Implants

Implants are selectable at the beginning of each Drive Kill and impart a range of benefits, buffs, or abilities. Many implants grow in power or ability as the contestant's level increases. Once chosen, an implant remains with the contestant for the duration of the Drive Kill unless removed at the Implant Hut in any outpost, after which a new one can be chosen. Two implants are available to new contestants, with more unlocked as the contestant completes Drive Kills. 
==New Contestant Implants==
New contestants can choose from the following:
====Chemical Pack==== 
The N-221(C) Brain Chemistry Regulator (COMBAT-TUNED) injects chemicals into the contestant's bloodstream for various effects: stronger attack, stronger defense, or health regeneration. The battery recharges with time, more quickly when the contestant is injured. Leveling up increases the battery's size.
====Spatial Awareness====
The JAMESON SA-232 IC for Spatial Awareness heightens the contestant's senses. At early levels, use of the implant during a fight increases the requisition payout after that fight. Contestants at later levels can employ it for enhanced abilities in battle.
====Sleep Suppression System====
The UPALLNITE(TM) Sleep Suppression System allows the contestant to stand on their legs longer without passing out. It increases the green part of the stamina bar, allowing the player to undertake more actions before suffering a fatigue penalty.
==Experienced Contestant Implants==
The following implants unlock as the contestant accumulates more Drive Kills:
====Skull-Mounted Laser==== 
The LS-989-440 Skull-Mountable Semiconductor Laser 
====Mitochondrial Acceleration====
The MightyMito (TM) Neural Implant allows the contestant to exert cellular-level bodily control. It can be used to make one's hide tougher or accelerate cellular regeneration.
====Pheromone Injection Pack====
PherLure (TM) Pheromone Injections increase the contestant's pheromone production, causing a number of distracting emotional reactions in opponents. It temporarily gives the contestant Kittymorph-like advantages in a fight.
====Servo Arms====
Unlike many of the other implants, which are skull-mounted, the SERVOTUDE(TM) Combat Servo System is bolted onto the contestant's spine. It adds an additional set of mechanical arms that can be used for offensive or defensive maneuvers.
====Telekinesis====
The TeleSwift (TM) Neural Implant allows the contestant to perform mind-over-matter feats, ranging from low-level stunts like deflecting damage, to paralyzing an opponent, to causing an opponent to explode into flames.
====Telepathy====
PathComms (TM) Neural Implant: This implant can be used to toy with an opponent's mind, from causing pangs of guilt, to agonizing headaches. More experienced contestants can use this implant to control jungle animals around them and summon packs of squirrels from the trees to fight on their behalf.
====Littlehead====
LITTLEHEAD(TM), BY SMARTYPANTS(TM) is mounted in the contestant's pubic area. It increases the experience points gained from actions.
====Blockhead====
The BLOCKHEAD(TM) REVISION 2 decreases the work required to complete building tasks. 
====Tesla Frame====
The Tesla Frame
TESLA FRAME (Tesla Frame): Based on the theories of noted 'mad scientist' Nikola Tesla,18) the creator of alternating electric current, this implant offers a particularly devastating attack. It is implanted under the contestant's skin, with hundreds of little metal spikes protruding from the epidermis about an inch apart. Yes, the contestant resembles Pinhead from a certain movie franchise,19) but it produces a series of powerful electric zaps that can render an opponent slightly crispy.20)
Improbability Shard21): This 'implant' is actually a shard from the Improbability Drive that got caught in your head the last time you destroyed it. The shard provides several effects which have been poorly documented as yet22) but are believed to be similar to the improbable magical effects used by Jokers.
WHEELIEFEET(TM) (WheelieFeet): FEET REPLACED WITH WHEELS.23)
BLOCKHEAD(TM) REVISION 2
Building-oriented implant. Inserted into brain, improves visualisation and motor skills. Reduces building and decorating stamina cost by thirty percent.
N-221(C) BRAIN CHEMISTRY REGULATOR (COMBAT-TUNED)
Combat-oriented implant. Inserted into brain. Grants special combat powers. Proficiency increases with each use, unlocking new functionality. Known colloquially as "Chemical Pack." Effects are weak, but can be used multiple times per day.
LS-989-440 SKULL-MOUNTABLE SEMICONDUCTOR LASER
Combat-oriented implant. Kilowatt-range laser diode mounted to skull with head-up display. Primary battery recharges overnight. Secondary battery is non-rechargeable. Power output is user-variable.
LITTLEHEAD(TM), BY SMARTYPANTS(TM)
General-use implant. Auxilliary electronic brain, stored in pubic area, assists in motor skill processing. Grants 10% extra experience per action.
SERVOTUDE(TM) COMBAT SERVO SYSTEM
Combat-oriented implant. Servo arms, mounted in spine. User-selectable offensive or defensive modes can be selected mid-combat. Batteries obtained from Dojo upon defeating master.
UPALLNITE(TM) SLEEP SUPPRESSION SYSTEM
General-use implant. Inserted into brain. Allows user to stay awake and alert longer. Good for newcomers.
JAMESON SA-232 IC FOR SPATIAL AWARENESS
Combat-oriented implant. Chip applies voltage to areas of the brain associated with spatial awareness. Grants extra combat powers.
TESLA FRAME
Combat-oriented implant. High-voltage spines, distributed uniformly across skin. Charges automatically, reflects damage back towards enemy.
WHEELIEFEET(TM)
Travel-oriented implant. Feet replaced with wheels. Reduces travel stamina cost and monster encounter rate by thirty percent. FEET REPLACED WITH WHEELS.
==Implant Removal==
Implant hole 3 days
you still have residual for the remainder of the newday