Bionics and Cybernetics

Rifts Ultimate Edition
-——————————————
*****pp 48-53*****

Black Market Bionics
The following are a smattering of common bionics available at most
Body—Chop-Shops and Bionics clinics. Again, see the Rifts® Bionic
Sourcebook for a much larger selection. Remember, the cost for
Bionic Attributes, M.D.C., Armor, Bonuses and Penalties are described
in the previous pages ofthis book under Combat Cyborg Stats.
Bionic Features & Accessories
Bionic Booster Jets: Usually built into the feet and legs to help
rocket the cyborg to greater heights and distances when he leaps. Can
leap 20 feet (6.1 m) high and 30 feet (9.1 m) across. Cost: 20,000 credits.
Bionic Lung with Gas Filter & Oxygen Storage Cell: An artificial
lung implanted to provide for the special needs of the ‘Borg. A
chemical cell, controlled by microprocessors, stores oxygen from the
character’s normal breathing. Then, when oxygen is low, the oxygen is
released back into the lungs. The net effect is to give the character the
ability to go without breathing for up to two hours. Note that the character
must breathe normally for about three hours to fully recharge the
cell between uses. The lung also has a gas filtration system designed to
filter most toxic gases out of the system before they can do damage.
The filter is effective against all types of tear gas, smoke, and purely
chemical fumes. There is a 94% likelihood that it will also work against
nerve gases and poison gases. Cost: 250,000 credits.
Built-In Loudspeaker: The “Borg can amplify the loudness of his
voice, like a bullhorn, to about 80 decibels. Cost: 6,000 credits.
Built-In Radio Receiver & Transmitter Headjack: A fully operational
radio is built inside the head. Channels are switched by working
the jaw and transmissions are received directly in the ear identical to
the cybernetic Headjack. The cyborg can send transmissions by a mental
command and quietly talking out loud. A microphone is built into
the jaw. Range: 20 miles (32 km). Cost: 22,000; add 10,000 for scram—
bling radio messages and decoding.
Climb Cord: Similar to the cybernetic garrote wire, this is a 20 foot
(6.1 m) length of 1,500 lb (675 kg) test cord, no thicker than string, that
can be pulled out of an artificial wrist or arm. The cord is primarily
used for espionage. A weight can be attached and used as a chain—type
weapon (1D6 S.D.C. damage), or a small grappling hook can be attached
for climbing. Co_st: 1,500 credits; grappling hook and other attachments
extra (can be made or bought for under 30 credits).
Clock Calendar: A device that can be implanted almost anywhere
on the body. It continuously keeps track of the exact time, down to a
100th of a second. as well as the calendar date. Data can be transmitted
as an audio report through an ear implant or to a wristwatch-like receiver,
cybernetic eye, and/or computer screen, but the latter requires a
Fingerjack or lleadjack. (1:931:200 credits.
Computer & Calculator built into the Arm: A miniature computer.
similar to the tiny hand-held model. built into the forearm, upper
arm or even inner side of the thigh. The cyborg needs the Computer
Operation skill and literacy to utilize it. m: 1,200 credits.
Customized Paint Job: Basically the same as customizing body ar~
mor with special colors. designs, insignias, and so forth. Qo_st: 1,000-
5,000 credits.
Customized Face or Armored Face Plate: Handsome, beautiful,
monstrous, robotic, ornate, or whatever the purchaser may desire. w:
2.000 to 20,000 credits, depending on the complexity.
Cyber-Nano-Robot Repair Systems (CNRRS): Similar to the
RMK and [RMSS medical repair systems used by humans, these
nano—bots can be released when needed most to make minor repairs.
They use available spare materials to effect mechanical and armor re—
pairs, but can also reroute, patch, and secure internal circuits and repair
internal organs — at least to some degree. As much as 40 M.D.C. can be
restored to armor or any one single limb, the head or main body — or
any one optic system (eye), sensor, implant, weapon or internal organ
can be repaired completely (or close to it). Time required varies with
the task. Something small and simple (10 M.D.C. or less): 3D6 minutes.
Something medium-sized (15-25 M.D.C.): 1D6x10+30 minutes,
and large or complicated, like an entire hand and arm, leg, major organ,
major weapon, main body, etc. (40 M.D.C. maximum): 2D6x10+90
minutes. Payload: Good for two repair jobs before used up. Cost:
250,000 credits.
Depth Gauge & Alarm: An internal implant that can calculate una
derwater depth. A digital counter can indicate the exact depth via internal
audio or HUD system and make warning sounds when the character
is within 100 feet (30.5 m) of his maximum depth tolerance. C_os1:
3,000 credits.
E-Clip Port: A standard E-Clip port very similar to the connector
unit found on most energy weapons. While such ports are often intended
to power a built-in weapon or as a power backup for weapons,
E-Clips can also be used to power independent modular units and
non-weapon systems like special sensors, cameras and such. _C_o_s__t:
3,000 credits.
Finger Camera: A tiny still camera fits inside the tip of one finger.
The camera can shoot 48 photos on microfilm and is designed to automatically
adjust for low light and bright light exposures. The camera
shoots a picture each time a concealed stud in the finger is pressed.
w: 1,200 credits. Film costs about 50 credits per micro roll and takes
about 30 seconds to reload.
Fingerjack: The artificial finger can plug directly into communication
systems, radios, sensory equipment, and robots, to receive direct
data transmissions. Note: Needs amplified hearing or other cyber—
netic/bionic ear augmentation to receive the transmitted data. @:
2,400 credits.
Gyro-Com pass: A device that can be implanted almost anywhere
on the body. It enables the user to always locate North and the other directions,
as well as up and down. Ideal for pilots of aircraft and power
49
armor as well as underwater operations. Data can be transmitted as an
audio report through an ear implant or to a wristwatch-like receiver, cy—
bernetic eye, and/or computer screen, but the latter requires a Fingerjack
or Headjack. m: 600 credits.
Internal Comp—Calculator: A tiny computerized calculator usually
connected to a Headjack, ear implant or artificial eye. The computer re—
sponds to spoken, radio or computer transmitted mathematical equa—
tions. The answer is transmitted through the Headjack, ear or eye
implant. Cost: Basic math (addition, subtraction, multiplication, division
and fractions): 1000 credits. Advanced math (algebra, geometry,
and calculus): 5,000 credits.
Language Translator: A miniaturized language translator placed
right inside the body to facilitate easy communication with the multitude
of nonhuman life forms on Rifts Earth. Characters who already
have a Headjack or some other type of audio ear implant can have the
cyber—translator implant installed at half cost because it is integrated
into that pre—existing system. Starts with 10 different languages to begin
with, and eight additional languages can be added. Level of accuracy
is 98.7% when listening to only one or two speakers and
languages at a time. Drops to 70% with a six second delay when trying
to translate 3-6 speakers simultaneously, 22% if more than that. Cist:
16,000 credits for the full entire system (requires an ear implant if none
exists yet), half if another implant pre-exists.
Modulating Voice Synthesizer: Enables the character to change
and disguise his voice by altering tone, bass, pitch, etc. Can also speak
in a sound frequency inaudible to normal humans, but audible to normal
canines, bats and mutant dogs, as well as other ‘Borgs, and characters
with a cybernetic Ultra—Ear. Base skill at imitating voices is 10%
plus 5% per each additional level of experience. Qgst: 25,000 credits.
Add 12,000 credits to get a voice disguise program with over 200 different
human and D-Bee accents and inflections.
Molecular Analyzer: This microchip based sensor is used for testing
and analyzing impurities in the air. It can specifically identify any
chemical, or strange and dangerous molecules, like the presence of gas,
oil, pollution, or other chemicals in the air. Data can be transmitted as
an audio report through one of the ear or computer implants. It does not
enable one to track. m: 50,000 credits.
Monitor Jack/Connector Plug: This is a simple connector that enables
Cyber-Docs and technicians to plug in diagnostic readers and
monitors to access bio-comp readings and basic sensor and communications/
video data. m: 1,000 credits each.
Secret Compartments: Hollow compartments can be built into the
legs and chest of a cyborg. The largest possible is approximately 12
inches long (0.3 m) and four to six inches (1.6 to 2.36 cm) deep, but are
usually half that size or smaller. The smallest are about the size of a
change purse, just big enough to conceal a few credit cards, coins, lock
picking tools, electronic bugs or components/chips, and so on. The
larger compartments are ideal for storing supplies, tools, hand-size
equipment, hand grenades, and small handguns. Game Masters and
players should use common sense regarding the number of compartments.
Generally speaking, each leg and chest can accommodate two
medium-size or one large compartment, or as many as six small each.
The arms can only accommodate one small compartment on the forearm
and upper arm, but only if no weapon systems are built into/on the
arms. Cost: 1000 credits for each small, 2500 for each medium, and
4000 for each large.
Sensory & Optic Systems
Amplified Hearing: A system of tiny sound amplifiers, micro—
phones and receivers are built into the ear canal, enabling the character
to hear almost inaudible sounds at up to 360 feet (1 10 m) away.
At 75 feet (22.9 m), sounds as quiet as one decibel, softer than a
whisper, can be heard.
At 150 feet (45.7 m), sounds as quiet as 10 decibels, a whisper, can
be heard clearly.
At 360 feet (1 10 m), sounds in the normal conversation range of 30
decibels can be heard as if the character was standing only a few feet
(one meter) away. This is the maximum range for eavesdropping on
conversations. Only sounds of 70 decibels (eg, the sound of heavy
traffic) or louder can be accurately heard and the location pinpointed
from 500 to 1,000 feet away (152.4 m to 305 m).
The Amplified Hearing also enables the character to accurately estimate
thc distance and location of the sound source, and recognize specific
sounds and voices at a base skill of 35% plus 5% per level of
experience. Background noise, such as other conversations, traffic, machine
noise, etc, as well as barriers like closed doors and walls, will de—
crease the range and clarity of what can be heard. G.M.s should use
their discretion and common sense. Bonuses: 1 to parry, +2 to dodge,
and +3 on initiative. (Io_st: 20,000 credits.
Decibel Scale: The following Decibe/ Scaie is presented for easy
reference. A 20 decibel sound is ten times louder than a 10 decibel
sound, a thirty decibel sound is 100 times louder than a 10 decibel
sound, and 40 decibels is 1000 times louder than 10. One decibel is the
smallest difference between sounds detectable by the human car.
10 decibels is a light whisper.
20 decibels is a quiet conversation or a muffled noise.
30 decibels is a normal conversation.
40 decibels is light traffic.
50 decibels is a loud conversation.
60 decibels is shouting or a blaring radio.
70 decibels is heavy traffic or automatic gunfire.
80 decibels is loud noise like a subway train, roaring car engine, or
rock concert.
90 decibels is very loud noise, like thunder or an explosion.
100 decibels is the roar of a jet engine and temporarily deafening
(2D4 seconds).
140 decibels is a sonic boom, painful and temporarily deafening
(2D4 minutes).
Eye: Cyber-Camera Eye. Looks like an ordinary cybernetic eye
and provides 20/20 sight, but is also a digital (or video) camera that records
and/or transmits everything the characters sees. Transmission
range is 20 miles (32 km) in the city, 60 miles (96 km) in the wilderness,
unless hampered by some sort of interference. Live feed is most
common, but up to one hour of filming can be recorded and stored on a
memory chip. Cost 30,000 credits for a single basic color and sound
system, 50,000 for a pair of camera eyes. Add 20,000 for synchronized
digital audio recording and transmission. Add 40,000 credits for broadband
capabilities (and double the transmission range). Note: Sometimes
illegal for the average citizen. illegal in the CS.
Eye: Infrared. This type of optical enhancement relies on a source
of infrared light, a pencil thin beam of light projected from the eye to
the target. The narrowness of the beam limits the viewing area to a
small area of about seven feet (2.1 m). Range: 1,200 feet (366 m). The
eye also simulates normal human vision. m: 6,000 credits; 9,000
credits for a pair.
Eye: Macro. A robot-looking eye that enables the character to magnify
tiny objects or areas at close range (within three feet/0.9 m) like a
magnifying glass to microscope ranges of magnification! It also comes
equipped with a variety of filters to block out glare and dust. Microscopic
magnification ranges from 2x to 50×. The artificial eye is ex~
tremely popular among medics, doctors, forgers and engineers (great
for spotting defects and cracks). m: 20,000 credits per single eye. A
photographic camera (still or video) feature can be added for the additional
cost of 10,000 credits.
Eye: Multi-Optics. A mechanical optic system that includes the
following impressive optic systems built into a single cyber-eye:
Telescopic: 4-8×30 magnification, range: 6000 feet (1829 m).
Macro Lens: 2x to 20x magnification, range: 3 feet (0.9 m).
50
Passive Nightvision: 2000 foot (610 m) range.
Thermal-Imaging: 2000 foot (610 m) range.
Light Filters: Reduces glare.
Targeting Disolav: Imposes cross—hairs on a target, adding a bonus
of +1 to strike with any ranged weapon. Same bonus whether one or
two Multi-Optic eyes.
Cost: 55,000—60,000 credits per single eye; 100,000 for a pair in—
stalled at the same time.
Eye: Optic Nerve Video Implant. This advanced operation implants
an optical sensor right on the optic nerve of a real eye. The implant
works very similarly to the inner ear implant of the Headjack,
except instead of receiving audio transmissions, it enables the recipient
to see video transmissions in his head/eyes. This can be incredibly useful
for secretly monitoring video transmissions and video disks. The
combination of the Headjack and optic implant enables the character to
both see and hear audio—visual messages (video, digital, etc.). Co_st:
35,000 credits, because of the delicate nature of the operation. Note:
Experiments with the Optic nerve video implant have also been found
useful in restoring sight in blind people. l-45% chance of full restoration
of vision, 46—80% chance of restoring 65%, 81-95% chance of restoring
40%, 96-00% chance of restoring only 10% (legally blind).
Note: Sometimes illegal for the average citizen. Illegal in the CS.
Eye: Passive Nightvision. Light amplification system that uses ambient
light (the moon, starlight, etc.) to see clearly in the dark. 2,000
foot (610 m) range, but can be increased if combined with a telescopic
lens feature. Qo
st: 50,000 credits.
Eye: Telescopic. In addition to normal 20/20 vision, the eye has a
telescopic lens for long distance viewing (4-10×50 magnification).
Range: 6,000 feet (1829 m). Cost: 12,000 credits; 20,000 for a pair.
Eye: Targeting Sight. This is a feature that can be added to any of
the mechanical eyes. Cross-hairs are superimposed over the visual image
to help focus on a specific target area. Adds a bonus of +1 to strike
when using any weapon. Note: Two targeting eyes still provide only a
+1 bonus to strike, not +2. Cost: 4,000 credits. 1m: Sometimes illegal
for the average citizen. illegal in the CS.
Eye: Thermal—Imager. This artificial eye simulates normal human
vision with the added feature of an optical heat sensor. The lens converts
the infrared radiation of warm objects into a visible image. The
character with thermal-imaging is able to see heat as represented by
bands of color and can see in darkness, shadows, and through smoke.
Perfect 20/20 vision. Range: 3000 feet (914 m). Cost: 12,000 credits or
20,000 for a pair. N
ot§: Sometimes illegal for the average citizen. Illegal
in the CS.
Motion Detector: Usually built into a sensor hand or prosthetic
with hair-like sensor wires that are actually tiny motion detector sen—
sors. However, a motion detection sensor system may be implanted in
the arm, leg or head with sensor wires hidden among the human hair.
Provided the sensor wires are not covered (the arm or leg with the detector
must be bare), the system will work to measure noticeable move—
ment near the character. The reliability of the detector is quite limited,
but can be used to accurately assess wind direction and wind speed, and
to detect the rapid approach of large moving objects, such as a vehicle,
aircraft, power armor etc., whose rapid approach or large size causes a
disturbance in the air. A motion detector is especially useful in the dark
because the speeding object must usually be within 500 feet (152 m) to
create a detectable air current. Likewise, the motion sensor will detect
the movement of somebody/thing moving nearby, within 40 feet (12
m), but only if the sensor user is motionless or barely moving itself.
The sensor can also detect sudden changes in air current and pressure
caused by somebody opening a door or window, and can estimate
speed of travel when inside an open-air (or open window) vehicle.
Cost: 15,000 credits for an implant, half that if built into a prosthetic.
Radar Sensor: A warning is transmitted whenever the sensor de—
tects that it is being scanned by radar. Unfortunately, the level of accuracy
is only 68% (roll percentile dice) for determining direction. Co_st:
2,000 credits.
Radiation Sensor: Detects and measures the amounts of harmful
types of radiation and warns its owner. Includes nuclear, atomic, and
microwave radiation. Data may be transmitted to an ear implant, cybernetic
eye or wristwatch style monitor. Most usually sound an audio
warning as well as a visual transmission display, and some even tick
like a Geiger counter, getting louder and faster as the radiation level increases.
w: 1.200 credits.
Radio Ear (Basic): A cybernetic ear or implant that enables the
character to get all commercial radio stations. Channels are typically
changed using a tiny, hand-held remote control channel changer or portable
computer jacked into the character. Can only receive and listen,
not transmit. fl: 1,200 credits.
Sensor Hand (Standard): A special prosthetic hand filled with
sensors can be used to replace a severed human hand. Either the cruder
mechanical hand or the deluxe Bio—System Hand, with living tissue,
can be integrated to replace the lost appendage. As usual, the cyberhand
simulates the function of the original limb (see prosthetics, de—
scribed earlier), however. this hand also has numerous other special
features. The sensor hand is implanted with the following sensors, with
data transmitted electronically to a tiny ear receiver attached to the eardrum
and/or to a wristband receiver (audio and digital readout on an
LCD screen; looks like a wristwatch), or a hand-held radio-like unit the
size ofa pocket calculator.
L1_ea
t,: As described previously for the individual sensor implant.
Motion Detector: As described previously for the individual sensor
implant.
Radiation Detector: As described previously for the individual sensor
implant.
Radar Detection: As described previously for the individual sensor
implant.
Gyro-Compass: As described previously for the individual sensor
implant.
Clock Calendar: As described previously for the individual sensor
implant.
Total cost of the Standard Sensor Hand: 33,000 for a Bio-System
prosthetic hand or 20,000 credits for a mechanical hand, plus the cost
of receiver(s) and monitor(s). The cost ofthe ear receiver is 1000 credits
(can be added to other car implants), the wristband monitor is
250-500 credits, and the pocket-sized receiver-monitor is 100 credits.
More than one of the receivers can be linked to the system. Likewise,
data can be transmitted to cybernetic eyes, but not Bio-System eyes.
Sound Filtration System: This is an ear accessory that can be combined
with a l-leadjack, Amplified or Ultra-Ear, or most bionic and cybernetic
ear implants. The filter automatically reacts to diminish
potentially damaging sounds with filters and/or earplugs. Sounds are
muffled to protect the character from deafening or disorienting levels of
sound such as gunfire, explosions, heavy machinery, and painful sound
waves. Cist: 3,500 credits, but can only be added to an already existing
cybernetic ear implant.
Ultra-Ear: Similar to amplified hearing, except that it increases
hearing perception into the ultrasonic range of high frequency sound,
like the hearing of a bat. The character endowed with this additional
range of hearing can perceive the high-pitched whine ofa television capacitor
or dog whistle (inaudible to normal humans) and similar sounds
up to 300 feet (91.5 m), and the flapping of a bird’s wings up to 150
feet away (45.7 m). The Ultra-Ear also enables the individual to hear
the whine of low frequency transmissions, so—called “silent alarms,”
footsteps, the ruffle of fabric rubbing against other fabric, and the
scurry of a mouse at 150 feet (45.7 m). However, whenever the U1-
tra—Ear is engaged, sounds in the normal decibel range are unintelligible
— they sound like a recording slowed down to the point that a
normal conversation sounds like a deep rumbling noise and not words
at all. For this reason, the Ultra-Ear can be turned on and off as needed.
_st: 11,000 credits as a separate unit, 5,500 credits if being added to
the Amplified Hearing system.
51
Universal Headjack & Ear Implant: This is a special connector or
“jack” that is built into the skull, usually at the base of the head or be—
hind the ear. A tiny receiver is then inserted into the ear and linked to
the Headjack. The combination enables characters to plug into audio,
sensory, robot, and computer equipment, including most communica—
tions equipment, radios, video systems, radar, detection/warning devices,
microphones, surveillance systems, and more conventional items
like CD players, television, disc recorders, and so on. The Headjack receives
transmissions from the device that is plugged into it and transmits
them to the tiny receiver inside the ear. The audio sounds are clear
and distinct to the listener, but being implanted in the inner ear, they
are so quiet that only the character can hear the message. Even creatures
and devices with enhanced hearing are unable to hear the sounds
inside the ear. The Headjack is easily concealed by hair or by folds of
skin. The receiver is so tiny that it is attached on or near the eardrum
and can only be seen by carefully looking into the ear with a light.
w: 8,400 credits for basic system.
The basic system can be upgraded to include a built-in radio receiver
and transmitter which will allow the character to receive and
send radio transmissions as if he were using a walkie-talkie. It is so effective
that the character can transmit a whisper, or the voices of other
people within six feet (1.8 m) of him. Range: 3 miles (4.8 km). _C_o_st:
16,000 credits in addition to the basic Headjack system.
Bionic Weapons & Tools
Additional Hand and Arm: A pair of additional hands and arms
can be attached to the reinforced rib cage just below the usual pair. The
second set of limbs are a bit smaller and lighter than the normal full
body replacements, but are still quite formidable additions. Maximum
PS. and PP. attributes are 20 (base is 10). M.D.C. of each hand is 5
and each arm is 25. Bonuses: A pair of arms and hands add one attack
per melee and a bonus of +1 to strike and parry to the character’s overall
combat skills. The arm’s individual attribute bonuses apply only to
that arm and not the character’s accumulative combat abilities. A single
hand and arm adds only a bonus of +1 to parry. _C_o_st: 250,000 credits
for a pair, 130,000 credits for one.
Legs for Leaping: Bionic legs specifically designed for leaping and
quick movement (dodging). Can leap 15 feet (4.6 m) high and 30 feet
(9.1 m) lengthwise. Increase by 50% if combined with booster jets in
the legs. Bonus: +1 to dodge and +1 on initiative when attempting a
dodge or leap of any kind. m: 30,000 in addition to the usual leg
costs.
Energy—Clip Hand or Arm Port: A special connector unit is built
into the hand or arm, enabling the ‘Borg to slap in additional E-Clips to
power his bionic energy weapons. A separate port is needed for each
individual energy weapon. m: A typical E—Clip costs 5,000 credits
new and fully charged. The E—Clip is an energy battery that can be recharged
hundreds of times at the average cost of 1,000 to 1,500 credits.
M: For each E—Clip “port” is 3,000 credits.
Forearm Light Laser Blaster: Mega—Damage: 2D6 M.D. Rate of
m: Each blast counts as one melee attack/action. Range: 2,000 feet
(609 m). Payload: 20 blasts per E-Clip. An E-Clip port is part ofthe basic
system. Unlimited if tied to a full conversion cyborg’s power supply.
Weapon Cost: 25,000 credits.
Forearm Medium Laser Blaster: Mega—Damage: 3D6 M.D. Rate
of Fire: Each blast counts as one melee attack/action. Range: 2,000 feet
(609 m). Payload: 15 blasts per E-Clip. An E—Clip port is part of the basic
system. Unlimited if tied to a full conversion cyborg’s power supply.
Weapon Cost: 32,000 credits.
Forearm Heavy Laser Blaster: Mega—Damage: 4D6 MD. Rate of
fire: Each blast counts as one melee attack/action. Range: 1,600 feet
(488 m). Payload: 12 blasts per E-Clip. An E—Clip port is part ofthe basic
system, as backup if nothing else. Unlimited payload iftied to a full
conversion cyborg’s power supply. Weapon Cost: 40,000 credits.
Forearm Ion Blaster: Standard: Mega-Damage: 3D6 MD. 3%
of Fire: Each blast counts as one melee attack/action. Range: 1,200 feet
(366 m). Payload: 20 blasts per E—Clip. An E-Clip port is part ofthe basic
system. Unlimited if tied to a full conversion cyborg’s power supply.
M: 20,000
Forearm Mini-Machine-Gun: Can fire S.D.C. or MD. rounds.
S.D.C./HP. Damage: 1D6x10 S.D.C./Hit Points per 10 round burst.
Mega-Damage: 2D4 MD. per 10 round burst. One MD. for a single
round. Rate of Fire: Each burst counts as one melee attack. Range:
2,000 feet (609 m). Payload: 300 round hip or back, belt fed, drum
housing. A 60 round magazine is also available. Fits into an arm housing
unit that comes standard with this weapon system. bio—tea: The low
cost, S.D.C. to M.D.C. versatility, and good S.D.C. and MD. capacity
makes it extremely popular among full conversion ‘Borgs and Headhunters
alike. Qqst: 20,000 credits.
Forearm or Shoulder Mini-Missile Launcher: Mega-Damage:
1D4x10 MD. Rate of Fire: Aimed, burst, or wild. Range: One mile
(1.6 km). Payload: The mini—missile forearm launcher holds only three
missiles, but an additional 12 missile back pack/carrying case can be
carried and manually reload the launcher. Reload takes about five seconds
per each missile. Missile case has 20 M.D., weighs 10 pounds (4.5
kg) empty. Each missile weighs 4 pounds (1.8 kg). _C_o_st: 40,000 for
launch system and 6,000 per each missile.
Forearm Plasma Ejector: Standard: Mega-Damage: 4D6 MD.
Rate of Fire: Each blast counts as one melee attack/action. Range:
1,000 feet (305 m). Payload: 10 blasts per E-clip. An E-Clip port is part
of the basic system. Unlimited if tied to a full conversion cyborg’s
power supply. Q2512 40,000 credits.
Forearm Particle Beam: Mega-Damage: 6D6
6 MD. Rate of
Egg: Each blast counts as one melee attack/action. Range: 1,000 feet
1 (305 m). Payload: 10 blasts per E-Clip. An E-Clip port is part ofthe ba-
Garrote Wrist Wire: A thin, strong wire is hidden inside the bionic
wrist junction that can be pulled out and used to strangle an oppo-
. nent. S.D.C. strangle damage applicable only. Cost: 200 credits.
Grapnel & Launcher: A launch compartment and housing that
looks like a small weapon nozzle fires a collapsible grappling hook and
line. A pneumatic winch reels the line back in, helping characters to
scale walls and non-metallic surfaces and hitch rides on giant robots
and vehicles. The cord is a super thin, super strong wire with a test
strength of 2000 pounds (900 kg). Mega-Damage: None (minimal).
Range: 100 feet (30.5 m) of lightweight cord (retractable). Qgst: 5000
credits.
Hand & Forearm Attachment: Jackhammer: Instead of a hand
and forearm there is a heavy-duty Jackhammer designed to break rock
into small pieces, typically used on rock that has already been drilled,
or for construction or demolition of buildings. M.D.C.: 50 per
Jackhammer arm. Damage: Does 2D6 MD. as a hammering weapon/
attack, but does not have the same focused penetrating power of a drill.
gist: 60,000 credits.
Hand & Forearm Attachment: Heavy Mining Drill: In place ofa
hand and forearm is a huge, powerful drill for making large holes (a
man can fit his arm through these holes and still have room) in rock and
metal and drilling away rock. A handful of detachable drill bits in a variety
of large sizes are available. M.D.C.: 50 per drill arm. Damage:
Does 3D6 MD. as a drill weapon/attack. Q25} 66,000 credits.
Hand & Forearm Attachment: Precision Mining Drill: In place
of a hand and forearm is a thin, narrow, high-powered drill for making
small holes and precision drilling; detachable drill bits come in a variety
of sizes. Can be used for mining and building/construction. M.D.C.:
30 per drill arm. Damage: Has three settings: 4D6 S.D.C., 1D4 MD.
and 2D4 MD. as a drill weapon/attack. Qgst: 60,000 credits.
Hand & Forearm Attachment: Plasma Torch: In place of an arm
and hand is a versatile plasma torch used for repairs, welding and cutting.
MD.C.: 45 per unit. Damage: Four settings: 1D6x10 S.D.C., 1D6
MD., 2D6 MD. and 4D6 MD. Range: 3 feet (0.9 m). C_os_t: 75,000
credits.
High Explosive Finger Joints: Usually limited to the little finger,
because the explosive finger has no movement. Mega-Damage: 2D4
MD. to a 10 foot (3 m) area per each joint section (3). Range: Throw
about 100 feet (30.5 m). Rate of Fire: Equal to attacks per melee. P_a\t
13m: Three per finger. Cog: 1,000 credits per explosivejoint, 3,000 for
entire linger.
Knuckle Spikes: Four sharp metal spikes protrude from the knuckles.
S.D.C.. Damage: Adds 1D6 S.D.C. damage to a punch or backhand
strike. Also enables the character to parry blade weapons, including
Vibro-Blades. provided the spikes are M.D.C. material. Each knuckle
spike has 5 M.D.C. points. M: 1,200 credits for a set, per hand. Add
600 credits to get them silver plated and 2,000 credits to make them re—
tractable (i.e.. concealed in the bionic hand until needed and extended).
Laser Eye (1 or 2): Suitable for robots and ‘Borgs. Usually draws
its energy from the cyborgs internal power supply rather than any sort
of li-L‘llp. The eye (or eyes) are unusually large or a visor—like implant
rather than human‘looking eyes. Note: The NGR military also has a
particle beam version. Mega-Damage: 2D6 MD. per single laser blast
or 4D6 MD. per double blast (both eyes fire simultaneously at the
same target). A double blast counts as one melee action. Rate of Fire:
Each individual blast or simultaneous double blast counts as one attack.
Range: 1,000 feet (305 m). Payload: Effectively unlimited. Bonus: +1
to strike. Cost: 130,000 credits.
Laser Finger Blaster: A tiny Mega-Damage weapon contained in a
linger. Note that only two fingers per hand can contain a weapon.
Mega-Damage: 1D4 MD. Effective Range: 300 feet (91 m). Rate of
fire: Each blast counts as one melee attack. Payload: 6 blasts before
needing recharging. Requires six hours to recharge. Or a micro-E-Clip
can be inserted into the side of the hand for 12 additional energy/blasts.
Unlimited if tied to the cyborg‘s nuclear power supply. Cog: 20,000
credits for linger laser and 5,000 per additional Micro-Energy Clip.
Laser Utility Finger: A simple laser tool similar to the laser soldering
torch. S.D.C. Damage: Two settings, 1D6 or 3D6 S.D.C. per blast.
Range: 50 feet (15 m). Rate of Fire: Each blast counts as one melee action/
attack. Payload: l2 blasts before needing to recharge. 30 minutes
to recharge. Unlimited if tied to the cyborg’s nuclear power supply.
C_os_t: 5000 credits.
Pneumatic Punching Jackhammer Arm: Designed not for reach
but punching and combat. Character’s arm is actually a pneumatic piston
that strikes with the impact of a jackhammer and inflicts Mega-
Damage. Another innovation from the whiz kids at W.M. Smith R&D.
Damage: 1D6 MD. +1 MD. point per every two points over P.S. 20.
Bonuses: +1 on initiative, +2 to disarm, and adds one additional attack
per melee round! Qt: 60,000 credits.
Retractable Finger Blades: Two to three inch (0.78-1.18 cm) long,
double—edged blades extend from the fingers. S.D.C. Damage: 1D4 per
each finger (plus P.S. bonus). Mega-Damage: 1D4 MD. per finger ifa
Vibro-Blade. C_gst: 1200 credits per each finger for S.D.C. Blades,
10,000 per finger for Vibro-Blades.
Retractable Knuckle Blades: Four, three to five inch (1.18 to 1.96
cm) blades extend from the knuckle housings. S.D.C. Damage: Adds
3D4 S.D.C. damage to hand to hand attacks, plus P.S. damage bonus.
Mega-Damage Vibro-Blades: 2D4 MD. plus the usual punch damage.
Cost: 2,500 credits for S.D.C. version and 10,000 for MD. type.
Retractable Vibro-Blade: A standard Vibro-Blade (typically a
short sword) is concealed in a housing in one or both of the forearms.
The blade is used as both a defensive and offensive weapon. Concealed,
retractable Vibro—Blades are commonly installed in cyborgs, robots
and. to a lesser degree, power armor. Mega-Damage: Knife-sized:
1D6 MD.. standard short sword or saber: 2D4 MD., large Vibro-
53
Sword used by 8-10 foot (2.4 to 3 m) ‘Borgs does 2D6 MD., and some
giant-sized ‘Borgs (as well as power armor and bots) 11 feet (3.3 m)
and larger can use a big Vibro-Blade that does 3D6 MD. Range: Hand
to Hand combat. ,Co_st: 5,000 to 10,000 credits, 15,000 for giant-sized
blade.
Retractable S.D.C. Blades (large): Two or three inch (0.78 to 1.18
cm) wide blades, measuring a foot or two (0.3 to 0.6 m) long, are concealed
in the forearm until extended for combat. The blades extend out
of access portals on the tops of the bionic hands (can not use any other
knuckle weapon). The blades are used like a short sword. S.D.C. Damage:
Adds 3D6 S.D.C. damage to hand to hand attacks, plus P.S. damage
bonus. 99.54: 3,000 credits.
Weapon Rod Concealed in Leg: A specially designed energy
blaster can be fitted into a hidden bionic leg compartment and removed
or released upon mental command, or hooked onto the exterior of a leg
or the back. This is a hand-held weapon that is removed from its housing;
point and shoot.
Leg or Back Laser Rod (forge): Mega-Damage: 3D6 MD. Rate of
Ejge: Each blast counts as one melee attack. Range: 3,000 feet (914 m).
Payload: A standard E—Clip can fire 20 blasts. Unlimited if tied to 3 cyborg’s
nuclear power supply. Weapon Cost: 35,000 credits.
Leg or Back [on Rod (Iarge): Mega—Damage: 4D6 MD. Rate of
Eige: Aimed, burst, or wild. Range: 2,000 feet (610 m). Payload: 10
blasts per standard E-Clip. Unlimited if tied to the cyborg’s nuclear
power supply. Weapon Cost: 30,000 credits.
Wrist Needle & Drug Dispenser: A retractable needle is concealed
in the artificial wrist and slides out to stab or inject drugs into an opponent
or unsuspecting victim. A drug dispenser housed in the arm can
hold as much as four doses of five different chemicals, 20 doses total.
.QEII Hypodermic needle and drug dispenser is 3000 credits. Drugs
must be purchased separately. The most commonly used include:
Antibiotics: Costs 75 per dose.
Paralysis: Takes effect in 1D4 melees, lasts 206 minutes; costs 150
credits per dose.
Poison: Takes effect in 1D4 melees, inflicts 6D6 S.D.C./Hit Point
damage; costs 200 credits per dose.
Tranquilizer/Sleep: Takes effect within 1D4 melees, lasts 4D6 minutes;
costs 100 credits per dose.
Truth Serum: Takes effect in 2D6 minutes, lasts 3D6 minutes; costs
75 credits per dose.

Game Master Guide
-——————————————
*****pp 266-275*****

Bionic Notes
To many people of Rifts Earth, obtaining cybernetic implants, if not
military issue bionics, is a routine, everyday occurrence. In high-tech
cities like Chi-Town, who have extensive cybernetic and bionic capabilities,
most people reserve cybernetics for medical and personal use.
If one needs to replace a lost or severely damaged limb, or internal organ,
bionics is the likely way to go. In the Coalition States, extensive
partial reconstruction (50% or more of the body) and total bionic conversion
are exclusive to military purposes, with a few exceptions for
those in positions of power. Thus, it is illegal for a CS citizen to get bionics
for any reason other than medical or minor augmentation, and
none of these are military grade. While the Black Market and other
communities outside the CS may offer all manner of cybernetic and
bionic augmentation and combat systems, they are illegal in the CS.
Cybernetics used in medicine often look reasonably (sometimes
completely) natural and normal, while military grade bionics are often
devoid of any cosmetics to make them look "real" or "human." Instead,
most bionics are cold, hard machines, often bigger and bulkier than the
human body. As one would expect, the average cyborg is designed for
combat and/or heavy labor. As such, they usually have a great deal
more physical power, speed, weapons and gadgetry than the average
citizen could ever imagine.
Partial and full conversion bionics among the common population
are found in surprising numbers in the communities and wilderness outside
the Coalition States and throughout much of the world. In Russia,
cyborgs are heroes and the military elite. In the Americas there are the
infamous "Headhunters," mercenary warriors who are usually partial
cyborgs and those known as '"Borgs," full conversion cyborgs who are
more machine than flesh and blood.
The Cyborg Character
The rules for creating a 'Borg or Headhunter O.C.C. are found in
the Rifts® RPG. Meanwhile, Rifts® World Book 5: Triax & the
NCR presents a number of full conversion cyborgs including the famous
"Red 'Borg," and World Book 20: Rifts® Canada presents five
Headhunter O.C.C.s as well as the Cyber-Horsemen oflxion.
The psychological impact. Whenever a character wants bionic augmentation
or total conversion, he or she must find a place to get the machine
parts and competent surgical installation. This is major surgery
and the character will never be the same. Once turned into even a partial
cyborg, the character can never return to being completely human.
It is a grim fact that has a psychological impact on every Headhunter
and 'Borg ever created. Some handle it well, others do not. Surprisingly,
those who love combat, crave raw physical power and look forward
to a "life" in the military (whether as a soldier or a mercenary or
adventurer) usually do very well. The majority of such individuals enjoy
their mechanized bodies and have few if any regrets. Headhunters
and other partial cyborgs usually maintain enough of their humanity to
not be bothered by being an "M&M" (Man and Machine). Additionally,
those who save some money can have mechanical appendages
converted to more human-looking (and feeling) components if they so
desire. Thus, they can fit into human society and can lead normal lives
whenever they so chose.
Full conversion 'Borgs have it harder. Few retain much, if any, of
their original flesh and blood bodies other than their brain and their
most basic components. Those designed for combat or heavy labor are
usually oversized, hulking brutes who look more like a robot than a humanoid.
Many deliberately want a frightening visage to intimidate their
enemies and want to look mechanical and powerful. Not only does this
mean big guns and heavy exterior body armor, but may also include
spikes, blades, horns, and the wearing of monstrous face masks.
Availability and markups are left up to the Game Master. If the
character is smart, he will go to a reputable Cyber-Doc and cybernetics
facility like those available at Whykin, Ishpeming (Northern Gun),
Manistique and Lazlo (among others; Tolkeen used to offer quality
Bionic, Juicer and Crazy conversions before it fell to the CS). Most legitimate
clinics and out in the open Black Market cyber-facilities are
good to excellent, while underground, back-street, criminal operations
- Body Chop-Shops – vary in quality from good to fair to outright abysmal
butcher shops with a horrifying "failure rate" (i.e. death count).
Buyer beware!
268
One simple service that can knock a few percentage points off the
cost is for a character with existing bionics to trade in old bionic parts
for new components. This can usually get the individual a 10-15% discount
for minor cybernetic augmentation and implants, and a 20-50%
discount (depending on the items available for trade) for bionics. The
Cyber-Doc may also offer a discount (normally 2-4%) if the character
provides a detailed report to the doctor on how their existing systems
work in the field, and any glitches, comments and constructive criticism
he may have to offer. In fact, many doctors require such a detailed
set of reports or interviews for their data base. Information gained this
way is not only valuable to future research, but it can be sold to other
researchers for significant money, especially if the cyborg character
that provides it is a regular customer with reliable information. Many of
the street clinics use this tactic to defer their costs in obtaining bionic
supplies and to ensure they get access to any new systems that become
available; however, those lower costs are rarely passed on to the customers.
In addition to the materials cost, bionic surgery is expensive.
Characters from the Bionics Power Category have their surgery costs
waived or absorbed during character creation, but getting additional or
upgraded bionics once the campaign is underway will require surgery.
Bionic surgery costs 10% of the total cost of the bionic parts being installed.
Thus, a bionic arm costing 700,000 credits costs an additional
70,000 for the surgery. Two arms (1.4 million credits) and increased
P.S. +10 for both arms (40,000 credits) would cost 144,000 credits in
surgical expenses. Again, the additional cost for surgery only applies to
upgrades and add-ons that come after the initial creation of the character.
269
Surgical Recovery. Of course, all this hacking off of things and replacing
them with foreign objects damages the body. Sure it is controlled
damage, but it is damage nonetheless. Once the character has his
new implants or bionics, he must heal up from the surgery and adjust to
his new mechanical augmentation. Each 25,000 credits (round down)
of bionic implants will do one Hit Point (not S.D.C.) of damage to the
character which must be healed entirely before the newly implanted
systems can come on-line. The Cyber-Doc can gauge on a successful
diagnosis roll exactly how many implants or cybernetic reconstructions
a patient can endure at one time. Multiple surgeries may be needed to
finish the job (i.e. a 5 million credit partial conversion would require
200 Hit Points worth of surgeries. A tough character with 50 Hit Points
would have to undergo four or five surgeries before the process was
complete). If the doctor fails his surgery roll, both the damage from the
surgery and the required time to heal are doubled. If the damage caused
by the surgery is greater than the patient's Hit Points, then he will fall
into a coma and possibly "die on the table." Roll to save vs coma and
death as usual.
Thanks to advanced medical technology, bionics patients typically
recover their lost Hit Points at twice the normal rate after a successful
cybernetic operation. However, the patient will still require time to debug
his new mechanical systems, finalize all cybernetic-organic integration,
and undergo monitoring for possible rejection of the new parts.
The standard rule of thumb is that for every Hit Point lost during cybernetic
implantation, the patient will require an additional hour of
full-time medical attention/therapy after his Hit Points are fully recovered.
Thus, a 500 Hit Point series of surgeries will require nearly three
weeks (20.8 days) of additional medical care and/or therapy after recovery.
During this time, it is fair to assume the character performs at a
diminished capacity (-!D4xlO%; reduce the number of attacks, combat
bonuses, and speed accordingly). Certain super powers or the use of
magical or psionic healing can reduce this extra recovery time to a fraction
(one third the time noted above). Cost: Hospital time for recovery
is about 500 credits per day.
"Back-Street doctors" and "underworld Body Chop-Shops" are
those with less than adequate facilities and/or skills. All of them have
lower than average scruples which happens to translate into lower than
average costs; provided one is willing to risk his life. A clinic hidden in
a back alley is not a "back-street clinic" as regards to these rules if it is
staffed by good doctors, even though it may be referred to as such. The
term is used to refer to bottom-barrel doctors and clinics that cater to
the poor or desperate, or are the only facilities to be found where bionics
are illegal. Such places will also deal with Cyber-Snatchers and purchase
"used" bionics and cyber-implants with no questions asked.
Back-Street doctors usually cost half as much as reputable ones
when it comes to surgery and recovery costs, but bionic components
are the same. A third do not even have recovery facilities and the patient
must be taken away immediately after surgery to recover on his
own, elsewhere! In addition to their other low rates, those who traffic
in "recycled" (cyber-snatched and other types of used) bionics may offer
parts for 25% less than standard. The down side to street clinics and
Cybernetic Body Chop-Shops, especially underworld clinics, and the
reason they are sometimes called "butcher shops," is sloppy work. If a
character uses a street clinic or other shady surgeon, the G.M. should
require the Cyber-Doc to make a Cybernetics M.D. skill roll. A failed
roll (most street Cyber-Docs are not particularly experienced) means
the character must roll on the Back-Street Bionics Side Effects Table
below to see what problems he will have with his poorly implanted bionics.
Also, if the doctor uses secondhand parts or releases the patient
early (before completely healed from surgery), make an extra roll (or
one roll for each shortcut) on the chart and combine the results with the
first roll.
Back-Street Bionics Side Effects Table
01-10%: Scarring reduces P.B. or P.P. by 2 points.
11-20%: Scarring reduces P.B. and P.P. by 1 point each.
21-40%: Double recovery and adjustment time (see below).
41-50%: Double adjustment time penalties (see below).
51-60%: Bionic components don't work properly. Reduce damage
and range of weapons by !D4xlO%, and/or P.S. of limbs by 20%, Spd
of bionic legs by !D4xlO%.
61-70%: 10% chance bionic implant fails when used.
71-80%: 20% chance bionic implant fails when used.
81-90%: Doesn't know his own strengths or limits. Is likely to
break delicate items when handling them, can't pull a punch (does full
damage), overshoots the target when leaping or running, and is off
when using bionic weapons (-1 to strike). Needs adjustments.
91-95%: Double the damage done by implant surgery (2 H.P. per
25,000 credits).
96-00%: Massive damage from implant surgery (1D4 H.P. per
25,000 credits).
As you can see, seeking the best care and the most skilled surgeon is
quite desirable for a character when dealing with something as expensive
and life threatening as bionic augmentation. Corporate programs
that build reliable operations (not their experimental programs to develop
new bionic systems) are considered top quality with the best doctors
and equipment. Military and government programs will also
usually have top quality components and care.
Adjusting to New Implants
Another consideration is that new bionics replace but do not completely
compensate for the sensations of flesh and blood. Bionic
O.C.C.s are fully intimate with this phenomenon and prepared for it.
Consequently, they adjust almost immediately to new implants (2D6
days), but time others will go through an adjustment period of at least
one month (4D6 weeks), during which they will perform at less than
270
peak levels due to distractions and the need to make constant adjustments
or compensations for the bionics and lack of physical sensation.
G.M.s should assign penalties based on the new bionics (-5% to skills
for one bionic eye, 10% for two, -2% to skills and -1 to strike for implanted
weapons in the arm or hand, -15% to skill performance for a
new hand, etc.). Multiple systems have cumulative penalties. Full conversion
bionic characters spend a year training to adjust to their new
bodies, and most spend six months or more undergoing multiple surgeries
to gradually acclimate them to their rapidly replaced flesh. This
adjustment and training time is half for characters created as a Bionic
O.C.C., as they are experts at handling their own cybernetic systems.
In addition, there is a certain mental and emotional strain to consider.
Most citizens of Rifts Earth are so accustomed to the very concept
of bionics that most societies accept cyborgs with little or no social
stigma. Thus, cyborgs are generally accepted in most human and D-Bee
societies in the Americas and most of Europe. In Russia, 'Borgs are
embraced and celebrated as heroes and elite fighting troops. There,
only partially reconstructed cyborgs will be treated as lesser (and even
cowardly) cyborgs for not becoming full conversion 'Borgs.
Still, most cyborgs feel at least a bit removed from their fellow hutnattaids,
and some come to feel they are freakish. This can lead to a
wide range of feelings from isolation and anti-social behavior to feelings
of superiority.
Characters who are NOT a Bionic O.C.C. like the 'Borg or Headhunter,
and who receive bionic replacements of any kind, whether by
choice or happenstance, must roll to save vs insanity after surgery. A
failure to save means rolling on the following Bionic Insanity Table.
Roll once. If the character fails to save, roll again for every three levels
of experience as the individual continues to struggle with his inhuman
body. This mental damage comes from the patient's inability to cope
with the radical changes his body has undergone.
Note: This rule does not usually apply to characters created from a
Bionic O.C.C. They are usually profiled, prepared with counseling and
emotionally stable before and after surgery. HOWEVER, if the player
wants to roll on the table, let him, it will only add to the character's
personality and quirks.
O.M.s, feel free to use this table when making villains. A great motivation
for an evil cyborg's behavior is madness brought on by the
very process that gave him his powers.
Bionic Insanity Table
01-15%: Feels he has lost his humanity, has become a monster, and
hates the world for it! Number one on his hate list are those he holds responsible
for his getting bionics. Number two are anybody who installs
bionics. Number three, the world at large. This character is in emotional
pain, making him hot-tempered, aggressive, and cruel. The worst
may become murderous psychopaths.
16-30%: Feels he has lost his humanity and has become a monster!
Sees himself as ugly, an outcast and inadequate regardless of how attractive
or invisible the bionics may actually be or if others see him in a
positive or heroic light. Skill performance is permanently -10% and
combat bonuses are reduced by one point. Tends to be a loner and assumes
people are saying the worst about him.
31-45%: Feels he has lost his humanity and is more machine than
human. Feels disconnected with other humanoids and creatures of flesh
and blood. Makes him something of a sociopath: lacks a feeling of kinship,
compassion and mercy toward flesh and blood people. Tends to
be cold, uncaring, and inhumane. May also be condescending and cruel.
46-65%: Life is precious syndrome. Sees himself as less valuable
than ordinary people without bionics, and is fanatical about protecting
others, especially women and children. The cyborg will sometimes take
dangerous action (to himself) to protect others. If a villain, the outlook
is reversed, where he sees anybody who is not a cyborg or robot to be
inferior, pawns to be used, abused and enslaved by their superiors
(namely him).
66-70%: Obsessed with death. Doesn't want to die, but is fascinated
by death and the many ways to die, as well as theological aspects
of death and the afterlife. Death has no horror for this character and he
sometimes takes foolish and reckless chances, assuming he can get mechanically
"fixed" later if necessary.
71-75%: Paranoia: Dislikes, distrusts and/or fears advanced machines
including other cyborgs, robots, androids and computers (not
crazy about being on submarines, spaceships or space stations either).
Avoids them and is always suspicious of them. Targets opponents who
are cyborgs, robots, and those who pilot power armor and robot vehicles.
Does not trust Cyber-Doctors or agencies who promote the use of
bionics or robotics for any purpose.
76-80%: Obsession: Machines. This character either sees machines
as good (and is obsessed with advanced technology and gizmos, desiring
to get more and better bionics whenever possible especially if only
a partial cyborg or City Rat), or hates them. The latter means the character
hates his own machine body (but won't change it) and promotes
the values and wonders of being flesh and blood, getting back to nature,
physical fitness and not relying on machines to ad nauseam. Dislikes
technophiles, City Rats and hardware people.
Sl-SS%'. Machine-God Syndrome. The cyborg sees himself as a
tribute to modern technology and as being superior to "mere mortals."
Consequently, he or she has a dramatically inflated sense of self-importance.
Most are arrogant and crave the limelight and fame. When they
don't get what they consider to be their fair share of accolades, recognition
and reward, they will verbally chide and lash out at the "ingrates,"
as well as get drunk and generally become a grumbling, childish pain in
the neck. The slighted cyborg may also start brawls, badmouth those
who stole his limelight and/or instigate trouble or issue challenges.
These characters also tend to see themselves as "above the law," doing
as they please and getting angry if called on the carpet for it ("Do you
know who I am? How dare you tell me what to do," and so on).
86-90%: Roll once on the Obsession Table in the Rifts® RPG.
91-95%: Roll once on the Neurosis Table in the Rifts® RPG.
96-00%: Roll once on the Affective Disorder Table in the Rifts®
RPG.
Bionics Index for Rifts®
A compilation of bionics was done, but space limitations prevent us
from presenting it here. Maybe we will tool up a Rifts® Cyborg
sourcebook or something in the future and use it there. In the meanwhile,
here is a handy index where one can find various bionics and cybernetics
in the Rifts® Megaverse®. It was put together by Julius
Rosenstein.
Books with an emphasis on cyborgs include: Rifts® RPG, Coalition
War Campaign, Triax & the NCR, Rifts® Japan and Warlords
of Russia. Brain implants for M.O.M. (Crazy) Conversion are
found in the Rifts® RPG and Sourcebook 3: Mindwerks.
Note: An asterisk indicates items/systems that are available as both
a cybernetic implant or minor surgical augmentation (i.e. replace the
hand; the type of things available to City Rats, Headhunters, and other
partial reconstructed 'Borgs), as well as being available as a full-blown
bionic augmentation (i.e. a feature of a heavy bionic or combat system).
Bionics & Cybernetics
Bionic Arms & Strength – Rifts® RPG, p.237.
Bionic Arm & Hand Weapons – Rifts® RPG, p. 239.
Bionic Legs & Speed – Rifts® RPG, p. 239.
Bionic Leg Weapon – Rifts® RPG, p. 241.
Black Market Cybernetics – Rifts® RPG, p. 234.
Borg O.C.C. – Rifts® RPG, p. 47.
Cyber-Horsemen R.C.C. – Rifts® Canada, p. 103.
Cyber-Samurai O.C.C. – Rifts® Japan, p. 80.
271
CyberSlinger O.C.C. – New West, p. 189.
Cybernetic (common; general) – Rifts® RPG, p. 229.
Decommissioned Cyborgs: CS – Coalition War Campaign, p. 70.
Decommissioned Cyborgs: Japan – Rifts® Japan, p. 98.
Headhunter O.C.C. (original Techno-Warrior) – Rifts® RPG, p. 66.
Headhunter O.C.C.s (expanded & defined) – Rifts® Canada, p. 107.
Japanese Cybernetics of Note – Rifts® Japan, p. 109.
Japanese Ninja Crazy O.C.C. – Rifts® Japan, p. 86.
Japanese Ninja Borg O.C.C. – Rifts® Japan, p. 88.
Japanese Cyborg O.C.C.s of the Republic – Rifts® Japan, p. 97.
Mining 'Borg O.C.C. – New West, p. 113.
Modified Men (M&M) – Rifts® RPG, p. 229.
Russian Light Machines – Warlords of Russia, p. 107.
Russian Heavy Machines (full conversion) – Warlords of Russia, p.
111.
Russian Cyborgs Shocktroopers (many) – Warlords of Russia, p. 114.
Triax VX Cyborgs – World Book 5: Trias & NCR, p. 99.
Triax Cybernetics of Note – World Book 5: Triax & NCR, p. 153.
Partial Bionic Reconstruction
Cyber Horsemen of Ixion – Rifts® Canada, p. 106.
Cyber-Samurai – Rifts® Japan, p. 80.
Headhunter O.C.C. (original Techno-Warrior) – Rifts® RPG, p. 66.
Headhunter O.C.C.s (expanded & defined) – Rifts® Canada, p. 107.
Japanese: Light Partial Bionics – Rifts® Japan, p. 96.
Russian Light Machine – Warlords of Russia, p. 108.
Typical Bionics for 'Borg Soldier or Mercenary – Rifts® RPG, p. 237.
Typical Bionics for Slave
'Borg – Rifts® RPG, p. 237.
Full Bionic Conversion
Typical 'Borg Soldier or Mercenary – Rifts® RPG, p. 239.
Typical Slave-'Borg – Rifts® RPG, p. 239.
Coalition 'Borg – Coalition War Campaign, p. 49.
CyberSlinger Mark I: "The Kid" – New West, p. 190.
CyberSlinger Mark II: "Super Slinger" – New West, p. 191.
CyberSlinger Mark III: "Gringo" – New West, p. 192.
Japanese: Light Full Bionics – Rifts® Japan, p. 96.
Japanese: Heavy Full Bionics – Rifts® Japan, p. 96.
Mining 'Borg/Prospector – New West, p. 113.
Ninja 'Borg – Rifts® Japan, p. 88.
Russian Heavy Machine – Warlords of Russia, p. 1 1 1 .
Russian Light Machine – Warlords of Russia, p. 108.
Triax VX Series Cyborgs – Triax, p. 99.
Triax Gurgoyle (infiltration) Cyborg – Triax, p. 97.
Prosthetic Weapon Limbs
Bio-Systems – Rifts ® RPG, p. 232.
Bionic Organs – see Bio-Systems in the Rifts® RPG; p. 232.
Hand-Rifts® RPG, p. 239.
Hand and Arm – Rifts® RPG, p. 239.
Foot and Leg – Rifts® RPG, p. 239.
Partial Reconstruction – Rifts® RPG, p. 239.
Full Body Conversion – Rifts® RPG, p. 239.
Robot Strength – Warlords of Russia, p. 101 and this book.
Treads for Legs – Warlords of Russia, p. 104.
Bionic Hand Weapons & Tools
Note: Items with an asterisk are available in both cybernetic and
bionic versions.
Energy-Clip Hand or Arm Port – Rifts® RPG, p. 239.
Extendible Hydraulic Hands/Arm – Triax, p. 154.
Extra Appendage/Arms – New West, p. 189.
* Finger Camera- Rifts® RPG, p. 239.
* Fingerjack – Rifts® RPG, p. 239.
* Laser Utility Finger – Rifts® RPG, p. 239.
* Laser Finger Blaster – Rifts® RPG, p. 239.
* High Explosive Finger Joints – Rifts® RPG, p. 239.
Hydraulic Hammer Hand – Warlords of Russia, p. 104.
Hydraulic Ram Hand – Warlords of Russia, p. 104.
Mining Tools – New West, p. 187.
Modular Housings – New West, p. 187.
Palm Energy Generators – Rifts® Japan, p. 112.
1. Laser Blaster – Rifts® Japan, p. 112.
2. Ion Blaster – Rifts® Japan, p. 112.
3. Particle Beam – Rifts® Japan, p. 112.
4. Plasma Ejector – Rifts® Japan, p. 112.
5 Stun Blaster-Rifts® Japan, p. 112.
PL-31 Palm Laser Torch – Triax, p. 154.
W-41 Palm Laser Torch – Warlords of Russia, p. 106.
Retractable Finger Blades – Rifts® RPG, p. 239.
Retractable Knuckle Blades – Rifts® RPG, p 239.
Knuckle Spikes – Rifts® RPG, p. 239.
Tool Hand Warlords of Russia, p. 104.
Bionic "Arm" Weapons & Tools
Note: Items with an asterisk are available in both cybernetic and
bionic versions.
Additional Hand And Arm – Rifts® RPG, p. 239.
Additional Non-Human Appendage – Rifts® RPG, p. 239.
Additional Tail Appendage – Rifts® RPG, p. 240.
Climb Cord – Rifts® RPG, p. 240.
Chemical Spray – Rifts® RPG, p. 240.
1. Blinding chemical agent
2. Tear gas
3. Burning acid vapors
4. Tranquilizer/sleep spray
5. CO2 Foam
Chemical Spray: Acid – New West, p. 187
* Computer & Calculator Built Into the Arm – Rifts® RPG, p. 240.
Concealed Arm Laser Rod – Rifts® RPG, p. 240.
Concealed Vibro-Blade – Triax, p. 154.
Electro-Cannon Forearm Blaster – Warlords of Russia, p. 104.
Exploding Finger Joints – Rifts® RPG, p. 235.
272
Extendible Hydraulic Hands/Arm – Triax, p. 154.
Extra Appendage/Arms – New West, p. 189.
Forearm Blaster – Rifts® RPG, p. 241.
1. Laser blaster
2. Ion blaster
3. Plasma Ejector
4. Particle Beam
5. Mini-machine-gun
Forearm Weapon Guards – Warlords of Russia, p. 104.
* Garrote Wrist Wire – Rifts® RPG, p. 240.
Grapnel & Launcher – Triax, p. 154.
Japanese: Weapons, Rifts® Japan, p. 112.
1. Ion Blaster
2. Laser Blaster
3. Particle Beam
4. Plasma Ejector
5. Stun Blaster
LGL-31 Grapnel & Launcher – Triax, p. 154.
Laser Cannon Arm – Warlords of Russia, p. 105.
Mekanikal Barrage Weapon Arm -Warlords of Russia, p. 105.
Mekanikal Cutter Weapon/Utility Arm -Warlords of Russia, p. 105.
Mekanikal Rail Gun Weapon Arm – Warlords of Russia, p. 105.
Mekanikal Vibro-Blade Multi-Weapon Arm – Warlords of Russia, p.
105.
Modular Forearm Attachments (various) – New West, p. 187-188.
1. Air Blaster
2. Flashlight
3. Housings
4. Jackhammer
5. Laser Hand
6. Mining Drill: Heavy
7. Mining Drill: Precision
8. Multi-Tool 11. Sonic
9 Plasma Torch 12. Vibro-Monster Claw Hand
10. Shovel Hand 13
Vibro-Pick
Palm Laser Torch – Triax, p. 154.
Retractable Blades (large) – Rifts® RPG, p. 241.
Retractable Vibro-Blades – Rifts® RPG, p. 241.
Sonic Pulsar Unit (Flea & Insect Repellant) – Triax, 152
Techno-Wizard Bionics – Rifts® Canada, p. 126.
Tool Mechanic's Arm – Warlords of Russia, p. 104.
Tool Arms (Mining) – New West, p. 187.
Triax Weapons – Triax, p. 154.
Vibro-Blades – Rifts® RPG, p. 241.
Vibro-Blades: Concealed – Triax, p. 154.
* Wrist Needle & Drug Dispenser – Rifts® RPG, p. 241.
1. Antibiotics
2. Paralysis
3. Poison
4. Tranquilizer/sleep
5. Truth Serum
Bionic Leg Weapons & Accessories
Booster Maneuvering Jets – New West, p. 188.
Concealed Weapon Rod – Rifts® RPG, p. 241.
Hydraulic Leg Boosters – Warlords of Russia, p. 103.
Quick Draw Holsters – New West, p. 189.
Secret Compartments- Rifts® RPG, p. 241.
Stabilizing Anchors – New West, p. 189.
Western Wilderness Survival Kit – New West, p. 189.
Bionic Ear & Head Implants
Note: Items with an asterisk are available in both cybernetic and
bionic versions.
* Amplified Hearing – Rifts® RPG, p. 231.
* Audio Filter & Enhancement – Warlords of Russia, p. 102.
* Computer Hacker Encoder – Rifts® Japan, p. 109.
* Cosmetic Implants – Rifts® Japan, p. 109.
* Cyber-Disguises – Rifts® RPG, p. 236.
* Cyber-Drone – Rifts® Japan, p. 110.
273
* Cyberware Networking – Rifts® Japan, p. 110.
* Data Chip (brain) – Rifts® Japan, p. 112.
* Internal Comp-Calculator – Warlords, p. 103.
* Low-Frequency Audio Rig – Warlords, p. 102.
* Psionic.Electro-Magnetic Dampeners – Triax, p. 154.
* Radio Chip – Rifts® Japan, p. 110.
* Radio & Scrambler – Rifts® Japan, p. 110.
* Security Clearance Chip – Rifts® Japan, p. 112
* Signal Booster – Rifts® Japan, p. 110.
* Sound Filtration System – Rifts® RPG, p. 231.
* Synthetic Voice Enhancer – Warlords of Russia, p. 102.
* Ultra-Ear – Rifts® RPG, p. 231.
* Universal Headjack & ear implant – Rifts® RPG, p. 230.
Also see Rifts® Sourcebook Three Mindwerks for M.O.M. and
brain implants.
Bionic Eyes
Note: Items with an asterisk are available in both cybernetic and
bionic versions.
HUD Visor – Rifts® Japan, p. 112.
* Infrared Eye (old fashion) – Rifts® RPG, p. 231.
* Laser Beam Eye – Triax, p. 154.
* Laser Beam Eye – Rifts® Japan, p. 111.
* Laser Beam Eye – Warlords of Russia, p. 106.
* Light Filters – Warlords of Russia, p. 101.
* Macro-Eye – Triax, p. 153 & Warlords of Russia, p. 101.
* Macro-Eye Laser- Triax, p. 153.
* Macro-Eye Laser – Warlords of Russia, p. 101.
* Mechanical Eye with Polarized Filters – Rifts® RPG, p. 231.
* Multi-Optic Eye – Rifts® RPG, p. 231.
* Multi-System Eye Socket – Warlords of Russia, p. 101.
* Optic Nerve video implant – Rifts® RPG, p. 232.
* Panorama Cluster Lens – Warlords of Russia, p. 101.
* Passive Nightvision Eye – Warlords of Russia, p. 102.
* Third Eye – Triax, p. 153 & Warlords of Russia, p. 102.
* Spectra-Eye Warlords of Russia, p. 102.
* Super-Telescopic Eye-Warlords of Russia, p. 102.
* Video Camera Eye – Rifts® RPG, p. 232.
* Wide-Angle Vision – Warlords of Russia, p. 102.
Bionic Head & Throat Features
Note: Items with an asterisk are available in both cybernetic and
bionic versions.
Bionic Lung with Gas Filter & Oxygen Storage Cell – Rifts® RPG, p.
242.
Built-in Loudspeaker – Rifts® RPG, p. 242.
* Built-in Radio Receiver & Transmitter Headjack – Rifts® RPG, p.
242.
* Built-in Speech Translator – Rifts® RPG, p. 242.
Combat Computer – New West, p. 189.
* Gills -Rifts® Underseas, p. 191.
Molecular Analyzer – Rifts® RPG, p. 242.
* Modulating Voice Synthesizer – Rifts® RPG, p. 242.
Rebreather Lung – Rifts® Japan, p. 112
Bionic Sensors
Note: Items with an asterisk are available in both cybernetic and
bionic versions.
* Bio-Comp Self-Monitoring System – Rifts Japan, p. 109, Triax, p.
153, & Warlords of Russia, p. 103.
* Clock Calendar – Rifts® RPG, p. 230.
Combat Computer (bionic only) – New West, p. 189.
* Depth Gauge – Rifts® Japan, p. 112.
* Gromeko Friend or Foe Identification Computer – Warlords of Russia,
p. 102.
* Gyro-Compass – Rifts® RPG, p. 230.
* Internal Comp-Calculator – Triax, p. 153 & Rifts® Japan, p. 110.
* H.U.D. Visor – Rifts® Japan, p. 112.
* Medical Sensor Hand – Triax, p. 153 & Warlords of Russia, p. 102.
* Metal Detector – Rifts® Japan, p. 110.
* Sensor Hand – Rifts® RPG, p. 230.
* Schematic Sensor Hand – Warlords of Russia, p. 104
Cyborg Body Armor
Coalition Army Body Armor – Coalition War Campaign, p. 102.
Customized Face or Armored Plate – New West, p. 189.
Customized Paint Job – New West, p. 189.
Extra Armor Plating – New West, p. 189.
LL-SB Light Labor Slave-Borg Armor – Rifts®RPG, p. 243.
LE-B1 Light Espionage Armor – Rifts® RPG, p. 243.
LI-B2 Light Infantry Armor – Rifts® RPG, p. 243.
HI-B3 Heavy Infantry Armor – Rifts® RPG, p. 243.
Japanese: Light Undercover Armor – Rifts® Japan, p. 97.
Japanese: Light Infiltration Armor – Rifts®Japan, p. 97.
Japanese: Light Infantry Armor
Rifts® Japan, p. 97.
Japanese: Heavy Infantry Armor – Rifts® Japan, p. 97.
Snaps, Hook, Tabs, and Buckles – Rifts® Japan, p. 111.
Triax – Note: See specific Cyborgs or use Rifts® RPG armor.
Chassis/Body Options
Aerial Jet Thrusters – Rifts® Japan, p. 112.
Boosters & Maneuvering Jets – New West, p. 188.
* Cosmetic Implants – Rifts® Japan, p. 109.
Cyborg Jet Pack – Warlords Russia, p. 103.
Cyberjet Nodes-Warlords of Russia, p. 103.
* Depth Gauge & Alarm -Rifts® Underseas, p. 191 & Rifts® Japan,
p. 110.
Environmental Upgrade – Rifts® Japan, p. 112.
Head Collar & Hood – Warlords of Russia, p. 103.
Helmet and/or Face Plate – Warlords of Russia, p. 103.
274
Interchangeable Parts – Warlords of Russia, p. 101.
Internal IV Feed – Rifts® Japan, p. 112.
Mining Drills & Tools (Various) – New West, p. 187.
Modular Housing – New West, p. 187
Rebreather Lung – Rifts® Japan, p. 112.
Shoulder Weapon Mounts/Clamps – Warlords of Russia, p. 104.
Underwater Propulsion – Rifts® Japan, p. 112.
Also see Sensors and Weapons.
Cyborg Weapon Systems & Accessories
Black Market – Rifts® RPG, p. 234.
Chest Blaster – Rifts® Japan, p. 111.
Common Cybernetics & Sensors – Rifts® RPG, p. 230.
Computer Virus Carrier – Rifts® Japan, p. 109.
Cyber Shield – Warlords of Russia, p. 104.
Drills & Mining Tools – New West, p. 187.
Internal Ammo Drum-Rifts® Japan, p. 111.
Internal Energy Supply – Rifts® Japan, p. 111.
Power Booster – Rifts® Japan, p. 111.
Security Clearance Chip – Rifts® Japan, p. 110.
Triax Weapons & Accessories – Triax & the NCR, p. 98.
Weapons: Japan – Rifts® Japan, p. 112.
Weapons: North America – Rifts® RPG, p. 239.
Weapons: Black Market – Rifts® RPG, p. 235.
Weapons: Triax/Germany – Triax, p. 154.
Magic Bionics
Anti-Magic tactics using cybernetics, Coalition Wars™ One, p. 31.
Anti-Monster/Mystic Cyborg R.C.C. – South America One, p. 34.
Bio-Borg (Splugorth) – Splynn Dimensional Market, p. 154.
Techno-Wizard Bionics – Rifts® Canada, p. 126.
Psionic Enhancements
Electro-Magnetic Dampeners – Triax, p. 154.
Electro-Magnetic Dampeners – Warlords of Russia, p. 106.
Eruptor Implant – Psyscape, p. 153.
M.O.M. Conversion: See the Crazy O.C.C. – Rifts® RPG, p. 56.
M.O.M. Implants – Mindwerks, p. 19.
M.O.M. Implants: Psynetics – Mindwerks, p. 21.
Physical Reactor Implant – Psyscape, p. 153.
Psi-Blocker Implant – Psyscape, p. 152.
Psionic Actuator Implant – Psyscape, p. 152.
Psionic Booster Implant – Psyscape, p. 152.
Psionic Inhibitor Implant – Psyscape, p. 152.
Sensitive Implant – Psyscape, p. 153.
Torture Implants
Various – Coalition Wars One, p. 133.
Triax/NGR Weapons (exclusive to NCR 'Borgs)
VX-635 Close Contact Spray – Triax, p. 112.
Laser or Particle Beam Eyes – Triax, p. 98.
VX-20 Grenade Launcher – Triax, p. 114.
VX-300 Multiple Grenade Launcher System – Triax, p. 100.
VX-320 Multiple Grenade Launcher System – Triax, p. 102.
Head Mounted Mini-Lasers – Triax, p. 111.
Launchable Shoulder Spikes – Triax, p. 111.
VX-635 Multi-Weapon Gun-Arm – Triax, p. 1 1 1 .
1. Rail Gun
2. Vibro-Bayonet
3. Mini-Laser Turret
VX-340 Mini-Missile Tube Launchers – Triax, p. 104.
VX-500 Mini-Missile Tube Launchers – Triax, p. 108.
VX-635 Pneumatic Air Gun – Triax, p. 1 1 1 .
1. Dart-Sleep
2. Dart – Poison
3. Surveillance: Mini-Microphone
4. Surveillance: Homing device
Pneumatic Blade Shooter – Triax, p. 112.
VX-300 Rail Gun-Arm – Triax, p. 100.
VX-63 5 Ring Lasers – Triax, p. 112
Underwater Bionics
Deep-Sea Environmental Body Armor – Rifts® Underseas, p. 191.
Depth Gauge & Alarm – Rifts® Underseas, p. 191 & Rifts® Japan,
p. 110.
Gills – Rifts® Underseas, p. 191.
Sonar-Rifts® Underseas, p. 191.
Sonic Echo-Location – Rifts® Underseas, p. 191.
Rebreather Lung – Rifts® Japan, p. 112.
Underwater Propulsion – Rifts® Japan, p. 112.

Bionics and Cybernetics

How to Survive the Apocalypse & Other Simple Tasks klangg klangg