Strength 7 (+0), Dexterity 5 (-1); the Alligator tail is not fully 
  prehensile (although it can be used to strike opponents), but it also 
  provides a +1 DM to balance tests as the cat’s tail above.
   Λ
  The Monkey tail is a medium length (1 m-1.25m) fine-to-average-
  thickness tentacle (page 27-28) with stats: Strength 5 (-1), Dexterity 7 
  (+0). The Monkey tail is fully prehensile (it’s actually a specific kind of 
  tentacle rather than a tail), but not as much for balance (only a +2 DM).
  
  Techbook: Chrome
  Page 130
   Λ
  The fishtail is an interesting tail modification that “seals” the legs 
  together and streamlines the lower body, allowing the subject 
  to swim up to three times faster than normal in water, but of 
  course normal ground movement (walking/running) is severely 
  hampered (as in, no way they can do it and they have to crawl – 
  poorly – for 1m/minor action). 
  A Cat’s tail will use up 1 Active Points, an Alligator’s Tail or Monkey’s Tail 
  will take up 2 Active Points and a fishtail will take up 3 Active Points. 
  Tentacle (+200,000 Cr, variable NOMP)
  The tentacle is a flexible limb, usually extending from the back or 
  from a major limb. The tentacle tends (in the larger sizes) to be quite 
  a bit longer and stronger than tails, which also have different kinds of 
  anchoring and serve a balance purpose. Tentacles are primarily used 
  for manipulation and come in “fine” and “average” thicknesses. 
  See Tentacles (Page 27-28), “Fine” Tentacles cost 1 Active Point (and 
  5kg) for 50cm and 2 points (and 10 kg) for 1m, “Average” tentacles 
  cost 2 points (and 10 kg) for 50cm, and 4 points (and 20 kg) for 1m. 
  Wings (+350,000 Cr, +10kg NOMP)
  The wing morph sprouts flexible but tough skin-like material under 
  the arms (like a bat’s wing or patagia), along with enhanced muscle 
  groups to “power” them. The 
  wings do not have the 
  ability to allow normal-
  weight users to 
  fly unless in 
  one-quarter 
  gravity or 
  less, however 
  they can glide 
  relatively well 
  in standard 
  atmosphere/
  standard gravity . 
  A pair of wings uses 
  up 3 Active Points 
  in material and 
  buttressing/
  strength 
  enhancement 
  for effective use.
  
  Open Game License v 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc. 
  (‘Wizards’). All rights reserved.
  1. Definitions (a) ’Contributors’ means the copyright 
  and/or trademark owners who have contributed Open 
  Game Content;
  (b) ’Derivative Material’ means copyrighted material 
  including derivative works and translations (including 
  into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted;
  (c) ‘Distribute’ means to reproduce, License, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise 
  distribute;
  (d) ’Open Game Content’ means the game mechanic 
  and includes the methods, procedures, processes and 
  routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically 
  excludes Product Identity.
  (e) ‘Product Identity’ means product and product 
  line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically 
  excludes the Open Game Content;
  (f) ‘Trademark’ means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products 
  contributed to the Open Game License by the 
  Contributor
  (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content.
  (h) ‘You’ or ‘Your’ means the Licensee in terms of this 
  agreement.
  2. The License This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance By Using the Open Game 
  Content You indicate Your acceptance of the terms of 
  this License.
  4. Grant and Consideration In consideration for 
  agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive License 
  with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6. Notice of License Copyright You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity You agree not to Use 
  any Product Identity, including as an indication as to 
  compatibility, except as expressly Licensed in another, 
  independent Agreement with the owner of each element 
  of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly 
  Licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification If you distribute Open Game Content 
  You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License Wizards or its designated 
  Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12. Inability to Comply If it is impossible for You to 
  comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected.
  13. Termination This License will terminate 
  automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming 
  aware of the breach. All Sub-Licenses shall survive the 
  termination of this License.
  14. Reformation If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE Open Game License v 1.0a 
  © 2000, Wizards of the Coast, Inc. Traveller System 
  Reference Document. Copyright © 2008, Mongoose 
  Publishing. Traveller is © 2008-2010 Mongoose 
  Publishing. Traveller and related logos, character, names, 
  and distinctive likenesses thereof are trademarks of Far 
  Future Enterprises, Inc. unless otherwise noted. All rights 
  reserved. Mongoose Publishing Limited, authorized user.
  Techbook: Cybernetics (TSG  10008) is © 2012, 
  Terra/Sol Publishing. All rights reserved. 
  
  Techbook: Chrome
  Who wants some 
  ?
  Terra/Sol’s Techbook: Implants is an 
  alternative take on Cybernetics for 
  the Twilight Sector Setting. As usual  
  Terra/Sol products, this material has 
  been also been designed specifically 
  to be useful for any Traveller game. 
  Within this book, you will find not 
  only cybernetics of various kinds, 
  but also bio-replacements (exact 
  duplicates of missing limbs/organs) 
  and bionics (altered biological 
  parts), as well as cyborgs (brain 
  in a jar riding around in robotic 
  shells) and a new type of malleable 
  cybernetic known as cyrgeware. 
  Revel in your Chrome!
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Twilight Sector/Mongoose Traveller - Twilight Sector - Techbook Chrome.pdf